Fast TTRPG May 2026 (Aptitudes System)

QUICK TAKE
* Level: An overall rating of capabilities for a person, creature, or machine.
* Aptitude: Categories of skills, abilities, traits, and backgrounds.
* Heritage, Personality, Superior Tools: May grant Advantage in specific situations.
* Task Roll: d20 + two aptitude modifiers. Highest opponent’s total, or 15 or more, succeeds.
* Saving Throw: Negates an effect or reduces damage by half.
* Advantage: Uses higher of two d20 rolls. Disadvantage: Uses lower of two d20 rolls.
* Teamwork allows groups to use the best rolls and modifiers from among all participants.
* Hit Points: Measures focus, health, and spirit left in a person, or the current integrity of an object’s structure.
* Power Points: Measures a person’s capacity for magic, psionics, or other extraordinary abilities. Every use of a power randomly costs 1 to 6 power points.
* X-Card: Safety tool to maintain tone and respect.

THE DICE ROLLS
* Task Rolls: d20 + two aptitudes related to the action (explained by the player, approved by the Game Master)
* Saving Throw: d20 + Luck + one related aptitude (usually Constitution, Dexterity, or Wisdom)
* Initiative Roll: d20 + Awareness + either Dexterity or Combat (whichever highest)
* Attack Roll: d20 + Combat + either Strength (melee) or Dexterity (thrown or ranged)
* Power Roll: d20 + one set basic aptitude + one set power specialty aptitude (both chosen at character creation)
* Luck Roll: d20 + Luck + one related aptitude fitting the situation

SHARED STORIES WITH DICE: How to play…
* 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, sometimes rolling dice to determine results of decisions.
* When considering aptitude modifiers, players explain which apply to an action and intended outcome (say how and why).
* A Game Masters (GM) is the person who describes situations, scenes, the story’s world, and non-player characters (NPCs).
* The GM also adjudicates rules as a referee, such as which aptitudes are allowed to modify an attempted task action.

THE X-CARD: A safety tool to flag uncomfortable content and steer play away from it…
* Any player may tap or display an X-Card to stop, reset, and redo a scene.
* The X-Card changes tone and topics, not outcomes from dice or decisions.
* More info from creator John Stavropoulos: https://shorturl.at/YG3UJ

TASK ROLLS: Used when an action has an uncertain outcome…
* A player may propose which aptitudes fit their actions or the situation. The GM decides if the aptitudes can apply and what else might help.
* Roll one 20-sided die (d20) and add two modifiers from the character’s aptitude scores.
* A circumstance benefiting a character gains Advantage, rolling two d20s and using the higher-rolled number. A hindering circumstance causes Disadvantage, rolling two dice and using the lower result. Instances of Advantage and Disadvantage on the same task cancel each other out on a one-to-one basis until one or the other has more remaining sources.
* Equipment, powers, traits, or circumstances may grant Advantage, Disadvantage, a flat bonus, or another specific benefit.
* NPCs just add their Level to task rolls, or double Level for tasks central to the NPC’s role or specialty.
* For two sides directing competing against or opposing each other, the higher total wins.
* For challenges without an opponent, the total result must equal 15 or more to succeed at hard tasks, 5 or more if easy, or 25 or more if extreme.
* A d20 roll of a 20 (“natural 20”) is a critical success, causing the maximum beneficial outcome.
* A d20 roll of a 1 (“natural 1”) automatically fails and adds a negative complication to the character’s story.
* Note: The unique Luck aptitude may only apply as a modifier to saving throws and luck rolls, not other task or attack rolls.

TEAMWORK: When multiple characters work together on the same task…
* Choose one lead character to make the task roll.
* Each assisting character must describe a useful contribution and possess at least one relevant aptitude at +1 or higher. If at least one helper contributes meaningfully, the lead character gains Advantage on the task roll.
* Additional helpers do not grant further Advantage unless the task clearly benefits from many workers, possibly reducing the time required or improving the result after success.
* Teamwork cannot be used for saving throws, initiative, or attacks unless a rule specifically allows it.

CHARACTER LEVELS: A rough rating on a character’s power…
* 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.

BASIC CHARACTER APTITUDES: All characters may have modifiers in these traits…
* Awareness (perception, intuition, keen senses, reactions)
* Charisma (appeal, confidence, inspiration, leadership)
* Combat (fighting, using weapons, leading others into battle)
* Communication (persuasion, performance, languages)
* Constitution (health, toughness, vigor, stamina)
* Cunning (deception, stealth, bypassing security, thieving)
* Dexterity (agility, reflexes, dodging, precision)
* Intelligence (deduction, logic, memory, reason, wits)
* Knowledge (history, humanities, natural and social sciences)
* Luck (avoiding harm, good fortune, benefiting from chance)
* Medical (diagnosis, healing methods, drugs, diseases)
* Movement (walking, running, swimming, traveling on foot)
* Privilege (influence, authority, high status in society)
* Strength (physical prowess, brawn, encumbrance)
* Tech (working with machines, vehicles, complex networks)
* Trade (business, negotiation, appraisal, logistics, commerce)
* Wilderness (outdoor survival, tracking, animal and plant knowledge)
* Wisdom (empathy, courage, insight, resolve, willpower)

SPECIALTY APTITUDES: These traits vary by story, genre, and level.
* A character must have at least +1 in a specialty aptitude to use it in a task roll.
* Specialty aptitudes are more narrowly focused than basic aptitudes.
* Powers require matching one basic aptitude with one specialty aptitude for a power roll.

Examples…
* Alchemy (brew potions, identify substances, transmute or neutralize materials)
* Anomalies (determine origin, function, and threat from strange things)
* Arcane Magic (casting spells, lore of the occult and supernatural)
* Engineer (FTL) (using and fixing starship faster-than-light drives)
* First Contact (protocols to interact with undiscovered alien cultures)
* Gambling (probability play, cheating, and reading opponents)
* True Faith (pure devotion, working miracles, favor of the divine)
* Xenology (alien lifeforms, cultures, psychology, communications)

HERITAGE AND PERSONALITY TRAITS: These traits include species and cultural backgrounds…
* Describes a culture, ancestry, personality, or extraordinary nature that shaped a character.
* When a Heritage or Personality traits would clearly help with a task, the character gains Advantage on the task roll.
* The player briefly explains how the trait applies, and the GM decides whether it fits.
* Heritage traits are normally permanent.
* Personality traits may be replaced only after a significant change in the character’s outlook, training, reputation, or life circumstances, and only with GM approval between adventures.

Examples…
* Artistic (creating beauty, shaping materials, expressing)
* Castlefolk (Medieval Europeans) (feudalism, heraldry, siegecraft, farming estates, courtly etiquette)
* Inventive (crafting solutions, recombining materials, innovating)
* Junglefolk (Maya) (calendar lore, astronomy, jungle survival, ritual kingship)
* Orc (fury, intimidation, raiding, survival, toughness, battle instincts)
* Satyr (charm, music, revelry, mischief, fey magic, horns, persuasion, trickery)
* True Faith (devotion, working miracles, favor of the divine)

POWERS: Actions beyond normal abilities…
* Powered character get a certain number of power points per Level.
* Each use of a power requires a power roll (d20 + one basic aptitudes + one power-only specialty aptitude) and a random cost in power points (1d6).
* If a character does not have enough power points remaining to cover the randomly rolled cost, the power attempt may be stopped and the action wasted (costing no power points).
* Overexertion Rule: A character may force a power despite lacking enough Power Points by taking hit point loss equal to three times the unpaid cost. This loss cannot be reduced or and takes at least 1 hour of rest to recover.
* A unwilling target of a power makes an appropriate saving throw to resist or avoid the power’s effects. If the save total is equal to or greater than the power roll, an effect is ignored and any damage caused is reduced by half. (Objects get an automatic saving throw result of 15.)
* For each hour of rest, characters recover expended power points equal to either their Level or one power-related aptitude (whichever is higher).

Examples of specialty aptitudes…
* Arcane Magic (spell formulae, material components, special words and gestures)
* Demigod (divine ancestry expressing itself as heroic or monstrous supernatural gifts)
* Fringe Science (paranormal theories, strange energies, experimental devices)
* Metahuman Mutation (extraordinary abilities gained through rapid evolution)
* Pact Magic (binding one’s soul with promises to a patron spirit master)
* Psionics (unlocked mental abilities powered by one’s mind)
* Runecraft (inscribed symbols that bind powers into objects, flesh, places, or names)
* Supernatural Talent (born or created innate use of powers)
* True Faith (devotion, working miracles, favor of the divine)

SUPERIOR TOOLS
* Grants Advantage only on a specific, clearly defined kind of task, such as lockpicking, wilderness navigation, forensic analysis, or emergency surgery.
* A superior tool does not grant Advantage on all uses of a broad aptitude.

Examples of superior tools…
* Superior Lockpicks (Advantage on bypassing mundane locks)
* Superior Medkit (Advantage on stabilizing injuries)
* Superior Signal Scanner (Advantage on detecting transmissions)
* Superior Disguise Kit (Advantage on creating a physical disguise, not on all deception)

STARTING CHARACTERS & GAINING LEVELS: Awarded by the GM for story milestones or character goals…
* At Level 1, assign +1 to six basic or specialty aptitudes. Other aptitudes default to a +0 modifier.
* Divide 8 points between hit points and power points.
* Choose or invent any two Personality or Heritage traits.
* Optionally, a character may take –1 in two aptitudes to gain an additional +1 in one aptitude.
* A starting character may select powers only if they begin with at least 4 Power Points. Such a character gains the use of two powers.
* When gaining new level, add divide 10 points among additional +1 aptitude bonuses, hit points, and power points. If powers are used, the use of one new power may be gained in exchange for 4 points, leaving 6 remaining points for improving aptitudes, hit points, or raw power points.
* Regardless of Level, no single aptitude may have a modifier greater than your current Level.
* More Personality and Heritage traits cannot added beyond two, but with the GM’s approval within the story, they may be swapped and replaced with other traits.

If following classic “class” roles…
* Action (Fighter, Dwarf): +1 to two aptitudes, hit points = 8 x Level, power points = 0.
* Expert (Thief): +1 to four aptitudes, hit points = 6 x Level, power points = 0.
* Versatile (Cleric, Elf): +1 to two aptitudes, hit points = 4 x Level, power points = 4 x Level.
* Powered (Magic-User): +1 to two aptitudes, hit points = 2 x Level, power points = 6 x Level.

SAVING THROWS: A “free” roll (not an action) made to avoid harm from a threat, hazard, or power…
* Saving throws (“saves”) must be made individually, no teamwork applies.
* Roll d20 + Luck aptitude + one appropriate aptitude (usually Constitution to endure harm, Dexterity to dodge, or Wisdom as rely on willpower).
* A successful save must total equal to or greater than the opposing threat (an opponent’s roll total). If the harm causes a condition (immobilizes, mind control), the effect is wholly avoided, resisted, or ignored. If the harm causes damage, the amount of damage is reduced by half.
* If the save fails, the target suffers an effect or takes the full damage rolled.

OBJECT SAVING THROWS: Targeted objects resist powers with a saving throw result based on their durability, complexity, or protection:
* 10: fragile, ordinary, or unsecured objects
* 15: sturdy everyday objects
* 20: reinforced, locked, or valuable objects
* 25: military, secure, or extraordinary objects
* 30 or more: legendary, cosmic, or plot-critical objects

LUCK ROLLS: Used to determine who gets affected by random events…
* Roll d20 + Luck; highest roll benefits, or lowest roll suffers.
* The Luck aptitude may only apply to Luck rolls, not other task rolls.
* No other aptitude modifies are added to a luck roll.

COMBAT & RECOVERY
* Combat is resolved in 6-second rounds of actions, during which each character takes one turn.
* Roll for initiative (d20 + Awareness + Dexterity or Combat); higher totals take turns before lower totals.
* Allies acting before the opposition may freely swap initiative order turns with each other.
* During a turn, a character may move 30 feet (10 meters) and attempt one action, or take no action and move 60 feet (20 meters). For each +1 Movement aptitude, increase the distance by 5 feet (1.5 meters), or 10 feet (3 meters) if taking no other actions.
* Roll d20 + Combat + Strength for melee attacks, d20 + Combat + Dexterity for thrown or ranged attacks.
* Characters may choose to push an attack (reckless swings, firing multiple shots) to gain Advantage on an attack until the start of their next turn, but doing so adds Disadvantage to saving throws and gives opponents Advantage to target them.
* An attack task roll total must be equal to or higher than a target’s Armor Class to hit enough to cause damage to reduce the target’s hit points.
* Armor Classes (AC): None (10 + full Dexterity), Light (12 + Dexterity up to +4), Medium (15 + Dexterity up to +2), or Heavy (18, no Dexterity bonus). A shield or partial cover add +1 to AC; three-quarters cover adds +3 AC.
* Attack Damage: On a hit, roll 1d6 + one attacker aptitude (usually Strength for melee, Dexterity for thrown or ranged weapons, or Combat for either). (An NPC does 1d6 + Level damage.) The hit target loses hit points equal to the damage.
* Light weapons (punches, clubs, daggers) cause half damage, while heavy weapons (two-handed sword, pole arm, shotgun) cause +1d6 or more additional damage.
* For each hour of rest, living creatures at less than full points recovers a hit points equal to either their Level or Constitution modifier (whichever is higher). Under hospitalization, add the caregiver’s Medical aptitude to recovery per hour.
* For each hour of repair, an object recovers hit points equal to an appropriate task roll (such as d20 + Intelligence + Tech). Special workshops may add to the repair rate per hour.
* A creature reduced to 0 hit points dies, while an object at 0 h.p. breaks or becomes inoperable.

RANGES
* Touching: Held, grappled, connected
* Melee Range: Up to 6 feet (2 meters)
* Short Throwing Range (“Nearby” indoors): 60 feet (20 m) (hand axes, javelins)
* Long Throwing Range (“Nearby” outdoors): 180 feet (55 m) (light crossbows, shortbows)
* Short Shooting Range: 360 feet (110 m) (longbows, pistols, shotguns)
* Long Shooting Range: 1,000 feet (600 m) (rifles, beam weapons)
* Distant Range: 15 miles (25 km) (artillery, cannons)

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ADVANCED RULES & BENCHMARK EXAMPLES
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COMMUNICATION APTITUDE BENCHMARKS (speed per round)
* -3 Communications: Illiterate, pidgin-level speaking of own native language.
* -2 Communications: Illiterate, blunt and limited speaking (native tongue).
* -1 Communications: Poor reading and speaking in 1 language (native tongue).
* +0 Communications: Read and speak 1 language (native tongue), plain-spoken.
* +1 Communications: Read and speak 2 languages, bilingual, precise, well-structured.
* +2 Communications: Read and speak 3 languages, trilingual, vivid, graceful, persuasive.
* +3 Communications: Read and speak 4 languages, polyglot, expansive, refined, scholarly.
* +4 Communications: Read and speak 5 languages, commanding, memorable, rhetorical.
* +5 Communications: Read and speak 6 languages, powerful, masterful use of words.

LANGUAGE EXAMPLES
* Common Fantasy Languages: Common Tongue, Dwarvish, Elvish, Giant, Gnomish, Goblin, Halfling, Orc.
* Rare Fantasy Languages: Abyssal (demons), Celestial (angels), Draconic (dragons), Deep Speech (alien aberrations), Infernal (devils), Primordial/Elemental, Sylvan (faeries), Undercommon (subterranean folk).
* Secret Fantasy Languages: Druidic (secret order’s primal words and signs), thieves’ cant (criminal doublespeak).
* Common Modern Languages: Arabic (Middle East, North Africa), Bengali (Bangladesh, eastern India), English (United States, United Kingdom, Australia; global for business, science, aviation), French (Europe, Africa, the Caribbean, Canada), Hindi (India, South Asia), Mandarin Chinese (China, Taiwan, Singapore), Portuguese (Brazil, Portugal, parts of Africa), Russian (Eastern Europe, Central Asia, scientific communities), Spanish (Spain, Latin America, much of the U.S.), Urdu (Pakistan, parts of India)
* Common Sci-Fi Languages: Terran Standard, Orbital Cant, Dockside Trade, regional dialects (EuroCore, Neo-Nordic, Afrolink, Sinosynth).
* Traveller Universe: Anglic/Galanglic (Third Imperium and trade standard), !xeng’ri (K’kree), Gurviotic / Gurvin (Hiver-influenced cultures), Gvegh (Vargr), Hiver Sign Language (HSL) (Hiver), Icelandic (Sword Worlds), Marine Battle Language (Imperial Marine tactical communication system), Oynprith (Droyne), Sylean, Basic Sylean (old pre-Imperium Sylea), Te-Zlodh (Darian), Trokh (Aslan), Vilani (First Imperium), Zdetl (Zhodani).

PIDGIN WORDS (things any two foreigners can figure out): Yes, no, maybe, I, you, we, they, this, that, here, there, go, come, stop, wait, give, take, want, need, have, see, know, speak, eat, drink, buy, sell, good, bad, big, small, one, two, many, more, food, water, money, danger, friend, enemy, now, later.

MOVEMENT APTITUDE BENCHMARKS (speed per round)
* -5 Movement: 5 feet (2 m)
* -4 Movement: 10 feet (3 m) (gray ooze)
* -3 Movement: 15 feet (5 m) (crawling human, gelatinous cube, mimic)
* -2 Movement: 20 feet (6 m) (badger, basilisk, swarm of insects, zombie)
* -1 Movement: 25 feet (8 m) (small humanoid, child, gnome)
* +0 Movement: 30 feet (9 m) (medium humanoid, adult human, elf)
* +1 Movement: 35 feet (11 m) (fast humanoid, wood elf)
* +2 Movement: 40 feet (12 m) (bear, eagle in flight, giant, pony, tiger, wolf)
* +3 Movement: 45 feet (14 m)
* +4 Movement: 50 feet (15 m) (camel, centaur, deer, fire elemental, lion, panther)
* +5 Movement: 55 feet (17 m)
* +6 Movement: 60 feet (18 m) (horse on the ground, winged humanoid in flight)
* +7 Movement: 65 feet (20 m)
* +8 Movement: 70 feet (21 m)
* +9 Movement: 75 feet (23 m)
* +10 Movement: 80 feet (24 m) (dragon, giant eagle, or griffon in flight)
* +11 Movement: 85 feet (26 m)
* +12 Movement: 90 feet (27 m) (air elemental, winged horse in flight)
* +13 Movement: 95 feet (29 m)
* +14 Movement: 100 feet (30 m)
* +15 Movement: 105 feet (32 m)
* +16 Movement: 110 feet (33 m)
* +17 Movement: 115 feet (35 m)
* +18 Movement: 120 feet (36 m) (roc in flight)

PRIVILEGE APTITUDE BENCHMARKS (Medieval)
* -4 Privilege: Outcast (exiles, escaped thralls, oathbreakers, marked heretics)
* -3 Privilege: Disenfranchised (serfs without land rights, debt-bound peasants)
* -2 Privilege: Lower Low Class (indigent, homeless, beggar monks)
* -1 Privilege: Middle Low Class (field hands, miners, castle scullions)
* +0: Upper Low Class (tenant farmers, shepherds, porters)
* +1 Privilege: Lower Middle Class (scribes, carpenters, shipwrights, town guards)
* +2 Privilege: Middle Class (trade craftsmen, minor merchants, innkeepers, ship captains)
* +3 Privilege: Upper Middle Class (master guild members, prosperous traders, magistrates)
* +6 Privilege: Lower Upper Class (lesser nobility, knights, barons, abbots, court wizards)
* +12 Privilege: Middle Upper Class (high nobility, counts, archbishops, merchant princes)
* +25 Privilege: Sovereign (Hemisphere) (king/queen of large kingdom, continent-spanning dominion)

PRIVILEGE APTITUDE BENCHMARKS (MODERN)
* -4 Privilege: Outcast (criminals or slaves)
* -3 Privilege: Disenfranchised (dregs of society)
* -2 Privilege: Lower Low Class (indigent, homeless)
* -1 Privilege: Middle Low Class (underclass, minimal labor, welfare)
* +0 Privilege: Upper Low Class (working poor, minimal skill jobs)
* +1 Privilege: Lower Middle Class (clerical, “blue collar” workers)
* +2 Privilege: Middle Class (semi-professionals and trade craftsmen)
* +3 Privilege: Upper Middle Class (salaried professionals, middle management)
* +6 Privilege: Lower Upper Class (capitalists, top-level executives and politicians, “top 1%”)
* +12 Privilege: Middle Upper Class (elites, “top 0.1%” super rich, celebrities and top execs)
* +25 Privilege: Sovereign (Nation) (ruler of a large nation or multinational corporation)
* +50 Privilege: Sovereign (Superpower) (ruler of huge nation with big military and economy)

STRENGTH APTITUDE BENCHMARKS
* -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 (“Nearby” indoors): 60 feet (20 m)
* Throwing Range (“Nearby” outdoors): 180 feet (55 m)
* Short Shooting Range: 360 feet (110 m)
* Long Shooting Range: 1,000 feet (600 m)
* Distant Range: 15 miles (25 km)
* Orbital Range: 60 miles (100 km)
* Short Astronomical: 600 miles (1000s km)
* Medium Astronomical: 10,000s miles (or km)
* Long Astronomical: 100,000s miles (or km)
* Distant Astronomical: 1,000,000s miles (or km)
* Stellar Subsystem: 100s millions miles (or km)
* 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

EXPANDED EXAMPLES OF POWER SPECIALTY APTITUDES
* Alchemy (brew potions, identify substances, transmute materials)
* Ancestral Spirits (guidance, protection, and inherited gifts from the honored dead)
* Angelic Grace (blessings, revelations, and wonders granted by celestial powers)
* Arcane Magic (spell formulae, material components, special words and gestures)
* Bardic Magic (words of magical power shaped into music and song)
* Chaos Magic (shaping probability, contradiction, and unstable reality through raw will)
* Chi (the vital source of animation in all things, especially living beings)
* Continuum Transcendence (innate near-omnipotent reality manipulation beyond spacetime)
* Demigod (divine ancestry expressing itself as heroic or monstrous supernatural gifts)
* Divinations (dream visions, reading omens, interpreting star patterns)
* Faerie Glamour (oath-binding and the gift of wrinkling reality to fit one’s whims)
* Fringe Science (paranormal theories, strange energies, experimental devices)
* Gnosis (a living being’s connection to the spirit realm of the Umbra)
* Leyline Channeling (drawing magic from hidden currents running through the world)
* Living Symbiote (powers granted by a bonded organism, parasite, spirit, or alien)
* Logrus Affinity (shaping unstable reality before it settles into coherence)
* Mana (a mystical essence that affects spirits’ forms in realty)
* Mutation (extraordinary abilities triggered by rapid metahuman evolution)
* Orogeny (innate connection to thermal, kinetic, and seismic energy within the Earth)
* Pact Magic (binding one’s soul with promises to a patron spirit master)
* Pattern Affinity (accessing alternate reality variants derived from the realm of Amber)
* Primal Magic (appealing directly to elementals and nature spirits)
* Psionics (unlocked mental abilities powered by one’s mind)
* Quintessence (the raw primal energy patterns of reality tapped by mages)
* Runecraft (inscribed symbols that bind powers into objects, flesh, places, or names)
* Shamanism (trance journeys, spirit negotiation, ancestral guidance, soul retrieval)
* Sorcery (rites appealing to extradimensional entities and cosmic energies)
* Soulfire (using one’s own soul as fuel for impossible acts)
* Supernatural Talent (born or created innate use of powers)
* The Force (an energy field creature by life that binds the galaxy together)
* Totemic Bond (powers granted through a mystical kinship with a spirit)
* Transhuman Engineering (biohacking, cybernetics, nanotech, extreme self-redesign)
* True Faith (devotion, working miracles, favor of the divine)
* Vampire Disciplines (undead use of living blood for supernatural gifts)
* Witchcraft (rites appealing to local entities and the spirit of the Earth itself)
* Xenobiotic Adaptation (alien biology or infection spawning impossible abilities)

TECHNOLOGY LEVELS
* Negligible: No tools or shelters.
* Minimal: Crude tool and shelter development.
* 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 STARSHIP 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)

SCI-FI STARSHIP SCANNING RANGES: As a rough rule of thumb, details detected by distance include…
* Medium Astronomical: 10,000s miles (or km), geostationary orbit above a planet (all surface details, some underground details).
* 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 only).
* 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 traveling at FTL speeds (“substance distortion signal” or such).
* Beyond Parsec: No practical scanning possible except for long-term stellar research.

PERSONALITY TRAITS
* Accommodating (helping readily, yielding, making space)
* Alluring (drawing attention, attracting interest, charming)
* Ambitious (pursuing goals, challenging limits, striving)
* Articulate (choosing words, expressing clearly, explaining)
* Artistic (creating beauty, shaping materials, expressing)
* Athletic (running, lifting, moving with coordination)
* Attentive (listening, focusing closely, catching subtleties)
* Authoritative (commanding, directing action, instilling confidence)
* Beguiling (charming, influencing subtly, bending perceptions)
* Brawny (lifting heavily, dominating physically, hauling)
* Brilliant (solving swiftly, connecting ideas, innovating)
* Businesslike (prioritizing efficiency, cutting chatter, focusing)
* Calm (breathing steadily, soothing others, grounding)
* Cautious (checking risks, hesitating, avoiding danger)
* Charitable (giving freely, forgiving faults, helping)
* Charming (delighting others, flattering, smoothing tensions)
* Cheerful (brightening moods, smiling, lifting spirits)
* Clever (outwitting problems, improvising, inventing)
* Compassionate (comforting others, sharing burdens, empathizing)
* Confident (projecting certainty, initiating boldly, persisting)
* Conservative (preserving traditions, resisting change, safeguarding)
* Courageous (facing threats, pushing through fear)
* Creative (inventing ideas, recombining elements, imagining)
* Curious (asking questions, seeking knowledge, probing)
* Dedicated (committing fully, persisting tirelessly, sacrificing)
* Delicate (bruising easily, tiring quickly, reacting sensitively)
* Demonstrative (showing feelings, gesturing broadly, emoting)
* Determined (pushing forward, refusing surrender, persisting)
* Devoted (supporting loyally, sacrificing gladly, staying)
* Dignified (carrying poise, maintaining decorum, composing)
* Diplomatic (mediating conflicts, soothing egos, negotiating)
* Discerning (recognizing quality, filtering choices, judging)
* Disciplined (following routines, restraining impulses, training)
* Driven (pushing goals, climbing relentlessly, striving)
* Eager (leaning forward, volunteering quickly, anticipating)
* Earthy (speaking plainly, grounding others, simplifying)
* Eccentric (breaking norms, behaving oddly, surprising)
* Educated (referencing knowledge, citing facts, explaining)
* Efficient (optimizing tasks, conserving time, streamlining)
* Elegant (moving gracefully, refining forms, impressing)
* Eloquent (speaking beautifully, persuading, narrating)
* Empathetic (feeling with others, mirroring, comforting)
* Enduring (lasting hardships, holding steady, surviving)
* Energetic (bouncing, fidgeting, charging into tasks)
* Enigmatic (concealing meanings, hinting mysteries, alluring)
* Erudite (recalling texts, connecting theories, analyzing)
* Exacting (demanding precision, criticizing errors, refining)
* Expressive (gesturing broadly, emoting, broadcasting feelings)
* Extroverted (seeking company, socializing, recharging socially)
* Fair (balancing scales, judging equity, sharing)
* Feminine (softening lines, performing grace, emoting)
* Flamboyant (commanding attention, flourishing theatrics, dazzling)
* Flirtatious (teasing, winking, enticing, inviting interest)
* Forgiving (pardoning offenses, releasing grudges, softening)
* Friendly (welcoming warmly, smiling, including others)
* Funny (cracking jokes, timing humor, lightening moods)
* Generous (giving freely, sharing resources, gifting)
* Genial (warm greeting, pleasant chatter, smoothing)
* Gentle (softening touch, easing tension, soothing)
* Gorgeous (attracting stares, turning heads, impressing)
* Graceful (gliding smoothly, balancing elegantly, flowing)
* Gracious (thanking sincerely, hosting warmly, accepting)
* Gregarious (seeking company, chatting freely, socializing)
* Happy-Go-Lucky (smiling, shrugging troubles, coasting)
* Heroic (rushing in, aiding others, sacrificing)
* Honest (telling truth, refusing deceit, confessing)
* Honorable (keeping promises, defending virtue, upholding)
* Humble (downplaying self, deferring praise, yielding)
* Imaginative (spinning ideas, envisioning worlds, inventing)
* Insightful (reading situations, perceiving truths, deducing)
* Intuitive (feeling answers, trusting instincts, sensing)
* Inventive (crafting solutions, recombining materials, innovating)
* Joyous (celebrating, laughing freely, lifting spirits)
* Knowledgeable (recalling facts, citing sources, explaining)
* Liberal (advocating freedoms, embracing change, reforming)
* Literate (reading fluently, writing clearly, referencing texts)
* Lithe (stretching fluidly, bending smoothly, gliding)
* Loyal (standing by allies, keeping faith)
* Magnetic (drawing attention, attracting allies, compelling)
* Mature (showing seasoned years, ripening)
* Nimble (dodging deftly, darting, adjusting)
* Nonconforming (rejecting norms, breaking molds, defying)
* Observant (noticing details, watching patterns, registering)
* Optimistic (expecting good outcomes, brightening moods)
* Orderly (organizing neatly, aligning objects, structuring)
* Outgoing (socializing eagerly, greeting strangers, joining)
* Patient (waiting calmly, enduring delays, holding)
* Perky (chirping cheerfully, bouncing, uplifting)
* Persuasive (influencing decisions, convincing, selling)
* Plain-Spoken (telling truths, skipping polish, clarifying)
* Polite (minding manners, thanking, excusing)
* Precise (calibrating details, counting, correcting)
* Proud (holding head high, refusing shame)
* Quick (moving fast, reacting swiftly, accelerating)
* Rational (reasoning calmly, weighing evidence, deducing)
* Realistic (seeing constraints, accepting limits, grounding)
* Reflective (thinking deeply, analyzing past, considering)
* Reserved (holding back, masking feelings, observing)
* Resilient (recovering quickly, enduring stress, bouncing)
* Resourceful (repurposing items, solving shortages, improvising)
* Respectable (upholding decorum, earning esteem, presenting)
* Retiring (withdrawing politely, avoiding spotlight, yielding)
* Robust (withstanding strain, powering through, thriving)
* Rugged (weathering hardships, toughening, surviving outdoors)
* Rustic (favoring simple ways, disdaining refinement)
* Sacrificing (giving up comforts, suffering for others)
* Scholarly (studying texts, citing sources, annotating)
* Secretive (hiding truths, withholding info, deflecting)
* Seductive (enticing, alluring, bending desire)
* Self-Effacing (downplaying achievements, redirecting praise)
* Sensitive (absorbing feelings, reacting strongly, bruising)
* Shrewd (reading motives, exploiting angles, calculating)
* Sincere (speaking earnestly, meaning words, committing)
* Single-Minded (focusing narrowly, shutting out distractions)
* Slick (sliding through deals, persuading, escaping)
* Sociable (mingling, entertaining, building rapport)
* Soft-Spoken (lowering volume, soothing, murmuring)
* Solitary (choosing solitude, withdrawing, self-sustaining)
* Spending-Thrifty (saving funds, clipping expenses, budgeting)
* Stalwart (standing firm, guarding loyally, enduring)
* Steady (holding course, maintaining pace, stabilizing)
* Stoic (masking feelings, enduring quietly, suppressing)
* Streetwise (reading hustles, spotting trouble, navigating)
* Strict (enforcing rules, denying exceptions, correcting)
* Strong-Willed (resisting pressure, pushing through, refusing)
* Studious (studying diligently, annotating, absorbing)
* Submissive (yielding, deferring decisions, accepting orders)
* Superstitious (following omens, fearing curses, obeying rituals)
* Swaggering (strutting, boasting loudly, peacocking)
* Taciturn (speaking rarely, withholding words, listening)
* Tenacious (gripping goals, refusing surrender, enduring)
* Thrifty (saving funds, minimizing costs, budgeting)
* Tireless (working endlessly, pushing limits, grinding)
* Tough (withstanding pain, enduring hardship, resisting)
* Traditional (following customs, honoring elders, preserving)
* Trusting (believing others, lowering guard, accepting)
* Unfazeable (remaining unshaken, shrugging stress, grounding)
* Versatile (adapting roles, problem-switching, improvising)
* Vigilant (scanning threats, monitoring, anticipating)
* Vigorous (moving energetically, charging tasks, flushing)
* Virtuous (upholding ideals, refusing vice, exemplifying)
* Warm (comforting, welcoming, sharing kindness)
* Wily (scheming, exploiting angles, outfoxing)
* Wiry (leaning, coiling, storing quick strength)
* Witty (cracking quips, improvising jokes, bantering)
* Young (fresh-faced, bright-eyed, sprouting)

HERITAGES FOR FANTASY PEOPLES
* Angel/Celestial (divinity, radiance, mercy, judgment, protection, good reputation)
* Birdfolk (keen sight, talons, balance, aerial scouting, vigilance, wind sense)
* Bugbear (stealth, reach, ambush, intimidation, lurking, long limbs, menace)
* Catfolk (stealth, curiosity, claws, balance, night vision, grace, independence, hunting)
* Centaur ( hooves, archery, charging, wilderness travel, herd instinct)
* Changeling (shapeshifting, disguise, deception, mimicry, social reading, infiltration)
* Demon/Devil (charm, resilience, darkvision, fire, curses, deception, bad reputation)
* Dragonfolk (breath weapon, draconic ancestry, elemental resistance, presence, honor)
* Dwarf (Hill) (toughness, patience, resilience, tradition, brewing, crafting)
* Dwarf (Mountain) (stonecraft, mining, smithing, armor, weapons, underground survival)
* Eladrin (fey magic, beauty, grace, seasonal emotions, ancient memory, courtly manners)
* Elemental (Air) (flight, wind, lightning, storms, whispers, breathlessness, open skies)
* Elemental (Earth) (stone, soil, burrowing, tremors, immovability, gems, underground sense)
* Elemental (Fire) (flame, heat, smoke, radiance, burning touch, passion, ash, hunger)
* Elemental (Water) (swimming, currents, tides, pressure, mist, rain, drowning, reflection)
* Elf (Dark/Drow) (darkvision, stealth, poison, deception, underground lore, bladecraft, ambition)
* Elf (Light/High) (arcane learning, elegance, scholarship, swordplay, archery, languages)
* Elf (Wood/Wild) (stealth, archery, keen senses, camouflage, hunting, tracking, forest lore)
* Fairy (flight, fey magic, mischief, charm, illusion, grace, nature, trickery, curiosity)
* Firbolg (nature magic, giant kinship, animals, forests, invisibility, stewardship, gentleness)
* Fishfolk (swimming, water breathing, pressure sense, reef lore, fish handling)
* Frogfolk (swamp survival, leaping, swimming, amphibious life, camouflage, ambush)
* Ghost (haunting, cold presence, unfinished business, memories, speaking with the dead)
* Giant (Fire) (giant size, heat and fire resistance, smithing, discipline, engineering)
* Giant (Frost) (giant size, cold resistance, raiding, honor, hunting, survival, ice lore)
* Giant (Hill) (giant size, appetite, rock throwing, greed, bullying, endurance)
* Gnoll (frenzy, pack hunting, intimidation, scent, ambush, scavenging, tracking)
* Gnome (speaking with burrowing animals, illusion, tinkering, cleverness, humor, crafting)
* Goblin (stealth, scavenging, ambush, dirty tricks, traps, pack tactics)
* Gorgon (petrifying gaze, serpents, venom, curses, monstrous beauty, ancient wrath)
* Halfling (small size, luck, stealth, comfort, community, hospitality, resilience)
* Hobgoblin (discipline, tactics, formation fighting, rank, martial training)
* Ifrit (fire, heat, smoke, wrath, pride, passion, desert winds, elemental power)
* Insectfolk (chitin, antennae, compound eyes, climbing, burrowing, pheromones, hive instincts)
* Jinn (elemental heritage and magic, resilience, shapeshifting, environmental survival)
* Kobold (small size, traps, tunneling, mining, ambush, scavenging, escape routes)
* Leprechaun (trickery, illusion, charm, gold, bargains, stealth, riddles)
* Lionfolk (pride, claws, hunting, command, roar, honor, nobility, intimidation)
* Lizardfolk (survival, scales, bite, swimming, hunting, swamp lore, crafting, ambush)
* Marid (water, storms, tides, pride, generosity, illusion, beauty, command, ocean lore)
* Merfolk (swimming, water breathing, song, beauty, ocean lore, diplomacy, coral craft)
* Minotaur (horns, charging, maze sense, intimidation, rage, navigation)
* Ogre (size, brutality, toughness, hunger, intimidation, smashing, heavy blows)
* Orc (fury, intimidation, raiding, survival, toughness, battle instincts)
* Owlfolk (flight, silent movement, night vision, keen hearing, talons, gliding)
* Satyr (charm, music, revelry, mischief, fey magic, horns, persuasion, trickery)
* Snakefolk (venom, scales, stealth, coils, hypnotic gaze, patience, ambush, heat sense)
* Troglodyte (stench, cave survival, darkvision, ambush, claws, bite, camouflage, reptilian instincts)
* Turtlefolk (shell defense, patience, swimming, resilience, caution, longevity)
* Vampire (predatory instincts, sense blood, aristocratic menace, near immortality)
* Werebear (shapeshifting, strength, protection, claws, bite, scent, tracking, courage)
* Wereboar (shapeshifting, tusks, fury, toughness, stubbornness, charging, scent)
* Wererat (shapeshifting, stealth, disease, bite, pack tactics, urban survival, sewer lore)
* Weretiger (shapeshifting, grace, stealth, claws, bite, hunting, pouncing, scent tracking)
* Werewolf (shapeshifting, claws, fangs, scent, tracking, rage, pack instinct, endurance)
* Wolffolk (pack loyalty, scent, tracking, hunting, wilderness lore, vigilance)
* Wraith (shadows, draining life, terror, darkness, vengeance, silence, grave chill)

HUMAN CULTURE HERITAGES…
* Atlantean (Atlantis) (ancient magic and sciences, sea travel, crystals, trade, imperialism)
* Beastfolk (Animal-Human Peoples) (keen senses, pack or herd instincts, animal empathy)
* Caravanfolk (Silk Road Traders) (trade tongues, bargaining, travel, foreign customs and lore)
* Castlefolk (Medieval Europeans) (feudalism, heraldry, siegecraft, farming estates, courtly etiquette)
* Cavefolk (Prehistoric Peoples) (stone tools, animal signs, cave lore, primal survival)
* Centralfolk (Persian) (courtly splendor, poetry, astronomy, cavalry, gardens, diplomacy)
* Desertfolk (Arabian) (desert travel, trade routes, hospitality, astronomy, horsecraft)
* Eastfolk (Greeks) (sea travel, philosophy, rhetoric, city-state politics, heroic legends)
* Farfolk (Han Chinese) (bureaucracy, engineering, medicine, strategy, courtly manners)
* Forestfolk (Slavic) (woodland survival, household spirits, winter customs, folk songs)
* Highlandfolk (Scottish/Pictish) (clan loyalty, stone carving, bagpipe music, independence)
* Horsefolk (Steppe Nomads) (mounted archery, horse breeding, open-country survival)
* Junglefolk (Maya) (calendar lore, astronomy, jungle survival, ritual kingship)
* Lakefolk (Anishinaabe) (rice harvesting, woodland survival, dream lore, trade, community counsel)
* Legionfolk (Romans) (roads, law, engineering, legions, civics, rhetoric, imperialism)
* Monsoonfolk (Southeast Asian) (river travel, jungle survival, rice cultivation, elephant training)
* Nomadfolk (Wandering Peoples) (portable homes, travel, animal handling, hospitality, weather sense)
* Northfolk (Norse) (seafaring, winter survival, runes, oaths, saga lore, fierce honor)
* Plainsfolk (Great Plains Peoples) (horse travel, buffalo hunting, vision quests)
* Savannafolk (West African Kingdoms) (griot history, gold trade, cavalry, ironworking)
* Skyfolk (Aztec/Mexica) (warrior orders, ceremonial splendor, chinampa farming, omen reading)
* Snowfolk (Arctic Peoples) (cold survival, hunting, sled travel, ice lore, spirits)
* Southfolk (Egyptian) (desert survival, river lore, astronomy, sacred rites)
* Sunfolk (Japanese) (kami reverence, spirit appeasement, ancestral honor, harmony)
* Techfolk (Modern Earth) (devices, coding, networks, electricity, digital security)
* Templefolk (Indian) (epic lore, mathematics, medicine, sacred chants, art, cosmic cycles)
* Underfolk (Subterranean Peoples) (tunnel sense, darkness, mining, echo lore, fungus tending)
* Wastelanders (Post-Apocalypse) (scavenging, radiation lore, badlands survival, ambush sense)
* Westfolk (Celts) (bardic memory, druidic lore, hospitality, faerie dealings, prophecy)