FAST RPG ~OSR style March 2026

SHARED STORIES

Fast RPG is a tabletop role-playing game about shared stories and overcoming challenges set in an imagined world. Most players narrate one character, part of a group of protagonists made up of all the players’ characters. One player takes on the role of the game master (GM) responsible for describing scenes and situations to which other players add their characters’ responses.

WHAT’S NEEDED
* Space to share a story (around a table or online).
* One character sheet per player.
* An adventure story outline for the Game Master (the GM).
* Several six-sided dice.
* One x-card per player.
* Pens, pencils, writing paper, or electronic tablets to take notes.

There is no single way to “win” most stories, though characters usually have personal goals to pursue throughout the course of events. The shared story made along the way becomes the players’ biggest reward.

QUICK RULES AT A GLANCE
* Task Rolls: 1d20 + one ability modifier + one aptitude modifier.
* Saving Throws: 1d20 + one ability modifier + Luck aptitude modifier.
* Equal or higher than the opponent’s roll or difficulty number to succeed.
* Difficulty Numbers: Easy 5, Hard 15, Extreme 25.
* d20 roll of 1 always fails, d20 roll of 20 always succeeds.
* Teamwork: Highest 1d20 + highest ability modifier + highest aptitude modifier.
* Luck: Once per encounter, add Luck modifier before one task roll or saving throw.
* Rounds: On turn, one action and move, or no actions and double move.
* Multiple Actions or Attacks: -5 modifier on each task roll.
* Attacks: Equal or higher than the target’s Armor Class to damage.
* Damage: Light 1d6/2, Medium 1d6, Heavy 2d6, Extreme 3d6 or more.
* Dying: At 0 hit points, unconscious until stabilized, or die after number of rounds equal to Constitution score.
* X-Card: Stop, reset, and redo the scene.

GAME TERMS
* Ability: Six core character traits (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma). Ability scores are rated on a scale of poor (1 to 8), average (9 to 12), or good (13 to 20 or more). Ability modifiers derive from scores for use with task rolls and saving throws.
* Action: A player’s description of how and why a character does something for an intended result.
* Aptitude: A set of related talents and skills that can improve with higher Levels (Awareness, Combat, Communication, and more). Aptitude modifiers are used with task rolls.
* Armor Class (AC): A measure of difficulty to injure a character or other target.
* Attack: A task roll made to cause damage to a target.
* C: A generic unit of money, as in coin (gold piece), currency (dollar, euro), or credit (sci-fi economy).
* Character: An individual in the story narrated by a real-life player.
* d20 or 1d20: The 20-sided die rolled to determine success or failure for task actions and saving throws.
* d6, 2d6, 3d6: One, two, or three six-sided dice rolled and added together, usually to measure degrees of success.
* Damage: The amount by which a target’s hit points are reduced by successful attacks and failing saves against hazards.
* Game Master (GM): A chief narrator over a shared story and referee for game rules.
* Hazard: A threat requiring a character to succeed at a saving throw to avoid damage or some other harmful effect.
* Hit Dice (HD): A measure of power and hit points for a non-player character.
* Hit Point (hp): A measure of health used to track how close a character, creature, or object is to death or permanent damage.
* Initiative: Character rolls of 1d20 + Dexterity modifiers + Awareness modifier to determine order of turns during a round (higher totals go before lower totals).
* Level: A measure of overall ability or threat for a character, creature, object, or hazard.
* Luck Roll: A roll of 1d20 + Luck used to randomly determine who benefits or suffers in a situation.
* Luck: An aptitude used with saving throws, hit points, and as a bonus modifier when a player pushes a roll.
* Modifier: An amount added to dice rolls based on abilities and aptitudes.
* Movement (Travel): How much distance a character covers during a longer span of time (hours or days).
* Movement: How much distance a character covers in one 6-second turn of a round.
* Non-Player Character (NPC): A character controlled directly by the Game Master, usually measured by Hit Dice.
* Player: The real-life person controlling one or more characters in the game’s story.
* Power: A supernatural ability from magic, psionics, super gadgets, or other sources.
* Round: Story gameplay in 6-second moments when players take turns describing character actions and movements.
* Saving Throw (Saves): A roll made to resist or reduce a harmful effect on a person, place, or thing, 1d20 + one ability modifier + the character’s Luck aptitude modifier
* Scene/Encounter: A few minutes of character interaction with NPCs or some challenging obstacle; “scene” tends to be non-combat oriented, while “encounter” often implies combat.
* Special Ability: A unique rule giving a character specific and limited bonuses under the right circumstances.
* Task Roll: 1d20 + one ability modifier + one aptitude modifier to measure results of an attempted action.
* Turn: A player’s time to focus on a character’s actions and movements during a round.
* x-Card: A player safety tool, when tapped or held up, that stops a current scene, rewinds it, and pivots to a different approach, description, or source of content.

PLAYING THE GAME

The Game Master (GM) describes a scene, and players take turns describing their characters’ responses. Each character’s capabilities are measured with modifiers in six abilities (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma), and a Level number measuring overall experience.

In addition to the players’ characters, the GM narrates the actions of non-player characters (NPCs), monsters, various obstacles, and dangerous hazards. A GM may occasionally invite a player to temporarily control an NPC for a scene or an entire story session to keep everyone engaged in the shared experience.

x-CARD SAFETY TOOLS
Any player may tap or hold up an “x” card to skip or modify a scene without explanation. The x-card is a simple safety tool players can use at any time to pause, skip, or adjust a scene that feels uncomfortable, without needing to explain why. This tool ensures everyone can participate safely and respectfully, maintaining trust and supporting creative play without pressure or judgment. (More info via John Stavropoulos: https://shorturl.at/YG3UJ)

TASK ROLL: 1d20 + one ability modifier + one aptitude modifier
* Player must state action and intended outcome.
* Easy: 5 or more.
* Hard: 15 or more.
* Extreme: 25 or more.
* Opposed: Highest roll wins.
* Teamwork: Highest roll among team + best ability among team + best aptitude among team.
* Minimum Aptitude: A GM may rule that some tasks require at least +1 or more in a related aptitude to attempt a task.
* Bonus Modifiers: +1 or more from equipment, circumstances, and other GM rulings.
* Penalty Modifiers: -1 or more from hazards and conditions affecting a character.
* Extra Actions: Do two actions on the same turn at -5 modifier on both task rolls. (Saving throws don’t count as actions.)
* Critical Failure: A d20 task roll of a 1 (“natural 1”) is always an extreme failure regardless of modifiers.
* Critical Success: A d20 roll of a 20 (“natural 20”), or any result of 10 or more needed to succeed, always succeeds as intended with an additional benefit or extreme result.

SUCCESS AT A COST: Failing to roll the minimum number to succeed as intended may still mean success, but the outcome does not come as easily or quickly as intended.
* Time: A task taking a round takes 1d6 rounds, one minute takes 1d6 minutes, and so on.
* Equipment: One piece of gear is expended or lost to complete the task.
* Injury: The task causes the character 1d6 damage to complete.
* Complication: An enemy learns of the character’s actions, learned information includes falsehoods, or some other problem is added by the GM.

SAVING THROWS (SAVES): 1d20 + one ability modifier + Luck modifier
* Opposed task roll versus a source of harm.
* Physical: Strength, Dexterity, or Constitution (player’s choice)
* Mental: Intelligence, Wisdom, or Charisma (player’s choice)
* Versus an individual threat, a successful save typically means no effect.
* Versus an area threat, a successful save means half effect or half damage.

CREATING A LEVEL 1 CHARACTER
* Roll 3d6 for each ability score (or 2d6+6 for heroic characters).
* Note modifiers for each ability based on scores.
* Assign +1 modifiers to two different aptitudes. If powers are allowed, optionally assign +1 to one aptitude and +1 to one power.
* Choose one special ability. In story settings that allow non-human characters, pick a nature or heritage special ability.
* Calculate total hit points (4 + Constitution, Combat, and Luck modifiers).

THE SIx ABILITIES
* Strength (physical prowess, brawn, encumbrance)
* Dexterity (agility, reflexes, dodging, precision)
* Constitution (health, toughness, vigor, stamina)
* Intelligence (deduction, logic, memory, reason, wits)
* Wisdom (empathy, courage, insight, resolve, willpower)
* Charisma (appeal, confidence, leadership)

ABILITY MODIFIERS
* -4 … ability score 1 (Minimal)
* -3 … ability score 2 to 3 (Feeble)
* -2 … ability score 4 to 5 (Terrible)
* -1 … ability score 6 to 8 (Poor)
* +0 … ability score 9 to 12 (Fair)
* +1 … ability score 13 to 15 (Good)
* +2 … ability score 16 to 17 (Excellent)
* +3 … ability score 18 to 19 (Great)
* +4 … ability score 20 to 21 (Superior, normal human maximum)

THE TWELVE APTITUDES
* Awareness (perception, intuition, keen senses, reactions)
* Combat (fighting, using weapons, leading others into battle)
* Communication (persuasion, performance, languages)
* Cunning (deception, stealth, bypassing security, thieving)
* Faith (working miracles, sacred lore, favor of the divine)
* Lore (understanding history, natural and social sciences)
* Luck (avoiding harm, enduring damage, good fortune)
* Magic (arcane powers, knowing supernatural lore)
* Medicine (diagnosis, healing methods, drugs, surgery)
* Primal (wilderness survival, tracking, animal and plant lore)
* Privilege (influence, authority, high status in society)
* Tech (working with machines, networks, complex systems)

APTITUDE MODIFIERS
* +0 … average, no special aptitude
* +1 to +4 … trained, experienced
* +5 to +8 … veteran, professional
* +9 to +12 … expert, master
* +13 to +16 … legendary, genius
* +17 or more … epic visionary, beyond human norms

PICKING MODIFIERS FOR TASKS
* Similar outcomes may be attempted by different pairs of abilities and aptitudes based on how a GM describes a situation and the player describes attempted actions.
* Some task suggestions may offer a choice of two abilities or two aptitudes, allowing a player to select either modifier set for the task roll.
* Examples: Impressing an audience is usually 1d20 + Charisma + Communications, but addressing a squad of soldiers might make more sense using 1d20 + Charisma + Combat, while an academic conference group of scientists might require 1d20 + Intelligence + Communications.
* The GM makes the final ruling on what is possible for modifying any task roll.

SPECIAL ABILITIES
* Reflect unique skills, benefits of nature or heritage, or unusual character features.
* Adds a rule based on a character’s Level relating to specific actions with limited scope (as set by the Game Master).
* If a bonus is based on “half level,” round the Level number down.

Example special abilities…

* Arcane Shield: Add +half your Level to your Armor Class against magical attacks.
* Archery Master: You can use a bow against targets at long shooting range, and you add +Level to each attack task roll to hit using a bow.
* Call in Favor: A number of times per day equal to half your Level, you may obtain equipment, transport, or information appropriate to your station without cost. (Scope of help is determined by the GM.)
* Combat Medic: You restore additional hit points equal to your Level each hour to yourself or a helped patient when resting and healing.
* Divine Intercession: Once per day, after a failed saving throw, you may reroll and add +half your Level to the result.
* Eidetic Memory: Add your Level to Lore task rolls when recalling facts. On a roll of 20 or more, you gain one additional useful insight from the GM.
* Indomitable: Add +half your Level to all saving throws.
* Jack of All Trades: You have at least a +1 modifier in all aptitudes. Once per day, you can add +half your Level to any one task roll using any aptitude.
* Jury Rig Repairs: Once per hour, as an action, you can restore hit points equal to your Level to a damaged machine.
* Martial Arts Master: At the start of each of your turns in combat, choose one option: Add half Level to Armor Class (blocking), add half Level to physical saving throws (dodging), or add half Level to damage caused by unarmed attacks (striking). This choice lasts until the start of your next turn and can be changed at the start of each new turn.
* Narrow Escape: The first time each day you are reduced to 0 hit points or less, you remain conscious and fully able to move and act as normal for a number of rounds equal to your Level.
* Overchannel: Once per day, add +Level to one power task roll. Afterward, make a Constitution saving throw against a Hard difficulty (15 or more) or immediately suffer 1d6 damage.
* Predator’s Focus: Add +half Level to task rolls involving tracking and wilderness survival. Against creatures you are tracking, add +Level to your first attack roll during a scene or encounter.
* Rally Cry: Once per combat, allies within short shooting range gain +half your Level to saving throws for 1d6 rounds. This rally cry can happen while attempting another action at no penalty.
* Sacred Authority: At the start of an encounter, undead or unholy creatures of Hit Dice less than or equal to your Level must make a Wisdom saving throw or hesitate for 1 round.
* Silver Tongue: Add +Level to any task involving Communication to influence hostile or neutral NPCs. If successful, the NPCs’ attitude improves two steps more favorably than just one.
* Sniper: When using a personal firearm, you can attack targets one range distance further than normal for that weapon (pistols to long shooting range, rifles to distant range).
* Stealth Master: Add +half your Level to Cunning task rolls made to sneak or bypass security. If moving at half speed or less, you cannot be detected by mundane means unless directly observed.
* Surgical Precision: When stabilizing a dying target, success is automatic if your Medicine modifier is at least half your Level.
* Swift: Your base movement rate is higher than normal (30 ft./10 m per turn), increased by +10 ft. (+3 m) for every five Levels.
* System Override: Add +Level to one Tech task roll per scene or encounter.
* Twist of Fate: Once per game play session hour, after any roll is made (ally or enemy), you may add or subtract your Level from the result.
* Wild Resilience: Ignore natural environmental penalties (cold, heat, hunger) for a number of hours equal to your Level.

THE LUCK APTITUDE
* Used for saving throws, hit point totals, and as a modifier for Luck rolls (1d20 + Luck).
* On a Luck roll, if something good happens, it benefits the character with the highest total. If something bad happens, it harms the character with the lowest total.
* Once per scene or encounter, a character may add Luck as a bonus to Armor Class for one round, or add the Luck modifier to one of the character’s task rolls or saving throws before the d20 is rolled and the outcome is known.

HIT POINTS

Total hit points…
* Base hit points equals Level x 4.
* Add Constitution, Combat, and Luck modifiers to total hit points.
* For non-player characters and creatures, base hit points equals Hit Dice x 4.5.
* Example: A 3rd-level character with +1 Constitution and +3 Combat has 16 hit points at full health.

Damage, Dying, and Death…
* Damage from attacks and hazards reduces a character or object’s current hit points.
* A living being at 0 or less hit points immediately falls unconscious and is dying.
* Dying characters survive a number of rounds equal to their Constitution ability score. (For an average human, this time equals one minute.)
* If another person makes a task roll of 1d20 + the dying character’s Constitution modifier + the caregiver’s Medical modifier for a total of 15 or more, the injured character stabilizes, regains consciousness, and is no longer dying unless losing hit points again from new damage.
* Non-living objects (vehicles, machines) at 0 or less hit points immediately ceases to function and must be repaired.

Healing…
* Living characters recover hit points equal to their Constitution modifiers per hour of rest.
* If the modifier is 0 or negative, 1 hit point is recovered per 2 hours of rest.
* A character getting constant medical attention from another adds the caregiver’s Medical aptitude modifier to hit points recovered that hour.
* For non-living objects, one hour of repair work restores lost hit points equal to 1d20 + worker’s Intelligence modifier + worker’s Tech modifier.

LEVELS
* Levels 1 to 4: Local figures stepping into danger. Potential heroes.
* Levels 5 to 8: Known problem-solvers. Action heroes. Adventurers. Experts.
* Level 9 to 12: Movers and shakers. Known across the region. Master heroes.
* Level 13 to 16: Heroic living legends. Known across nations or history.
* Level 17 to 150: World shapers and saviors. Epic heroes. Superheroes.
* Level 150 to 500: Mythic figures. Demigods. Elite superheroes.
* Beyond Level 500: Entities of cosmic power.

Leveling Up…
* Increasing a character’s Level is determined by the Game Master based on reaching story milestones or character goals.
* For each new level, add +1 to two different aptitudes. (If powers are allowed, optionally gain +1 to one aptitude and gain +1 to one power.)
* On every new odd-numbered level (3, 5, 7…), either add 1 to one ability score and increase the modifier as appropriate (+1 at 13, +2 at 16, +3 at 18…), or add one special ability rule (per GM’s approval).
* Increase a character’s total hit points by 4 plus any increases in Constitution, Combat, or Luck.

COMBAT

Rounds…
* One combat round represents about 6 seconds.
* During that time, every character takes one turn.
* Saving throws may happen at any time and do not count as actions.

Initiative Turns…
* At the start of combat, everyone in the encounter rolls 1d20 + Dexterity modifier + Awareness modifier to determine the order in which characters and NPCs act.
* Characters and NCPs act from highest total to lowest total.
* If two or more characters and NPCs tie, they act simultaneously.
* Optional Group Rule: Allies who roll higher than the opposition may take their turns in any order they choose, before the opponents act. Allies who roll lower than the opposition may take their turns in any order they choose, after the opponents act.

During a Turn (choose one option)…
* Move up to a character or NPC’s allowed movement distance (typically 30 feet/10 meters) and take one action.
* Move a distance and attempt two actions (such as two attacks) at a -5 modifier penalty on both task rolls.
* Move up to double distance (typically 60 feet/20 meters) and take no actions.

Other Movements…
* Crawling, climbing, swimming, or moving through hindering terrain (ice, swamps, rubble, crowded rooms) reduces a character’s movement distance by half.
* Some creatures and vehicles move at faster or slower rates, ignore terrain issues, or have other forms of movement (flight, burrowing).

Attack Task Rolls…
* Melee Attack: 1d20 + Strength modifier + Combat modifier
* Ranged Attack: 1d20 + Dexterity modifier + Combat modifier
* NPC Attack (rule-of-thumb): 1d20 + NPC’s Hit Dice
* Called Shots: Special targeting (knocking a weapon from the enemy’s hand, pinning the target’s cape to a wall with an arrow) suffers a -5 modifier on the attack task roll.

Critical Results…
* Critical Miss: A d20 attack task roll of a 1 (“natural 1”) is always a miss regardless of modifiers.
* Critical Hit: A d20 attack task roll of a 20 (“natural 20”), or any total result 10 or more above the target’s Armor Class, always hits for maximum damage (do not roll damage dice).

Armor Class…
* None: AC 10 + Dexterity modifier (normal clothing)
* Light Armor: AC 12 + Dexterity modifier (hide armor, Kevlar-lined coat)
* Medium Armor: AC 15 (half plate armor, modern special response vest)
* Heavy Armor: AC 17 (splint armor)
* Shield: +1 AC

Damage…
* A successful attack reduces the target’s Hit Points.
* Light Damage: 1d6/2 (1 to 3, such as a dagger, punch, rock)
* Medium Damage: 1d6 (1 to 6, sword, bow, pistol)
* Heavy Damage: 2d6 (2 to 12, greatsword, pole arm, rifle)
* Extreme Damage: 3d6 or more (3 to 18 or more, catapult, flamethrower, grenade/9)

Damage Modifiers…
* Melee: Add attacker’s Strength modifier to damage.
* Ranged: Must be within range; add attacker’s Dexterity modifier to damage.

Ranges…
* Touching: Held, grappled, connected
* Melee Range: Up to 6 feet (2 meters) (assumes attacker can move)
* Throwing Range: Up to 50 feet (15 m) (rock, dagger)
* Short Shooting: Up to 330 feet (100 m) (bow, pistol, shotgun)
* Long Shooting: Up to 1,000 feet (600 m) (rifles, beam weapon)
* Distant Range: Up to 15 miles (25 km) (artillery, cannons)

Other Combat Rules…
* Heavy weapons require two free hands to use for an attack.
* Dual-wielding two weapons of the same size counts as one attack with damage increased by one step (two daggers do 1d6 damage per attack, two swords or pistols do 2d6 damage).

TRAVEL
Long-distance movement rates are listed in miles per hour (kilometers per hour).

By land (up to 8 hours per day)
* Human on foot … 3 mph (5 kph)
* Pony, mule … 4 mph (6.5 kph)
* Riding horse (light horse) … 6 mph (10 kph)
* Modern automobile (varies) … 55 mph (90 kph)

By sea (24 hours a day)
* Rowboat … 1.5 mph (2.5 km)
* Sailing Ship … 2 mph (3 kph)
* Modern yacht (80-foot) … 25 mph (40 kph)
* Modern yacht (160-foot) … 20 mph (32 kph)

By air (time per day varies)
* Griffon, wyvern … 8 mph (13 kph)
* Modern Helicopter (Bell Jet Ranger) … 100 mph (160 kph)
* Modern Propeller Aircraft (Cessna 172) … 150 mph (240 kph)

See the setting appendix for more examples.

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GEAR & WEALTH
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GEAR
Assume characters have common items appropriate to the setting (boots and a cloak in medieval fantasy, phones and access to cars in the modern era).

Equipment affecting task rolls falls into four categories:
* Armors: Increases Armor Class, as described under Combat or setting-specific gear lists.
* Weapons: Allows attack task rolls to cause damage to combat targets.
* Tools: Grants a +1 or better to specific task rolls.
* Vehicles/Mounts: Transportation by land, sea, air, or space.

Recommended Starting Wealth Scales (set by the GM based on the story)
* Destitute: Stripped of gear (imprisoned, shipwrecked, otherwise isolated).
* Comfortable: Common gear fitting backgrounds, one or two shared vehicles/mounts, and a shared storage site (house, single building headquarters, or warehouse). Expensive gear requires Wealth rolls.
* Wealthy: Unlimited common gear, small compound (multiple building headquarters), several vehicles including boats and aircraft.

WEALTH AND PRICES
Instead of tracking money, use “c” (currency unit).
* Fantasy: “c” is coins, as in gold pieces. Less valuable metals are used for smaller currencies (10 silver pieces to a gold piece, 10 copper pieces to a silver piece).
* Modern: “c” is a fiat currency associated with a nation state, as in U.S. dollars ($), euros (€), Chinese renminbi/yuan, ¥), Japanese yen (¥), or British pound sterling (£).
* Sci-Fi: “c” is credits, a unit of trade backed by faith in an interstellar government, shares of corporate stock, or a valuable resource (oxygen, water, fuel).

Value Benchmarks (Medieval ≈ Modern ≈ Sci-Fi)
* 0.01 “c” ≈ 1 copper piece ≈ $1 ≈ 10k liters of oxygen (about 2 weeks of breathable air for an individual human on a spaceship)
* 0.1 “c” ≈ 1 silver piece ≈ $10 ≈ 100k liters of oxygen (about 150 days)
* 1 “c” ≈ 1 gold piece ≈ $100 ≈ 1,000k liters of oxygen (about 50 months)

WEALTH TASK ROLL: 1d20 + one ability modifier + Luck aptitude
* Easy (5+): Item costing below characters’ Wealth Scale value
* Hard (15+): Item costing at characters’ Wealth Scale value
* Extreme (25+): Item costing one step above characters’ Wealth scale
* Controlled (+10 difficulty): Item is illegal, military, supernatural relic.
* On a success, the item is available within 1d6 hours.
* On a failure, retry is allowed after 1d6 days.

Wealth Scale…
* Destitute (no assets)
* Impoverished (less than 1 c, $10s)
* Struggling (a few c, $100s)
* Stable (10s of c, $1,000s)
* Comfortable (100s of c, $10,000s)
* Affluent (1,000s of c, $100,000s)
* Wealthy (10,000s of c, $millions)
* Elite (100,000s of c, $10s millions)
* Small or poor nation (millions of c, $100s millions)
* Large or wealthy nation (billions of c, $100s billions)
* Superpower nation (trillions of c, $100s trillions)
* Sovereign (planetary/system wealth, beyond ecomonic scale)

Modern Cost Benchmarks…
* 0.1c ($10s): Meal, ammo, small tool, transit fare
* 1c ($100s): Complete tool kits, armors, civilian firearms
* 10c ($1,000s): Heavy firearms, small vehicles, small trailer
* 100c ($10,000s): New vehicles, small property (rural lot), small business buy-in
* 1,000c ($100,000s): Luxury vehicles, small yachts, urban condo, commercial storefront
* 10,000c ($millions): Private jet (small), small compound, commercial office building
* 100,000c ($10s millions): Private jet (large), military helicopter, superyacht, major compound
* 1,000,000c ($100s millions): Mid-size company acquisition, biotech firm
* 10,000,000c ($billions): National retail chain, energy company division
* 100,000,000c ($10s billions): Nuclear power plant, aircraft carrier
* 1 million c ($100s billions): Acquisition of large multinational corporation

GADGETS
If appropriate to the setting, a character may have a gadget that “just happens” to solve the problem. The item’s function is defined when it is revealed for use. (This rule might not be suitable for gritty or realistic stories.)
* 1d6 x 1c ($100): Gadget adds +1 to a task roll.

ENCUMBRANCE LIMITS
The weight that can be carried for an extended period of time is based on a character’s Strength ability score. Lifting limits assumes no more than one round of effort.
* Strength 1 … carry 2.5 lbs. (1 kg), lift 10 lbs. (5 kg)
* Strength 2 to 3 … carry 6 lbs. (3 kg), lift 25 lbs. (11 kg)
* Strength 4 to 5 … carry 12 lbs. (5.5 kg), lift 50 lbs. (22 kg)
* Strength 6 to 8 … carry 25 lbs. (11 kg), lift 100 lbs. (45 kg)
* Strength 9 to 12 … carry 40 lbs (18 kg), lift 150 lbs. (70 kg)
* Strength 13 to 15 … carry 55 lbs. (25 kg), lift 225 lbs. (100 kg)
* Strength 16 to 17 … carry 85 lbs. (40 kg), lift 340 lbs. (150 kg)
* Strength 18 to 19 … carry 125 lbs. (55 kg), lift 500 lbs. (230 kg)
* Strength 20 to 21 … carry 190 lbs. (85 kg), lift 760 lbs. (340 kg)

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POWERS
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USING POWERS
Powers include magic, psionics, supernatural abilities, mutations, or advanced gadgets.
* One Power Ability (choose one): Intelligence, Wisdom, or Charisma
* One Power Aptitude (choose one): Awareness, Faith, Magic, Primal (Tech if appropriate to the setting)
* There is no limit to how many powers a character may have active at once.
* If a power user is reduced to 0 hit points, all their active power effects immediately end.
* A power user may voluntarily end any of their active powers at any time.

POWER TASK ROLL: 1d20 + Power Ability + Power Aptitude + Power Modifier
* Using a power normally takes one action.
* A power user may take extra time to focus: +1 bonus per additional 10 minutes (maximum one hour/+6 bonus).

POWER RESULTS
* Critical Failure (4 or less): The power fails and the user suffers 1d6 damage and a permanent visible mark (burn, scar, mutation).
* Automatic Failure (5 to 14): The power fails automatically regardless of any saving throw result.
* Possible Success (15 to 24): The power succeeds as intended if the target fails the saving throw (if any).
* Critical Success (25 or more): The power succeeds with greater effects and/or durations if the target fails the saving throw (if any).

RESISTING POWERS
* Against character targets, roll a saving throw: 1d20 + chosen Ability modifier + Luck aptitude. Physical effects are resisted with Strength, Dexterity, or Constitution (target’s choice). Mental effects are resisted with Intelligence, Wisdom, or Charisma (target’s choice).
* Against NPC targets, roll 1d20 + Hit Dice.
* Against objects or locations, roll against Hard difficulty (15+).

RANGE LIMITS
* Touching: Held, grappled, connected
* Melee Range: Up to 6 feet (2 meters) (arm’s length plus a step)
* Throwing Range: 50 feet (15 m) (across rooftops or a ship’s deck)
* Short Shooting: 330 feet (100 m) (length of football field or city block)
* Long Shooting: 1,000 feet (600 m) (across major bridge span)
* Distant Range: 15 miles (25 km) (across a large city or bay)

POWERS LIST
* Abjuration/Anti-Power (block or remove active power effects using an opposed power task roll, up to throwing range to target)
* Alteration (change form or appearance of a person, place, or thing within throwing range; if power roll total 25 or more, change substance, or double or half size)
* Animate (object moves and acts like a creature; 1 Hit Die per 5 points of power roll total, rounded down; animated for 1d6 minutes)
* Astral (project mind into dreams and astral space at x10 normal speed; if power roll total 25 or more, up to x500 speed)
* Barrier (create an invisible or elemental wall, Armor Class equal to power roll total, length of size equals power roll total in feet or total/3 in meters, with hit points equal to power roll total, lasting for 1d6 rounds; if power roll total 25 or more, last 1d6 minutes)
* Binding (restrain, imprison, or enforce magical obligations on a target for 1d6 minutes by increasing the difficulty of all tasks to equal the power roll total if such tasks are not in compliance with the binder’s commands; if power roll total 25 or more, binding lasts 1d6 days)
* Bless (touched target heals at twice the usual rate and gains a +half Level bonus on all task rolls and saving throws for 1d6 rounds; if power roll total 25 or more, bless lasts 1d6 minutes; repeated blessings may replace shorter durations but do not stack to increase the benefits)
* Blight (instantly kills all plants and animals of 1 hit point within a radius equal to the power roll total in feet or total/3 in meters; if the power roll total is 25 or more, kills creatures of 5 hit points or less)
* Clairsentience (sense as if present at another location within distant range; if power roll total 25 or more, anywhere on planet)
* Conjuration (create or summon an obedient spirit in the form of a creature; 1 Hit Die per 5 points of power roll total, rounded down; serves for 1d6 minutes)
* Contagion (touched target infected with a disease lasting 1d6 days; if power roll total 25 or more, disease lasts 6d6 days)
* Darkness (all light extinguished in a radius equal to power roll total x10 in feet or x3 in meters, lasting 1d6 minutes; if power roll total 25 or more, 1d6 hours)
* Disintegrate (damage to target within throwing range equals power roll total, turns to dust if hit points dropped to 0 or less; if power roll total 25 or more, targets up to short shooting range)
* Divination (suddenly gain answers to one question per 10 points of power roll total, rounded down)
* Drain (cause life, psychic, or spirit drain on a touched target; on a power roll of 25 or more, target up to throwing range)
* Enchantment (create a false feeling, loyalty, or memory in a target’s mind for 1d6 minutes; if power roll total 25 or more, lasts 1d6 days)
* Enhance (give a creature a +2 bonus modifier to one ability or the Luck aptitude for 1d6 minutes; if power roll total 25 or more, either gain +2 for 1d6 hours or +10 for 1d6 minutes)
* Evocation (create and control elemental energy and blast areas within short shooting range; area radius equals power roll total in feet or total/3 in meters; damage equals power roll total)
* Flight (one touched creature can fly at x2 normal speed for 1d6 minutes; if power roll total 25 or more, speed x10 for 1d6 hours)
* Gate (open a portal between two points within distant range for 1 round; if power roll total 25 or more, any distance possible, even between planes or dimensions, and portal remains open for 1d6 rounds)
* Glamour (change one touched creature or object’s appearance for 1d6 hours; if power roll total 25 or more, double or half size as well, and glamour lasts 1d6 days)
* Healing (on a living target, restore hit points equal to power roll total, or ability score points equal to total/10 rounded down, or instantly cure one disease or affliction in an individual)
* Hex (touched target heals at one-third the usual rate and suffers a -half Level penalty on all task rolls and saving throws for 1d6 rounds; if power roll total 25 or more, hex lasts 1d6 minutes; repeated hexes may replace shorter durations but do not stack to increase the hindrance)
* Illusion (create and control human-sized false visions, sounds, smells, and other senses for 1d6 minutes; if power roll total 25 or more, up to cottage-sized illusion for 1d6 hours or human-sized illusion for 1d6 days)
* Invisibility (touched object or a creature plus personal/carried gear cannot be seen for 1d6 minutes; if power roll total 25 or more, 1d6 hours)
* Light (illuminates area with a radius equal to power roll total x10 in feet or x3 in meters, lasting 1d6 minutes; if power roll total 25 or more, 1d6 hours)
* Nature (sense and control normal animals and plants in a 1-mile/1.5 km radius for 1d6 minutes; if power roll total 25 or more, 10-mile/15 km radius for 1d6 hours)
* Necromancy (control entropy, reanimate and control undead creatures; 1 Hit Die per 5 points of power roll total, rounded down; serves for 1d6 minutes)
* Paralysis (causes a touched target to cease movement and physical actions for 1d6 minutes; if the power roll total is 25 or more, throwing range and 1d6 hours)
* Petrification (turn touched targets to stone in 2d6 rounds; if power roll total 25 or more, either petrification happens in 1d6/3 rounds or target up to throwing range)
* Phasing (touched object or a creature plus personal/carried gear can move through solid objects for 1d6 minutes; if power roll total 25 or more, 1d6 hours)
* Plasticity (one touched creature gains +2 to Armor Class and reach of touch extended to throwing range for 1d6 minutes; if power roll total 25 or more, AC +5 and reach of touch extended to short shooting range)
* Precognition (foresee future events, gain power roll total as bonus modifier to one task action or saving throw within next 1d6 days)
* Resize (one touched creature or object grows to 100 feet/30 meters height or length, or shrinks to 4 inches/10 cm, for 1d6 rounds; if power roll total 25 or more, grow to 1,500 feet/460 m or shrink to 0.25 inch/0.6 cm size)
* Super Speed (one touched creature may do one extra action per turn and increases speed by x10 until the end of the next turn; if power roll total 25 or more, one extra action per turn and movement speed x100 for 1d6 rounds)
* Super Strength (one touched creature adds the power roll total to Strength ability score for 1d6 rounds; if power roll total 25 or more, boost by roll total +10, lasting 1d6 minutes)
* Telekinesis (fly via levitation at half speed, or affect people or objects within throwing range without touch as if Strength equals power roll total; if power roll total 25 or more, fly at double speed and affect things without touching them up to distant range and Strength equal to power roll total x10)
* Telepathy (communicate between minds, opposed Wisdom saving throw to probe a target’s memories up to throwing distance; if power roll total 25 or more, target anywhere on planet)
* Teleportation (instantly move from one spot to another within throwing range; if power roll total 25 or more, distant range)
* Transformation (turn one’s body into the form of a land, sea, or flying animal, 1 Hit Die per 3 points of power roll total, rounded down, for 1d6 minutes; if power roll total 25 or more, animal forms last 1d6 hours, or assume the form of an elemental for 1d6 minutes; user may change form during duration but does not gain new hit points from new forms)
* Veil (one touched person, object, or area of 10 foot/3 meter radius becomes impossible to view or detect by other powers for 1d6 hours; if power roll total 25 or more, 1d6 days)
* Ward (touched target gains +5 to Armor Class and saving throws for 1d6 minutes; if power roll total 25 or more, either duration lasts 1d6 hours, or target gains +10 to AC and saves for 1d6 minutes)
* Weather (control temperatures, winds, and precipitation in a 1-mile/1.5 km radius for 1d6 minutes, plus if stormy, make one attack at short shooting range for damage equal to power roll total; if power roll total 25 or more, 10 mile/15 km radius for 1d6 hours)

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GAME MASTERING NOTES
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NON-PLAYER CHARACTER RANDOM REACTIONS (2d6)
* 2 … Hostile (attack likely, extreme hostility)
* 3 to 5 … Unfriendly (suspicious, threatening, attack possible)
* 6 to 8 … Neutral (cautious, refuses to risk for help)
* 9 to 11 … Friendly (open to help if no major risk)
* 12 … Helpful (takes risk to help with aid, information)

Modifiers (typically from a group’s “leader”)…
* +Charisma modifier in most cases.
* +Communication modifier if interacting directly.
* +Primal modifier for wild animal reactions.
* +Privilege if NPC influenced by authority.

After the initial reaction, use role-playing or Charisma-related task roles to change attitudes.

Common Forms of Help…
* Learn a secret known to the NPC.
* Learn NPC’s intentions and goals.
* Access an area restricted to the NPC.
* Gain a loan of NPC’s gear.
* Buy goods from NPC at half price.
* Learn how best to keep the NPC’s loyalty.

CHASES
* Evader and pursuer begin an 3 abstract “units” of distance apart.
* Each round, make an opposed task roll (each side rolls 1d20 + one ability+ one aptitude).
* Dexterity is usually the ability, but circumstances may call for another ability (Strength to push through a crowd, Intelligence to navigate back alleys).
* Any side that is 25% faster gains a +5 modifier, if 50% faster or more, +10 on the chase roll.
* Aptitude depends on the chase (Awareness for crowds, Cunning for back alleys). Tech may be used for certain vehicles (cars, starships). When in doubt, use Luck.
* Each round, the winner of the opposed roll decided to increase or decrease the distance apart by 1 unit.” On a critical success or critical failure, change by 2 “units.” On a tie, no change.
* When the distance drops to 0 “units,” the pursuer has caught the evader.
* When the distance increases to 6 or more, the evader has gotten away.

GAMBLING SYSTEMS (cards, dice, races)
* All participants ante up a desired amount of c (coins, currency, credits).
* In the first round, everyone openly rolls 1d6 and notes the number.
* All participants may choose to stay in and hold, stay in and raise, or drop out. If the pot is raised, other participants must meet the raise to stay in.
* In the second round, each character still in the game makes another 1d6 roll and adds it to their first result. All participants again choose to stay, raise, or drop.
* A third and final 1d6 is rolled by each player, with each adding their Luck aptitude.
* The character with the highest total wins; ties split the pot.
* If the gambling is not directly competing against another character (slot machine), assume the target number to beat at the end is 15, and the payout for winning is x1 to x6 (1d6) times the amount wagered.
* Any side may attempt to cheat using a task roll of 1d20 + Dexterity modifier + Cunning modifier, opposed by any observers’ 1d20 + Intelligence modifier + Awareness modifier. Cheaters who win may decide the result of any one dice roll during a round of rolling for gambling totals. Getting caught cheating results in some role-playing opportunity (fast talk, fight, flee).

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HAZARDS & CONDITIONS
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Saving throws are made either against a Hard difficulty (a total of 15 or more needed to save) or a number equal to 10 + a creature’s Hit Dice. For example, a saving throw to end damage caused by a 1 Hit Die rattlesnake would only require a 1d20 + Constitution + Luck total of 11 or more.

ACID: Make a Dexterity saving throw for half damage.
* Mild acid … 1d6 damage per minute
* Strong acid … 1d6 damage per round
* Digestion inside a kaiju … 2d6 damage per round
* Concentrated strong acid … 4d6 damage per round

ADDICTION: Narcotics, magical elixirs, divine ecstasy, dream-lotus, neural implants, anything that produces powerful pleasure, relief, or enhancement. After 3 uses, make a Constitution saving throw to resist developing dependence. On a failure, the character must use the substance at regular intervals determined by its potency (daily or weekly). If an addict succeeds at Constitution saving throws against addiction for 7 consecutive days, the addiction checks end until the next relapse and use of the triggering substance. If deprived for a day, make another Constitution save or suffer a withdrawal effect:
* 1 … Healing rate drops to 1 hit point recovered every 3 hours of rest.
* 2 … A character’s maximum hit points drop by 1 every day until withdrawl ends.
* 3 … Constitution ability score is reduced by 1d6 points, down to a minimum of 1 (do not recalculate hit points).
* 3 … Wisdom ability score is reduced by 1d6 points, down to a minimum of 1.
* 3 … Charisma ability score is reduced by 1d6 points, down to a minimum of 1.
* 6 … Roll twice and apply both withdrawal effects.

AGING: Rapid aging may result from exposure to supernatural creatures or forces. Make a Constitution saving throw to resist unnatural aging. Characters need to keep track of practical age (body and mind’s capabilities) and actual age (years since birth). Long periods of synthetic torpor (induced hibernation for space travel) pause the effects of practical aging. When a character’s practical age crosses into an older age range, apply these changes to ability scores. No ability score may be reduced to less than 1. Non-human characters may have different age ranges.
* Child (0 to 6 years): -5 to Wisdom, -4 to Intelligence, -3 to all other abilities.
* Youth (7 to 13 years): -2 to Wisdom, -1 to all other abilities.
* Young Adult (14 to 20 years): +1 to Constitution, -1 to Wisdom.
* Mature (21 to 40 years): No changes.
* Middle Aged (41 to 60 years): -1 to Constitution, +1 to Intelligence and Wisdom.
* Old (61 to 90 years): -2 to all abilities except Wisdom.
* Venerable (91 to 120 years): -3 to all abilities except Wisdom.

BLINDNESS: Make a Constitution saving throw. On a failure, the victim cannot see and suffers a -10 penalty on any task that requires sight. Some visual tasks may be completely impossible.

BLESSED: Make a Charisma saving throw if resisting. A blessed person heals at twice the usual rate and gains a +1 bonus on all task rolls and saving throws.

CONFUSION: Make a Wisdom saving throw each round while subjected to the source of confusion. On a failure, roll 1d6, and the victim is compelled to do the following:
* 1 to 3 … Do nothing on turn, no actions or movement.
* 4 … Repeat actions attempted the previous turn.
* 5 … Move toward the source of confusion.
* 6 … Move away from the source of confusion.

CURSE: Make a Wisdom or Charisma saving throw. On a failure, suffer a -1 modifier on all future task rolls and saving throws. Each day, this modifier worsens by another -1, such that -2 on the second day, -3 on the third day, and so forth. This penalty ends only when the curse is lifted or broken by using the Abjuration power, meeting conditions set by the one who placed the curse, or some other condition.

DEAFNESS: Make a Constitution saving throw. On a failure, the victim cannot hear and suffers a -10 penalty on any task that requires hearing. Some audible tasks may be completely impossible.

DISEASE: Make a Constitution saving throw to avoid contagion when exposed, then make Constitution saves each day to break the infection and recover. Incubation time means harmful effects may take 1d6 days to begin. A character getting constant medical attention from another adds the caregiver’s Medical aptitude modifier to any saving throws. Effects of a serious random disease may include one or more of the following (1d6):
* 1 … Healing rate drops to 1 hit point recovered every 3 hours of rest.
* 2 … A character’s maximum hit points drop by 1 every day until infection ends.
* 3 … Organ failure causes 1d6 damage every 24 hours.
* 4 … One random ability score is reduced by 1d6 points (do not recalculate hit points).
* 5 … Movement is reduced to half healthy speed.
* 6 … Roll twice and apply both harmful effects.

DISINTEGRATION: If damage from disintegration reduces a creature or object’s hit points to zero, it immediately and permanently turns to dust. A disintegrated person leaves behind any armor, clothing, or gear worn or carried.

FALLING: Make a Dexterity saving throw for half damage on impact.
* no damage … 9 feet (3m) or less
* 3 (1d6) damage … 10 feet (3 m) (quickly dug pit, height of hill/fire/frost giant)
* 7 (2d6) damage … 20 feet (6 m) (pit trap, height of huge creature, cloud/storm giant)
* 10 (3d6) damage … 30 feet (9 m) (common castle wall)
* 14 (4d6) damage … 40 feet (12 m) (height of tall kaiju creature)
* 17 (5d6) damage … 50 feet (15 m)
* 21 (6d6) damage … 60 feet (18 m) (spruce tree)
* 24 (7d6) damage … 70 feet (21 m)
* 28 (8d6) damage … 80 feet (24 m)
* 31 (9d6) damage … 90 feet (27 m)(oak tree)
* 35 (10d6) damage … 100 feet (30 m) (height of tall colossal creature, redwood tree)
* 38 (11d6) damage … 110 feet (33 m) (top of mast on tall sailing ship)
* 42 (12d6) damage … 120 feet (36 m)
* 45 (13d6) damage … 130 feet (39 m)
* 49 (14d6) damage … 140 feet (42 m)
* 52 (15d6) damage … 150 feet (45 m)
* 56 (16d6) damage … 160 feet (48 m)
* 59 (17d6) damage … 170 feet (51 m)
* 63 (18d6) damage … 180 feet (54 m)
* 66 (19d6) damage … 190 feet (57 m)
* 70 (20d6) damage … 200 feet (60 m) or more (maximum damage)

Human-sized adult speed to fall distance with acceleration
* 1 second … 15 feet (4.5m)
* 2 seconds … 60 feet (18m)
* 3 seconds … 140 feet (42m)
* 4 seconds … 240 feet (73m)
* 5 seconds … 365 feet (110m)
* 6 seconds (one round) … 500 feet (150m)
* 12 seconds (two rounds) … 1,480 feet (450m)

FEAR/FRIGHTENED: Make a Wisdom saving throw. On a failure, roll 1d6, and the victim is compelled to do the corresponding reaction:
* 1 to 2 … Freeze: Victim takes no actions or movement until after the end of the victim’s next turn.
* 3 to 4 … Flee: Victim runs away from the source of fear, leaving behind other people and objects not held in hands. Once the source of fear is no longer in sight, the victim hides for 1d6 minutes.
* 5 to 6 … Fight: Victim attacks the source of fear regardless of personal risk.

FIRE: Make a Dexterity saving throw for half damage.
* A single match … 1 damage per minute (no damage if 9 rounds or less)
* A campfire … 1d6/2 damage per round
* A burning room … 1d6 damage per round
* A burning house … 3d6 damage per round
* A burning forest … 5d6 damage per round
* Inside a forge … 7d6 damage per round
* Inside an active volcano … 9d6 damage per round
* Surface of the sun … 11d6 damage per round

HUNGER & STARVATION: A character may go a number of days equal to 3 + Constitution modifier without eating at least 1 pound (half a kilogram) of food each day, after which the character cannot recover hit points and reduces hit points by half each day until fed or total hit points fall under 1. One day with full food resets the starvation clock to zero.

IMPAIRED: Any condition that limits a character physically (grappled, pinned, bound, knocked down, helpless) or mentally (stunned, shocked, overwhelmed, panicked, dissociated) causes a penalty modifier (-1 to -10) on related task rolls. At the end of each turn in a round, the character may make a related saving throw. On a success, the penalty fully ends immediately. On a failure, the penalty is reduced by 1 point (-9 to -8, then -8 to -7) for the next round’s tasks. The impairment lasts until the character either makes a saving throw or the penalty is reduced to 0.

LIFE ENERGY DRAIN: Make a Constitution saving throw. On a failure, lose a number of ability score points from Strength, Dexterity, and/or Constitution equal to the draining creature’s Hit Dice. Drained ability points recover naturally at a rate of 1 point per day of rest. If any of these ability scores is reduced to 0, the victim dies.

MADNESS: Make a Wisdom saving throw. On a failure, roll 1d6 and apply the following result:
* 1 … Compulsion: The victim always takes protective actions (checking locks on doors, hording supplies, hiding from surveillance) to feel “safe” against the source of madness. Failing to do these actions causes distraction and panic.
* 2 … Delusion: Victim now believes something is true based on the source of the madness, and decisions are made based on that belief. The victim may try to convince others that this delusional belief is true.
* 3 … Denial: Victim cannot remember anything about the source of madness, and anyone attempting to remind the victim is met with hostility regardless of argument or evidence. If the victim encounters the source of madness again, they ignore it and insist it is not actually there or that the situation is not really happening.
* 4 … Hallucinations: The victim perceives sights, sounds, smells, and sensations that others do not. The victim cannot tell what’s real and responds to hallucinations as if genuine threats or guides.
* 5 … Paranoia: Victim feels the source of madness won’t let go, threatening the victim and allies. Anyone not well known may be an enemy agent or a pawn of some hostile force.
* 6 … Phobia: Victim gains an irrational fear of an ordinary thing, place, or situtation that must be avoided at all costs.

MUTATION: Make a Constitution saving throw. On a failure, roll 1d6 and apply the following result:
* 1 … Roll 1d6 to select a random ability: 1 Strength, 2 Dexterity, 3 Constitions, 4 Intelligence, 5 Wisdom, 6 Charisma. Roll 2d6 and permanently change the victim’s ability score to this new number.
* 2 … Permanently subtract 2d6 points from the victim’s total hit points.
* 3 … Gain a harmless deformity (green skin, glowing eyes, twisted limbs, horn-like growths) and re-roll again on this list. If this result comes up again, add another deformity and keep rolling again.
* 4 … Permanently add 2d6 points to the victim’s total hit points.
* 5 … Roll 1d6 to select a random ability: 1 Strength, 2 Dexterity, 3 Constitions, 4 Intelligence, 5 Wisdom, 6 Charisma. Roll 5d6 and permanently change the victim’s ability score to this new number.
* 6 … Gain an inate power using some ability and the Luck aptitude for power task rolls. Roll 2d6 on the Random Mutation Power list below.

Random Mutation Power List (2d6)
* 2 … Astral: Project mind into dreams and astral space, open portals between dimensions.
* 3 … Nature: Sense and control normal animals, plants, and weather.
* 4 … Illusion: Create and control false visions, sounds, smells, and other senses.
* 5 … Teleportation: Instantly move from one spot to another, range as if Levelx5.
* 6 … Clairsentience: Sense as if present at a distant location, range as if Levelx10.
* 7 … Telepathy: Communicate between minds, probe a target’s memories.
* 8 … Healing: Restore hit points and ability scores, cure disease and afflictions.
* 9 … Telekinesis: Affect people or objects without touch as if Strength equals Levelx5.
* 10 … Evocation: Create and control elemental energy, form barriers, blast areas.
* 11 … Precognition: Able to predict future events, gain Level bonus to one action.
* 12 … Transformation: Turning one’s body into the form of an animal or element.

PARALYZATION: Some drugs or creatures cause paralysis for 1d6 or more rounds. Paralyzed creatures cannot move or speak, but thinking and mental powers are unaffected. Succeeding at a Strength saving throw at the moment of contact or exposure reduces the time of immobilization by 4d6 rounds (possibly eliminating the effect).

PETRIFICATION: Make a Strength saving throw once each round until fully turned to stone. A successful save stops the petrification but causes the target to suffer 1d6 damage. Magically petrified creatures cannot move, speak, or think, and they do not age.
* Touch of a cockatrice … petrification happens in 2d6 rounds
* Gaze of a basilisk … petrification happens in 1d6 rounds
* Gaze of a medusa … petrification happens in 1d6/2 (1 to 3) rounds

POISON: Causes damage per round or per hour until the victim succeeds at a Constitution saving throw, or dies. Antivenoms give a +10 bonus on specific poison saving throws. Weaponized poisons used in combat are in addition to any damage caused by the base weapon. Additional poison exposures stack (two viper bites cause 4 damage per hour).
* Snake venom (viper) … 2 damage per hour for 24 hours.
* Spider venom (Black Widow) … 1 damage per hour for 24 hours.
* Giant spider venom … 2 damage per minute for 1d6 minutes.
* Fantasy venomous creature (rule of thumb) … creature’s Hit Dice number as damage per minute for 1d6 x Hit Dice minutes.
* Anthrax … nothing for 1d6 days, then 2 damage per hour for 24 hours.
* Cyanide … 3 damage per round for 30 rounds.
* Combat poison (deadly) … 1 damage per round for 10 rounds.
* Combat poison (extremely deadly) … 3 damage per round for 30 rounds.

PSYCHIC ENERGY DRAIN: Make a Wisdom saving throw. On a failure, lose a number of ability score points from Intelligence, Wisdom, and/or Charisma equal to the draining creature’s Hit Dice. Drained ability points recover naturally at a rate of 1 point per day of rest. If any of these ability scores is reduced to 0, the victim dies.

RADIATION: Make a Constitution saving throw for half damage.
* Solar flare, atomic plant meltdown (1,000 rads/hour) … 6d6 damage
* 1-megaton blast, one mile away (6,600 rads) … 8d6 damage
* Fallout from 1-megaton blast after 1 hour (300 rads/hour) … 2d6 damage per hour
* Fallout from 1-megaton blast after 2 hours (130 rads/hour) … 1d6 damage per hour
* Fallout from 1-megaton blast after 5 hours (39 rads/hour) … 1d6 damage per 6 hours
* Fallout from 1-megaton blast after 24 hours (7 rads/hour) … 1d6 damage per day

SLEEP DEPRIVATION: After 24 hours, make a Wisdom saving throw. Failure, or a natural 1 on the roll, means the character immediately falls asleep. For every 12 hours thereafter while awake, make another Wisdom saving throw. Failure causes sleep; success costs the character 1d6 damage in exhaustion. Certain drugs may grant a bonus on these saving throws.

SPIRIT DRAIN: Make a Wisdom or Charisma saving throw. On a failure, lose a number of ability score points from Constitution, Wisdom, and/or Charisma equal to the draining creature’s Hit Dice. Drained ability points recover naturally at a rate of 1 point per day of rest. If any of these ability scores is reduced to 0, the victim’s body and mind permanently become under the control of the draining creature’s whim, either through possession or domination.

SUFFOCATION: A character may go a number of minutes equal to 1 + Constitution modifier before asphyxiation drops a character to 0 hit points. Rigorous activity, such as engaging in combat or suffering damage, requires an immediate Strength saving throw; failure means asphyxiation begins immediately.

THIRST: A human needs one gallon (about 4 liters) of water a day. If going a day without water, characters cannot recover hit points and lose half their current hit points each day until drinking water or their total hit points fall under 1. (In hot and dry conditions, a Constitution saving throw may be needed to avoid suffering hit point reductions after only a half day.)

WEATHER/ExTREME CONDITIONS: Make a Constitution saving throw for half damage.
* Lightning strike … 6d6 damage per strike
* Heat (90 degrees F/32 degrees C) … 1d6-3 damage per hour
* Extreme heat (120 degrees F/48 degrees C) … 1d6 damage per hour
* Very extreme heat (150 degrees F/65 degrees C) … 1d6 damage per minute
* Cold (32 degrees F/0 degrees C) … 1d6-3 damage per 3 hour
* Extreme cold (0 degrees F/-17 degrees C) … 1d6 damage per hour
* Very extreme cold (-30 degrees/-34 degrees C) … 1d6 damage per minute
* Cold vacuum/void of outer space … 6d6 damage per round

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STORIES IN MEDIEVAL FANTASY
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ROLES
* Assassin: +Level Combat, +Level Cunning
* Barbarian: +Level Combat, +1/2 Level Luck, +1/2 Level Primal
* Bard: +1/2 Level Combat, +1/2 Level Communications, +1/2 Level Lore, +1/2 Level Magic
* Cleric: +Level Faith, +1/2 Lore, 1/2 Level number of powers
* Druid: +Level Primal, +1/2 Medicine or Lore, 1/2 Level number of powers
* Fighter: +Level Combat, +1/2 Level Awareness, +1/2 Level Luck
* Healer: +Level Medicine, +1/2 Level Primal, +1/2 Level number of powers
* Monk: +1/2 Level Awareness, +1/2 Level Combat, +1/2 Level
* Paladin: +Level Combat, +1/2 Faith, +1/4 Privilege, 1/4 Level number of powers
* Ranger: +Level Combat, +1/2 Primal, +1/4 Privilege, 1/4 Level number of powers
* Sorcerer: +Level Magic, +1/2 Level another aptitude, 1/2 Level number of powers
* Thief: +Level Cunning, +1/2 Level Combat, +1/2 Level Awareness or Luck
* Warlock: +Level Magic, +1/2 Cunning, 1/2 Level number of powers
* Witch: +Level Primal, Level number of powers
* Wizard: +Level Magic, Level number of powers

SPECIAL ABILITIES BY NATURE/HERITAGE

Elf: You add +half your Level (round down) to saving throws to resist powers that cause sleep or mind control, and add +half Level to task rolls involving history and forest lore. You can see in darkness up to 60 feet (20 meters). You know the Elvish language. You age at 1/10 the rate of humans.

Dwarf: You weigh roughly the same as a human, but you are just over half average human height. You add +half your Level (round down) to saving throws to resist poison and magical powers, and add +half Level to task rolls involving mining, brewing, smithing, and evaluating underground tunnels and chambers. You can see in darkness up to 60 feet (20 meters). You know the Dwarven language. You age at 1/3 the rate of humans.

Halfling: Your height and weight are half that of an average human. You automatically add +half your Level (round down) to your Luck aptitude, and add +half Level to task rolls involving stealth, cooking, or gardening. You age half as quickly as humans.

Giant: Your height is over twice that of a human, and you weigh roughly four times human average. You add your Level to your Strength ability score and may use oversized weapons that add +1d6 to damage. You know the Goblin language. You age twice as quickly as humans. You know the Giant languages (frost, fire, storm, and so forth). You age at 1/5 the rate of humans.

Goblin: Your height and weight are half that of an average human. You add +half your Level (round down) to task rolls involving stealth, trap making, and evaluating the price of objects. You can see in darkness up to 60 feet (20 meters). You know the Goblin language. You age twice as quickly as humans.

Gnome: Your height and weight are just over half that of an average human. You add +half your Level (round down) to saving throws to resist poison and magical powers, and add +half Level to task rolls involving mining and evaluating underground tunnels and chambers. You can see in darkness up to 60 feet (20 meters). You know the Gnome language and can speak with burrowing mammals (rabbits, badgers, moles, field mice, and the like). You age at 1/5 the rate of humans.

Orc: Your height and weight are roughly x1.5 times that of an average human. You add your whole Level to your Constitution score for the purposes of surviving thirst, hunger, or going without sleep. You can see in darkness up to 60 feet (20 meters). You know the Orcish language. You age twice as quickly as humans.

Troll: Your height is almost twice that of a human. Your claws count as medium weapons in melee combat. You add +half your Level (round down) to saving throws to resist fear and any task rolls involving scent or smell. When wounded, you regenerate half your Level in hit points (round down) at the end of each of your turns in a round except for hit points lost due to fire or acid damage, which must heal at the normal slower healing rate. If you lose a limb and can hold it up to yourself, you may reattach it as an action. You can see in darkness up to 90 feet (30 meters). You age twice as quickly as humans.

TRAVEL

Miles per hour (kilometers per hour)…

By land (up to 8 hours per day)
* Human on foot … 3 mph (5 kph)
* Pony, mule … 4 mph (6 kph)
* Elephant, mammoth … 4 mph (6 kph)
* Warhorse (heavy horse) … 5 mph (8 kph)
* Riding horse (light horse) … 6 mph (10 kph)

By sea (24 hours a day)
* Keelboat (river cargo boat/yacht) … 1 mph (1.5 kph)
* Rowboat … 1.5 mph (2.5 kph)
* Sailing ship … 2 mph (3 kph)
* Warship … 2.5 mph (4 kph)
* Longship … 3 mph (5 kph)
* Galley … 4 mph (6 kph)

By air (time per day varies)
* Giant bat (small rider only) … 6 mph (10 kph)
* Giant vulture … 6 mph (10 kph)
* Hippogriff … 6 mph (10 kph)
* Dragon, giant eagle, griffon, wyvern … 8 mph (13 kph)
* Pegasus, nightmare … 9 mph (14 kph)
* Roc … 12 mph (19 kph)

ARMORS
* AC 10 … unarmored human
* AC 11 … leather armor; padded armor
* AC 12 … hide armor; studded leather
* AC 13 … chain shirt;
* AC 14 … breastplate; ring mail armor; scale mail
* AC 15 … half plate
* AC 16 … chain mail armor
* AC 17 … splint armor
* AC 18 … plate armor
* AC +1 … shield

WEAPONS (damage, range)
* Axe, mace, sword, warhammer (1d6 damage, melee)
* Bow or crossbow (1d6 damage, short shooting range)
* Club or staff (1d6/2 damage, melee)
* Dagger (1d6/2 damage, melee or throwing range)
* Greatsword or pole arm (2d6 damage, melee)
* Longbow (1d6 damage, long shooting range)
* Spear (1d6 damage, melee or throwing range)
* Unarmed strike, punch, kick (1d6 damage, melee)

GEAR
* candle (illuminates 5-foot/1.5m radius)
* lantern (illuminates 30-foot/10m radius)
* torch (illuminates 15-foot/5m radius)

PRIVLEDGE
* -3 … Outcast (exiles, escaped thralls, oathbreakers, marked heretics)
* -2 … Disenfranchised (serfs without land rights, debt-bound peasants)
* -1 … Lower Low Class (indigent, homeless, beggar monks)
* +0 … Middle Low Class (field hands, miners, castle scullions)
* +0 … Upper Low Class (tenant farmers, shepherds, porters)
* +0 … Lower Middle Class (scribes, carpenters, shipwrights, town guards)
* +0 … Middle Class (trade craftsmen, minor merchants, innkeepers, ship captains)
* +1 … Upper Middle Class (master guild members, prosperous traders, magistrates)
* +2 … Lower Upper Class (lesser nobility, knights, barons, abbots, court wizards)
* +4 … Middle Upper Class (high nobility, counts, archbishops, merchant princes)
* +8 … Sovereign (Hemisphere) (king/queen of large kingdom, continent-spanning dominion)
* +15 … Sovereign (Planet) (emperor ruling a whole world)
* +30 … Sovereign (Celestial) (ruler of multiple realms or planes)
* +60 … Sovereign (Mythic) (ruler of hundreds of worlds or plans)
* +120 … Sovereign (Eternal) (absolute ruler of reality-spanning empire)

MONSTERS & FANTASY FOLK

* Banshee: AC 19, HD 7, hp 31, Atk +7, Dmg 1d6, MV 50 ft./16 m; scream attack affects all within melee range
* Blob, Flesh-Eating: AC 13, HD 10, hp 45, Atk +10, Dmg 4d6, MV 20 ft./6 m; regains hit points from what it consumes
* Centaur: AC 14, HD 4, hp 18, Atk +4, Dmg 2d6, MV 60 ft./20 m
* Chimera: AC 15, HD 9, hp 40, Atk +9, Dmg 8d6, MV fly 60 ft./20 m; breath fire (6d6 damage, short shooting range) once every 5 rounds; immune to fire damage
* Chupacabra: AC 12, HD 2, hp 9, Atk +2, Dmg 1d6, MV 80 ft./26 m
* Cockatrice: AC 13, HD 5, hp 22, Atk +5, Dmg , MV fly 60 ft./20 m; touch causes petrification
* Cyclops: AC 14, HD 13, hp 58, Atk +13, Dmg 5d6, MV 30 ft./10 m; -5 to make ranged attacks
* Djinni: AC 14, HD 7, hp 31, Atk +7, Dmg 3d6, MV fly 80 ft./26 m
* Dragon, Faerie: AC 14, HD 4, hp 18, Atk +4, Dmg 1d6, MV fly 80 ft./26 m; breath weapon causes sleep
* Dragon, Fire: AC 20, HD 10, hp 45, Atk +10, Dmg 8d6, MV fly 80 ft./26 m; breath fire (12d6 damage, short shooting range) once every 5 rounds; immune to fire damage
* Dragon, Frost: AC 20, HD 10, hp 45, Atk +10, Dmg 8d6, MV fly 80 ft./26 m; frost blast (12d6 damage, short shooting range) once every 5 rounds; immune to fire damage
* Dryad: AC 14, HD 2, hp 9, Atk +2, Dmg 0d6, MV 40 ft./13 m
* Dwarf, Duergar: AC 15, HD 1, hp 4, Atk +1, Dmg , MV 20 ft./6 m
* Dwarf: AC 15, HD 1, hp 4, Atk +1, Dmg , MV 20 ft./6 m
* Efreeti: AC 16, HD 10, hp 45, Atk +10, Dmg 3d6, MV fly 80 ft./26 m
* Elemental, Air (Elder): AC 21, HD 16, hp 72, Atk +16, Dmg 4d6, MV fly 120 ft./40 m
* Elemental, Air (Major): AC 19, HD 12, hp 54, Atk +12, Dmg 3d6, MV fly 120 ft./40 m
* Elemental, Air (Minor): AC 17, HD 8, hp 36, Atk +8, Dmg 2d6, MV fly 120 ft./40 m
* Elemental, Earth (Elder): AC 21, HD 16, hp 72, Atk +16, Dmg 4d6, MV 20 ft./6 m; hurls boulders short shooting range
* Elemental, Earth (Major): AC 19, HD 12, hp 54, Atk +12, Dmg 3d6, MV 20 ft./6 m; hurls boulders short shooting range
* Elemental, Earth (Minor): AC 17, HD 8, hp 36, Atk +8, Dmg 2d6, MV 20 ft./6 m; hurls boulders short shooting range
* Elemental, Fire (Elder): AC 21, HD 16, hp 72, Atk +16, Dmg 4d6, MV 40 ft./13 m; immune fire damage
* Elemental, Fire (Major): AC 19, HD 12, hp 54, Atk +12, Dmg 3d6, MV 40 ft./13 m; immune fire damage
* Elemental, Fire (Minor): AC 17, HD 8, hp 36, Atk +8, Dmg 2d6, MV 40 ft./13 m; immune fire damage
* Elemental, Water (Elder): AC 21, HD 16, hp 72, Atk +16, Dmg 4d6, MV swim 60 ft./20 m; engulf to drown targets
* Elemental, Water (Major): AC 19, HD 12, hp 54, Atk +12, Dmg 3d6, MV swim 60 ft./20 m; engulf to drown targets
* Elemental, Water (Minor): AC 17, HD 8, hp 36, Atk +8, Dmg 2d6, MV swim 60 ft./20 m; engulf to drown targets
* Elf, Dark: AC 15, HD 2, hp 9, Atk +2, Dmg , MV 40 ft./13 m
* Elf, Light: AC 14, HD 1, hp 4, Atk +1, Dmg , MV 40 ft./13 m
* Faerie, Nixie: AC 12, HD 1, hp 4, Atk +1, Dmg 1d6, MV swim 40 ft./13 m; can cause charm
* Faerie, Pixie: AC 16, HD 1, hp 4, Atk +1, Dmg 1d6, MV fly 60 ft./20 m; tiny, can turn invisible
* Foo Lion/Fu Dog: AC 20, HD 111, hp 499, Atk +111, Dmg 6d6, MV 70 ft./23 m
* Gargoyle: AC 14, HD 4, hp 18, Atk +4, Dmg 3d6, MV fly 50 ft./16 m
* Ghast: AC 15, HD 4, hp 18, Atk +4, Dmg 3d6, MV 50 ft./16 m; touch causes paralysis
* Ghost: AC 19, HD 10, hp 45, Atk +10, Dmg target ages 1d6 years, MV 30 ft./10 m; can pass through solid objects
* Ghoul: AC 13, HD 2, hp 9, Atk +2, Dmg 2d6, MV 30 ft./10 m; touch causes paralysis
* Giant, Cloud: AC 15, HD 12, hp 54, Atk +12, Dmg 6d6, MV 40 ft./13 m; hurls boulders short shooting range
* Giant, Fire: AC 15, HD 11, hp 49, Atk +11, Dmg 5d6, MV 40 ft./13 m; hurls boulders short shooting range
* Giant, Frost: AC 15, HD 10, hp 45, Atk +10, Dmg 4d6, MV 40 ft./13 m; hurls boulders short shooting range
* Giant, Hill: AC 15, HD 8, hp 36, Atk +8, Dmg 3d6, MV 40 ft./13 m; hurls boulders short shooting range
* Giant, Stone: AC 15, HD 9, hp 40, Atk +9, Dmg 3d6, MV 40 ft./13 m; hurls boulders short shooting range
* Giant, Storm: AC 17, HD 15, hp 67, Atk +15, Dmg 8d6, MV 50 ft./16 m; hurls boulders short shooting range
* Gnome: AC 14, HD 1, hp 4, Atk +1, Dmg , MV 20 ft./6 m
* Goblin: AC 13, HD 46023, hp 207103, Atk +46023, Dmg , MV 20 ft./6 m
* Golem, Clay: AC 12, HD 11, hp 49, Atk +11, Dmg 5d6, MV 20 ft./6 m
* Golem, Flesh: AC 10, HD 9, hp 40, Atk +9, Dmg 6d6, MV 30 ft./10 m; lightning damage heals h.p.
* Golem, Iron: AC 16, HD 18, hp 81, Atk +18, Dmg 7d6, MV 20 ft./6 m
* Golem, Stone: AC 14, HD 14, hp 63, Atk +14, Dmg 4d6, MV 20 ft./6 m
* Griffon: AC 14, HD 7, hp 31, Atk +7, Dmg 4d6, MV fly 120 ft./40 m
* Hag: AC 10, HD 8, hp 36, Atk +8, Dmg 2d6, MV 30 ft./10 m
* Halfling: AC 12, HD 46023, hp 207103, Atk +46023, Dmg , MV 30 ft./10 m
* Harpy: AC 12, HD 3, hp 13, Atk +3, Dmg 2d6, MV fly 50 ft./16 m
* Hell Hound: AC 15, HD 6, hp 27, Atk +6, Dmg 1d6, MV 40 ft./13 m; breath fire (2d6 damage, throwing range) once every 5 rounds; immune to fire damage
* Hippogriff: AC 14, HD 3, hp 13, Atk +3, Dmg 4d6, MV fly 120 ft./40 m
* Hobgoblin: AC 13, HD 1, hp 4, Atk +1, Dmg , MV 30 ft./10 m
* Hydra (3 heads): AC 14, HD 5, hp 22, Atk +5, Dmg 2d6, MV 40 ft./13 m; can split attacks without penalty
* Hydra (5 heads): AC 14, HD 7, hp 31, Atk +7, Dmg 4d6, MV 40 ft./13 m; can split attacks without penalty
* Hydra (7 heads): AC 14, HD 9, hp 40, Atk +9, Dmg 6d6, MV 40 ft./13 m; can split attacks without penalty
* Hydra (9 heads): AC 14, HD 11, hp 49, Atk +11, Dmg 8d6, MV 40 ft./13 m; can split attacks without penalty
* Kelpie: AC 16, HD 5, hp 22, Atk +5, Dmg 0d6, MV swim 40 ft./13 m
* Lamia: AC 16, HD 9, hp 40, Atk +9, Dmg , MV 80 ft./26 m
* Lizardfolk: AC 14, HD 2, hp 9, Atk +2, Dmg , MV swim 40 ft./13 m
* Lycanthrope, Werebear: AC 17, HD 6, hp 27, Atk +6, Dmg 6d6, MV 40 ft./13 m
* Lycanthrope, Wereboar: AC 15, HD 4, hp 18, Atk +4, Dmg 2d6, MV 50 ft./16 m
* Lycanthrope, Wererat: AC 12, HD 3, hp 13, Atk +3, Dmg 1d6, MV 40 ft./13 m
* Lycanthrope, Wereshark: AC 19, HD 10, hp 45, Atk +10, Dmg 4d6, MV swim 70 ft./23 m
* Lycanthrope, Weretiger: AC 16, HD 5, hp 22, Atk +5, Dmg 4d6, MV 50 ft./16 m
* Lycanthrope, Werewolf: AC 14, HD 4, hp 18, Atk +4, Dmg 2d6, MV 60 ft./20 m
* Manticore: AC 15, HD 6, hp 27, Atk +6, Dmg 3d6, MV fly 60 ft./20 m; fires spikes at throwing range
* Medusa/Gorgon: AC 11, HD 4, hp 18, Atk +4, Dmg , MV 30 ft./10 m; gaze causes petrification
* Merfolk: AC 13, HD 1, hp 4, Atk +1, Dmg 1d6, MV swim 40 ft./13 m
* Minotaur: AC 13, HD 6, hp 27, Atk +6, Dmg 2d6, MV 40 ft./13 m
* Mummy: AC 16, HD 5, hp 22, Atk +5, Dmg 2d6+curse, MV 20 ft./6 m; per hit, target must save versus attack roll or damage is permanent
* Naga: AC 14, HD 7, hp 31, Atk +7, Dmg , MV swim 60 ft./20 m
* Nymph: AC 10, HD 3, hp 13, Atk +3, Dmg 0d6, MV 40 ft./13 m
* Ogre: AC 14, HD 4, hp 18, Atk +4, Dmg 2d6, MV 30 ft./10 m
* Oni: AC 15, HD 5, hp 22, Atk +5, Dmg 2d6, MV fly 50 ft./16 m
* Orc: AC 13, HD 1, hp 4, Atk +1, Dmg 1d6, MV 40 ft./13 m
* Pegasus: AC 13, HD 2, hp 9, Atk +2, Dmg 2d6, MV fly 160 ft./53 m
* Phoenix: AC 22, HD 20, hp 90, Atk +20, Dmg 5d6, MV fly 130 ft./43 m
* Rakshasa: AC 23, HD 7, hp 31, Atk +7, Dmg 3d6, MV 50 ft./16 m
* Roc (Giant Bird): AC 19, HD 36, hp 162, Atk +36, Dmg 14d6, MV fly 160 ft./53 m
* Sasquatch: AC 13, HD 4, hp 18, Atk +4, Dmg 2d6, MV 30 ft./10 m; can turn invisible in forests
* Satyr: AC 14, HD 5, hp 22, Atk +5, Dmg 2d6, MV 60 ft./20 m; pipes cause charm or sleep
* Scarecrow: AC 13, HD 5, hp 22, Atk +5, Dmg 1d6, MV 30 ft./10 m
* Shadow: AC 12, HD 2, hp 9, Atk +2, Dmg 1d6, MV 30 ft./10 m; cannot enter bright light
* Skeleton: AC 12, HD 1, hp 4, Atk +1, Dmg 1d6, MV 40 ft./13 m; never sleeps
* Spectre: AC 17, HD 6, hp 27, Atk +6, Dmg , MV fly 100 ft./33 m
* Sphinx: AC 21, HD 12, hp 54, Atk +12, Dmg 4d6, MV fly 100 ft./33 m
* Titan, Elder: AC 21, HD 21, hp 94, Atk +21, Dmg 8d6, MV 50 ft./16 m
* Titan: AC 18, HD 18, hp 81, Atk +18, Dmg 7d6, MV 70 ft./23 m
* Troglodyte: AC 14, HD 2, hp 9, Atk +2, Dmg 3d6, MV 40 ft./13 m
* Troll: AC 15, HD 6, hp 27, Atk +6, Dmg 5d6, MV 40 ft./13 m; regenerates 3 h.p. per round
* Unicorn: AC 17, HD 4, hp 18, Atk +4, Dmg 4d6, MV 80 ft./26 m
* Vampire: AC 17, HD 8, hp 36, Atk +8, Dmg , MV fly 60 ft./20 m
* Wight: AC 14, HD 3, hp 13, Atk +3, Dmg 2d6, MV 30 ft./10 m
* Wraith: AC 16, HD 4, hp 18, Atk +4, Dmg 3d6, MV fly 80 ft./26 m
* Wyvern: AC 16, HD 7, hp 31, Atk +7, Dmg 3d6, MV fly 80 ft./26 m
* Yeti: AC 14, HD 4, hp 18, Atk +4, Dmg 2d6, MV 30 ft./10 m; immune to cold damage
* Zombie: AC 11, HD 2, hp 9, Atk +2, Dmg 2d6+disease, MV 20 ft./6 m; never sleeps

*************************************************
STORIES IN THE MODERN WORLD
*************************************************

ROLES
* Assassin: +Level Combat, +Level Cunning
* Bodyguard: +Level Awareness, +Level Combat
* Bounty Hunter: +1/2 Level Awareness, +1/2 Level Combat, +1/2 Level Cunning, +1/2 Level Tech
* Clergy: +Level Faith, +Level Communications, +Level Lore
* Criminal: +Level Cunning, +1/2 Level Combat, +1/2 Level another aptitude
* Detective: +Level Awareness, +1/2 Level Cunning, +1/2 Level Lore
* Dilettante: +Level Privilege, +1/2 Level Communications, +1/2 Level Luck
* Entertainer: +Level Communications, +1/2 Level Luck, +1/2 Level Privilege
* Explorer: +Level Primal, +1/2 Level Combat, +1/2 Level Luck
* Hacker: +Level Tech, +1/2 Level Cunning, +1/2 Level Communications
* Investigator: +Level Awareness, +1/2 Level Combat, +1/2 Level Cunning
* Law Enforcer: +1/2 Awareness, +1/2 Level Combat, +1/2 Communication, +1/2 Level Privilege
* Medical Expert: +Level Medicine, +1/2 Lore, +1/2 Communications
* Scholar: +Level Lore, +1/2 Level Communications, +1/2 another aptitude
* Scientist: +Level Tech, +Level Lore
* Secret Agent: +Level Cunning, +1/2 Level Combat, +1/2 Level Communications
* Soldier: +Level Combat, +1/2 Level Awareness, +1/2 Level Luck
* Survivalist: +Level Combat, +1/2 Level Cunning, +1/2 Level Primal
* Technician: +Level Tech, +1/2 Level two other aptitudes
* Tycoon: +Level Privilege, +1/2 Level Communications, +1/2 another aptitude
* Worker: +1/2 Level Awareness, +1/2 Level Luck, +1/2 Tech, +1/2 another aptitude

Supernatural…
* Exorcist: +Level Faith, +Level-1 Awareness, Binding power
* Mage: +Level Magic, Level number of powers
* Monster Hunter: +Level Combat, +1/2 Faith, +1/4 Lore
* Mystic/Psychic: +Level Awareness, Level number of powers
* Occultist: +Level Magic, +1/2 Lore, 1/2 Level number of powers
* Paranormal Investigator: +Level Awareness, +Level Lore
* Witch: +Level Primal, Level number of powers

ARMORS
* AC 10 … unarmored human
* AC 11 … modern leather jacket or light undercover shirt
* AC 12 … modern Kevlar-lined coat (half damage from ballistics)
* AC 13 … modern undercover vest
* AC 15 … modern tactical vest or special response vest (half damage from ballistics)

WEAPONS (damage, range)
* Axe, mace, sword, warhammer (1d6 damage, melee)
* Bow or crossbow (1d6 damage, short shooting range)
* Chainsaw (2d6 damage, melee)
* Club or staff (1d6/2 damage, melee)
* Dagger or shiv (1d6/2 damage, melee or throwing range)
* Flamethrower (3d6 damage, short shooting range)
* Grenade (3d6 damage, throwing range)
* Pistol (1d6 damage, short shooting range)
* Rifle (2d6 damage, long shooting range)
* Rocket launcher (3d6 damage, short shooting range)
* Shotgun (2d6 damage, short shooting range)
* Spear (1d6 damage, melee or throwing range)
* Unarmed strike, punch, kick (1d6 damage, melee)

MODERN GEAR
* Bug Detector (scans for listening devices or hidden transmitters within 20 feet/6 m).
* Caltrops (covers 5-foot/1.5 m square area; those crossing faster than half speed must make a Dexterity saving throw or suffer 1d6/2 damage)
* Chemical Light Stick (illuminates 5-foot/1.5 m radius for 6 hours)
* Climbing Kit (150 ft./50 m rope, pulleys, gloves, helmet, pads, spikes, chocks, pitons, harness, hand ax for ice climbing)
* Comm Earpiece (encrypted earpiece allowing silent communication with networked allies within 1 mile/1.5 km)
* Disguise Kit (makeup, synthetic ID cards, wigs, digital facial projectors)
* Electric Lantern (illuminates 30-foot/10 m radius for 50 hours)
* EMP Grenade (nonlethal, single use, disables electronic devices within a 15-foot/3-meter radius for 1 minute; all tech powered by batteries or circuitry must be rebooted afterwards)
* Flashlight/Electric Torch (illuminates 30-foot/10 m path in one direction for 6 hours, or up to 50 hours on low power at half illumination settings)
* Forensics Kit (fingerprint powder, brushes, UV penlight, evidence bags and collection tubes, sterile gloves, tweezers)
* Gas Mask (chemical air filter canister protects user’s lungs and eyes from toxic gases)
* GPS Receiver (maps based on signals from global positioning systems)
* Hacking Kit (laptop/tablet, antenna array, patch cables, decryption tools; used to access secure digital networks)
* Handcuffs (Strength saving throw versus Extreme difficulty, 25 or more, to break)
* Infrared Goggles (user sees heat signatures without light, giving low-resolution visibility in total darkness, fog, or smoke)
* Listening Device (small contact mic or parabolic receiver allowing eavesdropping through walls or over 100 feet/30 m).
* Location Tracker (personal tracker allows others to find wearer’s signal)
* MREs (meals ready to eat, lots of calories, just add water)
* Night Vision Goggles (ambient starlight/moonlight is amplified to so user can see in near darkness, but not total darkness such as underground)
* Recording Drone (silent micro-drone with a camera and directional mic, can transmit live video up to 300 feet/100 m and hover for 10 minutes before recharging)
* Scuba Kit (wetsuit, mask, fins, air tank, regulator, weight pockets, dive meter)
* Security Kit (bump keys, micro-spanners, magnetic pick gun, card duplicator)
* Signal Jammer (disrupts wireless communications in a 30-foot/10-meter radius for up to 10 minutes)
* Tech Repair Kit (micro-soldering iron, precision tool set, micro-parts stash)
* Tent, Large (heavy, keeps up to 10 people warm and dry in severe weather)
* Tent, Medium (keeps up to 4 people warm and dry in severe weather)
* Tent, Small (lightweight, keeps one person warm and dry in severe weather)
* Thermal Cloak (smart-fabric coat that masks infrared signature)

NON-PLAYER CHARACTERS
* Average Bystander: AC 10, HD 1, hp 4, Atk +1, Dmg 1d6/2 (punch), MV 30 ft./10m, +2 on tasks related to one occuptation
* Agent: AC 12, HD 4, hp 18, Atk +4, Dmg 1d6 (pistol, short shooting range), MV 30 ft./10 m, +4 on espionage-related tasks
* Cult Leader: AC 10, HD 3, hp 13, Atk +3, Dmg 1d6/2+curse (dagger), MV 30 ft./10 m, +3 on Magic aptitude
* Cultist: AC 10, HD 1, hp 4, Atk +1, Dmg 1d6/2 (dagger), MV 30 ft./10 m
* Ninja (boss): AC 15, HD 8, hp 36, Atk +8, Dmg 2d6+poison (pair of swords or blades/stars, throwing range), MV 30 ft./10 m, +8 on tasks involving stealth
* Ninja (foot soldier): AC 13, HD 2, hp 9, Atk +2, Dmg 1d6+poison (sword or blades/stars, throwing range), MV 30 ft./10 m, +2 on tasks involving stealth
* Police/Guard: AC 13, HD 2, hp 9, Atk +2, Dmg 2d6 (pistol, short shooting range), MV 30 ft./10 m
* Sniper/Assassin: AC 13, HD 5, hp 22, Atk +5, Dmg 3d6 (sniper rifle, distant range), MV 30 ft./10 m
* Soldier: AC 13, HD 2, hp 9, Atk +2, Dmg 2d6 (rifle, long shooting range), MV 30 ft./10 m, +2 on Combat aptitude
* Thug (street criminal, mob goon): AC 12, HD 2, hp 9, Atk +2, Dmg 1d6 (pistol, short shooting range), MV 30 ft./10 m, +4 on Cunning aptitude

TRAVEL

Miles per hour (kilometers per hour)…

By land (up to 8 hours per day)
* Human on foot … 3 mph (5 kph)
* Pony, mule … 4 mph (6.5 kph)
* Riding horse (light horse) … 6 mph (10 kph)
* Modern tank (M1 Abrams) … 45 mph (70 kph)
* Modern automobile (varies) … 55 mph (90 kph)

By sea (24 hours a day)
* Rowboat … 1.5 mph (2.5 kph)
* Sailing ship … 2 mph (3 kph)
* Modern cargo ship (30,000 tons) … 15 mph (25 kph)
* Modern yacht (160-foot, 300 tons) … 20 mph (30 kph)
* Modern yacht (80-foot, 200 tons) … 25 mph (40 kph)
* Modern yacht (40-foot, 100 tons) … 30 mph (50 kph)
* Navy submarine (8,000 tons) … 30 mph (50 kph)
* Navy frigate (4,000 tons) … 35 mph (55 kph)
* Navy destroyer (9,000 tons) … 40 mph (65 kph)
* Navy aircraft carrier (70,000 tons) … 50 mph (80 kph)
* Personal watercraft (Jet Ski) … 50 mph (80 kph)
* Military/rescue boat … 70 mph (115 kph)
* Racing powerboat … 130 mph (200 kph)

By air (time per day varies)
* Modern helicopter (Bell Jet Ranger) … 100 mph (160 kph)
* Modern propeller aircraft (Cessna 172) … 150 mph (240 kph)
* Modern airliner (Boeing 747) … 560 mph (900 kph)

PRIVLEDGE
* -3 … Outcast (criminals or slaves)
* -2 … Disenfranchised (dregs of society)
* -1 … Lower Low Class (indigent, homeless)
* +0 … Middle Low Class (underclass, minimal labor, welfare)
* +0 … Upper Low Class (working poor, minimal skill jobs)
* +0 … Lower Middle Class (clerical, “blue collar” workers)
* +0 … Middle Class (semi-professionals and trade craftsmen)
* +1 … Upper Middle Class (salaried professionals, middle management)
* +2 … Lower Upper Class (capitalists, top-level executives and politicians, “top 1%”)
* +4 … Middle Upper Class (elites, “top 0.1%” super rich, celebrities and top execs)
* +8 … Sovereign (Nation) (ruler of a large nation or multinational corporation)
* +15 … Sovereign (Superpower) (ruler of huge nation with big military and economy)

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STORIES IN SCIENCE-FICTION FUTURES
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ROLES
* Administrator: +Level Communications, +1/2 Lore, +1/2 Level Privilege
* Agent: +1/2 Level Combat, +1/2 Level Communications, +1/2 Level Cunning, +1/2 Level Tech
* Assassin: +Level Combat, +1/2 Level Cunning, +1/2 Level Tech
* Bodyguard: +Level Awareness, +Level Combat
* Bounty Hunter: +1/2 Level Awareness, +1/2 Level Combat, +1/2 Level Cunning, +1/2 Level Tech
* Colonist: +Level Primal, +1/2 Lore, +1/2 Level Tech
* Criminal: +Level Cunning, +1/2 Level Combat, +1/2 Level Tech
* Detective: +Level Awareness, +1/2 Level Cunning, +1/2 Level Lore
* Engineer: +Level Tech, +Level Luck
* Entertainer: +Level Communications, +1/2 Level Luck, +1/2 Level Privilege
* Explorer: +Level Primal, +1/2 Level Combat, +1/2 Level Luck
* Hacker: +Level Tech, +1/2 Level Cunning, +1/2 Level Communications
* Investigator: +Level Awareness, +1/2 Level Combat, +1/2 Level Cunning
* Law Enforcer: +1/2 Awareness, +1/2 Level Combat, +1/2 Communication, +1/2 Level Privilege
* Marine/Trooper: +Level Combat, +1/2 Level Luck, +1/2 Level Tech
* Medical Expert: +Level Medicine, +1/2 Level Communications, +1/2 Level Tech
* Merchant: +Level Communications, +1/2 Tech, +1/2 Level another aptitude
* Navy/Starship Officer: +1/2 Communications, +1/2 Combat, +1/2 Lore, +1/2 Tech
* Noble: +Level Privilege, +1/2 Level Communications, +1/2 Level other aptitude
* Psion: +Level Awareness, Level number of powers
* Scholar: +Level Lore, +1/2 Level Communications, +1/2 Tech
* Scientist: +Level Tech, +Level Lore
* Scout: +Level Awareness, +1/2 Level Lore, +1/2 Level Primal, +1/2 Level Tech
* Space Knight: +Level Combat, +1/2 Level Awareness, 1/2 level number of powers
* Technician: +Level Tech, +1/2 Level two other aptitudes
* Worker: +1/2 Level Awareness, +1/2 Level Luck, +1/2 Tech, +1/2 another aptitude

SCI-FI SPECIAL ABILITIES

Robot: You are an artificially intelligent machine with a non-humanoid body. Once every few hours equal to your Level, you must recharge for 10 minutes in unconscious-like sleep mode while connected to a power source. Failure to meet this requirement causes you to suffer a -1 penalty on all task rolls and saving throws for each additional hour until fully recharged. Example: A 5th level robot suffers a -1 penalty during hour 6, -2 in hour 7, -3 in hour 8, and so on.
Other robot features:
* You have a base Armor Class of 15 and take no damage from disease, extreme cold, or poison.
* You have no need for air, water, food, or sleep, and you are unharmed by the vacuum of space.
* You cannot heal from damage naturally, but an hour of repair work restores 1d20 + worker’s Intelligence modifier + worker’s Tech modifier + your Level worth of lost hit points.
* You have a built-in comlink (short astronomical range) with an antenna and mast that allows you to link with other communicators up to 600 miles (1000s km) away.
* You gain no positive Charisma modifier for social tasks with humans, though you may have a Charisma bonus for saving throws and to interact with other robots, androids, machines, and computer systems.
* Your Privilege aptitude is always a -2 modifier and cannot be changed.
* You may integrate up to three tool kits and/or weapons into your body for use in various tasks.
* You can see in darkness up to 60 feet (20 meters).
* You “age” (degrade permanent functions) at 1/10 the rate compared to human aging.

Android: You are an artificially intelligent machine with a humanoid body that can pass for human unless scanned by sensors, which immediately reveals your android nature. Once every few hours equal to your Level, you must recharge for 10 minutes in unconscious-like sleep mode while connected to a power source. Failure to meet this requirement causes you to suffer a -1 penalty on all task rolls and saving throws for each additional hour until fully recharged. Example: A 7th level android suffers a -1 penalty during hour 8, -2 in hour 9, -3 in hour 10, and so on.
Other android features:
* You have a base Armor Class of 13 and take no damage from disease, extreme cold, or poison.
* You have no need for air, water, food, or sleep, and you are unharmed by the vacuum of space. You may simulate breathing, eating, and resting to appear human.
* You cannot heal from damage naturally, but an hour of repair work restores 1d20 + worker’s Intelligence modifier + worker’s Tech modifier + your Level worth of lost hit points.
* If exposed as an android, your Privilege aptitude modifier becomes -2 and cannot be changed.
* You can see in darkness up to 60 feet (20 meters).
* You “age” (degrade permanent functions) at 1/5 the rate compared to human aging.

Synthetic Human: You are a biologically engineered human lifeform that was manufactured in a factory lab, not born of human parents. You are fully organic, but optimized, conditioned, and crafted by makers who consider you a product. Your memories and emotional responses were customized by market-savvy designers focused on heuristics.
Other synthetic human features:
* You are fully biological and require air, water, food, and sleep; you do not require recharging. You heal naturally.
* You are immune to natural diseases and gain a +Level bonus on saving throws against fear, engineered plagues, and bio-weapons.
* You suffer only half damage from extreme cold and heat, poisons, and radiation.
* A Hard difficulty task roll involving Medicine or Tech during a body scan can reveal the serial number and manufacturer that produced you.

Uplifted Animal: You are a semi-natural beast that has been made as intelligent as a human through science and genetic engineering.
* You have a natural Armor Class and movement rate based on your base animal type.
* You unarmed attacks count at medium melee weapons (1d6 + Strength modifier damage).
* You must have tools specially fitted to your animal body for use.
* You cannot talk verbally but may use other devices for communication.

Animal types…
* Ape, Chimpanzee: AC 13, MV 40 ft./13 m
* Ape, Gorilla: AC 13, MV 40 ft./13 m
* Baboon: AC 12, MV 40 ft./13 m
* Badger: AC 15, MV 20 ft./6 m
* Bear, Black: AC 13, MV 40 ft./13 m
* Bear, Grizzly: AC 13, MV 40 ft./13 m
* Bear, Polar: AC 13, MV 40 ft./13 m
* Boar: AC 12, MV 50 ft./16 m
* Camel: AC 12, MV 50 ft./16 m
* Cat, Cheetah: AC 14, MV 70 ft./21 m
* Cat, Lion: AC 13, MV 50 ft./16 m
* Cat, Mountain Lion: AC 13, MV 50 ft./16 m
* Cat, Panther: AC 15, MV 70 ft./23 m
* Cat, Tiger: AC 13, MV 50 ft./16 m
* Crocodile: AC 14, MV swim 30 ft./10 m
* Dog, War: AC 13, MV 40 ft./13 m
* Dog, Wild: AC 12, MV 50 ft./16 m
* Elephant: AC 14, MV 40 ft./13 m
* Herd Animal (bison, moose): AC 12, MV 80 ft./26 m
* Herd Animal (cow, zebra): AC 12, MV 80 ft./26 m
* Herd Animal (deer, goat): AC 12, MV 80 ft./26 m
* Herd Animal (hippopotamus): AC 12, MV 80 ft./26 m
* Horse, Draft: AC 12, MV 30 ft./10 m
* Horse, Riding: AC 12, MV 80 ft./26 m
* Hyena: AC 12, MV 40 ft./13 m
* Mule: AC 12, MV 40 ft./13 m
* Ostrich: AC 12, MV 80 ft./26 m
* Rhinoceros: AC 14, MV 40 ft./13 m
* Shark, Bull: AC 15, MV swim 60 ft./20 m
* Shark, Great White: AC 15, MV swim 60 ft./20 m
* Shark, Mako: AC 15, MV swim 60 ft./20 m
* Vulture: AC 13, MV fly 90 ft./30 m
* Whale, Killer (Orca): AC 13, MV swim 80 ft./26 m
* Whale, Narwhal: AC 12, MV swim 60 ft./20 m
* Whale, Sperm: AC 13, MV swim 60 ft./20 m
* Wolf: AC 12, MV 60 ft./20 m
* Wolverine: AC 14, MV 40 ft./13 m

COMMON SKILLS
Outside of aptitudes, all interstellar sci-fi travellers are assumed to know the following:
* Basic use of an exsuit/vacc suit (standard issue spacesuit).
* Recognizing any major species of sophants (the most common alien species).
* Familiarity with routine starport procedures (screenings, inspections, cargo handling).
* Fluency in the interstellar standard language (Anglic, Galactic Basic, Trade Tongue).
* Familiarity with interstellar banking standards and currencies (credits, megacredits).
* Familiarity with very high technology (recognize and understand use, even if not proficient).
* General knowledge about any interstellar government (domains, broad history, social status system).

ARMORS
* AC 10 … unarmored human
* AC 11 … starship officer uniform
* AC 12 … furs and skins
* AC 13 … exosuit/spacesuit/vacc suit, partial carapace
* AC 14 … total carapace
* AC 15 … armored exosuit, exosuit/spacesuit/vacc suit
* AC 16 … combat armor
* AC 18 … advanced combat armor
* AC 20 … powered battlesuit (medium)
* AC 22 … powered battlesuit (large), light mecha
* AC +1 … shield

WEAPONS (damage, range)
* Beam or gauss pistol (1d6 damage, long shooting range)
* Beam or gauss rifle (2d6 damage, distant shooting range)
* Blade or sword, Warhammer (1d6 damage, melee)
* Club or staff (1d6/2 damage, melee)
* Dagger or shiv (1d6/2 damage, melee or throwing range)
* Flamethrower (3d6 damage, short shooting range)
* Grenade (3d6 damage, throwing range)
* Industrial cutter (2d6 damage, melee)
* Ion pistol (2d6 damage to machines only, short shooting range)
* Ion rifle (3d6 damage to machines only, short shooting range)
* Plasma blade or monofilament whip (2d6 damage, melee)
* Plasma cannon (4d6 damage, short shooting range)
* Rocket launcher (3d6 damage, short shooting range)
* Stun pistol (target saves or fall unconscious, throwing range)
* Unarmed strike, punch, kick (1d6 damage, melee)

SCI-FI GEAR
* Ansible (paired communications devices that use quantum entanglement to send signals at the speed of light over unlimited distances)
* Comlink (Distant Range) (small handheld communicator with range up to 15 miles/25 km)
* Comlink (Orbital Range) (laptop-sized communicator with range up to 60 miles/100 km)
* Comlink (Short Astronomical) (backpack-sized communicator plus portable antenna and mast with range up to 600 miles/1000s km)
* Comlink (Medium Astronomical) (trunk-sized communicator plus human-sized portable antenna and mast with range up to 10,000s miles or km)
* Comlink (Long Astronomical) (heavy, trunk-sized communicator plus 30 foot/10 meter portable antenna and mast with range up to 100,000s miles or km)
* Exosuit/Vacc Suit (counts as Armor Class 13; protects against 300 rads/hour radiation, hostile atmospheres, and vacuum of space; provides 10 hours of oxygen; mag-boots can cling to metal surfaces like a ship’s hull; internal comms broadcast signals up to short astronomical distance, 1000s km; heads-up display in helmet relays status information)
* Power Battery (##) (provides ## hours of power to one medium-sized device; twice the time for small device, half the time for larger device or small vehicle)
* Rebreather (filters air while underwater for up to 20 minutes)
* Survey Drone (small flying robot, AC 15, HD 1, hp 4, MV fly 300 ft./100 m, no attack capabilities, with spotlights and built-in survey scanner to record and/or relay signals to receiver within 15 miles/25 km; runs for 50 hours between recharges)
* Survey Scanner (handheld device that maps nearby terrain distances, notes breathability, gravity, other environmental features)
* Universal Translator (handheld device converts languages between speakers in real time; can also link into exosuit’s internal microphones and heads-up display)

Sci-Fi Medicines…
* Anagathics (reduces user’s practical age by 1d6 years per treatment)
* Fast Drug (user’s perceptions and metabolism slow down, makes 60 days seem to pass as one day without need for usual food or water, air consumption reduced)
* Medical Slow Drug (user unconscious for 24 hours, gains 30 days worth of healing benefits)
* Panacea Automed (cures all known diseases, doubles healing rates for 1d6 days)
* Slow Drug (after 1d6 rounds, user’s perceptions speed up, allowing one extra action per turn for 10 minutes, after which the user immediately suffers 1d6 damage)

Standard issue mission gear…
* Beam or gauss pistol (1d6 damage, long shooting range)
* Comlink (Distant Range) (small handheld communicator with range up to 15 miles/25 km; comlink in exosuit is better)
* Exosuit/Vacc Suit (counts as Armor Class 13; protects against 300 rads/hour radiation, hostile atmospheres, and vacuum of space; provides 10 hours of oxygen; mag-boots can cling to metal surfaces like a ship’s hull; internal comms broadcast signals up to short astronomical distance, 1000s km; heads-up display in helmet relays status information)
* Survey Scanner (handheld device that maps nearby terrain distances, notes breathability, gravity, other environmental features)
* Universal Translator (handheld device converts languages between speakers in real time; can also link into exosuit’s internal microphones and heads-up display)

ANDROIDS & ROBOTS
* Synthetic Animal Pet (Dog, Snake, Bird): AC 13, HD 1, hp 4, Atk +1, Dmg 1d6/2, MV 50 ft/15 m or fly 90 ft./30 m, has radio interface to owner/user
* Utility Robot: AC 15, HD 2, hp 9, Atk +2, Dmg 1d6, MV 30 ft./10 m; doesn’t eat or breathe, recharges as per sleep cycle; adds +2 to Tech aptitude to another’s tasks
* Protocol Robot: AC 15, HD 2, hp 9, Atk +2, Dmg 1d6, MV 30 ft./10 m; doesn’t eat or breathe, recharges as per sleep cycle; adds +2 to Communications aptitude to another’s tasks
* Medtech Robot: AC 14, HD 3, hp 13, Atk +2, Dmg 1d6, MV 30 ft./10 m; doesn’t eat or breathe, recharges as per sleep cycle; adds +3 to Medicine aptitude to another’s tasks
* Cargo Loader Robot: AC 15, HD 4, hp 18, Atk +2, Dmg 1d6+8, MV 20 ft./6 m; doesn’t eat or breathe, recharges as per sleep cycle; +8 Strength 28, carries up to 2 tons
* Pleasure Android: AC 13, HD 2, hp 9, Atk +2, Dmg 1d6, MV 30 ft./10 m; doesn’t eat or breathe, recharges as per sleep cycle; +3 Charisma for tasks
* Combat Android: AC 15, HD 4, hp 18, Atk +4, Dmg 1d6+4, MV 40 ft./12 m; doesn’t eat or breathe, recharges as per sleep cycle; +4 Combat for tasks
* Killer Tracker Android: AC 14, HD 8, hp 36, Atk +8, Dmg 1d6+12, MV 40 ft./12 m; doesn’t eat or breathe, recharges as per sleep cycle; +4 Strength 20, +8 Combat for tasks

TECHNOLOGY LEVELS
* Extremely Low: Stone age tools from natural materials, simple shelters.
* Very Low: Metal tools, industrial manufacturing, science, and mathematics.
* Low: Mechanical to atomic ages, electricity in wide use, viral science and vaccines.
* Moderate: Early stellar age, varied power sources, bionics and cybernetics.
* High: Slow faster-than-light space travel, antigravity tech, terraforming.
* Very High: Quick faster-than-light space travel, perfect cloning, recorded memories.
* Extremely High: Self-aware starships, custom lifeforms, orbital teleporters.
* Ultra High: Interstellar teleporters, manufactured worlds, mobile planets. (Per Arthur C. Clarke, “sufficiently advanced technology indistinguishable from magic.”)

HUMAN ENVIRONMENTAL STANDARDS: Most starships and spaceports maintain the following:
* Gravity: 1.0 G (like Earth at equitorial sea level)
* Air Composition: 78% nitrogen, 21% oxygen, 0.9% argon, 0.1% other (carbon dioxide, nitrous oxides, methane, ozone, water vapor).
* Air Humidity: 60% RH (relative humidity)
* Air Pressure: 1 bar / 101.3 kPa (14.7 psi)
* Air Temperature: Around 72 degrees F (22 degrees C)

SPACECRAFT AND STARSHIPS
* Personal Pod (Level 2, coffin-sized survival capsule, short-range beacons)
* Planetary Hopper (Level 3, single-seat atmo skimmer, limited range)
* Work Drone (Level 4, autonomous repair unit, tool arms, remote override)
* Cargo Drone (Level 5, low-atmo parcel delivery, small payloads)
* Orbital Tug (Level 6, grapples, magnets, docking assistance)
* Pilot Shuttle (Level 7, 2–6 crew transfer, heatshield, short hop)
* Personnel Shuttle (Level 8, passenger seating, reentry-certified)
* Cargo Shuttle (Level 9, pressurized cargo bay, forklift systems)
* Surface–Orbit Lander (Level 10, VTOL thrust, airless landing skids)
* Modular Hauler (Level 11, detachable cargo pods, tow-frame, light engines)
* Light Mining Skiff (Level 12, ore scoops, cutter lasers, 1–2 crew)
* System Cutter (Level 13, short-range system hops, survey sensors)
* Escort Skiff (Level 14, small-caliber turret, shield projectors)
* Light Freighter (Level 15, short-haul cargo, modular crates, 2–6 crew)
* Fast Courier (Level 16, diplomatic satchels, high-burn engines)
* Patrol Boat (Level 17, interception duties, light weapons)
* Luxury Yacht (Level 18, long-range comfort, defensive countermeasures)
* Science Cutter (Level 19, survey labs, drone scouts)
* Combat Corvette (Level 20, point defense + missiles, escort role)
* Heavy Freighter (Level 21, bulk cargo pods, tug-assisted docking)
* Fuel Tender (Level 22, refinery systems, EVA fueling rigs)
* Colony Lander (Level 23, prefab hab modules, atmo-capable)
* Gunship Corvette (Level 24, heavy kinetics, tactical PD)
* System Frigate (Level 25, anti-piracy, limited FTL)
* Escort Frigate (Level 26, ECM suite, convoy screening)
* Fast Attack Frigate (Level 27, torpedo spine, strike operations)
* Survey Cruiser (Level 28, astrocartography, xenoarchaeology)
* Diplomatic Cruiser (Level 29, envoy suites, ceremonial escort)
* Destroyer (Level 30, multi-role anti-ship platform)
* Fleet Oiler (Level 31, fuel logistics hub, mobile replenishment)
* Troop Transport (Level 33, battalion troop bays, drop craft)
* Heavy Destroyer (Level 35, armored hull, torpedo bombardment)
* Battle Frigate (Level 37, fusion lances, tactical drone wing)
* Strike Cruiser (Level 40, long-range raider, hit-and-fade doctrine)
* Carrier Escort Cruiser (Level 42, PD saturation, shield projection)
* Missile Cruiser (Level 45, long-range ship-kill missiles, FTL fire control)
* Fleet Tender (Level 46, repair bay, capital refit functions)
* Line Cruiser (Level 48, balanced armament, strategic endurance)
* Heavy Cruiser (Level 50, spinal cannon, fighter/drones)
* Assault Carrier (Level 52, marine drop pods, atmo landing craft)
* Battleship (Level 55, primary beam batteries, armor plates)
* Fleet Carrier (Level 57, heavy fighter/bomber wing)
* Battle Carrier (Level 60, hybrid carrier/battleship)
* Super Freighter (Level 61, mega-hauler, orbital crane loading)
* Colony Ship (Level 63, cryobays + settlement infrastructure)
* Mobile Shipyard (Level 65, drone fabrication, field repairs)
* Supercarrier (Level 68, triple flight decks, redundant FTL cores)
* Heavy Battleship (Level 70, planetary bombardment packages)
* Siege Monitor (Level 72, orbital siege guns, kinetic rods)
* Planetary Assault Ship (Level 75, armor divisions, walkers)
* Fleet Command Ship (Level 76, strategic C4ISR, fleet AI)
* Super Battleship (Level 78, multiple spinal guns, layered shields)
* Dreadnought (Level 80, fleet-kill capability, escort-dependent)
* Carrier Dreadnought (Level 82, supercarrier + dreadnought role)
* Planet Killer (Level 85, asteroid redirection, orbital sterilization)
* Mobile Fortress (Level 88, city-scale, self-contained colony core)
* Ringworld Tug (Level 90, megastructure relocation + support)
* Stellar Reseeder (Level 91, terraforming micro-cloud deployments)
* Stellar Pump Station (Level 93, star-harvesting energy collectors)
* Dyson Swarm Constructor (Level 95, megastructure factory fleet)
* Nova Trigger Platform (Level 97, induced star nova weaponization)
* Black Hole Carrier (Level 99, gravitic superweapon, exotic propulsion)
* Super Dreadnought (Level 100, sector-ending weapons, existential threat)

QUICK STARSHIP STATS & SPACE COMBAT
* Assign half of ship’s Level to Hull points.
* Divide and assign half of ship’s Level among three systems: Cargo systems (crew, passengers, and storage capacity), Firepower systems (starship weaponry), and Speed systems (faster-than-light travel).
* Optional features are also divided from the half Level total not assigned to Hull Points.

Faster-Than-Light Travel Per Day (24 Hours)
* Speed 1 … 0.5 light year (“jump 1” or “warp 5”)
* Speed 2 … 1.0 light year (“jump 2” or “warp 6”)
* Speed 3 … 1.5 light years (“jump 3”)
* Speed 4 … 2.0 light years (“jump 4” or “warp 7”)
* Speed 5 … 2.5 light years (“jump 5”)
* Speed 6 … 3.0 light years (“jump 6” or “warp 8”)
* Speed 7 … 3.5 light years
* Speed 8 … 4.0 light years (“warp 9”)
* Speed 9 … 4.5 light years (“warp 9.2”)
* Speed 10 … 5.0 light years (“warp 9.6”)

* Speed 17 … 8.5 light years (“warp 9.9”)

* Speed 40 … 20.0 light years (“transwarp”)

Or, if set in a great big galaxy far, far away…
* Speed 1 … 5,000 light years (“0.1 past light speed”)
* Speed 2 … 10,000 light years (“0.2 past light speed”)
* Speed 3 … 15,000 light years (“0.3 past light speed”)
* Speed 4 … 20,000 light years (“0.4 past light speed”)
* Speed 5 … 25,000 light years (“0.5 past light speed”)

STARSHIP SPACE COMBAT
* Play out space combat much like personal combat: Roll for initiative, make attack task rolls versus a default Armor Class of 15 or Hard difficulty (15 or more), or Easy (5 or more) to hit non-moving targets.
* Ship attack task roll: 1d20 + starship’s current Firepower points + one crew member’s Combat or Tech modifier. (Teamwork rule applies to bridge crews.)
* Maximum attack ranges are up to Long Astronomical distance (100,000s miles or km) for beam weapons and Distant Astronomical distance (millions miles or km) for missile weapons.
* On a hit, damage equals 1d6 + the difference between the attacker’s attack task roll total and the target’s Level. If the target has a higher Level than the attacker’s Firepower, the damage is 1d6+0.
* Damage reduces points in Hull, Cargo, Firepower, Speed, or other systems. The player controlling the target ship decides where points get reduced.
* A system reduced to 0 cannot function (Speed 0 cannot do faster-than-light travel, Firepower 0 cannot make attacks, and so forth). A ship at Cargo 0 loses all carried goods and kills passengers held in hibernation.
* A ship reduced to 0 Ship Hull Points cannot change direction or velocity in normal space.
* If a ship drops to 0 Hull Points and 0 in all other systems, it blows up. All aboard are killed and the wreckage of the ship becomes drifting debris.

Special Ship Combat Rules
* Reroute Auxilary Power: During a turn, a ship crew member may roll 1d20 + Intelligence + Tech versus a Hard difficulty (15 or more). On a success, up to 1d6 points may be taken from one system and added to another system that has been reduced by damage (Hull, Cargo, Firepower, or Speed). No system may be increased beyond its original full value.
* Ramming: Treat a ship’s total Level as its Firepower, apply damage to both ships if attack succeeds.
* Self-Destruct: Treat as an attack against all targets within Orbital Range (60 miles/100 km). A self-destructing ship’s total Level is used as its Firepower, after which it is debris adrift in space.

Starship Repairs
* Daily repair task roll: 1d20 + crew member’s Intelligence + crew member’s Tech versus Hard diffuclty (15 or more). (Teamwork rule applies.)
* On a success, recover 2d6 Starship Hit Points per hour.
* On a failure, recover 1d6/2 Starship Hit Points per hour.
* Starports and space docks grant from +1 to +5 on daily repair task rolls.

Optional Starship Features
* Armored (AC ##): The ship has an Armor Class higher than 15.
* Defense Shields/Force Fields (##): The ship reduces damage taken from hits by a specific amount (the ## number). Each time an attack manages to cause more damage than Shields/Fields can completely block, the protective value of the defense shield is reduced by 1 point until repairs can be made.
* Lander: The ship is capable of flying through an atmosphere and touching down on the surface of a planet. (Most starships can only remain in orbit or dock at space stations.)
* Shuttlecraft (##): One or more Level 7 small craft that may be launched from the ship.
* Specialized Functions: Luxury suites, science or medical labs, or other specific facilities are on board.
* Stealth: The ship is equipped to “run silent” due to a cloaking device or other technology. Initiating an attack with beam weapons or missiles typically spoils a ship’s stealth.
* Tractor Beam (#): The ship may move another ship of the 1/10th the listed Level or less at a distance of up to Short Astronomical range (600 miles/1000s km). Example: Tractor Beam 5 can move up to a Level 50 ship or similar sized object.
* Teleporters (#x6): The ship can beam 6 cargo units and/or personnel per point to a place up to Medium Astronomical range away (10,000s miles or km). Certain conditions (active defense shields, local ion storms, layers of mineral-rich rock) may block teleporters.

Scanning Ranges (Rule of Thumb)
* Medium Astronomical: 10,000s miles (or km), geostationary orbit above a planet.
* Long Astronomical: 100,000s miles (or km), high-resolution scans (life signs, energy fields, molecular compositions), limit of direct ship-to-ship communications without transponders.
* Distant Astronomical: 1,000,000s miles (or km), detailed scans identifying ships (Level, type, registry).
* Stellar Subsystem: 100s millions miles (or km), detect presence of any unidentified ships (position and velocity).
* Stellar System: Billions of miles (or km), detect presence of only Level 50 or larger unidentified ships (position and velocity).
* Parsec: Trillions of miles (or km), detect another ship travelling at FTL speeds.
* Beyond Parsec: No practical scanning possible except for long-term stellar research.

Slower-Than-Light/Sublight Speeds (Rule of Thumb)
The ship accelerates in normal space toward light-speed (1c), but in doing so relative velocity causes elapsed time measured onboard to suffer time dilation effects compared to time measured in outside “normal” space. For example, a ship travelling for 1 day at 99.5% the speed of light would find 10 days have passed if returning back to its point of origin.
* 0.0c … 1 ship day = 1 normal space day
* 0.1c … 1 ship day = 1.01 normal space days
* 0.2c … 1 ship day = 1.02 normal space days
* 0.3c … 1 ship day = 1.05 normal space days
* 0.4c … 1 ship day = 1.09 normal space days
* 0.5c … 1 ship day = 1.15 normal space days
* 0.6c … 1 ship day = 1.25 normal space days
* 0.7c … 1 ship day = 1.40 normal space days
* 0.8c … 1 ship day = 1.67 normal space days
* 0.9c … 1 ship day = 2.29 normal space days
* 0.95c … 1 ship day = 3.2 normal space days
* 0.97c … 1 ship day = 4.11 normal space days
* 0.99c … 1 ship day = 7.09 normal space days
* 0.995c … 1 ship day = 10.01 normal space days
* 0.999c … 1 ship day = 22.37 normal space days

ExAMPLE STARSHIPS

FAR FUTURE LIGHT FREE TRADER (Level 15)
* Armor Class 15
* Hull 8, Cargo 4, Firepower 2, Speed 1

23rd CENTURY UNITED WORLDS HEAVY CRUISER (Level 50)
* Armor Class 15, Defense Shields 8
* Hull 25, Cargo 2, Firepower 7, Speed 7
* Tractor Beam 5, Teleporters 1(x6), Shuttlecraft 3, Science Labs 1, Medical Labs 1

SCI-FI FAR FUTURE PRIVLEDGE
* -3 … Outcast (criminals or slaves)
* -2 … Disenfranchised (dregs of society)
* -1 … Lower Low Class (indigent, homeless)
* +0 … Middle Low Class (underclass, minimal labor, welfare)
* +0 … Upper Low Class (working poor, minimal skill jobs)
* +0 … Lower Middle Class (clerical, “blue collar” workers)
* +0 … Middle Class (semi-professionals and trade craftsmen)
* +1 … Upper Middle Class (salaried professionals, middle management)
* +2 … Lower Upper Class (capitalists, top-level executives and politicians, “top 1%”)
* +4 … Middle Upper Class (elites, “top 0.1%” super rich, celebrities and top execs)
* +8 … Sovereign (Hemisphere) (ruler of a large area of a homeworld or a small world/moon)
* +15 … Sovereign (Ruler of one star system or a major planet)
* +30 … Sovereign (Ruler of one subsector, about 20 planets)
* +60 … Sovereign (Ruler of one sector, hundreds of planets)
* +120 … Sovereign (Ruler of interstellar empire, thousands of planets)

*************************************************
ROLE-PLAYING GAME WORLD BENCHMARKS
*************************************************

ExTENDED ABILITY MODIFIERS
* -4 … ability score 1
* -3 … ability score 2 to 3
* -2 … ability score 4 to 5
* -1 … ability score 6 to 8
* +0 … ability score 9 to 12
* +1 … ability score 13 to 15
* +2 … ability score 16 to 17
* +3 … ability score 18 to 19
* +4 … ability score 20 to 21
* +5 … ability score 22 to 23
* +6 … ability score 24 to 25
* +7 … ability score 26 to 27
* +8 … ability score 28 to 29
* +9 … ability score 30 to 31
* +10 … ability score 32 to 33
* +11 … ability score 34 to 35
* +12 … ability score 36 to 37
* +13 … ability score 38 to 39
* +14 … ability score 40 to 41
* +15 … ability score 42 to 43
* +16 … ability score 44 to 45
* +17 … ability score 46 to 47
* +18 … ability score 48 to 49
* +19 … ability score 50 to 51
* +20 … ability score 52 to 53
* +21 … ability score 54 to 55
* +22 … ability score 56 to 57
* +23 … ability score 58 to 59
* +24 … ability score 60 to 61
* +25 … ability score 62 to 63
* +26 … ability score 64 to 65
* +27 … ability score 66 to 67
* +28 … ability score 68 to 69
* +29 … ability score 70 to 71
* +30 … ability score 72 to 73
* +31 … ability score 74 to 75
* +32 … ability score 76 to 77
* +33 … ability score 78 to 79
* +34 … ability score 80 to 81
* +35 … ability score 82 to 83
* +36 … ability score 84 to 85
* +37 … ability score 86 to 87
* +38 … ability score 88 to 89
* +39 … ability score 90 to 91
* +40 … ability score 92 to 93
* +41 … ability score 94 to 95
* +42 … ability score 96 to 97
* +43 … ability score 98 to 99
* +44 … ability score 100 to 101
* +45 … ability score 102 to 103
* +46 … ability score 104 to 105
* +47 … ability score 106 to 107
* +48 … ability score 108 to 109
* +49 … ability score 110 to 111
* +50 … ability score 112 to 113
* +51 … ability score 114 to 115
* +52 … ability score 116 to 117
* +53 … ability score 118 to 119
* +54 … ability score 120 to 121
* +55 … ability score 122 to 123
* +56 … ability score 124 to 125
* +57 … ability score 126 to 127
* +58 … ability score 128 to 129
* +59 … ability score 130 to 131
* +60 … ability score 132 to 133
* +61 … ability score 134 to 135
* +62 … ability score 136 to 137
* +63 … ability score 138 to 139
* +64 … ability score 140 to 141
* +65 … ability score 142 to 143
* +66 … ability score 144 to 145
* +67 … ability score 146 to 147
* +68 … ability score 148 to 149
* +69 … ability score 150 to 151
* +70 … ability score 152 to 153
* +71 … ability score 154 to 155
* +72 … ability score 156 to 157
* +73 … ability score 158 to 159
* +74 … ability score 160 to 161
* +75 … ability score 162 to 163
* +76 … ability score 164 to 165
* +77 … ability score 166 to 167
* +78 … ability score 168 to 169
* +79 … ability score 170 to 171
* +80 … ability score 172 to 173
* +81 … ability score 174 to 175
* +82 … ability score 176 to 177
* +83 … ability score 178 to 179
* +84 … ability score 180 to 181
* +85 … ability score 182 to 183
* +86 … ability score 184 to 185
* +87 … ability score 186 to 187
* +88 … ability score 188 to 189
* +89 … ability score 190 to 191
* +90 … ability score 192 to 193
* +91 … ability score 194 to 195
* +92 … ability score 196 to 197
* +93 … ability score 198 to 199
* +94 … ability score 200 to 201
* +95 … ability score 202 to 203
* +96 … ability score 204 to 205
* +97 … ability score 206 to 207
* +98 … ability score 208 to 209
* +99 … ability score 210 to 211
* +100 … ability score 212 to 213

ENCUMBRANCE LIMITS
The weight that can be carried for an extended period of time is based on a character’s Strength ability score. Lifting limits assumes no more than one round of effort.
* Strength 1 … carry 2.5 lbs. (1 kg), lift 10 lbs. (5 kg)
* Strength 2 to 3 … carry 6 lbs. (3 kg), lift 25 lbs. (11 kg)
* Strength 4 to 5 … carry 12 lbs. (5.5 kg), lift 50 lbs. (22 kg)
* Strength 6 to 8 … carry 25 lbs. (11 kg), lift 100 lbs. (45 kg)
* Strength 9 to 12 … carry 40 lbs (18 kg), lift 150 lbs. (70 kg)
* Strength 13 to 15 … carry 55 lbs. (25 kg), lift 225 lbs. (100 kg)
* Strength 16 to 17 … carry 85 lbs. (40 kg), lift 340 lbs. (150 kg)
* Strength 18 to 19 … carry 125 lbs. (55 kg), lift 500 lbs. (230 kg)
* Strength 20 to 21 … carry 190 lbs. (85 kg), lift 760 lbs. (340 kg)
* Strength 22 to 23 … carry 285 lbs. (130 kg), lift 1,140 lbs. (520 kg)
* Strength 24 to 25 … carry 425 lbs. (190 kg), lift 1,700 lbs. (780 kg)
* Strength 26 to 27 … carry 500 lbs. (225 kg), lift 1 ton
* Strength 28 to 29 … carry 1,000 lbs. (450 kg), lift 2 tons
* Strength 30 to 31 … carry 1,500 lbs. (680 kg), lift 3 tons
* Strength 32 to 33 … carry 1 ton, lift 4 tons
* Strength 34 to 35 … carry 1.5 tons, lift 6 tons
* Strength 36 to 37 … carry 2.25 tons, lift 9 tons
* Strength 38 to 39 … carry 3.25 tons, lift 13 tons
* Strength 40 to 41 … carry 5 tons, lift 20 tons
* Strength 42 to 43 … carry 7.5 tons, lift 30 tons
* Strength 44 to 45 … carry 11 tons, lift 45 tons
* Strength 46 to 47 … carry 16 tons, lift 65 tons
* Strength 48 to 49 … carry 25 tons, lift 100 tons
* Strength 50 to 51 … carry 37 tons, lift 150 tons
* Strength 52 to 53 … carry 55 tons, lift 222 tons
* Strength 54 to 55 … carry 85 tons, lift 340 tons
* Strength 56 to 57 … carry 125 tons, lift 500 tons
* Strength 58 to 59 … carry 190 tons, lift 760 tons
* Strength 60 to 61 … carry 300 tons, lift 1,200 tons
* Strength 62 to 63 … carry 425 tons, lift 1,700 tons
* Strength 64 to 65 … carry 625 tons, lift 2,500 tons
* Strength 66 to 67 … carry 950 tons, lift 3,800 tons
* Strength 68 to 69 … carry 1,400 tons, lift 5,700 tons
* Strength 70 to 71 … carry 2,100 tons, lift 8,650 tons
* Strength 72 to 73 … carry 3,200 tons, lift 13,000 tons
* Strength 74 to 75 … carry 4,700 tons, lift 19,000 tons
* Strength 76 to 77 … carry 7,500 tons, lift 30,000 tons
* Strength 78 to 79 … carry 11,000 tons, lift 44,000 tons
* Strength 80 to 81 … carry 16,000 tons, lift 65,000 tons
* Strength 82 to 83 … carry 25,000 tons, lift 100,000 tons
* Strength 84 to 85 … carry 37,500 tons, lift 150,000 tons
* Strength 86 to 87 … carry 56,000 tons, lift 225,000 tons
* Strength 88 to 89 … carry 85,000 tons, lift 340,000 tons
* Strength 90 to 91 … carry 125,000 tons, lift 500,000 tons
* Strength 92 to 93 … carry 190,000 tons, lift 760,000 tons
* Strength 94 to 95 … carry 27,500 tons, lift 1.1 million tons
* Strength 96 to 97 … carry 42,500 tons, lift 1.7 million tons
* Strength 98 to 99 … carry 62,500 tons, lift 2.5 million tons
* Strength 100 to 101 … carry 95,000 tons, lift 3.8 million tons

ExPANDED RANGES
* Touching: Held, grappled, connected
* Melee Range: Up to 6 feet (2 meters) (no disadvantage at this range)
* Throwing Range: 50 feet (15 m) (hand axes, javelins)
* Short Shooting: 330 feet (100 m) (bows, pistols, shotguns)
* Long Shooting: 1,000 feet (600 m) (rifles, beam weapons)
* Distant Range: 15 miles (25 km) (artillery, cannons)
* Orbital Range: 60 miles (100 km) (cruise missile)
* Short Astronomical: 600 miles (1000s km) (low-Earth orbit satellite weapon)
* Medium Astronomical: 10,000s miles (or km) (geostationary satellite weapon)
* Long Astronomical: 100,000s miles (or km) (starship beam weapons)
* Distant Astronomical: 1,000,000s miles (or km) (starship missile weapons)
* Stellar Subsystem: 100s millions miles (or km) (astronomical units)
* Stellar System: Billions miles (or km) (limits of solar system)
* Parsec: Trillions miles (or km) (a few light years)
* Subsector: 10s light years
* Sector: 100s light years
* Quadrant: 1,000s light years
* Galactic: 10,000s light years
* Intergalatic (100,000s light years
* Supercluster: Millions of light years
* Universal: Billions of light years

WEIGHT: MATERIALS
* 2 lbs. (0.9 kg) … one cubic foot of mineral fiber insulation (fiberglass)
* 2 lbs. (0.9 kg) … one liter or quart of water
* 8 lbs. (3.6 kg) … one gallon of water
* 11 lbs. (5 kg) … approx. one cubic foot of baled hay or straw
* 28 lbs. (13 kg) … one cubic foot of ear corn
* 32 lbs. (15 kg) … one cubic foot of feed grains and supplement
* 35 lbs. (16 kg) … approx. one cubic foot of fruits and vegetables
* 35 lbs. (16 kg) … one cubic foot of wood lumber (Douglas Fir)
* 42 lbs. (19 kg) … one square foot of 4-inch thick brick masonry wall
* 43 lbs. (20 kg) … one cubic foot of potatoes
* 45 lbs. (20 kg) … one cubic foot of shelled corn
* 50 lbs. (23 kg) … one cubic foot of protein supplement
* 55 lbs. (25 kg) … one square foot of 8-inch thick brick masonry wall
* 60 lbs. (27 kg) … one cubic foot of manure
* 62 lbs. (28 kg) … one cubic foot of water (7.75 gallons)
* 80 lbs. (36 kg) … one square foot of 12-inch thick brick masonry wall
* 94 lbs. (43 kg) … one cubic foot of cement
* 150 lbs. (68 kg) … one cubic foot of concrete
* 171 lbs. (78 kg) … one cubic foot of limestone
* 171 lbs. (78 kg) … one cubic foot of aluminum
* 185 lbs. (84 kg) … one cubic foot of granite
* 450 lbs. (204 kg) … one cubic foot of cast iron
* 490 lbs. (222 kg) … one cubic foot of steel
* 2,500 lbs. (1,134 kg) … one cubic yard of soil
* 2,500 lbs. (1,134 kg) … one cubic yard of crushed stone
* 2,700 lbs. (1,225 kg) … one cubic yard of gravel
* 2,600 lbs. (1,180 kg) … approx. one cubic yard of sand

WEIGHT: OBJECTS
* 200 lbs. (91 kg) … manhole cover
* 400 lbs. (181 kg) … sports motorcycle, piano, drum of oil (full)
* 500 lbs. (227 kg) … Dumpster (empty)
* 800 lbs. (363 kg) … touring motorcycle
* 1,000 lbs. (454 kg) … telephone pole
* 1,300 lbs. (590 kg) … sailboat
* 1,800 lbs. (816 kg) … U-Haul trailer
* 1 ton … medium missile
* 2 tons … 20′ propane tank (empty)
* 2 tons … car, Dumpster (full), large missile
* 2 tons … granite monument
* 2 tons … small forklift, 20′ metal cargo container (empty), large meteor
* 3 tons … 10′ jersey barrier
* 3 tons … truck, limo
* 4 tons … 40′ metal cargo container (empty)
* 5 tons … UH-60 Black Hawk helicopter (empty)
* 6 tons … school bus, semi trailer (empty), small jet, combat helicopter
* 7 tons … howitzer
* 7 tons … UH-60 Black Hawk helicopter (loaded weight)
* 8 tons … F-16 Fighting Falcon jet fighter (empty)
* 9 tons … semi tractor
* 9 tons … 20′ propane tank (full)
* 11 tons … armored car
* 12 tons … F-16 Fighting Falcon jet fighter (loaded weight)
* 12 tons … subway car, jet fighter
* 14 tons … motorhome RV
* 18 tons … mobile home
* 19 tons … F-16 Fighting Falcon jet fighter (max. takeoff weight)
* 25 tons … infantry fighting vehicle
* 26 tons … 20′ metal cargo container (full)
* 29 tons … railroad boxcar (empty)
* 34 tons … semi trailer (full)
* 34 tons … 40′ metal cargo container (full)
* 36 tons … fire truck, bulldozer
* 50 tons … tank
* 71 tons … 125′ water tower (empty)
* 72 tons … crane
* 100 tons … NASA Space Shuttle (circa 1981–2011)
* 109 tons … 200′ radio tower
* 113 tons … locomotive engine
* 119 tons … railroad boxcar (full)
* 136 tons … typical wooden house
* 163 tons … giant mining dump-truck (empty)
* 181 tons … Boeing 747 airliner (empty)
* 199 tons … large plane, Titan II rocket
* 226 tons … Statue of Liberty (without the base)
* 271 tons … large brick house
* 344 tons … hydro-electric generator
* 385 tons … Boeing 747 airliner (takeoff weight)
* 398 tons … trawler
* 443 tons … giant mining dump-truck (full)
* 523 tons … 125′ water tower (full)
* 588 tons … giant crane
* 597 tons … 1,000′ radio tower
* 724 tons … giant mining excavator
* 796 tons … drilling rig
* 1,593 tons … small bridge
* 3,186 tons … military tugboat
* 6,335 tons … Eiffel Tower
* 6,371 tons … large submarine, destroyer
* 12,443 tons … freighter (unloaded)
* 24,887 tons … freighter (loaded), cruiser
* 24,887 tons … large bridge
* 87,783 tons … US aircraft carrier
* 330,317 tons … Empire State Building

TIME TO SEARCH A ROOM (COMPLETE)
Walls, floor, ceiling, full of contents like furniture, cabinets, shelves, boxes.
* 5×5 feet … 6 sec. (1 round)
* 10×10 feet … 24 sec. (4 rounds)
* 15×15 feet … 54 sec. (9 rounds)
* 20×20 feet … 1 minutes, 36 sec.
* 25×25 feet … 2 minutes, 30 sec.
* 30×30 feet … 3 minutes, 36 sec.
* 40×40 feet … 6 minutes, 24 sec.
* 50×50 feet … 10 minutes
* 60×60 feet … 14 minutes, 24 sec.

TIME TO SEARCH ONLY WALLS OF A ROOM
Checking for secret doors in an otherwise empty room.
* 5×5 feet … 6 sec. (1 round)
* 10×10 feet … 12 sec. (2 rounds)
* 15×15 feet … 24 sec. (4 rounds)
* 20×20 feet … 36 sec. (6 rounds)
* 25×25 feet … 48 sec. (8 rounds)
* 30×30 feet … 60 sec. (10 rounds)
* 40×40 feet … 1 minute, 24 sec.
* 50×50 feet … 1 minute, 48 sec.
* 60×60 feet … 2 minutes, 12 sec.

TIME TO SEARCH ONLY WALLS OF A 10-FOOT (3m) WIDE CORRIDOR
Checking for secret doors down an otherwise empty corridor.
* 5 feet … 6 sec. (1 round)
* 10 feet … 12 sec. (2 rounds)
* 15 feet … 18 sec. (3 rounds)
* 20 feet … 24 sec. (4 rounds)
* 25 feet … 30 sec. (5 rounds)
* 30 feet … 36 sec. (6 rounds)
* 40 feet … 48 sec. (8 rounds)
* 50 feet … 60 sec. (10 rounds)

*************************************************
ExAMPLE CHARACTERS
*************************************************

* Buck Rogers (Level 10)
* Robin Hood (Level 7)
* Abraham Van Helsing (Level 8)
* Sherlock Holmes (Level 8)
* Hippolyta, Queen of the Amazons (Level 9)
* Morgan le Fey (Level 12)

~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
SHERLOCK HOLMES (Level 8)
Late 19th century master consulting detective, famous for solving difficult criminal cases across London.

Armor Class 12, 32 hit points, Move 30 ft. (10m)

ABILITIES
* +0 Strength 10 (physical prowess, brawn, encumbrance)
* +1 Dexterity 15 (agility, reflexes, dodging, precision)
* +0 Constitution 12 (health, toughness, vigor, stamina)
* +3 Intelligence 19 (deduction, logic, memory, reason, wits)
* +2 Wisdom 17 (empathy, courage, insight, resolve, willpower)
* +1 Charisma 13 (appeal, confidence, leadership)

APTITUDES
* +8 Awareness (perception, intuition, keen senses, reactions)
* +2 Combat (fighting, using weapons, leading others into battle)
* +3 Cunning (deception, stealth, bypassing security, thieving)
* +5 Lore (understanding history, natural and social sciences)

QUICK RULES
* Task Rolls: 1d20 + one ability modifier + one aptitude modifier.
* Saving Throws: 1d20 + one ability modifier + Luck aptitude modifier.
* Equal or higher than opponent’s roll or difficulty number to succeed.
* Difficulty Numbers: Easy 5, Hard 15, Extreme 25.
* d20 roll of 1 always fails, d20 roll of 20 always succeeds.
* Teamwork: Highest 1d20 + highest ability modifier + highest aptitude modifier.
* Rounds: On turn, one action and move, or no actions and double move.
* Multiple Actions of Attacks: -5 modifier on each task roll.
* Attacks: Equal or higher than target’s Armor Class to damage.
* Damage: Light 1d6/2, Medium 1d6, Heavy 2d6, Extreme 3d6 or more.
* Dying: At 0 hit points, 1 in 6 chance of death per round until stabilized.

GEAR
* magnifying glass (+1 on tasks involving forensics)
* pipe (while smoking, +1 on Intelligence tasks taking longer than a minute)
* notebooks (+1 on Lore aptitude tasks)
* chemical reagents (+1 on tasks involving forensics)
* revolver (1d6 damage, short shooting range)

~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
MORGAN LE FEY (Level 12)
6th century Welsh noble, scheming enchantress, both loves and hates her half-brother, King Arthur Pendragon.

Armor Class 10, 48 hit points, Move 30 ft. (10m)

ABILIIES
* +0 Strength 9 (physical prowess, brawn, encumbrance)
* +0 Dexterity 12 (agility, reflexes, dodging, precision)
* +0 Constitution 11 (health, toughness, vigor, stamina)
* +2 Intelligence 17 (deduction, logic, memory, reason, wits)
* +2 Wisdom 16 (empathy, courage, insight, resolve, willpower)
* +3 Charisma 18 (appeal, confidence, leadership)

APTITUDES
* +3 Awareness (perception, intuition, keen senses, reactions)
* +4 Communication (persuasion, performance, languages)
* +8 Magic (arcane powers, knowing supernatural lore)
* +4 Primal (wilderness survival, tracking, animal and plant lore)
* +5 Privilege (influence, authority, high status in society)

POWERS
* +1 Divination: Suddenly gain an answer to a question.
* +2 Enchantment: Create a false feeling, loyalty, or memory in a target’s mind.
* +1 Healing: Restore hit points and ability scores, cure disease and afflictions.
* +1 Illusion: Create and control false visions, sounds, smells, and other senses.
* +2 Nature: Sense and control normal animals, plants, and weather.

GEAR
* Staff of Illusion (+1 on Illusion power task rolls)
* spellbooks (+1 on Magic aptitude task rolls)
* ritual tools (+1 on Magic aptitude task olls)
* dagger (1d6/2 damage, melee or thrown range)

~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
ROBIN HOOD (Level 7)
11th century outlaw, leader of The Merry Men of Sherwood Forest, famed champion to the poor and infamous bane to the usurper Prince John, his corrupt sheriffs, and England’s greedy nobles.

Armor Class 13, 49 hit points, Move 30 ft. (10m)

ABILIIES
* +1 Strength 15 (physical prowess, brawn, encumbrance)
* +3 Dexterity 19 (agility, reflexes, dodging, precision)
* +2 Constitution 16 (health, toughness, vigor, stamina)
* +2 Intelligence 17 (deduction, logic, memory, reason, wits)
* +1 Wisdom 14 (empathy, courage, insight, resolve, willpower)
* +2 Charisma 17 (appeal, confidence, leadership)

APTITUDES
* +7 Combat (fighting, using weapons, leading others into battle)
* +2 Cunning (deception, stealth, bypassing security, thieving)
* +3 Luck (avoiding harm, enduring damage, good fortune)
* +2 Primal (wilderness survival, tracking, animal and plant lore)

GEAR
* longbow, quiver of arrows (1d6+3 damage, long shooting range)
* short sword (1d6+2 damage, melee)
* dagger (1d6/2+3 or 1d6/2+2 damage, melee or thrown range)
* hunting horn
* forest-worn clothing (+1 to stealth in forests)

~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
BUCK ROGERS (Level 7)
Anthony “Buck” Rogers, a decorated 20th century soldier hurled into the future, surviving on grit, courage, and uncanny luck in the strange new age of the 25th century.

Armor Class 14, 42 hit points, Move 30 ft. (10m)

ABILIIES
* +1 Strength 15 (physical prowess, brawn, encumbrance)
* +2 Dexterity 16 (agility, reflexes, dodging, precision)
* +1 Constitution 14 (health, toughness, vigor, stamina)
* +1 Intelligence 13 (deduction, logic, memory, reason, wits)
* +0 Wisdom 12 (empathy, courage, insight, resolve, willpower)
* +1 Charisma 15 (appeal, confidence, leadership)

APTITUDES
* +2 Awareness (perception, intuition, keen senses, reactions)
* +6 Combat (fighting, using weapons, leading others into battle)
* +3 Luck (avoiding harm, enduring damage, good fortune)
* +2 Tech (working with machines, networks, complex systems)

GEAR
* xZ-31 Daisy Rocket Pistol (1d6+2 damage, short shooting range)
* flight utility suit (light armor, AC 12)
* combat knife (1d6/2+2 damage, melee or thrown range)

~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
HIPPOLYTA, QUEEN OF THE AMAZONS (Level 9)
Bronze Age warrior-queen, daughter of Ares and sovereign of the Amazons, bearer of the divine girdle and living symbol of Amazon law, honor, and martial supremacy.

Armor Class 16, 81 hit points, Move 30 ft. (10m)

ABILIIES
* +2 Strength 17 (physical prowess, brawn, encumbrance)
* +2 Dexterity 16 (agility, reflexes, dodging, precision)
* +2 Constitution 17 (health, toughness, vigor, stamina)
* +1 Intelligence 13 (deduction, logic, memory, reason, wits)
* +2 Wisdom 15 (empathy, courage, insight, resolve, willpower)
* +2 Charisma 17 (appeal, confidence, leadership)

APTITUDES
* +9 Combat (fighting, using weapons, leading others into battle)
* +4 Luck (avoiding harm, enduring damage, good fortune)
* +5 Privilege (influence, authority, high status in society)

GEAR
* Girdle of Ares (+1 on Combat aptitude tasks rolls)
* Amazon lamellar armor (medium armor, AC 15)
* shield (AC +1)
* spear (1d6+3 damage, melee or throwing range)
* sword (1d6+3 damage, melee)
* ceremonial helm

~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
ABRAHAM VAN HELSING (Level 8)
A Dutch man in his 60s, white hair and round glasses. A professor in law and philosophy. Devoutly Catholic. Studies metaphysics. Estranged from wife since the death of their son.

Armor Class 10, 32 hit points, Move 30 ft. (10m)

ABILIIES
* +1 Strength 13 (physical prowess, brawn, encumbrance)
* +0 Dexterity 11 (agility, reflexes, dodging, precision)
* +1 Constitution 15 (health, toughness, vigor, stamina)
* +3 Intelligence 18 (deduction, logic, memory, reason, wits)
* +2 Wisdom 17 (empathy, courage, insight, resolve, willpower)
* +1 Charisma 15 (appeal, confidence, leadership)

APTITUDES
* +2 Awareness (perception, intuition, keen senses, reactions)
* +5 Faith (working miracles, sacred lore, favor of the divine)
* +7 Lore (understanding history, natural and social sciences)
* +2 Medicine (diagnosis, healing methods, drugs, surgery)

GEAR
* medical bag (+1 on Medicine task rolls)
* crucifix, holy wafers (+1 on Faith task rolls)
* stake and mallet (1d6/2 damage, melee)
* revolver (1d6 damage, short shooting range)
* ritual texts (+1 on Lore for occult topics)
* lantern (illuminates 30-foot/10m radius)
* field notes (+1 on Lore for information about vampires)

*************************************************
CREATURES AND NON-PLAYER CHARACTER STATS
*************************************************

ANIMALS (modern/realistic)

* Ape, Chimpanzee: AC 13, HD 3, hp 13, Atk +3, Dmg 3d6, MV 40 ft./13 m
* Ape, Gorilla: AC 13, HD 4, hp 18, Atk +4, Dmg 3d6, MV 40 ft./13 m
* Baboon: AC 12, HD 1, hp 4, Atk +1, Dmg 1d6, MV 40 ft./13 m
* Badger: AC 15, HD 1, hp 4, Atk +1, Dmg 2d6, MV 20 ft./6 m
* Bear, Black: AC 13, HD 4, hp 18, Atk +4, Dmg 3d6, MV 40 ft./13 m
* Bear, Grizzly: AC 13, HD 5, hp 22, Atk +5, Dmg 3d6, MV 40 ft./13 m
* Bear, Polar: AC 13, HD 6, hp 27, Atk +6, Dmg 4d6, MV 40 ft./13 m
* Boar, Warthog: AC 12, HD 3, hp 13, Atk +3, Dmg 3d6, MV 40 ft./13 m
* Boar: AC 12, HD 3, hp 13, Atk +3, Dmg 2d6, MV 50 ft./16 m
* Camel: AC 12, HD 2, hp 9, Atk +2, Dmg 1d6, MV 50 ft./16 m
* Cat, Cheetah: AC 14, HD 3, hp 13, Atk +3, Dmg 2d6, MV 70 ft./21 m
* Cat, Lion: AC 13, HD 5, hp 22, Atk +5, Dmg 4d6, MV 50 ft./16 m
* Cat, Mountain Lion: AC 13, HD 3, hp 13, Atk +3, Dmg 3d6, MV 50 ft./16 m
* Cat, Panther: AC 15, HD 4, hp 18, Atk +4, Dmg 3d6, MV 70 ft./23 m
* Cat, Tiger: AC 13, HD 6, hp 27, Atk +6, Dmg 4d6, MV 50 ft./16 m
* Crocodile: AC 14, HD 2, hp 9, Atk +2, Dmg 2d6, MV swim 30 ft./10 m
* Dog, War: AC 13, HD 2, hp 9, Atk +2, Dmg 2d6, MV 40 ft./13 m
* Dog, Wild: AC 12, HD 1, hp 4, Atk +1, Dmg 1d6, MV 50 ft./16 m
* Eel, Electric: AC 10, HD 2, hp 9, Atk +2, Dmg 1d6, MV swim 40 ft./13 m
* Elephant: AC 14, HD 9, hp 40, Atk +9, Dmg 7d6, MV 40 ft./13 m
* Herd Animal (bison, moose): AC 12, HD 3, hp 13, Atk +3, Dmg 1d6, MV 80 ft./26 m
* Herd Animal (cow, zebra): AC 12, HD 2, hp 9, Atk +2, Dmg 1d6, MV 80 ft./26 m
* Herd Animal (deer, goat): AC 12, HD 1, hp 4, Atk +1, Dmg 1d6, MV 80 ft./26 m
* Herd Animal (hippopotamus): AC 12, HD 4, hp 18, Atk +4, Dmg 2d6, MV 80 ft./26 m
* Horse, Draft: AC 12, HD 3, hp 13, Atk +3, Dmg 0d6, MV 30 ft./10 m
* Horse, Riding: AC 12, HD 2, hp 9, Atk +2, Dmg 2d6, MV 80 ft./26 m
* Horse, War: AC 12, HD 3, hp 13, Atk +3, Dmg 2d6, MV 40 ft./13 m
* Hyena: AC 12, HD 3, hp 13, Atk +3, Dmg 2d6, MV 40 ft./13 m
* Insect Swarm (5-ft./1.5m cloud): AC 12, HD 2, hp 9, Atk +2, Dmg 1d6, MV fly 20 ft./6 m
* Insect Swarm (20-ft./6m cloud): AC 12, HD 4, hp 18, Atk +4, Dmg 1d6, MV fly 20 ft./6 m
* Mule: AC 12, HD 2, hp 9, Atk +2, Dmg 2d6, MV 40 ft./13 m
* Ostrich: AC 12, HD 2, hp 9, Atk +2, Dmg 1d6, MV 80 ft./26 m
* Rhinoceros: AC 14, HD 6, hp 27, Atk +6, Dmg 4d6, MV 40 ft./13 m
* Shark, Bull: AC 15, HD 2, hp 9, Atk +2, Dmg 2d6, MV swim 60 ft./20 m
* Shark, Great White: AC 15, HD 8, hp 36, Atk +8, Dmg 4d6, MV swim 60 ft./20 m
* Shark, Mako: AC 15, HD 4, hp 18, Atk +4, Dmg 2d6, MV swim 60 ft./20 m
* Snake, Pit Viper: AC 13, HD 2, hp 9, Atk +2, Dmg , MV 30 ft./10 m
* Snake, Sea: AC 13, HD 3, hp 13, Atk +3, Dmg , MV swim 30 ft./10 m
* Snake, Spitting Cobra: AC 12, HD 1, hp 4, Atk +1, Dmg , MV 30 ft./10 m
* Squid, Giant: AC 12, HD 6, hp 27, Atk +6, Dmg 3d6, MV swim 40 ft./13 m
* Vulture: AC 13, HD 1, hp 4, Atk +1, Dmg 1d6, MV fly 90 ft./30 m
* Whale, Killer (Orca): AC 13, HD 6, hp 27, Atk +6, Dmg 3d6, MV swim 80 ft./26 m
* Whale, Narwhal: AC 12, HD 12, hp 54, Atk +12, Dmg 4d6, MV swim 60 ft./20 m
* Whale, Sperm: AC 13, HD 36, hp 162, Atk +36, Dmg 9d6, MV swim 60 ft./20 m
* Wolf: AC 12, HD 2, hp 9, Atk +2, Dmg 1d6, MV 60 ft./20 m
* Wolverine: AC 14, HD 3, hp 13, Atk +3, Dmg 3d6, MV 40 ft./13 m

DINOSAUR ERA BEASTS (245 to 66 million years ago)

* Deinosuchus (Giant Crocodile): AC 18, HD 15, hp 67, Atk +15, Dmg 4d6, MV swim 30 ft./10 m
* Megalodon (Giant Shark): AC 14, HD 15, hp 67, Atk +15, Dmg 5d6, MV swim 60 ft./20 m
* Pteranodon (Huge Flyer): AC 13, HD 5, hp 22, Atk +5, Dmg 2d6, MV fly 80 ft./26 m
* Pterodactyl (Medium Flyer): AC 12, HD 1, hp 4, Atk +1, Dmg 1d6, MV fly 60 ft./20 m
* Stegosaurus: AC 16, HD 11, hp 49, Atk +11, Dmg 5d6, MV 20 ft./6 m
* Titanoboa (Giant Snake): AC 13, HD 5, hp 22, Atk +5, Dmg 3d6, MV 30 ft./10 m
* Triceratops: AC 17, HD 11, hp 49, Atk +11, Dmg 6d6, MV 30 ft./10 m
* Tyrannosaurus Rex: AC 16, HD 20, hp 90, Atk +20, Dmg 6d6, MV 40 ft./13 m

PREHISTORIC ERA BEASTS (2.6 million to 11,700 years ago)

* Bear, Cave: AC 14, HD 7, hp 31, Atk +7, Dmg 5d6, MV 40 ft./13 m
* Flightless Bird (“Terror Bird”): AC 13, HD 3, hp 13, Atk +3, Dmg 3d6, MV 60 ft./20 m
* Mastodon: AC 16, HD 15, hp 67, Atk +15, Dmg 4d6, MV 40 ft./13 m
* Rhinoceros, Wooly: AC 15, HD 8, hp 36, Atk +8, Dmg 6d6, MV 40 ft./13 m
* Smilodon (Sabre-tooth Tiger): AC 13, HD 8, hp 36, Atk +8, Dmg 6d6, MV 50 ft./16 m
* Wholly Mammoth: AC 16, HD 17, hp 74, Atk +17, Dmg 5d6, MV 40 ft./13 m
* Wolf, Dire: AC 13, HD 4, hp 18, Atk +4, Dmg 2d6, MV 50 ft./16 m

GIANT ANIMALS (mutants, lab experiments, fantasy versions)

* Giant Ant: AC 16, HD 4, hp 18, Atk +4, Dmg 2d6, MV 60 ft./20 m
* Giant Bat: AC 13, HD 2, hp 9, Atk +2, Dmg 1d6, MV fly 60 ft./20 m
* Giant Badger: AC 15, HD 3, hp 13, Atk +3, Dmg 3d6, MV 20 ft./6 m
* Giant Beetle, Boring: AC 16, HD 5, hp 22, Atk +5, Dmg 4d6, MV 20 ft./6 m
* Giant Beetle, Carnivorous: AC 16, HD 3, hp 13, Atk +3, Dmg 2d6, MV 50 ft./16 m
* Giant Beetle, Rhinoceros: AC 17, HD 12, hp 54, Atk +12, Dmg 6d6, MV 20 ft./6 m
* Giant Beetle, Spitting: AC 15, HD 2, hp 9, Atk +2, Dmg 1d6+acid, MV 40 ft./13 m
* Giant Beetle, Stag: AC 16, HD 7, hp 31, Atk +7, Dmg 6d6, MV 20 ft./6 m
* Giant Boar: AC 13, HD 5, hp 22, Atk +5, Dmg 3d6, MV 40 ft./13 m
* Giant Centipede: AC 10, HD 1/2, hp 2, Atk +0, Dmg 1+poison, MV 20 ft./6 m
* Giant Crab: AC 17, HD 3, hp 13, Atk +3, Dmg 4d6, MV 20 ft./6 m
* Giant Eagle: AC 12, HD 4, hp 18, Atk +4, Dmg 4d6, MV fly 160 ft./53 m
* Giant Eel: AC 13, HD 5, hp 22, Atk +5, Dmg 3d6, MV swim 30 ft./10 m
* Giant Ferret: AC 14, HD 1, hp 4, Atk +1, Dmg 2d6, MV 50 ft./16 m
* Giant Fish, Catfish: AC 15, HD 8, hp 36, Atk +8, Dmg 2d6, MV swim 30 ft./10 m
* Giant Fish, Piranha: AC 13, HD 3, hp 13, Atk +3, Dmg 2d6, MV swim 50 ft./16 m
* Giant Fish, Sturgeon: AC 19, HD 10, hp 45, Atk +10, Dmg 4d6, MV swim 60 ft./20 m
* Giant Frog: AC 12, HD 2, hp 9, Atk +2, Dmg 1d6, MV swim 30 ft./10 m
* Giant Frog, Poisonous: AC 11, HD 1, hp 4, Atk +1, Dmg , MV swim 30 ft./10 m
* Gaith Hawk: AC 13, HD 3, hp 13, Atk +3, Dmg 1d6, MV fly 150 ft./50 m
* Giant Hornet: AC 17, HD 5, hp 22, Atk +5, Dmg 1d6+poison MV fly 80 ft./26 m
* Giant Hyena: AC 12, HD 5, hp 22, Atk +5, Dmg 3d6, MV 40 ft./13 m
* Giant Leech: AC 12, HD 6, hp 27, Atk +6, Dmg , MV swim 40 ft./13 m
* Giant Lizard, Draco: AC 14, HD 4, hp 18, Atk +4, Dmg 2d6, MV 40 ft./13 m
* Giant Lizard, Gecko: AC 14, HD 3, hp 13, Atk +3, Dmg 2d6, MV 40 ft./13 m
* Giant Lizard, Chameleon: AC 17, HD 5, hp 22, Atk +5, Dmg 3d6, MV 40 ft./13 m
* Giant Lizard, Tuatara: AC 15, HD 6, hp 27, Atk +6, Dmg 4d6, MV 30 ft./10 m
* Giant Octopus: AC 12, HD 8, hp 36, Atk +8, Dmg 2d6, MV swim 30 ft./10 m
* Giant Owl: AC 13, HD 4, hp 18, Atk +4, Dmg 4d6, MV fly 60 ft./20 m
* Giant Raven: AC 15, HD 3, hp 13, Atk +3, Dmg 2d6, MV fly 60 ft./20 m
* Giant Scorpion: AC 17, HD 4, hp 18, Atk +4, Dmg 4d6, MV 50 ft./16 m
* Giant Slug: AC 11, HD 12, hp 54, Atk +12, Dmg 2d6, MV 20 ft./6 m
* Giant Snake, Python: AC 13, HD 5, hp 22, Atk +5, Dmg 3d6, MV 30 ft./10 m
* Giant Snake, Ratler: AC 14, HD 4, hp 18, Atk +4, Dmg 1d6+poison, MV 40 ft./13 m
* Giant Spider, Black Widow: AC 13, HD 3, hp 13, Atk +3, Dmg 1d6+poison, MV W 40 ft./13 m
* Giant Spider, Tarantula: AC 14, HD 4, hp 18, Atk +4, Dmg 2d6+poison, MV 40 ft./13 m
* Giant Tick: AC 16, HD 3, hp 13, Atk +3, Dmg 1d6+blood drain, MV 10 ft./3 m
* Giant Toad: AC 12, HD 2, hp 9, Atk +2, Dmg 1d6, MV 30 ft./10 m
* Giant Toad, Poisonous: AC 12, HD 2, hp 9, Atk +2, Dmg 1d6+poison, MV 30 ft./10 m
* Giant Turtle, Sea: AC 17, HD 15, hp 67, Atk +15, Dmg 3d6, MV swim 50 ft./16 m
* Giant Turtle, Snapping: AC 19, HD 10, hp 45, Atk +10, Dmg 5d6, MV swim 40 ft./13 m
* Giant Vulture: AC 12, HD 2, hp 9, Atk +2, Dmg 1d6, MV 80 ft./26 m
* Giant Wasp: AC 15, HD 4, hp 18, Atk +4, Dmg 1d6+poison, MV fly 70 ft./23 m

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ADVENTURE IDEAS
*************************************************

SCIENCE-FICTION MISSIONS

Mission for official or mercenary team…
* Answer a distress signal (ship was someplace not supposed to be)
* Assassinate a public official or noble (coup d’etat)
* Assassinate a terrorist leader or crimelord
* Assist in peace talks (enforce ceasefire, make prisoner exchanges)
* Capture a fugitive criminal, collect bounty
* Deliver medical supplies (vaccines, bionics, medical staff)
* Deliver relief supplies to colonists or refugees (air, food, tech parts)
* Disrupt/prevent an official ceremony or peace talks
* Escort starships (government envoy, merchants)
* Explore alien ruins (weird artifacts, activate ancient defenses)
* Hunt exotic alien creatures on a world’s surface (bug hunt)
* Intercept smugglers (trafficking narcotics, weapons, people)
* Investigate strange signals or radio emissions (alien ruins, lost ship)
* Patrol a system against pirates or enemy faction starships
* Perform espionage (place surviellance around location, kidnap a person)
* Perform reconnaissance in a system’s space (discover strange ships)
* Perform reconnaissance on a world’s surface (discover something strange)
* Protect a space station or groundside installation (from terrorists, rival spies)
* Provide security during an event (coronation, wedding, political rally)
* Repair a remote station, satellite, or terraforming factory (damaged by local environment or sabotage)
* Rescue a crew in escape craft or crippled starship (what went wrong?)
* Rescue a crew stranded on an exotic world (crashed ship)
* Rescue colonists from a remote outpost (what went wrong?)
* Salvage a derelict starship (valuable resources or parts on board)
* Shut down a rogue computer or robot (error in protection priorities)
* Steal prototype weapons, robots or starships (under construction or in for repairs)
* Survey a world (sensor sweeps, launch satelites, take surface samples)
* Transfer prisoners (ruse to avoid official corruption)
* Transport cargo (food, medical aid, robots, weapons)
* Transport passengers (refugees, relief workers, soldiers, thrill seekers)
* Make contact with isolated group (colonists, generation ship survivors, cults)

The characters are working for…
* A criminal syndicate or organization (illegal trade, intimidate governments)
* A faction of a system or world government (change the status quo)
* A system or world government (maintain the status quo)
* A university or social institution (do research, give aid to a cause)
* An independent noble or idly rich individual (seeks status, fame)
* An interstellar corporation (seeks profit, new or exclusive resources)
* The interstellar government of united worlds (keep world happy and loyal)
* The interstellar survey scout organization (discover or update science data)

Things that can go wrong…
* AI protects itself by manipulating crew into factions (create dependence to force compliance)
* Broken systems (faster-than-light drive damaged, fuel expended or tainted, life support systems contaminated or failing)
* Classified mission has been leaked, commanders turn on crew who “know too much” (secrecy at any cost, truth would contract official policy or reveal info to enemies)
* Crew being replaced by disloyal duplicates (clones, alien lifeforms, alternate timeline versions)
* Crew guilty of crimes (falsify data records and get rid of witnesses to cover up deeds)
* Crew split into factions on mission goals (save, destroy, find, or avoid something)
* Crew unhappy, do munity and sabotage (hate commanders or mission goals)
* Crippled ship in decaying orbit around a world or star (time is running out)
* Discovery of something Earth does not want known (“lifeless” planet has life, “abandoned” colony has survivors, “ship lost in space” still operational by rogue crew)
* Distress signal was a trap (orbital minefield, something wants the ship’s crew or their bodies, exiled criminals or escaped prisoners seek a way to return to Earth)
* Hitchhiking parasite attached to starship (feeding on power, hull material, psychic thoughts of crew)
* Mirco-meteoroids shredded starship (key systems in need of repair, crew’s skilled engineers are dead)
* Reactors malfunctioning, out of control, barely stabilized (clock is ticking)
* Science experiment out of control (warped physics, mutated lifeforms, nanotech)
* Survivors refuse rescue (infected, no longer loyal, mind controlled)

More complications along the way…
* Assassinations (patron killed or characters sought as suspects)
* Bureaucracy (official paperwork, travel visas, inspections)
* Civil strife, protests and riots (caught in crossfire)
* Corrupt and greedy authorities (demand bribes)
* Criminal organizations (protection, smuggling, extortion, robbery)
* Disputes over jurisdiction between factions (legal, territorial)
* Enemy faction spies and sleeper agents (among crew, local contacts)
* Hive mind populations (psionic victims, tech networked, secret androids)
* Extreme environments (corrosives, radiation, etc.)
* Incorrect local survey records (environment dangerous, local moon has shattered, massive climate change, hibernating life form now again active)
* Interplanetary or interstellar wars (starship fleets clash, demand alligence)
* Local government costs (import fees, mandatory licenses, various taxes)
* Local world wars between factions’ militaries (crossfire, hostages)
* Malfunctioning computers and robots (logic fault or sabotage)
* Natural disasters (earthquakes, tsumani, volcanoes, solar flares)
* Pirates (attempt to board ship, steal cargo or ship, ransom hostages)
* Plague (infects passengers, crew, locals, livestock, crops, machines)
* Rebellions, revolutions, terrorists and coups (crossfire, hostages)
* Stellar anomalies (wandering comets or black holes, stars gone supernova, dark matter pockets cause gravity fluxuations)
* Theft or damage of gear (poor quality goods, rogue crew paid for sabotage)
* Unexpected hostile alien lifeforms (carnivores, fast breeders, sneak on board)
* Unscrupulous rival merc companies (looking to steal contracts)
* Unusual local customs and taboos (tech is sacred or profane, accidental marriage proposals, apologizing is admitting guilt, custom of hostage exchanges to insure trust)
* Weapon registrations and restrictions (civilians may not be armed)

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DESCRIPTIVE DAMAGE
*************************************************

Hit point loss could be meat, OR condition of armor OR self-confidence, focus and resisting shock in combat OR ability to ignore nuisance effect like dirt in eyes or awkward stumbles OR lots of things…

NON-LETHAL DAMAGE: HOW DID THE TARGET GET KNOCKED OUT INSTEAD OF KILLED?
* Damage misses any vital organs, and while target blacks out from shock, wounds “look worse than they feel” later.
* Melee weapon attack hits target’s head with flat of blade.
* Melee weapon attack is parried by target’s weapon, which gets shoved back to hit target in the face.
* Missile attack hits high and something heavy (tree branch, piece of ceiling) is broken off, dropping onto the target’s head.
* Missile attack hits target’s helmet, spins it around to blind the target who immediately walks face-first into a wall or tree.
* Any attack causes target to stumble, trip, and hit head during fall.
* Any attack hits target’s shield, which bounces back against the target’s face.
* Falling, force or sonic/thunder damage knocks winds out of target, triggering an overwhelming blackout.
* Fire, frost or necrotic/negative energy damage removes breathable oxygen from air around target, causing brief asphyxiation.
* Electrical, acid or poison damage briefly stops target’s ability to breathe or induces non-fatal toxic shock.
* Psionic/mental/psychic or radiant/positive energy attacks cause fainting, blinding visions or crippling self-doubt.
* Magical attacks also disrupt the link between a target’s physical and spiritual connection, causing a “shutdown” of sorts.

CRITICAL MISS (“natural 1” on d20 roll)
* Automatic miss. As “Far Miss” below but two or more effects at once.

FAR MISS (attack roll total equals 9 or less)
* Enemy totally reads the attacker’s move and deftly steps aside.
* Attack lunges wild and off-balances attacker’s stance for a brief moment.
* Sweat or dirt gets into attacker’s eyes, waste round wiping vision clear.
* Lose track of enemy for a moment, never even make actual attack.
* Attack instead turns into a feint at last moment due to a distraction.
* Attack goes wide, weapon briefly stuck in nearby wall, tree, etc.
* Confusion of fight pushes target away at moment of strike.
* If missile attack, ammunition was not at the ready for attack.
* Shot caught by wind and sails too wide or too short.

NEAR MISS (more than 10 but less than the attack task roll needed to hit target’s Armor Class)
* Blow glances off enemy’s armor, causing only a superficial bruise.
* Enemy blocks or parries, briefly pushing attacker’s weapon to the ground.
* Both sides collide, locking arms that spoil any reaching attack.
* Enemy perfectly counters attacker’s move, clinching both together for a moment.
* Enemy feints and throws off attacks with a mocking move.
* Enemy exaggerates hurt to trick attacker into over-committing a blow.
* Shot lands right at target’s feet.

MINOR STRIKE (hit causes below average damage, or less than 25% hit points)
* Hit opens a nasty but non-fatal cut on enemy’s arm/leg/face/torso.
* Enemy parries blow but staggers, somewhat surprised by the hit.
* Blow causes small part of enemy’s armor to come loose, exposing vulnerability.
* Enemy’s armor absorbs most of the blow, but enemy clearly feels it.
* Enemy barely leans back in time to avoid what could have been a killing blow.
* Foes clinch tightly but attacker works in a short strikes while locked together.
* Enemy’s body rolls with otherwise powerful hit, minimizing attack impact.
* Weapon lodges in enemy for a brief moment before being wrenched free.
* Blow to enemy’s weapon causes it to almost bobble free before he recovers.
* Falling or force damage leaves enemy with sprained foot or hand.
* Fire, acid or electrical damage turns exposed skin red with blisters and burning pain.
* Frost damage leaves exposed skin hard and red with itchy pain.
* Necrotic/negative energy causes a numb wound that immediately shows signs of rot.
* Poison damage causes intense burning and itchy pain around wound.
* Psionic/mental/psychic attack causes enemy feel disorientation or overconfidence.
* Radiant/positive energy causes mortal cells to ceased to exist around the wound.
* Sonic/thunder damage causes intense ringing in the ears and dizziness.
* Magical attack also strips enemy of some natural luck.

MAJOR STRIKE (“natural 20,” or hit causes average to high damage or 25% to 100% hit points)
* Enemy badly misreads attack and leans into a strike.
* Blow crushes/slices/impales enemy’s foot/hand, howl of pain.
* Blow opens a vicious wound that spurts out blood, damages organs.
* A sickening “snap” sound indicates a broken bone (rib, arm, hip).
* Armor straps cut, causing large vulnerable opening to appear.
* Blow to the head causes enemy brief blackout before refocusing.
* Glancing hit to the throat causes enemy to suddenly gasp for air.
* Blow to enemy’s hand removes a finger, or hit to foot removes toes.
* Trauma of attack triggers onset of shock (fear, irregular heartbeat, shallow breathing).
* Cracked vertebrae pinches nerves along spine, sending numbness down body.
* Blow dislocates shoulder for a few seconds until foe snaps it back in place.
* Slash above eyes causes distracting flow of blood over enemy’s vision.
* Falling or force damage leaves enemy with broken arm or leg.
* Fire, acid or electrical damage ignites clothing, leaves skin horribly scarred over much of body.
* Frost damage hardens muscles and tendons; fingers and toes may develop gangrene.
* Necrotic/negative energy creates a festering wound filled with hungry undead flesh.
* Poison damage hinders breathing and makes arms and legs numb as wound blackens.
* Psionic/mental/psychic attack floods enemy’s mind with nightmare visions and dread.
* Radiant/positive energy triggers enemy to experience mixed feelings of joy, regret and disgust about the state of imperfect mortality.
* Sonic/thunder damage ruptures ears and causes bruises all over exposed skin.
* Magical attack also weakens the connection between enemy’s body and soul.

KILLING STRIKE (hit causes death, dropping hit points below 0 or causing more than 100% hit points)
* Blow crushes/punctures enemy’s chest, bloody last breath wheezes out.
* Enemy’s head rolls off shoulders or is perfectly split in half.
* Attack opens enemy’s chest, exposing heart and vitals to open air.
* Attack disembowels foe.
* Attack messily removes foe’s limb; shocked enemy lingers for brief instant.
* Shattered vertebrae instantly and permanently paralyzes foe.
* Enemy drops weapons, clutches wound and screams before falling into a heap.
* Enemy’s eyes roll back as overwhelming pain buckles the foe.
* Enemy shudders violently for a moment and then falls still.
* Enemy mistakenly blocks high, allowing attacker to duck, strike and disembowel.
* Falling or force damage leaves enemy with broken neck or cracked skull.
* Fire, acid or electrical damage leaves a body charred and numb to pain.
* Frost damage stops the flow of blood throughout the body and destroys nerves.
* Necrotic/negative energy extinguishes all spark of living animation in the body.
* Poison damage stops breathing, seizes up the heart and thickens blood into ooze.
* Psionic/mental/psychic attack triggers massive brain aneurysm.
* Radiant/positive energy forces enemy’s soul to immediately flee its physical prison and seek divine grace with its deity or remorsefully wander the spirit void of shadows.
* Sonic/thunder damage forces enemy’s lungs to collapse and seize up.
* Magical attack causes minimal physical damage but rips enemy’s soul from body.

RIDICULOUS STRIKE (hit destroys enemy, more than 200% hit points)
* Enemy’s head flies off shoulders, landing 2d6 x 10 feet away.
* Enemy vanishes in a cloud of wet red mist.
* Bloody smear only thing left where enemy once stood.
* Chunks of enemy’s body rain down in 10-foot area.
* Falling or force damage crushes every bone in enemy’s body.
* Fire, acid or electrical damage leaves muscle and bone turned to ash or fully dissolved.
* Frost damage solidifies body into a brittle husk that easily shatters.
* Necrotic/negative energy rots enemy’s entire body into fine dust in one second.
* Poison damage blackens body, liquefies organs and triggers vomits of clotted blood.
* Psionic/mental/psychic attack makes enemy’s brain violently explode.
* Radiant/positive energy transforms enemy’s body into pure light while the soul implodes from shame.
* Sonic/thunder damage bursts open all of enemy’s living cells.
* Magical attack shatters enemy’s body into pieces spread across multiple planes/dimensions.

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ExPANDED ABILITY DESCRIPTIONS
*************************************************

STRENGTH
* Strength Task Roll (1d20 + Strength modifier + one aptitude modifier): Feats of raw power or applied force, forcing open stuck doors, bending bars, lift ing or dragging heavy loads, grappling or shoving foes, smashing obstacles, climbing, holding a rope under strain, breaking objects, brute-force melee attacks.
* Strength Saving Throw (1d20 + Strength modifier + Luck modifier): Resisting or overpowering physical force, breaking restraints, holding doors shut, pushing through crowds, resisting knockback, or maintaining control under crushing pressure.

DExTERITY
* Dexterity Task Roll (1d20 + Dexterity modifier + one aptitude modifier): Controlled movement and precision, sneaking silently, picking pockets, disarming traps, aiming ranged attacks under pressure, balancing on narrow ledges, tumbling past enemies, sleight of hand, piloting small craft, quick-drawing weapons, seizing initiative, making ranged attacks, or performing delicate manual work.
* Dexterity Saving Throw (1d20 + Dexterity modifier + Luck modifier): Avoiding sudden danger through reflexes and coordination, dodging explosions, avoiding falling debris, slipping out of grabs, keeping balance on unstable terrain, or reacting in a split second.

CONSTITUTION
* Constitution Task Roll (1d20 + Constitution modifier + one aptitude modifier): Sustained effort and physical endurance, marching long distances, holding breath, surviving without food or water, drinking heavily without impairment, staying awake on watch, continuing to fight while wounded, or laboring for hours without rest.
* Constitution Saving Throw (1d20 + Constitution modifier + Luck modifier): Enduring physical stress or trauma, resisting poison, disease, exhaustion, pain, radiation, extreme temperatures, deprivation, or maintaining focus despite bodily harm.

INTELLIGENCE
* Intelligence Task Roll (1d20 + Intelligence modifier + one aptitude modifier): Reasoning and analysis-deciphering codes, recalling lore, solving puzzles, planning tactics, researching arcane formulae, diagnosing mechanical problems, identifying creatures, interpreting maps, exploiting weaknesses through calculation, or predicting logical outcomes.
* Intelligence Saving Throw (1d20 + Intelligence modifier + Luck modifier): Resisting mental disruption through logic and cognition, countering hacking attempts, resisting mind control, seeing through illusions, processing overwhelming data, or maintaining coherent thought.

WISDOM
* Wisdom Task Roll (1d20 + Wisdom modifier + one aptitude modifier): Perception and intuition, spotting hidden threats, reading motives, tracking creatures, sensing ambushes, calming animals, navigating wilderness, noticing subtle changes in environment, turning away undead, channeling divine power, or making sound judgment under uncertainty.
* Wisdom Saving Throw (1d20 + Wisdom modifier + Luck modifier): Resisting emotional, sensory, or instinct manipulation, resisting fear, panic, hypnosis, hallucinations, temptation, or maintaining focus under psychological pressure.

CHARISMA
* Charisma Task Roll (1d20 + Charisma modifier + one aptitude modifier): Confidence and personal presence, negotiating terms, rallying allies, commanding troops, deceiving convincingly, performing before crowds, intimidating rivals, humiliating opponents, establishing reputation, inspiring courage, or leading social encounters.
* Charisma Saving Throw (1d20 + Charisma modifier + Luck modifier): Maintaining identity, will, and presence, resisting possession, social domination, humiliation, gaslighting, reputation attacks, or attempts to replace one’s personality or sense of self.

*************************************************
GAME SYSTEM CONVERSIONS
*************************************************

MODIFIERS BASED ON FASERIP RANKS
(from TSR’s 1984 Marvel Super Heroes role-playing game by Jeff Grubb)
* fail … Shift 0 (ability score 0)
* -4 … Feeble (2) (ability score 1)
* -2 … Poor (4) (ability score 4 to 5)
* +0 … Typical (6) (ability score 9 to 12)
* +2 … Good (10) (ability score 16 to 17)
* +4 … Excellent (20) (ability score 20 to 21)
* +6 … Remarkable (30) (ability score 24 to 25)
+ +8 … Incredible (40) (ability score 28 to 29)
* +10 … Amazing (50) (ability score 32 to 33)
* +15 … Monstrous (75) (ability score 42 to 43)
* +20 … Unearthly (100) (ability score 52 to 53)
* +30 … Shift x (150) (ability score 72 to 73)
* +50 … Shift Y (250) (ability score 112 to 113)
* +100 … Shift Z (500) (ability score 212 to 213)

Example…

SPIDER-MAN (Peter Parker, age 17) (Level 30)
https://classicmarvelforever.com/cast/spiderman.htm

Armor Class 20, 81 hit points, Move 30 ft. (10m)

ABILIIES
* +8 Strength 28 (physical prowess, brawn, encumbrance)
* +10 Dexterity 33 (agility, reflexes, dodging, precision)
* +8 Constitution 28 (health, toughness, vigor, stamina)
* +3 Intelligence 19 (deduction, logic, memory, reason, wits)
* +1 Wisdom 15 (empathy, courage, insight, resolve, willpower)
* +0 Charisma 10 (appeal, confidence, leadership)

APTITUDES
* +6 Combat (fighting, using weapons, leading others into battle)
* +15 Luck (avoiding harm, enduring damage, good fortune)
more…

GEAR
* Web Shooters
* Spider Tracer