What follows is an index of various effects, categories, and mechanics that all players should understand.
Accursed creatures are beings of death, suffering, decay, or other unholy forces. They can be damaged by specific effects.
Resilience granted by wearing armor
A mysterious enchantment that benefits the dead in the afterlife.
Effects target objects. Broken items cannot be used, but can be repaired using magic or the Craft skill. Some well-made objects can resist Break effects.
A unit of magical power used to fuel spells.
Concealment is represented, for characters, by arms crossed over the chest. Concealed objects will be noted as such with an obvious tag or sign. Both concealed objects and concealed characters should be treated as Out-of-Play. A Feat of Perception can be used to end a single character or object’s Concealment. Regardless, a Perceptive character in the presence of concealed items/people (assuming they actually see them out of play) will have an odd feeling about the general area, though they may not indicate where the concealed are, in any way, unless they use a feat.
A character who is bleeding to death or dying of injuries. After 5 minutes of bleeding out, a Critical character will die.
Destroy effects target objects. Destroyed objects are gone forever.
A Ritual that is Fouled cannot be used until a specific action is taken to purify it.
You are immune to Mental effects, but you may not rest (Vitality and Prowess do not reset) or use rituals. As with Intoxicated, players must roleplay their hallucinating state.
You cannot be chased by anyone not also under a Haste effect, nor can you be blocked from leaving an area. You must call “haste” with every stride, or the effect ends. Attacking, using skills, or stopping will end the effect.
Immaterial states are represented by hands clasped to one’s chest, index fingers pointing upwards. Immaterial characters should be treated as Out-of-Play unless your character is Empathic, or you are also in this state.
You act drunk. Although it has no mechanical effect, players must roleplay as if they are deep in their cups.
Invisibility is represented by holding one’s hands, palms together, over the head. Invisible characters should be treated as Out-of-Play. Perceptive characters know “something is not right” when someone invisible is nearby, though they don’t know where they are, at all. Feats of Perception are useless on invisible characters.
A magically conjured substance that spirits covet.
If you are Unconscious or Critical, someone may finish you off by placing the business end of their weapon on your torso, and then loudly saying “Killing Blow 1, Killing Blow 2, Killing Blow 3.” Killing Blows must be at least 3 seconds long, and if interrupted by someone attacking the killer or striking their weapon, the effect is aborted.
Resilience granted by magical effects.
A character’s magical power. Mastery is used to calculate the power of a character’s spells.
You can ignore a single mental effect.
If you are already dead, someone may desecrate or dismember your corpse by placing the business end of their weapon on your torso, and then loudly saying “Mutilating 1, Mutilating 2, Mutilating 3.” If this effect is not disrupted (as a killing blow), your soul immediately passes on.
Something or someone that is not a part of the game at the moment. Players who are out of play must hold a clenched fist or weapon on their head to indicate such, or they may wear a white headband. Players should be out of play only when absolutely necessary.
A character’s combat aptitude. Prowess is “spent” to fuel combat abilities.
A combination of Armor, Protection and Vitality. This is the amount of damage you can take before taking a wound. Armor is lost first, then Protection, and then Vitality, but otherwise they are all treated the same.
Shattered items are unusable and can only be repaired using production actions.
This mental effect causes you to become unconscious.
A wounded and formerly Critical character who is healing. As soon as a character is stabilized, they become conscious. Moving at more than a slow crawl (or aided walk), fighting, or casting spells will cause them to go Critical again.
A constant ability or one-time use effect that negates any damage equal to or less than its value. Some effects ignore Threshold.
Resilience granted by the Tough Trait