Almost anything a character does can be described by an action. Making an attack, dodging a blow and using a Skill are all actions. Actions are divided into Immediate Actions, which take no time in combat (for example, dropping a weapon), and Timed Actions (actions which take time in combat and must be declared; for example, making or dodging an attack).
Special abilities, benefits or advantages that a character possesses. Examples include having a Contact in Starfleet Command, being especially adept at Engineering tasks or having a particularly acute sense. Advantages cost a number of Development Points equal to their value; for example, a +2 Advantage costs 2 Development Points.
A character's innate capabilities, such as his agility or intelligence. There are five attributes: Fitness, Coordination, Intellect, Presence and Psi. Attributes range in value from 1 to 5 (and, rarely, higher).
Attribute Test
A Test (q.v.) made using only an attribute (no skill is involved).
The scientific notation for speed of light. For example, a starship moving at .25c moves at one quarter the speed of light.
Combined Test
A Test made by several characters working together. The best Test Result acts as a base, and each additional successful result adds +1 to it; failures may subtract from the total or delay completion of the task.
Courage Points
Courage represents a character's bravery, ingenuity and fortitude in the face of adversity. Characters use Courage Points to improve rolls and increase Test Results. A character's overall Courage Point total is sometimes referred to as his Courage Pool.
A six-sided die. Six-sided dice are used to make all Tests in Star Trek: Vanguard.
Development Points
Points which characters use to buy Attributes, Edges and Advantages. Characters receive a certain number of Development Points at each stage of their Background History.
How easy or hard it is to accomplish a task. Each task is given a Difficulty (or Difficulty Number) indicating how hard it is — the higher the number, the harder the task. 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.
Limitations, hindrances or other problems which afflict a character. Examples include having a Sworn Enemy, being Physically Impaired (for example, blind) or hiding one's emotions.
Drama Die
When a player rolls a Test, one of the dice he rolls is a different color. This die is called the Drama Die. If the Drama Die rolls a 6, it indicates a great degree of success; if it rolls a 1, it may indicate a great failure.
Dramatic Failure
A failed Test which is six or more below the Difficulty Number (for example, a Test Result of 5 when the Difficulty of 12). This indicates a grievous failure which may have terrible consequences for the character.
Dramatic Success
A successful Test which 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.
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.
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.
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.
A character's level of ability in a skill or attribute. For example, a character who buys a kill has a level of 1 in that skill; as his ability improves, the level increases to 2, 3, 4 and so on.
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.
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.
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 with 1 point of Renown in one Aspect (player's choice).
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.
Test Result. See Test.
A measure of time in combat, equal to five seconds.
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).
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 of any die to his skill level. If the total equals or exceeds the Difficulty Number for the task, the character succeeds.
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.
A character creation tool which represents the character's race or species, such as Human or Vulcan. Each Template includes the basic attributes and other abilities common to an average member of the race.
Tests are dice rolls used to determine whether a character succeeds with a particular action. Most Tests are based on a skill + attribute, but there are also Tests based solely on an attribute. Typically, the highest die rolled in a Test is added to the relevant skill level; if that total, or Test Result, equals or exceeds the Difficulty of a task, the character succeeds.
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.
Wound Level
An indication of a character's current injury status. These 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 Level; when he takes more damage than that, he drops to the next level.