Glossary

Rule Concepts

  • …for Effect: To add a fact to the game via an Aspect that is Invoked or Tagged (OPTIONAL: or Compelled). This fact is narrative, may change the Skill required for a roll or scene, and may trigger a Compel, at GM’s discretion. May add an Aspect to a character or scene, at GM discretion, an Aspect on another character. Spend Fate only if they accept the Compel. Aspect for Effect.
  • Archetype: A set of recommendations as to skills and stunts to create a character that fits into a heroic “mold.” Usually an occupation or vocation. See Artist, Athlete, Burglar, Commander, Court Crafter, Courtier, Explorer, Mountebank, Philosopher, Priest, Soldier, Street Crafter, Trader.
  • Artist: An archetype for visual artists, actors, musicians, and creative Crafters. See Archetype, Crafting.
  • Aspect: Descriptor attached to a character or scene. Can be added or removed via Declare, Assess and Maneuver (Skill use), or via Invoking/Tagging for Effect (Aspect use), or by taking a Consequence.
  • Assess: To uncover a hidden Aspect via Contest (typically a Perception Skill, but optionally any type). Takes time to accomplish (see rules), and is typically Sticky.
  • Athlete: An archetype for athletes of all kinds, from runners to acrobats. See Archetype.
  • Attack: To inflict Stress on another character.
  • Block: To set a difficulty against a specific Take Action that may later be undertaken by another character. Getting past a Block takes a Maneuver.
  • Bonus: + to any roll.
  • Burglar: An archetype for thieves and stealthy characters. See Archetype.
  • Commander: An archetype for leaders, both battlefield and political. See Archetype.
  • Compel: To restrict a character’s options related to an Aspect on that character, in exchange for Fate. Possibly triggered by Tagging an Aspect. The GM typically Compels Aspects, although players can also Compel their own. Players can Compel other characters’ Aspects as well, paying from their own Fate pool.)
  • Concession: A defender’s offer to give up a Conflict in exchange for setting the terms of his loss.
  • Conflict: Any interaction where the point is to reduce another character’s Stress, inflict one or more Consequences, and achieve either a Concession or a Taken Out result. Examples: Combat, interrogation, sabotage, chase.
  • Consequence: An Aspect taken in lieu of receiving Stress. Player determines the nature of the Consequence. Comes in three types: Minor (reduces Stress by 1 box, removed at the end of a Scene), Moderate (reduces Stress by 2 boxes, takes about a day to remove), Severe (reduces Stress by 4 boxes, takes a long time and/or medical care to remove).
  • Contest: Any Skill roll that is opposed by another character’s Skill roll. Winner sets the terms.
  • Court Crafter: An archetype for Crafters who use their magic in the aristocratic system, whether counselors, entertainers, or Relicsmiths. See Archetype, Crafter, Relicsmith.
  • Courtier: An archetype for characters who know how to connect people and manipulate systems. See Archetype.
  • Damage: Another term for inflicting Stress.
  • Declare: To assert something is true and add an Aspect to a character or scene. This is done via Simple Action (typically a Knowledge Skill, but optionally any type). Takes time to accomplish, and is typically Sticky.
  • Defend: To forego an Exchange and gain +2 against all Attacks.
  • Degree: Successes beyond the minimum required. More degrees may result in greater success. Three degrees = Spin.
  • Equipment:
  • Exchange: The set of rolls being made by all characters. Same as a “round.”
    Fate Point: The currency that represents authorship in the game. See chart above for Fate Point uses. Earned by accepting a Compel. May be spent or earned at any time.
  • Explorer: An archetype for characters who head into the unknown, whether strange Realms or the wilderness outside the City. See Archetype, Realms.
  • Fragile: Aspect will last only until it is Invoked/Tagged or the situation changes (via Maneuver, usually).
  • Invoke/Tag an Aspect for Effect: Add a fact to the game. See …for Effect for details.
  • Invoke/Tag an Aspect: Gain a +2 or reroll the dice. This may be done as often as you’d like for any given roll, once per Aspect.
  • Invoke: To make use of your own Aspect by spending Fate.
  • The Ladder: The range of numbers and adjectives, from Terrible (-2) to Legendary (+ 8) Usually, the adjectives are used to describe things – someone might be a Good Duelist or Poor at Artificing. The adjectives and numbers are interchangeable, so this texts usually uses both, as in a Pilot: Good (+ 3) or a Academics: Poor (-1). On this scale, Average (+ 1) represents the level of capability that someone who does something regularly and possibly professionally, but not exceptionally.
  • Make a Minor Declaration: declare something minor as true, subject to GM approval. If associated with an Aspect, functionally identical to Invoke/Tag an
  • Maneuver: To perform a non-Attack action in a Conflict with a Simple Action or Contest. May add an Aspect to a character or scene, which is typically Fragile unless Spin is achieved.
  • Mountebank: An archetype for deceivers – con artists, disguise artists, and spies. See Archetype.
  • Phase: A defining period in a character’s life. Used in character creation, and grants 7 skill points and two Aspects.
  • Philosopher: An archetype for characters who study technology, medicine, and the natural world. See Archetype, Philosophy.
  • Power a Stunt: See Stunts for details.
  • Priest: An archetype for religious leaders of all stripes, guiding believers. See Archetype, Church of the Blinding Light, Cult Circle.
  • Reject a Compel: Spend Fate equal to the Fate being offered on a Compel to reject the effect.
  • Simple Action: Any Skill roll against a difficulty set by the GM (typically “Average (+1)” or +1 net result).
  • Skill: A character’s ability in the game. Used when a character Takes Action, Declares, or Assesses.
  • Soldier: An archetype for those trained in combat – close or ranged, professional or amateur. See Archetype.
  • Spin: 3 or more Degrees. When earned on any defensive roll, defender gains +1 on his next roll. Various other uses as well (see specific Stunts).
  • Sticky: Aspect will last longer than one Invoke. Aspects created via Maneuver are typically Sticky if a Spin was achieved. Aspects introduced via Assess and Declare are typically Sticky.
  • Street Crafter: An archetype for Crafters who ply their magic on the streets, as entertainers, fortune-tellers, etc. See Archetype, Crafter.
  • Stress: Measure of a character’s commitment to a Conflict. Always refreshed at the end of a conflict. Marking your highest Stress Box means you’re Taken Out.
  • Stunt: Stunts exist to provide guaranteed situational benefits, or special abilities or minor powers, under particular circumstances.
  • Tag: To make use of an Aspect outside your character by spending Fate. The first Tag of a new or revealed Aspect is free. Always subject to GM approval. (OPTIONAL: Invoking/Tagging specific Aspects for Effect can also be treated as functionally identical to Declaring.)
  • Take Action: To use a Skill or Stunt, either as a Maneuver or an Attack.
  • Taken Out: When a character cannot take another Consequence or has their highest Stress box marked off in a Conflict.
  • Trader: An archetype for merchants, bankers, and others who deal in goods or money. See Archetype.

Universe Concepts – Abbreviated

Universe Concepts – Extended

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