Broken Sorcery

Glossary

TERM DESCRIPTION
Action It’s your Turn, what do you do?
Advantage Roll twice—use the higher value.
Armor & Shields Increases your Defense.
Attack A physical strike or shot. Roll d20 + Attack (STR or DEX) vs enemy Defense.
Background Skills and knowledge granted by your past.
Bonuses & Penalties Modifiers for specific rolls. Stackable.
Chaos A measurement of your reality’s instability. Min 0, max 20.
Check Roll d20 + Modifiers vs Difficulty.
Class Your heroic calling.
Combat Zones Abstract measurement of distance. Close Combat: Melee. Medium: Throwing. Far: Bows and Crossbows. Extreme: Disadvantage on Ranged Attacks.
Competition Determines outcome between opposing forces. Both sides roll, highest wins.
Critical Hit (Crit) Roll an extra Damage die; max rolls again, continue until rolling less than max.
Critical Success Natural 20. Automatic success for all Checks (Attacks, Spellcasting, etc.).
Damage HP lost when hit by an Attack or other harmful effect.
Dash Move two Combat Zones on a Constitution Check vs Difficulty 10.
Defense A block or dodge. Roll d20 + Defense (Armor + DEX) vs enemy Attack.
Difficulty Target number for an Action, which you must meet or exceed for success.
Disadvantage Roll twice—use the lower value.
Equipment Slots Your carrying capacity (the greater of 10 or your Strength Score). Items occupy one slot—excluding small items marked as Free To Carry (with an *).
Experience Points (XP) Gained for participation, Objectives, Combat, and Treasure Hoards.
Fizzle Spellcasting failure. If the Spellcasting roll is less than or equal to your Chaos, roll on the Chaos table. Increase your Chaos by 2.
Free Action Dropping or stowing an item, dropping your pack, drawing steel, etc.
Free To Carry Small, lightweight items not requiring Equipment Slots (marked with an *).
Fumble Natural 1. Automatic failure for all Checks (Attacks, Spellcasting, etc)
Group Check Roll with Lowest Common Denominator or Combined Effort.
Hit Dice (HD) Die used for your HP. Increases when Leveling Up. Represents enemy Level.
Hit Points (HP) Your lifeforce. 0 = At Death’s Door. 0 – your Constitution Score = Death.
Initiative Dexterity Competition, determining who goes first.
Level Your experience and power.
Loyalty Follower trust. Roll d20 + Loyalty vs Difficulty.
Magic Resistance Resist hostile Magic. Roll d20 + Magic Resistance (CON) vs Spell Difficulty.
Modifier Bonus or Penalty applied to a roll. Stackable.
Movement On your Turn, move between adjacent Combat Zones and take an Action.
Objective Your goals, both short and long-term. Completing grants XP.
Perception Awareness and ability to detect. Roll d20 + Perception (WIS) vs Difficulty.
Perk Ability or proficiency gained through dedicated practice and study.
Powered Spells Spells prepared by Clerics and Druids, which they may change after Resting.
Proficiency Training required to avoid Disadvantage.
Reaction An NPC response to your Action. Roll d20 + Reaction (CHA) vs Reaction table.
Resting Sleep and nourishment. Gain 1 HP (up to max). Reduce Chaos by d6 (min 0).
Round Once around the table: each player and each enemy takes one Turn.
Species Your ancestry: Dwarf, Elf, Gnome, Goblin, Halfling, Human, Orc, or Spawn.
Spellcasting The manipulation of reality by channeling the power of the Gods. Roll d20 + Spellcasting (INT or WIS + Willpower) vs Spell Difficulty.
Spells Known A fixed set of Spells known by Bards, Paladins, and Rangers.
Surprise Stealth (DEX) vs Perception (WIS) Competition; winner goes first.
Treasure Hoard Vast treasure troves found in lairs or strongholds granting XP.
Turn Your opportunity to take an Action, both in or out of Combat.