Game Terms

Actions - A type of currency you can spend to do certain things while involved in combat or time-sensitive situations
*Extra Action - An additional action that a character may perform on a turn without needing to spend an action
*Reaction - An action that a character may take immediately when placed in a situation to respond to it, even if it's not their turn
*Refresh - An action that can be taken to remove Exhaustion from a Battle Gift
Attributes - The combination of story and statistics that make a character who they are
*Encumberance - The measure of weight a character can carry before becoming Burdened or Overburdened
*Flaw - A characteristic of a character that hinders them from succeeding in life
**Choice Flaw - A Flaw that limits a player's ability to make decisions for a character
**Damage Flaw - A Flaw that has the effect of inflicting Damage on a character that they would not otherwise face
**Learning Experience - A situation where the character has the opportunity to learn from their flaws and failures
**Mental Flaw - A Flaw that limits a character's ability to process or recall infomation, to think, or to reason such as difficulty paying attention or a bad sense of direction
**Penalty Flaw - A Flaw that has the effect of inflicting Damage on a character that they would not otherwise face
**Persistent Flaw - A Flaw that can only be removed from a character if they recieve major magical or surgical intervention
**Plot Flaw - A Flaw that can only be removed from a character after they have resolved the flaw and any subplots related to it through gameplay
**Physical Flaw - A Flaw that limits a character's ability to physically function in the world such as a missing eye or a bad leg
**Social Flaw - A Flaw that limits a character's ability to socially interact with the world such as an issue with authority or an existing enemy
**Status Flaw - A Flaw that has the effect of inflicting a Status Effect on a character that they would not otherwise face
**Story Flaw - A Flaw that has the effect of creating new conflicts and situations that the character will have to deal with through gameplay
**Supernatural Flaw - A Flaw that limits a character's ability to interact with magic or creates problems for them through magical means such as curses or difficulty casting magic.
**Typical Flaw - A Flaw that can be removed from a character after they have managed to achieve at least one successful Learning Experience
*Gift - A special ability or advantage that characters without the Gift don't have
**Battle Gift - A Gift that can be refreshed in combat by spending an action
**Chapter Gift - A Gift that refreshes whenever a new Chapter begins
**Exhausted - A Gift that has been used and must be refreshed before it can be used again
**Influence Gift - A Gift that can be used to claim the effects of your standing in society; can be refreshed after a certain amount of time or a change in situation that returns your influence
**Manifold Gift - A Gift that may be taken multiple times for different or increase benefits
**Passive Gift - A gifts that automatically comes into play when certain triggering conditions are met
**Respite Gift - A Gift that can be refreshed by having a good meal and a full night of restful sleep
**Requirements - Conditions you must have in order to be able to take a Gift
*Goal - An objective a character wants to accomplish
*Motto - The slogan a character lives by
*Name - What a character is called
*Personality - A one to two word description of a character's most major, defining feature; also a Gift that grants a bonus d12 to a certain behavior
*Skill - A trained ability to do things
**Favorite Use - Allows you to claim Favor when rolling to do the chosen use with a skill; requires at least one Mark
**Limit - A cap on Skill dice
**Mark - A measure of training in a skill
*Trait - The six basic characteristics that define the sort of person that a character is - Body, Career, Mind, Species, Speed, and Will; Often combined with skills
**Body - A character's health and physical strength
**Career - A character's job
***Trappings - The equipment that a character needs to have in order to be able to do their job
**Mind - A character's intelligence and knowledge of the world
**Species - A character's genetic race
***Diet - The types of food a species needs to eat in order to meet their nutritional needs
***Habitat - The type of environment a Species is best adapted to; grants characters a bonus when in that environment
***Natural Weapons - Claws, Teeth, and other natural body features that may be used as weapons
***Primary Senses - The main senses that a species uses to observe things; grants characters a bonus when rolling to observe with the sense
**Speed - A character's reflexes, ability to move quickly, and overall processing speed.
**Will - A character's confidence, willpower, and charisma.
Status Effects - Conditions that modify a character's abilities and the options available to them
*Afraid - The character is in fear for their life
**Terrified - The character is overcome with fear for their life
*Asleep - The character is unconsious and unable to act
**Unconscious - The character is unconsious and unable to act
*Berserk - The character is enraged to the point that they are no longer able to tell friend from foe
*Blinded - The character is completely unable to see
*Burdened - The character is wearing restrictive clothing or is carrying so much weight that it limits their ability to function
*Confused - The character is unable to understand what is going on around them
*Controlled - The character's mind is being controlled by another character
**Possessed - The character's mind and body are being controlled by another character
*Deafened - The character is completely unable to hear
*Enraged - The character is violently, uncontrollably angry
*Fatigued - The character is physically exhausted
*Focused - ((
*Full-Tilt - The character is running as fast or forcefully as possible
*Guarding - ((
*Half-Buried - The character's body is partially covered by debris
*Hurt - The character has minor injuries
**Injured - The character has major injuries
**Maimed - The character has extreme injuries that may result in permanent damage
**Dying - The character is on the brink of death
**Dead - The character has died and is beyond the point of any kind of mundane help
**Overkilled - The character is not only dead, but their body has been damaged to an extreme level
*Knocked Down - The character has fallen down
*Marionette - The character's body is being controlled by another character
*Mesmerized - The character is in a hypnagogic daze where they can be easily influenced, listening to what anyone says and replying in a monotone.
*Mute - The character is completely unable to speak
**Silenced - The character is unable to speak even in their own mind and cannot cast magic
*On Fire - The character is on fire
*Reeling - ((
*Sick - ((
*Slowed - The character's ability to move is restricted
**Immobilized - The character is completely unable to take any movement actions
Dice - Tools of chance used to determine a character's successes and failures; Species, Career, and Marks give you extra dice to roll
*Roll
**Bonus - An extra die to roll, increasing a character's chances of success
**Botch - A die roll where all dice come up showing ones; causes unpredictable and catastrophic failure
**Difficulty - A number that a character will need to roll over in order to score a success
**Favor - When you get to re-roll one die that comes up 1
**Penalty - An extra die for the side a character is rolling aginst to roll, increasing the character's chances of failure
**Success - A measure achieved by rolling a die over the difficulty for the roll
**Tie - A die that rolls an amount equal to the difficulty for the roll
Gameplay Elements - The group of things that are required to play the game
*Game Host - The player in charge of running the story and determining what goes and what doesn't
*Players - People who takes the role of characters in order to play the game
*Story
**Chapter - A section of the story which contains a specific plot or high point of a story
Misc. Terms 
*Declare - When you say your character is about to do something; once something has been declared you cannot take it back
*Descriptors - Key words that describe something; may apply new rules or allow the use of certain Gifts
*Equipment - Armor, Tools, Weapons, and Consumable items that a character might carry around
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