Field Terminology
A player-facing glossary for equipment terms, combat language, resource systems, and Academy shorthand used across Dawnbreaker Trials.
Recall Beacon consequence is confirmed: if a downed character is recalled, they suffer 10% Kennel Damage.
Gear And Loadout
| Term | Definition |
|---|---|
| Slots | A cadet can normally carry 9 equipment or consumable slots. Skills, bags, or special gear may increase this limit. |
| Location Gear | Only one piece of location-based equipment can be worn in each body location, such as hand, foot, chest, legs, or head. |
| Accessories | Accessories currently have no standard equipment limit unless a specific item or GM ruling says otherwise. |
| Weapon Tier | Weapons range from Tier 1 to Tier 5. A cadet must have class or feature permission to equip a weapon of that tier. |
| Weapon Type | Weapons are grouped by role: Melee, Ranged, Magic, and Healing. Class and job combinations determine the highest usable type or tier. |
| Armor Class | Armor is described as Light, Medium, or Heavy. Light armor favors mobility and magic, Medium armor balances defense and flexibility, and Heavy armor provides the strongest physical protection. |
| Two-Handed | Large and great weapon types normally require both hands to wield. |
| Dual Wield | The ability to wield two one-handed weapons efficiently. Shields or non-weapon off-hand items may be allowed without Dual Wield if the GM approves. |
| Doublehand | Wielding a one-handed weapon with both hands for greater striking power. |
Battle Language
| Term | Definition |
|---|---|
| Turn | A unit's turn begins when they reach 100 AP. On their turn, they may move according to MV, take an action according to AP costs, then set facing. |
| Moving | A unit can normally move once per turn. Unused MV is lost when the turn ends. |
| Assist | A cadet's assist bonus can apply to allied actions made while adjacent, if the action and positioning allow it. |
| Facing | The direction a unit faces. Attacks from behind deal 20% extra HP damage. Diagonal damage does not count as behind. |
| Attack Total | Attack stat + weapon DAM + proficiency + bonuses. This is compared against Defense Total to calculate raw damage. |
| Defense Total | AR + PR against physical attacks, or AR + MR against magical attacks. |
| Raw Damage | Attack Total - Defense Total, minimum 1 damage before effectiveness is applied. |
| BRK Attack | BRK + proficiency + bonuses. BRK attacks reduce AR and do not deal HP damage directly. |
| Effectiveness Roll | The d20 roll made after damage is calculated. On 1-6 the result is glancing, on 7-19 regular, and on 20 critical. |
| Glancing Blow | An effectiveness result that deals 50% damage. |
| Critical Hit | An effectiveness result that deals 200% damage unless the specific ability says otherwise. |
| Precision | A value that can lower the critical threshold, allowing critical hits on lower d20 results. |
| Proficiency | Training with a weapon or method. Proficiency can increase attack records and may improve reliability depending on the action. |
| In-Combat Stat Changes | Temporary stat gains and losses return to their original values when their duration ends or combat concludes, unless a rule states otherwise. |
| Unarmed Attacks | Unarmed attack values are based on STR, usually reduced compared to weapon attacks. Confirm final damage with the GM. |
Spiritual Continuity
| Term | Status | Definition |
|---|---|---|
| Kennel | Confirmed concept | A cadet's spiritual attachment to the physical world and connection to planet energy. Current Game Rules list it as a 0-200 value that scales maximum HP, AR, and KI. |
| Recall Beacon | Confirmed rule | Emergency extraction system that delays permanent death. If a character is Downed and Recalled, they suffer 10% Kennel Damage. |
| Downed | Confirmed state | A character has fallen and is at risk of being Recalled if they cannot be stabilized, saved, or otherwise recovered in time. |
| Kennel Damage | Confirmed consequence | Spiritual damage suffered from severe events such as Recall. A downed Recall causes 10% Kennel Damage. |
| Kennel State | Under review | Older records describe core stats being reduced or increased by Kennel percentage. This needs GM confirmation before use as a mechanical rule. |
| Restoration | Under review | Older records describe Academy facilities restoring Kennel depletion for credits. Confirm cost and availability with the GM before use. |
| Overflow | Under review | Some situations may cause Kennel to exceed 100%, providing a temporary benefit. This needs final mechanical confirmation. |