---PATTERNS---
[Potentia] - The main resource of the game. Potentia is a unified resource that acts as both currency and skills.
[Pattern] - A solidified cluster of Potentia. Patterns can be woven into your Tapestry to gain the benefits listed on the card.
[Tapestry] - A character’s collection of Woven Patterns. Players can only have a maximum of 8 Patterns in their Tapestry, along with 1 card representing their Human status.
[Woven] - A Pattern currently in a character’s Tapestry
[Unwoven] - A Pattern owned by a character that is not in their Tapestry
[Corruption] - Patterns with negative effects. When acquired, they are automatically Woven into your Tapestry.
---COMBAT TERMS---
[Attack] - Any attempt made at landing a blow.
[Hit] - An attack that is not blocked, does not graze, and physically connects.
[Disabled] - Limbs that have been hit and no longer function.
[Block] - Preventing an attack from landing a hit by using shields or weapons to interpose or parry.
[Negate] - Prevents damage or an effect using a stat in the system.
[Contact] - Any offensive or defensive exchange that involves physical interaction with equipment.
[Channel] - A roleplay requirement to use certain Patterns and abilities. Being hit cancels your Channel timer. Must have one foot on the ground when channeling, (you cannot run while Channeling).
[Perform] - An action requirement to use certain Patterns and abilities. A requirement described as “perform” is not interrupted if struck.
[Stacks] - A counter used for specific skills. All [Stacks] of the same type are spent when a Stack ability is used. Most Stack abilities can be used on any target. [Stacks] are lost if you are [Hit]. Types of Stacks: [Brutal], [Finesse], [Focus], [Setup]
[Affliction] - Any negative condition lasting until it is [Cleansed] or a specified circumstance is met.
---TYPES OF DAMAGE---
[Shot] - Base damage inflicted by nerf blasters. Certain armors can protect from this.
[Strike] - Base damage inflicted by swinging weapons. Prevented by Heavy Armor.
[Pierce] - Upgraded damage inflicted by a stabbing weapon held with both hands. This damage type bypasses armor. Gained through Patterns, usually associated with backstabbing, finessed attacks and empowered shots.
[Crush] - Upgraded damage usually inflicted by two handed swinging weapons that is used to break shields. Gained through Patterns.
[Element] - damage inflicted by spells. There are four elemental damage types - [Fire], [Ice], [Shock], and [Acid]. Armor does not protect against this damage type, but it can be blocked by shields.
[Ruin] - Ruin is a damage type that is paired with an Essence Lore in order to harm NPCs that represent environmental hazards. Ruin does not affect player characters.
[Exploit] - Exploit is a damage type that is paired with a Monster Lore in order to disable certain monstrous abilities or defenses. Exploit is treated as Pierce damage, with extra effects depending on the affected monster.
---HIT LOCATION---
The [Torso] includes the shoulders (including arm sockets), chest, stomach, sides, back, and buttocks.
The [Leg] is defined as the area from the top of the foot (including ankle) to the torso (below the buttocks).
The [Arm] is defined as the point from where the hand joins the wrist up to the shoulder socket.
---ARMOR TYPES---
[Armor] can be used to block damage without being Incapacitated.
[Light Armor] - sets wearer’s Aegis Max to 2
[Medium Armor] - prevents Shot damage; sets wearer’s Aegis Max to 3
[Heavy Armor] - prevents Shot & Strike damage; sets wearer’s Aegis Max to 4;
[Shields] - shields block all incoming damage, but do not block any additional effects. If a shield takes two Crush hits, it will Break and need Repair. This Crush threshold can be adjusted with Patterns.
[Broken] - the armor or shield must be restored with the Repair effect. Completing this repair causes Daze for 15 seconds, similar to healing.
--RECOVERY & DYING---
[Heal] - recover any wounds or missing limbs on a person. Causes [Daze].
[Repair Shield/Armor/Weapon] - repairs all specified gear. Causes [Daze].
[Daze] - this effect occurs for 15 seconds after any healing or repair. While Dazed, the target can only move through hobbled stumbles or crawling, cannot fulfill any roleplay requirements (including Channeling), cannot attack, and cannot lift their hands above their waste. Daze cannot be removed by Cleanse.
[Cleanse] - removes any Afflictions except Daze. All characters can perform a [Channel]: 15 seconds of kneeling to cast Cleanse on themselves. Being struck during this Channel resets the count.
[Aegis Points] - allows a character to withstand incoming damage. Aegis Points are restored when a character is [Healed].
[Aegis Maximum] - The maximum amount of Aegis you can benefit from. All players have base Aegis Max 1.
[Overflow Resist Points] - (ORPs) - Allows a character to absorb an Affliction that would cause them to take an Overflow effect (Ex: If you are [Panicked] and are hit with another [Panic], you can spend an ORP to prevent yourself from becoming [Terrified], but remain [Panicked]). Restored on a Self-Cleanse.
[Incapacitated] - when a character takes damage to the chest or has two limbs disabled, they fall to the ground, become Incapacitated, and immediately start their Bleed Count. Characters cannot attack or use Patterns when Incapacitated.
[Bleed Count] - once Incapacitated, characters being counting to 30. When the count is complete, that character is dead.
[Stabilize] - any character can pause another character’s Bleed Count by roleplaying applying pressure to a wound and maintaining contact. Losing contact or performing any other action breaks this effect. You can move the stabilized player at a [Slow] speed.
[Death] - characters that complete their Bleed Count are dead. Once dead, see a Marshal for further instructions.
---HOW TO SIPHON---
[Siphon] - The act of violently removing a woven Pattern from an incapacitated target. To perform; say “Draining” then [Channel]: 15 Seconds, then “Siphon”. Siphoned targets immediately die.
---MOVEMENT EFFECTS---
[Repel X] - the target must take X steps back, with the lead foot passing the back foot each time.
[Blowback] - the target must move back approximately 20 steps in a straight line and at a jogging pace. During this movement, your character is flying through the air. Hold weapons above your head and ignore any obstacles or blows.
[Trip] - one knee must touch the ground.
[Knockdown] - the target’s shoulders must touch the ground.