ABILITY CHECKS
Roll one 20-sided die (1d20) and add an appropriate ability, saving throw, skill, or combat modifier. If the total number is equal to or greater than the required target number (a task’s Difficulty Class or a target’s Armor Class), the action is successful as intended, else the attempt fails.
* Advantage: Roll two d20 dice and only use the higher result.
* Disadvantage: Roll two d20 dice and only use the lower result.
* Critical Hits, Misses: A d20 roll of a 20 always hits, while a die result of a 1 always misses, regardless of modifiers.
DIFFICULTY CLASS (DCs)
The GM will set a difficulty for an intended outcome of an action.
* Easy: DC 5
* Hard: DC 15
* Extreme: DC 25
ARMOR CLASSES (ACs)
Attack roll total must be equal to or higher than a target’s AC to cause damage or other specific effect.
* No Protection: AC 10 plus Dexterity modifier
* Light Protection: AC 12 plus Dexterity modifier
* Medium Protection: AC 15
* Heavy Protection: AC 17
* Shield: +1 AC small shield, +2 AC medium or large shield
* Partial Cover (Half): +2 AC
* Partial Cover (Three-Quarters): +5 AC
CHARACTER ABILITIES
Armor Class (AC).
How hard you are to hit or meaningfully harm. Armor Class reflects protective gear, positioning, awareness, mobility, cover, and training. High AC means attacks glance off armor, miss entirely, or fail to connect in a way that causes real injury.
Hit Points (HP).
Your capacity to endure harm and stay in the fight. Hit Points represent a mix of physical health, stamina, pain tolerance, luck, adrenaline, and the ability to turn serious blows into near misses. Losing HP reflects mounting fatigue and injury; reaching zero means you can no longer effectively act.
Speed.
How far you can move in a short burst of action. Speed measures walking, running, scrambling, or tactical movement in combat conditions, including gear load and terrain. High Speed allows faster repositioning, pursuit, escape, or control of the battlefield.
ABILITIES
Rolls made for general actions.
Strength (STR) Check. Applying physical force: lifting, pushing, breaking objects, forcing doors, grappling, carrying heavy loads, or overpowering resistance through raw muscle.
Dexterity (DEX) Check. Fine motor control and coordination: balancing, quick hand movements, piloting, driving, operating machinery, aiming under pressure, or navigating tight spaces.
Constitution (CON) Check. Sustained physical endurance: long-distance travel, holding breath, resisting fatigue, powering through pain, staying awake, or functioning under prolonged stress.
Intelligence (INT) Check. Reasoning and problem-solving: analyzing information, recalling facts, solving puzzles, understanding systems, planning strategies, or learning new technical concepts.
Wisdom (WIS) Check. Awareness and judgment: noticing details, reading situations, sensing danger, making sound decisions, interpreting instincts, or understanding cause-and-effect in real time.
Charisma (CHA) Check. Social presence and expression: making an impression, leading others, asserting confidence, improvising socially, managing appearances, or shaping how others perceive you.
SAVING THROWS
Rolls made to avoid or minimize harm from threats and powers.
Strength Save. Resisting or overpowering physical force, breaking restraints, holding doors shut, pushing through crowds, resisting knockback, or maintaining control under crushing pressure.
Dexterity Save. Avoiding sudden danger through reflex and coordination, dodging explosions, avoiding falling debris, slipping out of grabs, keeping balance on unstable terrain, or reacting in a split second.
Constitution Save. Enduring physical stress or trauma, resisting poison, disease, exhaustion, pain, radiation, extreme temperatures, deprivation, or maintaining focus despite bodily harm.
Intelligence Save. Resisting mental disruption through logic and cognition, countering hacking attempts, resisting mind control, seeing through illusions, processing overwhelming data, or maintaining coherent thought.
Wisdom Save. Resisting emotional, sensory, or instinctive manipulation, resisting fear, panic, hypnosis, hallucinations, temptation, or maintaining awareness under psychological pressure.
Charisma Save. Maintaining identity, will, and presence, resisting possession, social domination, humiliation, gaslighting, reputation attacks, or attempts to overwrite one’s personality or sense of self.
SKILLS
Specific proficiencies in classes of actions.
Acrobatics. Balance, agility, and controlled movements for parkour, gymnastics, free-running, stunt work, evasive maneuvers, and maintaining footing in unstable or zero-gravity environments.
Animal Handling. Understanding, training, calming, or directing animals: pets, livestock, working animals, wildlife behavior, animal psychology, veterinary handling, and mounted or drone-assisted animal control.
Arcana. Advanced theoretical or fringe knowledge in experimental physics, esoteric technology, parapsychology, forbidden research, occult studies, and supernatural phenomena.
Athletics. Raw physical power and endurance for climbing, lifting, sprinting, swimming, grappling, forced marches, combat fitness, and sustained physical labor.
Deception. Lying, misdirection, false presentation, bluffing, undercover work, deepfakes, social engineering, cover identities, forged credentials, and misleading digital or verbal narratives.
History. Knowledge of past events and cultural context, world history, recent conflicts, political movements, corporate histories, scandals, timelines, and cause-and-effect analysis.
Insight. Reading people and situations, detecting lies, gauging emotions, recognizing motives, psychological profiling, interpersonal awareness, and emotional intelligence.
Intimidation. Using fear, authority, or presence to influence others by coercion, threats, interrogation pressure, reputation leverage, aggressive negotiation, or imposing physical or social dominance.
Investigation. Gathering and analyzing information, crime scene analysis, research, data mining, surveillance review, forensic reasoning, and connecting disparate clues.
Medicine. Treating injury and illness, first aid, emergency medicine, trauma care, diagnostics, pharmaceuticals, surgery assistance, and understanding human biology.
Nature. All natural sciences and environmental knowledge such as biology, chemistry, physics, ecology, geology, meteorology, climate science, and understanding natural systems.
Perception. Noticing details and anomalies, situational awareness, spotting danger, reading body language, detecting surveillance, noticing environmental changes, and sensory acuity.
Performance. Publicly entertaining or expressing skill through acting, music, dance, public speaking, streaming, stand-up comedy, stagecraft, and emotional presentation.
Persuasion. Influencing others through reason or charm, negotiation, debate, diplomacy, sales, marketing, conflict resolution, and coalition-building.
Religion. Knowledge of belief systems and spiritual practices in world religions, cults, rituals, theology, mythologies, ethical frameworks, and faith-based institutions.
Sleight of Hand. Manual dexterity and fine motor control for pickpocketing, magic tricks, micro-manipulation, lock bypass, planting or removing objects unnoticed, and precision tech work.
Stealth. Avoiding detection, sneaking, shadowing, blending into crowds, digital anonymity, silent movement, and evading cameras or sensors.
Survival. Enduring hostile conditions, wilderness survival, urban survival, disaster response, scavenging, navigation, shelter construction, and resource management.
TOOL PROFICIENCIES
Rolls made to use specific types of equipment and gear, or gain advantage on a skill roll due to tool proficiency.
Communication Tools. Devices used to send, receive, or intercept information: phones, radios, encrypted messengers, signal boosters, surveillance mics, satellite links, and broadcasting gear.
Computing & Data Tools. Technology for processing information: laptops, tablets, servers, AI assistants, hacking rigs, forensic software, data visualizers, and network interfaces.
Creative & Performance Tools. Tools for expression and influence: musical instruments, cameras, microphones, lighting rigs, editing software, props, and stage equipment.
Espionage Tools. Gear used for intelligence gathering and covert operations: surveillance devices, bugs and taps, encrypted comms, dead drops, disguise kits, signal interceptors, black-ops software, and deniable tradecraft equipment.
Mechanical Tools. Devices for building, repairing, or dismantling machinery: hand tools, power tools, cutting equipment, welding gear, lock-bypass tools, and industrial repair kits.
Medical Tools. Equipment for diagnosis and treatment: first-aid kits, trauma gear, pharmaceuticals, surgical tools, scanners, medical drones, and emergency life-support devices.
Navigation & Survey Tools. Equipment for orientation and mapping: GPS devices, compasses, maps, lidar scanners, rangefinders, star charts, and terrain-analysis software.
Scientific Instruments. Tools for measuring and analyzing reality: sensors, microscopes, chemical kits, radiation detectors, spectrometers, environmental monitors, and lab equipment.
Security & Access Tools. Gear used to control or bypass access: locks, keycards, biometric scanners, safes, alarm systems, surveillance cameras, lockpicks, spoofers, and breaching tools.
Social & Identity Tools. Items that shape perception or status: clothing, uniforms, credentials, disguises, makeup, forged documents, branding materials, and reputation assets.
Survival & Field Gear. Tools for enduring hostile conditions: shelter kits, fire starters, water purification, rations, climbing gear, weatherproof clothing, and emergency supplies.
Vehicles. Means of travel and mobility: automobiles, trucks, bikes, drones, boats, aircraft, exosuits, navigation aids, and fuel or maintenance kits.
Science-fiction…
Cybernetics Tools. Technology for integrating or maintaining artificial enhancements: neural interfaces, limb augments, sensory upgrades, implant diagnostics, firmware loaders, bio-mechanical repair kits, and cybernetic tuning or calibration systems.
Interstellar Survey & Scouting Tools. Equipment for exploration and reconnaissance beyond known space: long-range sensors, stellar cartography systems, probe drones, anomaly detectors, stealth scanners, jump-route analyzers, and expedition survival kits.
Planetary Colonization Tools. Gear used to establish and sustain settlements: habitat modules, environmental stabilizers, construction drones, resource extractors, agricultural systems, power generators, and long-term life-support infrastructure.
Spaceflight Tools. Equipment for operating spacecraft and surviving in space: flight controls, navigation computers, life-support systems, EVA suits, docking hardware, thruster packs, shipboard repair kits, and orbital maneuvering aids.
Xenology Tools. Instruments for studying alien life and cultures: bio-scanners, translation devices, cultural analysis software, containment fields, specimen kits, ethics protocols, and comparative life-science databases.
COMBAT
Initiative. How quickly and decisively you act when things go wrong. Reaction time, awareness, and readiness under pressure when a situation suddenly escalates.
Attack (Melee, Simple). Everyday or improvised weapons requiring minimal training: Clubs, batons, crowbars, improvised shivs, broken bottles.
Attack (Melee, Martial). Purpose-built or advanced melee weapons requiring training or discipline: Machetes, swords, powered melee weapons.
Attack (Ranged, Simple). Thrown or basic ranged attacks requiring little specialization: Hurled rocks, thrown knives, darts slings, grenades, flashbangs.
Attack (Ranged, Martial). Advanced ranged weapons requiring training, aiming, or maintenance: Handguns, rifles, shotguns, bows, crossbows, energy weapons.
Attack (Unarmed). Strikes using the body itself: Punches, kicks, elbow or knee strikes, headbutts, grapples, shoves, martial arts strikes or holds.
Attack (Spell). Directing energy, force, influence, or reality-altering effects at a specific target to overcome its defenses: Energy blasts, psychic assaults, nanotech, elemental manipulation.
Spell Save DC. How difficult your powers are to resist due to the strength, precision, and force of your abilities (magic, psionics, advanced technology, biotech, mutations). The threshold others must overcome to avoid or reduce the effects of your powers.
LANGUAGES
Languages in which the character can speak, read, and write.
Arabic. A language family with many dialects; used across the Middle East and North Africa.
Bengali. Dominant in Bangladesh and eastern India.
English. Global common language for business, science, aviation, the internet, and diplomacy.
French. Spoken across Europe, Africa, the Caribbean, and Canada; key diplomatic language.
Hindi. Widely spoken across India and South Asia; major media and cultural language.
Mandarin Chinese. Largest number of native speakers; dominant in China, Taiwan, and Singapore.
Portuguese. Spoken in Brazil, Portugal, parts of Africa, and beyond.
Russian. Widely used across Eastern Europe, Central Asia, and scientific communities.
Spanish. Primary language across Spain, Latin America, and much of the U.S.
Urdu. Closely related to Hindi; used in Pakistan and parts of India.