PUCS - Outline

PUCS - Rules
- Character Attributes
- Movement
- Skills
- Gap
- Combat
- Initiative
- Round
- Melee
- Magic
- Critical Blunders
- Critical Hits
- Free Attack
- Missile
- Damage
- Weapons
- Armor
- Healing
- Misc
PUCS - Topics
- Creating a Character
- Improving Skills
- Improving Attributes
- Running A Game
- Example Melee
PUCS - Skills
- Skills Magical
- Skills Martial
- Skills Other
PUCS - Lists
- Equipment
- Armor
- Weapons
PUCS - Monsters
PUCS - Glossary

PUCS | Glossary / Glossary

AOO
See Attacks of Opportunity
Actions
The total number of combat actions a character can take in a round. Melee. There is a maximum value of 10 actions under most conditions.
Administrator
See Game Master, AKA GM, DM, Dungeon Master
Attacks of Opportunity
See Melee
Attribute
There are eight attributes in total: Strength, Reflex, Dexterity, Intelligence, Willpower, Constitution, Charisma, Movement
Charisma
Character attribute determines how likable by others your character can be. Do not limit your thinking to just looks, but the total package of looks and personality. This attribute will effect the characters ability to influence people without threat of violence. It is the average of two attributes Intelligence and Willpower. (Intelligence + Willpower)/2
Constitution
Character attribute determines how much abuse your body can endure before you pass out and/or die.
D10
10 sided die.
D12
12 sided die
D20
20 sided die
D4
4 sided die
D6
6 sided die
D8
8 sided die
DD
Dungeons and Dragons
DM
See Game Master, AKA GM, Dungeon Master
Dexerity
Character attribute determines how effectively the character can perform physical actions: climb, fire a missle weapon, dodge a blow etc. Basically actions or skills that require good reflexes and also intelligence to execute effectively. It is the average of two attributes: Reflex and Intelligence. (Reflex+Intelligence)/2
Dungeon Master
Person running the game (from Dungeons and Dragons)
EXP
See Improvement Points
Experience
See Improvement Points
Gap
This is the difference between the skill value and the skill check. Often used to determine severity, potency or duration of a an action.
Game Master
The person running the game for the players. AKA GM, DM, Dungeon Master
GM
See Game Master, AKA GM, DM, Dungeon Master
Hand to Hand
This is the melee skill for fighting without weapons. See Melee
Improvement Points
The number of points that a player character has to spend on the acquisition or improvement of skills. See also: Improving Skills, Skills, Skills Martial, Skills Magical, Skills Other
Intelligence
Character attribute determines how smart the character is. What is the characters capacity for understanding new things and solving complex problems, not how educated.
Initiative
The process by which the sequence of player events in combat is determined.
Movement
Character attribute determines just how fast the character can move in a walk, run or sprint. It is the combination of two attributes Strength and Reflex. (Strength+Reflex) See also Movement.
Net Initiative Adjustment
The combined adjustment from reflex ability and weapon speed.
NPC
Non Player Character, run by the party or the administrator
PC
Player Character
Player Character
A character in the game who is controlled by a person playing the game who is not the DM/Administrator.
Range
Distance between two points.
Range Increment
A missile weapon attribute that determines the net bonus or deduct to hit a target at range. Missile
Reflex
Character attribute determines the character's reaction time to events. In other words how quickly the character responds to events. This attribute will determine how fast the character can move, and aid in Initiative.
Skill
See Skills
Skill Check
The die roll of the character when testing for success/failure of a skill. 2d10 or 1d100. Values are from 0 to 99.
Skill Cost
The number of exposure points that a character spends to improve or acquire a skill.
Skill Level
The level of proficiency of a character in a particular skill. It is a whole number representation of the characters skill point investment into the skill. It starts at zero and has no upper limit.
Skill Points
See Exposure Points.
Skill Points Value
The total number of skill points the player or monster has. It used a metric for determining the threat level of an opponent. It does not actually represent the number of skills a monster may have.
Skill Value
The value required for the character to roll beneath to be successful with the skill. It is calculated as: Base Attribute + ( Skill Level * 5 )
Skills
The knowledge both physical and mental to accomplish tasks. See also: Skills, Skills
Strength
Character attribute determines how much the character can carry, lift and movement. In Melee it may also effect how much damage a blow can do.
SPV
See Skill Point Value
Willpower
Character attribute determines the character ability to focus on a task despite fear, pain or other distraction. It is an essential attribute for spell casters.

Page Last Updated: 2008-04-09 07:35:58