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. |