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AxiomRPG Core Rules Glossary

A comprehensive reference for all key terms, mechanics, and concepts used throughout AxiomRPG. Terms are organized alphabetically within categories for quick lookup.


Core Mechanics

Advancement The process by which characters improve their Attributes, Talents, and Perks using Experience Points (XP). Advancement is permanent and increases character power over time. See [[advancement]].

Attribute One of three core measurements defining a character's fundamental capabilities: Body (physical power and resilience), Speed (mobility and reflexes), or Wit (mental acuity and perception). Attributes form the foundation of all dice pools. See [[attributes]].

Body An Attribute representing physical strength, durability, and endurance. Used in physical power attacks, heavy work, and Fortitude saves. Value ranges from 0D–6D.

Challenge A structured test of a character's capabilities. Challenges require rolling a dice pool and comparing successes to a Threshold. Success means the character overcomes the obstacle; failure means they don't. See [[dice-mechanics]].

Dice Pool A collection of dice (typically 1–8 standard six-sided dice) rolled together to determine the outcome of an action. A dice pool is formed by adding relevant Attribute and Talent dice together (e.g., "Body 3D + Strike 2D = 5D pool").

Die / Dice Standard six-sided dice (d6) used in AxiomRPG. A "3D" pool means rolling 3 six-sided dice and counting successes (rolls of 5–6, baseline; see Advantage/Disadvantage for modified thresholds). Singular: die; Plural: dice. Always written as "XD" (e.g., 2D, 5D).

Discipline A Talent representing mental focus, magical concentration, or technological interface. Used for powers requiring deliberate control and sustained effort.

Endurance A Talent representing physical stamina and resistance to hardship. Each 2D of Endurance reduces the Armor Penalty by 1 point. See [[talents#Endurance|AX.C.04]].

Ethos A Talent representing faith, conviction, and spiritual power. Used to activate Faith-based powers and special abilities.

Experience Points (XP) A numerical reward earned by completing sessions, achieving milestones, or roleplaying effectively. XP is spent to improve Attributes and Talents through Advancement. Standard award is 3 XP per session.

Focus / Talent Focus A narrow specialization within a parent Talent. A character with Strike 3D could create Foci for "Strike (Scimitar)", "Strike (Dagger)", and "Strike (Unarmed)", each at 1D–3D. Foci cannot exceed 3D. See [[talents#Talent Focus|AX.C.04]].

Genre Catalog A supplementary rules document that establishes the setting, Lineages, Professions, specific equipment, costs, and threat types for a particular campaign. The Core Rules are system-agnostic; Genre Catalogs make them setting-specific.

Lineage A character's heritage or origin. Each Lineage provides: - A Health Modifier (+0 to +4) - A Cultural Talent (1D in a non-combat skill) - A Perk or Special Ability (enhanced senses, natural weapons, etc.)

Medicine Talent A Talent representing medical knowledge, first aid, surgery, and healing. Used to treat injuries and diagnose illnesses. See [[talents]].

Notice A Talent representing perception and awareness. Used to spot details, hear conversations, and track movement.

Perception The ability to detect and observe the environment. Primarily governed by the Notice Talent combined with the Wit Attribute.

Perk A special ability granted by a character's Profession or earned through Advancement. Perks modify action outcomes, grant bonus dice, or unlock unique mechanics. Examples: Absorb Impact, Exploit Opening, True Seeing. See [[docs/perks/index]].

Philosophy A Talent representing magical learning and arcane knowledge. Used to cast spells and activate Magic-based powers.

Profession A character's role and training. Each Profession provides: - A Favored Save (+1D to a specific Save type) - Powers (specialized abilities trained through related Talents) - A Progression Track (Perks awarded at 10, 25, and 50 XP earned)

Examples: Warrior, Rogue, Mage, Healer. See [[docs/professions/index]].

Progression Track A Profession-specific reward sequence activated as a character earns XP: - Stage 1 (@10 XP): Starting Perk (Short Rest recovery) - Stage 2 (@25 XP): Secondary Perk (Long Rest recovery) - Stage 3 (@50 XP): Ultimate Perk (Full Rest recovery)

Resonance A measure of a Perk's scope and power. Examples: - Resonance Adjacent: Affects only the user - Resonance Group: Affects the user and nearby allies - Resonance Scene: Affects multiple targets across the encounter

Resolve A Talent representing mental fortitude, emotional stability, and psychological resistance. Used in Wit saves against fear, charm, and mental effects.

Save / Saving Throw A defensive roll made against external effects (poison, disease, fear, magic). Three Save types exist: - Body Save: Body + Fortitude - Speed Save: Speed + Acrobatics - Wit Save: Wit + Resolve

Speed An Attribute representing mobility, reaction time, and combat reflexes. Used in attacks with finesse weapons, evasion, and Speed saves. Value ranges from 0D–6D.

Stealth A Talent representing hiding, sneaking, and remaining undetected. Used to avoid Notice and create surprise.

Success The result of rolling a 5 or 6 on a single die (baseline threshold; see Advantage/Disadvantage for how this threshold shifts). A "3D pool with 2 successes" means rolling three dice and getting exactly two results of 5+. Damage dealt equals the number of successes rolled on a successful attack.

Talent A trained skill or discipline representing a character's expertise. Examples: Strike, Precision, Acrobatics, Athletics, Awareness, Fortitude. Talents are trained with XP and range from 0D–5D. See [[talents]].

Threshold A target number of successes required to succeed at a Challenge. Thresholds range from 1 (trivial) to 5+ (heroic). Exceeding the Threshold by 1+ is still a success; falling short is a failure.

Wit An Attribute representing mental ability, perception, and willpower. Used in intellectual challenges, Notice, and Wit saves. Value ranges from 0D–6D.


Combat

Action Economy The structure of what a character can do on their Turn: - ONE Primary Action (Attack, Cast, Dash, Block, Help, Use Item, etc.) - ONE Minor Action (Move, Mount/Dismount) - Unlimited Free Actions (speak, drop items, activate passives) - ONE Reaction per Turn Cycle (shared pool for all reaction sources)

Advantage A favorable circumstance that grants +1D to a dice pool (bonus die) or reduces the success Threshold on a die from 5+ (baseline) to 4+. Multiple Advantages do not stack; only one applies.

Armor Protective equipment worn for defense. Under current canon, Armor's only mechanical effect is the Armor Penalty below, a dice pool penalty. Armor does not reduce damage taken and does not contribute to Defense. See [[equipment]] and [[combat#Armor Value|AX.C.12.06]].

Armor Penalty A pool penalty applied when wearing armor. Penalty applies independently to Athletics, Acrobatics, and Odd Talent pools: - Light Armor: −1D to each pool - Medium Armor: −2D to each pool - Heavy Armor: −3D to each pool

The penalty can be reduced by Endurance: each 2D of Endurance reduces the penalty by 1. See [[combat#Armor Penalty|AX.C.12.06]].

Blinded A Combat Condition where the character cannot see. Effects: - All attack pools: −3D - All sight-based Notice pools: −3D - Attackers with vision roll against the character with Advantage

Bottom of Turn The timing slot where characters who rolled Initiative 4 or lower act, after the Top of Turn and the GM Turn.

Close Range / Close Band A distance of 0–5 feet. Most melee attacks occur at Close range. Characters can engage in Close combat without needing to move. See [[combat#Range Bands|AX.C.12.03]].

Combat Condition A temporary positional or situational state lasting only during a single encounter. Examples: Prone, Stunned, Blinded, Panicked, Exhausted. See [[combat#Combat Conditions|AX.C.12.04]].

Combat Style The Attribute and Talent pairing used for Standard weapon attacks. The Attribute (Body or Speed) is chosen at character creation and permanent. The Talent (Strike or Precision) depends on the specific Standard weapon's fighting style, not on a single fixed rule: - Body + Strike: Strength-based (heavy weapons, powerful strikes) - Speed + Strike: Finesse-based, momentum-driven (light-but-Standard weapons swung with speed) - Speed + Precision: Finesse-based, control-driven (rapiers, foils, and other reactive, precision-forward Standard weapons)

Both Speed-based options are valid; which one a given weapon uses is set by the Genre Catalog or GM when the specific weapon is defined (see [[equipment#Choosing a Combat Attribute|AX.C.11.01.01]]).

Damage Health loss dealt by a successful attack. Damage = number of successes rolled on the attack. If an attack deals 4 successes and armor provides 2 DR, the target takes 4 − 2 = 2 damage. Minimum damage on a hit is 1. See [[combat#Damage|AX.C.12.03]].

Disadvantage An unfavorable circumstance that removes −1D from a dice pool (penalty die) or increases the success Threshold on a die from 5+ (baseline) to 6 only. Multiple Disadvantages do not stack; only one applies.

Defense The number of successes an attacker must roll to hit a target.

Defense = Speed Attribute value (minimum 1)

Defense is not modified by Armor. A character with Speed 3D has Defense 3, even in Heavy armor. See [[combat#Defense|AX.C.12.06]].

Disengaging A movement action taken to exit Close range without provoking an Opportunity Attack from an enemy in that zone.

Distant Range / Distant Band A distance of 61–120 feet. Ranged attacks at Distant range have Disadvantage. See [[combat#Range Bands|AX.C.12.03]].

Exhausted A Combat Condition from physical overexertion. Effects: - All action pools: −1D - Movement halved - Can be mitigated by 3D+ Endurance (reduces penalty to 0)

Flanking A positioning advantage where an attacker has an ally on the opposite side of a target. Both characters gain Advantage (+1D) to melee attacks against the flanked enemy.

Focus / Full Cover Complete visual obstruction behind an object (wall, large obstacle). A character with Full Cover cannot be targeted at range.

Frightened (Persistent Condition) A lasting psychological impact from fear or trauma (lasting days to weeks). This is distinct from Panicked. See [[health#Condition Types|AX.C.13.05]].

Grapple A close-quarters physical contest using Body + Athletics vs. the opponent's Body + Acrobatics or Speed + Acrobatics. A successful grapple restrains the opponent.

Hard Cover / Partial Cover Partial visual obstruction behind an object. A character with Partial Cover gains +1 Defense.

High Ground A positional advantage from an elevated position. Ranged attacks from High Ground gain +1D bonus.

Hit A successful attack roll where the attacker's successes meet or exceed the target's Defense. A hit deals damage equal to the number of successes rolled.

Initiative The turn order determined at the start of combat. Each character rolls 1D6: - 5+: Act at Top of Turn - 4 or lower: Act at Bottom of Turn - GM-controlled creatures: Act between Top and Bottom

Initiative is rolled once per combat and remains constant throughout.

Knockdown A special effect from Heavy weapons. On a successful hit dealing 1+ damage, the target must make a Body Save (Threshold 2). Failure: the target is knocked Prone.

Long Rest An extended recovery period lasting 8 hours (including sleep). Recovery: Body + (1D6 for each die of Fortitude). Frequency: Once per day. Conditions: Shelter, food, water. See [[health#Long Rest|AX.C.13.04]].

Miss A failed attack roll where the attacker's successes fall short of the target's Defense. A miss deals no damage.

Near Range / Near Band A distance of 6–30 feet. Most ranged attacks occur at Near range. Requires a Minor Action to move this distance. See [[combat#Range Bands|AX.C.12.03]].

Opportunity Attack A Reaction triggered when an enemy moves out of Close range without Disengaging. The character may make one attack roll against the moving enemy.

Panicked A temporary Combat Condition from acute fear. Effects: - All action pools: −2D while fear source is visible - Cannot voluntarily move toward the fear source - Ends when the fear source is gone or the encounter ends

This is distinct from Frightened (persistent). See [[combat#Panicked|AX.C.12.04]].

Prone A positional condition where the character is on the ground. Effects: - Melee attack pools: −2D - Ranged attacks against: −1D (smaller profile) - Melee attackers against: Advantage - Standing up: costs Minor Action

Range Band A categorical distance measurement used instead of exact feet: - Touch: Contact only - Close: 0–5 feet - Near: 6–30 feet - Far: 31–60 feet - Distant: 61–120 feet - Remote: 121+ feet

Reaction An action taken outside your Turn in response to a specific trigger. Examples: Opportunity Attacks, triggered Perks, defensive Saves. Limit: ONE Reaction per Turn Cycle (all reaction sources share this limit). See [[combat#Reactions|AX.C.12.02]].

Remote Range / Remote Band A distance of 121+ feet. Most ranged weapons cannot effectively target at Remote range; special abilities or spells are required.

Restrained A Control Condition where the character cannot move. Effects: - All attack pools: −2D - Attacks against: Advantage - Escape: Body + Athletics or Speed + Acrobatics vs. Threshold set by restraint source

Short Rest A brief recovery period lasting 10–15 minutes after an encounter. Recovery: Body value in Health. Frequency: As often as safe conditions allow. Profession Progression Stage 1 abilities refresh on Short Rest. See [[health#Short Rest|AX.C.13.04]].

Stunned A Control Condition where the character is dazed. Effects: - Cannot take ANY action or reaction this Turn - Attacks against: Advantage

Surprise Round A special round occurring when one side is completely unaware of the other before combat. Surprised characters cannot act or react; unaware characters act normally. See [[combat#Surprise Round|AX.C.12.01]].

Top of Turn The timing slot where characters who rolled Initiative 5+ act, before the GM Turn and Bottom of Turn.

Touch Range / Touch Band Contact only. Melee attacks and most touch-based effects occur at Touch range.

Turn One character's opportunity to act during combat. A Turn includes: - One Primary Action - One Minor Action - Unlimited Free Actions - Possible Reaction (shared one-per-Turn Cycle limit)


Character & Health

Full Rest An extended recovery requiring 24 consecutive hours without combat or significant stress. Recovery: Body + (1D6 for each die of Fortitude). Frequency: Once per calendar day. Conditions: Secure shelter, food, water, complete safety. Profession Progression Stage 3 abilities refresh on Full Rest. See [[health#Full Rest|AX.C.13.04]].

Generation Package A template determining a character's power level: - 6D (Gritty): Max 3D Attributes/Talents, no Talent Foci at generation, Health base 10 - 9D (Standard): Max 4D Attributes/Talents, 1D Talent Foci at generation, Health base 15 - 12D (Cinematic): Max 5D Attributes/Talents, 2D Talent Foci at generation, Health base 20

Health scaling: Higher packages start with more durability. See [[character-creation]].

Health A character's life total. When Health reaches 0, the character falls Unconscious. Calculated as:

Health = Package Base + Body + Lineage Modifier + (1D6 for each Fortitude die)

Package bases: 6D=10, 9D=15, 12D=20. See [[health]].

Lineage Health Modifier A flat bonus to Health from a character's Lineage. Applies at generation and to all Advancement Health gains. Ranges from 0 to +4. See [[character-creation]].

Maximum Health The maximum Health value a character can have. Healing cannot exceed this total. Maximum Health increases through Fortitude Advancement only.

Persistent Condition A lasting status effect lasting days or weeks (unlike Combat Conditions). Examples: Disease, Poison, Curse, Entanglement, Frightened. See [[health#Condition Types|AX.C.13.05]].


Powers & Special Abilities

Extra-Normal Perk A special category of Perks granting unusual or non-combat abilities. Fully Defined Extra-Normal Perks include: - Danger Sense: Passive awareness of nearby threats - True Seeing: Penetrating vision through illusion and darkness - Shapeshifting: Ability to change physical form - Luck: Reroll mechanism once per session

See [[extra-normal|AX.C.09.03]].

Power A specialized ability trained through a specific Talent tree: - Magic: Trained via Philosophy - Faith: Trained via Ethos - Syonics: Trained via Discipline

Powers are accessed only by Professions with that Power as part of their design. See [[docs/powers/index]].


Conditions & Status Effects

Condition A temporary or persistent status affecting a character's capabilities. Conditions may be: - Combat Conditions: Temporary (Prone, Stunned, Panicked, etc.) - Persistent Conditions: Lasting (Disease, Poison, Curse, Frightened, etc.)

See [[health#Condition Types|AX.C.13.05]].

Curse A persistent Wit Condition from magical effects. Reduces Wit Attribute by 1D per rank. Can be removed by powerful magic or rituals. See [[health#Condition Types|AX.C.13.05]].

Disease A persistent Body Condition from infection or illness. Reduces Body Attribute by 1D per rank. Treated with Medicine Talent. See [[health#Condition Types|AX.C.13.05]].

Entanglement A persistent Speed Condition from environmental or magical binding. Reduces Speed Attribute by 1D per rank. Can be escaped with Speed + Acrobatics vs. Threshold set by the source. See [[health#Condition Types|AX.C.13.05]].

Poison A persistent Body Condition from toxic substances. Reduces Body Attribute by 1D per rank. Treated with Medicine Talent or specific antidotes. See [[health#Condition Types|AX.C.13.05]].


Equipment

Kit A consumable tool or supply that provides a bonus to a specific roll type. Kits have a starting modifier (1D/2D/3D) that degrades by 1 after each use. When modifier reaches 0, the Kit is spent. Examples: Healer's Kit, Lockpick Set, Climbing Gear. See [[equipment#Consumable Equipment|AX.C.11.01.04]].

Light Weapon A compact, quickly-deployed weapon favoring speed. Attack Pool: Speed + Strike. Range: Touch–Close. Properties: Off-hand use, throwable, Free Action draw. Examples: dagger, short sword, hand axe.

Heavy Weapon A powerful, two-handed weapon sacrificing speed for impact. Attack Pool: Body + Strike. Range: Touch–Close. Properties: Requires two hands, Knockdown on hit. Examples: greatsword, great axe, warhammer.

Ranged Weapon A distance weapon optimized for ranged combat. Attack Pool: Speed + Precision. Range: Near–Far (optimal), Distant (Disadvantage). Properties: Disadvantage at Close range, requires two hands, ammunition tracking. Examples: bow, crossbow, rifle.

Shield A defensive tool providing +1 Defense. Secondary properties: - Bulwark: Adjacent allies with shields gain full cover benefits - Shield Bash: Use shield as Light weapon (Speed + Strike)

Standard Weapon A versatile, all-purpose weapon. Attack Pool: Body + Strike OR Speed + Strike OR Speed + Precision. The Body/Speed choice is made once at generation (see Combat Style, above); when Speed is chosen, whether the weapon uses Strike or Precision depends on the specific weapon's fighting style, as set by the Genre Catalog or GM. Range: Touch–Close. Properties: None (baseline weapon). Examples: sword, spear, handgun (Strike-paired); rapier, foil (Precision-paired).


Game Terminology

Adjacent Close enough to interact without moving (typically Close range or adjacent squares on a grid).

Buff A beneficial effect that increases a character's capabilities (bonus dice, healing, temporary Attribute boost, etc.).

Debuff A harmful effect that decreases a character's capabilities (pool penalties, damage over time, Attribute reduction, etc.).

Encounter A discrete scene or conflict, typically lasting 5–30 minutes of play. Combat is one type of encounter; so are social confrontations or puzzle-solving segments.

Feat An action or achievement of note. Characters don't "earn feats" as mechanical rewards, but significant accomplishments are narrative Feats (e.g., "defeated the dragon lord").

Flanked The state of being attacked from two or more directions simultaneously. A flanked character can be attacked by flanking allies with Advantage.

Heroic Success A successful roll exceeding the Threshold by 3+ successes. Often triggers special narrative effects or bonus outcomes.

Impaired A general state of reduced capability from Conditions, injuries, or temporary effects.

Margin of Success The difference between rolled successes and the required Threshold. A Threshold 3 roll with 5 successes is a margin of +2.

Miracle An extremely rare event, typically rolling all sixes on multiple dice simultaneously. Mechanics vary by GM discretion.

Narrative The story and roleplay taking place during the game session, distinct from mechanical rules.

Obstacle Any challenge, enemy, trap, or situation preventing progress. Overcoming obstacles requires successful Challenge rolls.

Overkill A successful attack dealing more damage than necessary to reduce a target to 0 Health. Excess damage is ignored (no "overflow" mechanics).

Pool See "Dice Pool."

Session One game gathering, typically 3–4 hours of play. Standard XP award is 3 per session.

Trivial An action so easy it doesn't require a roll. Examples: opening an unlocked door, running across flat ground, reading common text.


Appendix: Attribute & Talent Quick Reference

Attributes (3 core measurements)

  • Body: Physical power and durability
  • Speed: Mobility and reflexes
  • Wit: Mental ability and perception

Standard Talents (always available)

  • Strike: Melee weapon attacks
  • Precision: Finesse attacks and ranged weapons
  • Acrobatics: Dodging, balance, physical grace
  • Athletics: Running, jumping, climbing, swimming
  • Awareness: Noticing details, reading people
  • Notice: Perception and detection (see [[talents]])
  • Resolve: Mental fortitude and willpower
  • Fortitude: Physical endurance and health bonus
  • Medicine: Medical knowledge and healing
  • Stealth: Hiding and sneaking

Specialized Talents (trained or class-specific)

  • Philosophy: Arcane magic learning
  • Ethos: Faith and spiritual power
  • Discipline: Magical concentration and tech interfacing
  • Endurance: Stamina and Armor Penalty reduction

End of Glossary

Last Updated: 2026-08-25 Status: Complete and integrated as Appendix to Core Rules