Dogs Lite Glossary
Acuity – One of the four character statistics. Acuity is prioritized by characters who are perceptive, alert, educated, clever, savvy or well-read.
Arena – When a conflict is established the participants stay within certain bounds. The arena describes the two active stats (heat + will for talking, body + acuity for combat, etc.) that all the participants use. Changing the arena requires a character to exceed these bounds by escalating the conflict.
Body – One of the four character statistics. Body is prioritized by characters who are big, healthy, strong, wiry, muscular, tall, graceful, quick, or steady.
Dynamics – A type of character bonus. They are added to the effort pool when used in an applicable attack or defense. Dynamics can only be used once per conflict. There are three subcategories of dynamics, Traits, Items, and Spells.
Effort – The numerical value that characters give to an attack or defense in combat.
Escalate – During a conflict you can modify the Arena or Setting. You then get to add any static character bonuses applicable to the new arena or setting.
Fallout – Fallout describes the negative consequences concerning your character during a conflict. This includes physical, mental, and emotional stresses. Fallout is accrued in dice form and is rolled at the end of each each turn. As characters accrue more fallout they suffer consequences, however suffering fallout is necessary for advancement.
Give In – During a conflict you can choose to lose or forefeit the conflict. This prevents you from taking further fallout. The terms get resolved. Characters that give in also gain 5 Momentum for the next applicable conflict.
Heart – One of the four character statistics. Heart is prioritized by characters who are compassionate, attractive, charming, gentle, courageous, enduring, faithful, or likeable.
Items – A dynamic character bonus. Items are things you have with you. This can include intangible things as well as allies, helpers, pets, environments, and situations. Items cannot be advanced but can be created or bought. In addition to being used, an item can be consumed for an additional effort bonus. Consuming an item removes it permanently from the game.
Relationships – A static character bonus. Relationships are things you fight for, about, or over. They are defined by the player and can be anything from a person to a place to a belief. Relationships can be advanced at the end of a conflict.
Setting – The setting of a conflict describes the people and place the conflict takes place at.
Statics – A type of effort source. They are added to the effort pool at the start of a conflict or when escalated. Each individual bonus can only be used once even if escalated.
Stats – A static character bonus. There are four stats which represent physical or mental statistics about the character. These can be advanced at the end of a conflict.
Spells – A dynamic character bonus. Spells are extraordinary things you can do. Spells are unique because they have a fallout cost that you must pay in order to gain the bonus. The spells have fixed fallout cost, but the bonus gained can be advanced. Using a specific spell multiple times in a conflict does not add more effort or fallout but can be used for narrative purposes.
Traits – A dynamic character bonus. Traits are things you can do because of an experience your character went through. Traits can be advanced at the end of a conflict.
Will – One of the four character statistics. Will is prioritized by characters who are tenacious, aggressive, confident, unflinching, strong-willed, or unshakable.