[center][hider=Quick Terms] [b]Fate[/b]: A mechanism by which the lives and actions of Mortals are guided. While vague in utilization, Fate permeates each game and opposes the concept of Chance. [b]Chance[/b]: A schism by which the lives and actions of Mortals deviate from Fate. While vague in utilization, Chance always opposes Fate in each game. [b]Participant[/b]: A Mortal chosen by a Sponsor to participate in the game. Participants are given Abilities that share a vague esoteric connection to their deepest Desire. [b]Sponsor[/b]: An assortment of beings involved with the game, they are not Mortals and may only influence events through championing a Participant. [b]End[/b]: The cessation of any given Reality through actions of Fate or Chance. [b]Nothing[/b]: Absence of reality between sessions of the game. A primordial chaos that often produces Realities after a short incubation. [b]Something[/b]: Reality itself. Also referred to as an 'Incantation'. [b]Catalyst[/b]: That which turns 'Something' into a battlefield compatible with the game perpetuated by Sponsors. Interchangeable with the term 'Event'. [b]Mortal[/b]: Beings that inhabit Something. Usually the central pieces in games. Limited to the Corporeal side of Reality. Notable Mortals are chosen by Sponsors for their Desire and granted Abilities that reflect this whim. These Mortals are labeled as Participants. [b]Reality[/b]: That which is eventually revealed through the machinations of Fate and Chance. [b]Desire[/b]: That which opposes Reality. Usually held by Mortals. When a Sponsor approaches a Mortal of Desire that they deem sufficient, the Mortal will be offered a Pact. If they accept the Sponsor's Pact, they will be granted an 'Effigy Emblem'. [b]Effigy Emblem[/b]: The strange beyond-Mortal potency granted to Participants. Sometimes simply called an 'Effigy' or 'Emblem', it is that which, through a Sponsor, gives reflection to the Desire of a Participant. Effigy Emblems are often literal tokens, belonging to one of several Participant Classifications. The Emblem distorts this Desire with the Sponsor's own essence, allowing the Mortal to wield strange and unexplained phenomena as their weaponry. [b]Classification[/b]: Weapon, Vessel, Totem and Grimoire. The four respective 'Classes' that a participant can fall into, once they accept a Pact. [color=BC8F8F][i]Weapon[/i][/color]: Those who utilize their Effigy Emblem in direct combat, be it up close or from afar. Weapon Class Participants are given a Weapon that evolves alongside them, and can eventually be imbued by their Sponsor directly. Their strength lies in unpredictability, given that nearly any object can become a Weapon. Their weakness is that their Weapon is an object they can become separated from. A Participant who masters the full scope of their Weapon is a dangerous combatant. A stolen Weapon will not function in the hands of another Mortal, or Participant. [color=BC8F8F][i]Vessel[/i][/color]: Those who are bound deeply to their organic Effigy Emblem, which appears as a sapient creature and remains perpetually by the Vessel Participant's side. Through the Vessel Effigy, a Participant can channel abilities. No two Vessels are the same, aside from their capacity for growth and the depth of the bond shared with their masters. Their strength lies in the ability to coordinate attacks with their Effigy Emblem and the abilities inherent to it. Their weakness is that Vessels can not stray far from their master, and damage inflicted onto the master will weaken the Vessel itself. Vessels often reflect the emotional state of their master, but cannot act outside their commands, often the two will support one another. A Vessel and Participant working in tandem, at their peak, is certainly a sight to behold. [color=BC8F8F][i]Totem[/i][/color]: As with Weapons, Totem Class Participants are gifted with an object Effigy Emblem; one which is permanently attached to their person, in one way or another. Totem Classes are notorious for seeming to resemble Weapon Classes in their early stages of development, being forced to use themselves as a conduit for abilities. As with Vessels, no two Totems will be the same and they grow alongside the user. Their strength lies in growth capacity and wide diversity. Their weakness is having a limited skillset, until the Totem is awakened through a sort of spiritual journey; alongside this, if a Totem is forcibly taken from a Totem Class Participant, they become incapable of using their abilities. A fully awakened Totem is extremely dangerous, given how close it becomes to becoming a part of the Participant. [color=BC8F8F][i]Grimoire[/i][/color]: A loose term for those who are given a book, or other arcane implement. Grimoire Class Participants often wield abilities that seem like magic, usually being based in that which changes the Reality around them. Elemental Grimoires are the most common, but have the most limitations in their versatility. Cursed Grimoires give the Classed Participant access to a particularly potent set of skills, but alongside them is the caveat of extensive utilization rules and conditions. Their strength lies in their sheer power. Their weakness lies in their complexity or simplicity. Grimoires do not bond deeply with their Classed Participants, having no will of their own, or potency that is not already within their pages; it is up to the wielder to become familiar with the Grimoire and use it effectively. [b]The Court[/b]: A loosely connected group of the esoteric Sponsors. Each within the current Court (the Third Court, precisely) will compete in the coming Event/Game to preserve their status within the Court. A Court can be composed of any number of Sponsors, with the Third Court possessing twelve in all. Intrigue and subterfuge is common among Sponsors who share animosity. It is by their hand that The Catalyst is put into place, and by their vote that the shape our dear Event is given shape and rules. Courts convene fairly often, to discuss matters of importance occurring within the Incantation they inhabit. Once the Game begins, they will still hold these meetings, but with increasing rarity. A gathering of the Court involves a massive metaphysical citadel that is simply called "Virtue". [b]Judge[/b]: A creature neither Sponsor or Mortal. Constructed by neutral parties, the Judge serves to watch over a Game and ensure that the rules are observed by both Participants and Sponsors. They hold a sort of immutable power, once they choose to invoke it, and deal harshly with those who would desecrate the sanctity of The Event. They work in tandem with the Game Master. This particular Judge is named [i]Magician[/i]. [b]Game Master[/b]: Similar in nature to the Judge, a Game Master's title is quite literal. Holding dominion over the entirety of the Event's procession, Game Masters also serve to make things interesting for all parties involved. While they are, in their core, inclined to adhere to the rules, Game Masters are far more fickle; resembling Mortals more than the Judge, or other Sponsors. This particular Game will have two Masters. One Event Master and one generalized Game Master. The Event Master is a new addition to things, intended to provide challenges to Participants; granting gifts to those who pass. Sponsors ultimately have the last say in whether or not a Participant actually receives their boon, however.[/hider][/center] Updated list of Quick Terms. I've added Participant Classes, along with some other stuff! Instead of changing the Terms in this thread, I'll add a few more and use this in the OOC.