Index Table
All numbers within this game are rounded down unless stated otherwise.
Term | What? | Tell Me More. |
---|---|---|
Dice/Die/d(number) | Number shapes. | Referring to a (typically plastic) method of random number generation. "d(number)" refers to a die with that number of sides, such as a d6 having six sides. |
Roll | Rolling a die. | Rolling a die. If a specific die is not specified, it is usually safe to assume it is a d20 roll. |
Natural 20 | When a d20's face shows a 20, the highest possible roll. | Signifies doing the best that you are capable of doing, and a critical hit if it was an attack roll. |
Natural 1 | When a d20's face shows a 1, the lowest possible roll. | Signifies doing the worst that you are capable of doing, and an automatic miss if it was an attack roll. |
Contested Roll | A roll made against another's roll. | A roll made against another's roll. Whichever of you rolls highest succeeds the roll, whichever of you rolls lowest fails the roll. |
Advantage | Roll twice, use the result you want. | When you would roll a die at Advantage, roll it twice and take the higher result between the two dice. |
Disadvantage | Roll twice, use the result don't you want. | When you would roll a die at Disadvantage, roll it twice and take the lower result between the two dice. |
Any | Any of your choice. | Any uses its normal definition in English (any of your choice), but with the clarification that whenever Any shows up in the text of an effect, the one who controls that effect may choose what/who to exclude and what/who to include from valid targets of ts effect, and that this choice cannot be taken away from them. |
All | All, regardless of choice. | Its definition in English. An effect which targets all targets affects all targets it is capable of affecting, regardless of whether you want it to or not. |
Then | Only once aforementioned steps are completed. | Its definition in English, with the specification that you must do what precedes the "then" effect before the "then" effect will occur. For example, the effect of the skill Act of Exodus says "Take an amount of True Damage which would be exactly enough to kill you instantly, then a single target touched takes that same amount of True Damage." Meaning that the target may be touched before you taken your damage, but the target must be touched when you take the damage in order for the target to Then take the same amount of True Damage (specifically the final damage/the final effect being the then statement). |
Gain | Addition. | Refers to addition. For example, if a skill says "After activating this Skill, your next Arcane Bolt gains +2d6 damage until the start of your next turn." then the addition is damage + 2d6. If a curse says "Gain -3 to all damage." you add -3 (to add a negative number to a positive number is the same as subtraction). When it does not refer directly to numbers, it uses its normal definition in English. |
Grant | To make the specified target Gain. | See Gain, but its not always for you. |
Increase by | Addition. | See Gain. |
Increase to | If value is less than this, it is now this. | Sets something's value rather than using addition. You cannot "Increase to" to a lower value. |
Reduce by | Subtraction. | Refers to subtraction. For example, if a skill says "reduce your Total Might by 4 until the start of your next turn." then the subtraction is Total Might - 4. If it instead said "reduce your Total Might by -4 until the start of your next turn." then its a typo, and is not the subtraction of a negative number (which behaves like addition). |
Reduce to | If value is more than this, it is now this. | Sets something's value rather than using subtraction. You cannot "Reduce to" to a higher value. |
Stacking/Stacks | Adding its bonus to other bonuses, cumulatively. | A bonus which Stacks with itself adds together all the bonuses each instance of itself would grant. For example, a bonus which you have two of which grants +2 Might and last for one minute but does not stack grants +2 Might, and uses the duration of the most recent activation. That same bonus which stacks with itself grants +4 Might, and lasts for a total of 2 minutes. Unless otherwise stated, all bonuses stack with each other, but not themselves. |
Die Class | Type of die, based on number of sides. | Refers to the type of die (or dice) that a rolled die is. For example, to hit with an attack you roll 1d20. To reduce 1d20's Die Class by 1 would to be to change it to 3d6 (as seen below). Die class from lowest to highest are: 0, 1, 1d4, 1d6, 1d8, 1d10, 1d12, 3d6, 1d20, 3d10 |
Damage Die | The die used to deal damage. | Refers to the type of die (or dice) that is rolled to determine the amount of damage dealt by a damaging thing (such as an attack, weapon, skill, etc.) before bonuses. If a Player would roll a damage die which is equivalent to another type or number of dice, they may roll whichever dice they please (such as below, where 1d8 is equivalent to 2d4). Before rolling a damage die, you may choose to treat it as though you had rolled the average result instead of rolling. (The average result of a die is half its highest result, such as 3 on 1d6, or 10 on 1d20.) Damage Die Class from lowest to highest are: 0, 1, 1d4, 1d6, 1d8 (or 2d4), 1d10, 1d12 (or 2d6), 3d6 (or 4d4), 1d20 (or 2d10), 3d10 (or 5d6). |
Maximized | The highest possible. | Increased to its highest possible result. Almost always refers to damage. |
Minimized | The lowest possible. | Decreased to its lowest possible result. Almost always refers to damage. |
Immune/Immunity | Protection or exemption from something, especially an obligation or penalty. | You cannot take damage from any Damage Type you have Immunity to. You cannot be affected by any ongoing effect you have Immunity to. A creature can only be Immune to a source of damage if they are Immune to all non-tertiary Damage Types that source of damage deals. If the target is only Immune to one of the Damage Types a source of damage deals, they are considered to be Resistant to that source of damage (taking minimized damage) instead. A single creature may only have up to a maximum of two Immunities, with the exception of Immunities which are granted by objects, skills which are not passive, or Immunity to Arcane Damage or Tertiary Damage Types. |
Resistant/Resistance | The minimization of an effect. | Damage you take from a Damage Type which you are Resistant to is minimized. If you are Resistant to an ongoing effect, such as poison, bleed, or even diseases, and curses, their durations are halved. If you are Resistant to an effect which occurs after an amount of time, such as a weather (Hot Weather, or Cold Weather) or other environmental effect, it takes twice as long for that effect to affect you. A creature can only be Resistant to a source of damage if they are Resistant to all non-tertiary Damage Types that source of damage deals. |
Vulnerable/Vulnerability | The maximization of an effect. | Damage you take from a Damage Type which you are Vulnerable to is maximized. If you are Vulnerable to an ongoing effect, such as poison, bleed, or even diseases, curses, or weather (Hot Weather, or Cold Weather), it takes half as long for that effect to affect you. A creature is Vulnerable to a source of damage if the target is Vulnerable to at least one of the Damage Types that source deals. |
Damage | The reduction of HP. | When a target takes damage, their HP is reduced by the amount of damage they took. The damage they take can be modified by many factors before this HP reduction, such as by Resistance, Vulnerability, Immunity, or by use of one or several actions. If damage would become negative (beneath 0) it instead becomes 0. |
Heal | The increase of HP. | When a target is healed, their HP increases by the amount of healing they received. If an effect increases HP it is healing unless stated otherwise. |
Critical Hit | Deals twice as much damage as a normal hit. | When the d20 of your Hit roll's result is higher than your weapon or skill's Critical Chance, your attack deals twice as much damage. Critical Chances from lowest to highest are --, 20, 19-20, 18-20, 17-20, 16-20, 15-20, 14-20, 13-20, 12-20, 11-20, 10-20, 8-20, 6-20, 2-20. |
Absorption | The percentage of healing received from a damage type. | The amount of damage of a particular type you heal from instead of taking damage from (stated as a percent). For example, if you take 2 Fire Damage, but you have 50% Fire Absorption, you instead take 1 Fire Damage, and heal 1 HP at the same time, functionally taking 0 damage (if nothing is stopping you from healing), but if you had 100% Fire Absorption, you would instead heal 2 HP. |
Space/Square | A single grid space. | A Square is the standard unit of measurement for this game's grid. If you prefer, you can add measurements such as a 5 foot, 5 cubits, or 2 metre square. The exact size of the square isn't really important, but rather the important part is the standardization of spaces for the purposes of ranges of effects. They could be 1mm squares if you're playing a game about ants. The rules will sometimes reference Half Squares, a single Square is comprised of two Half Squares. This is never used for ranges, but can be use to the specificity of your choice. For example, if you look at the Size Classes Table on the Stats page, it says a Medium creature occupies 1 Half Square, meaning that two Medium creatures may share a space, but only if both creatures consent (or any unconsenting creatures are unaware of what is happening), such as by standing back to back, shoulder to shoulder, or face to face. You could also use this to Rule 0 that a creature which is 7ft-8ft tall occupies 1.5 veritcal squares, meaning they can reach lower flying enemies (and vise versa), but that is an additional layer of complexity. Remember to be consistent, whatever you do. |
Grid | A collection of Spaces. | N/A |
Adjacent | No further than 1 space away (arm's reach for a medium creature). | N/A |
Flanking | For each ally you have adjacent to a target, gain +2 Hit against that target. | N/A |
AoE | An abbreviation Area of Effect, the Size of which is the length of each side of a cubic area. | AoEs are represented in this game as cubes, because those are the easiest to figure quickly on a grid by simply counting squares instead of purchasing a Plastic Disk™️ of the appropriate size, but may be spheres (covering less area, but making more sense to some people) if you'd prefer. If more than one of the Spaces you occupy are within an AoE you take the AoE's damage twice. See AoEs, Lines, and Cones below for further clarification. |
Line | A rectangular AoE which is 1 square wide unless stated otherwise. | A straight or diagonal line with dimensions of width by length. For example, a 6 Square Line is a straight line which is 6 Squares long and a single Square wide, while a 6 Square*3 Square Line is a straight line which is 6 Squares long and 3 Squares wide. If more than one of the Spaces you occupy are within an Line you take the Line's damage twice. See AoEs, Lines, and Cones below for further clarification. |
Cone | A conical/pyramidal AoE. |
To easily figure a Cone, make two diagonal Lines the length of the Cone's Size, forming a "V", then make a straight line at the top of the "V", making a triangle. A cone is an area between the two nearest straight (90 degree) or diagonal (45 degree) Lines the Length of the Cone's Size. If more than one of the Spaces you occupy are within an Cone, you take the Cone's damage twice. See AoEs, Lines, and Cones below for further clarification. |
See/Sight/Line of Sight | Seeing using vision. | Something can only be "seen" according to the rules if there are no walls or horizons between you and the target, and only if you are not blind. Creatures do not count as walls for these purposes, unless they do for other purposes. If you can see the target through the wall (by any means, including magical), you can still see them for these purposes. |
Darkness | While there's no light, creatures who can't see in the dark can only see things adjacent to them and have difficulty distinguishing colors. | N/A |
Item | Something which can be held in one hand easily. | This is a subjective term, and will vary person to person depending on their Size Class, as a creature can easily hold in one hand anything which is 4 Size Numbers smaller than them (or in two hands anything which is 3 Size Numbers smaller than them).. |
Object | Something inanimate with a Size Class. | Something inanimate with a Size Class. An object is assumed to be of Tiny Size Class, unless specified otherwise (such as a large object which is Large Size Class, or a small object which is Small Size Class). |
Wield | To hold at the time of use. | To hold at the time of use, such as that you are wielding a weapon if you attack or block (or have attacked or blocked) with it this round. |
Collective Might/Magic | The cumulative Might or Magic of all involved. | When something requires the use of (number) Collective Might, that means that any number of creatures may aid in supplying Might, but that only the specified amount of Collective Might will yield the result described. For example, a boulder may require 30 Collective Might to move, meaning that two creatures with Mights of 20 and 10 respectively could move the boulder together, or one creature with 30 Might could move it alone. Some things may also require Collective Magic, such as an artifact that will only activate when exposed to powerful magic, but something will never require Collective Skill, because working together with a guy who can almost move a boulder to move a boulder is possible, but knowing a guy who can almost do a backflip while you cannot do a backflip at all does not allow both of you to perform a backflip through teamwork. |
Rank | A single increment of investment. | The level of investment that you have in something such as an Interest, Skill, or that a weapon has in something such as a weapon property or enchantment. Bonuses granted by multiple ranks of one another stack with one another. You may not exceed the maximum number of Ranks something is specified as having. if something which can have a number of Ranks has no maximum number of Ranks (as opposed to "Any Number of Ranks" which stacks infinitely) it only has one Rank at maximum. |
Percent Chance (%) | Likelihood out of 100. | Determining the result out of 100 rather than out of 20, using two d10s, one of which is determined to be the tens position, and one to be the ones position before rolling. If you do not have two d10s, roll one twice. If you do not have any d10s, use 1d20, multiplying the result by 5 to determine your final result. |
Asterisk (*) | Indicates a variable. | An asterisk behind word or number indicates that it is variable, and that it is subject to change dependent on what is written in the text affecting it, such as the Mana Cost of a skill varying depending on its Effect's text. |
Slash ( / ) | Or. | "/" as it is used in this game shares a definition with the word "or". |
Underscore (_) | Incomplete part of the game. | Indicates that some part (typically that specific part) of the listed data is incomplete (and therefore temporary and likely inaccurate). All underscores should be removed by the time of the final release. |
Double Parenthesis (()) | Not part of rules of the game. | Typically an author's note and/or recommendation, but is not a rule. The parenthesis must be Adjacent ((like this)) rather than (like (this) example). |
Game Mechanics/Mechanical | Parts of the game. | Referring to the inner workings of the game, such as the rules, or how the rules interact with one another. |
Tables And Dropdowns (T&D) | The alternate name for this game. | This is a joke. |