World of the Weird

Updates:
4/27/08 - Next thing I am working on is the setting up of character. The basic rules to making a character. There will be some changes in the system of W.O.W. as my players know it I will be introducing the races, race templates, and class templates with pre-designated skills for ease of creation if you didn’t want to take the time to pick and choose where your dice go. Thank you for being patient. This site is going under major construction and I will keep you posted on what is happening as I am creating the kick ass page.

Key Words Found in World of the Weird

Action: A task that the character undertakes or something that the character does, like giving a speech or climbing a wall.
Activated Defense Value: A number the character gets when getting out of the way of an attack.
Armor Value: A die code representing the amount of protection a defensive covering provides.
Body Points: The amount of injury a character can sustain, listed as a number. The Damage Total is subtracted from the character’s current body points.
Character Points: A bonus representing a surge if adrenaline or that extra luck the main characters of a story seem to have. Allows the user to roll an additional Wild Die.
Combat Difficulty: A number representing how challenging it is to attack someone or something. It equals the active defense value or the passive defense value.
Complementary Skill: A skill whose results could benefit from the use of another skill.
Creation Point: Points used when designing a character to purchase Die Codes in game characteristics or other features that represent the character’s ability, experience, and background.
Critical Failure: A result, represented by a 1, on the Wild Die that indicates something something bad has occurred.
Critical Success: A result, represented by a 6, on the Wild Die that indicates something good has happened. Generally, the player would adds the 6 to the current total and rolls again, adding and re-rolling as long as a 6 comes up.
D (as in “1D”): An abbreviation for “six-sided dice.” The number in front of the D indicates how many dice are to be rolled.
Damage Resistance Total: A number that indicates how much injury a character or object can absorb, soak, or deflect.
Damage Total: A number representing how much injury or destruction something has caused.
Defaulting Attribute: Using the die code for an attribute when the character doesn’t have a higher die code in the needed skill.
Die Code, Score: The number of six-sided dice players roll (1D, 2D, 3D, 4D, 5D, etc.), and sometimes a small amount (called pips) of “+1” or “+2” that is added to the total result that came up on the dice. “Die Code” and “Score” are used interchangeably.
Difficulty: A number representing how challenging it is to perform an action.
Fate Point: A bonus that a character is using all of her concentration to try to succeed. Allows the player to, at least, double the number of dice on one roll. Sometimes the game master will provide other benefits.

Free Action: Any action that takes place only a few seconds to perform or do, such as take a few step or a quick look around a room.
Modifiers: A number or die code that is added or subtracted from another number or die code to represent a change in a typical situation.
Opposed Difficulty, Opposed Roll: A difficulty that applies when on e character resists another character’s action. In this case, both roll their die codes related to the activity and compare them.
Passive Defense Value: A number representing a character’s innate ability to get out of the way of danger. It usually equals 10.
Pip: An additional bonus to the total result that came up on the dice. A “+1” means one is added to the total, while “+2” means two is added.
Range (in combat): The distance between the attacker and the target.
Result Points: The difference between the total rolled with an action’s or attribute’s die code and the difficulty of an action.
Result Point Bonus: Usually, one-half (rounded up) of the result points figured for an action. It sometimes may be used to affect other rolls.
Round: A unit of time equal to five seconds in the game world. Figuring out what happens in a round can take longer.
Scale: A game mechanic representing that opponents of vastly different sizes can effect each other differently in combat.
Standard Difficulty: A number, generally selected from a chart, assigned to an action based on how challenging it is.
Strength Damage: A die code representing the amount of harm a character can do because of his or her physical prowess is.
Toughness: A die code representing the amount of damage an object can take, similar to a character’s Physique attribute.
Unskilled Modifier, Untrained Modifier: A modifier added to an action’s difficulty that represents the increased difficulty of doing something without the right training or experience. The terms are usually interchangeable.
Wild Die: A six-sided die, of different color or size from the other dice used, that represents the randomness of life, whit a 1 and a 6 indicating special results.
Wounds: The amount of injury a character can sustain, listed as a level. The level is determined by comparing the difference between the damage total and the damage resistance total to a chart.