- Attributes
- ➤ The primary statistics of a Player Character, measured numerically from 1 to 10. The base Attributes are Strength (STR), Endurance (END), Intelligence (INT), and Dexterity (DEX).
- Actions
- ➤ Actions refer to the mechanical decisions players can make during gameplay. Actions always have a mechanical consequence within the game, and most will involve rolling dice.
- Skills
- ➤ Derived from Attributes, Skills determine a Player Character's level of competence at various tasks by providing a modifier to rolled values. They are split into three categories, defining how they are calculated.
- Development
- ➤ Development is the system through which players are rewarded for play, and Player Characters' statistics are improved.
- Modifiers
- ➤ Modifiers are positive or negative values assigned to Skills, Rescue Rolls, and rarely Attributes or Derived Statistics. They represent things like having the right tools for a job, being in favorable conditions for a fight, or suffering from an injury or illness.
- Innate Skill
- ➤ Innate Skills are abilities that don't require any Training to use. The base Modifier for an Innate Skill is (Attribute x10)%. Each Attribute has at least one related Innate Skill.
- Professional Skill
- ➤ Professional Skills are abilities that require Training, practice, or specialized Equipment to be able to perform. The base Modifier for a Professional Skill is calculated as ((Attribute x5) +(Trained x10))%. Each Attribute has multiple related Professional Skills.
- Combat Skill
- ➤ Combat Skills are abilities that represent the Player Character's ability to fight with a given weapon or martial style. Usually these are most heavily Modified by Weapons, in addition to a base Modifier of (Attribute x5)%. Player Characters can use two Combat Skills per Attribute.
- Rescue Modifier
- ➤ This is the default Modifier applied to Rescue Rolls. It is calculated (Attribute x3)%.
- Skill Modifier
- ➤ This is the default Modifier applied to Skill Rolls. It is calculated based on the type of Skill.
- Equipment Modifier
- ➤ This is a Modifier applied by equipped items. Most pieces of Equipment confer a handful of Modifiers when equipped, detailed at the bottom of the Equipment Card.
- Weapon Modifier
- ➤ This is a Modifier applied to a Combat Rolls by and equipped Weapon. It is included near the bottom of the Weapon Card.
- Derived Statistics
- ➤ Derived Statistics are mechanical details about a Player Character that do not directly effect Actions. They are calculated from Attributes, and the base Derived Statistics are Encumberance, Injury Threshold, Stress Threshold, and Speed.
- Timeframe
- ➤ The Timeframe assigned to an active Modifier defines how long it will be active without player intervention. Timeframes are Immediate, Brief, Enduring, and Permanant.
- Player
- ➤ Anybody playing with a Player Character.
- Player Character
- ➤ The Player's created or assigned character, to differentiate from Non-Player Characters.
- Game Moderator
- ➤ A single player tasked with ensuring the mechanical operation of the game, and shaping the setting, conflicts, NPCS, and other details about the game world.
- d00
- ➤ The dice used when playing with the SEID system. A d00 is made up of two ten-sided dice, rolled together, to produce a number between 00 and 99.
- d10
- ➤ A ten-sided gaming die, mostly used as half of a d00. Occassionally used, such as during Character Creation and tie-breaking.
- Rush Penalty
- ➤ A Rush Penalty is a negative Modifier added to any actions taken while Rushing.
- Rushing
- ➤ Whenever a player acts more than once during a turn of Combat, they are considered to be Rushing. Ability to Rush is governed by Speed.
- Experience Points (XP)
- ➤ These are awarded to the player for overcoming adversity and achieving goals. They are spent to improve Attributes, Train Skills, and Purchase Traits.
- Development Potential (DP)
- ➤ This score represents the Player Character's capacity to improve. It can be increased by injury, loss, and failure. Growth cannot exceed this score.
- Growth
- ➤ The sum of all spent Experience Points. Growth cannot exceed Development Potential, meaning that PCs can only develop through taking risks and facing consequences.
- Injury Threshold (IT)
- ➤ Injury Threshold represents a PC's capacity for bodily harm. It is derived from Endurance and ranges from 4 to 14. Every Injury sustained by a PC occupies 1 to 5 points of IT. Injuries can increase DP.
- Stress Threshold
- ➤ Stress Threshold represents a PC's capacity for mental harm. It is derived from Intelligence and ranges from 2 to 7. Every Trauma sustained by a PC occupies 1 to 3 points of ST. Minor Trauma can increase DP, while Major Trauma can penalize DP.
- Traits
- ➤ Traits are special permanant Modifiers that can alter Attributes, and confer special gameplay effects. They are purchaseable during Character Creation and Development, and can be awarded by the Game Moderator.
- Encumberance
- ➤ Derived from the Strength Attribute, Encumberance dictates how many pieces of Equipment can be equipped simultaneously. It ranges from 3-8. Equipment only conveys Modifiers when it's equipped.
- Speed
- ➤ Derived from Dexterity, Speed determines player turn order, and how many Rushing Actions a PC can perform.
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