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Basic Terminology

Attribute Roll: An Attribute Roll uses an Attribute Bonus as a modifier. These rolls are primarily used for generic actions which may not have appropriate Trade or for resisting negative effects that target a character. For example, a character might make a Willpower Attribute Roll to resist the mind-effecting powers of a WillBlade. When making an Attribute Roll, a character rolls 2d10 and then adds their relevant Attribute Modifier. If a character rolls two tens on their 2d10 roll, they gain an extra plus three (+3) bonus to their Attribute Roll.

Bonuses/Penalty: A bonus or penalty is a modifier to a roll. Bonuses denote positive modifiers to rolls (ex. A plus two (+2) bonus) while penalties denote negative modifies (ex. A negative two (-2) penalty). Bonuses and penalties are used extensively in the rules. The GM may also grant additional bonuses and penalties if they believe a character should have an extra advantage or disadvantage in a situation.

 

Cycle: A cycle is a period of six seconds. Cycles are typically only tracked during combat but are theoretically always occurring. A Solar Cycle is a period of twenty-four (24) hours.

Difficulty: Difficulty is the value a player must roll after modifiers to succeed on a task. For example, a Difficulty ten (10) Strength Attribute Roll requires that a player make a Strength Attribute Roll. If the player rolls ten (10) or higher after adding modifiers (such as bonuses and penalties), they succeed on the task that required the Strength Attribute Roll.

 

kDo: Kilodollars (kDo) is the default currency of the galaxy. The kDo became the default base unit of currency once the dollar had inflated to irrelevancy. kDo is a completely digital cryptocurrency and is not exchanged physically. Nearly all characters carry a physical card called a kCard, that allows them to make transactions in kDo across photon radio distances. kCards are essentially hackproof and use a combination of biometrics, a passcode, and an internal artificial intelligence to ensure only the owners of the kCard can use it. A kCard with more than one owner can be issued out. kCards and kDo are all tracked by the Grand Galactic Bank (GGB), whose solar system main office is a Lost Planet.

Maneuvers: Maneuvers are the actions that a player can attempt with no chance of failure.

 

Trades: A Trade is a character’s training in a general field of study. Unlike maneuvers, Trades are not specific actions. Since Trades are not specific, a trained Trade can be applied to any situation where the Trade reasonably applies. Trades are used for a variety of out-of-combat applications and improvised actions. A Trade Roll is a roll that is made using a character’s ranks in a Trade as a modifier. When making a Trade Roll, a player will roll 2d10 then sum their relevant Trade Rank and Attribute Bonus for the task, as well as any situational modifiers. Like Attribute Rolls, Trade Rolls gain an additional plus three (+3) bonus when two tens are rolled on the 2d10 roll.

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