3rd Glossary

3rd Glossary A

Ability (Rating)

An Ability is either Body (Rating), Mind (Rating), or Spirit (Rating).

Activate (Rating)

Activate (Rating) means to spend the (Rating) in Mana to Activate an Ability.

For Example: Luck has Activate 1 so to activate Luck you need to speed 1 Mana.

Attack

An Attack is an attempt to damage or otherwise effect a target that gets an Attack Roll.

Strike!, Shoot!, and Spell! are all Attacks.

The Target of an Attack gets a Defense.

Attribute

Each Attribute partially defines a Creature and affects the Creature's actions.

Each ability partially describes your character and affects some of your character’s actions

A Creature has the three Attributes named Body, Mind, and Spirit.

A Creature determines its Attributes buy rolling 3d6 for each one in order.

Body (Rating) is the Physical Attribute and how good it is.

For Example: A Creature rolls 3d6 rolls a 12 for Body 12 giving the Creature an above average Physical Attribute.

Mind (Rating) is the Mental Attribute and how good it is.

For Example: A Creature rolls 3d6 rolls a 10 for Mind 10 giving the Creature an average Mental Attribute.

Spirit (Rating) is the Spiritual Attribute and how good it is.

For Example: A Creature rolls 3d6 rolls a 8 for Spirit 8 giving the Creature a below average Spiritual Attribute.

Armor

Adds its Armor Rating to a Creature's Damage Resistance when worn.

There five types of Armor are None, Light Armor, Medium Armor, Heavy Armor, and Unusable Armor.

Armor Proficiency

There three types of Armor Proficiency is Light Armor Proficiency, Medium Armor Proficiency, Heavy Armor Proficiency.

Dodge covers the times when a Creature is in the None even if it has Natural Armor.

3rd Glossary B

Body

Body is a Creatures Physical Ability.

Bonus (Rating)

A Bonus Improve a Creature's Action (Rating) by the Bonus (Rating).

For Example: When a Creature with a Monster Rating of 12 with a Bonus makes a Roll! it adds 6 to its Monster Rating.

Boss Monster

A Boss Monster can Activate Luck and is worth more Experience.

3rd Glossary C

Challenge

When Creatures encounters a Challenge it must make a Roll! to determine if it can Overcome that Challenge. A Creature Overcomes a Challenge when its Roll! is greater that the Challenge (Rating).

Challenge (Rating)

The Challenge (Rating) determines the number that a Creature must Roll! higher than in order to Succussed.

There are two types of Challenge (Rating), the Active Challenge (Rating) and the Static Challenge (Rating).

An Active Challenge (Rating) converts the Challenge (Rating) in to a Roll! and it is the Result of the Challenge (Rating) Roll! that the Creature's Roll must overcome. Unless otherwise stated all Challenge (Ratings) are an Active Difficulty (Rating) and listed as Challenge (Rating) or AC (Rating).

Active Challenge are common when the variables of circumstances and the actions of others can effect the out come.

For Static Challenge (Ratings) the Rating itself must be overcome. Static Challenge (Ratings) are always listed as Static Challenge (Ratings) or SC(Rating).

Static Challenges only happen when the variables of circumstances or the actions of other creatures cannot

Creature (Rating)

A Creature's Creature (Rating) is found by adding up the Creature's three Attributes.

For Example: A Creature with the Attributes Body 12, Mind 10, and Spirit 8 has a Creature 30.

3rd Glossary D

Damage (Rating)

Damage is the result of an Attack Roll! that is greater than the Target's Defense Roll!

Damage modified by Immunities, Resistances, and Vulnerabilities and causes Hits to the Target.

For Example: A Creature that takes Damage 3 adds 3 to its Hits.

Defend!

Defend is the Defense against Attacks.

The Proficiencies used in a Defend! Action is the Dodge Proficiency, the appropriate Armor and/or Shield Proficiency.

The Equipment used in Defend! Action Ratings is Armor and Shields.

Even if a Creature is Inactive it still can apply its Armor (but not Shields) to its Defend! Action.

3rd Glossary E

Experience

A Creature is worth its 3 Abilities added together in Experience (Rating).

For Example: A Creature with a Body 14, a Mind 12, and a Spirit 10 is worth Experience 36. (14 + 12 + 10 = 36)

When a Creature earns Experience (Rating) it must subtract its Proficiency (Rating) from the Experience (Rating) to get its Earned Experience (Rating).

For Example: So if a Creature earns Experience 36 with a Proficiency 12 it adds Earned Experience 24 (36 - 12 = 24) to its current Earned Experience (Rating).

A Creature can improve an ability by 1 by spending Earned Experience (Rating) equal to the improved Ability (Rating).

For Example: A Creature with Earned Experience 24 can improve an Ability 12 to Ability 13 by lowering to Earned Experience 11.

3rd Glossary H

Heavy Armor

Any Armor that has a Rating of the Creature's Body or less is Heavy Armor.

Heavy Armor cannot be Concealed.

Hits

Hits is found by subtracting a Damage (Rating) from a Resistance (Rating).

For Example: A Creature that Damage 35 and its Enemy a Save 30 then the result is Hits 5.

Hits are recorded and subtracted from your current Creature (Rating) until Healed.

For Example: If a Creature has Hits 5 and a Creature 30 it has a Current Creature 25.

A Creature with Hits that are equal to or greater than of its Creature (Rating) is Dying.

For Example: If a Creature has Creature 30 and Hits 30 or more it is Dying.

A Creature with Hits equal to or greater than its

Creature (Rating) and its Proficiency (Rating) is Dead.

For Example: If a Creature has Creature 30 and Proficiency 15 and Hits 45 or more it is Dead.

3rd Glossary I

Inactive (Condition)

A Creature with the Inaction Condition has the following:

No Action Rating: The Creature has has Action 0 on all Rolls.

For Example: When the Creature does a Roll! it cannot the Action Roll by adding its Monster (Rating), subtracting its Hits, or modifying them by its Proficiencies.

No Active Equipment Use: The Creature can only use Equipment that doesn't require active use.

For Example: The Creature can us Armor because it doesn't require active use by the Creature but the Creature cannot use a Shield because it requires active use by the Creature.

3rd Glossary L

Light Armor

Any Armor that has a Rating of one-third or less of the Creature's Body is Light Armor.

Light Armor can be Concealed by Medium Clothing.

Luck

Luck adds a Creature's Spirit (Rating) to its Action (Rating) when the Creature Activates it by spending Mana 1.

For Example: A Creature with Spirit 6 can Activate its Luck by spending 1 Mana to add 6 to its Action (Rating).

Only Boss Creatures can Activate Luck, regardless of who runs them.

3rd Glossary M

Mind

Mind is a Creatures Mental Attribute.

Minion Monster

A Minion Monster cannot Activate Luck and is worth less Experience.

Monster (Rating)

A Creature's Monster (Rating) equals its the total of its Natural Ability (Rating) and its Extraordinary Ability (Rating).

For Example: A Creature with a Natural 3 and a Extraordinary 1 has a Monster 4.

A Creature adds 3 times its Monster Rating to its Creature (Rating) it get the Experience (Rating) it is worth.

For Example: A Creature with Creature 30 and Monster 4 earns its Enemy Experience 42.

A Creature adds its Monster Rating to its Proficiency (Rating) to get the it subtracts from the Experience (Rating) it earns.

For Example: A Creature with Proficiency 10 and Monster 4 subtracts Experience 14 from all Experience Awards.

Medium Armor

Any Armor that has a Rating of two-thirds or less of the Creature's Body is Medium Armor.

Medium Armor can be Concealed by Heavy Clothing.

3rd Glossary N

Natural Ability

A Natural Ability comes from the Creature's Physical nature such as a birds ability to Fly.

Natural Abilities don't cost the creature anything but does increase the Creature's Proficiency (Rating) when gaining Experience.

3rd Glossary P

Penalty

A Penally Decreases a Creature's Monster Rating by 50%.

For Example: When a Creature with a Monster Rating of 12 with a Penalty makes a Roll! it subtracts 6 from its Monster Rating.

A Penalty and a Bonus cancel each other on on a 1 to 1 basis.

For Example: A Penalty and a Bonus cancel each other. Two Penalty And a Bonus leaves 1 Bonus.

Multiple Penalty do stack but they only increase the previous Penalty by 50%.

For Example: The 2nd Penalty decreases the Monster Rating by an additional 25%, the 3rd Penalty decreases the Monster Rating by an additional 12.5%, the 4rd Penalty decreases the Monster Rating by an additional 6.25%, and so on.

Proficiency

A Proficiency adds the Creature's Proficiency (Rating) to a particular Roll!

A Creature can take any Proficiency it would like as long as it has all of the Proficiency's Perquisites.

Proficiency (Rating)

A Creature's Proficiency (Rating) is equal to its Body (Rating) plus its Mind (Rating) plus its Spirit (Rating) added together and divided by Three. ({Body (Rating) + Mind (Rating) + Spirit (Rating)} / 3)

A Creature's Proficiency (Rating) is added to the Creature's Ability (Rating) when the Creature has a Proficiency that adds to a Roll!.

3rd Glossary R

Rating

Rating is the term used when talking about the value of a Trait.

For Example: A Creature can a Monster Rating 3, a Item can have a Melee Weapon Rating 5, or a Spell can have a Spell (Name) Rating 4.

The term Rating is usually assumed and dropped in most cases.

For Example: A Monster Rating 3 is the same as Monster 3, a Melee Weapon Rating 5 is the same a Melee Weapon 5, or a Spell (name) Rating 4 is the same as a Spell (name) 4.

Roll!

Divide the Action (Rating) by 3 and keeping track of the remainder.

For Example: An Action 11 divided by 3 is 3 with a 2 remainder. (11/3=3r2)

Roll that number of d6s without the remainder.

For Example From Above: A 3r2 would mean you need to roll 3 d6s and roll a 2,3, and 6.

Remove the dice that that rolled a 1 or 2.

For Example From Above: You remove the 2.

Total the remaining dice adding in the remainder for the Result (Rating).

For Example From Above: You would add the 3 and 6 and the remainder of 2 for a total of 11. (3+6+2=11)

Roll (Rating)

When a Creature makes a Roll the Player must determine the Roll (Rating) of the Roll!.

For Example: A Creature wants to Strike! a Target with a medium striking weapon , a Strike! uses the Body Attribute, the appropriate

Add the Creature's appropriate Attribute (Rating) to the Action (Rating).

For Example: A Creature making a Roll! and the appropriate Attribute is Body and it has Body 12 it would add 12 to the Action (Rating) for Action 12.

Add the Creature's appropriate Proficiency (Rating).

For Example: If a Creature has the appropriate Proficiency it would add its Proficiency (Bonus) to the Attribute (Rating) and if it doesn't have the appropriate Proficiency it wouldn't add its Proficiency (Rating).

Subtract the Creature's Hits (Rating).

For Example: A Creature with Hits 3 would subtract 3 form its Action (Rating).

Apply the effects of any Proficiencies that apply. For every Proficiency applies to the Action that the Creature does not have halve the Creature's Monster Rating after modifying for Hits.

For Example: A Creature has the Required weapon Proficiency so its Action Rating is not halved but if it did not the 6 would be halved to 3.

Add any Equipment (Rating) that applies.

For Example: The Creature adds the weapons rating of 3 to the attack for an Action 9.

3rd Glossary S

Spirit

Spirit is a Creatures Spiritual Attribute.

Saving Roll!

A Saving Roll! is any Roll! made to mitigate or prevent something happening to the Creature.

Supernatural Ability

A Supernatural Ability comes from the Creature's Spiritual nature such most of an Undead Creature's Abilities.

Supernatural Abilities cost the creature a Spirit 1 and permeate Mana 1.

3rd Glossary U

Unaware

Unusable Armor

Any Armor that has a Rating of over of the Creature's Body is Unwearable Armor and cannot be worn.

3rd Glossary V

Vulnerability (Damage Type)

A Creature with Vulnerability to a Damage Type takes 50% more Hits! from that Damage Type

B

C

combat order

3rd Glossary D

dice rolling

when you roll dice follow these steps

determine the number of dice and their adds by taking the combined rating and divide it by three keeping the remainder

for example a combined rating of 14 would be 3 with 2 remaining

roll that number of d6s

you would roll 3 d6s and get a 2, 4, and 6

record the number of 6s rolled if any to get your bonus

since you rolled one 6 you would note that

remove any dice that rolled a 1 or 2

since you rolled one 2 you would remove it

total the remaining dice

you would add the remaining 4 and 6 to get 10

add the adds

you would add in the remainder or 2 to get 12

that is the result

so your result is 12 and 1 bonus