Rules Glossary

Action

Starting on your turn, you may Spend up to 4 Action Points on any Action Type during the round of combat. The Action Point Cost increases each type you make an additional Action with the same Type on your turn. The Following Action Types are further defined in their own glossary entries:

Attack (ATK)
Magic (MGC)
Tactic (TAC)
Movement (MOV)
Special (SPC)

A typical rule entry describing an action will usually be formatted like so:

(Action Name): A Swift Magic Action; 1 AP, 6 MP.

Action Chain

The Action Chain determines which simultaneous actions take priority. Before any prior Action's effects resolve, the newest Action's effects must be resolved and applied first. Chained actions - actions added to the Action Chain -, are assigned a number ascending with how late they entered the Chain.

Action Points

Action Points allow you to use Actions on your turn. The Action's Description will determine how much Action Points you spend. Each character always starts their turn with 4 Action Points unless a rule states otherwise.

Action Speed

Action Speed determine when you are allowed to perform an Action, some allowing you to use the Action outside of you turn in the round.

The following Action Speeds are:

Action Speed Description
Paced Can only be taken on your turn and can't be used until prior actions are resolved.
Held Must first be declared on your turn and then taken any time after your turn ends.
Triggered Can be taken outside your turn in response to a specific Action taken.
Swift Can be taken outside your turn at any moment.
Counter Can be taken outside your turn and cannot be responded to.

Action Step

Action Steps are moments within an Action leading up to its result. Some actions specify whether or not they can be used during another Action's specific step.

Step Description
Declare The Player states their intent. At this moment that Player may decide if they wish to confirm or "Take" the action or instead declare an action they think might be more appropriate for the situation. This is the character pondering.
Take The Player confirms their chosen Action and cannot undo their decision. This is the character committing.
Resolve The outcome of the chosen Action is applied to the game state, which concludes the Action. This is the character having succeed or failed.

Action Type

An Action Type represents groups of [[#Actions]] with similar uses. The following Types are:

Type Description
[[#Movement (MOV)]] Navigating around the Environment through your own volition
[[#Attack (ATK)]] Attempting to deal damage unarmed or with a weapon.
[[#Magic (MAG)]] Casting a spell or usually using a feature that costs Mana Points.
[[#Tactics(TAC)]] Seeking a more advantageous situation
Item Interacting with an object's use case
Special Using an ability often provided by your features.

Advantage and Disadvantage

Advantage and Disadvantage makes you roll an additional die for a [[#D20 Test]] and use either the highest or lowest roll respectively. Multiple sources of (Dis)Advantage can be used on one roll. Advantage and Disadvantage cancel each other out.

Adventure

An Adventure is a story arc of a group's Campaign, often times consisting of a goal and several Encounters between said goal.

Ally

An ally is a Character that assists any other Character as determined by members of a party, Characters who have a friendly attitude towards other Characters, or any Character that the rules or Game Master determines is another Character's ally.

Area of Effect (AoE)

One of the traits of Spells and other rules outline an "area of effect", measured in spaces by length, width and height; always in the shape of a rectangular prism.

The area's point of origin will be defined after the measurements detailing both where in the map it begins and where its effective spaces are placed. (ex: In front of self; on target space.)

AoEs can either behave in a Wave - a projectile that hits anything directly in front of it -, or a Zone - A boundary that continuously influences any space inside it - .

A Character has [[#Cover]] against the effects of a Wave AoE if a suitably sized Object is between The Character and the Origin Point.

If a Character tries to place an AoE's Origin Point on an unseen space on the other side of an obstructing Object (such as a wall), it is instead placed on the directly opposite face in front of the object.

Armor Class (AC)

A Rank plus other Flat Bonuses.

If a rule gives a Character another base AC calculation, their controller can choose which calculation to use; you can't use more than one.

Armor Proficiency

Armor proficiency allows you to equip armor without the following drawbacks:

Attack (ATK)

When you take an Attack action, you can pay [[#Action Points]] to make an [[#Attack Roll]] with a weapon or an [[#Unarmed Strike]]. The amount of points used is determined by the Attack's description.

Drawing and Stowing Weapons. At the start and end of each new Attack Roll in an Attack Action, you can change your Drawn weapons as part of the same Action.

Moving between Attacks. If you move on your turn and have a feature that provides more than one Attack Roll as part of the Attack Action, you can use up to the remainder of that movement to move between those attacks.

Attack Roll

An Attack Roll is a combination of a Damage Roll that represents making an attack with a weapon, Unarmed Strike, or a Spell.

Attitude

A Character has a starting attitude toward a player character: Friendly, Hostile or Indifferent.

Friendly. The Character views you favorably. You have Advantage on Attribute Checks to influence a Friendly Character.

Indifferent. The Character has no desire to help or hinder you. Indifferent is the default attitude of any Character that has no prior knowledge of you.

Hostile. The Character views you unfavorably. You have Disadvantage on Attribute Checks to influence a Hostile Creature.

Attribute

An Attribute is a numerical value or "Attribute Score (Score)" that represents your character's physical and mental capabilities-- Strength (STR), Dexterity (DEX), Constitution (Con), Intelligence (INT), Wisdom (WIS) and Charisma (Cha).-- Each of which has 6 Corresponding D20 Test with the corresponding Attribute or When a rule asks you to do so.

Attribute Check

An Attribute Check is a D20 Test that represents one of The Six Attributes and its associated applications such as a specific Skill or Save.

Attribute Modifier (Mod)

Attribute Modifiers are a Bonus to many of a Character's statistics. An Attribute's Rank provides the base for these Modifiers. Should an Attribute be lower than 10, the difference between 10 and it's score is subtracted from the Modifier.

Attribute Rank

An Attribute Rank is one of 6 values assigned to each Attribute that determines what modifier to apply to an action by dividing the Attribute by the corresponding Rank's Value rounding down.

Rank Value
S 2
A 3
B 4
C 5
D 6
E 7
F 8

Bonus and Malus

Modifiers and penalties that are not marked in your [[#Character Portfolio]] are referred to as Bonuses and Maluses. Their application is dependent on their respective rule, but often are calculated as either a "flat" numbered value arbitrarily decided, an equation based on any involved Character's statistics, a dice roll, or any combination of the 3.

Campaign

A Campaign is an overarching narrative comprised of several Adventures leading to a climactic conclusion. Not everyone reaches the end of a campaign and that is fine, some groups reach the end and start new ones in the same established setting with the Characters they played in the first.

Carrying Capacity

Your Strength Score determines the maximum weight that you can carry as shown in the Carrying Capacity table based on an [[#Object]] or [[#Character]]'s Size. If your size is equal or greater than the object's size, the object weighs 1 less.

Carrying Capacity

//revise this table.

Object Size Weight
Tiny 2
Small 3
Medium 4
Large 5
Huge 6
Gigantic 7
Enormous 8
Collosal 9
Gargantuan 10
Titanic 11
Astronomical 12

Character

Any Being in the game, including a player's Character, is a Character. See also Character Type.

Character Portfolio

A character portfolio is either a physical or digital record of a Character's information. A portfolio could take the form of either of the game's proprietary options: a document with several fields for the Character's statistics, or a specialized binder to store information in the form of Cards.

Character Type

Every Character, including every Player Character, has at least one tag in the rules that identifies the type of Character it is. Most Player Characters are at least Humanoid. The following Character Types are:

Aberration, Abomination, Apparition, Aquatic, Avian, Beast, Dragon, Celestials, Construct, Elemental, Fiend, Fey, Giant, Humanoid, Insect, Ooze, Plant, Reptile, Undead.

The types don't have rules themselves, but some rules in the game affect creatures of types differently.

Cover

A Character has Cover against offensive effects pointed at their general direction if they:

  1. Take the Cover Tactic Action
  2. Their target for cover is an object or character that is at minimum one size less than them.
  3. The Cover is between them and the offending Character

Partial Cover - If a character's cover is less than their size, the Character has advantage on DEX saving throws and attacks against them are made with disadvantage.
Total Cover - If the cover is equal or greater than their size, they cannot be targeted for attacks and are unaffected by Wave AoEs.

Critical Roll

A Critical Roll is the result of the highest or lowest possible roll made on a [[#D20 Test]] or another prerequisite specified in a rule's description.

Critical Success

Also called a "Critical Hit". Rolling a 20 before applying modifiers applies the Critical Effect mentioned among the rule's description.

Critical Fail

Also called a "Critical Miss". Rolling a 1 before applying modifiers results in the DM applying consequences mentioned in the relevant rules.

Critical Margin

An alternative condition of a Critical Result based on the difference between a Success Margin and a D20 Test result, as described by the relevant rules.

D20 Test

Attribute Checks, Attack Rolls, and Saving Throws all fall under the category of D20 Tests. If a game rule affects a D20 Test, it affects all three of these rolls. The need for a D20 Test is left to the DM's discretion in a given circumstance not otherwise stated in the game rules.

Damage (DMG)

Damage (or DMG) reduces the Health Points (HP) of an affected Character or Object.

Damage Affinity

Damage Affinities are the values that measure how certain Characters interact with the associated damage types.

Affinity Description
Resistant Divisible malus (DMG/AFF)
Vulnerable Multiplicative bonus (DMG*AFF)
Immune Takes no damage
Fatal Dies immediately
Repel Attacker takes damage instead
Absorb Gains HP instead of Taking Damage

Damage Roll

A Damage Roll is a die roll adjusted by any applicable modifiers that deals damage to a target.

Damage Type

Damage Types determine the nature of an offensive option's damage. If the Damage Affinities for any of those damage types.

Physical

Damage Description Critical Effect Duration/ammount
Blunt Objects like hammers and rocks Confusion End of target's next turn.
Pointed Objects like spikes and teeth Slow End of target's next turn/-1 Space
Sharp Objects like swords and claws Bleed DMG/2

Natural

Damage Description Critical Effect Duration/Ammount
Corrosive Acids or other dissolving substances Expose 1 turn/-DMG AC
Cold Freezing water, Icy air Frostbite DMG Frostbite Points
Fire Flames, unbearable heat, the feeling of burning Burn 1d4 turns unless taking an action/1d6 per turn
Force Wind, Explosions Prone until Character gets back up
Lightning Electicity Paralyzed 1d4 turns
Sonic Concussive sound Deafened 1d4 turns
Toxic noxious gasses, putrid substances, poisons and venoms Poisoned 1d4 turns/1d6 per turn
Metaphysical
Damage Description Critical Effect Duration/Ammount
Magic Pure magical energy
Dark Decay, Entropy, Negative energy Blighted until short rest/-DMG HP
Light Radiation, Divinity, Positive energy Blinded 1d4 Turns
Psychic Mental Energy Insanity DMG Insanity Points

Demolishing

An object can be destroyed by attacks and other rules that inflict non-metaphysical damage. The Health and Armor Class of an object are determined by its Size and Hardness as explained in these tables.
An object's Hardness will depend on it's main Material if not stated outright.

Size HP=X*Hardness
Tiny 1
Small 2
Medium 4
Large 8
Huge 16
Gigantic 32
Enormous 64
Massive 128
Colossal 256
Astronomical 512
Hardness AC
1 1
2 5
3 10
4 15
5 20
6 25
7 30
8 35
9 40
10 45

Dodge (TAC)

If a Character takes the Dodge Reaction for 1AP, any EC to hit.

Encounter

An Encounter is a scene in an adventure where one of the following events are triggered: Social interaction, Exploration, or Combat. The purpose of an Encounter is to progress the narrative by either providing the Players with information, equipment, allies or experience.

Equipment

A Character - especially humanoid - will often have different pieces of gear equipped.
The following are the types of gear and their location on a Character's person, and how many they can have equipped:

Head: 1 Helmet, 1 circlet, 2 earings,
Chest: 1 Chest piece, 1 Belt, 1 Necklace
Arms: 1 Pair of gauntlets, 1 Pair of Armlet Bands, 20 Rings, 3 Weapons per hand.
Legs: 1 Pair of Grieves, 1 Pair of Boots, 1 Pair of Leglet Bands.

Equipped Weapons are not the same as Wielded weapons. Equipped means they're on A Character's person, Wielded means they're in use.

Rings are allotted a Ring Rating (RR) which determines how many rings you can equip. You can equip additional rings as long as their total RR is at most your level.

Changing a piece of Equipment requires the Equip Tactic Action for 3AP.

Evasion Class (EC)

An Evasion Class is the target number for an [[#Attack Roll]]. EC represents how difficult it is to hit a target if they take a Dodge or Block Action

A Character's base EC calculation is 10 plus your Dexterity modifier. If a rule provides another base EC calculation, the Character's Player can choose which calculation to use; you can't use more than one. See also "[[#Attack Roll]]".

Grapple (ATK)

A Character can Grapple another target Character, prompting them to either succeed in its choice of a Strength or Dexterity Success Margin or receive the Grappled [[#Status Effect]].

A Character can grapple as many other Characters as they have hands. Some Characters have traits in their Statistics that allow another appendage to be used for a Grapple. Any appendage used for a grapple is treated as Wielding.

The Grappled Status Effect can be removed in the following ways:

Guard (TAC)

If a Character takes the Guard Reaction for 1AP, any AC to hit.

Hazard

Spaces on the map may have properties that are detrimental to Characters that occupy them. Such as "Scorched Earth", "Slick", "Spiked", among others.

Health Point (HP)

Health Points are the measure of a Character or Object's fortitude against any Damage they take. A Character's total HP is determined by your Maximum HP as stated by their statistics and certain external rules. Health Points may be replenished through healing spells, items, by resting, and any other applicable rules. See also "[[#Demolishing]]".

Health Point Dice (Dh)

Health Point Dice, or H-dice for short, help determine a player character's HP Maximum, and are the resource used to initiate a [[#Short Rest]].

Ideals

A Character's Ideals help guide their personality and how they would react to events. All characters have at least 2 ideals. Certain rules may have mechanical effects based on a Character's Ideals.

Illumination

A space's illumination affects how the Sight Sense interacts with Objects and Characters on that space, displayed in the following levels:

Knock Out

If an Attack Action that dealt otherwise lethal Blunt damage was declared non-lethal, their current HP is set to 1 and they gain the Unconscious Short Rest.

The Character removes the Unconscious status effect after regaining any HP

Mana Points (MP)

Mana Points are the resource for casting Spells. The Maximum amount of Mana a given character can have is equal to

Misbeliefs

A Character's Misbeliefs are personality flaws that apply a mechanical penalty in some way. They can range from but are not limited to a bias or prejudice, deep seated fear, or a personality complex.
For every two Misbeliefs a character has, they are entitled to one extra ideal.

Movement (MOV)

During the Movement Action Point cost. They gain that Action's [[#Movement Speed]] to move that many spaces on their turn. Any Movement Speed not spent before the end of the current turn or the next Movement Action is forfeit.

Movement Speed

Movement Speed determines how many Spaces a Character is able to move in a Turn. Certain Movement Speeds may have additional effects. If a Movement Speed is not specified in your [[#Character Portfolio]], That Speed is 1.

The following Movement Speeds are:

Resting

Taking one of the Rest Actions allows a Character to recover physical resources as well as any other effects that replenish. In order to confer the benefits of a rest, its prerequisites must be satisfied.

Long Rest

Duration: 8 hours minimum
Condition: 1 HP minimum
Environment: Allied/Neutral territory with a minimum area of spaces equal to number of resting creatures x3.
Concessions: 10 units of food and Drink per Character
Benefits: Restore HP, MP, resource dice and Eligible Special Resources. Remove non-permanent Maluses.
Disqualification: Entering Combat, Taking damage, Spending MP, STR or CON D20 Tests.

Each disqualifying event extends the required duration by 1 hour. If you have rested at least 1 hour, it is instead treated as a Short Rest.

Short Rest

Duration: 1 Hour minimum
Condition: 1 HP minimum, 1 Health Die.
Environment: Minimum area of spaces equal to number of resting creatures x3. minimum height of tallest resting Creature +1.
Benefits: Restore LVL/2+Con+xDh and Eligible Special Resources.
Disqualification: Entering Combat, Spending MP, Taking damage.

Interrupting a Short Rest Forfeits all benefits.

Senses (Skill)

The senses are the 5 skills that normally scale off of constitution: Sight, Smell, Taste, Touch and Hearing. A check for a Sense is used for gathering information of your surroundings. Smell and taste for example can be used to tell if something is poisonous, touch and hearing can be used in times where sight fails you, with touch being able to feel vibrations in the ground or atmospheric pressure changes. Other than taste, your senses have an effective range of 10+Con Score+Racial MOD spaces.

Space

A Space is a unit on the map that on a grid would be 1 inch by 1 inch. This represents a measurement equivalent to 1 meter or around 3 feet and 3 inches. For ease of communication, distance should be referred to in the Spaces unit.

While Grids are the most common method for tracking these Units, its highly recommended to use a Hexagonal Array as opposed to a Square array or forego Grids altogether and instead opt for ruler based measurements instead.

Status Effect

A Status Effect is a non-permanent game state. the definition of a Status Effect says how it affects the target and various rules define how to end the Status Effect. This glossary defines these status effects.

Beguiled

You are under the following effects:

Blinded

You are under the following effects.

Bleed

Receiving applies stacks of Hemorrhage Points. If the Hemorrhage Point total meet or exceed your CON, you take damage equal to your CON. At the start of each round, you can remove 1d4 Hemorrhage stacks.

Bloodied

You have less than half your maximum HP.

Charmed

You are under Bonus effects.

Cursed

You are under Malus effects.

Deafened. You are under the following effects:

Exhaustion. You are under the following effects as long as you have an Exhaustion Point:

Frightened. You are under the following effects:

Grappled. You are under the following effects:

Unconscious. You are under the following effects

Success Margin (SM)

A Success Margin is the target number for an [[#Attribute Check]] or

Threat Zone

The Threat Zone is the area in which a character may make a Reaction Attack should a target leaves it. By default the Threat Zone is any adjacent space to the offending Character. Each Size category above medium increases the length and width of the zone's area by 1.
Weapons with the Reach property double the zone's area. Characters within a threat zone can avoid triggering the reaction by taking the Disengage Tactic Action.

To Hit

A [[#D20 Test]] made to determine the initial accuracy of an Attack Roll. If the Target does not take an action that Invokes their Evasion Class, the attack proceeds. Otherwise, the total result must meet or exceed the Evasion Class to succeed.

If successful, initial damage is added to the following Damage Roll by taking the difference between the result and the Evasion Class and dividing it (or counting) by the Attack's Highest Attribute rank, rounded down.

Ex: Result = 18, EC = 12, diff = 6.
Rank = STR A(3), DEX (C)4.
3->6. Bonus = 2.
Rank = STR D(5), DEX S(2).
2->4->6. Bonus = 3.

If the result before modifiers equals 20 or the totally difference exceeds the Attack's Critical Hit.

Unarmed Strike (ATK)

A Character can make an Unarmed Strike if they aren't Wielding any weapons without the Braced Weapon Property. By default, all Humanoid Characters have access to the following Unarmed Attacks at Level 1:

Name AP Cost Range Damage Scaling Affinity
Punch 1 AP 1 1d4 STR C, DEX D Blunt
Kick 2 AP 2 1d6 STR D, DEX C Blunt
Unarmed Strikes can be modified by other rules including but not limited to Features and Spells.

When making an Unarmed Strike, the attacking Character can also choose to either Grapple or Shove the target Character.

Unoccupied

A space is unoccupied if there are no creatures or large objects on it.

Weapon

A weapon is an object used for inflicting damage to an enemy character.
All weapons will have the following statistics:

Weapon Attack (WAR)

A weapon Attack Roll (WAR) is an attack made with an equipped weapon. There are several types of Weapon Attacks with specific rules.

Wield

When declaring an Attack Action, a Character can choose 1 out of 3 Equipped Weapons per hand as their active - or Wielded - Weapon. That weapon's statistics are referenced for Attack Rolls and other relevant rules unless stated otherwise.

A Character may choose to wield the same weapon in more than one hand - or Two-Hand - to confer relevant benefits.

If a character wishes to change their Wielded Weapon outside of an Attack Action's Chain of Events, they must make a 2 AP Wield Tactic Action on their turn or an action that allows the Wield action in it's rules.