Glossary
Abilities: Special traits or powers unique to a character’s Class, enhancing combat, roleplay, or utility.
Accuracy (Attribute): A Reflex-based attribute measuring precision and aim regardless of weapon type.
Acrobatics (Attribute): A Reflex-based attribute representing agility, balance, and stealth capabilities.
Actions: Any task a character attempts, such as attacking, casting spells, or skill-based activities, often requiring rolls.
Area of Effect (spell-type): A spell that targets multiple enemies or an area, rather than a single individual.
Armor: Protective equipment that reduces the likelihood of successful attacks (Defense Rating) and mitigates injury severity.
Attacks (concept): Offensive actions made by characters to harm enemies, resolved through Attack Rolls.
Attack Dice: The 2d6+ roll of attack characteristics, including the weapons, character skill, and other bonuses.
Attribute: A sub-stat under Core Stats that influences a character’s specific abilities or bonuses in actions.
Attune (Attribute): A Discipline-based attribute representing a character’s magical skill and precision in casting spells.
Balance (concept): The harmony between a character’s Body and Mind stats; imbalance can cause penalties or risks.
Balance Shock: A penalty resulting from excess Imbalance Points, potentially causing injury or reduced effectiveness in rolls.
Balanced Dice: When the two primary dice used in an Action or Combat roll match, resulting in an extra die to be rolled and added to the result.
Body: The combined physical Core Stats of Brawn and Reflex, representing a character’s physical attributes.
Bonus Roll: A bonus allowing the player to roll 2d6 twice, picking the higher result.
Brawn (Class): A stat-driven class focusing on physical strength and durability, such as Warriors or Mercenaries.
Brawn (Stat): A Core Stat representing physical strength, toughness, and the ability to deal and endure damage.
Chain Attack: A weapon skill that grants additional attacks against a Defense Roll if the previous attack was successful.
Chaos (concept): An unpredictable force in Isora, embraced through Chaos Rolls for potential rewards at the risk of penalties.
Chaos Rolls: An optional pre-roll (2d6) for added bonuses, risking Imbalance if the dice results do not match.
Charm (Attribute): A Wit-based attribute measuring friendliness, influence, and social adaptability.
Class: A character archetype that defines their primary role, abilities, and combat focus.
Class Levels: The progression system for characters, unlocking new abilities, spells, or stat increases.
Combat: A structured encounter system where characters engage enemies through attacks, defense, and strategy.
Core Stats: The four primary statistics (Brawn, Reflex, Discipline, Wit) that define a character’s overall capabilities.
Damage (Attribute): A Brawn-based attribute determining the severity of injury inflicted during an attack.
Defense Rating: A target number representing how difficult it is to successfully hit a character in combat.
Defense Dice: The 2d6+ defense characteristics of the defending player.
Discipline (Class): A stat-driven class focusing on magic, problem-solving, and balance, including spell-casters like Clerics or Elementalists.
Discipline (Stat): A Core Stat symbolizing mental focus, knowledge, and mastery over magical or intellectual tasks.
Dodge (Attribute): A Reflex-based attribute used to avoid attacks or evade danger.
Endure: The act of spending Stat Points to reduce injury during combat by removing an attack Dice from combat.
Exhaustion: A state where a character falls unconscious from overuse of Stat Points.
Fatigue / Total Fatigue: Penalties incurred when a character’s Stat Points drop below zero, reducing effectiveness in actions and combat.
Flux: Basic, low-power spells representing a magic user’s connection to their Magic Lines, requiring minimal effort to cast.
Focus: A combat or spell-casting preparation action that enhances effectiveness but may impose penalties if interrupted.
Force (Attribute): A Brawn-based attribute representing raw physical power for lifting, pushing, and breaking objects.
Fortitude (Attribute): A Brawn-based attribute that adds to endurance and can increase a character’s Health Points.
Health Points: A measure of a character’s vitality, representing the damage they can take before being incapacitated.
Imbalance / Imbalance Points: The difference between a character’s Body and Mind stats, with higher imbalance leading to penalties.
Initiative: A Reflex-based roll that determines the order in which characters act during combat.
Injury Points: The amount of damage a character sustains from a successful attack, based on the Injury Table.
Insight (Attribute): A Wit-based attribute for detecting patterns, understanding details, or reading situations.
Isora: The world in which the game takes place, defined by Sacred Lines and the struggle for balance.
Knowledge (Attribute): A Discipline-based attribute measuring learning, memory, and the ability to decipher information.
Levels (See Class Levels or Spell Levels)
Lucky (Roll): 1) A roll that spends a Stat Point in order to gain an extra d6.
Magic: The manipulation of Sacred Lines through spells, determined by a character’s Magic Chart and Discipline stat.
Magic Chart: A grid combining two opposing Magic Lines, defining the themes and abilities of a magic user’s spells.
Magic Lines: Conceptual opposites (e.g., Fire vs. Water) that form the basis for a magic user’s spellcasting abilities.
Mind: The combined mental Core Stats of Discipline and Wit, representing a character’s intellectual and social capabilities.
Narrator: The storyteller and game master who guides the players through challenges, NPCs, and the world of Isora.
Negotiate (Attribute): A Wit-based attribute for persuasion, intimidation, and influencing others.
Penalty Rolls: A penalty forcing the player to roll 2d6 twice, picking the lower result.
Player: A participant in the game who creates and roleplays a character within the world of Isora.
Primary Stat: The Core Stat associated with a character’s Class, influencing their key strengths and abilities.
Quadrant / Sub-Quadrant: Sections of a Magic Chart representing combinations of Magic Lines, determining the themes of spells.
Reflex (Class): A stat-driven class focusing on speed, agility, and precision, such as Martial Artists or Rangers.
Reflex (Stat): A Core Stat reflecting agility, coordination, and quick reactions, essential for dodging and precision.
Sacred Lines: The metaphysical threads that connect all existence in Isora, influencing balance and magic.
Skills: Specific tasks or actions characters can attempt, often requiring rolls to determine success.
Spells: Magical abilities derived from a character’s Magic Chart, used for combat, support, or utility.
Spell Bond: A magical connection between a character and a spell, enhancing its power as the character levels up.
Spell Levels: A tiered system defining the power, range, and effects of a spell, increasing with character progression.
Stacked Dice: A mechanic that allows the player to increase the results of their die roll as the expense of one die per increased point.
Stat Grid: A layout used during character creation to assign and visualize Core Stats and their related Attributes.
Understanding (Attribute): A Discipline-based attribute measuring wisdom, problem-solving, and the ability to navigate complex situations.
Weapons: The tools characters use to attack, categorized by their injury potential (d6) and requiring Weapon Familiarity to use effectively.
Weapon Familiarity: A measure of proficiency with specific weapons, reducing penalties and increasing effectiveness in combat.
Wit (Class): A stat-driven class focusing on creativity, social manipulation, and clever combat tactics, such as Bards or Spies.
Wit (Stat): A Core Stat measuring cleverness, charm, and insight, critical for social interactions and creative problem-solving.
Balance: The World of Isora © 2025 NEWPROTEST Publishing