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Glossary
The terms below are used in this book. Entries are alphabetical; the chapter in parentheses holds the full rule or description. The Exodus NDS Core Rules glossary covers the core terms in more depth.
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Ability Die — A positive d8. The base positive die of a pool before upgrades (Chapter Thirteen).
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Action — The main thing a character does on a turn in structured play: an attack, a skill used under pressure, or a complex interaction. One per turn (Chapter Fourteen).
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Active Channel — The number of checks an AI Core can assist at once; each channel assists one check per round in structured play (Chapter Ten).
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AI Core — A ship's or device's directive AI hardware, rated by tier: Basic Automation (0 Active Channels), Civilian (1), Professional (2), Advanced (3), and Military (4). Basic Automation gives no AI assistance (Chapter Ten).
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Approach — A system's distance from its seam arc to its inner worlds: Close, Standard, or Far. It sets how many Intervals a ship needs to dock (Chapter Ten).
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Armor (ship) — A ship stat subtracted from incoming Hull Damage, less the weapon's Pierce. It never reduces System Damage (Chapters Eleven and Fourteen). Personal armor instead adds to Resistance (Chapter Nine).
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Assisted Check — A check where up to two helpers each add a Boon Die, or an Ability Die when the helper has more ranks; at most one Ability Die (Chapter Thirteen).
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Availability — Where an item is sold: Common, Uncommon, Rare, (R) Restricted, or (I) Illegal (Chapter Nine).
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Background — Where a character came from. With Career, it sets the profession skills (Chapters Three and Six).
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Bane — A negative secondary symbol. Cancels a Boon; net Banes are complications the GM applies (Chapter Thirteen).
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Bane Die — A negative d6 added for unfavorable circumstances (Chapter Thirteen).
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Basic Automation — The lowest AI Core tier. Runs routine automated functions only and gives no AI-assisted checks. The Model 20 and KR-41 carry it (Chapter Ten).
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Boon — A positive secondary symbol. Cancels a Bane; net Boons buy benefits the player proposes. One spare Boon always recovers 1 Strain (Chapter Thirteen).
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Boon Die — A positive d6 added for favorable circumstances, gear, talents, or help (Chapter Thirteen).
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Breakthrough — An exceptional positive result. Adds one Success, and its special effect triggers whether the check succeeds or fails (Chapter Thirteen).
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Builder — The shipwright that made a hull: Crown Meridian, Openframe, Viridian, Kharos, or Safa (Chapter Eleven).
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Builder relationship — How easily two builders' components combine: Partner, Open, Rival, or Forbidden. Harder pairings add Bane Dice to installation (Chapter Eleven).
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Calamity — An exceptional negative result. Adds one Failure, and its special effect triggers whether the check succeeds or fails (Chapter Thirteen).
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Captain — The crew role outside the six stations. The captain may use Direct Focus, a Quick Action that gives one crew member 1 Boon Die on their next check that round (Chapters Eleven and Fourteen).
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Career — What a character does on a crew. With Background, it sets the profession skills (Chapters Three and Six).
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Cargo Unit — A measure of secured hold space: about one tonne of ordinary packaged freight (Chapter Eleven).
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Catch Breath — A Maneuver, once per encounter, that recovers 1 Strain (Chapter Fourteen). Also a universal talent that raises it to 2.
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Check — Any roll made to resolve an uncertain action. A Trial Die is one of the dice in a check, not the check itself (Chapter Thirteen).
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Choose One talent — A talent that may be bought again, each time for a different choice (Chapter Eight).
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Class — A ship's role and size in plain language: fighter, shuttle, courier, cutter, corvette, frigate, and so on (Chapter Eleven).
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Cloaking — Antaean League stealth technology, licensed and tracked. Ship-scale cloaking is not fitted to ordinary civilian ships (Chapter Ten).
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Conditions — Ongoing states such as Staggered, Disoriented, Prone, or Bleeding. They do not stack (Chapter Fourteen).
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Continuity stack — A Shoiyan implant whose memory crystal, the cube, records a person's neural pattern for restoration into a clone (Chapter Ten).
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Corridor class — How spacers rank Slipstream routes: Thread, Lane, Spine, Grand Channel, and Fracture (Chapter Four).
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Cost band — A price range set against wages: Starter (under 100cr), Modest (100 to 1,000cr), Serious (1,000 to 10,000cr), and Aspirational (10,000cr and up) (Chapter Nine).
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Crisis Die — A negative d12; an upgraded Trial Die. Carries the Calamity face (Chapter Thirteen).
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Crit — A weapon's Critical rating: the net Boons that must be spent on a hit to inflict a Critical Injury or, for a ship weapon, a Critical Hit. A Breakthrough can be spent instead (Chapters Nine and Fourteen).
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Critical Hit — A serious damaging event on a ship, rolled on the vehicle Critical Hit table (Chapters Eight and Fourteen).
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Critical Injury — A lasting injury to a character, rolled on d100 with +10 for each existing Critical Injury, and removed by medical treatment (Chapter Fourteen).
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Cruise — A ship's in-system travel rating, 1 to 5. It sets how long one Interval takes (Chapters Ten and Eleven).
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Damage type — The kind of harm a weapon deals: Ballistic, Beam, Plasma, Disruption, Gravitic, Blast, Fire, Cutting, Thrusting, or Crushing. It matters only against armor that names it (Chapter Nine).
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Defense — Melee Defense and Ranged Defense add 1 Bane Die per point to attacks against you. A ship's Defense is listed Fore and Aft (Chapters Eleven and Fourteen).
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Deflection Screens — A ship defense that subtracts its Damage Reduction from Beam and Plasma damage; each absorbed hit adds Heat (Chapters Eight and Fourteen).
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Difficulty — The negative dice set for a check: Simple, Easy, Average, Hard, Severe, or Extreme (Chapter Thirteen).
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Directive intelligence — Software that pursues assigned goals within a defined area and does not set its own. Nearly all AI in known space (Chapter Ten).
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Directive Package — An installed AI module covering one area of work, such as Navigation or Medical. An AI assists only tasks its packages cover (Chapter Ten).
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Downgrade — Turn a Mastery Die into an Ability Die, or a Crisis Die into a Trial Die (Chapter Thirteen).
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Electronic Access — The Tier 1 talent required for any unauthorized intrusion into a secured system (Chapter Eight).
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Elite and Minion — Adversary types with no Strain Points; Strain they would suffer becomes Wounds (Chapter Fourteen).
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Fitted — Made for a species' body plan. Unfitted suits and armor add a Bane Die to prolonged physical checks (Chapter Nine).
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Fortune Point — The players' Story Point. Upgrades one Ability Die before a roll, adds a Breakthrough effect, or adds a favorable detail; then it flips to the GM (Chapter Thirteen).
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Freeport — A port in a legal gray area that serves everyone and pledges to no one (Chapter Four).
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Fringe — Any region where the nearest authority's ships, laws, and nav beacons are too far away to matter most of the time (Chapter Four).
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Full rest — A night's rest or equivalent. Recovers all Strain and Wounds equal to Might (Chapter Fourteen).
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Gravity bands — Microgravity, Low, Normal, Elevated, High, and Extreme. Bands other than Normal change physical checks and movement (Chapter Ten).
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Growth and Greater Growth — The talents that raise a characteristic after creation. In Void Drifters they are Tier 1 and Tier 2 (Chapter Eight).
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Handling — A ship stat that adds Boon Dice (positive) or Bane Dice (negative) to Pilot checks and to Gunnery checks with fixed weapons (Chapter Eleven).
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Hard Burn — Treating a ship's Cruise as one higher for one leg, at the cost of extra fuel (half a Nearby jump charge, paid in credits) and an engine check (Chapter Ten).
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Heat — A ship's accumulated thermal stress. The ship removes Heat equal to its Heat Dissipation each round; at or above its Heat Threshold, penalties escalate (Chapter Eleven).
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Helm Actions — The pilot's station actions, such as Advance, Break, Hard Turn, Evasive Maneuver, and Disengage (Chapters Eight and Fourteen).
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Hull Points — A ship's structural integrity. Hull Damage counts up; when it reaches Hull Points, the ship is disabled (Chapter Eleven).
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Incapacitated — Out of the fight because Wounds have reached Wound Points or Strain has reached Strain Points (Chapter Fourteen).
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Initiative — The check that sets turn order: Savvy + Perception when on watch, Willpower + Readiness when surprised (Chapter Fourteen).
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Integrated Architecture — The bonus state of a ship whose hull and at least 10 of its 13 major systems come from one builder (Chapter Eleven).
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Interval — The unit of in-system travel time. A ship's Cruise sets its length, from 1 to 24 hours (Chapter Ten).
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Jaziri Intelligence — The only confirmed artificial general intelligence in known space, associated with the Jaziri Caliphate. Not for sale (Chapter Ten).
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Languages — Every character speaks Standard. Each major power keeps an official language: Irnan, Funtari, Shoiyan, Jaziri, and Antaean (Chapters Three and Four).
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Leg — One move between adjacent Travel Bands (Chapter Ten).
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Localized anti-gravity — Funtari hover technology, sold commercially as skids, vehicles, and hoverboots; the military version includes hover suits (Chapter Ten).
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Lock — The targeting confirmation an Irnan teleporter needs before it fires (Chapter Ten).
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Major powers — The Irnan Directorate, Funtari Confederacy, Shoiyan Concord, Jaziri Caliphate, and Antaean League (Chapters Four and Twelve).
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Maneuver — A minor activity on a turn. The first is free; a second costs your Action or 2 Strain (Chapter Fourteen).
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Mastery Die — A positive d12; an upgraded Ability Die. Carries the Breakthrough face (Chapter Thirteen).
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Meridian Verge — The neutral treaty zone where the Directorate, Confederacy, and Caliphate borders meet, administered from Port Meridian by the Port Meridian Authority. The default starting region (Chapter Four).
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Meridic — Raised in the Meridian Verge; people who consider themselves Meridic first (Chapters Four and Five).
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Mixed-builder ship — A ship carrying major systems from more than one builder. Most player ships are (Chapter Eleven).
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Model — A builder's structural family of hulls, such as the Model 20 or CM-440. Each starting model has a Model Trait (Chapter Eleven).
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Module Slot — Capacity for an optional installation beyond a ship's core systems (Chapter Eleven).
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Navigation Suite — The ship system that runs Slipstream and navigation work (Chapters Eight and Ten).
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Offset exit — Leaving a Slipstream corridor away from the expected seam arc. Needs an Astrogation check (Chapter Ten).
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Opposed Check — A check where two characters roll against each other with no Trial Dice for the opposition; more net Successes wins (Chapter Thirteen).
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Out-of-profession skill — A skill on neither your Background nor your Career list; it costs 5 XP more per rank (Chapter Three).
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Peril Point — The GM's Story Point. Upgrades one Trial Die, adds a Calamity effect, or adds a complication; then it flips to the players (Chapter Thirteen).
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Phase drive — The drive that takes a ship into Slipspace; also called a Slipstream drive (Chapter Ten).
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Phased Relay Network — The Relay: fixed stations that pass messages hop by hop along the corridors, faster than any ship (Chapters Four and Ten).
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Platform transit — Irnan teleportation between fixed platforms on core worlds. Needs no check (Chapter Ten).
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Pool — The dice rolled for a check: the positive dice from characteristic and skill plus the difficulty and situational dice (Chapter Thirteen).
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Port Meridian — The neutral port, treaty courts, and legal gateway of the Meridian Verge (Chapters Four and Twelve).
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Power Capacity — The most Power Load a ship can sustain. Active high-output systems add Power Load (Chapter Eleven).
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Profession kit — The tools a character's career provides at creation (Chapter Nine).
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Profession skill — A skill on your Background or Career list. It costs less XP (Chapter Three).
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Prolonged — A check made after one hour or more of continuous wear or operation (Chapter Nine).
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Quality — A special rule on a weapon or armor. Passive qualities always apply; active ones cost 2 Boons (Chapter Nine).
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Quick Action — A momentary activity, such as a short phrase or dropping an item, that costs nothing and needs no check (Chapter Fourteen).
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Range bands — Engaged, Short, Medium, Long, and Extreme. Ship combat adds Extra Long between Long and Extreme (Chapter Fourteen).
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Ranked talent — A talent that may be bought more than once, stacking as written (Chapter Eight).
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Resistance — Half Might, rounded up, plus armor. Subtracted from damage before it becomes Wounds (Chapters Three and Fourteen).
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Scale — A ship's size category, 1 to 10. Player crews almost always fly Scale 3 or 4 (Chapter Eleven).
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Seam — The place where a Slipstream corridor can be entered or left; usable seams form in the outer system, the seam arc. A fading seam is becoming less reliable (Chapter Ten).
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Signature systems — The systems a builder does best; its weak systems are those it does worst (Chapter Eleven).
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Slipspace — The compressed transit layer ships cross between stars, along natural channels called Slipstream corridors (Chapter Ten).
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Speed — A ship's maneuvering rating in chases and combat (Chapter Eleven).
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Standard — The trade tongue of the Meridian Verge and most interstellar commerce. Every player character speaks and reads it (Chapters Three and Four).
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Station — A ship crew position: Helm, Gunnery, Engineering, Sensors and Comms, Astrogation, or Medical and Support. You take one action at your declared station each round (Chapters Eleven and Fourteen).
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Story Points — Fortune and Peril Points. Each session starts with 1 Fortune Point per player and 1 Peril Point for the GM; one per check (Chapter Thirteen).
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Strain — Exertion, stress, and shock, counted up toward your Strain Points (10 + Willpower) (Chapter Fourteen).
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Supply Unit — The Vehicles Manual's measure of a ship's fuel and consumables (Chapters Eight and Ten).
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System Points — A ship's operational capacity. System Damage counts up, also against named systems; when it reaches System Points, the ship loses control (Chapter Eleven).
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Tier — A talent's level, 1 to 5. It sets the XP cost, 5 XP per tier. Characters start with Tier 1 and Tier 2 talents only (Chapter Eight).
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Travel Band — A ship's position inside a system, measured from its destination: Extreme, Long, Medium, Short, and Engaged (Chapter Ten).
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Trial Die — A negative d8. The base die of difficulty (Chapter Thirteen).
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Unlocked Core — A directive AI with its guardrails stripped; also a cut Core, or "running open." Illegal in every major power (Chapter Ten).
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Upgrade — Turn an Ability Die into a Mastery Die, or a Trial Die into a Crisis Die (Chapter Thirteen).
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Vehicle Sheet — The record of a ship's stats and fittings, including its variant (Chapter Eleven).
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Weapon Hardpoint — A ship's capacity to mount a weapon (Chapter Eleven).
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Wounds — Physical injury, counted up toward your Wound Points (10 + Might) (Chapter Fourteen).
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Zero-point teleportation — Irnan wormhole transit for a person or object, never a ship (Chapter Ten).
Index
Chapter numbers point to the main treatment of each topic.
A
- Advancement — 3, 8
- AI assistance — 10
- AI Cores — 10, 11
- Antaean cloaking — 10
- Armor, personal — 9
- Armor, ship — 11, 14
- Assisted checks — 13
- Availability — 9
B
- Backgrounds — 3, 6
- Boarding actions — 14
- Boons and Banes — 13
- Builder compatibility — 11
C
- Careers — 3, 6
- Character creation — 3, 16
- Conditions — 14, 16
- Continuity stacks — 10
- Corridor classes — 4
- Cost bands — 9
- Cover — 14
- Crew stations — 11, 14
- Critical Hits — 8, 14
- Critical Injuries — 14
- Cruise and Travel Bands — 10
- Cybernetics — 10
D
- Damage — 14
- Damage types — 9
- Defense — 14
- Derived values — 3
- Dice and pools — 13, 16
- Difficulty — 13
- Directive Packages — 10
- Drones — 9, 10
E
- Electronic Access and hacking — 8
F
- Factions — 12
- Falling — 10
- Fitted suits — 9
- Funtari anti-gravity — 10
G
- Gravity — 10, 14
- Gravity gear — 9, 10
- Growth and Greater Growth — 8
H
- Heat — 11
- Hull Points and System Points — 11
I
- Initiative — 14
- Irnan teleportation — 10
J
- Jaziri Intelligence — 10
L
- Languages — 3, 4
M
- Major powers — 4, 12
- Maneuvers — 14
- Meridian Verge — 4
- Mixed-builder ships — 11
O
- Opposed checks — 13
P
- Phased Relay Network — 4, 10
- Power Capacity and Power Load — 11
- Pregenerated crew — 15
- Prices — 9
- Profession kits — 9
- Profession skills — 3, 6
R
- Range bands — 14
- Recovery — 14, 16
- Resistance — 3, 14
S
- Scale — 11
- Ship combat — 14
- Ship ownership and financing — 11
- Ship Station Actions — 8, 14
- Shipwrights — 11, 12
- Skills — 7, 16
- Slipstream travel — 4, 10
- Species — 5
- Starting credits — 3, 9
- Starting gear — 3, 9
- Starting hulls — 10, 11
- Starting XP — 3, 5
- Story Points — 13
- Strain — 14
T
- Talents, universal — 8, 16
- Talents, Void Drifters — 8
W
- Weapon qualities — 9, 16
- Weapons, personal — 9
- Worked example: a check — 13
- Worked example: character creation — 3
- Worked example: combat — 14
- Worked example: ship financing — 11
- Worked example: ship round — 14
- Wounds — 14
Licensing
Only the Exodus NDS Core Rules are published under the ORC License. Everything else Kaosweaver, Inc. publishes, including this book, is under copyright and is not open.
The Core Rules (open). The Exodus Narrative Dice System as written in the Exodus NDS Core Rules is Licensed Material under the ORC License. You may use, adapt, and build on it, and you may sell your work, if you follow the ORC License. The Licensed Material, the Reserved Material, the notices you must print, and a ready-to-copy version are in the Core Rules' ORC License chapter and at exodusnds.com/license. The ORC License itself is at https://paizo.com/orclicense.
This book (all rights reserved). Void Drifters Player's Guide is © 2026 Kaosweaver, Inc. All rights reserved. Its text, setting, names, characters, factions, locations, tables, stat blocks, layout, and trade dress belong to Kaosweaver, Inc., and so do its artwork, maps, and diagrams to the extent the law protects them. It uses the Core Rules. It is not Licensed Material (the open part of Exodus NDS) and is not released under the ORC License or any other open license. Where it repeats a core rule, only the rule as written in the Core Rules is Licensed Material. The claim covers expression, not ideas or methods of play, and it does not limit rights the law gives you, such as quoting for review or commentary.
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