Key Terms

Advancement: This is how your character improves. Advancements are increases to your Approaches, broadening or strengthening your powers, and so on.

Approach: There are six Approaches: Bold, Careful, Clever, Forceful, Quick, and Subtle. Your rating in an individual Approach is used as a bonus when making rolls relevant to that Approach.

Bonds: A mechanic in the game to signify a relationship, the strength and nature of it by means of a numerical value along with a short descriptor. Also acts as a currency in the game to both guarantee the success of an action and to guarantee conflict for a character’s personal life as well.

Bond Points: The numerical value attached to a Bond to show the nature of it and that it can be Burned by a player to guarantee a one-time success.

Conditions: The term given to the mechanic used in this game system to track, describe, and show damage or the reduced agency of a character in the story being told at the table.

Condition Threshold: The number of Conditions an enemy or threat can withstand before losing their agency in the story.

Dangerous: Any Move or other action stated to be Dangerous will generally require a Defy Danger roll to accomplish first. This may or may not be in addition to any normal rolls associated with that Move.

Drive: A set of Moves with goals to show the current motivation of a character.

Forward: Sometimes a move or effect will say “take +1 Forward”. This means add +1 to your next immediately applicable roll, after which you lose the bonus.

Hold: A Hold is a point you hold onto. When you Hold 1, you hold onto that point, and can spend it for whatever the Move says. These are indefinite and stacking, unless the Move says otherwise.

Justifiable: Something is justifiable when it makes sense within the context of the campaign and the game world, and would be a natural outcome of the character’s actions or capabilities. Generally speaking, if something isn’t justifiable, you can’t do it.

Mark XP: Whenever you fail a roll or a Move tells you to, mark a single XP on your character sheet. These are spent on Advancements.

Moves: A Move is an action you take in-game, usually involving a roll of some kind. There are many different kinds of Moves and they form the core mechanic of how you take actions in this game system.

Ongoing: Sometimes you’ll see “Take +1 Ongoing”. This means add +1 to all your applicable rolls, until the stated duration ends.

Power: A power is a part of your character that lets you do things beyond the norm. Not ever “power” is necessarily an internal part of your character. Powers can also be derived from gadgets, equipment, artifacts, or temporary effects like potions or other enhancements. Every player character in this game system has Powers, even if they themselves may not be superhuman.

Power Profile: Your Power Profile defines how your Powers work and what your limits are. It is possible to have multiple Power Profiles if you have multiple “sets” of Powers (such as one from your own personal abilities and one from equipment that has been granted to you).

Power Summary: Your Power Summary broadly defines what your powers are and what you intend to be able to do with them.

Retaliation: Retaliation is a Move taken by the GM in response to a player action, usually a failed Move by the player character. Most of the time, Retaliation will involve assigning a Condition of some kind. The GM will decide what form a Retaliation takes.

Roll: When you see this, you roll 2d6 + applicable modifiers, usually one of the Approaches and possibly other circumstantial modifiers from things like Conditions.

Key Terms

Agents of STRIKE MattZenith MattZenith