Definitions

This is a list of commonly used terms and their definitions.

Claritas Basics

 

Player: A person participating in Age of Claritas.

 

Ability: An ability is something that is “expended” when used, and can only be used a certain number of times, equal to the number of purchases, over a given period of time and can’t be regained until a later time specific to the the ability in question.

 

Skill: A skill is a passive trait that can be used at anytime during gameplay.

 

Talent: Any skill, ability, background, magic, etc. is classified as a Talent

 

XP or Experience Points: Mysterious blue crystal objects visible only to certain people. Can be used to increase a player’s power by gaining new abilities, skills, spells, or health. Alternatively, XP can be used to get someone out of a difficult predicament.

 

Call: The way players  and NPCs indicate their swing or use of an ability. e.g. “Crushing Blow, 8!” (A warrior who normally swings for 4 announces that he is using a crushing blow rank 1 which adds 4 to his damage.)

 

Class: Class is a designation that shows a player’s role in society and governs the types of Skills and abilities that player can learn.

 

PC or Player Character: The one designated character controlled by the player who created it.

 

NPC or Non Playable Character: Any character that was not created by a player.


Adventurer: Any character that can observe XP as a tangible object. Every player character is an adventurer.
 

Guild: Guilds are class specific organization which players can only join by completing the three Guild quests. Once joined they allow the player to learn the rank twos and threes of their character’s 5 starting class specific skills and/or abilities. Each guild also has joinable factions that further expand a player’s possible learnable class specific skills and/or abilities.

 

Guild Leader: Guild leaders are the heads of their guilds and usually the strongest and wisest member of their guild. If a player is interested in joining a guild the guild leader is the person to find and talk too. If a player wants to find any guild leader for any reason, they can almost always count on them being in their guild.

 

Faction: Factions are class specific organization which players can only join by completing the three faction quests of the faction they wish to join. A faction is only joinable after a player joins their classes respective guild. Each class has 2 joinable factions, one of which is usually more specialized towards that class, while the other is more for those who want to be half class specific and half fighter. Each faction gives 5 unique skills and/or abilities.

 

FL or Faction Leader: Faction leaders very similar in many ways are the heads of their factions and usually the strongest and wisest member of their faction. If a player is interested in joining a faction the faction leader is the person to find and talk too. They are usually housed within the guild that the player has joined.

 

Guild/Faction Quest: An adventure introduced to a player by a guild or faction they are a part of that is not an initiation.

 

Guild/Faction Initiation: A task given by a guild/faction leader to test an applicant’s aptitude. In most cases, one must complete this quest before being allowed to join the group they are interested in.

 

Copper: Tough metal coins stamped with a crest, which are the currency of choice for most of the known world surrounding Wilshire.

 

Armor: Any item worn by a character to designed to protect the character from damage.

 

Health Points: HP is a player's natural vitality.

 

Durability Points: A player's Durability Points are the total of their Health Points and Armor Points.

 

Unconscious: A player that has reaches 0 HP, meaning all their armor and health points are depleted, becomes unconscious.

 

Death or Dead: When a Character is incapable of being revived, they are dead.

 

Order: An order is somewhat like a guild or faction that is joinable by most players. How you join them, both the benefits of joining them and who is allowed to join them varies from order to order. 

 

Kin: In Claritas there are many different Kin, each with their own political systems and ways of life, and new Kins are always being discovered!

 

Attribute: An attribute are unique skills and abilities each kin has.

 

Claritas: The plane in which the players reside.

 

Wilshire: The main town adventurers are drawn to.

 

Adventure: Any trip out of Wilshire.

 

Party: A group of individuals going on an adventure.

 

Quest: An adventure out into the unknown that has no direct monetary or objective gain.

 

Event: A designated time where Age of Claritas is being hosted by the designated GMs is called an Event.

 

Encounter: Any single run-in with NPCs while on a quest or job.

 

Phys-rep or Physical Representation: A Phys-rep is the OoG object that is used to indicate the placement, look and feel of an item IG.

 

GM or Game Master: An individual who runs the events, creates the stories, world and setting is called a Game Master.

 

RM or Realm Master: An individual who helps the GM run the events.

 

Roll: Rock paper scissors.

 

Rank or R: The term rank is essentially the power or effectiveness of something. Everything is based on 3s and ranks are no exception as there is almost always only a R1, R2 and R3 of any skill, ability, weapon, armor, spell, etc.

 

Rest: Adventurers may choose to rest in between encounters or at night in order to regain HP and/or their abilities. 


 

 

Combat Basics

 

Armor Points: Armor Points denote the amount of damage a piece of armor will take before breaking and needing repair

 

Swing: The amount of damage inflicted by one hit of a weapon.

 

Loot: The process of taking items and or gold from a NPC or a PC after combat.

 

Hold: When “Hold” is called by a GM or RM the gameplay is temporarily paused until reinitiated by a GM or RM. This is done to explain, describe, because of Talent, or because of safety.

 

DR or Damage Reduction: DR reduces the amount of damage taken by a hit equal to the DR. So if I had DR 1 and was hit by 3 damage I would only take 2.
 

Durability: Damage that will be done to armor, rather than the body part beneath it. If your chestplate has 12 durability remaining then it will break and become unusable after taking 12 more damage.

 

Damage: A physical affliction that reduces a character’s HP or armor durability.

 

Direct or Direct to Health: This term is used when something ignores DR and armor and reduces a player's HP directly.

 

Weight: The amount a particular item burdens the holder of that item is called its Weight.

 

Weight Capacity: How much Weight a single character can hold.

 

 

Combat Advanced

 

Stun Effect: Any effect that changes the way a character can move or interact with the world. The following are stun effects the player may induce or encounter. When hit with a stun effect, role play the full extent of the effect provided it is safe to do so out of game.

 

Knockback: The target is forced to move in a given direction, depending on what ability was used. Generally the distance of the knockback depends on the rank of the ability used to induce it as follows.

    (Rank I) - 5'

    (Rank II) - 10'

    (Rank III) - 20'

 

Pin: A target’s leg gets stuck in place for a duration. The target may remove the effect at its halfway point or beyond, ending the effect early, but will receive a gimp effect by doing so. If both legs are gimped, you cannot end a pin effect early. This counts for all pins, things like frostbite, paralysis, stagger, a throwing nail, etc 

    (Rank I) - 5 seconds

    (Rank II) - 10 seconds

    (Rank III) - 20 seconds

 

Shaken: The affected target cannot make an offensive action and must walk for the duration

    (Rank I) - 5 seconds

    (Rank II) - 10 seconds

    (Rank III) - 20 seconds

 

Blind: The affected target cannot see, and the PC/NPC must close their eyes if safe to do so for the specified duration.

 

Paralyze: The affected target is PINNED for the duration.

 

Numbness: The affected target's base swing is reduced by the specified amount.

 

Frenzy: The affected target must attack the closest target to them regardless of affiliation.

 

Mute: The affected target may not make any verbal noises for the duration.

 

Weakness: The target cannot run for the specified duration.

 

Miscellaneous Combat Effects

 

Collision Damage: The damage taken when thrown into any object. This is normally 3dmg.

Magic Basics

 

Note on Spell Packets Crafting: Spell packets are generally a cloth square with a pouch of small beans/lentils/rice enclosed for weight and heft, where the packet is tied closed with rubber bands. 

 

Magic: Magic is any form of Spell used by a wizard or certain creatures.

 

Cast: Throwing a spell ball to cause a spell effect from a distance.

 

Void: Void is a type of energy that Spellbinders harness for their talents that negate arcane magic.

 

Arcane: Magic of the Manifold or Elemental variety.

 

Interplanar Invocation: An Interplanar Invocation is any form of Spell used by a cleric.

 

Manifold: These are the three non-elemental practices of wizards which include: Neuromancy,  Kinesiomancy and Necromancy.

 

Elemental: These are the three non manifold practices of wizards which include: Hydromancy, Pyromancy and Kairomancy.

 

Wizard: The respectful title for a magic user.

 

Tome: A book used by Wizards to amplify their magical capabilities.

 

Weapon Casting: A powerful technique to cast magic through weapons, modifying the weapon's swing to be the magic effect.

 

Spell: A spell is a formula for the invocation of a supernatural power. Spells regenerate after every encounter. Spells can be cast without a tome, but without a tome spells have ½ casts rounding down. 

 

Tier: Tiers come in 3s and are partitions of ranks, higher tiers are usually only obtainable by gaining or meeting certain requirements such as a certain amount of spells in one tier to get to the next.

 

Crafting (in game)

 

Scroll: Scrolls can only be written by Void knights, Clerics and Wizards. They are imbued with a spell that can be/do most anything, as long as it conforms to the respective class of the writer and rank of the skill.

 

Enchantment: Enchantments can only be done by Void knights, Clerics and Wizards. They are imbued with a spell, it can be any spell the player has and can use. Enchantments go away after a certain amount of uses or time depending on the rank of the player that is enchanting. There are gems that can hold enchantments the best, but they are rare and expensive.

 

Elixir: A helpful drink usually brewed by Clerics, physically represented by a small bottle. Beware, for while most potions offer a great boon upon drinking, some shady folk can make poisons with very negative effects to the drinker.

 

Plant: Anything acquired through the skill gathering that can be used to make a potion with a negative effect.

 

Herb: Any substance used to make a potion with positive and negative affects.

 

Gem: Translucent stones, or crystals often used for high-value currency due to their rarity.

 

Ingot: A standardized bar of metal, refined and ready for smithing.

 

Flower: Anything acquired through the skill gathering that can be used to make a potion with a positive effect.

 

Weapons

 

Weapon: Any item that falls within a weapon class and can deal damage.

 

Dual Wield: Dual wielding is the use of any two one handed weapons at the same time.

 

Weapon Attack Type: The manner in which a weapon inflicts damage. i.e. axe = chop, hammer = blunt etc.

 

WD or Weapon Dexterity: An adventurer’s proficiency with a specific weapon class.

 

Inorganic Armor/weapon: This is any weapon or armor that is made from any form of inorganic matter, there are some unique IG inorganic materials.

 

Organic Armor/weapon: This is any weapon or armor that is made from any form of organic matter, there are some unique IG organic materials, like chitin.

 

One-handed Weapon: Any weapon that is intended to be used in one hand.

 

Two-handed Weapon: A “great” tier weapon which usually must hit an enemy while both of the wielder's hands are on the grip for damage to count. In certain cases, some great weapons may be one-handed with a suitably strong character (and player).

 

OaL or Overall Length: This is a term associated with weapon classes to help define the differences in length between them. (i.e. If someone determines that their sword is 36’ OaL than they know whether it’s considered a long or short sword.)

 

Weapon Class: The specific classification of a weapon based the following maximum OaL:

    Dagger: 16"

    Short Sword: 32"

    Long Sword: 48"

    Great: no max

 

Shield Class: The specific classification of a shield is equal to a proportion of the user's height and the shield's maximum diameter.

                                                   e.g. If you are 6' and want to make a buckler, it must be equal to or less than 14.4" at its widest part.

    Buckler: 20% of the user’s height

    Medium Shield: 35% of the user’s height

    Great Shield: Anything larger than 35% of user’s height

 

Physrep / Weapon / Armor / Shield Crafting: All weapons to be used in Age of Claritas must have 1" of foam surrounding any rigid body within the weapon on striking surfaces. If you are making a foam sword for use in combat that has a solid core for structure, it must have at least 1" of foam around the core on striking surfaces and be fully encased. If you use any sort of weights in your weapon, likewise it must have 1" of foam surrounding the weights for striking surfaces. No sharp/coarse/rough rigid structures are permitted in any weapon, shield, or armor because they may damage foam weapons. Shield edges must have some form of padding. Metal surfaces in Shields / Armor is not strictly forbidden provided that the edges are covered and it cannot damage a weapon; please consult with a GM at game start to check it is game-eligible. The entire body of a throwing weapon (knife, kunai, ninja star, etc.) is considered striking surface. Arrows must be larp-safe and the head must be very well padded and larger than the eye socket to prevent injury. GMs always have final say on whether or not a weapon, armor, or shield is permitted--please ask about your weapon if you are unsure and always verge on the side of safety.

 

Shield swing reduction: when wielding a shield the user’s swing is reduced by an amount based the shield size (to a minimum swing of 1).

    Buckler: no penalty

    Medium Shield: -1 base damage

    Great Shield: -2 base damage

 

Stun Point: A figure specified on an item card, where if an attack exceeding the stun point is blocked the user takes an effect.

 

Shield Stun effect: each shield has a different stun effect when its stun point is met.

    Buckler: The shield arm is numbed and unusable for 2 seconds.

    Medium Shield: The player takes a stumble backwards

    Great Shield: The player is shaken for 5 seconds (can only walk and defend)

 

Acronyms, Ability Usage

 

IGD or In Game Day: A single day in game.

 

IG or In Game: In game represents anything occurring, or interacting with a character. this also represents when a player is acting like their character.

 

OoGD or Out Of Game Day: A real world day.

 

OPIGD or Once Per In Game Day: This is a description used to represent that something occurs once over a period of 1 IGD.

 

OPOoGD or Once Per Day Out Of Game Day:  This is a description used to represent that something occurs once over a period of 1 OGD.

 

OPQ or Once Per Quest: This is a description used to represent that something occurs once over a period of 1 Quest.

 

OPE or Once Per Event: This is a description used to represent that something occurs once over a period of 1 Event.

 

OPEn or Once Per Encounter: This is a description used to represent that something occurs once over a period of 1 Encounter.

 

OoG or Out of Game: Out of Game represents anything that occurs in real life but not gameplay. OoG is also used when a player has a gameplay mechanics based question. to signify this the Player puts their hand on their head and asks the question. this is only to be used if the question is absolutely unavoidable in game.

 

OPR or Once Per Rest: This is a description used to represent that something occurs once over a period of 1 rest.

 

TPQ or Twice Per Quest: This is a description used to represent that something occurs twice per quest.

 

 

Other

Ludus: A battlefield strategy luck and chance board game where Nobles can attack other towns or defend their own. Ludus is also anything that concerns a Noble’s town's management. 

 

BP or Battle Points: BP are the essential XP earned by fighting in Ludus. BP can be used to purchase various Tactics, Bonuses, and other town upgrades.

 

Common: An ordinary individual of any Kin whom is not an Adventurer.

 

Halfbreed: A half-breed is someone that is one half human and one half another Kin. Halfbreed is a Modifier that players can choose for their character.

 

Artifact: Strange items, typically weapons or other items sought by the adventuring-type, that are tracked due to their storied abilities, magical and otherwise. As the name “artifact” suggests, these are often vestiges of ages, heroes, or powers long past, and while their notoriety may vary depending on the number and prevalence of the legends surrounding it, they are all precious items for some reason or another.

 

Rhino-Hiding: A form of cheating by fudging numbers (most commonly, the amount of health or armor durability one has remaining, typically after receiving a hit that should have been killing or armor-breaking) which the nature of a LARP requires the player keep track of. This is the only easy way to cheat at the game, and while extreme cases are obvious and easy to catch, occasional small-scale rhino-hiding is expected to be minimized by the honesty of the players. The term comes from a joke on the behavior of players defending their cheating in this method.

 

Machine Gunning: When a player attacks rapidly, using only wrist movement and without roleplaying the proper swing of a weapon. Damage dealt while Machine Gunning does not count.

 

Turn: The act of infecting or being infected with werewolfism or vampirism.

 

Antiquated Terms

 

DP or Defense Points: The exact amount of a player’s armor’s current durability.

 

Game: A competition that can result in a payout.

 

Food: Food must be consumed once per in-game day. Better food or larger portions will fill you more.

 

Fr or Fram: A basic measurement of food representing the amount a common eats in a month.

 

Prowess: The strength developed by a character or NPC which can determine many things, including total weight capacity (prowess increases this), ability to use heavier equipment, or even the ability to overcome an opponent in grappling or pulling things (such as weapons) away from them.

 

Stacking: the use of multiple skills and/or abilities to boost a common stat beyond what one skill or ability would be able to do.

 

Sleep: A character must sleep at least 2 watches per night to be fully rested. If a player doesn’t sleep they lose an HP. If a player only gets 1 watch worth of sleep they don’t lose or gain HP.

 

Watch: Watches occur during the sleeping part of a resting period. There are 3 watches per rest.

 

U or Ulix: A basic measurement of material representing a standard amount (it works kind of like weight but instead of lb it is U.).