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This appendix contains a list of acronyms and keywords used throughout this set of core rules as well as their basic definitions. This glossary and acronym key is meant to be used as a quick reference for those who come across a term with which they aren't familiar. Where possible, the Chapter(s) in which the term is used is included. This list does not include the context under which specific terms are used; for that information, either use the information provided to find the term in an originating Chapter or refer to the Index.

  • Ablaze: A condition a character sustains when they are set on fire. (Chapter 12.3)
  • Abstract Grid: A form of measuring range increments in combat utilizing a measuring stick such as a ruler. (Chapter 9.1)
  • Accessories: An object designed to augment the abilities of another object. (Chapter 10.2.6)
  • Accommodation Spaces: Any pre-defined volume of space within a vehicle's or capital ship's designated Safe Accommodation Space used to house one or more beings either as crew or passengers. (Chapters 6.2; 7.2)
  • Acid: Any chemical compound that has hydrogen ion activity greater than that of pure water. (Chapter 12.3)
  • Acquired Flaw: A Flaw given to a vehicle or capital ship as a result of combat damage. (Chapters 6.2; 7.2; 9.3; 9.4)
  • Action: Anything performed by a character or object. (Chapters 9.0; 10.6)
  • ACU: Acronym for the Acumen Attribute. (Chapter 2.1)
  • Acumen: A mental Attribute that measures a character’s common sense, intuition, and willpower. (Chapter 2.1)
  • Adolescence: A life stage during which a Lifeform's adult structures begin to develop and function. (Chapter 10.2.7)
  • Adulthood: A life stage during which a Lifeform has matured and can procreate. (Chapter 10.2.7)
  • Advanced Fuels: A type commodity consisting of advanced energetic substances. (Chapter 5.5)
  • Adventure Hook: The general idea behind an Adventure, which acts as the starting point for the development of its plot. (Chapter 11.1)
  • Adventure: A singular plot that involves significant occurrences in the lives of the Player Characters. (Chapter 11.0)
  • Aerodynamic Rating: An amount added to a vehicle's Basic Cost to account for additional thermal protection based on how fast a vehicle may travel in atmosphere. (Chapter 6.2)
  • AHP: Acronym for "Armor Hit Points". (Chapters 6.1; 6.2; 7.2; 9.2; 9.3; 9.4)
  • Akwende Projection: A two dimensional hierarchical map that depicts the locations of star systems based upon their jump point linkages. (Chapter 8.4)
  • Ambush Point: Any point on a Nav Map where a craft may encounter other craft or navigational hazards other than a set navigational point. (Chapter 10.2.2)
  • Ammunition: Any object that is either used to power a weapon or is propelled by it. (Chapter 5.4)
  • Antagonist: A single character, a group of characters or an "institution of a happening" that represent the opposition against which the Protagonist(s) must contend. (Chapter 11.1)
  • Anti-climax: What occurs when a story's climax is less important or less exciting than everything that has preceded it. (Chapters 10.5; 11.1)
  • Archetype Character: An original character model from which all other similar persons are patterned. (Chapters 2.3; 2.4; 11.1)
  • Arctic: A planetary temperature category denoting surface temperatures between -100 degrees and 0 degrees Celsius. (Chapter 10.2.4)
  • Argent Sector: An area of Confederation-controlled space immediately anti-spinward of the Enigma Sector. (Chapter 8.5)
  • Armor Hit Points: A number of Hit Points that indicate the remaining strength of a character's, vehicle's or capital ship's armor. (Chapters 5.3; 6.1; 6.2; 7.2; 9.2; 9.3; 9.4)
  • Armor: A form of protection for a character, vehicle or capital ship that consists of physical, usually non-regenerating metallic and/or ceramic plates. (Chapters 5.3; 6.1; 6.2; 7.2; 9.2; 9.3; 9.4)
  • Artifact: A type of object that is extremely rare and may have unusual, powerful properties. (Chapter 10.2.6)
  • Atmosphere: All of the gaseous material surrounding a celestial object. (Chapter 10.2.4)
  • Atmospheric Density: A categorical property of a planet that compares the mass of its atmosphere to its overall volume. (Chapter 10.2.4)
  • Attack Action: Any action wherein a combatant attempts to apply damage to another combatant. (Chapters 9.0; 9.2; 9.3; 9.4)
  • Attribute Damage: A potential effect of a Poison, which either temporarily or permanently reduces the number of points in a character's Attributes and their associated Skills. (Chapter 12.3)
  • Attribute Skill: A field of application in a given Attribute whose use is more specific than that of the Attribute. (Chapter 2.1)
  • Attribute: A set of characteristics that measures a character's physical and mental aptitudes. (Chapter 2.1)
  • Auditory Organ: A type of Sensory Organ that gives a Lifeform the sense of hearing. (Chapter 10.2.7)
  • Autocrat: A type of power center within a community that consists of a single elected or appointed individual chosen to lead by the community's population. (Chapter 10.2.5)
  • Autotroph: Any organism that can synthesize its food from inorganic substances and usually uses heat or light as a source of energy; another term for a producer. (Chapter 10.2.7)
  • Avalon Sector: An area of Confederation-controlled space immediately anti-spinward of the Gemini Sector. (Chapter 8.5)
  • Balance: A state of affairs within a game wherein the capabilities of all characters are similar to one another. (Chapter 10.4)
  • Barycenter: The point at which the gravitational forces exerted by two objects equal one another. (Chapter 10.2.3)
  • Base Height Value: A base amount that contributes to the overall long dimension of a Lifeform. (Chapter 10.2.7)
  • Base: Any chemical compound that has hydrogen ion activity less than that of pure water. (Chapter 12.3)
  • Basic Combat Statistics: A set of statistics that includes the minimum amount of information needed for a combatant to be able to conduct combat. (Chapter 2.1)
  • Basic Cost: The cost of a vehicle's or capital ship's chassis. (Chapters 6.2; 7.2)
  • Basic Damage: A form of damage inflicted upon characters wherein equal amounts of Lethal Damage and Non-Lethal Damage are sustained as the result of a single attack. (Chapter 3.1; 9.2)
  • Basic Stats: A set of statistics commonly shared amongst all objects. (Chapter 5.4)
  • Bass Mass Value: A base amount added to the overall mass of a specific Lifeform. (Chapter 10.2.7)
  • Battery: An object that generates direct-current electricity via a reaction between two or more substances. (Chapter 5.4)
  • Beam Weapon: Any ranged weapon whose mode of damage consists of energy projected continuously over a given area. (Chapter 5.2)
  • BHD: Acronym for "Blast Hit Difficulty". (Chapters 6.2; 7.2; 9.1; 9.3; 9.4)
  • Binomial Nomenclature: A formal system of naming living things composed of a Latinized name with two parts, a capitalized genus and a specific epithet that distinguishes the species. (Chapter 10.2.7)
  • Bio: A shortened form of the term Biodensity. (Chapter 10.2.4)
  • Biodensity: A measure of how much of a planet's surface supports higher organisms. (Chapter 10.2.4)
  • Biomass Percentage: Another form of the term Biodensity. (Chapter 8.2)
  • Biomass: Another form of the term Biodensity. (Chapter 10.2.4)
  • Bite: A Natural Weapon that utilizes muscular mechanical leverage and sharpened points to inflict damage usually located in or near a Lifeform's Gustatory Organ(s). (Chapter 10.2.7)
  • Black Market Commodity: Another form of the term Contraband (Chapter 5.5)
  • Blast Hit Difficulty: A Hit Difficulty used in situations wherein a vehicle or capital ship is subjected to an attack by a Blast Weapon such as a bomb or torpedo, or by any phenomenon with a similar effect. (Chapters 6.2; 7.2)
  • Body Area: A non-specific Body Part that houses most of a Lifeform's major internal organs. (Chapter 5.4)
  • Body Part: A specific region of a Lifeform's body that can sustain Wounds. (Chapters 5.4; 9.2)
  • Bonus: A special ability given to a capital ship designed to enhance its capabilities. (Chapter 7.2.2)
  • Bounding Box: The minimum size of a rectangular prism required to contain an object. (Chapters 6.2; 7.2)
  • Brain Death: An irreversible condition that occurs once a creature has been in Clinical Death for a number of minutes equal to their Physique bonus. (Chapter 9.2)
  • Building Point Deficit: A condition that may arise during the character creation process wherein a character has been given more total points in Talents than in Complications without having a sufficient number of hero points available to cover the difference. (Chapter 2.3)
  • Burdened: A mildly debilitating condition a character sustains when their TEC is between one and one-point-five times their Power score. (Chapter 5.4)
  • Burn: Two Wounds received under certain conditions, one of which will scar when it heals unless properly treated. (Chapter 12.3)
  • Calm Weather: A category of planetary Weather that causes minimal interference to a vehicle's transit. (Chapter 8.1)
  • Campaign: A set of Adventures that contain an overarching plot between them. (Chapters 11.0; 11.3)
  • Capital Good: Any commodity produced for use in heavy industrial applications. (Chapter 5.5)
  • Capital Ship: Any spacecraft that has FTL capability and an overall bounding box volume of no less than 45,000 cubic meters (Chapter 7.0)
  • Capsized: A condition that occurs to a sea vehicle when its pilot critically fails a Vehicle Piloting Check after taking damage, which inflicts further hull damage, causes it to begin Taking on Water and renders it completely immobile. (Chapters 9.3; 12.3)
  • Cargo Capacity: The total amount of space in a vehicle's or capital ship's design set aside for the purpose of carrying cargo. (Chapters 6.2)
  • Cartographer: A player assigned by a group to make a map. (Chapter 10.5)
  • CHA: Acronym for the Charm Attribute. (Chapter 2.1)
  • Character Archetype: An original character model from which all other similar persons are patterned. (Chapter 2.3)
  • Character Size Class: A categorical shorthand measurement of the overall Bounding Box Volume of a character or creature. (Chapter 10.2.7)
  • Character: A person or object marked by notable or conspicuous traits. (Chapters 2.0; 11.1)
  • Characteristics: A composite term that includes a character's Attributes, Disciplines and Traits. (Chapter 2.1)
  • Charged: The state of a weapon when it is ready to be used. (Chapters 6.2.3; 7.2.2; 9.3; 9.4)
  • Charges: A measure of the remaining electrical power that can be provided by a battery. (Chapter 5.4)
  • Charm: A mental Attribute that measures a character’s force of personality. (Chapter 2.1)
  • Chassis Weight: A measure of the density and size of a specific Chassis type. (Chapters 6.0; 6.2; 7.2)
  • Chassis: The basic frame of a vehicle or capital ship. (Chapters 6.0; 6.2; 6.2.1; 7.2)
  • Check: A die roll performed in order to determine whether or not a character is successful when conducting a specific action. (Chapter 1.1)
  • Chemical Weapon: A weapon of mass destruction that releases a noxious substance into the environment. (Chapter 12.3)
  • Childhood: A life stage between birth and adolescence during which a Lifeform begins to develop. (Chapter 10.2.7)
  • CIC: A shortened acronym for "Wing Commander Combat Information Center".
  • Clairvoyance: The knowledge of an object or event without perceiving it through normal sensory channels. (Chapter 12.3)
  • Claw: A Natural Weapon that uses muscular mechanical leverage and sharpened points to inflict damage, usually located in or near a Lifeform's Motor Appendages. (Chapter 10.2.7)
  • Cliffhanger: A method of ending a story that leaves a portion of it unresolved, leaving a starting point for subsequent stories. (Chapter 10.5)
  • Climax: The most crucial point in a story wherein the action reaches its highest point. (Chapter 11.1)
  • Clinical Death: A reversible condition that occurs when a Lifeform is reduced to zero Hit Points, takes a number of Wounds equal to three times their Durability or has their Physique score reduced to zero or less at any time. (Chapter 9.2)
  • Clothing: Any object designed as an external adornment for a character that usually though not always acts as a container object. (Chapter 5.4)
  • CLTR: Acronym for the "Culture" community characteristic. (Chapter 10.2.5)
  • CMD: Acronym for the Command Discipline. (Chapter 2.1)
  • Cognitive Organ: A critical Body Part that controls and regulates all of a Lifeform's capabilities. (Chapter 5.4)
  • Colonizable Planet: An uninhabited world capable of supporting sapient Lifeforms on a long-term basis. (Chapter 10.2.4)
  • Colony Recommendation: A message sent to a governing body advising it of the existence of a world suitable for colonization as a means of generating revenue. (Chapter 10.2.4)
  • COM: Acronym for the Communications Discipline. (Chapter 2.1)
  • Comatose: A potentially lethal and debilitating condition that occurs when a Lifeform has taken twice their normal maximum sustainable amount of Non-Lethal Damage. (Chapter 9.2)
  • Combat Arc: A division of the volume of space immediately surrounding a vehicle or capital ship equal to one-quarter the total volume when viewed on a two-dimensional plane, containing all of the craft's weapons and defenses within that area. (Chapters 9.3; 9.4)
  • Combat Information Center: Another form of the term Wing Commander Combat Information Center.
  • Combat Speed: The speed at which a combatant is capable of moving expressed in a number of range increments per round. (Chapters 6.2; 9.2; 9.3; 9.4)
  • Combatant: Anyone or anything involved in a combat action. (Chapter 9.0)
  • Combination Adventure: A type of Adventure wherein its Event Pacing uses elements of both Location-Based and Event-Based Adventures. (Chapter 11.1)
  • Comestible: Any item that can be consumed by a Lifeform to produce energy. (Chapter 5.4)
  • Command: A Discipline that measures a character’s ability to negotiate and to lead others. (Chapter 2.1)
  • Commander: The character in charge of a vehicle's operation. (Chapter 9.3)
  • Commodities: An object designed for the sole purpose of being bought and sold to various parties. (Chapter 10.2.6)
  • Communication Technologies: A category of mechanical devices designed to facilitate the transmission and/or reception of messages. (Chapter 5.4)
  • Communications: A Discipline that measures a character's ability to exchange information with other characters, their ability to utilize proper equipment during that exchange and to understand information exchange applications. (Chapter 2.1)
  • Complication: A negative Trait assigned to a character as a means of gaining additional building points. (Chapter 2.3)
  • Composite Effect: Any environmental effect that has aspects of two or more other environmental effects. (Chapter 12.3)
  • Composite Strength Index: The sum of the strength indices of a group of combatants. (Chapters 9.1; 9.2; 9.3; 9.4; 9.5)
  • Computer Technology: A category of machines that manipulate data according to a given list of instructions. (Chapter 5.4)
  • Conflict: A state of discord caused by the actual or perceived opposition of needs, values and interests. (Chapter 11.1)
  • Container Object: Any object that contains Pockets. (Chapter 5.4)
  • Container: Another form of the term Pocket. (Chapter 5.4)
  • Contraband: A prohibited commodity in which it is generally illicit to traffic. (Chapter 5.5)
  • Core Damage: A critical, potentially fatal form of damage that occurs to a vehicle's or capital ship's superstructure after its defenses have been overwhelmed in a given combat arc. (Chapters 6.1; 9.3; 9.4)
  • Corruption: A characteristic that measures how open a community's officials are to bribes, how honest its citizenry is and how likely it is that any crimes will be reported. (Chapter 10.2.5)
  • Cost Multiplier: An amount based upon a vehicle's chassis by which its total cost is multiplied. (Chapter 6.2)
  • Council: A type of power center in a community that utilizes a standard representative democratic governmental structure. (Chapter 10.2.5)
  • Cover: The ability of a vehicle, capital ship or other object to absorb damage for a character or creature (Chapters 6.1; 9.3; 9.4)
  • Creature Trait: Any special ability possessed by a Lifeform. (Chapter 10.2.7)
  • Creature: Another form of the term Lifeform. (Chapter 10.2.7)
  • Credit (¤): The primary form of currency used in the Terran Confederation, which acts as a de facto universal currency in Known Space. (Chapter 10.2.6)
  • Crew Complement: The normal amount of personnel a vehicle or capital ship is designed to accommodate. (Chapters 6.2)
  • Crew: The number of personnel required to operate a vehicle or capital ship under normal conditions. (Chapters 6.2; 7.2)
  • Critical Failure: A die roll result that indicates spectacular failure, generally with significant negative consequences. (Chapter 1.1)
  • Critical Hit: A die roll result in combat that indicates the occurrence of damage above and beyond the normal amounts ordinarily inflicted by a weapon. (Chapters 1.1; 9.2; 9.3; 9.4)
  • Critical Miss: A die roll result in combat that either inflicts damage on the attacking combatant or accidentally inflicts damage to a friendly combatant. (Chapter 1.1)
  • Critical Potential: A class of die rolls that allow for spectacular success, spectacular failure or both. (Chapter 1.1)
  • Critical Success: A die roll result that indicates spectacular success, generally with significant positive consequences. (Chapter 1.1)
  • Critical Thresholds: A set of die results that either must be exceeded in order to indicate a Critical Failure or may not be exceeded in order to indicate Critical Success. (Chapter 1.1)
  • CRPT: Acronym for the "Corruption" community characteristic. (Chapter 10.2.5)
  • CSC: Acronym for "Creature Size Class". (Chapter 10.2.7)
  • CSI: Acronym for "Composite Strength Index". (Chapters 9.1; 9.2; 9.3; 9.4; 9.5)
  • Culture: A characteristic that measures how open-minded and civilized the citizenry of a community is. (Chapter 10.2.5)
  • Current: The free flow of any fluid within a fluid. (Chapter 12.3)
  • d%: A roll of two ten-sided dice with one die representing the "tens" place and the other the "ones" place, with a set of potential results ranging from 00-99. (Chapter 1.1)
  • Damage Reduction: A property that indicates how much damage is removed prior to its application against an object's available hit points. (Chapter 9.2)
  • Dazed: A debilitating condition wherein a character or creature has been either been reduced to at least half of their maximum NHP or has been subjected to a special attack. (Chapter 9.2)
  • DC: Acronym for "Difficulty Class". (Chapter 1.1)
  • Declaration: A game phase wherein players announce what they intend for their characters to do during the course of a round. (Chapter 10.5)
  • Default Armor: The optimal armor rating for a vehicle chassis. (Chapter 6.2)
  • Default Engine: The optimal engine rating for a vehicle chassis. (Chapter 6.2)
  • Defense Arc: All of the defensive systems contained within a combat arc. (Chapters 9.3; 9.4)
  • Defenses: Any object designed to keep other objects from taking physical damage or experiencing effects that would significantly degrade their performance. (Chapter 6.2.3; 7.2.2; 10.2.6)
  • Degree Of Failure: The amount by which a die roll exceeds the Difficulty Class. (Chapter 1.1)
  • Degree Of Success: The amount by which a die roll falls short of the Difficulty Class. (Chapter 1.1)
  • Denouement: Another form of the term Resolution. (Chapters 10.5; 11.1)
  • Density: A property of matter that measures an object's mass compared to its volume. (Chapter 10.2.4)
  • Derived Statistics: Any statistic that is based on any of a character's, vehicle's, or capital ship's other statistics. (Chapters 2.4; 6.2; 7.2)
  • Design Flaw: A Flaw given to a vehicle or capital ship during the initial creation process. (Chapters 6.2; 7.2)
  • Destination Planet: The point in interplanetary space to which a craft is heading. (Chapter 8.3)
  • Difficulty Class: The minimum result on a die roll needed for an action to succeed. (Chapter 1.1)
  • Dilemma: A serious, generally temporary quality affecting a community. (Chapter 10.2.5)
  • Discharged: The state of a weapon after it has been fired, generally indicating that it is not ready to be used again. (Chapters 9.2; 9.3; 9.4)
  • Discipline Skill: A field of application in a given Discipline whose use is more specific than that of the Discipline. (Chapter 2.1)
  • Discipline: A set of characteristics that measures a character's expertise, experience and learning in applied fields. (Chapter 2.1)
  • District: A region within a larger community that acts as a community in its own right. (Chapter 10.2.5)
  • Dungeon: The traditional term for a Site. (Chapter 11.2.1)
  • Duration Period: A period of time during which a Poison's or Pathogen's effects continue. (Chapter 12.3)
  • Dwarf Planet: A small celestial object that has not cleared its neighboring region of significant planetesimals but otherwise meets the criteria of being a planet. (Chapter 10.2.4)
  • EC: Acronym for "Encumbrance Class". (Chapter 5.4)
  • ECON: Acronym for the "Economy" community characteristic. (Chapter 10.2.5)
  • Economy: A community characteristic that indicates the health of its trade and the wealth of its citizenry. (Chapter 10.2.5)
  • Ecosphere: The zone around a star wherein conditions for supporting life exist. (Chapter 10.2.4)
  • Effective Hit Difficulty: The final Difficulty Class of an attack roll accounting for the applicable Skill scores of both the attacker and the target, range and all other factors. (Chapters 9.2; 9.3; 9.4)
  • EHD: Acronym for "Effective Hit Difficulty". (Chapters 9.2; 9.3; 9.4)
  • Emergency Surgery: An attempt to rapidly heal a character or creature's Wounds after the onset of Clinical Death in Industrial Age societies. (Chapter 9.2)
  • Encounter: Any situation wherein the player characters are intercepted by or must interact with non-player characters or significant objects designed to provide a means for them to exercise one or more Skills. (Chapters 8.2; 8.3; 8.4)
  • Encumbrance Class: An indirect measure of the mass of an object that acts as a penalty to a character's physical actions. (Chapter 5.4)
  • Encumbrance Total: Another form of the term Total Encumbrance Class. (Chapter 5.4)
  • Encumbrance: A method of limiting the amount of gear a character is allowed to carry at any one time that accounts for both its weight and its volume. (Chapter 5.4)
  • End-Round Action: Any action taken to resolve effects that occurred earlier in a combat round. (Chapter 9.1)
  • ENG: Acronym for the Engineering Discipline. (Chapter 2.1)
  • Engine: An object designed to provide locomotive and electrical power to a vehicle or capital ship. (Chapter 10.2.6)
  • Engineering: A Discipline that measures a character's ability to acquire and apply scientific and technical knowledge to the design, analysis and/or construction of works for practical purposes. (Chapter 2.1)
  • Enigma Sector: A region of space immediately rimward of Sol Sector; this area was the focus of Wing Commander II. (Chapter 8.5)
  • Epsilon Sector: A region of space immediately rimward of Vega Sector; this area includes the home of the Firekkan people. (Chapter 8.5)
  • Equipment: Another form of the term Accessories. (Chapter 10.2.6)
  • Esper Potential: An optional mental Attribute that can be used to measure a character's psionic abilities. (Chapter 12.3)
  • Event Pacing: A term used to describe when significant events will occur during the course of an Adventure. (Chapter 11.1)
  • Event-Based Adventure: A type of Adventure wherein the Event Pacing is dependent upon what events have already taken place. (Chapter 11.1)
  • Excessive Damage: Additional Core Damage inflicted on a craft due to the inability of a particular system to receive damage. (Chapters 9.3; 9.4)
  • Expendable Pod: A Pod that has a specific one-time use requiring its removal while a capital ship is in operation. (Chapter 7.2.2)
  • Fail: A condition wherein a body part has taken sufficient damage to stop functioning normally. (Chapter 9.2)
  • Fast Pack: A pre-determined set of gear based on a Wilderness Backpack Container Object. (Chapter 2.3)
  • Fatigued: A condition wherein a character or creature has taken half or more of their maximum number of Hit Points, has been exposed to a thin air environment for a prolonged period of time or is suffering ill effects from a pathogen or lack of rest; in all cases, it causes reduced overall performance. (Chapters 9.2; 12.3)
  • FHD: Acronym for "Flat-Footed Hit Difficulty". (Chapters 2.4; 6.2; 7.2; 9.1)
  • Field Of Vision: A region that a combatant can view at any given time used to establish line-of-sight to a target. (Chapters 9.2; 10.2.7)
  • FIN: Acronym for the Finesse Attribute. (Chapter 2.1)
  • Finesse: A physical Attribute that measures a character’s agility, reflex action and coordination. (Chapter 2.1)
  • Firing Arc: A region containing all of the weapons located in a combat arc used to determine the bearings along which they can fire. (Chapters 6.2; 6.2.3; 9.3; 9.4)
  • First Quadrant: A Quadrant located in the upper-right hand corner of a two-dimensional representation of a star system. (Chapter 8.3)
  • Five Room Dungeon: A method of structuring the plot of story around five specific elements, each of which highlights a different facet of role-playing. (Chapter 11.1.3)
  • Flat-Footed Hit Difficulty: A Hit Difficulty used in situations wherein a combatant has been surprised by their opponents. (Chapters 2.4; 6.2; 7.2)
  • Flaw: Any condition given to a vehicle or capital ship that has a permanent, debilitating effect. (Chapters 6.2)
  • Flier: A Lifeform that is capable of powered flight. (Chapter 10.2.7)
  • Floater: A Lifeform that is capable of non-powered flight. (Chapter 10.2.7)
  • Fortitude Save: A roll made in dire situations where a character's innate toughness can mitigate the outcome. (Chapter 2.3)
  • Free Action: Any action that takes an inappreciable amount of time to complete. (Chapter 9.0)
  • Frozen Planet: A planet with an average surface temperature so cold that whatever water does exist on its surface is most commonly in the form of ice. (Chapter 10.2.4)
  • Frustration Level: A value which measures how frustrated a trader is. (Chapter 5.1)
  • FSV: Acronym for "Fortitude Save". (Chapter 2.3)
  • FTL Drive: Any propulsion system capable of moving a spacecraft at a speed faster than that of light or of producing the same net effect. (Chapter 8.4)
  • FTL: Acronym for "Faster Than Light" (Chapter 8.4)
  • Fuel Efficiency: A ratio that measures the amount of fuel expended by a craft over a given distance of travel. (Chapter 8.1)
  • Fuel Point: An abstract measure of the amount of fuel carried by a vehicle or capital ship. (Chapter 8.1)
  • Full-Round Action: A complex action requiring a full combat round in order to complete. (Chapter 9.0)
  • Galactic Quadrant: A galactic sub-division equal to one-quarter its entire area when viewed on a two-dimensional plane and consisting of twenty Sectors. (Chapter 8.4)
  • Gamemaster: A player whose job it is to direct the game. (Chapter 10.1)
  • Gamemastering: The art of running a role-playing game. (Chapter 10.0)
  • Gas Giant: A large planet primarily composed of gases with a poorly-defined solid or liquid center. (Chapter 10.2.4)
  • Gemini Sector: The region of space immediately coreward of Sol Sector; this area was the focus of  Wing Commander: Privateer (Chapter 8.5)
  • GM: Acronym for "Gamemaster". (Chapter 1.0)
  • Goal: 1) An objective that may be assigned to a combatant group during Simple Combat other than the total elimination of all opposing parties; 2) An objective that must be completed by the Player Characters in order to bring an Adventure to a successful conclusion. (Chapters 9.1; 11.1)
  • Gore: A Natural Weapon that designed to pierce a target with a sharpened point. (Chapter 10.2.7)
  • Gridded Combat: A mode of combat that relies on physical measurements of distances. (Chapter 6.2)
  • Gun: A type of projectile weapon that may be fired multiple times and generally inflicts less damage per hit than ordnance. (Chapters 6.2.3; 7.2.2)
  • Gunner: A Specialist in charge of aiming and firing a craft's weaponry. (Chapter 9.3)
  • Gustatory Organ: A Sensory Organ that gives a Lifeform the sense of taste. (Chapter 10.2.7)
  • Haggling: The process of re-negotiating the price of an item. (Chapter 5.1)
  • Handedness: A character statistic that indicates their preferred Motor Appendage. (Chapters 2.4; 9.2)
  • Hangar Space: The volume of space a parent vehicle or capital ship may use for the storage of auxiliary craft. (Chapters 6.2; 7.2)
  • Hangover: A set of debilitating effects a character experiences while recovering from the effects of intoxication. (Chapter 12.3)
  • Hardware Commodity: Another form of the term Capital Good. (Chapter 5.5)
  • Hastily: A method a character may employ to quickly put on physical armor. (Chapter 5.3)
  • Hawking Sector: An area of Confederation-controlled space immediately anti-spinward of Sol Sector. (Chapter 8.5)
  • HD: Acronym for "Hit Difficulty". (Chapters 1.1; 9.1)
  • Heavy Ordnance: A single-use projectile weapon designed to inflict significant amounts of damage. (Chapters 6.2.3; 7.2.2)
  • Heavy Weather: A category of planetary Weather that causes significant interference to a vehicle's transit but inflicts no damage. (Chapter 8.1)
  • Helpless: A condition wherein a character or creature is unable to perform actions. (Chapter 9.2)
  • Hero Level: A term for the number of Skill points a character has earned or been assigned above the amount they would have had as a new character of their species. (Chapter 2.3)
  • Heterotroph: Any organism that cannot synthesize its own food and must get energy from external sources; another term for a consumer. (Chapter 10.2.7)
  • Hit Difficulty: The standard Difficulty Class required to successfully inflict damage on a character or object. (Chapters 1.1; 2.4; 6.2; 7.2)
  • Hit Points: A measure of the amount of physical damage a character or object can sustain before dying or being destroyed. (Chapters 2.3; 9.2)
  • Hot Racking: The act of assigning more than one person to a small Accommodation Space, increasing a vehicle or capital ship's capacity at the cost of performance. (Chapter 6.2; 9.3; 9.4)
  • House Rule: Any non-standard rule adopted by a particular role-playing group. (Chapter 10.1)
  • HP: Acronym for "Hit Points". (Chapters 2.3; 9.2; 9.3; 9.4)
  • Hydrosphere: All of the liquid material located on the surface of a celestial object. (Chapter 10.2.4)
  • Hydrospheric Coverage: The percentage of a celestial object's surface covered by its Hydrosphere. (Chapter 10.2.4)
  • Impact Damage: Additional Non-Lethal Damage received by a character after they have been reduced to zero NHP or less. (Chapter 9.2)
  • In Melee: A condition wherein two or more opposing character-scale combatants are close enough to one another to attack one another with melee weapons. (Chapter 9.2)
  • Incubation Period: A period of time after a Lifeform's exposure to a Poison or Pathogen that passes before Stage I effects begin to take effect. (Chapter 12.3)
  • Industrial Age: A level of Technological Development that denotes advanced societies incapable of faster-than-light space travel. (Chapter 10.2.7)
  • Industrial Commodity: A specific set of Raw Materials consumed in Industrial activities. (Chapter 5.5)
  • Infection: A condition with effects similar to those of necrotoxins that may occur when a character with one or more Wounds critically fails a healing Check. (Chapters 9.2; 12.3)
  • Inferno: A planetary temperature category denoting an average surface temperature of 100 degrees Celsius or higher. (Chapter 10.2.4)
  • Inflation: The act of assigning hero points to a new player character in an attempt to make them balanced with previously established player characters. (Chapter 10.4)
  • INFO: Acronym for the "Information" community characteristic. (Chapter 10.2.5)
  • Information: A community characteristic that measures how willing its citizens are to chat and talk with visitors as well as the accessibility and usefulness of its libraries and archives. (Chapter 10.2.5)
  • INIT: Acronym for "Initiative". (Chapters 6.2; 7.2)
  • Initiative Check: A Check used to set a combatant's position in the Order of Battle. (Chapter 9.1)
  • Initiative: 1) A measure of a character's quickness and availability to react; 2) the relative agility of a vehicle or capital ship; 3) A description of the current situation as performed by the GM. (Chapters 2.4; 6.2; 7.2; 9.1; 10.5)
  • Innerzone: Another form of the term Pre-Ecosphere. (Chapter 10.2.4)
  • INT: Acronym for the Intellect Attribute. (Chapter 2.1)
  • Intellect: A mental Attribute that measures a character’s ability to learn and reason. (Chapter 2.1)
  • Interplanetary Transit: Another form of the term Interplanetary Travel (Chapter 8.3)
  • Interplanetary Travel: Travel between two points in the same star system. (Chapter 8.3)
  • Interstellar Travel: Travel between two points in interstellar space. (Chapter 8.4)
  • Intertemporal Travel: An extremely hazardous form of travel between two points in time. (Chapter 8.4)
  • Interval Multiplier: An amount dependent upon the outcome of a die roll added to either the mass or long dimension of a specific Lifeform. (Chapter 10.2.7)
  • Intraplanetary Travel: Travel between two points on the same planet. (Chapter 8.2)
  • Intrinsic Qualities: A quality that is generally inherent in the citizenry of a community. (Chapter 10.2.5)
  • Ionizing Radiation: A dangerous form of electromagnetic radiation that is energetic enough to detach electrons from atoms or molecules. (Chapter 12.3)
  • Kilometer Per Hour: A non-relativistic measure of velocity wherein a vehicle travels one kilometer over the course of one hour. (Chapter 8.0)
  • Kilometer Per Second: A relativistic velocity measure of velocity wherein a vehicle travels one kilometer over the course of one second. (Chapter 8.0)
  • Kilrah Sector: A region of space that houses the Kilrah system and acts as the core of the Kilrathi Empire. (Chapter 8.5)
  • KPH: Abbreviation for Kilometer Per Hour. (Chapter 8.0)
  • KPS: Abbreviation for Kilometer Per Second. (Chapter 8.0)
  • Lagrange Point: A point in the orbital configuration of a two-body system wherein a small object affected only by gravity can theoretically be stationary relative to the two larger objects; these areas occasionally house jump points. (Chapters 10.2.3; 10.2.4)
  • Landreich Sector: An area of space rimward of Enigma Sector along the galactic fringe; this area is home to the Free Republic of the Landreich. (Chapter 8.5)
  • Lava Flow: An outpouring of lava that acts as a hazard to planetary navigation. (Chapter 8.2)
  • Lethal Damage: Any kind of damage intended to kill or seriously injure a Lifeform. (Chapter 9.2)
  • Life Stage: One of several time periods in an organism's life marked by variations in their characteristics. (Chapter 2.3)
  • Lifeform List: A directory of Significant Lifeforms that may be found on a specific planet's surface. (Chapter 10.2.4)
  • Lifeform: Any specific living organism. (Chapter 10.2.7)
  • Light Ordnance: A single-use, auxiliary projectile weapon capable of inflicting a moderate amount of damage. (Chapters 6.2.3; 7.2.2)
  • Light Weather: A category of planetary Weather that causes some interference to a vehicle's transit. (Chapter 8.1)
  • Limitation: The maximum class of basic equipment that may be installed on a particular type of capital ship chassis. (Chapter 7.2.1)
  • Linear Kinematics: The motion of objects in straight lines without consideration of the circumstances leading to the motion. (Chapter 8.0)
  • Liquid Planet: A planet whose surface is at least half-covered by a liquid such as water. (Chapter 10.2.4)
  • Lithosphere: A listing of the predominant solid elemental materials located within the surface of a celestial object. (Chapter 10.2.4)
  • Location-Based Adventure: A type of Adventure wherein the Event Pacing is dependent upon the layout of a specific Site or group of Sites. (Chapter 11.1)
  • Lock: A condition that occurs wherein the guidance system for a piece of ordnance can accurately track a target and calculate the optimum required flight path for it to hit it. (Chapter 9.3)
  • Long Dimension: The greatest overall spatial extent of a Lifeform. (Chapter 10.2.7)
  • Long-Range Combat: Any combat on the character-scale wherein the attacking combatant is within 400 meters of their target. (Chapter 9.2)
  • Luxury Good/Commodity: Any consumer good that is not a necessity for day-to-day survival. (Chapter 5.5)
  • MAB: Acronym for "Melee Attack Bonus". (Chapter 2.3)
  • Maimed: A condition wherein a single body part takes a number of Wounds equal to a character's Physique bonus, resulting in permanent loss of its function. (Chapter 9.2)
  • Maintenance Cycle: An amount of time that passes between a synthetic Lifeform's maintenance Checks.(Chapter 10.2.7)
  • Marching Order: The distance between members of a group used to determine which of its members may be targeted by opposing groups first. (Chapter 10.5)
  • Massive Attack: A single attack on an organism that inflicts 100 or more points of Lethal Damage, resulting either in Unconsciousness or Clinical Death. (Chapter 9.2)
  • Maximum Age: The highest age an individual Lifeform can attain before dying of old age. (Chapter 10.2.7)
  • Maximum Armor: The maximum thickness of armor a vehicle or capital ship can utilize without the need for the Reinforced Chassis Accessory. (Chapter 6.2)
  • Maximum Potential Lifespan: The maximum possible age to which a Lifeform may live barring any kind of injury or illness. (Chapter 10.2.7)
  • Maximum Speed: The highest velocity a vehicle or capital ship can achieve without risking structural collapse. (Chapters 6.2; 7.2)
  • MED: Acronym for the Medicine Discipline. (Chapter 2.1)
  • Medical Commodity: Any commodity that has applications in any medical field. (Chapter 5.5)
  • Medical Technologies: Any kind of device or tool designed for the purpose of diagnosing medical problems and/or treating them. (Chapter 5.4)
  • Medicine: 1) An object that can be administered to a character as a means of treating on-going medical problems; 2) A Discipline that measures a character's understanding of the science and "art" of maintaining and/or restoring health through study, diagnosis, and treatment. (Chapters 2.1; 5.4)
  • Megafauna: Any animal that is also a Significant Lifeform. (Chapter 10.2.4)
  • Megaflora: Any non-animal that is also a Significant Lifeform. (Chapter 10.2.4)
  • Melee Attack Bonus: An amount added to a target's EHD and a weapon's damage when engaged in melee combat. (Chapter 2.3; 9.2)
  • Melee Weapon: Any weapon whose mode of damage consists of mechanical energy imparted to it by the strength of its user. (Chapter 5.2)
  • Mental Disease: Any disease inflicted upon an organism as the result of a psychokinetic attack. (Chapter 12.3)
  • Mental Index: A generic mental quality used to measure a creature's overall raw intelligence and the speed at which they learn. (Chapter 10.2.7)
  • Mercator Projection: A cylindrical map projection of a planet's surface that represents lines of constant course as straight segments. (Chapter 10.2.4)
  • Mercator: Another form of the term Mercator Projection. (Chapter 10.2.4)
  • Metadata: Any data used to describe other data such as the list of a vehicle's accessories. (Chapter 3.8)
  • Meta-Game Thinking: A non-role-playing form of thinking that occurs when a player decides to perform an action based upon the way the gamemaster is running the game or based on their own knowledge of the system's mechanics as opposed to what their character would most likely do in a given situation. (Chapter 10.1)
  • Metal Age: A level of Technological Development that denotes pre-Industrial societies with the capability of keeping historical records and working with basic alloys. (Chapter 10.2.7)
  • Microelectronics: Any commodity that functions based upon microscopic electronic pathways. (Chapter 5.5)
  • Microsleep: A condition wherein a character temporary falls asleep after failing a Check. (Chapter 12.3)
  • Middle Age: A life stage occurring between Adulthood and Old Age during which deterioration of physical abilities begins. (Chapter 10.2.7)
  • Min: A shortened form of Mineralogical Density. (Chapter 10.2.4)
  • Mineral Density: The measure of how much of a planet's surface contains mineable materials. (Chapter 10.2.4)
  • Mineralogical Density: Another form of the term Mineral Density. (Chapter 10.2.4)
  • Mineralogical Percentage: Another form of the term Mineral Density. (Chapter 8.2)
  • Minimum Engine: The minimum Class of Engine that can be installed on a vehicle in order for it to be capable of operation. (Chapter 6.2)
  • Mission: Another form of the term Adventure. (Chapter 11.0)
  • Mode Of Contraction: The method through which a character is exposed to a Poison or Pathogen. (Chapter 12.3)
  • Molten Planet: A planet whose surface is at least half-covered with lava flows or molten material. (Chapter 10.2.4)
  • Money: A generally accepted means to exchange goods and measure their value. (Chapter 11.1)
  • Moon: A celestial body that is a natural satellite of another celestial body. (Chapter 10.2.4)
  • Moonlet: A particularly small Moon. (Chapter 10.2.4)
  • Motivation: A list of reasons why a member of a sapient species may choose to go on an adventure, designed to help generate story ideas involving members of the species. (Chapter 10.2.7)
  • Motor Appendage: Any part of a character's body whose primary function is to manipulate objects. (Chapters 5.4; 10.2.7)
  • Mountpoint: 1) A property of container objects that indicates the part of the body on which the container is meant to be worn; 2) A capital ship accessory that allows the mounting of Pods. (Chapters 5.4; 7.2.2)
  • Move Action: Any action that changes the location of a combatant or adjusts their armament. (Chapter 9.0)
  • Movement: Any action that affects a combatant's range to its current target. (Chapter 9.1)
  • M'Shrak Sector: A largely unexplored region of space immediately rimward of Kilrah Sector; this area houses the Hhallas system. (Chapter 8.5)
  • Multiped: Any Runner that has more than four Propulsive Appendages. (Chapter 10.2.7)
  • Mutilated: A form of Brain Death that occurs when an organism sustains an amount of Lethal Damage equal to at least twice their maximum number of Hit Points. (Chapter 9.2)
  • Nascent Feature: A property of a star that has either recently come to exist or will come into existence at a future date. (Chapter 10.2.3)
  • Natural Armor: Any form of Armor that occurs as part of a Lifeform's natural makeup. (Chapter 10.2.7)
  • Natural Weapon: A specialized Body Part designed to damage other Lifeforms. (Chapter 10.2.7)
  • Nav Map: An orthogonal grid used as a simplified solar system model for purposes of interplanetary navigation. (Chapters 8.3; 10.2.2)
  • Nav Point: A given point in space used as a navigational reference. (Chapters 8.3; 10.2.2)
  • NAV: Acronym for the Navigation Discipline. (Chapter 2.1)
  • Navigation: 1) A Discipline that measures a character's ability to pilot craft and get people from one place to another without getting lost; 2) The process of planning, reading and controlling movement from one place to another. (Chapters 2.1; 8.0)
  • Navigational Unit Distance: A distance used to measure a vehicle's fuel efficiency. (Chapter 8.1)
  • Nebula: A cloud in space consisting of gas or dust, oftentimes presenting a hazard to navigation. (Chapter 8.3)
  • Neutral Character: A Non-Player Character that neither supports nor conflicts with the Player Characters. (Chapter 11.1)
  • NHP: Acronym for "Non-Lethal Hit Points". (Chapter 2.3)
  • Niche: A Lifeform's position on the food chain. (Chapter 10.2.7)
  • No Grid: An abstract form of measuring distance in combat using a series of range rolls. (Chapter 9.1)
  • Non-Lethal Damage: Any damage intended to disable a character-scale combatant without necessarily inflicting any kind of lasting damage. (Chapter 9.2)
  • Non-Lethal Hit Points: A measure of the amount of Non-Lethal Damage a character can sustain before they pass out. (Chapter 2.3)
  • Non-Player Character: Any character under the direct control of the gamemaster. (Chapter 2.3)
  • Non-sapient: A Lifeform that does not exhibit wisdom or subjective discernment. (Chapter 10.2.7)
  • NPC: Acronym for "Non-Player Character". (Chapter 2.3)
  • Old Age: A latter life stage marked by significant deterioration of physical abilities. (Chapter 10.2.7)
  • Olfactory Organ: A Sensory Organ that gives a Lifeform the sense of smell. (Chapter 10.2.7)
  • Onomastikon: A name dictionary. (Chapter 10.2.7)
  • Opportunity Attack: A reflexive attack made by a target during their attacker's turn. (Chapters 9.2; 9.3; 9.4)
  • Optimal Arc: The area within a combatant's Field of Vision wherein they may attack an opponent without penalty. (Chapter 9.2)
  • Optimal Range: The maximum range at which a piece of ordnance may be fired at a target without incurring significant range penalties. (Chapter 9.3)
  • Optimal Planet: A Colonizable Planet with a surface gravity of between 0.8 and 1.2 gees. (Chapter 10.2.4)
  • Orbital Lane: A pre-determined distance from a star system's primary at which a celestial object may be placed in orbit. (Chapters 8.3; 10.2.3)
  • Orbital Position: The position of a celestial body within a star system relative to the Ecosphere. (Chapter 10.2.4)
  • Order Of Battle: An ordered list used to determine in what order combatants will conduct actions. (Chapter 9.1)
  • Order: A community characteristic that measures the balance between how strict its laws are and how effective they are. (Chapter 10.2.5)
  • ORDR: Acronym for the "Order" community characteristic (Chapter 10.2.5)
  • Ore Commodity: A type of Raw Material consisting of unextracted minerals or gemstones. (Chapter 5.5)
  • Outerzone: Another form of the term Post-Ecosphere. (Chapter 10.2.4)
  • Outfit: A set of clothing worn for a specific purpose. (Chapter 5.4)
  • Overcrowded: A situation wherein a vehicle is carrying more personnel than it is designed to carry, resulting in a drop in performance. (Chapters 9.3; 9.4)
  • Overdosed: A condition wherein a patient attempting to temporarily regain consciousness either gains no benefit from a stimulant or wherein their medic fails the necessary Check, leading to poisoning. (Chapter 9.2)
  • Overlord: A type of community power center consisting of a single individual that leads either because they have conquered the area themselves or because they inherited the position from an ancestor who did so. (Chapter 10.2.5)
  • Overview: A brief introduction and summary section of a species profile. (Chapter 10.2.7)
  • Parent Vehicle: Any craft that carries another craft. (Chapter 6.2)
  • Passengers: The maximum number of personnel a craft is designed to accommodate, which are not essential to its operation but may still use it as a means of conveyance. (Chapters 6.2; 7.2)
  • Pathogen: Any organism or substance capable of causing disease. (Chapter 12.3)
  • PC: Acronym for "Player Character". (Chapter 2.3)
  • Peripheral Arc: The area within a combatant's Field of Vision wherein they may attack an opponent but take a penalty when doing so. (Chapter 9.2)
  • Permanent Pod: A Pod that is not designed to be removed from a capital ship unless located in dry-dock. (Chapter 7.2.2)
  • Personality: A description of how a member of a species can be expected to behave in social situations. (Chapter 10.2.7)
  • PHY: Acronym for the Physique Attribute. (Chapter 2.1)
  • Physical Grid: A method of determining range increments in combat utilizing a grid of squares or hexagons. (Chapter 9.1)
  • Physical Index: A generic physical quality used to measure a creature's raw strength and toughness. (Chapter 10.2.7)
  • Physique: A physical Attribute that measures a character’s health, stamina and recuperative abilities. (Chapter 2.1)
  • Pincer: A Natural Weapon consisting of two Claws that also commonly acts as a manipulator. (Chapter 10.2.7)
  • Planetary Orbital Lane: Any Orbital Lane wherein a planet acts as the primary object used for the purpose of placing moons, rings or other phenomena in orbit. (Chapter 8.3)
  • Planetary Size Class: A shorthand measurement of the overall Bounding Box Volume of a celestial object. (Chapter 10.2.4)
  • Planetary Type: A generic stat that describes a planet's predominant surface conditions. (Chapter 10.2.4)
  • Planetary Wilderness Adventure: An Adventure with a Setting located on a planet's surface outside of urbanized areas. (Chapter 11.2.2)
  • Player Character: A character under the control of any player besides the gamemaster. (Chapter 2.3)
  • Plot Slicing: A technique for developing the plot of a story that involves asking progressive questions about intended events and filling in additional information as the process continues. (Chapter 11.1.1)
  • Plot: The general course of a story including any significant events. (Chapter 11.1)
  • Pocket: Any item or device that allows a character to carry an item without the use of their Motor Appendages. (Chapter 5.4)
  • Pod: Any semi-permanent accessory that acts as an add-on module attached to the outer hull of a capital ship. (Chapters 7.2.2; 10.2.6)
  • Point Pool: A set number of points that may be assigned to a character's physical Attributes, mental Attributes or Disciplines during the character building process. (Chapter 2.3)
  • Point: A numerical value used during the character creation process to determine a character's final characteristics. (Chapter 2.3)
  • Poisoned: A debilitating condition that occurs to a character after being exposed to a harmful substance. (Chapters 9.2; 12.3)
  • Post-Ecosphere: The zone in a star system between the Ecosphere and its outer boundary wherein conditions are too cold for life to exist. (Chapter 10.2.4)
  • Potential Price: A range of possible per-unit values a commodity may have at any given time. (Chapter 5.1)
  • Power: A physical Attribute that measures a character’s muscle and physical strength. (Chapter 2.1)
  • Precognition: Knowledge of future events or what another being will think in the future. (Chapter 12.3)
  • Pre-Ecosphere: The zone in a star system between the primary and the Ecosphere wherein conditions are too hot for life to exist. (Chapter 10.2.4)
  • Premise: Another form of the term Adventure Hook. (Chapter 11.1)
  • Primary Category: The most important function of an object. (Chapter 10.2.6)
  • Primary: The most massive star in a star system, around which all bodies in the system usually orbit. (Chapter 10.2.3)
  • Processed Good: Any commodity constructed out of raw materials for final consumer use. (Chapter 5.5)
  • Projectile Weapon: Any ranged weapon whose mode of damage consists of a physical or energetic impactor. (Chapter 5.2)
  • Prone: A condition wherein a character or creature has dropped to the ground. (Chapter 9.2)
  • Proportions: The ratio of the length of a Lifeform's long dimension to the area of its other two dimensions. (Chapter 10.2.7)
  • Propulsive Appendage: A Body Part that whose function is to enable an organism to move. (Chapters 5.4; 10.2.7)
  • Prosthetics: Any artificial body part used to replace a maimed body part. (Chapter 9.2)
  • Protagonist: The central or main character in a story; another form of the term Player Character. (Chapter 11.1)
  • PSC: Acronym for "Planetary Size Class". (Chapter 10.2.4)
  • Pseudorandom Encounter: An encounter that is planned before an adventure begins but is not essential to its plot. (Chapter 11.1)
  • Psionics: The study and/or practice of using the mind to induce phenomena without necessarily having any means of explaining them. (Chapter 12.3)
  • Psychokinesis: The ability to hold influence over an object or event mentally. (Chapter 12.3)
  • P-Type Orbit: A type of orbit in which a gravitationally significant body orbits a single primary. (Chapter 10.2.3)
  • PWR: Acronym for the Power Attribute. (Chapter 2.1)
  • Quadrant: 1) A division of a star system equal to one-quarter of its total area when viewed on a two-dimensional plane; 2) A division of a Sector equal to one-quarter of its entire area when viewed on a two-dimensional plane. (Chapters 8.3; 8.4)
  • RAB: Acronym for "Ranged Attack Bonus". (Chapter 2.3)
  • Radiation Poisoning: A form of poisoning that occurs after an organism has been exposed to a radioactive environment or substance. (Chapter 12.3)
  • Random Encounter: An encounter whose purpose is anything other than to fulfill an objective. (Chapter 11.1)
  • Ranged Attack Bonus: An amount added to a target's EHD and a weapon's damage when engaged in ranged combat. (Chapter 2.3; 9.2)
  • Raw Material: Any commodity that must be processed into a different form for final consumer use. (Chapter 5.5)
  • Reaction: The determination of the outcome of a character's Actions. (Chapter 10.5)
  • Real Count: A method of measuring the distance between two points by employing the Pythagorean Theorem. (Chapters 8.2; 8.3)
  • Record Sheet: Another form of the term Template.
  • Reflex Save: A roll made in dire situations wherein a character's quick reflexes can mitigate the outcome. (Chapter 2.3)
  • Regrowing: A method of regaining the use of a maimed body part available to Starfaring Age characters. (Chapter 9.2)
  • Relations With Other Races: A listing of how members of a sapient species commonly interact with members of other sapient races. (Chapter 10.2.7)
  • Relative Bearings: The angle relative to the front of a reference craft at which its target or attacker is located. (Chapter 6.2.3)
  • Relative Speed Category: One of five categorical indicators that compare how fast Lifeforms utilizing a specific mode of transportation move when compared to each other. (Chapter 10.2.7)
  • Reproductive Organ: A Body Part used by an organism for the purpose of continuing their species. (Chapter 5.4)
  • Resolution: The portion of a story wherein its plot is concluded and/or resolved. (Chapter 11.1)
  • Resonance: A condition wherein there is a simple numerical relationship between a gravitationally significant body's rotational period and its orbital period. (Chapter 10.2.4)
  • Resurrection: An impossible state of affairs involving the revival of a character after the onset of Brain Death. (Chapter 9.2)
  • Resuscitation: Any attempt made to bring an organism back from clinical death. (Chapter 9.2)
  • Retrograde Rotation: A condition wherein a celestial object rotates along its axis in the opposite direction of other bodies in the same star system. (Chapter 10.2.4)
  • Rock Planet: A planet with a solid surface that otherwise fails to meet the definition of a Liquid, Molten or Frozen Planet. (Chapter 10.2.4)
  • Role-Playing Game: A specific class of games in which the player(s) assume the role of a character in a fictional setting, acting out their role within a narrative. (Chapter 1.0)
  • Rolled: A condition that occurs to a land vehicle when its pilot critically fails a Vehicle Piloting Check after taking damage, which inflicts further hull damage and renders it completely immobile. (Chapters 9.3; 12.3)
  • Round: A period of time equal to six seconds in length, generally but exclusively used for combat purposes. (Chapter 9.0)
  • RPG: Acronym for "Role-Playing Game".
  • RSV: Acronym for "Reflex Save". (Chapter 2.3)
  • Runner: A land-based Lifeform incapable of flight. (Chapter 10.2.7)
  • Safe Accommodation Space: An assumed minimum volume of space set aside for the purpose of accommodating a craft's occupants used in the design processes for vehicles and capital ships based upon their Size Class. (Chapters 6.2; 7.2)
  • Safe Cargo Space: An assumed minimum volume of space set aside for the purpose of internal cargo carrying used in the design processes for vehicles and capital ships based upon their Size Class. (Chapters 6.2; 7.2)
  • Sapient: A Lifeform that exhibits wisdom and subjective discernment, is capable of acting with judgment and has the capacity to abstractly communicate ideas to other beings. (Chapter 10.2.7)
  • SC: Acronym for "Size Class". (Chapters 6.2; 7.2)
  • Scanner: A device used to electronically gather information about a character's surroundings. (Chapter 5.4)
  • SCI: Acronym for the Science Discipline. (Chapter 2.1)
  • Science: A Discipline that measures a character’s understanding of gathering and applying systematic knowledge. (Chapter 2.1)
  • Scribe: A player assigned by a group in order to keep track of particularly important information. (Chapter 10.5)
  • Searing: A planetary temperature category denoting average surface temperatures between 50 and 100 degrees Celsius. (Chapter 10.2.4)
  • Sector: An area used as a basic division of interstellar space approximately equal to one-eightieth the total area of the galaxy when viewed top-down on a two-dimensional plane. (Chapter 8.4)
  • Seismicity: A measure of the severity and frequency of a planet's earthquakes. (Chapter 10.2.4)
  • Self-Control Check: A voluntary Check made in order to prevent a character from performing an action based on one of their Complications. (Chapters 4.0; 11.1)
  • Sensory Organ: A Body Part that performs any function related to perception. (Chapters 5.4; 10.2.7)
  • Sentient: Any Lifeform that has the capacity to feel sensations. (Chapter 10.2.7)
  • Services: Activities performed by one entity for the benefit of another. (Chapter 5.4)
  • Setting: The time, place and circumstances under which an Adventure or Campaign is set. (Chapter 10.5)
  • Severe Weather: A category of planetary Weather that causes substantial interference to a vehicle's transit as well as damage. (Chapter 8.1)
  • Shaken: A debilitating condition imposed on a character after a traumatic experience. (Chapters 9.2; 9.3; 9.4)
  • Shield Hit Points: A number of Hit Points that represent the remaining strength of a vehicle or capital ship's Shields. (Chapter 6.1; 6.2; 7.2; 9.3; 9.4)
  • Shield: 1) A form of armor that consists of a physical object carried and wielded by a Motor Appendage; 2) A device or system that emits a protective energy field around the character, vehicle or capital ship on which it is deployed. (Chapters 5.2; 6.2.3; 7.2.2)
  • Short-Range Combat: Any combat on the character-scale wherein the attacking combatant is within 75 meters of their target. (Chapter 9.2)
  • SHP: Acronym for "Shield Hit Points". (Chapter 6.1; 9.3; 9.4)
  • SI: Acronym for "Strength Index". (Chapters 2.4; 6.2; 7.2; 9.1; 9.2; 9.3; 9.4; 9.5)
  • Significant Lifeform: Any Lifeform that has intrinsic monetary value. (Chapters 8.2; 10.2.4)
  • Simple Combat: A form of combat that resolves the action as quickly as possible and with a minimum amount of detail. (Chapter 9.1)
  • Simple Count: An inaccurate but fast method of measuring distance between two points on a planet's surface or in interplanetary space. (Chapters 8.2; 8.3)
  • Simultaneous Combat: 1) A form of combat timing that resolves a combatant's actions only after all combatants have declared their actions during a round; 2) A form of mixed-scale combat that occurs when two distinct combat actions are taking place at the same time. (Chapters 9.1; 9.5)
  • Sinking: Another form of the term Taking on Water. (Chapter 9.3)
  • Site Quality: A community quality that indicates the presence of a particular type of facility for which it is noteworthy and/or a quality based on its location. (Chapter 10.2.5)
  • Site: A given location used as the Setting for an Adventure. (Chapter 11.2.1)
  • Size Class: A shorthand measurement of the overall Bounding Box Volume of a vehicle or capital ship. (Chapters 6.2; 7.2)
  • Size: Another form of the term Size Class. (Chapter 10.2.7)
  • Skill Check: A Check that specifically utilizes a Skill or Skill Specialization. (Chapter 3.0)
  • Skill Specialization: A subset of a particular Skill used under a very specific set of circumstances. (Chapter 2.3)
  • Skill: A field of application in a given Attribute or Discipline whose use is more specific than that of the Attribute or Discipline. (Chapter 2.1)
  • Slap: A Natural Weapon whose mode of damage is bludgeoning via direct physical force, which generally involves the use of a specialized portion of a Lifeform's body. (Chapter 10.2.7)
  • Sleep Debt: A cumulative measure of the number of hours of rest a character has missed used to measure the degree of Sleep Deprivation effects they are experiencing. (Chapter 12.3)
  • Sleep Deprivation: A condition wherein a Lifeform has not received sufficient rest, resulting in a drop in overall function and an accumulation of Sleep Debt. (Chapter 12.3)
  • Slot: A measure of the size of a pocket or object used to reflect its overall volume. (Chapter 5.4)
  • Smoke Inhalation: A damaging condition that occurs when a character fails a Stamina Check after being exposed to a substance their respiratory system cannot process. (Chapter 12.3)
  • Snap Turn: A type of turn that does not require movement points to execute. (Chapters 9.3; 9.4)
  • Sniper-Style Weaponry: Any weapon designed to be able to hit a target beyond the normal bounds of long-range character-scale combat. (Chapter 9.2)
  • Sniping: Any attempt to hit a target at a distance greater than fifteen long-range combat increments on the character-scale. (Chapter 9.2)
  • Sol Sector: A region of space that houses the Sol system and acts as the core of the Terran Confederation. (Chapter 8.5)
  • Source Planet: The point from which a space vehicle or capital ship departs in interplanetary transit. (Chapter 8.3)
  • Space Adventure: A type of Adventure wherein the Setting requires a character group to leave the confines of a planet. (Chapter 11.2.4)
  • Special Action: Any action that produced non-standard effects. (Chapter 9.0)
  • Special Weapon: Any weapon that is not a Gun or a piece of Ordnance. (Chapters 6.2.3; 7.2.2)
  • Specialist: A character who is charged with a specific function of a vehicle's operation. (Chapter 9.3)
  • Speed: The measure of the distance an object travels over a given time period. (Chapters 8.0; 10.2.7)
  • Sphere Of Influence: The volume of interstellar space in which the ships of a given Starfaring Age society may be encountered. (Chapter 10.2.7)
  • Spherical Coordinates: A set of coordinates that indicate the azimuth angle, elevation angle and distance between a target point and a reference "source" point. (Chapter 8.4)
  • Stage: A set of debilitating effects a character experiences after their exposure to a Poison or Pathogen. (Chapter 12.3)
  • Stall: A condition that occurs when an air vehicle cannot generate sufficient lift to stay airborne. (Chapter 6.2.1; 9.3)
  • Standard Action: An action that requires an average amount of time to complete. (Chapter 9.0)
  • Star System: 1) A group of gravitationally significant bodies that orbit around one another; 2) The more realistic of two models used for interplanetary navigation. (Chapter 8.3)
  • Starfaring Age: A level of Technological Development that indicates a highly advanced society capable of faster-than-light space travel. (Chapter 10.2.7)
  • Starvation: A process that occurs when a Creature does not take in sufficient food or water, possibly leading to death. (Chapter 12.3)
  • Starving: A potentially fatal condition wherein an organism has not taken in a sufficient amount of food or liquid necessary to sustain their life processes. (Chapter 12.3)
  • Stasis: A condition wherein an organism is placed in suspended animation. (Chapter 9.2)
  • Stellar Luminosity Class: A categorical property of a star that provides a quick reference to how large and how hot it is. (Chapter 10.2.3)
  • Step: A free action on the character-scale wherein a combatant moves less than five meters during a round. (Chapter 9.2)
  • Sting: A small type of Gore weapon that usually has a serrated edge and contains venom. (Chapter 10.2.7)
  • Stone Age: A level of Technological Development that denotes a society that has not yet started keeping historical records or working with metal alloys. (Chapter 10.2.7)
  • Strained: A debilitating condition a character sustains when their TEC is between one-point-five and two times their Power score. (Chapter 5.4)
  • Strength Index: A composite value of the maximum available hit points and renewable damage potential available to a combatant, used to gauge their overall strength as compared to other combatants. (Chapters 2.4; 6.2; 7.2; 9.1; 9.2; 9.3; 9.4; 9.5)
  • Structural Fatigue: A condition that occurs when a craft has sustained Core Damage, requiring a Check of its structural integrity. (Chapters 9.3; 9.4)
  • Stunt: Any movement on the character scale designed to give a temporary bonus to a combatant's Hit Difficulty. (Chapter 9.2)
  • S-Type Orbit: A type of orbit in which a gravitationally significant body orbits multiple primaries. (Chapter 10.2.3)
  • Subarctic: A planetary temperature category denoting average surface temperatures between absolute zero and -100 degrees Celsius. (Chapter 10.2.4)
  • Suffocating: A potentially fatal condition wherein an organism fails a Stamina Check after being exposed to an atmosphere their respiratory system cannot process. (Chapter 12.3)
  • Surface Gravity: A measure of the effect of the attraction between objects with mass and a planet's surface. (Chapter 8.2)
  • Surface Type: One of five categorical indicators used to indicate a planet's predominant surface conditions. (Chapter 8.2)
  • Surprise Round: An initial round of combat in which any unprepared combatants cannot take any actions. (Chapter 9.1)
  • Suspension of Belief: A formula devised to justify the use of fantastic or non-realistic elements within a story. (Chapter 11.1)
  • Swimmer: A Lifeform that is based in liquid mediums. (Chapter 10.2.7)
  • Symmetry: The degree to which an organism's bodily features correspond on either side of a dividing line, plane, center or axis. (Chapter 10.2.7)
  • Syndicate: A type of power center within a community that entails government by an unofficial or illegal group. (Chapter 10.2.5)
  • Systems Damage: A reduction in the functionality of a craft's systems as a result of damage or Flaws (Chapters 6.1; 9.3; 9.4)
  • TAC: Acronym for the Tactical Discipline. (Chapter 2.1)
  • Tactical: A Discipline that measures a character’s understanding of military tactics and how they apply to combat situations. (Chapter 2.1)
  • Tailored Encounter: An encounter used to move a story's plot further along. (Chapter 11.1)
  • Take 00: A condition that occurs when a player decides to take as much time as is needed to guarantee success in an action, taking twenty times the normal amount of time and ineligibility to earn real-life experience in exchange for a result of zero. (Chapter 3.0)
  • Take 50: A condition that occurs when a player decides to accept an average die roll result instead of performing the roll as indicated. (Chapter 3.0)
  • Taking On Water: A process wherein a sea vehicle begins to sink. (Chapter 9.3)
  • Talent: A positive trait assigned to a character in order to give them bonus abilities. (Chapter 2.3)
  • Target: A combatant subjected to an action by another combatant. (Chapter 9.0)
  • TEC: Acronym for "Total Encumbrance Class". (Chapter 5.4)
  • Technological Development: A general indication of how advanced a society is. (Chapters 6.2; 9.3; 10.2.7)
  • Technological Level: Another form of the term Technological Development. (Chapter 10.2.7)
  • Tectonic Activity: The severity and frequency of volcanic eruptions and earthquakes on a planet's surface. (Chapter 10.2.4)
  • Tectonics: The study of a planet's crustal plates and other large-scale structural features, which generally determines the severity of surface seismic and volcanic activity. (Chapter 8.2)
  • Telepathy: The awareness of thoughts of another being without communication through normal sensory channels. (Chapter 12.3)
  • Temperate: A planetary temperature category denoting average surface temperatures between 0 and 25 degrees Celsius. (Chapter 10.2.4)
  • Temperature Severity Level: A modifier based on the ambient temperature that is used to determine the amount of Heat or Cold Damage a character sustains. (Chapter 12.3)
  • Template: One of six worksheets available to assist players in the design and maintenance of characters, vehicles, communities, planets, nav maps and Sectors. (Appendix Two)
  • Terrain Difficulty: A measure of the degree to which the terrain plays a factor in a vehicle or capital ship's transit. (Chapter 8.1)
  • Terrestrial Planet: Any planet that is not a Gas Giant. (Chapter 10.2.4)
  • Territory: The general region of space in which a Starfaring Age species is most commonly found, or the most heavily inhabited areas of a non-Starfaring Age race's homeworld. (Chapter 10.2.7)
  • THD: Acronym for "Touch Hit Difficulty". (Chapter 2.3; 9.1)
  • Theocracy: A type of power center within a community that involves government by members of a religious sect. (Chapter 10.2.5)
  • Tidal Lock: A condition wherein a planet or moon takes as long to rotate along its axis as it does to revolve around its primary, with the net effect that the same side always faces the primary. (Chapter 10.2.4)
  • Tools: Any device or piece of equipment that provides a mechanical advantage in accomplishing a physical task or an ability that is not naturally available to its user. (Chapter 5.4)
  • Total Encumbrance Class: The sum value of the encumbrance classes of all objects a character is carrying. (Chapter 5.4)
  • Touch Hit Difficulty: A Hit Difficulty used on the character-scale in situations where an attack requires direct contact with the target and discounts any bonus or penalty from their Finesse Attribute. (Chapter 2.3)
  • Trait: A characteristic that adds bonus abilities and/or depth to a character. (Chapter 2.3)
  • Transmission Vector: Another form of the term Mode of Contraction. (Chapter 12.3)
  • Trap: A manufactured device intended either as a means of raising an alert or causing direct damage to intruders. (Chapter 11.2.1)
  • Trk'Pahn Sector: A region of space immediately coreward of Vega Sector largely controlled by the Kilrathi Empire. (Chapter 8.5)
  • Trojan Planetary System: A group of planets in close proximity to one another that orbit around a common Barycenter that itself orbits a primary. (Chapter 10.2.3)
  • Tropical: A planetary temperature category denoting average surface temperatures between 25 and 50 degrees Celsius. (Chapter 10.2.4)
  • True Random Encounter: A Random Encounter that is not planned before an adventure begins. (Chapter 11.1)
  • Turn-Based Combat: A form of combat timing that resolves a combatant's actions immediately after they are declared. (Chapter 9.1)
  • Unarmed Attack: Any attack on the character-scale performed without the use of a weapon. (Chapter 9.2)
  • Unconscious: A debilitating condition that occurs when an organism's available Non-Lethal Hit Points have fallen to zero or less. (Chapter 9.2)
  • Undermanned Penalty: A debilitating condition that occurs when a craft has less than 90% of its minimal crew requirement aboard. (Chapter 9.3; 9.4)
  • United States Dollar: The primary mode of currency used in the United States of America. (Chapter 10.2.6)
  • Urban Adventure: An Adventure with a Setting located within a community. (Chapter 11.2.3)
  • USD: Acronym for "United States Dollar". (Chapter 10.2.6)
  • User: A property of a vehicle that indicates what type of group primarily operates it. (Chapters 6.0; 6.2; 6.2.1)
  • Vaporized: Another form of the term Mutilated. (Chapter 9.2)
  • Variable Trait: Any Trait that may be assigned to a character as either a Talent or Complication. (Chapter 2.3)
  • Vega Sector: The region of space located immediately in between the Sol and Kilrah Sectors; the region of space in which most events in the Wing Commander Universe takes place. (Chapter 8.5)
  • Vehicle: A machine designed to transport substances, objects and/or individuals. (Chapter 6.0)
  • Venerable Age: A final life stage marked by substantial deterioration of physical abilities and ending in an organism's death from natural causes. (Chapter 10.2.7)
  • Visual Organ: A Sensory Organ that gives a Lifeform the sense of sight. (Chapter 10.2.7)
  • Volume: The total amount of three-dimensional space contained by an object. (Chapter 10.2.7)
  • Vukar Tag Sector: A largely unexplored region of space immediately coreward of Kilrah Sector that houses the Vukar Tag system. (Chapter 8.5)
  • Vulcanicity: A measure of the severity and frequency of a planet's volcanic eruptions. (Chapter 10.2.4)
  • Vulcanism: Any of the natural phenomena and processes associated with the action of a planet's volcanos, geysers and fumaroles. (Chapter 8.2)
  • WCRPG: Acronym for "The Wing Commander Role-Playing Game". (Chapter 1.0)
  • Weapon Accessories: An object designed to improve upon or maintain a weapon's performance or usability. (Chapter 5.4)
  • Weapon: An object whose function is to inflict damage on another object. (Chapters 5.3; 6.2.2; 7.3.3; 10.2.6)
  • Weaponry: A type of commodity generally consisting of outdated military-grade firearms. (Chapter 5.5)
  • Weapons Dice: Any dice assigned to a Creature's attacks during the design process. (Chapter 10.2.7)
  • Weapons Station: A very flexible accessory whose purpose is to mount a weapon on a vehicle or capital ship. (Chapters 6.2.3; 7.2.2)
  • Weather: A set of all the phenomena occurring in a planet's atmosphere at a given time. (Chapters 8.1; 8.2, 10.2.4)
  • Wield: To carry a weapon in a manner such that it may be immediately used. (Chapter 5.2)
  • Wilderness Gear: Any piece of equipment designed to be employed in rural areas. (Chapter 5.4)
  • Willpower Save: A roll made in dire situations where a character's mental fortitude can mitigate the outcome. (Chapter 2.3)
  • Wind: The flow of air or other gases that compose an atmosphere generally caused by the equalization of density between two or more localized areas. (Chapter 12.3)
  • Wing Commander Combat Information Center: A fan website for Wing Commander related news, located at http://www.wcnews.com
  • Wound: An additional form of Lethal Damage that has debilitating effects. (Chapter 9.2)
  • WSV: Acronym for "Willpower Save". (Chapter 2.3)
  • X: A shorthand notation for Special Weaponry. (Chapters 6.3; 7.3)
  • xd10: An abbreviation indicating a situation wherein a player should roll x ten-sided dice and sum the result, where x is any given integer. (Chapter 1.1)
  • xd2: An abbreviation indicating a situation wherein a player should roll x two-sided dice (the result of a ten-sided die where odd results count as one and even results count as zero) and sum the result, where x is any given integer. (Chapter 1.1)
  • xd5: An abbreviation indicating a situation wherein a player should roll x "five-sided dice" (the result of a ten-sided die divided by two and rounded up) and sum the result, where x is any given integer. (Chapter 1.1)

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