Red_Snow


Common Terms and Abreviations

 

A

Attacks - see Stats.

 

Alignment: Good

Good characters are concerned with natural well-being. They believe in social heirarchy, responsibility, helping other, and settling all conflict by peaceful means. Good characters are opposed to all destruction, suffering, and cruelty. Unlike Lawful characters, Good characters can be forgiving.

 

For

Against

 

Natural order, peace, and beauty

Unnecessary cruelty

 

Duty and hard work

Unprovoked or excessive violence

 

Learning

Crime and dishonesty

 

 

Alignment: Neutral

Neutral characters have no strong principles except a profound belief in their own best interests. Neutral characters are not particularly concerned with order and duty, except where these can work to their advantage; likewise they have no real commitment to change and renewal, except where it may help or hinder them. They are wary of extremes in anything. Neutral characters are more aware of the traps and follies of the world, but they are more interested in getting by from day to day than in changing or preserving anything.

 

For

Against

 

Financial and material gain

Extremes of violence or cruelty

 

Self preservation

Bigotry, racism, small-mindedness, extreme politics or religion

 

Personal freedom

Bureacracy, taxation, and governmental interference

 

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BS

Ballistic or Bow skill - see Stats.

 

Cl

Cool - see Stats.

 

Dex

Dexterity - see Stats.

 

Encumbrance

Every piece of armour or other item a PC carries has an encumbrance value. This reflects how difficult an item is to carry, based on its weight and size. A character can carry items up to an encumbrance equal to their Strength x 100 without penalty. Dwarves can carry up to their strength x 200 without penalty while pack horses, mules, etc, can carry up to their strength x 300 without penalty. Characters have an encumberance equal to (their Strength plus their Toughness) x 100.

 
EPs
 
 

Experience Points - these are granted by the GM for achieving major and minor objectives and for roleplaying. Major objectives are typically worth 100-200 EPs, minor objectives 10-50 EPs, and roleplaying 0-50 EPs.

EPs are used to purchase new skills, stat advances, or spells, and to change careers. For the sake of simplicity, the GM is monitoring the PC's EPs and awarding new skills, etc, when appropriate.

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Face-to-face
 
 

A type of RPG where the Players and GM sit around a table with all the rulebooks, paper, and dice they'll ever need. Beer and peanuts also feature occassionally. This is the traditional way of playing a RPG, but it's easy for the Players and GM to get confused, cheat, or move away between this session and the next. You've also got to find an evening or afternoon (and a table) when everyone's free just about every week. That said, the atmosphere is fantastic and highly recommended.

 

Fel
 
Fellowship - see Stats.

 

GCs

Gold Crowns - the unit of currency in the Old World. 1 Gold Crown (or Guilder, or Doubloon, etc) = 12 Silver Shillings = 240 Brass Pennies.

 

GM

Games Master - the Players' eyes and ears. The GM runs the game, controls the NPCs, and has final and absolute say. A RPG without a GM is in almost as bad a state as a RPG without Players. Guest GMs and Assistant GMs can lighten the load considerably. Red_Snow's GM is Silk Kendiron. His email address is at the bottom of this page.

 

I

Initiative - see Stats.

 

Int

Intelligence - see Stats.

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Ld

Leadership - see Stats.

 

M

Movement - see Stats.

 

Munchkin

Someone who cares more about winning than playing the game. The kind of person who decides that they want to be a Mercenary Captain just for the skills, regardless of their lack of Mercenaries to captain. Some Munchkins are Munchkins out of habit, some out of immaturity, and some just don't realise that RPGs can't be won! Whatever type of Munchkin they are, Munchkins are the bane of my life. Red_Snow is a Munchkin-free zone

 

NPC

Non-Player Character. Every character in a RPG is controlled either by a Player (a Player Character (PC)) or the GM (a Non-Player Character (NPC)). NPCs have their own lives and own priorities. Some may help the Party, some may not, some don't know or don't care - just like in real life!
 

 


Party

A group of PCs and any associated NPCs. Often used to refer to all the PCs in a game (plus their retainers, etc). It is possible for one Party to split into two smaller Parties - one taking the high road, the other the low road for example - but this more than doubles the GMs workload and shouldn't be attempted lightly. That said, don't think that you've got to hang about together all the time. Sometimes a character has to do their own thing - go to the temple, go visit their mum, whatever. That kind of individuality makes for better roleplaying, and all GMs secretly love it, no matter what they may say out loud.

 

PBeM

Play By eMail - a type of RPG where the turns are sent out by email. Faster than a PBM but much slower than a 'face-to-face' RPG. This is occassionally an advantage ;-)

 

PBM

Play By Mail - a type of RPG where the turns are sent out by snail-mail.

 

PC
 
 
Player Character - the Player's Human, Elf, Dwarf, or Halfling representation. Each PC is represented by 14 Stats.
 
 
 


Player

Anyone taking part in the game is a Player, with the obvious exception of the GM. Every RPG has to have at least one Player. Prospective Players need the GMs permission to play.

 

Race

This doesn't mean 'black or white', it means 'black, white, green, purple, scaley, slimey...' There are a number of races in the WFRP but the Players can only choose between Human, Halfling, Elf, or Dwarf.

 

Religion

Old Worlders venerate a number of deities; their religion is pantheistic in a similar way to that of the Ancient Greeks of our own world. Popular deities include Shallya, Goddess of Healing and Mercy

 

RPG

Role Play Game - a game, like this one, where the Players and GM act out one or more 'parts' in an unfolding drama.

 

Rules Lawyer

Someone who plays by the letter, not the spirit of the game. Rules Lawyers often don't like all the improvisation that goes on in a RPG. Some learn, some leave, some try to bend the game in the way they think it should be bent, and that's a tragedy of Shakespearian proportions.

 

S
 

Strength - see Stats.

 

Shallya is the daughter of Verena and Morr, and is the goddess of healing, mercy and compassion. She is normally protrayed as a young and beautiful maiden, whose eyes are perpetually welling with tears, but she can also take the form of a white dove.

Her Alignment is Good.

Shallya is normally symbolised by a dove or by a heart and a drop of blood. Her priests, most of whom are female, wear white robes, often hooded, with a hearth symbol embrokdered in gold thread on the left breast.

The most famous temple to Shallya is at Couronne in Bretonnia.

No character who has ever taken a Human life, even accidently, may become an Initiate of Shallya.

All Initiates and Clerics of Shallya must abide by the following strictures:

  • Never take a Human life, even in self-defence. This stricture is lifted in the case of followers of Nurgle.
  • Never take the life of an intelligent being, except in self-defence;
  • Never refuse healing to one who is genuinely in need, and who comes as a supplicant.

    Priests of Shallya may never wear any kind of armour, nor use shields, nor carry any kind of weapon except for a staff.

     

  • Skills

    There are two types of skills:

  • Skills that let you to do something you can't otherwise do (enablers)
  • Skills that make you better at something you can already do (facilitators)

    Swim allows people to swim - otherwise they drown. Street Fighter improves a PCs bare-knuckle performance, but even characters without this skill can (can- not will :-) be deadly in hand-to-hand combat.

     

    Stats
     
     
    Statistics - the numbers that represent how good your PC is at running, jumping, etc. See Stats.
     

     

    T

    Toughness - see Stats.

     

    Trappings

    Equipment, possessions, etc.

     

    W

    Wounds - see Stats.

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    WFRP

    Warhammer Fantasy RolePlay - the excellent game written by Games Workshop and now published by Hogshead. Like all RPGs, the 'rules' are, at best, suggestions. Rules lawyers be warned!

    There are three editions of WFRP: The '86 (in hardback), the'89 (in softback), and the Hogshead (also in softback). Contary to public expectation, I've got the hardback '86.

     

    WS

    Weapon Skill - see Stats.

     

    WP

    Will Power - see Stats.

     

    XPs

    Another name for Experience Points - see EPs, above.

     


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    This page is maintained by Silk Kendiron on behalf of the Red_Snow list at Phoenyx.Net.
    This page last updated 5/4/00.

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