Glossary

Abbreviations
APS - Active Physical Save

PPS - Passive Physical Save

AMS - Active Mental Save

PMS - Passive Mental Save

AS - Armor Score

SS - Shroud Score

Combat Keywords
Absorb - Whenever you take damage prevent 1 of that damage.

Defender - Enemies can not move through your threatened squares.

Disable - Disabling an artifact returns it to it’s dormant state.

Disenchant - Disenchanting an enchantment destroys it completely.

First Strike - Combatants with first strike always act before any combatants without first strike. Combatants with first strike otherwise still act in initiative order.

Flash - Spells with flash can be played as an instant action.

Frenzy - The first time you take damage in a round you may make a free attack.

Haste - Summons with Haste can act on the turn they are summoned. If a planeswalker were to gain Haste it instead converts into a rank of celerity.

Home - Home is associated with a type of terrain such as swamp or city. Whenever anything is in it’s home terrain it can move 50% further.

Lifelink - Dealing any amount of damage you deal in non-spell combat restores 1 health.

Menace - You do not provoke attacks of opportunity against any creatures unless they share a color with it.

Protection - Listed as “Protection from”, anything that a combatant has protection form has all of those attacks against it made at extreme disadvantage. This is done so by having 2 attack tests made and the lower of the 2 results being used.

Rampage - Whenever you make a melee attack it gets a -1 and targets all adjacent targets both allied and enemy.

Reach - Can make attacks of opportunity against targets within half of your range.

Regenerate - Summons with regenerate can have their regenerate cost paid when they die. If the cost is paid they are returned to full health. The regenerate cost is (1) plus 1 mana of the summon’s color. If it is a multicolored summon the regenerate cost is equal to 1 mana of each of the summon’s colors.

Skulk - Any movement that made at 10 or more below full speed value does not provoke attacks of opportunity.

Trample - Attacks that are killing blows can also be applied to an adjacent combatant.

Vigilance - Can make more than one attack of opportunity.

Wither - Any damage you deal inflicts the daze condition.

Conditions
Blinded - A blinded combatant takes a 50% fail chance on all tests on its next turn.

Chillled - A chilled combatant loses its move action on its next turn. It can still substitute its standard action to move.

Dazed - A dazed combatant takes a -2 penalty on all tests on it’s next turn.

Ignited - An ignited combatant take 1 Fire damage at the end of it’s next turn. It can use a standard or move action to make an APS or Acrobatics test of 10 to prevent this damage.

Poisoned - At the beginning of a poisoned combatants turn it must makke a PPS. Upon a success the poison in cured. On a fail it takes 1 toxin damage and remains poisoned.

Equipment Keywords
Disarm - Grants a +1 bonus to Combat Maneuver Tests attempting to disarm.

Double - Weapons with this property have 2 attacks as part of an attack option. They do not need to both be used against a single target.

Exotic - Requires an Exotic Weapon Proficiency to wield properly.

Grapple - Grants a +1 bonus to Combat Maneuver Tests attempting to grapple.

Heavy - Having an item with this property equipped reduces your movement speed by 5.

Push - Grants a +1 bonus to Combat Maneuver Tests attempting to push.

Reload - These weapons must be reloaded between use. This consumes either a Move or Instant action.

Returning - These items return to the user at the end of the round.

Throwing - These items can be thrown accurately and do. Not incur the. -2 penalty for throwing a weapon

Trip - Grants a +1 bonus to Combat Maneuver Tests attempting to trip.

Triple - Weapons with this property have 3 attacks as part of an attack option. They do not need to both be used against a single target.

Game Terms
Master - Any master spell, ability, or talent requires the player to have previous spent 100 XP on in the equivalent list on non-master purchases.

Cover, Full - Any tests against a target in full cover suffer a -10 penalty.

Cover, Half - Any tests against a target in half cover suffer a -5 penalty.