The laws of the die, which none may circumvent.
The six core ability scores of Refictura.
The dice used by Refictura, notably as hit dice.
Creature sizes.
Every kind of damage a weapon, a spell or a creature can deal, grouped by nature.
Armor categories used for proficiency.
How gear that is neither a weapon nor an armor is filed, in two families: magic items and ordinary gear.
The broad families a creature of the bestiary belongs to.
The book a piece of content comes from.
Weapon families used for proficiency, on two axes: training and usage.
Properties that define how a weapon can be used in combat.
Properties that define how an armor behaves once worn.
The skills of Refictura, each governed by an ability score.
Tools and kits a character can be proficient with.
Moral and ethical alignments.
The seven domains under which spells are filed, each a way of manipulating arcane.
Tags qualifying a spell or a technique at a glance.
How a spell or a technique is triggered.
The resolution engine of Refictura and its formulas.
The detrimental states a creature can suffer.
How a character recovers hit points and spent resources.
What a character can do with their action on their turn.
How much a creature can see depending on the available light.
The protection an obstacle grants against attacks.
Ways of perceiving that go beyond ordinary sight.
How far a creature moves and how much it can carry.
The languages a character can speak, read and write.
Dialects and slangs specific to a people, a lineage or a clan — spoken in addition to a language, and a mark of belonging.
How much magic a class or archetype channels. The tier names the slot tables followed for Technique Slots and Spell Slots; an archetype's tier replaces its…