Glossary
This glossary gathers terms commonly used in the game system. It serves as a quick reference for players and Game Masters.
General Terms
| Term | Definition |
|---|---|
| RPG | Role-Playing Game. A system where players embody characters in a narrative universe directed by a GM. |
| GM (Game Master) | The person who runs the game, describes scenes, plays NPCs and adjudicates rules. |
| NPC (Non-Player Character) | Any character controlled by the GM (ally, enemy, or neutral). |
| Session | A unit of game time, corresponding to an evening or a full day of play. |
| Scenario | The story or mission played during a session. |
| Campaign | A set of linked scenarios forming a longer narrative arc. |
| Background | A character’s origin, past, or personal history. |
| Lore | The entirety of the game’s context and universe. |
| RP (Roleplay) | The act of playing your role, embodying your character and making decisions consistent with their psychology. |
| Meta | Playing based on information known to the player but not the character (e.g., anticipating a trap because you saw the GM describe it). |
| In-Game (IG) | Everything that happens within the game universe. |
| IRL (In Real Life) | What happens in real life. Used to distinguish between player and character. |
Dice and Mechanics
| Term | Definition |
|---|---|
| dX | A die with X faces. Example: d6 = six-sided die, d20 = twenty-sided die. |
| Buff | A temporary bonus improving a stat (e.g., speed buff or resistance buff). |
| Debuff | A temporary penalty reducing a stat. |
| Cleanse | Remove a debuff. |
| DOT (Damage Over Time) | Damage applied at regular intervals over a duration. |
| HOT (Heal Over Time) | Healing applied at regular intervals over a duration. |
| CC (Crowd Control) | A control effect reducing a target’s ability to act (slow, immobilize, etc.). |
| Snare | A type of CC that slows the target without immobilizing them. |
| Root | A type of CC that completely immobilizes the target. |
| Sleep | A type of CC that puts the target to sleep. |
| AOE (Area of Effect) | Area of effect: an ability affecting multiple targets within a given area. |
Combat and Gameplay
| Term | Definition |
|---|---|
| Turn | A unit of game time lasting approximately 6 seconds in-game, during which a character acts. |
| Round | The set of all participants’ turns in combat. |
| Attack Roll | A die roll to determine whether an attack hits its target. |
| Damage Roll | A die roll to determine the amount of damage dealt. |
| Saving Throw | A defensive roll to resist a harmful effect (spell, poison, explosion, etc.). |
| Opportunity Attack | A free attack triggered when an enemy leaves an engagement zone. |
| Initiative | A roll determining the order of turns in combat. |
| DS (Defense Score) | The difficulty of hitting a target. Determines whether an attack succeeds. |
| RMEC (Mechanical Resistance) | Resistance to kinetic damage: impact, piercing, pressure, projectiles. |
| RRAD (Radiative Resistance) | Resistance to radiative damage: fire, cold, light, electricity, radiation. |
| RINT (Internal Resistance) | Resistance to internal alterations: drain, necrosis, corruption, metabolic effects. |
| Main Action | A turn’s major action: attack, cast a spell, perform an important maneuver. |
| Minor Action | A turn’s secondary action: move, reload, activate an item. |
| Maneuver | A special or contextual action (interaction, item use, tactical action). |
Arcanotechnology and Flux
| Term | Definition |
|---|---|
| Flux | Primic potential energy used to power spells and arcanotechnological systems. |
| Arcanotechnological Flux | A current of primic energy that can be channeled, manipulated, blocked, or amplified. |
| Arcanotechnology School | A category representing the nature of arcanotechnological energy (Fire, Frost, Light, etc.). |
| Arcanotechnology Type | The way Flux is converted (Destruction, Annihilation, Cataclysm, etc.). |
| Affinity | A measure of mastery over a School or Type. Determines accessible spells. |
| Spell | A concrete expression of arcanotechnology, defined by a School and a Type. |
| Flux Crystal | An object used to store or restore Flux. |
Progression and Narrative
| Term | Definition |
|---|---|
| XP (Experience) | Progression points or milestones. In this system, experience is gained through use, not through levels. |
| Stat Gain | Improvement of a stat through practice or success in an action. |
| Skill Gain | Learning or perfecting a particular technique. |
| Campaign | A set of scenarios forming a larger continuous story. |
| Narrative Arc | A coherent part of a campaign, centered on a theme or major event. |