Glossary

Quick reference for all the key terms in Einsol's Razor — from general TTRPG concepts to system-specific mechanics.

General TTRPG Terms

Core concepts shared across tabletop role-playing games.

Ability Score

Strength, Endurance, Agility, Cognition, Intuition, and Charm. Core numerical values representing a character’s natural strengths and weaknesses. They determine how well a character performs physical, mental, and social actions.

Action

An activity a character performs, such as attacking, moving, or interacting.

Adventure

A self-contained series of events, challenges, and objectives, often focusing on specific goals with a beginning, middle, and end. These will sometimes span multiple sessions or could be done in a single sitting.

Alignment

A moral or ethical guideline that shapes a character’s personality and decisions. Used to inform roleplay rather than restrict it.

Background

A summary of a character’s history, upbringing, and experiences before play. Determines starting skills, gear, or aptitudes.

Bonus

A positive modifier added to a roll, check, or stat that improves the chance of success.

Campaign

An expansive narrative, weaving in interconnected Adventures and often being a more open-ended story. Players progress through common themes and story arcs, their characters growing with the longer and more in-depth story structure.

Class / Subclass

A character’s chosen profession and specialization. Classes define general abilities; subclasses refine playstyle and focus.

Condition / Effects

A temporary state that changes how a character acts or performs (e.g., Blinded, Stunned, Inspired).

DC (Difficulty of Challenge)

A target number representing how hard a task is to accomplish. Players roll against the DC to determine success or failure.

Encounter

A self-contained scene or challenge — combat, social, or environmental — that tests player skill or strategy.

Feats

Talents or perks that grant special abilities or improve performance in specific areas.

Hit Points (HP)

A measure of health and endurance. Losing HP represents injury, fatigue, or loss of focus.

Initiative

Determines the order in which characters act in combat.

Level

A measure of a character’s overall power and experience. Gaining levels unlocks new abilities and stat increases.

Magic

The use of supernatural or metaphysical power to create effects or manipulate reality.

Metagaming

Utilizing knowledge your character wouldn’t have to your advantage, such as referencing a conversation they weren’t present for or mentioning the exact amount of hit points a creature has because it’s listed in the bestiary.

Non-Player Character (NPC)

Any character controlled by the Game Master instead of the players.

Passive Skill

An ability or trait that is always active, requiring no roll or action to use.

Penalty

A negative modifier applied to a roll, check, or stat, reducing effectiveness.

Role Playing (RPing)

Acting and making decisions as one’s character, guided by their personality, motivations, and goals.

Rounds

A short unit of time (typically six seconds) used to organize turns during combat.

Skill

An ability that a character possesses that allows them to perform certain tasks or actions more effectively.

Skill Check

Roll dice to see if your character succeeds at something that isn’t automatic — like sneaking, climbing, or persuading someone. Higher roll = success. Lower roll = failure or complications.

Temporary Hit Points (THP)

Short-term protection that absorbs damage before regular HP.

Turn

The segment of a Round when a single character acts.

Einsol's Razor Specific Terms

Terms and mechanics unique to the Einsol's Razor system.

Aptitude

A measure of training or expertise in a particular skill, weapon, or discipline.

Arcane Bonding

The act of linking one’s Will to a magic-infused item. Stronger Will enables bonding with more or stronger relics.

Arcane Points (ARC)

A pool of points used to Weave (cast) spells.

Chrome Capacity

The maximum number of cybernetic implants (Wetware) a body can handle before suffering system strain.

Credits

The standard currency used across the Settled Worlds for goods, repairs, and services.

Cybernetic

Technological augmentations that enhance physical or mental ability, often installed directly into the body.

Defense

A passive score representing how hard a character or creature is to affect — such as Reflex, Fortitude, or Will.

Defense Roll

A dice roll made to resist damage, spells, or harmful effects.

Edge / Hindrance

Bonus or Penalty used to represent favorable or unfavorable conditions. Edge grants +2; Hindrance imposes −2.

Genotype

A character’s biological and genetic makeup, replacing traditional “race” concepts with adaptive diversity.

Lineage / Splicing

Genetic variations or engineered mutations layered atop a Base Genotype, granting unique traits and abilities.

Ohros

The divine archetypes of creation, embodying the primal truths of existence: Space and Time, Death and Life, Ethereal and Material, and the Alruoh’ai (Creation).

Overflow

The excess energy or power generated by a successful action that exceeds its target’s defenses, resulting in additional effects or damage.

Shardware

Pre-loaded data chips that, when inserted into a character’s Shardport (a specialized device with a Neural Link interface), provide various benefits to the user.

Synchronization

The mental and physical alignment required to operate advanced technology safely and efficiently.

Weaving

The act of shaping raw magical energy into a tangible effect, such as a spell, construct, or invocation.

Wetware

Cybernetic implants that involve the replacement of body parts with mechanical or electronic components.