Lexicon

Ability Scores: The six scores that determine the statistics of most calculations and which represents the Character’s ability to interact with the world and other creatures with each score representing a different aspect of the Character. These scores include Strength (Str), Dexterity (Dex), Constitution (Con), Sanity (San), Intellect (Int), and Empathy (Emp).

Aggressive Stance: As a Swift Action, a target can enter an Aggressive Stance giving them a -2 to all Dodges but allows them to perform an Attack of Opportunity against the target they are Engaged in Combat with whenever that target attacks them during their turn.

Alert: Any target that is not Engaged in Combat and instead is aware of their surroundings either while in a hostile environment or while in a combat scenario is considered on Alert. While in a combat scenario, they can respond to any one thing happening in reach to them and change where their field of view is at will. Examples include a target leaning on a wall, walking through a busy environment, or performing no actions during combat.

Ascension Level: The Ascension Level determines how far a target is from Ground Level or the Field of Combat. Every 10 feet above or below the Field of Combat is one level of ascension. This can be used do determine flight, submersion, digging, or distance from a target while in space. The Verse Master determines what is considered Ground Level especially for aerial, water, or space combat.

Ascension LevelDistance Range
-4-31’ to -40’
-3-21’ to -30’
-2-11’ to -20’
-1-1’ to -10’
0Ground Level to 10′
111’ to 20’
221’ to 30’
331’ to 40’
451’ to 60’

Attack of Opportunity (AoO): Characters can make a single attack against enemies outside of their turn whenever an enemy moves through their threatened spaces or attacks other targets while within their threatened spaces. The enemies must be in the character’s field of view and not Distracted, Preoccupied, or Engaged in Combat in order to gain the Attack of Opportunity. Other scenarios may also allow characters to conduct Attack of Opportunities.

Attack Roll: 1d20 + Training Ranks + Bonuses

Bleed: Creatures with the Bleed condition take 1 point of damage per round and can only be stopped by stabilizing from either a curing spell or First Aid DC 15. When a creature reaches 0 HP or when a critical hit is successfully made against them from a weapon with Piercing or Slashing, they automatically gain the bleed condition.

Blighted (Status Effect): Target is denied their Sanity Score to their Mana Pool and all Saves, Skills, abilities, attacks, and damage that use the Sanity Score.

Blind (Status Effect): Target cannot see and loses their visual range and cannot use any visual skills, spells, or abilities.

Bloodlines: Creatures that have a bloodline automatically gain a Mana Affinity which causes all Mana Spells cast by them to automatically have the Mana Affinity of their bloodline.

Break (Weapon Property): Whenever a weapon with the break special property lands a successful critical hit on a target it causes the broken condition to the target whenever performed in a called-shot during combat and can also be used to break or shatter objects outside of combat.

Breathing (Armor Property): Armor that has the breathing special property provides clean and filtered air that allows the wearer to breathe in any environment including underwater and in voids.

Brightened (Status Effect): Target has a -2 to all Dodges, CMD, Disguise, and Stealth.

Broken: Any item with the broken condition cannot be used properly and no longer functions as intended. Weapons with the broken condition are treated as Bludgeoning Debris weapons until fixed and Armor with the broken condition do not have any special abilities (except magical) and provide +0 to Reductions until mended. For mundane items, they simply break into more than one piece at the Verse Master’s discretion.

Build Points (BP): Used to gain either Feats and Spells or to increase Ability Scores, Skills, Knowledge, and Training or to unlock higher SALs, UD, and SD. The amount of Build Points a Character has is determined by their Intellect Score and unused points do roll over and stack.

Burned (Status Effect): Target is considered vulnerable to all damage types.

Burrow Movement Score: Creature’s with a Burrow Score calculate their Burrow Speed with Strength Score + Dexterity Score + Constitution Score [Rounded down to the nearest 5]. Typically only creatures that live underground or that have digging claws receive this score. For all other creatures, see Burrow Speed.

Burrow Speed: Strength Score ÷ 2 [Rounded down to the nearest 5]

Cantrip: Spells that cost 0 MC to cast and instead only requires for the caster to have a Mana Pool greater than 0.

Chilled (Status Effect): Target is denied their Strength Score and bonus to their attacks, damage, CMB, CMD, and any skills or abilities that require Strength.

Climb Movement Score: Creature’s with Climb Score calculate their Climb Speed with Strength + Dexterity + Constitution [Rounded down to the nearest 5]. Typically, only creatures that live in trees or that have retractable claws receive this score. For all other creatures, see Climb Speed.

Climb Speed: Strength Score [Rounded down to the nearest 5]

Combat Action: Special actions that can be performed during combat with various different conditions including Evade, Dodge, Called-Shot, Coup de Graces, Sneak Attack, Parry, Study Target, and Throw.

Combat Maneuver: Special actions that maneuver a target during combat including Grapple, Take Hostage, Pin, Move, Tie Up, Dirty Trick, Disarm, Bull Rush, Charge, Drag, Reposition, Steal, Trip, and Slam. Combat Maneuvers use the CMB against the targets CMD.

Combat Maneuver Bonus (CMB): Strength Score – Size Bonus + Bonuses

Combat Maneuver Defense (CMD): Strength Score + Size Bonus + Dexterity Score + Bonuses + Penalties

Concealment (Shield Property): Shields that have the concealing special property provide 20% concealment while the wielder is in a defensive stance.

Constitution (Con): The Ability Score that represents how hardy and fortified a Character’s body is physically and how much endurance they have. This is the base for the Character’s skills based on withstanding physical blows. It also is what determines how well they can endure poisons, diseases, and endure weather conditions and environmental effects. It is factored into the total HP of a Character since it represents how well a Character can endure attacks. If the Character’s Constitution hits 0 then they automatically die.

Constitution Save: Constitution Score + Bonuses

Corruption: Anytime a Character performs an action that is against their moral code they gain a Corruption Point and their Corruption & Purity Score decreases. The more negative the score becomes the more Corrupt the Character is.

Corruption & Purity Score: This score determines how properly aligned the Character is to their moral codes based off of either their religion, personal ethos, government, clan, guild, or any other factor that dictates the Character’s moral compass starting at a score of 0 and increases based off of Purity and decreases based off of Corruption. The score says nothing of their moral standing and only how true they are to it. The Score is calculated by Purity PointsCorruption Points.

Counter Actions: During Live Combat, after a character conducts a successful Defensive Action, they can then perform a Counter Action in response to a failed attack granting them a single Attack of Opportunity against the enemy’s failed attack or the ability to perform any one Standard, Move, or Swift Action in response to the failed attack.

Critical Hit: Whenever an Attack Roll has a “20” rolled on the 1d20 or any roll within the critical range, the attack is considered a Critical Hit and deals the weapon’s critical damage or x2 damage if unlisted such as for spells and any critical effects are applied.

Critical Fail: Whenever an Attack Roll has a “1” rolled on the 1d21, the attack is considered a Critical Fail. Melee weapons are thrown from the users hand at a random spot, ranged weapons gain the broken condition, spells go off on the caster instead but only deal half damage or have their time duration’s halved, and natural attacks deal half damage to themselves instead. Fragile weapons automatically gain the broken condition.

Damage: For physical attacks see Physical Damage and for spell attacks see Spell Damage.

Deadly (Weapon Property): Whenever a weapon with the deadly special property lands a successful critical hit on a target that is Prone it instantly kills the target creature.

Deaf (Status Effect): Target cannot hear and loses their hearing range and cannot use any hearing skills, spells, or abilities.

Decayed (Status Effect): Target is denied their Constitution score to their Health Pool and all saves, skills, and abilities that use Constitution.

Decipher Spell DC: 10 + Rarity Score

Defensive Action: During Live Action, whenever an enemy attack’s a Character and the Character is aware of the attack and not Distracted, Preoccupied, or Helpless – the Character can perform a Dexterity Save, Dodge, Block, or any Defense Feat against the attack.

Defensive Stance: As a Swift Action, a target can enter a Defensive Stance which provides a +2 bonus to their Dodges but can only move at half their Move Speed when moving.

Desolate (Weapon Property): Weapons with the desolate special property instantly kills all creatures and destroys all structures within the weapon’s range.

Dexterity (Dex): The Ability Score that represents how well a Character can move around and how nimble they are. This is the base for the Character’s Dexterity and all skills based on being nimble such as Stealth and Acrobatics. It is also factored into the Dodges since it represents how well a Character can dodge. If Dexterity is at 0, the Character is considered paralyzed and is unable to move and fail all Checks that require Dexterity and are considered Helpless.

Dexterity Save: Dexterity Score + Bonuses

Distracted: Any target that is not Engaged in Combat and instead is not paying attention to their surroundings either while in a hostile environment or while in a combat scenario is considered Distracted. Their Field of View decreases by 5 feet and they have a -2 to Perception (All) but can change their Field of View at all. Examples include talking to another target or on the phone, Piloting a vehicle, or being focused on a specific goal or task.

Dodge Scores: Dexterity Score + Size Bonus + Bonuses

Empathy (Emp): The Ability Score that represents how much control a Character has over their emotions and thus how emotionally hardened, empathetic, sympathetic, and social a Character is. It is the ability to communicate and relate to those around the character and represents empathetic intelligence based on emotion and therefore how capable they are at reading body language, intentions, and social interactions. Empathy is used to form relationships and connect with other living creatures and can determine how charismatic a Character can be. If the score drops too low, the Character becomes gullible, easily manipulated and can become completely apathetic as they lose control of their own emotions. If Empathy is at 0, the Character is considered a sociopath and automatically fails all Checks that require Empathy.

Empathy Save: Empathy Score + Bonuses

Enchantment: Any spell that can be made into a Rune can be enchanted onto any non-magical item.

Encumbered (Status Effect): Target is unable to make a Move Action an.

Engaged in Combat: Any target that is in combat or fighting with another target is Engaged in Combat. During this, the target is considered Distracted by their opponent and can only respond to the target that is distracting them.

Enraged (Enraged): Target gains a +1 bonus to all Attacks and a -1 penalty to all Dodges.

Environmental Protection (Armor Property): Armor that has the environmental protection special property make the wearer immune to environmental effects and temperatures by providing controlled temperatures and shielding.

Exhausted: A target that is exhausted gains a -10 penalty to Dexterity and all Dexterity based scores including Dodges and Speed Scores and in addition gains a -5 penalty to Sanity and all Sanity based scores. A target cannot be both fatigued and exhausted at the same time.

Explosive Protection (Armor & Shield Property): Armor and shields that have the explosive protection special property provide the wearer Damage Resistance equal to the amount given against explosive damage.

Fast Healing (Armor Property): Armor that has the fast healing special property heals the wearer every round by the given amount.

Fatal (Weapon Property): Whenever a weapon with the fatal special property lands a successful critical hit on a target it instantly kills the target creature.

Fatigue (Status Effect): A target that is fatigued gains a -5 penalty to Dexterity and all Dexterity based scores including Dodges and Speed Scores. A target cannot be both fatigued and exhausted at the same time.

Favorable (Status Effect): A target that is Favorable towards another target will not attack them unless provoked.

Finesse (Weapon Property): Weapons with the finesse special property can use Dexterity when calculating damage instead of Strength.

Flanked: A target is flanked whenever they have two opponents facing them on two opposing sides of them. For example, if the target has an opponent facing them in the front and another opponent facing them from behind, they are considered flanked. When this happens, the target becomes Flat Footed. For each additional opponent facing them, they gain an extra -2 penalty to their Dodges and CMD.

Flash (Weapon Property): Weapons with the flash special property inflicts blindness and deafness to all creatures that are within the weapon’s range.

Flat Footed: A target with the Flat Footed condition is denied their Dexterity Score and bonus to all their Dodges, CMD, and any skills, Saves, or abilities that use Dexterity. Targets gain the Flat Footed condition whenever they are Flanked, Prone, Helpless, or being attacked by a target in Stealth or otherwise unknown enemy or are otherwise Distracted or Oblivious.

Fly Movement Score: Creature’s with a Fly Movement Score calculate their Fly Speed with Strength Score + Dexterity Score + Constitution Score [Rounded down to the nearest 5]. Typically, only creatures that have wings and have True Flight receive this score. For all other creatures with Limited Flight, see Fly Speed.

Fly Speed: Strength Score + Dexterity Score [Rounded down to the nearest 5]

Fragile (Weapon Property): Whenever a fragile weapon lands a successful critical hit, the weapon automatically breaks and gains the broken condition making it unable to be used properly. Instead, it becomes equivalent to the Bludgeoning Debris weapon.

Frightened (Status Effect): A target with the Frightened condition will attempt to flee in fear as a full retreat and remains in retreat until the effect ends. They will flee by any means possible using the highest Movement Speed available to them.

Full Round Action (FRA): Actions that take an entire turn to perform. No other actions can be performed whenever a Full Round Action is being conducted, excluding Swift Actions. If other actions were performed during the turn then the Full Round Action cannot be conducted that turn.

Glide: The glide ability or condition causes a target that is falling to fall at a rate of 10 feet per round and prevents them from taking any fall damage when landing.

Hardness Category: Every object has a Hardness Category that determines the Hardness DC to break, cut, or chop the object granting them the Broken condition.

Hardness CategoryHardness DC
Fragile5
Brittle10
Weak15
Soft20
Moderate25
Hard30
Very Hard35
Reinforced40

Health Pool (HP): Constitution Score + Health Die (HD)

Heat/Cold Immunity (Armor Property): Armor that has the heat or cold immunity special property makes the wearer immune to either hot or cold environments and temperatures and fire or cold damage.

Helpless: A target that is Helpless is one that cannot make any Actions either because they are unconscious, paralyzed, or otherwise constrained. While Helpless they are also Flat Footed and have all the same penalties as being Prone in addition to not being able to perform any other Actions except ones that would be able to set them free depending on the scenario. While Helpless, a target is at risk for a Coup de Graces. Helpless targets are denied any Natural Armor bonuses they may have.

Hold Action: Whenever a target performs a Hold Action during combat, they take no Standard and/or Move Action during their turn and can instead perform any one action on a different turn. During this time the target in considered Alert.

Initiative: Dexterity Score + Bonuses

Intellect (Int): The Ability Score that represents how smart and learned a character is in knowledge and the world. It is the Characters intelligence, use of logic, and wisdom from experience. If a Characters Intellect is too low, they will be unable to speak or figure out puzzles just as animals. The score reflects their ability to learn and figure out complex problems and ideas and to connect related and unrelated things together. It is used in many skills and all of the Knowledge scores. If Intellect is at 0, the Character becomes comatose and is unaware of their surroundings or others and are unable to gain new levels, spells, feats, or skills and are considered Helpless despite being able to move and interact with their environments. This also provides the character’s Build Points.

Intellect Save: Intellect Score + Bonuses

Keen (Weapon Property): Weapons with the keen special property have an additional +2 bonus to their Attack Roll.

Limited Flight: A creature has Limited Flight whenever they are flying using a spell or technology such as jet-packs. It is also granted to creatures with vestigial wings that allow them to glide short distances. They calculate their flight using the Fly Speed. Creatures with complete control of their flight such as winged creatures, see True Flight.

Mana Affinity: Mana affinities grant “Mana” spells or creatures specific attributes. Creatures with Bloodlines gain an affinity of their bloodline while the CantripMana Affinity” grants an affinity to the spells and deal damage of that type and gain various effects. The affinities include fire, water, air, earth, acid, cold, shadow, light, electricity, psychic, ethereal, divine, qi, life, death, time, gravity, and null.

Mana Cost (MC): Every spell and magical item has MC which determines how much Mana is required for the spell to be cast or item to be used.

Mana Pool (MP): Sanity Score + Mana Die (MD)

Mana Spells: Spells that have the word “Mana” in their title are able to gain an affinity either through the CantripMana Affinity” or through a Bloodline.

Mass Category: Every object and creature falls within a Mass Category which is determined by their Weight Range.

Mass CategoryWeight Range (lb.)
Minuscule0 up to 4.9
Dainty5 up to 10.9
Petite11 up to 30.9
Slight31 up to 60.9
Light61 up to 100.9
Regular101 up to 160.9
Heavy161 up to 220.9
Substantial221 up to 300.9
Massive301 up to 500
PonderousOver 500

Move Action: Actions that only take place on a players turn and involves moving more than one space away by either waking, running, flying, swimming, burrowing, jumping, or climbing and are based off of their respective Move Speeds. Character’s can move outside of their turn by either using a Hold Action or special abilities and feats.

Mute (Status Effect): Target cannot speak or use any verbal skills, spells, or abilities.

Natural Attack: Any attack performed by a creature or Character while unarmed or while using racial Offensive Traits.

Natural Damage: Unarmed Die (UD) + Unarmed Training Ranks + Bonuses

Nauseated (Status Effect): Target is denied their Empathy Score to all Saves, Skills, and abilities that use Empathy.

Nonlethal (Weapon Property): Weapons with the nonlethal special property only deal nonlethal damage instead of lethal.

Nonlethal Damage: Characters can receive nonlethal damage equal to their Health Points until they fall unconscious and are considered Helpless for 1 hour or until they are healed.

On Guard: Any target that is not Engaged in Combat and instead is on watch for threats while in a hostile environment or while in a combat scenario is considered On Guard. They also gain a +5 to Perception (All) and their Field of View increases by 5 feet as they are actively observing their environment. Examples include a soldier at post, a watch dog patrolling, or a security guard watching out for thieves.

Pause: Players can request a Pause during Live Combat in order to stop all actions and combat to either gain clarity on what is happening, catch up on all actions and events occurring, or to update any statuses or effects in play. A Verse Master can over rule a Pause if they feel it is being abused.

Physical Damage: Damage Die (DD) + Training Ranks + Bonuses

Poison Antidote Creation DC: 15 + Poison Constitution DC

Poison Creation DC: 10 + Poison Constitution DC

Poisoned (Status Effect): The poisoned target takes 1 point of poison damage to their HP each round.

Potion Creation DC: 10 + Mana Cost (MC)

Potion Price: Common 1 currency piece, Uncommon 5 currency pieces, Abnormal 10 currency pieces, Rare 20 currency pieces, Very Rare 50 Currency Pieces per Mana Cost (MC) used.

Preoccupied: Any target that is not Engaged in Combat and instead is not aware of their surroundings either while in a hostile environment or while in a combat scenario is considered Preoccupied. The target has a limited field of view that extends only 5 feet to the left and right of what they are directly observing and have a -5 to Perception (All). Examples include a target watching television, reading a book, or texting on their phone.

Prone: A target that is knocked Prone is laying or sitting on the ground and is also considered Flat Footed. When a target is Prone, they cannot perform any Skills that requires Dexterity and cannot make a Dexterity save. They also cannot make any Move Actions except to stand up and it is the only Move Action they are granted for the round. Prone targets are denied any Armor or Magic Armor bonuses they have.

Purity: Anytime a Character performs an action that aligns with their moral code they gain a Purity Point and their Corruption & Purity Score increases. The more positive the score becomes the Purer the Character is.

Ranged Attack: 1d20 + Ranged Training Ranks + Bonuses

Rarity Score: The spell’s Spell Access Level determines the Rarity Score for Spell Crafting. Common +5, Uncommon +10, Abnormal +20, Rare +25, and Very Rare +30.

Reduction Scores: Armor + Shield + Natural Defense + Bonuses

Rest: When a Character Rests, they set aside 8 hours of dedicated uninterrupted sleep in a non-hostile environment. After doing so, the Character’s Health Points and Mana Pool are fully restored and any status effects they have end or are cured. The Character can also level up if they are able during a Rest.

Rubber (Armor Property): Armor that has the rubber special property makes the wearer immune to electricity damage and effects.

Run Speed: Strength Score + Dexterity Score + Constitution Score [Rounded down to the nearest 5]

Rune Creation DC: 10 + Mana Cost (MC)

Rune Price: Common 10 currency piece, Uncommon 50 currency pieces, Abnormal 100 currency pieces, Rare 200 currency pieces, Very Rare 500 Currency Pieces per Mana Cost (MC) used.

Sanity (San): The Ability Score that represents how mentally sound, grounded, and sane a Character is. It is their ability to keep themselves mentally fortified against psychological conditions such as fear and unnatural occurrences. Sanity is also their ability to perceive reality as it truly is and to recognize the truth and thus their ability to discern illusions and lies. This is the base for the character’s skills based on withstanding mentally as a type of mental constitution and endurance. It is also the foundation for a Character’s magical aptitude. If a character’s Sanity score drops too low, then they start to lose control over their mind and are unable to discern what is real and what isn’t and eventually go insane gaining a mental illness or insanity. If Sanity hits 0 then the character is gains amnesia and automatically fails all checks that require Sanity including Sanity Saves and therefore are unable to cast spells.

Sanity Save: Sanity Score + Bonuses

Scentless (Status Effect): Target cannot smell and loses their smell range and cannot use any smelling skills, spells, or abilities.

Scroll Creation DC: 10 + Mana Cost (MC)

Scroll Price: Common 10 currency piece, Uncommon 50 currency pieces, Abnormal 100 currency pieces, Rare 200 currency pieces, Very Rare 500 Currency Pieces per Mana Cost (MC) used.

Shaken (Status Effect): Target has a -2 to all Actions, Saves, and Checks.

Size Category: Every object and creature falls within a size category based off of their height or length, whichever is longest.

Size CategorySize Range
Fine<6”
Diminutive6” up to 1’
Tiny1’ up to 2’
Small2’ up to 4’
Medium4’ up to 8’
Large8’ up to16’
Huge17’ up to 32’
Gargantuan32’ up to 64’
Colossal64’ to 128’
Giant128’ to 512’
Kaiju512’ to 1,024’
Mountainous1,024’ to 4,096’
Colonial4,096’ to 16,384’
Harbinger> 16,384’ < Planet
PlanetaryPlanet
SolarStar
GalacticGalaxy
UnfathomableGalaxy Cluster

Smoke (Weapon Property): Weapons with the smoke special property create a cloud of smoke the size of the weapon’s range originating from the weapon’s location and provides total concealment to all targets within the smoke and blindness to those within.

Soaked (Status Effect): Target is vulnerable to cold and electricity and has all powders, flammable objects, and firearms have the broken condition making them unusable.

Spell Access Level (SAL): Each spell belongs to a category that determines how advanced the spell and requires a character to spend Build Points to unlock.

Spell Attack Roll: 1d20 + Spell Training Ranks + Bonuses

Spell Crafting DC: 10 + Mana Cost (MC)

Spell Damage: Spell Die (SD) + Spell Training Ranks + Bonuses

Spell DC: 10 + Mana Cost (MC) + Caster’s Level

Spell Die (SD): The Spell Die determines how much damage the Character’s spells deal to a target and can be increased by spending Build Points. For 1 Spell Die to be used in a spell, 2 MC is required per die.

Stabilize: Stabilize is performed to prevent the effects of the Bleed condition and can be performed with successful First Aid DC 15 check.

Stabilize (Armor Property): Armor that has the stabilize special property makes the wearer automatically stabilize from the bleed condition when they reach 0 HP.

Standard Action: Every character has one Standard Action for every 30 Base Movement Speed they have. These actions are only performed during the character’s turn unless used with a Hold Action on another character’s turn.

Strength (Str): The Ability Score that represents how physically strong a Character is. This includes how well they can lift or throw heavy objects, how well they can attack physically, and all skills that are muscle and strength based. If Strength is at 0, the Character is considered in a vegetable state and are unable to move and fail all Checks that require Strength and are considered Helpless.

Strength Save: Strength Score + Bonuses

Stunned (Status Effect): Target cannot perform any Actions.

Swift Action: Every character has one Swift Action that can be used during their turn or on another character’s turn using a Hold Action. Character’s can also use an additional Swift Action by using any additional Standard Actions they may have. Swift Actions are used for short, quick actions such as using basic items, drinking a bottle, eating a single item, reloading a weapon, picking up items from the ground or putting away items and weapons as well as other listed actions.

Swim Movement Score: Creature’s with a Swim Movement Score calculate their Swim Speed with Strength + Dexterity + Constitution [Rounded down to the nearest 5]. Typically, only fish and other aquatic creatures with fins receive this score. For all other creatures, see Swim Speed.

Swim Speed: Strength Score [Rounded down to the nearest 5]

Throw DC [10 lbs or more]: (Weight/10) + 10 [+5 for every additional 5 feet]

Throw DC [Below 10 lbs]: Weight [+5 for every additional 5 feet]

Throw Strength Check: Strength ScoreWeight Penalty + 1d20

Thrown Attack: 1d20 + Throw Training Ranks + Bonuses

Tranquil (Status Effect): Target gains a -1 penalty to all Attacks and a +1 bonus to all Dodges.

Trap Crafting DC: 10 + Trap CR + Mana Cost (MC)

Trip (Weapon Property): Whenever a weapon with the trip special property lands a successful hit on a target, the wielder can immediately attempt to the Trip combat maneuver using the weapon.

True Flight: Creatures that have True Flight have complete control of themselves while flying and typically includes only creatures with wings. This grants them a Fly Movement Score. For creatures with vestigial wings or who have temporary flying, see Limited Flight.

Unarmed (Weapon Property): Weapons with the unarmed special property only provide bonuses to a natural attack’s damage and is added to the Unarmed Die (UD) and can be worn while wielding other weapons.

Unarmed Die (UD): The Unarmed Die determines how much damage the Character’s Unarmed or Natural attacks deal to a target and can be increased by spending Build Points.

Unfavorable (Status Effect): A target that is Unfavorable towards another target will attack them even if unprovoked.

View of Attack: The Character’s field of view determines their View of Attack and dictates what is considered within their sight while in combat. Characters cannot respond to events taking place outside of their View of Attack.

Vitals Protection (Armor Property): Armor that has the vitals protection special property makes the wearer immune to critical hit effects and may only provide this immunity to specific types of damage listed. This also provides a Damage Resistance equal to the amount given against the damage types listed.

Wand Creation DC: 10 + Mana Cost (MC) + 1 MC/Charge

Weight Penalty:

Strength ScoreWeight Penalty
1 – 2-25
3 – 4-18
5 – 6-15
7 – 9-5