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Terminology

(This page will be under construction soon. Goal: expand to include an all-encompassing view of the terms used by the Forge System)

Ability Score: The term used for all six main stats of a character: Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma (see all below).

Advantage: You roll an extra 1d20 and take the better result of the two rolls. This bonus always stack, so if you have advantage from two different sources you roll 1d20 three times and take the best result (this is sometimes called double advantage).

Altering: A term indicating this ability alters you, often you can have only one altering ability active at a time, though you may possess multiple altering traits. You cannot be affected by any altering ability while also affected by an effect with the polymorph tag.

Armor Class (AC): This number represents how hard you are to hit.

Aspect: An ability that is inherent to your lineage or culture. It grants bonuses and can have deeper effects than traits.

Assist Bonus: You roll extra dice and add the results to a 1d20 roll. You can only have up to three Assist bonuses.

Auto: A tag affixed to certain Heritage Aspects that require an Influence. When you take the required Influence you automatically gain any Aspects tagged as auto.

Blindsense: You treat all creatures within your Blindsense range as Concealed to you, even if they normally would be Sensed or Invisible. This does not negate penalties imposed by the Covered condition.

Blindsight: You treat all creatures who are Invisible, Sensed, or Concealed as Seen/Heard. This does not negate penalties imposed by the Covered condition.

Charisma Score: The stat that represents your mental allure.

Charm Score: This value is on a scale from –5 to 5 and represents your physical allure to those that might find you attractive. This score gets added to Deception and Diplomacy while the absolute value is added to Intimidate.

Combine: You can use an aspect or trait with another ability (either aspect or trait). You do not need to have that second ability to access or use the first ability tagged with a combine. This tag also lists the abilities that can be combined.

Constitution Score: The stat that represents your physical hardiness.

Deflection Bonus: This bonus always applies to you Armor Class and always stacks.

Dexterity Score: The stat that represents your physical agility.

Disadvantage: You roll an extra 1d20 and take the worse result of the two rolls. This bonus always stack, so if you have disadvantage from two different sources you roll 1d20 three times and take the worst result (this is sometimes called double disadvantage).

Dodge Bonus: This bonus always applies to you Armor Class but does not stack, rather you simply take the highest bonus.

Experience Points (XP): This number accumulates with every challenge you overcome and contributes to gaining more Trait Points and increasing your Proficiency Score (see both below).

Fortification: A trait that applies specialized benefits to saving throws. You can only have up to three different Fortifications.

Heritage Points: These are received and spent during character creation. You can spend them to gain various aspects (see above) to customize your character.

Hit Points (HP): This is the amount of health you have and indicates how close to death you are.

Immunization: A trait that gives immunity against some effect. You can only have up to two Immunizations.

Influence: An aspect that is tagged as an influence indicates a genetic disposition and often lists several Aspects that require the Influence. Taking an Influence costs nothing but you can only have up to three Aspects with this tag.

Insight Bonus: You roll extra dice and add the results to a 1d20 roll, these bonuses always stack.

Intelligence Score: The stat that represents your mental learning.

Item Bonus: These bonuses can apply to a 1d20 roll or Armor Class. It should be noted you can have only up to two Item bonuses on any one check or applying to AC (Armor and Shield bonuses are not considered Item bonuses for the purpose of this limit).

Latent: An aspect with the latent tag means you can either take it during character creation when you are spending heritage points or later with trait points. Note, the point conversion is the same: 1 Heritage Point = 1 Trait Point. For example, Immortal Spells is Latent and worth 4 Points. You can take it during character creation with 4 Heritage Points or later with 4 Trait Points as long as you took the Immortal Influence during character creation.

Luck Bonus: You add this bonus to the results of a 1d20 roll. You can only have one Luck bonus on a single roll.

Mobility: A trait that allows for special movement, either affecting how one moves or what one can move through or on. You can only have up to three different Mobilities.

Morale Bonus: You roll extra dice and add the results to a 1d20 roll. You can only have one Morale bonus on a single roll.

Multiple: You can take an ability more than once.

Natural Armor Bonus: This is a bonus that applies to your Armor Class. You can have only two Natural Armor Bonuses at a time.

Prerequisite: You must have all the abilities that follow this term to take an ability.

Proficiency Score: A number that roughly corresponds to your general overall power. It is used to boost DCs, skills, attacks, etc.

Single: You can only take this ability once.

Skills: Bonuses that indicate the combination of your innate ability, dedicated learning, and experience with various tasks.

Special: This term indicates that the leading term has different qualities than normal. The ability that has Special as a term will list how it differs.

Stance: This is a fighting pose and you can only have one stance active at a time. It takes an action to enter a stance and if the user takes a Stride action, they lose the benefits of the Stance until they spend an action to enter it again.

Strength Score: The stat that represents your physical might.

Style Strike: This is a term used to indicate a special attack. You can only use one Style Strike each round.

Supernatural: This term indicates an ability that is spell-like but not treated to the same rules. Often defenses against spells do not hold up against those tagged as supernatural unless specified.

Trait: A learned ability gained through spending trait points (see below).

Trait Points: These are gained through accumulation of Experience Points (see above). You can spend them to gain various Traits (see above) to customize your character.

Wisdom Score: The stat that represents your mental awareness.