| Acrobatics | The term used to describe Discipline that focuses on your ability to Maneuver effortlessly using Balance |
| Action | The term used to describe a skill that one can do that will have a profound effect on All(ies), Enemies or Themselves within Combat. |
| Adjustments | The term used to describe changes to one’s capabilities and performance whether it’s through benefit or hindrance. |
| Afflicted | The term used describe the adjustment that renders a target ill – causing a penalty to their constitution and ability to heal themselves. | | | | | |
| Agility | The term used to label the Aptitude that focuses on one’s own ability to physically maneuver in complex physical situations with ease. |
| Agitated | The term used to describe the Adjustment that is triggered when a target that is sensitive to Concocted Magic is in close proximity to a hyper saturated Concocted Magic Source, causing them to take residual damage so long as they are in close proximity. | | | | | |
| Ambush Effect | The term used to describe when an attack is successfully executed against an unknowing target, causing a Bonus to be accrued to it’s effective execution. | | | | | |
| Analyses | The term used to describe intensive inspection to individuals, environments and circumstances outside of combat. |
| Animalic | The term used to describe the language that was developed by animals across all of Azraeém. This is also the language that Werefolk, Hunters and any individual who grew up around Wild Life is fluent in. |
| Aptitude | The term used to describe the basic building block abilities that define one’s capabilities to perform tasks such as Strength or Charisma. | | | | | |
| Argot | The term used to describe the language that naturally developed within Urban Environments across Azraeém that relies mostly on slang based terms for communication. |
| Assets | The term used to describe physical items on your person that can be used to complete tasks, for trade or to complete purchases |
| Athletics | The term used to describe the Discipline that focuses on your ability to handle Physically Strenuous Activities |
| Augur Clock | A magical clock that exists within cosmic space that functions as an indicator as to how clouse the world and Azraeém are to experiencing a world ending Calamity. |
| Azraeém | The only continent on the planet that the story takes place. Most of it’s climate is tropical, however areas that are more inland enjoy the experience of more intense seasonal changes, and areas that reside closer to the northern and southern most regions experience overall more frigid temperatures. |
| Beguilements | The term used to describe significant Adjustements to one’s status and character that has a large impact on their capabilities for better or for worse. Examples include being Enthralled or Disquieted due to one’s magical sensitivities. |
| Benevolent | The term used to describe the Influence that renders a target actively Friendly. This Influence can provide a bonus to Helpful and Diplomacy Based Actions, while creates a penalty to Attacks and Intimidation Based Actions. | | | | | |
| Blinded | The term used to describe the adjustment that impairs a target’s ability to take in visual information from their immediate environment. | | | | | |
| Blocking | The term used to describe an attempt at obstructing Physical or Magical attacks. |
| Bloodied | The term used to describe how much physical harm one’s Character has taken on that has drawn Blood. Certain pursuits benefit from being Bloodied such as Brutes who use the sight of their blood to fuel the intensity in their attacks, or Witches who use the sight of their blood to power grudges to cause more harm. |
| Bolstering Allies | A core game Mechanic that will allow you to help Allies throughout the game that will not only aid you on your journey but have the capacity to play a pivotal role in the final adventure – BEYOND THE VEIL OF SWANCOAST |
| Buffer | The term used to describe the kind of protection one’s Character has against Magical Attacks and Influences. |
| Calm, The | The term used to describe the period of time in which any major conflicts across all of Azraeém have ceased. It also tends to coincide with the delay of major developments and slowed expansion across all borders. | | | | | |
| Calamity | The term used to describe major cataclysmic events that cause a massive shift in the framework across all of Azraeém. Very little is know as to the root cause or trigger. There are currently only two recorded events known to the modern world, though there are signs that the world may be entering a Third. | | | | | |
| Charisma | The term used to label the Aptitude that focuses on one’s ability to navigate social situations with ease. |
| Circuitry | Massive structures that have been built around Azraeém to find ways to channel magic that already exists within the environment into energy that can be used to power day to day life in Azraeém. |
| Clumsy | The term used to describe the Adjustment that impairs a target’s ability to move easily, causing a penalty to Agility. | | | | | |
| Combat Stage | The term used to describe the space in which Players are expected to engage in a conflict with a Foe and can be no greater than 80 Feet on All Sides. | | | | | |
| Common | The term used to describe the uniformly known language across all of Azraeém that everyone learns at some point in their life and are expected to be fluent in. |
| Concocted Magic | Magic that is produced from various sources within one’s environment that can be transformed to access the power available. |
| Confused | The term used to describe the adjustment that causes a target to be disoriented, causing a penalty to Intuition, and Disciplines reliant on that Aptitude and Instinct. | | | | | |
| Constitution | The term used to describe the Aptitude that focuses on one’s own natural heartiness and natural defenses against negative effects such as toxins. |
| Courts | The term used to describe Kingdoms for Pucks across Azraeém. |
| Crafting | The term used to describe your ability to make things using ingredients successfully |
| Damage | The term used to describe the kind and amount of physical harm a Character or Weapon is capable of producing. |
| Dark | The term used to describe vision that is capable of seeing in complete darkness with absolutely no light source or assistance. |
| Deathseer | The term used to describe individuals who have been brought back from the dead. |
| Deafened | The term used to describe the adjustment that causes penalties to the targets ability to hear activity in their immediate surroundings. | | | | | |
| Deception | The term used to describe the Discipline that focuses on your ability to both perform and identify misleading and sneaky tasks. |
| Demoralized | The term used to describe the Adjustment that leaves the target feeling a lack of confidence, causing a penalty to Charisma and any Disciplines reliant on that Aptitude. | | | | | |
| Diplomacy | The label for the Discipline that focuses on your ability to resolve conflicts towards a positive solution and outcome without conflict or mitigating hostile actions. |
| Disciplines | The term used to describe an extensive list of abilities that can be performed in and outside of Combat to navigate various obstacles and situations that one might encounter on their journey. |
| Disengaging | The term used to describe when one’s Character or an Enemy has successfully removed themselves from being the focus of an attack. |
| Distracted | The term used to describe the Adjustment that leaves the target unable to concentrate, causing a penalty to Buffer. | | | | | |
| Disturbed | The term used to describe the Adjustment that renders a target extremely uncomfortable to the point of compulsion. The target must spend at least 1 action to move at least 15 Feet in any direction to remove the effects. | | | | | |
| Dodging | The term used to describe when one’s Character or Enemy makes an attempt to avoid an attack. |
| Draconic | The term used to describe the language that was developed by Dragons that simpler life forms are able to learn. This is also the language that Draex and any individual who grew up around Dragons is fluent in. |
| Elfin | The term used to describe the language that Pucks speak. While Elves can immediately recognize this language, they are not auomatically fluent. Only those who grew up within Courts have fluency in this language. |
| Endurance | The term used to label the Aptitude that focuses on one’s ability to handle strenuous activities and attacks. |
| Engaging | The term used to describe when one’s Character or an Enemy has chosen to target an opposing individual to attack. |
| Fearless | The term used to describe the Adjustment that causes a target to feel exuberant, creating a bonus to their Attacks. | | | | | |
| Fissures | Cracks that are forming across Azraeém and the world that are leaking highly crued and unfilitered magic that has no perceived ability to be controlled and is actively manipulating, transforming and corrupting immediately surrounding environments within a certain proximity depending on the size and potency. |
| Fleeing | The term used to describe when one’s Characters or Enemies have successfully removed themselves from a conflict entirely. |
| Fleurish | The term used to describe the language that was developed throughout Nature. All Seedlings and any invidiuals who grew up around Wilderness are fluent in this language. |
| Fortitude | The term used to label the Perseverance that focuses on one’s ability to relent against attacks that use excessive Force or Power. |
| Frightened | The term used to describe the Adjustment that leaves the target feeling extremely alarmed, causing a penalty to their Armor, Buffer and all Perseverance. | | | | | |
| Funds | The term used to describe the amount of capital that you have to complete purchases |
| Golden | The term used to describe the Adjustment that causes a target to cause a target to feel blessed, creating a bonus to Lucky and any Disciplines reliant on that Aptitude. | | | | | |
| Governors | Dieties that govevern over various lessons related to the Magic in Azraeém whose teachings provide guidance over how to navigate the world and the power that it offers. |
| Grids | Locations surrounding Circuitry in which those with intense Concocted Magic sensititivies will find themselves vulnerable to their effects. |
| Guard | The term used to describe the defense that is calculated based on a number of things such as the hardness from a Linneage that’s been chosen as well as the kind of Armor one’s Character has equipped. |
| Hardened | The term used to describe the Adjustment that causes a target to be emboldened in their self-protection, causing a bonus to Armor. | | | | | |
| Hearing | The term used to describe the sound sensitivity one has to their environment. |
| Hot Beds | Locations surrounding Fissures in which those with intense Raw Magic sensititivies will find themselves vulnerable to their effects. |
| Immobile | The term used to describe the Adjustment that causes a target to be completely restricted in their movement, unable to Act or Move until freed. | | | | | |
| Incantations | The term used to describe spells that anyone is capable of performing regardless of Pursuit, Magical Inclination and/or Sensitivity. They come in two sizes: Delicate – spells so small that they do no have a magical classification and Generous – spells that have a clear magical classification and are capable of having a more profound effect on individuals or the environment. |
| Influence | The umbrella term used to describe a positive or negative impact or shift in one’s capabilities whether through Adjustments or Beguilements. | | | | | |
| Insight | The term used to describe the Analysis that one can do that relies on Intuition to perform to better understand Magic and heavily manipulated Situations. |
| Inspired | The term used to describe the Adjustment that causes a target to feel especially lively, creating a bonus to Charisma and any Disciplines reliant on that Aptitude. | | | | | |
| Instinct | The term used to describe one’s ability to perservere against attacks that rely on Intuition to avoid. |
| Intellect | The term used to describe the Aptitude that focuses on one’s own accumulated knowledge from academic information. |
| Intimidation | The term used to label the Discipline that focuses on your ability to antagonize others into doing your bidding or into backing down entirely |
| Intimidated | The term used to describe the Adjustment that causes a target to cause a target to feel bullied, creating a penalty to Strength and any Disciplines reliant on that Aptitude. | | | | | |
| Intuition | The term used to describe the Aptitude that focuses on one’s own natural ability to navigate the esoteric and paranormal aspects of Azraeém. |
| Inventory | The term used to describe the physical items that you have your disposal that can be used for trade |
| Investigation | The term used to describe the Analysis that focuses on the kind of analysis one can do that relies on Intellect to perform around finding fact based information. |
| Irate | The term used to describe the Influence that renders a target actively hostile. This Influence can provide a bonus to Aggressive and Intimidation Based Actions, while creates a penalty to Friendly and Diplomatic Based Actions. | | | | | |
| Language | The term used to describe the specific system of communication that someone is fluent in. |
| Level | The term used to describe the current stage of development within a Character’s pursuit. |
| Lineages | Various groups of ancestries that have evolved throughout the modern history of Azraeém that are playable or pertinent within the adventure. |
| Lore | The term used to label the Discipline that focuses on your knowledge related to the Lore and Mythology across all of Azraeém and the world |
| Luck | The term used to label the Aptitude that focuses on one’s on ability to have certain circumstances and abilities work within their favor with little effort. |
| Magic | A term used to describe hyper saturated energy that has the capacity to be manipulated in a way that can influence the physical world. |
| Magical Inclinations | The term used to describe the kind of Magic a Lineage is by design not only comfortable engaging with but also empowered by. |
| Magical Sensitivities | The term used to describe the kind of Magic a Lineage is by design not only uncomfortable engaging with but also weakened by. |
| Maleffected | Creatures that have been mutated beyond repair by over-consumption of Magic |
| Medicine | The term used to label the Discipline that focuses on your ability to to mend and tend to wounds and heal illnesses. |
| Mesmerized | The term used to describe the adjustment that causes a target to be left in awe of something, causing a penalty to Agility and any Disciplines based on that Aptitude. | | | | | |
| Milestone Leveling | The type of leveling this game is reliant on in which progress is only done by completing major tasks within the storyline in order to achieve advancement. |
| Nature | The term used to label the Discipline that focuses on your ability to ability to navigate the Wild and Wild Life |
| Night | The term used to describe vision that is capable of seeing in the dark with minimal light source and assistance. |
| Obscured | The term used to describe when a target is not actively visible to an opposing force, causing a bonus to Stealth. | | | | | |
| Oddity | The term used to label the Discipline that focuses on your familiarity with the strange effects of Magic in Azraeém including regarding The Maleffected. |
| Oppressed | The term used to describe the Adjustment that is triggered when a target that is sensitive to Raw Magic is in close proximity to a hyper saturated Raw Magic Source, causing them to take residual damage so long as they are in close proximity. | | | | | |
| Past Lives | The term used to describe a previous role that individuals who are being invited to be Vanguards have held in their lives. |
| Performance | The term used to label the Discipline that focuses on your ability to thrill and inspire others. |
| Perserverance | The term used to describe one’s ability to relent against specific types of attacks. |
| Persuasion | The term used to label the Discipline that focuses on your ability to sway someone into agreeing or into changing their course of action. |
| Prone | The term used to describe the Adjustment that causes a target to be lying on the ground, causing a penalty to Armor and Attacks. | | | | | |
| Pucks | One of the oldest Lineages across Azraeém who have found ways to maintain their Courts and the infrastructure, culture and history throughout the last Great Calamity. |
| Pursuits | Skill focused paths that individuals across Azraeém can take that require commitment to hone and master. |
| Raw Magic | Magic that is inately found within the self. |
| Reaction | The term used to describe an ability that can be done in response to an action that an Ally or a Foe has completed successfully. |
| Recognition | The label used to used to describe the Analysis that one can do that relies on Wisdom to perform around situations, circumstances and individuals that are relevant to their personal experiences. |
| Reflex | The term used to label the Perseverance that focuses on one’s ability to navigate attacks that rely on Agility to avoid. |
| Regulators | A highly contested invention that some Alchemists across Azraeém believe can be built to hone the magic bleeding from Fissures to add additional fuel to individuals in Azraeém to use for their own purposes. |
| Repertoire | The term used to describe a character’s usable inventory. | | | | | |
| Rituals | The ceremonious magical act that can have a massive effect for a specific purpose. |
| Safe Location | The term used to describe major story moments of pause in which Players are able to heal, recoup and gather important information for the next leg in their journey. | | | | | |
| Sight | The term used to describe the kind of light and magical sensitivity someone has in their vision |
| Size | The term used to indicate the amount of physical space a Character, Creature or Foe takes up that can add bonus or penalties to their defense against attacks. |
| Stamina | The term used to describe the units of extra energy one’s Character has available to perform tasks, maneuvers, abilities and powers that require extra force to complete. |
| Status | The term used to indicate any significant changes in one’s demeanor that has a more lasting impact. |
| Stealth | The term used to label the Discipline that focuses on your ability to navigate the world and perform tasks without notice. |
| Strained | The term used to describe the Adjustment that leaves the target feeling worn down, causing a penalty to Constitution, Endurance, any Disciplines reliant on those Aptitudes and their Fortitude. | | | | | |
| Strategy | The term used to label the Discipline that focuses on your ability to coordinate and understand complex plans and situations. |
| Strength | The term used to describe one’s own physical prowess. |
| Stupefied | The term used to describe the adjustment that leaves the target dumbfounded, causing a penalty to Wisdom, Intellect and any Disciplines based on those Aptitudes. | | | | | |
| Surprised | The term used to describe the Adjustment that leaves the target caught off guard, causing a penalty to Armor. | | | | | |
| Survival | The term used to label the Discipline that focuses on your ability to endure harsh environments. |
| Temperament | The term used to describe the kind of attitude and personality an NPC within the game has and may also provide a hint to their strengths and weaknesses in regards to effects during role play. | | | | | |
| Thievery | The term used to label the Discipline that focuses on your ability to steal and lock pick. |
| Twilight | The term used to describe vision that struggles to see anything without a clearly defined light source. |
| Vanguards | A Secret Service that individuals across Azraeém can join if they wish to help The Puck Courts try to understand why the world seems to be gearing towards another Calamity and how to stop it. |
| Veiled | The term used to describe vision that is capable of seeing high magical activity from a distance. |
| Vie | The term used to describe the numerical value of life essence one’s Character has that separates them between Life and Death. |
| Vigilance | The term used to describe one’s characters ability to protect themselves against both Physical and Magical attacks. |
| Weapons | The term used to describe the kind of armaments one has to cause physical damage. |
| Wisdom | The term used to label the Aptitude that focuses on one’s own accumulated knowledge that comes from real world lived experiences. |
| Wounded | The term used to describe how much physical injury one’s Character has taken on. Certain Pursuits benefit from being Wounded as they heightened their sense of belief like with a Priest or their need to rely on their spirit like with a Psychic |
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