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Game Concepts

(The following information is from the Lords of Chaos Core Rulebook)

A Game Concept is an important idea or mechanic in Lords of Chaos. Each Game Concept has a consistent meaning and is meant to help the reader understand and apply the rules—and will be capitalized throughout. Some readers will want to read them straight through, while others can use them as they are encountered. In fact, how many of you already skipped ahead in the book? Maybe you wanted to look at the great art? Maybe you jumped to the cool weapons? You can confess. Of course, your GM would never use such information against you.

Absorb: the amount of damage from a single hit that armor, a shield, or some other inanimate object can take without the underlying structure being damaged. Any damage beyond this amount affects the object’s Durability or HP.

Advance: a Combat Tactic used by a Creature to stay Engaged with a Retreating target Creature. See Combat Tactics (Chapter 9.15) under Combat.

Agility Skills: Non-Combat Skills that represent a Creature’s ability to move quickly and easily.

Animal: a Creature imbued with Positive Energy that operates on Instinct and lives in harmony with nature on the Prime Plane. It does not include magical Creatures or some beings (GM discretion) that fall outside this harmony. Examples of Animals include sharks, crows, and bears. Trolls, giants, and gargoyles are not Animals.

AP: abbreviation for Attribute Points.

Area of Effect (AoE): one of the properties of a Spell. These three properties are known as RAD: short for Range, Area of Effect, and Duration (which combine with the Spell to define its impact). The Area of Effect is the area covered by the Spell effects. It can include everything from a Point target to a large-diameter sphere, or other shapes like a line or cone. See Building a Mage (Chapter 13.2) under Magic Use.

Attack: an attempt to damage a target by using a Melee or Missile Weapon. Some Spells also have an Attack, defined in this case as an attempt to impose the effects of that Spell on the target. While a Grapple or Throw can be used to damage a target, these methods are covered under separate sections.

Attribute: one of a Creature’s core capabilities. They affect other Skills and the Creature’s interaction with the environment. Primary Attributes are basic aspects of the Creature and are used to derive Secondary Attributes.

Attribute Points (AP): A player utilizes these points to customize (by raising and/or lowering) their PC’s Primary Attributes during PC creation. See Primary Attributes (Chapter 3.3) under Creating a Player Character (PC).

Base: The users of some Skills (like Alchemy) can create goods using Recipes. The Base is the user’s required minimum Skill level to create a specific Recipe.

Base Hit Points: a Creature’s Hit Points before modification by their CON. Base Hit Points are used to resist Knockback. See Secondary Attributes (Chapter 3.4) under Creating a Player Character (PC).

Blind: a Condition in which the Creature cannot see. Blindness greatly restricts a Creature’s ability to fight and maneuver. See Conditions (Chapter 8).

Bind: A Mage can Bind specific Creatures to their service through a Bind Spell. Creatures thus Bound must obey the Caster to the best of their abilities. Common Bind Spells include Bind Animal, Bind Elemental, and Bind Undead. See Bind Spells (Chapter 13.9) under Spell Conventions under Magic Use. Some Mages can also Bind magic into items for their later use; see the Bind Magic Spell.

Body Location: A Creature’s body is divided into separate areas, or Body Locations. Each Body Location has its own Hit Points and is subject to Specific Damage. See Damage, Healing, and Death (Chapter 12) and Creature Body Types (Chapter 19.5) under Creatures.

Called Shot: an Attack, Grapple, or Throw that targets a specific Body Location. To attempt a Called Shot, the PC must have an Attack Skill of 100% or more in the weapon. The total success chance of a normal Attack, Grapple, or Throw on that target, after all modifiers, must also be 100% or more. A Called Shot can also be used against Engaged or Grappled opponents with a lower probability of hurting an ally. See Called Shots (Chapter 9.5) under Combat.

Cast: A Mage controls magic to create different effects. The act of creating these effects is known as Casting or Casting a Spell. A Creature Casting a Spell is often called a Caster.

Campaign World: the world created by the GM for the PCs to adventure in.

CHA: abbreviation for the Prime Attribute Charisma. See Primary Attributes (Chapter 3.3) under Creating a Player Character (PC).

TO BE CONTINUED AT A LATER DATE

game_concepts.txt · Last modified: 2023/05/06 02:40 by randyhayesadmin

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