Applejack's Isekai
Glossary
Previous ChapterTERMS
Sapient
An intelligent or self-aware being, including not only all people, but also several creatures, such as True Dragons.
Person/People
Any of the "Playable Races." Including Humanoids, Furred Races, and Manimals.
Humanoid
People with two arms, ending in hands, two legs, ending in feet, and a head on top. May have wings and/or a tail, or even other features, rarely. Examples include: Humans, Elves, Faeries, Dwarves, Gnomes, Goblins, Ogres, Orcs, Draconids, Dryads, and others.
Furred Races
Anthropomorphic animals, with the ability to transform into both a full-animal form, and a humanoid one, that still has a few animal features. (Such as ears, teeth/fangs, markings, etc...) Can be just about any mammal or marsupial.
Manimals
Half-humanoid/half-animal. Examples include: Centaurs, Harpies, Scylla, Minotaurs, Lamias, Arachnes, Merfolk, Fauns, Satyrs, and others.
Ident Bracelet
A natural part of every person’s body. They look like costume jewelry—cheap glass, with colored beads—and serve as character sheet and inventory. The different beads/buttons display different information.
Off Hand---Dominant Hand
Stats---Medical/Food
Skills---Misc.
Spells---Menagerie
Jobs/Quests---Equipment/Clothing
Creature
Any critter or beastie, including sapients who don't qualify as people.
Critter
Any natural animal, such as dogs, pigs, chicken, cattle, horses, cats, squirrels, etcetera, etcetera, etcetera... (Natural animals in the real world, not Equestria.)
Beastie
Any other creature, or any critter described as "Huge," "Giant," or "Monstrous." Such as Manticores, Chimera, Jackalopes, Hodags, Slimes, etcetera, etcetera, etcetera...
Soul Crystal
A magical gem left behind after a person or creature dies. All beasties and any critter that can seriously injure or kill a grown sapient (Including strongly poisonous spiders and frogs, scorpions, etc.) drop one when they die that can be mounted on a piece of equipment to grant a wide variety of bonuses. They can be used for several other purposes, as well.
People’s Soul Crystals do not give bonuses, and are only useful for proof of death, or as a memento. Despite giving no bonuses, they are not Blanks.
Blank Soul Crystal
Smaller critters (most rodents, fish, birds, reptiles, etc.) and exceptionally large bugs (like a goliath birdeater) drop these when killed. They can be mounted on equipment, but they offer no bonuses, and are only useful for powering magical appliances and summoning.
Nature
How docile, safe, and easily controlled a creature is. There are five: Spell-summon, true summon, tame, feral, and wild.
Spell-Summon
A creature that has been summoned through the use of the Spells ‘Summon Critter’ or ‘Summon Beastie,’ which temporarily restores a Soul Crystal’s living body, though the MP used for the summon remains unrecoverable for the duration of the summon. A spell-summoned creature can gain experience and levels, breed, and do just about anything a living creature can do. Can only be controlled by their summoner, unless ordered to obey someone else. They will only obey someone whose Taming level is not less than five levels below the creature’s own.
True Summon
A creature that has been restored to true life through the use of a ritual spell involving the blood from that kind of creature, and blood and cum from the true summon’s master. In addition to being able to do everything a spell-summon can do, true summon can also metamorphose. Like a spell-summon, it can only be controlled by its master—who is usually not their summoner—or someone they designate, so long as the creature’s level doesn’t exceed the person’s Taming level by more than five levels.
Tame
A creature that was born of a true summoned female, originally. This nature is inherited for X generations, before becoming Feral for 1/2X generations. (With the value of X depending on the creature in question.) Most livestock are tame, as are dogs and cats. (Though just like real life, ‘tame’ is a relative term for cats.) They will not obey anyone whose Taming level is more than three below their own.
Feral
A creature that is half wild and may attack with little provocation. However, they may also obey someone, if that person’s Taming level isn’t more than one level lower than the creature’s own. A feral nature is also inherited, for half as many generations as a Tame nature.
A true summoned creature will also become feral after its owner dies.
Wild
Any creature that is not one of the other four natures. Since this is the default nature for all creatures, it is not listed in the Scan panel.
Metamorphose
The ability of some beasties to become a different kind of beastie when certain conditions are met. Usually related to Stats and/or Skills, though Affinities and Resistances are also common requirements, and other factors may apply as well. (In pokemon terms, it’s evolution.) After a beastie undergoes metamorphosis, it’s Stats are all halved, though Skills, Affinities, and Resistances remain unchanged.
Settlement
Catch-all term for any/all population centers, regardless of size.
Village
A settlement with 1,000 or fewer inhabitants.
Town
A settlement with a population of 1,000-10,000.
City
A settlement with a population of more than 10,000, but less than a million.
Metropolis
A population center with over a million inhabitants.
In the flesh/In the fur
A slang phrase referring to the humanoid/anthro forms of a Furred Race person.
STATS
Level
A rough estimate of a person/creature’s overall ability. It’s based on Stats, Skills, and Spells, so it’s not always the most effective measurement for people. And different creatures have different Stats at Level 1, so even for them, it requires some knowledge to judge true threat level.
HP
If I really need to explain what this is, then I have to ask you: What rock have you been living under?
The natural limit is End x 10, but can be increased through various methods. Recovers naturally at a rate equal to 10% of a person's Endurance/hour while awake, and 20% Endurance/hour while asleep. Food, potions, and some spells can restore varying amounts.
If a person's HP dips below a certain percentage, equal to Endurance - 1/2Willpower, they have a high likelihood of being rendered unconscious. And of course, if it hits 0, they die, though they do have one minute to be resurrected with high-level Restorative Magic spells, or certain very rare items.
MP
Again, I shouldn't need to explain that this is the energy used to power spells, but there are a few games that call it something different, so just in case those are somehow the only ones you've played, there you go.
The natural limit is Intelligence x 10, but like HP, it can be increased through various means. Recovers naturally at a rate of Willpower/hour, double that while bathing, and quadruple that while sleeping. Items and potions can restore various amounts, too.
If a person casts a spell without enough MP, they lose HP equal to twice the difference, but once MP is zero, it becomes impossible to cast spells. And while there are no long-term effects of mana exhaustion or overuse, using too much at once can make a person tired.
STRENGTH
Strength determines how much damage a person does with melee weapons, and many pieces of equipment have strength requirements to wield. It also affects several skills, such as smithing.
Additionally, a person can carry 15 pounds on their person for every level of strength.
ENDURANCE
Endurance is the measure of a person's stamina, and determines their natural HP limit.
PERCEPTION
Perception is a measure of a person's awareness of the world around them, and is a rough average of the five physical senses and magical sensitivity. It's used to find/notice traps, hiding places, dropped items, or enemies trying to be stealthy.
AGILITY
How quick and flexible a person is. Useful for melee combat, accuracy with close-range weapons, and dodging enemy attacks. It's also useful for many Entertainment Skills. For example, Dancing and Acrobatics.
DEXTERITY
A person's fine motor skills. Useful for ranged weapons, playing most instruments, many kinds of crafting, and many Thief Skills. For example, Lockpicking and Pickpocketing.
INTELLIGENCE
The magical equivalent of Strength, it is NOT a direct measure of IQ. Many spells require a certain level of Intelligence before they can be learned, and a higher level can increase spell strength. It also determines how much weight a person can carry in their Inventory, at a rate of 100 pounds per level.
WILLPOWER
Willpower determines how quickly MP regenerates naturally, as well as the ability to inflict and resist Debilitative Magic, like Weak, Poison, Paralysis, and others.
It also affects interactions with wild creatures, and occasionally with other sapients.
CHARISMA
A measure of how sexy, charming, and generally attractive a sapient is. It affects many interactions with other sapients, and occasionally with wild creatures. Related to many Skills, including Haggling, Flirting, and Seduction, among others.
