3rd Glossary
3rd Glossary A
Action Rating
When a Creature tries an Action the Player must determine the appropriate Action Rating.
For Example: A Creature wants to Attack a Target with a weapon as part of its Action so
Add the Creature's Monster (Rating) of the Action Rating.
For Example: A Creature with Monster 9 would add a 9 for an Action Rating 9.
Subtract the Creature's Hits (Rating).
For Example: A Creature with Hits 3 would subtract 3 for an Action Rating 6.
Apply the effects of any Proficiencies that apply.
For Example: A Creature has the Required weapon Proficiency so its Action Rating is not halved. with Hits 3 would subtract 3 for an Action Rating 6.
Add any Equipment (Rating) that applies.
For Example: The Creature adds the weapons rating of 3 to the attack for an Action 9.
Add the Creature's Spirit (Rating) if Luck is activated.
For Example: The Creature adds its Spirit 3 if Luck is activated.
Activate (Rating)
Activate means to spend (Rating) Mana to do something.
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 and gets an Attack Roll.
Strike!, Shoot!, and Spell! are all Attacks.
The Target of an Attack gets a Defense.
Armor
Adds its Armor Rating to a Creature's Damage Resistance when worn.
There four types of Armor are Light Armor, Medium Armor, Heavy Armor, and Unusable Armor.
Armor Proficiency
There three types of Armor Proficiency are Light Armor Proficiency, Medium Armor Proficiency, Heavy Armor Proficiency.
3rd Glossary B
Boss Monster
A Boss Monster can Activate Luck and is worth more Experience.
3rd Glossary C
3rd Glossary D
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.
Defense
A Defense is an attempt to reduce the damage done in an Attack.
There is only one Defense and that is Defend!.
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.
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 Creature's Defense Roll Result from its opponent's Attack Roll Result.
For Example: A Creature that gets a Defense Roll Result of 6 against its opponent's Attack Roll Result of 10 takes 4 Hits.
Hits are recorded and subtracted from your Action Rating.
For Example: If a Creature has Hits 3 it subtracts 3 from its Action Rating.
A Creature with Hits that are Half or more of its Monster Rating is Bloodied.
For Example: If a Creature has Monster 6 and Hits 3 is Bloodied.
A Creature with Hits that are equal to or greater than of its Monster Rating is Dying.
For Example: If a Creature has Monster 6 and Hits 6 or more is Dying.
A Creature with Hits equal to or greater than twice
Monster Rating is Dead.
For Example: If a Creature has Monster 6 and and Hits 12 or more is Dead.
3rd Glossary I
Inactive (Condition)
A Creature with the Inaction Condition has the following:
It cannot apply its Monster Rating, Hits, or appropriate Proficiencies to its Action Rating.
It can only apply Equipment that doesn't require active us.
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
Minion Monster
A Minion Monster cannot Activate Luck and is worth less Experience.
Monster Rating
A Creature's Monster Rating equals its Body, Mind, and Spirit added together and divided by 3.
For Example: A Creature with a Body 12, Mind 6, and a Spirit 9 has a Monster 9.
A Creature's Monster Rating is used to determine its Action Rating.
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 P
Proficiency
Proficiency is a category of Talents.
If a Creature is missing a Proficiency that relates to a Check halve your Action Total when doing that Check.
For Example: If a Creature is using a Light Weapon but it doesn't have the Light Weapon Proficiency it must halve its Action Total when it does its Strike!
If a Proficiency has a Perquisite its Action Total is halved for each Perquisite that is missing also.
For Example: If a Creature is using a Medium Weapon but it doesn't have the Light or Medium Weapon Proficiency it must halve its Action Total and then halve it again when it does its Strike!
If more than one Proficiency applies to a Check Halve the Action Total once for each Proficiency that is missing.
For Example: If a Creature is using a Light Weapon when Mounted but it doesn't have the Light Weapon Proficiency or Mounted Combat it must halve its Action Total and then halve it again when it does its Strike!
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!
A Roll! is how we randomly determine the Results of our Action based on the Action (Rating).
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 Example From Above: You would add the 3 and 6 and the remainder of 2 for a total of 11. (3+6+2=11)
Total of the number of 6s you rolled.
For Example From Above: You rolled a 6 on 1 die.
The result should have two numbers, one should be the result and the second be the number of 6s you rolled.
For Example From Above: Your result was an 11w1 six.
3rd Glossary S
Skills
Skills are a category of Proficiencies.
Skills include:
Acrobatics
Animal Handling
Arcana
Athletics
Deception
History
Insight
Intimidation
Investigation
Medicine
Nature
Perception
Performance
Persuasion
Religion
Riding
Religion
Sleight of Hand
Stealth
Survival
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