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FAST RPG
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SHARED STORIES
Fast RPG is a tabletop role-playing game about shared stories and overcoming challenges set in an imagined world. Most players narrate one character, part of a group of protagonists made up of all the player’s characters. One player takes on the role of the game master (DM) who is responsible for describing scenes and situations to which other players add their characters’ responses.
WHAT’S NEEDED
* Space to share a story (around a table or online).
* One character sheet per player.
* An adventure story outline for the Game Master (the GM).
* Several six-sided dice.
* One X-card per player.
* Pens, pencilzs, writing paper, or electronic tablets to take notes.
An X-Card lets anyone instantly skip or change uncomfortable content. Once an X-Card card is tapped or held up, the game master stops the current scene, rewinds it, and pivots to a different approach, description, or source of content. No explanation for using an X-Card is needed, but remember the rule is meant to protect people, not characters or plot.
There is no single way to “win” most stories, though usually characters will have personal goals to pursue during the course of events. The shared story made along the way becomes the players’ biggest reward.
PLAYNG RULES
Every character has a Level measuring overall ability and impact on a story. Level 1 is for mundane characters, Level 10 is for elite action heroes, and Level 20 is for mighty superheroes. For most stories with competent normal people as characters, starting at Level 5 is recommended.
For each Level, a character has one personal trait – anything that defines an ability, profession, heritage, or personality. When a character gains a Level, a player may either choose an additional personal trait or add a rank to emphasize an existing trait (x2, x3, and so on).
If a story includes fantasy or supernatural elements, some characters may be able to gain special powers or unique traits as well.
TASK ROLLS
When a character wants to do something difficult, the player must describe the character’s action and intended outcome, then roll two six-sided dice and add them together.
* On a total result of 8 or more, the outcome succeeds exactly as the character intended.
* On a result of 7 or less, the outcome is a failure unless the player expends one of the character’s traits related to the task to turn the result into a success.
If a character has Help on an action, roll three six-sided dice and add the highest pair. The lowest die is ignored. Help can come from having a trait that fits an action, teams working together on the same task, or a character attempting something that’s not really hard.
If a character has Hindrance on an action, roll three six-sided dice and add the lowest pair. The highest die is ignored. Hindrance can come from a character pushing effort on task to get twice the usual result if successful, or attempting something extremely difficult.
Sometimes equipment and areas will have temporary traits that players may use to gain Help or Hindrance. Unlike personal traits, these traits can be shared but do not return with rest.
Multiple cases of Help and Hindrance on the same task cancel each other out on a one-to-one basis.
TAKING TURNS
Players decide who acts first in most situations. If a scene involves rapid action, such as during combat or chases, each character makes an initiative task roll and takes turns within a round that covers about 6 seconds in the story’s time. Once every character has taken a turn, the round ends and a new round begins with a new initiative roll.
* On a total result of 8 or more, the character acts before the opposing side this round.
* On a result of 7 or less, the character acts after the opposing side this round unless the player expends a trait related to awareness, reaction speed, or other such abilities.
If further detail is needed for order of turns, characters may take actions based on the initiative task roll with higher totals acting before lower total. Exact ties happen simultaneously.
During a turn, a character may perform one of three actions:
* Move up to 30 feet (9 meters) and attempt one action requiring a task roll.
* Move up to 60 feet (18 meters) but attempt no other actions.
* Remain in place and attempt two actions requiring task rolls.
Some character will have a trait called Fast that increases base speed the more often it is selected. Expending the Fast trait or its ranks negates or lowers the movement bonus.
* Fast (all movement rates increased by one-third speed per rank)
When ranked…
* Fast (up to 40 feet or 12 meters, or 80 feet and 24 meters)
* Fast (x2) (up to 50 feet or 15 meters, or 100 feet and 30 meters)
* Fast (x3) (up to 60 feet or 18 meters, or 120 feet and 36 meters)
* Fast (x4) (up to 70 feet or 21 meters, or 140 feet and 42 meters)
* Fast (x5) (up to 80 feet or 24 meters, or 160 feet and 48 meters)
Being forced to make a task roll in reaction to threat from an attack or hazard does not count as an action for these options.
LOSING AND REGAINING PERSONAL TRAITS
Expended traits represent fatigue, loss of focus, and depleted resources. An expended trait cannot count toward gaining Help, but it doesn’t limit attempting any tasks. If a trait has ranks, its rank is lowered by one instead of expending the trait. When a trait has no more ranks, it is considered expended.
Expended traits and ranks are typically regained to be useful again for Help at a rate of one trait or one rank per hour of character rest.
If a task is meant to cause harm, a success causes 2 points of physical damage or mental stress to the target, or 4 if the task was pushed. If the target is able to inflict harm back at the attacker, an attack failure causes 1 point of harm to the attacker and no harm to the target.
If an attacker is using a weapon with the Heavy trait, a success does an additional 2 damage.
If a non-player character controlled by the game master expends all traits due to an attack and there is left over harm possible, the remaining damage or stress may be applied to another target within range immediately.
Armor is an equipment trait measured in ranks (x1 for light, x3 for medium, x5 for heavy). A character may lose one or more ranks in Armor to negate one or more points of damage when harmed by a physical attack or hazard. Armor does not work against mental stress.
Each point of harm, either damage or stress, forces a character to expend a trait. If all of a character’s traits are expended, any new harm replaces one expended trait with a lasting injury or trauma trait. Create a harmful trait appropriate to the cause or use either the RANDOM INJURY or RANDOM TRAUMA tables instead.
A character’s harmful traits only change back to previous useful traits at a rate of one per week. A character who has only injury or trauma traits left is permanently out of the story.
CHANCE ROLLS
Chance rolls determine random outcomes without influence from traits, Help, or Hindrance. Players roll two dice and add them together. If something beneficial happens, it affects the character with the highest total. A bad event affects the character with the lowest total.
THE LUCK TRAIT
Some character will have a special trait called Luck:
* Luck (defying odds, stumbling into fortune, avoiding disaster)
This trait may be expended to succeed or push on any task, count as armor against either physical damage or mental stress, or used to reroll a chance roll before knowing the outcome.
A player may also expend Luck to gain an equipment trait or create a situational trait based on describing a flashback scene explaining how the item or circumstances came to be found in the current moment.
Expended Luck may also have ranks and is regained as other traits or ranks are recovered during rest.
POWERS
Based on the setting of the shared story, some characters will have traits that allow for extraordinary abilities or supernatural powers.
Wizards, mages, sorcerers…
* Magical (using magic powers, knowing supernatural lore)
Espers, psions, telepaths…
* Psionic (using psychic and supernatural powers of the mind)
Clerics, paladins, urban monster hunters…
* True Faith (performing divine miracles, knowing sacred lore)
Super-science gadgeteers, ultra-tech battlesuits, weird science subjects…
* Tech Expertise (working with machines, networks, complex systems)
A successful task based on such traits creates a situational trait or grants a target a new personal, injury, or trauma trait. The character using the power defines the trait’s nature. The target must be nearby, within about 90 feet (30 meters). An unwilling target may attempt a single task roll to resist and negate the effect. A power’s resulting effect normally lasts one minute.
If a character pushes the power, the effect instead lasts one day and its range becomes unlimited; however, only an area and all creatures within a 15-foot (5-meter) radius may be affected at one time. A character may have multiple power effects active simultaneously.
A failed power task produces no meaningful result to the target and forces the powered character to expend a trait or rank. If the attempt was pushed, the character must expend two traits or ranks (one for the initial push, one for the failure). A character failing to use powers while having no traits left to expend instead suffers a random injury or trauma trait.
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RANDOMIZER TABLES
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For each random table, roll one die twice to generate a first and second number.
RANDOM GENERAL PERSONAL TRAITS
* 1, 1: Artistry (music, painting, poetry, crafts, performance)
* 1, 2: Athletic (running, climbing, swimming, endurance feats)
* 1, 3: Awareness (perception, intuition, keen senses, reactions)
* 1, 4: Charismatic (appeal, confidence, communication, leadership)
* 1, 5: Combat Expertise (fighting, using weapons, leading in battle)
* 1, 6: Commanding (issuing orders, presence, morale control)
* 2, 1: Connected (contacts, favors, rumors, underworld ties)
* 2, 2: Cunning (stealth, bypassing locks and security systems, thieving)
* 2, 3: Deceptive (lying convincingly, misdirection, false identities)
* 2, 4: Dexterous (agility, reflexes, balance, dodging, precision)
* 2, 5: Educated (understanding history, literature, general sciences)
* 2, 6: Empathic (reading emotions, calming or provoking responses)
* 3, 1: Fast (all movement rates increased by one-third speed per rank)
* 3, 2: Intelligent (keen mind, deduction, logic, memory, reason, wits)
* 3, 3: Intimidating (threatening presence, provoking fear in others)
* 3, 4: Iron-Willed (resisting fear, coercion, domination)
* 3, 5: Luck (defying odds, stumbling into fortune, avoiding disaster)
* 3, 6: Magical (using magic powers, knowing supernatural lore)
* 4, 1: Martial Arts (unarmed strikes, grapples, throws, tumbling)
* 4, 2: Medical Expertise (diagnosis, healing methods, drugs, surgery)
* 4, 3: Obscure (overlooked in crowds, recordings, archived records)
* 4, 4: Observant (noticing subtle details, clues, changes, tells)
* 4, 5: Polyglot (able to communicate in almost any language)
* 4, 6: Primal (wilderness survival, tracking, animal and plant lore)
* 5, 1: Privileged (influence, authority, wealth, status in society)
* 5, 2: Psionic (using psychic and supernatural powers of the mind)
* 5, 3: Renowned (reputation or fame for competence or deeds)
* 5, 4: Resourceful (scrounging, making do with limited materials)
* 5, 5: Sanity (resisting stress from shock, horror, trauma)
* 5, 6: Spy Expertise (disguises, codes, infiltration, surveillance)
* 6, 1: Streetwise (urban survival, reading social danger, black markets)
* 6, 2: Strong (physical strength, toughness, vigor, stamina)
* 6, 3: Tech Expertise (working with machines, networks, complex systems)
* 6, 4: Tough (resisting damage from injury, fatigue, harsh environments)
* 6, 5: True Faith (performing divine miracles, knowing sacred lore)
* 6, 6: Wise (empathy, courage, insight, resolve, willpower)
RANDOM INJURIES
* 1, 1: Arm Bone Shattered (one arm becomes useless)
* 1, 2: Blinded in One Eye (range estimation issues)
* 1, 3: Collapsed Trachea (labored speech; breathing whistles)
* 1, 4: Crushed Pelvis (structural weakness; sitting issues)
* 1, 5: Damaged Back (pained movement constantly negotiated)
* 1, 6: Damaged Heart (arrhythmia, fatigue under strain)
* 2, 1: Damaged Organs (toxin and infection susceptibility)
* 2, 2: Damaged Spine (motor, sensory deficits)
* 2, 3: Damaged Stomach (small meals only; nausea common)
* 2, 4: Deaf in One Ear (poor directionality)
* 2, 5: Facial Paralysis (droop or asymmetry)
* 2, 6: Fractured Ribs (risk of re-fracture under force)
* 3, 1: Internal Adhesions (movement pulls painfully inside)
* 3, 2: Leg Bone Shattered (gait asymmetry; reduced running)
* 3, 3: Missing Arm (lifting, weapon limits; prosthetic options)
* 3, 4: Missing Finger (precision grip impairment)
* 3, 5: Missing Foot (balance and gait instability)
* 3, 6: Missing Hand (dexterity loss; adaptation needed)
* 4, 1: Missing Leg (mobility impaired; crutches, peg, rig needed)
* 4, 2: Motor Tic (involuntary jerking or twitch)
* 4, 3: Night Blindness (can’t resolve low light)
* 4, 4: Numb Extremities (reduced tactile feedback)
* 4, 5: Partial Paralysis (Arm) (limited reach, grip)
* 4, 6: Partial Paralysis (Leg) (limited movement, sensation)
* 5, 1: Partial Sensory Loss (heat, cold, pain muted)
* 5, 2: Scarred Face (cosmetic, sensory damage)
* 5, 3: Scarred Hands (fine motor reduced; pain triggers)
* 5, 4: Scarred Legs (surface scarring, mobility pain)
* 5, 5: Scarred Lungs (breathlessness; coughing)
* 5, 6: Scarred Torso (tight scarring restricts movement)
* 6, 1: Severed Tendon (Hand) (grip strength sharply reduced)
* 6, 2: Severed Tendon (Leg) (cannot sprint; sudden collapse risk)
* 6, 3: Spastic Reflexes (muscular clenching under triggers)
* 6, 4: Sudden Locking Joint (unpredictable freeze events)
* 6, 5: Tremors (involuntary shaking; stress worsens)
* 6, 6: Tunnel Vision (peripheral field loss)
RANDOM TRAUMAS
* 1, 1: Adrenal Junkie (seek high-risk situations for dopamine release)
* 1, 2: Authority Dependent (only act confidently under clear command)
* 1, 3: Catastrophizer (assume the worst possible outcome is imminent)
* 1, 4: Clean Freak (compulsively sterilize surfaces and tools)
* 1, 5: Cold Rationalist (prioritize logic even when empathy is demanded)
* 1, 6: Compulsive Checking (verify doors, windows, equipment repeatedly)
* 2, 1: Crash Cycles (periods of hyperfunction followed by collapse)
* 2, 2: Dehumanization (treat self or allies as expendable assets)
* 2, 3: Determinist (assume events cannot be changed, only observed)
* 2, 4: Explosive Outbursts (respond to stress with sudden aggression)
* 2, 5: False Memories (reconstruct events incorrectly under stress)
* 2, 6: Flinch Reflex (react violently to touch or proximity)
* 3, 1: Freeze Response (lock up during sudden danger)
* 3, 2: Grief-Loop (replay losses as if they just occurred)
* 3, 3: Haunted (carry trauma from past experiences or failed goals)
* 3, 4: Hoarder (stash food, meds, ammo, or tools for imagined shortages)
* 3, 5: Hypochondriac (obsess about infection, parasites, or cancer)
* 3, 6: Insomniac (unable to rest more than four hours a day)
* 4, 1: Mission-Fixated (ignore wider context to complete any assigned task)
* 4, 2: Nightmares (takes two hours rest to recover one trait or rank)
* 4, 3: Numbing Behavior (self-medicate with meds, stimulants, or depressants)
* 4, 4: Optimistic Delusion (deny seriousness of threats despite evidence)
* 4, 5: Paranoid (assume conspiracy or hidden threats at every corner)
* 4, 6: Phobia (flee from source or circumstances of last stress harm)
* 5, 1: Reckless (take high-risk actions without weighing consequences)
* 5, 2: Repression (bury troubling memories until triggered by stimuli)
* 5, 3: Risk Negotiator (bargain with danger or plead with threats)
* 5, 4: Safety Buffering (refuses to act without redundancies)
* 5, 5: Selective Amnesia (specific topics or names vanish)
* 5, 6: Self-Sacrificing (throw yourself into danger to protect others)
* 6, 1: Shell-Shocked (withdraw when confronted with violence or gore)
* 6, 2: Shock Denial (pretend severe harm does not matter)
* 6, 3: Triggered Reflex (snap into fight mode at sudden stimuli)
* 6, 4: Trust Issues (assume betrayal from coworkers, family, and friends)
* 6, 5: Twitchy (overreact to alarms, jumpscares, and odd noises)
* 6, 6: Weird (awkward timing, offbeat humor, unusual logic)
RANDOM SIZES (roll one die)
* 1: Small x2 (tiny, the size of a mouse or wristwatch)
* 2: Small (little, the size of a cat or laptop computer)
* 3: Big (large, the size of a horse or small car)
* 4: Big x2 (huge, the size of an elephant or delivery truck)
* 5: Big x3 (gigantic, the size of a blue whale or double-length bus)
* 6: Big x4 (titanic, the size of a kaiju monster or skyscaper)
RANDOM BEASTS
Modern Animals
* 1, 1: Dog (Level 1, loyal, tracking, guarding instincts)
* 1, 2: Falcon (Level 1, flight, trained raptor for scouting)
* 1, 3: Owl (Level 1, night vision, silent flight)
* 1, 4: Sled Dog (Level 1, snow travel, cold endurance)
* 1, 5: Horse (Level 2, swift travel, heavy load carrying)
* 1, 6: Wolf (Level 2, scent tracking, pack attack tactics)
* 2, 1: Crocodile (Level 3, death roll, aquatic ambush)
* 2, 2: Bear (Level 4, big, strong, grappling, winter hibernation)
* 2, 3: Lion (Level 4, ambush power, social pride dominance)
* 2, 4: Tiger (Level 5, solitary, stalking, territorial)
* 2, 5: Elephant (Level 6, big, massive strength, long memory)
* 2, 6: Orca (Level 10, big, ship-ramming, sonar attack)
Dinosaurs
* 3, 1: Velociraptor (Level 3, cunning pack hunter, sickle claw pounce)
* 3, 2: Protoceratops (Level 3, bulldog shove, herd defense)
* 3, 3: Parasaurolophus (Level 3, alarm calls, herd stampede)
* 3, 4: Deinonychus (Level 4, coordinated ambush, disemboweling rakes)
* 3, 5: Dilophosaurus (Level 4, crested intimidation, chemical spatter)
* 3, 6: Iguanodon (Level 4, big, thumb-spike jab, stubborn bulk)
* 4, 1: Ankylosaurus (Level 6, big, armor plating, crushing tail club)
* 4, 2: Stegosaurus (Level 6, big, thagomizer spikes, threat display)
* 4, 3: Allosaurus (Level 6, big, bite-and-bleed tactics, pack aggression)
* 4, 4: Baryonyx (Level 6, big, fishhook claws, aquatic hunter)
* 4, 5: Quetzalcoatlus (Level 7, big, aerial spearing, soaring ambush)
* 4, 6: Triceratops (Level 7, big, charging horns, shield frill)
* 5, 1: Spinosaurus (Level 8, big, semi-aquatic pursuit, sail intimidation)
* 5, 2: Tyrannosaurus Rex (Level 8, big, bone-crushing bite, territorial roar)
* 5, 3: Giganotosaurus (Level 9, big, flank mauling, stamina hunter)
Pleistocene Megafauna
* 5, 4: Megaloceros (Level 4, antler charge, mating display dominance)
* 5, 5: Steppe Bison (Level 5, big, strong, bison rush, herd panic)
* 5, 6: Dire Wolf (Level 5, pack coordination, bone-crushing jaws)
* 6, 1: Smilodon/Sabretooth Tiger (Level 6, precision throat bite, ambush pounce)
* 6, 2: Pleistocene Lion (Level 6, cooperative pride tactics, grapple kill)
* 6, 3: Short-Faced Bear (Level 7, endurance pursuit, intimidation posture)
* 6, 4: Mastodon (Level 7, big, strong, tusk grapple, herd protection)
* 6, 5: Woolly Rhinoceros (Level 7, big, strong, territorial charge, thick hide)
* 6, 6: Woolly Mammoth (Level 8, big, strong, trunk wrestling, trampling stampede)
COMMON SITUATIONAL TRAITS GRANTING HELP
* Being behind partial cover when being targeted by a ranged attack.
COMMON SITUATIONAL TRAITS IMPOSING HINDRANCE
* Making a ranged attack on a target behind partial cover.
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FANTASY TRAITS
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RANDOM FIGHTER TRAITS
* 1, 1: Ambushing (attacking from concealment at chosen moment)
* 1, 2: Archery (shooting arrows with precision over distance)
* 1, 3: Ax Mastery (chopping weapons used for cleaving shields and bone)
* 1, 4: Bastion Stance (holding ground through shield and discipline)
* 1, 5: Battle Rites (ritualized fighting techniques passed through warbands)
* 1, 6: Berserker (channeling fury into devastating melee force)
* 2, 1: Brawling (close-quarters grappling, punching, and improvised attacks)
* 2, 2: Bulwarking (creating a defensive anchor around which allies rally)
* 2, 3: Charge (explosive forward rush meant to break formations)
* 2, 4: Combat Reflexes (able to respond instantly to attacks or danger)
* 2, 5: Counterblow (timing a strike in response to an incoming attack)
* 2, 6: Crossbow Mastery (shooting bolts with precision over distance)
* 3, 1: Disarming (stripping an opponent of weapons or tools)
* 3, 2: Dismounting (techniques to unhorse mounted foes)
* 3, 3: Dual-wielding (fighting with paired blades, or blade and dagger)
* 3, 4: Feints (false strikes and misdirections to open defenses)
* 3, 5: Formation Fighting (operating as a disciplined line or phalanx)
* 3, 6: Grappling (seizing opponents to throw, choke, or pin)
* 4, 1: Guarded Stance (minimizing exposure through defensive posture)
* 4, 2: Jousting (mounted lance combat for shock and spectacle)
* 4, 3: Mounted Combat (fighting atop steeds for reach and mobility)
* 4, 4: Parrying (deflecting blows with blade or off-hand device)
* 4, 5: Pole Arm Mastery (using long melee weapons like halberds and glaives)
* 4, 6: Reconnaissance (scouting enemy intent, strength, and ground)
* 5, 1: Riposte (instant counterattack following a successful parry)
* 5, 2: Shield Bash (using shield offensively to shove, stun, or unbalance)
* 5, 3: Shield Mastery (advanced use of shields for protection and attack)
* 5, 4: Shock Troops (units that crash into lines to cause rupture)
* 5, 5: Siegecraft (operations against fortifications and walls)
* 5, 6: Skirmishing (light troops who harry flanks and retreat)
* 6, 1: Spear Mastery (reach weapons used for thrusting in ranks or solo duels)
* 6, 2: Swashbucking (agile swordplay blending footwork and flourish)
* 6, 3: Sword Mastery (formal study of edged weapons for slashing foes)
* 6, 4: Thrown Weapons (hurling javelins, axes, knives, and hammers)
* 6, 5: Vanguard (advances first to break enemy resolve)
* 6, 6: Wrestling (ground-fighting and body-lock techniques)
RANDOM PALADIN TRAITS
* 1, 1: Atonement (restoring virtue through penance and restitution)
* 1, 2: Aura of Courage (bolstering allies against fear and dread)
* 1, 3: Banishing (forcing demons, undead, or spirits to flee)
* 1, 4: Bastion (serving as anchor point around which allies rally)
* 1, 5: Chivalry (following recognized laws of courtesy, duel, and conduct)
* 1, 6: Commanding Presence (projecting confidence, resolve, and discipline)
* 2, 1: Condemnation (marking enemies for divine punishment)
* 2, 2: Courtly Manners (navigating noble halls, diplomacy, and ritual)
* 2, 3: Divine Oath (binding vow of service, virtue, and purpose)
* 2, 4: Exorcism (expelling spirits or fiends from bodies or places)
* 2, 5: Heraldry (displaying symbols of rank, lineage, and divine bond)
* 2, 6: Holy Authority (legitimacy recognized by temples and courts)
* 3, 1: Inquisition (rooting out corruption and falsehood)
* 3, 2: Inviolate Honor (upholding truth and oath even amid hardships)
* 3, 3: Judgment (discernment of guilt, blasphemy, or wrongdoing)
* 3, 4: Lay on Hands (channeling healing power through touch)
* 3, 5: Mercy (sparing life where honor or virtue demands)
* 3, 6: Mounted Combat (fighting atop steeds with lance and blade)
* 4, 1: Oathbinding (sealing promises under divine witness)
* 4, 2: Piety (faithful observation of rites, prayers, and obligations)
* 4, 3: Pilgrimage (journey to sacred sites for discipline or revelation)
* 4, 4: Rallying Cry (stirring the faithful to attack or endure)
* 4, 5: Rebuke Unholy (commanding undead or fiends through divine authority)
* 4, 6: Righteous Fury (focusing anger through moral conviction)
* 5, 1: Sacred Mission (operating under holy directive or cause)
* 5, 2: Sacred Relics (bearing holy objects that focus divine might)
* 5, 3: Sanctified Weapons (blessing arms for purity and banishment)
* 5, 4: Sanctuary (granting protection within divine bounds)
* 5, 5: Sense Evil (detecting corruption, demons, or malign intent)
* 5, 6: Shield Mastery (using shields to guard allies and break formations)
* 6, 1: Shield of Faith (warding self or allies from harm)
* 6, 2: Smite (delivering righteous force against sworn foes)
* 6, 3: Trial by Combat (establishing truth or justice through duel)
* 6, 4: Vigilance (standing watch against encroaching darkness or treachery)
* 6, 5: Vows (binding restrictions that empower and define the paladin)
* 6, 6: Zeal (fanatical drive that ignores fear or hardship)
RANDOM ROGUE TRAITS
* 1, 1: Archive Research (mining records, ledgers, and histories for leads)
* 1, 2: Backstabbing (striking from behind for decisive damage)
* 1, 3: Black Market Trade (buying and selling illicit goods discreetly)
* 1, 4: Camouflage (blending into foliage, rubble, or urban fixtures)
* 1, 5: Cipherwork (creating and breaking codes and cyphers)
* 1, 6: Climbing (scaling sheer surfaces such as walls and cliffs)
* 2, 1: Close Quarters (fighting efficiently in tight or crowded spaces)
* 2, 2: Confidence Games (manipulating trust for personal gain)
* 2, 3: Courtly Manners (navigating nobles, etiquette, and protocol)
* 2, 4: Cover Identities (maintaining multiple long-term personas)
* 2, 5: Disguise (altering appearance, voice, and posture to adopt roles)
* 2, 6: Eavesdropping (overhearing secrets through stealth or tools)
* 3, 1: Escape Artist (slipping bonds, knots, cuffs, and grapples)
* 3, 2: Escape Routes (preparing paths to withdraw after the kill)
* 3, 3: False Credentials (presenting convincing forged authority)
* 3, 4: Fence Contacts (disposing of stolen goods safely)
* 3, 5: Forgery (creating or altering documents, seals, and papers)
* 3, 6: Impersonation (passing as specific individuals of note)
* 4, 1: Infiltration (entering restricted zones through guile or concealment)
* 4, 2: Interrogation (extracting information via pressure or incentive)
* 4, 3: Lockpicking (bypassing physical locks and latches)
* 4, 4: Negotiation (brokering deals between hostile parties)
* 4, 5: Performance (music, theater, juggling, storytelling, dance)
* 4, 6: Pickpocketing (lifting items from pockets or belts by sleight of hand)
* 5, 1: Poisons (crafting deadly toxins, coating weapons, tainting food)
* 5, 2: Reading Languages (deciphering unfamiliar tongues, scripts, and marks)
* 5, 3: Seduction (leveraging charm, wit, and allure for influence)
* 5, 4: Shadowing (following targets unnoticed at a distance)
* 5, 5: Silent Takedown (neutralizing foes quietly without alarm)
* 5, 6: Smuggling (moving contraband quietly through borders and cities)
* 6, 1: Sneak Attack (precision strike delivered from Help or surprise)
* 6, 2: Swift Dash (rapid burst of movement to close distance or escape)
* 6, 3: Thieves’ Cant (using coded slang to secretly communicate openly)
* 6, 4: Trap Disabling (deactivating mechanisms without triggering them)
* 6, 5: Trapmaking (setting snares, alarms, or injury traps)
* 6, 6: Tumble (rolling through threatened spaces to avoid strikes)
RANDOM BARD TRAITS (or roll on another profession table)
* 1 to 3, 1: Archive Research (mining records and histories for lore)
* 1 to 3, 2: Bardic Immunity (able to avoid censure or wrath from rulers)
* 1 to 3, 3: Courtly Manners (navigating nobles, etiquette, and protocol)
* 1 to 3, 4: Famous (widely recognized by name and reputation)
* 1 to 3, 5: Inspiration (lifting morale or granting courage through art)
* 1 to 3, 6: Jack of All Trades (expend to gain Help on a pushed task)
* 4 to 6, 1: Negotiation (brokering deals between hostile parties)
* 4 to 6, 2: Oratory (compelling crowds through captivating speeches)
* 4 to 6, 3: Performance (music, theater, juggling, storytelling, dance)
* 4 to 6, 4: Rumormongering (seeding ideas, gossip, or misinformation)
* 4 to 6, 5: Satire (mockery and critique that shifts public opinion)
* 4 to 6, 6: Seduction (leveraging charm, wit, and allure for influence)
RANDOM MONK TRAITS
* 1, 1: Acrobatics (leaps, flips, vaults, and aerial control)
* 1, 2: Afterimage (leaving residual illusions through speed)
* 1, 3: Air Dashing (propelling oneself through sudden burst of motion)
* 1, 4: Airbending (manipulating wind through motion and intention)
* 1, 5: Balance of the Crane (unshakable posture even on precarious ground)
* 1, 6: Blurred Movement (moving faster than the eye can track)
* 2, 1: Breath Control (controlling wind, pain, stamina, or fear through breath)
* 2, 2: Chakra Alignment (balancing internal pathways for power or healing)
* 2, 3: Deflect Missiles (parrying or catching projectiles mid-flight)
* 2, 4: Discipline of Silence (moving, acting, or striking without sound)
* 2, 5: Drunken Form (erratic motion that masks intent and confuses foes)
* 2, 6: Elemental Harmony (attuning Ki to wind, water, or stone)
* 3, 1: Empty Mind (dampening fear, rage, or distraction to act cleanly)
* 3, 2: Evasion (dodging blows, arrows, or blasts with minimal motion)
* 3, 3: Feather Step (moving lightly across surfaces without strain or sound)
* 3, 4: Grappling Arts (throws, locks, holds, and submissions)
* 3, 5: Grounding Stance (rooting body to resist being pushed or thrown)
* 3, 6: Healing Palm (guiding life energy to mend wounds or ease pain)
* 4, 1: Inner Sight (perceiving through stillness, intuition, or vibration)
* 4, 2: Iron Body (hardening the flesh as armor against impact or blades)
* 4, 3: Ki Focus (channeling inner energy to empower body or mind)
* 4, 4: Martial Forms (codified sequences of movement, stance, and strike)
* 4, 5: Meditation (calming the mind to restore balance or clarity)
* 4, 6: Monastic Oath (binding vow that guides action, taboo, or sacrifice)
* 5, 1: Pressure Points (targeting nerves, joints, and vital pathways)
* 5, 2: Purging Touch (removing poisons, curses, or inner blockages)
* 5, 3: Redirecting Force (using enemy momentum against them)
* 5, 4: Stillness of Mind (banishing fear, charm, or mental intrusion)
* 5, 5: Stunning Palm (a single precise strike that halts movement or thought)
* 5, 6: Tempest Kick (projecting force or wind from a physical strike)
* 6, 1: Tumbling (rolling through hostile spaces to evade or reposition)
* 6, 2: Vortex Kick (striking in a whirl that disrupts balance and stance)
* 6, 3: Wall Running (defying gravity through speed and precision)
* 6, 4: Water Walking (flowing balance across unstable or yielding surfaces)
* 6, 5: Whirlwind Step (spinning through multiple foes without pause)
* 6, 6: Windrunning (traveling long distances swiftly through lightness)
RANDOM MAGIC USER TRAITS
* 1, 1: Alchemist (transmutation, elixirs, reagents, symbolic chemistry)
* 1, 2: Artificer (magic of enchanted devices, magical engineering)
* 1, 3: Bardic Arts (magic by song, story, performances)
* 1, 4: Cleric (magic by prayers, miracles, and holy authority)
* 1, 5: Conjurer (summoning and teleporting creatures and objects)
* 1, 6: Druid (circle rites, nature spells, sacred ecology)
* 2, 1: Enchanter (magic of changing emotions and mind control)
* 2, 2: Eon Scholar (magic drawn from prior civilizations’ eldritch lore)
* 2, 3: Esoteric Linguist (magic of true names, alien grammar, reality syntax)
* 2, 4: Evoker (magic of manipulating pure elemental energies)
* 2, 5: Exorcist (banishment rites, wards, purifying authority)
* 2, 6: Geomancer (magic through ley lines, terrain magic, land memory)
* 3, 1: Green Witch (magic by herbalism, folk charms, village magic)
* 3, 2: Hedge Witch/Wizard (local spirits and spells, unreliable folk magic)
* 3, 3: High Thaumaturge (court wizard, state and political magic)
* 3, 4: Illusionist (magic of false sites, sounds, and scenery)
* 3, 5: Mage (formal arcana, spell theory, disciplined study of forces)
* 3, 6: Magician (sleight of hand, showmanship, trickery made real)
* 4, 1: Medium (communion with the dead, possession, spirit voices)
* 4, 2: Mystic (magic by inner enlightenment, meditation, cosmic awareness)
* 4, 3: Necromancer (magic of affecting lifeforce, death, and the undead)
* 4, 4: Occultist (magic from forbidden texts, hidden symbols, secret rites)
* 4, 5: Oracle/Seer (magic by prophecy, visions, divine revelation)
* 4, 6: Psion (powers by mental force, thought shaping, psychic disciplines)
* 5, 1: Runecaster (inscribed symbols, binding glyphs, written power)
* 5, 2: Shaman (spirit negotiation, ancestor rites, journeys into dreams)
* 5, 3: Shifter (magic from dimensional manipulation, planar rifts)
* 5, 4: Sorcerer (inborn magic that flows from one’s own being)
* 5, 5: Star Cultist (magic from cosmic cycles, ritual astronomy, alien calendars)
* 5, 6: Technomancer (magic of code, circuits, spirits in machines)
* 6, 1: Telepath (powers of mind reading, shared consciousness, influence)
* 6, 2: Transmuter (magic of altering the properties of beings and things)
* 6, 3: War Mage/Battle Caster (magic of combat, defense, leading armies)
* 6, 4: Warlock (magic by hexes, eldritch invocations, patron boons)
* 6, 5: Wizard (arcane spells learned from scrolls and grimoires)
* 6, 6: Wu Jen (magic of elemental philosophy, Taoist magic, cosmic balance)
RANDOM MAGICAL POWER THEMES, TABLE I
* 1, 1: Air (winds, breath, storms, unseen movement)
* 1, 2: Autumn (decline, harvest, migration, transition)
* 1, 3: Beasts (instinct, predation, animal spirits, kin-blood)
* 1, 4: Beauty (aesthetics, allure, elegance, artistry)
* 1, 5: Blood (lineage, sacrifice, vitality, oath)
* 1, 6: Chaos (unpredictability, freedom, mutation, change)
* 2, 1: Cities (architecture, law, trade, civic order)
* 2, 2: Community (kinship, charity, harmony, social bonds)
* 2, 3: Craft (skill, invention, artistry, metalwork)
* 2, 4: Darkness (shadows, concealment, oblivion, fear)
* 2, 5: Death (ending life, protecting and guiding souls to afterlife)
* 2, 6: Demons (temptation, possession, destructive cunning)
* 3, 1: Deserts (heat, scarcity, endurance, horizons of stone)
* 3, 2: Dragons (fire, hoard, sovereignty, terrible wisdom)
* 3, 3: Dreams (visions, nightmare, imagination, astral wandering)
* 3, 4: Earth (stone, roots, stability, strength)
* 3, 5: Electricity (lighting, impulse, transmission, volatile power)
* 3, 6: Elementals (primordial essence of air, earth, fire, water)
* 4, 1: Enlightenment (insight, clarity, awakening, inner truth)
* 4, 2: Fertility (harvests, births, bounty, celebration)
* 4, 3: Fey Realms (glamour, trickery, riddles, bargains)
* 4, 4: Fire (heat, passion, forge, purifying destruction)
* 4, 5: Forbidden Knowledge (truths that unravel sanity and certainty)
* 4, 6: Forests (growth, shade, hunts, hidden paths)
* 5, 1: Forge (craft, metal, heat, transformation)
* 5, 2: Fortune (risk, chance, prosperity, serendipity)
* 5, 3: Frost (cold, silence, winter, preservation)
* 5, 4: Fungi (spores, decay, networks, parasitic growth)
* 5, 5: Grace (mercy, beauty, poise, effortless motion)
* 5, 6: Harvest (grain, vineyards, sacrifice, celebration)
* 6, 1: Healing (restoration, mercy, nourishment, comfort)
* 6, 2: Hearth (home, hospitality, craft, preservation)
* 6, 3: Heaven (radiance, virtue, covenant, judgment)
* 6, 4: Hell (punishment, hierarchy, pacts, infernal law)
* 6, 5: Hunting (pursuit, contest, quarry, bloodsport)
* 6, 6: Knowledge (truth, memory, inquiry, sacred recordākeeping)
RANDOM MAGICAL POWER THEMES, TABLE II
* 1, 1: Law (justice, order, oaths, rightful authority)
* 1, 2: Light (radiance, revelation, purity, illumination)
* 1, 3: Lightning (speed, inspiration, shock, sudden insight)
* 1, 4: Love (courtship, intimacy, desire, union)
* 1, 5: Machines (precision, repetition, industrial will, engineering
* 1, 6: Madness (visions, frenzy, taboo insight, broken minds)
* 2, 1: Masks (identity, roles, disguise, transformation)
* 2, 2: Moon (dreams, fate, cyclical prophecy)
* 2, 3: Mountains (stone, endurance, sanctuaries, old laws)
* 2, 4: Mutation (flesh-craft, transformation, corruption of form)
* 2, 5: Nature (beasts, forests, seasons, wild growth)
* 2, 6: Outer Gods (mind-shredding entities beyond space and laws)
* 3, 1: Plague (disease, affliction, vermin, contagion)
* 3, 2: Rivers (flow, purification, oaths, journeying)
* 3, 3: Royalty (sovereignty, lineage, intrigue, rightful authority)
* 3, 4: Seas and Oceans (tides, salt, sailors, the deep)
* 3, 5: Shadow (concealment, night, secrets, patience)
* 3, 6: Shadow Realms (sorrow, hunger, ghosts, dim memory)
* 4, 1: Spring (renewal, fertility, birth, bloom)
* 4, 2: Stars (omens, navigation, destiny, celestial order)
* 4, 3: Storms (lightning, thunder, the fury of the sky)
* 4, 4: Summer (warmth, vitality, revelry, abundance)
* 4, 5: Sun (radiance, revelation, banishing darkness)
* 4, 6: Time (cycles, aging, prophecy, inevitable change)
* 5, 1: Tragedy (doom, catharsis, mourning, downfall)
* 5, 2: Travel (journeying, wayfinding, trade, safe passage)
* 5, 3: Trickery (mischief, deception, theft, cunning bargains)
* 5, 4: Undead (necromancy, reanimating the dead, necrotic hunger)
* 5, 5: Underworlds (shadow, caverns, fungus, subterranean dread)
* 5, 6: Vengeance (wrath, punishment, retribution, doom)
* 6, 1: Void (emptiness, darkness, negation, cosmic hunger)
* 6, 2: War (glory, courage, valor and victory in battle)
* 6, 3: Wealth (commerce, prosperity, ambition, accumulation)
* 6, 4: Weather (winds, rains, storms, changing skies)
* 6, 5: Whispers (haunting communication from unseen entities)
* 6, 6: Winter (cold, scarcity, stillness, conservation)
RANDOM CODE OF VALUES
* 1, 1: Assassin’s Code (leave no witnesses, harm no innocents, finish all contracts)
* 1, 2: Bandits’ Code (laws of the road governing raids, ransoms, brotherhood)
* 1, 3: Barbarian’s Code (value strength and tribe, speak truth, die with honor)
* 1, 4: Bard’s Code (preserve stories, speak truth through art, never let wonder die)
* 1, 5: Bounty Hunters’ Code (track the mark, take them clean, collect the bounty)
* 1, 6: Chaotic Code (reject order, follow passions, break stagnation wherever found)
* 2, 1: Cleric’s Code (serve the divine will, protect the faithful, oppose sacrilege)
* 2, 2: Dragon’s Code (claim and horde what is of quality, destroy what is inferior)
* 2, 3: Druid’s Code (preserve natural balance, oppose corruption, heed ancient cycles)
* 2, 4: Dwarf’s Code (greed leads to glory, mediocrity is shame, put clan before gold)
* 2, 5: Eldritch Code (pursue forbidden truth, lose humanity, spread revelation or ruin)
* 2, 6: Elf’s Code (remember the years and ancient promises, do not hasten what endures)
* 3, 1: Evil Code (self above all, exploit weakness, weakness does not deserve remorse)
* 3, 2: Faerie’s Code (bind by promise, twist words but not truth, collect what is owed)
* 3, 3: Giant’s Code (honor strength and size, repay insult tenfold, remember old oaths)
* 3, 4: Gnome’s Code (cleverness beats force, keep secrets playfully, meddle too often)
* 3, 5: Goblin’s Code (survive by wit, steal before starving, never trust anyone fully)
* 3, 6: Good Code (protect the vulnerable, choose mercy, accept personal cost for others)
* 4, 1: Halfling’s Code (protect hearth and kin, avoid trouble, share food and stories)
* 4, 2: Knight’s Code (sworn word above all, defend liege, meet foes openly with steel)
* 4, 3: Lawful Code (honor precedent, enforce rules, place order above desires)
* 4, 4: Mercenary’s Code (honor the contract, get paid fairly, don’t fight for free)
* 4, 5: Merchant’s Code (protect reputation, honor agreements, never trade blindly)
* 4, 6: Monk’s Code (discipline the body, master the mind, reject excess)
* 5, 1: Monster’s Code (those not of your kind are food, fight to feed, feed to breed)
* 5, 2: Orc’s Code (take what you can, worth is proven in battle, never appear weak)
* 5, 3: Paladin’s Code (defend the helpless, uphold vows, confront evil openly)
* 5, 4: Pirates’ Code (agreements of plunder, rank, shares, ship discipline)
* 5, 5: Ranger’s Code (guard the wild, move unseen upon the land, leave no trace)
* 5, 6: Samurai’s Code (serve with loyalty, act with honor, accept death without fear)
* 6, 1: Sorcerer’s Code (trust in your power, unleash magic, accept the cost of excess)
* 6, 2: Thieves’ Code (keep silent, never give back what’s taken, never sell out your own)
* 6, 3: Undead’s Code (endure beyond death, obey binding will or hunger, spread stillness)
* 6, 4: Warlock’s Code (honor the pact, advance the patron’s agenda, claim power owed)
* 6, 5: Witch’s Code (harm none by your acts, harmonize in nature, what is sent returns)
* 6, 6: Wizard’s Code (seek knowledge, respect arcane laws, contain dangerous power)
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MODERN TRAITS
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RANDOM MODERN PROFESSIONS I
* 1, 1: Academic Researcher (locate and interpret peer-reviewed information)
* 1, 2: Adventurer (go where sensible people would rather not)
* 1, 3: Agent (covert operations for government, corporation, or syndicate)
* 1, 4: Anthropologist (study cultures, rituals, customs, and taboos)
* 1, 5: Arms Broker (trade weapons across embargoes and sanctions)
* 1, 6: Attorney (navigate legality, contracts, liability, and privilege)
* 2, 1: Bartender (mix drinks, gather rumors, defuse tensions)
* 2, 2: Black Site Physician (perform medicine without oversight or ethics boards)
* 2, 3: Black-Market Broker (finding illicit goods or forbidden tech)
* 2, 4: Bodyguard (protecting assets from personal and local threats)
* 2, 5: Bounty Hunter (tracking fugitives across various jurisdictions)
* 2, 6: Broker (contract negotiation and pricing of goods)
* 3, 1: Bureaucrat (permits, forms, and procedural compliance)
* 3, 2: Cargo Handler (loading, stowage, and securing freight)
* 3, 3: Charter Pilot (passenger routes for short-haul flights)
* 3, 4: Chef (prepare meals, manage kitchens, source ingredients)
* 3, 5: Chemist (mix agents, synthesize compounds, handle solvents)
* 3, 6: Clerk (maintain records, manage schedules and filings)
* 4, 1: Contractor (install, repair, renovate, demolish properties)
* 4, 2: Corporate Handler (manage assets, budgets, and internal politics)
* 4, 3: Cultural Attache (interpreting customs and etiquette)
* 4, 4: Detective (find clues, interrogate suspects, analize evidence)
* 4, 5: Diplomat (resolve conflicts through protocol and treaty)
* 4, 6: Educator (tutoring students, staff, or elite leaders)
* 5, 1: Electrician (wire systems safely, map power grids)
* 5, 2: Enforcer (intimidation, protection, and debt collection)
* 5, 3: Engineer (design, repair, and troubleshoot machines)
* 5, 4: Entertainer (performance, morale, and celebrity economy)
* 5, 5: Executive (high-level negotiations, commanding resources)
* 5, 6: Explorer (chart ruins, caves, jungles, and catacombs)
* 6, 1: Fence (disposing of hot goods through the black market)
* 6, 2: Firefighter (enter burning structures, rescue, suppress)
* 6, 3: Fixer (find people, make introductions, get things done quietly)
* 6, 4: Forensics Analyst (analyze blood spatter, trace, fibers, chemicals)
* 6, 5: Influencer (leverage social platforms for attention or persuasion)
* 6, 6: Intelligence Contractor (spy for a corporation, not a nation)
RANDOM MODERN PROFESSIONS II
* 1, 1: IT Security (penetrate or defend systems, investigate breaches)
* 1, 2: Journalist (investigate stories, interview sources, push deadlines)
* 1, 3: Lab Technician (run tests, assess samples, handle chemicals)
* 1, 4: Laborer (wage worker in agriculture or manufacturing)
* 1, 5: Lawyer (weaponize rules, precedent, and legal pressure)
* 1, 6: Mechanic (repair engines, vehicles, and heavy equipment)
* 2, 1: Media Expert (manage optics, spin crises, evade scandal)
* 2, 2: Medic (field surgery, infection control, and trauma response)
* 2, 3: Medical Doctor (diagnose, treat injuries and diseases)
* 2, 4: Merchant (profit-driven trade of cargo, contracts, and passengers)
* 2, 5: Minister (provide spiritual counsel, perform rites, calm the terrified)
* 2, 6: Navy Tech (operate systems aboard ships and submarines)
* 3, 1: Negotiator (broker deals between hostile parties)
* 3, 2: Paramedic (stabilize wounds, manage crises, improvise medicine)
* 3, 3: Pickpocket (small-item theft in urban streets or crowds)
* 3, 4: Pilot (operte all manner of fixed-wing or rotor aircraft)
* 3, 5: Playboy (wealthy socialite leveraging charm, status, leisure networks)
* 3, 6: Plumber (handle water, sewage, gas lines, pressure)
* 4, 1: Police Officer (access records, apply law, force compliance)
* 4, 2: Private Investigator (shadow, surveil, and document wrongdoing)
* 4, 3: Professor (research, lecture, deduce, publish, university resources)
* 4, 4: Psychologist (read behavior, diagnose disorders, guide therapy)
* 4, 5: Real Estate Shark (spot undervalued properties and zoning opportunities)
* 4, 6: Researcher (scientific method, sampling, and field studies)
* 5, 1: Rogue (crime, deception, and underworld opportunity)
* 5, 2: Scholar (researching, documenting, and teaching specialized knowledge)
* 5, 3: Scientist (conduct experiments, analyze samples, research anomalies)
* 5, 4: Security (manage access, restrain hostile individuals, enforce protocol)
* 5, 5: Smuggler (move contraband past security and checkpoints)
* 5, 6: Social Worker (handle welfare cases, crises, complex human need)
* 6, 1: Software Engineer (write, debug, automate, model, and architect)
* 6, 2: Soldier (military procedures and vehicles, squad tactics)
* 6, 3: Stage Magician (create illusions without actual magic)
* 6, 4: Tech Entrepreneur (convert ideas into influence and capital)
* 6, 5: Terrorist (leverage violence for ideological signalling)
* 6, 6: Union Organizer (mobilize workers, coordinate strikes)
RANDOM MODERN SKILL TRAITS
* 1, 1: Acrobatics (tumbling, parkour, vault obstacles, climb quickly)
* 1, 2: Admin (navigating bureaucracy, permits, forms, cargo paperwork)
* 1, 3: Advocate (legal knowledge, contracts, and procedures)
* 1, 4: Carousing (socializing to gain information, allies, or access)
* 1, 5: Computers (programming, hacking, and system intrusion)
* 1, 6: Construction (building structures, infrastructure across environments)
* 2, 1: Deception (concealing truth through lies, guises, or misdirection)
* 2, 2: Demolitions (arm, disarm, and deploy explosives)
* 2, 3: Diplomacy (formal negotiation between groups and factions)
* 2, 4: Driving (Groundcraft) (operating wheeled and tracked vehicles)
* 2, 5: Electronics (Comms) (operating communication systems and arrays)
* 2, 6: Electronics (Jammers) (electronic warfare and signal disruption)
* 3, 1: Endurance Training (withstand fatigue, pain, and stress)
* 3, 2: Explosives (grenades, breaching charges, and demolition)
* 3, 3: Farming (cultivating crops and managing agricultural cycles)
* 3, 4: Forgery (creating or altering identity papers and cargo manifests)
* 3, 5: Gambling (probability play, cheating, and reading opponents)
* 3, 6: Heavy Weapons (crew-served guns, rockets, and artillery)
* 4, 1: Interrogation (extracting information through coercion or leverage)
* 4, 2: Logistics (supplies, depots, shipping lanes, and scheduling)
* 4, 3: Manufacturing (assembling goods using industrial machines)
* 4, 4: Natural Sciences (biology, chemistry, geology across worlds)
* 4, 5: Occult (supernatural lore, secret societies, cults, relics)
* 4, 6: Pain Resistance (function through injury or shock)
* 5, 1: Recon (spotting threats, scouting terrain, and detecting ambush)
* 5, 2: Research (finding and analyzing data to reveal information)
* 5, 3: Salvage Operations (strip wrecks and retrieve valuable components)
* 5, 4: Security Systems (bypassing keypads, locks, alarms, and cameras)
* 5, 5: Sensors (interpreting scans, emissions, and spatial data)
* 5, 6: Smuggling (concealing contraband across borders and starports)
* 6, 1: Social Sciences (psychology, anthropology, economics, politics)
* 6, 2: Stealth (moving unseen and unheard through varied environments)
* 6, 3: Steward (passenger service, galleys, and morale aboard ships)
* 6, 4: Tactical Analysis (identify chokepoints and vulnerabilities)
* 6, 5: Trade (evaluating commodity values across different markets)
* 6, 6: Urban Navigation (subways, megastructures, cityscape sprawl)
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SCIENCE-FICTION TRAITS
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RANDOM SCI-FI PROFESSIONS I
* 1, 1: Agent (covert operations for government, corporation, or syndicate)
* 1, 2: Archaeologist (recovering ancient artifacts and data caches)
* 1, 3: Archivist (curating history, data, and digital memory stores)
* 1, 4: Barbarian (low-tech raiding cultures seeking plunder or migration)
* 1, 5: Belter (asteroid mining using vac suits, lasers, and prospect surveys)
* 1, 6: Black-Market Broker (finding illicit goods or forbidden tech)
* 2, 1: Bodyguard (protecting assets from personal and local threats)
* 2, 2: Bounty Hunter (tracking fugitives across ports, systems, jurisdictions)
* 2, 3: Broker (contract negotiation and pricing of goods)
* 2, 4: Bureaucrat (permits, forms, and procedural compliance)
* 2, 5: Cargo Handler (loading, stowage, and securing freight)
* 2, 6: Chaplain (spiritual care aboard starships and colonies)
* 3, 1: Charter Pilot (passenger routes for short-haul systems)
* 3, 2: Citizen (ordinary civilian roles maintaining society and economy)
* 3, 3: Colonial Governor (managing frontier settlements and populations)
* 3, 4: Comms Officer (handle sensor returns, radio comms, and ship telemetry)
* 3, 5: Courier (transporting messages, data, or parcels across star systems)
* 3, 6: Cultural Attache (interpreting customs and etiquette)
* 4, 1: Cyber Operations (electronic intrusion, signals warfare, and jamming)
* 4, 2: Cyberneticist (implants, bio-mods, and neural interfaces)
* 4, 3: Diplomat (treaties, negotiations, and cultural mediation)
* 4, 4: Drifter (itinerant survival through odd jobs, scams, or chance)
* 4, 5: Educator (tutoring crew, colonists, or elite wards)
* 4, 6: Enforcer (intimidation, protection, and debt collection)
* 5, 1: Engineer (power systems, FTL drives, and ship repairs)
* 5, 2: Entertainer (performance, morale, and celebrity economy)
* 5, 3: Executive (high-level negotiations, commanding resources)
* 5, 4: Fence (disposing of hot goods through the black market)
* 5, 5: First Contact Specialist (contact protocols with alien cultures)
* 5, 6: Forger (identities, manifests, licenses, and certifications)
* 6, 1: Governor (managing planetary administration, diplomacy, public order)
* 6, 2: Gunner (shipboard batteries, turrets, and ordnance systems)
* 6, 3: Helmsman (reaction thrust control and attitude adjustment)
* 6, 4: Infantryman (small-arms, tactics, and squad coordination)
* 6, 5: Influencer (public opinion shaping in connected star zones)
* 6, 6: Inspector (safety audits, customs checks, and regulations)
RANDOM SCI-FI PROFESSIONS II
* 1, 1: Journalist (reporting, investigation, and media analysis)
* 1, 2: Legal Advocate (contracts, claims, and interstellar law)
* 1, 3: Marine (boarding actions, vacuum combat, and zero-g operations)
* 1, 4: Mechanic (maintenance of vehicles, drives, and industrial machines)
* 1, 5: Medic (field surgery, infection control, and trauma response)
* 1, 6: Merchant (profit-driven trade of cargo, contracts, and passengers)
* 2, 1: Navigator (plotting FTL routes, astrogation, and stellar mapping)
* 2, 2: Noble (rank, privilege, dueling honor, and political leverage)
* 2, 3: Pilgrim (journey motivated by faith rather than commerce)
* 2, 4: Pilot (maneuvering spacecraft through void and gravity wells)
* 2, 5: Planetologist (study of climate, atmosphere, and geophysics)
* 2, 6: Playboy (wealthy socialite leveraging charm, status, leisure networks)
* 3, 1: Police (planetary law, investigation, arrest procedures, deterrence)
* 3, 2: Port Liaison (docking fees, inspections, and local permits)
* 3, 3: Prospector (locating resources: minerals, water, isotopes)
* 3, 4: Purser (managing manifests, passengers, and finances)
* 3, 5: Ranger (ground survival across varied planetary biomes)
* 3, 6: Researcher (scientific method, sampling, and field studies)
* 4, 1: Robotics Technician (programming, maintenance, and deployment of bots)
* 4, 2: Rogue (crime, deception, and underworld opportunity)
* 4, 3: Scholar (researching, documenting, and teaching specialized knowledge)
* 4, 4: Scientist (conduct experiments, analyze samples, research anomalies)
* 4, 5: Scout (surveying uncharted space, survival in unknown systems)
* 4, 6: Security (manage access, restrain hostile individuals, enforce protocol)
* 5, 1: Sensor Analyst (reading scans, emissions, and spectral data)
* 5, 2: Smuggler (moving contraband through customs and patrols)
* 5, 3: Space Marine (advanced battlesuits and mecha, orbital assaults)
* 5, 4: Space Trucker (hauling freight in FTL lanes, starports, frontier routes)
* 5, 5: Stellar Cartographer (updating FTL maps and space navigation charts)
* 5, 6: Steward (hospitality, galley, and passenger services)
* 6, 1: Surveyor (mapping terrain, minerals, and atmospheric readings)
* 6, 2: Synthetics Tech (debug androids, repair robotics, rewrite subroutines)
* 6, 3: Tactician (battlefield planning, logistics, and formation doctrine)
* 6, 4: Teamster (keep the industrial machinery running under any conditions)
* 6, 5: Trader (buying, selling, and evaluating cargo markets)
* 6, 6: Traveller (Spacer) (accustomed to ships, stations, and long passages)
RANDOM SCI-FI SKILLS I
* 1, 1: Admin (navigating bureaucracy, permits, forms, cargo paperwork)
* 1, 2: Advocate (legal knowledge, contracts, and procedures)
* 1, 3: Artificial Intelligence (models, logic systems, machine learning)
* 1, 4: Astrogation (plotting faster-than-light routes between stars)
* 1, 5: Biotech (cloning, gene mods, cultured tissue, mutations)
* 1, 6: Carousing (socializing to gain information, allies, or access)
* 2, 1: Chrono Analysis (detecting time distortion, paradox fallout, anomalies)
* 2, 2: Colonial Administration (outpost governance, resource allocation)
* 2, 3: Computers (programming, hacking, and system intrusion)
* 2, 4: Construction (building structures, infrastructure across environments)
* 2, 5: Cryogenics (operate stasis pods and emergency freeze procedures)
* 2, 6: Cybernetics (bio-mechanical interface and augmentation)
* 3, 1: Deception (concealing truth through lies, guises, or misdirection)
* 3, 2: Demolitions (arm, disarm, and deploy explosives)
* 3, 3: Diplomacy (formal negotiation between groups and factions)
* 3, 4: Driving (Groundcraft) (operating wheeled and tracked vehicles)
* 3, 5: Electronics (Comms) (operating communication systems and arrays)
* 3, 6: Electronics (Jammers) (electronic warfare and signal disruption)
* 4, 1: Endurance Training (withstand fatigue, pain, and stress)
* 4, 2: Energy Weapons (lasers, plasma guns, and other beam weaponry)
* 4, 3: Engineer (FTL) (maintaining and tuning faster-than-light drives)
* 4, 4: Engineer (Life Support) (environmental, thermal, atmospheric controls)
* 4, 5: Engineer (Power) (reactor, generator, and ship-grid systems)
* 4, 6: Exo/Vacc Suit (using protective suits in vacuum and hostile atmospheres)
* 5, 1: Exotic Survival (enduring wilderness hazards on other planets)
* 5, 2: Explosives (grenades, breaching charges, and demolition)
* 5, 3: Farming (cultivating crops and livestock in agricultural cycles)
* 5, 4: Forgery (creating or altering identity papers and cargo manifests)
* 5, 5: Gambling (probability play, cheating, and reading opponents)
* 5, 6: Gunnery (operating turrets, missiles, and ship-mounted weapons)
* 6, 1: Heavy Weapons (crew-served guns, rockets, and artillery)
* 6, 2: Interrogation (extracting information through coercion or leverage)
* 6, 3: Logistics (supplies, depots, shipping lanes, and scheduling)
* 6, 4: Manufacturing (assembling goods using industrial machines)
* 6, 5: Mining (extracting ore from planetary or asteroid deposits)
* 6, 6: Natural Sciences (biology, chemistry, geology across worlds)
RANDOM SCI-FI SKILLS II
* 1, 1: Neural Interface (brain-machine links, memory chips, wetware)
* 1, 2: Orbital Construction (assemble or dismantle structures in microgravity)
* 1, 3: Pain Resistance (function through injury or shock)
* 1, 4: Paranormal (supernatural lore, weird mysteries, cryptids)
* 1, 5: Pilot (Spacecraft) (maneuvering starships through space)
* 1, 6: Planetology (atmospheres, weather, geology, and tectonics)
* 2, 1: Psionic Awareness (exceptional control of one’s mind and body)
* 2, 2: Psionic Perceptions (extra-sensory projection at a distance)
* 2, 3: Psionic Pharmacology (drugs that interact with psionic ability)
* 2, 4: Psionic Precognition (seeing future events before they happen)
* 2, 5: Psionic Resistence (avoiding influence from others’ psionics)
* 2, 6: Psionic Telekinesis (lift objects without touching them)
* 3, 1: Psionic Telepathy (reading minds, mental communications)
* 3, 2: Psionic Teleportation (instantly move from one point to another)
* 3, 3: Quarantine Procedures (containment, decontamination, outbreak control)
* 3, 4: Recon (spotting threats, scouting terrain, and detecting ambush)
* 3, 5: Research (finding and analyzing data to reveal information)
* 3, 6: Resource Prospecting (minerals, volatiles, energy sites)
* 4, 1: Robotics (repair and command of drones and automatons)
* 4, 2: Salvage Operations (strip wrecks and retrieve valuable components)
* 4, 3: Security Systems (bypassing keypads, locks, alarms, and cameras)
* 4, 4: Sensors (interpreting scans, emissions, and spatial data)
* 4, 5: Smuggling (concealing contraband across borders and starports)
* 4, 6: Social Engineering (manipulation via trust, authority, urgency)
* 5, 1: Social Sciences (psychology, anthropology, economics, politics)
* 5, 2: Stealth (moving unseen and unheard through varied environments)
* 5, 3: Steward (passenger service, galleys, and morale aboard ships)
* 5, 4: Tactical Analysis (identify chokepoints and vulnerabilities)
* 5, 5: Terraforming Operations (atmosphere, soil, water engineering)
* 5, 6: Trade (evaluating commodity values across different markets)
* 6, 1: Urban Navigation (subways, megastructures, cityscape sprawl)
* 6, 2: Xenoarchaeology (study alien ruins, artifacts, and inscriptions)
* 6, 3: Xenobiology (study of alien life, ecology, and physiology)
* 6, 4: Xenolinguistics (study of alien forms of communication)
* 6, 5: Xenology (study of alien cultures and psychology)
* 6, 6: Zero-Gravity Experience (adapted to extended weightlessness)
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SPECIAL CHARACTERS
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VAMPIRE TRAITS
* 1, 1: Beast Speech (communicate with animals or command them)
* 1, 2: Beast Within (tap into an animal urge for violence or hunger)
* 1, 3: Blood Alchemy (alter blood into toxins, elixirs, or bindings)
* 1, 4: Blood Economics (trade blood for favors or services)
* 1, 5: Blood Memories (inherit partial memories from feeding)
* 1, 6: Bone Warping (reshape flesh or reinforce monstrous form)
* 2, 1: City Sense (feel disturbances, deaths, or feeding in your domain)
* 2, 2: Clean-Up Crew (erase evidence, bodies, and witnesses)
* 2, 3: Consent Feeding (build willing donors or fanatics)
* 2, 4: Corpse Feigning (appear truly dead to medical or supernatural tests)
* 2, 5: Court Intrigue (maneuver factions, whisper alliances)
* 2, 6: Cover Identity (hold mundane jobs, credentials, or families)
* 3, 1: Domination (force obedience through hypnotic authority)
* 3, 2: Dream Invasion (enter minds through sleep or trance)
* 3, 3: Elder Etiquette (navigate ancient hierarchies with caution)
* 3, 4: Ghost Bargaining (interact with spirits, shades, and echoes)
* 3, 5: Herd Management (maintain humans for feeding or influence)
* 3, 6: Hideousness (use bestial appearance to terrify humans)
* 4, 1: Human Mask (maintain warmth when interacting with humans)
* 4, 2: Influence Web (leverage institutions: police, media, unions)
* 4, 3: Masquerade Glamour (hide monstrous nature from humans)
* 4, 4: Night’s Nature (see in darkness, easily hide within shadows)
* 4, 5: Predation Instinct (identify vulnerable targets and opportunities)
* 4, 6: Predator’s Speed (surge into motion unnaturally fast)
* 5, 1: Predatory Herding (separate individual targets from groups)
* 5, 2: Presence (invoke awe, lust, and emotional gravity)
* 5, 3: Protean Forms (transform into a bat, wolf, or cloud of mist)
* 5, 4: Secret Havens (keep multiple safe houses and lairs across city)
* 5, 5: Seductive Feeding (use intimacy to draw prey close)
* 5, 6: Street Feeding (hunt in nightlife, clubs, alleys, shelters)
* 6, 1: Subtle Threats (weaponize tone and innuendo instead of violence)
* 6, 2: Territorial Claims (assert control over neighborhoods and domains)
* 6, 3: Thrall-Binding (create blood-addicted dependent followers)
* 6, 4: Threshold Sovereignty (control entry points, doors, boundaries)
* 6, 5: Unseen Form (become invisible in mirrors, recordings)
* 6, 6: Veil the Wound (remove signs of feeding on human victims)