Glossary

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  • Attributes
  • Basic ability
    • The basic chance a character has of performing any action or skill for which they are not trained for or knowledgeable in.
  • Carry
    • The amount a character can comfortably carry without being encumbered. If a character is encumbered, their Fatigue rating is considered to be halved when determining fatigued/exhausted status.
  • Character
    • Oftentimes used interchangeably with ‘player’, but actually refers to the fictional identity of the player. This represents the player’s in-game persona.
  • Critical hit
  • Defense modifier
    • A combination of factors, but basically measures a character’s chance of avoiding or defending against an oncoming attack. Can be modified by a character’s status, environmental effects, and/or positioning. Also referred to as ‘Defense mod’.
  • DEX
    • Dexterity. Determines how physically agile a character is. Can affect how quickly they can evade attacks (Defense modifier), how fast they are (Speed), and how soon they may act in battle (Initiative).
  • Difficulty
    • The relative ease which a character may perform an action. Difficulty levels include Easy, Medium, Hard, and, optionally, Impossible. Easy tasks are done at the character’s skill rating multiplied by two, Medium tasks are done at the character’s skill rating, Hard tasks are done at half the character’s skill rating, and Impossible tasks are done at one-fifth the character’s skill rating.
  • Dodge
    • If the character elects to spend their entire melee action on dodging, they gain a +20% bonus to their Defense modifier. However, if a character dodges they may perform no other actions during that turn.
  • END
    • Endurance. A measure of how physically tough a character is.
  • Epic fail/fumble
    • Epic fails refer to skill rolls and epic fumbles refer to combat rolls. Anytime a player rolls above a 90 on a percentile roll, that roll is considered an Epic fail/fumble and it automatically fails or misses, usually along with some other penalty depending on what is being rolled.
  • Fatigue
    • This measures the amount of mental/physical exhaustion that a character is suffering from. The more fatigued a character is, the more likely they are to suffer penalties to their performance when using skills or during combat. Each point in Fatigue is equal to the number of rounds of combat a character can perform before becoming fatigued and/or exhausted.
    • After a character has gone through as many rounds of combat as they have Fatigue points, they are fatigued and have a -10% penalty to all attacks. After a character has gone through twice as many rounds of combat as they have Fatigue points, they are exhausted and have a -20% penalty to all attacks. Note that this not cumulative with fatigued, exhausted status replaces fatigued.
  • Force
    • This is the amount a character can push, pull, or lift. A character with a STR of 6 can push/pull/lift up to 150 pounds. For every point above/below 6 that a character has they can carry roughly 25% more/less.
  • GM
    • GameMaster. This player is in control of all external factors in the game world and all the NPCs in the game. They are also the final arbiter regarding any disputes or rule’s conflicts.
  • Hit points
    • A measure of how much life a character has. As characters take damage, their hit points are deducted. When a character falls down to 0 hit points, they are unconscious.
  • Initiative
    • This is a bonus or penalty to a character’s chance of acting first in combat. A d20 is rolled for Initiative and any Initiative bonus/penalty is factored in. High roller goes first, followed by next highest and so on. Ties are decided by re-rolls.
  • INT
    • Intelligence. This is how mentally strong a character is.
  • Karma
  • Kill rating
  • Outstanding success
  • Perks
  • Player
    • This is the real world person playing the game. Players each have at least one character. Technically the GM is also a player in the game, albeit with a completely different job than the other players.
  • Quirks
  • Speed
    • The amount a character may move during a single melee action. The average speed is 30 ft (6 squares), but this may be affected by a character’s DEX, END, Perks, and/or Quirks.
  • Stats
    • Used somewhat interchangeably with traits, but stats are actually those traits related to combat which are dependent on a character’s attributes. Bonuses from stats are largely derived from how high or low their related attribute is.
  • STR
    • Strength. This is how physically strong a character is.
  • Strike modifier
    • Can be modified by a character’s status, environmental effects, and/or positioning. Also referred to as ‘Strike mod’.
  • Traits
    • Used somewhat interchangeably with Stats, but traits are mostly non-combat related traits which are dependent on a character’s attributes. Bonuses from traits are largely derived from how high or low their related attribute is.
  • Vim
    • Vim points are expended when using certain special abilities or attacks. Depending on the game world, this may range from magic abilities to psychic powers to special moves. Vim may also even be deducted as a result of an enemy attack or ability that specifically targets Vim.
  • WILL
    • Willpower. A measure of how mentally and emotionally tough a character is.
  • WIT
    • Wits. Determines how mentally agile or dexterous a character is.

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Glossary

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