the act of an Omega, especially a Main character, appearing in a Title that they are not normally a part of.
everything, besides the Planet scores, that expresses your character in game-mechanical terms; essentially everything on your character sheet except for the Storypath cards and Planets (and Name). Some have special names, such as Traits, Flaws, Powers, etc.
non-Omega characters. Characters who are in balance with reality, and thus have no need for Planet scores (and the dice that are used for them) in describing them. Since they have no Omegaed Planets, they do not have any Powers, but they often still have Traits, and, if played by a Player, will have Storypath Cards. For purposes of helping the SG out, they are classified, in increasing order of Issue importance, as Extra, Walk-on, Recurring, Supporting, and Major (q.v.).
the Force of action and movement and change. Governed by Mars, God of War.
a Diceless character, generally without any Traits, who occupies a very minor role in the Issue. Usually doesnıt even have a name.
A special kind of Trait. Flaws are Traits that are almost always negative in effect, and thus a detriment to the Character. A Flaw is something that the Character would like to be rid of.
There are 5 Forces that govern the world. They are Static, Dynamic, Known, Lost, and Passion. Like the 4 modern forces that govern our world (gravity, electromagnetism, strong, and weak), everything that happens happens according to the laws of these Forces. However, these Forces are much more archetypal, and more readily observable to the average person. Also, there are some people who are not governed normally by one or more of the Forces, and thus do not abide by its laws. These are the Omegas (Omegas) (q.v.).
all of the Omegas other than the Main characters. Usually, there are one or more villainous Guest characters in an Issue, and there may also be heroic Guests, who are not part of the Main characters, but are Crossing Over (q.v.). They are almost always played by the Storyguide.
The ordering of the dice, and thus their corresponding Forces, when they are rolled. It is the Hierarchy that determines the outcome of an in-question action. The smaller the number on the die, the higher it is in the Hierarchy. The top position (lowest number), which may only be occupied uniquely, is labeled Dominant. The next highest position, or highest if the lowest number is tied, is labeled Major. The lowest position, which again may only be occupied uniquely, is labeled Weak. The final position, above Weak and below Major, is labeled Minor. The Dominant and Major positions are favorable, and indicate success if Favored Forces fall into them. The Weak position is unfavorable, and indicates failure if a Favored Force falls into it.
a single session (evening/afternoon) of game play. Most Issues contain multiple Pages, and they are often grouped into Miniseries.
the Force of science, reason, and the rational world. Governed by Mercury, Patron of Discovery.
the Force of the mystical, magical, and forgotten. The source of faith and magic, and the governing Force for esoteric occult knowledges. Governed by Saturn, the Mystic.
a character played by one of the Players. They are the characters around whom the stories of every Issue revolve.
The exploits of the characters are organized in a number of ways. One of those is the concept of Title(q.v.). The Main Title is the Title that includes all of the characters as Main Characters (q.v.).
a very important Diceless character, on par with the Main and Guest characters. She will be named, with a well-detailed personality and background, and a full complement of Traits. She may even be a Main character, and thus have Storypath Cards.
a series of Issues that are all linked together to form a single plot. The Issues of a Miniseries usually are part of a single Title, but this is not necessarily the case, and itıs perfectly reasonable for a Miniseries to span as many Titles as it has Issues.
a villain who has a particular interest in defeating a hero or group of heroes, and who is often of particular interest to the hero(es) in return.
Someone who is ³out of the sight of² one of the Planets, and therefore not limited to the normal rules of the Force it governs. As a result, they have what we would call superpowers, and are often capable of feats well beyond human norms. Also, Omegas are literally unseen by the Planet(s) they have Omegaed, and thus cast no shadows in their light though this lack of shadow is overwhelmed by the light of all the other stars, as well as the Sun and Moon, without a special ability to notice it. Nobody knows who first used the term ³Omega², but it is suspected that it was someone trying to be clever and show their learning by making a reference to the end of normal laws where these people are concerned.
the Force of emotions and feelings. Governed by Venus, Goddess of Passion.
a series of events that are all tightly tied together and take place in a short span of time in a single location. Essentially, a scene. A Page may be made up of any number of Panels, including none. Depending on the nature of the activities it encompasses, it wonıt always be divided into Panels. A Series of Pages make up an Issue.
the smallest unit of time in the game system. During one Panel, a character may accomplish one simple action, such as making an attack, lifting a sinking ship, or delivering some dialog. More complex actions, such as disarming a complex trap, delivering a monologue, debating a course of action, or laying an ambush, will take multiple Panels.
the dice ratings on your character sheet. They rate how much the various Forces affect your character; Smaller numbers indicate a stronger influence. Also, a metaphorical term for the Forces; each Force is thought to be governed by one of the known Planets.
while all of the participants of most games are referred to as players, here the term has a slightly more specific meaning. The players are all of the participants except the Storyguide (q.v.).
The advantageous special Descriptor associated with your Omegaed Planet. Powers generally fall outside the bounds of normal reality in the world. A Power should be somehow exceptional, either in nature or degree, so as to keep it distinct from other Traits.
a special kind of Trait. Power Stunts are special uses of a Power that arenıt outside of its purview, but arenıt necessarily an inherent part of it, either. A Power Stunt guarantees the ability to utilize the Power in this borderline area.
the Descriptor that stems from an Omegaed Planet. which is neither advantageous nor disadvantageous on the whole. Like a Weakness or Power, it should be somehow exceptional or supernatural.
a Diceless character that has appeared in several Issues; often starts out as a Walk-on. She is almost always named, and her personality and background are usually at least sketched out. Recurring characters generally have several Traits.
Retroactive Continuity. Claiming that something was always true, and that history is now the way it would have been, had it been true. One method of altering something (usually a character) and maintaining consistency.
the Force of stability and the status quo. Governed by Jupiter, the Eternal Ruler.
the Storyguide is the participant who currently isnıt a regular player. It is her job to detail the setting, play all of the extra characters, provide a scenario, and adjudicate actions.
a Diceless character with a regular role in a Title. She is named, and her personality and background are somewhat detailed. Supporting characters generally have quite a few Traits.
the collected adventures of a particular Omega or group of Omegas.
Descriptors other than your Power/Weakness/ Quirk. Some of these are in turn given special names, such as Flaws and Power Stunts.
a Diceless character who has a very minor, usually one-time, role in an Issue. She is usually only minimally detailed, and has only a few Traits.
The disadvantageous special Descriptor associated with your Omegaed Planet. Many Weaknesses tie directly to the Power, and either limit it in some way, negate it under some circumstances, or provide a way to counter it. But this need not be the case, and a Weakness could work in any way. What is important is that it be somehow exceptional, either in degree or nature, or it would simply be a Flaw Trait.