Appendix

Awareness
Awareness is the keen sense and intuition you gain from your mental training and perception.
Core Rules
Bonus Momentum
Bonus action gain through successfully striking a target.
Actions & Combat
Botch
A Natural Result of one.
Core Rules
Critical
A Natural Result of ten.
Core Rules
Defense Value
This is your ability to dodge attacks or cause your opponent to miss an attack against you.
Attacking & Conditions
Dice Score
Total sum of all Natural Results and modifier of a single dice roll.
Core Rules
Diminishing Defense
The degrading of your defense each round.
Attacking & Conditions
Direct Damage
Damage that reduces your soak.
Attacking & Conditions
Dodge Roll
Dice roll you use to avoid attacks.
Attacking & Conditions
Dropped Dice
Any dice removed from a single roll BEFORE the roll is made.
Core Rules
Encompassing Skills
Encompassing skills apply to more than one specific area of expertise.
Core Rules
Energy Power
Energy power is the measurement of your ki strength. 
Core Rules
Extra Dice
Any bonus or additional dice added to a single dice roll.
Core Rules
Lethal Damage
Damage that bypasses your soak.
Attacking & Conditions
Life Points
Life Points are the numeric measurement of damage you can suffer before you become defeated.
Core Rules
Limit Breaker
Personality is a measurement of your courage and emotional fortitude in addition to your charisma. 
Core Rules
Ki Wager
Ki points you wager on your attacks and other type of actions.
Core Rules
Initiative
Initiative directs the order of combatants’ turns in the round of combat. 
Core RulesActions & Combat
Initiative Advantage
Bonus action gain through having a higher than average initiative score.
Actions & Combat
Magical Power
Magical power is the measurement of a character’s control over the arcane
Core Rules
Maneuvers
Special abilities you can use by spending actions during combat.
Actions & Combat
Melee Attack Range
The range of melee attacks.
Attacking & Conditions
Natural Result
The face up numerical value shown on a single dice roll.
Core Rules
Penalization Dice
Any dice removed from a single roll AFTER the roll is made.
Core Rules
Physical Power
Physical power is the measurement of your bodily strength such as a punch, a thrown or melee weapon
Core RulesAttacking & Conditions
Repeat Dice
A dice that can be be rerolled.
Core Rules
The Round
The total sum of turns is called a round. A round starts with the character highest in initiative order and ends with the lowest, before starting back at the highest again. 
Actions & Combat
Target Number
 The Target Number (TN) is a numeric value that represents how hard an action is to do.
Core Rules
The Turn
When your turn arrives in the initiative order, it’s your turn to perform maneuvers in the round. 
Actions & Combat
Saving Throw
Saving throws are related to your attribute and represent your ability to resist unusual effects. 
Core Rules
Soak
 Soak is your ability to ignore the damage inflicted on you. .
Core Rules
Solid Dice
A dice the can NOT be rerolled
Core Rules
Speed
Your speed determines how fast you can move inside and outside of combat.
Core Rules
Standard Damage
This type of damage has no special qualities. All attacks do standard damage unless otherwise stated.
Attacking & Conditions
Strike Roll
Dice roll you use to hit a target.
Attacking & Conditions
Surgency
Your latent power reserves that can be used when you have become weakened. 
Core Rules
Wound Roll
Dice roll to determine an amount of damage.
Attacking & Conditions