Glossary

Species - What species is your character? Are you Human? Human Plus something? Something Else? Is it a fantasy setting, if so maybe elf or dwarf? If Sci-Fi, then maybe you're a Mutant or Alien or Cyborg or something else?

Origin - How your character identifies themselves when asked what they do and feeling confident they say this. Whatever identity it is, it comes with some stat bonuses at character creation and a unique starting benefit of one sort or another, often a trait or talent.

Paradigm - a twin axis based on the focus of your character's stat distribution (physical, mental, or balance) and how your character responds in a crisis (Defense, Action, Support). These two questions form the foundation of character creation as the first choice you make as your character. They each influence your starting stats, alongside your Origin and Species.

Stat - an array of Key Values which are used to determine Power Level of most actions and effects. Key Values organized into physical, mental, and spiritual groups of 6 stats each, and each group of 6 contains a pair each of Defense, Action, and Support type stats within it.

Skill - a feature that can enable or empower an action or effect, that utilizes Mana or Stamina as it's fuel source if an activated ability. This feature is composed of an imagining of the action of effect in it's idealized form encased in a higher dimensional energy construct that is anchored in the bridge between body, mind, and soul. It's Power is tracked by Level, and often links to one or more Stats to determine total Power Level of an aspect of the action or effect. Each Skill Level gained causes the construct to emit a Path Point as a byproduct of it's Level increasing. The System collects these into your Progression Status awaiting you to spend them on Paths.

Trait - A feature that is organized between Advantages and Disadvantages, where the Trait is usually permanent unless you have access to Tek or Magic able to transform Genetics or Form as they are typically related to the form or soul of the character. Some Divine or Cultivation Techniques can also allow alteration or modification of Genetics or Form.

Technique - A feature that grants an Ability from Learning it through a Mentor or experimenting until you successfully create one.

Talent - A feature that grants an Ability from a source that is not Learning, or modifies an Action or Effect type in some way.

Ability - A superpower, or otherwise uncanny capacity to create an effect others without the ability cannot reproduce. May be a passive or activated effect, that may or may not have a cost of some sort.

Class - A higher energy construct wrapped around a complex set of ideals and imaginings of how those all fit together into an identity. This construct enables higher throughput of System energy to provide a more structured scaffolding for skill growth and the chance of condensing a Fate when you reach Level 50. A Class limits the number of Free Skill Slots you have after taking the Class, but does not remove any prior existing Skills. A Class grants System Optimized Skills suited to your Class, based on the Class Rarity and Level as well as your Paths Progression. Almost all Classes grant Stat Bonuses per Level, as well as other possible Traits, Techniques, or Talents.

Level - a quality rating defined by the System.

Power Level - typically refers to the character's total Physical and Mental Stats, but also used in reference to Power Level versus Power Level comparisons used to determine Challenge Rating of an Action or Effect. In the second sense, it is often a Skill Level plus one or more Stats in whole or divided some way that determines the Power Level on each side of that versus Comparison.

Milestone Level - significant quality improvements in effect of a skill, stat, class or other Leveling feature happen at each Milestone Level. There are two kinds of Milestone Levels: Major, and Minor. Major Milestones follow an algorithm that follows the Power Scales. Minor Milestone Levels are any multiple of a Major Milestone Level that is not itself a Major Milestone Level.

Advantages - These features can be Physiological, Mental, Spiritual, Magical, or otherwise and grant some form of Talent, Technique, Skill, Stat, or other kind of persistent buff, bonus, or beneficial effect.

Disadvantages - These features can be Physiological, Mental, Spiritual, Magical, or otherwise and grant some form of Talent, Technique, Skill, Stat, or other kind of persistent debuff, negative bonus, or negative effect.

Paths - Energetic components that makeup the connective tissue between Skills and your Energy Body (the bridge between your Body, Mind, and Soul). Paths begin the process of Crystalizing the higher dimensional energy into construct components to connect individual images and concepts and emotions into building blocks used to empower yourself with the System.

Achievements - System Backed hidden objectives that will reward you for behavior and choices the System Approves of. Typically grants Stat, Talent, Perk, Quest, or other rewards depending on the Achievement. Many rewards are random within a range.

Perks - The System rarely offers assistance to those within it's care. But it does offer incentives, and one of those is the Feature called Perks. Perks are a list of Talents, Traits, Tek, Classes, and other rewards available to purchase with Perk Points. Perk Points come in four sizes: Lesser, Medium, Large, Greater

Titles - A Feature that attaches a Title to your character when inspection type Skills and Spells are used on you. Titles grant one or more benefits such as Stat Bonuses, Abilities, Talents, Domain Rewards such as Prestige Points and Skills or Spells, and even some Traits.

Domain - A Feature that grants a section of Land to the character from the System. Making them responsible for the proper growth of the People, Development, and Resources of the Land under their care. Domains often come with some form of Domain Ability, Skill, or Spell.

Affinity - A Feature that grants a bonus to magical effects of any magic which conditionally matches the Affinity

Quests - A System backed Objective or set or series of Challenges and or Objectives that when achieved will grant a reward from the System. Some Creatures, Characters, and Spirits can Grant Quests as a Skill or Ability related to a Domain.

Status Effect - A timed or conditional effect or set of effects on a character, creature, or object.

Blessed - A Status Effect causing Fate Dice rolled to convert one neutral face to a positive.

Cursed - A Status Effect causing Fate Dice rolled to convert one neutral face to a negative.

Contract - A System Reinforced Contract is a written contract that the System will back up by the terms listed unless none are listed then it uses it's Default terms where needed. Breaking terms on a default contract without special conditions altering it will cause the one who broke them to lose access to the System energy that empowers them and labeled as an Oathbreaker to inspection type skills and divination magics. Contracts typically require someone with a Contract Skill or Pact Magic.

Bond - When two or more people undergo a bond, their souls and bodies become linked and their minds connected such that they can speak to each other telepathically from a great distance on the same plane. They can share damage through their bond, as well as share their stamina and mana from their individual pools as though they were the same pool for short periods at a time.

Oath - A verbal contract between two or more parties that when Sworn on The System will invoke it's enforcement similar to a Contract but without a written agreement required. Oaths are less complex, necessarily shorter than a Contract which can be as long as needed. Oaths are a single paragraph in length at most.

Gear - Items and other Equipment a Character might collect for use or trade.

Rarity - Rating by The System on the Rarity Scales for a Skill, Class, etc.

Stamina - One of the two primary fuel sources for activated Skills (alongside Mana), representing physical exertion and endurance.

Mana - One of the two primary fuel sources for activated Skills (alongside Stamina), representing magical/mental energy.

Path Points (PP) - The primary currency for character advancement, generated at a rate of 1 PP per Skill level gained regardless of rarity.

System Energy - The fundamental force that empowers all abilities, managed and distributed by The System throughout the Multiverse.

Dice Pool - The collection of dice rolled for any action, defaulting to 3d6 with bonuses adding additional dice or automatic successes. See Flux Check System.

Energy Body - The bridge between Body, Mind, and Soul that Paths help crystallize and strengthen through higher dimensional energy constructs.

Spiritual Stats - Hidden stats representing soul qualities (like Sanctity, Faith, Grace) that affect characters but remain invisible until unlocked through gameplay.

System Optimized Skills - Skills granted by Classes that are specifically tailored to your Class rarity, level, and Path progression.

Bonus to Checks - Mechanical bonus that adds or subtracts successes to your dice roll result.

Bonus to Rolls - Mechanical bonus that adds additional dice to your dice pool.

Challenge Rating - The system for determining success requirements based on Power Level comparisons between actor and target.

Difficulty Challenge - The number of successes required to succeed at an action, determined by Challenge Rating.

Free Skill Slots - The limitation Classes impose on how many additional Skills you can acquire outside your Class structure.

Major Milestone - Milestone levels that follow the Power Scale algorithm for significant advancement thresholds.

Minor Milestone - Milestone levels that are multiples of Major Milestones but are not themselves Major Milestones.

Progression Status - The System interface that tracks your collected Path Points and advancement options.

The System - The overarching sentient energy entity that manages reality enhancement across the Multiverse through higher dimensional constructs.

Shards - Individual System entities assigned to oversee specific worlds through their Great Challenges, each implementing different approaches to optimization.

Multiverse - The infinite scope of realities connected to and influenced by The System's various layers and shards.

Physical Stats - One of the three primary stat groups, containing 6 stats organized into Defense/Action/Support pairs.

Mental Stats - One of the three primary stat groups, containing 6 stats organized into Defense/Action/Support pairs.

Defense Stats - Stats within each group that represent defensive approaches to crisis response.

Action Stats - Stats within each group that represent active approaches to crisis response.

Support Stats - Stats within each group that represent supportive approaches to crisis response.

HP - Health Points, tracking character physical condition and damage resistance.

MP - Mana Points, tracking available magical/mental energy for abilities.

SP - Stamina Points, tracking available physical energy for abilities.

Oathbreaker - A status applied to those who break System-backed Contracts or Oaths, removing access to System energy and marking them to divination.

Tek - Technology systems capable of transforming Genetics or Form, mentioned alongside Magic and Divine/Cultivation Techniques.

Cultivation Techniques - Methods for character development that can alter Genetics or Form through disciplined practice.

Pact Magic - Magical abilities related to creating System-enforced Contracts and supernatural agreements.

Prestige Points - Rewards granted by Domain ownership for proper stewardship of People, Development, and Resources.

Layers of The System - Different organizing principles and implementation approaches The System uses across realities.

Great Challenges - The specific trials and objectives each Shard oversees to optimize beings in their assigned reality.

Extradimensional Energies - The fundamental forces The System guides and distributes to help realities reach their highest potential.

Higher Dimensional Energy Constructs - The building blocks The System uses to create Skills, Classes, and other game mechanics.

Plane - Dimensional levels of existence, relevant for abilities like Bond telepathy which works across great distances on the same plane.

Bonded - The relationship status between a character and magical items like orbs that enhance their capabilities.

Body - One of the three fundamental character components, representing physical form and capabilities.

Mind - One of the three fundamental character components, representing mental faculties and consciousness.

Soul - One of the three fundamental character components, representing spiritual essence and deeper identity.

Genetics - Fundamental character attributes related to inherited traits that can be altered through Tek, Magic, or special Techniques.

Form - Fundamental character attributes related to physical and spiritual shape that can be transformed through various means.

Flux Check - The primary resolution mechanic using d6 dice pools where 1-2 removes successes, 3-4 are neutral, and 5-6 add successes. Default pool size is 3 dice.

Resonant - When rolling a 6, the die explodes: keep the original success and roll the die again, adding the new result to the pool.

Discordant - When rolling a 1, reroll the die but keep the original failure. The reroll result is added to the pool, potentially creating multiple failures from a single die.

Harmonized - A blessing effect where the success range expands to 4-6 instead of 5-6, giving a 66.7% success rate per die.

Disrupted - A curse effect where the failure range expands to 1-3 instead of 1-2, giving a 66.7% failure rate per die.

Dampened - A neutral range modification that expands neutral to include 2, making 2-4 neutral, 1 failure, and 5-6 success.

Tempered - A neutral range modification that expands neutral to include 5, making 3-5 neutral, 1-2 failure, and 6 success.

Balanced - A neutral range modification that expands neutral to include both 2 and 5, making 2-5 neutral, 1 failure, and 6 success.

Flux Check Interactions - Multiple Flux Check effects can combine in various ways. See Flux Check System for detailed interaction rules.


Combat Terms

  • Combat Action Speed (CAS): The maximum number of actions you may take in a 1-second round, equal to the whole-number portion of Initiative á 5.
  • Action Chain: Taking multiple actions within the same round; each additional action requires the previous action to have achieved at least 1 success.
  • Off-Balance: A condition that imposes penalties on offensive checks and disrupts action initiation. See Conditions.
  • Damage Reduction (DR): Flat reduction to incoming damage equal to Endurance á 5 (after multipliers, before resistances). See Damage Application Order.
  • Round: A 1-second unit of time used for combat cadence and regeneration ticks.