There a few commonly used terms and abbreviations used throughout this book, you may find most of them here.
Action - such as casting a spell, swinging a sword, using an item or dodging a blow.
AGL - abbreviation for the Agility Skill.
Casting a Spell - use a spell that the hero knows.
Charges - the number of times a magical item can be used until all the magic in it is used up.
Combat Rounds - approximately six seconds of real time, enough time for a hero to perform an Action.
Critters - other heroes and beastly monsters who are played by the GM.
Critical Failure - an unforseen and troublesome event or accident.
Critical Success - an unforseen and fortunate event or accident.
D3 - roll one 6 sided dice and divide by 2 rounding up.
D6 - roll one 6 sided dice.
2D6 - roll 2 6 sided dice and add them together.
D66 - Roll one dice, this the tens, roll another dice this is the units. Eg. I roll a 5 then a 4 giving a result of 54.
DEF- Defense This represents how durable or tough a creature or item is. A heroes defense is usually equal to his Endurance Level plus any bonuses from wearing armour or protective
devices.
Difficulty - a rating of how challenging a task is for a hero .
Difficulty Number - the number that a player must roll equal to or higher to succeed.
END - abbreviation for the Endurance Skill.
GM - Games Master, the one who runs the game, tells the story and applies the rules.
Heroes - the ones the players make up.
Magic Items - weapons, armour, scrolls, potions and equipment that have been enchanted, or have a magical effect.
Movement - how far a hero can move in metres per Combat Round.
OFF - Offense The higer this number is the more deadly the weapon, spell or object. When a hero fights in unarmed combat,the Offense is equal to his Might-1.
Optional Rules - rules that aren`t neccesary to run the game, but at the GM`s option can be included to add more detail and flair to the game.
Players - the people who are playing the heroes in the game.
Potions - are containers of magical liquid that have a magical effect upon the user.
Race - what species does the hero belong to.
Scene - like a scene in a movie, generally when combat is not being fought, and the time can pass quickly or slowly.
Scrolls - are magical pieces of parchment with Spells inscribed upon them.
Skills - abilities, rated in Levels.
Skill Levels - The higher the Level, the greater the skill and chance of success.
Skill Ranks - describes how capable the hero is in the associated Skill.
Spell - magical energy used by a hero or creature to create a magical effect.
Mana - A measure of magical energy within a creature or hero. The higher the better. A Spell uses up Mana when cast. The higher the Level of the Spell the more powerful the Spell is and the more Mana it consumes.
MGT - abbreviation for the Might Skill.
Wounds - when a hero gets injured they lose Wounds. When all the heroes Wounds have been deducted they die.
Initiative - this determines who gets to act first, usually in order of highest to lowest Agility, during combat.