This glossary contains some Milhamah RPG gaming terms and their comparison to other common RPG jargon:
Agent (or Player Agent): A character controlled by any player who’s not the Narrator, aka a playable character in other RPGs. Agents are subjects, but most subjects aren’t agents.
Attribute: One of seven main qualities that determine a subject’s general aptitude: Dominance, Vigor, Grace, Creativity, Wisdom, Peace and Blessing.
Cipher: One of three different ways in the Milhamah universe to alter a letter, also known as Atbash (red), Albam (blue) and Akhbi (green). To perform ciphering a letter on a die, flip the die 180 degrees to its other side. Sometimes an ability may call for a player to perform XC, where X equals a number. Flip over that number of dice according to the color and cipher recommended.
Domain Tag: Known as tags or manners for short, these are descriptors that sort of work as elements in Milhamah. Many RPGs have a handful of elements: Fire, ice, lightning, earth, etc. But Milhamah has hundreds that encompass materials, creature types, verbs and more. Many attacks and speech acts have tags, and those abilities will gain a bonus when comboed with other tags, or when targeting opponents with certain tags.
Freezing: Setting one or more dice away from the others. Frozen dice still count on the table, but they cannot be rolled, flipped or altered until they’re unfrozen.
Gender: The nature of a entity that usually corresponds with sex on a physical or abstract level. Not only do subjects have a gender in Milhamah RPG, but so do objects and places. The most common genders are masculine and feminine, though neuter and common (either way) are sometimes seen too.
Kind: A broad descriptor for the class of sentient being a subject is. Common ones are Benei Adam, Anaq, Nefil, Malakh, Shed, Beast, Bird, Creeper, Fish, Bug, Shellfish, Slime, Golem and Machine. This often correlates to species, race or ancestry in other RPG games.
Narrator: The player who manages the mission, referees rolls and rules, steers the plot and acts out side characters, including villains.
Object: Any item that a subject or agent may carry and use. Object subclasses include instruments, weapons, armor, accoutrements, consumables, tools and sundries.
Part (aka Lexical Class): Often known as class in other RPGs, this is the profession or archetype that broadly defines what your agent or subject does. There are 12 main ones in Milhamah RPG, with each corresponding to a lexical class or part of speech: Noun, Pronoun, Adjective, Determiner, Numeral, Verb, Adverb, Conjunction, Complementizer, Preposition, Particle and Interjection.
Place: These are the locations, site, cities or battlegrounds in the world of Avgad. Each domain has a shoresh that governs it. Enemy-occupied areas are often called domains.
Rank: A level from 0-32 that determines a subject’s status. Rarity, reputation, status and excellence increase rank. Rank 0 is Clear and is unable to fight or survive in most dangerous settings. Ranks 1-4 are White (Able to beat Bavel’s troopers and privates), 5-8 are Yellow (Able to beat Bavel’s sergeants and squad leaders), 9-12 are Orange (Able to beat Bavel’s flunky officers), 13-16 are Teal (Lieutenant), 17-20 are Blue (Captain), 21-24 are Brown (Colonel), 25-28 are Black (General) and 29-32 are Red (Marshal/supernatural). Agents may turn in Merit Points to increase their rank.
Shoresh Root: A shoresh root, or shoresh for short, is composed of a sequence or combination of radicals, or Hebrew letters. Usually there are three or four radicals to a shoresh, and only rarely two or five.
Subject: A character in a Milhamah story who is often played by the Narrator, i.e., a nonplayable character (NPC). These are usually villains, creatures, commoners or temporary allies. These characters usually aren’t as complex as agents unless they are very important to the overall story. While playable characters in Milhamah may be considered subjects too, playable characters are more commonly referred to as agents.
Successes: These are counted whenever a player rolls a die that matches a letter of a target shoresh or scores a “* Wild” face. Skills that require a target shoresh that’s three letters long need at 3 successes to succeed in an unopposed roll.
Tags: Tags are semantic descriptors which subjects, objects, places and more have that define what they are. Also known as Manners.
XD dice: The number of actual dice on the table that a player is able to roll during a roll or action. The default for rolling is 8D, and typically the maximum is 12 (unless your Narrator wants to buy extra dice and apply house rules). Some status ailments or situations in which your character’s physical acuity is strongly challenged or impaired (such as wounds) may reduce the D count to 6D or even lower. A conscious, aware character may have a minimum of 4D.
XR dice: The number of reroll dice a player is allowed to roll on a second roll, following a first roll. Attribute numbers are based on rerolls. Status ailments that reduce mental or social competency are more likely to hinder rerolls.
XS dice: The number of successes a player rolls. In opposed rolls, an agent doesn’t need to hit a set target of successes greater than 1. He only needs to roll as many or more than his opponent. However, if the character rolls a natural shoresh, the agent may get a stupendous result that exceeds expectations. Status ailments that are spiritual in nature or reduce luck are more likely to negate what would typically be successes.