# Advantage **Advantage** allows a character to roll 2 dice and take the highest. **Double Advantage** allows a character to roll 3 dice and take the highest. **Disadvantage** requires the character to roll 2 dice and take the lowest. **Double Disadvantage** requires the character to roll 3 dice and take the lowest. Advantage and Disadvantage cannot exceed the range of doubled. When both factors of advantage and disadvantage occur, they cancel each other out, until only side of advantage/disadvantage factors are left, and are calculated accordingly. # Affinity Affinities are modifications options available to a player during progression that allows customization of talents and heritages. # AMP Average Market Price # Character A party member of the adventure. # Classes ## Commoner The second-lowest class of society, ranking only higher than peasantry. Commoners are registered citizens of a city or township, paying a set amount of taxes each month. They have basic rights and protections by law, but usually do not have access to education or most public service. Society's low expectations leave them free from military draft, except in dire emergencies. ## Gentry The Gentry are a middle class of sorts, existing between commoners and nobility. They are registered families of notable standing, which higher expectations from government, such as higher tax scrutiny and required draft enlistment, but also have significantly better opportunities, such as access to the bottom rung of high society, schooling, and property ownership. Most gentryfolk will either run or lead guilds, or else become a pledged vassal to nobility. Gentry are usually the highest class of citizen in more democratically run cities. Nobility may refer to both gentry and lower class citizens as commoners, collectively, although they usually reserve that lack of distinction when speaking exclusively with other nobility. Gentries hire retainers to work for them. Retainers often handle clerical and managerial affairs for a yearly wage, and typically live on their employer's estate. ## Guild A guild is a registered group of like tradesfolk who maintain business and political influence within a city. Guilds can have various internal structures, focuses and prestige, but are often skilled, dedicated blue collar workers, and have some level of education. Lower status members may be considered commoners, while the highest ranking guilds and guild members may have members that are registered among the gentry. Guild recognition can grant access to citizen-like rights for commoners when traveling. ## Nobility The highest class of society, save for royalty. Nobility own estates in a kingdom, which are large swarths of land, or else they are the rightful rulers of populated cities. The size and importance of an estate will of course determine their strength and power within the nobility. Different countries often have their own noble class system within them. Nobility have a similar inheritance problem as serfs tend to do, although displaced descendants usually wind up among the gentry, rather than the peasantry. ## Peasantry The lowest of the common folk and undocumented general laborers. Typically live with serf relatives or else live in communal lodgings. Many serfs have no chosen last name, as no family binds them. Most peasantry have no registered citizenry, thereby not allowing them to do official business nor protecting them by city laws. ## Royalty Royalty are a single noble lineage that has established complete rulership over a region, subjugating and maintaining vassalage among all their peers. Royalty, by virtue of the importance of succession, tends to have a higher importance on branch families to step in and maintain the line of inheritance to maintain order, and it typically takes an additional generation before branch family members are relegated to nobility or gentry. ## Serf Common folk families that have longstanding relationships with nobilities or towns. They are typically among the lowest class of laborers and citizenry, but maintain a level of stability, with a plot of land their family may be entrusted with to farm, or else serve some sort of trade specifically in service of other common folk. They typically have strong roots in their communities, although inheritance among children can rise to issues, as those who do not inherit the land or join the family trade will lose the little stability afforded to them. Their nature allows them and their direct descendants citizenry. ## Vassal A vassal is a gentry or low born noble who has pledged themselves to a higher rank noble in service. These pledges are usually between families and exist across generations. Vassals might sometimes be used to reference to serfs, who are commoners with a similar pledge structure as a vassal, but the benefits of an actual vassalage are much more beneficial than the benefits of a serf. ## Yeofolk Also known as freefolk. Describes commoners with no or few debts, simple property owners, and freedom of movement. Usually unaffiliated with a guild. Can apply to barkeeps that own their own inn, or the mercenaries and adventurers that frequent there. Poorer merchants might be considered yeofolk, regardless of their guild affiliation. City citizenship is spotty; while some yeofolk have it, many do not hold it, instead existing as low-ranking members in guilds to get by. # Entity An individual independent actor (or rarely, a notable inanimate object) that would occupy space on a battle map or have a statline or attribute that would affect the game. # Epithets Epithets are near immutable descriptors chosen during character creation. Epithets may come with attributes, faculty bonuses, or additional abilities. # Magister The nonbinary equivalent of Mister or Misses. The shortened version is Mg. # Manacule/Manacular Manacules are theoretical existing particles of mana. # Narrator The Narrator is the player in charge of preparing sessions for the other players, developing the worldbuilding, roleplaying the NPCs, and facilitating the overarching story the other players experience. # Secular Anything non-elven # Sight, Status Reserves - **Dusksight** - The ability to see in darkness and low light levels - **Thermalsight** - The ability to detect heat signatures. Can detect through obstacles that would normally obscure line of sight. - **Fluxsight** - The ability to accurately detect position solely based on sound - **Websight** - Full detection to all movement on networked webs that entity touches - **Preysight** - Cone of vision detects equidistant towards all sides except for directly behind entity. - **Manasight** - The ability to detect arcane signatures. Can detect through obstacles that would normally obscure line of sight. - **Soulsight** - The ability to detect spiritual signatures. Can detect through obstacles that would normally obscure line of sight. # Speed Speed is the distance a character can travel in a single second. # Statline Statlines are documents that define key details about actions, entities, items, and other gameplay elements. # Status [[Statuses]] are temporary passive descriptors that modify an entity. # Talents Talents are areas of growth that characters obtain through study or experience. They may be acquired during character creation or during the course of the story. # Units of Measurement ## Gram Standard unit of weight Hectogram = 100 grams. 50 grams = one handful. ## Liter Standard unit of volume ## Meter Standard unit of length. Battlemap squares are 2m x 2m. When measured diagonally, the distance is measured as 3m.