Glossary of Terms
Canonical vocabulary for the Rhune rules. When two words mean the same thing, the canonical one is listed first and the others are marked as deprecated aliases. Update this file whenever terminology shifts.
Status: 🌱 draft — built from a scan of RULES/ on 2026-10-26; terminology decisions locked 2026-10-26. Resolved discrepancies are folded into the tables below.
Core mechanic
| Term | Meaning | Notes |
|---|---|---|
| Move | A packet of rules with a trigger, a result table, and fiction guidance. | |
| Trigger | The fictional condition that fires a move. | "To do it, you have to do it." |
| RISKY move | Any move that tells you to roll — you push your luck. | Your pool grows only on RISKY moves. |
| Safe move | A move that doesn't tell you to roll — just do what it says. | Doesn't grow your pool. |
| Push your luck | The core resolution: roll a pool of d6, starting at 1 die and adding 1 per RISKY move this turn. | Replaces "roll +stat". Rhune is stat-less. |
| Pool | The dice you roll for a push. Grows by 1 per RISKY move; resets to 1 at the start of your turn. | |
| Bust | A player roll where any die shows a 1. The GM makes a hard move; mark XP equal to the number of 1s in the final roll. | Canonical failure term. |
| Bust with only 1s present | A bust where every die in the final roll shows a 1. The worst case; a few moves key off it by name. | Otherwise identical to a bust. |
| Success | A roll with no 1s. | |
| Bands (player) | Player outcomes: bust (any 1), success with no 6, success with a 6. | |
| Bands (community) | The GM's stat-dice outcomes: 6 (best), 4–5 (success), 1–3 (it goes badly). | |
| Success with no 6 | A player roll with no 1s and no 6 — the weaker success. | |
| Success with a 6 | A player roll with no 1s and at least one 6 — the stronger success. | |
| Stat dice | The GM's community roll: roll a number of d6 equal to the stat, take the highest. | At 0, roll 2d6 and take the lowest. |
| Reroll | Spend 1 (you have a number equal to your level) to reroll every die showing a 1. Resets only when you end your turn before busting — not after a bust. | |
| Turn | GM's turn (soft move, "what do you do?") → your turn (push your luck). | |
| Soft move | A GM move that presents a threat without landing it yet. | |
| Hard move | A GM move that lands consequences. Triggered by a bust. | |
| Advantage | Player: roll an extra die, discard the lowest. Community: roll one extra die. | |
| Disadvantage | Player: roll an extra die, discard the highest. Community: roll one extra die and take the lowest. | At 0, disadvantage = roll 3d6, take the lowest. |
| Die of Fate | A d6 the GM rolls when no move applies. High is good, low is bad. | |
| Fictional positioning | The sum of established facts that decides what's possible and which move fires. | Resolved before the dice. |
Character
| Term | Meaning | Notes |
|---|---|---|
| Stat-less | Rhune has no stats. Dice are identical for everyone; traits differentiate. | |
| Trait | A signature ability; the whole character layer. Pick 2 from the shared list (species-traits.md). |
|
| Trait swap | Temporarily replace one of your traits with another from the shared list. | House replacement for the old stat-swaps. |
| Extra trait access | Temporarily hold a third trait alongside your 2. | House replacement for the old stat-swaps. |
| Trait loss | Lose access to one of your traits' benefit for a time. You still have the trait; it just fails you. | House replacement for a stat reduction. |
| Earned trait | Permanent access to one trait from a short curated list, granted by a move or background. Sits alongside your 2. | Skill at Arms, Well-Read, Penitent, Wide Wanderer. |
| Improved Trait | Level-up move: pick a trait and, with the GM, make it more powerful (fiction-driven). | Replaces Improved Stat. |
| Superior Trait | Level-up move (level 6+): boost an already-Improved trait even further — a capstone. | Replaces Superior Stat. |
| Ƭ (trait item) | ||
| Playbook | The character archetype (Blessed, Fox, Heavy, Judge, Lightbearer, Marshal, Ranger, Seeker, Would-Be Hero). | |
| Insert | An add-on archetype (Animal Companion, Crew, Initiates of Danu, Invocations, Arcana). | |
| Instinct | A playbook prompt describing your character's driving reflex. | |
| Appearance | A playbook prompt describing how your character looks. | |
| HP | Hit Points. Stat-independent; starts at your playbook's max. | |
| Damage die | Your playbook's die for hurting foes. Independent of weapon. | |
| Armor | Reduces incoming damage. "x armor" doesn't stack; "+1 armor" does. | |
| Debility | Weakened / Dazed / Miserable. Each gives disadvantage on two named moves. | |
| Problematic wound | A lasting injury; healed by Convalesce under a healer, or a Make a Plan. | |
| Death's Door | The dying move. Sixes = back with HP = # of sixes; success no six = out of action; bust = die. | |
| XP | Experience. Mark XP equal to the number of 1s in a bust, or when a move says so. | |
| Level | Starts at 1. At XP = 6 + twice your level, Level Up at home. |
Currencies & tracks
| Term | Meaning | Notes |
|---|---|---|
| Preparation | Held currency from Outfit (and provisions). Spent for gear, recovery, etc. | Formerly called "supplies." |
| Value | Rough worth of a thing in trade (0–4); used by Trade & Barter and improvements. | See 01-character/value.md. |
| Readiness | Held currency from Defend. Spent 1-for-1 on defensive options. | |
| Acumen | Held currency (from Noruba's Ice Sphere). | Spent on extra questions or to upgrade a roll. |
| Prosperity | Steading stat. Feeds Preparation holds, Trade & Barter, Recover HP, and iron-weapon piercing. | |
| Piercing | Reduces a target's armor by the weapon's piercing (min 0). On iron/steel weapons, piercing = Prosperity (min 0). | Defined in Have What You Need; no separate gear sheet. |
| Fortunes | Steading stat. Rolled for Seasons Change; reduced by disaster/muster. | |
| Surplus | Steading resource. Generated in summer/autumn, consumed in winter. | |
| Population | Steading stat. Rolled for Muster/Pull Together; consumed in winter. | |
| Defenses | Steading stat. Rolled for Deploy; raised by Muster. | |
| Stock | Blessed's resource (increases at even levels). | |
| Loyalty | A follower's bond to you (max 3). Spent to have them act. |
Followers
| Term | Meaning | Notes |
|---|---|---|
| Follower | An NPC in your charge with tags, a cost, and Loyalty. | Canonical — all former "companion" uses are now follower. |
| Companion | Retired as a rule term. Use follower. | "Companion" survives only as informal fiction, if at all. |
| Cost | What you must pay to Strengthen Your Bond (e.g. genuine affection, coin, training). | |
| Tags | Short descriptors on a follower that grant advantage/disadvantage when relevant. |
The steading
| Term | Meaning | Notes |
|---|---|---|
| Steading | The home settlement you protect and manage. | Canonical — replaced "Keep" and "village". |
| Community | The people of the steading, collectively. | Kept as-is: "the community" = the folk, not the place. |
| Retired. Use steading. | (Except the title Keep & Company.) | |
| Retired. Use steading. | ||
| Steading debilities | Diminished / Lacking / Malcontent. Marked by disaster, cleared by Return Triumphant. |
Setting
| Term | Meaning | Notes |
|---|---|---|
| The Last Door | The threshold of death; glimpsed at Death's Door. | |
| The Lady of Crows | The figure at the Last Door. | |
| The Things Below | Entities that can be called on (Thrall insert). |
Meta / table
| Term | Meaning | Notes |
|---|---|---|
| GM | Game Master. Doesn't roll and doesn't trigger moves. | |
| PC | Player character. | |
| NPC | Non-player character. | |
| Duet | One PC, one GM. Rhune's default mode. | |
| IC | In-character fiction. Always blockquoted + italicized. | |
| OOC | Table-talk; the default layer. |
Resolved discrepancies
Locked 2026-10-26. Kept for the record; folded into the tables above.
- Failure band — a player busts (any 1 in the pool); the community's failure band is 1–3 on the GM's stat-dice roll. "Miss" purged; "botch" never existed. XP = number of 1s in the busted roll (when you don't reroll).
- Home settlement — steading everywhere; "the community" kept for the people; "Keep" and "village" retired (except the title Keep & Company).
- Typography — en-dash 4–5, true minus 1–3. Standardized. (Superseded 2026-10-28: bands are now plain numbers 6 / 4–5 / 1–3.)
- Playbook vs class — kept both. "Class" is fine where it reads naturally.
- Follower vs companion — follower is the only rule term. "Companion" retired.
- Stale checklists — Aid/Interfere references and "2d6" phrasing swept from
_index.mdfiles.
Add new terms as they're locked. When a discrepancy is resolved, fold the winner into the table above and move it here.