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 (GM) 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.
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.
GAME TERMS
* Ability: One of six core traits noted for all characters.
* Aptitude: A set of related talents and skills that can improve with higher Levels.
* Armor Class (AC): A measure of difficulty to injure a character or monster.
* Attack: A task roll made to cause damage to a target.
* C: A generic unit of money, as in coin (gold piece), currency (Dollar or Euro), or credit (sci-fi economy).
* Character: An individual in the story narrated by a real-life player.
* d20: The 20-sided die rolled to determine success or failure for actions and saving throws.
* d6, 2d6, 3d6: One, two or three six-sided dice rolled and added together, usually to measure degrees of success.
* Damage: The amount a target’s hit points are reduced by successful attacks.
* Game Master (GM): A chief narrator over a shared story and referee for game rules.
* Hit Dice (HD): A measure of power and hit points for a non-player character.
* Hit Point (hp): A measure of health used to track how close a character or monster is to death.
* Level: A measure of power for a character.
* Modifier: An amount added to dice rolls based on abilities and aptitudes.
* Non-Player Character (NPC): A character controlled directly by the Game Master, usually measured by Hit Dice.
* Player: The real-life person controlling one or more characters in the game’s story.
* Power: A supernatural ability from magic, psionics, or super gadgets.
* Saving Throw (Saves): A d20 roll made to resist or reduce a harmful effect on a person, place, or thing.
* Task Roll: 1d20 + one ability modifier + one aptitude modifier to measure results of an attempted action.
* X-Card: A player safety tool, when tapped or held up, that stops a current scene, rewinds it, and pivots to a different approach, description, or source of content.
TASK ROLL: 1d20 + one ability modifier + one aptitude modifier
* Player must state action and intended outcome.
* Easy: 5 or more.
* Hard: 15 or more.
* Extreme: 25 or more.
* Opposed: Highest roll wins.
* Teamwork: Highest roll among team + best ability among team + best aptitude among team.
* Bonus Modifiers: +1 or more from equipment, circumstances, and other GM rulings.
* Extra Actions: Do two actions on turn at -5 modifier on both task rolls.
* Critical Failure: A d20 task roll of a 1 (“natural 1”) is always an extreme failure regardless of modifiers.
* Critical Success: A d20 roll of a 20 (“natural 20”), or any result 10 or more needed to succeed, always succeeds as intended with an additional benefit or extreme result.
Failing to roll the minimum number to succeed as intended may still mean success but at a cost.
* Time: A task taking a round takes 1d6 rounds, one minute takes 1d6 minutes, and so on.
* Equipment: One piece of gear is expended or lost to complete the task.
* Injury: The task causes the character 1d6 damage to complete.
* Complication: An enemy learns of the task, learned information includes falsehoods, or some other problem added by the GM.
SAVING THROWS (SAVES): 1d20 + one ability modifier + Luck modifier
* Opposed task roll versus source of harm.
* Physical: Strength, Dexterity, Constitution
* Mental: Intelligence, Wisdom, Charisma
* Versus an individual threat, a successful save means no effect.
* Versus an area threat, a successful save means half effect or half damage.
CREATING A LEVEL 1 CHARACTER
* Roll 3d6 for each ability score (or 2d6+6 for heroic characters).
* Note modifiers for ability based on score.
* Assign a +1 modifier to two aptitudes.
* Calculate total hit points (Constitution, Combat, or Luck modifier, or 4 h.p., whichever highest).
THE SIX ABILITIES
* Strength (physical prowess, brawn, encumbrance)
* Dexterity (agility, reflexes, dodging, precision)
* Constitution (health, toughness, vigor, stamina)
* Intelligence (deduction, logic, memory, reason, wits)
* Wisdom (empathy, courage, insight, resolve, willpower)
* Charisma (appeal, confidence, leadership)
ABILITY MODIFIERS
* -4 … ability score 1 (Minimal)
* -3 … ability score 2 to 3 (Feeble)
* -2 … ability score 4 to 5 (Terrible)
* -1 … ability score 6 to 7 (Poor)
* +0 … ability score 8 to 12 (Fair)
* +1 … ability score 13 to 14 (Good)
* +2 … ability score 15 to 16 (Excellent)
* +3 … ability score 17 to 18 (Great)
* +4 … ability score 19 to 20 (Super)
THE TWELVE APTITUDES
* Awareness (perception, intuition, keen senses, reactions)
* Combat (fighting, using weapons, leading others into battle)
* Communication (persuasion, performance, languages)
* Cunning (deception, stealth, bypassing security, thieving)
* Faith (working miracles, sacred lore, favor of the divine)
* Lore (understanding history, natural and social sciences)
* Luck (avoiding harm, enduring damage, good fortune)
* Magic (arcane powers, knowing supernatural lore)
* Medicine (diagnosis, healing methods, drugs, surgery)
* Primal (wilderness survival, tracking, animal and plant lore)
* Privilege (influence, authority, high status in society)
* Tech (working with machines, networks, complex systems)
LUCK APTITUDE
* Used for saving throws and sometimes hit points.
* Also used as a modifier for Luck roll (1d20 + Luck).
* On a Luck roll, if something good happens, it benefits the character with the highest total. If something bad happens, it harms the character with the lowest total.
* Once per in-game hour, a player may add a character’s Luck modifier as an additional bonus to one task roll.
HIT POINTS
* Total hit points are equal to a character’s Level x the highest modifier of either Constitution, Combat, or Luck. If a character has 0 or less in these three values, total hit points are set at Level x 4.
* Healing: Recover hit points equal to Constitution modifier per hour of rest. (If modifier is negative, 1 hit point is recovered per 2 hours of rest.)
* 0 Hit Points: Cannot attempt actions, must move at crawl speed, only talks in whispers 1 in 6 chance of death per round unless stabilized.
* Medical Aid: A character getting constant medical attention from another adds the caregiver’s Medical aptitude modifier to hit points recovered that hour.
LEVELS
* Levels 1 to 4: Local figures stepping into danger. Potential heroes.
* Levels 5 to 8: Known problem-solvers. Action heroes. Adventurers. Experts.
* Level 9 to 12: Movers and shakers. Known across region. Master heroes.
* Level 13 to 16: Heroic living legends. Known across nations or history.
* Level 17 to 150: World shapers and saviors. Epic heroes. Superheroes.
* Level 150 to 500: Mythic figures. Demigods. Elite superheroes.
* Beyond Level 500: Entities of cosmic power.
Increasing a character’s Level (“leveling up”) is determined by the Game Master based on reaching story milestones or character goals.
* For each new level, add +1 to two difference aptitudes. (If powers are allowed, optionally gain +1 to one aptitude and gain one new power.)
* On every new odd-numbered level (3, 5, 7…), add 1 to one ability score and increase the modifier as appropriate (+1 at 13, +2 at 15, +3 at 17…).
* Increase a character’s total hit points to Level x Constitution, Combat, or Luck modifier, or Level x 4, whichever is highest.
POWERS
* If allowed, when gaining a Level, increase one aptitude by 1 and add one type of power ability. See the section on powers for more info.
COMBAT
* One combat round is about 6 seconds of action.
* Initiative (order of turns): 1d20 + Dexterity + Awareness
* On turn, move 30 feet (10 meters) and attempt on action.
* Running: Move 60 feet (20 meters) on turn and no actions.
* Some creatures and vehicles move at faster or slower rates.
* Melee Attack: 1d20 + Strength + Combat
* Ranged Attack: 1d20 + Dexterity + Combat
* NPC Attack (rule-of-thumb): 1d20 + NPC’s Hit Dice
* Critical Miss: A d20 attack task roll of a 1 (“natural 1”) is always a miss regardless of modifiers.
* Critical Hit: A d20 attack roll of a 20 (“natural 20”), or any total result 10 or more over the target’s Armor Class, always hits for maximum damage.
* Extra Attacks: Making two attacks on the same or different targets on the same turn suffers a -5 modifier on both attack task rolls. Damage is rolled separately for each attack.
* Target’s Armor Class: None (AC 10 + Dexterity modifier), Light (AC 12 + Dexterity modifier), Medium (AC 15), Heavy (AC 17), Shield (+1 AC).
* Called Shots: Special targeting (knocking a weapon from enemy’s hand, pinning target’s cape to a wall with an arrow) suffer a =5 modifier on the attack task roll.
On a successful attack, apply damage to the target…
* Damage reduces target’s hit points: Light (1d6/2), Medium (1d6), Heavy (2d6), Extreme (3d6 or more).
* Melee attack, add attacker’s Strength modifier to damage.
* Ranged attack, add attacker’s Dexterity modifier to damage.
* Any critical hit (rolling a natural 20 or getting a total 10 or more over a target’s AC) skips rolling dice and automatically does maximum possible damage.
* Weapons: Light (1d6/2, dagger, punch, rock), Medium (1d6, sword, bow, pistol), Heavy (2d6, greatsword, pole arm, rifle), Extreme (3d6+, catapult, flamethrower, grenade).
* Heavy weapons require two free hands to use for an attack.
* Dual-wielding two weapons of the same size counts as one attack with damage increased by one step (two daggers does 1d6 damage per attack task, two swords or pistols do 2d6 damage).
Ranges…
* Touching: Held, grappled, connected
* Melee Range: Up to 6 feet (2 meters)
* Throwing Range: Up to 50 feet (15m) (rock, dagger)
* Short Shooting: Up to 330 feet (100m) (bow, pistol, shotgun)
* Long Shooting: Up to 1,000 feet (600m) (rifles, beam weapon)
* Distant Range: Up to 15 miles (25 km) (artillery, cannons)
TRAVEL
Miles per hour (kilometers per hour)…
By land (up to 8 hours per day)
* Human on foot … 3 mph
* Pony, mule … 4 mph
* Riding horse (light horse) … 6 mph
* Modern automobile (varies) … 55 mph
By sea (24 hours a day)
* Rowboat … 1.5 mph
* Sailing Ship … 2 mph
* Modern yacht (80-foot) … 25 mph
* Modern yacht (160-foot) … 20 mph
By air (time per day varies)
* Griffon, wyvern … 8 mph
* Modern Helicopter (Bell Jet Ranger) … 100 mph
* Modern Propeller Aircraft (Cessna 172) … 150 mph
See setting appendix for more examples.
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GEAR
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Normal Gear: Characters may be assumed to have common items as fitting the story setting (boots and cloak in medieval fantasy, cell phone in modern era). Specific equipment affecting task rolls falls into four categories:
* Armor: Increases Armor Class as described under Combat.
* Weapon: Allows attack task rolls to cause damage in melee or ranged combat.
* Tools: Grants a +1 or better bonus to specific task rolls or situations.
* Vehicles: Transports by land, sea, air, or space.
When in doubt about if a character has access to specific equipment, make a Luck roll of 1d20 + one ability + Luck. Regularly available items are East (5), rare or illegal items are Hard (15), and very rare and heavily restricted items are Extreme (25).
Gadgets: Depending on the setting, a character may be able to produce “the perfect tool for the job at just the right time.” A gadget’s functionality is undetermined until a player declares what it does when used. Such items may be too fantastic to allow in more serious stories.
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POWERS
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USING POWERS
* Magic, psionics, supernatural abilities, mutations, super gadgets.
* Each character has one power ability and one power aptitude.
* Power Ability: Intelligence, Wisdom, or Charisma.
* Power Aptitude: Awareness, Faith, Magic, Primal; possibly Tech.
* Power Task: 1d20 + power ability + power Aptitude.
* Use Power: Takes an action during a turn; can take longer for more effect.
* Target: Saving throw for person or creature; Hard (15) difficulty for places or things.
* Range: Target must be within 30 feet (10 meters) per power user’s Level.
* Area: Radius equal to Level x 5 in feet (or Level x 1.5 meters).
* Duration: Effect lasts for 1 minute per power user’s Level; a successful save against the initial power task result may be attempted by the target each round to end an effect earlier.
* Gather Power (Minor): Take 1d6 minutes to prepare, gain Levelx10 result.
* Gather Power (Major): Take 1d6 hours to prepare, gain Levelx100 result.
* Cause Damage: Inflict 1d6 per power user’s Level; a target’s successful save avoids damage.
* Cure Damage: Restores 1d6 per power user’s Level.
* Enhance: Adds power user’s Level/2 (round down) as temporary Hit Dice and hit points (4 x bonus Hit Dice) to a target for a duration.
POWERS LIST
* Abjuration: Block or remove active power effects.
* Alteration: Change form, substance, or appearance of a person, place, or thing.
* Astral: Project mind into dreams and astral space, open portals between dimensions.
* Binding: Restrain, imprison, or enforce magical obligations on targets.
* Clairsentience: Sense as if present at a distant location, range as if Levelx10.
* Conjuration: Create or summon an obedient spirit in the form of a creature.
* Divination: Suddenly gain an answer to a question.
* Enchantment: Create a false feeling, loyalty, or memory in a target’s mind.
* Evocation: Create and control elemental energy, form barriers, blast areas.
* Healing: Restore hit points and ability scores, cure disease and afflictions.
* Illusion: Create and control false visions, sounds, smells, and other senses.
* Nature: Sense and control normal animals, plants, and weather.
* Necromancy: Control entropy, reanimate and control undead creatures.
* Precognition: Able to predict future events, gain Level bonus to one action.
* Telekinesis: Affect people or objects without touch as if Strength equals Levelx5.
* Telepathy: Communicate between minds, probe a target’s memories.
* Teleportation: Instantly move from one spot to another, range as if Levelx5.
* Transformation: Turning one’s body into the form of an animal or element.
FAILED POWER ATTEMPTS
Any time a power task roll fails, choose (or roll randomly) for a mishap result.
* A hostile spirit with 1d6 Hit Dice appears, attacking allies for 1d6 rounds.
* The intended effect happens to a random person, place, or object instead.
* The power user immediately take 1d6 damage to hit points; heals normally.
* The power user is stunned, cannot attempt any action and moves a half speed next round.
* The power user suffers a visible mark, burn, scar, or mutation for 1d6 days.
* The specific power cannot be attempted again for 1d6 rounds.
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GAME MASTERING NOTES
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SAVING THROW GUIDELINES
Examples by ability…
* Strength Save (1d20 + Strength modifier + Luck modifier): Resisting or overpowering physical force, breaking restraints, holding doors shut, pushing through crowds, resisting knockback, or maintaining control under crushing pressure.
* Dexterity Save (1d20 + Dexterity modifier + Luck modifier): Avoiding sudden danger through reflexes and coordination, dodging explosions, avoiding falling debris, slipping out of grabs, keeping balance on unstable terrain, or reacting in a split second.
* Constitution Save (1d20 + Constitution modifier + Luck modifier): Enduring physical stress or trauma, resisting poison, disease, exhaustion, pain, radiation, extreme temperatures, deprivation, or maintaining focus despite bodily harm.
* Intelligence Save (1d20 + Intelligence modifier + Luck modifier): Resisting mental disruption through logic and cognition, countering hacking attempts, resisting mind control, seeing through illusions, processing overwhelming data, or maintaining coherent thought.
* Wisdom Save (1d20 + Wisdom modifier + Luck modifier): Resisting emotional, sensory, or instinct manipulation, resisting fear, panic, hypnosis, hallucinations, temptation, or maintaining focus under psychological pressure.
* Charisma Save (1d20 + Charisma modifier + Luck modifier): Maintaining identity, will, and presence, resisting possession, social domination, humiliation, gaslighting, reputation attacks, or attempts to replace one’s personality or sense of self.
NON-PLAYER CHARACTER RANDOM REACTIONS (2d6)
* 2 … Hostile (attack likely, extreme hostility)
* 3 to 5 … Unfriendly (suspicious, threatening, attack possible)
* 6 to 8 … Neutral (cautious, refuses to risk for help)
* 9 to 11 … Friendly (open to help, share if no risk)
* 12 … Helpful (takes risk to assists with aid, information)
Modifiers (typically from group’s “leader”)…
* +Charisma modifier in most cases.
* +Communication modifier if interacting directly.
* +Primal modifier for wild animal reactions.
* +Privilege if NPC influenced by authority.
After the initial reaction, use role-playing or Charisma-related task roles to change attitudes.
CHASES
* Evader and pursuer begin an 3 abstract “units” of distance apart.
* Each round, make an opposed task rolll (each side rolls 1d20 + one ability+ one aptitude).
* Dexterity is usually the ability, but circumstances may call for another ability (Strength to push through a crowd, Intelligence to navigate back alleys).
* Any side that is 25% faster gains a +5 modifier, if 50% faster or more, +10 on the chase roll.
* Aptitude depends on the chase (Awareness for crowds, Cunning for back alleys). Tech may be used for certain vehicles (cars, starships). When in doubt, use Luck.
* Each round, the winner of the opposed roll decided to increase or decrease distance apart by 1 “unit.” On a critical success or critical failure, change by 2 “units.” On a tie, no change.
* When the distance drops to 0 “units,” the pursuer has caught the evader.
* When the distance increases to 6 or more, the evader has gotten away.
GAMBLING SYSTEMS (cards, dice, races)
* All participants ante up a desired amount of c (coins, currency, credits).
* In the first round, everyone openly rolls 1d6 and notes the number.
* All participants may choose to stay in and hold, stay in and raise, or drop out. If the pot is raised, other participants must meet the raise to stay in.
* In the second round, each character still in the game makes another 1d6 roll and adds it to their first result. All participants again choose to stay, raise, or drop.
* A third and final 1d6 is rolled by each player, with each adding their Luck aptitude.
* The character with the highest total wins; ties split the pot.
* If the gambling is not directly competing against another character (slot machine), assume the target number to beat at the end is 15 and the payout for winning is x1 to x6 (1d6) the amount wagered.
* Any side may attempt a task roll to cheat (typically 1d20 + Dexterity modifier + Cunning modifier) opposed by all other observers (1d20 + Intelligence modifier + Awareness modifier). Cheaters who win may decide the result of any one dice roll during a round. Getting caught cheating results in some role-playing opportunity (fast talk, fight, flee,).
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HAZARDS
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Unless noted otherwise, saving throws are made versus a Hard difficulty (total of 15 or more needed to save).
ACID: Make a Dexterity saving throw for half damage.
* Mild acid … 1d6 damage per minute
* Strong acid … 1d6 damage per round
* Digestion inside a kaiju … 2d6 damage per round
* Concentrated strong acid … 4d6 damage per round
AGING: Rapid aging may be caused by exposure to supernatural creatures or forces. Make a Constitution saving throw to resist unnatural aging. Characters need to keep track of practical age (body and mind’s capabilities) and actual age (years since birth). Long periods of synthetic torpor (induced hibernation for space travel) pause practical aging. When a character’s practical age crosses into an older age range, apply these changes to ability scores. No ability score may be reduced to less than 1. Non-human characters may have different age ranges.
* Child (0 to 6 years): -5 to Wisdom, -4 to Intelligence, -3 to all other abilities.
* Youth (7 to 13 years): -2 to Wisdom, -1 to all other abilities.
* Young Adult (14 to 20 years): +1 to Constitution, -1 to Wisdom.
* Mature (21 to 40 years): No changes.
* Middle Aged (41 to 60 years): -1 to Constitution, +1 to Intelligence and Wisdom.
* Old (61 to 90 years): -2 to all abilities except Wisdom.
* Venerable (91 to 120 years): -3 to all abilities except Wisdom.
CURSE: Make a Wisdom or Charisma saving throw each day to break a curse. A character getting aid from another familiar with curses gains the helper’s Faith or Magic aptitude modifier to any saving throws. Effects may be specific or rolled randomly like a disease (1d6):
* 1 … Healing rate drops to 1 hit point recovered every 3 hours of rest.
* 2 … A character’s maximum hit points drop by 1 every day until infection ends.
* 3 … Organ failure causes 1d6 damage every 24 hours.
* 4 … One random ability score is reduced by 1d6 points (do not recalculate hit points).
* 5 … Movement is reduced to half healthy speed.
* 6 … Roll twice and apply both harmful effects.
DISEASE: Make a Constitution saving throw to avoid contagion when exposed, then make Constitution saves each day to break infection and recover. Incubation time means harmful effects may take 1d6 days to begin. A character getting constant medical attention from another adds the caregiver’s Medical aptitude modifier to any saving throws. Effects of a serious random disease may include one of more of the following (1d6):
* 1 … Healing rate drops to 1 hit point recovered every 3 hours of rest.
* 2 … A character’s maximum hit points drop by 1 every day until infection ends.
* 3 … Organ failure causes 1d6 damage every 24 hours.
* 4 … One random ability score is reduced by 1d6 points (do not recalculate hit points).
* 5 … Movement is reduced to half healthy speed.
* 6 … Roll twice and apply both harmful effects.
FALLING: Make a Dexterity saving throw for half damage on impact.
* no damage … 9 feet (3m) or less
* 3 (1d6) damage … 10 feet (3m) (quickly dug pit, height of hill/fire/frost giant)
* 7 (2d6) damage … 20 feet (6m) (pit trap, height of huge creature, cloud/storm giant)
* 10 (3d6) damage … 30 feet (9m) (common castle wall)
* 14 (4d6) damage … 40 feet (12m) (height of tall kaiju creature)
* 17 (5d6) damage … 50 feet (15m)
* 21 (6d6) damage … 60 feet (18m) (spruce tree)
* 24 (7d6) damage … 70 feet (21m)
* 28 (8d6) damage … 80 feet (24m)
* 31 (9d6) damage … 90 feet (27m)(oak tree)
* 35 (10d6) damage … 100 feet (30m) (height of tall colossal creature, redwood tree)
* 38 (11d6) damage … 110 feet (33m) (top of mast on tall sailing ship)
* 42 (12d6) damage … 120 feet (36m)
* 45 (13d6) damage … 130 feet (39m)
* 49 (14d6) damage … 140 feet (42m)
* 52 (15d6) damage … 150 feet (45m)
* 56 (16d6) damage … 160 feet (48m)
* 59 (17d6) damage … 170 feet (51m)
* 63 (18d6) damage … 180 feet (54m)
* 66 (19d6) damage … 190 feet (57m)
* 70 (20d6) damage … 200 feet (60m) or more (maximum damage)
Human-sized adult speed to fall distance with acceleration
* 1 second … 15 feet (4.5m)
* 2 seconds … 60 feet (18m)
* 3 seconds … 140 feet (42m)
* 4 seconds … 240 feet (73m)
* 5 seconds … 365 feet (110m)
* 6 seconds (one round) … 500 feet (150m)
* 12 seconds (two rounds) … 1,480 feet (450m)
FIRE: Make a Dexterity saving throw for half damage.
* A single match … 1 damage per minute (no damage if 9 rounds or less)
* A campfire … 1d6/2 damage per round
* A burning room … 1d6 damage per round
* A burning house … 3d6 damage per round
* A burning forest … 5d6 damage per round
* Inside a forge … 7d6 damage per round
* Inside an active volcano … 9d6 damage per round
* Surface of the sun … 11d6 damage per round
HUNGER & STARVATION: A character may go a number of days equal to 3 + Constitution modifier without eating at least 1 pound (half a kilogram) of food each day, after which the character cannot recover hit points and loses half current hit points each day until fed or total hit points falls under 1. One day with full food resets the starvation clock to zero.
PARALYZATION: Some drugs or creatures cause paralysis for 1d6 or more rounds. paralyzed creatures cannot move or speak, but thinking is unaffected. Succeeding at a Strength saving throw at the moment of contact or exposure reduces the time of immobilization by 4d6 rounds (possibly eliminating the effect).
PETRIFICATION: Make a Strength saving throw once each round until fully turned to stone; a successful save stops the petrification but causes the target to suffer 1d6 damage. Magically petrified creatures cannot move, speak or think, and they do not age.
* Touch of a cockatrice … petrification happens in 3d6 rounds
* Gaze of a basilisk … petrification happens in 2d6 rounds
* Gaze of a medusa … petrification happens in 1d6 rounds
POISON: Causes damage per round or per hour until the victim succeeds at a Constitution saving throw, or dies. Antivenoms give a +10 bonus on specific poison saving throws. Weaponized poisons used in combat are in addition to any damage caused by base weapon. Additional poison exposures stack (two viper bites causes 4 damage per hour).
* Snake venom (viper) … 2 damage per hour for 24 hours.
* Spider venom (Black Widow) … 1 damage per hour for 24 hours.
* Giant spider venom … 2 damage per minute for 1d6 minutes.
* Fantasy venomous creature (rule of thumb) … creature’s Hit Dice number as damage per minute for 1d6 x Hit Dice minutes.
* Anthrax … nothing for 1d6 days, then 2 damage per hour for 24 hours.
* Cyanide … 3 damage per round for 30 rounds.
* Combat poison (deadly) … 1 damage per round for 10 rounds.
* Combat poison (extremely deadly) … 3 damage per round for 30 rounds.
RADIATION: Make a Constition saving throw for half damage.
* Solar flare, atomic plant meltdown (1,000 rads/hour) … 6d6 damage
* 1-megaton blast, one mile away (6,600 rads) … 8d6 damage
* Fallout from 1-megaton blast after 1 hour (300 rads/hour) … 2d6 damage per hour
* Fallout from 1-megaton blast after 2 hours (130 rads/hour) … 1d6 damage per hour
* Fallout from 1-megaton blast after 5 hours (39 rads/hour) … 1d6 damage per 6 hours
* Fallout from 1-megaton blast after 24 hours (7 rads/hour) … 1d6 damage per day
SLEEP DEPRIVATION: After 24 hours, make a Wisdom saving throw. Failure, or a natural 1 on the roll, means the character immediately falls asleep. For every 12 hours thereafter while awake, make another Wisdom saving throw. Failure causes sleeps, success costs the character 1d6 damage in exhaustion. Certain drugs may grant advantage on these saving throws.
SUFFOCATION: A character may go a number of minutes equal to 1 + Constitution modifier before asphyxiation drops a character to 0 hit points. Rigorous activity such as engaging in combat or suffering damage requires an immediate Strength saving throw; failure means asphyxiation begins immediately.
THIRST: A human needs one gallon (about 4 liters) of water in a day. If going a day without water, a character cannot recover hit points and loses half current hit points each day until drinking water or total hit points falls under 1. (In hot and dry conditions, a Constitution saving throw may be needed to avoid suffering hit point reductions after only a half day.)
WEATHER/EXTREME CONDITIONS: Make a Constitution saving throw for half damage.
* Lightning strike … 6d6 damage per strike
* Heat (90 degrees F/32 degrees C) … 1d6-3 damage per hour
* Extreme heat (120 degrees F/48 degrees C) … 1d6 damage per hour
* Very extreme heat (150 degrees F/65 degrees C) … 1d6 damage per minute
* Cold (32 degrees F/0 degrees C) … 1d6-3 damage per 3 hour
* Extreme cold (0 degrees F/-17 degrees C) … 1d6 damage per hour
* Very extreme cold (-30 degrees/-34 degrees C) … 1d6 damage per minute
* Cold vacuum/void of outer space … 6d6 damage per round
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STORIES IN MEDIEVAL FANTASY
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ROLES
* Assassin: +Level Combat, +Level Cunning
* Barbarian: +Level Combat, +1/2 Level Luck, +1/2 Level Primal
* Bard: +1/2 Level Combat, +1/2 Level Communications, +1/2 Level Lore, +1/2 Level Magic
* Cleric: +Level Faith, +1/2 Lore, 1/2 Level number of powers
* Druid: +Level Primal, +1/2 Medicine or Lore, 1/2 Level number of powers
* Fighter: +Level Combat, +1/2 Level Awareness, +1/2 Level Luck
* Healer: +Level Medicine, +1/2 Level Primal, +1/2 Level number of powers
* Monk: +1/2 Level Awareness, +1/2 Level Combat, +1/2 Level
* Paladin: +Level Combat, +1/2 Faith, +1/4 Privilege, 1/4 Level number of powers
* Ranger: +Level Combat, +1/2 Primal, +1/4 Privilege, 1/4 Level number of powers
* Sorcerer: +Level Magic, +1/2 Level another aptitude, 1/2 Level number of powers
* Thief: +Level Cunning, +1/2 Level Combat, +1/2 Level Awareness or Luck
* Warlock: +Level Magic, +1/2 Cunning, 1/2 Level number of powers
* Witch: +Level Primal, Level number of powers
* Wizard: +Level Magic, Level number of powers
TRAVEL
Miles per hour (kilometers per hour)…
By land (up to 8 hours per day)
* Human on foot … 3 mph
* Pony, mule … 4 mph
* Elephant, mammoth … 4 mph
* Warhorse (heavy horse) … 5 mph
* Riding horse (light horse) … 6 mph
By sea (24 hours a day)
* Keelboat (river cargo boat/yacht) … 1 mph
* Rowboat … 1.5 mph
* Sailing ship … 2 mph
* Warship … 2.5 mph
* Longship … 3 mph
* Galley … 4 mph
By air (time per day varies)
* Giant bat (small rider only) … 6 mph
* Giant vulture … 6 mph
* Hippogriff … 6 mph
* Dragon, giant eagle, griffon, wyvern … 8 mph
* Pegasus, nightmare … 9 mph
* Roc … 12 mph
ARMORS
* AC 10 … unarmored human
* AC 11 … leather armor; padded armor
* AC 12 … hide armor; studded leather
* AC 13 … chain shirt;
* AC 14 … breastplate; ring mail armor; scale mail
* AC 15 … half plate
* AC 16 … chain mail armor
* AC 17 … splint armor
* AC 18 … plate armor
* AC +1 … shield
WEAPONS (damage, range)
* Axe, mace, sword, warhammer (1d6 damage, melee)
* Bow or crossbow (1d6 damage, short shooting range)
* Club or staff (1d6/2 damage, melee)
* Dagger (1d6/2 damage, melee or throwing range)
* Greatsword or pole arm (2d6 damage, melee)
* Longbow (1d6 damage, long shooting range)
* Spear (1d6 damage, melee or throwing range)
* Unarmed strike, punch, kick (1d6 damage, melee)
GEAR
* candle (illuminates 5-foot/1.5m radius)
* lantern (illuminates 30-foot/10m radius)
* torch (illuminates 15-foot/5m radius)
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STORIES IN THE MODERN WORLD
*************************************************
ROLES
* Assassin: +Level Combat, +Level Cunning
* Bodyguard: +Level Awareness, +Level Combat
* Bounty Hunter: +1/2 Level Awareness, +1/2 Level Combat, +1/2 Level Cunning, +1/2 Level Tech
* Clergy: +Level Faith, +Level Communications, +Level Lore
* Criminal: +Level Cunning, +1/2 Level Combat, +1/2 Level another aptitude
* Detective: +Level Awareness, +1/2 Level Cunning, +1/2 Level Lore
* Dilettante: +Level Privilege, +1/2 Level Communications, +1/2 Level Luck
* Entertainer: +Level Communications, +1/2 Level Luck, +1/2 Level Privilege
* Explorer: +Level Primal, +1/2 Level Combat, +1/2 Level Luck
* Hacker: +Level Tech, +1/2 Level Cunning, +1/2 Level Communications
* Investigator: +Level Awareness, +1/2 Level Combat, +1/2 Level Cunning
* Law Enforcer: +1/2 Awareness, +1/2 Level Combat, +1/2 Communication, +1/2 Level Privilege
* Medical Expert: +Level Medicine, +1/2 Lore, +1/2 Communications
* Scholar: +Level Lore, +1/2 Level Communications, +1/2 another aptitude
* Scientist: +Level Tech, +Level Lore
* Secret Agent: +Level Cunning, +1/2 Level Combat, +1/2 Level Communications
* Soldier: +Level Combat, +1/2 Level Awareness, +1/2 Level Luck
* Survivalist: +Level Combat, +1/2 Level Cunning, +1/2 Level Primal
* Technician: +Level Tech, +1/2 Level two other aptitudes
* Tycoon: +Level Privilege, +1/2 Level Communications, +1/2 another aptitude
* Worker: +1/2 Level Awareness, +1/2 Level Luck, +1/2 Tech, +1/2 another aptitude
Supernatural…
* Exorcist: +Level Faith, +Level-1 Awareness, Binding power
* Mage: +Level Magic, Level number of powers
* Monster Hunter: +Level Combat, +1/2 Faith, +1/4 Lore
* Mystic/Psychic: +Level Awareness, Level number of powers
* Occultist: +Level Magic, +1/2 Lore, 1/2 Level number of powers
* Paranormal Investigator: +Level Awareness, +Level Lore
* Witch: +Level Primal, Level number of powers
ARMORS
* AC 10 … unarmored human
* AC 11 … modern leather jacket or light undercover shirt
* AC 12 … modern Kevlar-lined coat (half damage from ballistics)
* AC 13 … modern undercover vest
* AC 15 … modern tactical vest or special response vest (half damage from ballistics)
WEAPONS (damage, range)
* Axe, mace, sword, warhammer (1d6 damage, melee)
* Bow or crossbow (1d6 damage, short shooting range)
* Chainsaw (2d6 damage, melee)
* Club or staff (1d6/2 damage, melee)
* Dagger or shiv (1d6/2 damage, melee or throwing range)
* Flamethrower (3d6 damage, short shooting range)
* Grenade (3d6 damage, throwing range)
* Pistol (1d6 damage, short shooting range)
* Rifle (2d6 damage, long shooting range)
* Rocket launcher (3d6 damage, short shooting range)
* Shotgun (2d6 damage, short shooting range)
* Spear (1d6 damage, melee or throwing range)
* Unarmed strike, punch, kick (1d6 damage, melee)
MODERN GEAR
* bug detector (scans for listening devices or hidden transmitters within 20 feet/6 m).
* caltrops (covers 5-foot/1.5 m square area; those crossing faster than half speed must make a Dexterity saving throw or suffer 1d6/2 damage)
* chemical light stick (illuminates 5-foot/1.5 m radius for 6 hours)
* climbing kit (150 ft./50 m rope, pulleys, gloves, helmet, pads, spikes, chocks, pitons, harness, hand ax for ice climbing)
* comm earpiece (encrypted earpiece allowing silent communication with networked allies within 1 mile/1.5 km)
* disguise kit (makeup, synthetic ID cards, wigs, digital facial projectors)
* electric lantern (illuminates 30-foot/10 m radius for 50 hours)
* EMP grenade (nonlethal, single use, disables electronic devices within a 15-foot/3-meter radius for 1 minute; all tech powered by batteries or circuitry must be rebooted afterwards)
* flashlight/electric torch (illuminates 30-foot/10 m path in one direction for 6 hours, or up to 50 hours on low power at half illumination settings)
* forensics kit (fingerprint powder, brushes, UV penlight, evidence bags and collection tubes, sterile gloves, tweezers)
* gas mask (chemical air filter canister protects user’s lungs and eyes from toxic gases)
* GPS receiver (maps based on signals from global positioning systems)
* hacking kit (laptop/tablet, antenna array, patch cables, decryption tools; used to access secure digital networks)
* handcuffs (Strength saving throw versus Extreme difficulty, 25 or more, to break)
* infrared goggles (user sees heat signatures without light, giving low-resolution visibility in total darkness, fog, or smoke)
* listening device (small contact mic or parabolic receiver allowing eavesdropping through walls or over 100 feet/30 m).
* location tracker (personal tracker allows others to find wearer’s signal)
* MREs (meals ready to eat, lots of calories, just add water)
* night vision goggles (ambient starlight/moonlight is amplified to so user can see in near darkness, but not total darkness such as underground)
* recording drone (silent micro-drone with a camera and directional mic, can transmit live video up to 300 feet/100 m and hover for 10 minutes before recharging)
* scuba kit (wetsuit, mask, fins, air tank, regulator, weight pockets, dive meter)
* security kit (bump keys, micro-spanners, magnetic pick gun, card duplicator)
* signal jammer (disrupts wireless communications in a 30-foot/10-meter radius for up to 10 minutes)
* tech repair kit (micro-soldering iron, precision tool set, micro-parts stash)
* tent, large (heavy, keeps up to 10 people warm and dry in severe weather)
* tent, medium (keeps up to 4 people warm and dry in severe weather)
* tent, small (lightweight, keeps one person warm and dry in severe weather)
* thermal cloak (smart-fabric coat that masks infrared signature)
NON-PLAYER CHARACTERS
* Average Bystander: AC 10, HD 1, hp 4, Atk +1, Dmg 1d6/2 (punch), MV 30 ft./10m, +2 on tasks related to occuptation
* Agent: AC 12, HD 4, hp 18, Atk +4, Dmg 1d6 (pistol, short shooting range), MV 30 ft./10 m, +4 on espionage-related tasks
* Cult Leader: AC 10, HD 3, hp 13, Atk +3, Dmg 1d6/2+curse (dagger), MV 30 ft./10 m, +3 on Magic aptitude
* Cultist: AC 10, HD 1, hp 4, Atk +1, Dmg 1d6/2 (dagger), MV 30 ft./10 m
* Ninja (boss): AC 15, HD 8, hp 36, Atk +8, Dmg 2d6+poison (pair of swords or blades/stars, throwing range), MV 30 ft./10 m, +8 on tasks involving stealth
* Ninja (foot soldier): AC 13, HD 2, hp 9, Atk +2, Dmg 1d6+poison (sword or blades/stars, throwing range), MV 30 ft./10 m, +2 on tasks involving stealth
* Police/Guard: AC 13, HD 2, hp 9, Atk +2, Dmg 2d6 (pistol, short shooting range), MV 30 ft./10 m
* Sniper/Assassin: AC 13, HD 5, hp 22, Atk +5, Dmg 3d6 (sniper rifle, distant range), MV 30 ft./10 m
* Soldier: AC 13, HD 2, hp 9, Atk +2, Dmg 2d6 (rifle, long shooting range), MV 30 ft./10 m, +2 on Combat aptitude
* Thug (street criminal, mob goon): AC 12, HD 2, hp 9, Atk +2, Dmg 1d6 (pistol, short shooting range), MV 30 ft./10 m, +4 on Cunning aptitude
TRAVEL
Miles per hour (kilometers per hour)…
By land (up to 8 hours per day)
* Human on foot … 3 mph
* Pony, mule … 4 mph
* Riding horse (light horse) … 6 mph
* Modern tank (M1 Abrams) … 45 mph
* Modern automobile (varies) … 55 mph
By sea (24 hours a day)
* Rowboat … 1.5 mph
* Sailing ship … 2 mph
* Modern cargo ship (30,000 tons) … 15 mph
* Modern yacht (160-foot, 300 tons) … 20 mph
* Modern yacht (80-foot, 200 tons) … 25 mph
* Modern yacht (40-foot, 100 tons) … 30 mph
* Navy submarine (8,000 tons) … 30 mph
* Navy frigate (4,000 tons) … 35 mph
* Navy destroyer (9,000 tons) … 40 mph
* Navy aircraft carrier (70,000 tons) … 50 mph
* Personal watercraft (Jet Ski) … 50 mph
* Military/rescue boat … 70 mph
* Racing powerboat … 130 mph
By air (time per day varies)
* Modern helicopter (Bell Jet Ranger) … 100 mph
* Modern propeller aircraft (Cessna 172) … 150 mph
* Modern airliner (Boeing 747) … 560 mph
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STORIES IN SCIENCE-FICTION FUTURES
*************************************************
ROLES
* Administrator: +Level Communications, +1/2 Lore, +1/2 Level Privilege
* Agent: +1/2 Level Combat, +1/2 Level Communications, +1/2 Level Cunning, +1/2 Level Tech
* Assassin: +Level Combat, +1/2 Level Cunning, +1/2 Level Tech
* Bodyguard: +Level Awareness, +Level Combat
* Bounty Hunter: +1/2 Level Awareness, +1/2 Level Combat, +1/2 Level Cunning, +1/2 Level Tech
* Colonist: +Level Primal, +1/2 Lore, +1/2 Level Tech
* Criminal: +Level Cunning, +1/2 Level Combat, +1/2 Level Tech
* Detective: +Level Awareness, +1/2 Level Cunning, +1/2 Level Lore
* Engineer: +Level Tech, +Level Luck
* Entertainer: +Level Communications, +1/2 Level Luck, +1/2 Level Privilege
* Explorer: +Level Primal, +1/2 Level Combat, +1/2 Level Luck
* Hacker: +Level Tech, +1/2 Level Cunning, +1/2 Level Communications
* Investigator: +Level Awareness, +1/2 Level Combat, +1/2 Level Cunning
* Law Enforcer: +1/2 Awareness, +1/2 Level Combat, +1/2 Communication, +1/2 Level Privilege
* Marine/Trooper: +Level Combat, +1/2 Level Luck, +1/2 Level Tech
* Medical Expert: +Level Medicine, +1/2 Level Communications, +1/2 Level Tech
* Merchant: +Level Communications, +1/2 Tech, +1/2 Level another aptitude
* Navy/Starship Officer: +1/2 Communications, +1/2 Combat, +1/2 Lore, +1/2 Tech
* Noble: +Level Privilege, +1/2 Level Communications, +1/2 Level other aptitude
* Psion: +Level Awareness, Level number of powers
* Scholar: +Level Lore, +1/2 Level Communications, +1/2 Tech
* Scientist: +Level Tech, +Level Lore
* Scout: +Level Awareness, +1/2 Level Lore, +1/2 Level Primal, +1/2 Level Tech
* Space Knight: +Level Combat, +1/2 Level Awareness, 1/2 level number of powers
* Technician: +Level Tech, +1/2 Level two other aptitudes
* Worker: +1/2 Level Awareness, +1/2 Level Luck, +1/2 Tech, +1/2 another aptitude
COMMON SKILLS
Outside of aptitudes, all interstellar sci-fi travellers are assumed to know the following:
* Basic use of an exsuit/vacc suit (standard issue spacesuit).
* Recognizing any major species of sophants (the most common alien species).
* Familiarity with routine starport procedures (screenings, inspections, cargo handling).
* Fluency in the interstellar standard language (Anglic, Galactic Basic, Trade Tongue).
* Familiarity with interstellar banking standards and currencies (credits, megacredits).
* Familiarity with very high technology (recognize and understand use, even if not proficient).
* General knowledge about any interstellar government (domains, broad history, social status system).
ARMORS
* AC 10 … unarmored human
* AC 11 … starship officer uniform
* AC 12 … furs and skins
* AC 13 … exosuit/spacesuit/vacc suit, partial carapace
* AC 14 … total carapace
* AC 15 … armored exosuit, exosuit/spacesuit/vacc suit
* AC 16 … combat armor
* AC 18 … advanced combat armor
* AC 20 … powered battlesuit (medium)
* AC 22 … powered battlesuit (large), light mecha
* AC +1 … shield
WEAPONS (damage, range)
* Beam or gauss pistol (1d6 damage, long shooting range)
* Beam or gauss rifle (2d6 damage, distant shooting range)
* Blade or sword, Warhammer (1d6 damage, melee)
* Club or staff (1d6/2 damage, melee)
* Dagger or shiv (1d6/2 damage, melee or throwing range)
* Flamethrower (3d6 damage, short shooting range)
* Grenade (3d6 damage, throwing range)
* Industrial cutter (2d6 damage, melee)
* Ion pistol (2d6 damage to machines only, short shooting range)
* Ion rifle (3d6 damage to machines only, short shooting range)
* Plasma blade or monofilament whip (2d6 damage, melee)
* Plasma cannon (4d6 damage, short shooting range)
* Rocket launcher (3d6 damage, short shooting range)
* Stun pistol (target saves or fall unconscious, throwing range)
* Unarmed strike, punch, kick (1d6 damage, melee)
SCI-FI GEAR
* ansible (paired communications devices that use quantum entanglement to send signals at the speed of light over unlimited distances)
* exosuit/vacc suit (counts as Armor Class 13; protects against 300 rads/hour radiation, hostile atmospheres, and vacuum of space; provides 10 hours of oxygen; mag-boots can cling to metal surfaces like a ship’s hull; internal comms broadcast signals up to short astronomical distance, 1000s km; heads up display in helmet relays status information)
* medicine: anagathics (reduces user’s practical age by 1d6 years per treatment)
* medicine: fast drug (user’s perceptions and metabolism slow down, makes 60 days seem to pass as one day without need for usual food or water, air consumption reduced)
* medicine: medical slow drug (user unconscious for 24 hours, gains 30 days worth of healing benefits)
* medicine: panacea automed (cures all known diseases, doubles healing rates for 1d6 days)
* medicine: slow drug (after 1d6 rounds, user’s perceptions speed up, allowing one extra action per turn for 10 minutes, after which the user immediately suffers 1d6 damage)
* rebreather (filters air while underwater for up to 20 minutes)
* survey scanner (handheld device that maps nearby terrain distances, notes breathability, gravity, other environmental features)
SPACECRAFT ANDÂ STARSHIPS
* Personal Pod (Level 2, coffin-sized survival capsule, short-range beacons)
* Planetary Hopper (Level 3, single-seat atmo skimmer, limited range)
* Work Drone (Level 4, autonomous repair unit, tool arms, remote override)
* Cargo Drone (Level 5, low-atmo parcel delivery, small payloads)
* Orbital Tug (Level 6, grapples, magnets, docking assistance)
* Pilot Shuttle (Level 7, 2–6 crew transfer, heatshield, short hop)
* Personnel Shuttle (Level 8, passenger seating, reentry-certified)
* Cargo Shuttle (Level 9, pressurized cargo bay, forklift systems)
* Surface–Orbit Lander (Level 10, VTOL thrust, airless landing skids)
* Modular Hauler (Level 11, detachable cargo pods, tow-frame, light engines)
* Light Mining Skiff (Level 12, ore scoops, cutter lasers, 1–2 crew)
* System Cutter (Level 13, short-range system hops, survey sensors)
* Escort Skiff (Level 14, small-caliber turret, shield projectors)
* Light Freighter (Level 15, short-haul cargo, modular crates, 2–6 crew)
* Fast Courier (Level 16, diplomatic satchels, high-burn engines)
* Patrol Boat (Level 17, interception duties, light weapons)
* Luxury Yacht (Level 18, long-range comfort, defensive countermeasures)
* Science Cutter (Level 19, survey labs, drone scouts)
* Combat Corvette (Level 20, point defense + missiles, escort role)
* Heavy Freighter (Level 21, bulk cargo pods, tug-assisted docking)
* Fuel Tender (Level 22, refinery systems, EVA fueling rigs)
* Colony Lander (Level 23, prefab hab modules, atmo-capable)
* Gunship Corvette (Level 24, heavy kinetics, tactical PD)
* System Frigate (Level 25, anti-piracy, limited FTL)
* Escort Frigate (Level 26, ECM suite, convoy screening)
* Fast Attack Frigate (Level 27, torpedo spine, strike operations)
* Survey Cruiser (Level 28, astrocartography, xenoarchaeology)
* Diplomatic Cruiser (Level 29, envoy suites, ceremonial escort)
* Destroyer (Level 30, multi-role anti-ship platform)
* Fleet Oiler (Level 31, fuel logistics hub, mobile replenishment)
* Troop Transport (Level 33, battalion troop bays, drop craft)
* Heavy Destroyer (Level 35, armored hull, torpedo bombardment)
* Battle Frigate (Level 37, fusion lances, tactical drone wing)
* Strike Cruiser (Level 40, long-range raider, hit-and-fade doctrine)
* Carrier Escort Cruiser (Level 42, PD saturation, shield projection)
* Missile Cruiser (Level 45, long-range ship-kill missiles, FTL fire control)
* Fleet Tender (Level 46, repair bay, capital refit functions)
* Line Cruiser (Level 48, balanced armament, strategic endurance)
* Heavy Cruiser (Level 50, spinal cannon, fighter/drones)
* Assault Carrier (Level 52, marine drop pods, atmo landing craft)
* Battleship (Level 55, primary beam batteries, armor plates)
* Fleet Carrier (Level 57, heavy fighter/bomber wing)
* Battle Carrier (Level 60, hybrid carrier/battleship)
* Super Freighter (Level 61, mega-hauler, orbital crane loading)
* Colony Ship (Level 63, cryobays + settlement infrastructure)
* Mobile Shipyard (Level 65, drone fabrication, field repairs)
* Supercarrier (Level 68, triple flight decks, redundant FTL cores)
* Heavy Battleship (Level 70, planetary bombardment packages)
* Siege Monitor (Level 72, orbital siege guns, kinetic rods)
* Planetary Assault Ship (Level 75, armor divisions, walkers)
* Fleet Command Ship (Level 76, strategic C4ISR, fleet AI)
* Super Battleship (Level 78, multiple spinal guns, layered shields)
* Dreadnought (Level 80, fleet-kill capability, escort-dependent)
* Carrier Dreadnought (Level 82, supercarrier + dreadnought role)
* Planet Killer (Level 85, asteroid redirection, orbital sterilization)
* Mobile Fortress (Level 88, city-scale, self-contained colony core)
* Ringworld Tug (Level 90, megastructure relocation + support)
* Stellar Reseeder (Level 91, terraforming micro-cloud deployments)
* Stellar Pump Station (Level 93, star-harvesting energy collectors)
* Dyson Swarm Constructor (Level 95, megastructure factory fleet)
* Nova Trigger Platform (Level 97, induced star nova weaponization)
* Black Hole Carrier (Level 99, gravitic superweapon, exotic propulsion)
* Super Dreadnought (Level 100, sector-ending weapons, existential threat)
QUICK STARSHIP STATS & SPACE COMBAT
* Divide Level among three attributes: Cargo (storage capacity), Firepower (starship weaponry), and Speed (faster-than-light travel).
* Optional features are also divided from Level.
* Each ship has Ship Hit Points equal to its Level.
Faster-Than-Light Travel Per Day (24 Hours)
* Speed 1 … 0.5 light year (“jump 1” or “warp 5”)
* Speed 2 … 1.0 light year (“jump 2” or “warp 6”)
* Speed 3 … 1.5 light years (“jump 3”)
* Speed 4 … 2.0 light years (“jump 4” or “warp 7”)
* Speed 5 … 2.5 light years (“jump 5”)
* Speed 6 … 3.0 light years (“jump 6” or “warp 8”)
* Speed 7 … 3.5 light years
* Speed 8 … 4.0 light years (“warp 9”)
* Speed 9 … 4.5 light years (“warp 9.2”)
* Speed 10 … 5.0 light years (“warp 9.6”)
…
* Speed 17 … 8.5 light years (“warp 9.9”)
…
* Speed 40 … 20.0 light years (“transwarp”)
Or, if set in a galaxy far, far away…
* Speed 1 … 5,000 light years (“0.1 past light speed”)
* Speed 2 … 10,000 light years (“0.2 past light speed”)
* Speed 3 … 15,000 light years (“0.3 past light speed”)
* Speed 4 … 20,000 light years (“0.4 past light speed”)
* Speed 5 … 25,000 light years (“0.5 past light speed”)
Starship Space Combat
* Play out space combat much like personal combat: Roll for initiative, make attack task rolls versus a default Armor Class of 15 or Hard difficulty (15 or more), or Easy (5 or more) to hit non-moving targets.
* Ship attack task roll: 1d20 + Dexterity or Intelligence modifier + Combat or Tech modifier.
* Maximum attack ranges are up to Long Astronomical distance (100,000s miles or km) for beam weapons and Distant Astronomical distance (millions miles or km) for missile weapons.
* On a hit, damage equals 1d6 + the difference between the attacker’s Firepower and the target’s Level. If the target has a higher Level than the attacker’s Firepower, the difference is considered 0.
* A ship reduced to 0 Ship Hit Points drops out of faster-than-light speed (if any), cannot change direction or velocity in normal space, and cannot use its firepower to make attacks. If a ship suffers twice its Ship Hit Points in damage, it blows up.
Special Attacks
* Ramming: Treat a ship’s total Level as its Firepower, apply damage to both ships.
* Self-Destruct: Treat as an attack against all targets within Orbital Range (60 miles/100 km). A self-destructing ship’s total Level is used as its Firepower, after which it is debris adrift in space.
Starship Repairs
* Daily repair task roll: 1d20 + Intelligence + Tech versus Hard diffuclty (15 or more).
* On a success, recover 2d6 Starship Hit Points per hour.
* On a failure, recover 1d6/2 Starship Hit Points per hour.
* Starports and space docks grant from +1 to +5 on daily repair task rolls.
Optional Starship Features
* Armored: The ship has an Armor Class higher than 15.
* Defense Shields/Force Fields: The ship reduces damage taken from hits by a specific amount. Each time an attack manages to cause more damage than Shields/Fields can completely block, the protective value of the defense shield is reduced by 1d6 points until repairs can be made after combat.
* Lander: The ship is capable of touching down on the surface of a planet. (Most starships can only remain in orbit or dock at space stations.)
* Shuttlecraft: One or more Level 7 small craft that may be launched from the ship.
* Specialized Functions: Luxury suites, science or medical labs, or other specific facilities are on board.
* Stealth: The ship is equipped to “run silent” due to a cloaking device or other technology. Initiating an attack with beam weapons or missiles typically spoils a ship’s stealth.
* Tractor Beam: The ship may move another ship of the 1/10th the listed Level or less at a distance of up to Short Astronomical range (600 miles/1000s km). Example: Tractor Beam 5 can move up to a Level 50 ship or similar sized object.
* Teleporters: The ship can beam 6 cargo and personnel per point to a place up to Medium Astronomical range (10,000s miles or km). Certain conditions (active defense shields, local ion storms, layers of mineral-rich rock) may block teleporters.
Scanning Ranges (Rule of Thumb)
* Medium Astronomical 10,000s miles (or km), geostationary orbit above a planet.
* Long Astronomical: 100,000s miles (or km), high-resolution scans (life signs, energy fields, molecular compositions), limit of direct ship-to-ship communications without transponders.
* Distant Astronomical: 1,000,000s miles (or km), detailed scans identifying ships (Level, type, registry).
* Stellar Subsystem: 100s millions miles (or km), detect presence of any unidentified ships (position and velocity).
* Stellar System: Billions miles (or km), detect presence of only Level 50 or larger unidentified ships (position and velocity).
* Parsec: Trillions miles (or km), detect another ship travelling at FTL speeds.
* Beyond Parsec: No practical scanning possible except for long-term stellar research.
Slower-Than-Light/Sublight Speeds: The ship accelerates in normal space toward light-speed (1c), but in doing so relative velocity causes elapsed time measured onboard to suffer time dilation effects compared to time measured in outside “normal” space. For example, a ship travelling for 1 day at 99.5% the speed of light would find 10 days have passed if returning back to its point of origin.
* 0.0c … 1 ship day = 1 normal space day
* 0.1c … 1 ship day = 1.01 normal space days
* 0.2c … 1 ship day = 1.02 normal space days
* 0.3c … 1 ship day = 1.05 normal space days
* 0.4c … 1 ship day = 1.09 normal space days
* 0.5c … 1 ship day = 1.15 normal space days
* 0.6c … 1 ship day = 1.25 normal space days
* 0.7c … 1 ship day = 1.40 normal space days
* 0.8c … 1 ship day = 1.67 normal space days
* 0.9c … 1 ship day = 2.29 normal space days
* 0.95c … 1 ship day = 3.2 normal space days
* 0.97c … 1 ship day = 4.11 normal space days
* 0.99c … 1 ship day = 7.09 normal space days
* 0.995c … 1 ship day = 10.01 normal space days
* 0.999c … 1 ship day = 22.37 normal space days
EXAMPLE STARSHIPS
FAR FUTURE LIGHT FREE TRADER (Level 15)
* Armor Class 15, 15 Starship Hit Points
* Cargo 12, Firepower 2, Speed 1
23rd CENTURY HEAVY CRUISER (Level 50)
* Armor Class 15, 50 Starship Hit Points
* Cargo 8, Firepower 14, Speed 7
* Defense Shields 10
* Tractor Beam 5, Teleporters 1, Shuttlecraft 3, Science Labs 1, Medical Labs 1
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ROLE-PLAYING GAME WORLD BENCHMARKS
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EXTENDED ABILITY MODIFIERS
* -4 … ability score 1
* -3 … ability score 2 to 3
* -2 … ability score 4 to 5
* -1 … ability score 6 to 7
* +0 … ability score 8 to 12
* +1 … ability score 13 to 14
* +2 … ability score 15 to 16
* +3 … ability score 17 to 18
* +4 … ability score 19 to 20
* +5 … ability score 21 to 22
* +6 … ability score 23 to 24
* +7 … ability score 25 to 26
* +8 … ability score 27 to 28
* +9 … ability score 29 to 30
* +10 … ability score 31 to 32
* +11 … ability score 33 to 34
* +12 … ability score 35 to 36
* +13 … ability score 37 to 38
* +14 … ability score 39 to 40
* +15 … ability score 41 to 42
* +16 … ability score 43 to 44
* +17 … ability score 45 to 46
* +18 … ability score 47 to 48
* +19 … ability score 49 to 50
* +20 … ability score 51 to 52
* +21 … ability score 53 to 54
* +22 … ability score 55 to 56
* +23 … ability score 57 to 58
* +24 … ability score 59 to 60
* +25 … ability score 61 to 62
* +26 … ability score 63 to 64
* +27 … ability score 65 to 66
* +28 … ability score 67 to 68
* +29 … ability score 69 to 70
* +30 … ability score 71 to 72
* +31 … ability score 73 to 74
* +32 … ability score 75 to 76
* +33 … ability score 77 to 78
* +34 … ability score 79 to 80
* +35 … ability score 81 to 82
* +36 … ability score 83 to 84
* +37 … ability score 85 to 86
* +38 … ability score 87 to 88
* +39 … ability score 89 to 90
* +40 … ability score 91 to 92
* +41 … ability score 93 to 94
* +42 … ability score 95 to 96
* +43 … ability score 97 to 98
* +44 … ability score 99 to 100
* +45 … ability score 101 to 102
* +46 … ability score 103 to 104
* +47 … ability score 105 to 106
* +48 … ability score 107 to 108
* +49 … ability score 109 to 110
* +50 … ability score 111 to 112
* +51 … ability score 113 to 114
* +52 … ability score 115 to 116
* +53 … ability score 117 to 118
* +54 … ability score 119 to 120
* +55 … ability score 121 to 122
* +56 … ability score 123 to 124
* +57 … ability score 125 to 126
* +58 … ability score 127 to 128
* +59 … ability score 129 to 130
* +60 … ability score 131 to 132
* +61 … ability score 133 to 134
* +62 … ability score 135 to 136
* +63 … ability score 137 to 138
* +64 … ability score 139 to 140
* +65 … ability score 141 to 142
* +66 … ability score 143 to 144
* +67 … ability score 145 to 146
* +68 … ability score 147 to 148
* +69 … ability score 149 to 150
* +70 … ability score 151 to 152
* +71 … ability score 153 to 154
* +72 … ability score 155 to 156
* +73 … ability score 157 to 158
* +74 … ability score 159 to 160
* +75 … ability score 161 to 162
* +76 … ability score 163 to 164
* +77 … ability score 165 to 166
* +78 … ability score 167 to 168
* +79 … ability score 169 to 170
* +80 … ability score 171 to 172
* +81 … ability score 173 to 174
* +82 … ability score 175 to 176
* +83 … ability score 177 to 178
* +84 … ability score 179 to 180
* +85 … ability score 181 to 182
* +86 … ability score 183 to 184
* +87 … ability score 185 to 186
* +88 … ability score 187 to 188
* +89 … ability score 189 to 190
* +90 … ability score 191 to 192
* +91 … ability score 193 to 194
* +92 … ability score 195 to 196
* +93 … ability score 197 to 198
* +94 … ability score 199 to 200
* +95 … ability score 201 to 202
* +96 … ability score 203 to 204
* +97 … ability score 205 to 206
* +98 … ability score 207 to 208
* +99 … ability score 209 to 210
* +100 … ability score 211 to 212
STRENGTH LIMITS: Maximum weight lifted off the ground; 1/4 weight for long carries.
* Str 1 … 10 lbs. (5 kg)
* Str 2 to 3 … 25 lbs. (11 kg)
* Str 4 to 5 … 50 lbs. (22 kg)
* Str 6 to 7 … 100 lbs. (45 kg)
* Str 8 to 12 … 150 lbs. (70 kg)
* Str 13 to 14 … 225 lbs. (100 kg)
* Str 15 to 16 … 340 lbs. (150 kg)
* Str 17 to 18 … 500 lbs. (230 kg)
* Str 19 to 20 … 760 lbs. (340 kg)
* Str 21 to 22 … 1,140 lbs. (520 kg)
* Str 23 to 24 … 1,700 lbs. (780 kg)
* Str 25 to 26 … 1 ton
* Str 27 to 28 … 2 tons
* Str 29 to 30 … 3 tons
* Str 31 to 32 … 4 tons
* Str 33 to 34 … 6 tons
* Str 35 to 36 … 9 tons
* Str 37 to 38 … 13 tons
* Str 39 to 40 … 20 tons
* Str 41 to 42 … 30 tons
* Str 43 to 44 … 45 tons
* Str 45 to 46 … 65 tons
* Str 47 to 48 … 100 tons
* Str 49 to 50 … 150 tons
* Str 51 to 52 … 222 tons
* Str 53 to 54 … 340 tons
* Str 55 to 56 … 500 tons
* Str 57 to 58 … 760 tons
* Str 59 to 60 … 1,200 tons
* Str 61 to 62 … 1,700 tons
* Str 63 to 64 … 2,500 tons
* Str 65 to 66 … 3,800 tons
* Str 67 to 68 … 5,700 tons
* Str 69 to 70 … 8,650 tons
* Str 71 to 72 … 13,000 tons
* Str 73 to 74 … 19,000 tons
* Str 75 to 76 … 30,000 tons
* Str 77 to 78 … 44,000 tons
* Str 79 to 80 … 65,000 tons
* Str 81 to 82 … 100,000 tons
* Str 83 to 84 … 150,000 tons
* Str 85 to 86 … 225,000 tons
* Str 87 to 88 … 340,000 tons
* Str 89 to 90 … 500,000 tons
* Str 91 to 92 … 760,000 tons
* Str 93 to 94 … 1.1 million tons
* Str 95 to 96 … 1.7 million tons
* Str 97 to 98 … 2.5 million tons
* Str 99 to 100 … 3.8 million tons
EXPANDED RANGES
* Touching: Held, grappled, connected
* Melee Range: Up to 6 feet (2 meters) (no disadvantage at this range)
* Throwing Range: 50 feet (15m) (hand axes, javelins)
* Short Shooting: 330 feet (100m) (bows, pistols, shotguns)
* Long Shooting: 1,000 feet (600m) (rifles, beam weapons)
* Distant Range: 15 miles (25 km) (artillery, cannons)
* Orbital Range: 60 miles (100 km) (cruise missile)
* Short Astronomical: 600 miles (1000s km) (low-Earth orbit satellite weapon)
* Medium Astronomical: 10,000s miles (or km) (geostationary satellite weapon)
* Long Astronomical: 100,000s miles (or km) (starship beam weapons)
* Distant Astronomical: 1,000,000s miles (or km) (starship missile weapons)
* Stellar Subsystem: 100s millions miles (or km) (astronomical units)
* Stellar System: Billions miles (or km) (limits of solar system)
* Parsec: Trillions miles (or km) (a few light years)
* Subsector: 10s light years
* Sector: 100s light years
* Quadrant: 1,000s light years
* Galactic: 10,000s light years
* Intergalatic (100,000s light years
* Supercluster: Millions of light years
* Universal: Billions of light years
WEIGHT: MATERIALS
* 2 lbs. (0.9 kg) … one cubic foot of mineral fiber insulation (fiberglass)
* 2 lbs. (0.9 kg) … one liter or quart of water
* 8 lbs. (3.6 kg) … one gallon of water
* 11 lbs. (5 kg) … approx. one cubic foot of baled hay or straw
* 28 lbs. (13 kg) … one cubic foot of ear corn
* 32 lbs. (15 kg) … one cubic foot of feed grains and supplement
* 35 lbs. (16 kg) … approx. one cubic foot of fruits and vegetables
* 35 lbs. (16 kg) … one cubic foot of wood lumber (Douglas Fir)
* 42 lbs. (19 kg) … one square foot of 4-inch thick brick masonry wall
* 43 lbs. (20 kg) … one cubic foot of potatoes
* 45 lbs. (20 kg) … one cubic foot of shelled corn
* 50 lbs. (23 kg) … one cubic foot of protein supplement
* 55 lbs. (25 kg) … one square foot of 8-inch thick brick masonry wall
* 60 lbs. (27 kg) … one cubic foot of manure
* 62 lbs. (28 kg) … one cubic foot of water (7.75 gallons)
* 80 lbs. (36 kg) … one square foot of 12-inch thick brick masonry wall
* 94 lbs. (43 kg) … one cubic foot of cement
* 150 lbs. (68 kg) … one cubic foot of concrete
* 171 lbs. (78 kg) … one cubic foot of limestone
* 171 lbs. (78 kg) … one cubic foot of aluminum
* 185 lbs. (84 kg) … one cubic foot of granite
* 450 lbs. (204 kg) … one cubic foot of cast iron
* 490 lbs. (222 kg) … one cubic foot of steel
* 2,500 lbs. (1,134 kg) … one cubic yard of soil
* 2,500 lbs. (1,134 kg) … one cubic yard of crushed stone
* 2,700 lbs. (1,225 kg) … one cubic yard of gravel
* 2,600 lbs. (1,180 kg) … approx. one cubic yard of sand
WEIGHT: OBJECTS
* 200 lbs. (91 kg) … manhole cover
* 400 lbs. (181 kg) … sports motorcycle, piano, drum of oil (full)
* 500 lbs. (227 kg) … Dumpster (empty)
* 800 lbs. (363 kg) … touring motorcycle
* 1,000 lbs. (454 kg) … telephone pole
* 1,300 lbs. (590 kg) … sailboat
* 1,800 lbs. (816 kg) … U-Haul trailer
* 1 ton … medium missile
* 2 tons … 20′ propane tank (empty)
* 2 tons … car, Dumpster (full), large missile
* 2 tons … granite monument
* 2 tons … small forklift, 20′ metal cargo container (empty), large meteor
* 3 tons … 10′ jersey barrier
* 3 tons … truck, limo
* 4 tons … 40′ metal cargo container (empty)
* 5 tons … UH-60 Black Hawk helicopter (empty)
* 6 tons … school bus, semi trailer (empty), small jet, combat helicopter
* 7 tons … howitzer
* 7 tons … UH-60 Black Hawk helicopter (loaded weight)
* 8 tons … F-16 Fighting Falcon jet fighter (empty)
* 9 tons … semi tractor
* 9 tons … 20′ propane tank (full)
* 11 tons … armored car
* 12 tons … F-16 Fighting Falcon jet fighter (loaded weight)
* 12 tons … subway car, jet fighter
* 14 tons … motorhome RV
* 18 tons … mobile home
* 19 tons … F-16 Fighting Falcon jet fighter (max. takeoff weight)
* 25 tons … infantry fighting vehicle
* 26 tons … 20′ metal cargo container (full)
* 29 tons … railroad boxcar (empty)
* 34 tons … semi trailer (full)
* 34 tons … 40′ metal cargo container (full)
* 36 tons … fire truck, bulldozer
* 50 tons … tank
* 71 tons … 125′ water tower (empty)
* 72 tons … crane
* 100 tons … NASA Space Shuttle (circa 1981–2011)
* 109 tons … 200′ radio tower
* 113 tons … locomotive engine
* 119 tons … railroad boxcar (full)
* 136 tons … typical wooden house
* 163 tons … giant mining dump-truck (empty)
* 181 tons … Boeing 747 airliner (empty)
* 199 tons … large plane, Titan II rocket
* 226 tons … Statue of Liberty (without the base)
* 271 tons … large brick house
* 344 tons … hydro-electric generator
* 385 tons … Boeing 747 airliner (takeoff weight)
* 398 tons … trawler
* 443 tons … giant mining dump-truck (full)
* 523 tons … 125′ water tower (full)
* 588 tons … giant crane
* 597 tons … 1,000′ radio tower
* 724 tons … giant mining excavator
* 796 tons … drilling rig
* 1,593 tons … small bridge
* 3,186 tons … military tugboat
* 6,335 tons … Eiffel Tower
* 6,371 tons … large submarine, destroyer
* 12,443 tons … freighter (unloaded)
* 24,887 tons … freighter (loaded), cruiser
* 24,887 tons … large bridge
* 87,783 tons … US aircraft carrier
* 330,317 tons … Empire State Building
TIME TO SEARCH A ROOM (COMPLETE)
Walls, floor, ceiling, full of contents like furniture, cabinets, shelves, boxes.
* 5×5 feet … 6 sec. (1 round)
* 10×10 feet … 24 sec. (4 rounds)
* 15×15 feet … 54 sec. (9 rounds)
* 20×20 feet … 1 minutes, 36 sec.
* 25×25 feet … 2 minutes, 30 sec.
* 30×30 feet … 3 minutes, 36 sec.
* 40×40 feet … 6 minutes, 24 sec.
* 50×50 feet … 10 minutes
* 60×60 feet … 14 minutes, 24 sec.
TIME TO SEARCH ONLY WALLS OF A ROOM
Checking for secret doors in an otherwise empty room.
* 5×5 feet … 6 sec. (1 round)
* 10×10 feet … 12 sec. (2 rounds)
* 15×15 feet … 24 sec. (4 rounds)
* 20×20 feet … 36 sec. (6 rounds)
* 25×25 feet … 48 sec. (8 rounds)
* 30×30 feet … 60 sec. (10 rounds)
* 40×40 feet … 1 minute, 24 sec.
* 50×50 feet … 1 minute, 48 sec.
* 60×60 feet … 2 minutes, 12 sec.
TIME TO SEARCH ONLY WALLS OF A 10-FOOT (3m) WIDE CORRIDOR
Checking for secret doors down an otherwise empty corridor.
* 5 feet … 6 sec. (1 round)
* 10 feet … 12 sec. (2 rounds)
* 15 feet … 18 sec. (3 rounds)
* 20 feet … 24 sec. (4 rounds)
* 25 feet … 30 sec. (5 rounds)
* 30 feet … 36 sec. (6 rounds)
* 40 feet … 48 sec. (8 rounds)
* 50 feet … 60 sec. (10 rounds)
TECHNOLOGY LEVELS
* Extremely Low: Stone age tools from natural materials, simple shelters.
* Very Low: Metal tools, industrial manufacturing, science, and mathematics.
* Low: Mechanical to atomic ages, electricity in wide use, viral science and vaccines.
* Moderate: Early stellar age, varied power sources, bionics and cybernetics.
* High: Slow faster-than-light space travel, antigravity tech, terraforming.
* Very High: Quick faster-than-light space travel, perfect cloning, recorded memories.
* Extremely High: Self-aware starships, custom lifeforms, orbital teleporters.
* Ultra High: Interstellar teleporters, manufactured worlds, mobile planets. (Per Arthur C. Clarke, “sufficiently advanced technology indistinguishable from magic.”)
HUMAN NVIRONMENTAL STANDARD: Most starships and spaceports maintain the following:
* Gravity: 1.0 G
* Air Composition: 78% nitrogen, 21% oxygen, 0.9% argon, 0.1% other (carbon dioxide, nitrous oxides, methane, ozone, water vapor).
* Air Humidity: 60% RH (relative humidity)
* Air Pressure: 1 bar / 101.3 kPa (14.7 psi)
* Air Temperature: Around 72 degrees F (22 degrees C)
*************************************************
EXAMPLE CHARACTERS
*************************************************
* Buck Rogers (Level 10)
* Robin Hood (Level 7)
* Abraham Van Helsing (Level 8)
* Sherlock Holmes (Level 8)
* Hippolyta, Queen of the Amazons (Level 9)
* Morgan le Fey (Level 12)
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
SHERLOCK HOLMES (Level 8)
Late 19th century master consulting detective, famous for solving difficult criminal cases across London.
Armor Class 12, 32 hit points, Move 30 ft. (10m)
ABILITIES
* +0 Strength 10 (physical prowess, brawn, encumbrance)
* +2 Dexterity 15 (agility, reflexes, dodging, precision)
* +0 Constitution 12 (health, toughness, vigor, stamina)
* +4 Intelligence 19 (deduction, logic, memory, reason, wits)
* +3 Wisdom 17 (empathy, courage, insight, resolve, willpower)
* +1 Charisma 13 (appeal, confidence, leadership)
APTITUDES
* +8 Awareness (perception, intuition, keen senses, reactions)
* +2 Combat (fighting, using weapons, leading others into battle)
* +3 Cunning (deception, stealth, bypassing security, thieving)
* +5 Lore (understanding history, natural and social sciences)
QUICK RULES
* Task Rolls: 1d20 + one ability modifier + one aptitude modifier.
* Saving Throws: 1d20 + one ability modifier + Luck aptitude modifier.
* Equal or higher than opponent’s roll or difficulty number to succeed.
* Difficulty Numbers: Easy 5, Hard 15, Extreme 25.
* d20 roll of 1 always fails, d20 roll of 20 always succeeds.
* Teamwork: Highest 1d20 + highest ability modifier + highest aptitude modifier.
* Rounds: On turn, one action and move, or no actions and double move.
* Multiple Actions of Attacks: -5 modifier on each task roll.
* Attacks: Equal or higher than target’s Armor Class to damage.
* Damage: Light 1d6/2, Medium 1d6, Heavy 2d6, Extreme 3d6 or more.
* Dying: At 0 hit points, 1 in 6 chance of death per round until stabilized.
GEAR
* magnifying glass (+1 on tasks involving forensics)
* pipe (while smoking, +1 on Intelligence tasks taking longer than a minute)
* notebooks (+1 on Lore aptitude tasks)
* chemical reagents (+1 on tasks involving forensics)
* revolver (1d6 damage, short shooting range)
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
MORGAN LE FEY (Level 12)
6th century Welsh noble, scheming enchantress, both loves and hates her half-brother, King Arthur Pendragon.
Armor Class 10, 48 hit points, Move 30 ft. (10m)
ABILIIES
* +0 Strength 9 (physical prowess, brawn, encumbrance)
* +0 Dexterity 12 (agility, reflexes, dodging, precision)
* +0 Constitution 11 (health, toughness, vigor, stamina)
* +3 Intelligence 17 (deduction, logic, memory, reason, wits)
* +2 Wisdom 16 (empathy, courage, insight, resolve, willpower)
* +3 Charisma 18 (appeal, confidence, leadership)
APTITUDES
* +4 Awareness (perception, intuition, keen senses, reactions)
* +5 Communication (persuasion, performance, languages)
* +10 Magic (arcane powers, knowing supernatural lore)
* +5 Primal (wilderness survival, tracking, animal and plant lore)
* +7 Privilege (influence, authority, high status in society)
POWERS
* Divination: Suddenly gain an answer to a question.
* Enchantment: Create a false feeling, loyalty, or memory in a target’s mind.
* Healing: Restore hit points and ability scores, cure disease and afflictions.
* Illusion: Create and control false visions, sounds, smells, and other senses.
* Nature: Sense and control normal animals, plants, and weather.
GEAR
* Staff of Illusion (+1 on Illusion power task rolls)
* spellbooks (+1 on Magic aptitude task rolls)
* ritual tools (+1 on Magic aptitude task olls)
* dagger (1d6/2 damage, melee or thrown range)
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
ROBIN HOOD (Level 7)
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.
Armor Class 13, 49 hit points, Move 30 ft. (10m)
ABILIIES
* +2 Strength 15 (physical prowess, brawn, encumbrance)
* +3 Dexterity 19 (agility, reflexes, dodging, precision)
* +2 Constitution 16 (health, toughness, vigor, stamina)
* +3 Intelligence 17 (deduction, logic, memory, reason, wits)
* +1 Wisdom 14 (empathy, courage, insight, resolve, willpower)
* +3 Charisma 17 (appeal, confidence, leadership)
APTITUDES
* +7 Combat (fighting, using weapons, leading others into battle)
* +2 Cunning (deception, stealth, bypassing security, thieving)
* +3 Luck (avoiding harm, enduring damage, good fortune)
* +2 Primal (wilderness survival, tracking, animal and plant lore)
GEAR
* longbow, quiver of arrows (1d6+3 damage, long shooting range)
* short sword (1d6+2 damage, melee)
* dagger (1d6/2+3 or 1d6/2+2 damage, melee or thrown range)
* hunting horn
* forest-worn clothing (+1 to stealth in forests)
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
BUCK ROGERS (Level 7)
Anthony “Buck” Rogers, a decorated 20th century soldier hurled into the future, surviving on grit, courage, and uncanny luck in the strange new age of the 25th century.
Armor Class 14, 42 hit points, Move 30 ft. (10m)
ABILIIES
* +2 Strength 15 (physical prowess, brawn, encumbrance)
* +2 Dexterity 16 (agility, reflexes, dodging, precision)
* +1 Constitution 14 (health, toughness, vigor, stamina)
* +1 Intelligence 13 (deduction, logic, memory, reason, wits)
* +0 Wisdom 12 (empathy, courage, insight, resolve, willpower)
* +2 Charisma 15 (appeal, confidence, leadership)
APTITUDES
* +2 Awareness (perception, intuition, keen senses, reactions)
* +6 Combat (fighting, using weapons, leading others into battle)
* +3 Luck (avoiding harm, enduring damage, good fortune)
* +2 Tech (working with machines, networks, complex systems)
GEAR
* XZ-31 Daisy Rocket Pistol (1d6+2 damage, short shooting range)
* flight utility suit (light armor, AC 12)
* combat knife (1d6/2+2 damage, melee or thrown range)
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
HIPPOLYTA, QUEEN OF THE AMAZONS (Level 9)
Bronze Age warrior-queen, daughter of Ares and sovereign of the Amazons, bearer of the divine girdle and living symbol of Amazon law, honor, and martial supremacy.
Armor Class 16, 81 hit points, Move 30 ft. (10m)
ABILIIES
* +3 Strength 17 (physical prowess, brawn, encumbrance)
* +2 Dexterity 16 (agility, reflexes, dodging, precision)
* +3 Constitution 17 (health, toughness, vigor, stamina)
* +1 Intelligence 13 (deduction, logic, memory, reason, wits)
* +2 Wisdom 15 (empathy, courage, insight, resolve, willpower)
* +3 Charisma 17 (appeal, confidence, leadership)
APTITUDES
* +9 Combat (fighting, using weapons, leading others into battle)
* +4 Luck (avoiding harm, enduring damage, good fortune)
* +5 Privilege (influence, authority, high status in society)
GEAR
* Girdle of Ares (+1 on Combat aptitude tasks rolls)
* Amazon lamellar armor (medium armor, AC 15)
* shield (AC +1)
* spear (1d6+3 damage, melee or throwing range)
* sword (1d6+3 damage, melee)
* ceremonial helm
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
ABRAHAM VAN HELSING (Level 8)
A Dutch man in his 60s, white hair and round glasses. A professor in law and philosophy. Devoutly Catholic. Studies metaphysics. Estranged from wife since the death of their son.
Armor Class 10, 32 hit points, Move 30 ft. (10m)
ABILIIES
* +1 Strength 13 (physical prowess, brawn, encumbrance)
* +0 Dexterity 11 (agility, reflexes, dodging, precision)
* +2 Constitution 15 (health, toughness, vigor, stamina)
* +3 Intelligence 18 (deduction, logic, memory, reason, wits)
* +3 Wisdom 17 (empathy, courage, insight, resolve, willpower)
* +2 Charisma 15 (appeal, confidence, leadership)
APTITUDES
* +2 Awareness (perception, intuition, keen senses, reactions)
* +5 Faith (working miracles, sacred lore, favor of the divine)
* +7 Lore (understanding history, natural and social sciences)
* +2 Medicine (diagnosis, healing methods, drugs, surgery)
GEAR
* medical bag (+1 on Medicine task rolls)
* crucifix, holy wafers (+1 on Faith task rolls)
* stake and mallet (1d6/2 damage, melee)
* revolver (1d6 damage, short shooting range)
* ritual texts (+1 on Lore for occult topics)
* lantern (illuminates 30-foot/10m radius)
* field notes (+1 on Lore for information about vampires)
*************************************************
CREATURES AND NON-PLAYER CHARACTER STATS
*************************************************
ANIMALS (modern/realistic)
* Ape, Chimpanzee: AC 13, HD 3, hp 13, Atk +3, Dmg 3d6, MV 40 ft./13 m
* Ape, Gorilla: AC 13, HD 4, hp 18, Atk +4, Dmg 3d6, MV 40 ft./13 m
* Baboon: AC 12, HD 1, hp 4, Atk +1, Dmg 1d6, MV 40 ft./13 m
* Badger: AC 15, HD 1, hp 4, Atk +1, Dmg 2d6, MV 20 ft./6 m
* Bear, Black: AC 13, HD 4, hp 18, Atk +4, Dmg 3d6, MV 40 ft./13 m
* Bear, Grizzly: AC 13, HD 5, hp 22, Atk +5, Dmg 3d6, MV 40 ft./13 m
* Bear, Polar: AC 13, HD 6, hp 27, Atk +6, Dmg 4d6, MV 40 ft./13 m
* Boar, Warthog: AC 12, HD 3, hp 13, Atk +3, Dmg 3d6, MV 40 ft./13 m
* Boar: AC 12, HD 3, hp 13, Atk +3, Dmg 2d6, MV 50 ft./16 m
* Camel: AC 12, HD 2, hp 9, Atk +2, Dmg 1d6, MV 50 ft./16 m
* Cat, Cheetah: AC 14, HD 3, hp 13, Atk +3, Dmg 2d6, MV 70 ft./21 m
* Cat, Lion: AC 13, HD 5, hp 22, Atk +5, Dmg 4d6, MV 50 ft./16 m
* Cat, Mountain Lion: AC 13, HD 3, hp 13, Atk +3, Dmg 3d6, MV 50 ft./16 m
* Cat, Panther: AC 15, HD 4, hp 18, Atk +4, Dmg 3d6, MV 70 ft./23 m
* Cat, Tiger: AC 13, HD 6, hp 27, Atk +6, Dmg 4d6, MV 50 ft./16 m
* Crocodile: AC 14, HD 2, hp 9, Atk +2, Dmg 2d6, MV swim 30 ft./10 m
* Dog, War: AC 13, HD 2, hp 9, Atk +2, Dmg 2d6, MV 40 ft./13 m
* Dog, Wild: AC 12, HD 1, hp 4, Atk +1, Dmg 1d6, MV 50 ft./16 m
* Eel, Electric: AC 10, HD 2, hp 9, Atk +2, Dmg 1d6, MV swim 40 ft./13 m
* Elephant: AC 14, HD 9, hp 40, Atk +9, Dmg 7d6, MV 40 ft./13 m
* Hawk, Giant: AC 13, HD 3, hp 13, Atk +3, Dmg 1d6, MV fly 150 ft./50 m
* Herd Animal (bison, moose): AC 12, HD 3, hp 13, Atk +3, Dmg 1d6, MV 80 ft./26 m
* Herd Animal (cow, zebra): AC 12, HD 2, hp 9, Atk +2, Dmg 1d6, MV 80 ft./26 m
* Herd Animal (deer, goat): AC 12, HD 1, hp 4, Atk +1, Dmg 1d6, MV 80 ft./26 m
* Herd Animal (hippopotamus): AC 12, HD 4, hp 18, Atk +4, Dmg 2d6, MV 80 ft./26 m
* Horse, Draft: AC 12, HD 3, hp 13, Atk +3, Dmg 0d6, MV 30 ft./10 m
* Horse, Riding: AC 12, HD 2, hp 9, Atk +2, Dmg 2d6, MV 80 ft./26 m
* Horse, War: AC 12, HD 3, hp 13, Atk +3, Dmg 2d6, MV 40 ft./13 m
* Hyena: AC 12, HD 3, hp 13, Atk +3, Dmg 2d6, MV 40 ft./13 m
* Insect Swarm (5-ft./1.5m cloud): AC 12, HD 2, hp 9, Atk +2, Dmg 1d6, MV fly 20 ft./6 m
* Insect Swarm (20-ft./6m cloud): AC 12, HD 4, hp 18, Atk +4, Dmg 1d6, MV fly 20 ft./6 m
* Mule: AC 12, HD 2, hp 9, Atk +2, Dmg 2d6, MV 40 ft./13 m
* Ostrich: AC 12, HD 2, hp 9, Atk +2, Dmg 1d6, MV 80 ft./26 m
* Rhinoceros: AC 14, HD 6, hp 27, Atk +6, Dmg 4d6, MV 40 ft./13 m
* Shark, Bull: AC 15, HD 2, hp 9, Atk +2, Dmg 2d6, MV swim 60 ft./20 m
* Shark, Great White: AC 15, HD 8, hp 36, Atk +8, Dmg 4d6, MV swim 60 ft./20 m
* Shark, Mako: AC 15, HD 4, hp 18, Atk +4, Dmg 2d6, MV swim 60 ft./20 m
* Snake, Pit Viper: AC 13, HD 2, hp 9, Atk +2, Dmg , MV 30 ft./10 m
* Snake, Sea: AC 13, HD 3, hp 13, Atk +3, Dmg , MV swim 30 ft./10 m
* Snake, Spitting Cobra: AC 12, HD 1, hp 4, Atk +1, Dmg , MV 30 ft./10 m
* Squid, Giant: AC 12, HD 6, hp 27, Atk +6, Dmg 3d6, MV swim 40 ft./13 m
* Vulture: AC 13, HD 1, hp 4, Atk +1, Dmg 1d6, MV 90 ft./30 m
* Whale, Killer (Orca): AC 13, HD 6, hp 27, Atk +6, Dmg 3d6, MV swim 80 ft./26 m
* Whale, Narwhal: AC 12, HD 12, hp 54, Atk +12, Dmg 4d6, MV swim 60 ft./20 m
* Whale, Sperm: AC 13, HD 36, hp 162, Atk +36, Dmg 9d6, MV swim 60 ft./20 m
* Wolf: AC 12, HD 2, hp 9, Atk +2, Dmg 1d6, MV 60 ft./20 m
* Wolverine: AC 14, HD 3, hp 13, Atk +3, Dmg 3d6, MV 40 ft./13 m
DINOSAUR ERA BEASTS (245 to 66 million years ago)
* Deinosuchus (Giant Crocodile): AC 18, HD 15, hp 67, Atk +15, Dmg 4d6, MV swim 30 ft./10 m
* Megalodon (Giant Shark): AC 14, HD 15, hp 67, Atk +15, Dmg 5d6, MV swim 60 ft./20 m
* Pteranodon (Huge Flyer): AC 13, HD 5, hp 22, Atk +5, Dmg 2d6, MV fly 80 ft./26 m
* Pterodactyl (Medium Flyer): AC 12, HD 1, hp 4, Atk +1, Dmg 1d6, MV fly 60 ft./20 m
* Stegosaurus: AC 16, HD 11, hp 49, Atk +11, Dmg 5d6, MV 20 ft./6 m
* Titanoboa (Giant Snake): AC 13, HD 5, hp 22, Atk +5, Dmg 3d6, MV 30 ft./10 m
* Triceratops: AC 17, HD 11, hp 49, Atk +11, Dmg 6d6, MV 30 ft./10 m
* Tyrannosaurus Rex: AC 16, HD 20, hp 90, Atk +20, Dmg 6d6, MV 40 ft./13 m
PREHISTORIC ERA BEASTS (2.6 million to 11,700 years ago)
* Bear, Cave: AC 14, HD 7, hp 31, Atk +7, Dmg 5d6, MV 40 ft./13 m
* Flightless Bird (“Terror Bird”): AC 13, HD 3, hp 13, Atk +3, Dmg 3d6, MV 60 ft./20 m
* Mastodon: AC 16, HD 15, hp 67, Atk +15, Dmg 4d6, MV 40 ft./13 m
* Rhinoceros, Wooly: AC 15, HD 8, hp 36, Atk +8, Dmg 6d6, MV 40 ft./13 m
* Smilodon (Sabre-tooth Tiger): AC 13, HD 8, hp 36, Atk +8, Dmg 6d6, MV 50 ft./16 m
* Wholly Mammoth: AC 16, HD 17, hp 74, Atk +17, Dmg 5d6, MV 40 ft./13 m
* Wolf, Dire: AC 13, HD 4, hp 18, Atk +4, Dmg 2d6, MV 50 ft./16 m
GIANT ANIMALS (mutants, lab experiments, fantasy versions)
* Giant Ant: AC 16, HD 4, hp 18, Atk +4, Dmg 2d6, MV 60 ft./20 m
* Giant Bat: AC 13, HD 2, hp 9, Atk +2, Dmg 1d6, MV fly 60 ft./20 m
* Giant Badger: AC 15, HD 3, hp 13, Atk +3, Dmg 3d6, MV 20 ft./6 m
* Giant Beetle, Boring: AC 16, HD 5, hp 22, Atk +5, Dmg 4d6, MV 20 ft./6 m
* Giant Beetle, Carnivorous: AC 16, HD 3, hp 13, Atk +3, Dmg 2d6, MV 50 ft./16 m
* Giant Beetle, Rhinoceros: AC 17, HD 12, hp 54, Atk +12, Dmg 6d6, MV 20 ft./6 m
* Giant Beetle, Spitting: AC 15, HD 2, hp 9, Atk +2, Dmg 1d6+acid, MV 40 ft./13 m
* Giant Beetle, Stag: AC 16, HD 7, hp 31, Atk +7, Dmg 6d6, MV 20 ft./6 m
* Giant Boar: AC 13, HD 5, hp 22, Atk +5, Dmg 3d6, MV 40 ft./13 m
* Giant Centipede: AC 10, HD 1/2, hp 2, Atk +0, Dmg 1+poison, MV 20 ft./6 m
* Giant Crab: AC 17, HD 3, hp 13, Atk +3, Dmg 4d6, MV 20 ft./6 m
* Giant Eagle: AC 12, HD 4, hp 18, Atk +4, Dmg 4d6, MV fly 160 ft./53 m
* Giant Eel: AC 13, HD 5, hp 22, Atk +5, Dmg 3d6, MV swim 30 ft./10 m
* Giant Ferret: AC 14, HD 1, hp 4, Atk +1, Dmg 2d6, MV 50 ft./16 m
* Giant Fish, Catfish: AC 15, HD 8, hp 36, Atk +8, Dmg 2d6, MV swim 30 ft./10 m
* Giant Fish, Piranha: AC 13, HD 3, hp 13, Atk +3, Dmg 2d6, MV swim 50 ft./16 m
* Giant Fish, Sturgeon: AC 19, HD 10, hp 45, Atk +10, Dmg 4d6, MV swim 60 ft./20 m
* Giant Frog: AC 12, HD 2, hp 9, Atk +2, Dmg 1d6, MV swim 30 ft./10 m
* Giant Frog, Poisonous: AC 11, HD 1, hp 4, Atk +1, Dmg , MV swim 30 ft./10 m
* Giant Hornet: AC 17, HD 5, hp 22, Atk +5, Dmg 1d6+poison MV fly 80 ft./26 m
* Giant Hyena: AC 12, HD 5, hp 22, Atk +5, Dmg 3d6, MV 40 ft./13 m
* Giant Leech: AC 12, HD 6, hp 27, Atk +6, Dmg , MV swim 40 ft./13 m
* Giant Lizard, Draco: AC 14, HD 4, hp 18, Atk +4, Dmg 2d6, MV 40 ft./13 m
* Giant Lizard, Gecko: AC 14, HD 3, hp 13, Atk +3, Dmg 2d6, MV 40 ft./13 m
* Giant Lizard, Chameleon: AC 17, HD 5, hp 22, Atk +5, Dmg 3d6, MV 40 ft./13 m
* Giant Lizard, Tuatara: AC 15, HD 6, hp 27, Atk +6, Dmg 4d6, MV 30 ft./10 m
* Giant Octopus: AC 12, HD 8, hp 36, Atk +8, Dmg 2d6, MV swim 30 ft./10 m
* Giant Owl: AC 13, HD 4, hp 18, Atk +4, Dmg 4d6, MV fly 60 ft./20 m
* Giant Raven: AC 15, HD 3, hp 13, Atk +3, Dmg 2d6, MV fly 60 ft./20 m
* Giant Scorpion: AC 17, HD 4, hp 18, Atk +4, Dmg 4d6, MV 50 ft./16 m
* Giant Slug: AC 11, HD 12, hp 54, Atk +12, Dmg 2d6, MV 20 ft./6 m
* Giant Snake, Python: AC 13, HD 5, hp 22, Atk +5, Dmg 3d6, MV 30 ft./10 m
* Giant Snake, Ratler: AC 14, HD 4, hp 18, Atk +4, Dmg 1d6+poison, MV 40 ft./13 m
* Giant Spider, Black Widow: AC 13, HD 3, hp 13, Atk +3, Dmg 1d6+poison, MV W 40 ft./13 m
* Giant Spider, Tarantula: AC 14, HD 4, hp 18, Atk +4, Dmg 2d6+poison, MV 40 ft./13 m
* Giant Tick: AC 16, HD 3, hp 13, Atk +3, Dmg 1d6+blood drain, MV 10 ft./3 m
* Giant Toad: AC 12, HD 2, hp 9, Atk +2, Dmg 1d6, MV 30 ft./10 m
* Giant Toad, Poisonous: AC 12, HD 2, hp 9, Atk +2, Dmg 1d6+poison, MV 30 ft./10 m
* Giant Turtle, Sea: AC 17, HD 15, hp 67, Atk +15, Dmg 3d6, MV swim 50 ft./16 m
* Giant Turtle, Snapping: AC 19, HD 10, hp 45, Atk +10, Dmg 5d6, MV swim 40 ft./13 m
* Giant Vulture: AC 12, HD 2, hp 9, Atk +2, Dmg 1d6, MV 80 ft./26 m
* Giant Wasp: AC 15, HD 4, hp 18, Atk +4, Dmg 1d6+poison, MV fly 70 ft./23 m
MONSTERS & FANTASY FOLK
* Banshee: AC 19, HD 7, hp 31, Atk +7, Dmg 1d6, MV 50 ft./16 m; scream attack affects all within melee range
* Blob, Flesh-Eating: AC 13, HD 10, hp 45, Atk +10, Dmg 4d6, MV 20 ft./6 m; regains hit points from what it consumes
* Centaur: AC 14, HD 4, hp 18, Atk +4, Dmg 2d6, MV 60 ft./20 m
* Chimera: AC 15, HD 9, hp 40, Atk +9, Dmg 8d6, MV fly 60 ft./20 m; breath fire (6d6 damage, short shooting range) once every 5 rounds; immune to fire damage
* Chupacabra: AC 12, HD 2, hp 9, Atk +2, Dmg 1d6, MV 80 ft./26 m
* Cockatrice: AC 13, HD 5, hp 22, Atk +5, Dmg , MV fly 60 ft./20 m; touch causes petrification
* Cyclops: AC 14, HD 13, hp 58, Atk +13, Dmg 5d6, MV 30 ft./10 m; -5 to make ranged attacks
* Djinni: AC 14, HD 7, hp 31, Atk +7, Dmg 3d6, MV fly 80 ft./26 m
* Dragon, Faerie: AC 14, HD 4, hp 18, Atk +4, Dmg 1d6, MV fly 80 ft./26 m; breath weapon causes sleep
* Dragon, Fire: AC 20, HD 10, hp 45, Atk +10, Dmg 8d6, MV fly 80 ft./26 m; breath fire (12d6 damage, short shooting range) once every 5 rounds; immune to fire damage
* Dragon, Frost: AC 20, HD 10, hp 45, Atk +10, Dmg 8d6, MV fly 80 ft./26 m; frost blast (12d6 damage, short shooting range) once every 5 rounds; immune to fire damage
* Dryad: AC 14, HD 2, hp 9, Atk +2, Dmg 0d6, MV 40 ft./13 m
* Dwarf, Duergar: AC 15, HD 1, hp 4, Atk +1, Dmg , MV 20 ft./6 m
* Dwarf: AC 15, HD 1, hp 4, Atk +1, Dmg , MV 20 ft./6 m
* Efreeti: AC 16, HD 10, hp 45, Atk +10, Dmg 3d6, MV fly 80 ft./26 m
* Elemental, Air (Elder): AC 21, HD 16, hp 72, Atk +16, Dmg 4d6, MV fly 120 ft./40 m
* Elemental, Air (Major): AC 19, HD 12, hp 54, Atk +12, Dmg 3d6, MV fly 120 ft./40 m
* Elemental, Air (Minor): AC 17, HD 8, hp 36, Atk +8, Dmg 2d6, MV fly 120 ft./40 m
* Elemental, Earth (Elder): AC 21, HD 16, hp 72, Atk +16, Dmg 4d6, MV 20 ft./6 m; hurls boulders short shooting range
* Elemental, Earth (Major): AC 19, HD 12, hp 54, Atk +12, Dmg 3d6, MV 20 ft./6 m; hurls boulders short shooting range
* Elemental, Earth (Minor): AC 17, HD 8, hp 36, Atk +8, Dmg 2d6, MV 20 ft./6 m; hurls boulders short shooting range
* Elemental, Fire (Elder): AC 21, HD 16, hp 72, Atk +16, Dmg 4d6, MV 40 ft./13 m; immune fire damage
* Elemental, Fire (Major): AC 19, HD 12, hp 54, Atk +12, Dmg 3d6, MV 40 ft./13 m; immune fire damage
* Elemental, Fire (Minor): AC 17, HD 8, hp 36, Atk +8, Dmg 2d6, MV 40 ft./13 m; immune fire damage
* Elemental, Water (Elder): AC 21, HD 16, hp 72, Atk +16, Dmg 4d6, MV swim 60 ft./20 m; engulf to drown targets
* Elemental, Water (Major): AC 19, HD 12, hp 54, Atk +12, Dmg 3d6, MV swim 60 ft./20 m; engulf to drown targets
* Elemental, Water (Minor): AC 17, HD 8, hp 36, Atk +8, Dmg 2d6, MV swim 60 ft./20 m; engulf to drown targets
* Elf, Dark: AC 15, HD 2, hp 9, Atk +2, Dmg , MV 40 ft./13 m
* Elf, Light: AC 14, HD 1, hp 4, Atk +1, Dmg , MV 40 ft./13 m
* Faerie, Nixie: AC 12, HD 1, hp 4, Atk +1, Dmg 1d6, MV swim 40 ft./13 m; can cause charm
* Faerie, Pixie: AC 16, HD 1, hp 4, Atk +1, Dmg 1d6, MV fly 60 ft./20 m; tiny, can turn invisible
* Foo Lion/Fu Dog: AC 20, HD 111, hp 499, Atk +111, Dmg 6d6, MV 70 ft./23 m
* Gargoyle: AC 14, HD 4, hp 18, Atk +4, Dmg 3d6, MV fly 50 ft./16 m
* Ghast: AC 15, HD 4, hp 18, Atk +4, Dmg 3d6, MV 50 ft./16 m; touch causes paralysis
* Ghost: AC 19, HD 10, hp 45, Atk +10, Dmg target ages 1d6 years, MV 30 ft./10 m; can pass through solid objects
* Ghoul: AC 13, HD 2, hp 9, Atk +2, Dmg 2d6, MV 30 ft./10 m; touch causes paralysis
* Giant, Cloud: AC 15, HD 12, hp 54, Atk +12, Dmg 6d6, MV 40 ft./13 m; hurls boulders short shooting range
* Giant, Fire: AC 15, HD 11, hp 49, Atk +11, Dmg 5d6, MV 40 ft./13 m; hurls boulders short shooting range
* Giant, Frost: AC 15, HD 10, hp 45, Atk +10, Dmg 4d6, MV 40 ft./13 m; hurls boulders short shooting range
* Giant, Hill: AC 15, HD 8, hp 36, Atk +8, Dmg 3d6, MV 40 ft./13 m; hurls boulders short shooting range
* Giant, Stone: AC 15, HD 9, hp 40, Atk +9, Dmg 3d6, MV 40 ft./13 m; hurls boulders short shooting range
* Giant, Storm: AC 17, HD 15, hp 67, Atk +15, Dmg 8d6, MV 50 ft./16 m; hurls boulders short shooting range
* Gnome: AC 14, HD 1, hp 4, Atk +1, Dmg , MV 20 ft./6 m
* Goblin: AC 13, HD 46023, hp 207103, Atk +46023, Dmg , MV 20 ft./6 m
* Golem, Clay: AC 12, HD 11, hp 49, Atk +11, Dmg 5d6, MV 20 ft./6 m
* Golem, Flesh: AC 10, HD 9, hp 40, Atk +9, Dmg 6d6, MV 30 ft./10 m; lightning damage heals h.p.
* Golem, Iron: AC 16, HD 18, hp 81, Atk +18, Dmg 7d6, MV 20 ft./6 m
* Golem, Stone: AC 14, HD 14, hp 63, Atk +14, Dmg 4d6, MV 20 ft./6 m
* Griffon: AC 14, HD 7, hp 31, Atk +7, Dmg 4d6, MV fly 120 ft./40 m
* Hag: AC 10, HD 8, hp 36, Atk +8, Dmg 2d6, MV 30 ft./10 m
* Halfling: AC 12, HD 46023, hp 207103, Atk +46023, Dmg , MV 30 ft./10 m
* Harpy: AC 12, HD 3, hp 13, Atk +3, Dmg 2d6, MV fly 50 ft./16 m
* Hell Hound: AC 15, HD 6, hp 27, Atk +6, Dmg 1d6, MV 40 ft./13 m; breath fire (2d6 damage, throwing range) once every 5 rounds; immune to fire damage
* Hippogriff: AC 14, HD 3, hp 13, Atk +3, Dmg 4d6, MV fly 120 ft./40 m
* Hobgoblin: AC 13, HD 1, hp 4, Atk +1, Dmg , MV 30 ft./10 m
* Hydra (3 heads): AC 14, HD 5, hp 22, Atk +5, Dmg 2d6, MV 40 ft./13 m; can split attacks without penalty
* Hydra (5 heads): AC 14, HD 7, hp 31, Atk +7, Dmg 4d6, MV 40 ft./13 m; can split attacks without penalty
* Hydra (7 heads): AC 14, HD 9, hp 40, Atk +9, Dmg 6d6, MV 40 ft./13 m; can split attacks without penalty
* Hydra (9 heads): AC 14, HD 11, hp 49, Atk +11, Dmg 8d6, MV 40 ft./13 m; can split attacks without penalty
* Kelpie: AC 16, HD 5, hp 22, Atk +5, Dmg 0d6, MV swim 40 ft./13 m
* Lamia: AC 16, HD 9, hp 40, Atk +9, Dmg , MV 80 ft./26 m
* Lizardfolk: AC 14, HD 2, hp 9, Atk +2, Dmg , MV swim 40 ft./13 m
* Lycanthrope, Werebear: AC 17, HD 6, hp 27, Atk +6, Dmg 6d6, MV 40 ft./13 m
* Lycanthrope, Wereboar: AC 15, HD 4, hp 18, Atk +4, Dmg 2d6, MV 50 ft./16 m
* Lycanthrope, Wererat: AC 12, HD 3, hp 13, Atk +3, Dmg 1d6, MV 40 ft./13 m
* Lycanthrope, Wereshark: AC 19, HD 10, hp 45, Atk +10, Dmg 4d6, MV swim 70 ft./23 m
* Lycanthrope, Weretiger: AC 16, HD 5, hp 22, Atk +5, Dmg 4d6, MV 50 ft./16 m
* Lycanthrope, Werewolf: AC 14, HD 4, hp 18, Atk +4, Dmg 2d6, MV 60 ft./20 m
* Manticore: AC 15, HD 6, hp 27, Atk +6, Dmg 3d6, MV fly 60 ft./20 m; fires spikes at throwing range
* Medusa/Gorgon: AC 11, HD 4, hp 18, Atk +4, Dmg , MV 30 ft./10 m; gaze causes petrification
* Merfolk: AC 13, HD 1, hp 4, Atk +1, Dmg 1d6, MV swim 40 ft./13 m
* Minotaur: AC 13, HD 6, hp 27, Atk +6, Dmg 2d6, MV 40 ft./13 m
* Mummy: AC 16, HD 5, hp 22, Atk +5, Dmg 2d6+curse, MV 20 ft./6 m; per hit, target must save versus attack roll or damage is permanent
* Naga: AC 14, HD 7, hp 31, Atk +7, Dmg , MV swim 60 ft./20 m
* Nymph: AC 10, HD 3, hp 13, Atk +3, Dmg 0d6, MV 40 ft./13 m
* Ogre: AC 14, HD 4, hp 18, Atk +4, Dmg 2d6, MV 30 ft./10 m
* Oni: AC 15, HD 5, hp 22, Atk +5, Dmg 2d6, MV fly 50 ft./16 m
* Orc: AC 13, HD 1, hp 4, Atk +1, Dmg 1d6, MV 40 ft./13 m
* Pegasus: AC 13, HD 2, hp 9, Atk +2, Dmg 2d6, MV fly 160 ft./53 m
* Phoenix: AC 22, HD 20, hp 90, Atk +20, Dmg 5d6, MV fly 130 ft./43 m
* Rakshasa: AC 23, HD 7, hp 31, Atk +7, Dmg 3d6, MV 50 ft./16 m
* Roc (Giant Bird): AC 19, HD 36, hp 162, Atk +36, Dmg 14d6, MV fly 160 ft./53 m
* Sasquatch: AC 13, HD 4, hp 18, Atk +4, Dmg 2d6, MV 30 ft./10 m; can turn invisible in forests
* Satyr: AC 14, HD 5, hp 22, Atk +5, Dmg 2d6, MV 60 ft./20 m; pipes cause charm or sleep
* Scarecrow: AC 13, HD 5, hp 22, Atk +5, Dmg 1d6, MV 30 ft./10 m
* Shadow: AC 12, HD 2, hp 9, Atk +2, Dmg 1d6, MV 30 ft./10 m; cannot enter bright light
* Skeleton: AC 12, HD 1, hp 4, Atk +1, Dmg 1d6, MV 40 ft./13 m; never sleeps
* Spectre: AC 17, HD 6, hp 27, Atk +6, Dmg , MV fly 100 ft./33 m
* Sphinx: AC 21, HD 12, hp 54, Atk +12, Dmg 4d6, MV fly 100 ft./33 m
* Titan, Elder: AC 21, HD 21, hp 94, Atk +21, Dmg 8d6, MV 50 ft./16 m
* Titan: AC 18, HD 18, hp 81, Atk +18, Dmg 7d6, MV 70 ft./23 m
* Troglodyte: AC 14, HD 2, hp 9, Atk +2, Dmg 3d6, MV 40 ft./13 m
* Troll: AC 15, HD 6, hp 27, Atk +6, Dmg 5d6, MV 40 ft./13 m; regenerates 3 h.p. per round
* Unicorn: AC 17, HD 4, hp 18, Atk +4, Dmg 4d6, MV 80 ft./26 m
* Vampire: AC 17, HD 8, hp 36, Atk +8, Dmg , MV fly 60 ft./20 m
* Wight: AC 14, HD 3, hp 13, Atk +3, Dmg 2d6, MV 30 ft./10 m
* Wraith: AC 16, HD 4, hp 18, Atk +4, Dmg 3d6, MV fly 80 ft./26 m
* Wyvern: AC 16, HD 7, hp 31, Atk +7, Dmg 3d6, MV fly 80 ft./26 m
* Yeti: AC 14, HD 4, hp 18, Atk +4, Dmg 2d6, MV 30 ft./10 m; immune to cold damage
* Zombie: AC 11, HD 2, hp 9, Atk +2, Dmg 2d6+disease, MV 20 ft./6 m; never sleeps
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DESCRIPTIVE DAMAGE
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Hit point loss could be meat, OR condition of armor OR self-confidence, focus and resisting shock in combat OR ability to ignore nuisance effect like dirt in eyes or awkward stumbles OR lots of things…
NON-LETHAL DAMAGE: HOW DID THE TARGET GET KNOCKED OUT INSTEAD OF KILLED?
* Damage misses any vital organs, and while target blacks out from shock, wounds “look worse than they feel” later.
* Melee weapon attack hits target’s head with flat of blade.
* Melee weapon attack is parried by target’s weapon, which gets shoved back to hit target in the face.
* Missile attack hits high and something heavy (tree branch, piece of ceiling) is broken off, dropping onto the target’s head.
* Missile attack hits target’s helmet, spins it around to blind the target who immediately walks face-first into a wall or tree.
* Any attack causes target to stumble, trip, and hit head during fall.
* Any attack hits target’s shield, which bounces back against the target’s face.
* Falling, force or sonic/thunder damage knocks winds out of target, triggering an overwhelming blackout.
* Fire, frost or necrotic/negative energy damage removes breathable oxygen from air around target, causing brief asphyxiation.
* Electrical, acid or poison damage briefly stops target’s ability to breathe or induces non-fatal toxic shock.
* Psionic/mental/psychic or radiant/positive energy attacks cause fainting, blinding visions or crippling self-doubt.
* Magical attacks also disrupt the link between a target’s physical and spiritual connection, causing a “shutdown” of sorts.
CRITICAL MISS (“natural 1” on d20 roll)
* Automatic miss. As “Far Miss” below but two or more effects at once.
FAR MISS (attack roll total equals 9 or less)
* Enemy totally reads the attacker’s move and deftly steps aside.
* Attack lunges wild and off-balances attacker’s stance for a brief moment.
* Sweat or dirt gets into attacker’s eyes, waste round wiping vision clear.
* Lose track of enemy for a moment, never even make actual attack.
* Attack instead turns into a feint at last moment due to a distraction.
* Attack goes wide, weapon briefly stuck in nearby wall, tree, etc.
* Confusion of fight pushes target away at moment of strike.
* If missile attack, ammunition was not at the ready for attack.
* Shot caught by wind and sails too wide or too short.
NEAR MISS (more than 10 but less than the attack task roll needed to hit target’s Armor Class)
* Blow glances off enemy’s armor, causing only a superficial bruise.
* Enemy blocks or parries, briefly pushing attacker’s weapon to the ground.
* Both sides collide, locking arms that spoil any reaching attack.
* Enemy perfectly counters attacker’s move, clinching both together for a moment.
* Enemy feints and throws off attacks with a mocking move.
* Enemy exaggerates hurt to trick attacker into over-committing a blow.
* Shot lands right at target’s feet.
MINOR STRIKE (hit causes below average damage, or less than 25% hit points)
* Hit opens a nasty but non-fatal cut on enemy’s arm/leg/face/torso.
* Enemy parries blow but staggers, somewhat surprised by the hit.
* Blow causes small part of enemy’s armor to come loose, exposing vulnerability.
* Enemy’s armor absorbs most of the blow, but enemy clearly feels it.
* Enemy barely leans back in time to avoid what could have been a killing blow.
* Foes clinch tightly but attacker works in a short strikes while locked together.
* Enemy’s body rolls with otherwise powerful hit, minimizing attack impact.
* Weapon lodges in enemy for a brief moment before being wrenched free.
* Blow to enemy’s weapon causes it to almost bobble free before he recovers.
* Falling or force damage leaves enemy with sprained foot or hand.
* Fire, acid or electrical damage turns exposed skin red with blisters and burning pain.
* Frost damage leaves exposed skin hard and red with itchy pain.
* Necrotic/negative energy causes a numb wound that immediately shows signs of rot.
* Poison damage causes intense burning and itchy pain around wound.
* Psionic/mental/psychic attack causes enemy feel disorientation or overconfidence.
* Radiant/positive energy causes mortal cells to ceased to exist around the wound.
* Sonic/thunder damage causes intense ringing in the ears and dizziness.
* Magical attack also strips enemy of some natural luck.
MAJOR STRIKE (“natural 20,” or hit causes average to high damage or 25% to 100% hit points)
* Enemy badly misreads attack and leans into a strike.
* Blow crushes/slices/impales enemy’s foot/hand, howl of pain.
* Blow opens a vicious wound that spurts out blood, damages organs.
* A sickening “snap” sound indicates a broken bone (rib, arm, hip).
* Armor straps cut, causing large vulnerable opening to appear.
* Blow to the head causes enemy brief blackout before refocusing.
* Glancing hit to the throat causes enemy to suddenly gasp for air.
* Blow to enemy’s hand removes a finger, or hit to foot removes toes.
* Trauma of attack triggers onset of shock (fear, irregular heartbeat, shallow breathing).
* Cracked vertebrae pinches nerves along spine, sending numbness down body.
* Blow dislocates shoulder for a few seconds until foe snaps it back in place.
* Slash above eyes causes distracting flow of blood over enemy’s vision.
* Falling or force damage leaves enemy with broken arm or leg.
* Fire, acid or electrical damage ignites clothing, leaves skin horribly scarred over much of body.
* Frost damage hardens muscles and tendons; fingers and toes may develop gangrene.
* Necrotic/negative energy creates a festering wound filled with hungry undead flesh.
* Poison damage hinders breathing and makes arms and legs numb as wound blackens.
* Psionic/mental/psychic attack floods enemy’s mind with nightmare visions and dread.
* Radiant/positive energy triggers enemy to experience mixed feelings of joy, regret and disgust about the state of imperfect mortality.
* Sonic/thunder damage ruptures ears and causes bruises all over exposed skin.
* Magical attack also weakens the connection between enemy’s body and soul.
KILLING STRIKE (hit causes death, dropping hit points below 0 or causing more than 100% hit points)
* Blow crushes/punctures enemy’s chest, bloody last breath wheezes out.
* Enemy’s head rolls off shoulders or is perfectly split in half.
* Attack opens enemy’s chest, exposing heart and vitals to open air.
* Attack disembowels foe.
* Attack messily removes foe’s limb; shocked enemy lingers for brief instant.
* Shattered vertebrae instantly and permanently paralyzes foe.
* Enemy drops weapons, clutches wound and screams before falling into a heap.
* Enemy’s eyes roll back as overwhelming pain buckles the foe.
* Enemy shudders violently for a moment and then falls still.
* Enemy mistakenly blocks high, allowing attacker to duck, strike and disembowel.
* Falling or force damage leaves enemy with broken neck or cracked skull.
* Fire, acid or electrical damage leaves a body charred and numb to pain.
* Frost damage stops the flow of blood throughout the body and destroys nerves.
* Necrotic/negative energy extinguishes all spark of living animation in the body.
* Poison damage stops breathing, seizes up the heart and thickens blood into ooze.
* Psionic/mental/psychic attack triggers massive brain aneurysm.
* Radiant/positive energy forces enemy’s soul to immediately flee its physical prison and seek divine grace with its deity or remorsefully wander the spirit void of shadows.
* Sonic/thunder damage forces enemy’s lungs to collapse and seize up.
* Magical attack causes minimal physical damage but rips enemy’s soul from body.
RIDICULOUS STRIKE (hit destroys enemy, more than 200% hit points)
* Enemy’s head flies off shoulders, landing 2d6 x 10 feet away.
* Enemy vanishes in a cloud of wet red mist.
* Bloody smear only thing left where enemy once stood.
* Chunks of enemy’s body rain down in 10-foot area.
* Falling or force damage crushes every bone in enemy’s body.
* Fire, acid or electrical damage leaves muscle and bone turned to ash or fully dissolved.
* Frost damage solidifies body into a brittle husk that easily shatters.
* Necrotic/negative energy rots enemy’s entire body into fine dust in one second.
* Poison damage blackens body, liquefies organs and triggers vomits of clotted blood.
* Psionic/mental/psychic attack makes enemy’s brain violently explode.
* Radiant/positive energy transforms enemy’s body into pure light while the soul implodes from shame.
* Sonic/thunder damage bursts open all of enemy’s living cells.
* Magical attack shatters enemy’s body into pieces spread across multiple planes/dimensions.
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GAME SYSTEM CONVERSIONS
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MODIFIERS BASED ON FASERIP RANKS
* fail … Shift 0 (ability score 0)
* -4 … Feeble (2) (ability score 1)
* -2 … Poor (4) (ability score 4 to 5)
* +0 … Typical (6) (ability score 8 to 12)
* +2 … Good (10) (ability score 15 to 16)
* +4 … Excellent (20) (ability score 19 to 20)
* +6 … Remarkable (30) (ability score 23 to 24)
+ +8 … Incredible (40) (ability score 27 to 28)
* +10 … Amazing (50) (ability score 31 to 32)
* +15 … Monstrous (75) (ability score 41 to 42)
* +20 … Unearthly (100) (ability score 51 to 52)
* +30 … Shift X (150) (ability score 71 to 72)
* +50 … Shift Y (250) (ability score 111 to 112)
* +100 … Shift Z (500) (ability score 211 to 212)
Example…
SPIDER-MAN (Level 30)
https://classicmarvelforever.com/cast/spiderman.htm
Armor Class 16, 81 hit points, Move 30 ft. (10m)
ABILIIES
* +8 Strength 28 (physical prowess, brawn, encumbrance)
* +10 Dexterity 31 (agility, reflexes, dodging, precision)
* +8 Constitution 27 (health, toughness, vigor, stamina)
* +4 Intelligence 19 (deduction, logic, memory, reason, wits)
* +2 Wisdom 15 (empathy, courage, insight, resolve, willpower)
* +0 Charisma 10 (appeal, confidence, leadership)
APTITUDES
* +6 Combat (fighting, using weapons, leading others into battle)
* +15 Luck (avoiding harm, enduring damage, good fortune)
more…
GEAR
* Web Shooters
* Spider Tracer