The Player's Compendium/Glossary: Difference between revisions

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{{DISPLAYTITLE:The Player's Compendium Glossary}}
{{DISPLAYTITLE:The Player's Compendium Glossary}}


=== Ability Attributes ===
The following is some terminology which, on it's own, does not have any particular effect, however it will be used to reference more specific abilities in actions, skills and class features.
The following is some terminology which, on it's own, does not have any particular effect, however it will be used to reference more specific abilities in actions, skills and class features.


=== Insight: Interpersonal vs. Environmental ===
==== Insight: Interpersonal vs. Environmental ====
In some cases, abilties, features or actions may specify a bonus, penalty, buff or debuff to a INS roll based on whether it is insight into a person or creature (<u>Interpersonal</u>) or the physical environment (<u>Environmental</u>).
In some cases, abilities, features or actions may specify a bonus, penalty, buff or debuff to a INS roll based on whether it is insight into a person or creature (<u>Interpersonal</u>) or the physical environment (<u>Environmental</u>).


=== Charisma: Hostile vs. Amicable ===
==== Charisma: Hostile vs. Amicable ====
In some cases, abilties, features or actions may specify a bonus, penalty, buff or debuff to a INS roll based on whether it is a <u>Hostile</u> or <u>Amicable</u> (friendly) action. Lies, intimidation and other forms for verbal force are considered <u>Hostile</u>. Attemps to ingratiate oneself, sway an opinion or flatter, are considered <u>Amicable</u>, even if they are ultimately taken in bad faith.
In some cases, abilities, features or actions may specify a bonus, penalty, buff or debuff to a INS roll based on whether it is a <u>Hostile</u> or <u>Amicable</u> (friendly) action. Lies, intimidation and other forms for verbal force are considered <u>Hostile</u>. Attempts to ingratiate oneself, sway an opinion or flatter, are considered <u>Amicable</u>, even if they are ultimately taken in bad faith.


=== Knowledge: Domains of Knowledge ===
==== Knowledge: Domains of Knowledge ====
Some abilities or features grant a character enhanced or deficit knowledge within a particular domain. For example, one may have advanced knowledge in the domain of animals, plantlife or poisons and toxins. Alternatively, a spell may cause an individual to suddenly be lacking in all understanding of a particular topic.
Some abilities or features grant a character enhanced or deficit knowledge within a particular domain. For example, one may have advanced knowledge in the domain of animals, plantlife or poisons and toxins. Alternatively, a spell may cause an individual to suddenly be lacking in all understanding of a particular topic.


'''(also considering making a distinction between theoretical and practical knowledge, but also feel like that might be going a bit too far)'''
'''(also considering making a distinction between theoretical and practical knowledge, but also feel like that might be going a bit too far)'''


=== Actions: Overt vs. Covert vs. Neutral ===
==== Actions: Overt vs. Covert vs. Neutral ====
Some abilities, features or actions may specify a bonus, penalty, buff or debuff to any roll depending on whether the character is attempting to perform the action subtly/stealthily, or in an intentionally conspicuous manner. Most actions are not explicitly overt or covert, instead called neutral, and are uneffected by any such modifiers. Making an overt or covert actions must be an active decision, unless otherwise specified. (for example, an ability may allow for all actions of a cetain type to be considered covert)
Some abilities, features or actions may specify a bonus, penalty, buff or debuff to any roll depending on whether the character is attempting to perform the action subtly/stealthily, or in an intentionally conspicuous manner. Most actions are not explicitly overt or covert, instead called neutral, and are uneffected by any such modifiers. Making an overt or covert actions must be an active decision, unless otherwise specified. (for example, an ability may allow for all actions of a certain type to be considered covert)


=== Falling Flat ===
=== Falling Flat ===
When an action or ability states that it causes you or a target to “Fall Flat”, you make a roll with any die you choose. If the numer on the die is even, you gain the Supine condition, if the number is odd, you gain the Prone condition. Given the context, the GM may decide the outcome of falling flat without need for a die roll. For example, if the action used to cause the target to fall flat is used in a directional manner, the GM may decide the target specifically falls backwards or forwards.
When an action or ability states that it causes you or a target to “Fall Flat”, you make a roll with any die you choose. If the number on the die is even, you gain the Supine condition, if the number is odd, you gain the Prone condition. Given the context, the GM may decide the outcome of falling flat without need for a die roll. For example, if the action used to cause the target to fall flat is used in a directional manner, the GM may decide the target specifically falls backwards or forwards.
 
=== Damage Types ===
 
==== Physical Damage ====
 
* Slashing
* Piercing
* Bludgeoning
* Concussive
* Corrosive
 
==== Elemental Damage ====
 
* Fire
* Cold
* Heat
* Radiant
* Energy
* Withering
 
==== Other Damage Types ====
 
* Psychic
* Void
* Force
* Poison
* Necrotic
 
=== Weapon & Tool Training ===
Training with a weapon or tool allows you to use those items in additional manners, as described by each tool or weapon. Additionally, for tools, it allows you to add your Level Bonus to any roll made while using the tools, except if another feature or ability would already allow you to add this bonus. (this bonus cannot be added twice)
[[Category:Glossaries]]

Latest revision as of 22:23, 18 January 2025


Ability Attributes

The following is some terminology which, on it's own, does not have any particular effect, however it will be used to reference more specific abilities in actions, skills and class features.

Insight: Interpersonal vs. Environmental

In some cases, abilities, features or actions may specify a bonus, penalty, buff or debuff to a INS roll based on whether it is insight into a person or creature (Interpersonal) or the physical environment (Environmental).

Charisma: Hostile vs. Amicable

In some cases, abilities, features or actions may specify a bonus, penalty, buff or debuff to a INS roll based on whether it is a Hostile or Amicable (friendly) action. Lies, intimidation and other forms for verbal force are considered Hostile. Attempts to ingratiate oneself, sway an opinion or flatter, are considered Amicable, even if they are ultimately taken in bad faith.

Knowledge: Domains of Knowledge

Some abilities or features grant a character enhanced or deficit knowledge within a particular domain. For example, one may have advanced knowledge in the domain of animals, plantlife or poisons and toxins. Alternatively, a spell may cause an individual to suddenly be lacking in all understanding of a particular topic.

(also considering making a distinction between theoretical and practical knowledge, but also feel like that might be going a bit too far)

Actions: Overt vs. Covert vs. Neutral

Some abilities, features or actions may specify a bonus, penalty, buff or debuff to any roll depending on whether the character is attempting to perform the action subtly/stealthily, or in an intentionally conspicuous manner. Most actions are not explicitly overt or covert, instead called neutral, and are uneffected by any such modifiers. Making an overt or covert actions must be an active decision, unless otherwise specified. (for example, an ability may allow for all actions of a certain type to be considered covert)

Falling Flat

When an action or ability states that it causes you or a target to “Fall Flat”, you make a roll with any die you choose. If the number on the die is even, you gain the Supine condition, if the number is odd, you gain the Prone condition. Given the context, the GM may decide the outcome of falling flat without need for a die roll. For example, if the action used to cause the target to fall flat is used in a directional manner, the GM may decide the target specifically falls backwards or forwards.

Damage Types

Physical Damage

  • Slashing
  • Piercing
  • Bludgeoning
  • Concussive
  • Corrosive

Elemental Damage

  • Fire
  • Cold
  • Heat
  • Radiant
  • Energy
  • Withering

Other Damage Types

  • Psychic
  • Void
  • Force
  • Poison
  • Necrotic

Weapon & Tool Training

Training with a weapon or tool allows you to use those items in additional manners, as described by each tool or weapon. Additionally, for tools, it allows you to add your Level Bonus to any roll made while using the tools, except if another feature or ability would already allow you to add this bonus. (this bonus cannot be added twice)