Glossary

The following are terms commonly used in the Planar Gaming System.

Action - A single act taken by a character during a Round.  Every Character may take a number of Actions per Round equal to her Agility/2 (round down) plus one.

Character - A list of words and numbers that represent a persona used in gaming.  All beings in the Multiverse may be represented in this manner, whether they be living or inanimate.

Contested Roll - An Action that a Character takes against an opponent that is actively resisting.

Dimension - One of six words that define all things in the Multiverse.  The six Dimensions are Time, Space, Matter, Energy, Mind, and Soul.  Dimensions have a Rating (typically from one to six).  The higher the Rating, the stronger the Dimension.

Fatigue - A measure of a character's overall energy and ability to act.  A Character has a number of Fatigue points that are reduced by strenuous activity.  The fewer Fatigue points the Character has left, the closer to passing out she comes.

Free Raise - When the character gains the benefit of a Raise without an actual increase in the Target Number.

Game Master (GM) - The person who runs the game.  He tells the story and plays all the Non-Player Characters the Player Characters interact with.

Keep and Drop - In this text, the format "A"k"B" is used.  "A" is the total number of dice that may be rolled.  "B" is the number of dice that may be kept and added together.

Multiverse - The collection of all gaming worlds, plus the Astral and Ethereal Planes, and the Inner and Outer Planes.

Non-Player Character (NPC) - This is a Character controlled by the GM, not one of the players.

Passion - A strongly held belief of a Character, which can give her strength and bind her actions.  Passions are rated decimally, from 0.0 to 6.0.  The higher a character's Passion Rating, the stronger a force the Passion is in her life.

Player Character (PC) - A Character controlled by an active individual who is playing the game run by the Game Master.

Raise - When a TN is assigned by the GM, the player may chose to increase the TN in increments of 7.  For every raise, the quality of the success increases.

Rating - A number, typically between one and six, that describes the value of a Trait or Skill.  The higher the Rating, the better the Trait or Skill.

Rounds - A value of time.  Each round is 6 seconds long.

School - An organized center for training in a paricular art.  There are a wide variety of types of schools on the planes, and many of them have developed Techniques which they can teach their students when they are ready.

Simple Roll - An action whose outcome is based solely on the Skill and ability of the Character.

Skill - A word that describes knowledge the character has learned.  All Skills are accompanied by Ratings from one to six.

Trait - A pair of words, one physical and one mental, that further define the Dimensions.  Traits are Rated one to six, with higher values representing stronger Traits.

Target Number (TN) - A number assigned by the GM when a Character declares an action.  The higher the TN, the more difficult the action will be.

Technique - A power that goes beyond normal Skills; a specific manner of operating that produces almost magical results.  Techniques are learned at Schools.

Warp Threshold - A concept of how much reality bending a Plane/region will allow before it counters a Character's actions.  High-magic and cinematic campaigns will have high Warp Thresholds, while realistic campaigns will have low Warp Thresholds.

Wounds - A measure of a Character's overall health.  A character has a number of Wounds that can be lost.  The lower his Wound total, the closer to death he gets.

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