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Appendix F: Glossary


Action Points (AP)

Denotes how many actions a Character can take during a Turn, every action states how much AP they cost to perform. Expended AP replenish at the start of the Character's Turn. For more information see here.


Advantage/Disadvantage

This requires the Character when making a Trait Test to roll the d20 twice. If they have Advantage, they use for the Trait Test whichever d20 had the higher value. If they have Disadvantage, they use for the Trait Test whichever d20 had the lower value. Form more information see here.


Allied Entity

A entity is your ally if it is a member of your Party, a Companion, a friend, on your side in combat, or an entity that the rules or the GG designates as an ally.


Area of Control (AoC)

While the space the Character are currently occupying is the area in their immediate control, there is a wider Area of Control. This is the area that falls within the Reach of their melee attacks. Which means for Medium Size Category entities who have no special Features, their AoC is the area 1m around them. But Weapons with the Reach property, entities with larger Size Categories, or some based on their Ancestry Features may have larger AoC. For more information see here.


Area of Effect (AoE)

The descriptions of many spells, powers, and other actions specify that they have an Area of Effect that covers an area allowing it ot affect multiple entities at once. Which typically has one of the following shapes — Circle, Cone, Cube, Cylinder, Line, Sphere, and Square.

Each AoE has a point of origin which may be the user or a different Target which it eminates from. The rules for each shape specifies how the user positions the point of origin. For spells that Target an enity, object, structure, or vehicle you would instead treat that as the point of origin.

An AoE's effect will expand in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to another point within the AoE's Range, then that point is not included within the AoE. To block one of these imaginary lines, the obstruction must provide Total Cover. Though some AoE effects will state their effects move around obstacles at which point, the point is only not part of the AoE, if no unobstructed path within the AoE's Range can be drawn between the point of origin and the point. For more information see here.


Armour Training

A Character can be Trained in the use of Light Armour, Medium Armour, Heavy Armour, and Shields, though some Features may provide Training in a specific kind of Armour or Shield rather than a whole group.

If a Character wears any Armour Pieces they have not been Trained in the use of, they have Disadvantage on any Trait Test that involves Physique, Agility, or Endurance, and they can't cast spells or manifest psionic powers.

If they are not Trained in the use of a Shield, it confers no benefits to the wielder. For more information see here.


Attack Rolls

When a Character makes an attack, their Attack Roll determines whether the attack hits or misses. An Attack Roll is a specific kind of Trait Test that follows the normal rules with some exceptions. The TTV is compared to a special TG known as a Hit Target (HT). A Character's HT is worked out during character generation, whereas other entities will have their HT stated in their Stat Block.

The Trait Test for an Attack Roll uses Physique for attacks made with melee Weapons and Unarmed Strikes, and Agility for attacks made with ranged Weapons; they apply their SB for the Weapon Attack if the Chracter is Trained in the use of that Weapon. Unarmed Strikes always apply their SB and Characters are always considered Trained in the use of Unarmed Strikes.

Some spells and powers also require an Attack Roll. The specific Trait used for a spell/power attack depends on the Spellcasting/Manifesting Trait of the Character. For more information see here.


Barrier Points (BP)

These are lost before HP when receiving damage, with any carry over hitting the Character's HP. They disappear at the end of their next Long Rest if they have no other Duration. If multiple effects grant a Character BPs, they must choose either to keep their current BP or gain the new amount and any secondary effects attached to them. For more information see here.


Blindsight

If a Character has Blindsight they can percieve their surroundings without relying on sight, within a specific radius. Entities without eyes, such as Oozes, and entities with echolocation, or heightened senses, such as bats and dragons, have this sense.


Burrow Speed

An entity that has a Burrow Speed can use that speed to move through sand, earth, mud, or ice. The entity can’t burrow through solid rock unless the entity has a Feature that allows it to do so, likewise they do not leave a tunnel behind them unless they have a Feature that says so.


Cantrip/Talent

A Cantrip is a 0 Circle spell that does not require a Spell Slot to cast, likewise a Talent is a 0 Grade psionic power that does not require Psi Points to cast.

Normally when performing the Cast/Manifest action multiple times on the same Turn, for each use of the action after the first, the AP cost of the action increases by 2. However, if the spell/power you wish to cast is a Cantrip/Talent, then you may ignore the AP cost increase for that use of the Cast/Manifest action.


Challenge Rating (CR)

Challenge Rating summarizes the threat a monster poses to a group of four Player Characters. Compare a monster’s CR to the Characters’ Level. If the CR is higher, the monster is likely a danger. If the CR is lower, the monster likely poses little threat. But circumstances and the number of Player Characters and Companions can significantly alter how threatening a monster is in actual play.


Character Trait

All entities have six Traits — Physique, Agility, Endurance, Knowledge, Intuition, and Determination. The Trait's value is added as a modifier to Trait Tests or when a rule asks you to do so. For more information see here.


Climbing & Climb Speed

A Character with a Climbing speed can climb a verticle surface at the rate determined by their Climbing speed. However, if they do not have a Climbing speed and wish to climb, for every 1m of the surface they climb, it will cost them an additional 1m of their Movement speed (meaning 3m if it is judged Difficult Terrain).

If they are climbing a slippery vertical surface or one with a few handholds the GG may require a Physique Test.


Concentration

Some effects require the use to maintain concentration for the effect to remain active. If the user loses Concentration or chooses to end it, which can be done at any time with no action required, the effect also immediately ends.

Normal activities, such as moving or attacking, do not interfere with Concentration. The following factors, however, will cause the user to lose Concentration:

The GG might also decide that certain environmental phenomena, such as a wave crashing into the Character, will require them to make a TG 10 Concentration Test in order to maintain Concentration.


Crawling

While a Character is crawling, every metre of movement whilst crawling costs an extra 1 metre, this means crawling 1 metre in Difficult Terrain will cost 3m of movement.


Critical Failure

If a Character rolls a 1 on the d20 for any Trait Test, or within the Critical Failure Scope, no matter the TTV, it is a failed Test, known as a Critical Failure. However, when a Critical Failure is scored, the Character gains a Mark of Fate.


Critical Failure Scope

If the d20 result of a Trait Test rolls within the Critical Failure Scope, the Test is considered an Critical Failure. By default a Character's Critical Failure Scope is 0.

The same rules above apply to the Critical Failure Scope, though increasing the Scope instead means any d20 results between 1 and 1 + the given number count as a Critical Failure and the opposite an ability decreases the Critical Failure Scope (though a 1 on the d20 always counts no matter how much the Scope is decreased by).


Critical Hit

A Character can score a Critical Hit if they roll an Inspired Event on an Attack Roll, if they roll within their Critical Hit Scope of their Attack Roll, or if an Attack Roll made as part of a Weapon Attack or Unarmed Strike has a TTV 10 or more, greater than the Target's HT.

When a Character scores a Critical Hit, they roll for the attack's damage against the Target as normal. Then add to this result the maximum value of each die that was rolled for the Damage Roll. Then add any relevant modifiers as normal.


Critical Hit Scope

If the d20 result of an Attack Roll rolls within the Critical Hit Scope, the attack is considered a Critical Hit. By default a Character's Critical Hit Scope is 0.

If an ability states that it increases the Critical Hit Scope by a number, then that means the result of the d20 roll between 20 and 20 - the given number counts as a Critical Hit, and the opposite if an ability decreases the Critical Hit Scope (though a 20 on the d20 always counts no matter how much the Scope is decreased by). If multiple effects would increase and decrease the Scope, the are cumulative effects. So increasing the Critical Hit Scope by 2, means a d20 roll of an 18, 19, or 20 on a Trait Test count as an Critical Hit Scope, though if then a spell decreased the Scope by 1, for the Duration of the spell only a d20 roll of a 19 or 20 would count.

Some abilities may increase the Inspired Event Scope, whilst others affect only the Critical Hit Scope. First calculate the Inspired Event Scope then expand that Scope by the Critical Hit Scope, though d20 results in this range do not automatically count as a Critical Hit (so the Attack Roll is successful and deal the additional damage) but not an Inspired Event for other kinds of Trait Test. For example, if an ability expended your Inspired Event Scope by 1 and another expanded your Critical Hit Scope by 2. Then a d20 roll of 17, 18, 19, or 20 are Critical Hits, but only a 19 and 20 are an Inspired Event.


Damage

Damage represents harm that causes a Target to lose Hit Points.


Damage Roll

Is any dice roll that deals damage to a Target. For more information see here.


Damage Types

Different attacks, damaging spells, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as Damage Resistance, rely on the types. The Damage Types are as follows:

* Limit can never be selected as a Damage Type by any effect that would let you select one or more Damage Types. Nor can a Target gain Damage Reduction, Resistances, Immunities, Magnification, or Vulnerabilities to Limit damage.

Bludgeoning, Piercing, and Slashing damage are considered non-magical damage by default, whereas all other Damage Types are considered magical by default.

If a damaging effect would deal two Damage Types simultaneously for example a Dragon’s breath weapon dealing 1d6 Radiant Cold damage. Then the damage dealer would treat it for the purposes of modifiers as being a Damage Roll that dealt each Damage Type separately combining the modifiers that come from different Features, though they still cannot gain benefits from the same Feature multiple times for the different Damage Types.

The Target of this damage likewise acts like they have received damage from each Damage Type separately for any Feature’s triggers. However, for Damage Reduction, Resistances, Immunities, Magnification, or Vulnerabilities only only apply each type of modification once even if the Character has for example Resistance to both Damage Types.


Darkness (Light Level)

Areas of Darkness are considered Heavily Obscured, and all Trait Tests you make trying to see the area or its contents automatically fail. Areas may be considered in Darkness such as when outdoors at night (even most moonlit nights), within the confines of an unlit dungoen, or in an area of Magical Darkness.


Dead

A dead entity has no Hit Points and can’t regain them unless they are first revived by magic such as the Revivify spell. When such a spell is cast, the spirit knows who is casting it. The spirit of a dead entity has left the body and departed for the Realms of Death, and reviving the entity requires calling the soul back.

If an entity returns to life, the revival effect determines their current Hit Points. Unless otherwise stated, the entity returns with any conditions, Diseases, or Curses that were affecting them when they died, if the Durations of those effects are still ongoing. If the entity died with any Degrees of Exhaustion, they return with 2 fewer Degrees of the condition. If the entity had any Soulbonds to one or more Magic Items, they are no longer bonded to them.


Difficult Terrain

If a space is Difficult Terrain, every metre of movement in that space costs 1 extra metre. For example, moving 1 metre through Difficult Terrain costs 2 metres of movement, or counts as travelling half the distance in the same amount of time for Travelling. Difficult Terrain isn’t cumulative; either a space is Difficult Terrain or it isn’t.

Some examples of Difficult Terrain include:

For rules concerning special types of Difficult Terrain see here.


Dimly Lit (Light Level)

Well-Lit areas are areas where their is sufficient illumination for entities to see normally, this can be daylight or a room with multiple light sources spread about it. Some sources of light will only emit enough light for a small area around it to be considered Well-Lit.


Disintegrated

A Disintegrated entity and everything they are wearing and carrying, except Magic Items, are reduced to a pile of fine grey dust. The entity can be restored to life only by means of a True Resurrection rite or a Wish spell.


Encounter/Scene

For any ability that references an Encounter/Scene as a unit of time, an Encounter in Active Time would be from when Initiative is rolled until that moment of Active Time ends. In Narrative Time, an Encounter is the Scene currently taking place. The GG can help determine when a Scene starts or ends, if in doubt consider a Scene as if the moment was part of a film, would you consider the Scene to have ended? If yes, then probably the current Encounter has ended and a new one may have started.


Entity

Any being in the game, including a Player Character, is an entity.


Entity Type

Every entity has one or more Entity Types, some Entity Types have additional mechnaical effects, as stated in each Playbook and here.

If an entity has two or more Entity Types, any ability that would affect at least one of the Entity Types will affect the entity even if it would explicitly have no effect on another of the entity’s Entity Types.


Falling

At the end of each of a falling Character's Turn, they will fall 210m.

If they can Fly and are knocked Prone, Incapacitated, or have their speed reduced to 0 such as from the Restrained condition, they will also start Falling, as above.

If they were Falling because of the Prone condition, they will only Fall for the Turn(s) where the condition is applied.

If they are Falling because their Flying speed has been reduced to 0, they can maintain their altitude without needing to move such as being able to Hover, then they can maintain their height.

If they have a Flying speed and are Falling, then they can reduce the rate of Falling by going into a Glide and Falling at half the normal rate. While Gliding, they can move up to 2m horizontally for every 1m they descend.

When a Character collides with the ground, they will immediately take Xd10 Bludgeoning damage and land Prone, where X is equal to the number of metres, they fell that Turn divided by 3 (rounding down). If they Glided or managed to take no damage, then they land on their feet.

Should the surface they collide with be a liquid, the Chaaracter can attempt to steer their body to break the water's surface and reduce the damage, to do this they must use a reaaction (1RP), to make a TG15 Physique (Athltics) or Agiliy (Acrobatics) Test.

On a failed Test, they take damage from falling as normal.

On a successful Test, they take half as much damage.


Flying Speed

An entity that has a Flying Speed can use that speed to travel through the air. Whilst a Character has a Fly Speed, they can stay aloft until they land, Fall, or Die.

If a Character attempts to increase their altitude, they are treated as moving through Difficult Terrain, however, when diving to a lower altitude with their Flying speed, for every metre they move it costs them 0.5m of their Flying Speed.

Whilst Flying, if they do not have the ability to Hover, they must move at least 1m of their Flying speed on each of their Turns to avoid Falling.


Grappling

An entity can Grapple another. Characters typically Grapple by using an Unarmed Strike. Many monsters have special attacks that allow them to quickly grapple prey.

When a Character makes an Unarmed Strike, if they hit with the attack, instead of dealing damage they can choose to Grapple the Target. The Target of the Grapple must be no more than one Size Category larger than the Character, and they must have at least one hand, or equivalent limb, free to maintain a hold on the Target. The Target gains the Grappled condition which specifies the conditions that can end it, and the Character can release the Target whenever they choose (no action required).


Half Cover

A Target with Half Cover has a +2 Cover Bonus to HT and Agility Tests to avoid damage, bar from effects that can move around obstructions.

A Target has Half Cover if an obstacle blocks at least half of their body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or another entity, whether they are hostile or allied.


Healing

Unless it results in death, damage isn't permanent. Even death is reversible through powerful magic. Rest can restore a Character's HP, and magical methods such as a Cure Wounds spell or a Potion of Healing can remove damage in an instant.

When a Character receives healing of any kind, Hit Points regained are added to their current HP. Their HP can't exceed their Hit Point Maximum, so any Hit Points regained more than this number are lost.

If a Character Dies, they can't regain HP until magic such as the Revivify spell has restored them to life.


Heavily Obscured

In a Heavily Obscured area, such as an area of Darkness, opaque fog, or dense foilage that blocks vision entirely, you cannot see into the area; with all Trait Tests you make trying to see the area or its contents automatically failing.


Hiding

When a Character tries to hide, they most often will rely on their Agility to remain unnoticed with the Stealth Skill. A Character can attempt a Stealth Skill Roll to sneak around, moving quietly, and using Cover and Heavily Obscured areas to avoid detection.

A Character that successfully is Hidden bestows the Unaware condition to entities they are Hidden from. This condition always ends if the afflicted entity can see the Hidden Character.

There are two ways a Character can Hide. If an entity can’t possibly see them, they need only to avoid making noise to avoid detection.

If an entity might see them, then they need to keep behind Cover or stay in Heavily Obscured areas to remain Hidden.

When a Character tries to Hide from one or more entities, their Stealth Skill Rolls are Contested by the Perception Skill Roll of any entity who might notice them or the Investigation Skill Roll of an entity that is actively searching for signs of their presence.

The Character makes one Stealth Skill Roll for this Contest. Use that Test result for all such Contests they engage in until they are discovered, they stop hiding, or the GG requests another Test due to a drastic change in circumstances.

For more information see here.


Hit Dice

Hit Dice help determine a Character’s Hit Point Maximum, with Characters determining their Hit Dice by their Class choices as covered in each Class' Playbook. Most NPCs also have Hit Dice. An entity can spend Hit Dice during a Short Rest to regain Hit Points. For more information on Short Rests see here.


Hit Points (HP)

Tracks the health of an entity, hitting 0 HP knocks the Character Unconscious and they gain the Dying condition. HP can never be restored above the entity's Hit Point Maximum. For more information see here.


Hit Target (HT)

A Hit Target is the Test Goal for Attack Rolls.

All Characters if they are not wearing Armour have a HT equal to 10 + their Agility. Some spells, Ancestry Features, and Class Features give Characters a different way to calculate your HT. If they have multiple sources of different HT calculations, the Character can choose which one to use.


Hostile Entity

An entity is hostile to the Character if they fight against the Character in combat, actively works to harm them, or is designated as hostile by the rules or GG.


Hover

Some entities in when using their Flying speed can Hover, as noted in the Features that grants the Character their Flying speed, or an entity's Stat Block, and some spells and other effects grant the ability to Hover. Hovering while flying prevents the Character from falling in certain circumstances. See also Falling and Flying Speed.


Immunity

If an entity has Immunity to a Damage Type, they take no damage of that Damage Type. For more information see here.

If an entity has Immunity to a condition, the condition doesn’t affect them in any way.


Improvised Weapons

An Improvised Weapon includes any object a Character can wield in one or two hands, such as broken glass, a table leg, a frying pan, or a wagon wheel.

Often, an Improvised Weapon is like an actual Weapon and can be treated as such. For example, a table leg is akin to a Club. At the GG's option, if the Character is Trained with a particular Weapon, they can use the similar object as if it were that Weapon and use their Skill Bonus for the Attack and Damage Rolls.

An object that bears no resemblance to a Weapon deals 1d4 damage (the GG assigns a Damage Type appropriate to the object). If the Character uses a ranged Weapon to make a melee attack or throws a melee Weapon that does not have the Thrown Weapon Property, it also deals 1d4 damage. An Improvised Thrown Weapon has a Base Range of 4m | Near and a Long Range of 12m | At Range.


Initiative

The common aspect for all Active Time events, is calling of Initiative, which requires every Character to make an Agility or Intuition Test, chosen by each Character based on if they are relying on their reflexes or awarenesss to determine how quickly they react to the situation. A GG may decide to roll a single Initiative roll for a group of NPCs with the group taking a simultaneous Turn.

Skills and other Traits may be used, if the Player has an interesting idea for the GG how it helps in the moment, especially if it is in keeping with the scenario of the Scene or the actions the Character was performing just before the Test was called. For example if Initiative was called because of a Character casting a spell, that Character could argue that their Spell Attack Roll be used for their Initative Test, whilst a Character leaping into the fight could argue they be able to use the Acrobatics Skill, and another could use the Empathy skill as they read their opponent to determine when they would draw their Weapon.

In the event of a tie, unless stated otherwise in an entity's Stat Block, Player Characters always win a tie. If two different NPCs have the same result, then they should compare their Traits used for the Test, with the higest results going first, if they are also the same then they reroll their Tests to determine who goes first between them. If two different Player Characters have the same result, they can instead take their Turns simultaneously weaving their actions between each other as they choose.

The result will determine the order of play for each Turn going from the highest Initiative result to the lowest, this is known as the Initiative Order or Turn Order. Once the Turn Order has been established but before any actions occur, any Character may swap places with another willing Character in the Initiative Order. After this unless a specific ability says otherwise the Turn Order will remain unchanged until the end of the Encounter/Scene.

A Round is made up of a number of Turns, each Round taking 6 Seconds in real time. Once every entity involved in the Active Time has had their Turn then a Round is complete, and a new Round behins. For most effects that have a Round as a Duration it will last from when it was used on the current Turn, until the start of the next Turn of the entity whose Turn it was initially used in.

Any number of entities can enter an Active Time ENcounter part way through by rolling Initiative and entering the appropriate space in the Turn Order. In the event of a tie with an entity already involed in the Encounter, the newcomer automatically goes after the other entities they are tied with. If they rolled a higher Initiative than the current Turn in the Turn Order, then they will not have a Turn until the next Round.

If the Initiative is called for combat, before making the Initiative Test rolls, the GG will determine if anyone involved is Surprised. Anyone deemed thus gains the Surprised condition before the Test is rolled.


Inspired Event

If a Character rolls a 20 on the d20 for any Trait Test, or within the Inspired Event Scope, no matter the TTV, it is a successful Test, known as a Inspired Event. However, when a Inspired Event is scored, the Character gains the Inspired condition.


Inspired Event Scope

If the d20 result of a Trait Test rolls within the Inspired Event Scope, the Test is considered an Inspired Event. By default a Character's Inspired Event Scope is 0.

If an ability states that it increases the Inspired Event Scope by a number, then that means the result of the d20 roll between 20 and 20 - the given number counts as an Inspired Event, and the opposite if an ability decreases the Inspired Event Scope (though a 20 on the d20 always counts no matter how much the Scope is decreased by). If multiple effects would increase and decrease the Scope, the are cumulative effects. So increasing the Inspired Event Scope by 2, means a d20 roll of an 18, 19, or 20 on a Trait Test count as an Inspired Event Scope, though if then a spell decreased the Scope by 1, for the Duration of the spell only a d20 roll of a 19 or 20 would count.


Jumping

Jumping takes place as part of your general movement; Long Jumps may be needed for say jumping over a running river or a chasm, whereas a High Jump may be needed to grab the airship's ladder as it flies away or be used to reach the leaver on the ceiling.


Long Jump. When a Character makes a Long Jump, if they immediately moved at least 2m prior to making the jump, it is considered a Running Jump, otherwise it is considered a Standing Jump. With a Running Long Jump, the Character covers a number of metres up to their Physique x 5 (minimum of 2m). With a Standing Long Jump, they can instead leap only half the distance. Either way, each metre they clear on the jump costs 1m of their movement.

This rule assumes that the height of the jump doesn't matter. At the GG's discretion, the Character may need to succeed on a TG 10 Physique Test to clear a low obstacles (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, they hit the obstacle.

When a Character lands in Difficult Terrain, they must succeed on a TG 10 Agility Test to land on their feet. Otherwise, they land Prone.


High Jump. When a Character makes a High Jump, if they immediately moved at least 2m prior to making the jump, it is considered a Running Jump, otherwise it is considered a Standing Jump. With a Running High Jump, the Character covers a number of metres up to their Physique + 3 (minimum of 2m). With a Standing High Jump, they can instead leap only half the distance. Either way, each metre they clear on the jump costs 1m of their movement. In some circumstances, the GG may allow a Physique Test to jump higher than normal.

They can extend their arms half their height above themself during this jump. This, they can reach above them a distance equal to the height of the jump plus 1 1/2 times their height.


Knocked Out of the Fight

If a Character wound gain 5 Degrees of the Wounded condition, and it is not a Critical Engagement, the Character will be Knocked Out of the Fight. When this occurs the Player and GG should work out what happens next, it must narratively remove them from the Encounter/Scene, maybe they are pushed off a cliff, taken away as a prisoner, or are dragged out of the fight by a Retainer. Death is always an option that can be chosen. No matter the nature of how the Character is removed from the Encounter/Scene they cannot be healed, Targeted, or affected by additional effects unless they Die.


Legendary

If a Character is Legendary with a Skill, Trait Tests made using that Skill can roll an additional d20 choosing to replace the final d20 result of the Trait Test (after Advantage and Disadvantage has been resolved) with the value rolled on this separate d20. A Character can only be Legendary in one Skill at a time.


Lightly Obscured

In a Lightly Obscured area, such as a Dimly Lit area, patchy fog, heavy rain or snow, or moderate foilage, you have Disadvantage on Trait Tests that rely sight.


Limit Break (LB)

A special attack gained from achieving set levels of Limit Potential, there are 3 levels of power in total often denoted LB 1, LB 2, & LB 3. (see more here)


Limit Potential (LP)

A charge that grows in combat over time, every 100 LP gains the Party a Limit Break level. (see more here)


Long Rest (LR)

Characters usually will need to sleep eventually. For this a Character can choose to take a Long Rest. There is no time specific requirement of when a Long Rest can be called, with the only requirement being that a Character must have not benefited from the effects of a Long Rest within the last Day. To call a Long Rest unless you are in are in a resting location such as an Inn or a Hostel, you must assemble a Campfire just like a Short Rest.

A Long Rest on average takes 8 Hours or for Worlds with different lengths of time a third of the number of Hours of the Day. During this Rest, a Character can perform two Activities, as part of 2 Hours of the Rest. The rest of the Rest the Character needs to sleep. For more information see here.


Magical Effect

A Magical effect is any effect of a spell, psionic power, rite, Magic Item, and any effect that states it is magical. Some Features, such as Channel Faith, Channel the Darkness, Channel the World Soul are also magical effects at the point the action is used, though any persistent effect pf the action is not considered a magical effect for how they interact with the rules.


Magnification X

If an entity has Damage Magnification X for a Damage Type, then when damage of that Damage Type is applied to the Character, the damage of that Type is increased by X. For more information see here.


Mastery

If a Character is a Master in a Skill, they add double their Skill Bonus to their Trait Tests using the SKill.


Movement

On a Character's Turn they can take the Movement action. When they do so, they can move a distance equal to their Movement speed, they can use as much or as little of their speed as they like on their Turn, following the rules presented in this section.

Their movement can include Jumping, Climbing, Swimming, and more unusual types of movement. These different modes of movement can be combined with Walking, or it can be their entire move. However, they choose to move, they deduct the distance travelled from each part of their movement from their Movement speed until it is either used up or until they are done moving. Whenever they would switch between speeds, such as their Walking speed and Swimming speed, subtract the distance travelled with their initial speed from this new speed. The result determines how much further they can move. If the result would be 0 or less, then they cannot use the new speed during the current Movement action.

They can pause the movement to perform other actions before continuing their movment, if they take the Attack action they can choose to move in between each attack made as part of the action. For more information see here.


Nightvision

Some entities, especially those adapted to living underground or being nocturnal, may have Nightvision. Within a specified Range, if a Character has Nightvision, they can see in Nonmagical Darkness as if the area of Darkness within Range was only Dimly Lit. This means these areas of Darkness can be seen into and Trait Tests that rely on sight looking inot the area or its contents are made with Disadvantage rather than automatically failing. However, these Characters can only see these areas of Darkness and their contents as greyscale images.


Non-Lethal Damage

Sometimes a Character wants to Incapacitate a foe, rather than deal a killing blow. When they reduce a Target to 0 HP with a melee attack, they can choose to knock them out. This choice can be made the instant the damage is dealt. If the Character chooses to knock out the Target, the Target falls Unconscious for as long as they are at 0HP but will not gain the Dying condition until further damage is dealt.


Object

An object is a nonliving, distinct thing.


Occupied Space

A space is occupied if an entity is within it or if it is completely filled by an object, vehicle, or a solid part of a structure.


Overwhelming Blow

A Character can score an Overwhelming Blow if an Attack Roll made as part of a Weapon Attack or Unarmed Strike has a TTV 5 or more, greater than the Target's HT.

When a Character scores an Overwhelming Blow, instead of rolling for the base damage die of the Weapon, they treat the dice as have rolled the highest result. They then roll any additional damage dice from Features or magical properties of the Weapon as well as relevant modifiers and Traits as normal.


Passive Skill Roll

A variant of the Skill Roll is a Passive Skill Value, this may be requested by the GG, to get a sense of how good each Character is at a Skill. For this they will call upon a Trait as done with regular Skills Rolls, but instead of rolling a d20 you calculate the result as if you had rolled an 8, adding +/-5 to the result if you would have Advantage or Disadvantage respectively.


Push Through

If a Character fails a Trait Test they can choose to Push Through the challenge. Doing so gives them one Degree of the Exhaustion condition, and they can reroll the d20, but they must use the new result.

A Character can only Push Through once per Trait Test made. If any other effects would Trigger from failing a Trait Test or the result of the original d20 they are ignored unless they repeat the result with the rerolled d20. For more information see here.


Reach

A Character's Reach determines the Range of their melee Weapon Attacks, Unarmed Strikes, and Touch Range spells/powers.

The default Reach of each Size Category are as follows:

Size Category Reach
Tiny/Small/Medium 1m
Large 2m
Huge 3m
Gargantuan 5m

Reaction Points (RP)

Denotes how many reactions a Character can take in a Round, every reaction states how much RP they cost to perform. Expended RP replenish at the start of the Character's Turn. For more information see here.


Real Time Measurements

For any ability that references Real Time Measurements such as Seconds, Minutes, Hours, Days, etc. then the effect will last for that amount of Time. Each Character's Turn. and therefor each Round, lasts 6 Seconds.


Reduction X

If an entity has Damage Reduction X for a Damage Type, then when damage of that Damage Type is applied to the Character, the damage of that Type is reduced by X. For more information see here.


Resistance

If an entity has Resistance to a Damage Type, then when damage of that Damage Type is applied to the Character, the damage is halved. For more information see here.


Rituals

These are spells that have the Ritual Spell Tag in its description. Only spellcasters who are capable of ritual casting, as denoted by the Ritual Caster Class Tag, can Prepare a spell with the Ritual Spell Tag. Spells with this Spell Tag do not require Spell Slots to cast, are always cast at the highest Circle of spell the Character can Prepare currently, though they do count against the number of spells you can Prepare each Day.


Rounding

If a rules does not state otherwise always round up for resolving effects that lead to a fractional result.


Rounds

For any ability that references a Round as a unit of time, it only applies for Active Time Encounters. a Round lasts from the start of the Turn of the entity at the first position of the Initiative order until the end of the Turn of the entity at the last position of the Initiative order. For most effects that have it as a Duration it will last from when it was used on the current Turn, until the start of the next Turn of the entity whose Turn it was initially used in.


Session

For any ability that refers to a Session as a unit of time, each time your group of Players comes together to play a game that is called a Session. Some effects may last until the end of your next Session, meaning it will last through your current Session of play and the entirety of the next one.


Shape-Shifting

If an effect, such as the Polymorph spell, lets a Character shape-shift, its description specifies what happens to them. Unless that description says otherwise, any ongoing effects such as conditions, spells, powers, Curses, and the like, carry over from one form to the other. A shape-shifted Character revert to their true form if they Die.


Short Rest (SR)

A Short Rest usually lasts for only an Hour. To call a Short Rest the Party must make a Campfire, traditionally this will require some firewood and a tinderbox/matches, but there are other ways that the Party may find on their travels.

During a Short Rest, each Character can perform one Activity, Activities may be specific abilities granted by a Character's Class, Ancestry, or others means that can only be performed during a Short Rest. For more information here.


Shoving

When a Character makes an Unarmed Strike, if they hit with the attack, instead of dealing damage they can choose to Shove the Target, either to knock them Prone or push them 1m away from the Character or 1m to the side of the Character. The Target must be no more than one Size Category larger than the Character to be able to be Shoved.


Simultaneous Effects

If two or more things happen at the same time on a Turn, the Player at the game table—Player Character or GG—whose Turn it is decides the order in which those things happen. For example, if two effects occur at the start of a Player Character’s Turn, that Player decides which of the effects happens first.

A Target can only benefit for one instance of an effect at one time. If multiple effects of the same name apply to a Character they only use the instance that gives the largest Bonus/Penalty.


Size

Every entity, object, and vehicle has a Size Category; either Tiny, Small, Medium, Large, Huge, Gargantuan, or Titanic. This can affect rules such as, how much space they occupy in combat (see here) or an entity's Reach (see here). For rules of Titanic sized entities see here.


Skill

Skills are the most common kind of Bonus that can be applied to a Trait Test. They can only be applied if the Skill is applicable with the specific action the Trait Test is being used to determine the success of. If a Character has Learnt a Skill, they can add their Skill Bonus to the Trait Test where the Skill is applicable. For more information see here.


Skill Bonus (SB)

The Bonus applied to Trait Tests when a Character has Learnt a Skill that is applicable to use for the Test, or been Trained in the use of certain Items like Weapons. If a Character is a Master in a Skill, they can double the Skill Bonus when used for the Trait Test. The size of the Bonus is determined by their Character Level as follows:

Character Level Skill Bonus
0 +1
1-4 +2
5-8 +3
9-12 +4
13-16 +5
17-20 +6

For more information see here.


Skill Roll

There may be a time where the GG wants to specifically call upon one Skill as it is the only one effective to proceed through a task. In this instance it is called a Skill Roll.

A Skill Roll follows all the normal rules of a Trait Test, the GG will call for a Trait of their choosing (Players should feel free to suggest Traits and how they would use them) then make that roll using the specific Skill and the appropriate Skill Bonus, based on to what Degree the Character had Learnt the Skill. This will be presented as Trait (Skill Name) in this text.


Spellcasting Focus

A Character may use a Component Pouch or a Spellcasting Focus specified in the caster's Spellcasting or equivalent Feature, these Items can be found in the Equipment Chapter, in place of the Components specified by the spell's description, so long as the Material Component is not Consumed or have a GP cost. A spellcaster must have a hand, or equivalent dexterous appendage, free to access the Material Components or to hold the Spellcasting Focus.

Some Spellcasting Foci may provide additional bonuses to spells cast using them. When this is the case, you may choose to, even if the spell does not have Material Components that can be replaced with the Spellcasting Focus, cast a spell through the Focus. The Character must still have a hand free to make physical contact with the Focus, as well as any additional requirements of the spell's normal Components, but they can cast the spell and gain the benefits of using that Spellcasting Focus.

A Rod and a Sceptre can be used as a Club. If it has been specially reinforced for an additional 50GP it is treated as a Mace instead. A Staff can be used as a Quarterstaff.


Spiritsight

If a Character has Spiritsight they can see into the Ethereal Realm, within a specific radius, allowing them to converse with spirits not normally viewable by those living within the Realms.

If they are in the Ethereal Realm, they can use this sight to see into the Material Realm out to the specified radius. Though they will be unable to communicate with beings in the Material Realm, unless they too have Spiritsight.


Souldbonds

Some Magic Items require an entity to form a bond — called a Soulbond — with them before the entity can use an Item’s magical properties. A Character can Soulbond with no more than a number of Magic Items at a time equal to their SB. For more information see here.


Stabilise

When a Character is under the effects of the Dying condition, they may become Stabilised. While Stabilised, they do not gain Degrees of the Wounded condition at the start of their Turns. A Dying Character is no longer Stabilised should they receive further damage, and it must be applied again. For more information see here.


Structure

A structure is a building, or the remains of a building.


Suffocation

A Character can hold their breath for a number of Minutes equal to 1 + their Endurance (minimum of 30 Seconds).

When a Character runs out of breath or is choking, they can survive for a number of Rounds equal to their Endurance (minimum of 1 Round). At the start of their next Turn, they will drop to 0 HP and are Dying. They won't be able to regain HP or be Stabilised until they can breathe again.


Swimming & Swim Speed

A Character with a Swimming speed can swim through liquds at the rate determined by their Swimming speed. However, if they do not have a Swimming speed and wish to swim, for every 1m of the liqud they swim through, it will cost them an additional 1m of their Movement speed (meaning 3m if it is judged Difficult Terrain).

If they are Swimming through rough or turbulent waters, then the GG may require a Physique Test.

The rules for Underwater Combat are covered here. For more information on Swimming underwater see here.


Telepathy

Telepathy is a magical ability that allows an entity to communicate mentally with another entity within a specified Range. Unless a rule states otherwise, the contacted entity doesn’t need to share a Language with the telepath to understand this communication, but the contacted entity must be able to understand at least one Language or be telepathic themself to understand.

A telepath doesn’t need to see a contacted entity, and the telepath can start or end the telepathic contact at any time (no action required). Telepathic contact can’t be initiated and is immediately broken if either the telepath or the other entity is Incapacitated. Telepathic contact is also broken if the contacted entity is no longer within the telepathy’s Range or if the telepath contacts a different entity within Range.

An entity without telepathy can receive telepathic messages but can’t initiate a telepathic conversation. Once a telepathic conversation starts, the non-telepath can communicate mentally to the telepath until the telepathic connection ends.


Teleportation

Teleportation is a special kind of magical transportation. If a Character teleports, they disappear and reappear elsewhere instantly, without moving through the intervening space. This transportation doesn’t expend movement unless a rule says otherwise, and teleportation never provokes Opportunity Attacks.

When a Character teleports, all the equipment they’re wearing and carrying teleports with them. If they’re touching another entity when they teleport, that entity doesn’t teleport with them unless the teleportation effect says otherwise.

The description of a teleportation effect says if the user must see the teleportation’s destination. If the destination space of the Character's teleportation is occupied by another entity or blocked by a solid obstacle, they instead appear in the nearest unoccupied space of their choosing.


Test Goal (TG)

Is the number a Character must at least equal with their Trait Test's TTV for it to be a success.


Three-Quarters Cover

A Target with Three-Quarters Cover has a +5 Cover Bonus to HT and Agility Tests to avoid damage, bar from effects that can move around obstructions.

A Target has Three-Quarters Cover if about three-quarters of their body is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.


Total Cover

A Target with Total Cover can't be Targeted directly by an attack, spell, or power, although some spells/powers can reach such a Target by including them in an area of effect.

A Target has Total Cover if they are completely concealed by an obstacle.


Total Test Value (TTV)

Is the sum of the d20 roll, the Trait used for the Trait Test, and other modifier values. This is what is compared against a Test Goal to determine if a Trait Test is successful.


Trait Test

Whenever a Character comes across an obstacle in their path, the GG will ask for a Trait Test. If a Trait Test has not been asked for, then any dice rolls will not be counted.

The GG will ask for a specific Character Trait for a Test, such as asking for an Endurance Test. A Trait Test is calculated by rolling a d20 and adding the associated Character Trait value, there may be additional Bonuses/Penalties granted to this roll, at which point add those Bonuses/Penalties and then check the Total Test Value (TTV) vs the Test Goal (TG). If the TTV is equal to or greater than the TG, the test is considered successful.

There are a nymber of subtypes of Trait Tests with their own specific rules, such as Skill Rolls and Attack Rolls. For more information see here.


Tremorsense

If a Character has Tremorsense they can percieve their surroundings through vibrations made by entities in contact with the same sold or liquid substance the Character is touching, bar Incorporeal entities, within a specific radius. Entities that tend to burrow to create tunnels such as badgers and moles have this sense.


Truesight

If a Character has Truesight they can, within a specific radius:

  • Enhanced Nightvision. See in areas of Nonmagical and Magical Darkness.
  • Pierce Illusions. Automatically detect visual illusions and succeed Trait Tests made against them.
  • Pierce Shapeshift. See the original form of a Shapechanger.
  • Pierce Transformation. See the original form of an entity/object/structure/vehicle that is transformed by supernatural means.
  • See Invisibility. See Invisible entities, objects, structures, and vehicles.
  • Spiritsight. You gain Spiritsight out to the same Range.

Vehicle

A machine capable of transport entities and objects. these are broken down into Land Vehicles and Non-Land Vehicles. For more information see here.


Vulnerability

If an entity has Vulnerability to a Damage Type, then when damage of that Damage Type is applied to the Character, the damage is doubled. For more information see here.


Weapon Training

A Character can be Trained in the use of Simple Weapons and Martial Weapons, though some Features may provide Training in a specific kind of Weapon rather than a whole group.

If a Character makes a Weapon Attack with a Weapon they have not been Trained in the use of, they do not add their Skill Bonus to the Attack Roll, nor do they add the Trait or Skill Bonus to the Damage Roll. For more information see here.


Weapon Focus

Some Class Features and other effects will grant access to a Weapon Focus Feature, representing a Character's spending your time and focus in the studies of a particular Weapon and its abilities. They may know the Weapon Focus' of multiple Weapons. however a Character can only focus on one kind of Weapon at any time, this chosen Weapon being known as their Active Weapon Focus. They can alter which Weapon is their Active Weapon Focus when they complete a Long Rest.

Listed next to each Weapon is the Weapon Focus Property assossiated with each Weapon. However, some Features may let you change the Focus Property of your Active Weapon Focus, you may select any other Weapon Focus that the Weapon meets the conditions of when this occurs.

For a list of Weapon Focus Properties see here.


Weapon Set

A Weapon Set is usually a combination of up to two Weapons, Shields, or Spellcasting Foci, the user is Trained in the use of, provided by specific Features.

It only counts as one Use Item interaction to draw or sheath a Weapon Set simultaneously, or to draw one item of the set whilst sheathing another.


Well Lit (Light Level)

Well-Lit areas are areas where their is sufficient illumination for entities to see normally, this can be daylight or a room with multiple light sources spread about it. Some sources of light will only emit enough light for a small area around it to be considered Well-Lit.