> [!info] Work In Progress ### A **Action Die** : A black d6 added to the pool from an Attribute, Trait, or Equipment. A result of 5 or 6 is a **Hit**. **Action Pool** : The total collection of black Action Dice and red Stress Dice rolled to resolve a task. **Adept** : An Archetype capable of using supernatural abilities and manipulating Subspace. **Ambition** : A core Trait representing a character’s long-term goal. Achieving this provides an XP refund and a narrative milestone. **Ancestry** : A core Trait describing a character’s species, nationality, or social background. **Archetype** : A core Trait defining a character’s professional role and granting a unique mechanical ability (e.g., Warrior, Diplomat). **Attribute** : One of five intrinsic qualities (Strength, Agility, Intellect, Wit, Tenacity) rated 2–6. They form the base of every Action Pool. ### B **Bungle** : A roll resulting in more 1s than Hits. Triggers a **Complication** and awards the player a Luck Token. ### C **Campaign** > A series of quests with the same party in the same world. A campaign is a series of quests with mostly the same players and characters in the same world. **Complication** : A narrative or mechanical setback triggered by a Bungle or by Provoking a Trait. **Concept** : A core Trait that defines a character’s identity using the format: "{adjective} {profession} who {activity}." **Condition** : A narrative state (e.g., _Entangled_, _Inspired_, _Distracted_) that grants automatic Hits or specific penalties to relevant actions. ### D **Desperate Defense** : A reactive choice to avoid all Stress from a single source by breaking a piece of equipment (Physical) or harming Reputation (Social). **Devotion** : The "HP" of an NPC. When reduced to 0, the NPC concedes, gives up, and retreats. **Difficulty** : The number of Hits required for an action to succeed. Standard baseline is 3. **Downtime** : The period between quests where characters heal, train Traits with XP, and work on long-term projects. ### E **Exchange Points (XP)** : The universal currency for both narrative wealth and mechanical character advancement. **Exploding Die** : Any Action Die or Stress Die that rolls a 6. It is counted as a Hit and then rolled again, potentially adding more Hits. ### F **Feat** : An "Active Trait" describing an extraordinary signature move or power (e.g., _Sunforged’s Blinding Reprisal_). ### H **Hit** : Any individual d6 in an Action Pool that rolls a 5 or 6. ### I **Infamy** : The measure of a faction's dislike for the Rangers. Adds red **Stress Dice** to social Action Pools. **Injury** : A significant wound or social disgrace that persists after a scene. It targets a specific Attribute . **Interlude** > A short narrative that occurs between quests and between scenes. An interlude does not have turns, nobody takes actions, and there are no threats or dangers. It is a description of events that link scenes and quests together. [[#Downtime]] is an interlude. ### L **Luck Token** : A meta-game resource spent to trigger Triumphs, Narrow Escapes, or Second Winds. Gained through Bungles or Provoking Traits. ### N ### P **Provoke** : Voluntarily using a Trait to cause a failure or complication in exchange for a Luck Token. ### Q **Quest** > An adventure with a declared goal. A quest is a series of scenes. Most quests will have a reward and/or a [[#Milestones|milestone]] and sometimes players must choose between a high-paying quest and one that completes a milestone. ### R **Reputation** : A value from -6 to 6 representing a faction's favor. Acts as **Action Dice** for social attacks and "Armor" for social defense. **Resistance** : The physical equivalent of Devotion. An NPC’s ability to withstand physical stress before retreating or falling. ### S **Scene** > An encounter in a specific location that progresses the quest. Scenes will have an [[#Ordeal]] and/or a [[#Conflict]]. **Social Death** : Reaching 10 Social Stress. The character is disgraced, excommunicated, or laughed out of the room; the negotiation ends immediately. **Stress Die** : A red d6 added to the pool due to injury, difficulty, or infamy. A 5 or 6 cancels out one hit on an action dice. **Success** : A measure of the margin of victory, calculated as: **Net Hits minus Difficulty**. **Surge** : Achieving 3 or more Successes on a single roll. Allows the player to describe a miraculous result or create a **Stunt**. ### T **Toughness** : A passive threshold equal to 1/3 of a Defense Pool. It reduces incoming Stress from minor hits. **Trait** : A descriptive phrase that adds its level as Action Dice to a roll. **Turn** > Within a scene characters will take turns doing actions. Each turn is the amount of time it takes all characters to do one action. Players only get one action per turn. No trait, feat, or supernatural ability can ever give a player more than one action per turn. ### Z **Zone** : A tactical area of a scene. In Battle, these are physical locations. In Negotiation, these are conversational approaches (Logic, Empathy, Authority).