Abilities - A term to cover all advantages, skills, backgrounds, flaws, powers, weapon masteries etc.
Advantages - A selection of elemental abilities available for characters to learn.
AP - Armour Points - the amount of times armour can be damaged before it reaches 0 AP. AP can be recovered over time or through abilities such as the Smithing skill.
Backgrounds - Roleplay focused and game affecting elements that make up character’s history. These may be purchased at character creation, and as character advancements at the discretion of the game team following significant roleplay or interactions.
Backstory - A piece of fiction, describing a character’s life before the game, including their flaw and background.
Bushi - The name for samurai who are martially focused.
Character Advancement - The process of advancing a character after character creation and attending an event. A character will gain XP to be spent on advantages and skills after every event.
Character Creation - The process of making a character in The Jade Throne, consisting of a specific set of rules determined by different choices, such as clan, school, flaw etc.
Clans - A group or faction within The Jade Throne. Membership of a clan dictates which advantages may be purchased at character creation. Each clan has a number of schools within it that in turn dictate school abilities, responsibilities, and available skills at character creation.
Courtiers - The name for samurai who are socially and politically focused.
Crew - The event crew covers people who play the monsters, NPCs, and who help make the game run.
Debilitated - The character should roleplay as if they are dazed and weakened. They can walk and talk as normal, but will be unable to use any active abilities.
Elemental Deficiency - Each clan has a particular element from which they are unable to cast spells from, known as their elemental deficiency.
Elements - The characters have particular affinities for different elements. These are Chi (Earth), Fū (Wind), Ka (Fire), Sui (Water), Kū (Void), and Kage (Shadow). These are represented within the game by Kami.
Event - An event is a session of the game attended by players and crew. This usually lasts from Friday afternoon to Sunday morning. Some abilities have a certain amount of uses per event.
Flaws - All characters must choose a flaw at character creation. They are negative, and should have the potential to create or enhance plot for the character personally or for the game as a whole.
Game Area - This covers the court, the courtyard, and the woods or encounter area. Characters are assumed to be in character during Time In in these areas.
Game Team - They are the event runners and are the ones who can assist in the creation of custom skills, spells, duelling styles, weapon masteries, alchemy etc.
Global - All damage is global in the game, this means that whenever a character is damaged in any location (such as their body, head, or limbs), that hit counts towards a single hit point pool.
Glory - Glory is the measure of how far a character’s heroic and noble deeds have spread throughout Tokoro.
Grace Period - If a character is reduced to 0 HP, they are dying. All characters have a 5 minute ‘grace period’ after which blood loss is too great and the character will die. During their grace period, a character may weakly call for help, or slowly crawl in the direction of aid, but may not use any abilities unless otherwise stated.
Heavy Armour - Armour phys reps which are non-flexible, such as metal, polyurethane, or harder leather.
Honour - The measure of character’s virtue, and how closely they embody the values of Tokoro.
HP - Hit Points - the amount of times a character can be damaged before they reach 0 HP and enter their grace period. HP can be recovered over time or through abilities such as the Physician skill.
IC - In Character - anything relating to something which happens as part of the game world, or is carried out by a character. This can refer to conversations, items, letters etc.
Indeterminate State - This is a state a referee or game team member can put a character in by using the call “DROP”. Characters in this state cannot be affected by IC actions.
Influence - The measure of a character’s sway in the courts of Tokoro, and how far their connections spread.
Instruction - Formal training from an NPC or player character with the Instruction background.
Intangible - A character who is intangible is immune to physical effects, and is unable to interact with or touch anything.
Karma - Reincarnation is the concept that an aspect of a living being starts a new life in a different physical body or form after each biological death. Karma refers to the spiritual principle of cause and effect.
Kū Pool - The maximum amount of VP a character has, this represents how balanced a character’s soul is.
LARP or LRP - Live Action Role Playing or Live Role Playing (there really is no difference between these terms, they mean the same thing).
Light Armour - Armour phys reps which are flexible, such as softer leather or padded cloth.
Melee - A LARP weapon which is either small, medium, or large and is used to strike opponents at close range.
Mental - A type of call that affects the mind or soul of characters, through magic or influence.
Mundane - Used to denote a form of natural skill and talent which is not magical.
Mystic - Used to denote a form of magic or supernatural force. Added to calls to denote their magical nature. Spells are all mystical by default.
Non-Com - Anyone who does not wish to be struck by a weapon. The majority of this game should be accessible to people who do not wish to get involved in combat.
NPC - Non Player Character - any character played on behalf of the game, such as by referees, game team, or crew. These characters have drives and goals dictated by the game.
OOC - Out Of Character - anything relating to something external to the game world or carried out by the player, such as checking the rules, or an area where the game is not happening such as a bathroom area. Knowledge gained OOC should never be used In Character.
Parry - To intercept a hit from a LARP safe melee weapon of any type with another LARP safe melee weapon of any type. Projectiles should not be parried.
PC - Player Character - the character of a player in the game or the player themselves.
Penumbra Taint - The physical representation of being influenced by evil forces. Characters become tainted by being in contact or in the presence of items, creatures, or other influences from the Penumbra.
Phys Rep - Physical Representation - prop or similar item used to physically represent an item for LARP.
Physical - A type of call that affects the body of characters, through strikes or effects.
Power Cards - Certain items and beings may be imbued with power, giving them mundane or mystical abilities. These will be represented by laminated power cards, also known as lammies.
Proficiencies - A skill which allows characters to use certain weapons or armour.
Ranged - A LARP weapon which is either a thrown weapon or a bow.
Referees - They ensure the game runs during Time In, and help with rules queries. They wear white robes.
Respite - Respites are breaks in the action, coinciding with meal times at 1pm and 7pm. During a day of the event, there will be three respite periods. Some abilities refresh at the start of a new respite.
Ring Value - The count of how many advantages a character has in an element.
Schools - Each clan is subdivided into schools or families, each giving access to a specific set of skills at character creation, and dictating how character advancement works.
Shindōshi - The name for samurai who are magic focused.
Skills - A selection of professional abilities available for characters to learn.
Specialists - The name for samurai who are part of a specialist school within Tokoro which trains specific skills.
TBH - Total Body Hits - the combination of HP and AP. This can go to a maximum of 10, or 12 for Kani bushi.
Upper Court - The larger court where all of the high ranking courtiers discuss important matters.
VP - Kū (Void) Points - these are a resource characters can spend or burn to activate abilities.
Weapon Masteries - These are combat focused martial skills that can be improved over time. To represent this specialist training, a character might be able to add a particular call to their strikes in combat.
XP - Experience Points - these are used to buy skills and advantages, and are gained after events.