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