Pantheon LARP
- Aggravated Damage: Aggravated damage requires double healing.
- Appropriate Amount of Energy: Each skill that requires energy has the amount you must expend in order to use in listed on the skill path.
- Armor: Leather, chain, or plate worn to protect.
- Armor Point: Allows you to take additional hits. All damage done, except direct body damage, is taken from armor before body.
- Armor Damage: Damage done directly to armor points.
- Back Story: The history of a character.
- Blanket Build: Build given to a character that can be used to learn skills during the event or spent at the beginning of next event.
- Blue Print: The directions to make a mechanical device.
- Body: Represents your characters “hit points”, or how much damage they can take before they fall into their death count.
- Body Damage: Damage dealt directly to a characters Body points.
- Body Progression: The rate at which a character can buy body with build.
- Body Point: The amount of “hit points” your character has before you fall into the death count.
- Boffer Weapon: Used to strike and deal damage. These must be safe and staff approved to be used.
- Build: Spendable points used to learn skills and purchase body, energy, etc.
- Character Card: Your characters skills, body, build, and path.
- Character History: Your characters past, the way they deal with problems, and other important information about your character.
- Claws (small, medium, and large): Natural weapons, mostly used by monsters.
- Common (language): The native tongue of Panthes.
- Contact: An NPC that you have a relationship or agreement with who will provide you with information.
- Continuous Effect: An effect that never stops.
- Continuous Skill: A skill that never stops.
- Costuming Requirements: The required costuming to play a race.
- Cumulative Results: Adding the results of numbers to get a net result.
- Damage: Points that take away from armor and body.
- Death Count: When reduced to 0 body you begin your death count and if you reach the end, you die.
- Duration: The length of time an effect lasts.
- Elements: The core rudiments that make up everything.
- End of Period: After the end of a period all energy is refreshed and tags are changed.
- Energy: Represents your characters ability to use skills.
- Event: The weekend gaming session.
- Fall Damage: Damage taken when you fall from a dangerous height.
- Fire Damage: Fire damage is considered aggravated damage.
- First Aid Kit: Required to use the First Aid skill. You must have bandages, a vial of water, and flint and tinder in a first aid kit.
- First Stage Death Count: The first two minute period of dying. You are barely conscious and can’t move.
- Game on: The beginning of the game. All actions after Game On should be only in-game actions and conversation.
- Glue: Stick an object or person to a surface. Can only be broken with at least +1 Strength.
- Handful : No more than what you can fit in your hand.
- High Ground: Anytime an attack is on a higher elevation than a defender.
- Hold: When called all in game actions stop. Players should take a knee. The person who called the hold should state why they have done so and resolve the hold. If a staff member is required to resolve a hold, if they are not on scene, either a nearby walkie marshall should be informed or a player should go to logistics to inform staff. After the issue is resolved the person who called the hold should “un-pause” the game by saying “3, 2, 1, lay on”.
- In Between Events: The simulated time to take in game actions in between game events.
- In Game (IG): In game subjects. Roleplaying is in game, swords and armor are in game.
- Lay On: Restarting the game after a hold.
- Lore: The history and legends of the land.
- Mental Effect: Targets the mind.
- Natural Armor: Armor that the creature or player has due to racial benefits.
- Non Combat Situation: Any event that takes place with no striking for damage.
- Non Player Character (NPC): A person in game who is used to progress the story.
- Out of Game (OOG): Real world subjects. Baseball is an out of game topic; soda is an out of game item, for example.
- Palm Sized: Can be no bigger than your palm.
- Pain Effect: Character cannot use Energy based skilled.
- Period: Represents duration of time in game.
- Period Change: When the period advances. Energy is refreshed and tags are changed to the next period.
- Physical Attack: Must strike the target to work.
- Physical Effect: Targets the body.
- Pin Effect: Sticks a limb or object to a surface. Can only be broken by at least +1 Strength.
- Player Character (PC): A player in the game.
- Prof: Means Proficiency. Add damage to a weapon of the type you choose when you learn it.
- Purchasable Racials: Skills that are unique to the race you play. They must be learned in game if they are not purchased at character creation.
- Racial Advantage: The benefits a person of your race receives.
- Racial Detriments: The hindrances a person of your race incurs.
- Role Playing: Staying in character and interacting as your character would.
- Role Playing Points: Accumulated when you do well in a role playing situation. Can be given out by Role Playing Marshalls or Staff.
- Rune: A one-time use magical item.
- Second Stage Death Count: The second two minutes of your death count. You are unconscious. After two minutes you are dead.
- Service Points: Accumulated when you donate or assist staff. For every 100 Service points, you earn 1 build.
- Shelf Life: How long a potion will last before it loses its properties.
- Shifter: Anyone who can change into an animal form.
- Silence: When a player is unable to speak.
- Skill Packet: A small piece of cloth tied off and filled with birdseed. Used to deliver ranged skills.
- Sleep: A natural sleep effect.
- Slow Effect: Causes the target to move at a maximum speed of a zombie-like pace.
- Source Crystals: Pieces of the goddess Source, they fuel Source magic.
- Staff Member: The people who run the game. They have the final say on any rules questions or safety issues.
- Starting Body: The amount of body a character of your race starts with.
- Starting Build: The amount of build you can spend on skills and body before you begin play as that character.
- Stun Effect: Character cannot attack, defend, or move unless hit for damage.
- Surprise Attack: An attack made against an opponent that is unaware.
- Tangle Effect. Character is tripped and cannot move.
- Target: The intended subject of an effect.
- Taxes: Payment made every month for living expenses, military funding, etc.
- Touch: Must be in direct physical contact (contact with clothes is fine) in order for the effect to work. Make sure your target is comfortable out of game with where you are touching.
- Tracks: A trail left behind by something.
- Trap: A device that triggers and has an effect.
- Unconscious: Knocked out cold, cannot be woken up and cannot take any actions.
- Unit of Material: One portion of a crafting material.
- Visions: Insight into the past and future.
- Walkie Marshall: Someone who is trusted with a walkie talkie so they can quickly get in touch with logistics or a staff member.
- Zombie Like Pace: Walking at a very slow pace.
