DragonQuest
Rulebook, version 2.19

III. Game Terms

The game terms unique to Magic and Combat are summarized in rule 16 and rule 41.

Ability: Any single talent which a character can perform. One spell or ritual is a single ability.

Adventure Whenever the player characters organize themselves into a party and seek to fulfill a mission, they are on adventure.

AG: Agility

Campaign: A series of adventures run by the same GM, presumably with some duplication of players present on the separate adventures.

Characteristic: A numerical value which describes a facet of a character’s physical or emotional make‑up (see rule 3.).

EN: Endurance

Encounter: Any time the player characters meet a non‑player character or monster not in their party, it is termed an encounter.

Experience Point: The basic unit of exchange for improvement in abilities, skills or characteristics. Experience Points are earned at the conclusion of an adventure for the player character’s performance during the adventure. A character keeps Experience Points in his Experience Point Bank (on the Character Record) until he uses them for gain in any Skill, Spell, Weapon, etc.

FT: Fatigue

Game Master, GM: The referee, or moderator, of the game.

Game Time: The speed at which time passes in the alternate world, relative to the time in the real world (see rule 152.1).

Leader: The player nominated to be the speaker for the party. Several privileges are accorded to his character for the extra book‑keeping responsibility he assumes (see rule 153.1).

MA: Magical Aptitude

MD: Manual Dexterity

Mission: The goal the characters wish to achieve to conclude their adventure. Alternately, what must be accomplished to complete that goal.

Monster: Any being of a race from which a player character cannot come is termed a monster.

Non-Player Character, NPC: Any being of a race from which a player character could come (and which is controlled by the GM) is a non-player character.

Rank: A numerical expression for character’s (or monster’s) aptitude in a skill or ability. The greater the Rank, the better the character (or monster) is at the ability or skill in question.

Party: The player characters and the accompanying non-player characters on an adventure are collectively known as the party.

PB: Physical Beauty

PC: Perception

Player Character: The analogue for a player in the alternate world. The amalgam of player and character (i.e., when an action is simultaneously taking place in both worlds) is also referred to as the player character.

PS: Physical Strength

Session: The time during which the GM and all players partaking in a given adventure spend together is known as one session.

Skill: A skill is a collection of interrelated abilities which are almost always learned together (see section VIII.).

Success Percentage: When a character has a chance of doing a particular task properly, the dice range in which he succeeds at the task is termed the success percentage.

TMR: Tactical Movement Rate

WP: Willpower


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