Part V · Appendices & Index
Index
A
- Absent players — When Someone Can’t Make It
- Accessibility — Playing Your Way
- Action — Steps and Dice, Your Action
- Advantage — Intents
- Aftermath — The aftermath
- Agenda — What a Faction Is, Agendas
- Alarm — The alarm
- Animal tags — Shifter
- Answering a telegraph — Answering
- Archetypes — The Archetypes, How Archetypes Work, Picking Your Archetypes, Archetypes and Titles, Archetypes, Resolve and Study at the Table
- Arcs — Campaigns, Between Arcs
- Area die — Area, Area magic, Elementalist
- Armour — Armour, When It Lands
- Aspiration — Aspiration
- Attunement — Attunement, Attuned Things from the Story
- Aura — Aura, Aura and Resolve
- Awakened — Attunement
B
- Bag — What You Carry
- Bard — Bard
- Blaze — Hurt, Blaze and Scars
- Blessings — Wards and blessings
- Bloodsworn — Bloodsworn
- Bonds — Bonds and threads, Playing the strain
- Boon table — The Oracle
- Boons — Boons and Burdens, Appendix C
- Boss — Tags are its health, Tough
- Bring something in — Aura
- Budget — Telegraphs a Round, The Threat Budget
- Burdens — Boons and Burdens, Attunement
C
- Campaign, ending a — Ending a Campaign
- Carrying — What You Carry
- Catch — Catches and Trouble, Attunement, Hurt, Blaze and Scars, Catches and Resolve at the Table
- Challenge — Threats
- Character sheet — Appendix A
- Chase — Chases
- Check-ins — Check-Ins
- Climbing dice — Things That Climb
- Clock — Stakes, Clocks and Events
- Combo — Working Together
- Condition — Conditions
- Confidence — Confidence, When It Lands, Appendix C
- Consequence — Consequences
- Crew — The Crew, The Crew, Session 1 to 20
- Crew questions — Connect
- Crew tags — Crew tags
- Crew, as a faction — The Crew
D
- Death — Death, Hurt, Blaze and Scars
- Defence — When It Lands
- Defend — Defend, Guardian
- Downtime — Downtime
- Downtime rolls — Rolling in downtime
E
- Elementalist — Elementalist
- Epilogues — Ending a Campaign
- Equipment — What You Carry
- Event — Stakes, Clocks and Events
- Exploding dice — Warrior
- Exploring — Exploring
- Exposed — Conditions to start with
- Extra actions — Extra actions
F
- Face (archetype) — Face
- Faction — Factions
- Faction Sheet — Appendix A
- Faction turn — The Faction Turn
- Factions — Factions
- Fear — Confidence, When It Lands
- Fired up — Confidence
- First session — Session Zero
- Forms — Unique mechanics
- Frames — Frames
G
- Glossary — Appendix F
- GM moves — When They Look at You
- Goal, party — The Party Goal
- Going beyond — Going Beyond
- Growing — Growing
- Guardian — Guardian
H
- Healer — Healer
- Healing — Healing, Healer
- Hidden tag — Hidden tags and weak points
- Hiding — Extra actions, Shadow
- Holding your ground — Confidence
- Hook — The aftermath
- Hunter — Hunter
- Hurt — Hurt, Blaze and Scars, Healing
I
- Illusionist — Illusionist
- Influence — Face
- Intent — Intents
- Introducing a truth — Scholar, Studying Something
- Investigating — Investigating
- Items — Items, What You Carry
- Items, attuned — Attunement, Attuned Things from the Story
J
- Joining a crew — New Characters
- Journey — Travelling
K
- Keepsake — What You Carry
L
- Layered — Tags are its health, Unique mechanics, Tag Reference
- Leader — Leader
- Leading — Leader
- Leg — A Leg on the Road
- Let it ride — When It Lands, Answer, Defend, Take the Hit or Let It Ride
- Letting trouble bite — Catches and Trouble, Aura
- Levers — Appendix C
- Likely and unlikely — How Likely Is It?
- Lines and veils — Lines and Veils
- Log — The log
- Long game — The Long Game
M
- Magic — Magic, Schools of Magic
- Maker — Maker
- Marked — Hunter, Marked
- Material — Attunement
- Mending a thread — Bonds and threads, Playing the strain, Mending Threads
- Move action — Movement and Range
N
- New characters — New Characters
O
- Opening — What a Win Does, Tags Are the Battlefield
- Oracle (archetype) — Oracle
- Oracle odds — How Likely Is It?
- Oracle, The — The Oracle
P
- Party sheet — The Party Sheet, Appendix A
- Perfected — Attunement
- Permission — Permissions, Writing Permissions
- Places — Twenty Places
- Planning scene — The planning scene
- Player reference — Appendix A
- Playing Carefully — Playing Carefully
- Projects — Projects
Q
- Question, investigation — The Question
- Quick Build — Quick Build
- Quick heal — Healing
- Quick Reference — Appendix D
- Quick Rulings — Quick Rulings
R
- Range — Movement and Range
- Ready-made characters — Six Ready-Made Characters
- Reputation — The Crew
- Resolve — Resolve, Aura and Resolve, Catches and Resolve at the Table, Archetypes, Resolve and Study at the Table
- Retiring — Retiring a character
- Ritual — Rituals
- Round — The Round
- Round budget — Telegraphs a Round
- Running doesn’t dodge — Telegraphs
S
- Scar — Hurt, Blaze and Scars
- Scene clock — A clock on every scene
- Scene, building a — Building a Scene
- Scholar — Scholar
- Session Zero — Session Zero
- Session, the — The Session
- Set actions — Set Actions, Filling In Your Set Actions
- Shadow — Shadow
- Shadow pool — Shadow
- Shaken — Confidence, Conditions to start with
- Shifter — Shifter
- Site — Building a Site
- Snapping a thread — Bonds and threads, Playing the strain
- Souls — Summoning, Summoner
- Splitting — Splitting
- Spotlight — A moment for each character
- Stake — Stakes, Clocks and Events, Stakes, not obstacles
- Standing — Standing
- Step — Steps and Dice
- Straining a thread — Bonds and threads, Playing the strain
- Stride — Movement and Range
- Study — Studying Something, Scholar, Archetypes, Resolve and Study at the Table
- Summoner — Summoner
- Summoning — Summoning, Summoner
- Supplies — Setting Up a Journey, Running out
- Swapping permissions — Grow, Boons and Burdens
T
- Tactics — Tactical Play
- Tag — Threats, Appendix B, Maker
- Take a breath — Your Action, Confidence
- Take the hit — Taking the Hit
- Teamwork — Working Together
- Telegraph — Telegraphs, Telegraphing Well
- Teleporter — Teleporter
- Tempered — Attunement
- Threads — Bonds and threads, Playing the strain
- Threat budget — The Threat Budget
- Threat, building a — The Threat Builder
- Tie — The Roll
- Title — Archetypes and Titles, Title Ideas
- Title ideas — Title Ideas
- Tough — Tough, Running the Game
- Trail — Three trails to everything, Secrets and Discovery
- Traits — Traits
- Traps — Traps
- Travelling — Travelling
- Trouble — Catches and Trouble, Catches and Resolve at the Table
- Twist table — The Oracle
U
- Utility items — What You Carry
W
- War — If war comes
- Wards — Wards and blessings
- Warrior — Warrior
- Weak point — Hidden tags and weak points
- Wealth — Spending Wealth (factions), Spending Wealth (the crew)
- Weapon properties — Weapons and their properties
- Wound die — Healing
X
- X-card — The X-Card
Zi’Dara · End of Book