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Key Terms

From FuturePath

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This is a complete list of Key Terms. If you are new to Pen & Paper games or just want a refresher course, please visit the New to P&P page.

Accuracy Check/Attack Roll

Accuracy Check/Attack Roll. These two phrases are interchangeable and mean the same thing. They imply that a player needs to roll a d20 and add the correct modifiers to determine the success of an attack. The roll is usually d20 + Advantage Die (If proficient with the weapon) + Dexterity Modifier for Ranged and Strength Modifier for Melee.

Affinity

This is similar to Proficient, but instead of items or weapons, this is directly associated with a Character's Ability Scores. An Affinity with one of the 6 Ability Themes allows the Player to roll with Advantage when using that Ability for a saving throw or check.

Alignment

Alignment is an optional role-playing game mechanic that helps define a Character's moral outlook and beliefs. Learn more about it here.

Armor Class (AC) or Defense

AC stands for Armor Class. It is how well-defended a Character is and how hard it is to hit them. Armor Class tries to represent both the Armor a target has, but also how easy it is for them to dodge, or simply how hard it may be to land a hit that may do damage. 10 + Armor Bonus + Dexterity Modifier + Siz Modifier + Natural Armor + Misc Modifier.

Attack

Any time of action taken against a target or targets with the intent of doing harm. Normally, this is done with a melee or ranged weapon in combat. In some cases, an Attack uses a special ability associated with the attacker, such as a Technique. When doing a melee or ranged attack, an 'Accuracy Check/Attack Roll' is done.

Arch-Type

Arch-Types help further define a Character's Class by providing additional customization alongside their Character Class. Review them here.

Background

A Background is meant to provide more flavor to the Character. It is solely focused on Role-Playing and utility mechanics in the game. Utility Mechanics refers to outside-of-combat actions that a Player can have the Character perform.

Bonus

Bonus is anything positive provided to the recipient. This can be perceived as negative for a Player if the recipient is an enemy. Most Bonuses and Penalties come in the form of an 'Advantage Die'. A Bonus Advantage Die is added to a roll/check/save, while a Penalty does the opposite. Bonus damage is usually seen as damage die plus extra damage. ie; 1d6 + 1.

Combat

Combat is an Encounter type that refers to Characters fighting enemies using physical means to harm or control the target. The key point is simply that Combat is a 'mode' of gameplay. To learn more about Combat, go here.

Character

Character can be used interchangeably with Hero and is used to define a Player-controlled avatar within the game. A Character/Hero is used and controlled by a Player who interacts with the game. NPCs stand for Non-Player Characters and these are controlled by the GM.

Check

Check is a roll that is required whenever a Player Character/Hero does an action that doesn't instantly succeed. A common 'Check' is the Accuracy Check, which is done whenever a Player Character attempts to attack a target. Another is a Skill Check. The key here is that Check's happen because of Player action and determine the success of that action.

Character Professions

In Future Path, Professions replace 'Classes' in other popular TTRPGs. A Profession is a special set of rules centered around a theme for a Character. e.i., Starfighter. To learn more about each Character Class, go here.

Condition

A Condition is a state a Character or creature can find themselves in for whatever reason, although usually, it is combat-related. Conditions provide Penalties to the character, making it harder for them to perform certain actions. To learn more about Conditions, go here.

Damage Types

Damage can be given to a Character in different ways. The default is with 'Kinetic' energy. If not specified, Kinetic is the default damage type. There are 4 different damage types in Future Path. There is Chemical/Electrical/Kinetic/Thermal. DR can guard against a specific type or against all at the same time. Learn more about it here.

DR (Damage Reduction)

DR stands for Damage Reduction. This acts sorta like a barrier that removes some of the damage that would otherwise be subtracted from a Character's Hit Points. If a Character has 10 HP and 2 DR and gets hit for 8 points of damage, then DR absorbs 2 points, leaving 6 to be subtracted from the 10 HP, leaving only 4 left. There are 4 DR for specific damage types, and Total DR guards against all damage types.

Favored

Something that is Favored means that the Character finds that Attribute, Skill, or other tasks easier and even enjoyable to do. A Favored can be used interchangeably with Affinity. A Character's Favored Ability is the Ability they have an Affinity with. Skills can be Favored; this means that the Character only needs to spend one Skill Point to rank up the skill instead of two. If there is any other specified task, then the default is to provide an Advantage Bonus when rolling for that task.

Feat

An extraordinary ability that a Character can perform. There are many Feats, and they are divided into 2 Categories: Tactical (for combat) and Utility (out of combat). They can grant new actions, or they can provide passive bonuses. This is one of the main ways the game lets a Player customize their Character.

Game Master (GM)

The storyteller and organizer of the game. It is the player who helps explain and enforce the rules and narrates the story. The other players listen to the GM and, when attempting actions, inform the GM.

Hit Die

Hit Die is the die used to help define the total amount of Hit Points (HP) / Health a character has. At each level the Character has, they can roll their Hit Die to gain that much health. Hit Die is also used when restoring Hit Points.

Hit Points (HP) or Health

Hit Points (HP) can be used interchangeably with Health. The vitality and toughness of a Character. It determines how much harm a Character can take before becoming Unstable. Learn more about health and injury here.

Initiative

How quickly a Character can react to the environment. This helps determine the question of 'What team goes first?' in combat. It is also used to resolve a conflict between Characters, such as 'Who gets to the door first?'. It is calculated by adding the Wisdom and Dexterity modifiers.

Level

Usually referring to the level of a Player Character / Hero. Characters can have levels up to 20. Dice can also be represented with levels. A Character improves as they level up based on their Path. More on advancemnt here. A Die or Dice has a Level as well and starts at 1 or d2. While a level 2 Die is a d2+1, a level 3 Die is a d4+1, and so on. Learn about Skill Die level here and Advantage die level here.

Nonplayer Character (NPC)

These are Characters that are played by the GM and are not controlled by the players. Although sometimes a GM may ask a player to represent an NPC for fun.

Path

A Path is the base foundation of a Character. It determines, in general, the type of Character and, to some extent, the type of roleplaying the Player may do with the Character. It ties a Character with one of the 6 core Attribute Themes (ie: Strength, Dexterity, Constitution etc...). Review Character Path's here.

Penalties

Penalties is anything negative provided to the recipient. This can also be perceived as positive for a Player if the recipient is an enemy.
Most Bonuses and Penalties come in the form of an 'Advantage Die'. A Bonus Advantage Die is added to a roll/check/save, while a Penalty does the opposite.

Perception

Perception is a general word to describe a Character's awareness of their surroundings and their ability to listen and spot things in their environment. It is closely associated with the Attribute Theme Wisdom. Perception is probably the most commonly used Skill a Character has. It is also a static attribute of a Character called 'Passive Perception'. Characters often are requested to roll Perception checks, and a good GM knows each character's Passive Perception.

Proficiency

Used to describe a PC, NPC, or even Monster affinity and/or training with a certain action. Proficiency in something usually implies an Advantage Bonus, and there may be custom roles depending on what it refers to. A Character may also have an Affinity with something or have a 'Favored' something. These all mean similar things from a roleplaying perspective, but from a rules perspective, by default, all mean the Character gains an Advantage Bonus.

Prestige Classes

This is a specialty class designed to extend 1 or more Character Professions. They have stricter requirements and follow a narrower theme. Review them here.

Procure Difficulty

Also referred to as 'rareness'. This describes how difficult it is to purchase an item. Often, because it is rare or illegal. Learn more about purchasing items on the Wealth and Money page.

Roleplaying

When playing the game, players and the GM are encouraged to act out their Characters as if they were their Characters in the situation described by the GM. This is called Roleplaying, and for most, it is the whole point and fun of RPGs. In the context of the rules, sometimes rules are there more for roleplaying purposes. There is also text often called 'flavor text' that helps guide roleplaying.

Roll

To roll a die or set of dice as part of an action in the game. The most common roles are 'Accuracy', 'Attribute/Skill Check', 'Saving Throw,' and 'Damage Roll'.

Round

A Round refers to a combat round. In combat, the rules of the game are different as actions play out as rounds. Each round is broken into phases. To learn more, go to the Combat page.

Saving Throw (Save)

One of the types of 'rolls' a Player can do is a Saving Throw, also called a 'save'. This is a reactionary roll, meaning it is requested of a Player when something happens to the Player rather than the Player doing something. Often, if not successful, this results in damage or a negative effect on the Player.

Size

This is simply vocabulary for describing the amount of space a Character or item occupies in the game world. If a GM says that a person in the game is Small, then all the players can understand what that term means. There are also some rules surrounding size in combat. These vocabulary words are used to define the size of Characters, Spaceships, and general items in the game.

  1. Fine:
    1. Characters: Roughly 1 inch tall or shorter.
    2. Items: Microscopic
  2. Diminutive:
    1. Characters: Taller than an inch but shorter than a foot.
    2. Items: Visible by the human eye but just barely.
  3. Tiny:
    1. Characters: Roughly a foot or taller.
    2. Items: Examples include micromachines and credit cards.
  4. Small:
    1. Characters: Between 2 and 4 feet tall.
    2. Items: Things that could fit in your pocket. Cell phone, for example
  5. Medium (The Average Size for a Character):
    1. Characters: Between 4 and 7 feet tall.
    2. Items: A Laptop or large tablet. Something you probably need to carry in a backpack.
  6. Large:
    1. Characters: A wide and tall person 8ft+ tall and their stance wider than 5ft. A horse is a good example.
    2. Items: This would require a special backpack to carry or sling. Possibly a large suitcase.
  7. Huge:
    1. Characters: Usually a monster of some type that takes up more than a 10-by-10-foot space. An elephant is an example.
    2. Items: These items you would not be able to carry yourself. A motorcycle would be a good example
  8. Gargantuan:
    1. Characters: Usually, these creatures are towering massive individuals and can stand 15ft+ and take up 15ft to 20ft squares. A giraffe, possibly.
    2. Items: A car or even a small bus.
  9. Colossal:
    1. Characters: Massive Creatures. Examples include the Blue Whale and some of the larger Dinosaurs.
    2. Items: A Bus or a small house.

Items are a tad tricky. In this case, they apply only to objects on the General Equipment page. Weapons, Armor, Spaceships, Vehicles, and other items may have different size rules. If something states "moves up a size category" or "Cannot use if one size category higher than Character," use the above text as a guide.

Medium is the default size for just about everything. Characters and so on. The GM has the final say on the size of something in the game if the rules do not clearly specify. A Character's Species may state a different size.

Skill

Skills are different actions or activities a Character can do, usually but not exclusively outside of combat. To perform a Skill a Character does a Skill Check which includes rolling a d20 plus the skill die. Normally, this doesn't include advantage unless the GM or rules specify otherwise.

Species

Instead of 'Races' like in some games, Future Path has 'Species'. These represent the different sentient creatures that are playable within the FuturePath Universe. They are listed here.

Speed

Speed refers to how much distance, measured in 5ft increments, a Character can travel over a period of time. In combat, this period is 3 seconds; outside of combat, it is usually measured in hours or days. Out of combat is referred to as Travel, and rules for this can be found in Transportation and are usually measured by the Walk speed of a Character. Combat is a different matter. Normally, the default speed in combat is Run, which is twice the Walk speed. There is also Dash and Sprint which one can read about more Move Rules section inside the Ground Combat Guide. A Character also has a Swim, Climb, Fly, and Burrow speed. Burrow is always 5ft unless specified otherwise. Fly is optional for only certain species; 'Climb' and 'Swim' are always 1/2 the Walk speed, rounded up. However, Climb and Swim are also affected by Armor.

Speed can also be affected by Athletics Skill as well as some Talents and Feats.

Talent

A Special feature that comes from a Character's Path or Class. Usually, this is an action they can do, but it could also be a passive bonus to an attribute.

Technique

A Technique is a special ability some Characters can have that follow a theme. The primary rules for Techniques are on the Techniques page. Some Professions have Techniques, while a character that takes on the Psion difficulty can also gain access to Techniques. Some Professions have 'Tricks,' which is a variation of Techniques.

Trait

A Special that comes from a Species. Usually, passive aspects of a Character are sometimes mentioned for Roleplaying only, but can also include all sorts of things, such as combat actions or attribute modifications.