Afflicted: (status condition) Affliction is specific to the effect that creates it, but a creature can be afflicted by multiple effects at once. Track separate cases of affliction separately.
Allies: (terminology) An ally or allied creature is determined by the creature in question when the ability in question is used. A creature is its own ally unless stated otherwise.
Armor Penetration: (weapon modifier) This weapon ignores 1 of the target's DR for each level of Armor Penetration. (AP)
Buckler: (shield modifier) This shield can be used while a weapon is equipped in the same hand! Weapons used in the same hand as a buckler have -1 to hit with attacks. (BK)
Cleave: (weapon modifier) If there is another creature within a number of units equal to the level of Cleave from the target of an attack with this weapon, you may have that creature also be the target of an attack with this weapon.
Conductivity: (stacking buff) Whenever you cast a spell, you may deal any number of extra damage not exceeding the number of conductivity stacks you have, you lose that many of conductivity stacks if the spell hits. At the end of each round when you have a conductivity stack, you lose a conductivity stack. (out of combat, you lose one every 5 seconds)
Crush: (weapon modifier) This weapon does damage to armor, reducing its DR by the level Crush for 1d4 rounds. An armor that has been damaged by Crush cannot take damage from another weapon with Crush until the duration ends. This DR reduction applies after attack damage.
Cursed: (debuff) The creature effected cannot regain hit points from spells. This effect counts as a disease and can be removed by spells, items, and abilities that remove diseases.
Enemies: (terminology) A creature is an enemy if your GM considers it your enemy.
Feature: (rule) A feature is an action you may take in or out of combat. It takes the listed amount of TS to use and must sometimes recharge.
Flame: (stacking debuff) At the end of each round, a creature with a flame stack takes 1 damage for each flame stack they have and makes a [U] roll against 12, if they succeed they remove 1 flame stack and may roll again.
Flight: (movement) A creature with flight can move vertically by spending TS as though it was moving normally. For a more realistic game, creatures may require more space to take off or have to spend more TS to move up. A creature with flight does not fall.
Frostbite: (debuff) creatures with this debuff gain 1 less TS at the start of each round.
Frozen: (status condition) creatures that are frozen cannot spend TS and have 0 TS until this condition ends. If a creature that is frozen is also petrified, the petrify condition ends when the frozen condition does if they come from the same source. Frozen creatures take half damage from all sources. (round down) The frozen condition may end if the creature is exposed to enough heat or hit by a fire-based attack. (GM's discretion)
Greatshield: (shield modifier) While this shield is equipped you are at -2 to hit with weapons. (GS)
Gun: (weapon type) Guns work differently from other weapons, and anyone without the Gunslinger boon is at -3 to use them and cannot reload. So long as a creature has the Gunslinger boon, guns are ranged weapons for it and all modifiers that creature has to ranged weapons may be applied.
Infected: (status condition) When a creature becomes infected, they gain 1d4 poison stacks. Whenever an infected creature takes damage from poison, they make a [V] roll (10 or higher to succeed). If they succeed the roll, they lose 1 poison stack. If they succeed the roll by 4 or more, this condition ends. If an infected creature dies, it becomes cursed, and then rises from the dead as an Undead Thrall with full health after 1d8 hours.
Magazine: (weapon modifier) A trait only possessed by weapons with Reload. The level of Magazine indicates how many times a weapon can be fired before is has to be reloaded. Each attack with the weapon consumes the amount of ammo indicated by the Consumes trait. (MG)
Master: (terminology) If a spell or boon ability denotes a creature as a familiar, the user is that creature's master.
Petrified: (status condition) Petrified creatures cannot make defense rolls, the defense for a petrified creature is automatically 10.
Poison: (stacking debuff) At the beginning of each round, creature with a poison stack takes 1 damage for each poison stack they have.
Reach vs. Range: (terminology) Some weapons have reach, while others have range. Reach weapons can be parried as normal, but any roll to parry against a ranged attack is at -4 unless another feature says otherwise. You cannot parry with ranged weapons, guns included.
Reload: (weapon modifier) The number immediately after Reload is what kind of check the character using it must make to successfully reload, and the number after that is how much TS it costs. A reload roll is a [Q] roll. (RL)
Rend: (weapon modifier) This weapon deals 1 additional damage to unarmored targets for each level of Rend. (RD)
Shattered by X: (status condition) Attacks from the creature that applied it (X) ignore the DR of the shattered creature. This condition ends when the effected creature dons or doffs a set of armor or takes a 5-hour rest.
Spells: (rule) A spell is an action you can take on a turn. Spells cost the listed amount of MP and TS to cast unless modified.
Spiked: (shield modifier) While this shield is equipped, any time an enemy attacks you they take 1 damage point for each level of Spiked. (SP)
The familiar summoning rule: (rule) A creature can only have 1 familiar. If a creature gains another familiar, it must choose to dismiss one of them, instantly destroying it.