Mechanical Terminology

Name Description
Dodge Dodge, as the name suggests, makes it easier to dodge attacks. It's based on your armour and agility. Lighter armour makes it easier to dodge attacks.
Defense Defense is how well protected you are from attacks, it's based on your armour. Heavier armour makes reduces oncoming damage.
Health Health is the amount of HP you have.
Strain Strain is a measure of how worn out your body is to the flux of mana. The higher the strain, the more expensive and less effective your spells are.
Speed Speed is how far you can travel in a single turn.
Sanity Sanity is a measure of your mental health, the higher the better. When your sanity reaches its minimum (-3), you gain a quirk (related to the narrative). You can cure quirks by reaching your sanity's max (3) and undergoing related narrative development.
Mortality Mortality is how much you stray between life and death. Its value can only increase, and never decrease. It increases by 1 whenever you are knocked to 0 Health and you gain permanent cumulative debuffs based on its current value. Once it reaches 5, you die.
Wounds Wounds are a narrative debuff which you can cause or gain. They are decided on a case by case basis and depending on the severity and narrative. They can be treated.
Quirks Quirks are a narrative debuff which you gain when your sanity reaches the minimum. They are decided on a case by case basis. They can be treated when your sanity reaches its maximum value.
Attributes Your attributes are the 5 main drivers behind your characters, they dictate your rolls.
Skills Skills are modifiers to rolls based on the amount of ranks you have in them.
XP You gain XP at the end of each session and can use it to purchase and upgrade many things. Such as: Attributes, Skills, Abilities, HP, Strain, etc.
Strain Cap Tech Cap represents the amount of Strain an item adds to your body.
Tech Cap A flaw's tech cap activates when its capacity is reached and remains active until lowered.