Fast TTRPG v.9

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AT A GLANCE
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* Characters have one +1 bonus per Level to one or more aptitudes.
* An aptitude’s bonus adds to a dice roll of two six-sided dice.
* A total dice roll of 9 or more succeeds, 8 or less fails.
* Pushing an aptitude or suffering damage costs +1 from one aptitude.
* Armor may be reduced instead of aptitude bonuses for some types of damage.
* When out of aptitude bonuses, 1 more damage causes unconsciousness, 2 or more causes death.

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HOW TO PLAY
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Tabletop role-playing games are shared stories about characters facing challenges in an imagined world. Players describe their characters’ actions and sometimes roll dice to determine what happens. If a scene becomes uncomfortable, any player may use an X-Card to pause, reset, and steer the story away from that content without changing the results of dice rolls or prior decisions.

When a roll uses aptitudes, the player explains which aptitudes apply and why. The Game Master (GM) describes the world, scenes, and non-player characters, and decides how the rules apply, including which aptitudes may modify a task.

THE X-CARD: A safety tool to flag uncomfortable content and steer play away from it…
* Any player may tap or display an X-Card to stop, reset, and redo a scene.
* The X-Card changes tone and topics, not outcomes from dice or decisions.
* More info from creator John Stavropoulos: https://shorturl.at/YG3UJ

TASK ROLLS
When a character tries to do something risky or uncertain:
* The player describes what the character does and what result they want.
* The player rolls two dice.
* Add bonuses from ready aptitudes that clearly help with the task. An aptitude only applies when it is one of the main reasons the action should succeed, not just because it is vaguely relevant. Spent aptitudes add nothing.
* An aptitude adds its current ready value to the dice roll total. The bonus from all related aptitudes in the task attempt cannot be greater than +6, regardless of number or degree.
* Help from nearby teammates can add bonuses of up to +3 if their ready aptitudes apply.
* The Game Master may give +1 or more for an easier task, -1 or more for a harder task. (As a rule of thumb, use +3 for easy challenges and -6 for extreme challenges.)

EXAMPLE COMMON APTITUDES
* ARTISTIC: Music, painting, poetry, crafts, performance.
* ATHLETIC: Running, climbing, swimming, feats of endurance.
* AWARENESS: Perception, intuition, keen senses, reactions.
* CHARISMATIC: Appeal, confidence, communication, leadership.
* COMBAT EXPERTISE: Fighting, using weapons, leading in battle.
* COMMANDING: Issuing orders, presence, morale control.
* CONNECTED: Contacts, favors, rumors, high society and underworld ties.
* CUNNING: Stealth, bypassing locks and security systems, thieving.
* DECEPTIVE: Lying convincingly, misdirection, false identities.
* DEXTEROUS: Agility, reflexes, balance, dodging, precision.
* EDUCATED: Understanding history, literature, general sciences.
* EMPATHIC: Reading emotions, calming or provoking responses.
* FAITHFUL: Unshakeable devotion, strong spirit, favor of the divine.
* FAST: Increased movement rates for walking, running, climbing, swimming.
* INTELLIGENT: Keen mind, deduction, logic, memory, reason, wits.
* INTIMIDATING: Threatening presence, provoking fear in others.
* IRON-WILLED: Resisting fear, coercion, domination.
* MARTIAL ARTS: Unarmed strikes, grapples, throws, tumbling.
* MEDICAL EXPERTISE: Illness, injuries, forensics, diseases, drugs, poisons.
* NATURAL SCIENCES: Chemistry, physics, biology, zoology, geology, astronomy.
* OBSERVANT: Noticing subtle details, clues, changes, tells.
* OCCULT LORE: Forbidden knowledge, cults, secret societies, unnatural threats.
* POLYGLOT: Able to communicate in almost any language.
* PRIVILEGED: Influence, authority, wealth, high social status.
* RENOWNED: Reputation or fame for competence or deeds.
* RESOURCEFUL: Scrounging, making do with limited materials.
* SANITY: Resisting stress from shock, horror, trauma.
* SOCIAL SCIENCES: Psychology, sociology, criminology, politics, crowd behaviors.
* SPY EXPERTISE: Disguises, codes, infiltration, surveillance.
* STREETWISE: Urban survival, spotting criminal dangers, illegal trade.
* STRONG: Physical strength, brawn, toughness, vigor, stamina.
* TECH EXPERTISE: Operate and repair machines, sensors, vehicles, and other devices.
* TOUGH: Resisting harm from injury, fatigue, harsh environments.
* TRADE EXPERTISE: Business, negotiations, appraisals, logistics, commerce.
* WEIRD SCIENCES: Fringe superscience, extradimensional physics, reality anomalies.
* WILDERNESS EXPERTISE: Outdoor survival, tracking, animal and plant lore.
* WISE: Empathy, courage, insight, resolve, willpower.

TASK OUTCOMES
* On a total of 9 or higher, a task succeeds as intended.
* On a total of 8 or lower, a task fails.
* A failed task can be immediately “pushed” for one re-roll of the dice, after which one +1 from an aptitude related to the task automatically becomes spent.
* An spent aptitude may represent injury, fatigue, confusion, fear, stress, doubt, or another temporary setback.
* If an aptitude has greater than a +1 rating, such as +2 Strong, reduce the bonus by 1 instead of making the fully aptitude spent. (Example: Strong +2 reduces to +1 Strong, and another push or damage may make it spent.)
* If several characters compete for different outcomes in the same situation (grabbing a dropped weapon, winning over a crowd, reaching a door first), each rolls and the highest total wins. Re-roll if totals are tied.
* A character recovers one +1 to spent aptitudes for each hour of rest.

GAME MASTER RULINGS
* The GM decides which aptitudes apply, which aptitudes can be spent, and whether help is meaningful.
* An aptitude must be directly important to the action, not merely related.
* A failed or “pushed” roll must spend an aptitude that was used in the roll, directly threatened by the danger, or clearly strained by the action.

CHARACTER ABILITIES
* Level measures a character’s overall ability and power.
* For each Level, a character gains one aptitude.
* Aptitudes may be physical, mental, spiritual, social, or power-related.
* When a character uses a ready aptitude that fits a task, the aptitude gives a bonus to the roll. A fully spent aptitude gives no bonus.
* A character can still try tasks related to a spent aptitude, but no bonus is added to the dice roll total.

CREATING A NEW CHARACTER
* Make up a name, description, and backstory for one character. This summary should be brief (about 100 words) and ideally contain ideas to help roleplay personality, goals, and background.
* Choose one aptitude for Level 1.
* If starting a higher than Level 1, add +1 to one or more aptitudes. Instead of +1 to an aptitude, a character may learn one power.

LEVELING UP
* Increasing a character’s Level is awarded by the GM for story milestones or character goals.
* Each new Level allows a character to either gain +1 to a new or existing aptitude, or gain a new power.
* Higher aptitude modifiers beyond +6 shows how many times it can be spent before becoming unavailable.

NON-PLAYER CHARACTERS
* An NPC has a Level and one or more aptitudes that fit a role, such as guard, actor, scientist, thief, or soldier.
* If an NPC has no ready aptitude that can absorb damage, the attacker must immediately choose whether the NPC is knocked unconscious or killed.

CHARACTER AND NPC 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.

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COMBAT AND HAZARDS
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Combat happens in 6-second rounds. During each round:
* One player chosen by the GM describes what their character does during a turn. At the end of a turn, the player whose character acted chooses who goes next, either an ally or an enemy. No one can act twice until everyone has acted once. The last character’s player in a round chooses who starts the next round.
* During a turn in a round, characters make task rolls to attack, defend, avoid harm, or perform other risky actions.
* If a target’s only action is to dodge or use cover against a known incoming attack, the evasion task roll works as an opposed roll requiring an attacker to roll higher than the target’s total instead of simply rolling 9 or more.

RANGES
* Touching: Held, grappled, connected
* Melee Range: Up to 6 feet (2 meters)
* Short Throwing Range (“nearby” indoors): 60 feet (20 m) (hand axes, javelins)
* Long Throwing Range (“nearby” outdoors): 180 feet (55 m) (light crossbows, shortbows)
* Short Shooting Range: 360 feet (110 m) (longbows, pistols, shotguns)
* Long Shooting Range: 1,000 feet (600 m) (rifles, beam weapons)
* Distant Range: 15 miles (25 km) (artillery, cannons)

ATTACK TASK ROLLS
* An aptitude adds its current ready value to the attack dice roll total. The bonus from all related aptitudes in the attack task attempt cannot be greater than +6, regardless of number or degree.
* The Game Master may give +1 or more for an easier attack, -1 or more for a harder attack. (Example: Attacks at long shooting range suffer -2, distant range -3.)

ATTACK OUTCOMES
* On a total of 9 or higher, an attack task succeeds at hitting and damaging a target.
* On a total of 8 or lower, the attack misses.
* On a successful attack, one +1 of the target’s aptitudes chosen by the attacker takes damage and becomes spent. A heavy weapon or more severe harm causes more than +1 damage to one or more physical or mental aptitudes.
* A failed attack can be immediately “pushed” for one re-roll of the dice, after which +1 of the attacker’s aptitudes automatically becomes spent.
* If a target has no ready aptitudes and takes 1 damage, the target is knocked out or disabled for 1d6 minutes. (A living target becomes unconscious. A machine, vehicle, or object becomes temporarily inoperable.)
* If a target has no active physical aptitudes and takes 2 or more damage, the target is destroyed. (A living target dies. An object, machine, or vehicle is permanently broken.)

ARMOR
* Light armor (leather, ballistic vest) is ARMOR x2, medium armor (chainmail, tactical suit) is ARMOR x4, and heavy armor (plate, battlesuit) is ARMOR x6. A shield adds +1 ARMOR.
* When a target wearing armor is hit and takes damage, the target may choose to have an ARMOR aptitude become spent instead of one of the character’s own personal aptitudes.
* Armor only protects against physical damage that the armor could reasonably stop.
* Armor does not protect against fear, poison, drowning, mental powers, social defeat, exhaustion, or attacks that bypass the armor.

DAMAGE AND EFFECTS TO OBJECTS
When objects are targeted by combat attacks or powers, they lose RESISTANCE aptitudes based on how sturdy they are:
* None: Fragile objects that crack, tear, shatter, or collapse easily.
* RESISTANCE: Light but solid objects built to withstand ordinary use.
* RESISTANCE x2: Strong objects made from thick, durable, or well-braced materials.
* RESISTANCE x4: Heavy structural objects designed to resist force, impact, or intrusion.
* RESISTANCE x8: Exceptionally massive, fortified, or built to endure extreme punishment.
* One hour of repair work restores one spent degree of RESISTANCE to a damaged object.

HARM FROM HAZARDS
* 1 damage per 10 feet (3 m) fallen
* 2 damage per round engulfed in acid, flames, or lava
* 6 damage from a lightning strike or similar electrical shock
* 1 damage per hour for 24 hours, starting 1 to 6 days (d6) after exposure to anthrax
* 1 damage per round for 30 rounds after ingesting cyanide
* 1 damage per minute from snake venom (viper) for 10 minutes
* 1 damage per minute from spider venom (Black Widow) for 10 minutes
* 1 damage per hour unprotected in cold (below 0° F / -17° C)
* 1 damage per minute unprotected in extreme cold (below -30° F / -34° C)
* 1 damage per hour unprotected in heat (above 120° F / 48° C)
* 1 damage per minute unprotected in extreme heat (above 150° F / 65° C)
* 1 damage per minute unprotected in extreme cold (below -30° F / -34° C)
* 6 damage per round unprotected in vacuum/void of outer space
* 8 damage from 1-megaton blast, one mile away (6,600 rads)
* 2 damage per hour from 1-megaton blast fallout after 1 hour (300 rads/hour)
* 1 damage per hour from 1-megaton blast fallout after 2 hours (130 rads/hour)
* 1 damage per 6 hours from 1-megaton blast after 6 hours (39 rads/hour)
* 1 damage per day from 1-megaton blast fallout after 24 hours (7 rads/hour)

Physical hazards by deprivation…
* Hunger and Starvation: If eating less than 1 pound (half a kilogram) of food for one day, cannot restore spent aptitudes, then lose one +1 from physical aptitudes each hour until getting fed. If no physical aptitudes remain, the creature starves to death.
* Thirst: If drinking less than 1 gallon (4 liters) of water per day for three days, cannot cannot restore spent aptitudes, then lose one +1 from physical aptitudes each hour until drinking water. If no physical aptitudes remain, the creature dies of thirst.
* Suffocation: If unable to breathe, lose +1 from physical aptitudes each round until breathing air again. If no physical aptitudes remain, the creature suffocates to death.

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POWERS
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Extraordinary abilities beyond normal human limits require focus, might be resisted, and can even overexert the user’s own aptitudes. To use any powers, a character must have at least one of following aptitudes: Covenant, Magic, Mutation, Psionics, or Transcendence.
* COVENANT: Binding promises to spirits, deities, or cosmic patron entities.
* MAGIC: Casting spells, invoking elemental forces, knowing supernatural beings.
* MUTATION: Rapid evolution triggered by metahuman genetics or stange energies.
* PSIONICS: Unlocked mental abilities powered by the mind.
* TRANSCENDENCE: Becoming beyond human through magic or technology.

Examples of powers include…
* BLAST: Fire a bolt, beam, pulse, or projectile of energy that damages one nearby target.
* CHARM: Change one nearby living target’s loyalties to view you as a trusted friend, lasting 1 day per ready +1 of your power aptitude or until the target suffers harm from you or your allies. Non-living targets (constructs, machines, undead) are unaffected by this power.
* CLAIRVOYANCE: See and hear from one nearby point you know, can name, or can clearly imagine.
* ILLUSION: Create a convincing image, sound, scent, or sensory scene nearby. It may conceal, misdirect, entertain, or frighten for up to 1 minute per ready +1 of your power aptitudes.
* TELEPORT: Instantly move yourself and a number of willing nearby creatures equal to your Level to a place you can see or clearly remember.

POWER TASK ROLLS
When a character uses a power to target an NPC, another character, or an object:
* The player describes the power, its target, and the intended result.
* The player rolls two dice.
* Add +1 for each ready aptitude that clearly helps with the task. An aptitude only applies when it is one of the main reasons the action should succeed, not just because it is vaguely relevant. Spent aptitudes add nothing.
* The total from all related aptitudes in the power task attempt cannot be greater than +6, regardless of number or degree.
* Help from nearby teammates can add bonuses up to +3 if their ready aptitudes apply.
* The Game Master may give +1 or more for an easier use of a power, -1 or more for a harder power action.

POWER OUTCOMES
* On a total of 9 or higher, a power succeeds as intended.
* On a total of 8 or lower, a power fails.
* A failed power task can be immediately “pushed” for one re-roll of the dice, after which one +1 from an power, physical, or mental aptitude related to the task automatically becomes spent. This cost may represent a taint of sickness, loss of sanity, bargaining with a spirit, or another minor hindrance.

RESISTING POWERS
* An unwilling character or NPC targeted by a power may immediately make a task roll to resist it.
* The resist total must be equal to or greater than the power user’s task roll.
* If the resistance roll succeeds, the power has no effect on the target, and neither side loses or spends any ready aptitudes.

POWER DESCRIPTION TERMS
* “Per +1 of your power aptitude” measures an effect or duration of a power, one unit per +1 modifier of a Covenant, Magic, Mutation, Psionics, or Transcendence aptitude. Unlike modifiers to power task rolls, bonuses above +6 still count toward extending effect.
* A power that requires “concentration” or lasts “while concentrating” demands the user’s full attention. While concentrating, the powered character moves at half speed and may take no other action except to maintain that single power’s effect. If the character takes damage, they must make a resistance roll. On a failure, concentration is lost and the power’s effect ends immediately.
* A character may concentrate on only one power at a time. Powers that do not require concentration may be maintained at the same time unless their descriptions say otherwise.
* “Nearby” is roughly 60 feet (20 meters) if indoors or underground, 180 feet (60 meters) if outdoors in open ground, at sea, or in outer space.
* “Small area” means within melee range around the user or a specific point, a radius of about 6 feet (2 meters).
* “Becomes harder” or “becomes easier” implies adding -1 or +1 Difficulty on tasks and resist rolls as appropriate.

OTHER SOURCES OF POWER
* Some empowered objects (wands, holy relics, crystals, fetishes) act as “batteries” full of power points. These items may be reduced by 1 power point instead of its wielder losing +1 aptitude when pusing powers. Such items should be noted in a character’s equipment lists.
* Places of power (a nexus or lab), or a timed convergence of celestial objects (solstices, an eclipse, syzygy), may provide a temporary “power point” reservoir much like empowered objects, offering “free” power to those nearby who are aware of its potential.
* Rumors of dark rites performed by evil cults and necromancers suggest the lifeforce of certain types of beings may be sacrificed to gain useful power points, but such profane knowledge cannot be confirmed by those to walk in the light of decency and higher virtues.

REFLEXIVE POWERS
* Some beings cannot fully control their powers. Instead, their abilities may be automatically triggered by specific circumstances, such as the light of a full moon, the scent of blood, a moment of mortal danger, an oath being broken, the sight of an innocent threatened, contact with magic, or the speaking of their true name.
* For such powers, confronting a personal trigger forces a character to make a resist roll in order to avoid immediately using such powers.
* In addition, the behavior of a character failing this resist roll is also driven to consume, protect, or destroy the triggering source as appropriate. This compulsion lasts for 10 minutes per +1 of the character’s power aptitude, or until the source is removed or satisfied as per the GM’s ruling.

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LANGUAGES
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* Common Fantasy Languages: Common Tongue, Dwarvish, Elvish, Giant, Gnomish, Goblin, Halfling, Orc.
* Rare Fantasy Languages: Abyssal (demons), Celestial (angels), Draconic (dragons), Deep Speech (alien aberrations), Infernal (devils), Primordial/Elemental, Sylvan (faeries), Undercommon (subterranean folk).
* Secret Fantasy Languages: Druidic (secret order’s primal words and signs), thieves’ cant (criminal doublespeak and slang).
* Common Modern Languages: Arabic (Middle East, North Africa), Bengali (Bangladesh, eastern India), English (United States, United Kingdom, Australia; global for business, science, aviation), French (Europe, Africa, the Caribbean, Canada), Hindi (India, South Asia), Mandarin Chinese (China, Taiwan, Singapore), Portuguese (Brazil, Portugal, parts of Africa), Russian (Eastern Europe, Central Asia, scientific communities), Spanish (Spain, Latin America, much of the U.S.), Urdu (Pakistan, parts of India)
* Common Sci-Fi Languages: Terran Standard, Orbital Cant, Dockside Trade, regional dialects (EuroCore, Neo-Nordic, Afrolink, Sinosynth).
* Traveller Universe: Anglic/Galanglic (Third Imperium and trade standard), !xeng’ri (K’kree), Gurviotic / Gurvin (Hiver-influenced cultures), Gvegh (Vargr), Hiver Sign Language (HSL) (Hiver), Icelandic (Sword Worlds), Marine Battle Language (Imperial Marine tactical communication system), Oynprith (Droyne), Sylean, Basic Sylean (old pre-Imperium Sylea), Te-Zlodh (Darian), Trokh (Aslan), Vilani (First Imperium), Zdetl (Zhodani).

PIDGIN WORDS (things any two foreigners can figure out): Yes, no, maybe, I, you, we, they, this, that, here, there, go, come, stop, wait, give, take, want, need, have, see, know, speak, eat, drink, buy, sell, good, bad, big, small, one, two, many, more, food, water, money, danger, friend, enemy, now, later.

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BENCHMARKS
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MOVEMENT PER ROUND (double if taking no other actions except running)
* -5 Fast: 5 feet (2 m)
* -4 Fast: 10 feet (3 m) (gray ooze)
* -3 Fast: 15 feet (5 m) (crawling human, gelatinous cube, mimic)
* -2 Fast: 20 feet (6 m) (badger, basilisk, swarm of insects, zombie)
* -1 Fast: 25 feet (8 m) (small humanoid, child, gnome)
* Normal Speed: 30 feet (9 m) (medium humanoid, adult human)
* +1 Fast: 35 feet (11 m) (athletic humanoid)
* +2 Fast: 40 feet (12 m) (bear, eagle in flight, giant, pony, tiger, wolf)
* +3 Fast: 45 feet (14 m)
* +4 Fast: 50 feet (15 m) (camel, centaur, deer, fire elemental, lion, panther)
* +5 Fast: 55 feet (17 m)
* +6 Fast: 60 feet (18 m) (horse on the ground, winged humanoid in flight)
* +7 Fast: 65 feet (20 m)
* +8 Fast: 70 feet (21 m)
* +9 Fast: 75 feet (23 m)
* +10 Fast: 80 feet (24 m) (dragon, giant eagle, or griffon in flight)
* +11 Fast: 85 feet (26 m)
* +12 Fast: 90 feet (27 m) (air elemental, winged horse in flight)
* +13 Fast: 95 feet (29 m)
* +14 Fast: 100 feet (30 m)
* +15 Fast: 105 feet (32 m)
* +16 Fast: 110 feet (33 m)
* +17 Fast: 115 feet (35 m)
* +18 Fast: 120 feet (36 m) (roc in flight)

EXPANDED RANGES
* Touching: Held, grappled, connected
* Melee Range: Up to 6 feet (2 meters)
* Short Throwing Range (“nearby” indoors): 60 feet (20 m)
* Long Throwing Range (“nearby” outdoors): 180 feet (55 m)
* Short Shooting Range: 360 feet (110 m)
* Long Shooting Range: 1,000 feet (600 m)
* Distant Range: 15 miles (25 km)
* Orbital Range: 60 miles (100 km)
* Short Astronomical: 600 miles (1000s km)
* Medium Astronomical: 10,000s miles (or km)
* Long Astronomical: 100,000s miles (or km)
* Distant Astronomical: 1,000,000s miles (or km)
* Stellar Subsystem: 100s millions miles (or km)
* 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

PRIVILEGE APTITUDE (MEDIEVAL)
* -4 Privilege: Outcast (exiles, escaped thralls, oathbreakers, marked heretics)
* -3 Privilege: Disenfranchised (serfs without land rights, debt-bound peasants)
* -2 Privilege: Lower Low Class (indigent, homeless, beggar monks)
* -1 Privilege: Middle Low Class (field hands, miners, castle scullions)
* Normal Privilege: Upper Low Class (tenant farmers, shepherds, porters)
* +1 Privilege: Lower Middle Class (scribes, carpenters, shipwrights, town guards)
* +2 Privilege: Middle Class (trade craftsmen, minor merchants, innkeepers, ship captains)
* +3 Privilege: Upper Middle Class (master guild members, prosperous traders, magistrates)
* +6 Privilege: Lower Upper Class (lesser nobility, knights, barons, abbots, court wizards)
* +10 Privilege: Middle Upper Class (high nobility, counts, archbishops, merchant princes)
* +25 Privilege: Sovereign (Hemisphere) (king/queen of large kingdom, continent-spanning dominion)

PRIVILEGE APTITUDE (MODERN)
* -4 Privilege: Outcast (criminals or slaves)
* -3 Privilege: Disenfranchised (dregs of society)
* -2 Privilege: Lower Low Class (indigent, homeless)
* -1 Privilege: Middle Low Class (underclass, minimal labor, welfare)
* Normal Privilege: Upper Low Class (working poor, minimal skill jobs)
* +1 Privilege: Lower Middle Class (clerical, “blue collar” workers)
* +2 Privilege: Middle Class (semi-professionals and trade craftsmen)
* +3 Privilege: Upper Middle Class (salaried professionals, middle management)
* +6 Privilege: Lower Upper Class (capitalists, top-level executives and politicians, “top 1%”)
* +10 Privilege: Middle Upper Class (elites, “top 0.1%” super rich, celebrities and top execs)
* +25 Privilege: Sovereign (Nation) (ruler of a large nation or multinational corporation)
* +50 Privilege: Sovereign (Superpower) (ruler of huge nation with big military and economy)

STRENGTH BENCHMARKS
* -4 Strength -4: Carry 2.5 lbs. (1 kg), lift 10 lbs. (5 kg)
* -3 Strength -3: Carry 6 lbs. (3 kg), lift 25 lbs. (11 kg)
* -2 Strength -2: Carry 12 lbs. (5.5 kg), lift 50 lbs. (22 kg)
* -1 Strength -1: Carry 25 lbs. (11 kg), lift 100 lbs. (45 kg)
* Normal Strength: Carry 40 lbs (18 kg), lift 150 lbs. (70 kg)
* +1 Strength: Carry 55 lbs. (25 kg), lift 225 lbs. (100 kg)
* +2 Strength: Carry 85 lbs. (40 kg), lift 340 lbs. (150 kg)
* +3 Strength: Carry 125 lbs. (55 kg), lift 500 lbs. (230 kg)
* +4 Strength: Carry 190 lbs. (85 kg), lift 760 lbs. (340 kg)
* +5 Strength: Carry 285 lbs. (130 kg), lift 1,140 lbs. (520 kg)
* +6 Strength: Carry 425 lbs. (190 kg), lift 1,700 lbs. (780 kg)
* +7 Strength: Carry 500 lbs. (225 kg), lift 1 ton
* +8 Strength: Carry 1,000 lbs. (450 kg), lift 2 tons
* +9 Strength: Carry 1,500 lbs. (680 kg), lift 3 tons
* +10 Strength: Carry 1 ton, lift 4 tons
* +11 Strength: Carry 1.5 tons, lift 6 tons
* +12 Strength: Carry 2.25 tons, lift 9 tons
* +13 Strength: Carry 3.25 tons, lift 13 tons
* +14 Strength: Carry 5 tons, lift 20 tons
* +15 Strength: Carry 7.5 tons, lift 30 tons
* +16 Strength: Carry 11 tons, lift 45 tons
* +17 Strength: Carry 16 tons, lift 65 tons
* +18 Strength: Carry 25 tons, lift 100 tons
* +19 Strength: Carry 37 tons, lift 150 tons
* +20 Strength: Carry 55 tons, lift 222 tons
* +21 Strength: Carry 85 tons, lift 340 tons
* +22 Strength: Carry 125 tons, lift 500 tons
* +23 Strength: Carry 190 tons, lift 760 tons
* +24 Strength: Carry 300 tons, lift 1,200 tons
* +25 Strength: Carry 425 tons, lift 1,700 tons
* +26 Strength: Carry 625 tons, lift 2,500 tons
* +27 Strength: Carry 950 tons, lift 3,800 tons
* +28 Strength: Carry 1,400 tons, lift 5,700 tons
* +29 Strength: Carry 2,100 tons, lift 8,650 tons
* +30 Strength: Carry 3,200 tons, lift 13,000 tons
* +31 Strength: Carry 4,700 tons, lift 19,000 tons
* +32 Strength: Carry 7,500 tons, lift 30,000 tons
* +33 Strength: Carry 11,000 tons, lift 44,000 tons
* +34 Strength: Carry 16,000 tons, lift 65,000 tons
* +35 Strength: Carry 25,000 tons, lift 100,000 tons
* +36 Strength: Carry 37,500 tons, lift 150,000 tons
* +37 Strength: Carry 56,000 tons, lift 225,000 tons
* +38 Strength: Carry 85,000 tons, lift 340,000 tons
* +39 Strength: Carry 125,000 tons, lift 500,000 tons
* +40 Strength: Carry 190,000 tons, lift 760,000 tons
* +41 Strength: Carry 275,000 tons, lift 1.1 million tons
* +42 Strength: Carry 425,000 tons, lift 1.7 million tons
* +43 Strength: Carry 625,000 tons, lift 2.5 million tons
* +44 Strength: Carry 950,000 tons, lift 3.8 million tons

~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
GENRE-SPECIFIC CHARACTER APTITUDES AND POWERS
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~

FANTASY ROGUES, THIEVES, OUTLAWS…

* ARCHIVE DIVING: Search records, ledgers, maps, warrants, genealogies, old laws, and forgotten histories for useful leads.
* BACKSTABBING: Strike a vulnerable foe from behind, from hiding, or while their attention is elsewhere.
* BLACK MARKET TRADE: Buy, sell, appraise, and locate forbidden goods, stolen treasures, poisons, relics, and illegal services.
* CAMOUFLAGE: Blend into shadows, foliage, ruins, crowds, rubble, alleys, rooftops, or city clutter.
* CIPHERWORK: Create, break, recognize, and conceal codes, ciphers, secret marks, passphrases, and hidden messages.
* CLIMBING: Scale walls, towers, cliffs, rigging, rooftops, castle stonework, trees, and other difficult surfaces.
* CLOSE QUARTERS: Fight effectively in alleys, tunnels, stairwells, taverns, ship decks, crowds, and other cramped spaces.
* CONFIDENCE GAMES: Win trust through lies, false promises, baited offers, rigged deals, and carefully staged scams.
* COURTLY MANNERS: Navigate noble etiquette, feasts, audiences, titles, heraldry, protocol, and dangerous high-society expectations.
* COVER IDENTITIES: Maintain aliases, false histories, invented loyalties, secret occupations, and long-running alternate lives.
* DISGUISE: Alter clothing, voice, posture, grooming, mannerisms, and bearing to pass as someone else.
* EAVESDROPPING: Overhear secrets through keyholes, walls, crowds, planted tools, servant passages, or careful positioning.
* ESCAPE ARTISTRY: Slip ropes, chains, manacles, cages, sacks, grapples, nets, and other restraints.
* ESCAPE ROUTES: Prepare exits, distractions, hideouts, loose roof tiles, sewer paths, bribed guards, and fallback plans.
* FALSE CREDENTIALS: Present convincing writs, badges, seals, letters, warrants, guild papers, holy orders, or noble permissions.
* FENCE CONTACTS: Find safe buyers for stolen goods and avoid informants, traps, cheated partners, and angry victims.
* FORGERY: Create or alter documents, signatures, seals, maps, ledgers, invitations, warrants, and official marks.
* IMPERSONATION: Pass as a specific person by copying their voice, habits, clothing, station, reputation, and relationships.
* INFILTRATION: Enter guarded places through stealth, trickery, bribery, disguise, hidden routes, or timing.
* INTERROGATION: Extract information through threats, bargains, lies, pressure, kindness, fear, leverage, or staged consequences.
* LOCKPICKING: Open locks, latches, strongboxes, shackles, doors, chests, and hidden compartments without the proper key.
* NEGOTIATION: Broker deals, ransoms, truces, betrayals, exchanges, safe passage, and settlements between suspicious parties.
* PERFORMANCE: Use music, dance, juggling, comedy, storytelling, theater, or street spectacle to entertain, distract, or impress.
* PICKPOCKETING: Lift coins, keys, rings, knives, notes, pouches, charms, and small valuables without being noticed.
* POISONCRAFT: Brew, identify, apply, conceal, resist, or dose poisons, venoms, drugs, sleeping draughts, and tainted food.
* DECIPHER SCRIPT: Puzzle out unfamiliar languages, ancient inscriptions, thieves’ marks, coded maps, temple signs, and strange alphabets.
* SEDUCTION: Use charm, wit, beauty, flattery, intimacy, longing, jealousy, or romantic interest to gain influence or access.
* SHADOWING: Follow a target through streets, wilderness, crowds, markets, ruins, or noble houses without being detected.
* SILENT TAKEDOWN: Disable, choke, trip, bind, gag, or kill a target quickly without raising an alarm.
* SMUGGLING: Move contraband, fugitives, treasure, weapons, messages, or forbidden relics through gates, borders, ports, and patrols.
* SNEAK ATTACK: Deliver a precise strike when aided by surprise, distraction, concealment, advantage, or an exposed weakness.
* SWIFT DASH: Make a sudden burst of movement to escape, close distance, cross danger, reach cover, or seize an opening.
* THIEVES’ CANT: Communicate secretly through criminal slang, signs, marks, gestures, symbols, and double meanings in plain speech.
* TRAP DISABLING: Detect, understand, jam, bypass, or safely trigger traps, alarms, snares, deadfalls, glyphs, and hidden mechanisms.
* TRAPMAKING: Set snares, alarms, tripwires, deadfalls, caltrops, ambush devices, false clues, and simple mechanical hazards.
* TUMBLING: Roll, dive, vault, flip, slide, and twist through danger, crowds, enemies, falling debris, or narrow openings.

FANTASY MAGIC USERS…

* ALCHEMY: Transform substances, brew elixirs, prepare reagents, identify mixtures, handle volatile compounds, and use symbolic chemistry to create magical effects.
* ARCANA: Understand formal magical theory, spell structures, occult principles, ritual logic, arcane forces, and disciplined magical study.
* ARTIFICE: Design, repair, activate, disable, and understand enchanted devices, magical tools, animated objects, and arcane machinery.
* BARDIC ARTS: Work magic through song, story, music, rhythm, poetry, performance, satire, inspiration, and remembered legend.
* BATTLE MAGIC: Cast under fire, shield allies, break formations, strike enemies, support troops, counter hostile spells, and direct magical force in combat.
* CLERICAL MAGIC: Call on divine authority through prayers, blessings, miracles, holy symbols, sacred law, and consecrated rites.
* CONJURATION: Summon, dismiss, bind, transport, or exchange creatures, objects, weapons, servants, and spirits across distance or between realms.
* DRUIDIC MAGIC: Cast spells through sacred groves, seasonal rites, animal kinship, plant lore, weather signs, and the living balance of nature.
* ENCHANTMENT: Influence emotions, desires, memories, loyalties, attention, sleep, fear, trust, obedience, and other workings of the mind.
* EON LORE: Draw on lost civilizations, ancient catastrophes, buried spellcraft, elder relics, forgotten gods, and dangerous knowledge from vanished ages.
* ESOTERIC LINGUISTICS: Use true names, alien grammar, sacred alphabets, secret syntax, binding words, and reality-shaping language.
* EVOCATION: Shape raw magical force into fire, lightning, cold, thunder, light, darkness, force, pressure, and other direct energies.
* EXORCISM: Banish spirits, break curses, purify corruption, repel demons, seal hauntings, ward thresholds, and restore sacred order.
* GEOMANCY: Read and shape ley lines, sacred stones, terrain memory, buried power, thresholds, crossroads, caverns, rivers, and the spirit of place.
* GREEN WITCHERY: Use herbs, charms, poultices, kitchen rites, folk cures, garden magic, village blessings, and household spells.
* HEDGE MAGIC: Bargain with local spirits, cast rough folk spells, use charms and omens, bless or curse neighbors, and improvise unreliable rural magic.
* HIGH THAUMATURGY: Practice official magic for courts, temples, armies, guilds, noble houses, city-states, law, ceremony, and political power.
* ILLUSION: Create false sights, sounds, smells, textures, disguises, phantoms, scenery, misdirection, invisibility, and sensory confusion.
* MEDIUMSHIP: Commune with ghosts, hear spirit voices, invite possession, read hauntings, conduct séances, and speak for the dead.
* MYSTICISM: Work magic through meditation, breath, discipline, inner clarity, enlightenment, visions, cosmic awareness, and self-mastery.
* NECROMANCY: Command deathly forces, speak with the dead, raise corpses, drain lifeforce, sense mortality, bind ghosts, and shape undead power.
* OCCULTISM: Use forbidden texts, secret rites, hidden symbols, cult lore, taboo invocations, cursed artifacts, and mysteries concealed from common knowledge.
* ORACULAR VISION: Receive prophecy, interpret omens, read dreams, glimpse futures, reveal hidden truths, and speak with divine or fated authority.
* PACT MAGIC: Gain power through bargains, oaths, hexes, invocations, patron gifts, forbidden debts, and promises made to greater beings.
* PLANAR MAGIC: Open, seal, sense, stabilize, or manipulate dimensional rifts, thresholds, portals, pocket realms, and otherworldly passages.
* PSIONICS: Shape reality through disciplined mental force, psychic focus, thought projection, telekinesis, clairvoyance, and mind-over-matter effects.
* RUNECASTING: Inscribe, carve, activate, read, conceal, and break magical symbols, binding glyphs, warding marks, seals, and written spells.
* SHAMANISM: Negotiate with spirits, honor ancestors, enter dream realms, guide souls, bind totems, read omens, and heal through sacred trance.
* SORCERY: Channel inborn magic through bloodline, instinct, emotion, will, breath, gesture, presence, and raw personal power.
* STAGE MAGIC: Blend sleight of hand, misdirection, spectacle, props, patter, trickery, and minor wonders into convincing magical effects.
* STAR RITES: Work magic through constellations, eclipses, cosmic cycles, ritual astronomy, alien calendars, meteor signs, and celestial alignments.
* TECHNOMANCY: Command the magic of code, circuits, mechanisms, machine spirits, enchanted engines, crystal processors, and speaking devices.
* TELEPATHY: Read thoughts, send messages, share memories, influence minds, sense emotions, join consciousness, and resist psychic intrusion.
* TRANSMUTATION: Alter the form, substance, size, weight, texture, strength, weakness, or nature of creatures, objects, materials, and bodies.
* WIZARDRY: Learn, prepare, copy, and cast spells from scrolls, grimoires, diagrams, spellbooks, formulae, and disciplined arcane practice.
* WU JEN MAGIC: Shape elemental forces through cosmic balance, philosophical discipline, taboos, seasonal cycles, spiritual harmony, and the ordered flow of nature.

INVOKING SPIRITS…

* SPIRITS OF AIR: Powers of winds, breath, storms, unseen movement.
* SPIRITS OF AUTUMN: Powers related to decline, harvest, migration, transition.
* SPIRITS OF BEASTS: Powers related to instinct, predation, animal spirits, kin-blood.
* SPIRITS OF BEAUTY: Powers related to aesthetics, allure, elegance, artistry.
* SPIRITS OF BLOOD: Powers related to lineage, sacrifice, vitality, oath.
* SPIRITS OF CHAOS: Powers related to unpredictability, freedom, mutation, change.
* SPIRITS OF CITIES: Powers related to architecture, law, trade, civic order.
* SPIRITS OF COMMUNITY: Powers related to kinship, charity, harmony, social bonds.
* SPIRITS OF CRAFT: Powers related to skill, invention, artistry, metalwork.
* SPIRITS OF DARKNESS: Powers related to shadows, concealment, oblivion, fear.
* SPIRITS OF DEATH: Powers related to ending life, protecting and guiding souls to afterlife.
* SPIRITS OF DEMONS: Powers related to temptation, possession, destructive cunning.
* SPIRITS OF DESERTS: Powers related to heat, scarcity, endurance, horizons of stone.
* SPIRITS OF DRAGONS: Powers related to fire, hoard, sovereignty, terrible wisdom.
* SPIRITS OF DREAMS: Powers related to visions, nightmare, imagination, astral wandering.
* SPIRITS OF EARTH: Powers related to stone, roots, stability, strength.
* SPIRITS OF ELECTRICITY: Powers related to lighting, impulse, transmission, volatile power.
* SPIRITS OF ELEMENTALS: Powers related to primordial essence of air, earth, fire, water.
* SPIRITS OF ENLIGHTENMENT: Powers related to insight, clarity, awakening, inner truth.
* SPIRITS OF FERTILITY: Powers related to harvests, births, bounty, celebration.
* SPIRITS OF FEY REALMS: Powers related to glamour, trickery, riddles, bargains.
* SPIRITS OF FIRE: Powers related to heat, passion, forge, purifying destruction.
* SPIRITS OF FORBIDDEN KNOWLEDGE: Powers related to truths that unravel sanity and certainty.
* SPIRITS OF FORESTS: Powers related to growth, shade, hunts, hidden paths.
* SPIRITS OF FORGE: Powers related to craft, metal, heat, transformation.
* SPIRITS OF FORTUNE: Powers related to risk, chance, prosperity, serendipity.
* SPIRITS OF FROST: Powers related to cold, silence, winter, preservation.
* SPIRITS OF FUNGI: Powers related to spores, decay, networks, parasitic growth.
* SPIRITS OF GRACE: Powers related to mercy, beauty, poise, effortless motion.
* SPIRITS OF HARVEST: Powers related to grain, vineyards, sacrifice, celebration.
* SPIRITS OF HEALING: Powers related to restoration, mercy, nourishment, comfort.
* SPIRITS OF HEARTH: Powers related to home, hospitality, craft, preservation.
* SPIRITS OF HEAVEN: Powers related to radiance, virtue, covenant, judgment.
* SPIRITS OF HELL: Powers related to punishment, hierarchy, pacts, infernal law.
* SPIRITS OF HUNTING: Powers related to pursuit, contest, quarry, bloodsport.
* SPIRITS OF KNOWLEDGE: Powers related to truth, memory, inquiry, sacred record‐keeping.
* SPIRITS OF LAW: Powers related to justice, order, oaths, rightful authority.
* SPIRITS OF LIGHT: Powers related to radiance, revelation, purity, illumination.
* SPIRITS OF LIGHTNING: Powers related to speed, inspiration, shock, sudden insight.
* SPIRITS OF LOVE: Powers related to courtship, intimacy, desire, union.
* SPIRITS OF MACHINES: Powers related to precision, repetition, industrial will, engineering
* SPIRITS OF MADNESS: Powers related to visions, frenzy, taboo insight, broken minds.
* SPIRITS OF MASKS: Powers related to identity, roles, disguise, transformation.
* SPIRITS OF MOON: Powers related to dreams, fate, cyclical prophecy.
* SPIRITS OF MOUNTAINS: Powers related to stone, endurance, sanctuaries, old laws.
* SPIRITS OF MUTATION: Powers related to flesh-craft, transformation, corruption of form.
* SPIRITS OF NATURE: Powers related to beasts, forests, seasons, wild growth.
* SPIRITS OF OUTER GODS: Powers related to mind-shredding entities beyond space and laws.
* SPIRITS OF PLAGUE: Powers related to disease, affliction, vermin, contagion.
* SPIRITS OF RIVERS: Powers related to flow, purification, oaths, journeying.
* SPIRITS OF ROYALTY: Powers related to sovereignty, lineage, intrigue, rightful authority.
* SPIRITS OF SEAS AND OCEANS: Powers related to tides, salt, sailors, the deep.
* SPIRITS OF SHADOW: Powers related to concealment, night, secrets, patience.
* SPIRITS OF SHADOW REALMS: Powers related to sorrow, hunger, ghosts, dim memory.
* SPIRITS OF SPRING: Powers related to renewal, fertility, birth, bloom.
* SPIRITS OF STARS: Powers related to omens, navigation, destiny, celestial order.
* SPIRITS OF STORMS: Powers related to lightning, thunder, the fury of the sky.
* SPIRITS OF SUMMER: Powers related to warmth, vitality, revelry, abundance.
* SPIRITS OF SUN: Powers related to radiance, revelation, banishing darkness.
* SPIRITS OF TIME: Powers related to cycles, aging, prophecy, inevitable change.
* SPIRITS OF TRAGEDY: Powers related to doom, catharsis, mourning, downfall.
* SPIRITS OF TRAVEL: Powers related to journeying, wayfinding, trade, safe passage.
* SPIRITS OF TRICKERY: Powers related to mischief, deception, theft, cunning bargains.
* SPIRITS OF UNDEAD: Powers related to necromancy, reanimating the dead, necrotic hunger.
* SPIRITS OF UNDERWORLDS: Powers related to shadow, caverns, fungus, subterranean dread.
* SPIRITS OF VENGEANCE: Powers related to wrath, punishment, retribution, doom.
* SPIRITS OF VOID: Powers related to emptiness, darkness, negation, cosmic hunger.
* SPIRITS OF WAR: Powers related to glory, courage, valor and victory in battle.
* SPIRITS OF WEALTH: Powers related to commerce, prosperity, ambition, accumulation.
* SPIRITS OF WEATHER: Powers related to winds, rains, storms, changing skies.
* SPIRITS OF WHISPERS: Powers related to haunting communication from unseen entities.
* SPIRITS OF WINTER: Powers related to cold, scarcity, stillness, conservation.

MODERN APTITUDES…

* ACADEMIC RESEARCH: Locate, evaluate, interpret, and cite specialized information from books, journals, archives, databases, experts, and peer-reviewed sources.
* AGENCY OPERATIONS: Conduct covert missions for a government, corporation, syndicate, or private power using secrecy, tradecraft, surveillance, and deniable action.
* ANTHROPOLOGY: Understand cultures, rituals, customs, taboos, kinship, symbols, myths, social norms, and unfamiliar ways of life.
* ARMS DEALING: Find, price, move, recognize, and negotiate the sale of weapons, military gear, munitions, and restricted equipment.
* AVIATION: Operate fixed-wing aircraft, helicopters, drones, airstrips, flight instruments, navigation systems, and emergency flight procedures.
* BARTENDING: Mix drinks, read customers, gather rumors, calm disputes, manage drunk patrons, and turn a bar into a source of information.
* BLACK MARKET TRADE: Locate, buy, sell, appraise, and quietly move illegal goods, stolen property, forbidden technology, false papers, or restricted services.
* BUREAUCRACY: Handle permits, forms, filings, compliance, records, inspections, regulations, delays, approvals, bribes, and procedural obstacles.
* CARGO HANDLING: Load, secure, conceal, inspect, inventory, stow, unload, and protect freight, luggage, machinery, contraband, or hazardous goods.
* CHARTER PILOTING: Fly short-haul routes, private charters, emergency hops, rough landings, remote airstrips, and passenger flights under difficult conditions.
* COOKING: Prepare meals, manage kitchens, source ingredients, preserve food, recognize spoilage, feed groups, and use hospitality to build trust.
* CORPORATE INTELLIGENCE: Gather secrets for private clients, analyze rivals, run assets, exploit leaks, and conduct non-government espionage.
* CULTURAL ETIQUETTE: Interpret manners, customs, gestures, dress, protocol, taboos, rank, hospitality, and expectations in unfamiliar social settings.
* DEALMAKING: Broker contracts, trades, prices, introductions, exchanges, commissions, favors, and agreements between people who may not trust each other.
* DETECTIVE WORK: Find clues, question suspects, analyze evidence, reconstruct events, follow leads, recognize lies, and connect hidden facts.
* DIPLOMACY: Resolve disputes through protocol, negotiation, etiquette, compromise, official channels, public statements, treaties, and controlled language.
* EDUCATION: Teach skills, explain complex ideas, train students, tutor leaders, manage classrooms, judge comprehension, and shape how people learn.
* ENTERTAINMENT: Perform, charm audiences, manage attention, improve morale, work crowds, use celebrity, and turn spectacle into influence.
* FENCE CONTACTS: Dispose of stolen goods, identify buyers, avoid informants, launder ownership, and turn loot into usable money.
* FIREFIGHTING: Enter burning structures, suppress fires, rescue trapped people, read smoke, handle gear, and survive heat, collapse, and panic.
* FIXING: Find people, arrange meetings, call in favors, solve discreet problems, make introductions, and get things done quietly.
* FORENSICS: Analyze blood, fibers, trace evidence, chemicals, wounds, fingerprints, residue, bodies, scenes, and physical clues.
* FUGITIVE TRACKING: Find, identify, pursue, corner, and capture wanted people across cities, borders, hideouts, jurisdictions, and underworld networks.
* IT SECURITY: Penetrate, defend, audit, monitor, and investigate computer systems, networks, breaches, malware, encryption, and digital access.
* JOURNALISM: Investigate stories, interview sources, verify claims, protect leads, meet deadlines, read public interest, and expose hidden truths.
* LEGAL EXPERTISE: Navigate laws, contracts, liability, privilege, procedure, precedent, loopholes, threats, settlements, and formal legal pressure.
* MEDIA MANAGEMENT: Shape public image, spin crises, brief spokespeople, manage scandals, control optics, and influence how events are reported.
* MILITARY EXPERTISE: Use military procedures, weapons, vehicles, discipline, fieldcraft, squad tactics, patrols, formations, and battlefield survival.
* MINISTRY: Provide spiritual counsel, perform rites, comfort the terrified, calm grief, guide communities, and speak with moral authority.
* NAVAL SYSTEMS: Operate, maintain, and understand technical systems aboard ships, submarines, offshore platforms, and maritime facilities.
* PERSONAL SECURITY: Protect clients, assess threats, control approaches, spot ambushes, manage exits, and shield important people from immediate danger.
* PICKPOCKETING: Lift wallets, keys, phones, badges, notes, jewelry, or small objects from pockets, bags, desks, or crowds without notice.
* POLICE PROCEDURE: Access records, secure scenes, question witnesses, apply law, use force, make arrests, and navigate local justice systems.
* PRIVATE INVESTIGATION: Shadow suspects, conduct surveillance, document wrongdoing, find witnesses, gather records, and build evidence quietly.
* SOCIAL MEDIA: Build attention, shape online opinion, exploit trends, craft posts, manage audiences, provoke reactions, and influence public perception.

INTO THE FAR FUTURE…

* ADMIN: Navigating bureaucracy, permits, forms, inspections, licenses, customs procedures, official records, bribes, favors, loopholes, and petty authorities to get things approved, delayed, hidden, released, or quietly overlooked.
* ASTEROID WORK: Mining, prospecting, hauling, repairing, and surviving in asteroid belts, low-gravity worksites, vacuum habitats, and roughneck frontier stations.
* ASTROGATION: Plotting interstellar courses, jump routes, stellar maps, orbital paths, and safe travel through hazardous space.
* BIOTECH: Cloning, gene editing, cultured tissue, alien biology, mutations, wetware, cybernetic integration, and medical technology beyond ordinary treatment.
* BOARDING ACTIONS: Fighting in ships, stations, corridors, dropships, hostile landings, powered armor, orbital assaults, and close-quarters military operations.
* COMPUTERS: Programming, hacking, data recovery, artificial intelligence systems, networks, encryption, system intrusion, and digital forensics.
* COURIER EXPERTISE: Moving messages, data, packages, people, or restricted items quickly and discreetly through checkpoints, ports, routes, and dangerous territory.
* CYBER OPERATIONS: Electronic warfare, jamming, signals intelligence, spoofing, surveillance countermeasures, drone intrusion, and battlefield network attacks.
* DEMOLITIONS: Arming, disarming, placing, recognizing, and safely using explosives, breaching charges, mines, grenades, and sabotage devices.
* DRIFTER EXPERTISE: Getting by with odd jobs, favors, scams, salvage, temporary allies, improvised shelter, and whatever can be found, traded, borrowed, or stolen.
* ENTERTAINER EXPERTISE: Performing, distracting, charming audiences, reading a room, spreading rumors, calming tensions, gaining access, and turning attention where you want it.
* EXO-SUIT OPERATIONS: Using vacc suits, hostile-environment suits, powered armor, battlesuits, exoskeletons, and sealed survival gear under pressure.
* FIRST CONTACT PROTOCOLS: Managing initial encounters with alien species, unknown cultures, artificial minds, lost colonies, or isolated civilizations; avoiding accidental offense, panic, contamination, escalation, or diplomatic disaster.
* FRONTIER SURVIVAL: Surviving alien wilderness, hostile planets, derelict stations, asteroid belts, low-resource colonies, radiation zones, and unfamiliar biospheres.
* FUGITIVE TRACKING: Finding, identifying, pursuing, cornering, and capturing wanted targets across ports, colonies, stations, jurisdictions, and underworld networks.
* GUNNERY: Operating ship-mounted weapons, turrets, missiles, orbital batteries, point-defense systems, and heavy vehicle weapons.
* INTERSTELLAR CULTURE: Understanding alien customs, first contact protocols, etiquette, taboos, diplomacy, trade customs, and cross-species communication.
* LAW ENFORCEMENT: Investigating crimes, making arrests, reading suspects, controlling scenes, following procedure, handling evidence, and dealing with local justice systems.
* LOGISTICS: Managing cargo, manifests, passengers, supplies, shipping lanes, docking schedules, repairs, permits, rations, and expedition resources.
* PILOTING: Maneuvering spacecraft, shuttles, aircraft, ground vehicles, drones, gravcraft, or other vehicles in dangerous conditions.
* PLANETOLOGY: Reading planetary atmospheres, weather, geology, gravity, tectonics, oceans, environmental hazards, and survey data.
* PSIONIC SCIENCES: Understanding, detecting, resisting, studying, or safely using telepathy, telekinesis, precognition, psychic artifacts, and mental anomalies.
* ROBOTICS: Building, repairing, commanding, reprogramming, disabling, and understanding robots, androids, drones, synthetics, and autonomous systems.
* SENSORS: Interpreting scans, emissions, telemetry, radar, lidar, life signs, spectral data, anomaly readings, and long-range detection systems.
* SHIPBOARD SYSTEMS: Operating and repairing life support, reactors, FTL drives, power grids, artificial gravity, environmental controls, and emergency starship systems.
* SMUGGLING: Concealing contraband, bypassing inspections, falsifying cargo records, reading black-market routes, hiding people or goods, and avoiding customs.
* STEWARD EXPERTISE: Managing passengers, morale, food, quarters, etiquette, emergencies, complaints, and social tensions aboard ships or stations.
* SYSTEM SURVEY: Exploring unknown systems, mapping routes, identifying hazards, evaluating planets, spotting signs of life, and making first reports from the frontier.
* TACTICAL OPERATIONS: Planning raids, boarding actions, ambushes, shipboard defense, squad tactics, security sweeps, recon, and battlefield coordination.
* TERRAFORMING: Altering or stabilizing planetary environments, atmospheres, soil, water cycles, climate systems, biospheres, gravity effects, and long-term colony habitability.
* XENOARCHAEOLOGY: Studying alien ruins, artifacts, ancient machines, dead civilizations, inscriptions, precursor technology, and lost data caches.
* XENOBIOLOGY: Understanding alien lifeforms, ecologies, anatomies, diseases, behaviors, toxins, reproduction, and biological threats.

THOSE WHO STALK THE SHADOWS…

* CLEANER PROTOCOL: Call in help to remove bodies, monsters, shell casings, blood, alien residue, witnesses, camera footage, and paper trails after an operation.
* AGENCY CLEARANCE: Access secret bases, hidden files, advanced weapons, experimental gear, aircraft, labs, and global support networks.
* COVER STORY: Pass as military, police, medical, corporate, scientific, criminal, tourist, journalist, or government personnel.
* CRYPTOZOOLOGY: Identify werewolves, vampires, ghouls, lake monsters, giant insects, brain-eaters, and other hidden species.
* CULT LEADER: Command fanatics through belief, charisma, fear, drugs, ritual, or supernatural proof.
* DISINFORMATION: Replace public knowledge of a truth with mundane explanations such as cult violence, animal attack, gas leak, terrorist incident, laboratory accident, or weather anomaly.
* EXPERIMENTAL ANTIDOTE: Create a cure, vaccine, suppressant, or counteragent from incomplete evidence.
* FALSE CREDENTIALS: Produce badges, orders, warrants, clearances, lab coats, uniforms, or delivery papers at the right moment.
* FALSE DEATH: Disappear from normal life; family, government, and former employers believe you are dead, missing, or reassigned.
* GLOBAL DEPLOYMENT: Appear anywhere in the world on short notice using agency transport, safehouses, false papers, and hidden logistics.
* INTERNAL AFFAIRS: Watch agents for signs of treason, corruption, enemy influence, or dangerous instability.
* INTERROGATION: Extract the truth from cultists, rogues, scientists, witnesses, possessed victims, and captured creatures.
* JAMMING: Know techniques to shut down enemy radios, cell phones, cameras, drones, alarms, or alien signals.
* MENTAL FORTITUDE: Withstand sleep deprivation, interrogation, isolation, sensory overload, horror, and psychological pressure.
* OBSCURITY: Not invisible, but somehow avoid getting noticed in crowds, named in records, seen clearly in surveillance.
* OFF-THE-BOOKS RESOURCES: Obtain weapons, vehicles, money, documents, explosives, medical care, and evidence disposal without official records.
* PARASCIENCE: Recognize psionics, occult phenomena, weird biology, impossible physics, and monster evidence.
* REMOTE DRONES: Pilot a robot, microdrone, crawler, sensor ball, or aerial probe into dangerous circumstances or difficult terrain.
* SECRET HISTORY: Correctly recall covert wars, cover-ups, monster outbreaks, alien incidents, and government operations erased from public history.
* SHADOW NET ACCESS: Use secret information networks to search monster lore, mission reports, dossiers, maps, satellite feeds, and forbidden research.
* SMUGGLER OF THE IMPOSSIBLE: Move monster parts, alien tech, cursed artifacts, or living specimens across borders.
* SOCIAL ENGINEERING: Get information through lies, charm, intimidation, credentials, blackmail, or false authority.
* SURVEILLANCE: Watch a target through cameras, drones, satellites, bugs, night optics, and old-fashioned stakeouts.
* WEAKNESS DISCOVERY: Learn what kills a creature, be it silver, fire, sunlight, electricity, salt, decapitation, explosives, cold iron, holy symbols, or rare chemistry.

PSYCHIC POWERS OF PSIONICS…

* BIOKINESIS: For each ready +1 of your power aptitude, turn one spent +1 aptitude to be ready in a nearby target, or end one bodily condition such as poisoning, disease, bleeding wounds, or shock.
* CLAIRVOYANCE: See and hear from one nearby point you know, can name, or can clearly imagine while concentrating for up to 1 minute per your ready power aptitude.
* CRYOKINESIS: Freeze water, create barriers, slow enemies, or preserve objects for 1 minute per your ready power aptitude.
* FEAR ILLUSION: Manifest a target’s fear as an image, sensation, or attacking phantom fpr 1 minute per ready +1 of your power aptitude.
* INDUCE SLEEP: A number of nearby chosen creatures with total Levels equal to your ready power aptitude to fall into a deep slumber until shaken awake, harmed, or 1 hour per your ready power aptitude has passed.
* PRECOGNITION: Ask the cosmos (the Game Master) one brief question per your power aptitude about an immediate choice, route, or danger; receive a symbolic warning, favorable sign, or ominous impression.
* PSYCHOMETRY: Ask the cosmos (the Game Master) for answers about a touched object’s history, past events, location, or previous owners. You may ask one question per your ready power aptitude.
* PYROKINESIS: Conjure flame for a nearby attack, light, purification, warmth, or ritual while you concentrate, up to 1 minute per your ready power aptitude; damage equals your ready power aptitude.
* TECHNOPATHY: Speak silently with nearby machines, computers, vehicles, locks, sensors, or robots while concentrating, for up to 1 minute per your ready power aptitude. You may ask simple questions or issue basic commands.
* TELEKINESIS: Move one nearby creature, object, barrier, or loose cluster of items with your mind for 1 round per your power aptitude, or create a force of Strength aptitude equal to your ready power aptitude for 1 round.
* TELEPATHY: Speak mind-to-mind with one nearby willing creature for 10 minutes per your ready power aptitude, or one known mind anywhere in the world for 1 minute per your ready power aptitude. You can share words, impressions, or images silently.
* TELEPORT: Instantly move yourself and a number of willing nearby creatures equal to half your power aptitude (rounded down) to a place you can see or clearly remember within 100 feet (30 m) per ready +1 of your power aptitude.

POWERS OF SORCERY AND WITCHCRAFT…

* ANIMAL FORM: Take on the form or traits of a bird, beast, serpent, insect, or other creature for 1 hour per ready +1 of your power aptitude.
* ASTRAL PROJECTION: Separate your spirit from your body to scout, communicate, fight, or travel through nonphysical realms.
* AURA READING: Read health, mood, magical influence, psychic power, and supernatural identity from a target’s aura for 1 minute per ready +1 of your power aptitude.
* BEASTSPEAK: For 10 minutes per your ready power aptitude, you can speak with animals and understand their moods, warnings, memories, and simple requests.
* BEGUILE: Change one living target’s loyalties (friend or foe) or emotions (love, desire, calm, courage, fear, anger), lasting 1 hour per your ready power aptitude or until the target suffers harm from you or your allies. Non-living targets (constructs, machines, undead) are unaffected by this power.
* BINDING: Compel one nearby creature to either always or never do a specific action for a number of days equal to your ready power aptitude; actions strongly against the target’s nature cannot be compelled. Violating the binding causes the target to immediately suffer damage equal to your ready power aptitude.
* BLAST: Fire a bolt, beam, pulse, or projectile of energy that damages one nearby target.
* CHAIN: Bind a number of nearby targets equal to your ready power aptitude with spectral chains; restrained targets may make a resistance roll each round to break free.
* CHARM: Change one nearby living target’s loyalties to view you as a trusted friend, lasting 1 day per ready +1 of your power aptitude or until the target suffers harm from you or your allies. Non-living targets (constructs, machines, undead) are unaffected by this power.
* CHIMERA: For 1 minute per your ready power aptitude, you gain one animal feature, such as claws (medium weapons), gills (breath underwater), wings (flight), venom (touch causes poisoning), thick hide (-1 damage per hit), scent (+1 to track), night vision (see in darkness), or swift legs (+3 Movement).
* COMMAND THE GREEN: Animate plants, brambles, and roots to restrain, cut, or separated nearby targets. If harmful, damage is instant and equals your ready power aptitude. If not damaging, the effect lasts 1 minute per your ready power aptitude.
* CONJURE OBJECT: Create a small object from thin air, such as a key, crowbar, knife, candle, coin, tool, book, mask, or ritual instrument that exists for 1 hour per your ready power aptitude before dissolving. You risk flaws if the object is complex, symbolic, or mechanically precise.
* CONJURE SPIRIT: A spirit forms a physical bodyu of your description and obeys your commands. It is either a Level 1 NPC for a number of rounds equal to your ready power aptitude, or an NPC equal to your power aptitude for 1 round. It disappears once your duration ends or if slain by other means.
* COSMIC AWARENESS: Sense threats to reality, dimensional balance, a specific planet, the multiverse, or the magical order while concentrating, up to a maximum of 1 hour per your ready power aptitude.
* COUNTERSPELL: Interrupt, unravel, weaken, or reverse another power before it fully takes effect with an opposed power task roll.
* CURSE: Target one nearby being and force +1 of one of its aptitudes to become spent for 1 day per ready +1 of your power aptitude.
* DIMENSIONAL SEAL: Close a portal, breach, rift, or summoned doorway between worlds, alternate dimensions, or planes of existence for 1 day per ready +1 of your power aptitude.
* DISGUISE SPELL: Appear as another person, creature, or harmless figure to deceive observers for 2 hours per ready +1 of your power aptitude.
* DIVINATION: For each ready +1 of your power aptitude, ask the cosmos (the Game Master) one yes-or-no question, location of a person or object, or what happened in a nearby place.
* EARTH COMMAND: Move nearby stone, dust, sand, walls, floors, or buried objects while you concentrate, up to a maximum of 1 hour per your ready power aptitude.
* ELDRITCH BARRIER: Create nearby shields, walls, domes, cages, platforms, or armor from pure magical force. The barrier either counts as 1 ARMOR for rounds equal to your ready power aptitude, or as ARMOR equal to your ready power aptitude for one round.
* ELDRITCH SWORD: Form a blade of magical energy for close combat against physical or supernatural foes. It lasts for 1 minute per ready +1 of your power aptitude.
* EXORCISM: Remove curses, hauntings, demonic presences, and spiritual infestations through ritual command by making an opposed task roll resisted by the target.
* FEAR ILLUSION: Manifest a target’s fear as an image, sensation, or attacking phantom fpr 1 minute per ready +1 of your power aptitude.
* FIRE SUMMONING: Conjure flame for a nearby attack, light, purification, warmth, or ritual while you concentrate, up to 1 minute per your ready power aptitude; damage equals your ready power aptitude.
* FORESIGHT: Ask the cosmos (the Game Master) one brief question per ready +1 of your aptitude about an immediate choice, route, or danger; receive a symbolic warning, favorable sign, or ominous impression.
* HEAL: For each ready +1 of your power aptitude, turn one spent +1 aptitude to be ready in a nearby target, or end one bodily condition such as poisoning, disease, bleeding wounds, or shock.
* ILLUSION: Create a convincing image, sound, scent, or sensory scene nearby. It may conceal, misdirect, entertain, or frighten for up to 1 minute per ready +1 of your power aptitudes.
* INVISIBILITY: Become unseen to normal sight, cameras, spirits, or magical perception for 1 minute per ready +1 of your power aptitude.
* LIGHTNING SUMMONING: Call mystic lightning to instantly shock, stun, destroy, or energize one nearby target; damage equals your ready power aptitude.
* MYSTIC MESSAGE: Communicate mentally, astrally, or symbolically across great distances and dimensions while concentrating.
* MYSTIC TRACKING: Follow a magical trail across cities, dimensions, dreams, or astral space while concentrating, up to a maximum of 1 hour per your ready power aptitude.
* PSYCHIC SHIELD: Protect the mind from telepathy, possession, nightmare invasion, domination, or memory tampering for 1 hour per ready +1 of your power aptitude.
* REVEAL THE UNSEEN: Make nearby invisible, hidden, disguised, or magically concealed creatures plainly visible for 1 minute per your ready power aptitude.
* SOUL SIGHT: Perceive the soul, aura, spiritual wound, possession, curse, or hidden corruption of nearby targets for 1 minute per ready +1 of your power aptitude.
* SPEAK WITH THE DEAD: For each ready +1 of your power aptitude, ask a corpse, ghost, grave, or ancestral presence one question. The dead must answer, but not necessarily kindly or plainly.
* SPIRIT BANISHMENT: Drive a possessing spirit, demon, ghost, or hostile entity out of a body, object, house, or realm by making an opposed task roll resisted by the target.
* SPIRIT SUMMONING: Call spirits, shades, demons, or extradimensional beings for information, bargaining, or confrontation. The appearance lasts for one round per ready +1 of your power aptitude.
* TELEPORT: Instantly move yourself and a number of willing nearby creatures equal to your Level to a place you can see or clearly remember.
* WARDING: Create an invisibile circle around the nearby area that pushes back and causes damage equal to your ready power aptitude to possessed creatures, spirits, and summoned monsters attempting to cross it. The ward lasts for 1 day per your ready power aptitude.
* WATER SUMMONING: Draw water, mist, rain, or waves for defense, healing, drowning, or cleansing the nearby area while you concentrate, up to a maximum of 1 hour per your ready power aptitude.
* WEATHER SPELL: Alter wind, clouds, rain, storm, temperature, and atmospheric pressure either in one nearby area for hours equal to your ready power aptitude, or across a 1 mile radius (1.5 km) per ready +1 of your power aptitude lasting for 1 minute per your power aptitude.
* WIND SUMMONING: Call winds to lift, push, scatter, carry sound, disperse gas, or block flying creatures in the nearby area while you concentrate, up to a maximum of 1 hour per your ready power aptitude.

POWERS OF STRANGE REALITIES AND WONDER…

* ANCESTRAL WITNESS: You call the dead to testify about a crime, betrayal, inheritance, curse, or forgotten pact for 1 minute per your ready power aptitude.
* ANIMATE THE DEAD: Animate a number of corpses equal to your ready power aptitude as servants for one day, or one corpse for a number of days equal to your ready power aptitude. Such undead are Level 1 NPCs that obey one command but carry the emotion that raised them: rage, hunger, grief, revenge. Holy water, sunlight, rain, or burial rites may weaken them.
* BIRTH OF SIGNS: For 1 day per your ready power aptitude, cause symbols, flowers, blood, salt, milk, water, or insects to manifest around a nearby place where destiny is changing.
* BORROWED FLESH: For 1 day per your ready power aptitude, take another person’s appearance after obtaining their skin, blood, and name. You gain this disguise, one memory, and +1 to on aptitude known by the previous body, but the old owner’s ghost may follow.
* CIRCLE OF KEEPING: Draw a circle large enough to hold one person per your ready power aptitude. Creatures inside gain +1 on resistance rolls against fear, possession, curses, and supernatural attacks. The circle lasts until sunrise, until broken, or until someone inside willingly invites danger across its edge.
* COUNTERFEIT SOUL: Create a magical duplicate convincing enough to fool lovers, enemies, guards, and spirits for 1 hour per ready +1 of your power aptitude.
* DEAD COMPANION: A deceased lover, friend, victim, or relative follows you and can advise, warn, spy, or plead for 1 day per your ready power aptitude.
* DEATH BLIGHT: Curse a nearby area: healing (time to restore one +1 to an aptitude) takes three times as long, plants become withered or hostile, dead things stir, and resistance rolls against fear harder until the curse is cleansed or bound, or until a number of days equal to your ready power aptitude have passed.
* DEATH-SENSE: Sense whether a nearby creature, place, object, or trail has been touched by death, murder, ghosts, burial, or grave magic. On a pushed power task roll success, learn the most recent death connected to it, the direction of the nearest corpse or ghost, or whether the dead are restless.
* DESIRED FORM: Appear as the sex, beauty, age, or body type most desired by a viewer for 1 hour per your ready power aptitude; perceptive observers may see flickers of the true form beneath.
* DOMINION STEP: For 1 round per ready +1 of your power aptitude, pass through a thin place, ritual gate, mirror, wound, dream, or death-haunted threshold into another dimension or plane of existence.
* DREAM LOVER: Enter another person’s erotic, fearful, or nostalgic dream and speak to them there for 1 minute per your ready power aptitude.
* ECHO DISGUISE: Step into an alternate dimension where your clothing, language, papers, money, or social role already fits the local world.
* ECHO SEEKING: Search alternate dimensions for a specific object, creature, weapon, medicine, ally, or impossible condition; success finds a version that suits your need and lasts 1 hour per your ready power aptitude before dissolving.
* ECHO SHAPING: Alter small details of reality to shift into alternate dimensions, changing nearby weather, terrain, roads, technology, customs, or available resources for 1 minute per your ready power aptitude.
* ECHO SUPPLY: Find food, fuel, medicine, tools, horses, vehicles, or shelter by reality shifting into alternate dimensions where they are conveniently available. Such things last 1 hour per your ready power aptitude before dissolving.
* FUNERAL ROAD: You open a path to the place where the dead are trapped, wandering, or waiting, lasting 1 minute per your ready power aptitude.
* GATE-TOWN DRIFT: For 1 minute per your ready power aptitude, sense when a town is sliding toward the plane of ethical reality it resembles; influence the drift through belief, ritual, crime, virtue, or politics.
* GHOST-MOUTH: You let a spirit speak through your body for 1 minute per your power aptitude; you gain knowledge but risk possession if you fail a resistance roll.
* GREEN SPEECH: Speak to trees, roots, vines, weeds, moss, fields, flowers, or mountain growth. Ask one question per your ready power aptitude about what spirits of nature have seen, touched, hidden, harmed, or sheltered in that nearby place. Plants answer slowly, simply, and according to their nature.
* HEALING HANDS: Touch one living creature and restore one lost or weakened aptitude to ready use after 10 minutes of care. If the harm is severe, poisoned, cursed, or supernatural, the healing requires herbs, prayer, blood, or another suitable ritual tool, and takes 1 hour per missing or weakened aptitude.
* HEART-READING TOUCH: Learn and know a target’s strongest desire for 1 hour per your ready power aptitude after touching their skin, clothing, blood, or a personal object.
* HELLRIDE: Shift through dimensions or planes of existence at reckless speed on foot, horse, vehicle, or beast; arrive quickly, but suffer make a power resistance roll to avoid danger, pursuit, exhaustion, or collateral damage.
* INFINITE VISION: Send your mind through a relic, statue fragment, painted eye, pool, or jewel to witness distant places in the object’s pressence.
* LAYING ON ROOTS: Prepare a poultice, tea, charm, or whispered treatment that lets one wounded creature recover twice as quickly for a number of days equal to your ready power aptitude. During this time, the target also gains +1 on resistance rolls against poison, sickness, infection, and deathly corruption.
* LIVING IMAGE: Create a portrait, icon, or false relic that can watch, whisper, bleed, weep, or carry a message for 1 day per your ready power aptitude.
* LOVE-WOUND: Mark a target emotionally; until healed or 1 day per your ready power aptitude has passed, they dream of you, hesitate to harm you, or suffer penalties when acting against their desire.
* OCCULT CONTAINMENT: Seal a creature, relic, spell, or spirit reduced to no ready aptitudes inside a circle, glass case, vault, diagram, or bureaucratic file for 1 year per your ready power aptitude.
* PLANAR BLOOD: Add your ready power aptitude as an additional bonus to survive the strange atmospheres, energies, customs, and metaphysics of alien dimensions and extreme planes of existence for 1 hour per your ready power aptitude.
* PORTAL SENSE: Detect hidden portals, archways, doorways, windows, alleys, or painted thresholds that lead to other planes of existence or alternate dimensions.
* RATIONALIST VEIL: Deny supernatural powers so fiercely that minor glamours, ghost-sight, and illusions fail around you in a nearby area for 1 minute per your ready power aptitude.
* SEAL THE BARGAIN: Bind two willing creatures, or one defeated supernatural creature, to a clear promise. Anyone who breaks the promise suffers a curse, loses +1 per your ready power aptitude from the target’s aptitudes, or becomes marked for pursuit by the offended side. The seal lasts one day per your ready power aptitude, or permanently if witnessed by blood, grave earth, or a true name.
* SECOND SIGHT: See through glamours, false faces, illusions, omens, curses, hidden doors, spiritual stains, or supernatural disguises for 1 minute per your ready power aptitude. What you see is true, but not always complete, and terrible truths may require a resistance roll against fear.
* SOUL SCAR: Mark a killer, tyrant, or oathbreaker so ghosts can always find them for 1 day per your ready power aptitude.
* SPIRIT LANTERN: You make nearby ghosts visible to all present for 1 minute per your ready power aptitude.
* SWEET CONFESSION: Speak with such intimate sympathy that a nearby target blurts out secrets, griefs, crimes, or names they meant to hide.
* TRUENAME: Learn one true name, title, hidden allegiance, or spiritual category of a creature by watching it act. A target may make an an opposed resistance roll to avoid this power’s effects.
* VENERABLE BODY: Transform into an immense, elemental, or symbolic form for 1 round per your ready power aptitude: water-body, stone-mother, winged saint, fertile beast, burning bride, or crowned corpse.
* VISIONARY CARTOGRAPHY: Turn fragments of dreams, rumors, and relic memories into a usable map of an unknown destination lasting for 1 day per your ready power aptitude.

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EXAMPLE CHARACTERS
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ROBIN HOOD (Level 10)
11th century outlaw, leader of The Merry Men of Sherwood Forest. Altruistic, jovial, bold to the point of reckless, and resourceful. Famed champion to the poor. Infamous bane to the usurper Prince John, his corrupt sheriffs, and England’s greedy nobles.
* +3 CHARISMATIC: Appeal, confidence, communication, leadership.
* +4 COMBAT EXPERTISE: Fighting, using weapons, leading in battle.
* +1 CUNNING: Stealth, bypassing locks and security systems, thieving.
* +1 RENOWNED: Reputation or fame for competence or deeds.
* +1 WILDERNESS EXPERTISE: Outdoor survival, tracking, animal and plant lore.

SHERLOCK HOLMES (Level 12)
19th century consulting detective of London. Brilliant, eccentric, aloof, restless, and relentless in pursuit of truth. Famed for solving impossible crimes through observation, deduction, disguise, chemistry, and cold logic.
* +2 AWARENESS: Perception, intuition, keen senses, reactions.
* +4 INTELLIGENT: Keen mind, deduction, logic, memory, reason, wits.
* +2 NATURAL SCIENCES: Chemistry, physics, biology, zoology, geology, astronomy.
* +2 OBSERVANT: Noticing subtle details, clues, changes, tells.
* +2 SOCIAL SCIENCES: Psychology, sociology, criminology, politics, crowd behaviors.
* +1 SPY EXPERTISE: Disguises, codes, infiltration, surveillance.

MORGAN LE FAY (Level 13)
Legendary enchantress of Arthurian Britain. Proud, mysterious, ambitious, seductive, and dangerous. Famed as a mistress of sorcery, illusion, healing, curses, prophecy, and courtly intrigue. Infamous as both rival and kin to King Arthur.
* +2 CHARISMATIC: Appeal, confidence, communication, leadership.
* +2 DECEPTIVE: Lying convincingly, misdirection, false identities.
* +1 INTELLIGENT: Keen mind, deduction, logic, memory, reason, wits.
* +3 MAGIC: Casting spells, invoking elemental forces, knowing supernatural beings.
Powers…
* CHARM: Change one nearby living target’s loyalties to view you as a trusted friend, lasting 1 day per ready +1 of your power aptitude or until the target suffers harm from you or your allies. Non-living targets (constructs, machines, undead) are unaffected by this power.
* CURSE: Target one nearby being and force +1 of one of its aptitudes to become spent for 1 day per ready +1 of your power aptitude.
* FORESIGHT: Ask the cosmos (the Game Master) one brief question per ready +1 of your aptitude about an immediate choice, route, or danger; receive a symbolic warning, favorable sign, or ominous impression.
* HEAL: For each ready +1 of your power aptitude, turn one spent +1 aptitude to be ready in a nearby target, or end one bodily condition such as poisoning, disease, bleeding wounds, or shock.
* ILLUSION: Create a convincing image, sound, scent, or sensory scene nearby. It may conceal, misdirect, entertain, or frighten for up to 1 minute per ready +1 of your power aptitude.