Top 12 jargon

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This is still just a draft document, as it is non-trivial to determine exactly which 12 terms needs to be defined in this core article. Right now it's a top 12, but some entries might need to be replaced (moved the top 60 jargon article)...

Contents

C

Compensatory points

Compensatory points are DPs and PPs that the player gets, during character creation, as a reward (it's essentially a bribe) for choosing that his character is to have a DisAdvantage (DP) or negPerk (PP), with the amount of compensatory points being intended to be roughly proportional to the predicted degree of inconvenience.

D

DP

DP, or aDvantage Point, is a kind of points used only during character creation, to purchase Advantages, traits that the characters are born with, or that are otherwise genetic or biological in nature, and thus highly unlikely to change.

E

ES

ES, or Essence, is a personal and non-renewable mystical ressource that each character is born with, and which is expended most often on performing permant magic, e.g. Enchanting a magical item, but Essence can also be sacrificed in other ways, and lost involuntarily.

F

f

Short for farthing, the monetary currency used in Sagatafl. Characters really talk about pennies, or drachma, or interstellar kredits, but players talk about farthings; kilo-farthings, mega-farthings or giga-farthings if necessary. 4f is 1 medieval penny, one medieval pound of silver is roughly 1000f. In modern currency, 1f is very approximately 25 Danish kroner, 2 2/3 UK Pound, 5 US$ or about 3.5 Euro.

Fumble

A Fumble is when a dice roll, such as a Skill roll, fails badly, so that there are negative consequences for the character (or sometimes an innocent bystander) above and beyond the direct consequences of non-Success. Fumbles range from Minor Fumble, coded F-3, to Disastrous Fumble, coded F-6.

G

GP

Short for Goodie Point, GPs are the core currency if character creation. Each player has an amount of GPs to distribute between the four categories: aDvantages, Skills, Perks and Special. GPs put into the first three convert to category-specific points (DP, SP, PP) according to non-linear formulae. GPs spent on Special are, as the name implies, special. A character built on more Goodie Points can be expected to be more competent, and even a few GPs makes a big difference, e.g. an average person (white-collar job, owns home, normal mundane Skills) can be built on 40 Goodie Points, but someone built on 60 Goodie Points is noteworthy in some positive way, clearly different and more capable than a common person. A typical competent adventurer is built on 100 GP, and a great hero perhaps on 180 GP.

O

Overcome roll

P

PP

R

RD

S

SP

Success

T

Task

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