Welcome to the Mind Weave Dictionary of Terms; while I still run the Mind Weave system, it is likely you will have little interest in these details (unless you are one of my players). For more details about a given term, see the Wednesday Words post for the term. Definitions here will be only a few lines, while a few paragraphs are provided as Wednesday Words. To see the extended definition, click on the word.
Ability-100 abilities exist, divided into Major and Minor abilities. Abilities define the character’s particular talents and performance in certain specific actions and can be used to define unique characters in different combinations.
Alignment-An indication of the character’s current state in the conflict between good and evil, law and chaos, inside him or her. It changes dynamically with the character’s actions.
Anti-decibel-A measure of quietness produced through magic. Anti-decibels represent quiet and directly cancel decibels of sound.
Anti-lumen-A measure of darkness produced through magic. Anti-lumens directly cancel lumens of light.
AoE-Area of Effect, this indicates spells that effect a wider area than a single target, striking all in that area.
Armor Value-Typical armor has three armor values: blunt, puncture, and cut, each defending against that specific type of damage. The damage reduction percentage is derived from armor value using the equation
Damage Reduction = 100*(AV/(12+AV))%
where AV is the armor value.
Attribute-The basic capability of the character is expressed as six attributes: Strength, Constitution, Dexterity, Wisdom, Intelligence, and Charisma.
Block-A block behaves like a parry, but using a shield. Unlike a parry the blocker takes no damage on a successful block and there is no penalty for subsequent blocks, the number of blocks a turn dependent on the size of the shield.
Called Shot-By making a called shot, a ranged attacker can reduce the effect of cover or increase the chance of hitting a particular part of the target by taking a To-Hit penalty.
Campaign-A campaign contains the events, forces, triggers, characters, and motivations that drive the story experienced by players in a game.
Charisma-An indication of the character’s presence and ability to interact with people. It governs abilities that involve working with other entities.
Constitution-Constitution measures the character’s vitality, durability, and stamina. Points in constitution improve health, healing, and poison resistance while reducing weight and fatigue.
Cover-A percentage representing how much of the target is obscured by interceding objects. This percent determines how likely a ranged attack on the target is to be blocked.
Dexterity-Dexterity is a measure of the character’s physical control. It governs the character’s ability to hit targets with melee and ranged attacks.
Dodge-Dodging is the most effective of defensive actions. Unlike parries and blocks, a dodge confronts a flat value based on the type of attack. This makes it very effective against enemies with superior dexterity and weapon skill. Even an extremely high critical hit can be completely negated by a successful dodge.
DoP(Die of Power, plural Dice of Power)-DoP are the unit used to measure the generic power level of a spell. The name is derived from the 6-sided die of power obtained from a single arc of the arcane circle. A DoP is not necessarily a 6-sided die, though.
Dungeon-A Dungeon can be a small part of a Campaign or Setting, but it can also be taken alone as a short Campaign for quick games. Dungeons are of different sizes and complexity, but are generally self-contained entities with a finite number of entrances and exits and a well defined goal or set of goals.
Durability-Expresses the amount of damage a material can take per cubic inch before being effectively reduced to nothing.
Echolocation-High pitched sounds used for navigation in lightless conditions. Used by some races of cave dwellers.
Elemental Spirits-The arcs of the arcane circle call upon elemental spirits for spells. The six elemental spirits are Ful(fire), Oh(wind), Zo(negativity), Vi(water), Ya(earth), and Des(positivity).
Encharge-A type of magic that invests power into an object for later release.
Fatigue-Combat is even more physically demanding than travel. Like Tiring, Fatigue is a percentage expressing the limit of the character’s physical reserve. At the beginning of a combat, Fatigue is set to the character’s current tiring.
Flammability-Expresses as a percentage the damage from fire to an object of the given material.
Game-An instance of a campaign or dungeon to which players apply. Applicants create characters and the game creator chooses suitable characters and runs the game.
Hardness-Reflects the ability of a material to resist damage, as well as inflict damage on other objects.
Hit Points-A measure of the physical abuse a character or creature can take before dying.
Infrared-Heat vision, possessed by many deep cave dwelling races.
Intelligence-Intelligence measures the mental capacity of a character. It includes knowledge, facts, and ability to learn.
Opacity-A percentage defining the amount of light lost per 1/16th of an inch of the material. This defines illumination through a material as well as ability to see through it.
Parry-A parry is the most basic of defensive actions. It behaves mostly like an attack roll, confronting the attack roll directly. A combatant can parry as many times as desired, but penalties for subsequent parries in the same round make later parries less effective and even dangerous.
Perception-Represents the characters attentiveness at any given time. Certain abilities increase Perception, whether by increasing attentiveness or increasing the ability to perceive without dedicating much attention.
Range-The given range for a weapon represents the maximum range for a typical user. Some ranged combatants can achieve greater range.
Setting-A broad location often including nations and multiple geographies. These are the spaces in which campaigns occur. They define everything fro terrain to populations to politics.
Skill-8 skills define character performance in broad terms. They are Agility, Diplomacy, Perception, Riding, Second Hand, Stealth, Weapon Skill, and Will.
Speed-Both travel speed and turn speed depend on how heavily laden the character is. A character’s maximum speed is their speed feet per second. This rate of travel tires very quickly.
Spell Points-Magical energy generated and stored by the consciousness of living beings. They are used to cast spells, but also for other abilities with mystical effects, like higher levels of Soften Fall, Double Jump, and Sunder.
Spirits, Elemental-The arcs of the arcane circle call upon elemental spirits for spells. The six elemental spirits are Ful(fire), Oh(wind), Zo(negativity), Vi(water), Ya(earth), and Des(positivity).
Strength-The measure of a character’s overall muscular power. Increases weight, carrying capacity, and damage.
Temperaments-The radii of the arcane circle govern the temperament of the spell. The six temperaments are Dain(occult), Ros(stealth/travel), Sar(evil/darkness), Neta(nature), Ku(physicality), and Ra(good/light).
Tiring-Travel is physically demanding, especially when heavily laden or hungry. Tiring expresses how much of his physical reserves a character has used as a percentage.
To-Hit-This value is derived from a roll of 3d6 and is associated with individual attacks and parries. The base To-Hit value is 3d6*Dexterity/10 in most cases, but for the sake of spell casting is evaluated as 3d6*Wisdom/10.
Ultraviolet-With the ability to perceive a wider spectrum of light, night creatures often have ultraviolet vision, allowing them to see in lower light conditions.
Weapon Weight-Weapons have an actual weight associated with them that is used for fatigue, but the Weapon Weight value represents the weight with which the weapon strikes and is generally a value between 1 and 5 (Very Light, Light, Medium, Heavy, Very Heavy).
Will-The force of resolve possessed by the character. It is used to resist resignation due to fatigue and to oppose mental magic.
Wisdom–Wisdom measures the character’s mental acuity. It is a kind of intellectual dexterity and precision.
We are defining words at a rate of two a week, for now. If there are any terms you want to understand, suggest them below and we will include them in future updates.