M–S

Starfinder Core Rulebook, page 514

Mechanic: This is a class in which your character can train. See pages 68–81.

Melee Attack: You make this type of attack in close-quarters combat with a melee weapon against a creature you threaten. See page 245.

Modifier: This numeric value is added to a d20 roll, such as an attack roll, a saving throw, or a skill check. Modifiers can be positive (bonuses) or negative (penalties). See pages 266–267.

Monster: A monster is an NPC. In general, monsters are too strange or unintelligent to be player characters or are prevented from being PCs by other qualifications. A monster might be your opponent or ally, or it might serve any other role.

Move Action: This action in combat allows for movement such as traveling up to your speed or preparing a piece of equipment. See page 247.

Mystic: This is a class in which your character can train. See pages 82–91.

Natural 1: This occurs when you roll a 20-sided die as part of a game mechanic and the result on the die is 1. A natural 1 is always an automatic failure if it’s rolled for an attack roll or a saving throw, even if your bonuses might otherwise make it a success.

Natural 20: This occurs when you roll a 20-sided die as part of a game mechanic and the result on the die is 20. A natural 20 is an automatic success if it’s rolled for an attack roll or a saving throw, even if the result would not normally succeed.

Nauseated: This condition applies negative effects to your character. See page 276.

Nonplayer Character (NPC): This is a character the GM controls for the purpose of interacting with players and helping advance the game’s story.

Off-Kilter: This condition applies negative effects to your character. See page 276.

Off-Target: This condition applies negative effects to your character. See page 276.

Operative: This is a class in which your character can train. See pages 92–99.

Overburdened: This condition applies when you carry much more bulk than is comfortable. See page 276.

Panicked: This condition applies negative effects to your character. See page 276.

Paralyzed: This condition applies negative effects to your character. See pages 276–277.

Penalty: This numeric modifier is subtracted from a die roll or a static value as the game rules dictate. Unlike bonuses, penalties stack with each other and do not have types. See page 267.

Piercing Damage: This is a type of kinetic damage. See page 169.

Pinned: This condition results from the grapple combat maneuver. See page 277.

Player: This is a person who portrays a player character in a game.

Player Character (PC): This is a character that a player has created and portrays.

Poison: This affliction represents a toxic substance’s effect on a target. See page 232.

Powered Armor: This is a mighty personal rig that offers protection and requires a battery. See pages 203–204.

Proficiency: You have proficiency with a weapon or armor type if you’re trained in its use, through either your class or a feat. See pages 242–243.

Progression Track: This represents the worsening effect of an affliction such as a curse, disease, drug, or poison. See pages 414–417.

Prone: This condition applies negative effects to your character. See page 277.

Race: This usually refers to your species, such as human or ysoki. See pages 40–55. A vehicle chase (see pages 282–287) can also be referred to as a race.

Ranged Attack: You make this type of attack at a target from a distance using a ranged or a thrown weapon. See page 245.

Rank: A rank usually refers to a skill rank you have invested in a particular skill to reflect training in that area of expertise. You receive a certain number of skill ranks to assign at each level. See page 132.

Reach: Your reach determines the distance at which you can attack foes in melee combat. See page 255.

Reaction: This is a quick action you can take, even if it’s not your turn, in response to a specific trigger. See pages 248–249.

Reflex Saving Throw (Ref save): This type of saving throw measures your character’s ability to dodge area effects and unexpected situations. See page 241.

Resolve Points (RP): These represent your character’s intrinsic reservoir of grit. Your total Resolve Points increase as your character gains levels and can fuel special abilities. See pages 22–23.

Roleplaying Game (RPG): This is an interactive story in which the Game Master sets the scene and presents challenges, while the player characters each assume the role of a hero and attempt to overcome those challenges. Starfinder is an RPG.

Round: In tactical combat, 1 round is equal to 6 in-world seconds. Combat elapses in rounds, and combatants each take a turn in order during each round. See page 239.

Saving Throw (save): This represents your attempt to avoid or mitigate a dangerous effect. Saving throws are often referred to as saves. See pages 241–242.

Shaken: This condition applies negative effects to your character. See page 277.

Shirren: This is a common player character race. See pages 50–51.

Sickened: This condition applies negative effects to your character. See page 277.

Significant Enemy: This is a foe that represents a real danger to you. See page 242.

Size: There are nine categories of creature sizes, and each creature takes up a specific amount of space on a battle map based on its size. See pages 255–256.

Skill: A skill represents a concrete category of tasks, areas of knowledge, and other topics of expertise. See pages 132–149.

Slashing Damage: This is a type of kinetic damage. See page 169.

Solarian: This is a class in which your character can train. See pages 100–109.

Soldier: This is a class in which your character can train. See pages 110–117.

Sonic Damage: This is a type of energy damage. See page 169.

Speed: Your speed indicates how far you can usually move during a single move action in combat. See page 255.

Spell Level: This is a value that expresses a spell’s relative power. Spells’ levels typically range from 0–6th. See page 330.

Spell Resistance (SR): Spell resistance represents a creatures innate protection against most spells. See page 265.

Spell Slot: Spell slots represent the number of spells of each level that you can cast per day. See page 330.

Spell-Like Ability (Sp): This functions much like a spell and usually originates from a racial ability or class feature. See page 262.

Spells: These magical formulae can produce a wide range of effects. Normally, only characters with levels in spellcasting classes, such as mystic and technomancer, can cast spells. See pages 330–335.