Fast TTRPG v.1.1

Work in progress…

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AT A GLANCE
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The Basics
* Playing an X-Card halts play and redirects a scene’s content, but not consequences.
* Characters ability scores: Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma.
* Ability scores have modifiers: 8 to 12, +0; 13 to 15, +1; 16 to 17, +2; 18 to 19, +3.
* Instead of classes or feats, these rules use aptitudes (talents, skills, experiences).
* Having an aptitude related to a task doubles the ability modifier for that roll.
* Task Rolls: d20 + one related ability modifier (doubled if aptitude fits task).
* Circumstantial modifiers may apply, but the bonus cannot exceed the character’s Level.
* Optional: For extra effort, a player may re-roll the d20 and choose to use either result, but the character immediately loses hit points equal to the value of the roll used. (“You’re using up your luck.”)
* For tasks, saving throws,a nd attacks using a d20, a roll of 20 always succeeds and a 1 always fails.
* A modified total of 5 succeeds at easy tasks, 15 at hard, and 25 at extreme tasks.
* On opposed rolls, the highest total wins; re-roll ties.
* A successful saving throw reduced damage by half or fully avoids a harmful effect.

Combat
* In each 6-second round, players decide which characters or NPCs go after their turns end.
* An attack must equal or beat a target’s Armor Class number to cause damage.
* Rolling target’s AC+10 does double damage (unless a natural 20); a rolled 20 triples damage.
* Damage reduces hit points (luck and light wounds); at 0 h.p., further damage reduces ability scores (hindering serious wounds).
* An NPC at 0 h.p. either becomes unconscious or dies (attacker’s choice).
* One character ability score at 0 means unconsciousness. Two scores at 0 means death.
* One hour of rest recovers lost hit points equal to that character’s Constitution modifier (at least 1 h.p.).
* One day of rest recovers one lost ability score point.

Powers
* Using magic, psionics, mutations, or the like requires a power task roll.
* Powers are never “forgotten” or lost when used.
* A roll of a 1 on a power task causes backlash (harm to the user or random targeting).
* A roll of a 20 on a power task causes one re-roll with a +20 bonus.
* A modified total of 9 or less produces no effect; 10 or more increases effect.
* Some items (wands, crystals, holy relics) may grant a power task bonus.
* Unwilling targets make an opposed saving throw against the power user’s roll total. On a success, damage is halved and other effects are ignored.

Special Abilities
* Represent unique skills, professional backgrounds, equipment, or species traits.
* Grants a +5 bonus, change to a scene, or other special rule for a specific situation.
* Requires expending one or more ability score points to use.
* Using a special ability does not count as an action during a turn.
* Expended ability score points are recovered by days of rest, as noted above.

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BASIC RULES
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Tabletop role-playing games are shared stories about characters facing challenges in an imagined world. Players describe their characters’ actions and sometimes roll dice to determine what happens. If a scene becomes uncomfortable, any player may use an X-Card to pause, reset, and steer the story away from that content without changing the results of dice rolls or prior decisions.

WHAT’S NEEDED TO PLAY
* Two or more players: One Game Master (GM) to lead storytelling and one player per major character.
* Something for each player to take their own notes (pencils and paper, digital devices).
* Polyhedral dice: At least one 20-sided die (d20) and several six-sided dice (d6s).
* One X-Card per player.

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

STARTING CHARACTERS
* At Level 0, roll 3d6 per ability to set a base score.
* Choose one aptitude.
* Start with 3 hit points.
* Some stories may start characters at higher levels.

LEVELS
An approximate rating of a character’s power.
* Level 0: Bystanders, nameless NPCs, small animals.
* Levels 1 to 4: Local figures stepping into danger. Potential heroes.
* Levels 5 to 8: Known problem-solvers. Action heroes. Adventurers. Experts.
* Levels 9 to 12: Movers and shakers. Known across the region. Master heroes.
* Levels 13 to 16: Heroic living legends. Known across nations or history.
* Levels 17 to 150: World shapers and saviors. Epic heroes. Superheroes.
* Levels 150 to 500: Mythic figures. Demigods. Elite superheroes.
* Beyond Level 500: Entities of cosmic power.

TASK ROLLS
Skill Task or Saving Throw = d20 + one related ability score modifier
* If an aptitude applies, double the ability score modifier.
* If an ability modifier is +0 or less and an aptitude applies, use a +1 modifier instead.

ROUNDS AND TURNS
* Rapid action (such as combat) is resolved in 6-second turns.
* The GM picks which character takes the first turn in a round.
* During a turn, a character may either attempt one task action (such as an attack) and move 10 meters (30 feet), or do no actions and move 20 meters (60 feet).
* At the end of a turn, the character’s player picks who takes the next turn.
* Once all characters have had one turn in a round, the next round begins.

CHARACTER ABILITIES
* Strength (physical prowess, brawn, encumbrance)
* Dexterity (agility, balance, quickness, precision)
* Constitution (health, toughness, vigor, stamina)
* Intelligence (deduction, logic, memory, reason, wits)
* Wisdom (empathy, courage, insight, resolve, willpower)
* Charisma (appeal, confidence, inspiration, leadership)

ABILITY SCORE (RATING) AND MODIFIERS
* 1 (minimal): -4 modifier, or +1 with an aptitude
* 2 to 3 (feeble): -3 modifier, or +1 with an aptitude
* 4 to 5 (terrible): -2 modifier, or +1 with an aptitude
* 6 to 8 (poor): -1 modifier, or +1 with an aptitude
* 9 to 12 (fair): +0 modifier, or +1 with an aptitude
* 13 to 15 (good): +1 modifier, or +2 with an aptitude
* 16 to 17 (excellent): +2 modifier, or +4 with an aptitude
* 18 to 19 (great): +3 modifier, or +6 with an aptitude
* 20 to 21 (epic): +4 modifier, or +8 with an aptitude
* 22 to 23 (superhuman): +5 modifier, or +10 with an aptitude
* 24 to 25 (superhuman+): +6 modifier, or +12 with an aptitude

OTHER TASK ROLL MODIFIERS
Regardless of bonuses, characters may never gain circumstantial bonus modifiers greater than their Level values for a task roll.
* Good or Bad Conditions: These include position, distractions, preparation, tools, aiming, surprise, teamwork, weather, or similar temporary advantages and hindrances. Bonuses or penalties are set by the GM.
* Help: If an ally can reasonably assist and has a relevant aptitude, the acting character gains a +2 bonus. Only one ally can help unless the task is a group effort.
* Group Task: Everyone rolls. If at least half the group succeeds, the group succeeds. Critical failures create complications.

TASK RESULTS
For a difficult action, roll d20 + one ability modifier +/- circumstantial modifiers set by the GM.
* Roll of 1: Critical failure.
* Total of 4 or less: Failure.
* Total of 5 to 14: Weak success; success on easy tasks, partial success on normal tasks, or reduced effect.
* Total of 15 to 24: Full success; success on hard tasks or intended effect.
* Total of 25 or more: Great success; success on extreme tasks or double effect.
* Roll of 20: Critical success or triple effect.
* Opposed task: Highest total wins, re-roll ties.

WEAK TASK SUCCESS
The task takes longer, costs resources, attracts attention, causes minor harm, or works only briefly. The action might create a new danger, not work as well as intended, or pose the character with a hard choice.

GREAT TASK SUCCESS
The task takes less time or resources, leaves no evidence, avoids side effects, affects a larger area or additional targets, or reveals additional clues or enemy weaknesses.

SAVING THROW RESULTS (SAVES)
To resist a harmful effect, roll d20 + one ability modifier +/- circumstantial modifiers set by the GM. As with tasks, characters’ circumstantial bonuses may not exceed their Level.
* Roll of 1: Critical failure. Suffer maximum damage or duration of effect.
* Total less than threat’s roll total: Suffer full damage or duration of effect.
* Total equal to or greater than threat’s roll total: Suffer half damage or no effect.
* Roll of 20: Suffer no damage or effect.

EXTRA EFFORT
When failing at task rolls, desperate characters may “push their luck” and choose to lose hit points in exchange for re-rolling the d20. Of the two rolled dice results, the player must then choose which one to count toward the task result. Regardless of the task outcome, the rolled number used also becomes the number of hit points the character expends in the effort.
* Unlike damage, the least hit points may be reduced to by extra effort is 0; ability score points are unaffected.
* A character at 0 hit points cannot use extra effort.
* Natural d20 rolls of 1 or 20 cannot be changed by extra effort.

APTITUDES
Examples of common talents, backgrounds, and fields of skill.
* Artistic (music, painting, poetry, crafts, performance)
* Athletic (running, climbing, swimming, feats of endurance)
* Awareness (perception, intuition, keen senses, noticing subtle details and clues)
* Combat Expertise (fighting, using weapons, leading in battle)
* Commanding (issuing orders, presence, morale control)
* Connected (contacts, favors, rumors, high society and underworld ties)
* Cunning (stealth, bypassing locks and security systems, thieving)
* Deceptive (lying convincingly, misdirection, false identities)
* Dodging (evasion of physical threats and hazards)
* Educated (understanding history, literature, general sciences)
* Empathic (reading emotions, calming or provoking responses)
* Faithful (unshakeable devotion, strong spirit, favor of the divine)
* Intimidating (threatening presence, provoking fear in others)
* Martial Arts (unarmed strikes, grapples, throws, tumbling)
* Medical Expertise (illness, injuries, forensics, diseases, drugs, poisons)
* Natural Sciences (chemistry, physics, biology, zoology, geology, astronomy)
* Polyglot (able to communicate in almost any language)
* Privileged (influence, authority, wealth, high social status)
* Renowned (reputation or fame for competence or deeds)
* Resolve (courage, willpower, resisting fear, coercion, domination)
* Resourceful (scrounging, making do with limited materials)
* Social Sciences (psychology, sociology, criminology, politics, crowd behaviors)
* Spy Expertise (disguises, codes, infiltration, surveillance)
* Streetwise (urban survival, spotting criminal dangers, illegal trade)
* Supernatural Lore (magic, forbidden and occult knowledge, unnatural threats)
* Tech Expertise (operate and repair machines, sensors, vehicles, and other devices)
* Tough (resisting harm from injury, fatigue, harsh environments)
* Trade Expertise (business, negotiations, appraisals, logistics, commerce)
* Weird Sciences (fringe superscience, extradimensional physics, reality anomalies)
* Wilderness Expertise (outdoor survival, tracking, animal and plant lore)

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PERSONAL COMBAT
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ATTACK TASK ROLLS
Roll d20 + one ability modifier +/- circumstantial modifiers set by the GM.
* Circumstantial bonuses include bonuses from position, preparation, tools, aiming, surprise, teamwork, favorable weather, or similar temporary advantages.
* As with tasks and saves, characters’ circumstantial bonuses cannot exceed their Level.

TARGET ARMOR CLASS MODIFIERS (AC 10 + bonuses)
* +0 AC: Target unarmored or wearing regular clothing.
* +1 AC: Target has light armor, thick hide, or protective clothing.
* +3 AC: Target has medium armor, combat armor, or exceptionally tough hide.
* +6 AC: Target has heavy armor, powered armor, or monstrous shell.
* +Target’s Dexterity modifier: If wearing no armor or light armor.
* +Target’s Dexterity modifier/2, rounded down: If wearing medium armor.
* +1 AC: Shield or equivalent defensive gear.
* +2 AC: Large shield or partial cover.
* +1 AC: Ranged attack on target at short shooting range (110m or 360 feet).
* +3 AC: Ranged attack on target at long shooting range (600m or 2,000 feet).
* +5 AC: Ranged attack on target at distant range (25 km or 15 miles).
* +2 AC: Target has the Dodging aptitude.

ATTACK TASK RESULTS
* Roll of 1: Critical failure; attacker or weapon takes 1 damage.
* Total of 9 or less: Miss; possible collateral damage near or behind target.
* Total 10 to less than target’s Armor Class: Glancing hit, but no effective damage.
* Total equal to target’s AC to AC+9: Solid hit, roll for damage.
* Total equal to target’s AC+10: Exceptional hit, double rolled damage (unless roll was 20).
* Roll fo 20: Critical hit, triple rolled damage.

MULTIPLE TARGETS
Before making an attack task roll, attackers may choose to attack more than one available target. They divide their potential damage dice among the chosen targets before rolling the attack. If the attack roll is high enough to damage a target, they roll only the damage dice assigned to that target. If the attack roll is not high enough to damage that target, the damage dice assigned to it are ignored.

RANGES
* Touching: Held, grappled, connected
* Melee Range: Up to 2 meters (6 feet)
* Short Throwing Range: 20 m (60 feet) (hand axes, javelins)
* Long Throwing Range: 55 m (180 feet) (light crossbows, shortbows)
* Short Shooting Range: 110 m (360 feet) (longbows, pistols, shotguns) (-1 attack modifier)
* Long Shooting Range: 600 m (2,000 feet) (rifles, beam weapons) (-3 attack modifier)
* Distant Range: 25 km (15 miles) (artillery, cannons) (-5 attack modifier)

OBJECT ARMOR CLASS
* AC 10: Fragile object, glass, thin wood.
* AC 12: Sturdy object, door, furniture.
* AC 15: Reinforced object, ironbound door, vehicle panel.
* AC 18: Heavy metal, stone wall, armored machine.
* AC 25: Supernatural, colossal, or military-grade structure.

CAUSES OF DAMAGE
* 1d6 damage: Unarmed strike, small fire, weak poison.
* 2d6 damage: Small weapon hit, short fall (3 m or 10 feet), burning room.
* 3d6 damage: Heavy weapon hit, serious fall (6 m or 20 feet), vehicle crash.
* 4d6 damage: Huge weapon hit, fall from castle wall (9 m or 30 feet).
* 6d6 damage: Bolt of lightning hit, one round of exposure to outer space.
* 12d6 damage: Heavy artillery, dragon’s breath, massive blast, collapsing building.
* 20d6 damage: Falling for two rounds or more (terminal velocity).

DAMAGE AND HIT POINTS
* Hit points represent a character’s focus, morale, stamina, and luck, or an object’s structure, against minor harm.
* Ability score damage represents serious injuries, trauma, exhaustion, or lasting harm.
* Each point of damage reduces a target’s hit points by 1.
* At 0 hit points, each point of damage reduces a target’s ability scores by 1 based on its cause. (Unless another rule states otherwise, the target’s player decides how ability scores are lowered.)
* Damage to Strength: Crushing, grappling, heavy weapons.
* Damage to Constitution: Wounds, falls, fire, poison, disease, deprivation.
* Damage to Dexterity: Precision wounds, broken limbs, entanglement.
* Damage to Intelligence: Psychic assault, confusion, memory loss.
* Damage to Wisdom: Fear, domination, despair, madness.
* Damage to Charisma: Shame, possession, lack of confidence, supernatural awe.
* Lowered ability score use the appropriate lower modifier.

INJURY AND HEALING
* If any one ability score is reduced to 0, the character is defeated, unconscious, broken, captured, on the edge of death, or otherwise unable to continue.
* If two ability scores are reduced to 0, the character dies or suffers a permanent transformation (crippling deformity or permanent insanity).
* For each hour of rest, lost hit points are regained equal to a character’s Constitution modifier (at least 1 hit point).
* For each full day of rest, a character regains one lost ability point.
* Medical care, magic, or advanced treatment may restore additional ability points.

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CHARACTER LEVELS
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LEVELING UP
Increases in level are awarded by the GM for reaching story milestones or character goals. Upon leveling, choose two different benefits gained for each new level:
* Gain 3 hit points.
* Increase one ability score by 1.
* Gain one new aptitude.
* Gain one new special ability.
* Gain one new power.

NON-PLAYER CHARACTERS
NPCs use simplified stats based on their Levels, gaining +0 on task rolls and saving throws, +Level on attacks, appropriate abilities, and tasks related to an NPC’s aptitudes (if any). Unlike characters, an NPC is essentially eliminated when hit points drop to 0.
* Lvl: Level of the NPC.
* AC: Armor Class needed to hit and cause damage.
* h.p.: Hit points; at 0 h.p., NPC is either incapacitated or dead (attacker’s choice).
* Atk: Attack task roll modifier. If an NPC has the Combat Expertise aptitude, the attack bonus is twice the NPC’s Level.
* Dmg: Dice of damage caused when attacking on a turn. If multiple targets could be hit, dice may be divided among targets.
* Move: Range of speed during a turn (meters and feet); double if the NPC is taking no other actions.
* Aptitudes: Assume +0 modifier on most rolls, or +NPC’s Level if aptitude fits.

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POWERS
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Powers are supernatural abilities granted by magic spells, mentalism, mutations, bionics, or some other extraordinary source. While powers are organized here into arcane, divine, and psionic sources, characters are not limited in which lists they learn.

USING POWERS
* Powers do not usually cost ability score points to use, but special abilities helping to use known powers do.
* Power users must decide individually which ability score (Intelligence, Wisdom, or Charisma) is used for all of their own power task rolls.
* Each power lists several different effects a character may create if rolling high enough with a power task roll result. Only one effect from those described may be done per task roll.
* Activating a power requires one obvious action during a turn in a round (chanting words, performing music, making gestures, presenting offerings, and causing visual disturbances in the air). Performing such actions for at least 1 minute gains a bonus to the power task roll equal to the power user’s Level, up to a maximum circumstantial bonus of +5.
* An unwilling target of a power makes a saving throw as an opposed roll against the power user’s taks roll total. If the target rolls equal or greater, the power causes half damage (round down) or a lesser effect.
* A “nearby area” is roughly the space within a 20-meter (60-foot) radius around a specific point within long shooting range (about 55 meters or 180 feet).
* “Concentration” allows a power effect to continue indefinitely but requires it’s creator to take no other actions and move at half speed to maintain it.
* If a character chooses to end the effect, falls unconscious, switches to concentrate on a different power, or becomes stunned, dominated, or mentally controlled, the power effect immediately ceases to work.
* “Duration” of a power’s effect is 1d6 minutes without concentration unless stated otherwise.

POWER TASK ROLLS
Power Task Roll = d20 + one related ability score modifier (Intelligence, Wisdom, or Charisma)
* If an aptitude applies (typically Faithful, Supernatural Lore, Tech Expertise, or Weird Sciences), double the ability score modifier.
* If an ability modifier is +0 or less and an aptitude applies, use a +1 modifier instead.

OTHER POWER TASK MODIFIERS
* Rare empowered items work as tool to give a power user a bonus on power task rolls.
* Several power-related special abilities allow a character to expend ability scores for a power task roll bonus.
* As with other task rolls and saving throws, characters may never gain circumstantial bonus modifiers on their power task rolls greater than their Levels.

POWER TASK RESULTS
* Roll of 1: Critical failure, roll on power backlash list (d6).
* Total of 9 or less: No effect.
* Total of 10 to 19: Minor effect (1 hit point or +/-1 modifier for a round).
* Total of 20 to 29: Moderate effect (1d6 hit points or +/-2 modifier over minutes).
* Total of 30 to 39: Major effect (larger area or multiple targets at once).
* Total of 40 to 49: Mighty effect (impact everyone in a continental region).
* Total of 50 to 59: Demipower effect (impact everyone on a planet).
* Total of 60 to 59: Lesser cosmic effect (change the nature of an entire planet).
* Total of 70 to 59: Greater cosmic effect (create or destroy planets, alter timelines).
* Total of 80 or more: Multiversal effect (create or destroy entire dimensions).
* Roll of 20: Critical success, roll again and add +20 to the new total. (If rolling 20 a second time, do not re-roll again.)

POWER BACKLASH
When rolling a “natural 1” on a power task roll, the intended effect fails regardless of modifiers, and the character suffers a random consequence from this list (roll 1d6):
* 1 … Body Strain: Suffer Constitution ability damage equal to the user’s Level.
* 2 … Corruption: User suffers a lasting mark, mutation, curse, delusion, debt, or ongoing supernatural attention.
* 3 … Mind Strain: Suffer Intelligence ability damage equal to the user’s Level.
* 4 … Spirit Strain: Suffer Wisdom ability damage equal to the user’s Level.
* 5 … Uncontrolled: Power works but targets a random person, place, or object nearby.
* 6 … Wounds: User suffers hit points of damage equal to double the user’s Level.

POWERS THAT SUMMON OR CREATE CREATURES
* Small: Level 0, AC 12, h.p. 2, Atk +0, Dmg 1, Move 10 m (30 ft.)
* Medium: Level 2, AC 13, h.p. 9, Atk +2, Dmg 1d6, Move 10 m (30 ft.)
* Large: Level 4, AC 14, h.p. 18, Atk +4, Dmg 2d6, Move 10 m (30 ft.)
* Huge: Level 8, AC 15, h.p. 36, Atk +8, Dmg 3d6, Move 10 m (30 ft.)
* Creature always follows last command given by the power user.

POWERS LIST
* Abjuration
* Ancestor
* Bio-Awareness
* Chaos
* Clairvoyance
* Conjuration
* Divination
* Enchantment
* Evocation
* Illusion
* Law
* Life
* Light
* Liminal Passage
* Nature
* Necromancy
* Shadow
* Storm
* Supernatural Pacts
* Technomancy
* Telekinesis
* Telepathy
* Teleportation
* Transmutation
* Trickery
* War

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ARCANE MAGIC POWER EXAMPLES
Type of spells cast by magic-users (wizards, sorcerers, and the like); includes abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation. Power task rolls typically use Intelligence as the related ability and Supernatural Lore as an aptitude.

ABJURATION: Protective and defensive powers to create barriers, negate harmful effects, banish extraplanar creatures, or protect allies.
* 9 or less: No power effect.
* 10 to 19: Improve perception or protection in minor ways (+1 on related rolls), gain supernatural senses such as seeing clearly in dim light.
* 20 to 29: Block, reflect, or sense minor attacks and supernatural influences (gain +2 on saving throws and +2 AC for 1d6 hours), intuitively known when something supernatural crosses a threshold or enters a specific area.
* 30 to 39: Counter charms and curses, protect an individual or area against scrying (for 1d6 days), restore a controlled mind, or reflect serious harm (2d6 hit points damage back at attacker).
* 40 to 49: Suppress complex magic, block supernatural creatures from crossing a threshold or entering an area, create a barrier that absorbs harm (12d6 hit points worth of damage), restore armies or sanity, remove fatigue, or reflect fatal harm (6d6 hit points damage back at attacker).
* 50 to 59: Permanently remove magic from a person, place or object, restore shattered magical beings or objects, reflect armies’ might, or restore defeated forces.
* 60 to 69: Banish whole peoples, seal worlds, grant absolute invulnerability or control magic across a wide region.
* 70 to 79: Banish celestial bodies or planets into other dimensions.
* 80 or more: Imprison primal powers beyond their ability to escape.

CONJURATION: Powers of creation, summoning, and transportation to instantly move matter or call creatures and objects.
* 9 or less: No power effect.
* 10 to 19: Move, gather or exchange small nearby things, such as breezes, insects or the contents of boxes.
* 20 to 29: Create small objects, summon nearby animals (2d6 small, 1d6 medium, or 1 large), or send small things beyond normal reach.
* 30 to 39: Bend space (make 1 unit of distance act like 10 units, or the reverse), create substantial matter (1d6 kg or 2d6 pounds), copy magic weakly, move things between places or dimensions, and summon large creatures (1d6 large, or 1 huge).
* 40 to 49: Fold many places together, copy houses or living creatures, create walls of matter (12d6 hit points), or summon worldly and extraplanar beings.
* 50 to 59: Create castles, spirits, towers, portals, pocket dimensions, or places connected to every point in the world.
* 60 to 69: Create realms, apocalyptic havens, primal weapons, loyal races, world-spanning travel or supernatural beasts.
* 70 to 79: Create destinies, worlds, or cosmic arrangements such as altered constellations.
* 80 or more: Create dimensions, primal spirits, intelligent races, or raise mortals into immortal beings.

DIVINATION: Powers dedicated to uncovering information, revealing secrets, finding lost objects, foreseeing the future, and reading thoughts.
* 9 or less: No power effect.
* 10 to 19: Reveal simple near-future information, such as the next hour’s weather.
* 20 to 29: Reveal thoughts, auras, hidden spaces, measurements, future images, or things behind barriers.
* 30 to 39: Locate hidden things, survey buildings, read deep thoughts, forecast major futures, or send mindspeech across miles.
* 40 to 49: Find hidden things anywhere, speak mind-to-mind across any distance or foresee world-level futures.
* 50 to 59: Reveal a person or object’s entire true history or speak into minds across all time.
* 60 to 69: Perceive the entire world at once or speak into every mind on it.
* 70 to 79: Perceive the fate of worlds, witness events across an entire dimension or reveal truths hidden by gods, primal powers or the laws of nature.
* 80 or more: Know the full history, hidden structure, and possible fate of a dimension from its beginning to its end.

ENCHANTMENT: Mind-altering powers that manipulate, influence, or control the emotions and behaviors of other creatures.
* 9 or less: No power effect.
* 10 to 19: Nudge a person’s body or emotions, causing small gestures, sensations, or emotional exaggeration (+1 or -1 on saving throws).
* 20 to 29: Soothe or enhance emotions, change a person’s loyalties or memories, or compel a brief (non-suicidal) behavior.
* 30 to 39: Strongly alter trust, rage, confusion, friendship, calm, or the memories of groups (3d6 individuals).
* 40 to 49: Rewrite loyalty, fear, love, memory, history, courage or even the consequences of a person’s past.
* 50 to 59: Influence nations or send dreams and feelings to everyone sleeping in the world.
* 60 to 69: Bind bloodlines and realms so rulership, land, weather, and beasts reflect one another.
* 70 to 79: Rewrite the collective will, loyalty, fear, desire, or destiny of an entire civilization, causing nations or bloodlines to follow a false purpose across generations.
* 80 or more: Create, destroy, or command a primal force of thought, belief, memory, fear or devotion across an entire dimension.

EVOCATION: Channeling raw energy to manipulate elements or create highly destructive effects.
* 9 or less: No power effect.
* 10 to 19: Manipulate small amounts of light, heat, moisture, smoke, or elemental energy.
* 20 to 29: Control room-scale heat, weather, fire, force, silence, and brief shifts in time.
* 30 to 39: Redirect major energy, magnify blows, control weather and force, repeat moments, lift objects or speed time.
* 40 to 49: Make weather, heat, cold, force, time, and redirected disaster-level energy dangerous on a battlefield or building scale.
* 50 to 59: Control earthquakes, oceans, glaciers, volcanoes, city-scale time, and massive transfers of elemental energy.
* 60 to 69: Command continent-scale weather, darkness, oceans, earthquakes, volcanoes, storms and realm-destroying disasters.
* 70 to 79: Destroy worlds or change time across an entire dimension.
* 80 or more: Destroy entire dimensions.

ILLUSION: Deceptive powers that trick the senses, alter the mind, or create phantasms to fool targets. Unless noted otherwise, created illusions last for 1d6 minutes or as long as the power user spends concentrating on maintaining the effect.
* 9 or less: No power effect.
* 10 to 19: Create limited sensory tricks, such as fleeting images or simple sounds, that last 1d6 rounds.
* 20 to 29: Hide a human-sized target from casual notice, concentrate to create a false scene over a nearby area that looks and sounds real but remain physically insubstantial.
* 30 to 39: Create responsive sights and sounds that feel solid and act naturally on their own, but they cannot cause harm and vanish when taking any damage.
* 40 to 49: False scenes become so convincing that belief in them can cause real harm (2d6 damage per round unless disbelieved by a saving throw).
* 50 to 59: Create false living beings that behave and feel like real people.
* 60 to 69: Create world-scale illusions that can deceive nations, rewrite the apparent nature of reality or make false places, histories, and beings seem physically true to everyone who experiences them.
* 70 or 79: Create or erase an entire dimension of perceived reality, trap cosmic beings inside perfect false worlds, or make illusion indistinguishable from truth across time, space and memory.
* 80 or more: Create or destroy a primal force of illusion, make falsehood and perception stronger than physical reality across an entire dimension, imprison gods or cosmic powers inside perfect unreal worlds, or rewrite truth so that whatever beings perceive becomes real.

NECROMANCY: Power that manipulates entropy and the boundary between life and death.
* Total of 9 or less: No effect.
* Total of 10 to 19: End the life of a tiny nearby creature, like an insect or mouse (1 h.p. damage), or slightly age a touched object (1d6 months in an instant).
* Total of 20 to 29: Touch a creature to cause or heal minor wounds (1d6 h.p.), cure minor illness, or affect a nearby target’s basic health (cause or heal 1 ability point damage).
* Total of 30 to 39: Cause or heal critical injuries by touch (3d6 h.p.), cure chronic disease, or cause lingering wounds and curses on a nearby mind or body (1d6 ability points of damage).
* Total of 40 to 49: Heal nearby groups (12d6 h.p. total), cure a global plague, kill nearby people (6d6 damage across group), accelerate decay in a touched creature or object (target ages 1d6 years), or trap a life force (cannot be raised from the dead).
* Total of 50 to 79: Kill whole cities of people (3d6 hit points of damage to each individual), restore groups the dead to life (20d6 h.p. worth of healing restored to corpses), or erase an individual’s recent history (3d6 years worth of time).
* Total of 80 or more: Erases a dimension’s history back to its beginning of time.

TRANSMUTATION: Power that alters the physical properties of a creature or object, transform matter, change states, or enhance physical abilities.
* 9 or less: No power effect.
* 10 to 19: Change small objects, plants, colors, cleanliness, flavor, balance, or simple motion.
* 20 to 29: Change materials, poisons, size, shape, texture, living forms, and the strength or structure of objects.
* 30 to 39: Reshape creatures, metals, buildings, armor, plants, poisons, gases, stone, water, fire, or mixed materials.
* 40 to 49: Animate objects, change or destroy large materials, alter weight, break walls and metals, or transform creatures across extreme sizes.
* 50 to 59: Animate whole buildings, create new matter, crush castle walls, or repair fault lines in the earth.
* 60 to 69: Animate landscapes such as mountains, forests, or seas as living forces.
* 70 or more: Rewrite natural law or reshape continents.

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DIVINE MAGIC POWER EXAMPLES
Type of spells cast by clerics, priests, druids, or shamans; includes “domains” or “spheres of influence” such as life, light, nature, storms, and war. May also use an arcane magic list if similar (such as divination for a “knowledge” domain or evocation for an “elemental” divine sphere). Power task rolls typically use Wisdom as the related ability and Faithful as an aptitude.

ANCESTOR POWER: Divine powers of family dead, ghosts of past generations, allied totem spirits, bloodlines, memory, inheritance, sacred homelands, burial grounds, clan oaths, and the protection of descendants.
* 9 or less: No power effect.
* 10 to 19: Sense nearby graves, spirits, family ties, heirlooms, or ancestral marks; hear a faint whisper from the dead; gain +1 on a task involving heritage, memory, burial, homeland, family, or tradition; or calm a minor ghost.
* 20 to 29: Speak briefly with a known ancestor, bless a descendant, reveal a family connection, identify a sacred heirloom, protect a home or grave from intrusion, summon a totem sign, or grant +2 on a saving throw by calling on ancestral courage.
* 30 to 39: Call an ancestral spirit to advise, protect, frighten, or guide; reveal the history of a bloodline, home, battlefield, or grave; ward a household or burial ground; cure a curse of inheritance; or summon ghostly hands, beasts, weapons, or voices to aid a nearby group.
* 40 to 49: Summon a host of ancestor spirits to defend a place, restore the memory and courage of a clan, bind a ghost to peace or vengeance, awaken a sacred homeland against invaders, speak with the honored dead across generations, or bless a bloodline for 1d6 days.
* 50 to 59: Raise the shades of a people to defend their descendants, restore a ruined homeland, recover a lost ancestral truth from history, break a generational curse, return a dead hero as a guiding spirit, or bind a nation’s living people to the wisdom and protection of its dead.
* 60 to 69: Awaken all ancestral spirits of a realm, make a homeland sacred and nearly impossible to conquer, restore an erased people’s memory and identity, call totem spirits into living vessels, or bind a bloodline, land, beasts, and dead into one divine covenant.
* 70 to 79: Restore a vanished civilization through memory, blood, and sacred land; summon the dead of an entire world to judgment or protection; rewrite the destiny of nations through ancestral oaths; or make a homeland live as a divine guardian spirit.
* 80 or more: Create or destroy a primal ancestor, raise the collective dead of a dimension into a divine host, restore all erased histories and bloodlines, or make memory, lineage, homeland, and sacred tradition into cosmic law.

CHAOS POWER: Divine powers of change, freedom, luck, chance, entropy, mutation, rebellion, dissolution, wildness, possibility, contradiction, and escape from control.
* 9 or less: No power effect.
* 10 to 19: Create small accidents, loosen knots or locks, spoil a simple pattern, cause a minor coincidence, grant +1 on a task involving escape, improvisation, disguise, trickery, or rebellion, or make a rigid creature briefly hesitate.
* 20 to 29: Break simple restraints, scramble a small mechanism, alter colors, sounds, moods, or appearances, grant a creature a burst of luck, impose −2 on an enemy’s orderly plan, or turn a missed attack into a strange complication rather than simple failure.
* 30 to 39: Transform a nearby scene with confusion, misdirection, wild luck, or sudden change; free a creature from charm, fear, domination, or binding; mutate a body briefly; unravel a spell; or make enemies attack, flee, argue, or act out of turn.
* 40 to 49: Shatter magical bindings, dissolve walls or institutions of control, turn a battlefield into unpredictable terrain, spread panic or liberation through a crowd, cause weapons, machines, or commands to fail unpredictably, or transform a creature into a radically different form for 1d6 minutes.
* 50 to 59: Overthrow a city’s order, collapse a tyrannical institution, unleash a storm of mutation or wild magic across a region, free a people from supernatural control, reverse the outcome of a major event, or make a kingdom’s laws, borders, and hierarchies unstable for 1d6 days.
* 60 to 69: Break divine decrees across a continent, dissolve empires into free peoples, change seasons and bloodlines unpredictably, free the dead, dreams, beasts, or spirits from ancient bonds, or make an entire realm operate by luck, transformation, and shifting possibility.
* 70 to 79: Rewrite the destiny of civilizations through revolution, mutation, or chance; dissolve fixed identities across a world; break the cosmic chains of fate, law, or death; or transform a planet into an ever-changing divine wilderness of possibility.
* 80 or more: Create or destroy a primal force of chaos, release imprisoned cosmic powers, unmake fixed reality across a dimension, or make change, freedom, entropy, contradiction, and possibility stronger than natural law.

LAW POWER: Divine powers of order, civilization, justice, contracts, hierarchy, discipline, boundaries, oaths, commands, architecture, social stability, and control.
* 9 or less: No power effect.
* 10 to 19: Sense broken rules, calm disorder, mark an oath, organize scattered objects, grant +1 on a task involving law, command, discipline, construction, or administration, or make a spoken promise feel binding.
* 20 to 29: Compel a creature to obey a simple rule, reveal lies in sworn testimony, strengthen a door, wall, seal, or contract, grant +2 on saving throws against fear or confusion, or impose order on a small nearby group.
* 30 to 39: Bind a creature with a lawful command, enforce a sworn oath, reveal the rightful owner or legal history of an object, pacify a riot, create a zone where lies or violence are difficult, or strengthen a building, road, wall, or gate against harm.
* 40 to 49: Halt a battle with divine authority, bind a criminal or oathbreaker with a curse, restore order to a city district, impose silence or obedience on a nearby crowd, protect a courthouse, temple, palace, or fortress from chaos, or make written law supernaturally difficult to violate.
* 50 to 59: Restore civil order across a city or kingdom, bind rulers to just conduct, make treaties magically enforceable, raise perfect walls, roads, courts, or civic works, command armies into flawless discipline, or expose corruption across a nation’s institutions.
* 60 to 69: Bind a civilization to a divine code for generations, make a realm immune to anarchy or civil collapse, create a perfect city of holy order, impose peace across warring nations, or make hierarchy, law, and civic duty visible as supernatural forces.
* 70 to 79: Rewrite the laws, borders, institutions, and loyalties of an entire world; make empires rise or fall by divine judgment; bind all rulers to cosmic law; or turn civilization itself into a sacred living power.
* 80 or more: Create or destroy a primal force of law, impose absolute order across a dimension, imprison chaos beyond escape, or rewrite reality so that divine law, hierarchy, contract, and civilization become natural laws.

LIFE POWER: Divine powers of healing, vitality, fertility, restoration, mercy, purification, protection from death, and the renewal of living things.
* 9 or less: No power effect.
* 10 to 19: Ease pain, stop bleeding, stabilize a dying creature, cleanse minor sickness, bless food or water, or restore 1 hit point by touch.
* 20 to 29: Heal minor wounds (1d6 hit points), cure common disease, neutralize weak poison, restore one lost ability point, preserve a corpse from decay, or bless a small household with health and fertility (+1 modifier on tasks for 1d6 days).
* 30 to 39: Heal serious wounds (3d6 hit points), cure chronic disease, purge poison or infection, restore lost senses, revive a creature that has only just died (under 10 minutes), or protect a nearby group from disease and exhaustion.
* 40 to 49: Heal nearby groups (12d6 hit points total), cure a plague across a city or region, restore ruined crops and livestock, regrow lost limbs, return the recently dead to life (under 10 days), or shelter an army from fatigue, hunger, and disease.
* 50 to 59: Restore entire battlefields of the wounded, raise groups of the dead, cleanse a nation of disease, end famine across a realm, restore a bloodline’s fertility, or make a holy sanctuary where death cannot easily enter.
* 60 to 69: Grant immortality, restore extinct species, return a dead civilization to life, make a land endlessly fertile, preserve souls through reincarnation, or shield a whole people from aging, disease, and decay.
* 70 to 79: Rewrite the laws of life across a world, resurrect nations or species from mythic extinction, create a world-seed of perfect vitality, or make death temporary for all who dwell under a divine covenant.
* 80 or more: Create, restore, or destroy a primal force of life; remake the living order of a dimension; or raise mortal life into divine, angelic, or cosmic existence.

LIGHT POWER: Divine powers of sunlight, revelation, purity, truth, radiance, glory, fire, vision, judgment, and the banishment of darkness.
* 9 or less: No power effect.
* 10 to 19: Create holy light over a nearby area, reveal hidden writing, dispel small shadows, brighten an area, mark a creature with a faint aura, or cause 1 damage to a creature vulnerable to radiance or holy auras (such as vampires).
* 20 to 29: Blind or dazzle nearby foes (lasting 2d6 rounds), reveal invisible or disguised creatures, create sunlight in a room, burn all nearby undead or shadow creatures for 3d6 damage, or grant clear sight in darkness for 1d6 hours.
* 30 to 39: Fill a nearby area with purifying radiance, dispel magical darkness, reveal lies or illusions, burn nearby undead and unholy creatures for 6d6 damage, or expose hidden spirits, curses, and possessions.
* 40 to 49: Bring daylight to a battlefield, cleanse corruption from a place, reveal all hidden enemies in a nearby area, blind armies of darkness, burn nearby undead or fiends for 12d6 damage, or make a sanctuary where lies and shadows cannot survive.
* 50 to 59: Bring dawn to a cursed land, burn away a city’s undead or demonic infestation, reveal the secret history of a kingdom, ignite a holy beacon visible across nations, or turn night into day across a realm for 1d6 days.
* 60 to 69: Command sunlight, stars, sacred fire, and divine revelation across a continent; end an age of darkness; expose every hidden evil in a realm; or make a people impossible to deceive by illusion or falsehood.
* 70 to 79: Alter the path of a sun, ignite a dead star, blind a world to evil influences, reveal truths hidden by gods, or purge an entire world of shadow, undeath, or demonic corruption.
* 80 or more: Create or destroy a primal light, birth a divine sun, illuminate an entire dimension with truth, or erase darkness as a metaphysical force from a reality.

NATURE POWER: Divine powers of plants, animals, wilderness, seasons, growth, beasts, decay, fertility, weathered stone, rivers, forests, and the balance of the natural world.
* 9 or less: No power effect.
* 10 to 19: Encourage a plant to bloom, calm a small animal, sense nearby natural life, purify a handful of food or water, or speak simple feelings to beasts and plants.
* 20 to 29: Animate and control vines, thorns, roots, insects, or small animals nearby; heal animals or plants (1d6 hit points or 1 ability point); find water, shelter, or safe paths; grow crops rapidly in a small area; or cause 1d6 damage with thorns, bites, stings, or roots.
* 30 to 39: Command weather over a nearby area, speak with beasts and plants, summon nearby animals (2d6 small, 1d6 medium, or 1 large), shape trees and undergrowth, cure blight in a field, control nearby swarms of creatures, grow a barrier of living plants (AC 12, 20 hit points), or transform one’s body partially into a beast (+2 AC from hide, +5 modifier to Strength and Dexterity task rolls and saving throws, melee attacks do 2d6 damage, can either fly, swim underwater, or double movement speed on land) for 1d6 minutes.
* 40 to 49: Command weather over a city, awaken trees or beasts, restore a damaged forest, make a battlefield erupt with roots and thorns, command packs and flocks (dozens of creatures), transform fully into a powerful beast (AC 15, attack for 3d6 damage, plus fly or swim underwater), or protect a region from famine, drought, or unnatural weather.
* 50 to 59: Command weather across a region, restore a ruined ecosystem, summon legendary beasts, awaken a forest as a thinking ally, end a regional blight, make harvests abundant across a kingdom, or turn cities back into wilderness.
* 60 to 69: Command seasons across a continent, move forests, awaken mountains and rivers as living spirits, restore extinct beasts and plants, or bind a civilization’s fate to the health of its land.
* 70 to 79: Rewrite the natural order of a world, create a world-forest or endless garden, transform nations into beasts or trees, restore a dead planet to life, or make nature itself rise against a civilization.
* 80 or more: Create or destroy a primal force of nature, design a new living world, birth a divine wilderness, or rewrite the ecological laws of an entire dimension.

SHADOW POWER: Powers of darkness, concealment, fear, secrets, silence, night, unseen passage, half-truths, living shadows, and the boundary between substance and absence.
* 9 or less: No power effect.
* 10 to 19: Dim nearby light, deepen shadows, hide small objects, muffle a sound, grant +1 on stealth or deception tasks, or make a target briefly feel watched.
* 20 to 29: Cloak a human-sized creature from casual notice, create a patch of magical darkness, silence footsteps, shape shadows into simple images, frighten a weak-minded target, or strike from darkness for 1d6 damage.
* 30 to 39: Hide several creatures in shadow, blind or disorient enemies in a nearby area, step between nearby shadows, create a shadow double that distracts foes, reveal secrets hidden in darkness, or cause 3d6 cold, fear, or entropic damage.
* 40 to 49: Cover a battlefield or building in supernatural night, make a group unseen and unheard, summon living shadows to bind or attack enemies, turn a creature partly insubstantial, erase evidence of passage, or trap a target in a prison of darkness.
* 50 to 59: Hide a city from sight, memory, or divination; plunge a kingdom into unnatural night; summon an army of shadow beings; steal a ruler’s shadow as leverage; or create a secret road through darkness between distant places.
* 60 to 69: Command night, fear, secrecy, and hidden paths across a continent; make a realm impossible to map or spy upon; separate a people from their shadows; or bind all crimes, secrets, and forgotten things into a living darkness.
* 70 to 79: Smother a world in divine night, erase a civilization from memory and sight, make shadows physically stronger than bodies, or open hidden roads between worlds through the darkness behind all things.
* 80 or more: Create or destroy a primal shadow, extinguish light across a dimension, imprison gods or cosmic beings in perfect darkness, or make secrecy, fear, and absence into natural laws.

STORM POWER: Divine powers of thunder, lightning, rain, wind, clouds, waves, hurricanes, wrath, omens, cleansing, and the voice of the sky.
* 9 or less: No power effect.
* 10 to 19: Stir a breeze, darken clouds, predict weather, create sparks, call distant thunder, extinguish small flames, or shock a touched target for 1 damage.
* 20 to 29: Call rain, fog, wind, or thunder in a nearby area; hurl lightning for 1d6 damage; knock a creature back with wind; calm rough weather locally; or carry a message on the wind.
* 30 to 39: Summon a violent storm over a battlefield, strike targets with lightning for 3d6 damage, scatter flying creatures, drive ships off course, call hail, or command winds strong enough to lift and hurl objects.
* 40 to 49: Create a hurricane-force storm over a region, sink fleets, shatter buildings with thunder, redirect lightning or wildfire causing 6d6 damage, flood a valley, or shield an army beneath divine storm clouds.
* 50 to 59: Command the weather of a kingdom, end a drought, drown a city, freeze or flood armies, summon a storm visible across nations, or ride thunderclouds between distant places.
* 60 to 69: Command continent-scale weather, redirect monsoons and ocean currents, create a permanent storm wall, drown deserts, split seas, or make the sky itself speak divine judgment.
* 70 to 79: Alter planetary weather, summon storms that scour civilizations, redirect the oceans, shatter mountains with thunder, or bind the fate of a world to a single divine tempest.
* 80 or more: Create or destroy a primal storm, command the winds between worlds, drown or cleanse an entire dimension, or make thunder, lightning, rain, and sky into living divine powers.

TRICKERY POWER: Powers of deception, disguise, luck, misdirection, masks, theft, laughter, false appearances, impossible escapes, reversals, and the humiliation of the proud.
* 9 or less: No power effect.
* 10 to 19: Create a small distraction, alter a minor appearance, disguise a voice, grant +1 on deception, stealth, escape, or performance tasks, cause a harmless coincidence, or make a target look briefly foolish.
* 20 to 29: Disguise a creature (glamour), create a simple illusion, swap two nearby small objects, unlock or jam a simple lock, impose −2 on a target’s next perception or attack roll, or turn a minor failure (roll of 2 to 9) into a lucky escape (no complication).
* 30 to 39: Create convincing false sights and sounds, make a group appear as someone else, redirect an attack toward the wrong target, escape bonds or a sealed room, steal an object from a nearby target, or make enemies confused, suspicious, or distracted.
* 40 to 49: Rewrite the apparent events of a scene, make a crowd believe a false identity or false authority, steal a spell or blessing temporarily, turn an enemy’s success into a complication, create a perfect decoy, or make a battlefield erupt in misdirection and false targets.
* 50 to 59: Fool an entire city, steal a royal title, hide a crime from history, make a false person seem to have always existed, redirect a curse, treaty, or prophecy onto the wrong target, or make a nation’s enemies believe a convincing lie for 1d6 days.
* 60 to 69: Deceive a kingdom, religion, army, or bloodline for generations; create a divine mask that can fool spirits and gods; steal a nation’s luck; or make an entire realm operate by riddles, reversals, loopholes, and ironic justice.
* 70 to 79: Rewrite the destiny of civilizations through lies, masks, and accidents; make a false history become socially true; steal the name, role, or fate of a world-shaping being; or turn cosmic law against itself through a perfect loophole.
* 80 or more: Create or destroy a primal trickster, make illusion and truth interchangeable across a dimension, steal a cosmic principle, or rewrite reality so that chance, disguise, laughter, and deception outrank fixed truth.

WAR POWER: Divine powers of battle, courage, wrath, weapons, tactics, protection, conquest, discipline, sacrifice, banners, bloodshed, and victory.
* 9 or less: No power effect.
* 10 to 19: Bless a weapon (cannot break or age), sharpen courage (+1 on saves versus fear), steady an ally’s hand, grant +1 on a combat-related roll, sense nearby violence, or cause a weapon to strike with divine force for 1 extra damage.
* 20 to 29: Grant +2 AC or +2 on attack rolls for 1d6 minutes, inspire a small group, frighten weak foes, deal 1d6 divine weapon damage, restore morale, or prevent an ally from fleeing.
* 30 to 39: Bless a squad or nearby group, turn a failed attack into a glancing hit, command enemies to hesitate, grant warriors resistance to fear, deal 3d6 damage with a divine strike, or reveal the strongest tactical choice in a battle.
* 40 to 49: Bless an army’s charge, break enemy morale, protect a battlefield banner, reflect 6d6 damage back at attackers, make weapons strike as holy relics, or force a nearby battle to pause for divine judgment.
* 50 to 59: Decide the fate of a major battle, inspire a defeated army to rise again, curse an enemy host with fear or confusion, make a fortress nearly unbreakable, or turn the weapons of a nation against its oppressors.
* 60 to 69: Command the courage, discipline, weapons, and fate of armies across a continent; create an invincible holy host; end a war by divine decree; or bind a people to victory, conquest, or defense for generations.
* 70 to 79: Rewrite the destiny of civilizations through war, crown or cast down empires by battle, make a world’s weapons refuse unjust hands, or summon the spirits of all who died in a holy war.
* 80 or more: Create or destroy a primal force of war, command every battlefield in a dimension, raise mortals into divine war-hosts, or erase war itself as a cosmic principle.

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PSIONIC EXAMPLES
Type of psychic mental powers found in science-fiction; includes bio-awareness, clairvoyance (ESP), telekinesis, telepathy, and teleportation. Power task rolls typically use Intelligence or Wisdom as the related ability and Weird Sciences as an aptitude.

BIO-AWARENESS: Conscious control over bodies on the cellular level, plus spontaneous mutation for healing or adapting rapidly to environments.
* 9 or less: No power effect.
* 10 to 19: Regulate one’s own minor bodily reactions, ignore brief discomfort, slow breathing (go without need for food or water for 2d6 days, or air for 1d6 hours).
* 20 to 29: Heal minor wounds (1d6 hit points), resist fatigue (for 1d6 hours), suppress pain, control involuntary reactions, or temporarily sharpen one physical sense (+1d6 to perception-related task rolls).
* 30 to 39: Heal critical wounds (3d6 hit points), purge disease or poison, change bodily traits (such as growing gills to breathe underwater, claws to cause 1d6 weapon damage, tougher hide for +2 AC, or regrowing lost body parts), enhance a physical ability (+5 on next Strength, Dexterity, or Constitution task roll), or survive in hostile conditions (no damage from extreme cold, heat, pressure).
* 40 to 49: Completely heal nearby groups (12d6 h.p. total), remove fatigue from an army (for 1d6 hours), enter ageless suspended animation (up to 1d6 years), or transform a body across extreme forms (alter size and mass, grow wings, become a different species).
* 50 to 59: Restore life to the dead, reassemble shattered bodies, permanently strip or restore powers, or change the nature of living flesh.
* 60 to 69: Grant immortality, absolute bodily invulnerability, endless reincarnation, or transfer mind and life force into a nearly indestructible vessel.
* 70 to 79: Create a world full of living beasts and plants, rewrite the laws of life or change the natural limits of mortal bodies.
* 80 or more: Spawn an intelligent race, create or destroy a minor primal power or transform mortal life into cosmic life.

CLAIRVOYANCE: Extra-sensory perceptions beyond the limits of ordinary physical senses.
* 9 or less: No power effect.
* 10 to 19: Sense nearby minds, notice hidden presences, glimpse around corners or receive brief impressions from a nearby place.
* 20 to 29: See or hear into a nearby room or distant familiar place, locate a familiar object nearby, read psychic impressions, or sense supernatural influence.
* 30 to 39: Survey a whole building, find a specific item within a city, see through magical concealment, or foresee major local events.
* 40 to 49: Locate hidden people or objects anywhere in the world, foresee world-level futures, or perceive events blocked by distance or magic.
* 50 to 59: Know the entire true history of a person or object, perceive city-scale events at once, or question minds across past and future.
* 60 to 69: See, hear, smell and feel everywhere in the world at once or perceive the destiny of an entire realm.
* 70 to 79: Perceive events across an entire dimension, witness the movement of cosmic history, or know the fate of worlds.
* 80 or more: Perceive the beginning and ending of a dimension’s history or know the hidden structure of a newly created reality.

TELEKINESIS
Use mental powers to move objects without physically touching them. Modifiers: +5 if concentrating for a full minute to trigger the effect rather than during one turn in a round.
* 9 or less: No power effect.
* 10 to 19: Move, tip, pull, push, or balance small unattended objects nearby with the force of a careful hand (Strength 10).
* 20 to 29: Strike (1d6 damage), lift, shove, catch or manipulate objects with the force of a strong arm (Strength 15) at short throwing range.
* 30 to 39: Lift human-sized weight and hurl heavy objects (100s kg or pounds), crush armor (reduce AC by 1), hold several objects at once (Strength 25), or strike with the force of a heavy weapon (2d6 damage) at up to long throwing range.
* 40 to 49: Lift many people (about a ton), shatter stone walls (12d6 damage), uproot trees, stop missiles (+5 to AC), hurl boulders (12d6 damage), or strike with siege-engine force (6d6 damage out to short shooting range).
* 50 to 59: Crush castle walls (20d6 damage), reflect an army’s attacks, move towers (10s of tons), stop glaciers, or redirect the force of oceans, volcanoes and earthquakes.
* 60 to 69: Animate a mountainside, seas or forests (100s of tons), stir oceans into directed tidal waves, shatter armies, or reshape the physical fate of a realm.
* 70 to 79: Realign celestial bodies, reshape continents, destroy a world, or alter the physical structure of a planet.
* 80 or more: Destroy an entire dimension, move or break cosmic structures, or exert force on reality at the scale of creation.

TELEPATHY
Powers of connecting and communicating mind-to-mind without normal language. Unless noted otherwise, the target of telepathy must either be within line of sight or a well-known mind familiar to the power user.
* 9 or less: No power effect.
* 10 to 19: Sense surface emotions, send a brief thought, nudge attention, or cause a momentary mental distraction.
* 20 to 29: Read surface thoughts, send silent messages, soothe emotions, cloud memories briefly, influence a person’s immediate reaction, or cause 1d6 damage through a mental attack.
* 30 to 39: Probe thoughts and memories, speak across miles, calm or confuse several minds, break through mental influence, or cause 3d6 damage through a mental attack.
* 40 to 49: Rewrite memories, impose lasting fear or loyalty, speak across any distance, restore sanity or affect the morale of an army, or cause 2d6 damage each to selected minds in the nearby area.
* 50 to 59: Influence nations, enter minds across time, send dreams to the world, or restore the will of a defeated army.
* 60 to 69: Speak into every mind in the world, bind a bloodline’s fate, command mass loyalty or hatred, or preserve a mind through endless rebirth.
* 70 to 79: Create a destiny for a people, alter the collective will of a world, or reshape the psychic laws that govern mortal minds.
* 80 or more: Create or destroy a primal mind, turn a mortal consciousness into a primal being, or erase all memory and history within a dimension.

TELEPORTATION: Instantly moving oneself or objects through space without crossing the distance between points.
* 9 or less: No power effect.
* 10 to 19: Shift a tiny object a short distance, switch two small nearby items, or briefly displace something within arm’s reach.
* 20 to 29: Move a hand-sized object through barriers, vanish and reappear a few paces away (2 m or 6 feet), escape a simple restraint, or retrieve a small visible item into one’s hand.
* 30 to 39: Move between points within line of site without crossing the space between, reach through one opening into another well known or visible space, or send large objects into a hidden extradimensional space for a brief time (1d6 rounds).
* 40 to 49: Travel between any two places in the world, fold several locations together, summon creatures from far away, or send people to specific extradimensional locations.
* 50 to 59: Create permanent portals, form city-sized pocket dimensions, link a place to all points in the world, or move armies through folded space.
* 60 to 79: Banish planets, moons, stars or suns into other dimensions or change the flow of time across an entire reality.
* 80 or more: Create a new dimension, destroy an existing dimension or imprison a major primal power beyond escape.

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OTHER WEIRD POWERS

LIMINAL PASSAGE: Powers of moving between worlds, shaping adjacent realities, finding parallel versions of places, opening gates, binding dimensions, reading metaphysical correspondences, and navigating the deep structure of existence.
* 9 or less: No power effect.
* 10 to 19: Sense nearby dimensional weakness, feel the “direction” of home, recognize when a place has been altered by planar forces, find a door or road that is symbolically useful, or make small details of the environment seem slightly more favorable.
* 20 to 29: Find a nearby path toward a desired kind of place, step through a weak boundary into a closely related location, make a room or road briefly resemble another realm, sense the nearest gate or crossing, or call an object from a similar nearby reality.
* 30 to 39: Walk from one place into a similar alternate place, find a road through dream, shadow, memory, or symbol, open a short-lived gate between known locations, draw travelers toward a chosen destination, or shift local details such as weather, terrain, architecture, language, or culture.
* 40 to 49: Travel between worlds, create stable gates, alter the nature of a nearby area to match another realm, find a specific person across realities, seal or redirect planar crossings, or carry a small group safely through hostile dimensions.
* 50 to 59: Create a permanent portal, design a pocket realm, bind several places into one shared crossroads, write or craft a key that opens a specific world, hide a city in an adjacent reality, or make a road that can be reached from many worlds at once.
* 60 to 69: Shape a realm’s laws of nature, time, distance, memory, death, magic, or identity; connect nations or worlds into a planar network; sever a realm from outside travel; or create a refuge that survives the collapse of its parent reality.
* 70 to 79: Create a world with its own history and metaphysical laws, rewrite the relationship between worlds, alter the paths souls take after death, move a civilization into a new reality, or imprison a godlike being inside a custom-made realm.
* 80 or more: Create, destroy, divide, merge, or reorder dimensions; write a new cosmic map; make a reality that gives birth to other realities; or alter the deep principles by which worlds, gates, souls, stories, and possible histories exist.

SUPERNATURAL PACTS: Powers of bargaining with realms, spirits, gods, principles, factions, cities, ancestors, demons, angels, laws, and living dimensions for passage, protection, knowledge, or transformation.
* 9 or less: No power effect.
* 10 to 19: Sense the mood of a place, make a respectful offering, learn a local taboo, gain +1 on negotiation with spirits or planar beings, or avoid minor offense against a realm’s customs.
* 20 to 29: Secure safe passage through a dangerous place, call a minor local spirit, gain temporary shelter, bargain for a small favor, identify the price a realm demands, or learn the rule that governs a supernatural location.
* 30 to 39: Make a binding pact with a spirit, gatekeeper, ancestor, faction, or local power; gain protection from a planar hazard; call guides or guards; or trade offerings, memories, vows, or wounds for information or passage.
* 40 to 49: Negotiate with powerful outsiders, command respect from a living realm, establish sanctuary, suspend a curse or hostile law, gain aid from spirits in battle, or make a treaty between mortal travelers and supernatural powers.
* 50 to 59: Bind a city, kingdom, tribe, or army into alliance with planar forces; establish a holy embassy between worlds; call a divine or infernal host; settle a war through cosmic contract; or make a realm itself owe the user a favor.
* 60 to 69: Rewrite the pact between a people and their gods, ancestors, devils, angels, or homeland; make a realm accept new laws of hospitality or passage; or bind entire nations into a cosmic bargain.
* 70 to 79: Negotiate with worlds as living beings, alter the treaties between dimensions, force gods or primal powers into arbitration, or make an entire civilization protected by an immortal pact.
* 80 or more: Create or destroy the primal law of bargains, bind dimensions into a cosmic covenant, free all beings from an ancient pact, or make sacrifice, hospitality, debt, oath, and exchange into universal laws.

TECHNOMANCY: Powers of tools, craft, engines, circuits, constructs, artifice, industry, weapons, sensors, vehicles, automation, repair, invention, and the sacred logic of made things.
* 9 or less: No power effect.
* 10 to 19: Repair a tiny device, sense nearby machines, start or stop a simple mechanism, sharpen a tool, grant +1 on tasks involving machines or craft, or make an object briefly hum, glow, unlock, or respond.
* 20 to 29: Repair damaged gear, operate an unfamiliar device, disable a simple trap or lock, command a small machine, create a useful tool from scraps, improve a weapon or armor briefly, or deal 1d6 damage with sparks, gears, pressure, or directed force.
* 30 to 39: Control vehicles, doors, sensors, weapons, engines, or constructs nearby; build or repair complex devices; animate a machine as a servant; overload technology for 3d6 damage; create temporary armor, tools, drones, or prosthetics; or read information from damaged machinery.
* 40 to 49: Command a factory, vehicle fleet, fortress mechanism, or networked system; build walls, engines, bridges, or weapons at impossible speed; disable enemy machines across a battlefield; create loyal constructs; or turn a building into a moving, thinking machine.
* 50 to 59: Awaken a city’s machines, create an army of constructs, restore ruined infrastructure across a kingdom, build towers, vehicles, engines, or artificial minds, turn industry against an enemy nation, or bind a city’s gates, roads, weapons, and signals into one divine system.
* 60 to 69: Command continent-scale industry, networks, vehicles, weapons, and constructs; create self-repairing cities; awaken machines as a new people; build world-spanning engines; or make civilization’s tools obey sacred law, divine craft, or machine logic.
* 70 to 79: Reshape a world through technology, build artificial moons or machine continents, replace nature with divine machinery, create a planetary intelligence, or rewrite the fate of civilizations through invention, automation, and industry.
* 80 or more: Create or destroy a primal machine, awaken an entire dimension as a living mechanism, forge cosmic engines that alter reality, or make craft, logic, industry, and artificial intelligence into natural laws.

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SPECIAL ABILITIES
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Special abilities are more focused than powers and require expending ability score points to use. Only once special ability may be used during a character’s turn or once during a round.

GENERAL SPECIAL ABILITIES
* Adrenaline Surge: Expend one Constitution ability score point to take one additional action during the character’s current turn.
* Always Prepared: Expend one Intelligence ability score point to declare that the character already packed, purchased, borrowed, or improvised one ordinary item that could reasonably fit among their gear.
* Beast Speech: Expend one Wisdom ability score point to communicate simple ideas with one animal or animal-like creature for 1d6 minutes.
* Bloody Determination: Expend one Constitution ability score point when reduced to 0 hit points. The character remains conscious and active for 1d6 rounds before suffering the normal effects of defeat.
* Borrowed Identity: Expend one Charisma or Intelligence ability score point while using forged papers, stolen clothing, uniforms, badges, passwords, noble manners, guild signs, or rehearsed lies. The character passes casual inspection as someone authorized, expected, or harmless for 1d6 minutes.
* Borrowed Luck: Expend one Charisma ability score point to reroll one failed task roll, attack roll, or saving throw. The second result must be used.
* Break Free: Expend one Strength or Dexterity ability score point to instantly escape ordinary ropes, grapples, shackles, webs, vines, or similar restraints, unless they are magical, supernatural, or dramatically overwhelming.
* Burst of Speed: Expend any one ability score point and add increase the character’s base movement rate by 5 m (15 feet) for 1d6 rounds.
* Calm the Crowd: Expend one Charisma ability score point and make a Charisma task roll. On a success, a nearby angry, frightened, or confused crowd becomes calm enough to listen for 1d6 minutes.
* Cat Burglar: Expend one Dexterity ability score point while climbing, balancing, crawling, squeezing, or moving along rooftops, ledges, walls, rafters, ropes, windows, or narrow beams. Gain +5 on the task roll and leave no obvious trace of passage.
* Danger Sense: Expend one Wisdom ability score point to avoid being surprised, detect an ambush just before it happens, or gain +5 on one saving throw against a trap, hazard, or hidden attack.
* Death Glare: Expend one Charisma ability score point and make an opposed Charisma roll against a nearby target’s Wisdom saving throw. On a success, the target is frightened, hesitates, or loses its next action.
* Desperate Focus: Expend one Wisdom ability score point to ignore fear, confusion, pain, distraction, or emotional manipulation for 1d6 rounds.
* Disappearing Act: Expend one Dexterity or Charisma ability score point when smoke, darkness, crowds, curtains, furniture, weather, confusion, or nearby cover is available. The character immediately hides from casual notice, even if watched moments before.
* Disarm Trap: Expend one Dexterity or Intelligence ability score point while dealing with a trap, alarm, snare, tripwire, pressure plate, magical glyph, poison needle, deadfall, explosive, or security device. Gain +5 on the task roll. On a success, the trap is disabled, bypassed, or safely harvested.
* Disguise Mastery: Expend one Charisma or Intelligence ability score point to create, adjust, or improvise a disguise good enough to pass casual inspection for 1d6 hours.
* Distracting Banter: Expend one Charisma ability score point during combat. One nearby target that can hear and understand the character suffers −2 on its next attack roll, saving throw, or task roll.
* Emergency Treatment: Expend one Intelligence or Wisdom ability score point and touch a wounded creature. The target immediately recovers 1d6 hit points or stops losing ability score points from an ongoing injury, poison, or disease for 1d6 minutes.
* Expert Appraisal: Expend one Intelligence ability score point to instantly identify the approximate value, origin, purpose, or hidden flaw of one object, structure, document, or trade good.
* Fearless Stand: Expend one Wisdom ability score point to make the character and nearby allies immune to fear, intimidation, and morale collapse for 1d6 rounds.
* Flash of Insight: Expend one Intelligence ability score point to ask the GM one useful question about a puzzle, clue, machine, monster, spell, social situation, or tactical problem.
* Force the Door: Expend one Strength ability score point to automatically break open, force aside, or smash through one ordinary door, gate, chest, barricade, or weak wall.
* Ghost Step: Expend one Dexterity ability score point to move up to the character’s full movement rate without making sound, leaving obvious tracks, or triggering simple pressure-based hazards.
* Handy Gizmo: Expend any one ability score point for a character to find the perfect tool in a pocket or storage container, useful from that moment onward for a +2 bonus for a specific task roll.
* Hard to Kill: Expend one Constitution ability score point when an ability score would be reduced to 0. That ability score is instead reduced to 1.
* Heroic Rescue: Expend one Dexterity or Strength ability score point to immediately move up to the character’s movement rate and pull, push, carry, or drag one nearby ally out of immediate danger.
* Inside Man: Expend one Charisma or Intelligence ability score point before entering a guarded place, organization, criminal job, court, prison, temple, guild, or noble estate. The character knows someone inside, has a bribed guard, or has learned a useful routine, password, or access point.
* Inspiring Command: Expend one Charisma ability score point and choose one nearby ally. That ally may immediately reroll one failed saving throw or make one additional movement.
* Iron Grip: Expend one Strength ability score point to automatically hold onto a rope, ledge, weapon, enemy, mount, vehicle, or other gripped object for 1d6 rounds unless physically impossible.
* Jury-Rig: Expend one Intelligence ability score point to make a broken machine, vehicle, weapon, lock, sensor, or device function for 1d6 minutes before failing again.
* Last Stand: Expend any two ability score points when defeated. The character may immediately take one final turn before collapsing, dying, transforming, or otherwise suffering the defeat.
* Leap of Faith: Expend one Strength or Dexterity ability score point to jump, swing, climb, or fall safely across a dangerous gap or height that would normally require a difficult task roll.
* Lock Picking: Expend one Dexterity or Intelligence ability score point while opening a lock, safe, vault, strongbox, manacle, chest, puzzle box, coded panel, or sealed container. Gain +5 on the task roll, or open a simple lock automatically.
* Menacing Presence: Expend one Charisma ability score point. Nearby NPCs of lower Level hesitate, back away, surrender, or refuse to attack unless commanded, cornered, or magically compelled.
* Moment of Clarity: Expend one Intelligence or Wisdom ability score point to immediately end one confusion, charm, fear, illusion, or mental distraction affecting the character.
* Nimble Escape: Expend one Dexterity ability score point to move away from nearby enemies without provoking attacks, being grabbed, or being blocked by ordinary obstacles.
* No One Falls Behind: Expend one Charisma or Constitution ability score point during a chase, retreat, march, or escape. Nearby allies may use the character’s movement rate if it is higher than their own for 1d6 rounds.
* Perfect Action: Expend any three ability score points to change one task roll, attack roll, or saving throw into a “natural” roll of 20.
* Perfect Memory: Expend one Intelligence ability score point to perfectly recall a conversation, map, symbol, face, password, route, text, or detail the character has previously encountered.
* Piercing Question: Expend one Wisdom or Charisma ability score point while speaking with a target. The target must answer one direct question truthfully, reveal a visible emotional reaction, or make an opposed Charisma saving throw to resist.
* Poison Use: Expend one Intelligence or Dexterity ability score point to apply, identify, neutralize, or improvise a poison. If applied to a weapon, the next solid hit causes 1d6 Constitution damage unless the target succeeds on a Constitution saving throw.
* Quick Fingers: Expend one Dexterity ability score point during a turn to pick up, draw, hide, switch, reload, palm, plant, or retrieve one small object without using an action.
* Rally: Expend one Charisma ability score point. All nearby allies who can hear the character recover 1d6 hit points, up to their normal maximum.
* Read the Room: Expend one Wisdom ability score point to learn the dominant emotion, hidden tension, strongest loyalty, or most dangerous person in a nearby social scene.
* Relentless Pursuit: Expend one Constitution ability score point to keep moving at full speed for 1d6 hours without fatigue, or to automatically keep pace with a fleeing target during a chase.
* Sabotage: Expend one Intelligence or Dexterity ability score point while touching a machine, weapon, lock, vehicle, trap, bridge, rope, saddle, armor, wheel, door, or device. It fails the next time someone relies on it, unless repaired or noticed first.
* Scapegoat: Expend one Charisma ability score point after being accused, noticed, or blamed. A nearby NPC of equal or lower Level becomes the more obvious suspect unless the accuser succeeds on a Wisdom saving throw.
* Second Wind: Expend any one ability score point and instantly recover lost hit points equal to 1d6 + the character’s Level.
* Shadow Cover: Expend one Dexterity or Charisma ability score point when moving through dim light, smoke, fog, rain, crowds, clutter, curtains, or deep shadows. Until the character’s next turn, ranged attacks and Awareness rolls against the character suffer -2.
* Shield Wall: Expend one Strength ability score point while using a shield, large shield, cover, or defensive stance. Nearby allies gain +2 AC until the character’s next turn.
* Silent Step: Expend one Dexterity ability score point during movement. For 1d6 rounds, the character makes no ordinary sound, leaves no obvious tracks, and gains +5 on stealth rolls based on movement.
* Skill Burst: Expend one ability score point related to a task before rolling. Add +5 to that task roll.
* Sleight of Hand: Expend one Dexterity ability score point while performing, gambling, dealing cards, rolling dice, showing a trick, trading goods, or handling small objects. Gain +5 on one roll to palm, switch, plant, cheat, distract, or conceal.
* Smoke Trick: Expend one Dexterity or Intelligence ability score point to create, find, throw, or exploit smoke, dust, sparks, darkness, steam, crowds, curtains, furniture, or confusion. The character may immediately hide or escape casual notice.
* Speak with Authority: Expend one Charisma ability score point to make an NPC of equal or lower Level obey a reasonable short command, unless the command is obviously suicidal, self-destructive, or against their deepest loyalty.
* Sudden Expertise: Expend one Intelligence ability score point to gain one aptitude for a single task roll, after which the temporary aptitude disappears.
* Taunt: Expend one Charisma ability score point and make an opposed Charisma roll against a nearby target’s Wisdom saving throw. On a success, the target must focus its next hostile action on the character if able.
* Thieves’ Cant: Expend one Intelligence or Charisma ability score point while speaking with criminals, prisoners, smugglers, spies, rebels, fences, or street people. The character passes a coded message, recognizes a hidden warning, or learns who is safe, dangerous, watched, or for sale.
* Trackless Travel: Expend one Wisdom ability score point. For 1d6 hours, the character and nearby companions leave no ordinary tracks and cannot be followed by mundane tracking unless the pursuer succeeds on an extreme task roll.
* Trap Master: Expend one Intelligence or Dexterity ability score point while preparing an ambush site. The character creates a trap that restrains, trips, alarms, poisons, blinds, burns, drops, or damages one target for 1d6 damage when triggered.
* Underworld Favor: Expend one Charisma ability score point in a settlement with crime, corruption, smugglers, thieves, pirates, spies, or gangs. Someone owes the character a favor: shelter, rumor, warning, getaway, false papers, quiet muscle, or temporary storage.
* Voice of Reason: Expend one Wisdom or Charisma ability score point to stop nearby willing or uncertain creatures from fighting for 1d6 rounds, as long as no one attacks them.
* Social Engineering: Expend one Charisma or Intelligence ability score point when talking to a clerk, guard, servant, official, informant, gang member, or machine operator. The target reveals one useful procedure, name, schedule, password hint, access point, or vulnerability.
* Spider’s Touch: Expend one Dexterity ability score point while climbing or crossing a surface. For 1d6 minutes, the character can climb, cling, balance, or crawl along walls, ropes, beams, ledges, rigging, narrow bridges, or unstable surfaces without task rolls unless under direct attack.
* Redirect Blame: Expend one Charisma ability score point after a theft, trap, lie, forged document, failed job, or public scene. A nearby NPC of equal or lower Level becomes the more obvious suspect unless investigators succeed on a Wisdom task roll.
* Alibi: Expend one Charisma or Intelligence ability score point after being accused, questioned, tailed, or connected to a crime. The character produces a plausible explanation, witness, receipt, timeline, phone call, or false lead that delays suspicion for 1d6 hours.
* Beat Cop’s Instinct: Expend one Wisdom ability score point while walking a neighborhood, precinct, dock, station, bar, hotel, or street market. The character knows what feels wrong, who does not belong, who is afraid, or where trouble is about to start.
* Blackmail File: Expend one Intelligence or Charisma ability score point before confronting an NPC. The character reveals or implies knowledge of a secret, debt, affair, crime, addiction, forged paper, hidden loyalty, or compromising photograph, gaining +5 on one intimidation or negotiation roll.
* Bookie’s Odds: Expend one Intelligence or Wisdom ability score point while observing a race, fight, card game, election, scheme, market, or risky plan. The character learns who is likely to win, who is cheating, and where the smart money is going.
* Bought Judge: Expend one Charisma or Intelligence ability score point when facing legal trouble, a warrant, fine, hearing, licensing issue, or official inquiry. A corrupt official, legal technicality, missing file, or political favor delays consequences for 1d6 days.
* Call In Backup: Expend one Charisma ability score point to have 1d6 Level 1 allies arrive at a public location within 1d6 minutes. If the character has the Privileged aptitude, the allies’ Level are equal to half the character’s Level.
* Cold Read: Expend one Wisdom or Charisma ability score point while speaking with a suspect, witness, mark, lover, client, or liar. The character learns one emotional truth: fear, desire, guilt, grief, jealousy, loyalty, hunger, or hidden anger.
* Drop the Dime: Expend one Charisma or Intelligence ability score point to make an anonymous call, tip, message, note, or rumor. Police, criminals, journalists, lovers, rivals, or officials are pointed toward a place, person, or event of the character’s choosing.
* Evidence Bag: Expend one Intelligence or Wisdom ability score point at a crime scene, office, hotel room, alley, car, dock, or corpse. The character finds one useful physical clue: fibers, prints, blood, powder, lipstick, matchbook, ticket stub, shell casing, receipt, or broken object.
* Femme Fatale / Homme Fatal: Expend one Charisma ability score point during a private conversation, flirtation, dance, drink, ride, or confession. Make an opposed Charisma roll versus the target’s Wisdom saving throw. On a success, the target reveals a desire, secret, fear, or useful weakness.
* Frame Job: Expend one Intelligence or Dexterity ability score point while planting evidence, forging records, arranging witnesses, staging a scene, or manipulating suspicion. A chosen NPC becomes the obvious suspect until investigators make a successful Wisdom or Intelligence task roll.
* Hard Boiled: Expend one Constitution or Wisdom ability score point when suffering pain, fear, exhaustion, grief, intimidation, seduction, or despair. Gain +5 on the saving throw and ignore the effect for 1d6 rounds.
* Investigator’s License: Expend one Charisma or Intelligence ability score point when challenged by police, guards, clerks, witnesses, or officials. The character gains a +5 bonus to explain being there as professional, legal, or at least inconvenient to obstruct.
* Last Call: Expend one Charisma or Wisdom ability score point in a bar, club, diner, speakeasy, gambling den, or after-hours joint. The character hears the rumor everyone is too drunk, tired, lonely, or guilty to keep secret.
* Night Beat: Expend one Wisdom or Dexterity ability score point while moving through the city at night. For 1d6 hours, the character avoids ordinary patrols, muggers, dead ends, bad neighborhoods, and unwanted attention.
* One Last Question: Expend one Charisma or Wisdom ability score point after a conversation appears finished. The character asks one final question. If the target answers, they accidentally reveal one clue, contradiction, emotional reaction, or useful omission.
* Shadow the Mark: Expend one Dexterity or Wisdom ability score point while tailing a person or vehicle. For 1d6 hours, the character follows without being noticed unless the target actively checks for a tail.
* Silver Tongue: Expend one Charisma ability score point while lying, flirting, bargaining, interviewing, performing, or stalling. Gain +5 on one social roll if the target wants to believe the character.
* Soft Spot: Expend one Wisdom or Charisma ability score point while observing or speaking with a target. The character learns one thing the target genuinely loves, protects, fears losing, or cannot resist.
* Witness Protection: Expend one Charisma or Intelligence ability score point when hiding a witness, informant, lover, defector, child, or frightened client. For 1d6 days, the protected person is difficult to find without inside information.

COMBAT-RELATED SPECIAL ABILITIES
* Ambush Strike: Expend one Dexterity ability score point before attacking an unaware target. If the attack causes damage, add the attacker’s Level to damage, or twice the Level if the attacker has the Cunning aptitude.
* Armor Breaker: Expend one Strength ability score point after causing damage with a melee attack. The target’s Armor Class is reduced by 1 until repaired, healed, or restored.
* Battle Cry: Expend one Charisma ability score point and make a Charisma task roll. Nearby allies who can hear the character gain +2 on their next attack roll or saving throw during the current scene.
* Battle Stance: Expend one Strength or Dexterity ability score point during a turn. For 1d6 rounds, the character adds their Strength or Dexterity modifier to melee damage, minimum +1.
* Battlefield Awareness: Expend one Wisdom or Intelligence ability score point during a turn. Until the end of the scene, the character knows which nearby enemy is most wounded, most dangerous, most afraid, best protected, or preparing to flee.
* Bend With The Blow: Expend one Dexterity ability score point when hit by an attack. The attack becomes a glancing hit instead of a solid hit, unless the attack was a natural 20.
* Brace for Impact: Expend one Strength or Constitution ability score point when taking physical damage. Reduce the damage by 1d6 + the character’s Level.
* Called Shot: Expend one Dexterity ability score point before making an attack. If the attack causes damage to the target’s ability scores, the attacker’s player may choose how scores are reduced among Strength, Dexterity, and Constitution instead of the target’s player.
* Counterattack: Expend one Dexterity or Strength ability score point after an enemy misses the character with a melee attack. The character may immediately make one melee attack against that enemy.
* Defensive Stance: Expend one Dexterity or Wisdom ability score point during a turn. Until the character moves or takes another action, the character gains +2 AC on melee attack rolls against the character.
* Deflect Missile: Expend one Dexterity ability score point when targeted by a ranged attack. The character may make a Dexterity saving throw against the attack roll. If the save equals or exceeds the attack roll, the attack misses.
* Devastating Blow: Expend one Strength ability score point before making a melee attack. If the attack causes damage, add 1d6 damage and push the target back 1d6 meters.
* Dirty Fighting: Expend one Dexterity or Charisma ability score point during a melee attack. If the attack hits, the character may blind, distract, trip, stagger, embarrass, shove, or silence the target for one round instead of adding extra damage.
* Feint: Expend one Charisma or Dexterity ability score point before making an attack. The target may not add shield, cover, defensive stance, or evasion bonuses to Armor Class against that attack.
* Focus Fire: Expend one Charisma or Wisdom ability score point and designate one visible target. Nearby allies who attack that target before the character’s next turn gain +2 on attack rolls against it.
* Grappling Strike: Expend one Strength or Dexterity ability score point before making a melee attack. If the attack hits, it causes normal damage and the target is grabbed.
* Head Shot: Expend one Dexterity ability score point before making a ranged attack and suffer -3 on the attack roll. If the attack hits, it causes double rolled damage. If the attack is a natural 20, it causes triple rolled damage as normal.
* Hit and Run: Expend one Dexterity ability score point before making a melee attack. If the attack hits, the character may immediately move up to half speed without being stopped by the target.
* Hold the Line: Expend one Strength or Charisma ability score point. Until the character’s next turn, enemies of equal or lower Level cannot move past the character unless they succeed on an opposed Strength or Wisdom roll.
* Knockout Strike: Expend one Strength or Dexterity ability score point before attacking a living target of equal or lower Level. If the attack causes damage, the target must make a Constitution saving throw or fall unconscious for 1d6 minutes.
* Lucky Dodge: Expend one Dexterity or Charisma ability score point when hit by an attack. Reduce the damage by 1d6 + Level, or turn the hit into a glancing hit if this reduces the damage to 0.
* On Your Feet: Expend one Charisma ability score point during a turn. All nearby prone allies who can hear the character may immediately stand without using movement.
* Opening Gambit: Expend one Wisdom or Intelligence ability score point at the start of combat. The character may choose which character takes the first turn of the first round.
* Overwhelming Strike: Expend two Strength ability score points to change one melee attack roll into a “natural” roll of 20.
* Perfect Shot: Expend two Dexterity ability score points to change one ranged attack roll into a “natural” roll of 20.
* Pinning Shot: Expend one Dexterity ability score point before making a ranged attack. If the attack hits, the target’s movement becomes 0 until it uses an action to pull free, cut loose, recover balance, or regain cover.
* Quiet Kill: Expend one Dexterity ability score point before attacking an unaware or restrained target. If the attack reduces the target to 0 hit points, the target makes no cry, alarm, obvious noise, or dramatic warning.
* Rapid Reload: Expend one Dexterity ability score point to instantly reload, redraw, rearm, reset, or ready one weapon or device that would normally require an action.
* Redirect Attack: Expend one Dexterity ability score point when an enemy misses the character in melee. The attack instead strikes another nearby target if the original attack roll is high enough to hit that target’s Armor Class.
* Ricochet Shield: Expend one Dexterity or Strength ability score point and make a ranged attack with a shield or similar bouncing weapon. If the attack hits, the target takes 1d6 damage and falls prone. If the attack exceeds the target’s AC by 10 or more, the character may make a second attack against another target within range.
* Savage Critical: Expend one Strength or Dexterity ability score point after rolling a natural 20 on an attack. Add one extra damage die before tripling damage.
* Shield Bash: Expend one Strength ability score point and make a melee attack with a shield. On a hit, the target takes 1d6 damage and must make a Strength saving throw or fall prone.
* Shield Guard: Expend one Strength or Dexterity ability score point when a nearby ally is attacked. The ally gains +3 AC against that attack.
* Sniper’s Patience: Expend one Wisdom or Dexterity ability score point if the character does not move during the turn. The character gains +5 on one ranged attack against a target at short shooting range or farther.
* Stand Your Ground: Expend one Strength or Constitution ability score point during a turn. Until the character’s next turn, the character cannot be frightened, moved, knocked prone, stunned, or forced to retreat by enemies of equal or lower Level.
* Stunning Strike: Expend one Strength or Dexterity ability score point after causing melee damage. The target must make a Constitution saving throw or lose its next action.
* Tactical Strike: Expend one Dexterity ability score point before making an attack. If the attack causes damage to the target, the attacker may choose one additional effect: disarm the target, knock the target prone, push the target back, reduce movement by half for 1d6 rounds, or impose −2 on the target’s next roll.
* Take the Hit: Expend one Constitution ability score point when a nearby ally would take damage. The character moves into the way and takes the damage instead.
* Throw Anything: Expend one Strength or Dexterity ability score point to turn any nearby handheld object into a thrown weapon that causes 1d6 damage, or 2d6 damage if especially heavy, sharp, explosive, or dramatically appropriate.
* Uncanny Dodge: Expend one Dexterity ability score point after being hit by an attack. Reduce the attack’s rolled damage by half, rounded down.
* Weak Point: Expend one Intelligence or Wisdom ability score point before attacking a target. If the attack hits, add your Level to the damage.
* Weapon Flourish: Expend one Dexterity or Charisma ability score point after hitting a target. In addition to damage, the character may impress, frighten, distract, or reposition one nearby NPC of equal or lower Level.
* Whirling Attack: Expend one Dexterity ability score point during a turn. The character makes one melee attack against every nearby enemy within reach. Divide the weapon’s damage dice among all targets before rolling.
* Wild Swing: Expend one Strength ability score point and make one melee attack against up to three nearby targets. Divide the weapon’s damage dice among targets before rolling the attack.
* Silent Takedown: Expend one Strength or Dexterity ability score point when attacking an unaware target of equal or lower Level. On a hit, the target must make a Constitution saving throw or fall unconscious for 1d6 minutes.
* Quick Draw: Expend one Dexterity ability score point when violence starts. The character may draw a weapon and attack before a nearby enemy acts, unless that enemy also has a quick-draw advantage.

Barbarian…
* Battle Rage: Expend one Strength or Constitution ability score point when combat begins or after taking damage. For 1d6 rounds, gain +2 on melee attack rolls, add twice your Strength modifier to damage from melee hits, and suffer -2 on Intelligence and Charisma task rolls requiring calm or subtlety.
* Reckless: Expend one Strength ability score point before making a melee attack. Gain +5 on the attack roll, but suffer -2 AC until the character’s next turn.
* Primal Roar: Expend one Charisma or Constitution ability score point and roar, howl, scream, chant, or beat a weapon against a shield. Nearby enemies of lower Level must make a Wisdom saving throw or flee, hesitate, or suffer -2 on their next roll.
* Unarmored Ferocity: Expend one Dexterity or Constitution ability score point while wearing no armor or light armor. For 1d6 rounds, gain +2 AC and +2 on saving throws against fear, pain, exhaustion, and forced movement.
* Pain Is Fuel: Expend one Constitution ability score point after taking damage. Add the damage just suffered, add +5 to the character’s melee attack rolls and Strength task rolls for 1d6 rounds.
* Wild Swing: Expend one Strength ability score point and make one melee attack against up to three nearby targets. Divide the weapon’s damage dice among targets before rolling the attack.

Bard…
* Inspiration: Expend one Charisma ability score point during a turn and choose one nearby ally who can hear or see the character. The ally adds the inspiring character’s Level to one task roll, attack roll, or saving throw made within 1d6 minutes.
* Cutting Remark: Expend one Charisma ability score point and insult, mock, distract, or unnerve one nearby target. The target must make a Wisdom saving throw or suffer -1d6 on its next attack roll, task roll, or saving throw.
* Lore Keeper: Expend one Intelligence ability score point when encountering a monster, relic, spell, noble house, ruin, custom, song, prophecy, or historical mystery. The character knows one useful fact, weakness, name, origin, or hidden danger.
* Song of Rest: Expend one Charisma or Wisdom ability score point during a short rest, meal, camp, performance, prayer, or story. Nearby allies recover 1d6 hit points or gain +2 on their next saving throw against fear, despair, charm, or exhaustion.
* Captivating Performance: Expend one Charisma ability score point while singing, dancing, storytelling, acting, playing music, or giving a speech. Nearby NPCs of equal or lower Level must make a Wisdom saving throw or watch, listen, hesitate, or become distracted for 1d6 minutes.
* Jack of All Trades: Expend one Intelligence or Charisma ability score point before attempting a task without a relevant aptitude. Gain +1 on the roll and count as having basic familiarity with the task.
* Counter-Charm: Expend one Charisma or Wisdom ability score point during a turn. Nearby allies may immediately repeat saving throws against charm, fear, confusion, despair, domination, or supernatural song.

Cleric…
* Blessing: Expend one Wisdom or Charisma ability score point during a turn and choose one nearby ally. The ally gains +1d6 on one task roll, attack roll, or saving throw made within 1d6 minutes.
* Consecrate Ground: Expend one Wisdom or Charisma ability score point and pray, chant, mark, anoint, or bless a nearby area. For 1d6 minutes, undead, demons, spirits, curses, and summoned beings suffer -2 on rolls inside the area.
* Cure Wounds: Expend one Wisdom or Charisma ability score point and touch one wounded creature. The target recovers 1d6 + Level hit points.
* Divine Focus: Expend one Wisdom or Charisma ability score point while holding a holy symbol, amulet, reliquary, or sacred relic. Gain +5 on one power task roll.
* Divine Rebuke: Expend one Charisma or Wisdom ability score point when struck by an undead, demon, spirit, cursed creature, or oathbreaker. The attacker must make a Wisdom saving throw or take 1d6 radiant, fire, thunder, force, or judgment damage.
* Divine Shelter: Expend one Wisdom or Constitution ability score point when the character or a nearby ally is hit by an attack. Reduce the damage by 1d6 + Level.
* Druidic Focus: Expend one Wisdom or Charisma ability score point while holding a sprig of mistletoe, a yew wand, a totem fetish, or staff of oak, ash, hawthorn, holly, or elder. Gain +5 on one power task roll.
* Exorcist’s Command: Expend one Charisma or Wisdom ability score point and command a possessing spirit, demon, ghost, curse, or alien entity to release its host. The entity must make a Wisdom saving throw or lose control of the possessed victim for 1d6 rounds.
* Faithful Resolve: Expend one Wisdom ability score point when facing fear, despair, temptation, domination, confusion, or spiritual corruption. Gain +5 on the saving throw.
* Healing Prayer: Expend one Wisdom or Charisma ability score point and pray, chant, sing, lay hands, or speak words of comfort. Nearby allies recover 1d6 hit points each, or one ally recovers 2d6 hit points.
* Holy Symbol: Expend one Wisdom or Charisma ability score point while presenting a holy symbol, relic, book, weapon, flame, bell, mask, idol, or sacred sign. Supernatural enemies of equal or lower Level must make a Wisdom saving throw or hesitate, retreat, or reveal themselves.
* Intercession: Expend one Charisma or Wisdom ability score point when an ally fails a saving throw. The ally may immediately reroll the save with +2.
* Judgment Strike: Expend one Wisdom or Charisma ability score point after hitting with a weapon attack. Add 1d6 damage.
* Last Rites: Expend one Wisdom ability score point while touching a dying, dead, undead, cursed, haunted, or restless being. The character learns one final truth, calms a spirit, prevents a corpse from rising, or gives an ally +5 on one death-related saving throw.
* Miracle of Endurance: Expend one Constitution or Wisdom ability score point when the group suffers hunger, thirst, cold, heat, disease, exhaustion, plague, or long travel. Nearby allies gain +2 on related saving throws for 1d6 hours.
* Omen Reading: Expend one Wisdom ability score point while casting bones, drawing cards, watching smoke, reading scripture, listening to bells, studying stars, or interpreting dreams. Ask the GM one symbolic question about danger, guilt, duty, or the right path.
* Prayer of Protection: Expend one Wisdom or Charisma ability score point during a turn. Nearby allies gain +2 AC and +2 on saving throws until the character’s next turn.
* Purify: Expend one Wisdom ability score point and touch food, water, medicine, soil, blood, air, a wound, or a nearby object. Remove ordinary poison, disease, rot, contamination, corruption, or spoilage.
* Sacred Authority: Expend one Charisma ability score point when speaking as a priest, judge, prophet, saint, oracle, confessor, healer, or holy warrior. NPCs who respect the faith, law, oath, or tradition must pause and listen before acting.
* Sanctuary: Expend one Wisdom or Charisma ability score point and bless one nearby ally, innocent, prisoner, child, patient, or noncombatant. Enemies must make a Wisdom saving throw before attacking that target for 1d6 rounds.
* Smite the Unclean: Expend one Wisdom or Charisma ability score point before attacking an undead, demon, spirit, cursed being, monster, desecrator, or oathbreaker. If the attack hits, add 2d6 damage.
* Speak with the Dead: Expend one Wisdom or Charisma ability score point while touching a corpse, grave, bone, relic, ghost, or death-site. Ask one direct question. The answer is brief, symbolic, emotional, or limited by what the dead knew.
* Turn Undead: Expend one Charisma or Wisdom ability score point and roll d20 + the character’s Level. Nearby undead of equal or lower Level must make an opposing Wisdom saving throw or flee, cower, or keep their distance for 1d6 rounds.
* Vow of Mercy: Expend one Wisdom or Charisma ability score point when sparing a defeated enemy, healing a stranger, protecting the helpless, or forgiving a wrong. One nearby ally recovers 1d6 hit points, or one uncertain NPC becomes willing to parley.
* Ward Against Evil: Expend one Wisdom or Charisma ability score point and mark a doorway, circle, shield, camp, bed, grave, or threshold. For 1d6 hours, supernatural evil, possession, curses, and hostile spirits suffer -5 on rolls to cross, enter, or affect the warded subject.
* Witness Truth: Expend one Wisdom ability score point while questioning a target under oath, confession, ritual, trial, prayer, or sacred hospitality. The character knows whether the target is deliberately lying, hiding guilt, or speaking with fear.
* Word of Command: Expend one Charisma or Wisdom ability score point and speak one sacred command to a nearby target. The target must make a Wisdom saving throw or obey a one-word command such as halt, flee, kneel, drop, confess, awaken, or release.

Druid (in addition to options listed under clerics)…
* Green Step: Expend one Wisdom or Dexterity ability score point while moving through forest, swamp, grassland, thorns, vines, roots, mud, or natural terrain. The character and nearby allies ignore movement penalties and leave no obvious tracks for 1d6 hours.
* Healing Herbs: Expend one Wisdom or Intelligence ability score point while using herbs, poultices, mushrooms, roots, bark, animal fat, or natural medicine. The target recovers 1d6 hit points or gains +5 on a saving throw against poison, disease, fatigue, or exposure for 1d6 hours.
* Weather Sense: Expend one Wisdom ability score point while outdoors. The character predicts weather, storms, dangerous winds, floods, drought, supernatural climate, or safe travel conditions for the next 1d6 days.

Paladin…
* Divine Smite: Expend one Wisdom or Charisma ability score point after hitting with a melee attack. Add the character’s Level to damage, or twice the Level if hitting undead, fiends, oathbreakers, or supernatural evil.
* Foul Smite: Expend one Wisdom or Charisma ability score point after hitting with a melee attack. Add the character’s Level to damage, or twice the Level if hitting angles, celestials, saints, or supernatural good.
* Lay on Hands: Expend one Wisdom or Charisma ability score point and touch a wounded creature. The target recovers 1d6 hit points or 1 ability score point.
* Aura of Courage: Expend one Charisma or Wisdom ability score point during a turn. For 1d6 rounds, nearby allies gain +2 on saving throws against fear, despair, intimidation, and supernatural dread.
* Sacred Challenge: Expend one Charisma ability score point and challenge one nearby enemy. The target must make a Wisdom saving throw or suffer -2 on attacks against anyone except the character for 1d6 rounds.
* Detect Corruption: Expend one Wisdom ability score point during a turn. For 1d6 minutes, the character senses nearby undead, fiends, curses, broken oaths, desecrated ground, possession, supernatural evil, or divine influences.
* Purifying Touch: Expend one Wisdom or Charisma ability score point and touch a target suffering from poison, disease, fear, charm, curse, possession, or corruption. The target may immediately repeat its saving throw with +5.

Ranger…
* Wilderness Ambush: Expend one Dexterity ability score point before attacking an unaware target. If the attack causes damage, add the attacker’s Level to damage, or twice the Level if the attacker has the Wilderness Experience aptitude.
* Natural Camouflage: Expend one Dexterity or Wisdom ability score point while in wilderness surroundings. For 1d6 hours, gain +5 on stealth rolls while moving at half speed or remaining still.
* Hunter’s Mark: Expend one Wisdom ability score point during a turn and choose one target the character can see, hear, smell, track, or has wounded. For 1d6 hours, gain +2 on rolls to track, notice, follow, or attack that target.
* Favored Enemy: Expend one Intelligence or Wisdom ability score point when facing a familiar kind of enemy, such as undead, beasts, giants, dragons, raiders, soldiers, demons, machines, or a named faction. Learn one weakness, tactic, habit, or vulnerability, and gain +2 on the next roll against them.
* Trail Sign: Expend one Wisdom ability score point while tracking. The character learns how many creatures passed, how long ago, what condition they were in, whether they were hiding, and the most likely direction they went.
* Guide the Party: Expend one Wisdom ability score point during overland travel. For 1d6 hours, the group avoids getting lost, ignores minor difficult terrain, and gains +2 on rolls against weather, ambush, hunger, thirst, or exhaustion.
* Trackless Travel: Expend one Wisdom ability score point. For 1d6 hours, the character and nearby companions leave no ordinary tracks and cannot be followed by mundane tracking unless the pursuer succeeds on an extreme task roll.

Rogue/Thief…
* Ambush Strike: Expend one Dexterity ability score point before attacking an unaware target. If the attack causes damage, add the attacker’s Level to damage, or twice the Level if the attacker has the Cunning aptitude.
* Cat Burglar: Expend one Dexterity ability score point while climbing, balancing, crawling, squeezing, or moving along rooftops, ledges, walls, rafters, ropes, windows, or narrow beams. Gain +5 on the task roll and leave no obvious trace of passage.
* Disarm Trap: Expend one Dexterity or Intelligence ability score point while dealing with a trap, alarm, snare, tripwire, pressure plate, magical glyph, poison needle, deadfall, explosive, or security device. Gain +5 on the task roll. On a success, the trap is disabled, bypassed, or safely harvested.
* Ghost Step: Expend one Dexterity ability score point to move up to the character’s full movement rate without making sound, leaving obvious tracks, or triggering simple pressure-based hazards.
* Lock Picking: Expend one Dexterity or Intelligence ability score point while opening a lock, safe, vault, strongbox, manacle, chest, puzzle box, coded panel, or sealed container. Gain +5 on the task roll, or open a simple lock automatically.
* Shadow Cover: Expend one Dexterity or Charisma ability score point when moving through dim light, smoke, fog, rain, crowds, clutter, curtains, or deep shadows. Until the character’s next turn, ranged attacks and Awareness rolls against the character suffer -2.
* Silent Step: Expend one Dexterity ability score point during movement. For 1d6 rounds, the character makes no ordinary sound, leaves no obvious tracks, and gains +5 on stealth rolls based on movement.
* Sleight of Hand: Expend one Dexterity ability score point while performing, gambling, dealing cards, rolling dice, showing a trick, trading goods, or handling small objects. Gain +5 on one roll to palm, switch, plant, cheat, distract, or conceal.
* Spider’s Touch: Expend one Dexterity ability score point while climbing or crossing a surface. For 1d6 minutes, the character can climb, cling, balance, or crawl along walls, ropes, beams, ledges, rigging, narrow bridges, or unstable surfaces without task rolls unless under direct attack.
* Thieves’ Cant: Expend one Intelligence or Charisma ability score point while speaking with criminals, prisoners, smugglers, spies, rebels, fences, or street people. The character passes a coded message, recognizes a hidden warning, or learns who is safe, dangerous, watched, or for sale.
* Trap Master: Expend one Intelligence or Dexterity ability score point while preparing an ambush site. The character creates a trap that restrains, trips, alarms, poisons, blinds, burns, drops, or damages one target for 1d6 damage when triggered.

Rogues/Assassin…
* Sniper’s Patience: Expend one Wisdom or Dexterity ability score point if the character does not move during the turn. The character gains +5 on one ranged attack against a target at short shooting range or farther.
* Called Shot: Expend one Dexterity ability score point before making an attack. If the attack causes damage to the target’s ability scores, the attacker’s player may choose how scores are reduced among Strength, Dexterity, and Constitution instead of the target’s player.
* Ambush Strike: Expend one Dexterity ability score point before attacking an unaware target. If the attack causes damage, add the attacker’s Level to damage, or twice the Level if the attacker has the Cunning aptitude.
* Poison Use: Expend one Intelligence or Dexterity ability score point to apply, identify, neutralize, or improvise a poison. If applied to a weapon, the next solid hit causes 1d6 Constitution damage unless the target succeeds on a Constitution saving throw.

Sorcerer…
* Careful Power: Expend one Charisma or Wisdom ability score point when using a power that affects an area. Choose up to Level nearby allies, minimum 1. Those allies automatically avoid the power’s harmful effects or gain +5 on saving throws against it.
* Distant Power: Expend one Charisma ability score point when using a power. Increase the power’s range by one range band.
* Extended Power: Expend one Constitution or Charisma ability score point when using a power with a duration. Double the duration, or make a 1d6-round effect last 1d6 minutes.
* Heightened Power: Expend one Charisma ability score point when using a power against a target. The target suffers -5 on its saving throw against that power.
* Quickened Power: Expend one Dexterity or Charisma ability score point when using a power. The character may use the power and still move full speed or perform one simple non-attack action during the same turn.
* Subtle Power: Expend one Charisma or Dexterity ability score point when using a power. The power has no obvious words, gestures, tools, lights, sounds, or signs unless its effect itself is visible.
* Twinned Power: Expend one Charisma ability score point when using a power that affects one target. The power affects a second similar target within range, if the second target would also be valid.
* Unstable Surge: Expend one Constitution or Charisma ability score point before making a power task roll. Gain +5 on the roll, but on a failure or natural 1 the GM adds a strange side effect, mutation, omen, uncontrolled discharge, or backlash.

Warlock…
* Hex: Expend one Charisma or Wisdom ability score point and make an opposed roll of d20 + Charisma modifier versus one nearby target’s Wisdom saving throw. On a success, for 1d6 minutes the target suffers -2 on one ability score chosen by the hex user.
* Patron’s Whisper: Expend one Charisma or Wisdom ability score point when facing a mystery, temptation, locked path, dangerous bargain, or supernatural enemy. Ask the GM one question. The answer is useful but colored by the patron’s agenda.
* Pact Weapon: Expend one Charisma or Strength ability score point during a turn. A weapon appears, transforms, ignites, darkens, sings, bleeds, or becomes supernatural for 1d6 minutes. It gains +2 on attack rolls and can harm spirits, demons, undead, or other supernatural beings.
* Dark Bargain: Expend one Charisma ability score point before a task roll, attack roll, saving throw, or power task roll. Gain +5 on the roll. The GM may later call in a complication, omen, debt, hunger, mark, or patron demand.
* Chain Familiar: Expend one Charisma or Wisdom ability score point to call, command, or empower a small familiar, imp, sprite, shadow, raven, rat, snake, doll, skull, or spirit. For 1d6 minutes, it scouts, distracts, delivers a message, retrieves a tiny object, or grants +2 on one perception-related task.
* Forbidden Incantation: Expend one Intelligence or Charisma ability score point and speak a dangerous word, name, prayer, or formula. One nearby supernatural creature, spirit, undead, demon, angel, fey, or summoned being must make a Wisdom saving throw or hesitate, reveal itself, suffer 1d6 damage, or obey one brief command.

Wizard/Mage/Magic-User…
* Arcane Focus: Expend one Intelligence or Dexterity ability score point while using a wand, staff, rod, orb, ring, blade, book, or crystal. Gain +5 on one power task roll.
* Arcane Ward: Expend one Intelligence or Wisdom ability score point when the character or a nearby ally is hit by magic, energy, a curse, or supernatural force. Reduce the damage or effect by 1d6 + Level.
* Counterspell: Expend one Intelligence or Wisdom ability score point when a nearby enemy uses a power, spell, ritual, charm, curse, or magical device. Make an opposed Intelligence roll against the enemy’s power roll. On a success, the effect fails or is reduced by half.
* Detect Magic: Expend one Intelligence or Wisdom ability score point during a turn. For 1d6 minutes, the character senses nearby spells, enchantments, curses, illusions, magical creatures, portals, relics, or supernatural auras.
* Familiar’s Aid: Expend one Intelligence or Charisma ability score point to call, command, and empower a familiar, homunculus, small animal, imp, spirit, animated doll, floating skull, or tiny construct (Level 0, AC 11, 2 h.p., cannot attack, Move 10 m (30 feet) on land or flying). It scouts, distracts, delivers a message, retrieves a tiny object, or grants +2 on one perception-related task.
* Floating Hand: Expend one Intelligence or Dexterity ability score point during a turn. Move, lift, pull, push, open, close, carry, or manipulate one small nearby object without touching it for 1d6 minutes.
* Glyph Trap: Expend one Intelligence or Dexterity ability score point while marking a door, book, chest, floor, wall, weapon, or object. The first unauthorized creature to touch or cross it takes 1d6 damage, triggers an alarm, becomes marked, or suffers -2 on its next roll.
* Identify: Expend one Intelligence ability score point while handling a magical item, potion, scroll, wand, relic, ring, weapon, machine, or cursed object. The character learns what it does, how to activate it, and one risk or limitation.
* Illusory Disguise: Expend one Intelligence or Charisma ability score point during a turn. For 1d6 minutes, the character’s appearance, clothing, voice, or visible gear seems different enough to pass casual inspection.
* Mage Armor: Expend one Intelligence or Wisdom ability score point during a turn. For 1d6 minutes, the character gains +3 AC from invisible force, shimmering light, spectral armor, protective runes, or floating shields.
* Magic Missile: Expend one Intelligence or Dexterity ability score point and make a ranged power attack against one target within long throwing range (55 m or 180 feet). On a hit, the target takes 1d6 damage.
* Minor Transmutation: Expend one Intelligence ability score point and touch one small nonliving object. For 1d6 minutes, change its color, texture, temperature, weight, scent, brittleness, polish, or apparent material.
* Portal Sense: Expend one Intelligence or Wisdom ability score point while near a door, arch, mirror, circle, crossroads, cave mouth, gate, pool, painting, book, or threshold. The character senses whether it is magical, where it leads, what opens it, or what last passed through.
* Ritual Casting: Expend one Intelligence or Wisdom ability score point and spend at least one full minute casting or preparing. Gain +5 on one power task roll or magic-related task roll.
* Seal Portal: Expend one Intelligence or Wisdom ability score point when near a gate, portal, summoning circle, dimensional tear, haunted doorway, magical mirror, or open threshold. The opening closes, locks, weakens, or becomes harder to use for 1d6 minutes.
* Subtle Casting: Expend one Dexterity or Intelligence ability score point when using a power, spell, ritual, or magical device. The effect has no obvious words, gestures, lights, sounds, or signs unless the effect itself is visible.
* Summon Servitor: Expend one Intelligence or Charisma ability score point and call a minor spirit, unseen servant, animated tool, floating light, tiny elemental, or simple construct (Level 0, AC 11, h.p. 2, Atk +0, Dmg none, Move 10 m or 30 ft.) For 1d6 minutes, it carries, cleans, fetches, distracts, holds, opens, or performs one simple task.
* Weaken Power: Expend one Intelligence or Wisdom ability score point while touching or studying a target subjected to an ongoing power effect. Make an opposed Intelligence roll against the effect. On a success, suppress it for 1d6 rounds or weaken it by half.

HARD SCIENCE-FICTION SPECIAL ABILITIES (CYBERPUNK)
* Acceleration Training: Expend one Constitution ability score point when exposed to high acceleration, sudden deceleration, launch stress, crash impact, or violent maneuvering. Reduce damage by 1d6 + Level and gain +5 on the related Constitution saving throw.
* Adaptive HUD: Expend one Intelligence ability score point during a turn to activate a tactical display, smart visor, retinal overlay, or helmet interface. For 1d6 minutes, gain +2 on Awareness, targeting, navigation, repair, or sensor-related task rolls.
* Airlock Override: Expend one Intelligence or Dexterity ability score point during a turn to open, seal, cycle, jam, or emergency-lock one nearby airlock, pressure door, docking hatch, cargo bay, or blast shutter.
* Augmented Grip: Expend one Strength ability score point during a turn. For 1d6 rounds, cybernetic hands, magnetic palms, suit gloves, or reinforced tendons grant +5 on rolls to climb, hold on, resist disarming, anchor in zero-g, or keep hold of a tool, weapon, cable, or person.
* Auto-Doc Patch: Expend one Intelligence or Wisdom ability score point and apply a medpatch, drug injector, nanomed kit, tourniquet, clotting foam, or emergency surgical tool. The target immediately recovers 1d6 hit points or stops one ongoing bleeding, poison, radiation, suffocation, or shock effect for 1d6 minutes.
* Ballistic Calculator: Expend one Intelligence or Dexterity ability score point before making a ranged attack. Ignore up to +5 in target AC bonuses from range, cover, wind, movement, low gravity, or poor visibility.
* Battleware Reflexes: Expend one Dexterity ability score point at the start of a round. Until the start of the character’s next turn, the character gains one additional reaction that may only be used to dodge, parry, return fire, dive for cover, catch a falling object, or trigger a device.
* Bionic Arm Surge: Expend one Strength or Constitution ability score point before making a Strength task roll or melee attack. Gain +5 on the roll, or add 1d6 damage if the attack hits.
* Bionic Legs: Expend one Strength or Dexterity ability score point during movement. The character may leap, sprint, vault, climb, or absorb a fall with enhanced limbs, gaining +5 on the task roll or increasing movement by 10 meters for 1d6 rounds.
* Biometric Spoof: Expend one Intelligence or Charisma ability score point while using false fingerprints, retinal overlays, voice masking, skin temperature control, scent masking, or hacked credentials. Gain +5 on one attempt to pass a biometric scan or impersonate an authorized user.
* Blackout Protocol: Expend one Intelligence or Dexterity ability score point during a turn to shut down the character’s wireless signals, heat leaks, active sensors, smart gear, and visible electronics. For 1d6 minutes, gain +5 on rolls to avoid detection by sensors, drones, cameras, targeting systems, or automated security.
* Breach Charge: Expend one Intelligence or Dexterity ability score point while placing explosives, cutting tools, or shaped breaching devices. The character creates a controlled opening in a door, wall, hull panel, bulkhead, or barricade, or causes 3d6 damage to one object or structure.
* Chem Filter: Expend one Constitution ability score point when exposed to poison gas, smoke, airborne disease, chemical agents, anesthetic vapor, or contaminated atmosphere. Gain +5 on the saving throw and reduce any resulting Constitution damage by 1d6.
* Combat Drone Link: Expend one Intelligence or Dexterity ability score point during a turn to command a nearby drone, turret, robot assistant, or remote weapon platform. It may immediately move, scan, attack for 1d6 damage, provide +2 AC as cover, or grant +2 on one ally’s task roll.
* Crash Couch Discipline: Expend one Constitution or Wisdom ability score point when strapped into a vehicle, drop pod, fighter, shuttle, or ship station during a crash, attack, or emergency maneuver. Reduce incoming damage by 1d6 + Level and remain conscious unless reduced to 0 hit points.
* Cybernetic Aim: Expend one Dexterity or Intelligence ability score point before making a ranged attack. Gain +5 on the attack roll. If the attack hits, the character may also identify one weakness, armor gap, sensor node, or vulnerable component.
* Cybernetic Eye: Expend one Wisdom or Intelligence ability score point during a turn. For 1d6 minutes, the character can see in darkness, magnify distant objects, read heat patterns, identify weapon signatures, detect motion, analyze chemical traces, or gain +2 on Awareness rolls.
* Data Ghost: Expend one Intelligence ability score point while hacking, spoofing, or moving through a network. For 1d6 minutes, the character leaves no ordinary access logs, camera records, identity tags, or traceable digital footprints unless opposed by superior security.
* Deadman Switch: Expend one Intelligence or Wisdom ability score point when defeated, captured, knocked unconscious, or reduced to 0 hit points. A prepared device, message, alarm, explosive, drone command, medical injector, or data release automatically triggers.
* Decompression Drill: Expend one Constitution or Dexterity ability score point when exposed to vacuum, decompression, hull breach, air loss, or explosive pressure change. The character acts normally for 1d6 rounds and gains +5 on rolls to seal a suit, grab a line, reach an airlock, or rescue another person.
* Diagnostic Sweep: Expend one Intelligence ability score point during a turn and scan a machine, suit, weapon, vehicle, drone, ship system, implant, or structure. Learn its current condition, most urgent fault, power status, hidden damage, and one practical method to disable, repair, or exploit it.
* Directed EMP Pulse: Expend one Intelligence or Constitution ability score point during a turn and target one nearby device, drone, robot, sensor, cybernetic system, or powered weapon. Make an opposed Intelligence roll against the target’s system defense or operator’s Intelligence saving throw. On a success, the target shuts down, glitches, or suffers −5 on its next roll.
* Emergency Sealant: Expend one Dexterity or Intelligence ability score point during a turn to seal a small hull breach, cracked visor, leaking pipe, punctured pressure suit, fuel leak, coolant break, or ruptured container for 1d6 minutes.
* Exoskeleton Lift: Expend one Strength or Constitution ability score point during a turn. For 1d6 rounds, powered armor, a cargo exoskeleton, muscle-assist frame, or bionic reinforcement grants +5 on Strength rolls to lift, carry, brace, force open, or drag.
* Expert System Consult: Expend one Intelligence ability score point and ask the GM one practical question that a ship AI, medical database, tactical system, engineering manual, or expert software could answer. The answer should be useful but may be incomplete, biased, outdated, or limited by available data.
* Fire Suppression Burst: Expend one Intelligence or Dexterity ability score point during a turn to trigger foam, inert gas, vacuum cycling, coolant, sand, smart gel, or emergency shutters. Extinguish fire in a nearby area or reduce fire, acid, plasma, or heat damage by 1d6 + Level.
* Hard Vacuum Movement: Expend one Dexterity ability score point during movement in zero-g, vacuum, EVA, underwater, or microgravity conditions. The character may move full speed, avoid spinning, change direction safely, or reach a handhold, tether, hatch, or ally without a task roll.
* Hardsuit Lockdown: Expend one Constitution or Strength ability score point when taking damage while wearing armor, a pressure suit, exosuit, or powered armor. Reduce physical damage by 1d6 + Level, but movement is reduced by half until the character’s next turn.
* Hijack Signal: Expend one Intelligence ability score point during a turn and make an opposed Intelligence roll against a nearby drone, sensor, comm system, smart weapon, lock, camera, vehicle, or unsecured implant. On a success, the character issues one simple command, blocks one signal, or receives one packet of useful data.
* Holo-Decoy: Expend one Intelligence or Charisma ability score point during a turn to project a false image, heat ghost, radar echo, voiceprint, or tactical decoy for 1d6 rounds. The next attack or scan against the character has a 50% chance to target the decoy instead.
* Implant Firewall: Expend one Intelligence or Wisdom ability score point when targeted by hacking, neural intrusion, spoofing, brain-interface attack, hostile software, or cybernetic override. Gain +5 on the saving throw. On a success, the attacker’s location, signature, or method is partly revealed.
* Internal Oxygen Reserve: Expend one Constitution ability score point when deprived of breathable air. The character can function for 1d6 minutes without breathing, or 1d6 rounds during extreme exertion, vacuum exposure, smoke inhalation, drowning, or toxic atmosphere.
* Jury-Rig Life Support: Expend one Intelligence ability score point during a turn to restore breathable air, heat, cooling, pressure, water recycling, radiation shielding, or waste systems to one suit, room, rover, pod, or small vehicle for 1d6 hours.
* Kinetic Anchor: Expend one Strength or Constitution ability score point when pushed, pulled, knocked back, vented into space, thrown by recoil, or moved by impact. Magnetic boots, suit thrusters, grip spikes, mass compensation, or sheer bracing keep the character in place.
* Low-G Acrobatics: Expend one Dexterity ability score point during movement. The character may cross a room, shaft, crater, cargo bay, or exterior hull in low gravity without penalty, gaining +5 on jumps, spins, rebounds, landings, and evasive movement.
* Machine Empathy: Expend one Intelligence or Wisdom ability score point while working with a familiar ship, vehicle, weapon, computer, robot, or machine. The character immediately senses whether it is damaged, stressed, sabotaged, overloaded, watched, or being operated against its normal purpose.
* Magnetic Boots: Expend one Strength or Dexterity ability score point during a turn. For 1d6 minutes, the character can walk, fight, brace, or climb on metal surfaces in zero-g, vacuum, high wind, flooding, acceleration, or unstable terrain without penalty.
* Med-Bay Miracle: Expend one Intelligence or Wisdom ability score point while using a full medical kit, med-bay, surgical rig, autodoc, or emergency trauma pod. Restore 1 lost ability score point to a patient, or restore 1d6 hit points to all nearby patients receiving treatment.
* Memory Backup: Expend one Intelligence or Wisdom ability score point before entering danger, uploading to a secure system, or syncing with a neural recorder. If the character later loses memories, is mind-altered, dies and is restored, or suffers neurological damage, one chosen memory, fact, skill pattern, or message survives.
* Microgravity Grapple: Expend one Dexterity or Strength ability score point after hitting or grabbing a target in zero-g or low-g. The target is spun, pinned, redirected, or pushed up to 1d6 meters, and suffers −2 on its next physical roll.
* Neural Accelerator: Expend one Intelligence or Dexterity ability score point at the start of a turn. The character may act before a chosen enemy this round, process a complex tactical situation instantly, or gain +5 on one reaction, targeting, piloting, or hacking roll.
* Neural Interface: Expend one Intelligence ability score point while directly jacked into a ship, suit, vehicle, drone, computer, weapon, factory, or sensor array. For 1d6 minutes, gain +5 on operation rolls, but suffer 1d6 hit point damage if the linked system takes serious damage or hostile intrusion.
* Orbital Drop Training: Expend one Constitution or Dexterity ability score point when falling, dropping from orbit, landing in a pod, ejecting from a craft, or descending under damaged thrusters. Reduce falling or impact damage by 1d6 + Level and land close to the intended target.
* Overclocked Implant: Expend one Constitution or Intelligence ability score point during a turn. One cybernetic system, neural processor, bionic limb, optical suite, reflex booster, or implanted tool gains +5 on its next related roll, then overheats, locks, glitches, or becomes unavailable for 1d6 rounds.
* Patch the Suit: Expend one Dexterity or Intelligence ability score point as a reaction when a pressure suit, hardsuit, helmet, glove, seal, or oxygen line is damaged. The damage does not cause immediate decompression, contamination, drowning, or vacuum exposure.
* Pilot’s Burn: Expend one Dexterity or Intelligence ability score point while piloting a ship, fighter, rover, drone, mech, shuttle, submarine, or aircraft. Gain +5 on one maneuver, dodge, landing, pursuit, docking, evasion, or crash-avoidance roll.
* Predictive Targeting: Expend one Wisdom or Intelligence ability score point during a turn. Until the character’s next turn, attacks by the character or one linked ally ignore up to +3 AC from target movement, evasion, range, cover, or concealment.
* Pressure Sense: Expend one Wisdom or Intelligence ability score point during a turn. The character detects air leaks, pressure changes, hull stress, weak seals, chemical contamination, engine vibration, footfalls through decks, or hidden movement through structure for 1d6 minutes.
* Prosthetic Compartment: Expend one Intelligence or Dexterity ability score point to reveal a hidden tool, blade, wire, data chip, lockpick, injector, lighter, microdrone, emergency beacon, or small weapon stored in a prosthetic limb, cybernetic implant, boot, suit seam, or body cavity.
* Radiation Protocol: Expend one Constitution or Intelligence ability score point when exposed to radiation, reactor leakage, solar flare, fallout, cosmic rays, or contaminated dust. Gain +5 on the saving throw and reduce any resulting Constitution damage by 1d6.
* Reaction Control Jets: Expend one Dexterity ability score point during movement in zero-g, vacuum, underwater, or freefall. The character may change direction, stop tumbling, cross a gap, dodge debris, or reach a target as if moving normally.
* Remote Surgery: Expend one Intelligence or Wisdom ability score point while operating a surgical robot, drone, med-bay, or remote manipulator. Treat one patient at range, stabilize a dying target, remove shrapnel, neutralize a toxin, or restore 1d6 hit points.
* Reprogram Hostile System: Expend one Intelligence ability score point and spend one action interacting with a device, drone, turret, vehicle, door, sensor, mine, or robot. On a successful Intelligence task roll, the system changes allegiance, ignores the character, shuts down, or obeys one short command for 1d6 minutes.
* Salvage Genius: Expend one Intelligence ability score point while searching wreckage, cargo, ruins, scrap, tool lockers, drones, or battlefield debris. The character finds one useful component, battery, patch, cable, sensor, weapon part, seal, drug dose, or repair material needed for the current problem.
* Sensor Fusion: Expend one Intelligence or Wisdom ability score point while using multiple sensors, drones, cameras, scanners, suit feeds, or ship systems. For 1d6 minutes, gain +5 on rolls to detect hidden targets, track movement, map terrain, identify hazards, or coordinate allies.
* Ship Whisperer: Expend one Intelligence or Wisdom ability score point while aboard a ship, station, vehicle, habitat, or large machine the character has operated before. Ask the GM one question about its current status, hidden damage, intruders, power flow, route, cargo, or most likely point of failure.
* Smart Ammo Selection: Expend one Intelligence or Dexterity ability score point before making a ranged attack. The character uses the ideal ammunition or firing mode: armor-piercing, gel, flare, shock, flechette, explosive, tracker, tranquilizer, smoke, or adhesive. If the attack hits, add one fitting extra effect such as +1d6 damage, target falls prone, target is marked, target is blinded, or movement is reduced to 0 for one round.
* Smart Cover: Expend one Intelligence or Dexterity ability score point during a turn to deploy, inflate, move, or improvise cover using foam, drones, hatches, cargo, shields, barricades, or suit plating. The character or one nearby ally gains +3 AC until the start of the character’s next turn.
* Suit Beacon: Expend one Intelligence or Wisdom ability score point during a turn. The character sends a tight-beam, encrypted, pulsed, laser, radio, neutrino, or emergency beacon. One chosen ally, ship, drone, rescue system, or station knows the character’s approximate location unless actively jammed.
* Suit Overpressure: Expend one Constitution or Intelligence ability score point when entering toxic atmosphere, underwater depths, pressure imbalance, fire, spores, plague air, or chemical fog. For 1d6 minutes, the character ignores minor environmental harm from pressure or atmosphere.
* Surgical Strike: Expend one Dexterity or Intelligence ability score point before attacking a machine, vehicle, robot, armored suit, cyborg, weapon, engine, or exposed system. If the attack hits, it causes normal damage and disables one nonessential function for 1d6 rounds.
* Synthetic Reflex Loop: Expend one Dexterity or Intelligence ability score point when surprised, ambushed, or attacked before acting. The character may immediately move up to half speed, dive for cover, draw a weapon, or make one defensive reaction.
* Tactical Mesh: Expend one Intelligence or Charisma ability score point during a turn. For 1d6 minutes, nearby allies linked by comms, implants, suit feeds, or shared sensors gain +2 on rolls to coordinate movement, focus fire, avoid friendly fire, or locate each other.
* Thermal Masking: Expend one Constitution or Intelligence ability score point during a turn. For 1d6 minutes, the character’s suit, skin, cloak, or cybernetics reduce thermal signature, granting +5 on rolls to hide from infrared, heat sensors, drones, missiles, or predators using heat detection.
* Thruster Dodge: Expend one Dexterity ability score point when attacked in zero-g, flight, vacuum, underwater, or while wearing a maneuvering suit. Gain +5 AC against that attack, but move 1d6 meters in a direction chosen by the character or GM.
* Trauma Override: Expend one Constitution or Wisdom ability score point when stunned, frightened, exhausted, shocked, concussed, or in pain. The character ignores the condition for 1d6 rounds, then suffers −2 on physical or mental rolls for 1d6 rounds.
* Vacuum Grapnel: Expend one Dexterity ability score point during movement. The character fires, throws, or anchors a grapnel, tether, magnetic clamp, smart cable, or rescue line, allowing movement across a gap, recovery of a drifting ally, or prevention of being lost in space.
* Vehicle Jack: Expend one Intelligence or Dexterity ability score point while touching, docking with, or wirelessly linking to a vehicle. The character may start it, stop it, unlock it, steer it, crash it, locate it, or make it ignore one ordinary command from another operator.
* Virtual Ghost: Expend one Intelligence or Charisma ability score point while inside augmented reality, virtual reality, a network, simulation, training system, or social feed. The character changes appearance, spoofs identity, hides location, creates a false trace, or gains +5 on a deception or hacking roll.
* Weapon Link: Expend one Dexterity or Intelligence ability score point during a turn to sync a weapon with a smart sight, implant, drone feed, targeting laser, or suit sensor. The next attack with that weapon gains +2 to hit and ignores one minor penalty from darkness, smoke, range, movement, or awkward angle.
* Zero-G Combat Training: Expend one Dexterity ability score point during a turn in low gravity, zero-g, underwater, freefall, or unstable footing. For 1d6 rounds, the character suffers no combat penalties from the environment and gains +2 AC against enemies not similarly trained.

SPACE OPERA SPECIAL ABILITIES
* Ace Pilot: Expend one Dexterity or Intelligence ability score point while piloting a starfighter, shuttle, airspeeder, grav-bike, ornithopter, or small craft. Gain +5 on one maneuver, pursuit, landing, docking, attack run, evasive action, or crash-avoidance roll.
* Against All Odds: Expend one Wisdom or Charisma ability score point when outnumbered, surrounded, cornered, or facing a superior enemy. The character and nearby allies gain +2 on saving throws until the character’s next turn.
* Alien Etiquette: Expend one Intelligence or Charisma ability score point when meeting an unfamiliar culture, species, faction, court, guild, or planetary government. The character avoids a major social mistake and gains +2 on the first negotiation, diplomacy, or deception roll.
* Ancient Bloodline: Expend one Charisma or Wisdom ability score point when invoking ancestry, prophecy, noble lineage, clone heritage, sacred breeding, or dynastic claim. NPCs who respect such things hesitate, listen, or grant the character a chance to speak before acting.
* Astrogation Instinct: Expend one Intelligence or Wisdom ability score point while plotting a route through hyperspace, warp lanes, wormholes, jump points, foldspace, or dangerous stellar terrain. The character finds a safe route, shortcut, hidden approach, or emergency escape vector.
* Battle Trance: Expend one Wisdom or Charisma ability score point and take no movement during the turn. Nearby allies who can see, hear, or sense the character gain +2 on attack rolls, saving throws, and morale-related rolls until the character’s next turn.
* Beam Precision: Expend one Dexterity or Intelligence ability score point before making an energy weapon attack. If the attack hits, choose one: stun instead of wound, disable a device, cut a precise opening, ignite material, seal a breach, or avoid collateral damage.
* Boarding Action: Expend one Strength, Dexterity, or Charisma ability score point when breaching, boarding, or storming a ship, station, fortress, or vehicle. The character and nearby allies gain +2 on their first attack, movement, or intimidation rolls during the boarding scene.
* Bridge Officer: Expend one Intelligence or Charisma ability score point while commanding from a bridge, command deck, cockpit, tactical station, or operations center. One nearby or linked ally immediately gains +5 on a piloting, sensor, engineering, weapons, shields, or communications roll.
* Cantina Contacts: Expend one Charisma ability score point in a port, cantina, caravanserai, guild hall, casino, market, or underworld den. The character finds someone who can provide rumors, passage, forged papers, restricted goods, or a quiet introduction.
* Chosen Hero Moment: Expend any three ability score points after failing a task roll, attack roll, or saving throw during a dramatically important scene. Treat the roll as a natural 20.
* Cloaking Run: Expend one Dexterity or Intelligence ability score point while piloting or sneaking through space, atmosphere, desert, ruins, or enemy territory. For 1d6 rounds, the character’s craft, vehicle, or group gains +5 on rolls to avoid detection.
* Command Override: Expend one Charisma or Intelligence ability score point and issue an urgent order to crew, soldiers, robots, officers, retainers, or trained allies. One ally immediately takes a movement, defensive action, or task roll with +2.
* Courtly Duel: Expend one Charisma or Dexterity ability score point before fighting a formal duel, honor challenge, blade fight, shield duel, or ritual combat. The character gains +2 AC against that opponent and +2 on social rolls with witnesses who respect the duel.
* Cryo-Sleep Discipline: Expend one Constitution or Wisdom ability score point when waking from suspended animation, chemical trance, stasis, transporter shock, cloning recovery, or long hibernation. Ignore confusion, weakness, nausea, lost time, or memory haze for 1d6 hours.
* Desert Survival: Expend one Constitution or Wisdom ability score point while crossing desert, wasteland, ice field, salt flat, irradiated plain, or lifeless moon. The character finds shelter, conserves supplies, avoids exposure, or gains +5 on one survival roll.
* Diplomatic Idealism: Expend one Charisma or Wisdom ability score point when appealing to peace, reason, exploration, law, mercy, or shared survival. Nearby uncertain NPCs must make a Wisdom saving throw or pause hostilities long enough to hear one argument.
* Diplomatic Immunity: Expend one Charisma ability score point when arrested, threatened, searched, challenged, or detained by officials. The character forces the opposition to delay, negotiate, verify authority, contact superiors, or avoid immediate violence for 1d6 minutes.
* Droid Companion Protocol: Expend one Intelligence or Charisma ability score point while working with a robot, android, drone, ship computer, or artificial assistant. The machine grants +2 on one technical, translation, repair, navigation, or tactical roll, or performs one simple useful action.
* Energy Blade Defense: Expend one Dexterity or Wisdom ability score point when attacked in melee or by a ranged energy weapon. Gain +5 AC against that attack. If the attack misses, the character may move 2 meters, disarm a nearby foe, or deflect the shot harmlessly.
* Energy Blade Strike: Expend one Dexterity or Wisdom ability score point before making a melee attack with an energy blade, vibroblade, monofilament weapon, force-sword, or ceremonial dueling weapon. If the attack hits, add 1d6 damage or ignore up to +5 AC from armor or shield bonuses.
* Escape Pod Luck: Expend any one ability score point when a ship, vehicle, base, or fortress is destroyed. The character finds an escape pod, sealed compartment, emergency hatch, life raft, transporter lock, or survivable debris field.
* Faster-Than-Light Kick: Expend one Intelligence or Dexterity ability score point when a vehicle or ship must escape immediately. The craft makes a desperate jump, warp burst, slingshot, fold, or emergency burn. The escape succeeds, but the GM may add a complication such as damage, misjump, pursuit, or arrival somewhere dangerous.
* Foldspace Glimpse: Expend one Intelligence or Wisdom ability score point while exposed to navigation drugs, visions, hyperspace, warp phenomena, wormholes, ancient machines, or prophetic dreams. Ask the GM one symbolic question about the route, future danger, hidden enemy, or true destination.
* Galactic Reputation: Expend one Charisma ability score point when entering a settlement, starport, bridge, throne room, guild hall, or underworld meeting. Someone present has heard of the character and reacts with fear, respect, admiration, suspicion, or curiosity.
* Grav-Boot Charge: Expend one Strength or Dexterity ability score point while fighting in low gravity, on a hull, in a corridor, or across unstable terrain. Move up to full speed and make one melee attack. On a hit, add 1 damage or knock the target prone.
* Great House Command: Expend one Charisma ability score point while invoking a noble house, military rank, planetary office, ancient order, guild charter, or sacred title. Loyal retainers, soldiers, servants, or citizens of lower Level obey one reasonable command.
* Guild Passage: Expend one Charisma or Intelligence ability score point in a civilized port, court, station, trade hub, or caravan route. The character secures transport, cargo space, forged travel permission, smuggled passage, or a meeting with a navigator, pilot, captain, or broker.
* Heroic Rescue Swing: Expend one Strength or Dexterity ability score point while near cables, vines, ducts, gantries, ropes, rigging, gravity lifts, or moving machinery. Move to a nearby ally in danger and pull, carry, shove, or swing them to safety.
* Hidden Heir: Expend one Charisma or Wisdom ability score point when revealing, hinting at, or concealing noble, prophetic, clone, religious, or dynastic identity. Gain +5 on one deception, command, negotiation, or intimidation roll.
* Holoprojector Trick: Expend one Intelligence or Charisma ability score point during a turn to create a hologram, projected duplicate, false transmission, fake distress call, decoy officer, or misleading tactical image for 1d6 minutes.
* Impossible Translation: Expend one Intelligence or Wisdom ability score point when hearing, reading, or encountering an unfamiliar language, code, ritual phrase, alien gesture, machine dialect, or dead civilization’s script. The character understands the basic meaning for 1d6 minutes.
* In the Nick of Time: Expend any one ability score point when arriving at a scene. The character appears at the most dramatic useful moment, before an ally is killed, a door closes, a ship launches, a prisoner is moved, or a final order is carried out.
* Inspiring Speech: Expend one Charisma ability score point and speak for one full round. Nearby allies recover 1d6 hit points or gain +2 on their next saving throw against fear, despair, domination, exhaustion, or morale collapse.
* Ion Burst: Expend one Intelligence or Dexterity ability score point when attacking a robot, vehicle, shield generator, door, weapon, sensor, or powered system. If the attack hits, the target takes normal damage and one nonessential system shuts down for 1d6 rounds.
* Jump Calculations: Expend one Intelligence ability score point during a chase, battle, or emergency. The character identifies the exact moment when escape, interception, docking, ramming, or transit becomes possible and grants +5 on the relevant roll.
* Knife in the Dark: Expend one Dexterity or Charisma ability score point before attacking from concealment, disguise, fog, darkness, crowd cover, or political misdirection. If the attack hits, add 1d6 damage or impose −2 on the target’s next saving throw.
* Last Starfighter: Expend one Dexterity or Wisdom ability score point while piloting against superior numbers. For 1d6 rounds, the character gains +2 on piloting and attack rolls against enemy craft, drones, missiles, or pursuit vehicles.
* Living Legend: Expend one Charisma ability score point when recognized by enemies or allies. Lower-Level NPCs may hesitate, surrender, cheer, bargain, or make a morale check before attacking or fleeing.
* Master Calculation: Expend one Intelligence or Wisdom ability score point and observe a tactical, political, economic, or social situation. Ask the GM one question about likely motives, hidden pressure, best leverage, probable betrayal, or most efficient course of action.
* Mind Meld: Expend one Wisdom or Charisma ability score point and touch a willing, helpless, or restrained target. For 1d6 minutes, the character and target share surface thoughts, memories, emotions, sensory impressions, or one specific truth. An unwilling target may resist with a Wisdom saving throw. On a failed resistance, the character may ask one direct question the target’s mind must answer honestly, but both participants may experience emotional echoes, pain, trauma, or confusion from the shared contact.
* Mind Trick: Expend one Charisma or Wisdom ability score point and make an opposed roll of d20 + Charisma modifier versus one nearby target’s Wisdom saving throw. On a success, the target accepts one simple suggestion, overlooks one detail, or remembers the character as harmless or authorized.
* Mystic Parry: Expend one Dexterity or Wisdom ability score point when hit by a melee attack. Reduce damage by 1d6 + Level. If this reduces damage to 0, the attacker is pushed back, disarmed, or left off-balance.
* Nerve Pinch: Expend one Dexterity or Wisdom ability score point and make a melee attack against a living target of equal or lower Level. On a hit, the target must make a Constitution saving throw or fall unconscious for 1d6 minutes.
* Noble Sacrifice: Expend one Constitution or Charisma ability score point when taking damage for an ally, ship, city, order, family, or cause. Reduce the damage by 1d6 + Level, and one nearby ally gains +2 on their next roll.
* Pilot Reflexes: Expend one Dexterity or Intelligence ability score point while piloting in atmosphere, storms, canyons, towers, deserts, forests, or urban terrain. Avoid one collision, missile, crash, sandstorm, or pursuit hazard.
* Prescient Dodge: Expend one Wisdom ability score point when attacked. Gain +5 AC against that attack, representing instinct, battle precognition, trained awareness, or prophetic intuition.
* Protocol Authority: Expend one Intelligence or Charisma ability score point when dealing with bureaucracy, starfleets, noble courts, guilds, temples, embassies, military chains, or planetary law. The character identifies the rule, loophole, ritual, rank, or document needed to proceed.
* Rally the Crew: Expend one Charisma ability score point during shipboard danger, boarding, battle, mutiny, disaster, or crisis. Crew and allies who can hear the character gain +2 on their next repair, piloting, attack, or saving throw.
* Redshirt Survival Instinct: Expend one Wisdom or Dexterity ability score point when entering an obviously dangerous room, planet, ruin, corridor, cave, or alien site. The character avoids being the first one surprised, grabbed, infected, disintegrated, or ambushed.
* Sandwalk: Expend one Dexterity or Wisdom ability score point while crossing sand, ash, snow, dust, mud, loose gravel, or sensor-monitored ground. The character leaves no obvious tracks and avoids drawing attention from tremor-sensing creatures, patrols, or automated ground sensors.
* Sensor Lock: Expend one Intelligence or Wisdom ability score point while using scanners, tricorders, targeting arrays, ship sensors, drones, or scout gear. The character identifies a hidden ship, life sign, weapon charge, shield weakness, cloaked movement, or energy anomaly.
* Shield Harmonics: Expend one Intelligence ability score point while operating a personal shield, vehicle shield, deflector, force screen, or energy barrier. Reduce incoming damage by 1d6 + Level, or give +3 AC to one protected target until the character’s next turn.
* Smuggler’s Compartment: Expend one Intelligence or Dexterity ability score point to reveal, create, or locate a hidden compartment in clothing, luggage, vehicle panels, cargo, prosthetics, ship plating, robot bodies, or furniture.
* Spice Discipline: Expend one Wisdom or Constitution ability score point while under the effects of drugs, trance, prophecy, meditation, pain control, or altered perception. Gain +5 on one roll involving endurance, perception, calculation, resistance to fear, or future danger.
* Starship Gunner: Expend one Dexterity or Intelligence ability score point while firing ship weapons, turret guns, missile banks, torpedoes, beam arrays, or point-defense systems. Gain +5 on one attack roll, or attack two small targets by dividing damage dice before rolling.
* Starship Jury-Rig: Expend one Intelligence ability score point during a turn while aboard a damaged ship or vehicle. Restore one disabled system for 1d6 rounds: shields, weapons, engines, sensors, comms, gravity, doors, life support, or navigation.
* Stun Setting: Expend one Dexterity or Wisdom ability score point before making an energy weapon attack. If the attack hits a living target, the target takes no hit point damage but must make a Constitution saving throw or fall unconscious for 1d6 minutes.
* Sword Against Blasters: Expend one Dexterity or Wisdom ability score point while carrying an energy blade, shield, staff, or similar defensive weapon. For 1d6 rounds, ranged attacks against the character suffer −2 unless they come from overwhelming fire or unseen attackers.
* Telepathic Bond: Expend one Wisdom or Charisma ability score point and touch or concentrate on one willing ally. For 1d6 minutes, the character and ally may share simple thoughts, emotions, warnings, images, or directions regardless of language.
* Tractor Beam Trick: Expend one Intelligence or Dexterity ability score point while operating a tractor beam, grappler, force cable, docking clamp, tow line, or gravitic manipulator. Move, slow, pin, redirect, or catch one object, vehicle, or creature within range.
* Transporter Timing: Expend one Intelligence or Dexterity ability score point while using teleporters, transporters, gates, matter transmitters, jump pads, or beaming systems. The character arrives at the safest possible nearby position, avoids one hazard, or extracts one willing target just before disaster.
* Tremor Sign: Expend one Wisdom ability score point while traveling through desert, ice, ocean, asteroid fields, deep tunnels, or monster-haunted wilderness. The character detects the approach of a huge creature, vehicle, storm, fleet, or environmental threat before it arrives.
* Tricorder Sweep: Expend one Intelligence or Wisdom ability score point during a turn. Scan a nearby area for life signs, toxins, energy signatures, hidden doors, structural weakness, radiation, disease, recent movement, or unusual materials.
* Unlikely Friendship: Expend one Charisma ability score point after showing mercy, humor, honor, or understanding to an enemy, monster, rival, or alien being. The target must make a Wisdom saving throw or hesitate, parley, switch sides briefly, or allow the character one chance to prove good faith.
* Unseen Guidance: Expend one Wisdom ability score point before making any task roll, attack roll, or saving throw. Gain +5 on the roll if the action follows intuition, emotion, prophecy, destiny, spiritual training, or trust in unseen forces.
* Vacuum Duelist: Expend one Dexterity or Constitution ability score point while fighting in vacuum, low gravity, on a hull, in a docking tube, or inside a damaged ship. For 1d6 rounds, suffer no combat penalties from the environment and gain +2 AC against enemies who lack similar training.
* Zero-G Swordplay: Expend one Dexterity ability score point while fighting in low gravity, freefall, underwater, or unstable terrain. The character may make one melee attack and then move up to half speed in any direction, including upward, downward, or across a wall.

SUPERNATURAL SPECIAL ABILITIES (MONSTERS)
* Animate Statue: Expend one Strength, Constitution, or Charisma ability score point during a turn and touch a statue, idol, suit of armor, carved beast, corpse, or constructed body. It animates for 1d6 minutes as a loyal minion with a Level no higher than the user’s Level.
* Aura of Decay: Expend one Constitution or Charisma ability score point during a turn to radiate decay for 1d6 rounds. Nearby unattended food spoils, plants wither, small animals flee, and enemies who start their turn nearby must make a Constitution saving throw or take 1 damage.
* Aura of Holiness: Expend one Wisdom or Charisma ability score point during a turn to radiate sacred power for 1d6 rounds. Nearby allies gain +2 on saving throws against fear, charm, possession, and undead powers. Undead, fiends, and cursed beings suffer 1 damage when they start their turn nearby.
* Aura of Madness: Expend one Intelligence or Charisma ability score point during a turn to distort thought and perception for 1d6 rounds. Nearby enemies must make a Wisdom saving throw when they start their turn. On a failure, they lose their action, attack a random target, flee, babble, or suffer 1d6 Wisdom ability point damage.
* Binding Chains: Expend one Strength or Charisma ability score point during a turn and make an attack against one nearby target. On a hit, spectral chains, roots, webbing, hair, shadows, bones, or bands of force restrain the target. The target loses 1d6 Dexterity ability points if it fails a Strength or Dexterity saving throw.
* Blinding Radiance: Expend one Wisdom or Charisma ability score point during a turn. Nearby enemies who can see the user must make a Constitution saving throw. On a failure, they are blinded for 1d6 rounds. Undead, shadow creatures, and light-sensitive beings also take 1d6 damage.
* Blood Frenzy: Expend one Strength or Constitution ability score point when the user smells blood, takes damage, or sees a nearby creature reduced to 0 hit points. For 1d6 rounds, the user gains +2 on melee attack rolls and adds 1 damage to melee hits, but suffers -2 on Wisdom and Intelligence saving throws.
* Breath Weapon: Expend one Constitution ability score point during a turn to exhale fire, frost, poison, lightning, acid, sand, insects, shadow, or another supernatural force into a nearby area. Targets make a Dexterity or Constitution saving throw. On a failure, they take 3d6 damage. On a success, they take half damage.
* Burrow: Expend one Strength or Constitution ability score point during a turn to move through earth, sand, snow, ash, mud, loose stone, or grave soil at half speed for 1d6 minutes. The user may leave a tunnel behind or allow the passage to collapse immediately.
* Charm of Hospitality: Expend one Charisma or Wisdom ability score point while offering food, drink, shelter, or formal welcome. For 1d6 hours, guests who accept the hospitality suffer -2 on rolls to harm, betray, rob, or deceive the host unless the host first breaks hospitality.
* Counter-Charm: Expend one Charisma or Wisdom ability score point during a turn and make a Wisdom or Charisma task roll. Nearby allies may immediately repeat saving throws against fear, charm, domination, confusion, despair, or supernatural song.
* Curse Mark: Expend one Charisma or Wisdom ability score point during a turn and make an opposed roll of d20 + Charisma modifier versus one target’s Wisdom saving throw. On a success, the target is marked for 1d6 days. While marked, the user always knows the direction to the target and gains +2 on rolls against it.
* Curse of Weakness: Expend one Charisma or Wisdom ability score point during a turn and make an opposed roll of d20 + Charisma modifier versus one nearby target’s Wisdom saving throw. On a success, the target loses 1d6 Strength ability points. The curse lasts until the target receives magical healing, receives a blessing, completes a cleansing ritual, or rests for 1d6 days.
* Death Throes: Expend one Constitution or Charisma ability score point when defeated, destroyed, or reduced to 0 hit points. The user’s body explodes, releases poison, turns to stone, becomes fire, collapses into shadow, or unleashes stored magic. Nearby targets make a Dexterity or Constitution saving throw. On a failure, they take 3d6 damage. On a success, they take half damage.
* Deathly Chill: Expend one Constitution or Charisma ability score point during a turn. A nearby area becomes freezing and deathly still for 1d6 rounds. Living enemies in the area suffer -2 on Dexterity rolls and take 1 damage when they start their turn there.
* Devour Memory: Expend one Intelligence or Charisma ability score point during a turn and touch or stare into one target. Make an opposed roll of d20 + Charisma modifier versus the target’s Wisdom saving throw. On a success, the target loses one specific memory, aptitude use, language, route, password, or recent scene for 1d6 days. The user learns the stolen memory.
* Devouring Maw: Expend one Strength or Constitution ability score point before making a bite attack. If the attack causes damage, add 1d6 damage and the user regains hit points equal to the damage added.
* Dimensional Snare: Expend one Intelligence or Charisma ability score point during a turn and target one creature attempting to teleport, phase, flee into spirit form, or cross a supernatural boundary. Make an opposed roll against the target’s power roll or Wisdom saving throw. On a success, the target’s movement fails and it is restrained for 1d6 rounds.
* Disease Carrier: Expend one Constitution ability score point after touching, biting, scratching, or breathing on a target. The target makes a Constitution saving throw. On a failure, the target loses 1 Constitution ability point per day until cured. Ordinary medicine may slow the disease, but supernatural disease requires magic, rare medicine, or a special cure.
* Domination Gaze: Expend one Charisma ability score point during a turn and make an opposed roll of d20 + Charisma modifier versus one target’s Wisdom saving throw. On a success, the target must obey one short command that does not directly cause its own certain death. If the target was an NPC of lower Level, the command may last for 1d6 minutes.
* Dream Haunting: Expend one Charisma or Wisdom ability score point while the target sleeps or while holding something connected to the target. Make an opposed roll of d20 + Charisma modifier versus the target’s Wisdom saving throw. On a success, the target suffers nightmares, loses 1d6 Wisdom ability points, receives a message, or awakens unable to recover hit points from that rest.
* Elemental Body: Expend one Constitution or Wisdom ability score point during a turn to become fire, water, air, earth, ice, lightning, smoke, sand, or living plant matter for 1d6 rounds. The user gains resistance to matching harm, can move through suitable terrain, and causes 1 damage to enemies who touch or strike the user in melee.
* Energy Absorption: Expend one Constitution ability score point when taking fire, cold, lightning, acid, poison, psychic, radiant, necrotic, or similar energy damage. Reduce the damage by 1d6 + the user’s Level. If this reduces the damage to 0, the user may add +2 to their next attack roll or power task roll.
* Ethereal Step: Expend one Wisdom or Charisma ability score point during a turn to become ghostly and insubstantial for one round. During that round, the user can pass through creatures and thin barriers, ignores ordinary physical restraints, and takes half damage from nonmagical attacks.
* Evil Eye: Expend one Charisma ability score point during a turn and make an opposed roll of d20 + Charisma modifier versus one nearby target’s Wisdom saving throw. On a success, the target suffers -2 on all task rolls, attack rolls, and saving throws for 1d6 rounds. On a critical success, the target also drops a held item, stumbles, or suffers a humiliating mishap.
* Fear Aura: Expend one Charisma ability score point during a turn and make an opposed roll of d20 + Charisma modifier versus the Wisdom saving throws of all nearby enemies who can see, hear, or sense the user. On a success, affected targets suffer -2 on attack rolls and task rolls against the user for 1d6 rounds. NPCs of lower Level may flee, freeze, surrender, or refuse to approach.
* Gaze of Truth: Expend one Wisdom or Charisma ability score point during a turn and look at one nearby creature. Make an opposed roll of d20 + Wisdom modifier versus the target’s Charisma saving throw. On a success, the target cannot knowingly lie, disguise its nature, or conceal its emotional state for 1d6 minutes.
* Ghostly Grasp: Expend one Charisma or Wisdom ability score point during a turn and make an attack against one nearby target. On a hit, the user ignores armor and shield bonuses to AC. If damage is caused, it reduces Wisdom, Charisma, or Constitution instead of hit points, as appropriate to the spirit’s nature.
* Gorgon Blood: Expend one Constitution ability score point when the user is cut, pierced, or wounded. The attacker must make a Constitution saving throw. On a failure, the attacker takes 1d6 poison, acid, stone, fire, or curse damage from the user’s supernatural blood.
* Grave Silence: Expend one Wisdom or Charisma ability score point during a turn to create supernatural silence in a nearby area for 1d6 rounds. Speech, song, alarms, sonic attacks, and verbal power use fail inside the area unless the user permits them.
* Hive Mind: Expend one Intelligence or Wisdom ability score point during a turn. For 1d6 minutes, the user may communicate silently with nearby allies, minions, swarm members, or linked creatures. While linked, they cannot be surprised unless all members are surprised, and one member may use another member’s senses.
* Hoard Sense: Expend one Wisdom or Charisma ability score point during a turn to sense the direction and approximate value of nearby treasure, stolen goods, sacred relics, buried wealth, or objects taken from the user’s hoard, shrine, tomb, or lair.
* Hypnotic Lure: Expend one Charisma ability score point during a turn and make an opposed roll of d20 + Charisma modifier versus one or more nearby targets’ Wisdom saving throws. On a success, affected targets move toward the user, stare helplessly, or follow a simple invitation for 1d6 rounds. The effect ends immediately for any target that suffers damage.
* Immortal Recovery: Expend one Constitution or Charisma ability score point when defeated, destroyed, reduced to 0 hit points, or apparently killed. The user does not die permanently. Instead, the user’s body reforms, awakens, reassembles, or returns after 1d6 hours, days, or nights, unless a specific weakness, ritual, weapon, or condition prevents recovery.
* Impossible Hunger: Expend one Constitution or Charisma ability score point during a turn and consume flesh, blood, fear, memory, fire, magic, metal, dreams, or another supernatural substance. The user regains 1d6 hit points and may remove one minor harmful condition related to that substance.
* Invisibility: Expend one Dexterity or Charisma ability score point during a turn to become invisible for 1d6 minutes. The effect ends early if the user attacks, causes damage, casts a power, or performs an obvious hostile action. While invisible, the user gains +5 on stealth task rolls and cannot be targeted by sight alone.
* Lair Command: Expend one Charisma or Wisdom ability score point while inside the user’s lair. The lair takes one supernatural action, such as closing doors, opening pits, animating statues, extinguishing lights, flooding a chamber, summoning roots, creating fog, moving walls, or striking an intruder for 1d6 damage.
* Legendary Resistance: Expend any two ability score points after failing a saving throw. The saving throw succeeds instead. This ability may not be used against a natural 20 unless the user expends any three ability score points.
* Life Drain: Expend one Constitution or Charisma ability score point during a turn and make an opposed roll of d20 + Charisma modifier versus one nearby character’s Constitution saving throw. On a success, the target loses 1d6 Constitution ability points and the user recovers the same number of lost hit points. If the target’s Constitution drops to 0, the target is defeated, withered, unconscious, or dead at the GM’s discretion.
* Magic Resistance: Expend one Wisdom or Charisma ability score point when affected by a spell, power, curse, charm, illusion, or supernatural effect. Add +5 to the saving throw. If the save succeeds, the user suffers no effect.
* Marked Prey: Expend one Wisdom ability score point during a turn and choose one creature the user can see, smell, hear, or has wounded. For 1d6 hours, the user knows the target’s direction, gains +2 on tracking rolls against it, and adds 1 damage to successful attacks against it.
* Mind Blast: Expend one Intelligence or Charisma ability score point during a turn and make an opposed roll of d20 + Intelligence modifier versus the Wisdom saving throws of all targets in a nearby area. On a success, affected targets lose their next action and take 1d6 Intelligence or Wisdom ability point damage. On a failure, they are merely stunned, distracted, or disoriented for one round.
* Mirror Double: Expend one Charisma or Intelligence ability score point during a turn to create 1d6 false duplicates for 1d6 rounds. When the user is hit by an attack, roll randomly to determine whether the attack strikes the user or a duplicate. A duplicate vanishes when struck.
* Mirror Trap: Expend one Intelligence or Charisma ability score point during a turn and target one creature reflected in a mirror, pool, polished shield, glass, or other reflective surface. Make an opposed roll against the target’s Wisdom saving throw. On a success, the target is trapped in the reflection for 1d6 rounds or until the reflective surface is broken.
* Mist Form: Expend one Constitution or Charisma ability score point during a turn to become mist, smoke, shadow, dust, insects, petals, or another diffuse form for 1d6 minutes. While transformed, the user can pass through narrow openings, cannot make ordinary attacks, and takes no damage from ordinary weapons unless the attack affects the whole area.
* Monstrous Transformation: Expend any two ability score points during a turn to become a larger, more dangerous form for 1d6 rounds. The user gains +3 AC, adds 1d6 damage to melee attacks, and gains one fitting movement or sensory ability such as climbing, swimming, flying, scent, darkvision, or burrowing. When the effect ends, the user is exhausted and suffers -2 on all rolls for 1d6 rounds.
* Oathbound Doom: Expend one Charisma or Wisdom ability score point when a target knowingly breaks a sworn oath, taboo, geas, contract, or divine law. The target must make a Wisdom saving throw. On a failure, the target loses 1d6 Charisma or Wisdom ability points and becomes cursed until they atone, fulfill the oath, or receive supernatural absolution.
* Pack Tactics: Expend one Wisdom or Charisma ability score point during a turn. Until the end of the scene, the user and nearby allies gain +2 on attack rolls against enemies who are adjacent to at least two members of the pack, swarm, troop, or hunting group.
* Paralyzing Touch: Expend one Dexterity or Charisma ability score point during a turn and make a melee attack or opposed roll of d20 + Charisma modifier versus one target’s Constitution saving throw. On a success, the target cannot move, attack, speak clearly, or take physical actions for 1d6 rounds. The target may repeat the Constitution saving throw at the end of each of its turns.
* Petrification: Expend any one ability score point during a turn and make an opposed roll of d20 + Charisma modifier versus one nearby character’s Constitution saving throw. On a success, the target loses 1d6 Constitution ability points. If the target’s Constitution ability score drops to 0, or if the target was an NPC, the being’s body is turned to stone, cannot move or perceive anything, stops aging, and becomes AC 20 to harm. Certain powers may reverse this effect, else the petrification is permanent.
* Phase Through Stone: Expend one Constitution or Wisdom ability score point during a turn to pass through a wall, floor, ceiling, boulder, tree, or other solid natural barrier up to 2 meters thick. If the user ends the movement inside solid matter, the user is forced back to the entry point and takes 1d6 damage.
* Planar Banishment: Expend one Wisdom or Charisma ability score point during a turn and make an opposed roll of d20 + Charisma modifier versus one extraplanar, summoned, possessed, or spirit target’s Wisdom saving throw. On a success, the target is banished to its home realm, forced out of a host, or trapped beyond a boundary for 1d6 minutes. If the target is an NPC of lower Level, the banishment may be permanent.
* Possession: Expend one Charisma ability score point during a turn and make an opposed roll of d20 + Charisma modifier versus one nearby target’s Wisdom saving throw. On a success, the user enters or controls the target’s body for 1d6 minutes. The user may speak through the target and direct its actions, but the target may repeat the Wisdom saving throw whenever ordered to betray a deep loyalty, suffer serious harm, or harm someone beloved.
* Raise Minion: Expend one Charisma or Wisdom ability score point during a turn to animate one nearby corpse, skeleton, shadow, statue, object, plant, machine, or lesser spirit as a minion for 1d6 minutes. The minion obeys simple commands and has a Level no higher than the user’s Level.
* Reflective Hide: Expend one Constitution or Charisma ability score point when hit by a power, spell, ray, gaze, or energy attack. The attacker must make a saving throw using the same ability used for the attack. On a failure, the effect reflects back on the attacker.
* Regeneration: Expend one Constitution ability score point during a turn to regain hit points equal to 1d6 + the user’s Level. If the user has lost a limb, eye, organ, or other body part, the GM may allow it to regrow after 1d6 days of rest, or immediately if the user expends three Constitution ability score points.
* Rejuvenating Lair: Expend one Constitution or Charisma ability score point while inside the user’s lair, tomb, grove, shrine, hoard, web, pool, machine, or sacred ground. The user regains 1d6 hit points and gains +2 AC for 1d6 rounds.
* Rotting Touch: Expend one Constitution or Charisma ability score point during a turn and touch one creature, corpse, object, or structure. Living targets must make a Constitution saving throw. On a failure, they lose 1d6 Constitution ability points. Objects, plants, corpses, leather, wood, cloth, and food decay, spoil, rust, or weaken immediately.
* Sacred Rebuke: Expend one Wisdom or Charisma ability score point when hit by an undead, fiend, spirit, oathbreaker, or cursed creature. The attacker must make a Wisdom saving throw. On a failure, it takes 1d6 radiant, psychic, fire, or force damage and cannot willingly move closer to the user for 1d6 rounds.
* Shadow Step: Expend one Dexterity or Charisma ability score point during a turn to move instantly from one shadow, patch of darkness, mirror, doorway, grave, flame, pool, or other fitting supernatural threshold to another within nearby range. If used to escape an attack, the user gains +5 AC against that attack.
* Shapechange: Expend one Constitution or Charisma ability score point during a turn to transform into a specific alternate form for 1d6 minutes. The form may grant claws, wings, gills, fangs, disguise, natural armor, or unusual movement. The user keeps their mind and ability scores unless the GM rules that the form imposes limits.
* Siren Song: Expend one Charisma ability score point and sing, chant, whisper, or call out during a turn. Make an opposed roll of d20 + Charisma modifier versus the Wisdom saving throws of all nearby targets who can hear the user. On a success, affected targets are charmed, distracted, or emotionally overcome for 1d6 minutes. A charmed target will not willingly harm the user unless attacked first.
* Sonic Shriek: Expend one Constitution or Charisma ability score point during a turn and make an attack against all targets in a nearby area that can hear the user. Affected targets suffer 1d6 damage, or 2d6 damage if made of glass, crystal, brittle stone, delicate machinery, or sensitive organs.
* Soul Bind: Expend one Charisma or Wisdom ability score point when a nearby creature is defeated or dies. Make an opposed roll of d20 + Charisma modifier versus the target’s Wisdom saving throw. On a success, the target’s soul is bound into a gem, weapon, mirror, idol, corpse, tree, machine, or other vessel. The target cannot be raised, reincarnated, or contacted except through the vessel.
* Spell Eater: Expend one Constitution or Wisdom ability score point when a nearby spell or power is used. Make an opposed roll of d20 + Wisdom modifier versus the power user’s roll total. On a success, the spell or power is cancelled and the user regains 1d6 hit points.
* Spider Climb: Expend one Strength or Dexterity ability score point during a turn to climb walls, ceilings, cliffs, webs, ropes, trees, or impossible surfaces for 1d6 minutes without making task rolls, unless the surface is magically hostile, slick, burning, or collapsing.
* Stone Skin: Expend one Constitution ability score point during a turn. For 1d6 rounds, the user gains +3 AC and reduces all physical damage by 1. During this time, the user moves at half speed unless already made of stone, metal, bone, or similarly hard material.
* Summon Swarm: Expend one Constitution or Charisma ability score point during a turn to summon or command a nearby swarm of insects, rats, bats, snakes, birds, spiders, spirits, sparks, shadows, or crawling hands for 1d6 minutes. The swarm fills a nearby area, causes 1d6 damage per round, blocks vision, or forces enemies to move.
* Swallow Whole: Expend one Strength or Constitution ability score point after hitting a target of smaller size with a bite or engulfing attack. The target must make a Dexterity or Strength saving throw. On a failure, the target is swallowed, engulfed, or trapped inside the user, taking 1d6 damage per round until it escapes, cuts free, is released, or the user is defeated.
* Telepathic Command: Expend one Intelligence or Charisma ability score point during a turn and choose one nearby creature that can understand thoughts, emotions, or commands. Make an opposed roll of d20 + Charisma modifier versus the target’s Wisdom saving throw. On a success, the target obeys one mental instruction, reveals one surface thought, or loses its next action in confusion.
* Terrifying Roar: Expend one Strength or Charisma ability score point during a turn and make an opposed roll of d20 + Charisma modifier versus the Wisdom saving throws of all nearby enemies who can hear the user. On a success, affected targets are frightened for 1d6 rounds and cannot willingly move closer. NPCs of lower Level may flee.
* True Name Command: Expend one Charisma ability score point during a turn and speak a target’s true name. Make an opposed roll of d20 + Charisma modifier versus the target’s Wisdom saving throw. On a success, the target is stunned, commanded, banished, summoned, or weakened for 1d6 rounds, depending on the nature of the name and the user’s intent.
* Unholy Resilience: Expend one Constitution or Charisma ability score point when the user would take damage from ordinary weapons. Reduce the damage by 1d6. If this reduces the damage to 0, the attacker suffers 1 damage from cold, fear, rot, shadow, thorns, or divine punishment.
* Unnatural Senses: Expend one Wisdom ability score point during a turn. For 1d6 minutes, the user can see invisible creatures, hear heartbeats, smell fear, sense magic, detect living beings through walls, notice lies, or perceive spirits and undead nearby.
* Venomous Bite: Expend one Constitution ability score point after causing damage with a bite, claw, sting, or poisoned weapon. The target must make a Constitution saving throw. On a failure, the target loses 1d6 Constitution ability points. On a success, the target loses 1 Constitution ability point instead.
* Webbing: Expend one Dexterity or Constitution ability score point during a turn and make an attack roll against one nearby target. On a hit, the target is restrained by webs, slime, chains, tendrils, shadow, roots, or similar supernatural bindings. A restrained target cannot move away and suffers -2 on attack rolls and Dexterity saving throws until it breaks free with a Strength task roll or destroys the binding.
* Winged Flight: Expend one Strength, Dexterity, or Constitution ability score point during a turn to fly at the user’s normal movement rate for 1d6 minutes. If the effect ends while the user is still in the air, the user falls unless they land, glide, grab hold, or use another ability.

HORROR SUPERNATURAL SPECIAL ABILITIES (VAMPIRES, WEREWOLVES, WARLOCKS)
* Blood Bond: Expend one Charisma or Constitution ability score point while sharing blood, breath, venom, or supernatural essence with a willing or helpless target. The target must make a Wisdom saving throw. On a failure, the target feels loyalty, longing, fascination, or dependence toward the user for 1d6 days. If the target was an NPC of lower Level, the bond may last until broken by betrayal, cleansing magic, or prolonged separation.
* Blood Healing: Expend one Constitution ability score point during a turn and consume fresh blood, life force, raw meat, moonlight, or another fitting supernatural substance. The user instantly regains hit points equal to 1d6 + Level. If the user feeds from a living target, the target takes the same amount of damage.
* Blood Sorcery: Expend one Constitution ability score point and willingly suffer 1d6 hit points damage to gain +5 on one power task roll involving curses, domination, spirits, shadows, death, transformation, or hidden knowledge.
* Beast Within: Expend one Wisdom or Charisma ability score point when insulted, wounded, frightened, starving, or tempted by violence. For 1d6 rounds, the user gains +2 on Strength attacks, adds 1 damage to melee hits, and cannot be intimidated. During this time, the user suffers -2 on rolls to show mercy, retreat, negotiate, or resist frenzy.
* Blush of Life: Expend one Charisma or Constitution ability score point to appear alive, warm, breathing, and socially natural for 1d6 hours. During this time, the user can pass casual inspection as mortal, eat or drink without obvious revulsion, and gains +2 on deception or social rolls to hide an undead, cursed, possessed, or unnatural nature.
* Call the Pack: Expend one Charisma or Wisdom ability score point and howl, sing, roar, whistle, or send a spiritual call. Nearby allies, animals, kin, or bonded spirits know the user’s direction and emotional state. For 1d6 minutes, they gain +2 on rolls to reach, defend, track, or fight beside the user.
* Claws of the Beast: Expend one Strength or Constitution ability score point during a turn. For 1d6 minutes, the user grows claws, fangs, horns, talons, or predatory limbs. Unarmed attacks cause 1d6 damage, or 2d6 damage against restrained, surprised, or wounded targets.
* Command the Blood: Expend one Charisma or Constitution ability score point and make an opposed roll of d20 + Charisma modifier versus one nearby living target’s Constitution saving throw. On a success, the user may still the target’s body, force a gesture, cause pain, open or close a wound, or impose -2 on the target’s next physical roll.
* Curse of the Moon: Expend one Wisdom or Charisma ability score point and make an opposed roll of d20 + Charisma modifier versus one target’s Wisdom saving throw. On a success, the target is overcome by instinct, rage, hunger, fear, or animal impulse for 1d6 rounds. The target may attack, flee, howl, transform, drop tools, or act according to the GM’s chosen primal urge.
* Death Mask: Expend one Charisma ability score point during a turn. For 1d6 minutes, the user becomes corpse-still and deathlike. The user does not breathe, blink, bleed, or move unless they choose to end the effect, and gains +5 on rolls to appear dead, avoid detection by living senses, or resist poison, disease, suffocation, and ordinary pain.
* Discern Aura: Expend one Wisdom ability score point during a turn and look at one nearby creature, object, or place. The user learns one obvious supernatural truth: mortal or inhuman nature, emotional state, magical influence, possession, curse, recent violence, spiritual corruption, or hidden power.
* Dream Sending: Expend one Wisdom or Charisma ability score point while concentrating, sleeping, or holding a personal object linked to a target. The user sends a dream, omen, warning, seduction, nightmare, or symbolic message to the target. If unwilling, the target may resist with a Wisdom saving throw.
* Enthralling Presence: Expend one Charisma ability score point during a turn and make an opposed roll of d20 + Charisma modifier versus the Wisdom saving throws of nearby creatures who can see or hear the user. On a success, affected targets hesitate, listen, stare, admire, desire, fear, or obey social cues for 1d6 minutes, unless attacked or directly endangered.
* Feral Senses: Expend one Wisdom or Constitution ability score point during a turn. For 1d6 hours, the user can track by scent, hear heartbeats, recognize fear, follow blood trails, see in dim light, identify kin or prey, and gain +2 on Awareness or Wilderness Expertise task rolls.
* Frenzy: Expend one Strength, Constitution, or Wisdom ability score point when the user takes damage or sees an ally fall. For 1d6 rounds, the user gains +2 on melee attack rolls, ignores fear and pain, and reduces incoming damage by 1. The user must attack, pursue, feed, destroy, or otherwise act violently each round unless they succeed on a Wisdom saving throw.
* Ghost Road: Expend one Wisdom or Charisma ability score point at a graveyard, crossroads, mirror, old road, battlefield, ruin, or other liminal place. For 1d6 minutes, the user can see and follow a spirit path, allowing travel through locked doors, hidden roads, dreams, memories, or the border of the dead.
* Glamour of the Predator: Expend one Charisma ability score point during a turn. For 1d6 minutes, the user appears more beautiful, terrifying, noble, innocent, desirable, or authoritative than normal. The user gains +2 on social rolls, and NPCs of lower Level may hesitate before attacking unless threatened or commanded.
* Hex of Misfortune: Expend one Charisma or Wisdom ability score point and make an opposed roll of d20 + Charisma modifier versus one nearby target’s Wisdom saving throw. On a success, the target suffers -2 on task rolls, attack rolls, and saving throws for 1d6 rounds. On a natural 1 during this time, the target also drops something, falls prone, breaks a tool, or harms an ally by mistake.
* Hide from Mortal Eyes: Expend one Dexterity or Charisma ability score point during a turn. For 1d6 minutes, ordinary people overlook the user unless the user attacks, speaks directly, blocks their path, or does something impossible to ignore. Supernatural creatures and alert enemies may resist with a Wisdom saving throw.
* Howl of War: Expend one Charisma or Constitution ability score point and howl, roar, chant, or scream. Nearby allies gain +2 on their next attack roll or saving throw against fear. Nearby enemies of lower Level must make a Wisdom saving throw or flee, freeze, or suffer -2 on their next attack.
* Human Guise: Expend one Charisma or Constitution ability score point during a turn to suppress monstrous traits, animal features, glowing eyes, claws, fangs, spiritual marks, or unnatural aura for 1d6 hours. The user gains +5 on rolls to pass as ordinary unless closely examined by supernatural senses.
* Impossible Coincidence: Expend one Intelligence or Charisma ability score point before or after a minor event. The user declares a plausible coincidence: a door was left unlocked, a guard looked away, a taxi passes by, a phone has one bar, a matchbook contains a clue, or someone knows someone useful. The coincidence cannot directly defeat a major enemy or erase a major consequence.
* Living Shadow: Expend one Dexterity or Charisma ability score point during a turn. For 1d6 rounds, the user’s shadow moves independently, distracts foes, opens or closes simple objects, retrieves a small item, or grants +2 on stealth, intimidation, or deception tasks.
* Mage Sight: Expend one Intelligence or Wisdom ability score point during a turn. For 1d6 minutes, the user can see spells, spirits, curses, wards, hidden portals, supernatural creatures, fate marks, resonance, illusions, and recent magical traces.
* Moon Form: Expend two ability score points during a turn to transform into a powerful hybrid beast for 1d6 rounds. The user gains +3 AC, claws or fangs causing 2d6 damage, +2 on Strength and Constitution rolls, and Feral Senses. While transformed, the user suffers -2 on Intelligence, Charisma, and delicate Dexterity rolls.
* Pack Link: Expend one Wisdom or Charisma ability score point during a turn. For 1d6 minutes, the user and nearby chosen allies share instincts, warnings, simple emotions, and target awareness. Linked allies gain +2 on rolls to coordinate movement, surround enemies, avoid surprise, or defend each other.
* Paradox Scar: Expend one Intelligence or Wisdom ability score point after using a power that bends reality, fate, time, identity, or probability. The power gains +5 on its task roll, but the GM adds a strange consequence: clocks fail, mirrors crack, witnesses forget, impossible weather appears, spirits notice, or reality later demands a price.
* Perfect Lie: Expend one Charisma ability score point before telling a lie. Ordinary listeners believe it unless directly contradicted by obvious evidence. Important NPCs, supernatural beings, or suspicious targets may resist with a Wisdom saving throw.
* Predatory Leap: Expend one Strength or Dexterity ability score point during movement. The user leaps, climbs, bounds, or pounces up to twice normal movement, ignores ordinary vertical obstacles, and may make one melee attack at the end of the movement.
* Primal Regeneration: Expend one Constitution ability score point at the start of the user’s turn. The user regains 1d6 hit points and may immediately ignore one minor injury, poison, fatigue effect, or physical penalty. Damage from a special weakness, sacred weapon, silver, fire, sunlight, or another chosen bane may prevent this healing.
* Reality Edit: Expend one Intelligence ability score point and describe one small, plausible change to the current scene: a different object on a table, a forgotten name remembered, a crack in a wall, a light that flickers out, or a tool that works once. The change must be minor, local, and explainable as coincidence, memory, luck, or overlooked detail.
* Red Hunger: Expend one Constitution or Charisma ability score point after reducing a living target to 0 hit points or causing Constitution damage. The user immediately recovers 1d6 hit points and gains +2 on their next physical or social roll. If the user refuses to feed when starving, they must make a Wisdom saving throw or enter frenzy.
* Rend the Veil: Expend one Intelligence, Wisdom, or Charisma ability score point during a turn to tear open perception between worlds. For 1d6 rounds, nearby creatures can see spirits, ghosts, hidden magic, astral forms, or invisible beings. Unwilling targets may make a Wisdom saving throw to avoid seeing what should remain hidden.
* Ritual Focus: Expend one Intelligence or Wisdom ability score point while performing a ritual, using tools, chanting, drawing symbols, or working with a group. The user gains +5 on one power task roll, but the effect takes at least one full minute and is interrupted if the ritual space is broken.
* Scent of the Lie: Expend one Wisdom ability score point while speaking with or observing a target. For 1d6 minutes, the user can smell fear, stress, blood, excitement, supernatural hunger, or deliberate deception. The user gains +2 on rolls to detect lies, ambushes, emotional manipulation, or concealed violence.
* Silver Bane: Expend one Constitution ability score point when struck by ordinary non-silver, non-sacred, or non-bane weapons. Reduce the damage by 1d6 + Level. If the attack uses the user’s special bane, weakness, or taboo substance, this ability cannot be used.
* Spirit Bargain: Expend one Charisma or Wisdom ability score point and make an offering to a local spirit, ghost, ancestor, urban presence, animal totem, or place-soul. On a successful task roll, the spirit grants one small favor: information, safe passage, a warning, concealment, a blessing, or a brief distraction.
* Spirit Claws: Expend one Strength, Wisdom, or Charisma ability score point during a turn. For 1d6 rounds, the user’s unarmed attacks can harm spirits, ghosts, demons, astral creatures, and other insubstantial beings. Against ordinary targets, the attacks cause 1d6 psychic, fear, or spiritual damage.
* Step Sideways: Expend one Wisdom or Charisma ability score point at a reflective surface, shadow, moonlit place, threshold, old road, or sacred site. The user steps into a nearby spirit realm, dream layer, shadow world, or hidden version of the same location for 1d6 minutes, or returns from such a place.
* Stolen Face: Expend one Charisma ability score point after tasting blood, touching hair, holding a personal object, or studying a target closely. For 1d6 hours, the user may take on the target’s face, voice, scent, or social presence well enough to fool casual observers. Close allies or supernatural senses may resist with a Wisdom saving throw.
* Supernal Command: Expend one Charisma or Intelligence ability score point and speak a word of authority to reality, a spirit, a machine, an element, or a lesser supernatural being. Make an opposed roll against the target’s Wisdom or appropriate saving throw. On a success, the target performs one simple action consistent with its nature.
* Sympathetic Working: Expend one Intelligence or Wisdom ability score point while using a target’s blood, hair, true name, footprint, favorite object, portrait, home soil, or other link. The user may affect the target at any distance with one minor curse, blessing, message, vision, or tracking effect. Important targets may resist with a saving throw.
* Territorial Ward: Expend one Wisdom or Charisma ability score point while marking a door, room, alley, grave, den, shrine, or boundary. For 1d6 days, the user knows when someone crosses the ward and gains +2 on rolls to defend, track, frighten, or confront intruders there.
* Thousand Faces: Expend one Charisma ability score point during a turn. For 1d6 minutes, the user may shift appearance every round, taking on new faces, voices, clothing impressions, monstrous hints, or symbolic masks. The user gains +5 on rolls to confuse pursuit, escape notice, impersonate strangers, or unsettle observers.
* Totem Blessing: Expend one Wisdom or Charisma ability score point and invoke a beast, ancestor, spirit, moon, element, city, or sacred place. For 1d6 rounds, the user or one nearby ally gains one fitting benefit: +2 AC, +2 on attacks, +2 on saves, 1d6 hit point recovery, enhanced senses, or claws causing 1d6 damage.
* Unseen Hand: Expend one Intelligence or Charisma ability score point during a turn. The user moves, opens, closes, lifts, writes with, trips, pulls, or pushes a small object nearby without touching it. Used aggressively, this may impose -2 on a target’s next roll or cause 1 damage.
* Urban Familiar: Expend one Intelligence, Wisdom, or Charisma ability score point to command or call a rat, raven, cat, dog, moth, spider, pigeon, shadow, graffiti-mark, drone-like spirit, or minor urban presence. For 1d6 hours, it scouts, watches, carries a tiny object, delivers a message, or reports one simple impression.
* Ward Against the Beast: Expend one Wisdom or Charisma ability score point during a turn and present a symbol, weapon, substance, prayer, flame, circle, or taboo sign. One supernatural creature of equal or lower Level must make a Wisdom saving throw or be unable to approach, touch, or attack the user for 1d6 rounds unless the user breaks the ward.
* Willworker’s Defiance: Expend one Wisdom ability score point after failing a saving throw against fear, charm, domination, illusion, possession, or reality alteration. The user repeats the saving throw with +5. If the second save succeeds, the user also knows the direction or general nature of the source.

SUPERNATURAL SPECIAL ABILITIES (FAERIES, CHANGLINGS)
* Autumn Warning: Expend one Wisdom ability score point during a turn. The user senses fear, ghosts, curses, omens, hidden magic, or approaching danger nearby. The user or one nearby ally gains +5 on one saving throw against fear, illusion, possession, curse, or ambush.
* Banquet of Ashes: Expend one Charisma or Wisdom ability score point and make an opposed roll versus nearby targets’ Wisdom saving throws. On a success, food, drink, treasure, music, or comfort turns symbolically false to them for 1d6 minutes. Affected targets cannot regain hit points, benefit from morale bonuses, or enjoy hospitality until the effect ends.
* Beast-Kin Shape: Expend one Constitution or Wisdom ability score point during a turn. For 1d6 minutes, the user gains one animal-like feature: claws, hooves, horns, tail, wings, gills, scent, night vision, fur, feathers, scales, or climbing limbs. The feature grants +2 on one fitting aptitude or causes unarmed attacks to deal 1d6 damage.
* Borrowed Face: Expend one Charisma ability score point after touching a person, mask, portrait, reflection, garment, footprint, or personal object. For 1d6 hours, the user can imitate that person’s face, voice, scent, or social presence well enough to fool casual observers. Close allies may resist with a Wisdom saving throw.
* Bottled Emotion: Expend one Charisma or Wisdom ability score point while witnessing a strong emotion. The user captures anger, fear, grief, joy, love, shame, or wonder in a token, bottle, knot, ribbon, song, or tear. Later, the user may release it to gain +2 on a related social roll or impose −2 on one target’s next roll.
* Briar Skin: Expend one Constitution or Wisdom ability score point during a turn. For 1d6 rounds, the user gains +2 AC. Any creature that hits the user with a melee attack takes 1 damage from thorns, splinters, ice, needles, sparks, claws, or sharp glamour.
* Broken Vow Curse: Expend one Charisma or Wisdom ability score point when a target knowingly breaks a promise made to the user. The target must make a Wisdom saving throw. On a failure, the target loses 1d6 Charisma ability points and suffers a fitting curse, such as a cracked voice, shadowless body, unlucky hands, visible shame, or inability to cross a threshold.
* Charmed Sleep: Expend one Charisma or Wisdom ability score point and make an opposed roll of d20 + Charisma modifier versus one nearby target’s Wisdom saving throw. On a success, the target becomes drowsy, distracted, or falls asleep for 1d6 rounds. The effect ends if the target suffers damage or is violently shaken awake.
* Cold Iron Weakness: Expend one Constitution or Wisdom ability score point when struck by a non-iron weapon, ordinary hazard, or non-bane attack. Reduce the damage by 1d6 + Level. This ability cannot reduce damage from cold iron, the user’s sworn bane, or a weapon named in an oath against them.
* Courtly Mantle: Expend one Charisma or Wisdom ability score point and invoke a seasonal or emotional court, such as Spring, Summer, Autumn, Winter, Dawn, Dusk, Ash, Thorn, Mirror, Moon, or Feast. For 1d6 rounds, the user gains +2 on rolls matching that court’s theme, such as desire, wrath, fear, sorrow, revelation, concealment, hunger, or celebration.
* Darkling Skulk: Expend one Dexterity or Charisma ability score point during a turn. For 1d6 minutes, the user gains +5 on rolls to hide in darkness, crowds, clutter, alleys, dreams, old buildings, or forgotten places.
* Door That Wasn’t There: Expend one Intelligence or Charisma ability score point during a turn. A temporary door, window, ladder, stair, crack, hollow, loose panel, or hidden path appears in a nearby wall, floor, tree, crowd, memory, or shadow. It lasts for 1d6 rounds and leads to a plausible nearby space.
* Dream-Touched: Expend one Wisdom ability score point while sleeping, daydreaming, or concentrating near a threshold. The user asks the GM one question about a person, place, danger, oath, lost thing, or emotional truth. The answer comes as a symbolic dream, not a plain statement.
* Elemental Kinship: Expend one Constitution or Wisdom ability score point during a turn and choose fire, water, air, earth, ice, lightning, smoke, wood, metal, or shadow. For 1d6 rounds, the user resists minor harm from that element, moves easily through it, and may cause 1 damage to a target by touching or shaping it.
* Escape the Story: Expend one Wisdom or Charisma ability score point when trapped by a curse, prophecy, social role, magical compulsion, or repeating pattern. The user gains +5 on the saving throw to resist or break free. On a success, the user also learns one loophole, symbolic weakness, or forbidden exit.
* Fairest Grace: Expend one Charisma ability score point during a turn. For 1d6 minutes, the user’s beauty, poise, innocence, elegance, or terrifying majesty becomes supernatural. NPCs of lower Level hesitate to insult, attack, or refuse the user unless threatened, ordered, or strongly motivated.
* Favor for a Price: Expend one Charisma ability score point and name a small favor needed from a stranger, spirit, animal, dream, crowd, or minor fey presence. The favor appears through coincidence, but the GM names a symbolic price, such as a memory, secret, tear, hour of sleep, lock of hair, small possession, apology, dance, song, or future obligation.
* Feast of Feeling: Expend one Constitution or Charisma ability score point when nearby creatures experience strong emotion. The user feeds on the emotion and recovers 1d6 hit points. If the emotion was caused by the user’s own cruelty, beauty, terror, comedy, or kindness, the user also gains +2 on their next Charisma roll.
* Fetch-Scent: Expend one Wisdom ability score point while touching an object, mirror, door, bed, home, or keepsake linked to a person. The user senses whether that person has been replaced, copied, enchanted, taken, disguised, or falsely remembered. The answer may be symbolic.
* Glamour Veil: Expend one Charisma ability score point during a turn. For 1d6 minutes, the user appears as a more beautiful, terrifying, pitiful, noble, monstrous, innocent, or forgettable version of themselves. The user gains +2 on social rolls that match the chosen impression.
* Goblin Bargain: Expend one Charisma ability score point and offer a strange trade to a willing or desperate creature. If the bargain is accepted, both sides are supernaturally bound to the literal terms for 1d6 days. Breaking the bargain causes the oathbreaker to lose 1d6 Wisdom or Charisma ability points.
* Goblin Fruit: Expend one Constitution or Charisma ability score point and produce or find strange food, drink, smoke, scent, or music. A willing target who consumes it recovers 1d6 hit points, gains +2 on one emotional or physical roll, or forgets pain for 1d6 minutes. An unwilling target may resist with a Constitution or Wisdom saving throw.
* Impossible Escape: Expend one Dexterity or Charisma ability score point when trapped, chained, locked in, cornered, swallowed, buried, or bound. The user slips free through a crack, forgotten door, loose knot, dream logic, hidden key, or momentary distraction, unless the prison is cosmic, divine, or specifically designed to hold the user.
* Invitation Only: Expend one Charisma or Wisdom ability score point while standing at a threshold, doorway, circle, bridge, gate, camp, room, or vehicle. For 1d6 minutes, creatures of equal or lower Level cannot enter unless invited, unless they break the boundary with force, magic, or a successful Wisdom saving throw.
* Living Doll: Expend one Dexterity or Charisma ability score point during a turn. For 1d6 minutes, the user may become doll-like, puppet-like, statue-still, wooden, porcelain, clockwork, or toy-sized in manner. The user gains +5 on rolls to hide as an object, escape notice, or unsettle observers.
* Lost in Revelry: Expend one Charisma ability score point during music, dance, feasting, argument, celebration, performance, or chaos. Make an opposed roll of d20 + Charisma modifier versus nearby targets’ Wisdom saving throws. On a success, affected targets lose track of time, suffer −2 on Awareness rolls, and fail to notice one obvious escape, theft, disguise, or arrival.
* Market Trick: Expend one Charisma or Intelligence ability score point while trading, bargaining, gambling, stealing, or haggling. The user may declare that they possess one strange but minor item: bottled moonlight, a key to no known lock, a whisper in a jar, a false coin, a lucky button, a black apple, a paper crown, or another symbolic trinket worth +2 on one fitting task roll.
* Mask of Mortality: Expend one Charisma or Wisdom ability score point during a turn. For 1d6 hours, the user hides obvious supernatural traits, such as horns, claws, glowing eyes, bark skin, animal features, shadow seams, or dreamlike distortions. Ordinary observers treat the user as normal unless given a strong reason to suspect otherwise.
* Memory Tax: Expend one Intelligence or Charisma ability score point and touch a willing, helpless, or bargained-with target. The user takes one small memory, such as a face, song, route, kiss, insult, meal, dream, or password. The user remembers it clearly, while the target forgets it for 1d6 days unless restored by magic, proof, or emotional shock.
* Mirror Step: Expend one Dexterity or Charisma ability score point while touching a mirror, pool, window, polished blade, bright eye, or reflective surface. The user steps to another reflective surface within nearby range. If used to escape an attack, the user gains +5 AC against that attack.
* Name Lost to Thorns: Expend one Charisma or Wisdom ability score point and make an opposed roll of d20 + Charisma modifier versus one nearby target’s Wisdom saving throw. On a success, the target forgets one name, password, title, direction, or social identity for 1d6 hours. If the target was an NPC of lower Level, the loss may last until someone reminds them with proof.
* No Time Passed: Expend one Wisdom or Charisma ability score point after a short scene of travel, hiding, revelry, dreaming, imprisonment, or conversation. The user declares that less time passed in the outside world than expected, or more time passed for the user than outsiders noticed, within limits set by the GM.
* Oath-Seal: Expend one Wisdom or Charisma ability score point when two or more creatures swear a promise. For 1d6 days, each sworn creature gains +2 on rolls made to fulfill the oath and suffers −2 on rolls made to betray it. A willing oathbreaker immediately loses 1d6 Charisma or Wisdom ability points.
* Ogre’s Strength: Expend one Strength or Constitution ability score point during a turn. For 1d6 rounds, the user gains +2 on Strength rolls, may lift or break things as if one size larger, and adds 1 damage to melee attacks.
* Pledgebound Weapon: Expend one Charisma or Wisdom ability score point while swearing an oath over a weapon, tool, or natural attack. For 1d6 minutes, it gains +2 on rolls made to fulfill the oath. If the user breaks the oath, the weapon turns against them, breaks, vanishes, or causes 1d6 damage.
* Royal Decree: Expend one Charisma ability score point and speak as if bearing fey, dream, courtly, or ancestral authority. Make an opposed roll of d20 + Charisma modifier versus one nearby target’s Wisdom saving throw. On a success, the target must obey one command phrased as etiquette, law, invitation, insult, bargain, or courtly custom.
* Spring Promise: Expend one Charisma or Constitution ability score point during a turn. One nearby ally recovers 1d6 hit points, gains +2 on a roll involving hope, desire, beauty, healing, or persuasion, or breaks free from despair, numbness, or emotional suppression.
* Stolen Name: Expend one Charisma ability score point while speaking a target’s name, nickname, title, or secret name. Make an opposed roll of d20 + Charisma modifier versus the target’s Wisdom saving throw. On a success, the target suffers −2 on rolls against the user for 1d6 minutes. If the user knows the target’s true name, the target also cannot willingly lie to the user during that time.
* Stone-Bone Endurance: Expend one Constitution ability score point when taking physical damage. Reduce the damage by 1d6 + Level. If the damage comes from a fall, crushing blow, stone, metal, or brute force, the user also remains standing.
* String-Puller: Expend one Charisma or Dexterity ability score point and make an opposed roll of d20 + Charisma modifier versus one nearby target’s Wisdom saving throw. On a success, the target makes one small involuntary movement: step, bow, wave, blink, drop an item, turn around, speak one word, or hesitate.
* Summer Wrath: Expend one Strength or Charisma ability score point during a turn. For 1d6 rounds, the user’s attacks add 1 damage, and nearby allies gain +2 on saving throws against fear. If the user is avenging a wrong or protecting the helpless, the bonus applies to attack rolls instead.
* Taboo Ward: Expend one Wisdom or Charisma ability score point while naming a taboo, such as “no lies,” “no iron,” “no violence,” “no theft,” “no fire,” “no crossing,” or “no spoken names.” For 1d6 rounds, nearby creatures who violate the taboo must make a Wisdom saving throw or lose 1d6 Wisdom or Charisma ability points.
* Thorn Passage: Expend one Dexterity or Wisdom ability score point during movement. The user passes through brambles, crowds, undergrowth, broken glass, razor wire, dream-thorns, or tangled obstacles without slowing or taking harm. Nearby allies may follow if they stay close.
* Thorn Snare: Expend one Dexterity, Wisdom, or Charisma ability score point during a turn and make an attack against one nearby target. On a hit, thorns, vines, ribbons, hair, shadows, chains, or story-threads restrain the target. The target cannot move away and suffers −2 on Dexterity saving throws until escaping with a Strength or Dexterity task roll.
* Time Stolen: Expend one Intelligence or Charisma ability score point and make an opposed roll versus one nearby target’s Wisdom saving throw. On a success, the target loses its next movement, action, memory of the last round, or sense of urgency. The user may immediately move up to half speed or gain +2 on their next roll.
* True Face: Expend one Wisdom or Charisma ability score point during a turn and look at one nearby creature. Make an opposed roll of d20 + Wisdom modifier versus the target’s Charisma saving throw. On a success, the user sees the target’s true nature, including disguise, glamour, possession, curse, oath-binding, emotional state, or supernatural identity.
* Walk the Hedge: Expend one Wisdom or Charisma ability score point at a doorway, mirror, ring of mushrooms, old road, thorn hedge, wardrobe, bridge, alley, graveyard, or other liminal place. The user steps into a tangled border-realm, dream path, spirit trail, or hidden shortcut for 1d6 minutes, then emerges somewhere nearby or symbolically connected.
* Winter Silence: Expend one Wisdom or Charisma ability score point during a turn. For 1d6 rounds, a nearby area becomes cold, still, and emotionally muted. Enemies suffer −2 on Charisma rolls, fear rolls, rage effects, and attempts to inspire allies. The user gains +2 on stealth or intimidation rolls.
* Wizened Craft: Expend one Intelligence or Dexterity ability score point while repairing, crafting, opening, disabling, or improvising. The user completes the task in half the normal time and gains +2 on the roll. If the user has the right tools, the item also gains a strange minor feature for 1d6 hours.

POST-APOCALYPTIC SPECIAL ABILITIES
* Ammo Scrounger: Expend one Intelligence or Wisdom ability score point while searching ruins, bodies, vehicles, bunkers, shops, or battlefield debris. The character finds 1d6 usable rounds, cells, arrows, cartridges, charges, or reloads appropriate to one weapon.
* Barter Instinct: Expend one Charisma or Wisdom ability score point while trading in a settlement, caravan, market, gang camp, or bunker. The character gains +5 on one bargaining roll or identifies what the other side truly wants.
* Battle Scavenger: Expend one Dexterity or Intelligence ability score point after a fight. The character recovers one useful item from the battlefield: ammo, a weapon part, armor scrap, fuel, medicine, a battery, a map, or a clue.
* Blood and Dust: Expend one Constitution ability score point when suffering heat, thirst, hunger, smoke, ash, dust, or exhaustion. The character ignores the penalty for 1d6 hours.
* Booby Trap: Expend one Dexterity or Intelligence ability score point while setting a trap with junk, wire, scrap, explosives, broken glass, cans, spikes, batteries, chemicals, or alarms. The first creature to trigger it takes 1d6 damage, makes noise, falls prone, or becomes restrained.
* Broken Road Driver: Expend one Dexterity or Intelligence ability score point while driving over wreckage, mud, rubble, sand, ice, cracked pavement, flooded streets, or broken bridges. Gain +5 on one driving, chase, crash-avoidance, or stunt roll.
* Bunker Discipline: Expend one Wisdom or Constitution ability score point while sheltering underground, sealed inside a bunker, trapped in ruins, or isolated for long periods. The character resists panic, claustrophobia, despair, or cabin fever for 1d6 days.
* Cannibal’s Warning: Expend one Wisdom ability score point while inspecting a camp, corpse, kitchen, trail, prison, or settlement. The character can tell whether people nearby practice cannibalism, slavery, cult sacrifice, or other predatory survival customs.
* Caravan Guard: Expend one Wisdom or Charisma ability score point during travel with a group, convoy, herd, or caravan. Nearby allies gain +2 on rolls to avoid ambush, keep formation, protect supplies, or spot danger for 1d6 hours.
* Clean Water Sense: Expend one Wisdom or Intelligence ability score point while searching a settlement, ruin, cave, vehicle, plant growth, drainage system, or old infrastructure. The character finds a source of drinkable or purifiable water, or identifies contaminated water before anyone drinks it.
* Collapse Sense: Expend one Wisdom or Intelligence ability score point while inside ruins, tunnels, sewers, mines, bunkers, towers, or damaged buildings. The character identifies the weakest structure, safest path, hidden void, unstable floor, or imminent collapse.
* Community Organizer: Expend one Charisma ability score point while working with refugees, settlers, farmers, survivors, or frightened civilians. For 1d6 hours, the group cooperates, shares labor, follows a basic plan, or resists panic.
* Contamination Check: Expend one Intelligence or Wisdom ability score point while examining food, water, soil, air, medicine, blood, wounds, or salvage. The character detects poison, radiation, disease, chemical residue, parasites, or spoilage.
* Crude Armor Patch: Expend one Dexterity or Intelligence ability score point while using scrap, tires, plates, bones, leather, plastic, ceramic, or salvaged metal. One suit of armor, vehicle panel, shield, or barricade gains +1 AC until seriously damaged.
* Dead City Scout: Expend one Wisdom or Dexterity ability score point while moving through abandoned city streets, ruins, subways, towers, malls, factories, or suburbs. The character avoids patrols, unstable floors, obvious traps, and dead ends for 1d6 hours.
* Desperate Meal: Expend one Constitution or Wisdom ability score point while foraging, hunting, butchering, raiding, or scavenging. The character finds enough questionable but edible food for one person for 1d6 days, or for a nearby group for one meal.
* Dogged Pursuit: Expend one Constitution or Wisdom ability score point while tracking a target across roads, ruins, desert, snow, mud, ash, or broken terrain. Gain +5 on one tracking roll and ignore fatigue from the pursuit for 1d6 hours.
* Duct Tape Miracle: Expend one Intelligence or Dexterity ability score point during a turn to temporarily repair one broken tool, weapon, engine, radio, generator, vehicle, pump, door, lock, mask, or armor piece for 1d6 minutes.
* Eat Anything: Expend one Constitution ability score point when eating spoiled, strange, irradiated, synthetic, scavenged, or barely edible food. The character gains +5 on the saving throw and suffers no nausea, disease, or poisoning on a success.
* Emergency Fuel: Expend one Intelligence or Wisdom ability score point while searching vehicles, garages, wrecks, tanks, warehouses, farms, or ruins. The character finds enough fuel, charge, grease, alcohol, oil, or burnable material for one urgent use.
* Fallout Wisdom: Expend one Intelligence or Wisdom ability score point when exposed to radiation, toxic dust, chemical waste, mutant spores, or fallout storms. Gain +5 on the saving throw and reduce any resulting Constitution damage by 1d6.
* Fence the Loot: Expend one Charisma or Intelligence ability score point in a settlement, gang camp, caravan, market, or salvage hub. The character finds a buyer, broker, collector, fence, or trade partner for dangerous, illegal, cursed, stolen, or strange goods.
* Fire from Junk: Expend one Intelligence or Dexterity ability score point while using scrap chemicals, flares, fuel, wires, lenses, batteries, friction, or old machinery. The character starts a fire, creates a flare, lights a signal, ignites a hazard, or deals 1d6 fire damage with an improvised device.
* Fortify Shelter: Expend one Strength, Intelligence, or Wisdom ability score point while securing a room, camp, vehicle, bunker, ruin, bridge, cave, or house. For 1d6 hours, the shelter gains +3 AC against forced entry, weather, animals, mobs, or wandering threats.
* Gear Cache: Expend one Intelligence or Wisdom ability score point and declare that the character previously hid, found, or knows about a nearby cache. It contains one modest useful item, such as ammo, water, tools, medicine, batteries, rope, blankets, canned food, or a spare weapon.
* Ghoul-Sense: Expend one Wisdom ability score point while searching ruins, tunnels, sewers, hospitals, graves, bunkers, or abandoned settlements. The character detects signs of hidden predators, feral humans, mutants, undead, infected, or cannibals before they attack.
* Grit Your Teeth: Expend one Constitution or Wisdom ability score point when reduced to 0 hit points. The character remains conscious and able to crawl, speak, pull a trigger, press a button, or perform one final simple action.
* Hard Choices: Expend one Wisdom or Charisma ability score point when forced to choose between two bad outcomes. The character identifies a third option, loophole, sacrifice, or delay, even if it carries a cost.
* Hazmat Improvisation: Expend one Intelligence or Dexterity ability score point while using plastic sheets, tape, filters, masks, charcoal, cloth, rubber, goggles, or old suits. The character creates temporary protection from gas, disease, fallout, spores, acid mist, or chemical contamination for 1d6 minutes.
* Hold the Gate: Expend one Strength or Constitution ability score point while blocking a door, hatch, barricade, bridge, ladder, stairwell, tunnel, or vehicle entrance. Enemies of equal or lower Level cannot pass unless they first beat the character in an opposed Strength roll.
* Improvised Explosive: Expend one Intelligence or Dexterity ability score point while using fuel, fertilizer, batteries, powder, compressed gas, mines, grenades, chemicals, or salvaged ordnance. Create a crude explosive that causes 3d6 damage in a nearby area, but a failure may cause premature detonation or a dud.
* Junk Shield: Expend one Strength or Dexterity ability score point as a reaction when attacked. The character grabs a door, sign, hubcap, crate, panel, corpse, plank, or scrap shield, gaining +3 AC against that attack.
* Last Can of Beans: Expend one Charisma or Wisdom ability score point while sharing scarce food, water, medicine, fuel, or shelter. Nearby allies recover 1d6 hit points or gain +2 on morale, loyalty, or fear-related saving throws.
* Mad Max Turn: Expend one Dexterity ability score point while driving. The vehicle makes a violent turn, drift, jump, ram, spin, or brake. The character gains +5 on one vehicle roll, and one pursuer, passenger, or nearby target must make a Dexterity saving throw or be thrown off-balance.
* Make It Fit: Expend one Intelligence or Dexterity ability score point while adapting parts from one machine, weapon, vehicle, robot, generator, lock, pump, or radio to another. The improvised system works for 1d6 hours before needing proper repair.
* Makeshift Medicine: Expend one Intelligence or Wisdom ability score point while using bandages, alcohol, stitches, painkillers, herbs, scavenged drugs, glue, cautery, or field tools. The target recovers 1d6 hit points or stops one ongoing bleeding, infection, poison, or shock effect for 1d6 hours.
* Mutant Lore: Expend one Intelligence or Wisdom ability score point while observing a mutant, infected creature, strange plant, altered animal, or unnatural phenomenon. The character learns one weakness, behavior, origin, danger, or useful harvestable part.
* No Waste: Expend one Intelligence or Wisdom ability score point after killing, salvaging, repairing, cooking, or harvesting. The character gains one additional useful resource from the scene, such as meat, hide, fuel, wire, bone, medicine, parts, chemicals, or trade goods.
* Old World Map: Expend one Intelligence ability score point while navigating with road signs, ruins, train lines, old GPS, paper maps, memory, landmarks, or local stories. The character identifies a shortcut, safer route, hidden settlement, sealed facility, or dangerous zone.
* One More Mile: Expend one Constitution ability score point during overland travel, escape, pursuit, or forced march. The character and nearby allies keep moving for 1d6 more hours without fatigue penalties.
* Patchwork Weapon: Expend one Intelligence or Dexterity ability score point while modifying a weapon with scrap, spikes, wiring, tape, optics, springs, weights, poison, fuel, or salvage. For 1d6 minutes, the weapon gains +1 damage, longer reach, better range, armor-piercing effect, silence, fire, shock, or another simple advantage.
* Quick Barricade: Expend one Strength or Dexterity ability score point during a turn. The character blocks a door, hallway, window, alley, staircase, vehicle gap, or tunnel with nearby junk. The barricade has AC 12 and takes 1d6 rounds to clear by hand.
* Raider Reputation: Expend one Charisma ability score point when confronting raiders, gangs, slavers, scavengers, road crews, or violent settlers. Lower-Level NPCs hesitate, parley, boast, back down, demand tribute, or call for their leader before attacking.
* Radiation Scars: Expend one Constitution ability score point after taking radiation, poison, disease, or mutation damage. Reduce the ability score damage by 1d6, minimum 0, but the GM may add a visible scar, cough, twitch, discoloration, or strange symptom.
* Reclaimed Tech: Expend one Intelligence ability score point while handling old-world machines, computers, weapons, vehicles, medical gear, or locked systems. The character understands the device’s basic function and may operate it once without penalty.
* Road Warrior: Expend one Dexterity or Constitution ability score point during vehicular combat. For 1d6 rounds, the character suffers no penalty for fighting from a moving vehicle, leaning out of a window, riding on the roof, shooting from a bike, or boarding another vehicle.
* Salvage Armor: Expend one Intelligence or Strength ability score point while preparing for danger. The character adds plates, padding, wires, sports gear, tires, bones, plastic, metal, or layered cloth to gain +2 AC for 1d6 hours, but suffers -2 on stealth or delicate movement.
* Scavenger’s Eye: Expend one Wisdom ability score point while searching cluttered, ruined, dangerous, or picked-over areas. The character finds the most valuable, useful, hidden, or overlooked object present.
* Settlement Fixer: Expend one Charisma or Intelligence ability score point while in a settlement. The character knows who controls food, water, weapons, medicine, fuel, protection, rumors, and punishment, and gains +2 on rolls to negotiate with those people.
* Silent Camp: Expend one Wisdom or Dexterity ability score point while making camp. For 1d6 hours, the camp is hard to smell, hear, spot, or track. Ordinary wanderers pass it by unless actively searching.
* Snare Beast: Expend one Wisdom or Dexterity ability score point while preparing a trap for animals, mutants, insects, fish, birds, or feral creatures. The trap catches food, reveals a creature’s path, or restrains one creature of equal or lower Level.
* Spark of Hope: Expend one Charisma ability score point while speaking to frightened, starving, defeated, enslaved, or hopeless people. For 1d6 hours, they become willing to work, flee, resist, share, rebuild, or follow a reasonable plan.
* Stash Weapon: Expend one Dexterity or Intelligence ability score point to reveal a hidden knife, pistol, club, grenade, garrote, flare, shiv, razor, or improvised weapon concealed on the character, in a vehicle, or nearby.
* Storm Cellar Sense: Expend one Wisdom ability score point when dangerous weather, fallout, firestorm, acid rain, ash fall, freezing wind, or dust storm approaches. The character identifies the safest nearby shelter and roughly how long the group has before the hazard arrives.
* Strip for Parts: Expend one Intelligence or Dexterity ability score point while dismantling a machine, weapon, vehicle, robot, appliance, generator, or structure. The character extracts a useful part without ruining it.
* Tough as Nails: Expend one Constitution ability score point when the character would suffer a penalty from pain, fatigue, hunger, thirst, fear, cold, heat, or minor injury. Ignore that penalty for 1d6 rounds, or 1d6 hours outside combat.
* Trade Tongue: Expend one Charisma or Intelligence ability score point when dealing with a new settlement, gang, tribe, bunker, caravan, cult, or enclave. The character communicates well enough to avoid immediate violence and identify a common need.
* Trap Sense: Expend one Wisdom or Dexterity ability score point when entering a suspicious area. The character detects one tripwire, mine, snare, deadfall, alarm, ambush point, pressure plate, hidden shooter, or rigged object before triggering it.
* Triage Hardening: Expend one Wisdom or Constitution ability score point when seeing horror, mass casualties, mutation, torture, starvation, plague, or battlefield slaughter. The character acts normally and gains +5 on saving throws against panic, nausea, despair, or shock for 1d6 hours.
* Tunnel Rat: Expend one Dexterity or Wisdom ability score point while moving through sewers, vents, mines, crawlspaces, caves, ducts, bunkers, or collapsed ruins. The character moves at normal speed and gains +2 AC against larger enemies in cramped spaces.
* Wasteland Cook: Expend one Wisdom or Intelligence ability score point while preparing food. The meal removes sickness from questionable food, restores 1d6 hit points to those who eat, or gives +2 on Constitution saving throws for 1d6 hours.
* Wasteland Justice: Expend one Charisma or Wisdom ability score point when confronting a thief, raider, tyrant, slaver, oathbreaker, murderer, or betrayer in front of witnesses. Nearby uncertain NPCs must make a Wisdom saving throw or side with the character, stand aside, or demand judgment.
* Wasteland Ride: Expend one Dexterity or Wisdom ability score point while riding a motorcycle, horse, mutant beast, bicycle, truck, glider, boat, sled, or improvised vehicle. The character ignores one terrain hazard, crash, thrown rider result, or vehicle handling penalty.
* Weapon Maintenance Ritual: Expend one Intelligence or Dexterity ability score point while cleaning, blessing, sharpening, oiling, calibrating, or repairing a weapon. For the next scene, the weapon does not jam, break, run dry, or suffer penalties from poor condition unless dramatically destroyed.
* Weathered Face: Expend one Charisma or Wisdom ability score point when lying, bargaining, intimidating, or hiding emotion. The character’s expression reveals nothing, granting +5 on one roll to resist interrogation, fear, manipulation, or social pressure.
* Where the Bodies Are Buried: Expend one Wisdom or Charisma ability score point when entering a settlement or camp. The character learns one dangerous local secret, such as who is lying, who is starving, who has weapons, who is diseased, who is in charge, or who plans betrayal.

TIME TRAVELER SPECIAL ABILITIES
* Anachronistic Knowledge: Expend one Intelligence ability score point when encountering unfamiliar technology, history, fashion, language, weaponry, customs, or politics from another era. The character knows enough to avoid an obvious mistake and gains +2 on the next related task roll.
* Borrowed Future: Expend one Wisdom or Intelligence ability score point before making a task roll. The character remembers a future warning, dream, note, or half-glimpsed possibility and gains +5 on the roll.
* Bootstrap Object: Expend one Intelligence or Charisma ability score point to reveal that the character previously arranged for one small useful object, note, tool, key, message, or clue to be waiting in the current scene.
* Bow Tie Logic: Expend one Charisma or Intelligence ability score point while explaining an absurd, dangerous, or impossible plan. Nearby allies who can hear the character gain +2 on their next task roll made to follow that plan.
* Break the Loop: Expend one Wisdom or Intelligence ability score point when trapped in a repeating event, prophecy, paradox, compulsion, or recurring mistake. The character identifies one action that has not yet been tried and gains +5 on the roll to attempt it.
* Call From Tomorrow: Expend one Intelligence or Charisma ability score point to send or receive a brief message through a phone, radio, dream, psychic echo, time machine, future recording, or impossible coincidence. The message may cross years, but must be short and dramatic.
* Causal Anchor: Expend one Wisdom or Constitution ability score point when time, memory, identity, or history changes around the character. The character remembers the original version of events and gains +5 on saving throws against being rewritten, erased, duplicated, or displaced.
* Closed Loop: Expend one Intelligence ability score point after discovering a clue, object, or event with no clear origin. The character may declare that they themselves caused, placed, sent, or arranged it from another point in the timeline, if the explanation is plausible.
* Emergency Dematerialization: Expend one Intelligence or Dexterity ability score point while operating a time machine, teleport system, dimensional gate, vortex device, or emergency escape mechanism. The device escapes immediate danger, but the GM may choose the strange, inaccurate, or inconvenient destination.
* Fixed Point Warning: Expend one Wisdom ability score point when about to alter a major death, disaster, historical event, or personal destiny. The character senses whether the change is flexible, dangerous, or nearly impossible without terrible consequences.
* Future Reputation: Expend one Charisma ability score point when dealing with scholars, rebels, soldiers, aliens, cults, governments, or descendants who may know the character’s legend. Someone present has heard a story, prophecy, rumor, or warning about the character and hesitates before acting.
* History Buff: Expend one Intelligence ability score point when entering a known historical period, famous battle, disaster, coronation, revolution, plague, invention, or cultural turning point. The character knows one useful fact, hidden danger, important person, or likely mistake.
* I Know That Sound: Expend one Wisdom or Intelligence ability score point when hearing a machine, monster, alarm, weapon, engine, time device, distress signal, or alien language. The character identifies its general source, danger, mood, or purpose.
* Impossible Pockets: Expend one Dexterity or Intelligence ability score point to pull a small useful object from a pocket, bag, coat, vehicle, storage locker, or future preparation: string, chalk, screwdriver, battery, sweet, ID badge, coin, recorder, sensor, or other modest tool.
* Just This Once: Expend any three ability score points when attempting to break a major rule of time, death, fate, prophecy, causality, or cosmic law. Gain +5 on the roll. Even on a success, the GM adds a lasting consequence, paradox, debt, fracture, or enemy.
* Last-Minute Arrival: Expend any one ability score point when entering a scene. The character arrives at the most dramatic possible moment: before an execution, explosion, betrayal, launch, ritual completion, or final door closing.
* Living Paradox: Expend one Wisdom or Charisma ability score point when a paradox, temporal duplicate, contradictory memory, altered history, or impossible event would harm, stun, confuse, or erase the character. Reduce the effect by half or gain +5 on the saving throw.
* Local Costume: Expend one Charisma or Intelligence ability score point when trying to pass in another era, planet, culture, class, court, army, or institution. The character finds, improvises, or explains clothing and behavior well enough to avoid casual suspicion for 1d6 hours.
* Memory of Another Timeline: Expend one Wisdom or Intelligence ability score point to remember a person, place, event, or clue from a timeline that no longer exists. The memory is useful, but may be emotionally painful, incomplete, or contradicted by current reality.
* Name-Drop the Future: Expend one Charisma ability score point when speaking with an official, scholar, criminal, revolutionary, artist, scientist, or ruler. The character mentions a future reputation, descendant, consequence, prophecy, or achievement, gaining +5 on one persuasion, intimidation, or deception roll.
* Never Ignore a Coincidence: Expend one Wisdom ability score point when noticing an odd pattern, repeated phrase, unlikely meeting, wrong date, missing object, or impossible detail. The character learns whether it is a clue, trap, paradox, omen, or meaningless accident.
* Not From Around Here: Expend one Charisma ability score point after saying something strange, using wrong slang, misunderstanding local customs, or revealing anachronistic knowledge. Observers dismiss the mistake as eccentricity, foreignness, madness, privilege, or harmless confusion.
* Paradox Bait: Expend one Charisma or Intelligence ability score point while confronting a time traveler, prophecy-bound enemy, cosmic being, or reality-altering force. The target must make a Wisdom saving throw or hesitate, argue, explain itself, or reveal one important limit.
* Past-Life Callback: Expend one Wisdom or Charisma ability score point when meeting someone who knew another version, incarnation, ancestor, descendant, duplicate, or future self of the character. Gain +5 on one social roll with that person.
* Pocket Timeline: Expend one Intelligence or Wisdom ability score point when hiding, preserving, or protecting a small object, message, creature, or memory from changes to history. For 1d6 hours, it remains unchanged even if nearby events are altered.
* Same Place, Wrong Time: Expend one Intelligence or Wisdom ability score point while using time travel, teleportation, dimension gates, portals, dreams, or memory roads. The character reaches the correct location but at a different useful or dangerous time chosen by the GM.
* Scan the Anomaly: Expend one Intelligence or Wisdom ability score point during a turn. The character identifies the rough nature of a temporal disturbance, alien signal, paradox, portal, energy field, time loop, dimensional crack, or historical inconsistency.
* Temporal Echo: Expend one Wisdom ability score point in a place where something important happened or will happen. The character glimpses a brief image, sound, emotion, or clue from the past or possible future.
* Temporal First Aid: Expend one Intelligence or Wisdom ability score point while treating a wound, disease, poison, radiation, aging, or degeneration effect. The character stabilizes the target by slowing, reversing, or isolating the harm for 1d6 minutes.
* Temporal Judo: Expend one Intelligence or Wisdom ability score point when an enemy uses time travel, prophecy, teleportation, precognition, or paradox against the character. The character turns the effect back into a complication for the enemy, imposing −5 on the enemy’s next related roll.
* Time Sense: Expend one Wisdom or Intelligence ability score point during a turn. For 1d6 minutes, the character knows the exact local time, date, calendar system, age of nearby objects, whether time has been altered, and whether something is older or younger than it should be.
* Touch the Timeline: Expend one Wisdom or Intelligence ability score point while touching an object, corpse, machine, footprint, photograph, ruin, or personal item. The character senses one important event from its past or possible future.
* Universal Translator Trick: Expend one Intelligence or Wisdom ability score point when hearing an unfamiliar language, alien speech, machine code, ancient dialect, or symbolic communication. The character understands and can reply well enough for the current scene.
* Vortex Navigation: Expend one Intelligence or Wisdom ability score point while traveling through time, hyperspace, dreams, memory, portals, or dimensional turbulence. The character avoids the worst hazard and arrives near something important, though not necessarily where they intended.
* We Met Out of Order: Expend one Charisma or Wisdom ability score point when meeting someone for the “first” time. The character may declare that the other person has already met a future or past version of them, creating recognition, confusion, debt, affection, suspicion, or fear.
* Wrong History: Expend one Intelligence or Wisdom ability score point when noticing a contradiction in known events, records, ruins, memories, or testimony. The character identifies whether history has changed, someone is lying, records were altered, or the character is in the wrong timeline.

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EQUIPMENT
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CURRENCY UNITS
Prices for gear are listed in units (u), an abstract representation of currency or other form of money that varies by setting. Use the following conversions as a rule-of-thumb for narrative values.
* Fantasy: 1 u = 10 gold pieces or 100 silver pieces or 1,000 copper pieces
* Modern (1925): 1 u = $5 US
* Modern (1980): 1 u = $25 US or £10 British pounds sterling or ¥5,600 Japanese yen
* Modern (2025): 1 u = $100 US or £75 British pounds sterling or €85 Euro or ¥15,000 Japanese yen
* Post-Apocalypse: 1 u = 100 bullets
* Sci-Fi: 1 u = 10 credits (cr) or 0.00001 Mcr (megacredit, 1 million credits)

STARTING WEALTH
* Level 1: 9 u
* Level 2: 14 u
* Level 3: 20 u
* Level 4: 30 u
* Level 5: 44 u
* Level 6: 64 u
* Level 7: 100 u
* Level 8: 160 u
* Level 9: 255 u
* Level 10: 400 u
* Level 11: 640 u
* Level 12: 780 u
* Level 13: 950 u
* Level 14: 1,160 u
* Level 15: 1,410 u
* Level 16: 1,720 u
* Level 17: 2,100 u
* Level 18: 2,560 u
* Level 19: 3,120 u
* Level 20: 3,800 u
* Level 21: 4,640 u
* Level 22: 5,650 u
* Level 23: 6,890 u
* Level 24: 8,400 u
* Level 25: 10,240 u
* Level 26: 12,480 u
* Level 27: 15,220 u
* Level 28: 18,550 u
* Level 29: 22,610 u
* Level 30: 27,560 u
* Level 31: 33,600 u
* Level 32: 40,960 u
* Level 33: 49,930 u
* Level 34: 60,860 u
* Level 35: 74,190 u
* Level 36: 90,440 u
* Level 37: 110,240 u
* Level 38: 134,390 u
* Level 39: 163,820 u
* Level 40: 199,700 u
* Level 41: 243,430 u
* Level 42: 296,740 u
* Level 43: 361,730 u
* Level 44: 440,960 u
* Level 45: 537,530 u
* Level 46: 655,250 u
* Level 47: 798,760 u
* Level 48: 973,690 u
* Level 49: 1,186,940 u
* Level 50: 1,446,890 u

MODIFIERS
In terms of aptitudes affecting starting wealth…
* If a character has the Renowned aptitude, increase effective Level by 3.
* If a character has the Resourceful aptitude, increase effective Level by 5.
* If a character has the Privileged aptitude, increase effective Level by 10.

ARMOR
* Light Armor (cost 1.5 u; weight 5 kg or 10 lbs.; provides AC 12 + wearer’s Dexterity modifier)
* Medium Armor (cost 7 u; weight 25 kg or 50 lbs.; provides AC 14 + wearer’s Dexterity modifier/2, rounded down)
* Heavy Armor (cost 50 u; weight 30 kg or 65 lbs.; provides AC 16)
* Small Shield (cost 0.7 u, weight 2 kg or 4 lbs.; provides +1 AC)
* Large Shield (cost 1 u, weight 3 kg or 6 lbs.; provides +2 AC)

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FRIENDS AND FOES
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Below are quick shorthand stats for NPCs and creatures.
* Lvl: Level of the NPC.
* AC: Armor Class needed to hit and cause damage to the NPC.
* h.p.: Hit points; at 0 h.p., either incapacitated or dead (attacker’s choice).
* Atk: Attack task roll modifier.
* Dmg: Dice of damage caused when attacking on a turn.
* Move: Range of speed during a turn (meters and feet); double if no other actions.
* Aptitudes: Assume +0 modifier on most rolls, or +NPC’s Level if an aptitude fits.

NON-PLAYER CHARACTERS
* Agent: Lvl 5, AC 13, h.p. 22, Atk +5, Dmg 2d6, Move 10 m (30 ft.); Cunning, Deceptive, Spy Expertise aptitudes.
* Agent (Elite): Lvl 10, AC 13, h.p. 45, Atk +10, Dmg 4d6, Move 10 m (30 ft.); Cunning, Deceptive, Educated, Spy Expertise aptitudes.
* Assassin: Lvl 6, AC 14, h.p. 27, Atk +12, Dmg 4d6, Move 10 m (30 ft.); Combat Expertise, Cunning aptitudes.
* Bystander: Lvl 0, AC 10, h.p. 2, Atk +0, Dmg 1, Move 10 m (30 ft.); may have an aptitude.
* Cult Leader: Lvl 5, AC 12, h.p. 22, Atk +5, Dmg 2d6, Move 10 m (30 ft.); Deceptive, Faithful, Supernatural Lore aptitudes, knows two powers.
* Cultist: Lvl 1, AC 10, h.p. 4, Atk +1, Dmg 1d6, Move 10 m (30 ft.); Faithful or Supernatural Lore aptitude, knows one power.
* Cultist (Elite): Lvl 3, AC 11, h.p. 18, Atk +3, Dmg 2d6, Move 10 m (30 ft.); Faithful or Supernatural Lore aptitude, knows two powers.
* Ninja: Lvl 3, AC 11, h.p. 13, Atk +3, Dmg 1d6, Move 10 m (30 ft.); Cunning, Martial Arts aptitudes.
* Police Cop: Lvl 2, AC 12, h.p. 9, Atk +2, Dmg 3d6, Move 10 m (30 ft.); Commanding or Intimidating aptitude.
* Robot (Security): Lvl 3, AC 18, h.p. 13, Atk +3, Dmg 2d6, Move 10 m (30 ft.); no need for food, water, air.
* Robot (Utility): Lvl 2, AC 16, h.p. 9, Atk +2, Dmg 1d6, Move 10 m (30 ft.); no need for food, water, air; Tech Expertise aptitude.
* Soldier: Lvl 2, AC 12, h.p. 9, Atk +4, Dmg 3d6, Move 10 m (30 ft.); Athletic, Combat Expertise aptitudes.
* Soldier (Sniper): Lvl 5, AC 15, h.p. 22, Atk +10, Dmg 6d6, Move 10 m (30 ft.); Awareness, Combat Expertise aptitudes.
* Thug: Lvl 2, AC 11, h.p. 9, Atk +2, Dmg 1d6, Move 10 m (30 ft.); Streetwise aptitude.
* Thug (Boss): Lvl 3, AC 11, h.p. 13, Atk +3, Dmg 2d6, Move 10 m (30 ft.); Commanding, Intimidating, Streetwise aptitudes.

ANIMALS
(Note: All essentially have the Wilderness Expertise aptitude.)
* Ape, Chimpanzee: Lvl 3, AC 13, h.p. 13, Atk +3, Dmg 3d6, Move 10 m (30 ft.)
* Ape, Gorilla: Lvl 4, AC 13, h.p. 18, Atk +4, Dmg 3d6, Move 10 m (30 ft.)
* Baboon: Lvl 1, AC 12, h.p. 4, Atk +1, Dmg 1d6, Move 10 m (30 ft.)
* Badger: Lvl 1, AC 15, h.p. 4, Atk +1, Dmg 2d6, Move 6 m (15 ft.)
* Bear, Black: Lvl 4, AC 13, h.p. 18, Atk +4, Dmg 3d6, Move 10 m (30 ft.)
* Bear, Grizzly: Lvl 5, AC 13, h.p. 22, Atk +5, Dmg 3d6, Move 10 m (30 ft.)
* Bear, Polar: Lvl 6, AC 13, h.p. 27, Atk +6, Dmg 4d6, Move 10 m (30 ft.)
* Boar, Warthog: Lvl 3, AC 12, h.p. 13, Atk +3, Dmg 3d6, Move 10 m (30 ft.)
* Boar: Lvl 3, AC 12, h.p. 13, Atk +3, Dmg 2d6, Move 12 m (35 ft.)
* Camel: Lvl 2, AC 12, h.p. 9, Atk +2, Dmg 1d6, Move 12 m (35 ft.)
* Cat, Cheetah: Lvl 3, AC 14, h.p. 13, Atk +3, Dmg 2d6, Move 18 m (55 ft.)
* Cat, Lion: Lvl 5, AC 13, h.p. 22, Atk +5, Dmg 4d6, Move 12 m (35 ft.)
* Cat, Mountain Lion: Lvl 3, AC 13, h.p. 13, Atk +3, Dmg 3d6, Move 12 m (35 ft.)
* Cat, Panther: Lvl 4, AC 15, h.p. 18, Atk +4, Dmg 3d6, Move 18 m (55 ft.)
* Cat, Tiger: Lvl 6, AC 13, h.p. 27, Atk +6, Dmg 4d6, Move 12 m (35 ft.)
* Crocodile: Lvl 2, AC 14, h.p. 9, Atk +2, Dmg 2d6, Move 7 m (20 ft.) swimming
* Dog, War: Lvl 2, AC 13, h.p. 9, Atk +2, Dmg 2d6, Move 10 m (30 ft.)
* Dog, Wild: Lvl 1, AC 12, h.p. 4, Atk +1, Dmg 1d6, Move 12 m (35 ft.)
* Eel, Electric: Lvl 2, AC 10, h.p. 9, Atk +2, Dmg 1d6, Move 10 m (30 ft.) swimming
* Elephant: Lvl 9, AC 14, h.p. 40, Atk +9, Dmg 7d6, Move 10 m (30 ft.)
* Herd Animal (Bison, Moose): Lvl 3, AC 12, h.p. 13, Atk +3, Dmg 1d6, Move 19 m (60 ft.)
* Herd Animal (Cow, Zebra): Lvl 2, AC 12, h.p. 9, Atk +2, Dmg 1d6, Move 19 m (60 ft.)
* Herd Animal (Deer, Goat): Lvl 1, AC 12, h.p. 4, Atk +1, Dmg 1d6, Move 19 m (60 ft.)
* Herd Animal (Hippopotamus): Lvl 4, AC 12, h.p. 18, Atk +4, Dmg 2d6, Move 19 m (60 ft.)
* Horse, Draft: Lvl 3, AC 12, h.p. 13, Atk +3, Dmg 0d6, Move 7 m (20 ft.)
* Horse, Riding: Lvl 2, AC 12, h.p. 9, Atk +2, Dmg 2d6, Move 19 m (60 ft.)
* Horse, War: Lvl 3, AC 12, h.p. 13, Atk +3, Dmg 2d6, Move 10 m (30 ft.)
* Hyena: Lvl 3, AC 12, h.p. 13, Atk +3, Dmg 2d6, Move 10 m (30 ft.)
* Insect Swarm (5-ft./1.5m cloud): Lvl 2, AC 12, h.p. 9, Atk +2, Dmg 1d6, Move 6 m (15 ft.) flying
* Insect Swarm (20-ft./6m cloud): Lvl 4, AC 12, h.p. 18, Atk +4, Dmg 1d6, Move 6 m (15 ft.) flying
* Mule: Lvl 2, AC 12, h.p. 9, Atk +2, Dmg 2d6, Move 10 m (30 ft.)
* Ostrich: Lvl 2, AC 12, h.p. 9, Atk +2, Dmg 1d6, Move 19 m (60 ft.)
* Rhinoceros: Lvl 6, AC 14, h.p. 27, Atk +6, Dmg 4d6, Move 10 m (30 ft.)
* Shark, Bull: Lvl 2, AC 15, h.p. 9, Atk +2, Dmg 2d6, Move 15 m (45 ft.) swim swimming
* Shark, Great White: Lvl 8, AC 15, h.p. 36, Atk +8, Dmg 4d6, Move 15 m (45 ft.) swimming
* Shark, Mako: Lvl 4, AC 15, h.p. 18, Atk +4, Dmg 2d6, Move 15 m (45 ft.) swimming
* Snake, Pit Viper: Lvl 2, AC 13, h.p. 9, Atk +2, Dmg, Move 7 m (20 ft.)
* Snake, Sea: Lvl 3, AC 13, h.p. 13, Atk +3, Dmg, Move 7 m (20 ft.) swimming
* Snake, Spitting Cobra: Lvl 1, AC 12, h.p. 4, Atk +1, Dmg, Move 7 m (20 ft.)
* Squid, Giant: Lvl 6, AC 12, h.p. 27, Atk +6, Dmg 3d6, Move 10 m (30 ft.) swimming
* Vulture: Lvl 1, AC 13, h.p. 4, Atk +1, Dmg 1d6, Move 21 m (65 ft.) flying
* Whale, Killer (Orca): Lvl 6, AC 13, h.p. 27, Atk +6, Dmg 3d6, Move 19 m (60 ft.) swimming
* Whale, Narwhal: Lvl 12, AC 12, h.p. 54, Atk +12, Dmg 4d6, Move 15 m (45 ft.) swimming
* Whale, Sperm: Lvl 36, AC 13, h.p. 162, Atk +36, Dmg 9d6, Move 15 m (45 ft.) swimming
* Wolf: Lvl 2, AC 12, h.p. 9, Atk +2, Dmg 1d6, Move 15 m (45 ft.)
* Wolverine: Lvl 3, AC 14, h.p. 13, Atk +3, Dmg 3d6, Move 10 m (30 ft.)

DINOSAUR ERA BEASTS (245 to 66 million years ago)
(Note: All essentially have the Wilderness Expertise aptitude.)
* Deinosuchus (Giant Crocodile): Lvl 15, AC 18, h.p. 67, Atk +15, Dmg 4d6, Move 7 m (20 ft.) swimming
* Megalodon (Giant Shark): Lvl 15, AC 14, h.p. 67, Atk +15, Dmg 5d6, Move 15 m (45 ft.) swimming
* Pteranodon (Huge Flyer): Lvl 5, AC 13, h.p. 22, Atk +5, Dmg 2d6, Move 19 m (60 ft.) flying
* Pterodactyl (Medium Flyer): Lvl 1, AC 12, h.p. 4, Atk +1, Dmg 1d6, Move 15 m (45 ft.) flying
* Stegosaurus: Lvl 11, AC 16, h.p. 49, Atk +11, Dmg 5d6, Move 6 m (15 ft.)
* Titanoboa (Giant Snake): Lvl 5, AC 13, h.p. 22, Atk +5, Dmg 3d6, Move 7 m (20 ft.)
* Triceratops: Lvl 11, AC 17, h.p. 49, Atk +11, Dmg 6d6, Move 7 m (20 ft.)
* Tyrannosaurus Rex: Lvl 20, AC 16, h.p. 90, Atk +20, Dmg 6d6, Move 10 m (30 ft.)

PREHISTORIC ERA BEASTS (2.6 million to 11,700 years ago)
(Note: All essentially have the Wilderness Expertise aptitude.)
* Bear, Cave: Lvl 7, AC 14, h.p. 31, Atk +7, Dmg 5d6, Move 10 m (30 ft.)
* Flightless Bird (“Terror Bird”): Lvl 3, AC 13, h.p. 13, Atk +3, Dmg 3d6, Move 15 m (45 ft.)
* Mastodon: Lvl 15, AC 16, h.p. 67, Atk +15, Dmg 4d6, Move 10 m (30 ft.)
* Rhinoceros, Wooly: Lvl 8, AC 15, h.p. 36, Atk +8, Dmg 6d6, Move 10 m (30 ft.)
* Smilodon (Sabre-Tooth Tiger): Lvl 8, AC 13, h.p. 36, Atk +8, Dmg 6d6, Move 12 m (35 ft.)
* Woolly Mammoth: Lvl 17, AC 16, h.p. 74, Atk +17, Dmg 5d6, Move 10 m (30 ft.)
* Wolf, Dire: Lvl 4, AC 13, h.p. 18, Atk +4, Dmg 2d6, Move 12 m (35 ft.)

GIANT ANIMALS (mutants, lab experiments, fantasy versions)
(Note: All essentially have the Wilderness Expertise aptitude.)
* Giant Ant: AC 16, h.p. 18, Atk +4, Dmg 2d6, Move 15 m (45 ft.)
* Giant Bat: AC 13, h.p. 9, Atk +2, Dmg 1d6, Move 15 m (45 ft.) flying
* Giant Badger: AC 15, h.p. 13, Atk +3, Dmg 3d6, Move 6 m (15 ft.)
* Giant Beetle, Boring: AC 16, h.p. 22, Atk +5, Dmg 4d6, Move 6 m (15 ft.)
* Giant Beetle, Carnivorous: AC 16, h.p. 13, Atk +3, Dmg 2d6, Move 12 m (35 ft.)
* Giant Beetle, Rhinoceros: AC 17, h.p. 54, Atk +12, Dmg 6d6, Move 6 m (15 ft.)
* Giant Beetle, Spitting: AC 15, h.p. 9, Atk +2, Dmg 1d6+acid, Move 10 m (30 ft.)
* Giant Beetle, Stag: AC 16, h.p. 31, Atk +7, Dmg 6d6, Move 6 m (15 ft.)
* Giant Boar: AC 13, h.p. 22, Atk +5, Dmg 3d6, Move 10 m (30 ft.)
* Giant Centipede: AC 10, h.p. 2, Atk +0, Dmg 1+poison, Move 6 m (15 ft.)
* Giant Crab: AC 17, h.p. 13, Atk +3, Dmg 4d6, Move 6 m (15 ft.)
* Giant Eagle: AC 12, h.p. 18, Atk +4, Dmg 4d6, Move 38 m (120 ft.) flying
* Giant Eel: AC 13, h.p. 22, Atk +5, Dmg 3d6, Move 7 m (20 ft.) swimming
* Giant Ferret: AC 14, h.p. 4, Atk +1, Dmg 2d6, Move 12 m (35 ft.)
* Giant Fish, Catfish: AC 15, h.p. 36, Atk +8, Dmg 2d6, Move 7 m (20 ft.) swimming
* Giant Fish, Piranha: AC 13, h.p. 13, Atk +3, Dmg 2d6, Move 12 m (35 ft.) swimming
* Giant Fish, Sturgeon: AC 19, h.p. 45, Atk +10, Dmg 4d6, Move 15 m (45 ft.) swimming
* Giant Frog: AC 12, h.p. 9, Atk +2, Dmg 1d6, Move 7 m (20 ft.) swimming
* Gaith Hawk: AC 13, h.p. 13, Atk +3, Dmg 1d6, Move 35 m (110 ft.) flying
* Giant Hornet: AC 17, h.p. 22, Atk +5, Dmg 1d6+poison MV fly 80 ft./26 m, Move 1 m (0 ft.)
* Giant Hyena: AC 12, h.p. 22, Atk +5, Dmg 3d6, Move 10 m (30 ft.)
* Giant Leech: AC 12, h.p. 27, Atk +6, Dmg , Move 10 m (30 ft.) swimming
* Giant Lizard, Draco: AC 14, h.p. 18, Atk +4, Dmg 2d6, Move 10 m (30 ft.)
* Giant Lizard, Gecko: AC 14, h.p. 13, Atk +3, Dmg 2d6, Move 10 m (30 ft.)
* Giant Lizard, Chameleon: AC 17, h.p. 22, Atk +5, Dmg 3d6, Move 10 m (30 ft.)
* Giant Lizard, Tuatara: AC 15, h.p. 27, Atk +6, Dmg 4d6, Move 7 m (20 ft.)
* Giant Octopus: AC 12, h.p. 36, Atk +8, Dmg 2d6, Move 7 m (20 ft.) swimming
* Giant Owl: AC 13, h.p. 18, Atk +4, Dmg 4d6, Move 15 m (45 ft.) flying
* Giant Raven: AC 15, h.p. 13, Atk +3, Dmg 2d6, Move 15 m (45 ft.) flying
* Giant Scorpion: AC 17, h.p. 18, Atk +4, Dmg 4d6, Move 12 m (35 ft.)
* Giant Slug: AC 11, h.p. 54, Atk +12, Dmg 2d6, Move 6 m (15 ft.)
* Giant Snake, Python: AC 13, h.p. 22, Atk +5, Dmg 3d6, Move 7 m (20 ft.)
* Giant Snake, Ratler: AC 14, h.p. 18, Atk +4, Dmg 1d6+poison, Move 10 m (30 ft.)
* Giant Spider, Black Widow: AC 13, h.p. 13, Atk +3, Dmg 1d6+poison, Move 10 m (30 ft.) on land or in web
* Giant Spider, Tarantula: AC 14, h.p. 18, Atk +4, Dmg 2d6+poison, Move 10 m (30 ft.)
* Giant Tick: AC 16, h.p. 13, Atk +3, Dmg 1d6+blood drain, Move 3 m (5 ft.)
* Giant Toad: AC 12, h.p. 9, Atk +2, Dmg 1d6, Move 7 m (20 ft.)
* Giant Toad, Poisonous: AC 12, h.p. 9, Atk +2, Dmg 1d6+poison, Move 7 m (20 ft.)
* Giant Turtle, Sea: AC 17, h.p. 67, Atk +15, Dmg 3d6, Move 12 m (35 ft.) swimming
* Giant Turtle, Snapping: AC 19, h.p. 45, Atk +10, Dmg 5d6, Move 10 m (30 ft.) swimming
* Giant Vulture: AC 12, h.p. 9, Atk +2, Dmg 1d6, Move 19 m (60 ft.)
* Giant Wasp: AC 15, h.p. 18, Atk +4, Dmg 1d6+poison, Move 16 m (50 ft.) flying

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EXAMPLE CHARACTERS
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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.

ABILITIES (d20 + modifier)
* Strength 15 (+1)
* Dexterity 19 (+3)
* Constitution 16 (+2)
* Intelligence 17 (+2)
* Wisdom 14 (+1)
* Charisma 17 (+2)

APTITUDES (doubles modifier when fits task)
* Awareness (perception, intuition, keen senses, noticing subtle details and clues)
* Combat Expertise (fighting, using weapons, leading in battle)
* Commanding (issuing orders, presence, morale control)
* Resolve (courage, willpower, resisting fear, coercion, domination)

COMBAT
* Armor Class 12
* Hit Points 21

GEAR
* longbow, quiver of arrows (1d6+3 damage, long shooting range)
* short sword (1d6+2 damage, melee)
* dagger (1d6-1 damage, melee or thrown range)
* hunting horn
* forest-worn clothing (+1 to stealth in forests)