Glossary | |
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These are terms used by the game and their definitions.
Master List of Terms
Term Name | Description | Abbreviation or Synonyms | Rule Type
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Adventuring Party | A party is a group of characters who wish to work together on an ongoing basis | Party | Character
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Alternate Character
| A second (or third, etc) character controlled by a player who already has another. | Alt | Character
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Attack
| Anytime you successfully make contact with your opponent in combat or deliver harm to them through some game mechanic is an attack. | hit, shot, strike, swing | Gameplay
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Body Points
| Body points represent a character's physical heartiness, their ability to shrug off what would debilitate others. | Body | Gameplay
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Cap
| A cap is the highest a trait is allowed to go unless effects specifically say they 'break cap'. | Limit, Max | Gameplay
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Character Death
| When a character? permanently dies through circumstances in play. This is different than the Dead condition | Permanent Character Death, PCD | Character
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Condition
| An ongoing issue that has rules impacting a character. Generally negative, but not always. When it applies to an area it is called a field. | Gameplay
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Costuming
| Any clothing or make-up a player wears that is NOT period appropriate that is used to represent the fantasy elements of the game. | Costume | Basic Rules
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Consumable Items
| A consumable is any item that has a finite number of uses, eventually being permanently destroyed when fully used. | Gameplay
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Craftable Items
| Craftable items are permanent or semi-permanent items player characters can create for themselves. | Gameplay
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Crafting Points
| A measure of the potency (or quantity) of permanent items a character can create between events. | CP | Gameplay
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Damage
| When you are hit by an attack or effects like traps, you take damage. Damage can be reduced with armor and body points. If it is not fully reduced a character will take wound conditions. | Gameplay
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Damage Requirements
| Some creatures are immune to all damage except for a certain type. | DR | Gameplay
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Damage Types
| Different types of damage are prevented or required by some other mechanics. | Gameplay
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Duration
| How long an effect from an item or spell will last if not dispelled or otherwise ended early. | Gameplay
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Effect
| Any game ability that temporarily modifies a character either positively or negatively. | Gameplay
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Effect Types
| Hostile effects are associated with different keywords that determine how to prevent them. | Gameplay
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Encampment
| Each party may have one location on site which they use as a sort of base of operations. | Character
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Encampment Items
| A subtype of tinkering items that are not lootable? and provide abilities to parties at their encampments. | Gameplay
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Enchantment
| A story created game effect that lasts longer than an event which is not covered by any other rule. | Gameplay
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Epic Items
| An epic item is a subtype of magic item that cannot be crafted by player characters. | Gameplay
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Experience Points
| Points earned for taking actions outside of the game that improve the game for everyone. These lead to character advancement. | XP, EXP, Experience | Character
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Flag
| A strip of cloth attached to an object to give game information | Basic
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Free Hand
| Having a hand free is required to cast magic in most situations. | Gameplay
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Garb
| Time period appropriate clothing (both in terms of appearance and materials used) that players wear to look like a character | Basic Rules
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Hexed Item
| Any object that by design harms its user or is otherwise impossible to get rid of | Cursed Items | Gameplay
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Immersion
| Anything that keeps players thinking about the game world, and not thinking about reality is immersion | Basic Rules
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Immunities
| Sometimes characters cannot be affected by a certain type of damage or effect. | Gameplay
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Incantation
| Words used to announce you are casting a spell and to roleplay the act of channeling magic. | Incant | Gameplay
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In-Game
| Things that happen in the world of the game and affect characters are 'in-game' | IG, IC | Basic Rules
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Kill Conditions
| Some creatures will heal unless dealt a fatal blow from a certain type of damage. | KC | Gameplay
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Levels
| How advanced a character is, determined by total XP. | Character
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Magic Armor
| Magic Armor represents a magical barrier protecting the character | Gameplay
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Magic Items
| Magic items have unusual properties that can duplicate spells or have other special abilities. | Gameplay
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Magic Power Points
| A character's ability to access or channel magical Power, used to fuel spells. | Power Points, Power | Gameplay
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Mastery Titles
| When a character learns all skills in a given category they gain a special ability. | Character
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Main Character
| The primary character played by a player. | Main | Character
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Monstrous Armor
| Armor that is so thick it is difficult to damage. | Gameplay
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Monstrous Body
| A character that is so tough they are difficult to damage. | Gameplay
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Mundane Items
| A mundane item? doesn't need to be crafted to be brought into game, but it may still have rules. | Regular, normal, simple, basic, average | Gameplay
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Natural Armor
| Natural Armor represents tough hide or leathery skin that can shrug off blows. | Gameplay
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Non-Player Character
| Any character who is not directly controlled and owned by a player. Game masters assign these characters to be played by players temporarily | NPC | Character Rules
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Numbered Items
| An item that is in our item database so that players can find out what rules it has. | Basic Rules
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One-Time Prevention Shields
| A defense that stops the next attack of a particular kind to affect the character | Shields | Gameplay
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Out-of-Game
| Anything not taking place in the game world is out-of-game. This can be rules being discussed or real world matters such as your car needing repairs. | OOG, OOC | Basic Rules
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Physical Armor
| Physical armor is typically provided by real armor worn by players | Armor | Gameplay
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Player Character
| A character who is run and controlled by a player. | PC | Character
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Pre-Production
| The system the game uses to allow players to create new items between games. | Gameplay
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Production Points
| These points determine how many consumables a character can create each event using the pre-production system. | PP | Gameplay
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Props
| Any object used in game. Sometimes these items are fake like the weapons we use, or they can be a real item that represents what it actually is. | Basic Rules
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Range
| How far you can be from your target for an item or spell to have its effect | Gameplay
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Reserved Items
| An item or concept that has rules associated with it should only be brought into game if it is following those rules. | reserved | Basic Rules
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Retirement
| When a player voluntarily stops playing a character, either transferring them to non-player character status, or having them deliberately die a storyful death. | Character
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Role-playing
| When role-playing is used as a game term, we're specifically talking about acting out something where there are no rules beyond: do what you think is reasonable to represent this action. | RP | Basic Rules
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Scarce Items
| A scarce item is exclusively intended to be found as loot from encounters. These items can't be crafted, produced, duplicated, or otherwise used for free. | Gameplay
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Skill Points
| These are used by a character to learn new skills. Earned based on level. | SP | Character
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Spark
| Part of what animates life in the world of Illumina | Character
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Species
| One of the many types of beings who inhabit the world of Novitas. | Character
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Stacking
| When two effects both apply to the same trait or the same situation they stack if both are allowed to apply, and do not stack if only one can apply. By default bonuses for most traits stack unless a rule for that trait says otherwise. | Gameplay
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Staff
| The people who run the game | Marshals | Out-of-Game
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Target
| Who or what a spell or item is intended to effect. | Gameplay
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Tinkering Items
| These items might by mystical, but are not 'magical'. Many of these items are tools that follow something closer to science. | Gameplay
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Valuable Items
| Any item with a fixed currency value is a valuable item, these can be traded in by merchants for coin. | Gameplay |
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Page last modified on February 17, 2024, at 04:32 PM
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