Fast TTRPG v.8

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AT A GLANCE

* Character aptitudes fit into five areas: Body, Mind, Spirit, Social, and Power.
* Task Roll: d6 + one related aptitude.
* Total must be equal or higher than a Difficulty number to succeed (usually 6).
* An easy task requires roll total of 1 or more; routine 3; hard 6; or extreme 9.
* Damage reduces hit points (h.p.); at 0 h.p., further damage reduces physical aptitudes.
* Losing all hit points and physical aptitude scores kills.

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CHARACTERS, RANKS, AND APTITUDES

Characters are defined by their Rank, which measures overall power, and their aptitudes, which describe the physical, mental, emotional, social, and supernatural abilities they use to act in the world.

CHARACTER RANKS: A rating on a character’s overall power…
* Rank 1: Local figures stepping into danger. Potential heroes.
* Rank 2: Known problem-solvers. Action heroes. Adventurers. Experts.
* Rank 3: Movers and shakers. Known across the region. Master heroes.
* Rank 4: Heroic living legends. Known across nations or history.
* Rank 5 or more: World shapers and saviors. Epic heroes. Superheroes.
* Rank 40 to 150: Mythic figures. Demigods. Elite superheroes.
* Beyond Rank 150: Entities of cosmic power.

CREATING A NEW CHARACTER

Make up a name, description, and backstory for one character. This summary should be brief (about 100 words) and ideally contain ideas to help roleplay personality, goals, and background.

Use 12 character points to buy abilities…
* +2 to one aptitude costs 2 character points.
* +1 to one aptitude costs 1 character point.
* Each hit point costs 1 character point.
* Gaining a new power costs 2 character points if a character has at least +1 in one power aptitude; powers may not be gained without a power aptitude.

GAINING NEW RANKS
* Advancing a character’s Rank is awarded by the GM for story milestones or character goals.
* Each new Rank grants another 12 character building points to improve aptitudes based on a character’s further training, past experiences, and life events.

NON-PLAYER CHARACTER RANKS

When an NPC or creature lacks detailed notes, the GM can use this shorthand:
* Task Rolls: d6 + half Rank (round down) for ordinary tasks.
* Task Rolls: d6 + full Rank for tasks central to the NPC’s role or specialty.
* Hit points equal NPC’s Rank x 4.
* An NPC is either unconscious or dead (attacker’s choice) at 0 or less h.p.

As a rough guide to NPC Ranks…
* Rank 1: Common humans, small to large animals (wolves, horses, bears), goblins
* Rank 2: Very large animals (dire wolves, elephants, rhinoceroses), ogres
* Rank 3: Minor bosses/leaders, frost giants, mammoths, mummies
* Rank 4: Tyrannosaurus rex, hydra, cloud giants, young dragons
* Rank 5: Archmages, adult dragons, storm giants, iron golems, elder vampires
* Rank 6: Fiendish lords, small kaiju
* Rank 7 or more: Ancient dragons, kraken, supervillains, large kaiju

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Example starting character…

ARTHUR, THE BOY KING (Rank 1)
Age 15, rightful king of Britain, newly revealed by drawing the sword from the stone. Earnest, humble, courageous, and untested. Famed as the miraculous chosen heir to the throne. Already opposed by many proud nobles who refuse to bow to a beardless boy.

HIT POINTS 5

BODY APTITUDES (physical)
* +1 Combat (fighting, using weapons, battle tactics)
* +1 Constitution (health, toughness, vigor, stamina)

SPIRIT APTITUDES (emotional)
* +1 Charisma (appeal, confidence, inspiration, leadership)
* +1 Faith (pure devotion, hope, grace, favor of the divine)
* +1 Wisdom (empathy, courage, insight, resolve, willpower)

SOCIAL APTITUDES (relational)
* +2 Privilege (influence, authority, high status in society)

EQUIPMENT
* The Sword from the Stone (medium melee weapon) (+2 bonus to Privilege tasks when presented as a symbol of sovereignty over Britain)
* Heavy armor (platemail) (-3 physical damage per hit)
* Warhorse (gift from brother knight, Sir Kay)

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Example leveled-up character…

KING ARTHUR OF CAMELOT (Rank 4)
Age 40, mighty king of Britain, conqueror of rival realms, and founder of Camelot and the Round Table. Noble, commanding, wise, and burdened by the duties of rule. Famed as the realm’s greatest champion of justice and chivalry. Revered by loyal knights and subjects, feared by enemies of his hard-won peace.

HIT POINTS 24

BODY APTITUDES (physical)
* +6 Combat (fighting, using weapons, battle tactics)
* +2 Constitution (health, toughness, vigor, stamina)

SPIRIT APTITUDES (emotional)
* +4 Charisma (appeal, confidence, inspiration, leadership)
* +2 Faith (pure devotion, hope, grace, favor of the divine)
* +3 Wisdom (empathy, courage, insight, resolve, willpower)

SOCIAL APTITUDES (relational)
* +6 Privilege (influence, authority, high status in society)

EQUIPMENT
* Excalibur (medium melee weapon) (+2 bonus to damage on hits; once per battle, it can shine “like 30 torches” and forces witnesses to make a Difficulty 6 roll of d6 + Wisdom or be driven back)
* Scabbard of Preservation (while worn, bearer cannot drop below 1 hit point due to physical harm)
* Heavy armor (platemail) (-3 physical damage per hit)
* Warhorse (gift from brother knight, Sir Kay)

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THE APTITUDES

Aptitudes describe the broad talents, skills, instincts, and resources a character uses to face challenges. They are grouped into five areas: Body, Mind, Spirit, Social, and Power.

The range of modifiers includes…
* -1 or worse: Incompetent, no ability or background.
* +0: Competent but lacking any technique or experience.
* +1: Talented or trained but with minimal experience.
* +2: Good ability, some experience.
* +3: Excellent ability, professional experience.
* +4: Expert ability, exceptional experience.
* +5: Master, leader in the art or field, great experience.
* +6 or more: Genius, legend, or epic experience.

BODY APTITUDES (physical)
* Combat (fighting, using weapons, battle tactics)
* Constitution (health, toughness, vigor, stamina)
* Dexterity (agility, reflexes, precision, stealth)
* Strength (physical prowess, brawn, encumbrance)
* Movement (walking, running, swimming, traveling on foot)

MIND APTITUDES (mental)
* Cunning (deception, bypassing security, thieving)
* Intelligence (deduction, logic, memory, reason, wits)
* Knowledge (history, humanities, natural and social sciences)
* Medical (diagnosis, healing methods, drugs, diseases)
* Tech (working with machines, vehicles, complex networks)

SPIRIT APTITUDES (emotional)
* Awareness (perception, intuition, keen senses, reactions)
* Charisma (appeal, confidence, inspiration, leadership)
* Faith (pure devotion, hope, grace, favor of the divine)
* Wisdom (empathy, courage, insight, resolve, willpower)
* Wild (surviving outdoors, affinity with animals and nature)

SOCIAL APTITUDES (relational)
* Communication (persuasion, performance, languages)
* Connections (contacts, allies, favors, networking people)
* Privilege (influence, authority, high status in society)
* Streetwise (carousing, urban survival, rumors, criminal circles)
* Trade (business, finances, negotiation, appraisal, commerce)

POWER APTITUDES (supernatural)
* Covenant (binding promises to spirits or cosmic patron entities)
* Magic (casting spells, invoking spirits, supernatural lore)
* Mutation (rapid evolution by metahuman genetics or stange energies)
* Psionics (unlocked mental abilities powered by the mind)
* Transcendence (becoming beyond human through magic or technology)

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HOW TO PLAY

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.

When a roll uses aptitudes, the player explains which aptitudes apply and why. The Game Master (GM) describes the world, scenes, and non-player characters, and decides how the rules apply, including which aptitudes may modify a task.

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

THE TASK ROLL
* Roll one die (d6) and add a character’s most related aptitude.
* A total equal or better than the task’s Difficulty succeeds; the higher, the better.
* On directly opposing tasks, the higher total succeeds. On tied totals, the side with the higher aptitude modifier succeeds.
* When multiple characters work together on the same task, each one may add +1 to make a task roll. The highest single result from among the team applies to the whole group’s results.

TASK MODIFIERS
The GM may apply +1 a bonus for clearly favorable circumstances, or penalty for clearly unfavorable ones. Multiple modifiers may apply, but usually no more than +3 or -3 total.

Things that give a task roll bonus may include…
* Helpful tools: Using proper gear, superior equipment, or a strong reference.
* Good conditions: Plenty of time, clear visibility, stable footing, or a quiet workspace.
* Preparation: Having planned ahead, studied the problem, gathered clues, or set up carefully.
* Advantageous position: Higher ground, cover, surprise, leverage, or a favorable angle.
* Relevant background: A Heritage, Personality, profession, or past experience clearly helps.
* Assistance: Each helpful teammate may add +1, as described under teamwork.

Things that impose a penalty or increase Difficulty may include…
* Poor tools: Improvised, damaged, unfamiliar, or inadequate equipment.
* Bad conditions: Darkness, smoke, noise, rain, rough terrain, cramped space, or distractions.
* Time pressure: Rushing, acting before a deadline, or working during immediate danger.
* Injury or strain: Pain, fatigue, fear, stress, or an ongoing hindrance.
* Unfavorable position: Awkward angle, unstable footing, restricted movement, or poor access.
* Complexity: Multiple moving parts, hidden complications, or unfamiliar technology or customs.

TASK DIFFICULTIES
* Diff 1, Easy: Usually doesn’t require a roll unless a character is hindered. Climb a ladder, remember a well-known fact, calm a friendly animal, spot something in plain sight.
* Diff 3, Routine: Requires direct attention but likely to succeed more often than not. Pick a simple lock, leap a narrow gap, persuade a wary stranger, treat a minor injury under calm conditions.
* Diff 6, Hard: Inexperienced people rarely succeed. Scale a wet stone wall, decipher an obscure clue, sneak past alert guards, repair a damaged machine with limited tools. (For most gameplay, this Difficulty should be the default for most tasks requiring dice rolls.)
* Diff 9, Extreme: Things that are nearly impossible, but still within the realm of possibility. Leap between moving vehicles, perform life-saving surgery during a n ongoing battle, repair a flying machine while it is falling, follow an invisible creature, resist terror upon witnessing a cosmic alien Thing Not Meant to be Known.

BEATING THE DIFFICULTY
Compare the result of a task roll to the Difficulty. The amount rolled above the Difficulty may improve the outcome, speed, quality, scope, or added benefits of success.
* Below Difficulty: Failure; no intended result.
* Meet Difficulty: Bare success; accomplish the task as intended.
* Over by 1 or 2: Solid success; succeed cleanly or gain a small benefit.
* Over by 3 to 5: Strong success; gain a clear advantage, save time, or improve the result.
* Over by 6 or more: Exceptional success; achieve an impressive result, gain a major benefit, or exceed expectations.

Benefits of rolling over the Difficulty number may include…
* Faster: Complete the task in less time.
* Cleaner: Leave no evidence, avoid side effects, or reduce complications.
* Stronger: Create a more durable, convincing, or effective result.
* Broader: Affect additional targets, a larger area, or more information.
* Safer: Avoid risk, reduce harm, or protect allies.
* Cheaper: Use fewer supplies, spend less money, or preserve resources.
* Quieter: Make less noise or attract less attention.
* More precise: Gain exact details, careful control, or a targeted outcome.
* More persuasive: Improve an NPC’s attitude beyond the minimum needed.
* More revealing: Learn extra clues, weaknesses, or hidden truths.

FAILURES AND FUMBLES
If a task roll fails to meet the Difficulty’s value, worse complications happen. Possible consequences include…
* Wasted time: The task takes longer than expected.
* Lost opportunity: The moment passes, the target leaves, or conditions change.
* Noise or attention: Guards, rivals, witnesses, or predators notice something.
* Poor position: The character ends up exposed, trapped, off balance, or separated.
* Minor harm: The character suffers a scrape, strain, burn, fall, or other small injury.
* Resource loss: Tools break, supplies are spent, ammunition is wasted, or money is lost.
* Damage to the subject: A lock jams, evidence is ruined, a machine worsens, or a patient’s condition declines.
* Incomplete result: The character succeeds only partly, with a gap or flaw remaining.
* Unintended effect: The action works in the wrong way or affects the wrong target.
* New obstacles: A patrol, storm, alarm, or rival suddenly arrives.
* False impression: The character draws the wrong conclusion or believes bad information.
* Social setback: An NPC becomes suspicious, offended, hostile, or less cooperative.
* Escalation: The situation becomes more urgent, dangerous, or costly.
* Collateral trouble: An ally, bystander, or valuable object is put at risk.
* Exposure: A disguise, lie, hiding place, or secret is compromised.
* Loss of control: The character slips, drops something, panics, gets carried away, or overcommits.
* Debt or obligation: Success now requires a favor, payment, promise, or unwanted bargain.
* Hard choice: The GM offers success only with a cost, sacrifice, or new danger.
* Reversal: The opposition gains the benefit the character hoped to claim.

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COMBAT

ROUNDS AND TURNS
* Action in combat is resolved in rounds, each lasting about 6 seconds.
* Players take turns in order of their characters’ Awareness + Combat aptitudes, with higher totals taking turns before lower totals.
* During a turn, a character may move and attempt one action, or move at double speed while attempting nothing else.

MOVEMENT DISTANCE PER ROUND (double if taking no other actions during turn)
* Movement +0: 30 feet (9 m) (a typical adult human)
* Movement +1: 45 feet (14 m) (bear, giant, pony, tiger, wolf; eagle in flight)
* Movement +2: 60 feet (18 m) (horse; winged humanoid in flight)
* Movement +3: 75 feet (23 m) (dragon, giant eagle, or griffon in flight)
* Movement +4: 90 feet (27 m) (air elemental, winged horse in flight)
* Movement +6: 120 feet (36 m) (roc in flight)

ATTACK TASK ROLLS
* Unarmed Attack Roll: d6 + either Combat, Dexterity, or Strength (whichever higher)
* Melee Weapon Attack Roll: d6 + either Combat or Strength (whichever higher)
* Thrown or Ranged Weapon Attack Roll: d6 + either Combat or Dexterity (whichever higher)
* Supernatural Attack: d6 + character’s power aptitude (target makes an opposed roll)

RESIST AND AVOID ROLLS (also called “saving throws”)
* Opposed roll against the effect’s roll total; on a equal or greater roll, an effect is ignored and damage is reduced by half, rounded down.
* Fortitude (vs. toxins, disease): d6 + Constitution
* Dodging (vs. explosions, traps): d6 + Dexterity
* Willpower (vs. mind control): d6 + Wisdom

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

ATTACK DIFFICULTY AND MODIFIERS
* Diff 3: Target (no armor or light armor) with Dexterity +3 or less.
* Diff 4 (or more): Target (no armor or light armor) with Dexterity +4 (or more). (Diff +1 per Dexterity modifier over +3.)
* Diff +1: Target using hand-held shield or behind partial cover.
* Diff -1: Target cannot move or is not expecting an attack.
* Diff +1: Attacking multiple targets at once (divide any damage among targets).
* Diff +1: Target is within long shooting range (360 to 1,000 feet).
* Diff +2: Target is within distant range (1,000 feet to 15 miles).

ATTACK DAMAGE (bonus damage only applies if attack task roll hits)
* 1 damage per point over the Difficulty number
* +0 damage: Attacking with a light weapon (punches, clubs, daggers)
* +1 damage: Attacking with a medium weapon (axes, swords, bows, pistols)
* +2 damage: Attacking with a heavy weapon (two-handed swords, pole arms, shotguns)
* +4 damage: Attacking with explosive ordnance (bombs, grenades, rockets, mines)
* +1 damage: Shooting a firearm at full autofire (about 15 rounds per second)
* -1 damage: Target is wearing light armor (leather, ballistic vest)
* -2 damage: Target is wearing medium armor (chainmail, ballistic suit)
* -3 damage: Target is wearing heavy armor (plate, powered battlesuit)

DAMAGE, INJURY, AND DEATH
* Each point of damage reduces a living target’s hit points by 1.
* While at 0 hit points, each point of remaining or new physical damage reduces by 1 a physical aptitude modifier: Combat, Constitution, Dexterity, Strength, or Movement. No atribute may be reduced below -1; further damage must apply to other physical aptitudes.
* For each hour of rest, a character rolls d6 + Constitution. On 6 or more, that character either recovers +1 to one reduced aptitude, or heals back hit points equal to the Constitution modifier (at least 1 h.p.).
* If hospitalized, one caregiver’s Medical aptitude may be used instead of the character’s Constitution when rolling for recovery each hour.
* A character or creature with 0 hit points and no positive physical aptitude modifiers either falls unconscious or dies (attacker’s choice).

HIT POINTS FOR OBJECTS
* Each point of damage reduces an object’s hit points by 1.
* At 0 hit points, an object becomes broken or inoperable.
* For each hour of repair work, a character rolls d6 + Tech aptitude. On each result of 6 or more, an object recovers hit points equal that worker’s Tech aptitude.

Examples…
* 2 h.p.: Fragile objects that crack, tear, shatter, or collapse easily
* 4 h.p.: Light but solid objects built to withstand ordinary use
* 8 h.p.: Strong objects made from thick, durable, or well-braced materials
* 16 h.p.: Heavy structural objects designed to resist force, impact, or intrusion
* 32 h.p.: Exceptionally massive, fortified, or built to endure extreme punishment

OTHER FORMS OF DAMAGE
* At 0 hit points, some damage reduces non-physical aptitudes down to -1 instead of physical ones.
* Damage to Mind Aptitudes: Mental damage from psychic attacks or mind-breaking experiences reduces Cunning, Intelligence, Knowledge, Medical, or Tech. At 0 hit points with no positive mental aptitude modifiers, a character becomes permanently insane if suffering further mental damage.
* Damage to Spirit Aptitudes: Emotional damage from trauma or some supernatural powers reduces Awareness, Charisma, Faith, Wisdom, or Wild. At 0 hit points with no positive emotional aptitude modifiers, a character becomes demoralized and unable to act if suffering further emotional damage.
* Damage to Power Aptitudes: Supernatural damage may reduce physical, mental, or emotional aptitudes, or a character’s main Power aptitude. While not damage, power aptitudes may be temporarily decreased by a character’s use of powers.

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POWERS

Powers are extraordinary abilities beyond normal human limits, resolved through risky rolls that may fail, be resisted, or overexert the user. Individual powers are acquired by spending character building points at character creation or when gaining a new Rank. In order to use powers, a character must have +1 or more in one of the following aptitudes: Covenant, Magic, Mutation, Psionics, or Transcendence.

Examples of powers include…
* BLAST: Fire a bolt, beam, pulse, or projectile of energy at one nearby target, dealing damage equal to 1 per your power aptitude.
* CHARM: Change one living target’s loyalties to view you as a trusted friend, lasting 1 day per your power aptitude or until the target suffers harm from you or your allies. Non-living targets (constructs, machines, undead) are unaffected by this power.
* CLAIRVOYANCE: See and hear from one nearby point you know, can name, or can clearly imagine for 10 minutes per your power aptitude.
* ILLUSION: Create a convincing image, sound, scent, or sensory scene nearby for 10 minutes per your power aptitude; it may conceal, misdirect, entertain, or frighten.
* TELEPORT: Instantly move yourself and a number of willing nearby creatures equal to half your power aptitude to a place you can see or clearly remember within 100 feet (30 m) per your power aptitude.

POWER APTITUDES (must have +1 in at least one of these options)
* Covenant (binding promises to spirits or cosmic patron entities)
* Magic (casting spells, invoking spirits, supernatural lore)
* Mutation (rapid evolution by metahuman genetics or stange energies)
* Psionics (unlocked mental abilities powered by the mind)
* Transcendence (becoming beyond human through magic or technology)

USING POWERS
* Roll one die (d6) and add a character’s chosen power aptitude.
* A target may resist or avoid a power by rolling d6 + one appropriate aptitude (Constitution to rely on fortitude, Dexterity to dodge out of the way, or Wisdom to put uncanny willpower up against mind control).
* Non-player characters (NPCs) roll d6 + Rank to avoid or resist.
* Objects targeted by powers make an object resistance roll.
* If the power user’s rolled total is higher than the target’s opposing roll, the power is effective.
* If the target rolls equal to or higher than the power roll, an effect is ignored and any damage is reduced by half (round down).

OBJECT RESISTANCE ROLLS
* d6 + 0: Fragile objects that crack, tear, shatter, or collapse easily
* d6 + 1: Light but solid objects built to withstand ordinary use
* d6 + 2: Strong objects made from thick, durable, or well-braced materials
* d6 + 4: Heavy structural objects designed to resist force, impact, or intrusion
* d6 + 8: Exceptionally massive, fortified, or built to endure extreme punishment

POWER COSTS
* Regardless of outcome, attempting a power causes a character to either suffer 1 to 6 h.p. damage (roll d6), reduce one power aptitude by 1, or reduce three physical, mental, or spirit aptitudes by 1 each (player’s choice).
* No atribute may be reduced below -1; further power loss must apply to other physical, mental, or spirit aptitudes.
* For each hour of rest, a character rolls d6 + the chosen power aptitude. On 6 or more, that character either recovers +1 to one reduced aptitude of any type, or heals back hit points equal to the power aptitude modifier (at least 1 h.p.).
* Some locations (a nexus of ley lines, a fringe scientist’s lab) may grant a bonus on the power cost recovery roll.
* Some empowered objects act as “power batteries” and may be reduced by 1 point instead of its wielder losing aptitude modifiers or hit points when using powers.

POWER DESCRIPTION TERMS
* “Per your power aptitude” measures an effect or duration of a power, one unit per +1 modifier of the Covenant, Magic, Mutation, Psionics, or Transcendence aptitude.
* A power that requires “concentration” or lasts “while concentrating” demands the user’s full attention. While concentrating, the powered character moves at half speed and may take no other action except to maintain that single power’s effect. If the character takes damage, they must make a Constitution or Wisdom resist roll equal to or greater than the damage taken. On a failure, concentration is lost and the power’s effect ends immediately.
* A character may concentrate on only one power at a time. Powers that do not require concentration may be maintained at the same time unless their descriptions say otherwise.
* “Nearby” is roughly 60 feet (20 meters) if indoors or underground, 180 feet (60 meters) if outdoors in open ground, at sea, or in outer space.
* “Small area” means within melee range around the user or a specific point, a radius of about 6 feet (2 meters).
* “Becomes harder” or “becomes easier” implies adding -1 or +1 Difficulty on tasks and resist rolls as appropriate.

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HARM FROM HAZARDS

Physical hazards by exposure…
* 1 damage per 10 feet (3 m) fallen
* 2 damage per round engulfed in acid, flames, or lava
* 6 damage from a lightning strike or similar electrical shock
* 1 damage per hour for 24 hours, starting 1 to 6 days (d6) after exposure to anthrax
* 1 damage per round for 30 rounds after ingesting cyanide
* 1 damage per minute from snake venom (viper) for 10 minutes
* 1 damage per minute from spider venom (Black Widow) for 10 minutes
* 1 damage per hour unprotected in cold (below 0° F / -17° C)
* 1 damage per minute unprotected in extreme cold (below -30° F / -34° C)
* 1 damage per hour unprotected in heat (above 120° F / 48° C)
* 1 damage per minute unprotected in extreme heat (above 150° F / 65° C)
* 1 damage per minute unprotected in extreme cold (below -30° F / -34° C)
* 6 damage per round unprotected in vacuum/void of outer space
* 8 damage from 1-megaton blast, one mile away (6,600 rads)
* 2 damage per hour from 1-megaton blast fallout after 1 hour (300 rads/hour)
* 1 damage per hour from 1-megaton blast fallout after 2 hours (130 rads/hour)
* 1 damage per 6 hours from 1-megaton blast after 6 hours (39 rads/hour)
* 1 damage per day from 1-megaton blast fallout after 24 hours (7 rads/hour)

Physical hazards by deprivation…
* Hunger and Starvation: If eating less than 1 pound (half a kilogram) of food for one day, cannot heal from resting and lose 2 hit points, then one +1 from physical aptitudes, each hour until getting fed or dying.
* Thirst: If drinking less than 1 gallon (4 liters) of water per day for three days, cannot heal from resting and lose 3 hit points, then one +1 from physical aptitudes, each hour until drinking water or dying.
* Suffocation: If unable to breathe, lose 3 hit points, then one +1 from physical aptitudes, each round until breathing air again.

Mental hazards…
* 1 damage per hour after going 24 hours without sleep
* 1 damage per minute while traveling through terrain of non-euclidean geometry
* 1 damage upon first encountering a Rank 1 alien cosmic horror
* 2 damage upon first encountering a Rank 2 alien cosmic horror
* 3 damage upon first encountering a Rank 3 alien cosmic horror
* etc.

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BENCHMARKS

EXPANDED RANGES
* Touching: Held, grappled, connected
* Melee Range: Up to 6 feet (2 meters)
* Throwing Range (“Nearby” indoors): 60 feet (20 m)
* Throwing Range (“Nearby” outdoors): 180 feet (55 m)
* Short Shooting Range: 360 feet (110 m)
* Long Shooting Range: 1,000 feet (600 m)
* Distant Range: 15 miles (25 km)
* Orbital Range: 60 miles (100 km)
* Short Astronomical: 600 miles (1000s km)
* Medium Astronomical: 10,000s miles (or km)
* Long Astronomical: 100,000s miles (or km)
* Distant Astronomical: 1,000,000s miles (or km)
* Stellar Subsystem: 100s millions miles (or km)
* Stellar System: Billions miles (or km) (limits of solar system)
* Parsec: Trillions miles (or km) (a few light years)
* Subsector: 10s light years
* Sector: 100s light years
* Quadrant: 1,000s light years
* Galactic: 10,000s light years
* Intergalatic (100,000s light years
* Supercluster: Millions of light years
* Universal: Billions of light years

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

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

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

PRIVILEGE APTITUDE BENCHMARKS (MEDIEVAL FANTASY)
* Privilege -2: Outcast (exiles, escaped thralls, marked heretics)
* Privilege -1: Disenfranchised (serfs without land rights, beggar monks)
* Privilege +0: Lower Class (tenant farmers, shepherds, porters, carpenters, town guard, miners)
* Privilege +1: Middle Class (guild craftsmen, merchants, magistrates, ship captains)
* Privilege +2: Upper Class (lesser nobility, knights, barons, abbots, court wizards)
* Privilege +4: Elite Class (high nobility, counts, archbishops, merchant princes)
* Privilege +6: Sovereign (king/queen of large kingdom, continent-spanning dominion)
* Privilege +8: World Sovereign (head of a planet-wide empire or religion)

PRIVILEGE APTITUDE BENCHMARKS (MODERN)
* Privilege -2: Outcast (convicted prisoners, slaves)
* Privilege -1: Disenfranchised (indigent, homeless)
* Privilege +0: Lower Class (working poor, “blue collar” workers)
* Privilege +1: Middle Class (professionals, trade craftsmen, middle management)
* Privilege +2: Upper Class (top-level executives and politicians, “top 1%”)
* Privilege +4: Elite Class (“top 0.1%” super rich, celebrities and top execs)
* Privilege +6: Sovereign (head of a large nation or multinational corporation)
* Privilege +8: World Sovereign (head of a global military/economic superpower)

STRENGTH BENCHMARKS
* Strength -4: Carry 2.5 lbs. (1 kg), lift 10 lbs. (5 kg)
* Strength -3: Carry 6 lbs. (3 kg), lift 25 lbs. (11 kg)
* Strength -2: Carry 12 lbs. (5.5 kg), lift 50 lbs. (22 kg)
* Strength -1: Carry 25 lbs. (11 kg), lift 100 lbs. (45 kg)
* Strength +0: Carry 40 lbs (18 kg), lift 150 lbs. (70 kg)
* Strength +1: Carry 55 lbs. (25 kg), lift 225 lbs. (100 kg)
* Strength +2: Carry 85 lbs. (40 kg), lift 340 lbs. (150 kg)
* Strength +3: Carry 125 lbs. (55 kg), lift 500 lbs. (230 kg)
* Strength +4: Carry 190 lbs. (85 kg), lift 760 lbs. (340 kg)
* Strength +5: Carry 285 lbs. (130 kg), lift 1,140 lbs. (520 kg)
* Strength +6: Carry 425 lbs. (190 kg), lift 1,700 lbs. (780 kg)
* Strength +7: Carry 500 lbs. (225 kg), lift 1 ton
* Strength +8: Carry 1,000 lbs. (450 kg), lift 2 tons
* Strength +9: Carry 1,500 lbs. (680 kg), lift 3 tons
* Strength +10: Carry 1 ton, lift 4 tons
* Strength +11: Carry 1.5 tons, lift 6 tons
* Strength +12: Carry 2.25 tons, lift 9 tons
* Strength +13: Carry 3.25 tons, lift 13 tons
* Strength +14: Carry 5 tons, lift 20 tons
* Strength +15: Carry 7.5 tons, lift 30 tons
* Strength +16: Carry 11 tons, lift 45 tons
* Strength +17: Carry 16 tons, lift 65 tons
* Strength +18: Carry 25 tons, lift 100 tons
* Strength +19: Carry 37 tons, lift 150 tons
* Strength +20: Carry 55 tons, lift 222 tons
* Strength +21: Carry 85 tons, lift 340 tons
* Strength +22: Carry 125 tons, lift 500 tons
* Strength +23: Carry 190 tons, lift 760 tons
* Strength +24: Carry 300 tons, lift 1,200 tons
* Strength +25: Carry 425 tons, lift 1,700 tons
* Strength +26: Carry 625 tons, lift 2,500 tons
* Strength +27: Carry 950 tons, lift 3,800 tons
* Strength +28: Carry 1,400 tons, lift 5,700 tons
* Strength +29: Carry 2,100 tons, lift 8,650 tons
* Strength +30: Carry 3,200 tons, lift 13,000 tons
* Strength +31: Carry 4,700 tons, lift 19,000 tons
* Strength +32: Carry 7,500 tons, lift 30,000 tons
* Strength +33: Carry 11,000 tons, lift 44,000 tons
* Strength +34: Carry 16,000 tons, lift 65,000 tons
* Strength +35: Carry 25,000 tons, lift 100,000 tons
* Strength +36: Carry 37,500 tons, lift 150,000 tons
* Strength +37: Carry 56,000 tons, lift 225,000 tons
* Strength +38: Carry 85,000 tons, lift 340,000 tons
* Strength +39: Carry 125,000 tons, lift 500,000 tons
* Strength +40: Carry 190,000 tons, lift 760,000 tons
* Strength +41: Carry 275,000 tons, lift 1.1 million tons
* Strength +42: Carry 425,000 tons, lift 1.7 million tons
* Strength +43: Carry 625,000 tons, lift 2.5 million tons
* Strength +44: Carry 950,000 tons, lift 3.8 million tons