2. GLOSSARY ----------- Action: Factions affect their fate and their place in the world by acting either at an organisational level (with Faction Actions) or by employing Assets to act for them (Asset Actions). There are several types of action: -Faction Actions -Asset Actions: Standard vs Special vs Triggered; Local vs Remote; Free Action Points (AP): The currency used by factions to perform Asset Actions. Each action generally costs the Level of the acting Asset (1 - 4), but this can be modified by Memes, previous Actions, and special properties or conditions. Each Faction generally has a number of AP equal to its COH score, though this also can be modified by Memes, Actions, and special properties or conditions. Action Points are fully replenished at the beginning of every Round. Agent: An Asset that represents an elite, highly-trained individual or small group. May be Egocast, and may be made Covert. Annexation: When an enemy Habitat has been Suppressed, the attacking Faction may attempt to absorb it with the "Annex" Faction Action. Asset Action (AA): An action taken by a faction's Asset (as opposed to Faction Actions). Generally cost [Level] points of AP to use. Asset Damage: Damage suffered by an Asset, deducted from its Level. Rolls and calculations for Damaged Assets use the Damaged value. If an Asset is reduced to exactly 0, it is disabled and must immediately return to friendly territory or be repaired, or it will be automatically destroyed the next round. If an Asset suffers damage greater than its remaining Level, it is destroyed immediately. Attribute (Attr): Attributes are the abilities of a Faction to exercise its will. A Faction has four Attributes: Resource (RES), Intrigue (INT), Cohesion (COH) and Strength (STR). Each Attribute has an associated Health Statistic (or "Stat") Attribute Damage: Damage to a Faction's Attributes (RES, INT, COH, STR). Occurs through the Sabotage Asset Action. Attributes are repaired by spending the Related Stat (INF, TEC, SOL, POP). Covert: An Asset that cannot be seen by enemy Factions. Some Asset Actions require that the Asset first be Covert. Only Agent-type Assets may become Covert. Some actions (notably "Investigate"; see Special Action List) cause Agents to lose Covert status. Egocast: Agent-type Assets can be sent to any non-hostile location immediately by Egocast. When they have access to Darkcasting, they become Covert (if they weren't already) and may also travel to hostile locations. Facility: An Asset that represents buildings, industry, institutions, organisations and edifices. Facilities are generally required to build the other types of Assets (Vehicles, Units, Agents). Facilities are immobile, although they may confer transportation (such as Darkcasters and Shipping Conglomerate). Contrast with Mobile Asset. Faction Action: Faction-wide actions (as opposed to Asset Actions) representing government-level decisions and undertakings with Faction-wide ramifications. Each Faction takes one Faction Action at the beginning of a Turn. Faction Damage: Damage to a Faction's Attributes or Stats. Occurs during unopposed attacks on a Habitat, or from Special Actions such as Sabotage. Contrast with Asset Damage. Habitat: The physical places where the Faction's inhabitants live and work. May be Annexed by enemy attacks. When a Faction's last Habitat is conquered, it gains the Clandestine Meme. Habitat Damage: Damage to a specific Habitat. Occurs when an enemy unit attacks a Habitat where there are no friendly Assets to defend. When a Habitat is reduced to 0, it is Suppressed and may be Annexed. Health Statistic (Stat): Stats are the abilities of a Faction to undergo hardship, expend resources, and shoulder burdens. A Faction has four Stats: Infrastructure (INF), Technology (TEC), Solidarity (SOL) and Populace (POP). Each Stat has an associated Attribute. Stats are used to repair Attribute Damage or shoulder the expense of certain types of Asset Action. Home Turf Advantage (HTA): When action is taken against an Asset in its own Faction's territory, it will usually enjoy a Home Turf Advantage. The Home Turf Advantage is the addition of the Local Faction's Relevant Attribute to an Opposed Roll. Some properties and conditions can alter or eliminate the Home Turf Advantage, when noted. Local Action: An Asset Action that MUST be done in person; things like armed combat, celebrity influence, physical sabotage, attending dinner parties, et cetera. All Asset Actions can always be done Locally (except Remote, the purpose of which is to enable Remote Actions). Local Actions are usually affected by Home Turf Advantage, though this can be mitigated with certain actions and properties. Margin of Failure (MoF): The difference between a target number and an actual d10 Roll that fails. Sometimes used to calculate consequences, durations, costs, etc. Margin of Success (MoS): The face value of an actual d10 Roll that succeeds. Sometimes used to calculate consequences, durations, costs, etc. Mobile Asset: An Asset that can move: Vehicles, Units and Agents. Contrast with Facilities. Opposed Roll: A d10 roll that represents two Assets, or an Asset and a Faction, opposing each other in a given action. Phase: The stage of a Faction's Turn in which a specif type of activity is allowed, ie. Faction Actions or Renewing Action Points. Rally: When a Habitat has been brought to 0 Health, it may attempt to Rally to prevent the attacking enemy Asset to act, in the hopes of buying time for friendly Assets to arrive. If it fails to do so, it is conquered and ready for Annexation. Related: Having the same type (RES/INF, INT/TEC, COH/SOL, STR/POP) as a given attack, opponent, Asset, Attribute or Stat. Remote Action: An Asset Action that need not be done in person; things like business agreements, propaganda, signal espionnage, co-ordinating logistics, et cetera. Asset Actions can be performed remotely per the GM's discretion. Remote Actions are frequently subject to an enemy's Home Turf Advantage, though this can be mitigated with certain actions and properties. Some Special Actions specifically enable Remote Actions or give them bonuses. Special Action: An Asset Action that can only be performed by certain types of Assets. Some Special Actions are upgraded or alternate versions of Standard Actions. Standard Action: An Asset Action that may be performed by any Asset, per the GM's discretion. Stat Damage: Damage to a Faction's Health Stats (INF, TEC, SOL, POP). Occurs when Stats are spent to repair Relevant Attributes (RES, INT, COH, STR), as a cost of certain types of Actions, and when an enemy Annexes a Habitat. Straight Roll: Rolling 1d10 against a target number of a Faction Attribute (Straight Faction Roll) or double an Asset's Level (Straight Asset Roll). If the roll is on or under the target number, it succeeds. Suppression: An Asset or Habitat that has been brought to 0 Health. Mobile Assets may make one attempt to Escape, and Habitats may make one attempt to Rally, otherwise they are destroyed and conquered respectively. Unit: An Asset that represents groups of dedicated, skilled transhumans. May not be Egocast, and may not be made Covert. Vehicle: An interplanetary spacecraft Asset. Vehicles may carry [Level] worth of Units and/or Agents.