General Terms | Definition | Behavior |
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Roleplaying Game | A game in which participants come together and play together to tell dynamic stories. | |
Campaign | The adventure your characters are upon. | Often spanning multiple sessions. It encompasses a story from beginning to conclusion. |
Session | The time when players get together to play the campaign. | Often spans anywhere from 30 minutes to 8 hours. |
Player | A participant in the game. | They interact with game as their character, making their decisions and playing their role. |
Character | A person/creature in the game. | Player Characters (PC's) are each controlled by a player, while Non-player Characters (NPC's) are controlled by the DM. |
DM | Dungeon Master, the game's host. | Responsible for conceiving the campaign's general story, acting for monsters and townspeople, rewarding loot, and creating any necessary content for the campaign. |
d20 | A twenty-sided die. | Used for in-game checks, where most often the result is compared to a difficulty score, determining success or failure. |
Biography | Definition | Behavior |
Name | Your character's name. Typically, this is what your allies and NPC's will refer to you by. | |
Appearance | A physical description of your character, including their height, weight, gender, abnormalities, and clothing. | |
Personality | Your character's behavior, encompassing their beliefs, attitudes, and perceptions. | |
Motivation | Why your treasure hunter is on their quest for the ultimate relic. Generally, their motivation is a challenge so huge that only divine intervention can solve it. | |
Class | Your primary class. | Determines your base stats, scores, and abilities. As you level-up, it'll influence your stat growth. |
Classes | A list of all the classes you've had. | This list helps to illustrate how many classes you have at least one level in, and how many levels you've taken in each one. |
Level (CL) | Your character level. | Considered from your class levels, this indicates your character's total experience. |
Level Bonus (LB) | A progress-based score multiplier. | If the game uses exponential growth rules, you use the Level Bonus to control the growth of your Vitals and Power scores. |
Vitals | Definition | Behavior |
Health | The measurement of your character's health-standing. | As you take damage in combat, your health is reduced. When it reaches 0, you're knocked-out. When it reaches negative-half its original score, you're dead. |
Temporary Health | Extra health in the form of protection. | This health is stacked on top of your normal health. As you take damage, your temporary health is first depleted. Your temporary health lasts until it expires or is used up. |
Stamina | How much bodily energy you have remaining. | Many abilities use stamina as a resource. |
Mana | How much magical energy you have remaining. | Many abilities use mana as a resource. |
Focus | How much mental energy you have remaining. | Many abilities use focus as a resource. |
Temporary/Temp Health | Extra health granted to a combatant. | Some abilities can grant temp health to a combatant. This health is "stacked" on top of their current health, in which any incoming damage reduces that temp health first. Temp health cannot be restored. |
FaR X | Factor and Replace with X. |
Take an aforementioned value and divide by 5, then multiply
again where 5 is replaced by X.
Far X = (value/5)*X
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Equipment | Definition | Behavior |
Primary Weapon | The weapon in your dominant hand. | What you'll be using during combat for melee/ranged attacks. Heavier weapons deal more damage but are harder to wield, while lighter weapons deal less damage but swing faster. |
Secondary Weapon | The weapon in your non-dominant hand. | Typically a shield or a small sword. It's readily available for attacks. |
Huge | The weapon is big enough to require both hands to handle properly. | This weapon consumes both your primary and secondary slots. |
Tools | Gadgets and bags of tool. | Tools aren't generally useful in battle, but they make certain adventuring feats significantly easier. |
Consumables | Food and drink for on the road and on the warpath. | Generally rations, sandwiches, tea, and potions. They offer bonuses of vitality, restoration, strength, and speed. |
Materials | Various materials recovered from the bodies or defeated enemies or found from scavenging in the woods. | While in combat or in town with some time, you can use materials for crafting items, props, tools, and other useful things. |
Unit | A measure of weight approximate to 10lbs or 4.5kg. | Used to determine how much you can carry on your person at a given time. The maximum is set by your primary class. |
Stats | Definition | Behavior |
Melee: Power and Evasion. | Measures your physical strength and evasion. | Power determines your base damage with melee attacks, while evasion determines how hard it is for melee attacks to hit you. |
Magic: Power and Evasion | Measures your magic strength and evasion. | Power determines the base force of your spells, while evasion determines how hard it is for curses to affect you. |
Skill: Power and Evasion. | Measures your technical strength and evasion. | Power determines how effective your skills are, while evasion determines your ability to subvert skills used on you. |
Talents | Definition | Behavior |
Craft | Your creative, inventive, and engineering talents. | Used in checks for creating, engineering, and modifying anything from clothes and weapons to homes and vehicles. |
Harvest | Your talents in collecting resources from the environment or another object. | Used in Talent checks to determine how well you collect materials and objects from a certain resource. |
Scholar | How good you are in studying, collecting information, and exercising your logical faculties. | Used in Talent checks to acquire and/or process information, such as with puzzles or ancient texts. |
Navigate | Your talents in finding your way around dungeons, forests, and otherwise unknown regions. | Used in Talent checks to make travel in labyrinthine locations more efficient and less prone to getting lost. |
Acrobatic | Your Talent in bodily exercises of speed, strength, and agility. | Used in checks that involve chasing, climbing, jumping, and otherwise getting past obstacles. |
Arts | Your talent in the arts of drawing, singing, acting, music, and others. | Used in checks to see how well you execute the performance and/or creation of art. |
Arcana | Your talent in the study of magic, mysticism, and the practical application thereof. | Used in Talent checks involving the use of magic, sorcery, spells, and so on. (Does not apply to combat.) |
Scores | Definition | Behavior |
Initiative | How quick you are to act in combat. | Determined by your primary class. When battle begins, you add your initiative to your roll. |
Carry | How many pieces of equipment you can hold on your person at one time. | A general measurement of how strong your back is, the greater your Carry, the more things you can carry on your person at one time. Exceeding it can penalize your movement actions, slowing you down. |
Primary Damage | Your total damage with your primary weapon. | Calculated from the damage multiplier of your primary weapon. Whenever you deal damage with that weapon, this score indicates how much damage is inflicted. |
Secondary Damage | Your total damage with your secondary weapon. | Similar to your primary weapon, if you have a weapon equipped in the secondary place, this measures how much damage your attacks will inflict. |
Abilities | Definition | Behavior |
Ability | A special action that can be used in combat to help turn the tides of battle. | Generally typed as support, offense, or defense, abilities you spend an amount of AP and/or resources to activate it. Each ability is different, often prompting you to make a check. |
Abilities List | A list of your 11 abilities. | This list is compiled outside of combat from your primary class's Doctrine ability, its core abilities, and some of your sideboard abilities. |
Natural Ability | An ability that reflects an aspect of your character's biology. | Chosen from your class when you create your character, the Natural ability is always on your skill list no matter which class you eventually take. It is expected that it will be evident in your character's genetic properties. |
Doctrine Abilities | A special ability unique to your primary class. It is marked with an I at the head of your Abilities list. | Powerful, useful, and definitive of the class's build. This ability cannot be learned to the sideboard unless learned with a Star Coin. |
Class Abilities | One of ten abilities that can be learned from a class. | These abilities help define the core of the class. Whenever you take a level in a class, you pick one ability to save to your sideboard. |
Master Abilities | Powerful abilities that are discovered upon becoming a master. | Once you reach level 20 as a player, you become a Master and get to pick 3 Master Abilities from across all the classes you've taken levels in. These abilities are incredibly powerful and can quickly end battles. |
Sideboard | A special list of abilities that you've permanently learned. | For each level you take in a class, you get to choose one ability to stay with you on the sideboard. Whenever you get to compile your abilities list again, you may substitute up to 5 of the primary class's abilities with ones from the sideboard. |
Ability Terms | Definition | Behavior |
Type | Indicates how you use your ability. |
There are three type an ability may have.
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Method | Indicates how your ability is used. |
There are three methods for abilities.
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Application | Indicates when your ability is to be used. |
Appended to your ability's type. It describes the
circumstances on when you can use the ability.
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Use | What resources are required to use the ability. | Details amount of AP, Stamina, Mana, Focus, turn or battle limits, and other resources necessary to use the ability. |
Trigger | Indicates the circumstances in which an ability can be used. | During combat, when the event specified by the trigger occurs, the ability can be used in direct response, interrupting another action if necessary. Likewise, an ability with a Trigger cannot be used unless that event is invoked. |
Slot | The specified slot an Item-application ability takes up. | At the start of combat, the specified item can be added to either your inventory or the specified slot. If an item is already in the slot, then it's moved to your inventory and the new item takes its place. |
Target | A term abilities use to indicate a subject of effect. | Some abilities indicate a combatant to target. This is to help make the effects more concise as the ability describes how to treat the affected combatant. |
Mode A, Mode B, Conclusion | A directive for choosing between two (or more) modes of an ability. | Choose one of the presented modes and follow through with the instructions. Conclusion is done at the end, no matter which Mode you chose. |
Duration | The condition on which an ability expires. | Some abilities have a duration modifier, which indicates the conditions for which an ability (or an aspect thereof) expires. This can be a measure of turns, certain events, or when a stat drops low enough. When a duration is complete, it's called expiration. |
Repeat/EndRepeat | A counter used for executing portions of an ability multiple times. | The repeat modifier indicates that any instructions following it should be executed to their fullest before being executed again. The modifier possesses a condition indicating when to stop repeating - typically, an amount that counts down to 0. Some abilities also have an EndRepeat modifier which encloses which instructions intended to be repeated; everything after the EndRepeat modifier is only ran once the repeat has finished. |
X = [variable] | The declaration for a variable in an ability. | Many abilities feature a variable X, which tends to change based on circumstances specified by the ability. It can represent anything - a number, a letter, a word, or even a sentence. |
X/Turn | How many times per turn you can execute an action. |
While you may be able to pay for the action, the action
itself is limited
to being used up to X times per turn. Alternatively, some abilities may be listed as x/round or x/battle, meaning that they can only be used that many times in a round or a battle. |
1/YTurn | How many turns you must wait before you can execute an action again. |
Similar to X/Turn, 1/Y is to be read as "Once per Y turns", in
that after use, you must complete Y turns before the ability
can be executed again.
Additionally, some variations include X/Y, in that you may only execute the ability X times before Y turns have been completed. |
Range | How far-reaching your ability or attack is. | Typically measured in X-Ysp or just Xsp, this score determines the minimum and maximum range of a weapon or ability. |
Rank | Determines the overall effectiveness of your ability. | A single number between parenthesis to the left of a variable. Critical successes increase this score by 1 for the duration of the check. |
AoE | A wide field of range. | AoE stands for Area of Effect, where all combatants (except you) within the range's area are targeted by an ability. |
Ray | A shape of AoE. | Shaped like a long line, it targets every combatant within the spaces it touches. |
Circle | A shape of AoE | Shaped like a circle or otherwise visualized as a sphere, it targets every combatant within its space. |
Single | A shape of AoE. | You target every combatant within a space as though it were AoE instead of a single one; this contrasts against AoE shapes that target all combatants in-between as well. |
Check | A roll of the dice made to see if an ability successfully connected with its target. | You'll roll 1d20 and compare the result to the enemy's evasion score, indicated by the abbreviation of either Melee, Magic, or Skill. Upon passing the check, anything listed in OnPass happens. |
OnPass/OnHit | When the check is made, this attribute is called into effect. | Abilities with a Check attribute will also have an OnPass attribute. Do anything the OnPass attribute indicates. |
Effect | What happens when you activate the ability. |
The effect of an ability is everything that happens when
activated. This can include...
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Flavor Text | A dash of detail to give life to abilities. |
An ability's flavor text serves the purpose explaining how it behaves inside and outside of combat. During combat, flavor text describes how the ability is experienced, while outside combat you will follow the rules of the flavor text rather than the rules-as-written of the ability. |
Variables. | These numbers represents factors of the ability that are linked to its owner's abilities. | Scores surrounded with curly-braces '{ }' explicitly reference their contained variables. |
Increase by X level. | Increase a score by an amount specified by your class. | In a way similar to level progression, the indicated score is increased as though the player had leveled-up. As a note: all unspecified scores are unaffected. |
MlePwr | Stands for Melee Power. | References your Melee's Power score. |
MleEva | Stands for Melee Evasion. | References your Melee's Evasion score. |
MgcPwr | Stands for Magic Power. | References your Magic's Power score. |
MgcEva | Stands for Magic Evasion. | References your Magic's Evasion score. |
SklPwr | Stands for Skill Power. | References your Skill's Power score. |
SklEva | Stands for Skill Evasion. | References your Skill's Evasion score. |
MleDmg | Stands for Melee Damage. | References your Melee Damage score. |
MgcDmg | Stands for Magic Damage. | References your Magic Damage score. |
SklDmg | Stands for Skill Damage. | References your Skill Damage score. |
TL | Stands for Total Level. | References the total level of your player character. |
DL | Stands for Diversity Level. | References the player's total uniquely taken classes. |
CL | Stands for Class Level. | References how many times you've taken a single class when leveling-up. |
Teamwork | An ability modifier. | The effects of this ability modifier activate when one or more allies are sharing your space. |
TmWrk | Stands for "Teamwork" | A variable representing the amount of allies sharing the same space as the ability's owner. |
Solowork | An ability modifier. | The effects of this modifier activate when the user has no allies in their space with them. |
OutNum | Stands for "Out-numbered". | A variable equal to the amount of enemies (minus one) sharing your space with you. |
IfKO | An ability modifier for when your character is in a knocked-out state. | The IfKO modifier implicitly dictates that the ability can still be used under special conditions while your character is knocked-out. |
Natural | The combatant has claws, jaws, and sharp talons. | The weapon this Attribute belongs to is treated as being always equipped and never needs drawing. |
Statuses | Definition | Behavior |
Prone | Your character has been knocked onto their back. | While prone all of your Evasion stats are considered 0 and you cannot make checks. Spend 10AP or 3sta to get up and remove this status. |
Bleeding X | You've been slashed and are bleeding uncontrollably. | Every action costs an addition X Health to execute. Bleeding is Stackable. |
Doomed X | A dark shadow haunts your soul, counting the seconds until it claims your life. | You have X turns until your health is set to negative-half its max. At the end of battle, Doom is removed if it hasn't taken effect yet. |
Blessed X | An angel's blessing guards your life from death. | For the next X turns, your health cannot go below 1. |
Blinded X | Something got inside your eyes and now you can't see at all. | For the next X turns, all your checks have disadvantage. |
Poison X | That last strike has something nasty on the blade - and it's weakening you. | Poisoned combatant takes X damage at end of turn. Poison is Stackable. |
Guided X | Your eyes are filled with a light that guides your actions. | For the next X turns, all your checks have advantage. |
Dispirited X | Something dark and strong is constricting your mana. | For the next X turns, you cannot cast spells or use magical items. |
Stackable | The afflicted wound can be made much worse. | A status effect with Stackable can be afflicted multiple times; treat the status effect as though its Rank is being increased. |
Broken | The item or tool has been shattered to pieces. | The broken item can no longer be used and offers no benefits or abilities. |
Tired | An action or ability has left you feeling winded. | 5AP is subtracted at the start of your next turn. |
Disabled | You've been hit in the wrong way and now you can't perform a certain action. | Disabled ability can no longer be used or activated. |
Snared X | A tangle or rope has gotten around your feet, constricting your movement. | You cannot leave the space until X turns have passed. |
Paralyzed X | Your feet have become useless, locking you in place. | You cannot make movement actions until X turns have passed. |
Stealth | You've protected yourself by concealing your presence. |
While in Stealth, your Evasion scores are increased to 20. Here are the ways to lose Stealth:
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Slowed X | Your feet are tangled up in cord, slowing your movement. | Your movement action's AP Cost is increased by 5 for the next X turns. |
Burning X | You've caught fire! | You take fire damage equal to (X)5% of your Max Health at the end of each turn. You can put yourself out by spending 10AP to stop-drop-and-roll. |
Frozen X | Exposed to incredibly low temperatures, a layer of ice encases you. | You cannot make any actions and all your Evasions are 0 for the next X turns. Fire instantly melts the ice. |
Asleep X | You've been bewitched into a deep slumber. | You cannot make any actions and your Evasions are 0 for the next X turns. Any damage instantly wakes you up. |
Knocked-Out (KO) | Having suffered enough damage, your collapse in defeat. A little blue tongue of flame - your spirit - appears above your person. | At 0 health, you take the Knocked-Out status. While you still take your turn as normal with 20AP, you cannot make any actions unless they have the IfKO modifier. If your health reaches negative its max, you're dead. |
Dead | The flame above your body burns out. | You're dead and can no longer participate in the fight. Unless you have a Coin of Revival on your person, you will not respawn after the fight. |
Neutralized | You are no longer able to participate in the battle. | This status is achieved when your character is either dead or knocked-out. The battle ends when all combatants of all but one party are neutralized. |
Elements | Definition | Behavior |
Fire | Heat, flames, and cinders. |
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Water | Vapor, rivers, and rain. |
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Wind | Leaves, trees, and the soil. |
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Lightning | Shocks, bolts of lightning, and electricity. |
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Metal | Iron, bronze, and steel. |
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Darkness | Shadows, night, and malevolence. |
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Light | The coming dawn, illumination, and revelation. |
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Noble | All the elements combined. |
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Neutral | Excels in nothing. |
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Combat | Definition | Behavior |
Battlefield | The area in which combatants fight each other. |
Typically a 2D plane utilizing marked spaces to represent
navigable areas and pathways. Small symbols representing combatants are depicted upon it. |
Combatant | A participant in combat. | Operated by either a player or the DM, they follow a turn order in moving and acting to either protect their team from losing, or in bringing the enemy team to defeat. |
Target | The subject of an ability. | All abilities have a target of one kind or another, be it a combatant, a space on the battlefield, an ability, a score, or the battle itself. |
Allie | Your fellow combatant. | A term used in abilities to denote that it targets combatants who are on your team but aren't you. |
Enemy | An opposing combatant. | A term used in abilities to denote all combatants that aren't on your team and aren't neutral. |
Self | You! | A term used by abilities to specify that the ability targets you specifically, though it can be used in conjunction with allies. |
Space | A two-dimensional array of spatially associated shapes with dotted edges. | Used as the general standard of movement for combatants. Any enemy combatants within a space are within range of each other. |
Round | A sequence of combatant turns, ordered by an initiative score. | Starting from the highest score to lowest, once all combatant have taken their turn, a round is counted as passed and another begins. |
Action Points | Spent by combatants to perform actions. | |
Prop | A semi-realistic piece of scenery. | A constructed item presumed to take a shape matching its name. It's largely symbolic in purpose. |
Token | A coin used for acquiring a good or service. | An imaginary object designated by the ability that generated it to be given up in exchange for an effect, such as a bonus or another item. |
Status | A state that your character can take. | |
Marker | An invisible mark placed upon your person. | Markers are imaginary statuses placed upon your person that. They have no function in themselves, but most often influence the behavior of offending abilities. |
Counter | An imaginary number placed above your person. | A counter is a variable that is recorded on your sheet and can either count down or up until a condition is reached. Counters are accompanied by a side-effect that are most often triggered each turn when the counter counts down. |
Critical | A strike that hit a vital point or went down particularly hard. | Use Crit damage instead. |
Critical Threshold | How likely you are to deal critical damage. | Beginning at 20, as it increases, your d20 has to roll lower to become critical. |
Conditions | Definitions | Behavior |
Visibility. | The general lighting of your environment or a certain area. | Depending on the intensity (or lack thereof) of the lighting, the success of your actions may be impeded. |
Absolute Dark | 0% Visibility. There is no luminance in the area; it is all black. | -10 to any Accuracy checks. |
Dark | 25% Visibility. Most figures are obscured as shadows and silhouettes. | -7 to any Accuracy checks. |
Dim | 50% Visibility. Poor lighting makes it difficult to determine depth of entities. | -5 to any Accuracy checks. |
Normal | 75% visibility. Mostly good visibility - the same as an overcast day. | No negative or positive effects. |
Bright | 150% Visibility. Everything is over-saturated - like entering into light from darkness. | -5 to any Accuracy checks. |
Brilliant | 175% Visibility. Most things are white and it hurts to open your eyes. | -7 to any Accuracy checks. |
Blinding | 200% Visibility. Everything is absolute light - no depth or colors are discernable. | -10 to any Accuracy checks. |