Adept
Role. “I am the flame, the very essence of the furnace in flesh and will!” An Adept doesn’t “study” magic, they are the magic, manifest in mortal form. See Adept.
Anchor
A fixed point in the Spirit Realm’s shifting landscape, created by investing spiritual energy and intention into a physical location or object. Provides reliable navigation references for both astral projection and ethereal travel. See Magick: Beyond.
Aspect
Spiritual character of a location or current. Locations become Aspected, lending themselves and boosting actions that accord with their Aspect—but hindering any that run counter. See Magick: Beyond.
Athlete
Role. “Faster, stronger, higher… better.” Transforms the body into a precision instrument, pushing physical capability to amazing heights through discipline and relentless practice. See Athlete.
Beast Handler
Role. “They understand me better than most people do.” Understands that every creature operates on motivations and principles that transcend language. See Beast Handler.
Boost
Temporary modifier adding to future EL.
Complication
Temporary harm. Think short-term fatigue, vertigo from a head blow, a numbed limb, or losing your nerve after a good scare. Complications disappear completely on any successful recovery roll. See Types of Harm.
Conceit
An unrated Truth (capital “T”) about the game or something in it. When something can’t be measured but is really important, a Conceit simply says “this is true.” See Hooks in Play.
Conjuror
Role. “The wise know when to ask for help, and spirits… they’re always eager to make a deal.” Walks between worlds, mediating between mortal needs and otherworldly urges. See Conjuror.
Contingent
Secondary action that only occurs if primary succeeds.
Contract Hook
A special Hook created by a formal agreement with a spirit; reduced when a service is rendered, unless other payment is offered and accepted specifically for that service. See Conjuring.
Dedicated
Wagered points assigned to specific outcome type.
DL (Difficulty Level)
Used instead of EL when whatever’s resisting you is probably inanimate/passive. See Core Mechanics.
Down
When Injury plus Complications exceeds your base Level, you’re Down. Doesn’t necessarily mean unconscious, but you can’t act meaningfully in the scene any more; only passive resistance rolls are available. See Feeling Down?
Effect
Successful result after opposition subtracted. What actually happens.
EL (Effective Level)
Total capability for specific action. Sum of Level + relevant Roles, Maneuvers, Modifiers.
Extreme Failure
If all dice roll zeroes, a catastrophic failure with immediate negative side effects; your turn is over. An optional rule requiring at least three dice. See Extreme Results.
Extreme Success
If all dice individually roll their highest value AND the total is exactly your EL, a spectacular success with positive side effects. An optional rule requiring at least three dice. See Extreme Results.
Free Action
A roll that doesn’t use up your turn; happens in response to something else or alongside your main action. Common examples include resistance rolls, quick perception checks, or memory rolls mid-conversation. See Actions and Timing.
Healer
Role. “Drink this and get some rest; we’ll see how you are in the morning.” Guides patients back toward health with skill and careful intervention. See Healer.
Hindrance
Situational obstacle; does not count toward being Down. Hindrances can’t be recovered at all—they must be dealt with through the story. See Types of Harm.
Hook
A character’s motivations, drives, and complications that transform a collection of abilities into a character with agency in the game world. Earns Karma and Luck Tokens and provides bonuses when they matter most. See Hooks.
Imposed Hook
A Hook placed on a character as the result of losing a resistance roll. See Types of Harm.
Injury
Harm requiring daily recovery rolls that heals slowly over time. Bruised ribs, sprained ankles, bleeding gashes, and broken bones are certainly real damage that can put you out of commission. See Types of Harm.
Karma
The currency of experience and epic moments; accumulated during play and spent to permanently improve abilities. See Karma.
Level
Character’s base capability and durability. Foundation for all rolls.
Loremaster
Role. “Knowledge is power, but wisdom knows when to use it.” Transforms information into understanding, weaving together fragments of knowledge to reveal the larger patterns that escape casual observation. See Loremaster.
Luck Token (Token)
A metacurrency to alter events in the story. Characters begin each session with Tokens equal to their base Level. See Luck Tokens.
Maneuver
Specialization within a Role. Adds rank to EL when applicable.
Modifier
Bonus or penalty to EL (circumstance, gear, conditions, Boosts).
Naturalist
Role. “You say ‘Wilderness’ like it’s a bad thing.” Reads the stories written in animal tracks, growth patterns, and cloud formations. See Naturalist.
Opposition
A roll against action that can generate effect. Both sides roll; higher wins, affects loser.
Performer
Role. “The world is my stage, and I know exactly how to play it.” An emotional architect who understands that all human interaction is fundamentally theater. See Performer.
Persistent
Effect lasting beyond immediate action (typically full scene).
Plot Armor
Spend a Luck Token (or Karma) to have armor take ALL the damage from a hit. See Gear.
Recovery
The process of healing Harm. Complications recover on any successful roll; Injury recovers once per day with proper food and rest. See Recovery.
Residual Effect
A Wagered action that creates a named bonus or standalone ongoing condition that continues to act after the initial roll. See Wagered Actions.
Resistance
A roll resisting action that only prevents effect. Generates no effect of its own.
Result
Number generated by roll.
Role
Broad thematic competency (Warrior, Healer, etc). Adds rank to EL when applicable.
Role Synergy
The application of multiple Roles to a single action when each is relevant. If it makes sense, do it! See Role Synergy.
Roll
Generate number via dice. Must be >0 and ≤ EL to succeed.
Sneak
Role. “You never saw me, and you never will.” Master of misdirection who understands that true invisibility isn’t about becoming literally unseen—it’s about being unnoticed. See Sneak.
Sniper
Role. “If I can see you, you’re already dead.” Predator who turns distance into dominance, wielding projectiles with surgical precision from positions of tactical advantage. See Sniper.
Spellweaver
Role. “The universe speaks in mathematics and metaphor—I simply learned the language and taught it better grammar.” Approaches magic as both science and art, transforming cosmic forces into reproducible effects through elaborate ritual preparation. See Spellweaver.
Split
Dividing EL among multiple simultaneous actions.
Staggered
Optional rule: instead of going Down when Injury + Complications exceed Level, keep acting until no positive EL remains. See Feeling Down?
Tinker
Role. “These don’t grow on trees, you know.” Transforms raw materials into solutions, wielding hammer and plans with equal precision. See Tinker.
True Name
A spirit’s unique identifier that has binding power; knowing a spirit’s True Name allows summoning from anywhere, and is required for Binding. Note that only spirits have True Names. See Conjuring.
Wager
Points removed from EL before rolling. Added back to result if roll succeeds.
Warrior
Role. “I am brave, strong, and ready to fight.” Deals in physical conflict, dealing out harmful force (or the threat of it) with skill and precision. See Warrior.