184636-2D20 System SRD v1.1
184636-2D20 System SRD v1.1
DOCUMENT
From Modiphius
OVERVIEW
OVERVIEW
2D20 System
The
AND STATEMENT OF INTENT
is a system and toolset for creating and playing games that emulate and celebrate action-packed, story-
driven fiction. It thrives when paired with a setting or theme where competent, determined, often larger-than-life
protagonists face tense and perilous situations, and where collaboration and teamwork are vital to success.
It aims to pair the action of the story with a degree of mechanical impact, so that what happens in the narration has direct
consequences in the game, and vice versa, and relies on players and Gamemaster alike being active participants in both the
fiction and the gameplay.
This System Resource Document serves is to serve as a central reference for the “core” of the 2D20 System, as well as
several common genre-specific modifications, to be used both internally by Modiphius writers and designers, and externally
by licensees and affiliates. It will also serve as the basis for a setting-neutral Core Rulebook.
The SRD is broken up into seven distinct chapters, laid out as follows:
This chapter expands upon the core rules, providing CHAPTER 7: ADDITIONAL
additional content for dealing with high-stakes action
scenes, and situations where conflict arises. It covers the
RULES
following areas: This chapter deals with rules that may not be a factor in all
games using the 2D20 System, but which are necessary to
Action Order have a core set of mechanics for. It covers the following
Damage, Stress, and Harm areas:
Combat
Chases and Pursuit Magic and Supernatural Powers
Stealth and Infiltration Corruption and Creeping Darkness
Morale and Social Conflict Hacking and Electronic Warfare
The Threat Deck
CHAPTER 4: EQUIPMENT
This chapter handles the tools that characters will use
during play, and how those tools are represented. It covers
the following areas:
Common Concepts
Acquisitions and Resources
Armour
Personal Belongings
Weaponry
Vehicles
OVERVIEW 1
HOW TO PLAY CHALLENGE DICE
The third type of dice are Challenge Dice, often referred to
WHAT YOU’LL NEED as [CD]. These six-sided dice are used primarily for inflicting
damage, making progress against some forms of
PLAYERS AND CHARACTERS challenge, and similar outcomes. Each [CD] has four faces,
with three possible results – a score of 1, a score of 2, and
Every 2D20 System game involves several Players and two faces showing “!”, which is an Icon – as well as two
their corresponding characters. One of the Players will be blank faces.
the Gamemaster (below), but everyone else will take on Icons have a score of 1, and additionally trigger special
the role of Player Characters. These Player Characters outcomes, often called effects, depending on the
(PCs) are the protagonists of the game, and each player circumstances of the roll. A pool of Challenge Dice is
has a single Player Character of their own, for whom they usually rolled all at once, and their results added together,
will make decisions, roll dice, and engage with the events so multiple Challenge Dice are noted as X[CD], where X is
of the story. Each Player Character has a character sheet, the number of dice rolled. So, 4[CD] indicates that four
which is a record of their game statistics, abilities, and Challenge Dice should be rolled, and their results added
other important information. together.
The Player Characters aren’t the only types of characters If you don’t have special Challenge Dice available, you
around, however. Non-Player Characters (NPCs) are can use normal six-sided dice instead; treat any roll of a 3 or
everyone else, from allies and innocent bystanders, to the 4 as blank, and any roll of a 5 or a 6 as an Icon.
adversaries the Player Characters face. They are collectively In the text, Icons are referred to either with the word
controlled by the Gamemaster. Icon, or with the symbol [!].
THE GAMEMASTER D6 ROLL CHALLENGE DIE ROLL RESULT
Of the Players gathered for the game, one will be the
1 • 1
Gamemaster, or GM. The GM has a different set of
responsibilities, and interacts with the rules of the game 2 •• 2
differently to everyone else. The Gamemaster controls the 3 0
NPCs, is responsible for coming up with challenging 4 0
situations and indomitable opponents the Player 5 ! 1, plus an Icon
Characters will face, and oversees the ways in which the 6 ! 1, plus an Icon
PCs overcome these problems.
The GM establishes scenes, building on the actions and RE-ROLLS
choices of the PCs to shape the game at every state,
providing a challenge and giving the PCs opportunities to Many circumstances allow a character to re-roll one or
shine. They also interpret how the rules apply to a given more dice. When re-rolling dice, the Player choose the dice
situation, such as ruling on the Difficulty of skill tests, or they wish to re-roll. They roll those dice again, and the new
adjudicating when unusual situations or disagreements results replace the original ones, even if the new result is
arise. Above all else, the GM is not the Players’ enemy: the worse.
game works all the better when the GM is a fan of the Some situations allow for a specific number of dice to be
Player Characters and their exploits, albeit one who seeks re-rolled, while others allow all the dice in a pool to be re-
to make those characters’ lives as dramatic, exciting, and rolled. Players may always choose how many dice they
challenging as possible. wish to re-roll, up to the number listed – in essence, you
may always choose not to re-roll a die if you wish to keep
DICE that result.
The 2D20 System uses a few types of dice to resolve the
actions a character may attempt and the situations they
PAPER AND PENCILS
may face. In most circumstances, more than one dice of a Having a supply of paper and pencils will be handy for
given type will be rolled at once; these dice collectively are making maps, keeping notes, and tracking various game
referred to as a dice pool. effects. The players may wish to make notes of temporarily
The first, and most commonly-used is the twenty-sided impairments affecting their characters, the names of
die, known throughout these rules as a d20. D20s are used characters they encounter, important events, and clues to
for resolving skill tests, and for rolling on certain large help them through their adventures, amongst other
tables. Often, two or more d20s will be required. This is things. The Gamemaster may need them to record the
noted as Xd20, where X is the number of dice to be rolled. status of NPCs, and to keep notes of key details from the
Thus, 2d20 denotes that two twenty-sided dice should be game. Sometimes, when secrecy is required, the
rolled. It’s helpful to have at least two d20s for each player, Gamemaster may pass notes to Players rather than
and more is better than less, as players may be rolling as providing information to the whole group at once.
many as five at a time. It is possible to track all of this (and more) with tablets,
The second type of dice is the six-sided die, or d6. These smartphones, and computers, but electronic devices at
are used relatively infrequently, mainly to roll on certain the game table can be distracting to some groups and
small tables. If multiple six-sided dice are required, it will be should only be used with the Gamemaster’s consent.
noted as Xd6, where X is the number of dice required.
Thus, 2d6 indicates that two six-sided dice should be rolled.
2 OVERVIEW
TOKENS, BEADS, OR CHIPS SCENES
The Players and GM will also need a few counters. Players A scene is the basic building block of an adventure, much
will need a set of six tokens of some kind to track as TV shows, movies, and books can be broken up into
Momentum saved up, while the Gamemaster will need a scenes. A scene is a place and time involving a specific set
dozen or more to represent the Threat pool; each of these of people, during which exciting or dramatic events occur.
resources is described later. The players may also want At the start of a scene, the GM will inform you where
extra tokens to denote Luck points, though these are your character is, what’s going on nearby, and anything
somewhat more scarce and easier to track without tokens. else useful, important, or obvious that you should know.
While the tokens themselves can be similar, it’s advised There’ll often be a reason behind this scene, driven by what
that they be visually distinct in some way – normally a happened in the scenes before it: perhaps you came here
different colour – to avoid confusion between them. Poker because of a clue left by a murderer, or because you’re
chips, coins, glass beads, counters from other games, or looking for a specific person. This is setting the scene. Once
similar tokens are all suitable for this purpose. the GM has finished setting the scene, you and your fellow
While these resources could be tracked on paper, or by players can ask questions about the situation and choose
using dice to track the total, using chips or beads for this for your characters to do things within the scene: move
purpose has a few advantages. It’s often more intuitive to around, talk to other people, or otherwise take action.
track each resource by simply adding or removing tokens Once you’ve reached a point where you can’t do anything
from a pile in the middle of the table, and it’s easier for further towards your goal, or you’ve gained a new goal that
everyone to quickly gauge how many of each of these requires you go somewhere else, the scene ends, and a
resources remain. Further, there’s a visceral psychological new one begins.
benefit to be had in the players seeing the GM’s Threat During a scene, your decisions are important; the
pool grow and shrink over time, and to having a tangible choices you make have an impact upon the world around
object to hold and move around that represents your character, and you’ll have to face the consequences of
Momentum earned and spent or Threat generated. those choices in turn. The Gamemaster can shape the
events in a scene too, by spending Threat and through the
BASIC CONCEPTS actions of NPCs, but this is normally in response to your
choices and those of your fellow players.
The following are a few of the core ideas present
throughout these rules, and a basic primer on the most
common mechanics that Players will encounter in play.
SKILL TESTS
This section is presented slightly differently to the rest of During a scene, you’ll want to do things; indeed, you’re
encouraged to. Some of those things will be so simple that
the rules, addressing the reader – an individual playing a
the GM agrees to them instantly. Others will be impossible
2d20 System game – directly.
to attempt because of some quirk of circumstance. Some,
CHARACTERS however, will fall into the grey area between automatic and
impossible.
As noted above, each player has a character, and each
This is where Skill Tests come in – for determining
player character serves as one of the game’s protagonists.
whether you can succeed, at times where success and
These characters – as well as many of the non-player
failure are uncertain.
characters the GM controls – have several common First, state your intent to the GM. The GM will consider
elements that help describe their abilities. the situation, and decide if you can get what you want, if
A character’s attributes represent their core aptitudes:
your goal is impossible to achieve (even if only temporarily),
the things they are innately good at, the things they’re bad
or if you need a Skill Test. In the latter case, the GM will tell
at, and the ways they prefer to approach problems. Each
you three things: which Attribute you’ll use, which Skill
character has six attributes: Agility, Brawn, Coordination,
you’ll use, and what the Difficulty is. You’ll have Attributes
Insight, Reason, and Will. Each attribute has a rating, and Skills for your character on your character sheet; add
normally from 6 to 12, with 8 representing an average together the chosen Attribute and Skill’s scores, to get a
capability.
Target Number. Also, look at your character’s Focuses: if
A character’s skills represent their training and expertise:
you have any that you think apply, ask the GM if you can
the things they know, the things they’re trained to do, and
use it.
the things they spend time and effort practising. Each
Next, gather up some dice. You’ll want two d20s here, or
character has six skills: Fight, Know, Move, Operate, more if you’ve got some way of gaining extra dice for the
Survive, and Talk. Each Skill has a rating, from 0 (no Test (we’ll cover that later). Roll those dice, and check what
training or knowledge) to 5 (absolute mastery and expert
each one rolls: any that roll equal to or less than your Target
training). A character will also have several focuses, which
Number is a success! Even better, if you’re using a Focus,
represent areas of specific training and expert knowledge,
any dice that roll equal to or less than your Skill score by
building from those six broad skills.
itself score two successes instead of one (if you don’t have a
A character also has a few talents, which are the tricks, Focus, any dice that roll a 1 score two successes). Then, set
techniques, and feats of prowess or knowledge that allow aside any dice that rolled a 20 – they’ll be important in a
the character to triumph against impossible odds. These
moment.
are special abilities, ways to obtain bonuses in specific
Add up all the successes you scored. If you scored
circumstances or under a certain condition, or ways that
successes equal to or greater than the Difficulty, you’ve
they can benefit from a unique approach to a situation.
succeeded at the Skill Test. If you scored fewer successes
than the Difficulty, you’ve failed.
OVERVIEW 3
In either case, the GM describes what happens to your There are a few common ways to spend Momentum too,
character as a result. If you succeeded by getting more which pretty much always apply. You can spend
successes than the Difficulty, each extra success becomes Momentum to buy extra dice for a future Skill Test, or to
a point of Momentum, and you can spend those points to make an opponent’s Skill Test more difficult. You can
improve the outcome of your Skill Test: gaining more spend Momentum to alter the scene or otherwise create
information from a search, or hitting more accurately with some advantage to capitalise upon later. You can spend
an attack, or taking less time to do something, and so Momentum to ask the GM questions about the situation,
forth. If you like, you can save some or all the Momentum gaining extra information with each point of Momentum
you generated, so you can benefit from it later. spent.
After this, the GM then takes note of any 20s you rolled. You can also save your Momentum, putting it into a
Each 20 is a Mishap, a little problem that occurred as part group pool to use later. As a group, you and your fellow
of the Skill Test. They can’t turn success into failure, but players can have up to six points of Momentum saved up
they’re extra challenges, incidents, or events that’ve at any time. Whenever you succeed at a Skill Test, you can
cropped up that you now must contend with. The GM spend Momentum from that group pool alongside, or
could decide that the Mishap created a complication for instead of, spending Momentum you’ve generated on that
you and your friends: perhaps your gun is now out of Skill Test. Further, some uses of Momentum, like buying
ammo after your attack, or you took too much time doing dice or increasing opponent Skill Test difficulty, can be paid
something, or you made a mess during a search, or that for directly out of the group pool, without needing a
hand-hold you used while climbing broke after you used it. successful Skill Test first.
Alternatively, the GM could save this problem for later, and But sometimes you won’t have enough Momentum
add two points to the Threat pool instead. If you want, you available to achieve what you want to achieve. In these
could even ask the GM to add to Threat instead of facing a situations, you can take risks, brave the uncertain, and
new problem immediately. make your own luck, by adding to Threat, with each point
Once all this has resolved, the game continues as of Threat given to the GM providing the same benefit as a
normal. point of Momentum spent.
MOMENTUM THREAT
As noted above, Momentum is what happens if you score The GM has a pool of tokens like the players’ Momentum
more successes than you needed during a Skill Test, with pool, called Threat. Threat is the counterpart to
each extra success turning into a single point of Momentum, representing potential unknown challenges
Momentum. Momentum can be used for all sorts of and perils. It’s all the things that could go wrong.
things, limited only by your imagination and the GM’s The GM spends Threat to change things in an ongoing
permission – it allows you to turn mere success into scene. That might be to bring in reinforcements, or create
glorious triumph, achieving your goals swiftly and in style, some unpleasant reversal of fortunes, or make abrupt
and pull off daring stunts and spectacular feats of prowess. changes to the environment around the players. The GM
Momentum represents the benefits of success, the also spends Threat for NPC adversaries in the same ways
small-but-crucial opportunities and advantages you and that you can spend Momentum on your own character,
your friends create with your successes and decisive action, such as buying extra dice, or increasing the Difficulty of
and the value found in teamwork and in being patient, Skill Tests, or creating advantages.
resourceful, and tactical. The GM gains Threat when NPCs save Momentum –
Throughout the game, there’ll be plenty of suggestions they use the Threat pool instead of a group Momentum
for different ways to spend Momentum on specific types of pool – and when you and your fellow players choose to add
Skill Test, or in specific situations, but these are suggestions to Threat because you’ve run out of Momentum. Threat
first and foremost, and shouldn’t stop you suggesting can also grow because of Mishaps on Skill Tests, and for a
alternatives to the GM if you’ve got a clear idea of what you few other reasons, so the GM will normally warn you if a
want to use your Momentum for. particular action or event will add to Threat.
4 OVERVIEW
CHAPTER 1: CORE RULES
This Chapter covers the core rules of the 2D20 System,
which will be used throughout the rest of the game. These
rules are the foundation for the other rules in the game,
and will be referenced regularly in other Chapters, and
every player should have a basic understanding of these
concepts during play.
SCENES AND
SITUATIONS
Just like the events of a TV show, a movie, or a novel,
gameplay in the 2D20 System is structured in scenes.
Each scene may cover a few minutes of events, up to an
hour or so, during which the characters attempt to achieve
a goal, overcome a problem, or otherwise engage in
significant activities. Collectively, scenes are the building
blocks of a game session, and serve as a foundation for
gameplay.
Anyone familiar with works of fiction will have a decent
idea of what a scene looks like: the characters talk and act
within a single location, towards resolving some conflict or
challenge present. Then, once that conflict is challenge is
resolved, the action moves to a new location, or even to
different characters, and the whole cycle begins again. The
key here is that scenes are the interesting parts of the
story, and thus they skip past the parts of the story that
aren’t interesting. Different groups may have different
standards as to what is and isn’t interesting, so this
concept is deliberately flexible.
SETTING THE SCENE Traits are useful for the Gamemaster in adjudicating what
The Gamemaster has the responsibility for setting up is and what isn’t possible – as well as how difficult some
scenes that Players will play through, and on deciding activities are to attempt – and can provide players with an
when they end. The Players have free reign to do as they aid to imagining the situation and figuring out how their
wish within that scene, and the Gamemaster can react characters can interact with it.
though the actions of Non-Player Characters, and by There are a handful of broad categories that denote
spending Threat to trigger logical and consequential what a given Trait applies ‘to’, and whether a character
changes in the environment and situation. When events might be affected by a Trait. These are primarily a guideline
within that scene have concluded, and nothing else can be for the GM, but they’re useful for everyone to know.
done in that place right now, the Gamemaster should end
the scene and move onto the next one. A location Trait is some fact or detail about the location
ESTABLISHING A SCENE itself. A scene should probably have at least one location
Trait, a simple description of what the location is, such
A scene is defined by its location, the events occurring as “city street”, “rowdy tavern”, “dense forest”, or similar,
and these Traits will exist for as long as the location
there at a specific time, and the people who are there.
does. Characters are affected by location Traits when
These elements are all facts about the scene that can
influence the actions that characters wish to and are able they interact with the location itself.
to attempt. In the 2d20 System, these facts are collectively A situation Trait describes something that is happening
regarded as Traits. Each Trait is a single word or short in the scene. Darkness, notable weather (heavy rain,
phrase, which describes a single significant fact about thick fog, snow), or some circumstantial fact or
presence in the scene (bustling crowds, heavy traffic,
whatever it is the Trait belongs to.
and so forth) are situation Traits. They affect any
As Traits represent significant facts, they represent the
things that are important to know about the scene, the character in the scene, but they can often be changed
kinds of elements which are most obvious when a scene through character action.
begins. Imagine the details that are most obvious when a
scene begins in a movie or TV show, or the elements the
author describes as scenes unfold in a novel. There may be
lots of insignificant facts, but they’re just that – insignificant
– so they don’t need to be defined. If something becomes
important, it becomes a Trait. If a Trait stops being
important, or stops being true, it stops being a Trait.
this, the Gamemaster then considers if there are any other This sort of Difficulty 0 Task can be quite useful if it’s
factors in the current scene and environment, or affecting important to see how successful a character is, but there’s
the characters involved, which would alter this basic no real chance of failure.
Difficulty.
These factors typically come in the form of Traits — OPPOSED TESTS
already described above — which will have one of the
following effects: At times, a character will not simply be trying to overcome
the challenges and difficulties posed by circumstances;
The Trait would not impact the Skill Test and does not instead, they may find themselves trying to best an
have any effect. opponent. These situations call for an Opposed Test.
The Trait is beneficial, and allows the Skill Test to be With each Opposed Test, there will be a single character
attempted when it might normally be impossible. attempting to do something, and another seeking to resist
The Trait is beneficial, and reduces the Difficulty of the or avoid the first character’s attempts. These are the active
Skill Test by one. and reactive characters, respectively. If there are more
The Trait is detrimental, and increases the Difficulty of characters on each side, treat additional characters as
the Skill Test by one. assistants.
The Trait is detrimental, and either prevents the Skill Both characters attempt a Skill Test normally, with a
Test from being attempted when it might normally be base Difficulty of 1, which may be adjusted by
possible, or the situation now requires a Skill Test when circumstances. If the situation dictates, each character
one would not normally have been required. may have a different Difficulty for their respective Tests.
16 CHAPTER 2: CHARACTERS
Know covers the character’s learning, education, and Operate covers the character’s ability to utilise complex
accumulated knowledge, as well as the character’s tools, such as vehicles and other items of technology, as
ability to find more information. It is most useful when well as the character’s knowledge of how those tools
trying to research information, or when trying to work. A character might use Operate with…
remember facts about something. Other Skills can
contain an element of knowledge, but the Know skill Agility to make a vehicle evade a hazard or attack
tends to go into greater detail or contain a lot more of quickly, or to perform some technical activity
the technical or theoretical sides that practical requiring considerable quick movement.
experience might not encompass. A character might Brawn to operate stuck or rusted machinery by
use Know with… brute force, or to perform an arduous, repetitive
technical activity.
Agility to perform a studied manoeuvre or series Coordination to operate a vehicle effectively, or
of motions, or to avoid a hazard or obstacle by perform precision adjustments, repairs, or
recalling a pattern, sequence, or vulnerability. operations on a device or machine.
Brawn to exert precise force or leverage to move Insight to judge the capabilities of an unfamiliar
or break an object or obstacle that might machine just by quick observation, or to make a
otherwise be impossible to shift, or to resist the reasonable guess at the nature of a fault or
effects of an environmental phenomenon with problem with a machine.
knowledge of how to protect against exposure. Reason to determine the function or capabilities
Coordination to perform a delicate procedure, or of a machine by studying it intently, or to design
to follow a set of precise instructions properly. modifications or alterations to a machine (or even
Insight to gain useful information from a whole new machine).
observation alone, to avoid being deceived by Will to push a machine past its limitations despite
falsified or biased information, or to devise a signs of imminent failure, or to continue with a
theory from incomplete information. dangerous technical activity despite the risks.
Reason to perform research on an unfamiliar Survive covers a character’s resistance to threats and
subject, to form a plan or theory from studying all harm, as well as a character’s ability to handle and
the available data, or to try and convince navigate dangerous environments. A character might
someone else using facts and logic. use Survive with…
Will to retain the composure to study something
horrific or disturbing, or to argue with someone Agility to move carefully or quickly through
else over the facts. familiar dangers or obstacles.
Move covers the character’s ability to navigate their Brawn to resist physical debilities such as poison
environment. It is most often used to traverse difficult or disease.
terrain or move freely despite dangerous conditions, but Coordination to disable a trap or create
it can also be used to move unnoticed, pass unseen, or something to mitigate a hazard, or to provide
remain undetected while moving. A character might medical attention.
use Move with… Insight to notice or anticipate a threat, hazard, or
other peril, or to diagnose the nature of a debility.
Agility to move quickly through difficult Reason to analyse a hazard to determine a safe
conditions, to remain balanced while moving on a way to avoid it, or to study a debility to figure out
precarious surface, or to avoid hazards while how to treat it, or to resist intellectual or logical
moving. debilities such as illusions or deception.
Brawn to move while burdened by a heavy load, Will to resist mental or psychological debilities
to continue moving despite fatigue, to force such as fear or panic.
themselves through an obstacle, to scale vertical Talk covers a character’s ability to relate to and interact
surfaces, or to swim. with people. Much of this Skill is active – it deals with
Coordination to move through a hazard or talking to people – but knowing how to talk to people
obstacle that requires careful timing or extreme also means the character knows how other people talk
precision. too. Other Skills can contain an element of social
Insight to judge how difficult or dangerous a interaction, often in narrower or more specific
route is, or whether it can be traversed at all, or to circumstances, but those rely a lot on context. A
select the quickest or safest route with only character might use Talk with…
limited information.
Reason to navigate a route or course using a map Agility to grab the attention of others through
or other navigation tools, or plan a path through a dance or other motion, or to be able to discern
hazard by studying patterns and signs. relationships and connections between people
Will to continue moving despite physical pain or through their movements.
other debility. Brawn to use size or strength to grab attention,
coerce, or compel others, or to endure long-
winded or tiring interactions without showing
signs of fatigue.
CHAPTER 2: CHARACTERS 17
Coordination to use fine body language and subtle A selection of example Focuses are below, grouped by the
physical contact to help persuade or manipulate Skill they are most likely to be used with. This is far from an
another, or to be able to read body language and other exhaustive list, however, and players are encouraged to
signifiers to gain more information about someone. devise their own, with the Gamemaster having a veto over
Insight to judge the mood or emotions of others, or to any that are too broad or don’t fit the game.
use their observations of others to sway their opinions.
Reason to use logical arguments to persuade others, or Fight: Brawling, Swords, Firearms, Martial Arts,
to determine the logical flaws in another’s position. Explosives, Archery
Will to rally or inspire others during a difficult situation, Know: History, Science, Geography, Engineering,
to intimidate through determination or force of will, or Linguistics
to command the attention or respect of others through Move: Acrobatics, Climbing, Swimming, Stealth, Ride
presence and bearing alone. Operate: Aircraft, Computers, Electronics, Explosives,
Ground Vehicles, Watercraft
FOCUSES Survive: Concentration, Resilience, Medicine, Counsel,
A character’s Skills are broad, but Focuses allow a character Streetwise, Wilderness, Tracking, Society, Repair
to demonstrate talent for narrower areas of expertise, Talk: Persuade, Deceive, Intimidate, Negotiate,
representing specialisation and the kind of advanced Etiquette, Innuendo
training that comes from deeper study and practical
experiences. Focuses are not tied to any specific Skill, and TALENTS
can be applied to any Skill Test a character attempts, so
long as the Focus would logically benefit the Skill Test A character is more than the sum of its parts, and a
being attempted. characters Attributes, Skills, and Focuses alone do not give
a full picture of what they are truly capable of. Player
Player Characters will normally have six Focuses. Each
Focus should be narrower than the Skills described above, Characters are the protagonists of their own stories, and it
but they shouldn’t be so narrow that they don’t come up in is Talents that help set these individuals apart from the
play. Further, because there is no specific link between rest. These characters have a way of interacting with the
Skills and Focuses, a Focus may be valuable for Skill Tests world that lets them overcome impossible odds and
using various Skills – for example, a Focus in Firearms can triumph when others may falter. These tricks and knacks
are Talents.
easily be used for Fight Tests, but it also has potential uses
with the Know skill to represent the character’s knowledge Talents are additional benefits that a character
of guns. possesses, that define areas of speciality, the advantages of
their personal approach to circumstances, and other
decisive and definitive abilities. These normally take the
form of a bonus – extra d20s, re-rolls, bonus Momentum,
the ability to use a different Skill in a situation, and so forth
– that applies when the character is performing certain
activities or taking a specific approach to a situation.
Many Talents have one or more specific Requirements.
These are conditions that must be fulfilled before the
Talent can be selected, such as having a Skill at a specific
rating or above.
Beyond that, each Talent has a condition and a benefit.
The condition is the circumstance under which the Talent
can be used, and the benefit is what the character gains
from meeting that condition.
CONSTRUCTING A TALENT
As already noted, each Talent has a condition, and a
benefit. These can be broken down into several common
tendencies, though these are not hard-and-fast rules, but
rather rough guidelines.
Conditions are the circumstances in which the Talent’s
effect applies. This might be mechanical in nature – using
a specific game option, such as buying dice, using a
certain Attribute or Skill, etc. – or they may be more
narrative in nature, such as performing an activity that
relates to a specific field, or during a specific kind of
situation. Common mechanical conditions are listed
below; narrative conditions are harder to summarise so
succinctly, but largely follow the same pattern as below,
replacing “specific Attribute or Skill” with some fiction-
driven state.
The character buys one or more bonus d20s with
Momentum, on a Skill Test using a specific Attribute or a
specific Skill.
18 CHAPTER 2: CHARACTERS
The character buys one or more bonus d20s by adding Using the Talent consumes some finite resource (other
to Threat, on a Skill Test using a specific Attribute or a than Momentum, Threat, or Fortune).
specific Skill.
The character assists another character on a Skill Test Instead of these, some Talents may provide a flat benefit
using a specific Attribute or Skill. to some derived ability, such as an increased amount of
The character receives assistance on a Skill Test using a maximum Stress, or extra damage dice or a damage effect
specific Attribute or Skill. on a particular type of attack.
One of the character’s nearby allies attempts a Skill Test
using a specific Attribute or Skill.
EXAMPLE TALENTS
The character attempts a very specific type of Skill Test Constructed using the method listed in the previous
(such as one using a specific Attribute and Skill). section, the following Talents are common to many
When the character succeeds on a Skill Test using a versions of the 2d20 System. Individual Talents cannot be
specific Attribute or Skill. selected more than once.
When the character uses Momentum for a specific
purpose. Advisor: When you select this Talent, select a single
Skill. Whenever you assist an ally and you use that Skill,
Benefits are what the character gains when meeting the the ally you assist may re-roll a single d20 in their dice
listed condition. Some benefits are greater than others, pool.
however, and should be used sparingly and with care, by Bold: When you select this Talent, choose a single Skill.
narrowing the conditions (so that the more powerful When the character attempts a Skill Test using the
benefit can be used less-frequently, such as changing the chosen Skill, and they buy one or more d20s by adding
condition from “specific Attribute or Skill” to “specific to Threat, they may re-roll a single d20 in their dice pool.
Attribute and Skill”), or by adding some caveat or negative You may select this Talent multiple times, once for each
consequence (so that using the benefit is a choice rather Skill, but you may not select any Skill which has already
than a default effect). Common benefits are below: been selected for the Cautious Talent.
Cautious: When you select this Talent, choose a single
The character may re-roll a single d20. As a more Skill. When the character attempts a Skill Test using the
powerful effect, re-roll the entire dice pool; this should chosen Skill, and they buy one or more d20s by
come with some greater limitation. spending Momentum, they may re-roll a single d20 in
You gain a unique Momentum Spend, normally costing their dice pool. You may select this Talent multiple
1 or 2 Momentum. times, once for each Skill, but you may not select any
You gain a unique option for spending Skill which has already been selected for the Bold
Determination/Fortune. Talent.
You reduce the Difficulty of the Skill Test by 1. Collaboration: When you select this Talent, select a
You ignore any increases to Difficulty of a specific type single Skill. Whenever an ally attempts a Skill Test using
(unfamiliarity, lack of tools, darkness, etc.). that Skill, you may spend one Momentum, to allow
You may reduce the cost of buying the first d20 on the them to use your score for that Skill, and one of your
Skill Test to 0. This is a powerful effect, and should be Focuses (if applicable).
accompanied by some limitation. Constantly Watching: Whenever you attempt a Skill
You gain a single point of Bonus Momentum, which Test to detect danger or hidden enemies, reduce the
must be used in a specific way. Note that Bonus Difficulty by 1.
Momentum cannot be saved – if it is not spent, it will be Dauntless: Whenever you attempt a Skill Test to resist
lost. being intimidated or threatened, you may add a bonus
You reduce the cost of a specific use of Momentum by 1, d20 to your dice pool.
or removes the cost entirely. Mean Right Hook: The character’s unarmed attacks
You may use a different Attribute or Skill than would gain the Vicious 1 damage effect.
normally be called for. Studious: Whenever you spend one or more
You may ignore the first Mishap suffered on the Skill Momentum to Obtain Information, you gain one bonus
Test. Momentum, which may only be spent on Obtain
Information.
If a more powerful effect is used, the following are Tough: The character’s maximum Stress is increased by
common caveats or consequences that can be used to 3.
provide balance. Rapid-Fire: When the character makes a ranged attack,
The benefit comes at the cost of increasing the Mishap they may count the weapon’s Burst quality as 1 higher
range by 2. than normal.
The effects of a successful Skill Test are only temporary,
lasting until the end of the scene (if the effect would PERSONAL TRAITS
normally be permanent) or for a single round (if the Characters may have a few Traits that define persistent or
effect would last. permanent elements of their existence. Traits are
The Talent can only be used once per scene. essentially descriptions of the important parts of the
The character must add 2 to Threat to use the Talent. character, in a single word or short phrase. Alongside a
The character must accept a Complication after the character’s Values – which cover the character’s
Talent’s effects are resolved. personality, motivations, and beliefs – Traits help define
A use of Momentum the Talent grants can only be paid what the character is and what they can do, and they can
for by adding to Threat instead of spending be employed in the same way as Traits for a location or
Momentum.
CHAPTER 2: CHARACTERS 19
situation, such as to increase or reduce the Difficulty of a
Skill Test. CREATING A
In some games, this may be a character’s species, or it
may be a character’s nationality or heritage, or some other
description of their origin, encapsulating all manner of
CHARACTER
differences big and small. These are both positive and CHARACTER CREATION
negative, and influence how the character interacts with
their environment and how characters interact with one
AND ADVANCEMENT
another. The following method can be used to create player
A character may obtain Traits because of things that characters for a 2d20 System game.
happen to them during character creation – life-changing
events that will define them going forwards – and they ASSEMBLY
may occasionally gain more during play. This may be This method allows a player to create precisely the
something about the character, such as a debility or character they want, and it is relatively straightforward.
impairment the character suffers from, or the influence of With this method, the player picks the component pieces
some external force, such as the impact of a harrowing of the character, within some constraints – and play can
experience. begin soon after.
Traits are neutral and can be applied both positively and However, there is little structure to this approach,
negatively. There is no fixed number of Traits a character meaning that a player should have a solid idea of the
will have, though in most games a character will have at concept they want to create before they start, as the
least one, reflecting heritage or origin. Traits, and their method provides little in the way of guidance.
effects upon play, are described in full in Chapter 1: Core
Rules. FORTUNE
VALUES A character begins this process with five Fortune. During
character creation, the character may spend Fortune to
Values are not used in all games but may be used if the gain extra points or options in each of the steps below. If a
game is using Determination, as they are a means by character has any Fortune remaining at the end of
which characters spend and use Determination. character creation, that is the number of Fortune points
When a character is created, the character’s Player that they will have at the beginning of each adventure.
creates statements that describe the attitudes, beliefs, and
convictions of that character. These are not simple STEP 1: DEFINE TRUTHS
opinions, but the fundamental structure of the character’s The player chooses two Truths. These should be a word or
morals, ethics, and behaviour. They are the things that
short phrase that sums up what the character is about –
define who a character is as a person, why they behave the
who they are, and what they do. The simplest way to
way they do, and what drives them during times of
approach this is to use the character’s profession, their
struggle and hardship.
place in society, a major relationship they have to a person
One type of Value is a relationship. Where most Values or organisation. The character’s Truth is the character’s
reflect something internal about the character, a most definitive, most essential nature, boiled down to its
relationship reflects a bond between two characters, or a
most straightforward form.
character and an organization, specifically how the
A character’s second Truth should reflect a quirk, flaws,
character regards the other party described by the Value.
personal struggle, impulse, habit, drive, personality trait,
This bond doesn’t have to be positive — old grudges and
backstory, personal agenda, or something similar. This
resentments can have a definitive effect upon a character’s Truth should always reflect something that could cause
Value — but it must be something significant, and
problems in the character’s life, as they can be invoked to
something that shapes who the character is and how they
grant the player Fortune, in exchange for suffering some
act.
related Truth.
However, a character’s Values are not static. They are
After defining two Truths, the player may spend one
potent driving forces for the character; people evolve and Fortune to select one additional Truth.
grow with their experiences, and in many cases, things
that once felt like unshakeable beliefs may come to be
seen differently as time passes. There will be opportunities
STEP 2: SELECT THE CHARACTER’S
during play to alter a character’s Values, and Values are an ATTRIBUTES
important part of how characters grow and develop over The player should assign the character’s attributes. There
time. are two methods that can be used here, but regardless of
Values differ from Traits (above) in that they describe which method is used, only one attribute may be
what the character believes. They are statements about increased to 11 or above during character creation.
how the character regards the universe around them, and
they are both subjective and potentially changeable. How Assign the following values, in any order, to the
Values are used in play is described in the section on character’s attributes: 11, 10, 10, 9, 9, 8.
Determination in Chapter 1: Core Rules. Start each attribute at 6, and then divide 15 points
between the six attributes.
After assigning attributes, the player may spend one
Fortune to increase two attributes by +1 each.
20 CHAPTER 2: CHARACTERS
STEP 3: SELECT THE CHARACTER’S
SKILLS
Next, the player assigns values to the character’s skills.
There are, once again, two methods that can be used here.
Regardless of the method used, only one skill may be
increased to 4 or above during character creation
CHAPTER 2: CHARACTERS 21
Attributes: The character improves one of their Three Attributes: Three is the fewest Attributes that a
attributes by +1. No attribute may be increased to more version of the 2D20 System should use. These three
than 12. Attributes are likely to be broad categories, such as Body
Skills: The character improves one of their skills by +1. (covering physical activities), Mind (covering mental or
No skill may be increased to above 5. intellectual activities), and Presence (covering social
Focus: The character gains one additional focus. interactions) though Presence may be switched out for
Talent: The character gains one additional talent. Spirit (covering mystical or supernatural activities) in
settings with such elements.
There are other ways for a player to change their Four Attributes: Four Attributes allows for a more
character beyond advancements, but they are more reasonable range of variation than three does, often to
limited or come with some other cost. provide a split between physical and mental actions. A
Retraining: A character may choose to retrain some common selection of Attributes for this might be Agility
element of themselves between adventures. The character (physical activities relying on speed and coordination),
may retrain one of the following areas between Might (physical activities relying on brute strength or
adventures, and a character may not retrain and buy an resilience), Insight (mental activities relying on instinct,
advancement for the same area at the same time (so, a experience, wisdom, and perception), Wits (mental
player could not advance an attribute and retrain their activities relying on intellect and quickness of thought).
attributes at the same time).
Attributes: Reduce one of the character’s attributes by
MORE ATTRIBUTES
1, and then increase a different attribute by 1. Other versions of the 2D20 System may use a larger
Skills: Reduce one of the character’s skills by 1, and then number of Attributes for characters. This can increase the
increase a different skill by 1. complexity of characters and may result in some Attributes
Focuses: The character loses one of their existing being used less frequently than others. However, it can
focuses, and then gains a new focus in its place. also increase the variety and diversity between characters.
Talent: The character loses one of their existing talents, Eight Attributes: Eight is the largest number of
and then gains a new talent in its place. Attributes that a character should have and allows a
reasonable split between physical and mental Attributes,
Adjusting Truths: As more persistent elements of a with four Attributes for each. Agility, Coordination,
character, Truths cannot be easily altered, gained, or lost. Strength, and Endurance, cover physical activities (the
However, this does not mean that they are permanent, same as the normal Attributes listed above, with Brawn
and significant situations can cause them to change. In split into Strength and Physique, for active and reactive
either case, this requires working with the GM to find an uses, respectively), while Insight, Reason, Will, and
outcome that’s interesting and will continue to matter in Personality for mental activities (with Personality taking
play. the social interaction elements from the other three
A character’s Truths can be changed in situations where Attributes).
the situation within an adventure dictates they should Seven Attributes: The above list can be reduced by
change. For example, if a character’s Truth is reflective of either removing Personality, or by collapsing Strength
their job, then losing that job can cause that Truth to and Physique into Brawn.
change, as could gaining a promotion or gaining a
different job, or it could cause the Truth to be lost (this
cannot reduce the character to 0 Truths). At the GM’s
DIFFERENT ATTRIBUTES
discretion, a sufficiently significant event in an adventure There are a few other variations of Attributes that can be
can allow a character to spend 10 XP on gaining an used in 2D20 System games. A different selection of
additional Truth to reflect that event’s impact upon the Attributes may be helpful for conveying specific themes or
character; this counts as an advancement, though the GM a specific genre.
may choose to reduce the cost at their discretion. Example 1: The following selection of Attributes are
intended to emphasise highly intelligent, highly
CHARACTER competent individuals, with a specific focus on the
methods a character uses to make decisions and solve
VARIANTS
Alternate Attributes Depending on the themes and style of
problems. In turn, this also de-emphasises the physical
aspects of action.
the game, there may be a different number and/or Control deals with clarity, precision, self-discipline, and
assortment of Attributes used to define characters. This coordination.
section deals with a few of the possibilities for varying the Daring deals with quickly responding to peril or danger,
number and assortment of Attributes. taking bold risks, and acting without planning.
Fitness deals with physical conditioning, health,
FEWER ATTRIBUTES resilience, and the use of brute force.
Insight deals with instinct, experience, and emotional
Some versions of the 2D20 System may use a smaller intelligence.
number of Attributes for characters. These might fall into a Presence deals with a character’s force of personality,
few different patterns. Fewer attributes reduces the drive, and ability to command attention.
variations and diversity between characters, but can make
Reason deals with logic, analysis, and careful planning.
for simpler characters and faster play overall.
22 CHAPTER 2: CHARACTERS
Example 2: The following selection of Attributes deal with character will be doing during a game. However, this
frenetic physical action, derring-do, and pulp heroism. It might not be sufficiently evocative for some games,
deemphasises the more static, reactive, or cerebral aspects requiring that some or all of them have their names
of actions, merging them into different approaches changed to better evoke the intended themes.
towards action.
EXPANDED SKILL LISTS
Cunning covers a character’s ability to spot weaknesses Depending on the intended themes and genre of a game,
and exploit flaws in opponents and situations. the players and Gamemaster may wish to expand the list
Daring covers a character’s ability to function when in of Skills characters can be trained in. This will have a few
peril or when movement is important. effects.
Empathy covers a character’s ability to understand and Firstly, a larger Skill list allows characters to specialise
heal others. more in specific areas: when creating the character, they
Might covers a character’s ability to apply force to the can more easily emphasise some Skills more than others,
world around them. due to having a greater number of Skills to choose from.
Passion covers a character’s attempts to lead, love, or However, conversely, this can result in characters feeling
entertain. less broadly competent, as the larger number of Skills
Reason covers a character’s actions that relate to the means there may be more areas where a character is less
mind and senses. capable.
Secondly, a larger Skill list can allow for greater
NO SKILLS VARIANT mechanical variation between characters – if there are
separate Skills for different types of combat (melee or
This variant adjusts how characters create their Target ranged), or even different forms of weapon (rifle or pistol,
Number for Skill Tests and is often better suited for games sword or axe), a character can choose to emphasise
and genres where a character’s proficiency matters less specific forms of combat rather than being skilled in
than their willingness to leap into the fray and their will to combat overall. However, this larger list can be trickier and
succeed. It also works particularly well with sets of fiddlier to track, particularly in conjunction with numerous
attributes that emphasise specific approaches to problem- different Attributes. Beyond a certain point, it may be wise
solving, such as those example variants above. to combine a larger Skill list with the Paired Attributes and
This will either use a single attribute, or a pair of Skills variant, below, to reduce the number of calculations a
attributes. player must do on a regular basis.
In the single attribute variant, each Attribute is rated Additionally, a larger list of narrower skills may clash with
from 6 to 16, rather than from 7 to 12 as normal. In addition, the way Focuses are handled by default; Focuses should
characters do not have Skills. Instead, the attribute score normally be somewhat narrower than Skills are, and this
serves as the Target Number. doesn’t work particularly well when the Skills become
If the character has an applicable Focus, then each narrower, as the Focuses either cover the same conceptual
Focus will have a specific score of their own, and the space as Skills, or they become too narrow to see regular
character will score two successes for each die that rolls use. As a result, a larger list of narrower skills often works
equal to or less than that Focus’ score. well if combined with the No Focuses or Expertise and
In the paired attribute variant, each Attribute is rated Focus variants discussed later.
from 4 to 8, rather than from 7 to 12 as normal. In addition, There are two basic ways to expand the Skill list. The first
characters do not have Skills. Rather, when attempting a
is to simply add new skills to the existing list. This normally
Skill Test, the player or Gamemaster selects two Attributes, works with one, or maybe two additional Skills, particularly
and adds their scores together to create the Target to cover an area that isn’t already covered by the existing
Number. list, such as adding a Skill to cover mystical or supernatural
If the character has an applicable Focus, then they will abilities (though, in some cases, magic and the
score two successes for each die that rolls equal to or less supernatural could be covered by the existing Skills,
than the lower of the two Attributes. Note that this results depending on how those abilities are integrated into the
in a larger Focus range than normal, which will slightly game).
increase a character’s chances of scoring multiple The second is to take one or more of the existing Skills
successes. and break it into several narrower Skills. This is an
For example, if a character is attempting a Skill Test extremely flexible method, especially for emphasising
using their Cunning 7 and Might 6 Attributes, they would specific types of activity – a game that places an emphasis
have a Target Number of 13, and if they had an applicable on soldiers and combat may break up the Fight and
Focus, it would score two successes for each die that rolled Survive Skills into several smaller Skills, for example.
6 or less. Several examples of this, arranged by Skill, can be found
ALTERNATIVE SKILLS in the table below. The table is split into several different
columns, with each column showing how particular Skills
The short list provided above is far from the only way to can be broken down further. This isn’t the only way to
handle Skills. Some 2D20 System games may require a approach breaking down these Skills, and not all the
different approach to a character’s Skills, often to examples below may be applicable to all games or genres.
emphasise specific themes or aspects of play, or to Further, not all Skills need to be broken down to the same
increase variation between characters and allow for more level for all games: a game that emphasises investigation,
specialisation. with very little attention paid to combat may leave Fight
One of the simplest ways to change the style of the Skill intact as a single skill, while expanding the Know and Talk
list is simply to rename the existing Skills. The default list skills out to cover lots of different areas of expertise.
uses five verbs to cover the kinds of activities that a
CHAPTER 2: CHARACTERS 23
BASIC SKILL 1ST BREAKDOWN 2ND BREAKDOWN
Fight Melee Unarmed Combat
Simple Melee Weapons
Martial Melee Weapons
Ranged Archery
Thrown Weapons
Pistols
Rifles
Heavy Weaponry
Move Athletics Climbing
Running
Swimming
Acrobatics Balance
Contortion
Jumping
Stealth Hiding
Moving Silently
Pilot Aircraft
Ground Vehicles
Watercraft
Know History Ancient History
Recent History
Military History
Forgotten Histories
Science Biology
Chemistry
Physics
Mathematics
Technology Electronic Engineering
Mechanical Engineering
Structural Engineering
Computers
Talk Coerce Extort
Inspire
Threaten
Decieve Impersonate
Misdirect
Negotiate Commerce
Compromise
Haggle
Society Etiquette
Politics
Survive Discipline Concentration
Mental Strength
Wilderness Flora & Fauna
Tracking
Resilience Toughness
Afflictions
Healing Medicine
Counsel
24 CHAPTER 2: CHARACTERS
Regardless of how they are added, each new Skill requires which Attributes, and this will not change during the
a description, noting what sorts of activities the Skill covers game under any circumstances.
and what it might do in combination with each Attribute. Using this variant, the Gamemaster will call for Skill Tests
by referring only to the Skill being used – as each Skill is
CHARACTER ROLES only used with a single Attribute, the Attribute does not
One alternative approach to Skills is to shift what they need to be mentioned.
represent. Instead of specifically covering the things that a
character is proficient in and knowledgeable about, they ALTERNATIVE FOCUSES
deal more with the character’s place in a group dynamic Focuses normally serve to allow a character a greater
and how well they fulfil one of a small number of roles chance of multiple successes on a Test covering a subject
important to the kinds of activities that the Player or activity they have specialised in. The following variations
Characters will be undertaking. Games that use Character allow this to be handled in different ways, or to account for
Roles should typically have three to six such roles. changes in the rules for Attributes or Skills.
For example, a classic fantasy “dungeon crawl” game
may have four roles: Warrior (fighting, defending others, NO FOCUSES
tactics), Priest (knowledge of religion, channelling divine The most straightforward variant, this also reduces
energy, communing with gods), Rogue (sneaking, spying, character variation. It works particularly well with the No
scouting, and disabling obstacles and hazards), and Mage Skills variant discussed earlier in this chapter, or other
(casting spells, arcane lore, understanding of supernatural games where specialisation isn’t considered meaningful
beings), covering the common archetypes and activities enough for the rules to account for.
that a character will perform during such an adventure. With this variant, characters do not have any Focuses.
Similarly, a game based upon a spy thriller may have Whenever a Skill Test is attempted, do not check to see if a
roles of Control (strategic decisions, big-picture planning, character has a relevant Focus; instead, any die that rolls
coordinating individuals), Tactical (use of weapons, equal to or less than the character’s Skill (or other Focus
engaging in combat), Infiltration (stealth, finding and range, if Skills are not being used) scores a Critical Success.
disabling security systems, entering and leaving secure In short, characters are always assumed to have an
places), Espionage (interpersonal techniques, applicable Focus.
manipulating and understanding people), and Technical
(hacking, surveillance devices, electronic warfare). FOCUS RATINGS
Regardless of the selection of Roles selected, every This variant allows for slightly increased variation between
character will have a rating in each one, even if that rating characters and allows a character to demonstrate different
is only a 1. While a character will naturally have a Role that degrees of specialisation. However, it does add an extra
they excel in, and that’s the role they’ll expect to use much number to keep track of, which may add extra complexity.
of the time, they may be forced by circumstances into Each of a character’s Focuses is accompanied by a rating
situations where they must use a different Role, perhaps from 2-5 (everyone scores a Critical Success on a 1, so a
even their lowest rated one. Focus rating of 1 would be irrelevant). This rating is used to
Roles may include a considerable amount of overlap: determine the Focus range for all Skill Tests for which the
situations where a single activity could be accomplished Focus is relevant, instead of using the character’s Skill. So,
with more than one Role. In these situations, the Role for a character taking a Reason + Know Test, using a
chosen may give the Gamemaster guidance as to how the Science Focus of 3, the character would score two
activity was performed – using our spies Roles above, a successes for each die that rolled 3 or less, as 3 is the
Tactical solution may be very different to an Infiltration character’s Focus rating.
solution, even if they both accomplish the same end.
Mechanically, though, Roles function essentially the EXPERTISE AND FOCUS
same as Skills do – each Role is rated from 1 to 5 and This variant is best used in situations where there are many
combined with a single Attribute to create a Target different Skills, as discussed earlier.
Number. If a character has an applicable Focus – useful for Using this variant, each Skill has two ratings, an
showing specialisations within Roles – then they will score Expertise, and a Focus; these ratings are 0-5 as normal, and
extra successes for each die that scores equal to or less may often be denoted as X/X, with the Expertise before the
than the Role’s rating. slash, and the Focus after. Characters do not have a
separate list of Focuses: Focus is instead a separate factor
PAIRED ATTRIBUTES AND SKILLS of Skill.
In some cases, especially where there are many different Whenever a character attempts a Skill Test, any die that
Skills (12 or more), it may become fiddly to have so many rolls equal to or less than that Skill’s Focus rating scores
different combinations of Attribute and Skill, and a need to two successes instead of one. With this variant, if the Skill
either remember, or calculate, so many different Target has a Focus rating of 0, then it cannot score two successes
Numbers for different circumstances. This variant provides on any result, as it is impossible to roll 0 or less. Thus, this
an alternative approach that, while slightly more restrictive, changes the rule that a character without an applicable
should speed up play and make the game easier to learn Focus will score two successes on a roll of a 1: that rule no
in these situations. longer applies if this variant is used.
Rather than being able to freely select an Attribute and
Skill for a Skill Test, each Skill is associated with a single
Attribute, and all Skill Tests using that Skill will use that
Attribute as well. The Gamemaster should decide when
they choose to use this variant, which Skills are paired with
CHAPTER 2: CHARACTERS 25
OTHER ARRAYS
Depending on the style, tone, and genre of the game
you’re creating, or the setting you’re using, the typical
combination of attributes and skills might not be the best
fit. The following concepts can be used in place of one or
other of attributes and skills, depending on the needs of
the game.
It is valuable to think of these ideas as ‘questions’:
Attributes and Skills can be thought of as asking
“what” the character is doing
Character Roles, discussed above, ask “who” the
character is
Drives ask “why” a character is attempting a task
Approaches ask “how” a character is attempting an
action
DRIVES
In this variant, characters have a short list of Drives—
personal beliefs, motivations, or deeply-held values—which
replace either attributes or skills. These have the same
range of ratings, with a higher rating represent a more
strongly held belief: if Drives are rated 4-8, then a character
with a 4 may barely care about that subject, while a
character with 8 in the same Drive might regard it as the
most important thing.
Choosing Drives can have a massive impact upon a
game, and they should be chosen very carefully. They will
represent the central themes and impactful conflicts of the
game, with every test now including the question of “why
are you doing this?” alongside more practical matters.
Keeping this list small is useful, to maintain this emphasis:
4-6 different Drives should normally be sufficient to
encapsulate the themes you want in your game.
These drives should naturally be things which can
conflict with one another, though you should avoid having
drives which are simple opposites: a character who feels
strongly about Individuality probably also feels strongly
(but in the opposite way) about Community, . Rather
conflicts should arise when drives pull a character in
different directions: having to choose between Truth and
Peace, or between Order and Justice can make for
compelling struggles for a character to face.
Another consideration is whether you want characters to
only have positive drives or only to consider important specific statements to give context to their drive scores,
drives. and have those statements impact the mechanics of the
If you opt for positive drives, then a high rating in a drive character. Drive statements work similarly to Values
also means that the character believes in the subject of (above) but are tied specifically to a single Drive.
that drive: a high rating in Truth makes an honest
character, a high rating in Duty makes someone dutiful, APPROACHES
and so forth. This makes for simple drives, and easy In this variant, a character has a short list of approaches,
roleplaying prompts, but characters may end up which can be thought of as the method or manner of
somewhat stereotypical. performing an activity. This typically is paired with a
On the other hand, important drives can add depth at character’s skills, turning a skill test into a question of
the cost of greater complexity. A character with a high “what are you doing, and how?”.
rating in a drive has strong feelings about that subject, but This variant works well in lighter, more freeform games
those feelings are not necessarily positive ones. A high with less in the way of strict action rules, as it lends itself
rating in Truth might indicate someone who is honest, or well to evocative description by both the players and the
someone who revels in deceit and making their own truth, GM, and more detailed rules for action scenes can interfere
while a high Duty might represent someone dutiful or with this.
someone who regards duty as indistinguishable from A common set of approaches recommended are below,
servitude. Making distinctions between these different but there’s no reason you need to stick with these for your
kinds of beliefs means that this variant pairs very well with own game or use those specific terms. However, using
the Drive Statements variant, which lets the player define
26 CHAPTER 2: CHARACTERS
Cleverly describes actions where cunning, logic,
knowledge, and quick-wits are vital, such as out-
thinking a foe, or solving a puzzle.
Forcefully describes direct, straightforward, often brutal
action, even if that makes for a messy outcome.
Quietly describes sneaky, subtle action, trying to avoid
drawing notice, even if it takes longer or has a limited
effect.
Swiftly describes hasty, rapid action, especially when
you need to achieve your goals quickly, even if the
outcome is noisy.
From a GMing perspective, approaches also provide
context for setting a difficulty, as well as deciding how an
action is likely to succeed or fail, or the kinds of
complications likely to crop up: someone trying to disable
a machine carefully is likely to fail through being overly
cautious, or taking too long, but they’ll probably succeed
with the machine intact and functional, while someone
trying to disable it forcefully is likely to break the device,
and may fail by making too much noise or causing
collateral damage.
A useful alternate set of Approaches can be to borrow
the Four Temperaments from ancient medicine; these
ideas are a common shorthand for character types in
storytelling, with groups of four or more heroes often each
defined by leaning towards a specific temperament. These
deal a little more with the mood and outlook of a character
and lack the “natural language” advantage of adverb
approaches, but they’re a simple way to define a character
both mechanically and in roleplaying terms all at once.
Think of the ensemble or main supporting cast of a
favourite TV show or series of books, and you’ll be surprised
adverbs for these, and then verbs for each of the skills in how many fit into these patterns.
your game, allows you to describe a skill test in natural-
sounding language (such as “move carefully” or “fight A choleric character, likened to the element of fire, is
boldly”), which can make the game feel more likely to be ambitious and passionate, but also hot-
approachable to inexperienced players. headed and impatient.
A melancholic character, likened to the element of
Boldly describes actions taken with daring and earth, are thoughtful and organised, but tend to be
decisiveness, which are often flashy and noticeable and moody perfectionists.
intended to draw attention. A phlegmatic character, likened to the element of
Carefully describes actions taken with caution and water, is likely to be relaxed, perceptive, and kind, but
patience, trying to avoid setbacks or problems, but at often stubborn or reluctant to act.
the cost of things sometimes taking longer. A sanguine character, likened to the element of air, is
often sociable and optimistic, a beacon of easy
charisma, but they’re impulsive, and easily bored.
CHAPTER 2: CHARACTERS 27
CHAPTER 3: ACTION AND CONFLICT
This Chapter expands upon the core rules of the 2D20
System, providing additional content for dealing with
high-stakes action scenes and situations where conflict
arises.
Conflict scenes are high-stakes and fast-paced, requiring
quick decision-making and decisive action. They are
intended to model situations where events happen in
quick succession, typically with two opposing sides
clashing to achieve mutually-exclusive goals.
ACTION ORDER
During a conflict scene, characters perform actions in a
specific order. Each character takes a turn, during which
they make take a major action and a minor action (and
maybe more). Once each character in the conflict has
taken a turn, a single round is completed, and a new
round begins. This repeats until the conflict ends.
At the start of the first round, the gamemaster selects a
single character to take the first turn. This will typically be
whichever character started the conflict—whomever fires
the first shot, strikes the first blow, makes the first move,
etc—but if this is unclear, then the GM will select a player
character, or spend 2 Threat to select an NPC.
Once a character has finished their turn, they hand over
to an opposing side, who choose one of their characters to
act. Characters may instead keep the initiative by
spending 2 points of Momentum or adding 2 to Threat
(enemy NPCs spend 2 Threat instead). If they keep the
initiative, they allow an allied character to take a turn
immediately before handing over to the enemy. Once a
side has chosen to keep the initiative, they must allow an
enemy character to take a turn before they can keep the
initiative again.
Each time a new character is chosen to act, the character ACTIONS
chosen must be someone who has not yet taken a turn in In each Turn, a character can attempt a single Major
the current round. If there are no characters left on a side Action, and a Minor Action. Different types of Conflict may
who haven’t yet taken a turn, that side must pass and have their own kinds of Action, and there are a few
immediately nominate another opposing side. If only one common Actions that apply to every kind of Conflict.
side in the conflict has characters left to act, then they may
all act, one at a time, until every character has acted that MAJOR ACTIONS
round. A character can attempt a single Major Action every Turn.
Once all characters have taken a turn, the round ends. There are a few ways that a character can attempt a
The character who acted last must nominate an opposing second Major Action during their Turn, but regardless of
side to take the first turn in the next round or spend 2 the method used, a character cannot attempt more than
Momentum/add 2 to Threat (NPCs spend 2 Threat) to allow two Major Actions in any Round.
their side to take the first turn next round. The following Major Actions are common to all kinds of
Conflict:
Aid: The character tends to a character within Reach.
This is a Coordination + Survive Test or a Will + Survive
Test with a Difficulty of 2. Success means that the
patient—the character being tended to—removes
Stress equal to the aiding character’s Survive score, plus
2 per Momentum spent.
Assist: The character performs an activity that will grant
an ally some benefit. The character selects a single ally
they can communicate with, and declares how they are
assisting, including which Attribute, Skill, and Focus (if
any) they are assisting with. When the selected ally
attempts their Skill Test, the assisting character assists
in the manner chosen.
ENVIRONMENTS
AND ZONES
In a conflict, knowing where everyone is can be of vital
importance, and determining both absolute position
(where you are) and relative position (how far you are from
others) is important. Rather than track everything in
precise distances, however, the 2D20 System resolves this
matter using abstract zones.
An environment represents the “battlefield” – in short,
whatever location the conflict is taking place within. This
may be a building, a city street, an area of wilderness, part
of a ship, or other such areas. An environment is divided
into several zones based on the terrain features or natural
divisions present in the area. For example, a building or
ship interior may treat individual rooms as distinct zones,
using the internal walls, doorways, and other solid
onto a nearby rooftop, or driving over the side of an Distance: The Pursuit Track has several points of
overpass to get onto the road below, or something Distance, representing the space between the Pursuer
similarly impactful. and the Pursued. The Pursuer will attempt to reduce
Similarly, the GM may wish to include extra interactive Distance, while the Pursued will attempt to increase it. If
elements: these are features that characters on either side the Distance reaches 0, then the Pursuer has caught
can influence to change the situation, such as causing the Pursued. If the Distance exceeds the maximum
traffic to collide, or similar activities to add or remove (normally 5), then the Pursued has managed to escape.
obstacles from the route. The starting Distance should be about half-way
Crucially, it is important not to get too bogged down in between 0 and the maximum.
peripheral matters. Bystanders and traffic should be Resistance: The Pursuit Track will have Resistance that
abstracted into obstacles and terrain features, rather than represents the obstacles along the route that could
treated as individual vehicles and characters, as this allows slow down and impede movement. 0 Resistance
the GM to be more cinematic in their descriptions as well represents a clear path between, while higher
as keep the important part of the scene – the pursuit itself Resistance represents increasingly difficult terrain and
– in central focus. other impediments.
Note that, as this uses the normal rules for
environments, that characters can still attempt all the When the GM lays out the Pursuit Track, they must
things they’d normally be able to do during an action define three things: the maximum (and starting) Pace, the
scene, such as attacking. This can make for exciting maximum and starting Distance, and the Resistance.
running battles, mixing gunfire with high-speed pursuit.
RESOLVING THE PURSUIT
ABSTRACT PURSUIT The Pursuit Track is resolved as a series of opposed skill
tests between the pursuer and the quarry, with both
A more abstract way to handle pursuits is the Pursuit rolling Agility + Move Tests with a Difficulty of 0.
Track, which borrows a few concepts from the stress and Whichever side wins the opposed skill test then makes a
harm mechanics (and from Extended Tasks and Extended pursuit roll – in essence, a damage roll. In the case of a
Consequences) and repurposes them to represent how draw, neither side makes any progress. A pursuit roll is
the pursuer and the pursued gain and lose distance. This 2[CD], with additional [CD] equal to the character’s Move.
doesn’t require as much forward planning and requires no The total of the pursuit roll is then reduced by one for each
mapping – simply a few numbers that will adjust in point of Resistance. This final total is then applied to the
response to skill tests. Pace on the Pursuit Track.
This is designed for a single pursuer, and a single quarry
– the character being pursued. If there’s more than one If the Pursuer was the winner, then increase the Pace
character on a side, choose a ‘lead’ for that side, and then by 1 for each point of the final total. If the final total was
have the others assist: several pursuers can encircle and five or more, if the Pace increases to the maximum, or if
corner a single quarry, while a quarry with allies can split the Pace was already at the maximum before the
up and create distractions and diversions that make them pursuit roll was made, then reduce the Distance by 1. If
difficult to follow. multiple of those conditions occur, reduce the Distance
A pursuit track is composed of several components: by 1 for each.
If the Pursued was the winner, then reduce the Pace by
Pace: The Pace score for a Pursuit Track is akin to the 1 for each point of the final total. If the final total was five
maximum Stress for a character. As Pace changes, the or more, if the Pace reduces to 0, or if the Pace was
advantage shifts between the pursuer and the quarry – already at 0 before the pursuit roll was made, then
the pursuer benefits when Pace increases, while the increase the Distance by 1. If multiple of those
quarry benefits when Pace decreases. A Pursuit Track conditions occur, increase the Distance by 1 for each.
normally has a maximum Pace of between 8 and 20,
and the starting Pace will be half that, rounded as the If the Distance increases beyond the maximum, then
GM sees fit. the quarry escapes and the pursuit is over. If the distance is
reduced to 0, then the pursuer catches up with their
quarry, and the pursuit is over.
SIGHT
In either case, an observing character can spend two Sight is most dependent upon light and other factors that
Momentum from a successful Observation test made to impact visibility.
locate a sneaking character to reduce the sneaking Traits that represent lighting or darkness will most often
character’s stealth state one additional time. Similarly, a affect Difficulty of the observers’ tests. A sudden change of
sneaking character who wins an opposed test against a lighting – going from darkness to light, or vice versa – has
search may spend two Momentum to increase their an increased effect, adding +1 Difficulty to the observers’
stealth state, evading detection so deftly that their very test as their eyes struggle to adjust. Mist and fog are like
presence is in doubt. darkness, but cannot be countered by light and have little
effect over shorter distances.
SENSES AND ENVIRONMENTAL Traits that represent the presence of things that will
FACTORS conceal a character, however, will affect the Difficulty of
For people, sight and hearing are the predominant ways of Stealth Tests; objects to hide behind or crowds to move
perceiving their surroundings, and thus remaining unseen through are good examples of Traits that will make Stealth
and unheard are the typical ways of avoiding detection. easier, while an area devoid of objects or people, a
However, they’re not the only senses that matter; dogs and distinctive appearance, an area being closely scrutinised, or
other animals rely as much on scent as they do upon sight moving in a disruptive manner (disrupting surroundings,
moving against a crowd, drawing attention) can make
SOUND
Awareness of sound is important when moving stealthily,
and when keeping watch; a sound can alert you to things
outside of your field of vision, and being wary of the sounds
around you can be crucial.
Traits that represent background noise – noises going on
around the scene – make observation more difficult. The
sounds of a crowded city, a busy restaurant, or calamitous
battlefield can all drown out the sounds of intruders; the
noisier the environment, the more traits are stacked to
represent it.
Conversely, environments that make a lot of noise when
moved through – such as hard floors, dry leaves, shallow
water, gravel, breaking glass, and so forth – make stealth
more difficult, as each motion creates noises that could using suppressing fire or “warning shots” to dissuade an
draw attention to a sneaking character’s presence. Such opponent – but these are not the only means of making a
effects can make a path impossible to cross silently, or mental attack.
require time or effort to clear out or circumvent. Most non-violent mental attacks use Will + Talk Tests to
make the attack. The Difficulty of that attack is normally 1,
SMELL but may be modified by other factors, discussed in this
While not a significant concern for people, who can section.
typically only detect odours that are very close, particularly
pungent, or both, many animals rely on their noses to find MEDIUM AND RANGE
prey as much as they do their eyes and ears. There are many ways to deliver a threat, ranging from the
For player characters and other people, a scent can’t be most direct face-to-face confrontations, to more indirect
detected unless it is especially strong or distinctive – and means. In theory, so long as the message can reach the
worth representing by a trait – and this can often be target, a threat can be delivered, though it is rarely so
masked by other strong smells nearby (scene traits in their straightforward, and as distance increases, the impact may
own right). be lessened, or the threat may need to become less
For animals like dogs, however, scent is a key specific or more elaborate to have an effect.
component of the way they perceive their environment. In all cases, the target must be able to understand the
Their ability to detect smells allows them to detect and threat being issued.
track others in the area in ways that people cannot.
Face-to-face threats are specific, immediate, and direct
MORALE AND forms of intimidation. They function as normal attacks,
with a Range of Close – as distance increases, it
PSYCHOLOGICAL becomes harder for the attacker to make themselves
understood. They rely on the nuances of speech and
WARFARE
Fear has been a significant part of conflict for as long as
body language to be effective.
Remote threats are like face-to-face ones, but carried
over radio, video, telephone, or some other means of
people have clashed with one another. Threats and transmitting them live. They circumvent the issue of
intimidation can turn the tide of a conflict bloodlessly, range, but their immediacy and directness are
scaring foes away or causing them to back down from a diminished by the fact that the attacker isn’t in the
fight. same place as the target; this makes them easier to
In the 2d20 System, this is handled using mental attacks dismiss as harassment rather than genuine. Remote
and damage. As discussed in the Attacks and Damage threats ignore any modifiers for range, but always add +1
section, mental attacks can be made using physical Difficulty.
weaponry – threatening adversaries with a knife or gun, or
NEGOTIATION
Negotiation is a fine art, requiring a keen and perceptive
mind and a strong will. Negotiation involves the offering of
compensation in exchange for granting a request, and this
Successful deception also adds +1[CD] per successful lie to compensation can take many forms, with different people
the damage roll after a persuade opposed test. However, it and different circumstances susceptible to different offers.
also increases the deceiver’s Complication Range by 1 for Regardless of circumstance, negotiation means creating
each lie as well, as lies can become entangled and an Advantage that represents a favourable position
complicated. created by the offer, and a Complication that represents
EVIDENCE the cost of that offer. Each new offer is considered a new
change of circumstances for the persuasion test as well.
The counterpoint to deception is evidence – offering Negotiation doesn’t require a skill test by itself – it is more a
something that provides certainty and proof of a process of trial and error.
character’s claims. In many cases, providing evidence may Negotiations may involve a lot of position shifting from
be a straightforward affair, automatically successful, but both sides, as they make and retract offers, or discover that
convincing someone that the evidence is legitimate may the other party doesn’t have what they want. This may
be difficult, particularly if that person expects deception, make skill tests valuable to try and discern the price that
which may require a skill test to overcome. In some cases, the other side is willing to pay, or what they’re really
some kinds of evidence may have a contrary effect: a looking to gain. In some situations, numerous sessions of
police badge may get cooperation from some people, but negotiation may be needed to obtain what one party
cause others to flee rather than stay and talk. Each piece of wants from someone else to progress.
evidence is a Trait, each of which represents a single piece The drawback to negotiation is the cost of success –
of evidence and the facts that it proves. characters may find themselves offering more than they
Proving that evidence is legitimate will normally use wanted to give up, or they may find what they obtained
Reason + Know or Reason + Talk, though evidence that was worth far less than the price they paid for it. Failing to
pertains to other skills may make other combinations provide what was offered can produce serious problems of
useful (for example, Reason + Fight could explain details its own, which can be particularly significant if the
about weapons, fighting styles, or the aftermath of a negotiations are based on a lie.
battle). In some ways, negotiation is the antithesis of
Evidence can be used in conjunction with any of the intimidation; achieving a goal through offering something
other social conflict tools, and their use often drives uses of productive rather than threatening something destructive.
those tools: providing proof of your ability to carry out a Certainly, few people will be amenable to trade and
threat can be vital when intimidating someone, while negotiation with those they’ve been threatened by, and
giving evidence of ownership or wealth can smooth along such trades may have a steeper cost because of previous
negotiations, and forged documents can serve as fake hostilities.
“proof” to support deception. Each advantage gained through negotiations reduces
Each relevant piece of evidence that the target is willing the persuading character’s difficulty on the persuasion
to accept also adds +1[CD] to the damage roll after a opposed test or increases the resisting character’s
persuade opposed test. If the character has one or more difficulty. In addition, the damage roll gains Piercing X,
pieces of evidence that apply especially well to the where X is the number of advantages gained from
situation, it also adds the Vicious 1 effect to the damage negotiation.
roll.
COMMON CONCEPTS
There are a few common concepts that apply to all items
matches or a lighter, a pen or pencil, and similar tiny
personal items can be assumed to be on a character’s
person as and when needed unless the GM says otherwise.
of equipment, from the tiniest pocketknife to massive Minor items are small and easily carried, their size and
combat vehicles. weight allowing them to be stowed in pockets and
pouches, hung on belts, or tucked into clothing. A knife,
EQUIPMENT AS TRAITS pistol, mobile phone, or wallet is considered a minor item.
Minor items are not immediately obvious when carried,
Fundamentally, all equipment functions as a form of Trait,
though any search (a difficulty 0 skill test) will find them
as described in the Core Rules. In essence, a piece of unless they’re specifically hidden away.
equipment will allow you to do one or some of the
Major items are large and bulky, limiting how many you
following, depending on what the item is:
can carry and how easily they can be stowed away. Major
Allow you to attempt something which you couldn’t items are carried in-hand, take up a significant amount of
attempt normally space in a bag or pack, or may be fitted with straps for
Make an activity you could normally attempt easier to easier carrying over the shoulder or on the back. A rifle,
perform laptop computer, sword, or skill kit (see later in this
Prevent an opponent (or an environmental hazard) chapter) is a major item. Most major items are
from affecting you immediately obvious when carried.
Make an action taken against you more difficult to
perform
Equipment traits should typically be viewed as positive
and beneficial to the user—you wouldn’t carry around
something that was a hindrance unless it was valuable or
useful in some other way.
Equipment traits can be moved from character to
character, so long as the narrative of this transfer makes
sense; a mobile phone can be handed to another person
easily, but it takes more effort to ‘give’ someone else the
car that your character has been driving.
In the simplest versions of the 2d20 System, all
equipment can be handled purely in this way. Indeed, you
could even handle more ephemeral concepts like
“incriminating evidence” and “scandalous rumours” in
much the same way. However, depending on the nature of
your game, it can be useful to approach some types of
items in more detail. Weapons and armour are normally
amongst these, as are vehicles.
ACQUISITIONS AND —such groups often face their own struggles obtaining
supplies and keeping their operatives well-equipped.
RESOURCES
Many games will assume that the player characters belong
MISSION REQUISITIONS
to some larger group or network with the same goals, who At the start of each adventure, the characters have an
opportunity to requisition additional items to help them
can supply the PCs with tools, equipment, and other useful
complete that mission. The group will be granted a
resources as a matter of course for their adventures. Each
player character is likely to have an assortment of personal quantity of requisition points, which may be spent upon
items they routinely carry or use, provided during individual items. Common levels of requisition points,
character creation, as well as items collected during their determined by how much support the mission is receiving,
prior adventures, but access to an assortment of items are shown below:
from an agency or a group of allies is always useful to
supplement that personal gear. MISSION RESTRICTION POINTS MAX RESTRICTION
SUPPORT GRANTED RATING
ITEM RESTRICTIONS Minimal 0, plus 1 per PC 2
All items have a restriction rating, expressed as a number, Low 5, plus 1 per PC 3
normally from 0 to 6, with a higher restriction representing Moderate 5, plus 2 per PC 4
that an item is scarce, highly regulated, extremely rare, or High 10, plus 2 per PC 4
even illegal to obtain. Extensive 10, plus 3 per PC 5
RESTRICTION
Each item costs points equal to its Restriction rating.
ITEM RATING
The gamemaster may choose to pre-spend some of your
Freely available, commonplace items, 0 requisition points on items necessary for the mission to be
such as food and drink, clothing, etc. successful, such as explosives if a building needs to be
Simple weapons, skill toolkits, scarce 1 sabotaged.
or specialised equipment Items with a Restriction above 5 cannot be requisitioned:
Military-grade equipment, heavily 2 they must be obtained through a special request. The
Gamemaster may veto any individual items requested, or
restricted items
may declare that some items are not currently available
Heavy weaponry, high explosives 3 through normal mission requisitions, and must be
Experimental, rare, or advanced 4+ requested through special requisitions.
equipment At the end of an adventure, upon return to base any
requisitioned items must be returned. If items are lost or
destroyed, then this may result in fewer requisition points
Naturally, the restriction rating of items should be tailored
to the specifics of your game’s setting.
While many games using the 2d20 System use a premise WEALTH TRACKS
based on the PCs having allies and superiors sending Another method is to handle a character’s wealth and
them on missions and providing them with tools and resources as a whole more abstractly, treating them as
resources, that won’t be true for all games, so we’ve another form of stress track.
provided several alternatives here, some of which can be In this variant, each acquisition a character makes, each
combined to produce different styles of in-game economy time they spend money, that purchase rolls [CD] based on
to engage with. the cost of that item—a cheap item may only have a Cost
of 2[CD], while an expensive one might have a Cost of
CASH ECONOMY 8[CD] with one or more Damage Effects applied, such as
The simplest variant to use, though one of the more time- Vicious, Piercing X, or Intense. The total rolled on those
consuming to implement, is a simple cash economy: Challenge Dice become stress added to the character’s
characters will gain money during their adventures, and Wealth track, and as normal with any stress track, if
enough stress is inflicted, it will inflict Harm… which in this
VEHICLE PROFILE around it, and how characters use it. Vehicles always have
at least one quality, and a vehicle’s type is a trait that
A vehicle has the following scores and values. influences the difficulty of skill tests.
A vehicle can only move across terrain allowed by its
TRAITS qualities: e.g., a wheeled vehicle like a car attempting to
drive across a lake will just sink.
A vehicle’s main trait will be its type, make and model.
Other traits may reflect the vehicle’s condition, WEAPONS
modifications, or other quirks. This trait describes what
terrain the vehicle can navigate, how it is driven, as well as The weapons entry on a vehicle lists the weapons it has
any characteristics not covered by its qualities (see below). mounted or incorporated into its design.
IMPACT
A vehicle’s Impact is a damage rating in challenge dice
([CD]), measuring its weight and the force with its
ramming attack.
PASSENGERS
The passenger entry shows how many passenger spaces
are inside the vehicle.
QUALITIES
Vehicles come in a range of different types, from nimble
motorcycles to rugged trucks, and everywhere in between.
A vehicle’s qualities describe how it navigates the terrain
NPC ALLEGIANCE
A crucial consideration when defining an NPC is best
summed up as “whose side are they on?”. This not only
helps define an NPC’s place within a scene, but also how
they interact with several core rules of the 2D20 System.
Broadly, NPCs fall into one of three groups: allies,
adversaries, and bystanders.
An NPC does not belong to only one of these groups; an
NPC’s allegiance is determined at the start of a scene, and
some may change as scenes and circumstances change. A Free and Minor Actions: A commanded NPC will
security guard may be an adversary during a social conflict perform whatever Free and Minor Actions are needed
scene, but when violence breaks out, they may become a to keep up with the PCs, as well as any necessary to
bystander or even fight alongside the PCs. follow the orders of the PCs. They do not have to spend
Momentum to perform extra Minor Actions.
ADVERSARY Major Actions: A commanded NPC cannot attempt a
Major Action that requires a skill test with a Difficulty
Adversaries are those NPCs whose role within the scene is above 0, and they may not roll dice for the skill tests
to oppose, hinder, or interfere with the actions of the player they attempt. If they are ever required to attempt a skill
characters. They are not necessarily evil, but they do test for another reason, they automatically generate 0
represent something to be avoided or overcome by the successes. They may, however, use the Assist action to
player characters. benefit PCs, though they can only aid one PC per
Adversaries are the NPCs who typically require the Round in combat.
greatest amount of rules detail, as their opposition to the Reactions: Commanded NPCs may not perform
PCs means that Adversaries normally need attributes, Reactions.
skills, and so forth, to be used in their own skill tests and Direction: A player character may spend a Major Action
their own actions. For this reason, most of the rules in this directing a commanded NPC to perform a Major
chapter assume that an NPC will be an Adversary. Action. This is the only circumstance in which a
ALLY commanded NPC may make a skill test with a Difficulty
above 0, and the only circumstance in which they roll
Allies are the NPCs whose role within a scene is to aid and for the skill tests they attempt.
support the actions of the player characters, as well as
those who the PCs may be charged to assist or protect. BYSTANDER
They’re not necessarily good, or even friendly, but they are Bystanders are everyone else. They are the NPCs who are
aligned with the player characters, at least for the moment.
neither aligned with, nor opposed to, the player characters.
Where an adversary NPC would spend points from
Bystanders almost never require individual rules, as they
Threat to perform an action or gain a bonus, Allied NPCs aren’t often required to make skill tests, and they aren’t
instead add to Threat. Similarly, if an adversary NPC would typically the target of attacks.
add to Threat, then an allied NPC removes points from Where bystander NPCs have rules, they will normally be
Threat instead. Allied NPCs may bank Momentum into the
abstracted into other elements of the system, such as a
player characters’ Momentum pool and may spend
dense crowd acting as difficult terrain and cover within a
Momentum from that pool at the players’ discretion. zone, or they will be regarded as incidental.
In combat, allied NPCs may take any action that the GM
TYPES OF NPC
determines for them, or they may be placed under the
PCs’ command. When under the command of the PCs, an
allied NPC may only be able to perform a limited range of The many and varied characters and creatures that the
actions, as follows: PCs are likely to encounter come in many shapes and sizes,
and they are typically grouped by their significance to the
Conflict: Commanded NPCs do not receive a Turn in a adventure and their power. The following categories exist
conflict; instead their actions (per the limitations below) for NPCs.
are resolved as part of their actions of the PCs NPCs are normally described in rules terms first by their
commanding them. allegiance and their type, such as Minor Adversary, Major
Ally, or Incidental Bystander.
THREAT
OPTION COST EFFECT
Interpose 1 If an aligned NPC within Reach is
targeted by an attack, the group
may have that attack target them
instead.
Disperse 2 The group immediately splits into
individual NPCs. If the group has
already acted this Round, then all
the individual members of the
group are considered to have acted
already. If this is used at the start of
the group’s Turn, then choose a
single member of the group to act
when the group disperses.
NOTABLE NPCS
Notable NPCs are more dedicated and resourceful
characters, often with extra training or useful abilities. They
are often leaders or specialists alongside groups of minor A Major NPC has at least two Traits, providing a description
NPCs, or they’re the trusted (or not-so-trusted) lieutenants of who the NPC is and what they do, and may have
of a more important NPC. In a TV show or movie, they additional Traits to provide extra detail or description. They
might be referred to by name or by some evocative also have the normal Skills and Attributes, and four or
description, and they may receive some dialogue. more Focuses that relate to their role in the adventure and
A Notable NPC has a single Trait, providing a brief any other capabilities they may have. Major NPCs also have
description of who the NPC is and/or what they do, and a Feature. They may also have special abilities comparable
may have additional Traits to provide extra detail or to a Player Character’s Talents.
description. They also have the normal Skills and Major NPCs have Stress equal to the higher of their
Attributes, and 2-4 Focuses that relate to their role in the Brawn or Will, plus their Survive score. They are Defeated if
adventure. Notable NPCs may, at the GM’s discretion, have they suffer three or more Harms of any type.
a Feature. Major NPCs cannot be introduced to a scene by
Notable NPCs have Stress equal to the higher of their spending Threat – they are either present, or they aren’t,
Brawn or Will, plus their Survive score. They are Defeated if and if they have a chance of arriving later, this should be
they suffer two or more Harms of any type. handled in a way other than the use of Threat (such as
Notable NPCs may be added to a scene by the GM in having them arrive after a specific action or event has
any situations or locations where it makes sense for them occurred, or after a set number of Rounds have passed).
to be present. It costs 2 Threat to bring in a Notable NPC as
reinforcements, and this should be signalled to the players
at the start of the scene, such as by noting that there’s an COMMON NPC
enemy leader nearby who hasn’t arrived yet.
MAJOR NPCS
ABILITIES
The following are a selection of common rules and abilities
possessed by NPCs. These abilities will be referred to by
Major NPCs are the most important individuals, with a name only in entries and require the GM to refer here for
wide range of capabilities. They’re named, have decent the specifics of each rule. They tend to reflect exceptional,
backstories, and may be a recurring presence in several unusual, or even supernatural capabilities, or NPCs that
adventures. As they will appear more often, they are may not fit a conventional definition of “character”.
treated like Player Characters in a lot of ways. In a TV show,
they’d be a major guest star, or an important supporting
cast member, such as a main antagonist or significant ally.
They will often be the focal point of the scenes they are in.
FLIGHT
The NPC can move freely through the air.
The NPC can move through “empty” zones above
ground level. It must spend at least a Minor Action moving
each Turn; if it cannot make this move, it will fall, suffering
damage as a result. It will also fall if it is knocked Prone.
If the NPC wishes to carry another creature, or
something similarly heavy, while flying, this will require a
Brawn + Move Test, with a Difficulty determined by the GM
based on size, convenience, and portability, as well as the
BRUTAL X NPC’s means of carrying the creature or object.
One or more of the NPC’s Attributes are far beyond the IMMUNE TO X
normal abilities of a human.
The NPC gains X automatic successes on skill tests that The NPC is unperturbed by conditions and effects caused
use that Attribute. For example, an NPC with Extraordinary by one or more sources of difficulty or hindrance, such as
Brawn 1 gains one extra success on all skill tests using vacuum, extremes of temperature, poison, disease, etc. The
Brawn. Extraordinary Attributes, in addition to being noted most common sources of these conditions are described
in an NPC’s Special Abilities, will be noted next to the below:
Attribute as an extra score in parentheses.
Cold: The NPC is unaffected by damage, fatigue, or
When determining bonuses derived from a high effects derived from extreme cold.
attribute, add any points of Extraordinary Attribute to the Disease: The NPC is immune to the effects of diseases,
attribute’s normal score. and will never suffer the symptoms of any disease,
infection, or virus. If the NPC is exposed to a disease, it
FAST RECOVERY X may become a carrier, however: able to spread the
The NPC recovers from stress and harm quickly. disease if it is contagious, but personally unaffected.
At the end of each of its Turns, the NPC removes X Stress. Fear: The NPC is incapable of feeling fear. The creature
If the NPC has any Harms at the start of its Turn, it may cannot be intimidated or threatened, and cannot suffer
spend two Threat to remove that Harm completely. This Traumas.
ability stops functioning if the NPC is Defeated. Pain: The NPC is incapable of feeling pain, continuing
undeterred despite horrific agony. The creature is
FEARSOME X unaffected by any penalties or hindrances caused by
pain, suffers no penalties caused by Wounds (though
The NPC’s form, nature, or raw presence inspires fear.
Wounds still count towards determining if the NPC has
The NPC adds X[CD] and the Piercing X effect to the
been Defeated), and ignores the Stun damage effect.
damage of its mental attacks when face-to-face, and it
Poison: The NPC is unaffected by all forms of poison,
may use its Survive skill when making a mental attack
venom, or toxin.
face-to-face, and for determining the damage of the
Heat: The NPC is unaffected by damage, fatigue, and
attack, instead of Talk. In addition, the Difficulty of enemy
effects derived from extreme heat, including damage
Reactions to defend against the NPC’s mental attacks
caused by fire.
when face-to-face increase by X.
Vacuum: The NPC suffers no damage, fatigue, or other
Further, the first time each scene that a character sees
effects from being exposed to hard vacuum, or other
an enemy NPC with Fearsome X, the character must
extremes of atmospheric pressure, and cannot
immediately attempt a Will + Survive Test with a Difficulty
suffocate.
of X, or suffer the damage of the NPC’s basic mental attack
(noted in its profile). IMPLACABLE X
The NPC can take much more punishment than most.
The number of Harms the NPC can withstand before
being Defeated is increased by X.
EXAMPLE NPCS
Not all the NPCs in this section adhere absolutely to the
Tactical Vest (Armour 3, Ablative), Pistol and 3 Reloads,
baton, handcuffs, several warrants
FIGHT KNOW MOVE OPERATE SURVIVE TALK FIGHT KNOW MOVE OPERATE SURVIVE TALK
3 1 4 3 2 2 1 3 3 2 2 4
Focuses: Driving, Shooting, Tracking, Wilderness Survival Focuses: Cold Reading, Deception, Languages, Sleight
of Hand Feature: Ambitious and Egotistical
COMBAT
Stress: 11 Armour: 3 Courage: 2 COMBAT
Stress: 11 Armour: 0 Courage: 0
Unarmed Strike: Melee, 4[CD], Non-Lethal
Baton: Melee, 5[CD] Knockdown, Subtle Unarmed Strike: Melee, 2[CD], Non-Lethal
Pistol: Ranged, Range C, 6[CD] Burst 2, Close Quarters Veiled Threat: Mental, face-to-face, 5[CD] Stun
Intimidate: Mental, face-to-face, 3[CD] Stun SPECIAL ABILITIES & TALENTS
SPECIAL ABILITIES & TALENTS A Thousand Faces: When a Con Artist enters the scene,
Courageous: The NPC has Courage Resistance equal to choose what identity or persona they have adopted.
their Survive score. They receive a new Trait which represents who they
Subdue: When making a melee attack with an appear to be; this replaces their “Numerous Aliases” trait
unarmed strike or baton, reduce the cost of the Subdue until such a point as they are discovered or choose to
Momentum option to 0. drop their disguise. If, during a scene, a Con Artist needs
Warrant: When making a mental attack against a to change alias, they may take a Major Action and
fugitive or criminal, add +1[CD] and the Intense damage spend 2 Threat when out of sight of others to quick-
effect to the attack’s damage. change.
BEING THE they’re all in one place. Keeping track of the little details
like this helps to keep the game moving.
GAMEMASTER THE GAMEMASTER’S
The role of the Gamemaster is equal parts narrator, cast
member, and referee. The GM is still a player in most RESPONSIBILITIES
regards – they’re there to enjoy themselves as much as Being the GM requires a different approach to being a
everyone else is – but they also have a number of player, best summed up by the list of responsibilities that
significant responsibilities. Roleplaying games are follows. These should guide the way to run a game using
collaborative experiences, and the GM is the one the 2d20 System, or any roleplaying game.
responsible for framing scenes, adjudicating the rules, and
trying to ensure that all the players’ characters get a PRESENTING PROBLEMS
chance to shine. It is the GM’s first responsibility to present the problems,
The GM’s responsibilities take numerous forms, and they perils, and challenges that the player characters encounter.
are consequently both the most active and most passive Problems can manifest in a variety of ways: it could be
player at the table – the most active because they must something as overt as a battle, or as subtle as a conspiracy.
remain aware of everything going on, and respond to Problems can range in size from the incidental to the
everything the players do, but the most passive because it monumental: a broken light bulb can complicate a
is the players’ decisions that drive the game most of the firefight or investigation, while a massive conspiracy could
time. influence and encompass dozens of more immediate
Over the course of a game session, the GM should try to challenges.
link past events and plans for the future together to create Among the greatest tools in the GM’s arsenal for
a sense of continuity, which is important for making presenting problems are Complications and Threat. They
adventures feel like they take place within a world that allow the GM to bring immediate challenges and
responds to the players’ decisions. difficulties into play, turning what may seem like a
GAMEMASTERING 101 straightforward scene into something more dynamic and
complex. Having a character’s gun jam when he’s laying
Given the importance of the Gamemaster’s role, it is vital down suppressive fire is often enough to shift the flow of a
that they prepare for the game accordingly. While some fight with very little effort.
players are comfortable just turning up for a session and
getting on with the game, it takes practice and experience LET THE PLAYERS BE AWESOME
for a GM to be able to run a game comfortably without To both balance and feed the first responsibility, the
preparation. It is important that the GM be comfortable second is that the player characters should be presented in
with these important elements of their role: a positive light – they are the protagonists, the heroes, the
main characters of the story. Each player should have
Know the Rules: The GM should endeavour to be as ample opportunity for their character to shine. It is
familiar as possible with the rules for the situations that important to remember that, while the GM may be
might come up in play. This doesn’t mean knowing the responsible for setting up the threats, challenges, and
rules inside-and-out, but the GM should at least adversaries the player characters will face, the GM is not
understand the core of the rules enough to make the players’ adversary, but one player amongst many,
reasonable rulings, and if a particular set of rules are albeit one with a different role to play. The GM cannot ‘win’
likely to come up in play, it’s worth re-reading them the game by beating the players, and such a victory would
before the game to re-familiarise. be hollow considering the vast array of threats at a GM’s
Know the Plot: The player characters are often disposal and the freedom they have to employ them.
confronted with the machinations of scheming Every problem presented to the players is an
adversaries and other dangerous foes. It is essential that opportunity for their characters to demonstrate some
the GM provides these plots and schemes to give the aspect of themselves: their strengths, their flaws, their
players something for their characters to confront. They preferences, or their personalities. A bar brawl is a chance
must develop broad settings and specific locales, for the retired soldier to crack some skills. An
characters to serve as allies, rivals, enemies, and uncooperative guard or informant is a great chance for the
bystanders, and dangerous agendas and perilous plots wealth or persuasive characters to show off their talents.
for the player characters to stop. Roleplaying games are Problems should not stop the characters: if they stop,
a group effort, so the GM should always leave room for then the game may stop too. Instead, a problem gives the
the players to make their mark and be ready to adapt to characters something to do now, that could lead to
whatever impact their decisions have upon the game. something else. Interesting complications in a character’s
life are conducive to an ongoing game, and they give the
BRINGING IN THE RULES These steps are explored in more detail below.
An important part of the GM’s responsibilities is
determining when the rules are needed to determine the
FRAMING THE ACTION
outcome of a situation. A lot of the time, this will be It’s the Gamemaster’s responsibility to establish each
obvious – once the bullets start flying, the combat rules are scene. This is, arguably, the GM’s biggest responsibility:
necessary – but there are occasions when there is a choice scenes are the structure within which the action happens
to be made. The rules exist as a guide and a framework to and provide the shape and structure for the situations that
give the GM and the group the means to resolve risky or the players will confront and overcome (or fail to
difficult actions, and they should be able to handle a wide overcome). As a result, the GM should give plenty of
range of circumstances if employed with a little common consideration to five core questions about a scene when
sense and imagination. establishing it. These questions shouldn’t take long to
It is important to remember, however, that the GM does answer, and many will have fairly obvious answers,
not have to adhere perfectly to the rules. Sometimes, a especially as the game progresses, as each scene may
strange situation may occur that does not quite fit to any answer the questions for the next.
of the rules as written. At other times, the GM may not
remember the precise rule for a situation. Whatever the Where is the scene set? Where a scene occurs defines
situation, it is far preferable to improvise something on the the layout, terrain, and the likely occupants. A busy
spot and keep the gaming moving, rather than bring shopping mall will be a very different environment to an
everything to a halt while the GM searches the rulebook isolated forest clearing, both in terms of layout and
for an answer. The rules exist to support the game, but terrain, but also in the type of scene that is likely to
keeping the game going is more important than sticking occur there.
strictly to what’s written. When is the scene set? Time is as important as place
Indeed, the rules have been written more as a toolbox in a lot of ways. This can be absolute, with locations
than a set of instructions for this reason: so that the GM changing at different points in time (for example, doors
can use as little or as much as they feel comfortable with, are more likely to be locked at night, if a location is
and with strong parallels between different parts of the normally only occupied during the day, and obviously
rules so that learning one part of the rules brings familiarity locations at night will be lit differently, if at all), but it
with other parts. could also be relative, with the amount of time passed
since the previous scene affecting things like the
RUNNING SCENES
Each adventure is composed of several scenes, with the
readiness of adversaries or the aftermath of previous
events.
Who is in the scene? This might be allies, adversaries,
Gamemaster and Players all having opportunities to drive bystanders, or (likely) a mixture thereof. The GM may
the action and determine what happens next. This will play also wish to consider the possibility of other characters
out something like this: “nearby” who aren’t present in the scene immediately,
but who might arrive during the scene – such as
The GM frames the action: The Gamemaster describes reinforcements for adversaries who call for backup, or
the scene, based on how previous scenes concluded. It’s characters who are due to arrive at a specific time. This
useful to think about a few key pieces: who is present, all will likely take cues from where and when the scene
what is happening, where and when is the scene takes place – you’ll likely encounter different characters
occurring, and why are these events happening. on a city street at night than inside an office building
The GM establishes Traits: The Gamemaster notes during the day. When it comes to the player characters,
down any Traits that are applicable to the current scene, the players decide which of them is present – the GM
as well as if any are Advantages or Complications. This cannot decide that some of the player characters aren’t
picks out the most significant or most obvious there without the players’ agreement.
elements of the scene, and thus provides players with a
few obvious things to interact with.
ADVANTAGES
Advantages are Traits that are inherently advantageous to
characters and will only ever provide a benefit. Advantages
come about mostly from equipment, Momentum spends,
or Threat spends in the case of NPCs. They reduce
Difficulties for characters attempting Skill Tests related to
the Advantage, or make that Task possible where it
In the simplest terms, a Trait is a description of something normally wouldn’t have been. Advantages can be shared,
that has been given mechanical ‘weight’ – that description as either a new location or situation Trait, or can be
can influence the game mechanics. Traits always describe personal to a character as a Character Trait. The GM may
things that are true about the situation, location, or spend Threat just as players spend Momentum, creating
character, and in turn, if the thing that a Trait describes Advantages for NPCs during a scene. Advantages can
stops being true, the Trait changes or vanishes as well. never create a problem for their owner, though they could
Traits aren’t inherently advantageous or problematic, but prove problematic for the owner’s enemies – characters
they have the potential to be either or both those things. may create an Advantage that hinder enemies rather than
Traits help the GM define what is possible or impossible in helping themselves.
a situation, and help the GM determine how difficult some
things are to accomplish. COMPLICATIONS
Traits can: Complications are Traits that get in the way or complicate
a character’s actions. They either increase a Skill Test’s
Make an activity easier (-1 Difficulty on a Skill Test) Difficulty or make it impossible where normally it would
Make an activity harder (+1 Difficulty on a Skill Test, or have been possible. Complications allow for creative
require a Skill Test where success would normally be additions or changes to your scenes and is the type of Trait
automatic) the Gamemaster has most control over during play. This
Make an activity possible where it wouldn’t be normally creates a new obstacle for the Player Characters, which
Make an activity impossible where it would normally be may set up new encounters and new challenges,
possible especially when combined with existing ones. But
In general, +1 and -1 Difficulty will be the most Complications aren’t insurmountable, and Players should
commonly-used effects of a Trait, but they are far from the be able to overcome those setbacks with a Skill Test
only ones. The GM can use the existence of a Trait to justify (normally Difficulty 2) or a short Challenge.
various bonuses and penalties as the situation demands;
these might be extra damage effects, bonus Challenge TEST DIFFICULTY
Dice to attacks or resistance, increased Mishap Range, Difficulties represent how challenging a Skill Test is, based
heightened consequences, and similar effects. For on environment, opposition, obstacles, and similar factors.
example, if an enemy has a Complication that describes a Traits are a key part of this, and while most basic Skill Tests
weakness in its armour, that may grant an attacker the have a Difficulty of 1 or 2, it’s important to remember that
Piercing 2 damage effect on their attacks. the GM sets the final Difficulty, and thus can increase the
The use of narrative permissions – deciding whether an required number of successes accordingly. Traits
activity is possible or not – is no less useful an option, representing hazardous environments, obscurity of
particularly as those permissions can be temporary. information, a lack of preparation or appropriate tools, or
Removing a Trait that makes a Skill Test impossible or other problems can all increase the Difficulty of routine
creating an Advantage that makes the impossible possible Skill Tests. If it feels appropriate that a situation should
are good ways to handle abstract or unusual approaches
THREAT
gaining and spending Threat are straightforward and self-
explanatory – in any instance where a player character
Threat has been discussed briefly in Chapter 1: Core Rules, could use Momentum, an NPC can use Threat, for example
and then mentioned frequently throughout the other – others may require more work from the GM to use in a
chapters of these rules. While that description is sufficient satisfying way. Key to this are the following principles:
for players, the Gamemaster needs a deeper
understanding of what Threat is, what it represents, what it FORESHADOWING
does, and how it can be employed in play. It is never a bad idea to describe ways that Threat could be
At it’s simplest level, Threat is a mechanic that can be gained, or effects can could be triggered by spending
used to raise the stakes of a scene or even a whole Threat, in advance of using them. During the action, the
adventure. It allows the GM to alter and manipulate GM may describe a problem that could occur. By
elements in a scene without direct action from NPCs, describing this problem in advance, if the GM uses that
providing and shaping twists, turns, and challenges for the problem to gain or spend Threat, it doesn’t come “out of
player characters to overcome. nowhere”, and thus feels like an organic part of the
The Gamemaster begins each adventure with a set situation rather than something arbitrary.
amount of Threat based on the number of players in the Traits can provide a solid basis for this: if a walkway or
game, as well as numerous means and opportunities to bridge is unstable, then a Trait which reflects that can be
gain more during play. Each adventure will also have ample justification for uses of Threat, and this can easily be
numerous opportunities to spend that Threat to empower included when establishing the scene to begin with.
NPCs, change the situation, and create problems for the During a scene, Mishaps, the effects of failed Skill Tests, or
player characters. In this way, the Threat pool grows and the cost (see page @@) to attempt or succeed at
shrinks as character act and react in each scene. something can all be used as opportunities for the GM to
Threat is a means of building tension – the more Threat introduce new uses for Threat. Another way may be for the
the GM possesses, the greater the likelihood that Adversaries to create an Advantage: like any Trait, an
something will endanger or imperil the player characters. Advantage can serve nicely as foreshadowing here.
Strictly speaking, the player characters don’t know how In addition to making a use of Threat seem natural and
much Threat the GM has, but their instincts may tell them fitting, foreshadowing also gives the players a chance to try
when something seems too easy, or they may “have a bad and prevent or avoid that problem. This may turn into an
feeling” when danger draws near, giving them a sense of extra objective for the player characters to pursue, or they
the peril that awaits them. may decide that they’ve got too much to do already and
As the adventure progresses, the GM may spend a large ignore that potential problem.
amount of Threat in one scene, creating a difficult and
dangerous situation… but also producing a release of THE SPOTLIGHT
tension afterwards as Threat is now low, or they may
choose to allow Threat to build over successive scenes, When the GM gains or spends Threat, the resulting effects
spending little or none of it until a climactic event occurs. can serve to draw attention to specific themes and ideas,
In this way, Threat mimics and emulates the rising and or to certain elements of a scene, or to an individual
falling tension of dramatic storytelling, often culminating character. This in turn creates new opportunities for the
in a grand finale. players to engage with the situation. In general, using
Threat to highlight things can make the game more
engaging for the players, compared to simply using Threat
to make things more difficult.
With a thematic spotlight, the GM can use Threat to
pick out a specific concept that is particularly central to the
adventure or to the campaign. Spending Threat to
Incidental Effects cost one Threat, and they appear in Immediate Hazards inflict damage suddenly on a
play as things such as flickering lights, unstable floors, single character. Physical damage can come from
and thick smoke. These don’t cause a significant factors like fire, collapsing structures, falling, dangerous
problem, but it might increase the Mishap range of a chemicals, traps, and other perils. Mental damage
Skill Test by one, make some routine action require a might represent horrific or demoralising sights, as well
Difficulty 1 Skill Test when success would normally be as other shocks or scares. The number of points of
automatic, or require a Difficulty 1 Skill Test to avoid a Threat spent determines how much damage is
problem. This effect may come from something which inflicted, as well as if any damage effects apply. The
is persistent but varied, representing that problem at its amount of damage and the damage effects chosen
worst: the unstable floor may give way a little, making a should make sense for the environmental hazard
character stumble, while billowing smoke may obscure represented: an explosion of fuel or other flammable
vision at the worst moment, hindering vision for a split chemical could have the Area and Persistent effects, for
second. The effect applies to a single character when example, while glimpsing a horrific visage might have
the Threat is spent; extra Threat may be spent to affect the Piercing effect. An immediate hazard applies its
additional characters, though it shouldn’t affect too effects instantly, but characters affected may attempt a
many characters at once. Skill Test to resist or avoid the effects, and the easier the
A Change of Circumstances is more significant, and hazard is to avoid, the less Threat it costs (to a minimum
such an effect should cost at least two Threat. An of one).
environmental effect like this can be represented by Lingering Hazards are effects applied to an area (one
taking an existing location or situation Trait, and then zone), which deal damage to anyone within that area, at
replacing it with another Trait of the same type (such as the start of each round that they remain in that area.
going from bright light to deep darkness), or by adding This may represent something physical, like a raging
a new Trait that alters the situation in some way, shape, fire, choking fumes, or a room flooding with corrosive
or form. It may make an area more difficult to traverse chemicals, or something mental, like the constant
or force a different route to be found (such as blocking a sounds of agonised screaming, or spending time in
path with thick mud or falling debris). Each Trait somewhere adorned with grisly remains or an
changed, added, or removed costs 2 Threat, and some unnatural, unsettling ambience. The GM should spend
changes of circumstances could see several Traits the Threat to create this effect when the player
change in quick succession. characters first become of it, though it should still come
naturally from the scene description and associated
Traits. Remember that, while it affects a whole area and
potentially multiple characters, cunning players may
figure out ways to use it against their enemies. The
amount of Threat required for this depends on the
amount of damage, and the damage effects chosen.
STRIPPING IT ALL
AWAY
2D20 System
The is, in many ways, a toolkit for the GM and
players to use as they see fit to tell exciting stories and play
out thrilling adventures, and, while there are a few rules
present to provide a specific structure and ‘shape’ for
different types of activity: traits, zones, combat, social
conflict, stealth, chases, various skill challenges, as well as
Dividing the Group can complicate the player common uses for Momentum, Threat, and Fortune, and
characters’ plans like nothing else. Perhaps a door slams mechanics for stress and damage.
shut behind part of the group, or a section of floor But the truth is that none of these are necessary: they’re
collapses beneath them, or a means of climbing like a useful, but not all tools are equally useful to all people and
ladder or staircase breaks. Whatever happens, some in all situations. It takes some more work and judgement
circumstance has contrived to separate the group from the GM, but it is entirely possible to handle any action,
temporarily. When used, the Gamemaster splits the any activity, or any situation, using only Skill Tests.
group into two, choosing how many and which In short: the Gamemaster asks the players what they
characters end up in which part of the group. The want to do, the players decide on what do to, the GM
Gamemaster then pays Threat equal to the number of decides whether that is or isn’t possible, and how difficult it
player characters in the larger of the two parts of the is, and the Skill Test is resolved accordingly. When the
group. The two parts of the group cannot directly players want to spend Momentum, they suggest possible
interact with one another while divided – though they uses (or the GM asks if there’s anything they want to
may still be able to communicate by shouting or using accomplish with it), the GM says how much those uses will
phones or radios – and reuniting the group will require cost, and the players decide if they want to spend that
some time and effort. At the very most, the separation Momentum. In return, the GM makes Skill Tests for the
lasts only until the end of the current scene. NPCs and uses Threat for various events and situations.
A Reveal, like the problem of revelation described on The rules are still used, but it’s a lot less formal, and a lot
page @@, shows the player characters some fact that more ad-hoc.
they wish wasn’t true. This could be an ally betraying That may seem a little daunting for a new GM, or a GM
the player characters, or it could be the discovery that wanting to try the game without the structure of various
that the situation they’re in is an ambush, or that there’s sub-systems and mechanics, but it can be extremely
a bomb in the room. This sets up a new situation, rewarding, and it often happens quite naturally for GMs
changing the nature of the scene – perhaps a social experienced with the 2d20 System. A few suggestions,
conflict or stealthy approach becomes a combat, or ideas, and guidelines for this kind of playstyle are
perhaps there’s now a challenge to overcome, or time presented below.
pressure that applies. A Reveal costs 4 Threat.
NO TRAITS
The function of Traits is one that can be handled entirely by
a willing Gamemaster. Each Trait is simply a signifier of
some significant factor that might influence things that
happen in play, such as the actions of characters.
As noted in the “Traits on the Fly” sidebar, the matter of
Traits can be left informal, handled by the GM as a natural
part of play. Rather than specifically referring to Traits, the
GM uses their knowledge of the situation to judge
whether a task is possible or impossible, and whether it
Mana Stress: The character has a track of Mana Stress FLAWED SPELLS
(or some other appropriate name), with a maximum Sometimes when a character learns a spell, they learn a
equal to their Spellcasting attribute plus their Know flawed version—the character has learned the core
skill. This is treated in the same way as a stress track, but principles of the spell, but they are ignorant of the
it is only used for magic: whenever a spell is cast, the nuances, making the spell harder to control.
Cost is magic damage, which is applied to the mana Flawed spells differ in the following ways:
stress track. Magic Harms make casting spells more
difficult. Through talents or mystical tools, a character When you cast a flawed spell, you automatically suffer
may gain a Ward, which serves as Resistance against one complication, in addition to any generated by the
magic damage. Such an option also allows for spells skill test.
and attacks which inflict magic damage, draining a You can only purchase additional d20s for the spell’s
spellcaster’s mystical reserves rather than inflicting skill test by generating Threat—you cannot do so by
physical or mental harm. spending Momentum.
Magic Points: A simpler option, the Cost of each spell is Any specific uses of Momentum which that spell would
changed to a fixed number rather than inflicting normally have may not be used if casting a flawed
damage (remove damage effects too), and the version of that spell.
character has a set quantity of Magic Points (equal to
their Spellcasting attribute plus their Know skill). Each Some spells also have a specific change listed for when a
time a spell is cast, the caster must spend points equal character knows the flawed version.
to the spell’s Cost: if they don’t have enough, the spell is
not cast. RESISTING MAGIC AND
Twisting the World: When a spell is cast, it twists the
shape of reality, and reality will often retaliate to even
MAGICAL DUELS
the score. As above, the Cost of each spell is changed to Although magic is a potent and dangerous force, it is not
a fixed number rather than inflicting damage. When a all-powerful and, in some cases, spells may be resisted.
spell is cast, it generates Threat equal to the spell’s Cost. Sometimes a spellcaster will have to overcome the nature
NPC adversaries instead spend Threat to cast spells. of a subject and some spells allow their target to resist the
effects. Both instances call for an opposed test. The
MISCASTS AND FLAWED attribute and skill combination for the resisting character
will be listed in the spell’s description. The resisting
SPELLS character’s test uses the spell’s difficulty.
In addition, spellcasters learn techniques to ward
Due to the power they wield, even the slightest break in themselves against the supernatural, and the practicalities
concentration by a spellcaster can cause their magic to
of war have made those techniques more necessary than
spiral out of control.
ever for countering and undoing hostile magic.
As normal with any skill test, any roll of a 20 causes a
complication. However, due to the complicated nature of
spellcasting, the complication range of casting a spell is
COUNTERSPELL
Spellcasters of all types gain the following reaction:
increased as the spell’s difficulty increases, indicated by the
table below. Counterspell: The character mutters an invocation,
makes gestures of warding, or concentrates on their
SPELL DIFFICULTY COMPLICATION RANGE inner strength. The character may use this reaction
1 20 when an enemy they can see attempts to cast a spell.
2 19-20 The reacting character rolls [CD] equal to their Power;
3 18-20 for each [!] rolled, the spell’s difficulty increases by +1.
4
5+
17-20
16-20
SAMPLE SPELLS
The following spells are fairly simple and straightforward,
and lack much of the flavour common to most settings
In addition, the effects of a miscast can often be more with magic, but they should serve as a solid baseline for
severe and more unpredictable than a normal creating your own spells for your own games. All spells use
complication. If the spell is successfully cast, the spell’s the following format:
effects will still occur—complications cannot turn success Skill: This lists the skill used for any skill test to cast the
into failure, and any miscasts can only produce additional
spell. The attribute used depends on the type of spellcaster
or unintentional effects—but it may have some the character is.
unintended outcomes, such as a lightning bolt striking the Difficulty: This lists the difficulty of any skill test to cast
wrong target, or a healing spell healing nearby enemies as the spell, and whether the spell’s skill test is an opposed
well as allies. test. If it is an opposed test, the opposing character will
If a spellcaster suffers a complication but does not have the same difficulty, and use the attribute and skill
successfully cast the spell, the effects can be more
listed.
unpredictable, as the gathered magical power has Cost: All spells have an associated cost which is paid
nowhere to go. When rolling for the spell’s Cost, add X[CD], when casting, which takes the form of mental stress
which automatically rolls an [!] to the mental damage the
DARKNESS
Requirements: Ritual Tools, blood sacrifice+
Skill: Persuasion
Difficulty: 2 Many fictional worlds have supernatural darkness, a
Maximum Stress: 15 lurking, creeping presence that pollutes body, mind, spirit,
Steps: 2+ and more. It does not make people do bad things, but it
Cost: 3[CD] Drain gets stronger when they do, feeding upon discord, conflict,
Duration: The glamour will hold until it is revealed. hatred, and dread, and seeking ways to encourage the
Outcome: The glamour creates a new truth for its spread of these things.
subject based on their surface appearance, but not their In such games, the normal Threat pool of the 2d20
fundamental nature, which remains unaltered. A caster System can become personified, representing the
could make themselves appear more attractive, powerful, creeping influence of the darkness itself, rather than a
or dangerous to others. more generalised notion of tension and escalation.
The caster might also use the spell to conceal the true
nature of something or hide an important location or CORRUPTION ROLLS
object from prying eyes. When such a glamour is
successfully cast, truth is certainly not in the eye of the Circumstances may call for Corruption Rolls to be made.
beholder. People or objects who have a glamour cast upon This will most often be as a result of contact with
them will usually pass everyday superficial inspection, but corrupting influences—exposure to corrupted places or
upon detailed and close examine it might be possible to devices, contact with corrupted substances, encountering
discern their true nature by making a successful Insight + corrupted creatures, and studying corrupted information.
Know test at a difficulty equal to the number of Steps The GM may also provoke corruption rolls by spending
performed. Threat.
Miscast: The caster receives 5[CD] of mental stress with When a corruption roll is made, roll one or more [CD].
the Piercing 1 effect, with any Harm suffered causing the This will be determined by the source of the corruption, or
caster to have trouble telling the difference between reality in the case of the GM provoking corruption, the number of
and the illusion. The glamour is still cast but in a flawed [CD] rolled is equal to the amount of Threat spent. This is
state with faults and imperfections making it much easier resolved similarly to a damage roll, and targets of
to detect. Skill tests made to perceive its true nature are corruption have Purity which serves as a form of
Difficulty 1, regardless of the number of Steps performed. Resistance against corruption inflicted.
Once the total from the Corruption [CD] has been
determined, and any reductions from the target’s Purity
have been applied, if the final total is 1 or higher, then there
will be an effect. This varies depending on whether a
device, a location, or a person is the target, described A location’s Purity resistance is largely based on the care
below. and upkeep of that location, with well cared-for locations
in good repair being highly resistant, while decrepit and
CORRUPTING TECHNOLOGY dilapidated sites are more vulnerable. In natural places, a
When corrupting technology, a device’s Purity resistance is natural equilibrium in the ecosystem provides this
largely a matter of the item’s reliability: simple objects are protection, but disruption of that ecosystem can make a
harder to corrupt than complex ones with many moving wild space as vulnerable as a decaying old house.
parts and many points of failure. Naturally, this may alter
depending on the nature of the setting: advanced LOCATION CONDITION PURITY
computers are unlikely to be a factor in many games, and
Well-maintained and lovingly attended/in 5
different factors may affect the corruptibility of technology.
Items that are regularly and thoroughly maintained are harmony with the world around it.
more resistant, adding +1 to their Purity. In a state of good repair/natural equilibrium 4
Whenever a device is subjected to corruption, the effect with little disruption
depends on the corruption total. Dirty, damaged, or ill-kept/disrupted balance 3
with overgrowth or too much decay
If the total corruption, after resistance, is 1 or higher, but Filthy and crumbling, barely habitable by 2
less than 5, then the device malfunctions, but is
people/inhospitable overgrowth or decimation
otherwise unaffected: a gun jams, a car fails to start, or
stalls while driving, a computer freezes up or crashes, or of native species.
similar. The fault appears entirely mundane, and there is
no lasting effect. A location may become even more vulnerable to
If the total corruption, after resistance, is 5 or higher, corruption based on deeds performed there. Murders and
then the device becomes corrupt. This has no other violent deaths can give a location a bad reputation
immediate effect, but at any subsequent time, the GM that lingers with it, as can a long history of madness,
may spend 1 Threat to have the corrupted device disease, or other problems which make people wary to
malfunction. This might be similar to the malfunctions approach. The stronger the bad reputation, the bigger the
described above, but corrupt devices often seem cruel reduction in Purity.
and deliberately malicious in the way they fail. Corruption of a location takes time and comes in stages.
A corrupted device is still limited by its normal functions If the corruption total, after reductions from resistance, is 4
when it comes to the kinds of malfunctions that can or less, then the corruption has not taken hold effectively. If
happen: a gun can’t move or aim itself, a radio can only the total is 5 or higher, then corruption has taken hold and
pick up radio signals and make sounds, and so forth. increases the stage of the location’s corruption, as shown
However, a corrupted gun might fire accidentally when it on the table on the next page.
happens to be pointed at an ally or a bystander, while a While characters are present in a corrupted location, the
corrupted radio might pick up strange signals, or fade into GM is encouraged to use the following additional Threat
static just as important information is received, causing a options to emphasise the location’s nature.
message to be changed or lost.
Cleansing corruption from an item or machine requires Unpleasant Distraction: spend 1 Threat to create a
completely disassembling it, cleaning every part, and distracting effect which increases the difficulty of the
next skill test taken by one character: a sudden shriek, a
ensuring that no component is flawed or damaged, and
tremor, a flickering light, or a shadow that seems to
replacing any that are. This takes considerable time, effort,
move.
and skill to do, and will require a skill test at the GM’s
discretion. Malicious Visions: for 1, 2, or 3 Threat, create a
momentary horrifying vision that forces a character to
CORRUPTING LOCATIONS take a Will + Survive test with a difficulty equal to the
amount of Threat spent. Failure means the character
Places are difficult to corrupt, but they can become more
suffers Threat spent +3[CD] Piercing X mental damage,
vulnerable over time if the right (or wrong) actions are where X is the location’s corruption stage.
taken. A location cannot be more than half a mile in radius,
The Place Hates Us: for 2, 3, or 4 Threat, create some
or taller than ten storeys, and corruption is limited by
form of immediate physical hazard—something falls or
barriers and divides within the area: the walls within a
collapses, a sudden spark of electricity, a blast of steam
building, the presence of a road or river may serve as a
or water from a burst pipe, or similar. One character
natural divide, as may the edge of a wood or a simple
must attempt an Agility + Move test with a difficulty of 2
demarcation like a fence or hedgerow. These divisions are to avoid the hazard, or suffer Threat spent +2[CD]
as much about how people perceive the space as they are
physical damage with the Knockdown damage effect.
about size and distance.
Cleansing the corruption from a location requires immediately gains a new trait to represent the dark
extensive work to rebuild and restore the location, along influences at play upon their mind. Choose from, or roll on,
with rites and rituals to banish the darkness. This takes a the table on the next page to determine what influence is
number of days equal to the location’s corruption stage, upon the character, or create your own based on the
and a Will + Know skill test with a difficulty equal to the character’s worst impulses. This impulse lasts until the
location’s corruption stage +1. Success means that the character recovers enough stress that a marked space is
location’s corruption stage is reduced by 1. no longer filled.
Clearing these corrupted marks is difficult, requiring
CORRUPTING PEOPLE considerable time and a desire for self-improvement. A
The GM cannot freely corrupt characters in the way that week of effort—meditation, therapy, perhaps combined
objects and places can be corrupted. People are not with fasting or other penitence, seeking forgiveness from
particularly incorruptible, but they frequently resist things those harmed, or other works—is necessary, and the
that seem at-odds with their own perceptions. Corruption character must spend 10 XP to represent the effort towards
of people is opportunistic, requiring an opening. personal growth. This removes one marked space on the
The GM may spend Threat to make a corruption roll character’s stress track.
against a character after that character suffers one or more Should a character have every space on their stress track
mental Harms, or after the character willingly performs an marked, the character is lost to corruption, irredeemable
action motivated by significant greed, hatred, or other outside of some miraculous intervention.
negative emotion.
Characters typically have 2 Purity resistance, though they
can obtain more through talents or through the things HACKING AND
they do. Characters who regularly spend time in self-
reflection, contemplating themselves and their nature ELECTRONIC
may increase their Purity to 3. Corruption will seek to
exploit any vulnerability, so characters who have traits WARFARE
In some settings, sophisticated technology may reign
which reflect addiction, intense negative emotion, or
desperation may have their Purity reduced. supreme, with interconnected networks of computers tied
After the corruption roll, once any reductions have been into all aspects of life, and every part of an adventure.
made for resistance, each remaining point of the total is Locations, vehicles, and even other characters will have
used to mark one space of their stress track. Mark spaces computers about their person, and a character’s
at the end of the track first, as shown on the diagram belongings may be part of a personal network that
below: stretches across their body, interacting with other
networks in their homes, places of work, and everywhere in
between.
In settings such as this, the ability to interface with the
ubiquitous technology is a handy one for bold
protagonists. A character skilled in hacking may be able to
disable a pursuing vehicle by shutting down the engine or
changing the traffic lights, or they might turn off lights and
unlock doors during an infiltration, and they will certainly
do battle with enemies who have similar skills.
Hacking comes in two forms.
Electronic Warfare is the rapid use of pre-existing tools,
programs, and similar methods to affect networks that are
physically nearby. It’s quick and messy, but it’s a useful tool,
and it happens alongside other kinds of action, such as
These marks represent the slow spread of corruption influencing the environment and networked enemies
within the character. Under normal circumstances, these during combat, a chase, or a stealth scene, or loading
marks have no effect, but should one or more of those incriminating evidence onto nearby screens during a social
marked spaces be filled by stress, the character conflict.
SOFTWARE
INTRUSION
SOFTWARE SLOTS DAMAGE MEMORY SPECIAL RESTRICTION
Malware 2 2[CD] Persistent 1 Subtle: +2[CD] damage and Intense against an 3
4 unaware target.
Injection 1 2[CD] Piercing 1 2 Subtle: +2[CD] damage and Intense against an 3
unaware target.
Denial of Service 2 3[CD] Snare 3 - 2
Brute Force 1 3[CD] Vicious 4 - 2
Essentially, electronic warfare uses all the normal rules for a target that’s two virtual zones away from your current
making virtual attacks, but does not require the use of zone is at Long range).
virtual zones (because the targets are physically present). It In general, however, virtual actions can only be taken at a
is often used side-by-side with other forms of attack. range of Close or Reach. (Although hackers will frequently
employ devices and programs which allow them to make
INTRUSION hacking attacks and take virtual actions as if they were in a
During an intrusion scene, virtual zones form a system zone other than their own.)
map in which the conflict will take place. At a fundamental Naturally, the terrain effects of virtual zones are
level, each virtual zone represents a system, device, or a somewhat different to those found in the real world.
section of the network: a character in a zone has access to Security measures, damaged system infrastructure,
the files, programs, and other data housed in the system or interference, and the actions of infowarriors may create
device that zone represents (the same way that, if you’re in obstacles or hindrances, or even count as hazardous
a combat zone, you have access to the walls, furniture, terrain. This terrain is still traversed in the normal way,
trees, and other objects inside that zone). though the skill tests used may differ from the real world.
Many of these zones will include targets. Targets have Similarly, damage inflicted by hazardous terrain in a virtual
individual Firewall values which must be overcome to zone is normally going to be hacking damage, unless
access or manipulate them. Some targets will be purely there’s a serious risk of biofeedback which might cause
passive or “dumb” systems, but others will function more physical or mental damage instead).
like characters (or may be characters, system
administrators trying to stop an intruder). Of course,
hackers themselves are also targets: They occupy virtual THE THREAT DECK
One option that you have for adding a bit more tension
zones, and they have Firewall values.
When defining virtual zones, GMs should consider that and uncertainty to your games is to use a Threat deck. The
the nature of a network means that virtual zones often Threat deck is a deck of playing cards, and each card has a
mimic those in the real world: All the devices in a corporate specific problem, obstacle, or danger listed on it, as well as
lobby, for example, have a relationship with each other due an associated cost in Threat points. You can make use of
to simple physical proximity, which means they’re these cards to inspire you when you create a scene, or to
probably “close together” in the virtual world too. add a random element to the kinds of threats and
Other zones, however, are often connected to others problems that the players will encounter.
through virtual dimensions that have no equivalence to A normal deck of playing cards is all you need for this.
real world geometries. For example, the cameras in the Using the Threat deck is entirely optional, but it’s a useful
lobby may be linked to the security system while other way to spur some unexpected creativity and send an
displays are linked to an entertainment server (and each of adventure off in a new direction.
those zones will, in turn, connect to other zones through
direct and indirect means). SETTING UP THE THREAT
It’s also important to note that, just as physical combat
zones can vary in size and scale based on the context of
DECK
the fight, the same is even more true of virtual zones. In an At the start of the campaign, take the deck of cards, and
intrusion engagement, you might be in a tight fight for decide what each card represents. It can be helpful to use
control of a single corporate network, or you might be the suits to denote specific themes or factions: in a game
dueling and dancing through the security nets of vast set within a cyberpunk dystopia, diamonds cards may
interconnected webs of data. It depends on what your represent the involvement of one of the big
targets are and what your opposition is. megacorporations, while clubs cards might represent a
local street gang. Similarly, it is recommended that the
NAVIGATING QUANTRONIC ZONES biggest and most significant encounters be represented
by the ‘face’ cards (Jack, Queen, and King), while number
Range and movement between virtual zones is handled cards represent lesser encounters. This helps
using the exact same rules as combat zones. (For example, conceptualise and break down big concepts into smaller