Keywords for this Game
  1. Refresh - a status effect that causes your energy points/mp to go up by 1 or more per round.
  2. Regen - a status effect that causes your hit points/ability scores to go up by 1 or more per round.
  3. Interrupt - an ability that "stops" a target's declared action and replaces it with one of your own. Can be done vice-versa as well.
  4. Counter - an ability that "answers" a target's declared action with one of your own. Can be done vice-versa as well.
  5. Charge - a status effect that means you're going to launch an action…after the amount of rounds it takes to warm-up is met.
  6. Desperation - an action done somewhere between 1/3 of your life to 1 hp. A Desperation action can be an attack that you normally couldn't do, or an ability or motion that you normally wouldn't be allowed. Using your style points or energy points to fire off a last-ditch effort attack is one such Desperation move. ALL Desperation moves are GM-approved, and do not count as "Rulings" but on-the-fly story-regarded actions.
  7. Berserk - a status effect which forces the target to do nothing but attack for a certain number of rounds, always up to their maximum base attack bonus unless otherwise specified.
  8. Take 20 - in this game, there is no Take 10. There IS "Take 20," though I define it as "so long as your ranks are above 20, you can do this if you want"….but you won't get crit, magic number, or crit failure either. As always, this is a GM-validating thing.
  9. Instant - in this game, the timing of attacks are incredibly important. "Instant" attacks are not the same as counters, but rather specific abilities, attacks, or spells that can be launched AT THE SAME TIME as the other attacks and resolves immediately, "between a single second" as it were. This could be either yours, your enemies, or any combination of the two. Instants are time-specific abilities, attacks or spells that resolves immediately with no timing required.
  10. Magic Number - at the beginning of each session, the GM rolls 1d20 and that number is considered the same as 20. Should 20 be the number, then you get double crit bonus until the next time the Magic Number is rolled. Should 1 be the number, then there ARE no crit failures…for either the players OR the GM's.
  11. Gnosis - measured units of reality. From a scale of 0 to 100: Norm 0 - 100 Gods. There are examples of beyond these numbers, and the max scale is registered as negative 1000 - 1000. Demons are normally -1 to -10, with the most powerful demons approaching closer to 0. The absolute most powerful demons retain their demon status and nature but have Gnosis as if on the scale on the positive side.
  12. Elan - the fabric of reality itself. The more "real" a person is, the more they can affect their surroundings. Those beyond the range of 100 can be either overlords of gods (Zeus, or Odin, for instance) or abyssal terrors (Karma). A god can create or destroy with a word, something beyond can do it with but an errant thought, and a creature at a maximum of 1000 can unload waves of terrors and miracles as an automatic function of existence. Demons, lacking "reality," must destroy and consume and grow in power before they can be considered "real," and this is the root of much of their actions.
  13. Trance - a special form of mentality that, while the user is basically berserk, keeps them from being disrupted easily. Psychic takeover and soul takeover is completely nullified. The only way to stop a person in Trance status is to do enough damage (usually 1/3 of their total HP in one shot) to shake them out of it, and even then there is a strong chance they can re-enter within their following round, if not stay in it immediately. During Trance status, a user can utilize any of their physical/martial arts attacks or, as in the case of Spellfist, to actually use spells while in this specialized berserk status.
  14. Specials - specialized attacks, effects, stances and more. These are the backbone of each martial arts.
  15. Supers - upon doing at least five supers in any fight, you gain access to all Supers. They cost more, but do more.
  16. Ultimate Arts - after meeting extremely strict situational modifiers, you can launch an Ultimate Art…which, as the name implies, are the pinnacle of martial arts prowess.
  17. Desperation Arts - can only be launched when you're at 15% of your health. Can only be used once during each combat situation.
  18. Secret Arts - excruciatingly hard to learn, excruciatingly hard to launch, but awesome to behold.
  19. Overpowereds - there exists levels and worlds beyond those of a God's ken. When a person or item has a Gnosis higher than 100 (all Gods have this, whereas minor deities have 100…but are beheld unto another God), they begin to traverse the path that leads them to become an Overpowered. The previous known Overpowered was the Planeswalker known as "Harkonnen Kraze," a sassy woman of class and taste. She's also the very first Overpowered to have ever died of natural causes, and not through violent battle with another Overpowered.
  20. Blonus - a "bonus" that is negative in nature. This could be due to a defect in a powerful weapon, or a blastback effect (RAWKET LAWN CHAIR!), or other some such. No matter what, it's a freakin' Blonus.
  21. Bloners - a person, place, or thing that grants another target a Blonus.
  22. Taunt/Lure - the ability to enrage/piss off/or otherwise increase the Aggro of one target towards the taunter. Taunts can be performed at the end of a action string, but MUST be made before the end of the action string.
  23. Action String - a sequence of actions your character can choose to make during a round. They may attack, block, hold action, charge, etc. Your Base Attack Bonus determines how many actions you can take within the String (16/11/6/1 = 4 actions at +16, +11, +6, and +1) and what kind of bonuses you get towards those actions. There are two exceptions to this rule that you should know of, covered by the next two keywords.
  24. Full Physical Attack Mode - during the beginning of the game, all characters can attack twice in a round, until they achieve the third activity in an Action String. You do not gain a fourth attack at three actions, merely you gain two actions until you gain the actual base attack bonus to HAVE a second action. Enjoy your free action at level 1.
  25. Full Magic Mode - should a character wish it, they cast a spell for every single action in a round…in which case they gain an extra spellcasting action at the lowest base attack bonus in that string. They must be able to still pay for that spell, but they may take this whenever they wish and still declare their intentions.
  26. Speed Check - Speed (outside of movement and combats) is dealt with on a 1-10 scale, with 1 being the slowest and 10 being the fastest. Speeds faster or slower than this can be achieved, and is considered slower/faster than is normally allowed by the laws of reality. Yes, Mabel, you can go faster than the speed of light here.
  27. Chronological Attack - An attack that is "faster" than normal, and can only be countered by an action that is equal to or faster than the one launched.
  28. Disrupt - The literal delaying or flat-out disruption of a attack, spell, or ability.
  29. Negate - Negating is the actual destruction or negation of an attack/spell/ability. This is different than countering in that there is no immediate followup, merely the destruction or negation of a attack/spell/ability.
  30. Double Crit - The powerful new ability that doubles crit numbers (not range). If you roll a 40 (a normal 20+your modifier), then your standard crit is immediately doubled. This is NOT an end range ability, and only doubles your initial crit, not your crit after all other situational modifiers or abilities come into play. You gain access to double critting after any one score is over 40+ (at LEAST 41) without buffs.
  31. Take 40 - Much like Take 20, but for 40+ score. Allows one access to a standard crit by simply "Taking 40"…but not Double Crit. Note: you will not be allowed to utilize Take 40 all the time, so check with GM first.
  32. Personalization - This is the ritual of personalizing a weapon, armor, or item. Personalizing can make a weapon, armor, or item stronger or weaker
  33. End Damage - When all is said and done, the damage done at the end. Normally attributed to damage modifiers (add this number during end damage), and is normally applied to all crit damage since crit takes effect after damage is calculated.
  34. Lurveslave - unlike the Charm or Hypnosis abilities/spells, Lurveslave is a status blonus/bonus effect that forces the creature to fall madly in love with the caster. Of course this can also go against the user depending on the neurosis/problems of the afflicted, but normally this is considered a "faster" effect than Charm or Hypnosis.
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