Fast RPG ~Simplified OSR style March 2026

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BASIC RULES
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SHARED STORIES WITH DICE
* Tabletop role-playing games are stories involving characters overcoming challenges set in an imagined world.
* Players take turns narrating and speaking as their individual characters.
* A game master player describes the rest of the story’s world and its non-player characters.
* Actions with uncertain outcomes are resolved by rolling dice and comparing totals against difficulty numbers.
* 1d20: A 20-sided polyhedral die, used for attempted actions.
* 1d6: A 6-sided die (“bar dice”), used for measuring results.
* 2d6, 3d6, etc.: Roll and add together two, three, or more 6-sided dice.

COMMON TERMS
* Adventure: A story over one playing session or a series of sessions.
* Campaign: A series of adventures in the same world, usually with the same characters.
* Character: An individual in the story narrated by a real-life player.
* Game Master (GM): A chief narrator over a shared story and referee for game rules.
* 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.
* Saving Throw: Dice roll made to avoid or reduce harm.
* Task Roll: Dice roll made to measure an intended action’s success or failure.

X-CARD (safety tool)
* Tap or display to stop, reset, and redo the scene.
* More info via John Stavropoulos: https://shorturl.at/YG3UJ

TASK ROLLS
* Actions/Saving Throws: 1d20 + an ability modifier + a related aptitude (if any).
* Results: 1d6 + a modifier (either ability or related aptitude).
* Critical Results: d20 roll of 20 maximum succeeds, roll of 1 fails.

TARGET NUMBERS
* Easy: Total roll of 5 or more.
* Hard: Total roll of 15 or more.
* Extreme: Total roll of 25 or more
* Opposed: Highest roll, reroll ties.
* Teamwork: Highest 1d20 + highest ability modifier + highest aptitude modifier.

LEVELS
* Levels 1 to 4: Local figures stepping into danger. Potential heroes.
* Levels 5 to 8: Known problem-solvers. Action heroes. Adventurers. Experts.
* Level 9 to 12: Movers and shakers. Known across the region. Master heroes.
* Level 13 to 16: Heroic living legends. Known across nations or history.
* Level 17 to 150: World shapers and saviors. Epic heroes. Superheroes.
* Level 150 to 500: Mythic figures. Demigods. Elite superheroes.
* Beyond Level 500: Entities of cosmic power.

THE SIX ABILITY MODIFIERS
* 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, charm, confidence, leadership)

THE SIX APTITUDE MODIFIERS
* Awareness (perception, intuition, keen senses, reactions)
* Combat (fighting, using weapons, leading others into battle)
* Cunning (deception, stealth, bypassing security, thieving)
* Knowledge (academics, history, natural and social sciences)
* Primal (wilderness survival, tracking, animal and plant lore)
* Tech (working with machines, vehicles, digital networks)

SPECIAL APTITUDES
* Beast (savagery from lycanthropy and lunar cycles)
* Blood (vampiric powers fueled by consumed blood)
* Cybernetics (enhanced body, senses, neural links)
* Faith (working miracles, sacred lore, favor of the divine)
* Magic (arcane powers, knowing supernatural lore)
* Privilege (influence, authority, high status in society)

RATING MODIFIERS
* -5 or less: Feeble (incompetent)
* -1 to -4: Poor (weak, dull)
* +0: Fair (competent but inexperienced)
* +1 to +4: Good (talented or trained, experienced)
* +5 to +8: Excellent (exceptional, veteran, professional)
* +9 to +12: Great (elite, master)
* +13 to +16: Mighty (legendary, genius)
* +17 or more: Epic (visionary, beyond human norms)

HIT POINTS (h.p.)
* Total h.p.: (Level + Constitution + Combat) x 4.
* At 0 or less hit points, unconscious and dead within minutes equal to Constitution.
* Recover (Level + Constitution) hit points per hour of rest.
* Double recovery rate under medical care (hospital, med bay).
* Non-living objects cease to function at 0 h.p.; task roll worth of h.p. recovered per hour of repair work.

MOVEMENT
* Turn: 30 feet (10 meters) per 6-second round (double distance if attempting no other actions).
* Travel: 3 miles per hour (5 kilometers per hour).
* Reduce by half is crawling, climbing, swimming, or moving through hindering terrain (ice, swamps, rubble, crowded rooms).

ARMOR (harder to hit and reduces damage)
* None: 10 + target’s Dexterity or more to hit, no damage reduction.
* Light: 12 + target’s Dexterity or more to hit, -2 damage per hit.
* Medium: 15 or more to hit, -4 damage per hit.
* Heavy: 17 or more to hit, -6 damage per hit.
* Shield: +1 to hit, no damage reduction.

DAMAGE (apply armor reduction after rolling damage)
* Standard: 1d6 + one modifier (ability or aptitude).
* Light: Halve the total damage (round down).
* Heavy: Double the total damage.

CONDITIONS & SAVING THROWS
* Effects of hazards, diseases, or special injuries.
* Avoided by saving throws (physical Strength, Dexterity, or Constitution; mental Intelligence, Wisdom, or Charisma) plus one other modifier.
* Conditions add -1 or greater penalty to an ability modifier, or reduces movement speed.
* Duration of penalty lasts 1d6 rounds, minutes, hours, or days.
* Another saving throw allowed at end of each unit of duration; each success reduces remaining time by half.

RANGES
* Touching: Held, grappled, connected
* Melee Range: Up to 6 feet (2 meters)
* Throwing Range: 50 feet (15 m) (hand axes, spears, shotguns)
* Short Shooting: 330 feet (100 m) (bows, javelins, pistols)
* Long Shooting: 2,000 feet (600 m) (rifles, beam weapons)
* Distant Range: 15 miles (25 km) (artillery, cannons)

COMBAT
* Initiative (order or turns): 1d20 + Dexterity modifier + Awareness modifier.
* Characters who act before the opposition can freely swap positions with each other.
* Characters who act after the opposition can freely swap positions with each other.
* One move and action per 6-second round, or double move and no action.
* Saving throws are immediate and do not count as actions.
* Attack task roll must equal or beat target’s Armor to cause damage.
* Armor may reduce damage before reducing target’s hit points.
* Unarmed or Melee Damage: 1d6 + either Strength or Combat (use highest).
* Ranged Damage: 1d6 + either Dexterity or Combat (use highest).
* Light Weapons (half damage): Dagger, club, thrown rock. (Easier to conceal.)
* Heavy Weapons (double damage): Greatsword, pole arm, shotgun, rifle. (Requires two hands to use.)
* Dual Wielding: Two light weapons count as one standard weapon attack; two standard count as one heavy.

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GEAR
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ARMOR
* Light Armor ($250, 4 lbs., 1.8 kg, Armor 12+Dex, -2 damage per hit)
* Medium Armor ($750, 15 lbs., 7 kg, Armor 15, -4 damage per hit)
* Heavy Armor ($2,250, 30 lbs., 13 kg, Armor 17, -6 damage per hit)

MELEE WEAPONS (1d20 + Strength + Combat)
* Chain saw ($250, 10 lbs., 4.5 kg, damage 1d6 + Strength or Combat x 3, melee range)
* Club ($5, 3 lbs., 1.3 kg, damage 1d6 + Strength or Combat x 0.5, melee range)
* Knife ($25, 1 lbs., 0.5 kg, damage 1d6 + Strength or Combat x 0.5, melee or throwing range, 50 feet/15 m)
* Spear ($40, 9 lbs., 4 kg, damage 1d6 + Strength or Combat, melee or throwing range, 50 feet/15 m)
* Sword ($100, 4 lbs., 1.8 kg, damage 1d6 + Strength or Combat, melee range)

RANGED WEAPONS (1d20 + Dexterity + Combat)
* Bow ($250, 3 lbs., 1.4 kg, damage 1d6 + Dexterity or Combat, short shooting range, 330 feet/100 m)
* Crossbow ($200, 7 lbs., 3.2 kg, damage 1d6 + Dexterity or Combat, short shooting range, 330 feet/100 m)
* Flamethrower ($1,000, 50 lbs., 22 kg, damage 1d6 + Dexterity or Combat x 3, throwing range, 50 feet/15 m)
* Fragmentation Grenade ($500, 1 lbs., 0.5 kg, damage 1d6 x 4, throwing range, 50 feet/15 m, or from launcher, short shooting range, 330 feet/100 m)
* Machine Gun ($10,000, 22 lbs., 10 kg, damage 1d6 + Dexterity or Combat x 3, long shooting range, 1,000 feet/600 m)
* Molotov cocktail ($5, 1 lbs., 0.5 kg, damage 1d6, throwing range, 50 feet/15 m)
* Pistol ($500, 3 lbs., 1.3 kg, damage 1d6 + Dexterity or Combat, short shooting range, 330 feet/100 m)
* Rifle ($800, 11 lbs., 5 kg, damage 1d6 + Dexterity or Combat x 2, long shooting range, 1,000 feet/600 m)
* Shotgun ($500, 8 lbs., 1.3 kg, damage 1d6 + Dexterity or Combat x 2, short shooting range, 330 feet/100 m)

SCI-FI MELEE WEAPONS (1d20 + Strength + Combat)
* Monofilament Whip ($900, 2 lbs., 1 kg, damage 1d6 + Strength or Combat x 3, melee range)
* Plasma Sword ($900, 3 lbs., 1.3 kg, damage 1d6 + Strength or Combat x 2, melee range)

SCI-FI RANGED WEAPONS (1d20 + Dexterity + Combat)
* Gauss Rifle ($2,000, 9 lbs., 4 kg, damage 1d6 + Dexterity or Combat x 3, long shooting range, 15 miles/25 km)
* Ion Gun ($600, 6 lbs., 2.7 kg, damage 1d6 + Dexterity or Combat x 3 to machines (no damage living things), short shooting range, 330 feet/100 m)
* Laser Pistol ($1,000, 3 lbs., 1.3 kg, damage 1d6 + Dexterity or Combat, long shooting range, 1,000 feet/600 m)
* Laser Rifle ($1,600, 11 lbs., 5 kg, damage 1d6 + Dexterity or Combat x 2, long shooting range, 15 miles/25 km)
* Phase Disruptor ($1,200, 1 lbs., 0.5 kg, damage 1d6 + Dexterity or Combat x1 to x3 or stun [hard Constitution saving throw to avoid unconsciousness], long shooting range, 1,000 feet/600 m)

UTILITY GEAR
* Cheap Tool/Item (1d6 x $10, weight varies, no bonus)
* Good Tool/Item (2d6 x $100, weight varies, +2 bonus to one specific task)
* Superior Tool/Item (1d6 x $1,000, weight varies, +4 bonus to one specific task)

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EXPANDED RULES
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ENCUMBRANCE LIMITS
The weight that can be carried for an extended period of time is based on a character’s Strength ability score. Lifting limits assumes no more than one round of effort.
* -4 Strength: Carry 2.5 lbs. (1 kg), lift 10 lbs. (5 kg)
* -3 Strength: Carry 6 lbs. (3 kg), lift 25 lbs. (11 kg)
* -2 Strength: Carry 12 lbs. (5.5 kg), lift 50 lbs. (22 kg)
* -1 Strength: Carry 25 lbs. (11 kg), lift 100 lbs. (45 kg)
* +0 Strength: Carry 40 lbs (18 kg), lift 150 lbs. (70 kg)
* +1 Strength: Carry 55 lbs. (25 kg), lift 225 lbs. (100 kg)
* +2 Strength: Carry 85 lbs. (40 kg), lift 340 lbs. (150 kg)
* +3 Strength: Carry 125 lbs. (55 kg), lift 500 lbs. (230 kg)
* +4 Strength: Carry 190 lbs. (85 kg), lift 760 lbs. (340 kg)
* +5 Strength: Carry 285 lbs. (130 kg), lift 1,140 lbs. (520 kg)
* +6 Strength: Carry 425 lbs. (190 kg), lift 1,700 lbs. (780 kg)
* +7 Strength: Carry 500 lbs. (225 kg), lift 1 ton
* +8 Strength: Carry 1,000 lbs. (450 kg), lift 2 tons
* +9 Strength: Carry 1,500 lbs. (680 kg), lift 3 tons
* +10 Strength: Carry 1 ton, lift 4 tons
* +11 Strength: Carry 1.5 tons, lift 6 tons
* +12 Strength: Carry 2.25 tons, lift 9 tons
* +13 Strength: Carry 3.25 tons, lift 13 tons
* +14 Strength: Carry 5 tons, lift 20 tons
* +15 Strength: Carry 7.5 tons, lift 30 tons
* +16 Strength: Carry 11 tons, lift 45 tons
* +17 Strength: Carry 16 tons, lift 65 tons
* +18 Strength: Carry 25 tons, lift 100 tons
* +19 Strength: Carry 37 tons, lift 150 tons
* +20 Strength: Carry 55 tons, lift 222 tons
* +21 Strength: Carry 85 tons, lift 340 tons
* +22 Strength: Carry 125 tons, lift 500 tons
* +23 Strength: Carry 190 tons, lift 760 tons
* +24 Strength: Carry 300 tons, lift 1,200 tons
* +25 Strength: Carry 425 tons, lift 1,700 tons
* +26 Strength: Carry 625 tons, lift 2,500 tons
* +27 Strength: Carry 950 tons, lift 3,800 tons
* +28 Strength: Carry 1,400 tons, lift 5,700 tons
* +29 Strength: Carry 2,100 tons, lift 8,650 tons
* +30 Strength: Carry 3,200 tons, lift 13,000 tons
* +31 Strength: Carry 4,700 tons, lift 19,000 tons
* +32 Strength: Carry 7,500 tons, lift 30,000 tons
* +33 Strength: Carry 11,000 tons, lift 44,000 tons
* +34 Strength: Carry 16,000 tons, lift 65,000 tons
* +35 Strength: Carry 25,000 tons, lift 100,000 tons
* +36 Strength: Carry 37,500 tons, lift 150,000 tons
* +37 Strength: Carry 56,000 tons, lift 225,000 tons
* +38 Strength: Carry 85,000 tons, lift 340,000 tons
* +39 Strength: Carry 125,000 tons, lift 500,000 tons
* +40 Strength: Carry 190,000 tons, lift 760,000 tons
* +41 Strength: Carry 275,000 tons, lift 1.1 million tons
* +42 Strength: Carry 425,000 tons, lift 1.7 million tons
* +43 Strength: Carry 625,000 tons, lift 2.5 million tons
* +44 Strength: Carry 950,000 tons, lift 3.8 million tons

EXPANDED RANGES
* Touching: Held, grappled, connected
* Melee Range: Up to 6 feet (2 meters)
* Throwing Range: 50 feet (15 m) (hand axes, spears, shotguns)
* Short Shooting: 330 feet (100 m) (bows, javelins, pistols)
* Long Shooting: 2,000 feet (600 m) (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

PRIVLEDGE (Medieval)
* -3 Privledge: Outcast (exiles, escaped thralls, oathbreakers, marked heretics)
* -2 Privledge: Disenfranchised (serfs without land rights, debt-bound peasants)
* -1 Privledge: Lower Low Class (indigent, homeless, beggar monks)
* +0 Privledge: Middle Low Class (field hands, miners, castle scullions)
* +0 Privledge: Upper Low Class (tenant farmers, shepherds, porters)
* +0 Privledge: Lower Middle Class (scribes, carpenters, shipwrights, town guards)
* +0 Privledge: Middle Class (trade craftsmen, minor merchants, innkeepers, ship captains)
* +1 Privledge: Upper Middle Class (master guild members, prosperous traders, magistrates)
* +2 Privledge: Lower Upper Class (lesser nobility, knights, barons, abbots, court wizards)
* +4 Privledge: Middle Upper Class (high nobility, counts, archbishops, merchant princes)
* +8 Privledge: Sovereign (Hemisphere) (king/queen of large kingdom, continent-spanning dominion)
* +15 Privledge: Sovereign (Planet) (emperor ruling a whole world)
* +30 Privledge: Sovereign (Celestial) (ruler of multiple realms or planes)
* +60 Privledge: Sovereign (Mythic) (ruler of hundreds of worlds or plans)
* +120 Privledge: Sovereign (Eternal) (absolute ruler of reality-spanning empire)

PRIVLEDGE (Modern)
* -3 Privledge: Outcast (criminals or slaves)
* -2 Privledge: Disenfranchised (dregs of society)
* -1 Privledge: Lower Low Class (indigent, homeless)
* +0 Privledge: Middle Low Class (underclass, minimal labor, welfare)
* +0 Privledge: Upper Low Class (working poor, minimal skill jobs)
* +0 Privledge: Lower Middle Class (clerical, “blue collar” workers)
* +0 Privledge: Middle Class (semi-professionals and trade craftsmen)
* +1 Privledge: Upper Middle Class (salaried professionals, middle management)
* +2 Privledge: Lower Upper Class (capitalists, top-level executives and politicians, “top 1%”)
* +4 Privledge: Middle Upper Class (elites, “top 0.1%” super rich, celebrities and top execs)
* +8 Privledge: Sovereign (Nation) (ruler of a large nation or multinational corporation)
* +15 Privledge: Sovereign (Superpower) (ruler of huge nation with big military and economy)

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.”)

FASTER-THAN-LIGHT TRAVEL PER DAY (24 Hours)
* FTL Speed 1: 0.5 light year (“jump 1” or “warp 5”)
* FTL Speed 2: 1.0 light year (“jump 2” or “warp 6”)
* FTL Speed 3: 1.5 light years (“jump 3”)
* FTL Speed 4: 2.0 light years (“jump 4” or “warp 7”)
* FTL Speed 5: 2.5 light years (“jump 5”)
* FTL Speed 6: 3.0 light years (“jump 6” or “warp 8”)
* FTL Speed 7: 3.5 light years
* FTL Speed 8: 4.0 light years (“warp 9”)
* FTL Speed 9: 4.5 light years (“warp 9.2”)
* FTL Speed 10: 5.0 light years (“warp 9.6”)
* FTL Speed 17: 8.5 light years (“warp 9.9”)
* FTL Speed 40: 20.0 light years (“transwarp”)
* FTL Speed 1,275: 2,550 light years (“quantum slipsteam drive”)
* FTL Speed 2,500: 5,000 light years (“class 4 hyperdrive”)
* FTL Speed 5,000: 10,000 light years (“class 3 hyperdrive”)
* FTL Speed 7,500: 15,000 light years (“class 2 hyperdrive”)
* FTL Speed 10,000: 20,000 light years (“class 1 hyperdrive”)
* FTL Speed 12,500: 25,000 light years (beyond “class 1,” “0.5 past light speed”)
* FTL Speed 20,000: instantaneous anywhere (time and relative dimensions)

Slower-than-light…
* Standard Orbit (synchronous orbit around a planet; for Earth, 9,600 kph)
* Sublight Speed: 0.0007 light year (6.62 billion km) (0.25c, “max. impulse”)

DISTANCES FROM EARTH/SOL TO NEIGHBORING SYSTEMS (approximate)
* 0.0 light years: Sol (singular star system, G2 V yellow-white primary; has planets, obviously)
* 4.3 light years: Alpha Centauri (binary star system, G2 V yellow-white primary, K1 V orange secondary; has planets around Proxima Centauri, but not around A/B stars)
* 6.0 light years: Barnard’s Star (singular star, M4 V red dwarf primary; has planets)
* 6.5 light years: Luhman 16 (binary brown dwarf system, L8 brown-red primary, T1 magenta-purple/burgundy secondary)
* 7.8 light years: Wolf 359 (singular star, M6 V dim red dwarf primary)
* 8.3 light years: Lalande 21185 (singular star, M2 V orange-red dwarf primary)
* 8.6 light years: Sirius (binary star system, A1 V white primary, DA2 white dwarf secondary)
* 8.7 light years: Luyten 726-8 (binary star system, M5.5 V red dwarf primary, M6 V dim red dwarf secondary)
* 9.7 light years: Ross 154 (singular star, M3.5 V red dwarf primary)
* 10.3 light years: Ross 248 (singular star, M5.5 V dim red dwarf primary)
* 10.5 light years: Epsilon Eridani (singular star, K2 V orange primary; has planets)

SCI-FI 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 of miles (or km), detect presence of only Level 50 or larger unidentified ships (position and velocity).
* Parsec: Trillions of miles (or km), detect another ship travelling at FTL speeds.
* Beyond Parsec: No practical scanning possible except for long-term stellar research.

COMMON SCI-FI 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).

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CHARACTER EXAMPLE
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ROBIN HOOD (Level 7)
11th century outlaw, leader of The Merry Men of Sherwood Forest. Altruistic, jovial, bold to the point of reckless, and resourceful. Famed champion to the poor. Infamous bane to the usurper Prince John, his corrupt sheriffs, and England’s greedy nobles.

ARMOR Light+Dexterity
(15 or more to be hit, -2 damage per hit)

HIT POINTS 64 h.p.
O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O

MOVEMENT 30 feet (10 meter) per turn, 3 mph (5 kph) travel

ABILITIES
+1 Strength (physical prowess, brawn, encumbrance)
+3 Dexterity (agility, reflexes, dodging, precision)
+2 Constitution (health, toughness, vigor, stamina)
+2 Intelligence (deduction, logic, memory, reason, wits)
+1 Wisdom (empathy, courage, insight, resolve, willpower)
+2 Charisma (appeal, charm, confidence, leadership)

APTITUDES
+1 Awareness (perception, intuition, keen senses, reactions)
+7 Combat (fighting, using weapons, leading others into battle)
+2 Cunning (deception, stealth, bypassing security, thieving)
+0 Knowledge (academics, history, natural and social sciences)
+2 Primal (wilderness survival, tracking, animal and plant lore)
-5 Tech (working with machines, vehicles, digital networks)

SPECIAL ABILITIES
None.

GEAR
* leather armor (light armor, base 12+Dex to be hit, -2 damage per hit)
* longbow, quiver of arrows (1d6+3 damage, long shooting range)
* short sword (1d6+2 damage, melee)
* dagger (1d6+3/2 or 1d6+2/2 damage, melee or thrown range)
* hunting horn
* forest-worn clothing (+1 to stealth in forests)

RULES
* Task Rolls: 1d20 + one ability modifier + one aptitude modifier.
* Saving Throws: 1d20 + one ability modifier + one other 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.