Glossary of terms
A
ADVENTURE: A short plot or scenario that lasts between one and twelve hours.
ARCHIVE CHARACTER: A back up copy of a player's character sheet kept at Logistics. It can be used to replace a player's copy if it is lost or destroyed. It should also be updated every time a character gains a level.
ARMOR POINTS: A measure of armor's in-game protective value. This allows the player to take extra damage in battle. Armor can be physical, like a chain shirt, or magical.
AUTOMATIC SKILLS: Automatic skills cannot be rendered useless by any means. The skills function even if the character is unconscious or stunned. Body Level One is an example of an automatic skill.
B
BODY POINTS: Body points are a measure of the amount of damage a character can take before suffering wounds or dying. Starting characters have no body points, but additional body points can be obtained with the skill Body. No character is allowed to possess more than four body points: this includes monsters.
BOFFER: Padded weapons used for live action combat. Only a Boffer may be used during combat. Real weapons are not allowed.
BOLT: The missile that is launched from a crossbow.
BUCKLER: A small shield that is worn on the arm and leaves the hand free. It cannot be used in conjunction with bows, two-handed weapons and pole arms. This requires shield fighting to use. It counts as a shield.
C
CARRIAGE BOLTS: Used to attach handholds to shields. The bolt is rounded at the top and has a square block directly under the bolt's head. This block sinks into the wood of the shield, preventing the bolt from spinning.
CHARACTER AMNESTY: A policy that allows new players to change their character if they are unhappy with it. A player may use Character Amnesty only once. Character Amnesty does not apply if the character dies.
CHIRURGEON: Pronounced “Ki-urge-on”. Another name for the First Aid skill.
D
DEMO: A demonstration of live action role-playing. During a demo, players are safe from death and are encouraged to demonstrate their talents to prospective new players.
DUB: A light blow used against an unaware opponent. A dub is basically a light tap or poke with a boffer weapon on any legal target area.
DUCT TAPE: Sticky, cloth-backed tape used to build boffer weapons. Duct tape comes in several colors, but the most common color is gray. Duct tape is available at most hardware stores. A thicker version, called “Gaffer Tape”, is available and can also be used to build weapons.
E
ELECTRICAL TAPE: Sticky, thin tape used to mark weapon edges or seal seams when making boffer weapons. Electrical tape comes in several colors, but the most common color is black. Electrical tape is available at most hardware stores.
ENERGY: Something the Game Masters are typically short of.
EXPERIENCE POINTS: Experience points are used to represent a character's life experience. Points are awarded for attending games, playing an NPC and similar activities. These points are used to increase a character's level (see below).
EXP: Slang term for experience points.
F
FLORENTINE: Fighting with two weapons, one long and one short, very often a sword and a dagger. Fighting with two weapons requires the skill Florentine.
FLAIL: A medieval weapon that comprises of a spiked stick attached to a handle by a chain. Weapons of this nature are not allowed in Mid-Land.
FIGHTER PRACTICE: A chance for players to practice fighting skills. Fighter practices are out-of-game. Characters cannot be killed at a fighter practice.
FRUSTRATION: Something a Game Master is never short of.
G
GHAK'PA: A Powerful High Goblin drink.
GAME DAY: A game day is a period of Twelve hours. The game day cycle starts when the game officially opens. For example, if the game started at 10 p.m. Saturday night, the start of the next game day would be 10 a.m. Sunday morning. Many special abilities such as spell power resets every game day.
GAME MASTER: Game Masters are in charge of the game. They design scenarios, settle disputes amongst players, and monitor safety. The Game Masters word is law!
GARB: Costume or clothing.
GLOW STICK: A chemical light that activates when its container is bent and shaken. It lasts about eight hours. They come in several colors and available at most Army/Navy or hunting stores.
H
HAFTED WEAPON: Describes a weapon with a shaft, such as a pole-arm or axe.
HAND WEAPON: Describes a weapon with a total length of less than 42” wielded with one hand, such as a sword.
HAULBERK: A long shirt of chain armor.
HOLD: A verbal safety command that can be used to bring the game to a stop. Most often used for safety reasons. It should be called in a clear, loud voice. During a hold, players should not move, but may speak out-of-game and look around.
I
IG: In-game. Describes people or objects that are part of the game. Players sitting around the inn are in-game. Mid-Land coin and gems are IG. Other players may steal IG objects.
IP: In-play. Describes objects that are used during the game, but cannot be stolen. Normal weapons, for example, are in-play. Players cannot be in-play; they are either in-game or out-of-game.
INCANT: A short phrase that must be spoken in order to cast a magic spell.
INSTANTANEOUS: Spells or powers that occur without delay.
J
JERKIN: Medieval vest or jacket.
JUICED UP: Describes an object or character that is armed with poisons.
K
KILLING BLOW: A blow which quickly kills a character that is stunned, unconscious or near death.
L
LATEX WEAPON: A latex weapon is a boffer that has a covering of rubber latex instead of tape. Latex weapons are often more realistic, but harder to produce than tape weapons.
LEVEL: A measure of a character's overall experience. Levels are used to organize players into groups of equal strength.
LIVE STEEL: Describes real weapons of any sort. Live steel weapons are not allowed at the game.
LOGISTICS: Where all players must check in at the start of the game. Logistics handles sign-in, weapon inspection, character creation, and similar house keeping duties.
LOOP-HOLING: A form of cheating where a player bends or reinterprets rules to their own advantage.
LURP: A slang term form live action role-playing.
M
MACHINE GUNNING: A rapid succession of low power weapon hits. Machine gunning is against the rules. Players hit by a machine gun attack should count the attack as a single hit.
MAGIC CLOAK: Describes a player that ignores shots in combat claiming that they hit clothing. Hits to clothing, pouches, and other objects on a player’s person still count.
META-GAMING: Use of OOG information or abilities for the benefit of a player's character.
MISSION: Another name for an Adventure.
MODULE: Another name for an Adventure.
N
NEWBIE: A slang term describing a player at their first game. There is no offense intended through the use of this term.
NON-PLAYER CHARACTER: Non-player characters, or NPC, are the supporting characters in the game. Non-player characters portray parts created for them by the GM, such as monsters. Players who play the part of an NPC will be awarded experience points for their regular character.
NPC DRIFT: Occurs when NPC characters drift out of place during a game. Often a result of non-player characters becoming bored waiting for player characters to arrive.
O
ORBITAL SOCKET OF THE EYE: The skull cavity protecting the eye. The ridge of the orbital socket can be felt through the skin around the eye. Boffer weapons must have tips large enough to prevent them from entering this socket easily.
OOG: Out-of-game. People or objects that are OOG are not part of the game. For example, players going to the bathroom, cars or sleeping in private dwellings are OOG.
P
PLAYER CHARACTER: Player characters, or PC, are the main catalysts of the plot. Player characters are created and portrayed by the people who create them.
POMMEL: The butt-end of a weapon, typically a sword or dagger. It is referred to as a Butt Spike on hafted weapons. It is not legal to strike an opponent with the Pommel of a weapon. It is required to pad the pommel of a weapon to protect opponents from accidental contact in battle.
PROTECTIVES: Describes protective magic such as spell created armor or spell shields.
Q
QUEST: Another name for an adventure.
QUILLION: The cross-guard of a sword or dagger. The quillions on boffers are most often made of foam or thick rubber.
QUIVER: A case or sheath used to carry arrows or bolts. It is often worn on the back.
R
REPERTOIRE: A selection of skills or abilities. For example, a magic user would have a repertoire of spells.
RHINO-HIDING: Term used to describe a player who ignores shots in battle. Rhino hiding is considered cheating. Also see “Magic Cloak”.
S
SKILL POINTS: Used to purchase skill levels. Skills cost more points based on their in-game complexity. Each character starts with thirty skill points and gains ten additional skill points every time the character gains a level.
T
TAG BAG: Small beanbags packed with birdseed that represent ranged magic spells or the special abilities of some monsters.
TRAP: Devices designed to cause damage to the target once the trigger has been tripped. They are represented by small electric or mechanical noisemakers. If the trap is tripped, it will make noise and the target will take damage.
TRICK OR TREAT: A phrase used to describe players wearing improper racial costuming or bad garb. Trick or treat is in reference to a costume that looks like a bad Halloween outfit as opposed to a proper live action role-playing make-up job.
TROLLING: A term used to describe players who speak to or assist other players after their character has died or is otherwise out of game. Trolling is a form of cheating.
TUNNEL CRAWL: A short adventure held indoors. A building is set up to resemble a cave or dungeon. Tunnel crawls are filled with all sorts of traps and monsters. They are very often physically demanding to navigate.
TWO-HANDED WEAPON: A weapon that can only be used with two hands such as a pole-arm.
U
THE LETTER U: Refers to Glossary entry "Y".
V
VAMBRACE: Lower arm guard used to protect the forearm, and at times, the elbow.
W
WANDERING MONSTERS: Simple encounters involving small groups of monsters that are not part of a larger plot. One shot encounters.
WEEKENDER: Slang term describing a weekend long game, typically lasting from Friday to Sunday.
WOUNDS: Serious damage to a character. Wounds can cause permanent injury or even death. Wounds occur when a character is hit after they have no Body Points or Armor Points.
X
XP: Slang term for experience points.
Y
BECAUSE WE LIKE U: Refers to glossary entry Y.
Z
ZERO LEVEL TRAPS: A trap that can be disarmed without the skill Disarm Trap. Open pit traps, buckets of acid (water, confetti) placed over a doorway are examples of zero level traps.
ZOMBIE: A low powered undead creature. What the Game Master is by Sunday afternoon.
© Copyright 2002
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