TCR: Common Terms

Common Terms

General Terms

  • Game Master (GM): The referee and storyteller responsible for narrating the game world, controlling NPCs, and adjudicating rules.
  • Player Character (PC): A character controlled by a player.
  • Non-Player Character (NPC): Characters controlled by the GM, including allies, enemies, and bystanders.
  • Difficulty Class (DC): The target number needed to meet or exceed on dice rolls to succeed at actions.

Dice & Checks

  • d4, d6, d8, d10, d12, d20: Standard polyhedral dice, named by the number of sides.
  • d100 (Percentile Dice): Two d10 dice rolled together to determine a result between 1-100.
  • Check: A dice roll made when attempting an action with an uncertain outcome.

Attributes

  • Strength (STR): Physical power and force exertion.
  • Dexterity (DEX): Hand-eye coordination and precision.
  • Agility (AGI): Reflexes and maneuverability.
  • Endurance (END): Stamina and physical resilience.
  • Knowledge (KNO): Intelligence and problem-solving ability.
  • Perception (PER): Awareness and sensory acuity.
  • Social (SOC): Charisma and social interaction capability.
  • Willpower (WIL): Mental fortitude and resistance to fear.
  • Luck (LCK): Influence of random chance on outcomes.

Health & Damage

  • Health Points (HP): Minor injuries and fatigue. Losing HP indicates hurt but not life-threatening damage.
  • Vitality Points (VP): Serious, life-threatening injuries. Zero VP means incapacitation.
  • Sanity Points (SP): Mental stability and resilience to supernatural events.

Actions & Points

  • Action Points (AP): Determine how many actions a character can perform per turn.
  • Cinematic Points (CP): Points spent for dramatic narrative influence.
  • Capacity Slots (CS): Number of gear items a character can carry without penalty.
  • Experience Points (XP): Points earned through adventures, used to improve characters.

Combat Terms

  • Round: A full cycle in combat where every participant gets a turn.
  • Turn: Each character’s opportunity to take action within a combat round.
  • Initiative: Determines the order of turns in combat, typically resolved by an Agility or Perception check.
  • Dodge: Defensive maneuver to avoid attacks.

Gear & Equipment

  • Armor Rating (AR): Numeric value representing armor’s protection against damage types.
  • Protection Types: Armor effectiveness against Ballistic (guns), Blunt (clubs), Edge (blades), and Explosive (grenades), Pierce (spears).
  • Light, Medium, Heavy Armor: Categories determining protection level and mobility penalties.
  • Improvised Weapons: Non-traditional items used in combat (chairs, pipes, etc.).

Skill Checks & Skill Challenges

  • Skill Check: A dice roll to overcome challenges using a character’s skills.
  • Critical Success: An exceptional success (natural 20 on d20).
  • Critical Failure: A disastrous failure (natural 1 on d20).
  • Skill Challenge: A series of interconnected skill checks to achieve a larger objective.
  • Opposed Check: Direct contest between two characters’ skill rolls.

Character Development

  • Archetype: A character’s thematic role, influencing skills and perks.
  • Occupation: Professional background providing specific skill advantages and narrative resources.
  • Perks: Unique abilities or bonuses that enhance characters beyond basic skills.

By understanding and referencing these common terms, players and the Game Master can ensure clear communication and smooth gameplay within the tense and immersive atmosphere of the Thriller Roleplaying Game.