This file lists Game Terms and some play examples as used in the Triangle Quadrant Campaign. Page numbers are for the Core Game Book (Original Series White Book), unless otherwise noted.

ACTION: Almost anything a character does.  Some are immediate, taking no time.  Others take time, and must be declared.  p108

ADVANTAGE: Special abilities or benefits for a character, such as ALLY, or PATRON, Etc.  These cost Development points.  p84-90

ATTRIBUTE: There are five attributes: Fitness, Coordination, Intellect, Presence, and Psi. Attributes range from 1 to 5.  p63-64

ATTRIBUTE TEST: A die roll Test (see Test) made using only an attribute, without adding any skill level.  p103

c: A symbol representing the speed of light. .25c means 25% of light speed.

COMBINED TEST: A Test (see Test) made by several characters, working together.  The best result is the base, each additional success by a character adds another +1 point to the total per character; failures may subtract points or delay completion of the task.  p105

COURAGE POINTS: Courage points represent a character's bravery, ingenuity, and fortitude, in times of stress, or danger. Characters use Courage points to improve die rolls, ans increase test results. the Player may see the die roll results of a test, and then add up to 4 available Courage Points, each point giving a +1; Courage points may be replenished by dramatically appropriate, heroic, or selfless actions, or given as a result of advantages, or use may be forced because of disadvantages.  Courage points refresh at the end of every episode. If a character spends Courage Points to accomplish Dramatically Appropri�ate Feats, the GM can elect to reward him by replenishing his Courage Points at the end of the scene. For example, a Starfleet security officer who spends Courage Points at a critical moment to unmask a disguised spy, slip into Klingon military headquarters without being detected, or to disarm a deadly bomb in Engineering ADVANCES THE PLOT, and thus may earn back any Courage Points he spent accomplishing those feats.  p102

The more impressive or difficult the task a character accomplishes, the more Courage Points regained:

** Effective Roleplaying
Players who consistently portray their characters� motivations, personali�ties, and behavior well should be rewarded and encouraged, and one of the best ways to do this is for the Narrator to give them back Courage Points more quickly than normal. For example, a security officer should recover any Courage Points he spends to accomplish important Energy Weapon, Security, or Shipboard Systems Tests if his player roleplays them well. The rewards should equal the number of Courage Points spent on the roll(s). 

** Heroic Sacrifice
If a character willingly sacrifices of himself by exposing himself to death, injury, or loss to protect or help his comrades or to further the group�s overall mission, he will be rewarded for his valiant efforts with a more rapid recov�ery of Courage Points (and maybe even receive an extra Courage Point or two instead of raw Experience Points as a reward!)  see Rewards, pages 123-124.

d6: A regular six-sided die.  These are the dice used in LUG Trek.  We use the dice roller function in the OpenRPG Chat Room.

DEVELOPMENT POINTS: Characters use these to buy Attributes, Edges, and Advantages. Disadvantages give Development Points. p46

DIFFICULTY: How easy or difficult it is to accomplish a Task. Each task is given a difficulty number, indicating how difficult it is to perform, the higher the number, the more difficult it is.  Difficulty Numbers are organized into categories (from lowest to highest, Routine [3-5], Moderate [6-8], Challenging [9-11], Difficult [12-14] and Nearly Impossible [15+]). When trying to accomplish a task, a character rolls a Test (q.v.); if his Test Result equals or exceeds the Difficulty, he succeeds. p99
    
DISADVANTAGE: Limitations, hindrances or other problems which afflict a character. Examples include having a Sworn Enemy, being Physically Impaired (for example, Blind) or being Impulsive.  p90-96.

DRAMA DIE: When a player rolls a Test, the first die he rolls is called the Drama Die. If the Drama Die rolls a 6, it indicates a great degree of success, and the player adds the next highest die to the roll.  If instead, of a 6, it rolls a 1, it may indicate a failure, or complication.  If all dice rolled are 1s, it indicates a Dramatic Failure. p100

SINGLE TEST DIE & DRAMA DIE: If a character only rolls one die for a Test, that die is automatically the Drama Die. If it rolls a 6, the character may reroll it once, and once only, and add it to the total. If instead of a 6, that single die rolls a 1, a Dramatic Failure has occurred.  This means that unskilled characters, or inexperienced characters are more prone to extreme failures.  Increase those skills, or get skilled help! p100

DRAMATIC FAILURE: A failed Test which is six or more below the Difficulty Number (for example, a Test Result of 5 when the Difficulty is 12.)
This indicates a grievous failure which may have terrible consequences for the character. p102

DRAMATIC SUCCESS: A successful Test that is six or more above the Difficulty Number (for example. a Test Result of 12 when the Difficulty is 5.)
This indicates an amazing success which may have especially beneficial results for the character. p 102

EDGE: Aspects of attributes which represent a character�s particular level of talent (or lack of talent) with some functions of an attribute. For example, the edges associated with Intellect are Logic and Perception. Edges range in value from +2 to -2, and act as modifiers to related Tests. A character's edges may not be changed by more than 4 during character generation. p64

EXTENDED TEST: A Test that requires an extensive amount of time, or which is broken up into segments so that the Narrator can gauge the character�s progress by requiring multiple Skill Tests. p104

INITIATIVE: Determines who goes first in combat or similar situations. Characters must make Initiative Tests based on the Skill they are about to use, modified by their Reaction edge.  This system is used when very precise actions are called for in the game, and can be invoked by a player asking for Initiative Rounds from the GM.  Otherwise actions happen more or less as players post them to the chat room, unless the GM declares otherwise.  Common sense must be used in application of the initiative system. p 107

LEVEL: A character�s level of ability in a skill or attribute. For example, a character who buys a skill has a level of 1 in that skill; as his ability improves, the level increases to 2, 3, 4 and so on.  p 46

OPPOSED TEST: A Test (q.v.) which is opposed or resisted by another character; for example, a character who uses his Stealth skill to sneak past a guard will engage in an Opposed Test with the guard, who uses his Search skill in an attempt to locate the character. The character who rolls the highest Test Result in an Opposed Test wins the Test. p104

OVERLAY: A character creation tool which represents the character�s profession, such as Engineer or Doctor. Each Overlay includes the basic Skills and other abilities needed to perform the profession. p 49

(q.v.)   Means "See Also", from Latin.  Don't ask me for the real words, I scanned this file. You should be writing more background history.  Yes, YOU.  :)

RENOWN: Renown measures how well-known a character is. Renown has five Aspects (Aggression, Discipline, Initiative, Openness and Skill), and can be positive or negative. Each character starts the game with 1 point of Renown in one Aspect (player�s choice). Overlays or background history may add more. Negatives do not penalize, but are a description of the personality.  Negative aggression renown means the character is know to be passive, etc.  p60

RESISTANCE: A character�s ability to withstand damage. Resistance equals a character�s (Fitness + Vitality). If the character wears armor or other protection, it will add to his Resistance. p61

RESULT: Test Result. See Test.

ROUND: A measure of time in combat, equal to five seconds. p98   Again, rounds are used very loosely, to aid in a free-flowing game.  If a player feels that Game Rounds must be invoked, they can ask the GM to do so.  Sometimes, the GM may do so to aid in runing a coplicated battle, or time critical series of actions.  p 98

SKILL: A character�s learned abilities, aptitudes and knowledges. Examples include the ability to fire energy weapons, the ability to diagnose illness and perform surgery, and the ability to operate ship�s sensors. Skills range in value from 1 to 5 (and, rarely, higher). Most skills have specializations (q.v.) Each skill in the game is linked to a particular attribute (for example, Energy Weapon is linked to Coordination, while Shipboard Systems is linked to Intellect). The attribute is important, since it tells you how many dice to roll for a SKILL TEST. p64-83

SKILL TEST: A Test (q.v.) in which a character rolls a number of dice equal to the ATTRIBUTE upon which a skill is based, and adds the HIGHEST RESULT ON ANY ONE DIE to his SKILL LEVEL or SPECIALIZATION (q.v.) LEVEL . If the total equals or exceeds the Difficulty Number for the task, the character succeeds. p 98

SPECIALIZATION: Areas of particular expertise and ability within a skill. Many skills require a character to specialize, since they are so broad that few characters will ever learn all aspects of the skill in-depth.  Specializations are listed in parenthesis, as  SKILL (Specialization) 1 (2)  This would mean all broad areas of the SKILL are at level 1, with (Specialization) of level 2. p65

TEMPLATE: A character creation tool which represents the characters race or species, such as Human or Vulcarn. Each Template includes the basic attributes and other abilities common to an average member of the race.  p 47-49.

TEST: Tests are dice rolls used to determine whether a character succeeds w ith a particular action. Most Tests are based on a skill plus an attribute, but there are also Tests based soley on an attribute. Typically, the highest die rolled in a Test is added to the relevant skill level or specialization level; if that total, or TEST RESULT equals or exceeds the DIFFICULTY (q.v.) of a task, the character succeeds.  p 98-105

TEST MODIFIER: Circumstances which modify a Test. These include edges, poor  visibility, using the off hand, being wounded or trying to perform tasks in zero gravity.  p105-106.

WOUND LEVEL: An indication of a character�s current injury status. There are seven Wound Levels:
Healthy, Stunned. Injured, Wounded, Incapacitated, Near Death and Killed. A character can withstand a number of points of damage equal to his Resistance per Wound Le\el: ~ hen he takes more damage than that, he drops to the next level.  p116

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Skill Test Example:
Lieutenant Garvey uses the ship's sensors to scan space around the Theta VII asteroid belt, looking for Klingon ships hiding among the asteroids.  The GM assigns this fairly specific and involved scan a Difficulty of Moderate (7).

Lieutenant Garvey has Shipboard Systems (Sensors) 2 (3) and Intellect 3 [Dice]. Garvey�s player rolls her three Attribute dice (In This case, Intellect) (one of which, the first die rolled is a Drama Die), getting a 6 on the Drama Die, a 3, and a 5. Since Garvey got a 6 on her Drama Die, she can add not only that 6, but the next highest die (the 5) to her skill. She next adds her specialization (sensors), since it applies to the sensors scan.  That gives her a final result of:

  (6[drama]+5[next highest]+3[specialization])= 14

Since 14 is 6 or more greater than the Difficulty Number of 7, she has achieved a Dramatic Success (see above). The GM tells her that her scan was successful, and that she detects two Klingon ships hiding behind a large asteroid 5,000 kilometers away-and that they are powering up their disruptors.

SKILL DIFFICULTY  EXAMPLES

Routine [3-5]
These tasks are easy; even inexperienced characters can perform them successfully most of the time. Examples include making a standard sensor scan or creating a simple computer program.

Moderate [6-8]
These tasks require some skill to complete successfully. An average char�acter has a decent chance of failure; an above-average one will usually succeed. Examples indude creating a complicated computer program, making a sensor scan for something that is difficult to find, or making routine repairs or adjustments to the warp engines.

Challenging [9-11]
These tasks are complicated, and often require considerable skill. Average characters will only occasionally succeed at these tasks, and even above-aver�age ones may have some difficulty. Examples include reconfiguring the warp engines under standard conditions or performing a toxicological analysis on a corpse of an unknown humanoid species.

Difficult [12-14]
These tasks are very hard. Average characters will almost never succeed, and skilled professionals stand a good chance of failure. Examples include bluffing three Romulan ships out of position, or working out a reliable method of cross-universe travel from one data point.

Nearly Impossible [15+]
Even legendary characters need a bit of luck to succeed at Nearly Impossible tasks, which often represent not just the difficulty of the job, but the extreme pressure facing the character to complete it quickly and well. Examples include cold-starting the warp engines with uncalibrated dilithium crystals in two minutes, or constructing a time-viewer with twenty dollars� worth of 1930s technology and a ruined tricorder.

Impossible without assistance [21+]
  This is the absolute limit, even for the most legendary charaters.  Beyond this, a TEAM of people would need to be used, all generating successes to help the primary character, and a LOT of luck.
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