Glossary of All Terms Used In the Void Pirates YE 500 Setting

AdMods (Additional Modifiers)
Situational bonuses or penalties are applied to an Action Roll (AR). These range from +1 to +5 for bonuses (examples: gear such as XO-SKEL Suit, enhancing medications like Combat Roids, crew inspiration) or –1 to –10 for penalties (examples: injury, meteor shower in the Theater of Operations (TO), mismatched Gravity Rating (GR) effects, radiation exposure).

AGL (Agility)
One of the five core attributes, representing dexterity, dodging, precision, and physical coordination. Rolled as 3d6 (3–18) during character creation; modified by Gravity Rating (GR) selection. Attribute Modifier (AtMod) = score ÷ 3 (round up). Primary attribute for skills such as Acrobatics, Evasion, Piloting, Ranged Combat, Sleight of Hand, Stealth, and Zero-G operations. Also used for Initiative rolls (3d6 + AGL AtMod).

AR (Action Roll)
The core resolution mechanic of the NOVACore system. Roll 3d6 (three six-sided dice) + Attribute Modifier (AtMod) + Skill Rank Modifier (SRM) + Gravity Rating Modifier (GRM) + Additional Modifiers (AdMods) to meet or exceed a Target Number (TN). Determines full success (≥ TN), partial success (TN – 1), or failure (< TN) for combat attacks, skill checks, opposed tests, and most actions. Base roll range: 3–18.

ASR (Average Skill Rank)
Category of common or basic skills (examples: Athletics, Melee, Ranged Combat, Perception, Streetwise). Skill Rank Modifier (SRM) adds +1 per rank (Rank 1 = +1, Rank 5 = +5). Costs are lower than Difficult skills (6 XP for Rank 1, increasing by 3 XP per rank).

AtMod (Attribute Modifier)
The bonus (or penalty) derived from an attribute score. Calculated as attribute score ÷ 3 (round up). Added to relevant Action Rolls (ARs) based on the attribute used for the action (STR for melee power, AGL for precision/dodging, INT for technical/hacking, HLTH for endurance, PER for social/perception). Example: AGL 13 → AtMod +5.

AU (Astronomical Unit)
Standard measure of intra-system distance (exactly 149,597,870,700 meters, the average Earth-Sun distance). Used in ship profiles for sensor range (e.g., 0.5–4 AU), sublight travel distances, and theater-of-operations descriptions.

AV (Armor Value)
The amount of damage soaked/reduced before it affects Health Points (HP). Physical damage (projectiles, melee) soaks full AV; energy damage (lasers, plasma, shock) soaks half AV (round down, minimum 1 damage remains). Stacks from worn gear (personal max total AV 12), body suits, cybernetics, vehicles, mechs, and ships. Specified by type (e.g., Cerametal Hull, Force Field).

Brick
One of the four Gravity Rating (GR) types (adapted to 0.8–1.2g environments, near Earth-standard). Permanent attribute modifiers: PER +2 (others 0). Typical height 1.65–1.85 m; solid, balanced build. GRM: +1 in 0.5–1G, –1 in extremes. Slang: “Bricks built the Cradle.” Role: Versatile all-rounders, crew anchors, social leaders.

Cradle (The)
The explored human space in YE 500 — a roughly 10,000–12,000 light-year diameter bubble centered on old Sol (Origin Point). All known human settlements exist within this fragile sphere after the Great Exodus. Beyond lies the uncharted Void, home to Outsiders and unknown horrors.

Critical Failure / Fumble
Natural 3 on the base 3d6 roll (before modifiers) in an Action Roll (AR). Triggers the Fumble Table (d6) or logical setback: weapon jam/drop, self-inflicted damage, alerting enemies, environmental backlash, or catastrophic failure (e.g., suit breach in vacuum).

Critical Hit
Natural 18 on the base 3d6 roll (before modifiers) in combat. Adds +1d4 extra damage. Some weapons (e.g., Vibro-Short Sword) have additional effects (vorpal: sever limb on natural 18).

Critical Inspiration
An optional rule where, on a natural 18 on the base 3d6 (before modifiers), a player may choose to apply two relevant Skill Rank Modifiers (SRM) to the Action Roll instead of the standard Critical Hit benefit (+1d4 extra damage or weapon-specific effects like vorpal). Both skills must logically apply to the action (GM approval required), and the player must pick one effect or the other — they cannot combine dual SRM with extra damage.

Cyborg / Cybernetic Enhancements
Permanent mechanical or neural prostheses (examples: Cyberfist, Dermal Plating, Spinal Reflex Rig, Neural Lace). Require surgery. Installation risks, rejection or complications. Maintenance may be required (Electronics or Medicine AR monthly).

DSR (Difficult Skill Rank)
Category of advanced or specialized skills (examples: Piloting, Computer, Tactics, Medicine, Demolitions). Skill Rank Modifier (SRM) escalates: Rank 1 = +1, Rank 2 = +3, Rank 3 = +5, Rank 4 = +7, Rank 5 = +9. Higher XP cost than Average skills (12 XP for Rank 1, increasing by 6 XP per rank).

Fluxion Drive / Flux Rating
Flavor term for the Hyperdrive Core module and its performance tiers. Military/high-end cores rated Flux 6–7 (cruise ~0.6–0.7 light-years per day); civilian rated Flux 4–5 (slower, more fuel-efficient). Not a separate mechanic — simply describes Hyperdrive Core quality. Maximum average cruise across all vessels: 1 light-year per day. Longer jumps increase Navigation AR TN and risk.

Floater
Gravity Rating (GR) type (adapted to 0–0.2g environments, true zero-gravity or spin-dead stations). Permanent attribute modifiers: STR –2, AGL –1, INT +2, HLTH –1, PER 0. Typical height 2.0–2.2 m; ultra-tall, rail-thin, pale/translucent skin. GRM: +2 in Zero-G, –3 in 1.6G+. Slang: “Don’t let the floater lift that crate.” Role: Zero-G masters, void scouts, hull breachers.

GM (Game/Galaxy Master)
The player who runs the game. The GM adjudicates rules, narrates the story, controls non-player characters (NPCs) and adversaries, sets Target Numbers (TNs) and situational modifiers, determines outcomes of ambiguous actions, rolls for random events (e.g., encounters, economy modifiers, hazards), and awards Experience Points (XP). The GM has final authority on rule interpretation and can apply discretion (e.g., “GM may award,” “GM sets TN,” “GM discretion”) to keep the game fair and fun.

GR (Gravity Rating)
The gravitational adaptation a character developed in during growth. Replaces traditional racial concepts in the Cradle. Determines permanent attribute modifiers and Gravity Rating Modifier (GRM) applied to all Action Rolls (ARs) based on local gravity. Four types: Floater, Hopper, Brick, Stomper. Mismatch causes GRM penalties; mitigated by suits, meds, or cybernetics.

GRM (Gravity Rating Modifier)
Bonus or penalty added to every Action Roll (AR) based on the character’s Gravity Rating (GR) and the local environment’s gravity band. Applies to combat, skills, initiative — everything. See Gravity Rating table for full bands and values. Example: Floater +2 in Zero-G, –3 in 1.6G+.

He³ (Helium-3)
A rare, stable isotope of helium harvested from gas-giant atmospheres via scoops or orbital refineries. Primary fuel for Fluxion Drives and fusion reactors. High-value strategic resource; scarcity drives bullion-based trade across the Cradle.

HLTH (Health)
Core attribute representing endurance, constitution, and resilience. Rolled 3d6; AtMod = score ÷ 3 (round up). Determines base Health Points (HP = final HLTH × 2). Used in Endurance, Survival, and stabilization rolls. Modified by GR, cybernetics, bio-augs, and medications.

HLAN (Horizontal Landing)
Conventional runway-style landing using forward thrust vectoring and horizontal nacelle alignment, as opposed to vertical takeoff and landing (VTOL). Requires suitable surface or prepared pad; common on larger haulers or when VTOL nacelles are damaged.

HP (Health/Hit Points)
The amount of damage a character, suit, vehicle, mech, or ship can take before unconsciousness/death or non-functional/destruction. Personal: HLTH × 2 (modified by cyber/bio). Wound penalties apply at thresholds (>50% none, 25–50% –2, etc.). At 0 HP: unconscious + stabilization roll (raw 3d6 > HLTH). At –Max HP: death.

Hyperdrive Core
The only faster-than-light (FTL) propulsion system in YE 500. Installed as a Ship Gear & Module (7,000 oz gold base price). Enables short interstellar jumps (typical safe range 4–8 light-years; maximum average cruise 1 light-year per day). Requires INT Navigation AR TN 18 (1d4 days per jump). Fuel: specialized hyperdrive fuel cells. Risks: misjump, radiation exposure (RSR applies), system strain. LNC integration reduces power draw 15–20%.

Initiative
Determines turn order in combat (personal or ship). Roll 3d6 + AGL AtMod (highest first). Ties broken by highest AGL score, then raw roll. Re-roll only on dramatic changes (GM discretion).

INT (Intellect)
Core attribute for problem-solving, hacking, technical skills, and knowledge. Rolled 3d6; AtMod = score ÷ 3 (round up). Primary for skills such as Computer, Electronics, Engineering, Mechanics, Medicine, Navigation, Gunnery, Tactics. Threshold for psionic potential check (final INT 16+ → roll 1d20; 19–20 = latent).

Language
In YE 500, the Cradle has three dominant human languages: one evolved from Chinese dialects (streamlined for industry/command), one a creole mixture of English/French/German roots (common in trade/navigation/spacer slang), and one a Latin-descended dialect with strong Spanish influences (used in religious/legal/ceremonial contexts). Thousands of smaller languages and regional dialects survive in isolated settlements, Verti-Parks, and fringe groups. Most ship comms systems, personal comm earpieces, and datajack headsets include built-in real-time translator software that handles the three major languages automatically. Language is therefore almost never a mechanical barrier — communication between humans is assumed frictionless unless the GM applies a situational AdMod (–1 to –3 to relevant social ARs for a scene, e.g., archaic dialect, damaged gear, or encrypted chatter). No separate language skill exists.

Level
A measure of a character’s overall experience and capability progression in the game. Levels are determined solely by the total amount of Experience Points (XP) spent after character creation (Backstory XP does not count toward level advancement).  (see PCR)

LNC (Living Neuro-Core)
Playable character type: preserved human brain in a nutrient bioreactor jar, interfaced via neural laces to a host vessel (mech, ship, drone). Replaces Gravity Rating (uses Floater GRM). Brain HP 5 (jar AV 12/6); vessel stats override physical actions. Starting vessel: free Light Scout Walker Mech. Taboo in core polities (execution of installers). Eternal lifespan via vessel-plug; maintenance risks.

Move Rate
The distance a character can move per full Move action. Base = AGL × 2 meters (round up). Gear adds flat meters (Jump Boots +4m, Cyberlegs +4m). Terrain, encumbrance, and GRM penalties apply. Higher levels multiply Move (Level 5: ×2 full Move).

Outsiders
Canon non-human intelligent alien species originating from beyond the Cradle. Four confirmed types: Greys (abductions), LGMs (sabotage swarms), Reptilians (Kobold slave raids / Ophidian infiltration), Mantids (experiments/control). All possess gravity-jump drives (instantaneous leaps, 1–10,000+ LY range) and superior psionics. Encounters rare, hostile/indifferent, focused on resource harvesting (biological materials, tech). No alliances or communication. High-threat adversaries (custom opposed psionic rolls, TN 21–24+).

PER (Personality)
Core attribute for social interactions, perception, leadership, and deception. Rolled 3d6; AtMod = score ÷ 3 (round up). Primary for skills such as Persuasion, Deception, Intimidate, Broker, Leadership, Streetwise, Recon, Gambling.

PCR (Party Challenge Rating)
The sum of all crew member levels (e.g., five Level 2 characters = PCR 10). Used to scale mission/module difficulty, enemy strength, and encounter balance. Categories: 1–4 (Solo/Light Crew), 5–9 (New Operators), 10–18 (Veteran Crew), 19+ (Epic Adventure).

Psionics
Rare innate mental powers (5–10% human latency; triggered by stress, genetics, or artifacts). No dedicated class. Potential check: final INT 16+ → roll 1d20 (19–20 = latent).

RSR (Radiation Shielding Rate)
Ship/mech stat (1–5 scale) measuring protection against cosmic rays, solar flares, reactor leaks, and jump radiation. Soaks Xd6 rad damage/hour (RSR 3 = 3d6 soak). Adds +1 per level to crew HLTH ARs inside. Breached RSR exposes crew to full hazard. Upgradable via modules.

SRM (Skill Rank Modifier)
Bonus added to Action Rolls (ARs) from a single relevant skill. Average Skill Rank (ASR): +1 per rank. Difficult Skill Rank (DSR): escalating (+1, +3, +5, +7, +9 for Ranks 1–5). Only one skill per AR; player chooses the most advantageous.

Stomper
Gravity Rating (GR) type (adapted to 1.6G+ environments, super-heavy worlds). Permanent attribute modifiers: STR +2, AGL –1, HLTH +1, PER 0. Typical height 1.5–1.75 m; short, massively muscular, barrel-chested. GRM: +2 in 1.6G+, –1 in Zero-G/low-G. Slang: “Stompers don’t fall — they land.” Role: Planetary tanks, high-G assault breakers.

STR (Strength)
Core attribute for physical power, melee combat, lifting, and carrying. Rolled 3d6; AtMod = score ÷ 3 (round up). Sets Carry Limit (STR × 10 kg). Primary for skills such as Athletics, Melee, Unarmed.

TN (Target Number)
Difficulty threshold for Action Rolls (ARs). Routine 8, Average 12, Difficult 18, Very Difficult 21, Heroic 24+. Modified by TSR scaling for high-skill characters (+1 to +5).

TO (Theater of Operations)
The active environment or area where actions, combat, or events take place (e.g., asteroid belt, planetary surface, derelict ship interior, orbital station). Used to apply situational AdMods, planetary hazards, or gravity effects.

TSR (Total Skill Ranks)
Sum of all skill ranks purchased (each rank counts +1, Average or Difficult). Thresholds increase personal TNs for that character only (+0 at 0–10, +1 at 11–15, up to +5 cap at 31+). Reflects reputation and job difficulty scaling. Reputation offset: party +3 Reputation with faction reduces personal TN increase by 1.

Vac-Suit (Vacuum Suit)
Sealed environmental suit for EVA (Extra-Vehicular Activity) and vacuum exposure. Average skill (AGL) for operations/repairs. Armored Vac-Suit provides AV 6/2 + life support (24 hours). Prevents vacuum damage (1d6/round + stabilization roll).

VTOL (Vertical Take-Off and Landing)
Capability of certain ships (especially dropships/landers) to hover, take off, and land vertically on unprepared surfaces. Enabled by tilt-capable fusion nacelles (0–90° vectoring).

YE 500 (Year of Expansion 500)
Default campaign timeline (~2764 AD), 500 years after the Great Exodus from Earth. Psionics rare and stigmatized; polities include Luyten Empire, Teegarden Directorate, Wolf 1061 Freeholds, and numerous independents/freeholds. Era of piracy, corporate intrigue, and Outsider incursions.