[3.1.1]
| TERM | DEFINITION |
| AGILITY | This Statistic represents foot speed, dodging ability, and quickness. See the Statistics section for more detail. |
| ASSESSMENT STATISTIC | This aggregate statistic is used as a base in your Assessment Roll (see GMG), the larger the number the slower you are to assess a situation. Assessment Statistic = 20 - Intellect |
| BASE HIT POINTS | Base Hit Points are used to determine the Character's Blood Points and the hit points for various body parts. For a breakdown of the Hit Points for each body part see page. Damage effects vary with the specific body part damaged. Damage effects are found on the Character Sheet and in the Operations Manual. Base Hit Points are calculated as follows: BHP = 3*Constitution + 2*Will |
| BLOOD POINTS | Blood Points are equal to the Character's Base Hit Points and represent the amount of blood the Character may lose before dying of blood loss. |
| BLOW | A Blow is the basic measurement of a Character's actions. An active use of a weapon, whether to parry or attack, will generally require one Blow. All Characters may use one Blow per Melee Round. Additional Blows are gained with specific weapons, or attack modes as the Character increases his or her Degree of Mastery in the relevant Discipline. |
| BOOSTING | Boosting is the procedure for modifying spell effects, such as reducing a target's Saving Throw or increasing Spell range, duration, or damage, by the expenditure of additional Spell Power Points (SPP), above and beyond the SPP needed to cast the Spell. To reduce a target's saving throw, a -1 penalty to the target's Saving Throw and to the Character's Cast Chance is assessed for every 2 additional SPP used to Boost the Spell. The amount that a Spell may be boosted is determined a Mage's DoM in Spell Casting. To increase range, duration or damage, the SPP cost of the Spell is doubled. The magnitude of the increase is dependent on the Caster's DoM in Spell Casting. Other effects that Boosting can have are explained in the particular spell lists. This is explained in further detail in the Mage section. |
| CAST CHANCE | This number refers to the probability the Character has of casting either a Clerical or Magical Spell. It is a d100 roll. The Cast Chance formulas is as follows: Cast Chance = ((Base Statistics Number) + Bonus) - (10% * DoM of Spell). The Bonus refers to the increased Cast Chance received from Prayer or Mystic Theory, as appropriate, as well as other pluses gained from spells and spell-casting aids. Mystic Theory is used for Mage Spells, and Theology is used for Clerical Spells. |
| CHARACTER | The term "Character" refers to the Player's fantasy individual or persona. |
| COMBAT RATING (CR) | Combat Rating (CR) is the measure of the Character's ability to strike an opponent in combat. It will vary from weapon to weapon, depending upon the Character's Degree of Mastery with the particular weapon's Discipline, the weapon's craftsmanship, magical bonuses, etc. Characters begin with a base CR of 0. |
| CONSTITUTION | Constitution represents the hardiness of a Character. See the Statistics section for more detail. |
| DAMAGE BONUS | Derived from the Character's Strength. Each point of Damage Bonus adds an additional dice of damage to hand-to-hand attacks and reduces the inherent DR penalty for wearing armor by 1/3 of a point. If the Character has a Damage Penalty, the reverse of above is true. See Strength for formula for calculating Damage Bonus. |
| DEFENSIVE RATING (DR) | Defensive Rating (DR) is the measure of a Character's ability to avoid being struck in combat. DR is increased in melee by the use of a shield, and by the Degree of Mastery (DoM) the Character has with his or her weapon Discipline. Characters begin with a base DR of 0. |
| DEGREE OF MASTERY (DoM) | The Degree of Mastery (DoM) refers to the relative degree of difficulty of skills or spells. Beginning difficulty skills or spells begin a DoM 1. DoM 3 and 4 are generally considered to be the normal level for practicing craftsmen, spellcasters and clerics. DoM 5 and 6 represent master level, while higher level DoMs represent very difficult and uncommon skills and spells. |
| DEXTERITY | Dexterity represents the Character's hand-eye coordination, nimbleness of hands and fingers, and reaction time. See the Statistics section for more details. |
| DISCIPLINE | The Disciplines are the heart of the system. A Discipline represents a body of knowledge that the Character will gain greater expertise with as the Character gains experience in the Discipline. Disciplines are grouped into skill and spell trees such as Clerical Healing, Fire Magics, CR Fighting Skill, and Confidence. |
| DODGE | A Dodge is a combat maneuver that expends one Blow, adds the Character's Dodge bonus to the Character's DR, and subtracts 3 from the Character's CR. A Character's Dodge bonus is equal to Agility/5. |
| EXPERIENCE | Experience points are the abstract measure of how much a Character has worked on, or been exposed to, a Discipline. A Character earns Experience by studying a, working in, or using a Discipline. All Disciplines require the same Base Experience per DoM. The Learning Rate will determine how Experience earned in a Discipline counts towards achieving the next DoM of a Discipline. |
| FAITH | Faith is a measure of both the Character's devotion to a chosen god or goddess, and the strength of his or her link with the chosen deity. See the Statistics section for more details. |
| HANDEDNESS | The Character's "dominant" hand. When a Character uses his or her "off" hand, he or she is subject to a -3 penalty to CR and PR, and is at -2 Physical Strength. If the Character is ambidextrous, he or she suffers no penalty when using the "off" hand. |
| IMMEDIATE | An Immediate is a Spell that is Cast very quickly, with a word and/or a gesture. Mages may cast Spells as Immediates after learning the Powerword version of each Spell. Some cleric spells are naturally cast as Immediates. |
| INTELLECT | This Statistic represents the Character's IQ and problem solving ability. See the Statistics section for more details. |
| LEARNING RATE | The Learning Rate is a measure of how quickly one can learn a Discipline. Learning Rates are calculated as a sum of five Statistics expressed as a Percentage. A Learning Rate of 80% means that a DoM 2 Skill or Spell, which (under normal circumstances) requires 200 Base Experience Points to master, would require 200/0.80 or 250 Experience Points. More examples are given below in the Character Generation section. |
| MAGIC TALENT | This is the Character's ability to manipulate magical energy. See the Statistics section for more details. |
| MELEE | The 30 sub-phases of the Round during which a Character may perform Actions, expend Blows, or cast Spells. |
| PARRY | A parry is a defensive Blow which has a chance of deflecting successful melee attacks, and in case of some General Fighter skills, missile attacks can be deflected as well. |
| PARRY RATING (PR) | Parry Rating is the measure of an individual's ability to execute a parry. The Character's PR will vary depending upon the Character's DoM in the weapon's Discipline and on the particular weapon being used. Beginning Characters have a base PR of 0 |
| POISON ADJUSTMENT | A Character's Poison Adjustment is equal to 1/5 of the Character's Base Hit Points. It is subtracted from a poison's Toxicity Level (see Game Master's Handbook for handling of poisons). |
| ROUND | The Round is the basic unit of time in a fight. It represents 3 seconds and divided into 30 sections, also called subphases or pulses. A more complete description may be found in the Operations Manual. |
| SAVING THROW | A Saving Throw is a roll of a d20 against some Statistic to avoid some harmful effect. Saving Throws are usually made against Spell effects, and a Saving Throw can be modified by many factors. |
| SKILL ROLL | This is the number a Character must roll, equal to or less than, on a d100, in order to perform some action in a Discipline. The base Skill Roll is equal to the Base Statistics Number, as modified in the Discipline description. The Skill Roll will increase as the Character's DoM in the Discipline increases. The Roll may also be modified by the difficulty of the maneuver. Not all Disciplines require Skill Rolls. |
| SPELL | A Spell is a Magical or Clerical effect upon the normal world. Note when the term "magic" is used generically, it refers to both types of Spells. |
| SPELL FUMBLE | A Spell Fumble occurs when a Mage fails his or her Cast Chance by 25% or more (for Table see the Game Master's Handbook). It represents a severe lapse in concentration. Clerics are subject to fumbles only if they Boost a Spell. |
| SPELL POWER POINTS (SPP) | Spell Power Points (SPP) represent the quantity of magical (Mage) or divine (Cleric) power to which the Character has access. A Character receives Clerical or Mage SPP only if he or she has at least DoM 1 in Prayer/Mystic Theory. When a Character gets DoM 1 in either of these Disciplines he or she receives SPP equal to his or her Faith/Magic Talent. Thereafter, the Character receives an additional 50% of his or her Faith/Magic Talent in SPP per DoM of Theology/Magic Talent. SPP are used to pay the cost of the Spell, 1 SPP per DoM of the Spell attempted. If a Character is both a Mage and a Cleric, he or she has both sets of SPP. SPP are regained by prayer (Clerics) or meditation (Mages). A Character without Prayer or Mystic Theory has 50% of their Faith for Clerical SPP and 50% of their Magic Talent for Mage SPP and regain SPP at the rate of 1 SPP every 24 hours. |
| SPELL TREE | A Spell Tree is a Mage or Clerical Discipline consisting partially or entirely of Spells, generally related by a common theme. |
| STATISTIC | A Statistic is a numerical representation of some physical or mental attribute of a Character. There are eight Statistics that are initially determined in creating a Character: Strength, Dexterity, Agility and Constitution (the four physical Statistics) and Intellect, Magical Talent, Faith, and Will (the four mental Statistics). From these eight, a number of other Statistics are determined, including: Base Hit Points, Combat Rating (CR), Defensive Rating (DR), Parry Rating (PR), and Spell Power Points (SPP) if the Character is a Mage and/or Cleric. The eight Statistics also used to determine the Learning Rates for all of a Character's Disciplines. |
| STRENGTH | A measure of the characters physical power. See the Statistics section for more details. |
| SUBPHASE | A subphase (also called a pulse) is a subsection of a Round. There are 30 subphases in a Melee Round and actions may be taken at each subphase. Each subphase is 0.1 second. The Game Master's Handbook has a detailed list of actions and the number of subphases required to complete each action. |
| WILL | This Statistic represents the Character's willpower and mental strength. See the Statistics section for more detail. |