Glossary
Canonical term definitions used throughout the codex.
Hover any highlighted term in ability descriptions for a quick definition. Each entry links to pages where the term appears.
| Key | Label | Description | Icon | Pages | References |
|---|---|---|---|---|---|
| AFFLICTION | Affliction | An effect slot covering Corruptions and Sanctifications — causing Misinformation or Malfunction. | — | 0 | 0 |
| ASSEMBLY | Assembly | The public daytime phase for civic actions and execution nominations. | — | 4 | 11 |
| AUGMENTATION | Augmentation | An effect that increases or reduces how many times something can occur (votes, actions, nominations). | — | 1 | 2 |
| CHANNELED | Channeled | An ability active only while maintained. Breaking concentration ends it immediately. | — | 2 | 3 |
| CHAMPION | Champion | One per faction. Critical for win conditions. Dying loses the Champion win condition. | — | 2 | 8 |
| CONVERSION | Conversion | A Transformation that changes a Persona's faction. | — | 2 | 5 |
| DECAY_TIMER | Decay Timer | A countdown on an effect — when it hits 0, the decay consequence fires. | — | 1 | 1 |
| DETECTION | Detection | An effect slot covering Auras and Veils — altering what faction reads return. | — | 2 | 7 |
| DISRUPTION | Disruption | An umbrella term for Misinformation, Malfunction, and Suppression effects. | — | 1 | 1 |
| DRUNK | Drunk | A Misinformation corruption. Abilities return false information. | 3 | 5 | |
| EXECUTION | Execution | The Assembly phase where a Persona may be killed by collective vote. | 5 | 11 | |
| FIZZLE | Fizzle | An ability that Malfunctions fails to execute at all and returns no observations. | — | 3 | 3 |
| FUGITIVE | Fugitive | A Persona who fled a successful execution vote. Publicly marked. Subject to neighbor capture. | 3 | 5 | |
| HEXXED | Hexxed | A Malfunction corruption. All abilities Fizzle. | 3 | 5 | |
| INFLUENCED | Influenced | A permanent allegiance state. District has been claimed by Concord. | — | 3 | 8 |
| INTENT | Intent | The game layer governing the motivation behind actions — Schism's strength. | — | 2 | 10 |
| JUMP | Jump | A single hop along a connection between two districts. | — | 2 | 3 |
| MALFUNCTION | Malfunction | A state where abilities Fizzle — caused by Hexxed, Troubled, Suppression, or locked connections. | — | 4 | 11 |
| MANDATE | Mandate | A Commoner's permanent tuning adjustment chosen at game start. | — | 2 | 3 |
| MISINFORMATION | Misinformation | A state where abilities return false information — caused by Drunk or Poisoned. | 3 | 6 | |
| MINION | Minion | A persistent, movable marker on the board. Schism's marker type. | 1 | 4 | |
| OBSERVATION | Observation | Information returned to the source after an ability resolves. | — | 2 | 3 |
| PERSONA | Persona | A player's in-game identity — their role, faction, and district. | — | 3 | 8 |
| POISONED | Poisoned | A Misinformation corruption with a decay consequence of Mortality (death). | 3 | 6 | |
| PROTECTION | Protection | An effect slot covering Barriers and Ripostes — preventing or answering hostile actions. | — | 1 | 1 |
| RESOLUTION | Resolution | The game layer governing whether and how actions follow through — Ruin's strength. | — | 4 | 17 |
| REROUTING | Rerouting | An effect slot covering Detours and Anchors — changing how actions travel. | — | 2 | 5 |
| RIPOSTE | Riposte | A protection that creates a new action after the original resolves. | — | 1 | 2 |
| SEAM | Seam | A transition point between phases where the engine automatically resolves things. | — | 1 | 2 |
| SEAT_OF_POWER | Seat of Power | District 13 — the central district with 4 connections. Influence originates here. | — | 2 | 5 |
| SECTION | Section | A group of 5 connected districts. Some abilities target entire sections. | — | 2 | 6 |
| STATE | State | The game layer governing the current board — Concord's strength. | — | 5 | 20 |
| SUPPRESSION | Suppression | A state where all connections into a district are locked. Causes Malfunction. | 2 | 2 | |
| TAG | Tag | A persistent marker on a Persona or District. Ruin's marker type. | — | 1 | 1 |
| TRANSFORMATION | Transformation | An effect that changes a fundamental property — mortality, faction, role, or location. | — | 1 | 1 |
| TROUBLED | Troubled | A Malfunction corruption with a faction-dependent decay consequence. | 2 | 4 | |
| UNREST | Unrest | A district state indicating it is converting toward Influenced. Timer-based. | — | 3 | 10 |
| VISION | Vision | A special effect slot (unlimited) controlling who can see effects on a district. | — | 1 | 4 |
| WARDING | Warding | A Transformation-type protection that blocks specific transformation types. | 0 | 0 |
