Glossary in Midrast Wain | World Anvil
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Glossary

This article lists all common terms used within the Roleplaying rules
— The word of the maker
 

Action helper

This lists all the common Actions and Free actions all characters have access to with short description of what they do  

ACTION and FREE ACTION

  • Charge - Earth or Water only. Running or Swimming contesting target's DC which is Fate or Instinct +10. Deal Combat damage + your Size (L=4, M=2) to the target. While wielding a Spear, the bonus is +2 regardless of Size.
 

ACTIONS

  • Standard claw attack - 2x attack. Nat 20 = 1 more attack
  • Defensive stance - +2 Defense, 1 Retaliate
  • Hold down - Contested roll of Strength + Size (L=4, M=2), Target may attack you with disadvantage or repeat the roll to break free. Attacks with advantage against both characters in grapple.
  • Diving Slash - Transfer Air -> Water. 1x Attack. Deal damage based on 1x Flying roll /3 (rounded down)
  • Hunter's dive - Transfer Air -> Earth. 1x Attack. Deal damage based on 1x Flying roll /3 (rounded down). If you miss, Roll 1x Flying, DC 17. Deal 5 piercing damage to yourself if fail.
  • Clip their wings - Roll 1x Combat contesting target's 1x Resistance. Deal Scratch damage and target is forced to transfer to Land or Water.
  • Transfer - Earth - Water. Earth - Air. You can be attacked from both environments while using an action to transfer.
 

FREE ACTIONs

  • Charge - Requires Free action and Action to use. See above.
  • Protect other - Give 1 Protected by to ally.
  • Retaliation - Gain 1 Retaliate
  • Transfer - Air -> Water. Transfer is instant and you can't be attacked in Air.
  • Equip/use item - Changing your primary weapons, using items or interacting with your surroundings takes a free action unless stated otherwise
  For more details on these actions, visit Advanced roleplaying rules
 

Characteristics

Designates character's base statistics - such as Swimming, Combat or Memory - used to determine outcomes during roleplaying or Encounters. Generally 6 is an average value for a Characteristic. More details in Roleplaying rules.  

Scratch Points

Character's ability to keep fighting and remain healthy. Generally all dragons and gryphons start with 15 as their maximum. When this value reaches 0 to -5, this character is Incapacitated, meaning they are too injured to fight and can barely walk. When this value gets to -6 and lower, this character falls unconscious and has to roll 1d20 + Fate + current scratch points. If their Fate total is less than 5, the character dies. More details in Roleplaying rules.  

Incapacitated

Characters that are incapacitated (0 to -5 SP) can still be targeted by their enemies and allies even though they themselves do not get to act. All attacks lead against Incapacitated targets are rolled with advantage. All DC checks Incapacitated characters roll have a -2 penalty (except for Fate).  

Unconcscious

Characters that are Unconscious (-6 SP or lower) can still be targeted by their enemies and allies even though they themselves do not get to act. All attacks lead against Unconscious targets hit automatically. All DC checks Unconscious characters roll automatically fail (except for Fate).
Whenever an Unconscious character first becomes Unconscious, they need to roll a Death saving roll which is 1d20 + Fate + current scratch points. Repeat this roll for each additional damage dealing injury they suffer or for each hour without medical attention. If they don't overcome DC 5, they die, unless the party has a Wingbinder who may try to revive them with Craftiness - the DC of which is decided by their Scratch points total and by DM.  

Reduction

The ability to withstand damage. Generally bigger and sturdier characters get higher Reduction. Each source of damage is reduced by Reduction before it is applied to Scratch Points. More details in Roleplaying rules.  

Elemental Reduction

Damage dealt by elemental attacks (such as poisons, heat, cold, electricity) are reduced by the Elemental Reduction.  

Piercing damage/Ignoring Reduction

Scratch Damage that is dealt directly to the character without being reduced by Reduction.  

Psychic damage

Damage that cannot be reduced and cannot be easily healed.  

Encounters

Fighting happens in events where one or more hostile creatures encounter one another and as such these events are called Encounters. More details in Roleplaying rules.  

Initiative

To determine the turn order of who acts first and who last, each player and enemy rolls their Initiative using 1d20 + Instinct. The highest number starts their turn and can perform their Action. If two players or NPCs share the same Initiative, roll 1d20 again. The higher number wins and will start before the other one.  

Action

Actions are performed during your turn in an Encounter and are used to give your side advantage and possibly win a fight. Only one action can be performed per turn. More details in Roleplaying rules and Advanced roleplaying rules. Keep in mind that some Character races and Character backgrounds can also give you additional Actions to perform or improve your existing ones.  

Attacks

Attack is performed by rolling 1d20. To hit an enemy, you generally need to overcome their Defense with your roll. Rolling the same number as is their Defense still counts as a miss. More details in Roleplaying rules.  

Defense

Defense is based on the size of your character and their movement Characteristics (Flying, Running and Swimming). It determines their ability to evade Attacks in Air, Earth and Water environments. Generally speaking, smaller creatures have higher Defense but lower Reduction. More details in Roleplaying rules.  

Dice challenge (DC)

Number which you need to overcome with your roll to succeed in a challenge. DC 10 is very easy. DC 15 is easy. DC 20 is challenging. DC 25 is very difficult.  

Turn

During Encounters, this is where your character can perform one of their Actions to help your side defeat their adversaries.  

Items

Some items, tattoos or equipment may modify the standard values, or allow you to roll an additional die. Add these if you meet their requirements. If an item is a consumable, it means you can only use it once unless stated otherwise. Using a consumable in an Encounter generally counts as an action unless stated otherwise. See Gems, Items and tattoos for a list of all basic items.  

Passive abilities

These are abilities that are in effect automatically when their conditions are met, even outside of your turn. Some of them may need to be called out by the Player (Such as For the glory of Firstborn) in order for them to take effect. See Character races and Character background  

Roll with Advantage/Disadvantage

You roll 1d20 twice and take the higher of the two results/lower of the two results.  

Ally

Each friendly PC and NPC within an Encounter.  

Witless

Dragon or gryphon who succumbed to the Witlessness. They act like savage beasts and are extremely territorial.  

Automatic hit

Attacks that will hit regardless of the enemy's Defense. Reduction still applies.  

Natural 20

This effect applies when your 1d20 lands on the number "20".  

Free action

Free action can be taken during the character's turn before or after they declare their Action, but not outside of their turn.  

Environments

Designates whether the character is in Air/Earth/Water environment and as such sets their respective Defense values and Environmental actions. More information in Advanced roleplaying rules  

Transfer

Action that allows the character to change between Environments. More information in Advanced roleplaying rules  

Environmental actions

Actions that can only be performed when the character is in a specific Environment. Some may even Transfer them to a different environment as part of their action. More information in Advanced roleplaying rules  

Standoff

When all the characters in an Encounter are unable or unwilling to transfer to one another's environment to continue fighting, Encounter proceeds into a Standoff. More information in Advanced roleplaying rules  

Fame

Fame comes and goes as PCs accomplish certain tasks within the world that increase their recognizability and notoriety. Fame does not necessarily have to come from doing something for the betterment of dragonkind or gryphonkind, it can also be infamy for publicly committing a crime or doing something that will make your character harder to hide in the crowd (such as wearing a lot of jewelry and vanity items). More information in Advanced roleplaying rules  

Gems

Commonplace currency found in the world of Midrast Wain. More information in Gems, Items and tattoos.  

Free action

One free action can be used per turn, unless stated otherwise, or you can convert your standard action to use another free action during your turn. These are generally less impactful or limited ways to impact the battle. See Advanced roleplaying rules for more information.  

Retaliate

Generally used as "Gain X Retaliate." When you get attacked, you roll one attack against the opponent back. The number X determines how many attacks can you retaliate against.  

Protect other

Generally used as "Ally gets X Protected". When an enemy tries to damage the target, all its attacks will instead be retargeted to the character using the Protect other action. The number X determines how many enemies can you redirect to your character.  

Spirit Damage

Damage that reduces current and maximum Scratch points. Meaning an attack dealing 2 Spirit Damage to a character with 13/15 Scratch points will end up with 11/13 Scratch points. The damage sustained this way can only be healed by spiritual means. Priests, Dreamgliders or Shamans may be able to help you.  

Ethereal

All attacks dealt to Ethereal targets deal only 1 Scratch Damage. Only attacks with weapons infused or cursed with Dreams, aka weapons that receive positive or negative buff through "Exceptional" or "Shoddy" roll via Purveyor deal full damage to these creatures.  

Legendary resistance

Only the most fearsome and rare of beasts are able to resist the effects that would normally bring down a lesser being. If a creature has X Legendary resistances, they can use the X amount of them to turn a failure in DC checks into success. For example, Legendary resistance: 2 per day means that the creature can save on up to two rolls per day. Recharges at Dusk unless stated otherwise.  

Divinity

Divinity designates powerful abilities that push one's body and mind to the limit. You may expend your Divinity slot to use abilities with Divinity. Generally, every character starts with 1 Divinity slot but this number may be increased through tattoos or other enhancements.  

Lifeblood x

Pay x amount of Scratch points. Note that unless specified, you can pay over your Scratch point limit and incapacitate yourself as a direct result.  

Purity

Progression skills that can be learned by non-hybrids. Hybrids that want to learn a Purity skill must first obtain "Rough edges" skill.  

Status effects

 

Poisoned

Status effect. Poisoned creature rolls all attacks with Disadvantage until they are cured. The process of which can be aided by Wingbinder.  

Diseased

Status effect. Diseased creature cannot regain any lost Scratch points until they are cured. The process of which can be aided by Wingbinder.  

Paralyzed

Status effect. Paralyzed creatures do not act their next turn and all attacks against them are rolled with advantage unless stated otherwise. Paralyze effect ends at the End of Encounter or until its conditions are met.  

Blinded

Status effect. Blinded creatures always attack with disadvantage. This overrules even cases when they would get an advantage (such as against held down enemies).  

Deafened

Status effect. Deafened creatures get -2 to their Defenses. This effect does not stack.  

Inspired

Status effect. Inspired creatures get +2 to their Defenses. This effect does not stack.  

Hobbled

Status effect. Hobbled creatures cannot use their Free action.  

Exposed

Status effect. Exposed creatures get -2 to their Defenses. This effect does not stack.  

Overwatch

Status effect. Characters under Overwatch will roll 1x attack against targets that try to get away from them. This includes transferring away from their Environment, Skipping their turn, Charging (regardless of who the target is) or Retreating.  

Provoked

Status effect. Provoked creatures get +1 to attack but -1 to their Defenses. They have to attack the target that provoked them with Scratch damage dealing action. This effect does not stack. Additional instances of Provoke will only redirect the target that will be attacked.  

Frightened

Status effect. Frightened creature's attacks are rolled with disadvantage and they can't use any of their non-damaging actions except for Transfer, Skip their turn or Retreat.  

Focused

Status effect. Focused creatures get +2 to their Attack. This effect does not stack.  

Stunned

Character doesn't get to act next time their turn starts.  

Stance

You can only have one Stance ability activated in your turn.

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