Fast RPG d20 v.10.2025

The following rules are mostly based on the 5th edition Dungeons & Dragons rules (2014) by Jeremy Crawford and Mike Mearls, a revision of the original D&D rules (1974) by Gary Gygax and Dave Arneson. Some specific rules are adapted from previous editions of D&D and other role-playing game systems.

WHAT’S NEEDED
* A space to gather and share a story (around a table or an online meeting space).
* One character description per player.
* An adventure story outline for the Game Master.
* Several 20-sided dice (d20s) and six-sided dice (d6s).
* Pens, pencils, writing paper, or electronic tables to take notes.

Optional…
* Maps, illustrations, and hand-out props.
* An audio system for sound effects and theme music.
* Miniatures, tokens, or digital avatars to represent characters positions.
* A shared virtual tabletop or chat system for remote online sessions.
* Lighting or decor to set the mood.
* Snacks and drinks to keep everyone happy.

USING THE RULES
The Game Master (GM) describes a scene and players take turns describing their characters’ responses. Each character’s capabilities are measured with modifiers in abilities (Charisma, Constitution, Dexterity, Intelligence, Strength, and Wisdom) and various possible specialty skills. Dice are used to figure out how uncertain attempted actions turn out, with the GM setting a difficulty target number on each attempted task.

The story goal for each character may be different: Some seek to rescue someone, others pursue fame and fortune, and few may be out for revenge against an old enemy. Players should be creative in coming up with characters that match the story setting and style established by the Game Master at the start of each adventure series.

DIFFERENCES FROM NORMAL 5E RULES
* No classes, levels, or feats; all characters are freeform with ability scores roughly equal to 6th-level 5e characters.
* No bonus actions or multiple attacks per round, but Actions allow for more flexibility. (Reactions are unchanged.)
* No Proficiency bonus; add 1d6 or more to d20 roll instead.
* No Inspiration; use Luck Points instead.
* No short or long rests; slower healing recovers 1d6 h.p. per hour, up to a character’s Constitution score per day.
* No death saves; flat 1 in 6 chance of death per round while below negative maximum hit points.
* A “natural 20” critical hit on an attack does maximum damage instead of double dice damage.
* No spell slots; magic as per Powers using d20 task rolls instead.
* Exhaustion condition rules changed; some other conditions tweaked.
* Unless noted otherwise, there are special damage rules (sneak attack, weapon mastery, combat feats).

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DESCRIBING CHARACTERS

Characters in these rules are defined by six familiar core abilities (Charisma, Constitution, Dexterity, Intelligence, Strength, and Wisdom), each rated from 1 (barely functional) to 20 (human peak) as measures of social presence, mental sharpness, and physical power. Higher and lower scores give modifiers that shape every action and outcome.

Hit Points, derived from Constitution, reflect vitality and staying power in combat or hardship, while Armor Class and Movement Rate represent defensive skills and speed. Together, these measures describe not only what a character can do, but how they survive, endure, and thrive in the shared story’s world of adventure.

Beyond ability score numbers, players are free to creatively shape their characters’ backgrounds, origins, and motivations. What is a character’s name, age, and reputation? What was a character’s culture and life before adventuring? What is a character’s current personality, appearance, quirks, ideals, and distinctive traits? What matters most to a character: Justice, discovery, ambition, greed, honor, or simply survival?

ABILITY SCORES
Each character ability score is rated from 1 (minimal) to 20 (human maximum) or higher.
* Charisma (Cha): Force of personality, charm, persuasion, performing, leadership.
* Constitution (Con): Health, vigor, stamina, toughness, resistance to disease.
* Dexterity (Dex): Agility, coordination, precision, quickness, reflexes, ranged and light weapon attacks.
* Intelligence (Int): Mental acuity, logic, memory, reasoning, wits.
* Strength (Str): Brawn, muscles, physical force, lifting, carrying, throwing, melee attacks.
* Wisdom (Wis): Perception, insight, compassion, empathy, sound judgment.

Other character traits include Hit Points (h.p.), Armor Class (AC), and Movement Rate, plus specific Talents/Skills.

ABILITY MODIFIERS
* -5 … Score 1 (Minimal)
* -4 … Score 2 to 3 (Feeble)
* -3 … Score 4 to 5
* -2 … Score 6 to 7 (Poor)
* -1 … Score 8 to 9
* +0 … Score 10 to 11 (Fair)
* +1 … Score 12 to 13
* +2 … Score 14 to 15 (Good)
* +3 … Score 16 to 17
* +4 … Score 18 to 19 (Excellent)
* +5 … Score 20 to 21 (Human Maximum)
* +6 … Score 22 to 23 (Great)

HIT POINTS
Starting hit points (h.p.) based on Constitution ability score.
* Constitution 8 to 9: 18 h.p.
* Constitution 10 to 11: 24 h.p.
* Constitution 12 to 13: 30 h.p.
* Constitution 14 to 15: 36 h.p.
* Constitution 16 to 17: 42 h.p.
* Constitution 18 to 19: 48 h.p.
* Constitution 20 to 21: 54 h.p.

The above range is for heroic-level humans and human-like characters. Non-player characters, creatures, and objects may have hit points based on different scores. As targets lose Hit Points, task abilities may be hindered, unconsciousness sets in at zero h.p., and death becomes likely below a negative value equal to the original maximum h.p.

MOVEMENT
Humans and human-like characters move 30 feet (10 meters) per turn in a round, or 60 feet (20 meters) is taking no task actions. Over longer distances and time, humans can cross 3 miles per hour or 24 miles per day. Difficult terrain such as thick underbrush, ice and snow, debris-filled ruins, or similar obstructed ground reduce movement rates by half.

ARMOR CLASS
The attack task roll needed to hit and cause damage to humans and human-like characters is called a target’s Armor Class (AC). The base AC is 10, increased by the target’s Dexterity modifier and/or protective gear worn on the target’s body. See the COMBAT section for more details.

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PLAYING THE GAME

TASK ROLLS: 1d20 + ability score modifier
* If any Talents/Skills fit a specific task or topic, add 1d6.
* If an Expert Talent/Skill fits, add 2d6.
* If a Mastery Talent/Skill fits, add 3d6.
* Advantage: Roll two d20 dice, use higher result.
* Disadvantage: Roll two d20 dice, use lower result.

TASK RESULTS AND DIFFICULTY TARGET NUMBERS
* Easy Task (Difficulty 5): Roll must total 5 or more to succeed.
* Hard Task (Difficulty 15): Total of 15 or more needed to succeed.
* Extreme Task (Difficulty 25): Total of 25 or more needed to succeed.
* Opposed Tasks: Higher result wins, re-roll ties.
* Extended Task: Multiple task successes required.
* Initiative: Higher results act before lower results.
* Attack (AC as Difficulty): Roll total equal to or higher than a target’s Armor Class in order to cause damage; automatic hit for maximum damage on d20 “natural 20” and miss on “natural 1.”
* Powers: Results vary by roll total.

ACTIONS (one task per turn in a 6-second round)
* Activate: Use a Power or make a Power task roll.
* Attack: Task roll to hit a target in melee or ranged combat.
* Dash: Double movement in a turn without attempting any tasks.
* Disengage: Avoiding all opportunity attacks while moving; “defensive retreat.”
* Dodge: Give attackers disadvantage and gain advantage on Dexterity saves for yourself.
* Escape: Try to break free from grapple via Strength or Dexterity.
* Grapple: Special melee attack to give target the Grappled condition.
* Help (Stabilize): Medical aid (Easy difficulty Wisdom task roll) given to prevent a creature with Fatal Wounds from dying.
* Help: Give an ally advantage on one task roll.
* Hide: Stealth allowed only if unobserved.
* Influence: Make a Charisma check to alter a creature’s attitude.
* Magic: Use a Power with a magical source of origin.
* Ready: Plan to take action out of turn when a specific trigger occurs.
* Search: Make a Wisdom task roll to notice something.
* Shove: Special melee attack to move a target if Strength allows.
* Study: Make an Intelligence task roll to research knowledge or investigate a scene.
* Utilize: Use a normal item (pick a lock, change batteries in a device, equip or drop a shield).

REACTIONS (one reaction between turns)
* Opportunity Attack: May make one attack if enemy moves out of reach of an attacker’s melee attack.
* Readied Action: Action after trigger occurs, else the task attempt is wasted.

SAVING THROWS (free actions rolled as needed)
* Charisma Saving Throw: Avoiding harm by confidence and presence.
* Constitution Saving Throw: Avoiding harm by endurance and fortitude.
* Dexterity Saving Throw: Avoiding harm by agility and quick reflexes.
* Intelligence Saving Throw: Avoiding harm by reasoning and focus.
* Strength Saving Throw: Avoiding harm by physical brute force.
* Wisdom Saving Throw: Avoiding harm by self-control and willpower.

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COMBAT
* Order of Action: For initiative rolls, roll 1d20 + Dexterity modifier. Higher totals act before lower totals in the same 6-second round. Higher Dexterity modifier resolves ties, else act simultaneously.
* Actions Per Character: During a turn, a character or creature may move 30 feet (10 meters) and attempt one task, or move 60 feet (20 meters) and do no tasks. Saving throws do not count as actions and are rolled as needed at any time due to attacks, hazards, or powers. Once between turns, a character may also do a reaction.
* Attacks: One attack task roll represents several thrown punches, swings of one or more held weapons, or shots from a firearm to hit a target well enough to cause damage. The task roll total must be equal to or greater than a target’s Armor Class, modified by cover or other factors, for damage to reduce the target’s Hit Points.

Armor Class…
* No Armor: AC 10 + Dexterity modifier
* Light Armor: AC 12 + Dexterity modifier
* Medium Armor: AC 15
* Heavy Armor: AC 17
* Shield: AC +2

Cover…
* No Cover: No modifier
* Half Cover: AC +2
* Three-Quarters Cover: AC +5
* Total Cover: Target cannot be attacked.

(Note: Cover that can’t block an attack, such a paper wall or a row of shrubs, does not improve Armor Class values.)

Long-Ranged Attacks
* If more than a weapon’s short range but less than maximum range, attack suffers disadvantage.

DAMAGE DICE BY WEAPON TYPE
* Light Weapon (fist, kick, club, dagger): 1d6-2
* Medium Weapon (battleaxe, bow, mace, sword, pistol): 1d6
* Heavy Weapon (two-handed axe or sword, rifle): 2d6
* Extra Heavy Weapon (.50 cal machinegun): 3d6
* Explosion (two sticks of dynamite in 3 meters/10 feet): 4d6
* Rocket Launcher (LAW): 8d6

Critical Hits: Any attack task d20 dice roll of a “natural 20” automatically hits for maximum damage (4 for light weapons, 6 for medium weapons, 12 for heavy weapons, and so forth).

Weapon Damage Modifiers: Add +Strength modifier (light, medium, or heavy melee weapon) or +Dexterity modifier (light melee or ranged weapon).

DAMAGE
Attack task rolls that equal or beat a target’s AC cause damage that reduces the target’s hit points. Targets suffers half damage if resistent, or no damage if immune, to a specific damage type: Acid, bludgeoning, cold, fire, force, lightning/electricity, necrotic, piercing, poison, psychic, radiant/energy, slashing, or thunder/sonic.

DAMAGE BEYOND DOWNED TARGETS
If a target is reduced to 0 or less hit points, any remaining damage may be applied to another target with within reach or range if the attack task roll also equals or beats the additional target’s Armor Class.

HIT POINTS AND DAMAGE LEVELS
* Full Health (100% h.p.): No penalty.
* Light Damage (99% to 51% h.p.): No penalty, but target shows signs of damage.
* Serious Damage (50% to 1% h.p.): Bloodied (disadvantage on all physical and mental tasks).
* Critical Damage (0% to -99%): Prone, no actions, crawl at 3 feet (1 meter) per round, only talk in a whisper.
* Fatal Damage (-100% to -199%): Unconscious, 1 in 6 chance of death/destruction per round. Risk of death becomes 0 if successfully given medical aid by another (Easy difficulty Wisdom task roll).
* Total Damage (-200% or worse): Dead, body destroyed.

HEALING
Characters regain 1d6 h.p. per hour of rest (living creatures) or hour of repair (non-living creatures), up to a daily maximum recovery equal to the characters’ Constitution scores.

CONDITIONS
Some attacks and hazards may impose special hindrances on characters besides just reducing hit points:
* Ablaze: Suffer 1d6 fire damage per round until fire put out.
* Bleeding: Suffer 1d6 damage per round until wound is treated through a Hard difficulty Wisdom task roll (plus possible modifiers added from medical related talents/skills).
* Blinded: Can’t see, fail all tasks that requires sight, attacks suffer disadvantage, attackers gain advantage.
* Bloodied: Less than half total hit points, disadvantage on physical and mental tasks, but powers work normally.
* Charmed: Can’t attack or target charmer with harm, charmer has advantage on social tasks to target.
* Deafened: Can’t hear, fail all tasks that requires hearing.
* Dead: No life signs, can’t do any tasks, move, use powers, communicate, or be aware of surroundings; automatically fail all saving throws, attackers gain advantage and cause double damage if within 5 feet (1.5 meter).
* Deprivation (Sleep): After days without sleep equal to Constitution modifier (at least 1 day), gain Exhaustion (Minor); after another day, Exhaustion (Moderate); another day, Exhaustion (Major); another day, Unconscious; condition ends after sleeping for at least 6 hours.
* Deprivation (Starvation): After days without food equal to Constitution modifier + 3, gain Exhaustion (Minor); after another 2 days, Exhaustion (Moderate); another 2 days, Exhaustion (Major); another 2 days, Dead; condition ends after eating food.
* Deprivation (Suffocation): After minutes without air equal to Constitution modifier (at least 5 rounds or 30 seconds), gain Exhaustion (Minor); after another round, Exhaustion (Moderate); another round, Exhaustion (Major); another round, Dead; condition ends after breathing normal air.
* Deprivation (Thirst): After days without water equal to Constitution modifier (at least 1 day), gain Exhaustion (Minor); after another day, Exhaustion (Moderate); another day, Exhaustion (Major); another day, Dead; condition ends after drinking water or similar liquid.
* Entangled/Pinned: Movement becomes 0, can’t benefit from speed bonuses, suffer disadvantage on physical tasks, disadvantage on Strength and Dexterity saving throws, and attackers gain advantage.
* Exhaustion (Minor): Disadvantage on physical and mental tasks, and powers.
* Exhaustion (Moderate): Movement rate drops by half, disadvantage on physical, mental, and power tasks.
* Exhaustion (Major): Cannot move; disadvantage on physical and mental tasks, and powers; chance of death at -100% or less hit points becomes 3 in 6.
* Frightened: Disadvantage on physical and mental tasks while source of fear is within sight, cannot move closer to source of fear.
* Grappled: Movement becomes 0, can’t benefit from speed bonuses, can only attack grappler.
* Incapacitated: Can’t do physical or mental tasks or use powers.
* Invisible: Can’t be seen, but can be heard and tracked, attacks gain advantage, attackers suffer disadvantage.
* Panicked: Must use full movement or powers to gain maximum distance away from triggering source, disadvantage on physical and mental tasks while source of panic is within sight.
* Paralyzed: Can’t do physical or mental tasks or use powers, automatically fail Strength and Dexterity saving throws, attackers gain advantage and cause double damage if within 5 feet (1.5 meter).
* Petrified: Can’t do physical or mental tasks or use powers, body and gear transformed into solid mass (usually stone), weight increases x10, aging stops, automatically fail Strength and Dexterity saving throws, attackers gain advantage, gain resistance to all damage types, immune to poison and disease.
* Prone: Only move at a crawl, attacks suffer disadvantage, attackers gain advantage if within 5 feet (1.5 meter), else attackers suffer disadvantage.
* Restrained: Movement becomes 0, can’t benefit from speed bonuses, attacks and Dexterity saving throws suffer disadvantage, attackers gain advantage.
* Shaken: Disadvantage on physical and mental tasks, but powers unhindered.
* Stunned: Can’t do physical or mental tasks or use powers, can’t move, speaks only falteringly, automatically fail Strength and Dexterity saving throws, attackers gain advantage.
* Surprised: Can’t act in first round of combat, attackers gain advantage.
* Unconscious: Can’t do physical or mental tasks, move, use powers, or be aware of surroundings; automatically fail Strength and Dexterity saving throws, attackers gain advantage and cause double damage if within 5 feet (1.5 meter).
* Weakened (Poisoned/Sickened): Disadvantage on physical, mental, and power task rolls.

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POWERS
* Power Modifier: Equal to an ability modifier (pick one based on source of power).
* Power Task Roll: 1d20 + Power Modifier.
* Advantage, Disadvantage, and Luck Point rules apply to Power task rolls.
* Some powers targeting others are Opposed Task rolls (Power Task roll versus target’s saving throw; higher result wins, ties go in target’s favor).
* Some environments require a successful Power Task roll (Easy, Hard, or Extreme) to use a Power. Failure on this Power roll leaves a character Weakened (disadvantage on physical, mental, and power task rolls) for 1d6 minutes. Further Power use failures adds 1d6 each to the duration of being Weakened.

SOURCES AND TYPES OF POWERS
* Primal Magic: Uses Wisdom (harmony with nature) as ability modifier. Wilderness realms require no power task roll, rural lands are Easy environments, and urban areas of technological build-up (modern cities, science institutions) require a Hard task roll.
* Spellcasting Magic: Uses Charisma (invoked spirits), Intelligence (arcane formulae), or Wisdom (divine or primal grace) as ability modifier. Fantasy realms are Easy environments, while modern worlds require a Hard task roll.
* Psionics: Uses Charisma (force of personality), Intelligence (force of mind resonance), or Wisdom (force of willpower) as ability modifier. Astral realms are Easy environments, while mundane physical worlds require a Hard task roll.

* Powered Armor/BattleSuit
* Cybernetics/Bionics
* Mutations
* Weird Science
* Faerie Magic
* Corruption (vampires, demons, undead)
* Runecasting
* Spirit Pact
* Supernatural Heritage
* Alien
* Android/Robot

POWER EXAMPLES

Animate: You cause your Power modifier number of adjacent human-sized objects to move about as if alive and obey your telepathic commands for hours equal to your Power modifier, after which such animations revert to their original state (50% chance) or continue without your control (50% chance).

Communicate: For minutes equal to your Power modifier, you can telepathically speak with and understand all living minds within 80 feet (25 meters), or one familiar mind anywhere in the world. You may only communicate and cannot detect thoughts being hidden by your targets’ minds. For unwilling targets, make a Power Task roll versus the target’s Wisdom saving throw; a successful target may ignore and block you.

Drain: Your touch causes one creature to lose hit points equal to your Power modifier while you regain the same number of lost hit points.

Glamour: You make yourself, a person, or one object appear as a different person or object for a number of hours equal to your Power modifier. If copying a specific person or object, those familiar with the original may make a Wisdom saving throw to notice the imitation.

Harm/Weaken: As either a physical or mental effect, you cause twice your Power modifier as damage to a person or object you can see within 980 feet (300 meters). The target may make a Dexterity saving throw (if physical) or Wisdom saving throw (if mental) against your Power task roll to suffer half damage.

Touching: Grappled, held, connected.
Adjacent: Up to 3 meters (10 feet).
Close: 25 meters (80 feet)
Short: 100 meters (320 feet)
Medium: 300 meters (980 feet)
Long: 750 meters (about a half mile)
Very Long: 3 kilometers (2 miles)
Distant: 25 km (15 miles)
Very Distant: 250 km (150 miles)
Orbital: 1,000 km (620 miles)
Beyond: More than 1,000 km (620 miles)

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Natural Sciences: Add +1d6 on rolls for biology, astronomy, chemistry, physics, planetology.

Social Sciences: Add +1d6 on rolls for psychology, economics, politics, religion, anthropology.

Archer: Add +1d6 on rolls for archery, crafting and repairing bows, long-distance vision.

Druid: Add +1d6 on rolls for nature and weather lore, animal and plant magic, herbal crafts, shapechanging.

General skills and talent specialties…
* Aware (sight, hearing, other senses, and intuition about surroundings)
* Blessed (divine favor, miraculous endurance, lucky outcomes, sacred insight)
* Cunning (deception, misdirection, trickery, telling convincing lies)
* Educated (academic and technical knowledge, use of technology)
* Elite (recognized fame, privilege, and influence across society)
* Empathic (reading emotions, comforting or manipulating through feelings)
* Haunted (connected to spirits, sees the dead, marked by past trauma or fate)
* Menacing (physical presence alone inspires fear or obedience)
* Powerful (supernatural abilities such as magic, psionics, and superpowers)
* Primal (outdoor survival, weather sense, knowledge of animals and plants)
* Tactical (strategic planning, reading terrain or opponents, commanding)

Saving Throws…
* Athletic Body (Strength and Dexterity saving throws)
* Brilliant Persona (Intelligence and Charisma saving throws)
* Clever Reflexes (Dexterity and Intelligence saving throws)
* Commanding Presence (Strength and Charisma saving throws)
* Cunning Grace (Dexterity and Charisma saving throws)
* Disciplined Power (Strength and Wisdom saving throws)
* Empathic Soul (Wisdom and Charisma saving throws)
* Enduring Agility (Dexterity and Constitution saving throws)
* Fluid Awareness (Dexterity and Wisdom saving throws)
* High Toughness (Strength and Constitution saving throws)
* Iron Mind (Constitution and Intelligence saving throws)
* Keen Mind (Intelligence and Wisdom saving throws)
* Resilient Spirit (Constitution and Wisdom saving throws)
* Stalwart Heart (Constitution and Charisma saving throws)
* Strategic Force (Strength and Intelligence saving throws)

Fantasy and supernatural profession specialties…
* Alchemist (transforms matter, crafts potions, binds magic to objects)
* Anagakok (spirit communication, weather magic, healing through trance)
* Apothecary (mixes remedies, cures, and elixirs from rare ingredients)
* Archer (archery, crafting and repairing bows, long-distance vision)
* Archivist (organizes scrolls, arcane tomes, secret treaties, and records)
* Bandit (ambush tactics, survival on the run, ruthless greed)
* Barbarian (untamed strength, tribal tradition, fierce survival)
* Bard (storyteller, musician, diplomat, and subtle spellcaster)
* Beast-Rider (animal bond, mobile tactics, primal command)
* Berserker (battle frenzy, pain resistance, reckless ferocity)
* Blacksmith (creates weapons and armor, may work with rare materials)
* Bowyer (crafts bows, crossbows, and arrows of great precision)
* Cavalier (chivalric code, mounted mastery, shining presence)
* Cleric (serves a deity through prayer, healing, and divine magic)
* Cook / Camp Steward (prepares meals, rations, and morale boosters)
* Court Wizard (serves royalty with arcane counsel and magical protection)
* Diviner (interprets omens, visions, and magical signs of the future)
* Druid (nature, weather, animal, and plant magic, herbal lore, shapechanging)
* Duelist (specializes in single combat, speed, and finesse)
* Enchanter (specializes in imbuing items, charms, and magical bindings)
* Exorcist (identifying possession, banishment rites, holy symbols, sacred texts)
* Gladiator (arena combatant, crowd-pleaser, master of spectacle)
* Herald (messenger of nobility, voice of law, bearer of crests and edicts)
* Inquisitor (roots out heresy, interrogates with divine authority)
* Jeweler (creates decorative and enchanted rings, amulets, and gems)
* Knight (noble warrior code, armored combat, battlefield leadership)
* Monk (ascetic discipline, unarmed combat, inner harmony)
* Monster Hunter (lore of beasts, traps, tracking, supernatural resilience)
* Monster Trapper (using bait, nets, and lore to capture beasts alive)
* Myrmidon (loyal formation fighter, deadly precision)
* Necromancer (animating corpses, commanding dead spirits, defiling rituals)
* Ninja (stealth mastery, sabotage skill, silent lethality)
* Noble (recognized family name, legal privilege, large land ownership)
* Noble Warrior (code of honor, dueling skill, commanding presence)
* Occultist (forbidden knowledge, dark rites, summoning, ritual artifacts)
* Oracle (receives visions, speaks prophecy, interprets fate)
* Outlaw (stealthy escape, ambush skill, hunted reputation)
* Paladin (holy knight sworn to a cause, smites evil, heals the innocent)
* Paranormal Investigator (ghost hunting, EMF detection, spirit communication)
* Peasant Hero (humility, unshakable courage, strength through hardship)
* Pilgrim (wanders in devotion, spreads faith, seeks holy places)
* Pirate (sea combat, cunning raids, rebellious nature)
* Prophet (divine visions, cryptic warnings, voice of destiny)
* Psychic (extrasensory perception, telepathy, precognition, mental resistance)
* Ranger (wilderness scout, archer, tracker, guardian of the wilds)
* Royal Cartographer (maps far lands, old ruins, and magical ley lines)
* Royal Tutor (educates noble children in magic, etiquette, and languages)
* Runesmith (carves magical symbols onto objects, weapons, and armor)
* Sage (learned in many fields, ancient texts, and esoteric knowledge)
* Sailor (navigation, knotwork, weather reading, life at sea, maritime survival)
* Samurai (blade mastery, strict discipline, ancestral duty)
* Savage (wild tactics, survival instinct, fearsome aura)
* Scout (trail awareness, enemy spotting, fast movement)
* Scribe (writes scrolls, maps, ledgers, and magical contracts)
* Shaman (speaks with spirits, heals through trance, crafts wards and omens)
* Sorcery (spell rituals, arcane knowledge, magical constructs, curses)
* Street Magician (performs minor tricks and illusions for coin and cover)
* Summoner (calls forth spirits, elementals, or demons to obey commands)
* Swashbuckler (graceful combat, charming bravado, agile acrobatics)
* Thug (intimidation, street fighting, brute loyalty)
* Tinker (repairs gear, works with clockwork, small tech, and knickknacks)
* Warrior (brawling, melee and bow weapons, martial discipline, stamina)
* Warlock (bargains and pacts with otherworldly beings, invocation magic, hexes)
* Witch (herbal magic, curses, charms, seasonal rituals, coven knowledge)
* Wizard (magical study through books, schools, and spell formulas)
* Wu Jen (elemental mastery, arcane ritual magic, mystical taboos)

Fantasy heritage (species and racial) specialties…
* Angel (delivering divine messages, healing and protection magic)
* Banshee (terrifying wail, ghostly beauty, harbinger of death)
* Bugbear (ambush predator, brute strength, tribal cruelty)
* Cat Folk (seeing in near darkness, stealthy and graceful movement)
* Centaur (horse-bodied, speed, archery, poetry, divination magic)
* Cloud Giant (sky-dwelling nobility, weather magic, long-range vision)
* Cyclops (single-eyed sight, crafting prowess, volcanic strength)
* Demon (destructive and corrupting magic, vulnerable to holy items)
* Devil (politics, power plays, crafting wish-granting soul pacts)
* Dragon (iron-hard scales, sensing treasure, flight, breathing fire)
* Dryad (speak with tree spirits, rapidly grow and control plants)
* Dwarf (stonework, metalcraft, brewing, resiliency against magic and poisons)
* Elemental (body of water, earth, air, or fire; control over native element)
* Elf (archery, enchantment magic, nature lore, ancient traditions)
* Ettin (two-headed brute, independent minds, club mastery)
* Faerie (glamour magic, hidden secrets, riddles, binding pacts with oaths)
* Fetch (phantom twin, omen of death, mirror magic)
* Frost Giant (icy strength, towering size, blizzard survival)
* Gargoyle (stone skin, rooftop vigilance, night movement)
* Genie/Jinn (wish-granting fire and air magic, cunning magical contracts)
* Ghost (manifesting visions, passing through solid objects, possessing bodies)
* Ghoul (corpse hunger, paralyzing claws, graveyard cunning)
* Gnome (clever inventions, magical illusions, speaking with woodland animals)
* Goblin (stonework, scavenging, making traps, magical tricks, sneaking)
* Gorgon (petrifying gaze, serpent hair, cursed beauty)
* Gremlin (sabotage magic, tool curse, tech-bane trickster)
* Hag (curse weaving, coven rituals, shapeshifting crone)
* Halfling (stealth, cooking, storytelling, and community-centered resilience)
* Harpy (flight, claws, shrieking song that controls mortals’ minds)
* Hobgoblin (military structure, tactical warfare, conquest-driven)
* Human (adaptable, ambitious, innovative, both compassionate and cruel)
* Ifrit (desert survival, ancient lore of ruined civilizations, fire and fury magic)
* Kobold (trap crafting, tunnel living, cowardly teamwork)
* Leprechaun (trickery and escape magic, gold sense, pacts with mortals)
* Merfolk (ocean magic, rapid swimming, seeing in underwater darkness)
* Minotaur (using horns in battle, navigating flawlessly through mazes and labyrinths)
* Naga (serpentine spellcasters, temple guardians, ancient memory)
* Naiad (breathing underwater, summoning currents, causing or stopping floods)
* Nephilim (supernatural endurance, divine magic tied to angelic heritage)
* Ogre (cannibalistic hunger, brute strength, crude tactics)
* Orc (physical brawn, surviving in wastelands, tribal loyalty and honor)
* Rakshasa (tiger spirit demon, disguises, illusion magic, feeding on flesh and fear)
* Reptile Folk (holding breath underwater, surviving in swamps, fast swimmers)
* Sasquatch (hidden presence, immense strength, forest guardian instinct)
* Satyr (goat-legged stride, music, tricks, panic and pleasure magics)
* Scarecrow (possessed husk, fear aura, stalks in silence)
* Shadow/Shade (two-dimensional form, drains strength, stalker of light)
* Siren (singing enchantress, sea-bound lure, storm caller)
* Spriggan (forest survival, treasure sense, transforms into giant when angered)
* Sylph (elemental control of wind and sky currents, flight)
* Tengu (bird warrior monks, mischief and wisdom, wind magic)
* Titan (colossal strength, ancient power, elemental dominion)
* Treaefolk (ancient tree-being, forest protector, crushing limb strength)
* Troll (regenerates quickly from wounds, adept at living in swamps and caves)
* Unicorn (divine purity, healing horn, elusive grace)
* Vampire (surviving on blood, ignoring physical harm, vulnerable to sunlight)
* Wendigo (flesh hunger, icy aura, cursed madness)
* Werewolf (tracking by scent, using claws and fangs, vulnerable to silver)
* Wraith (draining life force by touch, immaterial form, vulnerable to sunlight)
* Yeti (snowy stealth, bone-crushing power, icy endurance)
* Zombie (never sleeping, ignoring physical injuries unless hit in the head)

Fantasy heritage (mythic cultural) specialties…
* Amazon (warrior sisterhood, unmatched archery, honor-bound culture)
* Atlantean (travel and water magic, Poseidon worship, ancient lore)
* Aztec (ritual sacrifice, sun and jaguar cults, obsidian magic, blood divination)
* Babylonian (star-mapping, law-code magic, dreams and omens, scribes)
* Celtic (fey dealings, sacred groves, bardic lore, otherworldly crossings)
* Cherokee (balance of nature, sacred syllabary, river magic, sacred serpent lore)
* Chinese (alchemy, dragon lore, celestial bureaucracy, balance of forces)
* Dinka (river magic, cattle blessings, thunder deities, oral epic lineages)
* Egyptian (death rites, solar gods, necromantic lore, balance of Ma’at and chaos)
* French (courtly refinement, dueling, fashion and art, religious fervor)
* German (engineering, lore on folktales, changelings, and forests)
* Greek (philosophical inquiry, Olympian divine lore, civic pride and hubris)
* Hittite (storm god lore, ironworking, treaty magic, hybrid pantheons)
* Igbo (ancestral veneration, forest spirits, masked rituals, storytelling)
* Inuit (ice spirit negotiation, dreams and snow, survival magic of the tundra)
* Iroquois (diplomacy, wampum memory lore, sky-woman myths, dream magic)
* Italian (cunning merchants, artisan skills, church and sorcery intertwined)
* Japanese (discipline and honor, spirit folklore, swordcraft, kami worship)
* Korean (ancestral rites, mountain spirits, scholarly magic, martial balance)
* Navajo (holy wind lore, sandpainting spells, skinwalker myths, chantways)
* Norse (runic frost and fire magic, prophecy and bravery in the face of doom)
* Nubian (Kushite lore, gold and ivory trade, archery, rivercraft)
* Persian (light and darkness magic, fire temples, djinn lore, desert survival)
* Phoenician (sea trade and shipwrights, coded alphabets, merchant rituals)
* Roman (military precision, architecture of power, bureaucracy as ritual)
* Russian (survivalism, lore of winter spirits, witch-hags, hearth, and forests)
* Saracen (equestrian mastery, faith-driven valor, desert-born tactics)
* Scythian (steppe riders, burial magic, vision quests, tattoos as spirit wards)
* Sioux (sun dance rituals, vision quests, thunder beings, plains survival magic)
* Spartan (military discipline, austere lifestyle, unwavering loyalty)
* Vedic (Sanskrit spellcraft, fire sacrifice, cosmic hymns, dharma-bound magic)
* Yoruba (divination and spirit possession, worship of Orisha deities, sacred drums)
* Zulu (ancestral dreams, lightning magic, spirit herding, kingship rites)

Fantasy heritage (homeland) specialties…
* Arctic Homeland (frozen survival, layered insulation, snow navigation)
* Coastal Homeland (fishing skill, tidal timing, storm watching)
* Desert Homeland (scorch resistance, water finding, sand travel)
* Faerie Homeland (glamour sense, trickster wisdom, pathfinding between worlds)
* Forest Homeland (camouflage skill, herbal knowledge, treebound paths)
* Jungle Homeland (venom awareness, vine mobility, dense canopy tracking)
* Lunar Homeland (low gravity agility, crater mapping, radiation shielding)
* Mountain Homeland (high-altitude lungs, cliff climbing, echo awareness)
* Plains Homeland (open-horizon vision, long-distance running, herd tracking)
* Shadowlands Homeland (dimlight vision, ghost lore, resistance to fear)
* Swamp Homeland (mud walking, disease resistance, hidden trail memory)
* Underdark Homeland (low-light vision, tunnel navigation, silence under pressure)
* Underwater Homeland (breathing beneath waves, pressure adaptation, echo communication)
* Wasteland Homeland (scrap use, radiation resilience, distrust of strangers)

Modern profession specialties…
* Actor (performing roles, embodying characters and emotions, adapting to direction)
* Anthropologist (human societies, languages, rituals, cultural evolutions)
* Antiquarian (historical knowledge, rare item appraisal, museum access)
* Archaeologist (excavating ruins, dating artifacts, interpreting ancient cultures)
* Architect (planning, structural insight, aesthetic judgment)
* Artist (creating visual or conceptual works, expression through various media)
* Assassin (silent killing, poisons, stalking targets, escape plans, disguises)
* Athlete (conditioning, endurance training, competition strategy, discipline)
* Bartender (social intuition, local gossip, calm under pressure)
* Bodyguard (threat detection, defensive positioning, protective escort routines)
* Bounty Hunter (tracking fugitives, restraint tools, negotiating legal loopholes)
* Celebrity (public persona cultivation, media appearances, branding deals)
* City Official (urban infrastructure, zoning, public services, and local policies)
* Clergy (faith, moral authority, community influence)
* Corporate Executive (strategic planning, decision-making, mergers, acquisitions)
* Cowboy (ride skill, survivalist grit, frontier justice)
* Criminal (breaking and entering, fencing stolen goods, forgery, evasion, blackmail)
* Detective (crime scene analysis, deduction, surveillance, suspect profiling)
* Dilettante (wide but shallow knowledge of arts, culture, sciences, and society)
* Diplomat (negotiation, cultural etiquette, conflict resolution, treaties)
* Dock Worker (strength, logistics, rough crowd savvy)
* Engineer (designing structures, machines, or systems with physical mechanics)
* Espionage (disguises, infiltration, intel, surveillance, sabotage)
* Farmer (planting, animal care, weather signs, irrigation, crop rotation)
* Fence (trades in stolen goods, underworld connections, pricing knowledge)
* Financial Expert (markets, accounting, investment, fraud detection, monetary policy)
* Firefighter (bravery, emergency response, physical toughness)
* Gambler (risk taking, odds, bluffing, luck manipulation)
* Gangster (underworld ops, smuggling, protection rackets, criminal alliances)
* Grifter (deception, quick thinking, fast exits)
* Hacker (interfacing with devices, software manipulation, electronics)
* High Society (etiquette, social networking, wealth, patronage, status hierarchies)
* Historian (research, knowledge of past people, places, and events)
* Hunter (tracking, marksmanship, knowledge of prey)
* Journalist (investigating leads, interviewing sources, identifying public interest)
* Judge (authority, discernment, lawful presence)
* Laborer (endurance, practical tools, get-it-done mindset)
* Lawyer (argumentation, legal knowledge, influence networks)
* Librarian (research skill, information networks, quiet observance)
* Linguist (speaking, decoding, and learning multiple languages or dialects)
* Mechanic (tool use, repair knowledge, problem solving under pressure)
* Medical Science (first aid, diagnosis, healing, medicines, diseases, surgery)
* Mercenary (weapons handling, contracts, field survival, combat experience)
* Military (battlefield tactics, logistics, chain of command)
* Miner (endurance, geology basics, underground instincts)
* Missionary (persuasion, language fluency, cultural crossover)
* Musician (composing or performing music, mastering instruments or vocals)
* Natural Sciences (biology, astronomy, chemistry, physics, planetology)
* Nomad (adapting to varied environments, resourceful and mobile survival)
* Photographer (observation, framing, capturing truth or beauty)
* Pilot (aircraft instruments, navigation and maneuvers, airport procedures)
* Police (law enforcement procedures, arrests, interrogation, patrol tactics)
* Politician (public speaking, deal-making, influence networks, reading crowds)
* Private Investigator (surveillance, deduction, walking the line of the law)
* Professor (advanced teaching, academic research, publishing scholarly work)
* Psychologist (empathy, insight into behavior, mental resilience)
* Religion (lore and rites about various deities and their followers)
* Rock Star (captivating performances, media presence, touring, using fame)
* Scientist (experimentation, data analysis, lab work, scientific literature)
* Secret Agent (disguise, covert tactics, loyalty conflicts)
* Secretary (organization, access to info, underestimated leverage)
* Shopkeeper (haggling, local knowledge, personal relationships)
* Sleight of Hand (picking pockets, using ropes, and performing simple tricks)
* Social Sciences (psychology, economics, politics, anthropology)
* Soldier (discipline, combat training, teamwork)
* Stealth (moving silently and remaining unseen from observers)
* Street Punk (street smarts, defiance, improvised tactics)
* Survivalist (foraging, hidden shelter building, tracking, weather prediction)
* Taxi Driver (city map mastery, night driving, overheard secrets)
* Teacher (curriculum planning, explaining complex topics, guiding development)
* Teamster (operating large vehicles, freight logistics, route planning)
* Technician (tools, machines, diagnostics, repairs, engineering basics)
* Trade (assessing value of goods, finding buyer in markets, negotiating prices)
* Valet (reflexes, etiquette, access to high society)
* Waiter (grace under fire, people reading, constant movement)
* Zealot (conviction, relentless drive, unshakable worldview)

Science-fiction profession specialties…
(Many modern specialties still work for sci-fi as well.)
* Agent (cover identities, alien intel gathering, tech infiltration)
* Asteroid Miner/Belter (zero-g labor skill, vacuum survival, ore detection tech)
* Colonist (habitat construction, environmental control, terraform tools)
* Communications Officer (signal decoding, languages, diplomatic protocol)
* Drone Operator (combat drones, recon bots, remote piloting, swarm tactics)
* Engineer (FTL drives, emergency repairs, power optimization)
* Exogeologist (alien mineralogy, tectonics on foreign worlds, excavation tech)
* Explorer (planetary navigation, survival, xenoecology fieldwork)
* First Contact Expert (alien diplomacy, semiotics, universal translator tech)
* Genetic Engineer (cloning, mutagenics, designing synthetic lifeforms)
* Mecha Pilot (neural reflexes, cockpit mastery, urban warfare tactics)
* Medic (trauma response, zero-g surgery, alien biology treatment)
* Memetic Engineer (culture-shaping ideas, viral concepts, ideological warfare)
* Merchant (cargo appraisal, trade negotiation, cross-species etiquette)
* Noble (galactic diplomacy, elite education, command presence)
* Operations Officer (system monitoring, crisis management, crew logistics)
* Orbital Farmer (hydroponics, algae vats, nutrient cycles, food chain maintenance)
* Red Shirt (minimal survival odds, unwavering loyalty, expendable bravery)
* Robotics Expert (automaton repair, AI behavior tuning, drone command)
* Rogue (ship hacking, smuggling networks, fast-talking escape)
* Scholar (ancient knowledge, alien languages, artifact analysis)
* Science Officer (sensors expertise, anomalies, xenotech theories)
* Scout (long-range sensors, system navigation, planetary survey)
* Security Officer (threat analysis, personal combat, passenger screening)
* Ship’s Counselor (psychological insight, stress mitigation, cultural empathy)
* Soldier (ranged combat, vacuum tactics, squad coordination)
* Space Marine (orbital assault, powered armor training, boarding tactics)
* Starship Captain (command presence, strategic decision-making, crew loyalty)
* Starship Navigator (star charts, FTL plotting, course correction instinct)
* Starship Officer (ship operations, faster-than-light navigation, sensors)
* Street Cyborg (urban combat, illegal bionic enhancements, and drugs)
* Tactical Officer (target analysis, ship weaponry, space combat strategy)
* Terraformer (climate engineering, atmosphere seeding, ecological controls)
* Uplift Coordinator (working with enhanced animals, post-sapience ethics)
* Xenobiologist (alien ecosystems, physiology, field sampling, biosafety)
Psionic, psychic, and weird sci-fi profession specialties…
* Astral Projector (spirit travel, ethereal scouting, unseen presence)
* Biokinetic (body enhancement, accelerated healing, cellular manipulation)
* Clairsentient (remote perception, hidden object location, unseen insight)
* Cryokinetic (freeze generation, temperature suppression, ice shaping)
* Dimensional Guide (alternate dimensions, multiversal anomalies, odd physics)
* Electrokinetic (lightning projection, electronic disruption and shielding)
* Empath (emotional sensing, mood manipulation, pain sharing)
* Mind Police (psi surveillance, memory interrogation, thought suppression)
* Psi Noble (psionic discipline, social caste training, thought governance)
* Psi Vampire (psychic drain, emotional feeding, aura corruption)
* Psychometrist (object reading, emotional residue sensing, history vision)
* Pyrokinetic (fire projection, heat control, combustion resistance)
* Telekinetic (object manipulation at a distance, pressure control)
* Telepath (mind reading, silent communication, lie detection)
* Teleporter (location locking, instant relocation, escape mastery)
* Temporal Physicist (time travel theory, paradox analysis, temporal anomalies)
* Time Traveler (chronological knowledge, paradoxes, historical adaptability)
Science-fiction heritage specialties…
* Abandoned Ringworld (artifact scavenger, gravity endurance, ancient machine lore)
* Alien Colony (xeno-cultural fluency, hybrid customs, mistrust of human norms)
* Alien Prison (scarred body, paranoia reflexes, hardened willpower)
* Android (precision tasks, data interfacing, logic-driven analysis)
* Asteroid Native (stunted growth, calloused hands, extreme light sensitivity)
* City World (quick reflexes, streetwise instincts, strong crowd navigation)
* Cloning Vat Lineage (identical siblings, redundant organs, unstable memories)
* Colony Ship (generational memory, enclosed-habitat skills, communal identity)
* Desert World (weathered skin, high heat tolerance, water conservation instincts)
* Drone Hive World (binary-influenced thought, rhythmic speech, shared dreams)
* Floating City (acrophobic empathy, storm prediction, glider-based mobility)
* High Gravity Homeworld (dense stature, stronger muscles, thick bones)
* Ice World (pale complexion, high body fat, cold-adapted metabolism)
* Isolated Colony (inbreeding traits, intense loyalty, distrust of outsiders)
* Low Gravity World (long limbs, agile movements, fragile bones)
* Luxury World (soft hands, etiquette mastery, shallow tolerance for hardship)
* Megafauna World (beast-tamer culture, oversize weapons, motion-detection reflexes)
* Outlaw Haven World (hidden settlements, trust-by-trial, communal defense code)
* Prison World (scarred survival instincts, coded loyalty, institutionalized behavior)
* Psionic Testing Facility (mental shielding, psionic powers, fragmented personality)
* Quarantine World (biohazard discipline, genetic immunity, isolationist paranoia)
* Radiation World (bald or mutated, tumor resistance, glowing scars)
* Science Lab Born (precision-trained mind, emotion suppression, experimental exposure)
* Slum Arcology (resource scrounger, distrustful of elites, tight kin network)
* Space Station (zero-G coordination, floating gait, vitamin-enriched diet)
* Starship Born (strong ship systems understanding, distrust of “planet-bound” types)
* Sunless World (echolocation skills, pale or translucent skin, underground navigation)
* Tide-Locked World (hardened to extremes, internal clock, sunblind or cold-blooded)
* War-Forged Planet (military upbringing, embedded command code, trauma normalization)
* Water World (webbed fingers, expanded lung capacity, excellent swimmers)

Superhero heritage specialties…
* Alien Heritage (offworld biology, cultural dissonance, cosmic birthright)
* Ancestral Totem Bearer (linked to ancient spirits, tribal power, cultural stewardship)
* Android / Sentient AI (inhuman perspective, logic-driven motives, upgradeable form)
* Artifact Wielder (ancient power, psychological toll, hard-to-control abilities)
* Avatar of a Forgotten Deity (divine channeling, unstable surges, ritual obligations)
* Bionic Cyborg (cybernetic augmentations, system diagnostics, tech dependence)
* Blood of the Deep Ones (amphibious resilience, cold intellect, oceanic calling)
* Celestial Being (radiant presence, reality-bending power, distant morality)
* Child of Super Parent (public expectations, powers trained since birth)
* Chosen by Cosmic Entity (unearned power, moral burden, watched by unknowable forces)
* Corporate Test Subject (branded powers, monitored existence, escaped liability)
* Cursed Bloodline (family legacy, inherited burden, lurking transformation)
* Cursed Object Host (sentient item, bargain-bound, creeping possession)
* Dark Ritual Survivor (arcane energy scars, shadow manipulation, deals with demons)
* Deal with the Devil (great power, hidden price, cursed destiny)
* Demigod (superhuman strength, bound by prophecy, watched over by jealous deities)
* Dimension Walker (fractured reality sense, exotic abilities, strange logic)
* Eldritch Spawn (alien physiology, fractured mind, whispers from the stars)
* Energy Being (body of light or plasma, constant containment, inhuman presence)
* Fallen Hero Turned Villain (once noble, now bitter, retains heroic skills)
* Genetic Clone of Superhero (perfect replication, identity crisis, rapid adaptation)
* Ghost-Infused (partially dead, cold aura, senses the supernatural)
* Government Super-Soldier Program (combat reflexes, code of conduct, hidden kill-switch)
* Lab Experiment Gone Wrong (enhanced physiology, memory loss, hostile creators)
* Living Construct (artificial origin, unerring logic, emotional awakening)
* Mad Scientist (reality-warping gadgets, unstable genius, unintended consequences)
* Magical Prankster (chaotic enchantment, humor-as-weapon, unreliable loyalty)
* Monster (inhuman appearance, unstoppable strength, inner turmoil)
* Multiversal Echo (collapsed timeline survivor, unstable reality presence)
* Mutant Birth (innate powers, outsider status, unpredictable development)
* Mythic Race (Olympian, Aesir, etc.) (divine beauty, mythic wrath, god-tier hubris)
* Narrative Manipulator (fourth-wall breaches, fate editing, meta-awareness)
* Radioactive Accident (glowing scar, power instability, immune system rewired)
* Self-Made Vigilante (no superpowers, peak training, trauma-fueled mission)
* Star-Touched Dreamer (prophetic visions, psychic bleed, reality distortion)
* Starseed Soul (reborn alien mind, hidden galactic past, fragmented memory)
* Super Agent Training (peak conditioning, tactical mastery, covert support)
* Time Traveler (knowledge of future, causality paranoia, temporal side-effects)
* Undead Revenant (death-defying body, eerie calm, unquiet spirit)
* Urban Legend Come to Life (myth-based abilities, fear as weapon, reality distortion)
* Urban Vigilante (burned past, focused purpose, single-minded obsession)
* Warlord’s Bastard (battlefield legacy, hardened resolve, inherited enemies)
* Weird Science Augmentation (implanted systems, tool-based powers, hardware dependency)

Superhero power specialties…
* Beast Hybrid (animal traits: claws, fangs, heightened senses, flight or swimming)
* Blaster (ranged energy projection, focused area destruction)
* Brick/Powerhouse (super strength, invulnerability, shockwave punches)
* Cosmic Herald (faster-than-light flight, energy blasts, universal awareness)
* Dimensional Powers (teleportation, portal creation, multiversal awareness)
* Elemental Powers (control over fire, water, earth, or air, often paired with flight)
* Gadgeteer (build and use tech-based weapons, armor, vehicles, and gear)
* Grow/Shrink Powers (become microscopic and/or gigantic in size)
* Healer (regenerates bodies from injuries, creates protective shields)
* Healing Factor (resilient against harm, regenerating from injuries, relentless)
* Illusion Powers (creates visual or sensory illusions for distraction or misdirection)
* Living Weapon (blades, guns, or other enhancements built into the body)
* Luck Manipulator (bending probability, dodging danger, overcoming odds)
* Martial Artist (peak physical training, precision strikes, high mobility)
* Shadow Powers (invisibility, moving through solid barriers, summoning darkness)
* Shapeshifter (can mimic forms, faces, or superpower functions)
* Sorcery Powers (magic against interdimensional and supernatural threats)
* Speedster (superhuman velocity, rapid strikes, time perception distortion)
* Spider Powers (wall-crawling, shooting and swinging on webs, danger sense)
* Tactician (superhuman instincts, planning, and analysis of enemy weaknesses)
* Tank (armored defender, force fields, absorbs physical damage)
* Telepath (mind reading, thought and emotion control, mental defense and assault)
* Weather Powers (flight, summon storms, lightning, change temperatures)

Animal heritage specialties…
* Ant (tireless labor, swarm logic, community focus, strength-to-size ratio)
* Bat (echolocation, inverted rest, swarm coordination, nocturnal resilience)
* Bear (immense strength, protective rage, hibernation resilience, imposing presence)
* Bee (hive hierarchy, sting defense, flight coordination, floral memory)
* Bull (unmovable stubbornness, brute power, charging force, combat instinct)
* Cat (graceful movement, self-reliance, sharp reflexes, curiosity-driven logic)
* Cheetah (blinding speed, short bursts of power, intense focus, heat endurance)
* Crocodile (ambush instinct, armored hide, primal durability, water ambivalence)
* Crow (problem-solving, mischief-making, sky patrol, uncanny memory)
* Dog (loyalty, social intuition, protective drive, scent-based tracking)
* Dolphin (social intelligence, sonar awareness, playful cunning, aquatic grace)
* Eagle (visionary insight, sky authority, sharp precision, aerial dominance)
* Elephant (deep memory, emotional depth, raw physical force, communal loyalty)
* Fox (clever misdirection, light-footed movement, adaptability, survival instinct)
* Hawk (keen eyesight, high-speed dives, aerial grace, tactical patience)
* Horse (stamina, speed, herd awareness, strong fight-or-flight reflexes)
* Lion (charismatic dominance, roar of command, regal poise, explosive aggression)
* Lizard (sun-seeking, rapid escape, skin-shedding adaptability, stillness mastery)
* Octopus (flexibility, camouflage, puzzle-solving, multitasking limbs)
* Owl (silent flight, night vision, solitary wisdom, uncanny awareness)
* Panther (shadowed grace, lethal silence, territorial intuition, night stalking)
* Ram (head-first impact, mountain mobility, territorial defense, thick skull)
* Raven (tool use, mimicry, dark omens, secret-watching intelligence)
* Shark (blood-sense, endless motion, apex efficiency, cold detachment)
* Snake (stealthy movement, venomous bite, patience, sudden strikes)
* Spider (trap-building, patience, web-sense, silent strikes)
* Stag (regal motion, seasonal cycles, vigilance, forest balance)
* Tiger (solitary strength, ambush tactics, fearsome agility, jungle awareness)
* Turtle (protective shell, slow patience, longevity, quiet wisdom)
* Wolf (pack instincts, territorial drive, endurance hunting, lunar sensitivity)

Robots…
* Agricultural Unit (durable frame, crop-cycle programming, soil analysis sensors)
* Archivist Bot (long-term memory storage, data integrity focus, anti-corruption routines)
* Assassin Automaton (lethal efficiency, stealth cloaking, mission priority override)
* Combat Drone (target lock precision, reinforced armor, limited autonomy)
* Companion Unit (social subroutines, emotional mimicry, loyalty heuristics)
* Construction Robot (crane arms, rebar fingers, blueprint implementation AI)
* Exo-Frame Interface (worn by humans, strength amplifier, responsive movement AI)
* Experimental Prototype (unstable systems, hybrid features, unpredictable innovation)
* Exploration Rover (adaptive sensors, extreme environment endurance, slow but persistent)
* Hazmat Robot (radiation shielding, containment protocols, decontamination tools)
* Infiltration Bot (shifting appearance, falsified IDs, voice mimicry)
* Interrogator Model (truth detection software, pressure analysis, moral bypass coding)
* Labor Frame (heavy lifting capacity, power cell endurance, low-speed operation)
* Maintenance Crawler (limb flexibility, magnetic grip, subterranean adaptability)
* Medical Android (diagnostic accuracy, steady hands, empathy emulation)
* Protocol Droid (multilingual processing, etiquette database, cultural sensitivity)
* Recon Scout (stealth plating, long-range optics, terrain mapping software)
* Riot Control Bot (non-lethal dispersal options, crowd analysis, reinforced plating)
* Sentient AI Shell (independent thought, curiosity glitch, unpredictable growth)
* Service Unit (polite demeanor, multi-tool appendages, programmed loyalty)

Aliens…
* Amorphous Shapeshifter (fluid form, voice mimicry, unstable identity)
* Bioluminescent Alien (glowing skin, emotion radiance, mind-touch empathy)
* Bone-Armored Scavenger (natural plating, scavenging habits, pack behavior)
* Cold-Void Alien (radiation resistance, zero-temp mobility, speechless signaling)
* Crystalline Consciousness (psychic resonance, hard-light construction)
* Energy-Wrapped Being (intangible form, tech interference, light-based communication)
* Gelatinous Drifter (amorphous body, nutrient absorption, chemical memory)
* Silicate Lifeform (mineral body structure, extreme durability, slow metabolism)
* Silken Hive Mind (ritualized diplomacy, layered hierarchy, toxin-laced beauty)
* Symbiotic Collective (merged species mind, shared memories, host adaptability)
* Void-Born Predator (stealth fields, hunger instincts, silenced heartbeat)

Post-Apocalyptic Tribes…
* Enduring Tribe (hardship survival, generational memory, stubborn resilience)
* Fighting Tribe (warrior training, defense of territory, tactical raiding)
* Fixer Tribe (mechanical ingenuity, tool crafting, salvaging expertise)
* Honorable Tribe (ancestral law, ritual justice, proud legacy)
* Hunting Tribe (tracking skill, animal knowledge, ranged combat)
* Reading Tribe (literacy preservation, knowledge sharing, ancient lore)
* Riding Tribe (mounted combat, herd mastery, nomadic range)
* Seeking Tribe (relic searching, exploration, map lore)
* Supply Tribe (resource gathering, trade savvy, storage knowledge)
* Talking Tribe (diplomatic charm, oral tradition, language fluency)
* Wandering Tribe (endless travel, pathfinding, story collecting)
* Worshipping Tribe (religious rites, divine prophecy, sacred artifact care)

Lab experiments…
* Aggression Induction Subject (combat trigger conditioning)
* Auditory Tuning Subject (enhanced hearing, echolocation, sound sensitivity)
* Brainwave Synchronization Subject (telepathic link development or hive-mind interface)
* Crowd Control Experiment (fear-signal broadcast, pacification aura)
* Cyborg Reconstruction Case (repaired with artificial limbs or organs)
* Dimensional Breach Host (connected to alternate planes or entities)
* Emotion Regulation Subject (rage inhibition, happiness control, empathy suppression)
* Endurance Prototype (extreme stamina, oxygen efficiency, long-term exertion)
* Exosuit Bonded Subject (physiologically fused to combat gear)
* Immune System Amplifier (disease resistance, toxin filtration)
* Isolation Study Case (sensory deprivation, language deprivation, psychological stress)
* Magneto-Kinetic Trial (metal manipulation, sensitivity to magnetic fields)
* Memory Alteration Subject (implanted, wiped, or edited memories)
* Mutagen Exposure Case (random mutation triggered by unstable compounds)
* Neural Interface Subject (can control machines via implants)
* Neural Overclock Prototype (faster cognition, logic prioritization, burnout risk)
* Obedience Conditioning Subject (implanted commands, loyalty overrides)
* Pain Suppression Subject (pain response muted or removed for combat utility)
* Phasewalker Prototype (can shift through matter, partial invisibility)
* Plasma Conduit Host (channels or stores energy, explosive risk)
* Radiation Absorption Subject (survives and possibly feeds on radiation)
* Regeneration Subject (healing factor acceleration, limb regrowth)
* Sensor Platform Host (uses external feeds as senses, vision, targeting, surveillance)
* Sixth Sense Subject (danger sense, foresight flashes, aura detection)
* Speed/Reflex Trial Subject (nervous system acceleration, twitch-response training)
* Strength Enhancement Subject (muscle amplification, bone reinforcement)
* Thermal Tolerance Subject (heat/cold resistance)
* Time Distortion Subject (slow-time field generation, unstable perception)
* Touch Sensitivity Case (hypersensitive nerves for fine detail or pain)
* Visual Spectrum Expansion (sees infrared, ultraviolet, or psychic residue)

~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
EXAMPLE CHARACTERS

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

AC 12 (Dexterity bonus, normal clothes), 30 h.p., movement 30 ft. (10m)

ABILITIES (roll 1d20 + modifier)
* +1 Charisma 13 (intense presence, socially awkward but commanding)
* +1 Constitution 12 (wiry endurance, prone to fatigue from neglect)
* +2 Dexterity 14 (precise, agile with hands and weapons)
* +5 Intelligence 20 (genius-level deduction and analysis)
* +0 Strength 10 (lean build; capable but not brawny)
* +3 Wisdom 16 (sharp perception and intuition)

TALENTS/SKILLS (add as applies to tasks)
* +3d6 Detective Mastery (crime scene analysis, deduction, surveillance, suspect profiling)
* +2d6 Natural Sciences Expert (biology, astronomy, chemistry, physics)
* +1d6 Social Sciences (psychology, economics, politics, religion, anthropology)
* +1d6 Keen Mind (Intelligence and Wisdom saving throws)

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

AC 12 (Dexterity bonus, courtly dress), 30 h.p., movement 30 ft. (10m)

ABILITIES (roll 1d20 + modifier)
* +5 Charisma 20 (alluring, commanding, and terrifyingly persuasive)
* +2 Constitution 14 (sustained by inner magic)
* +2 Dexterity 14 (graceful and precise)
* +4 Intelligence 18 (scholarly mastery of lore and enchantment)
* -1 Strength 8 (physically slight)
* +3 Wisdom 16 (insightful, strategic, empathetic when it serves her)

* +1d6 Keen Mind (Intelligence and Wisdom saving throws)

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

AC 14 (Dexterity bonus, light armor), 36 h.p., movement 30 ft. (10m)

ABILITIES (roll 1d20 + modifier)
* +2 Charisma 15 (charismatic leader of outlaws)
* +2 Constitution 14 (hardy and resilient)
* +4 Dexterity 18 (master archer and acrobat)
* +1 Intelligence 13 (clever tactician and prankster)
* +1 Strength 12 (lean and strong from years in the wild)
* +3 Wisdom 16 (sharp-eyed, intuitive, and perceptive)

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SOMEONE
somehting

AC 12, 30 h.p., movement 30 ft. (10m)

ABILITIES (roll 1d20 + modifier)
* +1 Charisma 20 ()
* +1 Constitution 12 ()
* +2 Dexterity 14 ()
* +5 Intelligence 20 ()
* +0 Strength 10 ()
* +3 Wisdom 16 ()

Keen Mind (Intelligence and Wisdom saving throws)
Athletic Body (Dexterity and Strength saving throws)
Cunning Mind (Charisma and Dexterity saving throws)
High Toughness (Constitution and Strength saving throws)