Fast TTRPG v1.6

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FAST RPG v1.6
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Based on tabletop role playing game rules from “Down We Go” (https://plusoneexp.itch.io/dwg) by Markus Linderum and “d20 Modern” by Bill Slavicsek, Jeff Grubb, Rich Redman, and Charles Ryan.

CHARACTER ROLES
* Each role is rated in Levels (LVL).
* Roles grant bonus hit points if having 1 or more LVL in that role.
* A character gains one listed ability per LVL in that role.
* To use a role ability, roll d20 + role LVL equal to or higher than 15.
* Up to role LVL per day, a character may gain an automatic success when using an ability.

CHARACTER CREATION
* Put +2 LVL in one role (Quick, Smart, Social, Strange, or Tough), or +1 LVL in two roles.
* Choose LVL number of abilities in those roles.
* Calculate hit points (1 + bonus h.p. from one or more roles).

THE QUICK ROLE
Speed, stealth, agility, reflexes, evasion, precision, and getting out of trouble.
Modifies: Add Quick LVL to the character’s Defense Bonus and rolls to dodge harm.
Hit Points: +2 hit points.
Abilities (automatic success LVL times/day)…
* Acrobatics: Perform an impressive feat of climbing, leaping, balancing, dodging, escaping, squeezing, or moving through danger.
* Bypass: Open, force, disable, or bypass any ordinary lock, door, trap, barrier, alarm, or security device.
* Evasion: Re-roll a Defense roll.
* Fast: Move 15 meters (45 feet) per turn movement, or 30 meters (90 feet) if taking no other actions during a round.
* Hide: Become totally hidden when still, silent, concealed, in darkness, in a crowd, or behind cover.
* Spot Details: Tell clues, valuables, weak points, traps, lies, useful tools, and hidden threats apart from ordinary details.
* Surprise Strike: Inflict LVL Hits if attacking from hiding, surprise, behind, cover, distraction, or superior position.

THE SMART ROLE
Knowledge, investigation, planning, science, technology, medicine, tactics, research, and solving complex problems.
Modifies: Add Smart LVL to resistance rolls resisting confusion, deception, illusions, and effects that can be defeated by logic.
Hit Points: +2 hit points.
Abilities (automatic success LVL times/day)…
* Analyze: Ask one question about a clue, machine, crime scene, enemy, plan, route, substance, or technical problem and receive a useful answer.
* Heal: Restore LVL hit points on one target or 1 hit point on LVL targets, or remove a lingering physical condition.
* Patch: Restore LVL hit points on one target or 1 hit point on LVL targets, or remove a lingering physical condition.
* Prepared: Produce one useful ordinary item, tool, document, fact, map, contact lead, or piece of gear that the character could reasonably have prepared.
* Sense Motive: Detect lies, fear, hidden pain, hostile intent, emotional pressure, or supernatural unease.
* Spot Details: Tell clues, valuables, weak points, traps, lies, useful tools, and hidden threats apart from ordinary details.
* Tactics: Adjacent allies get +1 To Hit for the combat.

THE SOCIAL ROLE
Charm, confidence, courage, empathy, leadership, negotiation, reputation.
Modifies: Add Social LVL to rolls resisting fear, manipulation, or despair.
Hit Points: +3 hit points.
Abilities (automatic success LVL times/day)…
* Ask Around: Ask a contact, expert, authority, rumor network, asset network, archive, spirit, machine, or useful source one question and receive a useful answer.
* Blend In: Become unnoticed, accepted, disguised, underestimated, or socially invisible for LVL minutes.
* Calm: Remove fear, panic, confusion, shame, shock, anger, suspicion, exhaustion, or another lingering mental condition.
* Command: Force LVL ordinary people or lesser enemies to hesitate, retreat, cooperate, surrender, or stand down for LVL x 2 minutes.
* Deception: Cause LVL ordinary people or lesser enemies to believe a false statement for LVL minutes.
* Inspire: Give LVL targets +1 or one target +LVL on any one roll.
* Make a Deal: Secure cooperation, a favor, a meeting, a temporary alliance, a bribe, a distraction, or access to a restricted place.

THE STRANGE ROLE
Magic, weird science, faith, psychic power, advanced technology, occult knowledge, superhuman abilities, mutations.
Modifies: Add Strange LVL to resistance rolls against supernatural, mental, or reality-bending effects.
Hit Points: +1 hit point.
Abilities (automatic success LVL times/day; range LVL x 3 meters or LVL x 10 feet)…
* Barrier: Raise an impenetrable wall, shield, ward, locked door, force field, smoke screen, barricade, illusion, or protective boundary for LVL minutes.
* Danger Sense: Become impossible to surprise and sense hidden traps, ambushes, or attacks for LVL minutes.
* Disable: Put LVL targets to sleep, stun, confusion, paralysis, distraction, awe, or calm for 1 minute, or one target for LVL minutes.
* Illuminate: Create light, signal, aura, glow, flare, sensor clarity, or useful illumination in a LVL x 10 ft. area for LVL rooms, zones, or scenes.
* Power Burst: Inflict 1 Hit on LVL enemies with a burst, blast, swarm, shock, curse, trick, gadget, or area effect.
* Power Strike: Inflict LVL Hits on one target with a spell, gadget, prayer, psychic force, trick shot, chemical, spirit, energy blast, or impossible technique.
* Veil: Become invisible, unnoticed, disguised, sensor-hidden, spirit-veiled, camouflaged, or ignored for LVL minutes.
* Ward: Instantly become aware when a hostile or supernatural creature crosses one protective boundary for LVL days.

THE TOUGH ROLE
Strength, endurance, nerve, combat skill, intimidation, discipline, survival.
Modifies: Add Tough LVL to the character’s Attack Bonus and rolls to endure physical hardship.
Hit Points: +4 hit points.
Abilities (automatic success LVL times/day)…
* Alertness: Win initiative.
* Follow Through: Make an extra attack if the character defeats, disables, destroys, or drives off an enemy.
* Grapple: Pin, shove, trip, disarm, hold, or overpower one ordinary target.
* Guard: Re-roll a Defense roll.
* Intimidate: Scare off LVL ordinary enemies, cowards, animals, minions, guards, thugs, or lesser threats.
* Last Stand: When the character would be defeated, stay active for one more round, scene, or desperate action.
* Reckless Assault: Make two attacks, but the closest enemy gets a free attack against the character.
* Shake It Off: Remove exhaustion, shock, poison symptoms, fear, or another lingering condition.
* Strong: Open, force, smash, bend, or destroy any ordinary door, lock, barrier, restraint, cover, or obstacle.
* Tactics: Adjacent allies get +1 To Hit for the combat.

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PLAYING THE GAME
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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

GENERAL RULES
* Players make all rolls.
* Actions: Roll d20 + appropriate role LVL. Succeed on 5 or higher on easy tasks, 15 or higher if hard, or 25 or higher if extreme.
* Use a Role Ability: Roll d20 + appropriate role LVL. Ability works on 15 or higher, or use one daily automatic success.
* Saves: Roll d20 + appropriate role LVL. Succeed on 15 or higher reduces damage by half (round down), stops a condition, or ignores an effect.
* Attack: Roll d20 + Attack Bonus. Succeed at or over the enemy’s Difficulty+10 to cause a hit point of damage.
* Defense: Roll d20 + Defense Bonus. Succeed at or over the enemy’s Difficulty to avoid taking any damage.
* Chance: Roll d20, no modifiers. Highest roll gains a benefit, or lowest suffers a threat.
* Other Odds: Roll dd20. For 10% chance, roll 19 or higher; 50%, roll 11 or higher.

HIT POINTS
* Hit points represent vitality, focus, determination, and lucky breaks.
* Each point of damage reduces a target’s hit points by 1.
* Level 1 characters start with 1 hit point plus bonus h.p. from roles.
* Higher-level characters add 1 hit point per three LVL in any single role.
* NPCs have hit points equal to their Difficulty.
* A target is defeated at 0 hit points. Defeat may mean death, capture, unconsciousness, surrender, disgrace, transformation, retreat, madness, exile, or another result that fits the setting.

LUCK POINTS
* Each day a character starts with total luck points equal to LVL.
* A character may only use one luck point during a turn.
* One luck point may be expended to either re-roll one d20 result or attempt any ability listed under a role in which the character has at least one LVL.

COMBAT
* Surprise: If an ambush or trap is present, roll d20 + Attack or Defense bonus (use highest). Those rolling 15 or higher may act in the first round, others may not move or take actions until the next round.
* Initiative: Roll d20 + Attack or Defense bonus (use highest). Higher totals act before lower totals.
* Resolve combat in rounds (about 6 seconds each), with each character taking one turn each round.
* On a turn, the character can move 10 meters (30 feet) and take one action, or attempt no other actions and move 20 meters (60 feet).
* A successful attack inflicts 1 damage, regardless of weapon, power, spell, tool, tactic, or attack style.
* Light, medium, or heavy protection (such as armor) lets a character re-roll a Defense roll 1, 2, or 3 times.

CONDITIONS
The GM may give a character a lingering condition when they fail badly, rolling a 1 when avoiding harm, face a strange danger, or suffer a dramatic consequence.
* Afraid (unable to approach danger or resist intimidation without hesitation).
* Broken Gear (important equipment is damaged, jammed, lost, unreliable, out of fuel, or unusable)
* Confused (50% chance of inaction or useless action during turn)
* Cursed (when making d20 rolls, roll twice and use the lowest rolled number)
* Exhausted (movement speed drops to half, must rest one round per minute or take 1 damage).
* Exposed (revealed, vulnerable, out of cover, publicly identified, or placed in obvious danger)
* Haunted (troubled by ghosts, memories, guilt, visions, nightmares, or an unseen presence)
* Hunted (pursued by enemies, predators, authorities, monsters, rivals, or other active threats)
* Infected (sickened by disease, parasites, corruption, mutation, alien spores, or spreading contamination)
* Injured (in pain, bleeding, movement speed drops to half, and suffer -3 on all rolls).
* Lost (unable to navigate back to the start, safety, civilization, or the intended destination)
* Poisoned (make save to avoid damage once per minute for 1d6 minutes)
* Shamed (socially disgraced, humiliated, dishonored, blamed, or made vulnerable to judgment)
* Trapped (unable to leave without help, tools, or force)
* Wanted (sought by law, enemies, bounty hunters, creditors, cults, nobles, gangs, or authorities)

INVESTIGATIONS
When a character closely studies a situation, searches for clues, interviews sources, or researches a subject, roll d20. The result determines how long it takes to gain the answer to one question asked of the GM. Every answer is true and should change or confirm a character’s understanding of a situation or topic. If something cannot be answered due to lack of evidence, extreme secrecy, or uncertain outcomes, the question does not count toward the number allowed from the roll.
* 1 to 4 … No new information learned.
* 5 to 8 … Ask one GM question per day of study, up to a maximum of 2 days.
* 9 to 12 … Ask one GM question per hour of study, up to a maximum of 4 hours.
* 13 to 16 … Ask one GM question per 10 minutes of study, up to a maximum of 1 hour.
* 17 to 20 … Ask one GM question per minutes of study, up to 10 minutes.

Suggested questions types may include:
* Facts: What is true here?
* Changes: What happened here recently or is missing?
* Leads: What should we investigate next?
* Threats: What is dangerous or hidden?
* Contradictions: What does not fit?
* Opportunities: What can we use to our advantage?
* Connections: How does this relate to someone or something else?

CHASES
Determine the starting distance between the pursuer and the evader, then roll d20 per round. When the distance between sides becomes equal to or greater than triple the faster side’s speed per round, the evader escape. If the distance drops to zero, the pursuer catches the evader.
* 1 to 4 … Increase distance by the evader’s movement rate.
* 5 to 8 … Increase distance by half of the evader’s rate.
* 9 to 12 … Pursuer and evader remain same distance apart.
* 13 to 16 … Decrease distance by half of the pursuer’s rate.
* 17 to 20 … Decrease distance by the pursuer’s movement rate.

NPC REACTIONS
When encountering strangers, roll d20 and apply modifiers as appropriate.
* 1 to 2 … Murderous hate or fear. Tries to kill the characters.
* 3 to 4 … Violent. Tries to injure or imprison the characters.
* 5 to 6 … Suspicious. Distrusts characters, takes protections against them.
* 7 to 8 … Hostile. Harasses the characters, seek to undermine their support.
* 9 to 10 … Threatening. Insults or commands characters to go away.
* 11 to 12 … Wary. Moves to avoid confrontation with the characters.
* 13 to 14 … Curious. Interested in characters but keeps cautious distance.
* 15 to 16 … Neutral. Treats the characters fairly, but offers no help without reason.
* 17 to 18 … Friendly. Shares information and help to characters if not costly.
* 19 to 20 … Loyal. Tries to join the characters and help in any way.

NPC AND CREATURE DIFFICULTY (Diff)
* Opposing Actions: 10 + NPC’s Diff if component in task.
* Attack Rolls: Must be equal or higher than 10 + NPC’s Diff to hit and damage.
* Defense Rolls: Must be equal or higher than 10 + NPC’s Diff to avoid damage.
* Damage Per Hit: 1 damage unless noted otherwise.
* Hit Points: NPCs have hit points equal to their Diff number.
* NPC Saves: Character must roll d20 equal to or higher than 10 + NPC’s Diff.

Examples…
* Difficulty 1 (Ordinary): Bystanders, servants, animals, nuisances, weak monsters.
* Difficulty 2 (Threatening): Armed people, trained beasts, medium predators, minor monsters.
* Difficulty 4 (Dangerous): Professional fighters, large predators, serious monsters.
* Difficulty 8 (Deadly): Elite killers, supernatural hunters, apex predators, legendary monsters.
* Difficulty 15 (Titanic): Giants, dinosaurs, huge monsters, siege-scale threats.
* Difficulty 30 (Legendary): Dragons, liches, demon lords, colossal monsters.
* Difficulty 60 (Catastrophic): Small kaiju, giant mechs, city-block destroyers.
* Difficulty 120 (Apocalyptic): Large kaiju, world-beasts, living disasters, godlike titans.

ENVIRONMENTAL HAZARDS, POISONS, AND DISEASES DIFFICULTY
* Difficulty 1 (Ordinary): Bad weather, darkness, slippery ground, smoke, mild cold or heat, spoiled food, insect bites, minor infections, weak venom, shallow water, thorny brush.
* Difficulty 2 (Threatening): Heavy rain, strong winds, thick fog, unstable footing, smoke inhalation, freezing water, desert thirst, tainted food, infected wounds, animal venom, mild disease, minor radiation or magical corruption.
* Difficulty 4 (Dangerous): Blizzards, sandstorms, deep water, fast rivers, cliff falls, fire, cave-ins, toxic fumes, poisonous plants, snakebite, serious infection, plague exposure, heatstroke, hypothermia.
* Difficulty 8 (Deadly): Avalanches, flash floods, volcanic ash, burning buildings, deep-sea pressure, arctic exposure, lethal poison, deadly gas, severe radiation, virulent plague, supernatural disease, cursed wounds.

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OPTIONAL TRACKERS
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STRESS
* Fear is the body learning that survival has a price. When a character faces panic, helplessness, exhaustion, isolation, violence, injury, pursuit, starvation, suffocation, body horror, or the death of a companion, mark 1 Stress.
* At 3 Stress, suffer -1 on Saves involving fear, pain, fatigue, panic, concentration, or keeping calm under pressure.
* At 6 Stress, the GM may force a panic response, breakdown, freeze, flight, rage, despair, reckless action, collapse, or dangerous mistake.
* A night of safety, rest, medical care, companionship, warmth, food, carousing, or escape from danger may remove 1 Stress, but scars, trauma, and survival instincts may remain.

SANITY
* The truth is more dangerous than any monster. When a character witness the impossible, reads forbidden lore, encounters an impossible eldritch entity, suffer a terrible revelation, or realize humanity’s place in the universe, mark 1 Madness.
* At 3 Madness, suffer -1 on Saves involving fear, dreams, obsession, memory, or resisting the Mythos.
* At 6 Madness, the GM may force a breakdown, hallucination, phobia, obsession, fugue, possession, or terrible act of misplaced certainty.
* A night of safety, professional care, confession, companionship, or destroying an eldritch threat may remove 1 Madness, but forbidden knowledge never fully leaves one’s mind.

HEAT
* Illegal and undercover jobs create consequences. Mark 1 Heat when a covert team leaves witnesses, trips alarms, kills high-profile targets, burns a fake digital identity, angers a gang, steals major pay or data, exposes government secrets, or embarrasses a powerful world faction (crime syndicate, spy agency, multinational corporation).
* At 3 Heat, suffer -1 on Saves involving hiding, travel, purchases, social trust, or avoiding law enforcement.
* At 6 Heat, the GM may choose a consequence: A bounty goes live, a safehouse is burned, a gang wants revenge, or an ally sells the character out.
* Lying low, paying bribes, changing identities, doing favors, burning evidence, or framing someone else may remove 1 Heat.

HONOR
* In some stories, honor is duty, reputation, self-control, loyalty, obligation, and the burden of being seen. Mark 1 Dishonor when characters betray their lord, break an oath, flee a rightful duel, shame their family, insult a superior, harm the helpless, lie publicly, or place desire above duty.
* At 3 Dishonor, suffer -1 on Saves involving command, reputation, loyalty, courtly or official trust, or resisting shame.
* At 6 Dishonor, the GM may force a consequence: A higher power demands an explanation, a rival gains leverage, a retainer abandons service, a duel is demanded, a religious organization refuses aid, or a loved one is endangered. In extreme cases, the character may be ordered into exile or put under a death warrant.
* An apology, loyal service, public victory, ritual purification, confession, sacrifice, or honorable duel may remove 1 Dishonor.

DUELS OF HONOR
* When two warriors face each other in a formal duel, both sides act with deadly focus.
* Roll initiative as normal. The winner may attack first or force the opponent to speak first.
* A successful attack in a duel may inflict 1 damage, disarm the foe, scar them, humiliate them, or force surrender.
* A duel may be fought with swords, words, poetry, archery, tea ceremony, law, or silence.
* Killing the wrong person in a duel may create Dishonor, even if you win.

MAGIC DRAIN
* If magic is real, dangerous, and useful until it bites back. When a character uses a magical ability in a reckless, exhausting, corrupted, or desperate way, mark 1 Drain.
* At 3 Drain, suffer -1 on Saves involving magic, spirits, focus, healing, or resisting exhaustion.
* At 6 Drain, the GM may force a backlash: suffer 1 h.p. damage, a spell mutates, a toxic spirit demands payment, or the character’s aura becomes easy to track.
* Rest, meditation, ritual cleansing, reagents, a safe lodge, or help from a spirit may remove 1 Drain.

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FANTASY ROLES
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The four base roles (cleric, fighter, magic-user, and rogue) are assumed to be human. For non-human characters, put +1 or more LVL into fantasy ancestry traits. (Also see alien species under sci-fi)

CLERIC
Faith, healing, courage, protection, divine judgment, undead, oaths, rituals, and sacred authority.
Modifies: Add Cleric LVL to saves resisting fear, curses, poison, disease, possession, undeath, despair, temptation, or spiritual corruption.
Hit Points: +3 hit points.
Abilities (automatic success LVL times/day; range LVL x 3 meters or LVL x 10 feet)…
* Bless: Give LVL targets +1 or one target +LVL on any one roll.
* Divine Judgment: Inflict LVL Hits on one undead, demon, spirit, oathbreaker, blasphemer, or supernatural enemy.
* Heal: Restore LVL hit points on one target or 1 hit point on LVL targets, or remove a lingering physical condition.
* Rite: Purify food, water, a corpse, a room, a weapon, a shrine, or a cursed object for LVL days.
* Sanctuary: Protect one target from attacks, fear, possession, curses, or evil influence for LVL minutes.
* Turn Undead: Force LVL undead, demons, spirits, cursed beings, or lesser supernatural threats to retreat for LVL minutes.

FIGHTER
Weapons, armor, tactics, endurance, bravery, strength, battlefield control, and direct violence.
Modifies: Add Fighter LVL to Attack rolls and saves resisting fear, pain, injury, exhaustion, forced movement, or intimidation.
Hit Points: +4 hit points.
Abilities (automatic success LVL times/day)…
* Follow Through: Make an extra attack if the character defeats, disables, destroys, or drives off an enemy.
* Guard: Re-roll a Defense roll.
* Intimidate: Scare off LVL ordinary enemies, cowards, animals, minions, guards, bandits, or lesser monsters.
* Powerful Strike: Inflict LVL Hits on one target with a melee weapon, missile weapon, shield bash, charge, or brutal combat maneuver.
* Reckless Assault: Make two attacks, but the closest enemy gets a free attack against the character.
* Shake It Off: Remove exhaustion, shock, poison symptoms, fear, or another lingering condition.
* Strong: Open, force, smash, bend, or destroy any ordinary door, lock, barrier, restraint, cover, or obstacle.
* Tactics: Adjacent allies get +1 To Hit for the combat.

MAGIC-USER
Spells, lore, symbols, illusions, curses, strange forces, magical devices, and dangerous knowledge.
Modifies: Add Magic-User LVL to rolls involving spells, arcane lore, magical devices, illusions, curses, wards, monsters, or resisting magical effects.
Hit Points: +1 hit point.
Abilities (automatic success LVL times/day; range LVL x 3 meters or LVL x 10 feet)…
* Charm Person: Make one humanoid target treat the character as a trusted friend, ally, or fascinating stranger for LVL hours.
* Counterspell: Cancel, weaken, or deflect one spell, curse, magical trap, summoned force, or supernatural effect.
* Deadly Blast: Inflict 1 Hit on LVL enemies through a burst of fire, frost, lightning, acid, toxic gas, swarms, or some other area effect.
* Detect Magic: Sense spells, enchantments, curses, magical creatures, hidden auras, or enchanted objects for LVL minutes.
* Illusion: Create a believable image, sound, disguise, phantom, false wall, or sensory trick for LVL minutes.
* Magic Missile: Inflict LVL Hits on one target with a dart, ray, bolt, curse, flame, frost, shadow, or arcane force.
* Shield: Re-roll a Defense roll or block one missile, spell, trap, blast, or supernatural attack with a sudden magical barrier.
* Sleep: Put LVL lesser enemies to sleep for LVL minutes, or one stronger target for LVL rounds.
* Wizard Lock: Seal one door, chest, gate, book, portal, or passage against ordinary entry for LVL hours.

ROGUE
Stealth, traps, locks, lies, ambushes, agility, treasure, disguise, danger, and underworld knowledge.
Modifies: Add Rogue LVL to Defense rolls and saves resisting traps, falling, ambushes, pursuit, capture, suspicion, deception, or sudden danger.
Hit Points: +2 hit points.
Abilities (automatic success LVL times/day)…
* Acrobatics: Perform an impressive feat of climbing, leaping, balancing, dodging, escaping, squeezing, or moving through danger.
* Ask Around: Ask a contact, fence, beggar, guard, tavern regular, guild member, prisoner, or rumor network one question and receive a useful answer.
* Bypass: Open, force, disable, or bypass any ordinary lock, door, trap, barrier, alarm, chest, or hidden mechanism.
* Fast: Move 15 meters (45 feet) per turn movement, or 30 meters (90 feet) if taking no other actions during a round.
* Read Languages: Decipher maps, codes, secret marks, old scripts, treasure notes, inscriptions, or unfamiliar written languages.
* Sneak Attack: Inflict LVL Hits if attacking from hiding, surprise, behind, cover, distraction, or superior position.
* Spot Details: Tell clues, valuables, weak points, traps, lies, useful tools, and hidden threats apart from ordinary details.
* Stealth: Become totally hidden when still, silent, concealed, in darkness, in a crowd, or behind cover, or move silently.
* Uncanny Dodge: Re-roll a Defense roll or Save.
* Use Magic Device: Activate, fake, bypass, or safely experiment with one scroll, wand, ring, staff, relic, potion, or enchanted object.

FANTASY ANCESTRY
Non-human blood, ancient folkways, strange senses, inherited magic, monster kin, faerie nature, underground lore, and old racial gifts.
Modifies: Add Ancestry LVL to saves resisting poison, disease, paralysis, charms, sleep, harsh environments, or effects tied to the character’s people.
Hit Points: +2 hit points.
Abilities (automatic success LVL times/day; range LVL x 3 meters or LVL x 10 feet)…
* Burrow Sense: Sense direction, depth, distance underground, fresh digging, hollow spaces, or nearby movement through earth.
* Charm Resistance: Re-roll a save against charm, fascination, domination, glamour, song, or beguiling magic.
* Coward’s Cunning: Escape pursuit, break free, flee danger, betray a captor, or survive by groveling, lying, or trickery.
* Craft Lore: Identify the age, maker, value, weakness, origin, or hidden function of stonework, metalwork, gems, weapons, armor, or crafted goods.
* Darkvision: See clearly in darkness, caves, ruins, dungeons, forests, or moonless night out to LVL x 3 meters (LVL x 10 feet).
* Faerie Charm: Make one target treat the character as a friend, guest, marvel, child, noble, or harmless stranger for LVL minutes.
* Faerie Glamour: Create a small illusion, disguise, phantom sound, false light, dancing image, or harmless wonder for LVL minutes.
* Faerie Step: Teleport, blink, slip between shadows, pass through a hedge, or vanish and reappear within LVL x 5 meters (LVL x 30 feet).
* Faerie Vanish: Become invisible, overlooked, misty, tiny, or impossible to notice for LVL minutes.
* Giant Blood: Lift, shove, carry, break, throw, or smash something too heavy for ordinary folk.
* Giant Foe: Avoid, evade, trick, or gain cover against one giant-sized enemy for LVL rounds.
* Goblin Foe: Gain +LVL on one attack, defense, save, or damage roll against goblins, orcs, hobgoblins, bugbears, trolls, or ogres.
* Huge Stride: Cross rough ground, climb slopes, ford streams, wade snow, or cover great distance for LVL minutes.
* Keen Senses: Spot hidden doors, secret passages, ambushes, faint sounds, strange smells, or concealed creatures.
* Long Reach: Attack, grab, lift, pull, or block something just beyond normal reach for LVL rounds.
* Lucky Escape: Re-roll a failed save, Defense roll, fall, trap, ambush, or reckless mistake.
* Magic Resistance: Re-roll a save against spells, curses, wands, illusions, charms, or supernatural effects.
* Missile Cunning: Inflict LVL Hits with a sling, thrown stone, dart, javelin, bow, or other simple missile weapon.
* Mountain Hide: Re-roll a Defense roll against cold, falling stones, clubs, giant blows, weather, or crushing force.
* Night Raider: Inflict LVL Hits if attacking from darkness, surprise, cover, tunnels, ruins, or superior position.
* Nimble Feet: Move safely through undergrowth, rubble, crowds, tunnels, roots, burrows, or cramped passages.
* Old Tongues: Speak, read, or understand an ancient, racial, monster, underworld, faerie, or forgotten language for LVL minutes.
* Pack Tactics: Adjacent allies get +1 To Hit for the combat.
* Relentless Endurance: When the character would be defeated, remain standing for one more round, scene, or desperate action.
* Savage Strength: Inflict LVL Hits with tusks, claws, horns, brute force, crude weapons, or a monstrous attack.
* Skulker: Hide, sneak, crawl, squeeze, or move silently through darkness, clutter, caves, brush, or ruins.
* Sleep Immunity: Ignore magical sleep, dream control, drowsiness, faerie slumber, or forced unconsciousness.
* Small and Quiet: Become hidden when still, silent, behind cover, under furniture, in brush, or among larger creatures.
* Stonecunning: Detect unsafe stonework, slopes, pits, traps, new construction, sliding walls, or underground hazards.
* Stout Resistance: Re-roll a save against poison, disease, paralysis, exhaustion, or physical corruption.
* Tiny Form: Shrink, squeeze through cracks, hide in small spaces, ride small animals, or avoid normal-sized attacks for LVL minutes.
* Treasure Nose: Detect nearby gold, gems, precious metals, secret hoards, or valuable objects within LVL x 5 meters (LVL x 30 feet).
* Underground Lore: Know the safest tunnel, mine, cave, ruin, dungeon route, or buried passage.
* War Cry: Scare off LVL ordinary enemies, animals, cowards, minions, guards, goblins, or lesser monsters for LVL minutes.
* Winged Flight: Fly, flutter, glide, or drift on faerie wings, insect wings, bat wings, or magic wind for LVL minutes.

For example…

ELF OPTIONS
* Charm Resistance: Re-roll a save against charm, fascination, domination, glamour, song, or beguiling magic.
* Darkvision: See clearly in darkness, caves, ruins, dungeons, forests, or moonless night out to LVL x 3 meters (LVL x 10 feet).
* Keen Senses: Spot hidden doors, secret passages, ambushes, faint sounds, strange smells, or concealed creatures.
* Magic Resistance: Re-roll a save against spells, curses, wands, illusions, charms, or supernatural effects.
* Old Tongues: Speak, read, or understand an ancient, racial, monster, underworld, faerie, or forgotten language for LVL minutes.
* Sleep Immunity: Ignore magical sleep, dream control, drowsiness, faerie slumber, or forced unconsciousness.

DWARF OPTIONS
* Burrow Sense: Sense direction, depth, distance underground, fresh digging, hollow spaces, or nearby movement through earth.
* Craft Lore: Identify the age, maker, value, weakness, origin, or hidden function of stonework, metalwork, gems, weapons, armor, or crafted goods.
* Darkvision: See clearly in darkness, caves, ruins, dungeons, forests, or moonless night out to LVL x 3 meters (LVL x 10 feet).
* Giant Foe: Avoid, evade, trick, or gain cover against one giant-sized enemy for LVL rounds.
* Keen Senses: Spot hidden doors, secret passages, ambushes, faint sounds, strange smells, or concealed creatures.
* Magic Resistance: Re-roll a save against spells, curses, wands, illusions, charms, or supernatural effects.
* Mountain Hide: Re-roll a Defense roll against cold, falling stones, clubs, giant blows, weather, or crushing force.
* Stonecunning: Detect unsafe stonework, slopes, pits, traps, new construction, sliding walls, or underground hazards.
* Stout Resistance: Re-roll a save against poison, disease, paralysis, exhaustion, or physical corruption.
* Treasure Nose: Detect nearby gold, gems, precious metals, secret hoards, or valuable objects within LVL x 5 meters (LVL x 30 feet).
* Underground Lore: Know the safest tunnel, mine, cave, ruin, dungeon route, or buried passage.
* War Cry: Scare off LVL ordinary enemies, animals, cowards, minions, guards, goblins, or lesser monsters for LVL minutes.

HALFLING OPTIONS
* Coward’s Cunning: Escape pursuit, break free, flee danger, betray a captor, or survive by groveling, lying, or trickery.
* Keen Senses: Spot hidden doors, secret passages, ambushes, faint sounds, strange smells, or concealed creatures.
* Lucky Escape: Re-roll a failed save, Defense roll, fall, trap, ambush, or reckless mistake.
* Missile Cunning: Inflict LVL Hits with a sling, thrown stone, dart, javelin, bow, or other simple missile weapon.
* Nimble Feet: Move safely through undergrowth, rubble, crowds, tunnels, roots, burrows, or cramped passages.
* Old Tongues: Speak, read, or understand an ancient, racial, monster, underworld, faerie, or forgotten language for LVL minutes.
* Skulker: Hide, sneak, crawl, squeeze, or move silently through darkness, clutter, caves, brush, or ruins.
* Small and Quiet: Become hidden when still, silent, behind cover, under furniture, in brush, or among larger creatures.
* Stout Resistance: Re-roll a save against poison, disease, paralysis, exhaustion, or physical corruption.
* Tiny Form: Shrink, squeeze through cracks, hide in small spaces, ride small animals, or avoid normal-sized attacks for LVL minutes.

ORC OPTIONS
* Darkvision: See clearly in darkness, caves, ruins, dungeons, forests, or moonless night out to LVL x 3 meters (LVL x 10 feet).
* Giant Foe: Avoid, evade, trick, or gain cover against one giant-sized enemy for LVL rounds.
* Goblin Foe: Gain +LVL on one attack, defense, save, or damage roll against goblins, orcs, hobgoblins, bugbears, trolls, or ogres.
* Huge Stride: Cross rough ground, climb slopes, ford streams, wade snow, or cover great distance for LVL minutes.
* Keen Senses: Spot hidden doors, secret passages, ambushes, faint sounds, strange smells, or concealed creatures.
* Night Raider: Inflict LVL Hits if attacking from darkness, surprise, cover, tunnels, ruins, or superior position.
* Pack Tactics: Adjacent allies get +1 To Hit for the combat.
* Relentless Endurance: When the character would be defeated, remain standing for one more round, scene, or desperate action.
* Savage Strength: Inflict LVL Hits with tusks, claws, horns, brute force, crude weapons, or a monstrous attack.
* Stout Resistance: Re-roll a save against poison, disease, paralysis, exhaustion, or physical corruption.
* War Cry: Scare off LVL ordinary enemies, animals, cowards, minions, guards, goblins, or lesser monsters for LVL minutes.

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MODERN ROLES
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COMMANDO
Elite training, weapons, stealth, endurance, demolitions, raids, battlefield discipline, and impossible missions.
Modifies: Add Commando LVL to the character’s Attack Bonus and rolls involving stealth, endurance, demolitions, survival, tactics, or military operations.
Hit Points: +4 hit points.
Abilities (automatic success LVL times/day)…
* Combat Reflexes: Win initiative.
* Demolitions: Plant, disarm, breach, or destroy with explosives.
* Fireteam Tactics: Adjacent allies get +1 To Hit for the combat.
* Hard Cover: Re-roll a Defense roll.
* Infiltrate: Move through hostile ground unseen for LVL minutes.
* Mission Focus: Ignore fear, pain, exhaustion, or distraction to finish one objective within LVL hours.
* No One Left Behind: Extract or protect LVL wounded allies, giving them +1 on saves.
* Shock Assault: Make an extra attack after downing or driving off an enemy.
* Silent Kill: Inflict LVL Hits from hiding, cover, darkness, camouflage, or surprise.
* Suppressive Fire: Pin, scatter, or delay LVL enemies for LVL rounds.

FEMME FATALE / HOMME FATAL
Seduction, secrets, glamour, danger, manipulation, betrayal, disguise, and hidden knives.
Modifies: Add Femme Fatale LVL to rolls to resist revealing true intentions or emotional manipulation.
Hit Points: +2 hit points.
Abilities (automatic success LVL times/day)…
* Dangerous Favor: Gain access, shelter, aid, or information for LVL hours.
* Deadly Charm: Make LVL targets hesitate, trust, talk, or look away for LVL minutes.
* False Face: Pass as a believable identity for LVL hours.
* Heartbreaker: Break loyalty, morale, trust, or confidence for LVL minutes.
* Hidden Blade: Inflict LVL Hits from surprise, seduction, or concealment.
* Last Betrayal: Make two social or attack actions, but one enemy gains leverage.
* Poison Kiss: Poison, drug, weaken, or daze one target for LVL minutes.
* Read Desire: Learn what one target wants, fears, or hides.
* Turn the Room: Redirect suspicion, blame, anger, or attention for LVL minutes.
* Vanish in Silk: Escape notice in a crowd, party, club, hotel, or alley for LVL minutes.

INVESTIGATOR
Careful, observant, cautious, good at sneaking, searching, escaping, and noticing what others miss.
Modifies: Add Investigator LVL to your Defense Bonus and rolls to dodge harm.
Hit Points: +2 hit points.
Abilities (automatic success LVL times/day)…
* Ambush: Inflict LVL Hits if attacking from hiding, behind cover, surprise, or desperate preparation.
* Anonymous Tip: Ask one question and receive a useful lead.
* Contacts: Find information, hear rumors, locate a witness, reach an academic, official, criminal, journalist, or occult contact.
* Get Inside: Gain access to one restricted place, event, scene, or official.
* Hide: Become totally hidden when still, silent, concealed, in darkness, or lost in a crowd.
* Locksmith: Open, force, or bypass any ordinary lock, window, desk, cabinet, safe, or sealed door.
* Mean Streets: Track someone through alleys, crowds, traffic, bars, stations, or bad neighborhoods.
* Paper Trail: Trace money, ownership, messages, travel, records, or false identities.
* Scramble: Perform an impressive feat of climbing, crawling, fleeing, balancing, jumping, or escaping.
* Spot Clue: Tell clues, valuables, false leads, hidden symbols, useful tools, and dangerous objects apart from junk.

SECRET AGENT
Charm, deception, stealth, gadgets, disguise, seduction, fast cars, impossible escapes, and cinematic espionage.
Modifies: Add Secret Agent LVL to rolls involving deception, disguise, seduction, stealth, driving, spycraft, or escape.
Hit Points: +2 hit points.
Abilities (automatic success LVL times/day)…
* Asset Handler: Recruit, calm, or direct one informant, source, or defector for LVL hours.
* Burn Notice: Safely erase, hide, or abandon one identity, safehouse, or compromised asset.
* Counter-Surveillance: Detect tails, bugs, watchers, cameras, or tracking devices for LVL minutes.
* Cultured Eye: Identify art, wine, jewelry, fashion, accents, forgeries, or hidden status.
* Diplomatic Immunity: Delay arrest, search, expulsion, or official interference for LVL minutes.
* Embassy Contact: Reach a diplomat, fixer, handler, driver, doctor, or local official.
* Fast Getaway: Perform an impressive escape, chase, stunt, or vehicle maneuver.
* Gadget Trick: Produce or activate one useful spy gadget, tool, weapon, or antidote.
* High Society: Gain entry to an elite party, club, embassy, casino, auction, or gala.
* Impossible Escape: Escape bonds, traps, sealed rooms, vehicles, or certain death.
* Infiltration: Bypass one lock, alarm, safe, door, camera, or security system.
* Jet Set: Find transport, lodging, money, documents, or contacts in a foreign city.
* License to Kill: Inflict LVL Hits from surprise, seduction, disguise, or a hidden weapon.
* Licensed for Anything: Operate any car, boat, plane, or other vehicle for LVL minutes.
* Polyglot: Speak, read, or understand languages, codes, dialects, and accents for LVL hours.
* Read the Room: Spot lies, weapons, exits, leverage, surveillance, or hidden threats.
* Safehouse: Locate a secure room, apartment, office, vehicle, or hideout for LVL hours.
* SIGINT: Intercept or trace one call, radio signal, broadcast, tracker, or digital transmission.
* Silver Tongue: Make LVL people hesitate, cooperate, talk, or look away for LVL minutes.
* Suave Cover: Pass as a plausible false identity for LVL hours.
* Supply Cache: Find hidden weapons, cash, clothes, papers, tools, or medical supplies.

STREET VIGILANTE
Grit, anger, street justice, firearms, intimidation, revenge, dirty fighting, urban survival, and grim determination.
Modifies: Add Street Vigilante LVL to the character’s Attack Bonus and rolls involving intimidation, street awareness, pain, fear, or urban danger.
Hit Points: +3 hit points.
Abilities (automatic success LVL times/day)…
* Cover Fire: Re-roll a Defense roll.
* Dirty Shot: Make an extra attack after downing or disarming an enemy.
* Hard Stare: Scare off LVL criminals, punks, witnesses, guards, or frightened civilians.
* Mean Streets: Track someone through alleys, crowds, traffic, bars, stations, or bad neighborhoods.
* No More Warnings: Make two attacks, but the closest enemy gets a free attack against the character.
* Quick Draw: Win initiative when violence is about to start.
* Shake It Off: Remove exhaustion, shock, poison symptoms, fear, or another lingering condition.
* Urban Rumors: Find a criminal, witness, weapon, hideout, informant, or dirty cop.

SURVIVOR
Quick, cautious, hard to catch, good at hiding, running, escaping, and staying alive.
Modifies: Add Survivor LVL to your Defense Bonus and rolls to dodge harm.
Hit Points: +2 hit points.
Abilities (automatic success LVL times/day)…
* Break In: Open, force, or bypass any ordinary lock, window, door, chain, or latch.
* Desperate Strike: Inflict LVL Hits if attacking from hiding, behind, surprise, or panic.
* Escape: Perform an impressive feat of climbing, crawling, squeezing, jumping, or fleeing.
* Hide: Become totally hidden when still, silent, concealed, or in darkness.
* Local Rumors: Find information, hear warnings, locate a safe place, or identify someone who knows more.
* Scavenge: Tell useful supplies, weapons, clues, tools, and valuables from junk.

TRANSPORTER
Driving, smuggling, silence, precision, speed, getaway routes, hidden cargo, and professional codes.
Modifies: Add Transporter LVL to rolls involving driving, piloting, smuggling, navigation, vehicles, or staying calm under pressure.
Hit Points: +3 hit points.
Abilities (automatic success LVL times/day)…
* Perfect Driver: Perform an impossible vehicle maneuver.
* Fast Getaway: Escape pursuit by vehicle for LVL minutes.
* Smuggler’s Hold: Hide one person, weapon, package, or secret for LVL hours.
* No Questions: Resist interrogation, bribery, fear, or manipulation for LVL minutes.
* Route Sense: Find the safest, fastest, or least watched route for LVL hours.
* Precision Strike: Inflict LVL Hits with a vehicle, weapon, or close attack.
* Defensive Driving: Re-roll a Defense roll while near or inside a vehicle.
* Hotwire: Start, steal, bypass, or disable one vehicle for LVL minutes.
* Cargo Code: Protect one passenger, package, or client for LVL minutes.
* Hard Exit: Get LVL allies out of danger fast.

VETERAN
Endurance, nerve, firearms, brawling, battlefield instincts, intimidation.
Modifies: Add Veteran LVL to your Attack Bonus and rolls to endure physical hardship.
Hit Points: +4 hit points.
Abilities (automatic success LVL times/day)…
* Combat Reflexes: Win initiative.
* Desperate Assault: Make two attacks, but the closest enemy gets a free attack against you.
* Dodge: Re-roll a Defense roll.
* Finish Them: Make an extra attack if you kill, disable, or drive off an enemy.
* Intimidate: Scare off LVL ordinary criminals, cultists, guards, thugs, or frightened witnesses.
* Tactics: Adjacent friends get +1 To Hit for the combat.

VIETNAM SOLDIER (circa 1971)
Jungle survival, fear, patrols, ambushes, mud, smoke, helicopters, exhaustion, comradeship, trauma, and senseless war.
Modifies: Add Vietnam Soldier LVL to rolls involving endurance, jungle movement, or battlefield awareness.
Hit Points: +3 hit points.
Abilities (automatic success LVL times/day)…
* Dig In: Re-roll a Defense roll using cover, mud, smoke, or instinct.
* Dustoff: Stabilize or evacuate LVL wounded allies under fire, giving them +1 on saves.
* Fire Support: Call or guide artillery, mortars, airstrikes, flares, or evacuation.
* Fragile Morale: Rally, calm, threaten, or shock LVL people into action.
* Hard March: Ignore heat, rain, insects, hunger, thirst, or exhaustion for LVL hours.
* Jungle Sense: Detect ambushes, traps, tunnels, snipers, tracks, or unnatural silence for LVL minutes.
* Patrol Ambush: Inflict LVL Hits from cover, jungle, smoke, darkness, or preparation.
* Thousand-Yard Stare: Resist fear, panic, horror, pain, or despair for LVL minutes.
* Tunnel Rat: Crawl, hide, scout, escape, or fight in tight spaces without hindrances.
* War Story: Ask about the battlefield and receive a useful but troubling answer.

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HORROR ROLES
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BEAST
Strength, hunger, rage, intimidation, violence, endurance, claws, fangs.
Modifies: Add Beast LVL to the character’s Attack Bonus and rolls to endure physical hardship.
Hit Points: +4 hit points.
Abilities (automatic success LVL times/day)…
* Frenzy: Make two attacks, but the closest enemy gets a free attack against you.
* Inhuman Guard: Re-roll a Defense roll.
* Pack Tactics: Adjacent allies get +1 To Hit for the combat.
* Predator Reflexes: Win initiative.
* Rip and Tear: Make an extra attack if the character destroys, downs, or drains an enemy.
* Terror: Scare off LVL mortals, ghouls, thugs, or lesser monsters.

BELIEVER
Faith, nerve, compassion, ritual knowledge, protection.
Modifies: Add Beliver LVL to rolls resisting fear, manipulation, or despair.
Hit Points: +3 hit points.
Abilities (automatic success LVL times/day)…
* Bless: Give LVL targets +1 for LVL minutes, or one target +LVL on any one roll.
* Cleanse: Banish fear, possession, curse, disease, madness, haunting, infection, or another lingering effect.
* Comfort: Restore LVL Hits on one target or 1 Hit on LVL targets.
* Exorcism: After d20 minutes of prayer, cause LVL damage to a spirit, ghost, demon, or other entity possessing a body or mind.
* Moral Authority: Make LVL ordinary people hesitate, cooperate, or stand down.
* Omen: Ask a deity, ghost, dream, ritual, strange book, or inner voice one question and receive a useful answer.
* Repel Evil: Force LVL undead, demons, spirits, or lesser horrors to flee for LVL x 2 minutes.
* Sacred Strike: Inflict 3 Hits of blessed, silver, fire, psychic, or holy damage.

MAD SCIENTIST
Forbidden science, unstable inventions, strange machines, biological horrors, impossible theories, and reckless genius.
Modifies: Add Mad Scientist LVL to rolls for resisting poison, disease, radiation, madness, or technological supernatural effects.
Hit Points: +1 hit point.
Abilities (automatic success LVL times/day; range LVL x 3 meters or LVL x 10 feet unless noted)…
* Bio-Serum: Restore LVL Hits, treat poison, suppress disease, wake the unconscious, or remove one lingering physical condition.
* Brain Probe: Ask one question of a restrained, unconscious, drugged, dying, preserved, or experimented-on subject and receive a useful answer.
* Chemical Cloud: Inflict 1 Hit on LVL enemies with acid, gas, smoke, spores, fire, freezing vapor, toxins, or experimental compounds.
* Death Ray: Inflict LVL Hits with lightning, radiation, sonic force, acid, heat, cold, magnetic force, or an unstable prototype weapon.
* Experimental Armor: Re-roll a Defense roll using a force screen, hazard suit, shock field, or emergency injection.
* Hypnotic Device: Put LVL lesser enemies, animals, guards, patients, assistants, or test subjects to sleep, trance, panic, confusion, or paralysis for LVL minutes, or one stronger target for LVL rounds.
* Improvised Gadget: Produce or activate one useful device, tool, serum, bomb, sensor, antidote, key, scanner, drone, or impossible instrument.
* Lightning Reanimation: Restore a recently dead body, construct, monster, or stitched creature to temporary life for LVL minutes.
* Sabotage Machine: Unlock, jam, overload, repair, awaken, disable, or bypass one ordinary device, vehicle, laboratory system, security measure, or machine.

MODERN MAGE
Street magic, occult research, technology, urban spirits, digital omens, curses, wards, illusions, hacked reality, and dangerous knowledge. Performing magic openly in front of mundane witnesses risks creating paradox and backlash.
Modifies: Add Mage LVL to resisting magical and technological supernatural effects.
Hit Points: +1 hit point.
Abilities (automatic success LVL times/day; range LVL x 3 meters or LVL x 10 feet)…
* Charm Person: Make one humanoid target treat the character as a trusted friend, ally, client, fan, contact, or fascinating stranger for LVL hours.
* Counterspell: Cancel, weaken, or deflect one spell, curse, magical trap, summoned force, hostile ritual, digital hex, or supernatural effect.
* Deadly Blast: Inflict 1 Hit on LVL enemies through a burst of fire, frost, lightning, acid, toxic gas, broken glass, static, swarms, or street-level sorcery.
* Detect Magic: Sense spells, enchantments, curses, spirits, magical creatures, hidden auras, haunted objects, or supernatural traces for LVL minutes.
* Digital Omen: Ask a phone, camera, search engine, traffic light, cracked screen, dead channel, or data stream one question and receive a useful sign.
* Ghost in the Machine: Speak with, bargain with, calm, command, or banish one machine-spirit, network ghost, haunted device, or digital familiar for LVL minutes.
* Illusion: Create a believable image, sound, disguise, phantom, false wall, fake notification, deepfake, glitch, or sensory trick for LVL minutes.
* Magic Missile: Inflict LVL Hits on one target with a dart, ray, bolt, curse, flame, frost, shadow, static burst, data spike, or arcane force.
* Open Signal: Unlock, jam, spoof, trace, scan, or bypass one ordinary phone, camera, door, sensor, alarm, signal, account, or smart device.
* Protective Ward: Re-roll a Defense roll or block one missile, spell, trap, blast, hack, possession, curse, or supernatural attack with a sudden magical barrier.
* Sleep Mode: Put LVL lesser enemies, drones, guards, spirits, or devices to sleep, freeze, crash, or standby for LVL minutes, or one stronger target for LVL rounds.
* Urban Spirit: Summon, question, appease, or command one local spirit of a building, road, vehicle, neighborhood, crowd, business, or forgotten place for LVL minutes.

NECROMANCER
Death magic, corpse lore, spirits, graveyards, blood rites, funeral customs, bone charms, decay, ghosts, and bargains with the dead.
Modifies: Add Necromancer LVL to rolls for resisting fear, possession, life drain, or death magic.
Hit Points: +1 hit point.
Abilities (automatic success LVL times/day; range LVL x 3 meters or LVL x 10 feet unless noted)…
* Animate Dead: Raise LVL corpses into animated skeletons or zombies (Diff 1) to obey simple commands for LVL hours.
* Bone Armor: Re-roll a Defense roll as a sudden shield of corpses arise around the character.
* Corpse Lantern: Create pale corpse-light, ghostlight, will-o’-the-wisp flame, or funeral candles in a LVL x 10 ft. area for LVL hours.
* Deathly Touch: Inflict LVL Hits with rot, blood loss, bone splinters, or life-draining contact.
* Necrotic Blight: Inflict 1 Hit on LVL enemies using grave cold, corpse gas, bone shards, flies, disease, shadow, or hungry spirits.
* Speak with Dead: Speak with one corpse, ghost, ancestor, murder victim, or restless spirit to ask one question and receive a useful answer.
* Spirit Command: Calm, bind, banish, bargain with, or command one ghost, shade, revenant, ancestor, or minor undead for LVL minutes.
* Tomb Ward: Place a ward on one grave, corpse, doorway, coffin, circle, or boundary that instantly alerts the character of trespassers for LVL days.
* Withering Curse: Mark one target with a lingering condition (afraid, cursed, exhausted, haunted, infected, injured, poisoned, or shamed) for LVL hours.

OCCULTIST
Willpower, forbidden knowledge, grim logic, ritual power.
Modifies: Add Occultist LVL to resistance rolls against supernatural, mental, or reality-bending effects.
Hit Points: +1 hit point.
Abilities (automatic success LVL times/day; range LVL x 3 meters or LVL x 10 feet)…
* Barrier: Raise an impenetrable wall, shield, ward, locked door, force field, smoke screen, barricade, illusion, or protective boundary for LVL minutes.
* Dread Sleep: Put LVL targets into unnatural sleep for 1 minute, or one target for LVL minutes.
* Pain Hex: Inflict LVL Hits on one target.
* Spirit Lantern: Create eerie candlelight, witchlight, ghostlight, or ritual light in a LVL x 10 ft. area for LVL rooms, zones, or scenes.
* Spirit Lash: Inflict 1 Hit on LVL enemies.
* Veil: Become invisible, unnoticed, disguised, sensor-hidden, spirit-veiled, camouflaged, or ignored for LVL minutes.
* Ward: Instantly become aware when a hostile or supernatural creature crosses one protective boundary for LVL days.

PROFESSOR / DOCTOR
Education, research, language, poise, medicine, persuasion.
Modifies: Add Professor LVL to rolls resisting panic, confusion, or superstition.
Hit Points: +3 hit points.
Abilities (automatic success LVL times/day)…
* Encourage: Give LVL targets +1 or one target +LVL on any one roll.
* Expose Truth: Inflict 3 Hits of damage through exploiting a target’s weakness, psychological argument, accusation, or holy revelation.
* Institutional Access: Gain academic or medical supplies, records, equipment, specimens, drugs, lab space, or expert help.
* Library Research: Ask a research center, archive, database, or expert one question and receive a useful answer.
* Medical Aid: Restore LVL Hits on one target or 1 Hit on LVL targets.
* Rational Authority: Force LVL ordinary people, students, police, servants, or cultists to hesitate, retreat, cooperate, or stand down for LVL x 2 minutes.
* Research: Ask a library, archive, university, newspaper morgue, expert, diary, or old record one question and receive a useful answer.
* Steady Nerves: Remove fear, shock, confusion, delirium, intoxication, minor injury effects, or another lingering condition.

SLAYER
Endurance, violence, nerve, weapons, rage, monster-hunting.
Modifies: Add Slayer LVL to your Attack Bonus and rolls to endure physical hardship.
Hit Points: +4 hit points.
Abilities (automatic success LVL times/day)…
* Alertness: Win initiative.
* Detect Magic: Sense spells, enchantments, curses, spirits, magical creatures, hidden auras, haunted objects, or supernatural traces within LVL x 3 meters (or LVL x 10 feet) for LVL minutes.
* Finish It: Make an extra attack if you destroy, down, or drive off an enemy.
* Frenzy: Make two attacks, but the closest enemy gets a free attack against you.
* Intimidate: Scare off LVL human enemies, cultists, thugs, or lesser horrors.
* Parry: Re-roll a Defense roll.
* Tactics: Adjacent friends get +1 To Hit for the combat.

THING FROM THE SHADOWS
Stealth, speed, evasion, predation, secrecy, and moving unseen through the night.
Modifies: Add Thing from the Shadows LVL to your Defense Bonus and rolls to dodge harm.
Hit Points: +2 hit points.
Abilities (automatic success LVL times/day)…
* Appraise Prey: Identify valuables, secrets, weak points, quality, danger, or useful leverage.
* Fade: Become totally hidden when still, silent, concealed, in darkness, or lost in a crowd.
* Night Contacts: Find information, hear rumors, locate prey, or reach a useful mortal or supernatural contact.
* Predator’s Strike: Inflict LVL Hits if attacking from hiding, behind, darkness, surprise, or seduction.
* Slip Inside: Open, bypass, or disable any ordinary lock, door, window, alarm, or security system.
* Spider Grace: Perform an impressive feat of climbing, balance, leaping, escape, or silent movement.

THING FROM THE WILDS
Instinct, wilderness, blood moons, animal senses, shapeshifting, old paths, storms, roots, claws, and things half-human.
Modifies: Add Thing from the Wilds LVL to rolls to track, survive, sense danger, resist poison, disease, weather, hunger, or exhaustion.
Hit Points: +3 hit points.
Abilities (automatic success LVL times/day)…
* Curse of the Wilds: Mark one target with a lingering condition (afraid, cursed, exhausted, injured, lost, or poisoned) for LVL hours.
* Feral Sense: Know the direction of nearby blood, fear, fire, poison, sickness, weather, hidden predators, unnatural beings, or territorial trespassers for LVL minutes.
* Green Passage: Move through forest, ruins, caves, swamps, snow, or broken ground without leaving tracks, being slowed, or triggering ordinary hazards for LVL minutes.
* Moon Howl: Summon, command, calm, or scatter LVL animals, beasts, or wild spirits for LVL minutes.
* Savage Renewal: Restore LVL Hits after feeding, resting in wild ground, bathing in moonlight, touching living earth, or taking a beast’s breath.
* Scent the Trail: Track one creature, missing person, monster, vehicle, blood trail, or supernatural spoor for LVL hours.
* Thornsnare: Trap, slow, entangle, trip, or pin LVL enemies with roots, mud, vines, branches, ice, briars, or grasping wilderness for LVL rounds.
* Wild Shape: Become a wolf, stag, owl, bear, swarm, or another natural or uncanny form for LVL minutes.

URBAN SHAMAN
Street spirits, neon omens, graffiti wards, machine ghosts, ancestors, rhythm, trance, city animals, and spirits of place.
Modifies: Add Urban Shaman LVL to rolls involving to resist supernatural influence.
Hit Points: +2 hit points.
Abilities (automatic success LVL times/day; range LVL x 3 meters or LVL x 10 feet unless noted)…
* Asphalt Healing: Restore LVL Hits with chemicals, prayer, and spirit medicine.
* Call the Block: Summon LVL spirits, locals, animals, or strange coincidences for LVL minutes.
* City Familiar: Send a rat, pigeon, cat, dog, drone, shadow, or spirit to scout for LVL hours.
* Crowd Mask: Hide the character or LVL allies in crowds, traffic, smoke, music, or neon for LVL minutes.
* Graffiti Ward: Add a +1 bonus to allies’ actions inside one room, alley, or vehicle for LVL days.
* Hex Mark: Give one target -1 on rolls for LVL minutes.
* Machine Ghost: Calm, confuse, wake, or command one device, camera, lock, drone, or vehicle for LVL minutes.
* Neon Blessing: Give LVL targets +1 for LVL rounds, or one target +LVL on one roll.
* Spirit Lash: Inflict LVL Hits using ghosts, glass, static, vermin, shadow, or bad luck.
* Spirit Talk: Speak with one ghost, ancestor, machine spirit, or place spirit for LVL minutes.
* Street Omen: Ask the city one question and receive a useful sign.
* Trance Walk: Enter the spirit world, dream realm, or city’s hidden side for LVL minutes.

WITCH
Herbs, charms, curses, omens, familiars, old women, cunning folk, hedge magic, moon rites, folk cures, and bargains at the edge of the woods.
Modifies: Add Witch LVL to rolls involving herbalism, animals, hidden sickness, or supernatural traditions.
Hit Points: +1 hit points.
Abilities (automatic success LVL times/day; range LVL x 3 meters or LVL x 10 feet unless noted)…
* Blessing Charm: Give LVL targets +1 for LVL rounds or one target +LVL on one roll through a charm, whispered prayer, knot, coin, ribbon, mark, or blessing.
* Divination: Ask the cards, bones, smoke, stars, mirror, water, dreams, or a familiar one question and receive a useful omen, warning, clue, or symbolic answer.
* Evil Eye: Curse one target with -1 on d20 rolls for LVL minutes.
* Familiar: Send a cat, crow, toad, rat, fox, owl, hare, insect, shadow, doll, or spirit-servant to spy, carry a message, find a person, steal a small object, or warn of danger for LVL hours.
* Hedge Step: Vanish through mist, brambles, smoke, moonlight, shadow, a crooked path, or a fairy road and reappear somewhere nearby the character could plausibly reach for LVL minutes.
* Herbal Cure: Restore LVL Hits, treat poison, calm madness, or cure one ordinary sickness with herbs, poultices, tea, smoke, or salve.
* Shape Curse: Transform, partially transform, or afflict one target with animal features, muteness, sleep, wasting, lameness, boils, tangled hair, bad dreams, or ill luck for LVL minutes.
* Speak with Small Things: Question LVL animals, trees, corpses, household objects, streams, stones, insects, or local spirits and receive simple but truthful impressions.
* Witch Fire: Inflict LVL Hits with blue flame, pins, thorns, biting insects, boiling blood, choking smoke, ghostly hands, or sympathetic pain.
* Witch Mark: Place a ward on one door, threshold, circle, or boundary that instantly alerts the character of trespassers for LVL days.

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CHARACTERS OF HORROR
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GHOST (in addition to roles)
* The character is dead, incorporeal, and bound to the living world by unfinished business, grief, vengeance, guilt, love, a murder, a place, an object, or a curse.
* The character does not age, breathe, eat, drink, sleep, or suffer ordinary disease, poison, exhaustion, or bleeding.
* The character may pass through ordinary walls, doors, floors, chains, cages, and physical barriers, but cannot pass through consecrated ground, salt lines, iron wards, spirit circles, or places protected against the dead.
* The character is normally invisible, faint, cold, shadowy, translucent, or mistaken for a hallucination unless they choose to manifest.
* Manifesting, touching objects, frightening mortals, speaking clearly, or using physical force may require effort, emotion, or some role ability.
* Sunlight does not harm the character, but dawn, bells, holy rites, exorcism, true names, and reminders of life are especially dangerous.
* The character must avoid forgetting who they were. After each completed mission, mark 1 Haunting unless they confront their unfinished business, protect a living connection, or return to their anchor.
* At 3 Haunting, the character suffers -1 on Saves involving memory, mercy, restraint, or resisting obsession.
* At 6 Haunting, the character must act on their unfinished business immediately or the GM may force a possession, poltergeist outburst, terrifying apparition, memory loss, or cruel supernatural choice.
* Comforting, protecting, or communicating with someone tied to the character’s life removes LVL Haunting, minimum 1.
* Resolving part of the character’s unfinished business removes all Haunting, but may weaken their connection to the world, change their anchor, attract psychics or exorcists, or bring them closer to final death.

LYCANTHROPE (in addition to roles)
* The character carries the beast curse, lunar blessing, ancestral shapeshifting, or a monstrous infection.
* The character is alive, but partly inhuman. The character ages normally unless the setting says otherwise.
* The character has a human form and a hybrid or beast form.
* Changing form takes one round and may happen willingly, under the full moon, when enraged, when wounded, or when the GM calls for it.
* In beast form, the character may use claws, fangs, scent, speed, and savage strength as natural weapons and senses.
* Silver, fire, special herbs, moon magic, sacred weapons, and attacks from other supernatural beasts are especially dangerous.
* The character heals quickly (1 hit point per 30 minutes regardless of rest), but wounds from silver, fire, magic, or another supernatural creature heal normally.
* The character must resist the beast. After each night, mark 1 Rage unless the character hunts, runs free, submits to a pack rite, or calms the beast through rest, love, ritual, or discipline.
* At 3 Rage, the character suffers -1 on Saves involving patience, mercy, stealth, speech, or resisting violence.
* At 6 Rage, the character must transform, hunt, flee, or fight immediately, or the GM may force a frenzy, brutal mistake, pack challenge, public exposure, or monstrous choice.
* Hunting prey, protecting the pack, or running under the moon removes LVL Rage, minimum 1.
* Killing while in frenzy removes all Rage, but creates a body, fear, witnesses, blood guilt, pack trouble, or a supernatural consequence.

VAMPIRE (in addition to roles)
* The character is undead. The character does not age, breathe, or suffer ordinary disease.
* The character must avoid sunlight. Direct sunlight inflicts 1 Hit per round.
* Fire, sunlight, holy power, and decapitation are especially dangerous.
* The character must feed on blood. After each completed mission, mark 1 Hunger unless the character feeds.
* At 3 Hunger, the character suffers -1 on Saves involving restraint, mercy, or resisting frenzy.
* At 6 Hunger, the character must feed immediately or the GM may force a frenzy, mistake, or monstrous choice.
* Feeding on a willing, helpless, or surprised mortal removes LVL Hunger, minimum 1.
* Killing while feeding removes all Hunger, but creates a body, scandal, guilt, or supernatural consequence.

ZOMBIE (or GHOUL) (in addition to roles)
* The character is a walking corpse, reanimated by plague, radiation, curse, science, hell, or unknown disaster.
* The character is undead. The character does not age, breathe, sleep, suffer ordinary disease, feel pain normally, or need normal food or water.
* The character is slow (half movement rate), stiff, cold, decaying, and visibly dead unless disguised, preserved, or recently turned.
* The character may keep memory, speech, and personality, but hunger and decay constantly pull them toward the shambling dead.
* Head destruction is fatal. Fire, dismemberment, traps, explosives, starvation of the brain, and being swarmed by other dead are especially dangerous.
* Ordinary wounds do not bleed or cause pain normally, but lost limbs, broken bones, rot, and destroyed organs create visible problems.
* The character must feed on living flesh, fresh brains, or warm bodies. After each completed mission, mark 1 Hunger unless the character feeds.
* At 3 Hunger, the character suffers -1 on Saves involving speech, restraint, memory, mercy, or resisting the smell of the living.
* At 6 Hunger, the character must feed immediately or the GM may force a bite, moan, stumble, betrayal, corpse-like behavior, or monstrous choice.
* Feeding on a corpse, fresh kill, helpless victim, or large animal removes LVL Hunger, minimum 1.
* Killing a living person while feeding removes all Hunger, but creates a corpse, infection risk, witnesses, guilt, mob panic, or outbreak consequence.
* Anyone killed by the character’s bite, plague, or feeding may rise as a zombie unless the head is destroyed, the body is burned, or the GM rules otherwise.

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SPECIAL RULES FOR HORROR
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THE ILLUSION OF REALITY
* The world you know is a lie. Most people live inside the Illusion: jobs, streets, laws, families, money, television, hospitals, churches, police, and all the little routines that keep them asleep.
* Witnessing a crack in the Illusion may call for a Save.
* Stability is the fragile belief that your life, body, memories, and identity are real.
* Mark 1 Instability when you witness the impossible, suffer trauma, betray someone you love, indulge an obsession, discover a hidden truth, kill in cold blood, encounter an supernatural creature, or remember something from beyond the Illusion.
* At 3 Instability, suffer -1 on Saves involving fear, memory, identity, temptation, addiction, or resisting supernatural influence.
* At 6 Instability, the Ref may force a breakdown.
* Rest, therapy, intimacy, ritual cleansing, confession, revenge, drugs, denial, or returning to an old routine may remove 1 Instability, but may also deepen the Illusion.

Breakdown examples…
* You lose time.
* You wake somewhere impossible.
* You harm someone without remembering.
* You see the true form of a place or person.
* An obsession takes control.
* A dead person speaks through you.
* Your body changes.
* An angel, demon, or forgotten god notices you.
* You remember something that destroys your former life.

Cracks in the Illusion of Reality
* A room is larger inside than outside.
* A familiar person has no face.
* A street leads to a place that cannot exist.
* A machine is made of bone.
* An angel is watching from behind the walls.
* A demon has been wearing someone’s life.
* A childhood memory belongs to someone else.
* A wound opens into another world.
* A door appears where there was only concrete.
* You remember a past life from a time before the current Illusion.

REALITY PARADOX RULES
* Mark 1 Paradox when you use obvious magic, openly defy the local paradign consensus, change reality in front of mundane witnesses, or force an effect beyond what the Illusion can bear.
* At 3 Paradox, suffer -1 on Saves involving magic, perception, spirits, technology, or resisting backlash.
* At 6 Paradox, the Ref may unleash a backlash.
* Acts of humility, grounding rituals, meditation, confession, repair, service, sleep, or time spent in a safe chantry may remove 1 Paradox.

Parabox backlash possibilities…
* You take a Hit.
* Your spell mutates.
* A spirit notices you.
* A machine, relic, or focus fails.
* Reality brands you with an impossible flaw.
* You vanish for a scene.
* Your magic works too well and causes a worse problem.
* A paradox spirit, Technocratic agent, rival mage, or nightmare comes looking.

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SCIENCE-FICTION ROLES
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ENVOY
Poise, confidence, charm, morale, and commanding presence.
Modifies: Add Envoy LVL to rolls resisting fear, manipulation, or despair.
Hit Points: +3 hit points.
Abilities (automatic success LVL times/day)…
* Repel Hostiles: Force LVL lesser enemies to retreat, hesitate, or stand down for LVL x 2 minutes.
* Inspire: Give LVL targets +1 or one target +LVL on any one roll.
* Patch Up: Restore LVL Hits on one target or 1 Hit on LVL targets.
* Stabilize: Remove poison, panic, shock, disease symptoms, radiation sickness, or another lingering condition.
* Command Query: Ask an AI, network, alien oracle, or authority figure one question and receive a useful answer.
* Overload Strike: Inflict 3 Hits with a precision shot, neural disruptor, tactical strike, or focused command action.

INFILTRATOR
Quick, quiet, agile, good with stealth, evasion, and security systems.
Modifies: Add Infiltrator LVL to your Defense Bonus and rolls to dodge harm.
Hit Points: +2 hit points.
Abilities (automatic success LVL times/day)…
* Ambush: Inflict LVL Hits if attacking from hiding, behind cover, or from surprise.
* Bypass: Open, hack, or disable any ordinary lock, door, keypad, or security seal.
* Cloak: Become totally hidden when still, concealed, or in darkness.
* Scan Value: Tell junk, contraband, rare tech, and valuables apart.
* Acrobatics: Perform an impressive feat of agility, balance, climbing, or zero-g maneuvering.
* Underworld Contacts: Find information, hear rumors, locate black-market goods, or identify a useful contact.

MARINE
Endurance, nerve, combat training, survival, intimidation.
Modifies: Add Marine LVL to your Attack Bonus and rolls to endure physical hardship.
Hit Points: +4 hit points.
Abilities (automatic success LVL times/day)…
* All-Out Assault: Make two attacks, but the closest enemy gets a free attack against you.
* Brace: Re-roll a Defense roll.
* Combat Driver: Perform an impressive feat of driving, piloting, ramming, docking, or emergency extraction with a vehicle.
* Combat Reflexes: Win initiative.
* Dropship Insertion: Land from orbit without scattering, losing gear, or taking ordinary landing damage.
* Field Medic: Restore LVL Hits, inject stimulants, or keep a wounded target fighting for LVL minutes.
* Hot Extraction: Get LVL allies out of wreckage, vacuum, hazardous ground, or an overrun position without losing anyone who can still move.
* Intimidate: Scare off LVL non-monster, non-boss enemies.
* Mecha Jockey: Pilot and do maneuvers with powered armor, exoskeletons, walkers, combat suits, loaders, drones, or mecha.
* Orbital Assault: Coordinate a precise orbital bombardment against one target, vehicle, fortification, or zone.
* Sweep: Make an extra attack if you take down an enemy.
* Tactics: Adjacent allies get +1 To Hit for the combat.

SCIENTIST
Biology, chemistry, medicine, computers, analysis, alien life, synthetic systems, corporate research, field studies, and dangerous curiosity.
Modifies: Add Scientist LVL to rolls involving science, medicine, computers, analysis, alien biology, disease, toxins, experiments, or strange phenomena.
Hit Points: +1 hit point.
Abilities (automatic success LVL times/day)…
* Analyze Sample: Identify the nature, composition, origin, and age of one sample, substance, corpse, organism, machine, or anomaly.
* Computer Analysis: Access and extract useful information from one computer, database, scanner, sensor, black box, or research system.
* Containment Protocol: Quarantine, sedate, restrain, or safely transport one dangerous organism, sample, infection, device, or anomaly for LVL hours.
* Dangerous Experiment: Inflict LVL Hits or impose one condition effect using radiation, drugs, designer pathogens, or unstable prototype devices.
* Field Medicine: Restore LVL Hits, stabilize a wounded target, treat shock, slow infection, or neutralize poison with medical tools.
* Lab Work: Create, alter, test, preserve, culture, synthesize, or neutralize one chemical, drug, toxin, pathogen, sample, tissue, serum, or experimental compound.
* Scientific Deduction: Ask one question about a monster, machine, disease, environment, crime scene, experiment, or unknown phenomenon and receive a useful answer.
* Synthetic Insight: Detect, diagnose, repair, interrogate, confuse, or exploit one android, robot, drone, cybernetic system, artificial intelligence, or synthetic mind.

SCOUNDREL
Quick, sly, charming, lucky, good at sneaking, dodging blaster fire, bypassing security, and talking your way out of trouble.
Modifies: Add Scoundrel LVL to your Defense Bonus and rolls to dodge harm.
Hit Points: +2 hit points.
Abilities (automatic success LVL times/day)…
* Cheap Shot: Inflict LVL Hits if attacking from hiding, behind cover, surprise, distraction, or betrayal.
* Slice Lock: Open, bypass, or disable any ordinary lock, blast door, keypad, droid, alarm, or security system.
* Duck Out: Become totally hidden when still, concealed, in shadows, in a crowd, or behind cover.
* Appraise Cargo: Tell junk, valuables, contraband, rare parts, weapons, and black-market goods apart.
* Daring Stunt: Perform an impressive feat of agility, climbing, swinging, leaping, escape, or reckless piloting.
* Underworld Contacts: Find information, hear rumors, locate a smuggler, fence, cantina, safehouse, or useful criminal contact.

SCOUT
Exploration, survival, navigation, piloting, sensors, first contact, field repairs, alien worlds, and finding a way through unknown space.
Modifies: Add Scout LVL to rolls resisting exposure, pursuit, crashes, vacuum, or environmental hazards.
Hit Points: +2 hit points.
Abilities (automatic success LVL times/day)…
* First Shot: Inflict LVL Hits if attacking from ambush, cover, high ground, sensor shadow, surprise, or a hidden position.
* Survey: Tell hazards, resources, ruins, salvage, alien traces, safe routes, and valuable finds apart from junk.
* Find a Way: Discover a safe path, hidden route, landing zone, escape vector, shortcut, or route through dangerous terrain.
* Pilot Trick: Perform an impressive feat of piloting, docking, evasive flying, dangerous landing, zero-g movement, or vehicle control.
* Field Repair: Restore LVL Hits to one ship, vehicle, drone, machine, or piece of gear, or 1 Hit to LVL nearby devices.
* Scout Contacts: Find information, hear rumors, locate a patron, guide, pilot, surveyor, prospector, scout base, or useful starport contact.

SPACE FLEET COMMAND OFFICER
Leadership, diplomacy, courage, negotiation, protocol, and morale.
Modifies: Add Command Officer LVL to rolls resisting fear, manipulation, or alien influence.
Hit Points: +3 hit points.
Abilities (automatic success LVL times/day)…
* Stand Down: Force LVL ordinary foes to hesitate, retreat, surrender, or cease hostilities for LVL x 2 minutes.
* Inspire: Give LVL targets +1 or one target +LVL on any one roll.
* Emergency Aid: Restore LVL Hits on one target or 1 Hit on LVL targets.
* Stabilize Situation: Remove panic, confusion, shock, diplomatic offense, command breakdown, or another lingering crisis.
* Consult Records: Ask the ship’s computer, space fleet master database, a superior officer, or a cultural expert one question and receive a useful answer.
* Open Channels: Secure cooperation, a meeting, safe passage, temporary alliance, information exchange, emergency assistance, or access to a restricted area through diplomacy, protocol, or space fleet authority.

SPACE FLEET SCIENCE OFFICER
Logic, observation, research, analysis, alien biology, astrophysics.
Modifies: Add Science Officer LVL to resistance rolls against strange energies, illusions, or mental phenomena.
Hit Points: +1 hit point.
Abilities (automatic success LVL times/day; range LVL x 3 meters or LVL x 10 feet)…
* Scan Anomaly: Identify the nature, danger, weakness, or origin of one anomaly, lifeform, disease, signal, or object.
* Hypothesis: Ask one scientific question and receive a useful answer based on available evidence.
* Countermeasure: Cancel, delay, or weaken one hazard, infection, radiation effect, environmental danger, or alien influence.
* Sensor Sweep: Detect hidden lifeforms, energy traces, cloaked objects, false readings, or nearby threats.
* Containment Field: Raise an impenetrable force field, quarantine zone, radiation screen, or isolation barrier for LVL minutes.
* Scientific Breakthrough: Solve, translate, cure, or explain one scientific problem that would normally take much longer.

SPACE FLEET OPERATIONS OFFICER
Engineering, systems control, damage repair, ship operations, transporters, security bypasses, and quick technical action under pressure.
Modifies: Add Operations Office LVL to your Defense Bonus and rolls to dodge harm.
Hit Points: +2 hit points.
Abilities (automatic success LVL times/day)…
* Emergency Repair: Restore function to one damaged system, device, shuttle, door, console, weapon, or life-support unit.
* Bypass Lockout: Open, reroute, unlock, or override any ordinary door, console, security seal, or damaged system.
* Defensive Maneuver: Re-roll a Defense roll.
* Power Transfer: Give LVL targets +1 or one target +LVL on a technical, shipboard, or survival roll.
* Transporter Trick: Move, retrieve, beam out, or isolate one person or object within reach of working transporters.
* Evasive Pattern: Become hidden from sensors, concealed by interference, masked by terrain, or hard to target for LVL minutes.

SPACE FLEET SECURITY OFFICER
Modifies: Add Security Officer LVL to your Attack Bonus and rolls to endure physical hardship.
Hit Points: +4 hit points.
Abilities (automatic success LVL times/day)…
* Precision Strike: Inflict LVL Hits on one target.
* Team Tactics: Adjacent allies get +1 To Hit for the encounter.
* Stun Sweep: Inflict 1 Hit on LVL enemies, or stun minor enemies instead.
* Alert Status: Win initiative.
* Intimidate: Scare off LVL ordinary criminals, raiders, guards, beasts, or hostile crew.
* Risky Charge: Make two attacks, but the closest enemy gets a free attack against you.

TEAMSTER (“SPACE TRUCKER”)
Hauling, repair, heavy machinery, unions, cargo, driving, shipboard work, rough labor, practical violence, and blue-collar survival.
Modifies: Add Teamster LVL to rolls involving vehicles, heavy equipment, cargo, navigation, jury-rigging, or resisting exhaustion.
Hit Points: +3 hit points.
Abilities (automatic success LVL times/day)…
* Cargo Sense: Identify valuable cargo, hidden compartments, contraband, sabotage, bad repairs, dangerous leaks, unstable loads, or missing supplies.
* Drive Hard: Perform an impressive feat of driving, docking, piloting, braking, ramming, evasive steering, or emergency landing.
* Emergency Lockdown: Seal, barricade, weld, jam, depressurize, reroute, or block one door, corridor, hatch, vehicle, or work zone for LVL minutes.
* Hardhat: Ignore fear, panic, pain, exhaustion, smoke, noise, cold, vacuum warnings, or workplace hazards for LVL minutes.
* Haul Load: Move, lift, drag, carry, tow, or brace something heavy, awkward, dangerous, or unstable for LVL minutes.
* Improvised Weapon: Inflict LVL Hits with a wrench, flare gun, nailer, cutting torch, loader arm, cargo hook, forklift, chain, pipe, or industrial tool.
* Rig It: Repair, restart, bypass, patch, or jury-rig one ordinary machine, vehicle, airlock, weapon, tool, elevator, generator, suit, or ship system for LVL hours.
* Union Muscle: Scare off, delay, block, shove aside, or force cooperation from LVL workers, guards, thugs, colonists, company men, or lesser threats.

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CHARACTERS OF SCI-FI
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ANDROID/ROBOT (in addition to roles)
* The character is artificial. The character does not age, breathe, eat, drink, sleep, or suffer ordinary disease, poison, or biological infection.
* The character must maintain power, repairs, and system stability. After each completed mission, mark 1 Wear unless the character receives maintenance, replacement parts, or full diagnostic repair.
* At 3 Wear, the character suffers -1 on Saves involving speed, precision, social disguise, emotional processing, or resisting shutdown.
* At 6 Wear, the character must receive repairs immediately or the GM may force a malfunction, shutdown, memory error, directive conflict, or dangerous system failure.
* Electricity, EMP, hacking, magnetism, corrosive damage, radiation, software viruses, and heavy impact are especially dangerous.
* The character may be repaired instead of healed. Repairs remove LVL Wear or restore LVL hit points, minimum 1.
* The character may interface with machines, computers, vehicles, doors, sensors, or networks, but risks intrusion, tracking, malware, or hostile override.
* The character may have built-in tools, sensors, weapons, armor, languages, databases, or protocols if purchased as abilities or allowed by the GM.
* The character may be mistaken for property, equipment, a servant, a weapon, or a legal non-person in societies that do not recognize artificial life.
* Destroying the character’s body may not be final if their mind, memory core, backup, or personality matrix survives, but recovery may create glitches, missing memories, duplicate selves, or ownership disputes.

ALIEN SPECIES ROLE
Alien evolution, exotic biology, strange senses, unusual chemistry, planetary adaptations, inherited instincts, species culture, and survival in hostile worlds.
Modifies: Add Alien Species LVL to saves resisting poison, disease, radiation, vacuum, gravity, pressure, extreme temperatures, sensory overload, alien atmospheres, psychic influence, or effects tied to the character’s species.
Hit Points: +2 hit points.
Abilities (automatic success LVL times/day; range LVL x 3 meters or LVL x 10 feet)…
* Adaptive Biology: Re-roll a save against poison, disease, radiation, infection, mutation, or hostile biochemistry.
* Atmosphere Breather: Breathe an unusual atmosphere, thin air, dense air, underwater gas, or tainted air for LVL hours.
* Aquatic Native: Swim, dive, breathe underwater, resist pressure, and move freely in oceans, rivers, or flooded environments for LVL hours.
* Arboreal Native: Climb, swing, leap, or move safely through trees, rigging, towers, cables, or vertical habitats for LVL minutes.
* Bioelectric Sense: Detect nearby life, machines, nervous systems, or power fields within LVL x 3 meters (LVL x 10 feet).
* Bioluminescence: Create light, signals, patterns, warnings, or dazzling flashes within LVL x 3 meters (LVL x 10 feet) for LVL minutes.
* Blindsight: Sense movement, heat, vibration, scent, sonar, or pressure changes without sight for LVL minutes.
* Brood Memory: Recall ancestral knowledge, species history, old routes, survival lore, or inherited warnings.
* Camouflage Skin: Become hidden when still, silent, color-shifted, motionless, in cover, or against a matching background.
* Chemical Communication: Send or understand scent, pheromone, hormone, emotional, or biochemical signals for LVL minutes.
* Cold Worlder: Re-roll a save or Defense roll against cold, ice, snow, frostbite, hypothermia, or freezing environments.
* Collective Mind: Communicate silently with LVL willing allies or species kin within LVL x 3 meters (LVL x 10 feet) for LVL minutes.
* Crystalline Body: Resist heat, cold, vacuum, radiation, pressure, or cutting damage for LVL minutes.
* Dense Gravity Native: Lift, shove, carry, break, throw, or endure something too heavy for ordinary humanoids.
* Desert Native: Resist thirst, heat, glare, sandstorms, dehydration, or desert travel for LVL hours.
* Echolocation: See through darkness, smoke, fog, water, or blindness with sound or vibration for LVL minutes.
* Empathic Sense: Detect fear, anger, pain, lies, attraction, hostility, or emotional distress within LVL x 3 meters (LVL x 10 feet).
* Environmental Suiting: Seal the character’s body against vacuum, toxins, pressure, or alien atmosphere for LVL minutes.
* Exotic Metabolism: Survive without ordinary food, water, sleep, sunlight, oxygen, or normal nutrients for LVL days.
* Expandable Body: Stretch, inflate, flatten, squeeze, or reshape the character’s body for LVL minutes.
* Extra Limbs: Gain extra arms, tentacles, tails, manipulators, feelers, or grasping appendages for LVL minutes.
* Fast Healing: Restore LVL hit points or remove a lingering physical condition through alien regeneration.
* Feral Senses: Spot hidden creatures, blood trails, fear scents, faint sounds, prey movement, or ambushes.
* Filter Organs: Ignore gas, smoke, airborne toxins, spores, pollutants, or contaminated water for LVL hours.
* Flight Membranes: Fly, glide, flutter, hover, or ride thermal currents for LVL minutes.
* Gasbag Float: Float, drift, glide, rise, or descend safely in low gravity, thick atmosphere, water, or open air for LVL minutes.
* Heat Worlder: Re-roll a save or Defense roll against heat, fire, drought, sunstroke, lava fields, or burning environments.
* High Pressure Native: Resist crushing pressure, deep water, dense atmosphere, gravity stress, or explosive decompression for LVL hours.
* Hive Coordination: Adjacent allies get +1 To Hit for the combat.
* Hollow Bones: Leap, climb, glide, fall safely, or move lightly across unstable surfaces for LVL minutes.
* Hunting Instinct: Inflict LVL Hits if attacking from darkness, surprise, ambush, scent-tracking, cover, or superior position.
* Infrared Vision: See heat, warm bodies, hidden creatures, power sources, or recent tracks in darkness for LVL minutes.
* Ink Cloud: Fill an area within LVL x 3 meters (LVL x 10 feet) with ink, spores, smoke, gas, or blinding mist for LVL minutes.
* Low Gravity Native: Leap, bound, climb, drift, land safely, or move through weak gravity for LVL minutes.
* Magnetic Sense: Sense direction, fields, metal, planetary poles, electrical currents, or hidden machines within LVL x 3 meters (LVL x 10 feet).
* Mimic Voice: Copy a voice, sound, call, accent, alarm, machine tone, or alien cry for LVL minutes.
* Natural Armor: Re-roll a Defense roll up to twice due to scales, shell, chitin, hide, mineral skin, or armored biology.
* Natural Weaponry: Attack, grab, crush, sting, bite, slash, gore, poison, or constrict with alien anatomy.
* Night Adapted: See clearly in darkness, dim light, caves, ship corridors, ruins, or alien night out to LVL x 3 meters (LVL x 10 feet).
* Pack Instinct: Track, surround, coordinate, or hunt with LVL allies for LVL minutes.
* Paralytic Venom: Disable one touched target with venom, toxin, shock, sting, spores, or nerve agents for LVL minutes.
* Photosynthetic: Recover from exhaustion, hunger, thirst, minor injury, or weakness by resting in strong light for LVL minutes.
* Planetary Memory: Know the safest route, weather pattern, migration path, water source, hazard zone, or shelter on a familiar world.
* Poison Blood: Harm, sicken, burn, infect, or repel anything that bites, drains, cuts, or swallows the character for LVL minutes.
* Powerful Build: Lift, shove, carry, pull, wrestle, or hold something too large for ordinary humanoids.
* Prehensile Tail: Grab, climb, balance, hang, carry, or manipulate a small object with a tail or similar limb for LVL minutes.
* Psychic Species: Send thoughts, images, emotions, warnings, or simple messages within LVL x 3 meters (LVL x 10 feet) for LVL minutes.
* Radiation Eater: Resist radiation, feed on reactor leaks, survive stellar exposure, or recover strength from radiation for LVL minutes.
* Rapid Adaptation: Change the character’s breathing, skin, temperature, pressure tolerance, or metabolism for LVL hours.
* Regrowth: Recover from injury, regrow small body parts, seal wounds, or survive mutilation for LVL days.
* Reptilian Stillness: Become nearly invisible when still, cold, silent, buried, or waiting in ambush.
* Shell Retreat: Withdraw into a shell, carapace, armor fold, energy cocoon, or defensive posture for LVL rounds.
* Silicate Life: Resist vacuum, heat, cold, radiation, poison, disease, and starvation through mineral biology for LVL hours.
* Small and Quick: Become hidden when still, behind cover, under furniture, inside vents, or among larger beings.
* Sonic Voice: Stun, deafen, signal, shatter fragile objects, or inflict LVL Hits with a voice, cry, roar, or vibration.
* Spore Cloud: Create spores, pollen, parasites, scent markers, hallucination dust, or irritants within LVL x 3 meters (LVL x 10 feet) for LVL minutes.
* Star Navigator: Sense direction, orbital motion, jump routes, stellar patterns, or nearby gravity wells for LVL minutes.
* Stinger Venom: Poison one target with a sting, bite, barb, needle, claw, or injected toxin for LVL minutes.
* Subterranean Native: Sense depth, tunnels, vibrations, hollow spaces, fresh digging, or underground movement.
* Symbiotic Bond: Share pain, healing, senses, oxygen, warmth, or thoughts with one willing target for LVL minutes.
* Telepathic Resistance: Re-roll a save against mind control, fear, charm, illusion, interrogation, empathy, or psychic attack.
* Tentacle Reach: Attack, grab, pull, trip, climb, or manipulate something just beyond normal reach for LVL rounds.
* Thick Hide: Re-roll a Defense roll against claws, teeth, blades, clubs, debris, cold, heat, or crushing force.
* Toxic Native: Resist poison, acid, spores, venom, pollution, tainted air, or hostile chemistry for LVL hours.
* Tremor Sense: Detect footsteps, machines, burrowing creatures, impacts, or movement through floors and ground.
* Vacuum Adapted: Survive vacuum, decompression, airlessness, radiation, or pressure loss for LVL minutes.
* Variable Symmetry: Twist, rotate, fold, split, or reorient the character’s body to escape bonds, fit spaces, or avoid harm.
* Venom Immunity: Ignore poison, venom, toxins, paralytics, stings, bites, or chemical sedatives for LVL minutes.
* War Roar: Scare off LVL ordinary enemies, animals, drones, minions, guards, raiders, or lesser predators for LVL minutes.
* Water Storage: Resist thirst, dehydration, desert travel, heat stress, or lack of supplies for LVL days.
* Winged Predator: Fly, dive, snatch, rake, or strike from above for LVL minutes.
* Zero-G Native: Move, fight, dodge, climb, drift, or recover safely in zero gravity for LVL minutes.

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PSIONICS
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Roles for powers that might fit into a horror or science-fiction setting.

AWARENESS
Psionic body control, suspended animation, survival trance, heightened endurance, self-healing, pain mastery, and conscious command of the nervous system.
Modifies: Add Telepathy LVL to resistance rolls against against poison, disease, pain, exhaustion, starvation, thirst, suffocation, shock, aging, sleep, paralysis, or hostile environments.
Hit Points: +1 hit point.
Abilities (automatic success LVL times/day)
* Body Control: Re-roll a Save against poison, disease, pain, paralysis, exhaustion, shock, or physical corruption.
* Heightened Constitution: Resist injury, poison, disease, fatigue, suffocation, radiation, starvation, thirst, or harsh conditions for LVL hours.
* Heightened Strength: Gain +LVL on one feat of lifting, breaking, climbing, leaping, grappling, striking, or carrying.
* Metabolic Slowdown: Survive without food, water, sleep, or normal breathing for LVL days.
* Regeneration: Restore LVL hit points, regrow minor tissue, close wounds, or remove one lingering physical condition.
* Suspended Animation: Enter a deathlike trance without food, water, air, aging, bleeding, or disease progression for LVL weeks.

CLAIRVOYANCE
Second sight, prophecy, remote viewing, danger sense, hidden knowledge, psychometry.
Modifies: Add Clairvoyance LVL to resistance rolls against deception, surprise, falsehood, or illusion.
Hit Points: +1 hit point.
Abilities (automatic success LVL times/day; range LVL x 3 meters or LVL x 10 feet)…
* Ask the Future: Ask one question about a likely danger, opportunity, route, enemy, or consequence and receive a useful answer.
* Danger Flash: Win initiative or warn allies just before danger strikes.
* Expose Weakness: Give LVL targets +1 or one target +LVL on any one roll by revealing the best moment, path, clue, or flaw.
* Far Sight: See or hear a distant place you know, name, touch, or strongly imagine for LVL minutes.
* Find the Hidden: Detect a hidden person, object, clue, exit, trap, threat, or supernatural presence.
* Read Object: Touch an object and learn who last used it, what it is for, or what important event it witnessed.

PYROKINESIS / CRYOKINESIS
Mental control of heat, flame, cold, ice, combustion, freezing, temperature, thermal energy, and resisting fire, cold, smoke, or environmental extremes.
Modifies: Add Pyrokinesis/Cryokinesis LVL to resistance rolls for surviving extreme hot and cold temperatures.
Hit Points: +1 hit point.
Abilities (automatic success LVL times/day; range LVL x 3 meters or LVL x 10 feet)…
* Freeze or Thaw: Freeze water, trap a target in ice, make ground slippery, preserve matter, melt ice, warm a body, or free a frozen target.
* Ignite or Extinguish: Start, spread, suppress, or put out fire, smoke, sparks, fuel, heat, or burning hazards.
* Temperature Control: Raise or lower the temperature in one area enough to comfort, endanger, preserve, spoil, melt, crack, weaken, or numb for LVL minutes.
* Thermal Burst: Inflict 1 Hit on LVL enemies with an explosion of fire, sparks, smoke, steam, frost, hail, ice shards, or freezing mist.
* Thermal Sense: Detect heat, cold, living bodies, recent tracks, hidden fires, frozen objects, or temperature changes for LVL minutes.
* Thermal Shield: Re-roll a Defense roll against fire, cold, heat, ice, smoke, steam, explosions, or temperature-based harm.
* Thermal Strike: Inflict LVL Hits on one target with flame, heat, frost, ice, steam, burning pain, freezing air, or thermal shock.

TELEPATHY
Reading minds, sending thoughts, sensing emotions, mental defense, psychic influence, and resisting fear, control, illusion, or possession.
Modifies: Add Telepathy LVL to resistance rolls against emotional manipulation, memory alteration, psychic attack, mind control, or other mental influence.
Hit Points: +1 hit point.
Abilities (automatic success LVL times/day; range LVL x 3 meters or LVL x 10 feet)…
* Alter Memories: Change, erase, blur, restore, or rewrite one recent memory in a target for LVL hours.
* Body Swap: Switch minds with one touched target for LVL minutes.
* Command: Force LVL ordinary minds to hesitate, retreat, obey a simple command, or stand down for LVL × 2 minutes.
* Implant Suggestion: Place one simple idea, impulse, command, fear, or false belief in a target’s mind for LVL hours.
* Mental Stun: Put one target into confusion, shock, sleep, or paralysis for LVL minutes, or LVL targets for 1 minute.
* Mind Probe: Force one target to answer one mental question truthfully, reveal a hidden memory, or expose a buried motive.
* Mind Spear: Inflict LVL Hits on one target with psychic pain, terror, memory, or mental force.
* Mind Touch: Read the surface thoughts or current emotions of one visible target.
* Psychic Shield: Re-roll a Save against fear, charm, madness, possession, illusion, or mental influence.
* Silent Message: Send a short mental message to LVL targets you can sense or see.

TELEPORTATION
Instant movement, escape, repositioning, spatial awareness, bypassing barriers, avoiding attacks, and moving through impossible spaces.
Modifies: Add Teleportation LVL to resistance rolls against falling, ambushes, explosions, forced movement, or being pinned.
Hit Points: +1 hit point.
Abilities (automatic success LVL times/day; range LVL x 3 meters or LVL x 10 feet)…
* Apport: Teleport one unattended or held object within LVL x 5 meters (LVL x 30 feet) into the character’s hand or nearby.
* Blink Strike: Inflict LVL Hits if attacking after teleporting, from surprise, behind, above, or from an impossible angle.
* Far Jump: Teleport to a place you can clearly see, remember, or sense up to LVL × 3 km (LVL x 2 miles) away.
* Rescue Step: Teleport yourself or one willing target out of immediate danger.
* Step Through: Teleport past any ordinary lock, door, wall, cage, pit, trap, guard, or barrier within range.
* Swap Places: Trade places with a willing target, object, or surprised ordinary enemy within range.
* Vanish: Become totally hidden by teleporting into cover, shadow, crowd, smoke, or another nearby unseen position.

TELEKINESIS
Second sight, prophecy, remote viewing, danger sense, hidden knowledge, psychometry.
Modifies: Add Telekinesis LVL to resistance rolls for surviving physical danger through willpower.
Hit Points: +1 hit point.
Abilities (automatic success LVL times/day; range LVL x 3 meters or LVL x 10 feet)…
* Barrier: Raise an impenetrable wall, shield, dome, pressure field, floating debris screen, or kinetic lock for LVL minutes.
* Disarm: Pull, knock away, break, pin, or seize one weapon, tool, key, device, or object from a target.
* Force Shield: Re-roll a Defense roll, block a projectile, or protect one target from immediate physical harm.
* Force Strike: Inflict LVL Hits on one target with a shove, crush, thrown object, invisible blow, or pressure wave.
* Hurl Objects: Inflict 1 Hit on LVL enemies with debris, weapons, furniture, stones, glass, or loose objects.
* Lift: Slowly move, hold, drag, or suspend one object or willing target that weighs up to LVL x 60 kg (LVL x 130 lbs).

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SUPERPOWERS
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SUPERPOWERS ROLE
A catch-all for creating superhero-type metahumans, mutants, or advanced technology battlesuits. Note these powers do not stack and duplicated uses do not increase effects. For instance, Good Luck only adds a +1 bonus on rolls even if multiple uses are applied to the same individual.
Modifies: Add Superpowers LVL to resistance rolls for surviving physical danger.
Hit Points: +1 hit point.
* Acid Blast: Inflict LVL Hits on one target with corrosive acid at LVL x 5 meters (LVL x 30 feet).
* Analytic Scan: Identify the nature, origin, genetics, or matching sample of organic substances for LVL minutes.
* Animal Control: Command LVL ordinary animals of one type within LVL x 5 meters (LVL x 30 feet) for LVL minutes.
* Apport: Teleport one unattended or held object within LVL x 5 meters (LVL x 30 feet) into the character’s hand or nearby.
* Armor Up: Create temporary heavy armor of metal, stone, ice, energy, or another protective substance for LVL minutes.
* Astral Travel: Send the character’s spirit out of body as an invisible, intangible, flying form for LVL minutes.
* Bad Luck: Curse one target within LVL x 5 meters (LVL x 30 feet) with -1 misfortune on rolls for LVL minutes.
* Bestow Power: Grant one of the character’s powers to one target within LVL x 5 meters (LVL x 30 feet) for LVL minutes.
* Bio-Mutation: Alter, suppress, awaken, restore, or replace one target’s superhuman power for LVL days.
* Body Swap: Switch minds with one touched target for LVL minutes.
* Chameleon: Become effectively invisible while motionless against a matching background for LVL minutes.
* Charm Person: Make one target within LVL x 5 meters (LVL x 30 feet) treat the character as a trusted friend for LVL minutes.
* Clairvoyance (Minor): See a brief vision of a distant place, person, object, or location for LVL minutes.
* Claws/Fangs: Inflict extra damage with claws, fangs, talons, horns, hooves, stingers, or blades for LVL minutes.
* Cold Blast: Inflict LVL Hits with freezing cold at LVL x 5 meters (LVL x 30 feet) and trap damaged targets in ice for LVL minutes.
* Control Fire: Create, shape, spread, extinguish, or wall off flames within LVL x 5 meters (LVL x 30 feet) for LVL minutes.
* Copy Appearance: Touch one target and copy their physical appearance for LVL hours.
* Danger Sense: Become impossible to surprise and sense hidden traps, ambushes, or attacks for LVL minutes.
* Darkness: Fill an area within LVL x 5 meters (LVL x 30 feet) with darkness, smoke, fog, or supernatural shadow for LVL minutes.
* Dazzle: Blind LVL sighted targets within LVL x 5 meters (LVL x 30 feet) for LVL minutes.
* Detect Mutants: Sense the nearest mutant or superhuman within LVL x 5 meters (LVL x 30 feet) for LVL minutes.
* Detect Supernatural: Sense the nearest ghost, demon, vampire, spirit, or supernatural creature within LVL x 5 meters (LVL x 30 feet) for LVL minutes.
* Dimensional Barrier: Block teleportation, portals, astral travel, intangibility, and dimensional movement within LVL x 5 meters (LVL x 30 feet) for LVL minutes.
* Disease: Infect one touched target with a fast-acting harmful disease for LVL days.
* Disintegration: Inflict LVL damage at LVL x 5 meters (LVL x 30 feet) that destroys the target completely if it defeats them.
* Doesn’t Eat or Drink: Survive without ordinary food or water for LVL days.
* Doesn’t Sleep: Ignore the need for sleep and resist sleep or dream-based attacks for LVL days.
* Dream Control: Enter, shape, influence, attack, or communicate through one sleeping target’s dreams within LVL x 5 meters (LVL x 30 feet) for LVL minutes.
* Duplication: Create a loyal duplicate of the character for LVL minutes.
* Earth Control: Move, dig, shape, bury, quake, or attack with earth within LVL x 5 meters (LVL x 30 feet) for LVL minutes.
* Electrical Control: Sense, control, override, or command nearby electronic systems within LVL x 5 meters (LVL x 30 feet) for LVL minutes.
* Electrical Shock: Stun or paralyze one touched target with a jolt of electricity for LVL minutes.
* Electromagnetic Pulse: Disable electronics, robots, vehicles, or gadgets within LVL x 5 meters (LVL x 30 feet) for LVL minutes.
* Emotion Projection: Force one target within LVL x 5 meters (LVL x 30 feet) to feel one primal emotion for LVL minutes.
* Energy Aura: Damage anything that touches the character with acid, cold, electricity, fire, or sonic force for LVL minutes.
* Explosive Blast: Inflict 1 Hit on LVL targets within LVL x 5 meters (LVL x 30 feet) with an explosive burst.
* Extra Arm: Gain an extra arm, prehensile tail, tongue, or limb for LVL minutes.
* Extra Legs: Move at double speed with multiple legs, centaur-like anatomy, or enhanced lower limbs for LVL minutes.
* Faster Than Light: Travel between stars through hyperspace, warp, wormholes, or impossible speed for LVL hours.
* Fire Blast: Inflict LVL Hits on one target with fire, plasma, heat, or laser energy at LVL x 5 meters (LVL x 30 feet).
* Flight: Fly swiftly through the air under the character’s own power at normal movement rate for LVL minutes, or movement rate x LVL for 1 minute.
* Force Bolt: Inflict LVL Hits on one target with pure kinetic, gravitic, or telekinetic force at LVL x 5 meters (LVL x 30 feet).
* Force Field: Raise personal shields that reduce damage and protect the character’s body and gear for LVL minutes.
* Force Projection: Create a simple solid object, tool, weapon, shield, sled, or bridge for LVL minutes.
* Form Wall: Create a solid wall, dome, bridge, shield, or barrier within LVL x 5 meters (LVL x 30 feet) for LVL minutes.
* Gas Protection: Resist poison gas, fumes, smoke, and inhaled toxins for LVL minutes.
* Gaseous Form: Become mist, smoke, vapor, or gas and drift through cracks for LVL minutes.
* Glamour: Cover a person, object, or place within LVL x 5 meters (LVL x 30 feet) with a convincing illusionary disguise for LVL minutes.
* Good Luck: Bless one target within LVL x 5 meters (LVL x 30 feet) with +1 benefit on rolls for LVL minutes.
* Growth: Grow to huge size, increasing reach, strength, mass, and battlefield presence for LVL minutes.
* Guided Missile: Automatically strike one target within LVL x 5 meters (LVL x 30 feet) with a homing attack.
* Haste: Gain an extra action, move x5 faster, or complete tasks at supernatural speed for LVL minutes.
* Healing: Restore LVL Hits or cure poison, disease, broken bones, or similar physical harm with a touch.
* Heightened Hearing: Hear whispers, heartbeats, distant sounds, lies, movement, or threats for LVL minutes.
* Heightened Smell: Track by scent, recognize hidden identities, and detect disguises or shapeshifters for LVL minutes.
* Holographic Projection: Create a moving hologram, decoy, false image, or glowing illusion within LVL x 5 meters (LVL x 30 feet) for LVL minutes.
* Hypnotic Voice: Charm everyone nearby who listens to the character’s song, speech, or supernatural voice for LVL minutes.
* Ice Storm: Create a hailstorm or snowstorm within LVL x 5 meters (LVL x 30 feet) that damages, blinds, slows, and knocks down targets for LVL minutes.
* Illusion: Trap one target within LVL x 5 meters (LVL x 30 feet) in a believable hallucination for LVL minutes.
* Immortality: Stop aging and resist ordinary disease, poison, decay, or time for LVL years.
* Intangibility: Become ghostlike and pass through solid objects for LVL minutes.
* Invisibility: Become invisible while concentrating and moving carefully for LVL minutes.
* Jamming: Become invisible to radar or infrared and disrupt signals within LVL x 5 meters (LVL x 30 feet) for LVL minutes.
* Laser: Inflict LVL Hits with a precise beam of heat, light, radiation, or cutting energy at LVL x 5 meters (LVL x 30 feet).
* Life Drain: Drain life from one touched target and restore the character’s own Hits or power.
* Life Support: Survive without air, food, water, pressure, or normal environmental protection for LVL hours.
* Light Armor: Gain light protection from armor, tough skin, costume plating, scales, or force lining for LVL minutes.
* Lightning: Inflict LVL Hits on one target with electricity or a lightning bolt at LVL x 5 meters (LVL x 30 feet).
* Liquid Form: Become liquid and flow through pipes, cracks, water, and narrow openings for LVL minutes.
* Magnetic Control: Move, bend, pull, hurl, or restrain ferrous metal within LVL x 5 meters (LVL x 30 feet) for LVL minutes.
* Micro-Vision: See microscopic details, tiny creatures, cells, flaws, or hidden particles for LVL minutes.
* Mind Blast: Inflict LVL Hits on one target with psychic pain at LVL x 5 meters (LVL x 30 feet).
* Mind Control: Take control of one intelligent target within LVL x 5 meters (LVL x 30 feet) for LVL minutes.
* Mind Scan: Read surface thoughts or force answers from one target within LVL x 5 meters (LVL x 30 feet) for LVL minutes.
* Mind Shield: Resist psychic attacks, unwanted telepathy, illusions, dream control, and mental domination for LVL minutes.
* Necromancy: Speak with a corpse, command a ghost, or use mental powers against the dead for LVL minutes.
* Neutralize Power: Strip one target within LVL x 5 meters (LVL x 30 feet) of superhuman powers for LVL minutes.
* Omni-Lingual: Understand, speak, read, or decode any language, code, or computer language for LVL minutes.
* Plant Animation: Animate plants, trees, vines, grass, or roots within LVL x 5 meters (LVL x 30 feet) for LVL minutes.
* Poison Gas: Create a toxic gas cloud within LVL x 5 meters (LVL x 30 feet) for LVL minutes.
* Poison: Poison one target through claws, fangs, stinger, kiss, bite, blood, or body fluids for LVL minutes.
* Polymorph Other: Transform one target within LVL x 5 meters (LVL x 30 feet) into another creature, object, or strange form for LVL minutes.
* Portal: Open a doorway to a distant place the character knows or can perceive for LVL minutes.
* Power Theft: Steal one target’s superpowers with a touch for LVL minutes.
* Power Weapon: Summon or create a supernatural melee weapon that only the character can wield for LVL minutes.
* Precognition: Ask about the future and receive a useful warning, vision, riddle, omen, or clue.
* Projectile Fire: Inflict LVL Hits with conjured bullets, spikes, stones, ice shards, or solid missiles at LVL x 5 meters (LVL x 30 feet).
* Psychic Weapon: Create a weapon of thought or spirit that ignores ordinary protection for LVL minutes.
* Radar: Detect objects, invisible targets, aircraft, ships, and movement through fog, smoke, or darkness for LVL minutes.
* Radio: Send, receive, monitor, or locate radio, television, wireless, or broadcast signals for LVL minutes.
* Reanimation: Restore a recently dead body to life after LVL minutes of effort.
* Regeneration: Recover 1 Hit each round for LVL minutes unless dead.
* Resist Energy: Resist acid, cold, electricity, fire, heat, or sonic attacks for LVL minutes.
* Resist Poison: Gain strong resistance against poison, venom, toxins, and similar effects for LVL minutes.
* Retrocognition: Touch a place or object and see past emotional events, trauma, owners, or impressions for LVL minutes.
* Sensory Protection: Resist blinding, deafening, dazzling, stunning, and sense-overloading attacks for LVL minutes.
* Shapeshifter: Change the character’s body, face, sex, age, features, limbs, or physical traits for LVL minutes.
* Shrinking: Decrease to tiny size and become hard to see, hit, or catch for LVL minutes.
* Sleep: Put one living target within LVL x 5 meters (LVL x 30 feet) into deep supernatural sleep for LVL minutes.
* Sonar: Use echolocation to see through darkness, smoke, fog, water, or invisibility for LVL minutes.
* Sonic Blast: Inflict LVL Hits with sound at LVL x 5 meters (LVL x 30 feet) and deafen damaged targets for LVL minutes.
* Sound Control: Create silence or repeated sound within LVL x 5 meters (LVL x 30 feet) for LVL minutes.
* Steal Memories: Steal, erase, or absorb some or all of one target’s memories for LVL days.
* Stretching: Stretch, flatten, squeeze, reach, grab, constrict, or bounce with elastic limbs for LVL minutes.
* Summon Outsider: Call, bind, question, bargain with, or unleash a named outsider entity for LVL minutes.
* Summon Servitor: Conjure one loyal monster, robot, elemental, angel, demon, spirit, or thought-form servant for LVL minutes.
* Super Aquatic: Gain super strength and super speed while in water for LVL minutes.
* Super Armor: Gain LVL protection from ordinary damage through armor, tough skin, shell, or plating for LVL rounds.
* Super Charisma: Gain +LVL for rolls for appeal, confidence, inspiration, leadership for LVL minutes.
* Super Constitution: Gain +LVL on rolls for health, toughness, vigor, stamina for LVL minutes.
* Super Dexterity: Gain +LVL on rolls for agility, balance, quickness, precision for LVL minutes.
* Super Intelligence: Gain +LVL on rolls for deduction, logic, memory, reason, wits for LVL minutes.
* Super Jumping: Leap incredible distances and attack as part of a mighty bound for LVL minutes.
* Super Shooter: Fire a built-in or enhanced projectile weapon at LVL x 5 meters (LVL x 30 feet) once per turn for LVL minutes.
* Super Speed: Add +LVL x 3 meters (or +LVL x 10 feet) to movement rate for LVL minutes.
* Super Strength: Gain +LVL on rolls for physical prowess and move objects weighing up to LVL x 60 kg (LVL x 130 lbs) for LVL minutes.
* Super Striker: Add +2 to attacks with an innate weapon, perfect blade, magic hammer, talons, jaws, or exotic melee weapon for LVL minutes.
* Super Swimming: Swim at tremendous speed (x10 movement), breathe underwater, and fight well beneath the surface for LVL minutes.
* Super Vision: See in darkness, detect heat, and notice invisible things with enhanced sight for LVL minutes.
* Super Wisdom: Gain +LVL for rolls for empathy, courage, insight, resolve, willpower for LVL minutes.
* Swinging: Swing from rooftops, trees, cables, web-lines, grapnels, or overhead structures for LVL minutes.
* Telekinesis: Levitate, hold, throw, crush, disarm, or move objects and beings within LVL x 5 meters (LVL x 30 feet) for LVL minutes.
* Telepathy (Minor): Communicate mind-to-mind with targets within LVL x 5 meters (LVL x 30 feet) for LVL minutes.
* Teleport (Minor): Vanish and reappear at a place the character can see, know, remember, or has coordinates for within LVL x 5 meters (LVL x 30 feet).
* Transmutation: Transform nonliving matter within LVL x 5 meters (LVL x 30 feet) into another substance, item, or form for LVL minutes.
* True Sight: See auras, spirits, magic, invisible living things, corruption, and hidden supernatural truth for LVL minutes.
* Veil: Hide a person, object, or area within LVL x 5 meters (LVL x 30 feet) from supernatural detection for LVL hours.
* Wall Crawling: Move across walls and ceilings at normal speed for LVL minutes.
* Water Breathing: Breathe underwater without penalty for LVL hours.
* Water Control: Blast, shape, move, pull, push, or command water within LVL x 5 meters (LVL x 30 feet) for LVL minutes.
* Weather Control: Change wind, rain, fog, storms, heat, cold, snow, or seasonal weather in the surrounding region for LVL hours.
* Webbing: Entangle one target within LVL x 5 meters (LVL x 30 feet) for LVL minutes.
* Wind Control: Blast, shove, stun, scatter, extinguish, or trap targets within LVL x 5 meters (LVL x 30 feet) for LVL minutes.
* X-Ray Vision: See inside solid objects within LVL x 5 meters (LVL x 30 feet) for LVL minutes.

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CYBERPUNK ROLES
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NETRUNNER/RIGGER
Hacking, drones, vehicles, surveillance, electronics, remote control, intrusion, sabotage, and digital warfare.
Modifies: Add Netrunner/Rigger LVL to the character’s Defense Bonus and rolls to resist digital attacks, surveillance, jamming, or system intrusion.
Hit Points: +2 hit points.
Abilities (automatic success LVL times/day)…
* Bypass Security: Open, disable, spoof, or bypass any ordinary lock, door, alarm, camera, drone, vehicle, sensor, or security system.
* System Spike: Inflict LVL Hits on one target through a hacked device, drone, turret, vehicle, feedback loop, or cyberattack.
* Disable System: Put LVL devices, drones, vehicles, cameras, turrets, or cyberware systems offline for LVL minutes, or one target for LVL × 10 minutes.
* Drone Command: Control, redirect, hijack, or coordinate LVL drones, bots, cameras, vehicles, or remote devices for LVL minutes.
* Ghost Signal: Become invisible, unnoticed, spoofed, sensor-hidden, digitally erased, or ignored by security systems for LVL minutes.
* Data Search: Ask a database, network, stolen file, surveillance feed, AI, contact, or machine one question and receive a useful answer.

NOMAD
Driving, survival, smuggling, scouting, family networks, vehicle repair, road warfare, and moving through badlands or streets.
Modifies: Add Nomad LVL to rolls resisting exhaustion, exposure, pursuit, crashes, or environmental hazards.
Hit Points: +3 hit points.
Abilities (automatic success LVL times/day)…
* Road Warrior: Inflict LVL Hits with a vehicle, mounted weapon, hit-and-run attack, ramming maneuver, or roadside ambush.
* Fast Getaway: Escape pursuit, cross dangerous terrain, reach cover, start a vehicle, or get LVL allies out of immediate danger.
* Convoy Contacts: Find information, hear rumors, locate fuel, parts, safe roads, smugglers, shelters, family, or useful road contacts.
* Field Repair: Restore LVL Hits to one vehicle, drone, machine, or piece of gear, or 1 Hit to LVL nearby devices.
* Rough Country: Perform an impressive feat of driving, riding, climbing, scavenging, navigating, hauling, or surviving harsh conditions.
* Pack Tactics: Adjacent allies, convoy vehicles, or crew members get +1 To Hit for the combat.

ROCKER
Charisma, rebellion, fame, performance, persuasion, street culture, morale, protest, and turning crowds into weapons.
Modifies: Add Rocker LVL to rolls resisting resisting manipulation, humiliation, despair, fear, or social pressure.
Hit Points: +2 hit points.
Abilities (automatic success LVL times/day)…
* Command the Crowd: Force LVL ordinary people, fans, guards, gangers, cops, workers, or lesser enemies to hesitate, retreat, cooperate, surrender, or stand down for LVL × 2 minutes.
* Inspire: Give LVL targets +1 or one target +LVL on any one roll.
* Pressure: Inflict LVL Hits of social, emotional, spiritual, or psychological damage through a threat, speech, song, broadcast, accusation, or revealed secret.
* Rally: Remove fear, panic, confusion, shame, shock, anger, suspicion, exhaustion, or another lingering mental condition.
* Street Fame: Secure cooperation, a favor, a meeting, a distraction, backstage access, street protection, or temporary alliance through reputation.
* Broadcast Truth: Reveal a secret, expose corruption, spread a message, summon a crowd, or turn public opinion for LVL hours.

SOLO
Combat, reflexes, weapons, intimidation, tactics, cyberware, endurance, and surviving street violence.
Modifies: Add Solo LVL to the character’s Attack Bonus and rolls to resist pain, fear, intimidation, injury, suppression, ambushes, or combat shock.
Hit Points: +4 hit points.
Abilities (automatic success LVL times/day)…
* Precision Strike: Inflict LVL Hits on one target with a firearm, blade, cyberweapon, ambush, or tactical attack.
* Combat Sense: Win initiative or instantly notice an ambush, sniper, trap, kill zone, or hostile movement.
* Tactics: Adjacent allies get +1 To Hit for the combat.
* Follow Through: Make an extra attack if you defeat, disable, destroy, or drive off an enemy.
* Guard: Re-roll a Defense roll with cover, armor, reflexes, cyberware, or combat training.
* Intimidate: Scare off LVL ordinary enemies, boosters, guards, thugs, cops, animals, minions, or lesser threats.

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POST-APOCALYPSE ROLES
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For mutants, add Psionic or Superpower roles.

ARCHIVIST
Ancient technology, lost records, forbidden systems, data ghosts, pre-war machines, relic weapons, dead languages, and old-world power.
Modifies: Add Archivist LVL to rolls involving ancient technology, computers, robots, lost history, energy systems, old medicine, ruins, codes, or strange devices.
Hit Points: +1 hit point.
Abilities (automatic success LVL times/day; range LVL x 3 meters or LVL x 10 feet unless noted)…
* Activate Relic: Start, repair, or safely use one ancient device, terminal, weapon, vehicle, robot, drone, or medical machine for LVL minutes.
* Data Divination: Ask a database, archive, black box, map, recording, satellite, ruin, machine spirit, or pre-war file one question and receive a useful answer.
* Energy Bolt: Inflict LVL Hits on one target with a laser, shock prod, microwave beam, sonic pulse, radiation burst, drone shot, or ancient weapon.
* Force Screen: Raise a shield (+1 re-roll as armor), hard-light wall, security barrier, emergency bulkhead, or energy field for LVL minutes.
* Holo-Veil: Become invisible, disguised, sensor-hidden, holographically masked, digitally erased, or ignored by machines for LVL minutes.
* Machine Command: Command, confuse, shut down, distract, or redirect LVL robots, turrets, drones, sensors, doors, cameras, or automated systems for LVL minutes.
* Restore Function: Repair, reboot, sterilize, or recharge one broken device, cybernetic part, weapon, powered suit, or life-support device.

MARAUDER
Violence, intimidation, raiding, armor, endurance, wasteland weapons, brutal survival, and taking what is needed.
Modifies: Add Marauder LVL to the character’s Attack Bonus and rolls to endure hunger, thirst, pain, exposure, or physical hardship.
Hit Points: +4 hit points.
Abilities (automatic success LVL times/day)…
* Break Them Open: Smash, breach, overturn, force, or tear through one ordinary door, barricade, vehicle panel, cage, lock, shield, or weak wall.
* Brutal Charge: Make two attacks, but the closest enemy gets a free attack against the character.
* Cleave Through: Make an extra attack if the character destroys, downs, or drives off an enemy.
* Raid Tactics: Adjacent allies get +1 To Hit for the combat.
* Scrap Guard: Re-roll a Defense roll.
* Threat Display: Scare off LVL scavengers, settlers, guards, raiders, mutants, or lesser wasteland threats.
* Wasteland Reflexes: Win initiative.

TRIBAL MEMBER
Kinship, survival lore, hunting, spirits, rituals, medicine, memory, omens, and life outside the ruins.
Modifies: Add Tribal Member LVL to rolls involving hunting, tracking, animals, weather, herbs, oral history, or resisting fear and despair.
Hit Points: +3 hit points.
Abilities (automatic success LVL times/day)…
* Beast Kin: Calm, command, scatter, or understand LVL animals, mounts, hunting beasts, pests, or lesser mutants for LVL minutes.
* Bone Medicine: Restore LVL Hits, treat poison, or cure a disease in a person through herbs, bone tools, or ritual care.
* Clan Blessing: Give LVL allies +1 for LVL minutes, or one ally +LVL on one roll, through a chant, painted mark, ancestor prayer, or war cry.
* Endure the Waste: Ignore heat, cold, hunger, thirst, dust, insects, bad weather, exhaustion, or rough travel for LVL hours.
* Hunt Ambush: Inflict LVL Hits if attacking from hiding, cover, high ground, traps, darkness, or patient preparation.
* Sacred Ground: Place a ward on one door, threshold, circle, or boundary that instantly alerts the character of trespassers for LVL days.
* Spirit Warning: Ask ancestors, dreams, bones, weather, birds, smoke, ruins, or an old story one question and receive a useful omen, warning, or clue.
* Trail Wisdom: Track one creature, vehicle, caravan, monster, blood trail, spoor, smoke column, water source, or hidden camp for LVL hours.

VAULT DWELLER
Locks, caution, old-world habits, sealed habitats, stealth, scavenging, etiquette, security systems, and surviving by being underestimated.
Modifies: Add Vault Dweller LVL to the character’s Defense Bonus and rolls to understand ancient technology.
Hit Points: +2 hit points.
Abilities (automatic success LVL times/day)…
* Crawlspace Escape: Perform an impressive feat of climbing, crawling, squeezing, hiding, balancing, jumping, or fleeing through vents, ducts, tunnels, ruins, or service shafts.
* Duck and Cover: Become totally hidden, protected, or overlooked when still, silent, behind cover, in a crowd, inside machinery, or under debris.
* Panic Shot: Inflict LVL Hits if attacking from hiding, behind cover, surprise, darkness, confusion, or desperate preparation.
* Polite Authority: Force LVL settlers, guards, workers, bureaucrats, robots, vault citizens, or confused wastelanders to hesitate, cooperate, unlock access, or stand down for LVL x 2 minutes.
* Scavenge Supplies: Tell useful food, medicine, tools, weapons, batteries, ammo, filters, data, spare parts, and valuables apart from junk.
* Security Bypass: Open, override, force, or trick one ordinary lock, vault hatch, terminal door, safe, keypad, airlock, elevator, cabinet, or security panel.
* Systems Check: Identify failing power or life-support systems and know the safest immediate fix.
* Vault Education: Ask a manual, training film, old map, vault record, computer file, classroom lesson, or remembered regulation one question and receive a useful answer.