Fast TTRPG v.9

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AT A GLANCE
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* Characters have one +1 bonus per Level for one or more aptitudes.
* Aptitude bonuses add +0 to +6 to a task dice roll of two six-sided dice.
* A total of 9 or more succeeds, 8 or less fails.
* A total of 15 or more gains an extra benefit.
* Pushing an aptitude for a re-roll or suffering damage weakens aptitudes.
* Armor may be reduced instead of aptitude bonuses for some types of damage.
* When out of aptitude bonuses, 1 damage causes unconsciousness, 2 damage or more causes death.

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HOW TO PLAY
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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.

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

TASK ROLLS
When a character tries to do something risky or uncertain:
* The player describes what the character does and what result they want.
* The player rolls two dice.
* Add bonuses from ready aptitudes that clearly help with the task. An aptitude only applies when it is one of the main reasons the action should succeed, not just because it is vaguely relevant. Spent aptitudes add nothing.
* An aptitude adds its current ready value to the dice roll total. The bonus from all related aptitudes in the task attempt cannot be greater than +6, regardless of number or bonus.
* Help from nearby teammates can add bonuses of up to +3 if their ready aptitudes apply.
* The Game Master may give +1 or more for an easier task, -1 or more for a harder task. (As a rule of thumb, use +3 for easy challenges and -6 for extreme challenges.)

EXAMPLE COMMON APTITUDES
* ARTISTIC: Music, painting, poetry, crafts, performance.
* ATHLETIC: Running, climbing, swimming, feats of endurance.
* AWARENESS: Perception, intuition, keen senses, reactions.
* CHARISMATIC: Appeal, confidence, communication, leadership.
* 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.
* DEXTEROUS: Agility, reflexes, balance, dodging, precision.
* EDUCATED: Understanding history, literature, general sciences.
* EMPATHIC: Reading emotions, calming or provoking responses.
* FAITHFUL: Unshakeable devotion, strong spirit, favor of the divine.
* FAST: Increased movement rates for walking, running, climbing, swimming.
* INTELLIGENT: Keen mind, deduction, logic, memory, reason, wits.
* INTIMIDATING: Threatening presence, provoking fear in others.
* IRON-WILLED: Resisting fear, coercion, domination.
* MARTIAL ARTS: Unarmed strikes, grapples, throws, tumbling.
* MEDICAL EXPERTISE: Illness, injuries, forensics, diseases, drugs, poisons.
* NATURAL SCIENCES: Chemistry, physics, biology, zoology, geology, astronomy.
* OBSERVANT: Noticing subtle details, clues, changes, tells.
* OCCULT LORE: Forbidden knowledge, cults, secret societies, unnatural threats.
* POLYGLOT: Able to communicate in almost any language.
* PRIVILEGED: Influence, authority, wealth, high social status.
* RENOWNED: Reputation or fame for competence or deeds.
* RESOURCEFUL: Scrounging, making do with limited materials.
* SANITY: Resisting stress from shock, horror, trauma.
* SOCIAL SCIENCES: Psychology, sociology, criminology, politics, crowd behaviors.
* SPY EXPERTISE: Disguises, codes, infiltration, surveillance.
* STREETWISE: Urban survival, spotting criminal dangers, illegal trade.
* STRONG: Physical strength, brawn, toughness, vigor, stamina.
* 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.
* WISE: Empathy, courage, insight, resolve, willpower.

TASK OUTCOMES
* On a total of 15 or more, a task succeeds and has an extra benefit.
* On a total of 9 to 14, a task succeeds as intended.
* On a total of 8 or lower, a task fails.
* A failed task can be immediately “pushed” for one re-roll of the dice, after which one +1 from an aptitude related to the task automatically becomes spent.
* An spent aptitude may represent injury, fatigue, confusion, fear, stress, doubt, or another temporary setback.
* If an aptitude has greater than a +1 rating, such as +2 Strong, reduce the bonus by 1 instead of making the fully aptitude spent. (Example: Strong +2 reduces to +1 Strong, and another push or damage may make it spent.)
* If several characters compete for different outcomes in the same situation (grabbing a dropped weapon, winning over a crowd, reaching a door first), each rolls and the highest total wins. Re-roll if totals are tied.
* A character recovers one +1 to spent aptitudes for each hour of rest.

POSSIBLE TASK OUTCOME EXTRA BENEFITS
* 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.

POSSIBLE COMPLICATIONS FROM FAILURES
* Wasted time: The task takes 2 to 12 times longer than expected, but eventually succeeds.
* 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 (10% to 60%; d6 x 10%), 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.

GAME MASTER RULINGS
* The GM decides which aptitudes apply, which aptitudes can be spent, and whether help is meaningful.
* An aptitude must be directly important to the action, not merely related.
* A failed or “pushed” roll must spend an aptitude that was used in the roll, directly threatened by the danger, or clearly strained by the action.

CHARACTER ABILITIES
* Level measures a character’s overall ability and power.
* For each Level, a character gains one aptitude.
* Aptitudes may be physical, mental, spiritual, social, or power-related.
* When a character uses a ready aptitude that fits a task, the aptitude gives a bonus to the roll. A fully spent aptitude gives no bonus.
* A character can still try tasks related to a spent aptitude, but no bonus is added to the dice roll total.

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.
* Choose one aptitude for Level 1.
* If starting a higher than Level 1, add +1 to one or more aptitudes. Instead of +1 to an aptitude, a character may learn one power.

LEVELING UP
* Increasing a character’s Level is awarded by the GM for story milestones or character goals.
* Each new Level allows a character to either gain +1 to a new or existing aptitude, or gain a new power.
* Higher aptitude modifiers beyond +6 shows how many times it can be spent before becoming unavailable.

NON-PLAYER CHARACTERS
* An NPC has a Level and one or more aptitudes that fit a role, such as guard, actor, scientist, thief, or soldier.
* If an NPC has no ready aptitude that can absorb damage, the attacker must immediately choose whether the NPC is knocked unconscious or killed.

CHARACTER AND NPC LEVELS
* Levels 1 to 4: Local figures stepping into danger. Potential heroes.
* Levels 5 to 9: Known problem-solvers. Action heroes. Adventurers. Experts.
* Level 10 to 14: Movers and shakers. Known across the region. Master heroes.
* Level 15 to 19: Heroic living legends. Known across nations or history.
* Level 20 to 150: World shapers and saviors. Epic heroes. Superheroes.
* Level 150 to 500: Mythic figures. Demigods. Elite superheroes.
* Beyond Level 500: Entities of cosmic power.

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COMBAT AND HAZARDS
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Combat happens in 6-second rounds. During each round:
* One player chosen by the GM describes what their character does during a turn. At the end of a turn, the player whose character acted chooses who goes next, either an ally or an enemy. No one can act twice until everyone has acted once. The last character’s player in a round chooses who starts the next round.
* During a turn in a round, characters make task rolls to attack, defend, avoid harm, or perform other risky actions.
* If a target’s only action is to dodge or use cover against a known incoming attack, the evasion task roll works as an opposed roll requiring an attacker to roll higher than the target’s total instead of simply rolling 9 or more.

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

ATTACK TASK ROLLS
* An aptitude adds its current ready value to the attack dice roll total. The bonus from all related aptitudes in the attack task attempt cannot be greater than +6, regardless of number or bonus.
* The Game Master may give +1 or more for an easier attack, -1 or more for a harder attack. (Example: Attacks at long shooting range suffer -2, distant range -3.)

ATTACK OUTCOMES
* On an attack task roll total of 15 or more, an attack hits and causes 3 damage.
* On an attack task roll total of 9 to 14, an attack hits and causes 1 damage.
* On an attack task roll total of 8 or lower, the attack misses the target.
* For each point of damage, one +1 of the target’s aptitudes chosen by the attacker becomes spent.
* Heavy weapons and severe hazards may cause additional damage on a hit.
* A failed attack can be immediately “pushed” for one re-roll of the dice, after which +1 of the attacker’s related aptitudes automatically becomes spent.
* If a target has no ready aptitudes and takes 1 damage, the target is knocked out for a number of minutes equal to the attacker’s Level. (A living target becomes unconscious. A machine, vehicle, or object becomes temporarily inoperable.)
* If a target has no active physical aptitudes and takes 2 or more damage, the target is destroyed. (A living target dies. An object, machine, or vehicle is permanently broken.)

ARMOR
* Light armor (leather, ballistic vest) is ARMOR x2, medium armor (chainmail, tactical suit) is ARMOR x4, and heavy armor (plate, battlesuit) is ARMOR x6. A shield adds +1 ARMOR.
* When a target wearing armor is hit and takes damage, the target may choose to have an ARMOR aptitude become spent instead of one of the character’s own personal aptitudes.
* Armor only protects against physical damage that the armor could reasonably stop.
* Armor does not protect against fear, poison, drowning, mental powers, social defeat, exhaustion, or attacks that bypass the armor.

DAMAGE AND EFFECTS TO OBJECTS
When objects are targeted by combat attacks or powers, they lose RESISTANCE aptitudes based on how sturdy they are:
* None: Fragile objects that crack, tear, shatter, or collapse easily.
* RESISTANCE x1: Light but solid objects built to withstand ordinary use.
* RESISTANCE x2: Strong objects made from thick, durable, or well-braced materials.
* RESISTANCE x4: Heavy structural objects designed to resist force, impact, or intrusion.
* RESISTANCE x8: Exceptionally massive, fortified, or built to endure extreme punishment.
* One hour of repair work restores one spent degree of RESISTANCE to a damaged object.

HARM FROM HAZARDS
* 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)

DEPRIVATIONS
* Hunger and Starvation: If eating less than 1 pound (half a kilogram) of food for one day, cannot restore spent aptitudes, then lose one +1 from physical aptitudes each hour until getting fed. If no physical aptitudes remain, the creature starves to death.
* Thirst: If drinking less than 1 gallon (4 liters) of water per day for three days, cannot cannot restore spent aptitudes, then lose one +1 from physical aptitudes each hour until drinking water. If no physical aptitudes remain, the creature dies of thirst.
* Suffocation: If unable to breathe, lose +1 from physical aptitudes each round until breathing air again. If no physical aptitudes remain, the creature suffocates to death.

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POWERS
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Extraordinary abilities beyond normal human limits require focus, might be resisted, and can even overexert the user’s own aptitudes. To use any powers, a character must have at least one of following aptitudes: Covenant, Magic, Mutation, Psionics, or Transcendence.
* COVENANT: Binding promises to spirits, deities, or cosmic patron entities.
* MAGIC: Casting spells, invoking elemental forces, knowing supernatural beings.
* MUTATION: Rapid evolution triggered by metahuman genetics or stange energies.
* PSIONICS: Unlocked mental abilities powered by the mind.
* TRANSCENDENCE: Becoming beyond human through magic or technology.

Examples of powers include…
* BLAST: Fire a bolt, beam, pulse, or projectile of energy that damages one nearby target.
* CHARM: Change one nearby living target’s loyalties to view you as a trusted friend, lasting 1 day per this power’s 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.
* ILLUSION: Create a convincing image, sound, scent, or sensory scene nearby. It may conceal, misdirect, entertain, or frighten for up to 1 minute per this power’s aptitudes.
* TELEPORT: Instantly move yourself and a number of willing nearby creatures equal to your Level to a place you can see or clearly remember.

POWER TASK ROLLS
When a character uses a power to target an NPC, another character, or an object:
* The player describes the power, its target, and the intended result.
* The player rolls two dice.
* Add +1 for each ready aptitude that clearly helps with the task. The base power aptitude (Covenant, Magic, Mutation, Psionics, or Transcendence) always applies, as does the individual aptitude bonus of the power itself.
* One aptitude in Charismatic, Faithful, Intelligent, Weird Sciences, or Wise may help based on the traditions known by the character. An aptitude only applies when it is one of the main reasons the action should succeed, not just because it is vaguely relevant. Spent aptitudes add nothing.
* The total from all related aptitudes in the power task attempt cannot be greater than +6, regardless of number or bonus.
* Help from nearby teammates can add bonuses up to +3 if their ready aptitudes apply.
* The Game Master may give +1 or more for an easier use of a power, -1 or more for a harder power action.

POWER OUTCOMES
* On a power roll total of 15 or more, the power creates an effect equal to that power’s aptitude modifier +2.
* On a power roll total of 9 to 14, the power creates an effect equal to that power’s aptitude.
* On a power roll total of 8 or lower, the power produces no useful effect.
* A failed power task can be immediately “pushed” for one re-roll of the dice, after which one +1 from an power, physical, or mental aptitude related to the task automatically becomes spent. This cost may represent a taint of sickness, loss of sanity, bargaining with a spirit, or another minor hindrance.

RESISTING POWERS
* An unwilling character or NPC targeted by a power may immediately make a task roll to resist it.
* The resist total must be equal to or greater than the power user’s task roll.
* If the resistance roll succeeds, the power has no effect on the target, and neither side loses or spends any ready aptitudes.

POWER DESCRIPTION TERMS
* “Per +1 of your power aptitude” measures an effect or duration of a power, one unit per +1 modifier of a Covenant, Magic, Mutation, Psionics, or Transcendence aptitude. Unlike modifiers to power task rolls, bonuses above +6 still count toward extending effect.
* 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 resistance roll. 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.

OTHER SOURCES OF POWER
* Some empowered objects (wands, holy relics, crystals, fetishes) act as “batteries” full of power points. These items may be reduced by 1 power point instead of its wielder losing +1 aptitude when pusing powers. Such items should be noted in a character’s equipment lists.
* Places of power (a nexus or lab), or a timed convergence of celestial objects (solstices, an eclipse, syzygy), may provide a temporary “power point” reservoir much like empowered objects, offering “free” power to those nearby who are aware of its potential.
* Rumors of dark rites performed by evil cults and necromancers suggest the lifeforce of certain types of beings may be sacrificed to gain useful power points, but such profane knowledge cannot be confirmed by those to walk in the light of decency and higher virtues.

REFLEXIVE POWERS
* Some beings cannot fully control their powers. Instead, their abilities may be automatically triggered by specific circumstances, such as the light of a full moon, the scent of blood, a moment of mortal danger, an oath being broken, the sight of an innocent threatened, contact with magic, or the speaking of their true name.
* For such powers, confronting a personal trigger forces a character to make a resist roll in order to avoid immediately using such powers.
* In addition, the behavior of a character failing this resist roll is also driven to consume, protect, or destroy the triggering source as appropriate. This compulsion lasts for 10 minutes per +1 of the character’s power aptitude, or until the source is removed or satisfied as per the GM’s ruling.

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LANGUAGES
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* 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 and slang).
* 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.

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EQUIPMENT
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Various superior tools and personal gear may grant +1 to related tasks, often ties to tasks using a common aptitude.

* ARTISTIC: Digital Drawing Tablet, Portable Audio Recorder, Lighting Kit, MIDI Controller, Professional Camera, Craft Tool Kit.
* ATHLETIC: Climbing Harness, High-Grip Boots, Hydration Pack, Training Vest, Grip Gloves, Tactical Rope Kit.
* AWARENESS: Night Vision Goggles, Thermal Monocular, Directional Microphone, Motion Sensor, Binoculars, Signal Detector.
* CHARISMATIC: Tailored Clothing, Media Coaching Notes.
* COMBAT EXPERTISE: Weapon Maintenance Kit, Rangefinder Optic, Tactical Shield.
* COMMANDING: Encrypted Radio, Tactical Map Board, Operations Headset, Team Status Dashboard.
* CONNECTED: Encrypted Contact Phone, VIP Pass, Favor Ledger, Private Club Card, Event Guest List, Fixer Contact Book.
* CUNNING: Lockpick Set, RFID Cloner, Glass Cutter, Fiber-Optic Scope, Security Bypass Kit, Hidden Compartment Bag.
* DECEPTIVE: False ID Wallet, Voice Modulator, Disguise Kit, Forgery Printer, Holo-Identity Mask, Social Engineering Scripts.
* DEXTEROUS: Precision Tool Gloves, Fine Tweezers, Gyroscopic Wrist Trainer, Steadycam Harness.
* EDUCATED: Research Database Access, Digital Archive Pass, Citation Software, Portable Scanner Pen, Academic Library Tablet, Museum Credentials.
* EMPATHIC: Microexpression Guide, Heart Rate Reader, Mood Mapping App, Mediation Cards, Stress Sensor, Relationship Dossier.
* FAITHFUL: Holy Symbol, Prayer Beads, Scripture Reader, Chaplain’s Field Bag, Holy Water, Portable Shrine Kit.
* FAST: Sprint Shoes, Lightweight Pack, Parkour Gloves, Compression Wraps, Route Optimization App.
* INTELLIGENT: AI Research Assistant, Pattern Analysis Software, Whiteboard Tablet, Data Visualization Suite, Secure Knowledge Drive.
* INTIMIDATING: Voice Amplifier, Interrogation Light, Threat Dossier, Bodycam Harness, Warning Beacon.
* IRON-WILLED: Meditation Timer, Anti-Coercion Earbuds, Grounding Token, Stress Monitor.
* MEDICAL EXPERTISE: Trauma Kit, Digital Stethoscope, Portable Ultrasound, Field Surgery Tools, Antitoxin Injector, Medical Reference Tablet.
* NATURAL SCIENCES: Portable Microscope, Chemical Test Kit, Radiation Dosimeter, DNA Sequencer, Weather Meter, Sample Vials.
* OBSERVANT: Magnifying Lens, Forensic Flashlight, Hidden Camera Detector, Evidence Markers, Audio Enhancer, Measuring Laser.
* OCCULT LORE: Ritual Symbol Database, Occult Translation Lens, Ley Line Compass, Spirit Camera, Protective Chalk, Relic Scanner.
* POLYGLOT: Translation Earbuds, Phrasebook App, Accent Recorder, Ancient Script Scanner, Dialect Map, Cultural Etiquette Guide.
* PRIVILEGED: Black Credit Card, Executive Lounge Pass, Legal Retainer Contact, Exclusive Club Card, Designer Suit, Concierge Phone.
* RENOWNED: Press Kit, Verified Account, Publicist Contact, Documentary Reel, Speaker Badge, Reputation Dashboard.
* RESOURCEFUL: Multitool, Duct Tape, Zip Ties, Solar Charger, Spare Parts Tin, Portable Battery Bank.
* SANITY: Grounding Object, Therapy Journal, Therapeutic Medicines.
* SOCIAL SCIENCES: Survey Tablet, Demographic Database, Polling Dashboard, Social Network Mapper, Crime Pattern Map.
* SPY EXPERTISE: Micro Camera, Encrypted Phone, Concealed Earpiece, Signal Jammer, Dead Drop Magnet, Surveillance Mirror.
* STREETWISE: Burner Phone, Cash Roll, Transit App, Neighborhood Threat Map, Black Market Price List, Hidden Pocket Clothing.
* STRONG: Load-Bearing Harness, Industrial Pry Bar, Hydraulic Jack, Cargo Straps, Exo-Lift Frame.
* TECH EXPERTISE: Electronics Toolkit, Diagnostic Laptop, Soldering Station, Signal Analyzer, Network Tester.
* TOUGH: Reinforced Jacket, Respirator, Ear Protection, Endurance Rations, Hydration Salts, Shock Boots.
* TRADE EXPERTISE: Contract Tablet, Appraisal Loupe, Market Dashboard, Portable Card Reader, Inventory App.
* WEIRD SCIENCES: Dimensional Flux Probe, Quantum Scanner, Temporal Gauge, Reality Phase Detector, Psionic Meter, Anomaly Calibration Rig.
* WILDERNESS EXPERTISE: Survival Knife, GPS Unit, Water Filter, Firestarter, Compass Watch, Topographic Maps.
* WISE: Reflection Journal, Meditation Beads, Sacred Scripture, Conflict Perspective Chart, Dream Recorder.

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WEAPONS
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* Barehanded Punch, Kick (melee, -1 damage)
* Improvised Bottle, Chair, Table Leg (melee range, -1 damage)
* Fangs, Claws, Horns (melee, +0 damage)
* Dagger, hand axe, thrown rock (melee or short throwing range, -1 damage)
* Spear (melee or short throwing range, +0 damage)
* Javelin, Sling (short throwing range, +0 damage)
* Energy Sword, Plasma Axe, Phase Blade (melee range, +2 damage)
* Sword, Battleaxe, Warhammer (melee range, +0 damage)
* Two-Handed Sword, Battleaxe, Maul (melee range, +1 damage)
* Chainsaw, Industrial Cutter (melee range, +2 damage)
* Pole Arm (glaive, halberd) (melee range, +1 damage)
* Light Crossbow, Shortbow (long throwing range, +0 damage)
* Heavy Crossbow, Longbow, Pistols (short shooting range, +0 damage)
* Dragon Breath (long throwing range, +2 damage, 10 ft./3 m radius area, ongoing fire)
* Flamethrower (short shooting range, +2 damage, 5 ft./1.5 m radius area, ongoing fire)
* Swarm Weapon, Nanite Cloud (short shooting range, +1 damage, 5 ft./1.5 m radius area)
* Grenade (short throwing range, +2 damage, 5 ft./1.5 m radius area)
* Grenade Launcher (short shooting range, +2 damage, 5 ft./1.5 m radius area)
* Plasma Rifle, Gauss Rifle, Railgun (long shooting range, +2 damage)
* Rocket Launcher, Recoilless Rifle (long shooting range, +4 damage, 5 ft./1.5 m radius area)
* Shotgun (short shooting range, +1 damage)
* Rifle, Beam Weapon (long shooting range, +1 damage)
* Heavy Machine Gun (.50 caliber) (long shooting range, +3 damage)
* Sniper Rifle (distant shooting range, +2 damage)
* Cannon, Mortar (distant shooting range, +4 damage)
* Tank Gun, Naval Gun (distant shooting range, +6 damage)
* Artillery (distant shooting range, +8 damage)

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BENCHMARKS
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EXPANDED RANGES
* Touching: Held, grappled, connected
* Melee Range: Up to 6 feet (2 meters)
* Short Throwing Range (“nearby” indoors): 60 feet (20 m)
* Long 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

MOVEMENT PER ROUND (double if taking no other actions except running)
* -5 Fast: 5 feet (2 m)
* -4 Fast: 10 feet (3 m) (gray ooze)
* -3 Fast: 15 feet (5 m) (crawling human, gelatinous cube, mimic)
* -2 Fast: 20 feet (6 m) (badger, basilisk, swarm of insects, zombie)
* -1 Fast: 25 feet (8 m) (small humanoid, child, gnome)
* Normal Speed: 30 feet (9 m) (medium humanoid, adult human)
* +1 Fast: 35 feet (11 m) (athletic humanoid)
* +2 Fast: 40 feet (12 m) (bear, eagle in flight, giant, pony, tiger, wolf)
* +3 Fast: 45 feet (14 m)
* +4 Fast: 50 feet (15 m) (camel, centaur, deer, fire elemental, lion, panther)
* +5 Fast: 55 feet (17 m)
* +6 Fast: 60 feet (18 m) (horse on the ground, winged humanoid in flight)
* +7 Fast: 65 feet (20 m)
* +8 Fast: 70 feet (21 m)
* +9 Fast: 75 feet (23 m)
* +10 Fast: 80 feet (24 m) (dragon, giant eagle, or griffon in flight)
* +11 Fast: 85 feet (26 m)
* +12 Fast: 90 feet (27 m) (air elemental, winged horse in flight)
* +13 Fast: 95 feet (29 m)
* +14 Fast: 100 feet (30 m)
* +15 Fast: 105 feet (32 m)
* +16 Fast: 110 feet (33 m)
* +17 Fast: 115 feet (35 m)
* +18 Fast: 120 feet (36 m) (roc in flight)

PRIVILEGE APTITUDE (MEDIEVAL)
* -4 Privilege: Outcast (exiles, escaped thralls, oathbreakers, marked heretics)
* -3 Privilege: Disenfranchised (serfs without land rights, debt-bound peasants)
* -2 Privilege: Lower Low Class (indigent, homeless, beggar monks)
* -1 Privilege: Middle Low Class (field hands, miners, castle scullions)
* Normal Privilege: Upper Low Class (tenant farmers, shepherds, porters)
* +1 Privilege: Lower Middle Class (scribes, carpenters, shipwrights, town guards)
* +2 Privilege: Middle Class (trade craftsmen, minor merchants, innkeepers, ship captains)
* +3 Privilege: Upper Middle Class (master guild members, prosperous traders, magistrates)
* +6 Privilege: Lower Upper Class (lesser nobility, knights, barons, abbots, court wizards)
* +10 Privilege: Middle Upper Class (high nobility, counts, archbishops, merchant princes)
* +25 Privilege: Sovereign (Hemisphere) (king/queen of large kingdom, continent-spanning dominion)

PRIVILEGE APTITUDE (MODERN)
* -4 Privilege: Outcast (criminals or slaves)
* -3 Privilege: Disenfranchised (dregs of society)
* -2 Privilege: Lower Low Class (indigent, homeless)
* -1 Privilege: Middle Low Class (underclass, minimal labor, welfare)
* Normal Privilege: Upper Low Class (working poor, minimal skill jobs)
* +1 Privilege: Lower Middle Class (clerical, “blue collar” workers)
* +2 Privilege: Middle Class (semi-professionals and trade craftsmen)
* +3 Privilege: Upper Middle Class (salaried professionals, middle management)
* +6 Privilege: Lower Upper Class (capitalists, top-level executives and politicians, “top 1%”)
* +10 Privilege: Middle Upper Class (elites, “top 0.1%” super rich, celebrities and top execs)
* +25 Privilege: Sovereign (Nation) (ruler of a large nation or multinational corporation)
* +50 Privilege: Sovereign (Superpower) (ruler of huge nation with big military and economy)

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

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GENRE-SPECIFIC CHARACTER APTITUDES AND POWERS
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MEDIEVAL FANTASY APTITUDES…

* ALCHEMY: Brew potions, identify reagents, prepare acids, powders, salves, poisons, elixirs, smoke, fire, and unstable mixtures of natural and supernatural substances.
* BARDIC ARTS: Sing, recite, perform, remember legends, flatter patrons, mock enemies, inspire allies, spread news, and turn stories into influence.
* BLACKSMITHING: Forge, repair, sharpen, temper, appraise, and sabotage tools, weapons, horseshoes, nails, chains, locks, hinges, and ironwork.
* CHIVALRY: Navigate noble manners, knightly honor, heraldry, tournaments, oaths, duels, courtly love, feudal obligations, and the expectations of warriors of rank.
* COURT INTRIGUE: Read factions, flatter nobles, spread rumors, conceal motives, arrange marriages, avoid scandal, trade secrets, and survive palace politics.
* DIVINE RITES: Perform blessings, funerals, exorcisms, prayers, oaths, consecrations, pilgrim customs, temple ceremonies, and acts of sacred authority.
* DUNGEONEERING: Explore ruins, caves, crypts, sewers, tombs, monster lairs, trapped halls, unstable passages, secret doors, and underground hazards.
* FARMING: Grow crops, tend livestock, read weather, maintain tools, preserve food, manage land, recognize pests, and survive through practical rural labor.
* FOLKLORE: Know local legends, omens, fairy customs, ghost stories, household charms, rural superstitions, old songs, and half-remembered truths.
* HERALDRY: Recognize banners, coats of arms, noble houses, battlefield marks, family lineages, ranks, claims, alliances, rivalries, and ancient grudges.
* HERBALISM: Gather, dry, prepare, recognize, and use herbs for medicine, poison, ritual, cooking, dyes, salves, and simple healing.
* HORSEMANSHIP: Ride, charge, race, jump, care for mounts, judge horseflesh, handle tack, control frightened animals, and fight from horseback.
* LAW AND CUSTOM: Understand feudal rights, village justice, oaths, trials, taxes, punishments, charters, inheritance, sanctuary, and the authority of lords or temples.
* MONASTIC LEARNING: Read old texts, preserve knowledge, debate theology, maintain archives, copy manuscripts, practice discipline, and interpret sacred or scholarly trad
* POISONCRAFT: Identify, brew, dose, conceal, resist, and cure poisons, venoms, tainted food, drugged wine, toxic powders, and assassin’s mixtures.
* RUNECRAFT: Carve, read, empower, conceal, and break magical runes, warding marks, binding signs, ancestral symbols, and inscribed spells.
* SAILCRAFT: Handle boats, ropes, sails, oars, currents, tides, rivers, coasts, storms, docks, cargo, and survival on water.
* SCOURING: Search rooms, bodies, ruins, packs, wagons, refuse, battlefields, and abandoned places for hidden valuables, clues, or useful scraps.
* SIEGECRAFT: Build, aim, defend against, or sabotage catapults, trebuchets, ladders, rams, sappers, siege towers, trenches, and fortified positions.
* LITURGY: Perform masses, blessings, funerals, baptisms, marriages, feast-day rites, consecrations, processions, chants, and the sacred order of public worship.
* CANON LAW: Interpret doctrine, dispensations, heresy charges, tithes, vows, trials, penances, and the legal authority of clergy.

FANTASY ROGUES, THIEVES, OUTLAW APTITUDES…
* THIEVERY: Steal purses, burgle homes, pick locks, case targets, bypass guards, fence goods, climb walls, and escape before blame settles.

then…
* ARCHIVE DIVING: Search records, ledgers, maps, warrants, genealogies, old laws, and forgotten histories for useful leads.
* BACKSTABBING: Strike a vulnerable foe from behind, from hiding, or while their attention is elsewhere.
* BLACK MARKET TRADE: Buy, sell, appraise, and locate forbidden goods, stolen treasures, poisons, relics, and illegal services.
* CAMOUFLAGE: Blend into shadows, foliage, ruins, crowds, rubble, alleys, rooftops, or city clutter.
* CIPHERWORK: Create, break, recognize, and conceal codes, ciphers, secret marks, passphrases, and hidden messages.
* CLIMBING: Scale walls, towers, cliffs, rigging, rooftops, castle stonework, trees, and other difficult surfaces.
* CLOSE QUARTERS: Fight effectively in alleys, tunnels, stairwells, taverns, ship decks, crowds, and other cramped spaces.
* CONFIDENCE GAMES: Win trust through lies, false promises, baited offers, rigged deals, and carefully staged scams.
* COURTLY MANNERS: Navigate noble etiquette, feasts, audiences, titles, heraldry, protocol, and dangerous high-society expectations.
* COVER IDENTITIES: Maintain aliases, false histories, invented loyalties, secret occupations, and long-running alternate lives.
* DISGUISE: Alter clothing, voice, posture, grooming, mannerisms, and bearing to pass as someone else.
* EAVESDROPPING: Overhear secrets through keyholes, walls, crowds, planted tools, servant passages, or careful positioning.
* ESCAPE ARTISTRY: Slip ropes, chains, manacles, cages, sacks, grapples, nets, and other restraints.
* ESCAPE ROUTES: Prepare exits, distractions, hideouts, loose roof tiles, sewer paths, bribed guards, and fallback plans.
* FALSE CREDENTIALS: Present convincing writs, badges, seals, letters, warrants, guild papers, holy orders, or noble permissions.
* FENCE CONTACTS: Find safe buyers for stolen goods and avoid informants, traps, cheated partners, and angry victims.
* FORGERY: Create or alter documents, signatures, seals, maps, ledgers, invitations, warrants, and official marks.
* IMPERSONATION: Pass as a specific person by copying their voice, habits, clothing, station, reputation, and relationships.
* INFILTRATION: Enter guarded places through stealth, trickery, bribery, disguise, hidden routes, or timing.
* INTERROGATION: Extract information through threats, bargains, lies, pressure, kindness, fear, leverage, or staged consequences.
* LOCKPICKING: Open locks, latches, strongboxes, shackles, doors, chests, and hidden compartments without the proper key.
* NEGOTIATION: Broker deals, ransoms, truces, betrayals, exchanges, safe passage, and settlements between suspicious parties.
* PERFORMANCE: Use music, dance, juggling, comedy, storytelling, theater, or street spectacle to entertain, distract, or impress.
* PICKPOCKETING: Lift coins, keys, rings, knives, notes, pouches, charms, and small valuables without being noticed.
* POISONCRAFT: Brew, identify, apply, conceal, resist, or dose poisons, venoms, drugs, sleeping draughts, and tainted food.
* DECIPHER SCRIPT: Puzzle out unfamiliar languages, ancient inscriptions, thieves’ marks, coded maps, temple signs, and strange alphabets.
* SEDUCTION: Use charm, wit, beauty, flattery, intimacy, longing, jealousy, or romantic interest to gain influence or access.
* SHADOWING: Follow a target through streets, wilderness, crowds, markets, ruins, or noble houses without being detected.
* SILENT TAKEDOWN: Disable, choke, trip, bind, gag, or kill a target quickly without raising an alarm.
* SMUGGLING: Move contraband, fugitives, treasure, weapons, messages, or forbidden relics through gates, borders, ports, and patrols.
* SNEAK ATTACK: Deliver a precise strike when aided by surprise, distraction, concealment, advantage, or an exposed weakness.
* SWIFT DASH: Make a sudden burst of movement to escape, close distance, cross danger, reach cover, or seize an opening.
* THIEVES’ CANT: Communicate secretly through criminal slang, signs, marks, gestures, symbols, and double meanings in plain speech.
* TRAP DISABLING: Detect, understand, jam, bypass, or safely trigger traps, alarms, snares, deadfalls, glyphs, and hidden mechanisms.
* TRAPMAKING: Set snares, alarms, tripwires, deadfalls, caltrops, ambush devices, false clues, and simple mechanical hazards.
* TUMBLING: Roll, dive, vault, flip, slide, and twist through danger, crowds, enemies, falling debris, or narrow openings.

* UMBRAL ETIQUETTE: Navigate shadow courts, dusk nobility, reflection duels, silhouette heraldry, darkness etiquette.

FANTASY PEOPLES’ APTITUDES…

* ANGELIC LORE: Know celestial orders, sacred signs, divine messengers, holy judgment, radiant taboos, heavenly ranks, miracles, vows, and the terrible mercy of higher powers.
* BIRDFOLK LORE: Know sky nests, thermal winds, cliff courts, aerial scouts, feather tokens, wind spirits, and the customs of bird-folk who see the world from above.
* CENTAUR LORE: Know plains tribes, herd law, mounted warfare, star paths, archery customs, sacred groves, running songs, politics of half-wild nomadic peoples.
* DEMON LORE: Know abyssal hungers, corruption, possession, cult rites, monstrous bargains, chaotic temptations, summoning signs, and the ruinous urges of creatures born from evil.
* DEVIL LORE: Know infernal contracts, loopholes, hierarchy, temptation, soul debts, legalistic bargains, punishments, titles, true names, and the cold etiquette of Hell’s courts.
* DROW LORE: Know underworld houses, spider cults, poison etiquette, matriarchal politics, slave markets, darkness tactics, exile signs, and the beautiful cruelty of deep cities.
* DRYAD LORE: Know sacred trees, grove boundaries, seasonal moods, forest spirits, root-binding, green taboos, and the bargains made with living wood.
* DUERGAR LORE: Know gray dwarf holds, underdark labor, psionic discipline, slave chains, bitter clan law, deep mines, and the grim survival codes of lightless kingdoms.
* DWARVEN LORE: Know stone halls, clan law, mining, metalwork, oaths, feuds, ancestral debts, underground roads, fortress customs, and the craft-pride of deep kingdoms.
* ELVEN LORE: Know ancient forests, immortal customs, star calendars, elder songs, graceful arts, hidden paths, faerie bargains, old griefs, and the long memory of fading kingdoms.
* FAERIE LORE: Know fairy courts, glamours, names, bargains, taboos, changelings, revels, riddles, twilight paths, and the beautiful danger of beings who do not think like mortals.
* FOMORIAN LORE: Know twisted giant kings, underworld courts, spiteful customs, monstrous fallen nobility.
* FUNGIFOLK LORE: Know fungal circles, spore speech, shared dreams, decay cycles, underworld groves, pacifist customs, and the quiet wisdom of mushroom folk.
* GHOUL LORE: Know corpse-eaters, grave tunnels, carrion rites, necropolis tribes, bone marks, plague habits, social order of things that feast on the dead.
* GIANT LORE: Know giant clans, sky castles, mountain holds, boulder-games, old grudges, runic boasts, oversized customs, and the dangerous pride of beings who tower over kingdoms.
* GNOLL LORE: Know hyena-folk packs, raiding customs, hunger rites, trophies, demon-tainted traditions, intimidation displays, carrion trails, and the brutal politics of predatory warbands.
* GNOME LORE: Know clever burrows, illusion tricks, tinkering habits, gemcraft, hidden villages, eccentric inventions, prank customs, old songs, family networks, and the quiet defenses of small folk.
* GOBLIN LORE: Know traps, tunnels, scavenging, petty bargains, ambushes, scrapcraft, cowardly cunning, black markets, camp gossip, and survival beneath stronger peoples.
* HAG LORE: Know witch bloodlines, cursed births, coven etiquette, mother-debts, monstrous inheritances, and using shame as leverage.
* HALFLING LORE: Know hearth customs, village gossip, pipeweed, gardens, kitchens, river roads, quiet courage, lucky escapes, extended kin, and how overlooked people survive among larger powers.
* HARPY LORE: Know cliff nests, shrieking calls, sky ambushes, carrion rites, feather tokens, storm signs, and the territorial customs of winged predators.
* JINN LORE: Know desert spirits, elemental courts, binding laws, wishes, names, pacts, smoke and flame omens, hidden palaces, and the dangerous courtesy of immortal beings.
* KOBOLD LORE: Know warrens, traps, tunnels, dragon-worship, scavenged tools, ambush tactics, pack fear, crude engineering, mining shafts, and the desperate cunning of weak creatures in dangerous places.
* LIMBO LORE: Know chaos creatures, spawning stones, planar infection, madness oaths, impossible social rules.
* LIZARDFOLK LORE: Know swamps, scaled tribes, cold-blooded customs, practical survival, reptile spirits, hunting grounds, bone tools, eggs, sunning places, and emotionless-seeming social rules.
* MERFOLK LORE: Know reefs, tides, undersea courts, pearl trade, drowned ruins, sea songs, storm omens, aquatic etiquette, and the hidden politics beneath the waves.
* MINOTAUR LORE: Know labyrinths, horned clans, maze rites, honor duels, underground kingdoms, sacred bulls, rage customs, and the rituals of strength, memory, and direction.
* OOZE CULT LORE: Know dissolution rites, slime saints, digestive sacraments, self-erasure theology, doctrines that all things should become one.
* ORCISH LORE: Know warbands, strength codes, raiding customs, scars of honor, blood debts, harsh survival, clan loyalty, intimidation, and the politics of chiefs and champions.
* SATYR LORE: Know revels, forest roads, pipes, wine, temptation, rustic gods, sacred groves, pleasure cults, and the unruly customs of half-beast merrymakers.
* SHADE LORE: Know shadow realms, half-dead courts, light taboos, lost memories, ghostly etiquette, and the bitter customs of people touched by darkness.
* SNAKEFOLK LORE: Know serpent cults, ancient temples, bloodline castes, poison rites, cold schemes, ophidian gods, and the inhuman etiquette of scaled aristocracies.
* TREANT LORE: Know elder forests, tree-speech, slow anger, seasonal memory, grove boundaries, woodcutting taboos, and the ancient patience of walking trees.
* VAMPIRE LORE: Know bloodlines, feeding customs, thralls, noble masks, aristocratic politics of the hungry dead.
* WEREBEAST LORE: Know moon curses, pack customs, scent marks, transformation signs, hunting territories, double lives of the afflicted.
* WIGHT LORE: Know barrow kings, grave oaths, deathless grudges, tomb curses, honors of ancient warrior-dead.

INVOKING SPIRITS…

* SPIRITS OF AIR: Powers of winds, breath, storms, unseen movement.
* SPIRITS OF AUTUMN: Powers and tasks related to decline, harvest, migration, transition.
* SPIRITS OF BEASTS: Powers and tasks related to instinct, predation, animal spirits, kin-blood.
* SPIRITS OF BEAUTY: Powers and tasks related to aesthetics, allure, elegance, artistry.
* SPIRITS OF BLOOD: Powers and tasks related to lineage, sacrifice, vitality, oath.
* SPIRITS OF CHAOS: Powers and tasks related to unpredictability, freedom, mutation, change.
* SPIRITS OF THE CITY: Powers and tasks related to architecture, law, trade, civic order.
* SPIRITS OF COMMUNITY: Powers and tasks related to kinship, charity, harmony, social bonds.
* SPIRITS OF CRAFT: Powers and tasks related to skill, invention, artistry, metalwork.
* SPIRITS OF DARKNESS: Powers and tasks related to shadows, concealment, oblivion, fear.
* SPIRITS OF DEATH: Powers and tasks related to ending life, protecting and guiding souls to afterlife.
* SPIRITS OF DEMONS: Powers and tasks related to temptation, possession, destructive cunning.
* SPIRITS OF DESERTS: Powers and tasks related to heat, scarcity, endurance, horizons of stone.
* SPIRITS OF THE DRAGON: Powers and tasks related to fire, hoard, sovereignty, terrible wisdom.
* SPIRITS OF DREAMS: Powers and tasks related to visions, nightmare, imagination, astral wandering.
* SPIRITS OF EARTH: Powers and tasks related to stone, roots, stability, strength.
* SPIRITS OF ELECTRICITY: Powers and tasks related to lightning, impulse, transmission, volatile power.
* SPIRITS OF THE ELEMENTS: Powers and tasks related to primordial essences of air, earth, fire, water.
* SPIRITS OF ENLIGHTENMENT: Powers and tasks related to insight, clarity, awakening, inner truth.
* SPIRITS OF FERTILITY: Powers and tasks related to harvests, births, bounty, celebration.
* SPIRITS OF THE FEY REALMS: Powers and tasks related to glamour, trickery, riddles, bargains.
* SPIRITS OF FIRE: Powers and tasks related to heat, passion, forge, purifying destruction.
* SPIRITS OF FORBIDDEN KNOWLEDGE: Powers and tasks related to truths that unravel sanity and certainty.
* SPIRITS OF THE FOREST: Powers and tasks related to growth, shade, hunts, hidden paths.
* SPIRITS OF THE FORGE: Powers and tasks related to craft, metal, heat, transformation.
* SPIRITS OF FORTUNE: Powers and tasks related to risk, chance, prosperity, serendipity.
* SPIRITS OF FROST: Powers and tasks related to cold, silence, winter, preservation.
* SPIRITS OF FUNGI: Powers and tasks related to spores, decay, networks, parasitic growth.
* SPIRITS OF GRACE: Powers and tasks related to mercy, beauty, poise, effortless motion.
* SPIRITS OF THE HARVEST: Powers and tasks related to grain, vineyards, sacrifice, celebration.
* SPIRITS OF HEALING: Powers and tasks related to restoration, mercy, nourishment, comfort.
* SPIRITS OF THE HEARTH: Powers and tasks related to home, hospitality, craft, preservation.
* SPIRITS OF HEAVEN: Powers and tasks related to radiance, virtue, covenant, judgment.
* SPIRITS OF HELL: Powers and tasks related to punishment, hierarchy, pacts, infernal law.
* SPIRITS OF HUNTING: Powers and tasks related to pursuit, contest, quarry, bloodsport.
* SPIRITS OF KNOWLEDGE: Powers and tasks related to truth, memory, inquiry, sacred record‐keeping.
* SPIRITS OF LAW: Powers and tasks related to justice, order, oaths, rightful authority.
* SPIRITS OF LIGHT: Powers and tasks related to radiance, revelation, purity, illumination.
* SPIRITS OF LIGHTNING: Powers and tasks related to speed, inspiration, shock, sudden insight.
* SPIRITS OF LOVE: Powers and tasks related to courtship, intimacy, desire, union.
* SPIRITS OF THE MACHINE: Powers and tasks related to precision, repetition, industrial will, engineering
* SPIRITS OF MADNESS: Powers and tasks related to visions, frenzy, taboo insight, broken minds.
* SPIRITS OF THE MASK: Powers and tasks related to identity, roles, disguise, transformation.
* SPIRITS OF THE MOON: Powers and tasks related to dreams, fate, cyclical prophecy.
* SPIRITS OF THE MOUNTAIN: Powers and tasks related to stone, endurance, sanctuaries, old laws.
* SPIRITS OF MUTATION: Powers and tasks related to flesh-craft, transformation, corruption of form.
* SPIRITS OF NATURE: Powers and tasks related to beasts, forests, seasons, wild growth.
* SPIRITS OF THE OUTER GODS: Powers and tasks related to mind-shredding entities beyond space and laws.
* SPIRITS OF PLAGUE: Powers and tasks related to disease, affliction, vermin, contagion.
* SPIRITS OF THE RIVER: Powers and tasks related to flow, purification, oaths, journeying.
* SPIRITS OF ROYALTY: Powers and tasks related to sovereignty, lineage, intrigue, rightful authority.
* SPIRITS OF THE SEA: Powers and tasks related to tides, salt, sailors, the deep.
* SPIRITS OF SHADOW: Powers and tasks related to concealment, night, secrets, patience.
* SPIRITS OF THE SHADOW REALMS: Powers and tasks related to sorrow, hunger, ghosts, dim memory.
* SPIRITS OF SPRING: Powers and tasks related to renewal, fertility, birth, bloom.
* SPIRITS OF the STARS: Powers and tasks related to omens, navigation, destiny, celestial order.
* SPIRITS OF THE STORM: Powers and tasks related to lightning, thunder, the fury of the sky.
* SPIRITS OF SUMMER: Powers and tasks related to warmth, vitality, revelry, abundance.
* SPIRITS OF THE SUN: Powers and tasks related to radiance, revelation, banishing darkness.
* SPIRITS OF TIME: Powers and tasks related to cycles, aging, prophecy, inevitable change.
* SPIRITS OF TRAGEDY: Powers and tasks related to doom, catharsis, mourning, downfall.
* SPIRITS OF TRAVEL: Powers and tasks related to journeying, wayfinding, trade, safe passage.
* SPIRITS OF TRICKERY: Powers and tasks related to mischief, deception, theft, cunning bargains.
* SPIRITS OF THE UNDEAD: Powers and tasks related to necromancy, reanimating the dead, necrotic hunger.
* SPIRITS OF THE UNDERWORLD: Powers and tasks related to shadow, caverns, fungus, subterranean dread.
* SPIRITS OF VENGEANCE: Powers and tasks related to wrath, punishment, retribution, doom.
* SPIRITS OF THE VOID: Powers and tasks related to emptiness, darkness, negation, cosmic hunger.
* SPIRITS OF WAR: Powers and tasks related to glory, courage, valor and victory in battle.
* SPIRITS OF WEALTH: Powers and tasks related to commerce, prosperity, ambition, accumulation.
* SPIRITS OF WEATHER: Powers and tasks related to winds, rains, storms, changing skies.
* SPIRITS OF WHISPERS: Powers and tasks related to haunting communication from unseen entities.
* SPIRITS OF WINTER: Powers and tasks related to cold, scarcity, stillness, conservation.

MODERN APTITUDES…
* ACTING: Perform roles, imitate voices, project emotion, memorize scripts, improvise scenes, deceive audiences, read reactions, and become convincing under scrutiny.
* AGENCY OPERATIONS: Conduct covert missions for a government, corporation, syndicate, or private power using secrecy, tradecraft, surveillance, and deniable action.
* ANTHROPOLOGY: Understand cultures, rituals, customs, taboos, kinship, symbols, myths, social norms, and unfamiliar ways of life.
* ARMS DEALING: Find, price, move, recognize, and negotiate the sale of weapons, military gear, munitions, and restricted equipment.
* ARTISTIC: Create, judge, restore, sell, or recognize visual art, design, craft, performance, style, symbolism, and aesthetic choices.
* ATHLETIC: Run, climb, swim, jump, balance, endure strain, compete physically, perform feats of movement, and push the body under pressure.
* AUTHORSHIP: Write clearly, shape stories, craft arguments, edit text, research subjects, understand genre, persuade readers, use words to influence others.
* BUREAUCRACY: Handle permits, forms, filings, compliance, records, inspections, regulations, delays, approvals, bribes, and procedural obstacles.
* COLLEGE LIFE: Navigate classes, campuses, professors, parties, dorms, student politics, research assignments, social circles, tight budgets, and the strange survival skills of higher education.
* LOGISTICS: Managing cargo, manifests, passengers, supplies, shipping lanes, docking schedules, repairs, permits, rations, and expedition resources.
* COUTURE: Create, model, alter, and recognize fine clothing, luxury fabrics, elegant silhouettes, fashion houses, runway trends, elite taste, and the drama of unforgettable style.
* CRIME: Pick locks, fence goods, case targets, avoid patrols, spot scams, know underworld habits, and survive by breaking rules without getting caught.
* CULTURAL ETIQUETTE: Interpret manners, customs, gestures, dress, protocol, taboos, rank, hospitality, and expectations in unfamiliar social settings.
* DEMOLITIONS: Place charges, weaken structures, judge blast effects, handle explosives, make breaches, sabotage machinery, and destroy things with controlled force.
* DETECTIVE WORK: Find clues, question suspects, analyze evidence, reconstruct events, follow leads, recognize lies, connect hidden facts.
* DIPLOMACY: Resolve disputes through protocol, negotiation, etiquette, compromise, official channels, public statements, treaties, controlled language.
* DOMESTIC SERVICE: Manage a household, serve meals, clean rooms, maintain clothes, attend guests, keep schedules, preserve discretion, and know what happens behind closed doors.
* DRIFTER: Survive without roots, find temporary work, read strange towns, sleep rough, avoid trouble, make quick friends, and move on before consequences catch up.
* ENTERTAINMENT: Perform, charm audiences, manage attention, improve morale, work crowds, use celebrity, and turn spectacle into influence.
* EROTIC ARTS: Use beauty, charm, flirtation, performance, sensuality, costume, touch, voice, and suggestion to attract attention, stir desire, read intimacy, set boundaries, and turn allure into influence.
* FARMING: Grow crops, tend livestock, read weather, maintain tools, preserve food, manage land, recognize pests, and survive through practical rural labor.
* FORGERY: Create, alter, detect, or use false documents, signatures, seals, credentials, IDs, currency, records, and official-looking paperwork.
* GAMBLING: Read odds, bluff, wager, cheat, spot cheats, manage risk, handle debts, recognize tells, work a table, and survive the dangerous habits of luck, greed, and desperation.
* GANGSTER: Navigate criminal crews, street codes, protection rackets, intimidation, smuggling, turf disputes, illicit favors, violent reputation, and underworld loyalty.
* HACKING: Break into, protect, exploit, repair, trace, disguise, or manipulate computers, networks, devices, data, software, and digital security systems
* JOURNALISM: Investigate stories, interview sources, verify claims, protect leads, meet deadlines, read public interest, and expose hidden truths.
* LABOR: Perform hard physical work, handle tools, lift and haul loads, endure long shifts, follow site routines, spot workplace hazards, and know the practical realities of docks, warehouses, factories, construction, and maintenance crews.
* LEGAL EXPERTISE: Navigate laws, contracts, liability, privilege, procedure, precedent, loopholes, threats, settlements, and formal legal pressure.
* MILITARY EXPERTISE: Use military procedures, weapons, vehicles, discipline, fieldcraft, squad tactics, patrols, formations, and battlefield survival.
* MINISTRY: Provide spiritual counsel, perform rites, comfort the terrified, calm grief, guide communities, and speak with moral authority.
* MUSICIAN: Play instruments, sing, compose, perform, read audiences, understand rhythm and harmony, improvise, and use music to charm, distract, inspire, or unsettle.
* NAVAL SYSTEMS: Operate, maintain, and understand technical systems aboard ships, submarines, offshore platforms, maritime facilities.
* NIGHTLIFE: Navigate clubs, bars, parties, after-hours scenes, bouncers, performers, dealers, regulars, and the social currents of pleasure after dark.
* ODD JOBS: Work kitchens, bars, counters, docks, deliveries, markets, and short-term gigs; pick up practical skills, make quick cash, meet useful people, stay flexible under pressure.
* PILOTING: Fly aircraft, read instruments, handle takeoffs and landings, navigate bad weather, manage emergencies, judge machines in motion, and keep passengers or cargo alive in the air.
* LAW ENFORCEMENT: Investigating crimes, making arrests, reading suspects, controlling scenes, following procedure, handling evidence, and dealing with local justice systems.
* SMALL BUSINESS: Run a shop, manage customers, track expenses, handle suppliers, hire help, promote services, negotiate prices, survive slow months, and keep a modest enterprise alive.
* TEACHING: Explain ideas, train skills, manage learners, test understanding, adapt lessons, motivate students, and turn knowledge into usable practice.
* TRIBAL LORE: Know ancestral customs, oral histories, kinship duties, survival practices, sacred places, taboos, rites, clan politics, obligations to land and people.
* SMUGGLING: Concealing contraband, bypassing inspections, falsifying cargo records, reading black-market routes, hiding people or goods, and avoiding customs.

APTITUDES INTO THE FAR FUTURE…

* ADMIN: Navigating bureaucracy, permits, forms, inspections, licenses, customs procedures, official records, bribes, favors, loopholes, and petty authorities to get things approved, delayed, hidden, released, or quietly overlooked.
* BELTER: Asteroid mining, prospecting, hauling, repairing, and surviving in asteroid belts, low-gravity worksites, vacuum habitats, and roughneck frontier stations.
* BIOTECH: Cloning, gene editing, cultured tissue, alien biology, mutations, wetware, cybernetic integration, and medical technology beyond ordinary treatment.
* COURIER EXPERTISE: Moving messages, data, packages, people, or restricted items quickly and discreetly through checkpoints, ports, routes, and dangerous territory.
* CRYONICS: Operating cold-sleep systems, reviving passengers, diagnosing suspension failure, preserving bodies, handling time-loss trauma, and managing long-voyage hibernation risks.
* CYBER OPERATIONS: Electronic warfare, jamming, signals intelligence, spoofing, surveillance countermeasures, drone intrusion, and battlefield network attacks.
* DEEP TIME HISTORY: Understanding ancient timelines, lost empires, planetary eras, forgotten migrations, archival fragments, and civilizations separated by thousands or millions of years.
* DEMOLITIONS: Arming, disarming, placing, recognizing, and safely using explosives, breaching charges, mines, grenades, and sabotage devices.
* EMPIRE POLITICS: Navigating noble houses, imperial courts, bureaucratic factions, dynastic rivalries, patronage, succession crises, and official favor under vast authoritarian states.
* ENTERTAINER: Performing, distracting, charming audiences, reading a room, spreading rumors, calming tensions, gaining access, and turning attention where you want it.
* FIRST CONTACT PROTOCOLS: Managing initial encounters with alien species, unknown cultures, artificial minds, lost colonies, or isolated civilizations; avoiding accidental offense, panic, contamination, escalation, or diplomatic disaster.
* FTL ASTROGATION: Plotting interstellar courses, faster-than-light routes, stellar maps, orbital paths, and safe travel through hazardous space.
* FUGITIVE TRACKING: Finding, identifying, pursuing, cornering, and capturing wanted targets across ports, colonies, stations, jurisdictions, and underworld networks.
* HOLOMEDIA: Creating, manipulating, detecting, or performing with holograms, immersive simulations, propaganda feeds, false recordings, virtual celebrities, and constructed public realities.
* IMPERIAL RELIGION: Understanding state cults, messianic movements, holy wars, priesthoods, ritual politics, sanctioned myths, forbidden heresies, and faith as a tool of power.
* INTERSTELLAR CULTURES: Understanding alien customs, first contact protocols, etiquette, taboos, diplomacy, trade customs, and cross-species communication.
* PLANETARY GOVERNANCE: Running colonies, frontier towns, company worlds, domed cities, orbital districts, ration systems, civil services, and fragile offworld governments.
* POSTHUMAN ADAPTATION: Understanding altered bodies, uploaded minds, engineered senses, cyborg cultures, immortality, radical life extension, and people no longer fully human.
* PRECURSOR TECHNOLOGY: Recognizing, activating, interpreting, or surviving artifacts left by vanished species, ancient machines, sealed vaults, godlike systems, and incomprehensible tools.
* PSIONIC SCIENCES: Understanding, detecting, resisting, studying, or safely using telepathy, telekinesis, precognition, psychic artifacts, and mental anomalies.
* ROBOTICS: Building, repairing, commanding, reprogramming, disabling, and understanding robots, androids, drones, synthetics, and autonomous systems.
* SENSORS: Interpreting scans, emissions, telemetry, radar, lidar, life signs, spectral data, anomaly readings, and long-range detection systems.
* SOCIOMETRICS: Modeling societies, predicting mass behavior, tracking instability, identifying leverage points, and using statistics to anticipate political, economic, or cultural change.
* STARSHIP GUNNERY: Operating ship-mounted weapons, turrets, missiles, orbital batteries, point-defense systems, and heavy vehicle weapons.
* STARSHIP SYSTEMS: Operating and repairing life support, reactors, FTL drives, power grids, artificial gravity, environmental controls, and emergency starship systems.
* STEWARD EXPERTISE: Managing passengers, morale, food, quarters, etiquette, emergencies, complaints, and social tensions aboard ships or stations.
* SYNTHETIC INFILTRATION: Detecting, impersonating, tracking, or exposing androids, clones, spies, false humans, memory-edited agents, and artificial people hidden in society.
* SYSTEM SURVEY: Exploring unknown systems, mapping routes, identifying hazards, evaluating planets, spotting signs of life, and making first reports from the frontier.
* TACTICAL OPERATIONS: Planning raids, boarding actions, ambushes, shipboard defense, squad tactics, security sweeps, recon, and battlefield coordination.
* TEMPORAL SCIENCE: Understand time travel, time machines, paradoxes, alternate timelines, causality loops, temporal anomalies, historical interference.
* TELEPRESENCE: Operating drones, remote bodies, probes, waldoes, avatars, and distant machines while managing lag, sensory overload, and disembodied risk.
* TERRAFORMING: Altering or stabilizing planetary environments, atmospheres, soil, water cycles, climate systems, biospheres, gravity effects, and long-term colony habitability.
* TIME ANOMALIES: Recognizing loops, paradoxes, causality breaks, temporal weapons, aging effects, alternate timelines, and machines or regions where time behaves incorrectly.
* WORMHOLE PHYSICS: Understanding gates, folds, singularities, transit windows, exotic matter, unstable passages, gravitational lensing, and the hazards of shortcuts through spacetime.
* XENOARCHAEOLOGY: Studying alien ruins, artifacts, ancient machines, dead civilizations, inscriptions, precursor technology, and lost data caches.
* XENOBIOLOGY: Understanding alien lifeforms, ecologies, anatomies, diseases, behaviors, toxins, reproduction, and biological threats.

AOTITUDES OF THOSE WHO STALK THE SHADOWS…

* CLEANER PROTOCOL: Call in help to remove bodies, monsters, shell casings, blood, alien residue, witnesses, camera footage, and paper trails after an operation.
* AGENCY CLEARANCE: Access secret bases, hidden files, advanced weapons, experimental gear, aircraft, labs, and global support networks.
* COVER STORY: Pass as military, police, medical, corporate, scientific, criminal, tourist, journalist, or government personnel.
* CRYPTOZOOLOGY: Identify werewolves, vampires, ghouls, lake monsters, giant insects, brain-eaters, and other hidden species.
* CULT LEADER: Command fanatics through belief, charisma, fear, drugs, ritual, or supernatural proof.
* DISINFORMATION: Replace public knowledge of a truth with mundane explanations such as cult violence, animal attack, gas leak, terrorist incident, laboratory accident, or weather anomaly.
* EXPERIMENTAL ANTIDOTE: Create a cure, vaccine, suppressant, or counteragent from incomplete evidence.
* FALSE CREDENTIALS: Produce badges, orders, warrants, clearances, lab coats, uniforms, or delivery papers at the right moment.
* FALSE DEATH: Disappear from normal life; family, government, and former employers believe you are dead, missing, or reassigned.
* GLOBAL DEPLOYMENT: Appear anywhere in the world on short notice using agency transport, safehouses, false papers, and hidden logistics.
* INTERNAL AFFAIRS: Watch agents for signs of treason, corruption, enemy influence, or dangerous instability.
* INTERROGATION: Extract the truth from cultists, rogues, scientists, witnesses, possessed victims, and captured creatures.
* JAMMING: Know techniques to shut down enemy radios, cell phones, cameras, drones, alarms, or alien signals.
* MENTAL FORTITUDE: Withstand sleep deprivation, interrogation, isolation, sensory overload, horror, and psychological pressure.
* OBSCURITY: Not invisible, but somehow avoid getting noticed in crowds, named in records, seen clearly in surveillance.
* OFF-THE-BOOKS RESOURCES: Obtain weapons, vehicles, money, documents, explosives, medical care, and evidence disposal without official records.
* PARASCIENCE: Recognize psionics, occult phenomena, weird biology, impossible physics, and monster evidence.
* REMOTE DRONES: Pilot a robot, microdrone, crawler, sensor ball, or aerial probe into dangerous circumstances or difficult terrain.
* SECRET HISTORY: Correctly recall covert wars, cover-ups, monster outbreaks, alien incidents, and government operations erased from public history.
* SHADOW NET ACCESS: Use secret information networks to search monster lore, mission reports, dossiers, maps, satellite feeds, and forbidden research.
* SMUGGLER OF THE IMPOSSIBLE: Move monster parts, alien tech, cursed artifacts, or living specimens across borders.
* SOCIAL ENGINEERING: Get information through lies, charm, intimidation, credentials, blackmail, or false authority.
* SURVEILLANCE: Watch a target through cameras, drones, satellites, bugs, night optics, and old-fashioned stakeouts.
* WEAKNESS DISCOVERY: Learn what kills a creature, be it silver, fire, sunlight, electricity, salt, decapitation, explosives, cold iron, holy symbols, or rare chemistry.

WEIRD APTITUDES…

* CHRONOBOTANY: Study plants that bloom yesterday, seed themselves tomorrow, grow in memories, bear fruit from alternate seasons, or die before they are planted.
* CICATRIX LORE: Interpret scars, healed wounds, ritual cuts, battlefield marks, surgical seams, and the private histories written where flesh failed and returned.
* CINDERSPEAK: Question ashes, read smoke residue, identify burned offerings, hear dead fires, and learn what a flame wanted before it went out.
* CROWN SICKNESS: Recognize cursed authority, doomed rulers, throne-fever, inherited madness, royal omens, tyrant dreams, and the spiritual disease of power.
* EIDOLONICS: Understand living images, haunted portraits, mirror doubles, false saints, projected souls, and copies that become more real than their originals.
* HOLLOWMATICS: Understand empty spaces, missing rooms, negative architecture, abandoned bodies, absence rituals, and the strange geometry of what is not there.
* MURMURATION: Read flocks, crowd movement, swarm omens, rumor patterns, shared panic, collective dreams, and the wisdom or madness of many bodies moving as one.
* NULLCRAFT: Work with silence, erasure, anti-magic, dead zones, forgotten gods, blank masks, missing records, and powers that function by preventing things from existing.
* RIDDLEBINDING: Create, solve, weaponize, or survive riddles that lock doors, seal demons, trap kings, bind bargains, or make reality answer in metaphor.
* ROOT JUDGMENT: Know ancestral trees, buried crimes, old boundaries, root networks, orchard ghosts, and the slow verdicts of things planted before memory.
* SHADOWGRAFT: Attach, remove, disguise, or trade shadows; recognize shadow wounds, false silhouettes, stolen darkness, and people whose shadows remember different lives
* SOMNITECH: Operate dream machines, sleep engines, nightmare traps, memory beds, trance helmets, and devices that treat consciousness as a place one can enter.
* THORN LAW: Understand cruel bargains, hedge courts, blood oaths, fairy punishments, boundary magic, bramble curses, and the justice of wild places.
* YESTERCRAFT: Handle nostalgia, lost causes, abandoned timelines, antique futures, memory relics, and the dangerous magic of things that were never quite true.

PSYCHIC POWERS OF PSIONICS…

* BIOKINESIS: For each ready +1 of your power aptitude, turn one spent +1 aptitude to be ready in a nearby target, or end one bodily condition such as poisoning, disease, bleeding wounds, or shock.
* CLAIRVOYANCE: See and hear from one nearby point you know, can name, or can clearly imagine while concentrating for up to 1 minute per this power’s aptitude.
* CRYOKINESIS: Freeze water, create barriers, slow enemies, or preserve objects for 1 minute per this power’s aptitude.
* FEAR ILLUSION: Manifest a target’s fear as an image, sensation, or attacking phantom fpr 1 minute per this power’s aptitude.
* INDUCE SLEEP: A number of nearby chosen creatures with total Levels equal to this power’s aptitude to fall into a deep slumber until shaken awake, harmed, or 1 hour per this power’s aptitude has passed.
* PRECOGNITION: Ask the cosmos (the Game Master) one brief question per your power aptitude about an immediate choice, route, or danger; receive a symbolic warning, favorable sign, or ominous impression.
* PSYCHOMETRY: Ask the cosmos (the Game Master) for answers about a touched object’s history, past events, location, or previous owners. You may ask one question per this power’s aptitude.
* PYROKINESIS: Conjure flame for a nearby attack, light, purification, warmth, or ritual while you concentrate, up to 1 minute per this power’s aptitude; damage equals this power’s aptitude.
* TECHNOPATHY: Speak silently with nearby machines, computers, vehicles, locks, sensors, or robots while concentrating, for up to 1 minute per this power’s aptitude. You may ask simple questions or issue basic commands.
* TELEKINESIS: Move one nearby creature, object, barrier, or loose cluster of items with your mind for 1 round per your power aptitude, or create a force of Strength aptitude equal to this power’s aptitude for 1 round.
* TELEPATHY: Speak mind-to-mind with one nearby willing creature for 10 minutes per this power’s aptitude, or one known mind anywhere in the world for 1 minute per this power’s aptitude. You can share words, impressions, or images silently.
* TELEPORT: Instantly move yourself and a number of willing nearby creatures equal to half your power aptitude (rounded down) to a place you can see or clearly remember within 100 feet (30 m) per this power’s aptitude.

POWERS OF SORCERY AND WITCHCRAFT…

* ANIMAL FORM: Take on the form or traits of a bird, beast, serpent, insect, or other creature for 1 hour per this power’s aptitude.
* ASTRAL PROJECTION: Separate your spirit from your body to scout, communicate, fight, or travel through nonphysical realms.
* AURA READING: Read health, mood, magical influence, psychic power, and supernatural identity from a target’s aura for 1 minute per this power’s aptitude.
* BEASTSPEAK: For 10 minutes per this power’s aptitude, you can speak with animals and understand their moods, warnings, memories, and simple requests.
* BEGUILE: Change one living target’s loyalties (friend or foe) or emotions (love, desire, calm, courage, fear, anger), lasting 1 hour per this power’s aptitude or until the target suffers harm from you or your allies. Non-living targets (constructs, machines, undead) are unaffected by this power.
* BINDING: Compel one nearby creature to either always or never do a specific action for a number of days equal to this power’s aptitude; actions strongly against the target’s nature cannot be compelled. Violating the binding causes the target to immediately suffer damage equal to this power’s aptitude.
* BLAST: Fire a bolt, beam, pulse, or projectile of energy that damages one nearby target.
* CHAIN: Bind a number of nearby targets equal to this power’s aptitude with spectral chains; restrained targets may make a resistance roll each round to break free.
* CHARM: Change one nearby living target’s loyalties to view you as a trusted friend, lasting 1 day per this power’s aptitude or until the target suffers harm from you or your allies. Non-living targets (constructs, machines, undead) are unaffected by this power.
* CHIMERA: For 1 minute per this power’s aptitude, you gain one animal feature, such as claws (medium weapons), gills (breath underwater), wings (flight), venom (touch causes poisoning), thick hide (-1 damage per hit), scent (+1 to track), night vision (see in darkness), or swift legs (+3 Movement).
* COMMAND THE GREEN: Animate plants, brambles, and roots to restrain, cut, or separated nearby targets. If harmful, damage is instant and equals this power’s aptitude. If not damaging, the effect lasts 1 minute per this power’s aptitude.
* CONJURE OBJECT: Create a small object from thin air, such as a key, crowbar, knife, candle, coin, tool, book, mask, or ritual instrument that exists for 1 hour per this power’s aptitude before dissolving. You risk flaws if the object is complex, symbolic, or mechanically precise.
* CONJURE SPIRIT: A spirit forms a physical bodyu of your description and obeys your commands. It is either a Level 1 NPC for a number of rounds equal to this power’s aptitude, or an NPC with Levels equal to your power aptitude for 1 round. It disappears once your duration ends or if slain by other means.
* COSMIC AWARENESS: Sense threats to reality, dimensional balance, a specific planet, the multiverse, or the magical order while concentrating, up to a maximum of 1 hour per this power’s aptitude.
* COUNTERSPELL: Interrupt, unravel, weaken, or reverse another power before it fully takes effect with an opposed power task roll.
* CURSE: Target one nearby being and force +1 of one of its aptitudes to become spent for 1 day per this power’s aptitude.
* DIMENSIONAL SEAL: Close a portal, breach, rift, or summoned doorway between worlds, alternate dimensions, or planes of existence for 1 day per this power’s aptitude.
* DISGUISE SPELL: Appear as another person, creature, or harmless figure to deceive observers for 2 hours per this power’s aptitude.
* DIVINATION: For each ready +1 of your power aptitude, ask the cosmos (the Game Master) one yes-or-no question, location of a person or object, or what happened in a nearby place.
* EARTH COMMAND: Move nearby stone, dust, sand, walls, floors, or buried objects while you concentrate, up to a maximum of 1 hour per this power’s aptitude.
* ELDRITCH BARRIER: Create nearby shields, walls, domes, cages, platforms, or armor from pure magical force. The barrier either counts as 1 ARMOR for rounds equal to this power’s aptitude, or as ARMOR equal to this power’s aptitude for one round.
* ELDRITCH SWORD: Form a blade of magical energy for close combat against physical or supernatural foes. It lasts for 1 minute per this power’s aptitude.
* EXORCISM: Remove curses, hauntings, demonic presences, and spiritual infestations through ritual command by making an opposed task roll resisted by the target.
* FEAR ILLUSION: Manifest a target’s fear as an image, sensation, or attacking phantom fpr 1 minute per this power’s aptitude.
* FIRE SUMMONING: Conjure flame for a nearby attack, light, purification, warmth, or ritual while you concentrate, up to 1 minute per this power’s aptitude; damage equals this power’s aptitude.
* FORESIGHT: Ask the cosmos (the Game Master) one brief question per ready +1 of your aptitude about an immediate choice, route, or danger; receive a symbolic warning, favorable sign, or ominous impression.
* HEAL: For each ready +1 of your power aptitude, turn one spent +1 aptitude to be ready in a nearby target, or end one bodily condition such as poisoning, disease, bleeding wounds, or shock.
* ILLUSION: Create a convincing image, sound, scent, or sensory scene nearby. It may conceal, misdirect, entertain, or frighten for up to 1 minute per this power’s aptitudes.
* INVISIBILITY: Become unseen to normal sight, cameras, spirits, or magical perception for 1 minute per this power’s aptitude.
* LIGHTNING SUMMONING: Call mystic lightning to instantly shock, stun, destroy, or energize one nearby target; damage equals this power’s aptitude.
* MYSTIC MESSAGE: Communicate mentally, astrally, or symbolically across great distances and dimensions while concentrating.
* MYSTIC TRACKING: Follow a magical trail across cities, dimensions, dreams, or astral space while concentrating, up to a maximum of 1 hour per this power’s aptitude.
* PSYCHIC SHIELD: Protect the mind from telepathy, possession, nightmare invasion, domination, or memory tampering for 1 hour per this power’s aptitude.
* REVEAL THE UNSEEN: Make nearby invisible, hidden, disguised, or magically concealed creatures plainly visible for 1 minute per this power’s aptitude.
* SOUL SIGHT: Perceive the soul, aura, spiritual wound, possession, curse, or hidden corruption of nearby targets for 1 minute per this power’s aptitude.
* SPEAK WITH THE DEAD: For each ready +1 of your power aptitude, ask a corpse, ghost, grave, or ancestral presence one question. The dead must answer, but not necessarily kindly or plainly.
* SPIRIT BANISHMENT: Drive a possessing spirit, demon, ghost, or hostile entity out of a body, object, house, or realm by making an opposed task roll resisted by the target.
* SPIRIT SUMMONING: Call spirits, shades, demons, or extradimensional beings for information, bargaining, or confrontation. The appearance lasts for one round per this power’s aptitude.
* TELEPORT: Instantly move yourself and a number of willing nearby creatures equal to your Level to a place you can see or clearly remember.
* WARDING: Create an invisibile circle around the nearby area that pushes back and causes damage equal to this power’s aptitude to possessed creatures, spirits, and summoned monsters attempting to cross it. The ward lasts for 1 day per this power’s aptitude.
* WATER SUMMONING: Draw water, mist, rain, or waves for defense, healing, drowning, or cleansing the nearby area while you concentrate, up to a maximum of 1 hour per this power’s aptitude.
* WEATHER SPELL: Alter wind, clouds, rain, storm, temperature, and atmospheric pressure either in one nearby area for hours equal to this power’s aptitude, or across a 1 mile radius (1.5 km) per this power’s aptitude lasting for 1 minute per your power aptitude.
* WIND SUMMONING: Call winds to lift, push, scatter, carry sound, disperse gas, or block flying creatures in the nearby area while you concentrate, up to a maximum of 1 hour per this power’s aptitude.

POWERS OF STRANGE REALITIES AND WONDER…

* ANCESTRAL WITNESS: You call the dead to testify about a crime, betrayal, inheritance, curse, or forgotten pact for 1 minute per this power’s aptitude.
* ANIMATE THE DEAD: Animate a number of corpses equal to this power’s aptitude as servants for one day, or one corpse for a number of days equal to this power’s aptitude. Such undead are Level 1 NPCs that obey one command but carry the emotion that raised them: rage, hunger, grief, revenge. Holy water, sunlight, rain, or burial rites may weaken them.
* BIRTH OF SIGNS: For 1 day per this power’s aptitude, cause symbols, flowers, blood, salt, milk, water, or insects to manifest around a nearby place where destiny is changing.
* BORROWED FLESH: For 1 day per this power’s aptitude, take another person’s appearance after obtaining their skin, blood, and name. You gain this disguise, one memory, and +1 to on aptitude known by the previous body, but the old owner’s ghost may follow.
* CIRCLE OF KEEPING: Draw a circle large enough to hold one person per this power’s aptitude. Creatures inside gain +1 on resistance rolls against fear, possession, curses, and supernatural attacks. The circle lasts until sunrise, until broken, or until someone inside willingly invites danger across its edge.
* COUNTERFEIT SOUL: Create a magical duplicate convincing enough to fool lovers, enemies, guards, and spirits for 1 hour per this power’s aptitude.
* DEAD COMPANION: A deceased lover, friend, victim, or relative follows you and can advise, warn, spy, or plead for 1 day per this power’s aptitude.
* DEATH BLIGHT: Curse a nearby area: healing (time to restore one +1 to an aptitude) takes three times as long, plants become withered or hostile, dead things stir, and resistance rolls against fear harder until the curse is cleansed or bound, or until a number of days equal to this power’s aptitude have passed.
* DEATH-SENSE: Sense whether a nearby creature, place, object, or trail has been touched by death, murder, ghosts, burial, or grave magic. On a pushed power task roll success, learn the most recent death connected to it, the direction of the nearest corpse or ghost, or whether the dead are restless.
* DESIRED FORM: Appear as the sex, beauty, age, or body type most desired by a viewer for 1 hour per this power’s aptitude; perceptive observers may see flickers of the true form beneath.
* DOMINION STEP: For 1 round per this power’s aptitude, pass through a thin place, ritual gate, mirror, wound, dream, or death-haunted threshold into another dimension or plane of existence.
* DREAM LOVER: Enter another person’s erotic, fearful, or nostalgic dream and speak to them there for 1 minute per this power’s aptitude.
* ECHO DISGUISE: Step into an alternate dimension where your clothing, language, papers, money, or social role already fits the local world.
* ECHO SEEKING: Search alternate dimensions for a specific object, creature, weapon, medicine, ally, or impossible condition; success finds a version that suits your need and lasts 1 hour per this power’s aptitude before dissolving.
* ECHO SHAPING: Alter small details of reality to shift into alternate dimensions, changing nearby weather, terrain, roads, technology, customs, or available resources for 1 minute per this power’s aptitude.
* ECHO SUPPLY: Find food, fuel, medicine, tools, horses, vehicles, or shelter by reality shifting into alternate dimensions where they are conveniently available. Such things last 1 hour per this power’s aptitude before dissolving.
* FUNERAL ROAD: You open a path to the place where the dead are trapped, wandering, or waiting, lasting 1 minute per this power’s aptitude.
* GATE-TOWN DRIFT: For 1 minute per this power’s aptitude, sense when a town is sliding toward the plane of ethical reality it resembles; influence the drift through belief, ritual, crime, virtue, or politics.
* GHOST-MOUTH: You let a spirit speak through your body for 1 minute per your power aptitude; you gain knowledge but risk possession if you fail a resistance roll.
* GREEN SPEECH: Speak to trees, roots, vines, weeds, moss, fields, flowers, or mountain growth. Ask one question per this power’s aptitude about what spirits of nature have seen, touched, hidden, harmed, or sheltered in that nearby place. Plants answer slowly, simply, and according to their nature.
* HEALING HANDS: Touch one living creature and restore one lost or weakened aptitude to ready use after 10 minutes of care. If the harm is severe, poisoned, cursed, or supernatural, the healing requires herbs, prayer, blood, or another suitable ritual tool, and takes 1 hour per missing or weakened aptitude.
* HEART-READING TOUCH: Learn and know a target’s strongest desire for 1 hour per this power’s aptitude after touching their skin, clothing, blood, or a personal object.
* HELLRIDE: Shift through dimensions or planes of existence at reckless speed on foot, horse, vehicle, or beast; arrive quickly, but suffer make a power resistance roll to avoid danger, pursuit, exhaustion, or collateral damage.
* INFINITE VISION: Send your mind through a relic, statue fragment, painted eye, pool, or jewel to witness distant places in the object’s pressence.
* LAYING ON ROOTS: Prepare a poultice, tea, charm, or whispered treatment that lets one wounded creature recover twice as quickly for a number of days equal to this power’s aptitude. During this time, the target also gains +1 on resistance rolls against poison, sickness, infection, and deathly corruption.
* LIVING IMAGE: Create a portrait, icon, or false relic that can watch, whisper, bleed, weep, or carry a message for 1 day per this power’s aptitude.
* LOVE-WOUND: Mark a target emotionally; until healed or 1 day per this power’s aptitude has passed, they dream of you, hesitate to harm you, or suffer penalties when acting against their desire.
* OCCULT CONTAINMENT: Seal a creature, relic, spell, or spirit reduced to no ready aptitudes inside a circle, glass case, vault, diagram, or bureaucratic file for 1 year per this power’s aptitude.
* PLANAR BLOOD: Add this power’s aptitude as an additional bonus to survive the strange atmospheres, energies, customs, and metaphysics of alien dimensions and extreme planes of existence for 1 hour per this power’s aptitude.
* PORTAL SENSE: Detect hidden portals, archways, doorways, windows, alleys, or painted thresholds that lead to other planes of existence or alternate dimensions.
* RATIONALIST VEIL: Deny supernatural powers so fiercely that minor glamours, ghost-sight, and illusions fail around you in a nearby area for 1 minute per this power’s aptitude.
* SEAL THE BARGAIN: Bind two willing creatures, or one defeated supernatural creature, to a clear promise. Anyone who breaks the promise suffers a curse, loses +1 per this power’s aptitude from the target’s aptitudes, or becomes marked for pursuit by the offended side. The seal lasts one day per this power’s aptitude, or permanently if witnessed by blood, grave earth, or a true name.
* SECOND SIGHT: See through glamours, false faces, illusions, omens, curses, hidden doors, spiritual stains, or supernatural disguises for 1 minute per this power’s aptitude. What you see is true, but not always complete, and terrible truths may require a resistance roll against fear.
* SOUL SCAR: Mark a killer, tyrant, or oathbreaker so ghosts can always find them for 1 day per this power’s aptitude.
* SPIRIT LANTERN: You make nearby ghosts visible to all present for 1 minute per this power’s aptitude.
* SWEET CONFESSION: Speak with such intimate sympathy that a nearby target blurts out secrets, griefs, crimes, or names they meant to hide.
* TRUENAME: Learn one true name, title, hidden allegiance, or spiritual category of a creature by watching it act. A target may make an an opposed resistance roll to avoid this power’s effects.
* VENERABLE BODY: Transform into an immense, elemental, or symbolic form for 1 round per this power’s aptitude: water-body, stone-mother, winged saint, fertile beast, burning bride, or crowned corpse.
* VISIONARY CARTOGRAPHY: Turn fragments of dreams, rumors, and relic memories into a usable map of an unknown destination lasting for 1 day per this power’s aptitude.

POWERS OF DARK AND EVIL…

* NIGHTMARE SUMMONS: Call a creature from nightmare, myth, or a dying world; it obeys one command before seeking its own terror. It is either a Level 1 NPC for a number of rounds equal to your power aptitude, or an NPC with Levels equal to your power aptitude for 1 round. Once the duration ends, it is free to do as it wishes in this world.
* SACRIFICIAL ENGINE: Fuel a ritual with captives, beasts, war-dead, or willing devotees; each Level of creatures killed counts as 10% of one power aptitude for creating power effects. Using this power may achieve wonders but marks the caster as monstrous.
* SOUL PRISON: Trap a spirit inside a jewel, sword, mirror, mask, statue, or black metal box for 1 year per power aptitude; the prisoner may whisper, bargain, or corrupt.
* NECROMANTIC QUESTION: Speak with a skull, severed head, or buried corpse; for each power aptitude, ask one question the dead person knew in life.
* SPIRIT ARMY: Call the shades of a fallen people, battlefield, or empire to march once more; afterward they demand release, vengeance, or remembrance. The number of Level 1 NPC spirits equals your power aptitude.
* UNDEAD SERVITOR: Raise or bind a corpse, ghost, mummy, skeleton, or soul-husk to guard, spy, fight, or carry a message. It is only Level 1 but serves for 1 day per your power aptitude.
* DEMON STEED: Summon a supernatural mount that crosses sea, sky, desert, dream, or dimensions; it must be fed, praised, or restrained. It is a creature of a Level equal to half this power’s aptitude (round down), and it lasts in your service for a number of days equal to half this power’s aptitude (round down).
* DEMON ARMOR: Bind a demon into armor, cloak, mask, or shield; it protects against mortal harm but whispers hunger, pride, and suspicion. Gain ARMOR equal to half this power’s aptitude (round down), and it lasts for a number of hours equal to half this power’s aptitude (round down) or until expended in negating damage.

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EXAMPLE CHARACTERS
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ROBIN HOOD (Level 10)
11th century outlaw, leader of The Merry Men of Sherwood Forest. Altruistic, jovial, bold to the point of reckless, and resourceful. Famed champion to the poor. Infamous bane to the usurper Prince John, his corrupt sheriffs, and England’s greedy nobles.
* +3 CHARISMATIC: Appeal, confidence, communication, leadership.
* +4 COMBAT EXPERTISE: Fighting, using weapons, leading in battle.
* +1 CUNNING: Stealth, bypassing locks and security systems, thieving.
* +1 RENOWNED: Reputation or fame for competence or deeds.
* +1 WILDERNESS EXPERTISE: Outdoor survival, tracking, animal and plant lore.

SHERLOCK HOLMES (Level 14)
19th century consulting detective of London. Brilliant, eccentric, aloof, restless, and relentless in pursuit of truth. Famed for solving impossible crimes through observation, deduction, disguise, chemistry, and cold logic.
* +2 AWARENESS: Perception, intuition, keen senses, reactions.
* +4 INTELLIGENT: Keen mind, deduction, logic, memory, reason, wits.
* +2 NATURAL SCIENCES: Chemistry, physics, biology, zoology, geology, astronomy.
* +2 OBSERVANT: Noticing subtle details, clues, changes, tells.
* +1 RENOWNED: Reputation or fame for competence or deeds.
* +2 SOCIAL SCIENCES: Psychology, sociology, criminology, politics, crowd behaviors.
* +1 SPY EXPERTISE: Disguises, codes, infiltration, surveillance.

MORGAN LE FAY (Level 15)
Legendary enchantress of Arthurian Britain. Proud, mysterious, ambitious, seductive, and dangerous. Famed as a mistress of sorcery, illusion, healing, curses, prophecy, and courtly intrigue. Infamous as both rival and kin to King Arthur.
* +2 CHARISMATIC: Appeal, confidence, communication, leadership.
* +2 DECEPTIVE: Lying convincingly, misdirection, false identities.
* +1 INTELLIGENT: Keen mind, deduction, logic, memory, reason, wits.
* +2 MAGIC: Casting spells, invoking elemental forces, knowing supernatural beings.
* +3 PRIVILEGED: Influence, authority, wealth, high social status.
Powers…
* +1 CHARM: Change one nearby living target’s loyalties to view you as a trusted friend, lasting 1 day per this power’s aptitude or until the target suffers harm from you or your allies. Non-living targets (constructs, machines, undead) are unaffected by this power.
* +1 CURSE: Target one nearby being and force +1 of one of its aptitudes to become spent for 1 day per this power’s aptitude.
* +1 FORESIGHT: Ask the cosmos (the Game Master) one brief question per this power’s aptitude about an immediate choice, route, or danger; receive a symbolic warning, favorable sign, or ominous impression.
* +1 HEAL: For each +1 of this power’s aptitude, turn one spent +1 aptitude to be ready in a nearby target, or end one bodily condition such as poisoning, disease, bleeding wounds, or shock.
* +1 ILLUSION: Create a convincing image, sound, scent, or sensory scene nearby. It may conceal, misdirect, entertain, or frighten for up to 1 minute per this power’s aptitude.

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STARSHIPS
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Ships aptitudes…
* FIREPOWER (BEAM): long astronomical range; at x0, cannot attack.
* FIREPOWER (MISSILE): distant astronomical range; at x0, cannot attack.
* FTL DRIVE: Faster-than-light speed; at x0, cannot do interstellar travel.
* MANEUVERING: Speed and agility in space; at x0, adrift in space.
* DEFENSE SHIELDS: Hull plating, force fields; at x0, no protections.
* AUXILIARY POWER: Utility reserve for operations; at x0, no extra power.

Turn actions…
* ATTACK: Fire weapon systems at a target to cause damage (loss of target’s active aptitudes).
* EVADE: Use evasive manuvers, defense patterns, and tactics to gain a +1 bonus against damage.
* DAMAGE CONTROL: Reroute power to make one active aptitude become inactive and instantly make an inactive aptitude active again.
* LAUNCH: Move to a smaller craft and launch it into space away from the main starship.
* ANALYZE: Attempt to gain a +1 bonus against an opponent on one task roll during the following round.

* Teleporters/Trasporters
* Tractor Beams

* LANDER: The ship is capable of flying through an atmosphere and touching down on the surface of a planet. (Most starships can only remain in orbit or dock at space stations.)
* SHUTTLECRAFT (##): One or more Level 7 small craft that may be launched from the ship.
* SPECIALIZED FUNCTIONS: Luxury suites, science or medical labs, or other specific facilities are on board.
* STEALTH: The ship is equipped to “run silent” due to a cloaking device or other technology. Initiating an attack with beam weapons or missiles typically spoils a ship’s stealth.
* TRACTOR BEAM (#): The ship may move another ship of the 1/10th the listed Level or less at a distance of up to Short Astronomical range (600 miles/1000s km). Example: Tractor Beam 5 can move up to a Level 50 ship or similar sized object.
* TELEPORTERS (#x6): The ship can beam 6 cargo units and/or personnel per point to a place up to Medium Astronomical range away (10,000s miles or km). Certain conditions (active defense shields, local ion storms, layers of mineral-rich rock) may block teleporters.

FASTER-THAN-LIGHT TRAVEL PER DAY (24 Hours)
* Speed 1 … 0.5 light year (“jump 1” or “warp 5”)
* Speed 2 … 1.0 light year (“jump 2” or “warp 6”)
* Speed 3 … 1.5 light years (“jump 3”)
* Speed 4 … 2.0 light years (“jump 4” or “warp 7”)
* Speed 5 … 2.5 light years (“jump 5”)
* Speed 6 … 3.0 light years (“jump 6” or “warp 8”)
* Speed 7 … 3.5 light years
* Speed 8 … 4.0 light years (“warp 9”)
* Speed 9 … 4.5 light years (“warp 9.2”)
* Speed 10 … 5.0 light years (“warp 9.6”)

* Speed 17 … 8.5 light years (“warp 9.9”)

* Speed 40 … 20.0 light years (“transwarp”)

Or, if set in a great big galaxy far, far away…
* Speed 1 … 5,000 light years (“0.1 past light speed”)
* Speed 2 … 10,000 light years (“0.2 past light speed”)
* Speed 3 … 15,000 light years (“0.3 past light speed”)
* Speed 4 … 20,000 light years (“0.4 past light speed”)
* Speed 5 … 25,000 light years (“0.5 past light speed”)

SCANNING RANGES (Rule of Thumb)
* Medium Astronomical: 10,000s miles (or km), geostationary orbit above a planet.
* Long Astronomical: 100,000s miles (or km), high-resolution scans (life signs, energy fields, molecular compositions), limit of direct ship-to-ship communications without transponders.
* Distant Astronomical: 1,000,000s miles (or km), detailed scans identifying ships (Level, type, registry).
* Stellar Subsystem: 100s millions miles (or km), detect presence of any unidentified ships (position and velocity).
* Stellar System: Billions of miles (or km), detect presence of only Level 50 or larger unidentified ships (position and velocity).
* Parsec: Trillions of miles (or km), detect another ship travelling at FTL speeds.
* Beyond Parsec: No practical scanning possible except for long-term stellar research.

EXPANDED RANGES
* Touching: Held, grappled, connected
* Melee Range: Up to 6 feet (2 meters)
* Short Throwing Range (“nearby” indoors): 60 feet (20 m)
* Long 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

EXAMPLE STARSHIPS

FAR FUTURE LIGHT FREE TRADER (Starship Level 15)
* Armor Class 15
* Hull 8, Cargo 4, Firepower 2, Speed 1

23rd CENTURY UNITED WORLDS HEAVY CRUISER (Starship Level 50)
* Armor Class 15, Defense Shields 8
* Hull 25, Cargo 2, Firepower 7, Speed 7
* Tractor Beam 5, Teleporters 1(x6), Shuttlecraft 3, Science Labs 1, Medical Labs 1