Glossary
For reference, for players and myself, this Glossary will be updated now and then to cover any terms or phrases that need explanation. Please let me know of any you would like adding.
Ability/ Abilities
Every minion will have certain abilities, depending on level and species. These abilities can be the use of certain weapons, damage calls, specific spells and so on. Your character may only use an ability if it is listed on their passcard.
Armour
Certain minions are able to wear armour to gain extra hit points. You should refer to the phys-rep and costume guidelines for notes on appropriate armour for each species. You can wear leather armour as costume for other species, but will not gain any mechanical advantage from doing so. You must avoid wearing metal armour unless your character is of an appropriate species.
Brew
This ability allows certain creatures to create potions of healing, poison or fire. There is no specific room for the brewing process, but access to a library and hatchery will increase the efficacy of potions created. Specific ingrediants are required for specific potions.
Create Room
Imps and Warlocks (depending on level) are able to create dungeon rooms. Different rooms allow for certain activities or effects to take place. A room is defined by floor space rather than walls.
Damage
This refers to the physical effect of an attack or event upon your character. For example, if you are struck in combat with a call of "Double", your character loses two hit points. Damage calls can either be specific (affecting only one character) or "Mass" (affecting multiple characters).
Possible Damage Calls:
Death Count
Every character has a death count. This is a number representing how long your character will survive from reaching 0 body hits. Your death count should be counted aloud, using "Dying 1, ow, Dying 2, ow, Dying 3, ow" in a steady rhythm. When you reach the upper limit of your death count your character has died. You may continuing playing a corpse for up to three minutes. Once you have finished playing your corpse you must report to a nearby ref immediately.
Detect
This is an ability to detect certain effects or spells. If you are targeted with a spell of "Detect X", and X applies to you (for example, X is invisibility, and you are curretly using an invisibility spell), you must respond "Ping" in a clear voice. The character with the ability is now aware of the effect they have detected on you, as is your character. Other characters are not aware of the detection - if you are a third party (you overhear or see a Detect spell being used) you must not react (for example, Bob just used Detect Invisibility on Jim, and Jim pinged. Your character can still not see Jim, and is not aware he is there).
Drain
This is an ability that allows a minion to drain hit points and/or mana from an opponent through using a spell. If you are the target of this spell your attacker will gain one hit point or mana from you immediately upon casting, and then every count of ten (vocalised "Draining your hit points/ mana 1" etc.) in a steady rhythm, and you will lose one hit point or mana accordingly. If the count is interrupted, the drain does not work.
Dungeon
The Dungeon Realm is the only world the minions have ever known, an underground maze of individual Dungeons, each ruled by a Dungeon Keeper with the sole aim of destroying and enslaving the land above.
Dungeon Keeper
The Keeper is the ruler and provider of his or her own Dungeon, responsible for planning, building, strengthening, protecting, feeding and paying the resident minions. Of course, the Keeper rules with an iron fist, and is never loved for their work. The Keeper is also the primary source of mana in a Dungeon.
Fear
Fear is an effect than can be cast by certain minions, heroes and items. If you are hit with a "Fear" call you must flee in panic to at least twenty metres from the caster, and cannot approach them again for twenty seconds (you can count this using "Argh 1, argh 2, argh 3" etc.). Casters beware - once the effect of the spell wears off, those affected by it are often even angrier than they were to start with.
Fire
Fire is a specific form of damage caused by certain spells or abilities. If you are struck with fire damage your character has been burned, painfully, and you should react appropriately as well as losing the appropriate number of hit points. If you are immune to fire damage you take no damage at all (regardless of the numeric call accompanying the blow). Fire spells or abilities can also be used for setting items alight - please speak to a ref if you wish to do this.
Freeze
Freeze is a spell and effect call that can be used by certain characters and items. If you are hit with a call of Freeze you must stop any movement immediately (if you have difficulty maintaining your position you may move to either a standing-straight position or a sitting positiong but must then remain still).You must remain stationary for a count of 30 (vocalise as "Frozen 1, frozen 2" etc.) at which point you may move again. Your character has had their temperature dramatically reduced, and you should roleplay accordingly (trying to warm up, shivering etc.).
Gas
Dangerous gases can be used by certain characters or form part of traps and spells. If you are hit with a call of Gas your character has been affected by a potentially deadly gas, and you should react accordingly - you lose the number of hits appropriate (e.g. "Gas Double" reduces your hit points by two) and become aware of a noxious smell and limited breathing. Your character will do their best to remove themselves from the source of the gas.
Healing
Spells and potions are available for healing wounded characters. Healing spells can be learned by any magic-using creature, and potions can be made by any creature with the "Brew" ability. If no spells or potions are available, your character will slowly heal over time - one hit point can be regained in a time equivalent to your death count spent in quiet rest.
Hit Points
Every character has a certain number of hit points, depending on level, species and additional bonuses (from armour or spells/ items). The number of hit points represents the amount of damage your character can withstand before being killed. You lose one hit point for every point of damage that affects you. When you reach 0 hit points your character begins their death count. Hit points are global, meaning it does not matter where on your body you are struck, but we do ask that players make every effort to accurately roleplay pain and injury where they have been hit. Any ranged or mass damge received can be assumed to have hit either the head or torso.
Immunity
Most character will have at least one immunity. This allows them to ignore the effects of a specific type of call (such as Fire, Freeze, Gas etc.). A character can choose to mimic the effects of such a call to try and hide their immunity.
Invisibility
Certain characters have the ability to make themselves invisible for a short period of time. This will be roleplayed by a player holding one arm above their heads (TBC - coloured cards or ribbons are being discussed). If you see a player signifying their character is invisible you must ignore them entirely unless they make clear sounds or move other objects/ characters. Invisibility affects sight only. It is possible for other characters to use a spell to detect invisible creatures.
Lava
In the Dungeon Realm it is quite common to come across lava lakes and rivers, molten stone that causes damage to any who contact it (other than those few immune to its effects). In the Overworld lava is less common, but can be created or summoned by certain spells. Any character without Immunity: Lava takes 2 points of Fire damage every second that they are in contact with lava.
Levels
Each character begins play at Level One, with the basic abilities and statistics for their species. During play you can earn LP (level points) at ref discretion for excellent roleplay, achievement of goals and other arbitrary achievements. Once you have earned enough LPs you will Level Up, and increase one level - you will know about this when a ref hands you a new passcard with new statistics.
Mana
Mana is a renewable source of magical energy present in every known realm. Each character has a personal supply of mana, which recharges once an hour, as well as being able to carry portable mana. This portable mana has been distilled into physical form for storage, and is destroyed only when emptied. Portable mana can vary in sizes from one to hundreds of charges, and is normally crystalline or stone in appearance and texture.
Manufacture
Certain characters are able to use a Forge or Workshop to create items including armour, weapons, traps and doors. The items available to be made depends upon the blueprints available, resources and mana. Manufacturers are also able to repair damaged items "in the field". If your character does not have the Manufacture ability then you are not able to make or repair any item.
Minion
Every player character is a minion. Minions are the inhabitants and servants of the Dungeon Realms, serving a Dungeon Keeper in her or his attempts at world dominion.
Passcard
Your passcard details your character statistics, including abilities and immunities, known spells and other vital information. You must carry this with you at all times whilst in-character, and show it to any ref that asks. You will be issued a new passcard if your statistics change significantly, although refs can alter a passcard for small changes. You will never be required to hand or show your passcard to another player.
Phys-rep
A phys-rep is a physical representation of an item in the game (similar to props). As far as possible phys-reps must look like what they represent to make it clear to any casual observer.
Poison
A poison can exist as a paste or liquid, either made or secreted by a character. Some creatures secrete poison naturally, and are able to deal poison damage in combat. Characters with the Brew ability are able to make poisons, which can then be applied to a weapon or administered directly to a victim. If you are hit with poison damage you lose the number of hit points indicated on the call (unless you have Immunity: Poison) and your character feels incredibly unwell - dizziness, weakness and nausea - for a time equivalent to your death count. If you are does with a poison without a numeric damage call you do not lose hits, but your character will still have the illness effect. There is no effect if you are immune to poison.
Resist
Certain abilities allow a character to call "Resist" to some effects or calls. You do not use "resist" if you are ignoring an effect due to immunity.
Species
Each minion belongs to a species of Dungeon dweller. Your character species dictates the abilities and other statistics available to you.
Strength
Your strength statistics represents the innate strength of your character. It also determines how much damage you can deal in combat (Strength 1 = single, Strength 2 = double etc.). At points in the game you may be required to state your strength to complete an action (forcing a door, for example).
Strikedown
This ability allows a character to knock an opponent to the floor in combat. It is important to note that you must not call damage on the same blow as using strikedown - knocking someone over is a precise blow, and is deft rather than powerful. If you are struck with strikedown you must immediately fall to the floor as if knocked over - your shoulders and hips must be fully connected with the floor before you can get back to your feet. You cannot use any damage call whilst on the floor. If you are unable to fall, you must put your hands to your sides, close your eyes and count "Downed 1, downed 2, downed 3, downed 4, downed 5" before recommencing combat. If your opponent uses damage as well as strikedown in the same blow (e.g. they call "Double Strikedown" or similar) you can choose to take either the strikedown or the damage. Please note that the one-blow-per-second applies to strikedown blows as well as damage.
Study
Certain characters are able to use a Library to study in order to enhance their abilities or learn new ones. You should make sure a ref is nearby if you are intending to study, so that your efforts can be noted. Skills are developed or learned at ref discretion. Studying includes three key areas - experimentation, self-evaluation and rigourous debate.
Taint Land
Before an area can be claimed as a room or Dungeon lands, it must be tainted. Certain characters will have the ability to place a taint upon land areas. If you intend to use this skill you must have a ref present.
Teleport
This ability allows a character to travel (almost) instantaneously between two points. A character moving via teleportation will have two hands above their hand (TBC - other signals are being discussed) and is not visible, audible or in any way able to interact with anything around them. If you wish to use this ability you must make the appropriate signal and then report to a ref if you are travelling outside the immediate play area, or run as fast as you can to the area in which you want to reappear.
Torture
Some characters are able to use torture to extract information from captured enemies. There will be very specific guidelines about appropriate roleplay for this (to follow soon). If at any point your character is being tortured and you are not comfortable with the roleplay you are able to drop out-of-character and speak to a ref to decide the outcome verbally.
Training
The majority of characters are able to undertake training to enhance their abilities or learn new ones. Training can take place in a Training Room or a Combat Pit. You should make sure a ref is present if you intend to train, so that your efforts can be noted. Training can be done individually or in pairs/ groups.
Trap
Traps can be built by creatures with the manufacture skill, and some characters are able to create traps themselves (for example, Spiders are able to weave web traps). A trap will have specific effects attached to it, and you must follow these as detailed. There will either be a clear card stating the effects or a ref present. If you intend to manufacture a trap you must have a ref present to clarify what you are able to build.
Ability/ Abilities
Every minion will have certain abilities, depending on level and species. These abilities can be the use of certain weapons, damage calls, specific spells and so on. Your character may only use an ability if it is listed on their passcard.
Armour
Certain minions are able to wear armour to gain extra hit points. You should refer to the phys-rep and costume guidelines for notes on appropriate armour for each species. You can wear leather armour as costume for other species, but will not gain any mechanical advantage from doing so. You must avoid wearing metal armour unless your character is of an appropriate species.
Brew
This ability allows certain creatures to create potions of healing, poison or fire. There is no specific room for the brewing process, but access to a library and hatchery will increase the efficacy of potions created. Specific ingrediants are required for specific potions.
Create Room
Imps and Warlocks (depending on level) are able to create dungeon rooms. Different rooms allow for certain activities or effects to take place. A room is defined by floor space rather than walls.
Damage
This refers to the physical effect of an attack or event upon your character. For example, if you are struck in combat with a call of "Double", your character loses two hit points. Damage calls can either be specific (affecting only one character) or "Mass" (affecting multiple characters).
Possible Damage Calls:
- single, double, triple, quad (1, 2, 3 and 4 hit points respectively)
- Gas, Poison, Fire (see individual Glossary entries, below)
Death Count
Every character has a death count. This is a number representing how long your character will survive from reaching 0 body hits. Your death count should be counted aloud, using "Dying 1, ow, Dying 2, ow, Dying 3, ow" in a steady rhythm. When you reach the upper limit of your death count your character has died. You may continuing playing a corpse for up to three minutes. Once you have finished playing your corpse you must report to a nearby ref immediately.
Detect
This is an ability to detect certain effects or spells. If you are targeted with a spell of "Detect X", and X applies to you (for example, X is invisibility, and you are curretly using an invisibility spell), you must respond "Ping" in a clear voice. The character with the ability is now aware of the effect they have detected on you, as is your character. Other characters are not aware of the detection - if you are a third party (you overhear or see a Detect spell being used) you must not react (for example, Bob just used Detect Invisibility on Jim, and Jim pinged. Your character can still not see Jim, and is not aware he is there).
Drain
This is an ability that allows a minion to drain hit points and/or mana from an opponent through using a spell. If you are the target of this spell your attacker will gain one hit point or mana from you immediately upon casting, and then every count of ten (vocalised "Draining your hit points/ mana 1" etc.) in a steady rhythm, and you will lose one hit point or mana accordingly. If the count is interrupted, the drain does not work.
Dungeon
The Dungeon Realm is the only world the minions have ever known, an underground maze of individual Dungeons, each ruled by a Dungeon Keeper with the sole aim of destroying and enslaving the land above.
Dungeon Keeper
The Keeper is the ruler and provider of his or her own Dungeon, responsible for planning, building, strengthening, protecting, feeding and paying the resident minions. Of course, the Keeper rules with an iron fist, and is never loved for their work. The Keeper is also the primary source of mana in a Dungeon.
Fear
Fear is an effect than can be cast by certain minions, heroes and items. If you are hit with a "Fear" call you must flee in panic to at least twenty metres from the caster, and cannot approach them again for twenty seconds (you can count this using "Argh 1, argh 2, argh 3" etc.). Casters beware - once the effect of the spell wears off, those affected by it are often even angrier than they were to start with.
Fire
Fire is a specific form of damage caused by certain spells or abilities. If you are struck with fire damage your character has been burned, painfully, and you should react appropriately as well as losing the appropriate number of hit points. If you are immune to fire damage you take no damage at all (regardless of the numeric call accompanying the blow). Fire spells or abilities can also be used for setting items alight - please speak to a ref if you wish to do this.
Freeze
Freeze is a spell and effect call that can be used by certain characters and items. If you are hit with a call of Freeze you must stop any movement immediately (if you have difficulty maintaining your position you may move to either a standing-straight position or a sitting positiong but must then remain still).You must remain stationary for a count of 30 (vocalise as "Frozen 1, frozen 2" etc.) at which point you may move again. Your character has had their temperature dramatically reduced, and you should roleplay accordingly (trying to warm up, shivering etc.).
Gas
Dangerous gases can be used by certain characters or form part of traps and spells. If you are hit with a call of Gas your character has been affected by a potentially deadly gas, and you should react accordingly - you lose the number of hits appropriate (e.g. "Gas Double" reduces your hit points by two) and become aware of a noxious smell and limited breathing. Your character will do their best to remove themselves from the source of the gas.
Healing
Spells and potions are available for healing wounded characters. Healing spells can be learned by any magic-using creature, and potions can be made by any creature with the "Brew" ability. If no spells or potions are available, your character will slowly heal over time - one hit point can be regained in a time equivalent to your death count spent in quiet rest.
Hit Points
Every character has a certain number of hit points, depending on level, species and additional bonuses (from armour or spells/ items). The number of hit points represents the amount of damage your character can withstand before being killed. You lose one hit point for every point of damage that affects you. When you reach 0 hit points your character begins their death count. Hit points are global, meaning it does not matter where on your body you are struck, but we do ask that players make every effort to accurately roleplay pain and injury where they have been hit. Any ranged or mass damge received can be assumed to have hit either the head or torso.
Immunity
Most character will have at least one immunity. This allows them to ignore the effects of a specific type of call (such as Fire, Freeze, Gas etc.). A character can choose to mimic the effects of such a call to try and hide their immunity.
Invisibility
Certain characters have the ability to make themselves invisible for a short period of time. This will be roleplayed by a player holding one arm above their heads (TBC - coloured cards or ribbons are being discussed). If you see a player signifying their character is invisible you must ignore them entirely unless they make clear sounds or move other objects/ characters. Invisibility affects sight only. It is possible for other characters to use a spell to detect invisible creatures.
Lava
In the Dungeon Realm it is quite common to come across lava lakes and rivers, molten stone that causes damage to any who contact it (other than those few immune to its effects). In the Overworld lava is less common, but can be created or summoned by certain spells. Any character without Immunity: Lava takes 2 points of Fire damage every second that they are in contact with lava.
Levels
Each character begins play at Level One, with the basic abilities and statistics for their species. During play you can earn LP (level points) at ref discretion for excellent roleplay, achievement of goals and other arbitrary achievements. Once you have earned enough LPs you will Level Up, and increase one level - you will know about this when a ref hands you a new passcard with new statistics.
Mana
Mana is a renewable source of magical energy present in every known realm. Each character has a personal supply of mana, which recharges once an hour, as well as being able to carry portable mana. This portable mana has been distilled into physical form for storage, and is destroyed only when emptied. Portable mana can vary in sizes from one to hundreds of charges, and is normally crystalline or stone in appearance and texture.
Manufacture
Certain characters are able to use a Forge or Workshop to create items including armour, weapons, traps and doors. The items available to be made depends upon the blueprints available, resources and mana. Manufacturers are also able to repair damaged items "in the field". If your character does not have the Manufacture ability then you are not able to make or repair any item.
Minion
Every player character is a minion. Minions are the inhabitants and servants of the Dungeon Realms, serving a Dungeon Keeper in her or his attempts at world dominion.
Passcard
Your passcard details your character statistics, including abilities and immunities, known spells and other vital information. You must carry this with you at all times whilst in-character, and show it to any ref that asks. You will be issued a new passcard if your statistics change significantly, although refs can alter a passcard for small changes. You will never be required to hand or show your passcard to another player.
Phys-rep
A phys-rep is a physical representation of an item in the game (similar to props). As far as possible phys-reps must look like what they represent to make it clear to any casual observer.
Poison
A poison can exist as a paste or liquid, either made or secreted by a character. Some creatures secrete poison naturally, and are able to deal poison damage in combat. Characters with the Brew ability are able to make poisons, which can then be applied to a weapon or administered directly to a victim. If you are hit with poison damage you lose the number of hit points indicated on the call (unless you have Immunity: Poison) and your character feels incredibly unwell - dizziness, weakness and nausea - for a time equivalent to your death count. If you are does with a poison without a numeric damage call you do not lose hits, but your character will still have the illness effect. There is no effect if you are immune to poison.
Resist
Certain abilities allow a character to call "Resist" to some effects or calls. You do not use "resist" if you are ignoring an effect due to immunity.
Species
Each minion belongs to a species of Dungeon dweller. Your character species dictates the abilities and other statistics available to you.
Strength
Your strength statistics represents the innate strength of your character. It also determines how much damage you can deal in combat (Strength 1 = single, Strength 2 = double etc.). At points in the game you may be required to state your strength to complete an action (forcing a door, for example).
Strikedown
This ability allows a character to knock an opponent to the floor in combat. It is important to note that you must not call damage on the same blow as using strikedown - knocking someone over is a precise blow, and is deft rather than powerful. If you are struck with strikedown you must immediately fall to the floor as if knocked over - your shoulders and hips must be fully connected with the floor before you can get back to your feet. You cannot use any damage call whilst on the floor. If you are unable to fall, you must put your hands to your sides, close your eyes and count "Downed 1, downed 2, downed 3, downed 4, downed 5" before recommencing combat. If your opponent uses damage as well as strikedown in the same blow (e.g. they call "Double Strikedown" or similar) you can choose to take either the strikedown or the damage. Please note that the one-blow-per-second applies to strikedown blows as well as damage.
Study
Certain characters are able to use a Library to study in order to enhance their abilities or learn new ones. You should make sure a ref is nearby if you are intending to study, so that your efforts can be noted. Skills are developed or learned at ref discretion. Studying includes three key areas - experimentation, self-evaluation and rigourous debate.
Taint Land
Before an area can be claimed as a room or Dungeon lands, it must be tainted. Certain characters will have the ability to place a taint upon land areas. If you intend to use this skill you must have a ref present.
Teleport
This ability allows a character to travel (almost) instantaneously between two points. A character moving via teleportation will have two hands above their hand (TBC - other signals are being discussed) and is not visible, audible or in any way able to interact with anything around them. If you wish to use this ability you must make the appropriate signal and then report to a ref if you are travelling outside the immediate play area, or run as fast as you can to the area in which you want to reappear.
Torture
Some characters are able to use torture to extract information from captured enemies. There will be very specific guidelines about appropriate roleplay for this (to follow soon). If at any point your character is being tortured and you are not comfortable with the roleplay you are able to drop out-of-character and speak to a ref to decide the outcome verbally.
Training
The majority of characters are able to undertake training to enhance their abilities or learn new ones. Training can take place in a Training Room or a Combat Pit. You should make sure a ref is present if you intend to train, so that your efforts can be noted. Training can be done individually or in pairs/ groups.
Trap
Traps can be built by creatures with the manufacture skill, and some characters are able to create traps themselves (for example, Spiders are able to weave web traps). A trap will have specific effects attached to it, and you must follow these as detailed. There will either be a clear card stating the effects or a ref present. If you intend to manufacture a trap you must have a ref present to clarify what you are able to build.