Pyrrhic Stars

Glossary

This glossary gathers terms commonly used in the game system. It serves as a quick reference for players and Game Masters.


General Terms

TermDefinition
RPGRole-Playing Game. A system where players embody characters in a narrative universe directed by a GM.
GM (Game Master)The person who runs the game, describes scenes, plays NPCs and adjudicates rules.
NPC (Non-Player Character)Any character controlled by the GM (ally, enemy, or neutral).
SessionA unit of game time, corresponding to an evening or a full day of play.
ScenarioThe story or mission played during a session.
CampaignA set of linked scenarios forming a longer narrative arc.
BackgroundA character’s origin, past, or personal history.
LoreThe entirety of the game’s context and universe.
RP (Roleplay)The act of playing your role, embodying your character and making decisions consistent with their psychology.
MetaPlaying based on information known to the player but not the character (e.g., anticipating a trap because you saw the GM describe it).
In-Game (IG)Everything that happens within the game universe.
IRL (In Real Life)What happens in real life. Used to distinguish between player and character.

Dice and Mechanics

TermDefinition
dXA die with X faces. Example: d6 = six-sided die, d20 = twenty-sided die.
BuffA temporary bonus improving a stat (e.g., speed buff or resistance buff).
DebuffA temporary penalty reducing a stat.
CleanseRemove a debuff.
DOT (Damage Over Time)Damage applied at regular intervals over a duration.
HOT (Heal Over Time)Healing applied at regular intervals over a duration.
CC (Crowd Control)A control effect reducing a target’s ability to act (slow, immobilize, etc.).
SnareA type of CC that slows the target without immobilizing them.
RootA type of CC that completely immobilizes the target.
SleepA type of CC that puts the target to sleep.
AOE (Area of Effect)Area of effect: an ability affecting multiple targets within a given area.

Combat and Gameplay

TermDefinition
TurnA unit of game time lasting approximately 6 seconds in-game, during which a character acts.
RoundThe set of all participants’ turns in combat.
Attack RollA die roll to determine whether an attack hits its target.
Damage RollA die roll to determine the amount of damage dealt.
Saving ThrowA defensive roll to resist a harmful effect (spell, poison, explosion, etc.).
Opportunity AttackA free attack triggered when an enemy leaves an engagement zone.
InitiativeA roll determining the order of turns in combat.
DS (Defense Score)The difficulty of hitting a target. Determines whether an attack succeeds.
RMEC (Mechanical Resistance)Resistance to kinetic damage: impact, piercing, pressure, projectiles.
RRAD (Radiative Resistance)Resistance to radiative damage: fire, cold, light, electricity, radiation.
RINT (Internal Resistance)Resistance to internal alterations: drain, necrosis, corruption, metabolic effects.
Main ActionA turn’s major action: attack, cast a spell, perform an important maneuver.
Minor ActionA turn’s secondary action: move, reload, activate an item.
ManeuverA special or contextual action (interaction, item use, tactical action).

Arcanotechnology and Flux

TermDefinition
FluxPrimic potential energy used to power spells and arcanotechnological systems.
Arcanotechnological FluxA current of primic energy that can be channeled, manipulated, blocked, or amplified.
Arcanotechnology SchoolA category representing the nature of arcanotechnological energy (Fire, Frost, Light, etc.).
Arcanotechnology TypeThe way Flux is converted (Destruction, Annihilation, Cataclysm, etc.).
AffinityA measure of mastery over a School or Type. Determines accessible spells.
SpellA concrete expression of arcanotechnology, defined by a School and a Type.
Flux CrystalAn object used to store or restore Flux.

Progression and Narrative

TermDefinition
XP (Experience)Progression points or milestones. In this system, experience is gained through use, not through levels.
Stat GainImprovement of a stat through practice or success in an action.
Skill GainLearning or perfecting a particular technique.
CampaignA set of scenarios forming a larger continuous story.
Narrative ArcA coherent part of a campaign, centered on a theme or major event.