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184636-2D20 System SRD v1.1

This document provides an overview and reference for the core rules of the 2D20 roleplaying game system. It describes the basic mechanics which involve skill tests using two six-sided dice, and resolving conflicts and damage with challenge dice. The document outlines seven chapters that will cover character creation, skills, actions, equipment, adversaries, the role of the gamemaster, and additional optional rules. It also briefly explains how to resolve skill tests, use momentum and threat, and re-roll dice in the system.

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0% found this document useful (0 votes)
117 views110 pages

184636-2D20 System SRD v1.1

This document provides an overview and reference for the core rules of the 2D20 roleplaying game system. It describes the basic mechanics which involve skill tests using two six-sided dice, and resolving conflicts and damage with challenge dice. The document outlines seven chapters that will cover character creation, skills, actions, equipment, adversaries, the role of the gamemaster, and additional optional rules. It also briefly explains how to resolve skill tests, use momentum and threat, and re-roll dice in the system.

Uploaded by

gusvendeya
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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2D20 SYSTEM REFERENCE

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:

CHAPTER 1: CORE RULES CHAPTER 5: ADVERSARIES


This chapter provides a basic overview of the basic AND NPCS
mechanics, and explains the core principles and concepts
This chapter deals with the array of non-player characters,
of the system. It covers the following areas:
and especially adversaries and enemies that the player
Scenes and Situations characters are likely to encounter. It explains how NPCs
Skill Tests and Tasks differ from player characters. It covers the following areas:
Improving the Odds
Types of NPC
Momentum and Threat
Common NPC Abilities
Fortune
Balancing Conflicts
CHAPTER 2: CHARACTERS Example NPCs

This chapter provides a standard framework for describing CHAPTER 6: THE


characters in the 2D20 System, including several common
variants and approaches. It covers the following areas:
GAMEMASTER
This chapter explores the role of the Gamemaster,
Attributes providing advice and guidance for how the GM interacts
Skills with the game and the players, as well as explaining
Talents Gamemaster-specific mechanics such as Threat in more
Personal Traits detail. It covers the following areas:
Character Creation
Gamemaster Advice – using the 2D20 System
CHAPTER 3: ACTION AND Rewards and Advancement
CONFLICT Managing and Using Threat

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.

CHAPTER 1: CORE RULES 5


A personal Trait describes the nature or state of a
character or creature. In some cases, this may be some
innate and permanent quality, such as the species of an
animal or alien, which defines how the creature
interacts with the world. In others, it may be something
potentially changeable like a mood, emotion, or belief,
or an injury or other hindrance. Characters are affected
by their own personal Traits, and those of any characters
they interact with.
Equipment Traits describe a single item, object, or tool.
They’re permanent – so long as the item functions, the
Trait exists – and can be passed between characters as
desired. An equipment Trait affects the character using
that item to perform some appropriate activity. Positive and negative traits can cancel out one another: a
character may seek to create a positive trait to negate the
Traits have no specific or exact duration. They exist so effects of a negative one (such as securing a source of light
long as they represent something that is true. As soon as to help see through darkness), or they may suffer a
what a Trait represents stops being the case, the Trait negative trait that negates a positive trait they possessed.
vanishes (or changes to one that reflects a new situation, There are numerous ways, described throughout the
such as darkness being replaced by brightly-lit when a rules, that both Players and GM alike can produce traits. In
location’s lights are turned on). Similarly, to remove a Trait general terms, where a trait may appear or vanish freely or
from a situation, it needs to stop being true, typically without cost, creating a positive or negative trait normally
through the actions of the characters. comes at some cost, or because of some sort of trigger.
When establishing a scene, the Gamemaster assigns
whatever Traits they feel are relevant and appropriate,
thinking of the environment and current circumstances. TASKS AND SKILL
The Gamemaster should be open with this process, and
allow players to suggest Traits at the start of the scene, and
allow for Traits to change as the scene unfolds.
TESTS
2D20 System
Characters in games are presumed to be
skilled, competent, proactive individuals, knowledgeable in
PERMISSION AND DIFFICULTY their chosen fields and with enough basic familiarity in
The effect that Traits have upon the game is more than other fields to ensure that they can engage with and
just descriptive: they help the GM determine what is and overcome almost any problem or obstacle, given time and
what isn’t possible, and how easy or difficult things are to the right tools. However, there are situations where a
achieve. In rules terms, they do one of the following things: character’s success is in doubt, or where failure or mishap
is interesting. This is where Tasks come into play.
The Trait has no impact on the activity, and does not A Task begins with the desire to achieve something. A
have any effect. player states what they want to accomplish, and how they
The Trait is beneficial, allowing an activity to be intend to get it. The Gamemaster then judges, based on
attempted that could not be attempted otherwise. the current situation (represented by the scene’s Traits),
The Trait is beneficial, and makes the activity easier. whether the character can achieve that goal. The GM will
The Trait is detrimental, preventing an activity from then determine one of three answers:
being attempted which would otherwise be possible.
The Trait is detrimental, and makes the activity more Yes: The character can achieve that goal without effort
difficult. or challenge.
No: The character cannot achieve that goal.
If a Trait should have a particularly potent or intense
Maybe: The character might be able to achieve their
effect – a larger effect than those listed above – the GM goal… but success is uncertain.
should simply make it multiple identical Traits, essentially
creating a single Trait that has the effect of many. This can The first two answers are easy enough to handle: the
be denoted simply by adding a number after the name of player states their intent, the GM says “yes” or “no”, and
the Trait. play continues from there. The third answer is where Skill
Tests come into play. Because there’s doubt as to the
POSITIVE AND NEGATIVE TRAITS outcome, a Skill Test determines what happens.
Some Traits are specifically good or bad for some
characters within a scene, normally because of the actions ATTRIBUTES AND SKILLS
of those characters. Where most Traits are inherently
neutral – they don’t naturally favour anyone – many of While examined in more depth in Chapter 3: Characters,
those created during a scene will ‘belong’ to a specific it’s nevertheless useful to have a brief overview of these
character and may tend to be more helpful to one side or elements of a character here as well, as they feed directly
another. into the subject of Skill Tests.
A positive trait is inherently good for its owner, and A character has several Attributes, which encompass
might include favourable circumstances, useful their innate capabilities. A character’s Attributes range
equipment, and similar. from 7 to 12.
A negative trait is inherently bad for its owner and might A character then has several Skills, which cover the
include injuries or other inconvenient circumstances. character’s training and expertise in specific fields. A
character’s Skills range from 1 to 5.

6 CHAPTER 1: CORE RULES


A character also has Focuses, which are categories of
specialisation, representing advanced training and
practical experience in specific fields. Focuses do not have
a specific rating of their own.
For any given Skill Test, a character will add together a Each die that rolls equal to or less than the Target
single Attribute and a single Skill to determine the Target Number scores a single success, and each die that rolls 1
Number for that Test. The character may also use a single is a Critical Success, which scores two successes
Focus. instead of one.
ATTEMPTING A SKILL TEST If a Focus applies, then each die that rolls equal to
or less than the Skill being used is a Critical
A Skill Test involves rolling two or more d20s, and follows a Success. There is no extra benefit for having more
specific process. The following explanation mentions than one applicable Focus, or for rolling a 1 when
several ideas that will be described fully later in this you have an applicable Focus.
Chapter. Each die that rolls a 20 causes a Complication.
If the number of successes scored equals or exceeds
The Gamemaster chooses which Attribute and which the Difficulty of the Skill Test, then the Skill Test has
Skill are appropriate for the Skill Test being attempted, been completed successfully. If the number of
as well as if any of the characters Focuses apply. This successes scored is less than the Difficulty of the Skill
might be stated by the rules text, or the Player may Test, then the Skill Test has failed.
suggest a combination, but the Gamemaster has the If the number of successes scored is greater than
final say. Add together the Attribute and the Skill the Difficulty, each success above the Difficulty
chosen: this is the Target Number for the Skill Test. becomes a single point of Momentum.
The Gamemaster sets the Difficulty for the Skill Test. The Gamemaster describes the outcome of the Skill
This is normally any number from 0 to 5, but in some Test, and if the Test was successful, the Player may
extreme cases can go higher. Some Skill Tests may have spend Momentum to improve the result further. After
a default Difficulty listed in the rules, but circumstances this, the effects of any Complications are applied.
(such as those represented by Traits) can affect those
basic Difficulties. The Difficulty is the number of TEST DIFFICULTY
successes the Player must generate to successfully pass
When the Gamemaster calls for a Skill Test, they set a
the Skill Test.
Difficulty for that Test. Many Skill Tests detailed elsewhere
Once a base Difficulty has been determined, the
in this book list a basic Difficulty, which means the
GM and/or the players may choose to adjust it
Gamemaster doesn’t need to determine that baseline, but
further by spending Momentum or Threat. These
even those Skill Tests should be evaluated in context to
changes are one-time effects,
determine if other factors impact how difficult the Skill Test
The player takes two d20s, and may choose to purchase
is at that moment. The Gamemaster should also
up to three additional d20s by spending Momentum or
determine if the Skill Test is possible or not, given the
adding to Threat (see “Improving the Odds”, later).
circumstances and the methods at the characters’
Once additional dice have been purchased, if any, the
disposal.
Player rolls their dice pool.
Unless otherwise noted, most Skill Tests will have a basic
Difficulty of 1, though more routine or straightforward Skill
Tests may have a Difficulty of 0, and more complex or
problematic Skill Tests will have higher Difficulties. After

CHAPTER 1: CORE RULES 7


DIFFICULTY DESCRIPTOR EXAMPLE
0 Simple Opening a slightly stuck door
Researching a widely known subject
Shooting a target at a shooting range at optimal range
1 Routine Overcoming a simple lock
Researching a specialist subject
Shooting an enemy at optimal range
2 Average Overcoming a complex lock
Researching obscure information
Shooting an enemy at optimal range in poor light
3 Challenging Overcoming a complex lock in a hurry
Researching restricted information
Shooting an enemy at long range in poor light
4 Difficult Overcoming a complex lock in a hurry, without the proper tools
Researching classified information
Shooting an enemy at long range, in poor light and heavy rain
5 Daunting Overcoming a complex lock in a hurry, without the proper tools, and in the middle of a battle
Researching a subject where the facts have been thoroughly redacted from official records
Shooting an enemy at extreme range in poor light and heavy rain

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.

The Players should know the Difficulty of the Skill Tests


they attempt: their characters are skilled professionals,
who can easily evaluate how difficult an activity is. This
allows the Players to determine what they’ll need to do to
have the best chance of success.

DIFFICULTY ZERO TESTS


Certain circumstances can reduce the Difficulty of a Skill
Test, which may reduce the Difficulty to zero. At other
times, a Skill Test may be so simple that it does not require
dice to be rolled in the first place. If a Task is Difficulty 0, it
does not require dice to be rolled: it is automatically
successful with zero successes, with no risk of
Complications. However, because no roll is made, it can
generate no Momentum — even bonus Momentum from
Talents, particularly advantageous situations, etc. — and
the character cannot spend any Momentum on the Test’s
outcome either.
At the Gamemaster’s discretion, a character can still
choose to roll the dice against a Difficulty of 0 and can
generate Momentum as normal (because zero successes
are required, every success generated is Momentum), but
this comes with the normal risk of Complications as well.

8 CHAPTER 1: CORE RULES


pool. The Gamemaster may do this and then immediately
spend the Threat to create a different effect. This is
discussed more in Chapter 6: The Gamemaster. If an NPC
suffered a Complication, the Gamemaster may choose to
buy off the Complication by removing two points from
Threat.
Some other sections of the rules may suggest specific
effects for Complications.
There are other possibilities for Complications beyond
these, however. A useful alternative during a Conflict is to
impose some immediate restriction or penalty – some
problem that lasts a single Turn or Round, such as losing
the ability to use an option that is normally available. This
will be discussed more in Chapter 3: Conflict.
COMPLICATION RANGE
Some circumstances can make a Skill Test uncertain,
though not necessarily any more difficult. These factors
increase the Complication Range of a Test, making it more
likely that Complications will occur. A character has a
Complication range of 1 normally, meaning that they suffer
Complications for any d20 that rolls a 20. Increasing the
Complication range by one means that Complications will
occur for each d20 that rolls a 19 or 20 for that Test.
The outcome of the Opposed Test depends on both
Increasing the Complication range by two means
characters’ Test results. Complications will occur on an 18, 19, or 20, and so forth, as
Active Character Succeeds, Reactive Character Fails: summarised on the following table.
The active character achieves their goal, and their Test is Complication Range can never be increased to more
successful. than five.
Active Character Fails, Reactive Character Succeeds: COMPLICATION RANGE COMPLICATIONS OCCUR ON…
The active character fails to achieve their goal, and the
reactive character’s Test is resolved. Some Opposed 1 20
Tests have a specific additional outcome for the reactive 2 19, 20
character’s Test. 3 18, 19, 20
Both Characters Fail: The active character fails to 4 17, 18, 19, 20
achieve their goal, but the reactive character gains no 5 16, 17, 18, 19, 20
additional benefit.
Both Characters Succeed: Compare the total
Momentum generated on each character’s Skill Test. SUCCESS AT A COST
The character with the higher Momentum wins, and Some Skill Tests can’t really be failed outright; rather, there
achieves their goal, but loses one Momentum for each is uncertainty as to whether the Test can be completed
Momentum their opponent scored. The loser then loses without problems. In such a situation, the Gamemaster
all the Momentum they generated, and may not spend may allow characters to Succeed at a Cost, either stating
any. In the case of a tie, the active character wins, but this before the Test is attempted, or providing the option
loses all the Momentum they generated. after the dice have been rolled. If this option is provided,
COMPLICATIONS then a failed Skill Test still results in a successful outcome,
but the character also suffers one automatic Complication,
Things don’t always go entirely to plan. When attempting in addition to any that occur because of the dice. These
a Skill Test, each d20 that rolls a 20 causes a Complication, Complications function exactly as if those generated by
which comes into effect once the Test has been resolved. the dice.
Complications do not prevent a character from Though the Test has produced a successful outcome,
succeeding, but they may impede later activities, or they Momentum cannot be spent to improve the outcome of a
may simply be inconvenient, painful, or embarrassing. Skill Test that has Succeeded at Cost. Momentum can only
Complications can take a few different forms, but the be spent on the Test if it was successful. In some cases, the
two most common are negative traits, and Threat. ‘cost’ can be increased further, at the Gamemaster’s
The Gamemaster may use a Complication to inflict a discretion, causing the character to suffer more than one
negative trait upon a character, which should relate in automatic Complication on a failed Test. This should be
some way to the action that the character has just made clear when the option to Succeed at Cost is
performed. As normal for a negative Trait, this will normally presented.
increase the difficulty of some Skill Tests the character
wishes to attempt or makes certain actions impossible.
IMPROVING THE ODDS
Alternatively, if the Player doesn’t wish their character to Even the most driven person cannot give their full effort
suffer a Complication, or the Gamemaster doesn’t wish to one hundred percent of the time; in tense situations, they
inflict a Complication at that point, the Complication can
instead be “bought off” by adding two points to the Threat

CHAPTER 1: CORE RULES 9


need to conserve their energy, capitalise on opportunities,
and be willing to take risks to triumph. Thus, the 2D20
System provides a few ways for characters to improve their
chances of success, by buying additional d20s to roll on a
Skill Test. Extra dice allow a character to score more
successes, and thus reach higher Difficulties or simply
generate more Momentum.
A character cannot purchase more than three additional
d20s by any means.
The normal method of buying additional d20s is by
spending Momentum, as discussed later. In brief, this is
paid from the group’s Momentum pool (because it’s done
before a Skill Test is rolled), and costs 1 point of Momentum
for the first d20, two Momentum for the second d20, and 3 style, or otherwise gain additional benefits. Each success
Momentum for the third d20. above and beyond the Difficulty of a Skill Test becomes
As with any Momentum spend, a player may choose to one point of Momentum, which the character may use
add to Threat instead of spending Momentum, perhaps if immediately, or save for later.
there isn’t enough Momentum left in the pool. The cost
remains the same as buying dice with Momentum – 1 SPENDING MOMENTUM
Threat for the first die, 2 for the second, 3 for the third.
The normal use for Momentum is to improve the outcome
Players may even choose to pay part of the cost with
of a successful Skill Test, such as gaining more information
Momentum and part with Threat.
from observation or research, inflicting more damage with
If a character buys some dice with Momentum and
an attack, or making more progress with an ongoing
some with Threat, the cost remains unchanged: the first
problem.
die costs 1, the second costs 2, and the third costs three,
Immediately after determining if a Skill Test is successful,
regardless of how the cost is being paid.
the GM will describe the outcome of the Test. Momentum
TEAMWORK AND ASSISTANCE may then be spent to improve this outcome, or provide
other benefits. Momentum used in this way doesn’t need
Many Skill Tests can benefit from teamwork. If the situation
to be declared in advance, and each point can be spent
allows, several characters can work together as a team one at a time as required. For example, a character may
when attempting a Skill Test. When more than one spend one Momentum to ask the GM a question, and then
character is involved in a Skill Test, one character is the decide if they want to spend any more Momentum for
leader, and the other characters are assistants. The
more information once they’ve gotten an answer. Thus,
Gamemaster has the final say on whether a character can
Momentum cannot be wasted by being used on
assist — there might be only limited space that keeps
something that wasn’t necessary.
people from helping, for example — or apply limitations or Most uses for Momentum can only be used once on any
additional penalties, such as an increase to the given Skill Test, or once (by each character) in any given
Complication range (+1 to Complication range for each Round in a Conflict. Some uses of Momentum can be used
assistant after the first). The Gamemaster should be wary
repeatedly, and will be clearly noted as such, normally by
of allowing more than one assistant on most Skill Tests.
noting that their effect is “per Momentum spent” or by
To assist with a Skill Test, the Player must describe how marking that use as “repeatable”. These uses of
their character is assisting the Skill Test’s leader. If the Momentum can be used as many times as the character
Gamemaster agrees, then each assistant rolls 1d20, using wises and is willing and able to pay for them.
their own Target Number, and their own Focus (if any), to Once a character’s Skill Test has been resolved, any
determine if any successes are scored. So long as the
unspent Momentum is added to the group’s pool, as
leader generates at least one success, then all successes
described below. Momentum that cannot be added to the
generated by the assistants count towards the result. The group pool – because the group pool is already full – is lost
Assistants’ dice can generate Complications as normal. if it isn’t spent.
Assistants do not have to use the same Attribute, Skill, or
Focus as any other character involved in the Skill Test;
indeed, assistance can often be best provided by someone
SAVING MOMENTUM
contributing something different. Assistants may only ever As noted above, characters can save their unspent
roll 1d20 while assisting, and cannot purchase additional Momentum, rather than letting it go to waste. This saved
d20s of their own. In a Conflict, assisting a Skill Test is Momentum goes into a group pool, which can be added
considered to take up the assisting character’s Turn. to or used by any character in the group, representing the
benefits of their collective successes. The group pool
MOMENTUM AND cannot contain more than six Momentum at any time.
Whenever a member of the group wishes to spend
THREAT
Whenever a character succeeds at a Skill Test and scores a
Momentum, they may spend points from the group pool.
This is in addition to any generated during a successful Skill
Test. As normal, Momentum only needs to be spent as
greater number of successes than the Difficulty, then required, so a character doesn’t need to choose how much
these excess successes become Momentum, a valuable Momentum they wish to take from the group pool until
resource that allows characters to complete their task they choose to spend it, and it doesn’t need to be spent all
more quickly or thoroughly than normal, succeed with at once.

10 CHAPTER 1: CORE RULES


Escalation: At times, the GM (or the rules) may rule that
a specific action or decision risks Escalation, by making
the situation more dangerous or unpredictable. This
may be using lethal force in a game where such
violence is frowned upon, or carrying heavy weapons
into a populated area. If a character performs an action
that risks Escalation, they immediately add one to
Threat.
Player characters typically do not spend Threat: it is
spent to challenge or threaten them.
At the end of each Scene, one point of Momentum from
the group pool is lost: Momentum must be maintained,
THREAT AND THE GAMEMASTER
The Gamemaster may add to Threat in the following ways:
and will not last forever. NPCs don’t save Momentum in
this fashion. Instead, they interact with the Threat pool, Threatening Circumstances: The environment or
described below. circumstances of a new scene may be threatening or
THREAT perilous enough to warrant adding one or two Threat to
the pool automatically. Similarly, some NPCs may
Much as the player characters generate and spend generate Threat simply by arriving, in response to
Momentum, the GM generates and spends Threat. The GM changes in the situation, or by taking certain actions.
makes use of Threat to alter scenes, empower Non-Player This also includes activities that escalate the tensions of
Characters, and generally make things challenging, the scene, such as NPCs raising the alarm.
perilous, or unpredictable for the Player Characters. Threat Non-Player Character Momentum: NPCs with unspent
is a method by which the game, and the GM, builds Momentum cannot save it as PCs can: NPCs don’t have
tension: the larger the Threat pool, the greater the a group Momentum pool. Instead, an NPC may spend
likelihood that something will endanger or threaten the Momentum to add to Threat, adding one Threat for
Player Characters. Strictly speaking, characters don’t know every Momentum they spend.
about Threat, but they will have a sense of the stakes of a
In return, the Gamemaster can spend Threat in several
situation, and the potential for things to go wrong, and
common ways:
these things are what Threat represents.
Throughout the game, the Gamemaster will gain Threat, Non-Player Character Momentum: The Threat pool
and spend it to create problems or change the situation. In serves as a mirror for the Players’ group Momentum
this way, Threat mimics the rise and fall of tension that pool. Thus, NPCs may use Threat in all the ways that
builds throughout a story, eventually culminating in a Player Characters use group Momentum.
high-tension finale. Non-Player Character Threat Spends: On any action or
Threat comes from action, much as Momentum does. choice where a Player Character would normally add
PCs and NPCs alike will increase Threat during play, and one or more points to Threat, an NPC performing that
that Threat is spent by the GM to create consequences and same action or making that same choice must spend
raise the stakes during different scenes. In this way, Threat an equivalent number of points of Threat.
serves as a visible “cause and effect” for the game, with Non-Player Character Complications: If an NPC suffers
actions and consequences linked by the rise and fall of the a Complication, the Gamemaster may buy off that
Threat pool. Complication by spending two Threat.
The Gamemaster typically begins each adventure with Complication: The Gamemaster may create a negative
two Threat for each Player Character, though this can be Trait by spending two Threat. This must come naturally
adjusted based on the tone and underlying tension of a from some part of the current situation.
given adventure: if the stakes are high, the GM may begin Reinforcements: The Gamemaster may bring in
with more Threat, while a calmer, quieter situation may additional NPCs during a scene. Minor NPCs cost one
reduce the GM’s starting Threat. Threat each, while Notable NPCs cost two. Note that
this does not apply to NPCs present at the start of the
THREAT AND PLAYER scene, only additional NPCs who arrive while the scene
CHARACTERS is playing out, and there must be some logical reason
Player Characters can add to Threat in a few ways. why those reinforcements have arrived and where
they’ve come from.
Instead of Momentum: Whenever a Player Character Environmental Effects and Narrative Changes: The
could spend Momentum, even if they do not have any Gamemaster may trigger or cause problems with the
Momentum left to spend, they may choose to pay some scene or environment by spending Threat.
or all the cost by adding to Threat. Each point of Threat
added to the GM’s pool counts as one Momentum
towards whatever use of Momentum the Player FORTUNE
Fortune and Determination are similar mechanics, and
Character wishes to use.
Complications: Whenever a Player Character suffers your game will only use one or the other.
one or more Complications on a Skill Test, they or the Player Characters have access to a special resource
GM may choose to add two points to Threat to “buy off” called Fortune. Fortune reflects the fact that the Player
the Complication. Characters are the game’s protagonists, with ambition,
drive, and miraculous luck beyond that of most people.

CHAPTER 1: CORE RULES 11


Such individuals shape their own fates by action and will, can also be spent immediately, and thus provide instant
and the fate of the world around them often follows suit. gratification.
Whether they are regarded as heroes in any traditional As a general guideline, the Gamemaster should
sense, Player Characters are larger than life. award players with one to three Fortune points per
Fortune can be used to pull off exciting stunts, provide hour of gameplay, depending on the course of play and
an edge during tense situations, or otherwise help to the rate they are being spent.
advance the story. To best take advantage of this, however, Beyond refreshing Fortune points at the start of each
there needs to be a steady flow of Fortune points made session, there are a few ways player characters can gain
available to the players. Gamemasters are encouraged to Fortune points during play.
award Fortune points to the Player Characters regularly,
because it is a tangible way of reinforcing the grand and REWARDS
dynamic ways of the characters, and increasing the First and foremost, Fortune points are given by the
involvement of the players. The more each player Gamemaster during gameplay to reward players for good
participates in making the game thrilling, the plot twisting, roleplaying, clever plans, successfully overcoming difficult
and their characters memorable, the more chances they challenges, using teamwork, or otherwise making the
will get to do more of the same. game more fun for all. Players may have other
Each Player Character begins each adventure with opportunities to gain Fortune points by achieving certain
three Fortune points, and cannot have more than five goals within an encounter, reaching a milestone in the
Fortune points at any time. Any excess points are story, or choosing to be the one to suffer the Complications
immediately discarded. of some dire event. As a general guideline, there should be
There are a few ways in which Fortune points can be two to three opportunities for players to gain Fortune
spent. points per hour of play. In each of these cases, the
Gamemaster should determine whether the point is
Perfect Opportunity: A Fortune point may be spent warranted, and award a single point per instance.
during a Skill Test to change any die so that it It’s generally useful for the Gamemaster to ask the
automatically rolls a 1 (and thus generates two players to keep their Fortune points visible, such as using
successes automatically). This option must be selected tokens, for the Gamemaster to judge how plentiful they
before any dice are rolled on that Skill Test. are amongst the characters. If Fortune points are being
Moment of Inspiration: A Fortune point may be spent handed out too often and the players are each at the
to re-roll all the character’s dice in their dice pool. This maximum, then the Gamemaster can either hand them
option may be selected after the dice have been rolled. out less often, or can increase the challenges the player
Surge of Activity: The character may spend a Fortune characters face, encouraging their use. If the players are
point to immediately take an additional Major Action on frequently low or out of Fortune points, then it’s a good
their Turn, as soon as the first one has been resolved. time to evaluate if the encounters are too challenging, or if
This option has no immediate use outside of Conflicts. the players are not accomplishing meaningful goals within
See Chapter 3: Action and Conflict for more detail. the course of play, or even having a good time.
Undefeated: The character may spend a Fortune point Adjustments can then be made to improve that situation.
when they are Defeated – either when they are A good rule of thumb would be that each player has, on
Defeated, or at some point later in that scene – to average, about half of their Fortune points at any given
immediately return from defeat. See Chapter 3: Action time.
and Conflict for more detail.
Make It Happen: The Player immediately creates a trait VOLUNTARY FAILURE
for the Character that applies to the current scene. This Characters may choose to voluntarily fail a Skill Test,
may be used before rolling the dice on a Skill Test, and it allowed at the Gamemaster’s discretion. This should only
can affect the Skill Test it has been created for. be invoked when the Player Character has something
Useful Trick: Your character immediately gains the use significant to gain, or something significant to lose, when
of a single Talent they do not possess. This talent the Skill Test is being made. The Test is failed automatically,
remains for the rest of the current scene. with no dice rolled, and with no risk of Complications.
Voluntarily failing a Skill Test provides the Gamemaster
REGAINING FORTUNE with one point of Threat, and the Player Character
POINTS immediately gains one point of Fortune in return.
Voluntary failure cannot be used on a Skill Test that uses
The Gamemaster may sometimes award a Fortune point the success at cost rule, nor can it be used on a Difficulty 0
to a single player in the group for particularly noteworthy Skill Test.
action — perhaps one player came up with the perfect
plan to thwart the enemy, made a bold sacrifice for the TRAITS
benefit of the group, gave a memorable in-character Finally, Player Characters may have one or more
speech, or perhaps uttered a funny quip that diffused the personality traits or personal agendas that can complicate
tension and made everyone at the table laugh. their lives. Each Player Character may have one or more
Other times, the Gamemaster may choose to award Traits associated with their background, as described in
Fortune points to all the players based on their progress in Chapter 2: Characters. The player chooses when to have
a campaign, or during the transition between key scenes. these Traits come into play in a negative fashion, creating
Fortune points make excellent rewards when characters an immediate Complication for their character and
reach a certain narrative milestone, defeat an important earning one point of Fortune. The Gamemaster may
villain, solve a mystery, or survive a tense encounter. They suggest instances where these features can easily come

12 CHAPTER 1: CORE RULES


into play, but the final decision on when a feature is Useful Trick: Your character immediately gains the use
invoked always comes down to the player. of a single Talent they do not possess. This talent
remains for the rest of the current scene.
DETERMINATION
Fortune and Determination are similar mechanics, and
GAINING DETERMINATION
your game will only use one or the other. When you attempt a skill test, or are otherwise in a difficult
Player Characters have access to a special resource situation, and one or more of your Values would make your
called Determination. Determination reflects the fact that situation more difficult, then the GM may ask you to make
the Player Characters are the game’s protagonists, with the following choice:
ambition, drive, and grit beyond that of most people. Such
individuals shape their own fates by action and will, and Comply: you choose to give in to your Value, suffering a
the fate of the world around them often follows suit. Complication as a result. This complication may make
Whether they are regarded as heroes in any tradition your chosen course of action more difficult, or it may
sense, Player Characters are naturally prominent and even prevent you attempting that action, instead
influential people. requiring you to try something else. Discuss with your
Determination can be used to pull of exciting stunts, GM as to how this should play out. Once this has
provide an edge during tense situations, or otherwise help happened, you gain a point of Determination.
to advance the story. Characters gain and spend Challenge: you choose to go against your Value. You
Determination from acting in accordance with their cross out the challenged Value, as it is no longer as vital
beliefs, represented by their Values (or by their Drives, if to the character as it once seemed, and then continue
you’re using that variant, described in Chapter 2). When a to resolve the current skill test or situation. Once this
character’s Values aid them in what they’re seeking to has finished, you gain a point of Determination. See the
achieve, they get the opportunity to spend Determination, Recovering Values sidebar on how to handle crossed-
while they can gain Determination when a character’s out Values.
immediate goals and their Values conflict with one During play, you do not have to rely solely on the GM to
another. provide prompts to gain Determination; you may suggest
Each Player Character begins each adventure with to the GM that a situation is might be a test of your
one Determination point and cannot have more than character’s Values in this way.
three Determination points at any time. Any excess
points are immediately discarded. CHALLENGES
SPENDING A Challenge is any circumstance, situation, or sequence of
events which requires multiple Skill Tests to overcome.
DETERMINATION There are a few different ways to structure a Challenge,
depending on the nature of that Challenge and how the
When you attempt a skill test, or are otherwise in a difficult GM wishes to present the situation. These different options
situation, and one or more of your Values would be helpful can be combined as the GM sees fit, providing a toolbox for
in your current situation, you may spend a point of structuring a wide range of different problems for the
Determination. characters to overcome.
When you spend a point of Determination, you may
choose one of the following benefits:

Perfect Opportunity: Determination may be spent


during a Skill Test to change any die so that it
automatically rolls a 1 (and thus generates two
successes automatically). This option must be selected
before any dice are rolled on that Skill Test.
Moment of Inspiration: Determination may be spent to
re-roll all the character’s dice in their dice pool. This
option may be selected after the dice have been rolled.
Surge of Activity: The character may spend
Determination to immediately take an additional Major
Action on their Turn, as soon as the first one has been
resolved. This option has no immediate use outside of
Conflicts. See Chapter 3: Action and Conflict for more
detail.
Undefeated: The character may spend Determination
when they are Defeated – either when they are
Defeated, or at some point later in that scene – to
immediately return from defeat. See Chapter 3: Action
and Conflict for more detail.
Make It Happen: You immediately create a trait for the
Character that applies to the current scene. This may be
used before rolling the dice on a Skill Test, and it can
affect the Skill Test it has been created for.

CHAPTER 1: CORE RULES 13


A Challenge can exist on any scale, with some serving as this, depending on what the Challenge represents, and the
the core of a specific scene, while others act as a nature of the opposition.
framework that connects different scenes together, with
individual parts of the Challenge serving as the basis for Direct Opposition: The opponents directly resist the
different scenes. Skill Tests attempted, turning them into Opposed Tests.
This may also add extra hazards or consequences to
THE BASIC CHALLENGE those Skill Tests, as the opposition may create extra
problems on failed Tests. This is common for social
A basic Challenge is, as the name suggests, the most interactions, or attempting to avoid guards or pursuers,
straightforward form of Challenge, and is the basis for the where the obstacles are people.
other forms of Challenge discussed later. A Challenge Contests: The opposition is attempting to complete the
consists of two or more Skill Tests, of a type and Difficulty same objective, or a similar one, and the winner is the
determined by the GM. These Tests are the core of the one that reaches their goal first. The Gamemaster
Challenge, and are crucial activities that must be selects one side to have Priority at the start of the
completed to overcome the Challenge, and they are Challenge; this will be the Player Characters unless the
referred to as Key Tests. Once all the Key Tests have been GM spends 2 Threat. Then, each side attempts a single
completed successfully, the Challenge is complete. Skill Test towards their Contest, starting with the side
The Key Tests can be attempted in whatever order the that has Priority; once each side has attempted a Test,
characters wish, and characters may attempt other Skill the sequence begins again. The side that doesn’t have
Tests during a Challenge; these do not contribute directly Priority may gain Priority for the next round of Tests by
to completing the Challenge, but can be used to create spending 2 Momentum, if they succeeded at their Test.
Traits, generate Momentum, fend off a threat or other Whichever side completes their Challenge first gains
problem, or otherwise do something helpful for the group. some greater benefit (or may even prevent the other
side from finishing).
STRUCTURING CHALLENGES Conflict: Discussed in depth in Chapter 3: Action and
There are other ways for the GM to structure a Challenge, Conflict, the opposition have different, mutually-
however, which can make the situation more interesting exclusive goals to the characters, and the sequence of
or challenging. events is split into Rounds and Turns.
Linear Challenges arrange the Key Tests into a specific
order, where each Key Test must be completed before the TIME PRESSURE
next can be attempted. This can be fairly limiting, but is Adding time as a concern to a Challenge can increase
good for situations where there are multiple difficult tension and make a situation more exciting.
stages. At the start of the Challenge, the GM determines an
Gates Challenges require a little more effort for the GM interval: this is a set time period, normally a few minutes or
to set up, but can be quite versatile and represent a wide hours, which serve as a basic unit of time taken for each
range of different situations. In a Gated Challenge, some Skill Test: fifteen minutes, or half an hour are both good
Key Tests can only be attempted if one or more other Key baselines for this. Each Skill Test attempted takes two
Tests are completed first (representing things that need to intervals to attempt as standard, whether it succeeds or
be done in a certain order, or which require set-up). This fails. Characters may spend 2 Momentum on a successful
also allows for the GM to create a branching choice, where Test to reduce this by one interval. On a failed test, a
taking one path opens one set of Tasks and closes off character may add 2 to Threat to reduce the time taken by
others. The Gamemaster must determine the “victory one interval, representing cutting their losses and giving
conditions” for the Challenge, and inform the players of up on the failure early. The GM may use Complications to
this: it will normally be a single Key Test, or one of a small make attempted Tests to take longer, adding one interval
number of possible Key Tests, each of which are locked per Complication; for this reason, Tests under time
behind different choices. The Gamemaster might want to pressure often succeed at cost (the Test isn’t failed, it just
present a flow chart that shows how the Challenge took longer than planned). This applies to any Skill Tests
progresses and which Key Tests “unlock” restricted ones. attempted during the Challenge.
How these intervals interact with the Challenge is up to
OPPOSITION IN CHALLENGES the GM. Normally, the GM will determine a total amount of
In some circumstances, characters may be working time that the Challenge must be completed within; this
against an opposing force. There are a few ways to resolve will normally be 2-3 intervals per Key Test required, with
fewer intervals representing more pressure. The GM should
define some consequence for the characters failing to
achieve their goal in time.
If different parts of the Challenge can be attempted in
parallel, the GM can also use intervals to determine who is
and who isn’t busy at any given moment. This works well
as a resource/people management problem, especially if
the GM varies the number of intervals that individual Tests
take to complete.

14 CHAPTER 1: CORE RULES


CHAPTER 1: CORE RULES 15
CHAPTER 2: CHARACTERS
ANATOMY OF A Brawn is the character’s fortitude and ability to endure
physical hardship, as well as their ability to employ force.
CHARACTER
Characters are composed of several distinct elements that
It also encompasses the character’s endurance, and
their general health and physical conditioning. A
Brawny character is strong and hardy.
collectively serve to depict how that individual interacts Coordination is the character’s fine motor skills, hand-
with the worlds around them, both in game terms and in eye coordination, accuracy, and sense of time and
story terms. These elements may vary somewhat between rhythm. Coordinated characters tend to be good shots,
versions of the 2D20 System, but the most common forms good drivers and pilots, and excel at sleight of hand and
are Attributes, Skills, Focuses, Talents, Traits, and Features. other delicate, precise tasks.
Together, these paint a picture of who the character is, Insight is the character’s perceptiveness, instincts, and
what they are good at, and how they view the world their ability to comprehend the world around them.
around them. Insightful characters are observant and shrewd, and
Characters are, broadly speaking, divided into two types may often be said to have ‘street smarts’ or be wise.
for the purposes of play: Reason is the character’s ability to apply logic, intellect,
and the known facts to a situation. Reasoning
Player Characters consist of all the characters used by a characters tend to be lucid, rational or contemplative,
player to participate in the game. Player Characters are and are often driven by a need to learn or understand.
the protagonists or main characters of the game. Each Will is the character’s sense of self, their mental
player decides how their Player Character will act in the strength, and their sense of self-discipline. Wilful
scenes framed by the Gamemaster. This chapter is characters tend to be single-minded, even stubborn,
focused mainly on Player Characters and covers a few and they can have extremely forceful personalities.
different methods of creating them.
Non-Player Characters are all those characters not
directly controlled by the players. They’re normally
SKILLS AND FOCUSES
introduced and directed by the Gamemaster, though if In addition to the six Attributes, each character is trained in
an NPC would be friendly to the Player Characters, the several Skills, which encompass the various activities and
Gamemaster may allow the players to direct that NPC proficiencies that a character is likely to need during their
during Conflicts. Non-Player Characters are described adventures. Each Skill is rated from 0 to 5, with each rating
fully in their own chapter, and their creation is described representing a differing level of training, expertise, and
in the Gamemaster’s Chapter. }} natural aptitude. Player Characters are unlikely to have a 0
in more than one Skill – Player Characters are expected to
ATTRIBUTES be competent, broadly-capable protagonists.
As standard, there are six broad Skills: Fight, Know,
Each character in a 2D20 System game is defined by Move, Operate, Survive, and Talk. These Skills can be
several attributes: normally 6, but sometimes more or less mixed and matched with the Attributes above and will
than that. These embody the character’s intrinsic physical overlap in a few ways.
and mental capabilities, when compared between
characters, and they help depict the ways that the Fight covers the character’s ability to use, and defend
character prefers to approach problems. against, violence. It is most often used when making
These Attributes are Agility, Brawn, Coordination, attacks, but it can also be used to judge threatening
Insight, Reason, and Will. Each Attribute has a rating situations, and covers a practical understanding of
which determines its measure, with higher numbers weaponry, combat styles, and strategy. A character
reflecting greater ability. For Player Characters, these might use Fight with…
Attributes range from 7 to 12, with 8 representing an Agility to dodge out of the way of an attack, or to
average capability. Some characters and creatures may make a melee attack.
have Attributes lower or higher than this, and special Brawn to defeat an enemy while grappling, or to
abilities that increase their capabilities further; this is brace against an incoming attack with a shield or
described in the Adversaries chapter. similar defensive item.
A character may encounter situations for which more Coordination to attack an enemy from a
than one of their Attributes are applicable. In these cases, it distance, or to defend against an attack by
is important to consider the context of the situation, and parrying or ducking behind terrain.
how the character is choosing to approach the problem. Insight to discern if a situation is an ambush or
The Gamemaster may choose which Attribute is most trap, or to judge how much of a threat (or how
applicable to a situation if more than one could be used, capable in a fight) someone else is.
but if the GM does not pick, then the player may select Reason to devise a plan or strategy for a battle, or
whichever of the applicable Attributes they wish. to survey the aftermath of a battle and be able to
tell who or what was involved.
Agility is a mixture of speed, balance, and muscle Will to warn allies of an imminent threat so that
memory, and is responsible for much of a character’s they react, to threaten someone with the use of
movement and similar activities. An Agile character is force, or to keep their nerve amidst the clamour
quick and moves with certainty and precision. and horror of battle.

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

Assign the following values, in any order, to the


character’s skills: 4, 3, 3, 2, 2, 1.
Start each skill at 0, and then divide 15 points between
the six skills.
After assigning skills, the player may spend one Fortune
to increase two skills by +1 each.

STEP 4: SELECT THE CHARACTER’S GAINING EXPERIENCE


FOCUSES
During each adventure, players will have numerous
The player then selects four focuses. These can be chosen
opportunities to gain experience points, or XP for their
freely.
characters. Some of these will come from circumstances
After selecting focuses, the player may spend one that occur naturally during play, while others will come
Fortune to select two additional focuses.
from milestones in the adventures themselves, awarded
by the GM.
STEP 5: SELECT TALENTS Adversity: Characters typically gain XP from facing
The player selects three talents. These can be chosen difficult situations, from making mistakes, and from
freely, though some talents may have their own suffering the consequences of their actions. A character
restrictions or prerequisites. gains XP from each of the following situations:
After selecting talents, the player may spend one
Fortune to select one additional talent. Pain: A character gains one XP each time they suffer
one or more Harms.
STEP 6: DETERMINE WEALTH AND Failure: A character gains one XP each time they fail a
EQUIPMENT skill test with a Difficulty of 3 or higher.
Mistake: A character gains one XP when they invoke a
The character begins character creation with a total of 10 Truth to gain Fortune.
requisition points to obtain their starting equipment, and Opposition: Each character gains one XP each time the
they may select any items which have a restriction rating GM spends three or more Threat in one go.
of 3 or lower.
The player may spend one Fortune to increase the Achievement: Characters can also gain XP from
character’s starting requisition points by 2. achieving goals and accomplishing significant feats.
Alternatively, the player may regain one Fortune by Periodically, the GM should award 1 XP to each player
reducing the character’s requisition points by 2. (individually, or all at once) after the completion of a key
scene or the end of some important event. In total, each
STEP 7: DERIVED VALUES player should receive 2-4 XP from these achievements.
Declaration: A player may, once per adventure, make a
The character has maximum Stress equal to the highest of
declaration about a situation; only one player may make a
their Brawn or Will, plus their Survive skill.
declaration per session. This declaration must make the
The character adds bonus damage to their attacks
situation more difficult, more complicated, or otherwise
based on their skills: a character adds [CD] equal to their
make things harder for the player characters, such as a
Fight score to all weapon attacks, and [CD] equal to their
player declaring that a specific NPC is an old nemesis of
Talk score to any mental attacks.
their character, or that their character isn’t welcome in a
specific location because of some past event. If the GM
PLAY! approves the declaration, then the GM immediately gains
The character is ready to play! 3 Threat. If the situation is resolved in the player characters’
favour, however, then each player receives one additional
CHARACTER ADVANCEMENT AND XP, in addition to any others gained during that scene.
REWARDS
One of the enjoyable aspects of a roleplaying game is SPENDING EXPERIENCE
watching the development and growth of a player Between adventures, a player may spend the XP their
character over the course of their adventures. Players in character has gained to gain advancements. Each
2d20 System games have several options available to them advancement is an increase to a single attribute or skill, a
to develop and customise their characters after character new focus or talent, or some other reward for the
creation. character. A player may only buy a single advancement
after each adventure. Each Advancement costs 10 XP.

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.

28 CHAPTER 3: ACTION AND CONFLICT


Ready: The character declares that they are waiting for
a specific situation or event to occur before attempting
a Major action. This situation or event must be chosen
when Ready is declared, as must the Major Action to be
attempted when that situation or event occurs. When
this triggering event occurs, the character with the
readied Major Action temporarily interrupts the acting
character’s Turn to resolve the readied Major Action.
Attack: The character attacks an enemy or other viable Once the readied Major Action has resolve, play
target. See Attacks and Damage for details. proceeds as normal. If the triggering event does not
Create Advantage: The character attempts to create a occur before the character’s next Turn, the readied
favourable circumstance that benefits them or their Major Action is lost. Characters who take the Ready
allies. This is a Skill Test with a Difficulty of 2, using an Major Action can still perform Minor Actions during
Attribute, Skill, and Focus (if any) appropriate to how their Turn as normal.
they are attempting to gain an advantage. If successful, Recover: The character takes a moment to regain their
the character creates a Trait which helps them in some breath, clear their mind, and ready themselves for
way, or which hinders the enemy in some way. further conflict. This is a Will + Survive Test with a
Overcome: the character attempts a skill test as part of Difficulty of 2 (reduce Difficulty by 1 if the character is in
an extended task. The attribute and skill used, and the cover). Success means that the character removes
difficult, are determined by the extended task. If Stress equal to their Survive score, plus two more per
successful, the character rolls [CD] to determine how Momentum spent). The character may also re-roll any
much stress they cause on the extended task, as number of conditional Resistance dice, for either Cover
described later in this chapter. or Morale.
Pass: The character chooses not to attempt a Major Rush: The character attempts a Difficulty 0 Agility +
Action. If the character takes no Minor Actions this Turn Move Skill Test. Success means that the character
as well, then the character does not count as having moves one zone (to any point in Medium range), and
taken a Turn, and may act later in the Round instead. one additional zone per Movement spent. A character
Protect: The character takes up a defensive stance, may not attempt this Task more than once per Round,
finds a defensible position, or otherwise makes and not at all if the character has performed the
themselves ready for attack. This requires a Movement Minor Action. Terrain and other factors may
Coordination + Survive Test, or an Insight + Survive increase the Difficulty of this Skill Test, and this Skill Test
Test, with a Difficulty of 1, though the Difficulty is always allows Success at Cost.
reduced by 1 if the character is in cover. Success Skill Test: The character performs another activity that
increases the Difficulty of any attacks made against the requires a Skill Test. The limits of this ability are left to
character by +1 until the start of that character’s next the discretion of the Gamemaster.
Turn. A character can confer the benefits of this Action
to an ally within Close Range instead of themselves; this MINOR ACTIONS
increases the Difficulty of the Skill Test by +1, and the Minor Actions are extra, small activities a character can
benefit lasts until the start of that ally’s next Turn. undertake that do not require a Skill Test. They are often
taken in support of Major Actions, such as moving into
position before attempting a Skill Test. A character may
perform one Minor Action during their Turn and may
perform it before or after the characters’ Major Actions, at
their discretion.
A character may attempt additional Minor Actions
during the Turn, costing one Momentum each, or adding 1
to Threat for each. Unless otherwise noted, a character may
not perform a Minor Action outside of their Turn.

CHAPTER 3: ACTION AND CONFLICT 29


Each Minor Action can only be performed once per Turn. FREE ACTIONS
The following Minor Actions are common to all kinds of Some activities are not considered to be a Major or Minor
Conflict: Action. These are Free Actions: Actions which do not take
any meaningful time or effort. A character may take any
Aim: The character may re-roll a single d20 made on an
Attack before the start of their next Turn. number of Free Actions during a Round, both during their
Bolster: The character tries to psych themselves up, or Turn, and on other characters’ Turns. However, a character
to reassure an ally within Close range. The character, or may not take a Free Action if something would prevent
the ally they’re reassuring, gains +2[CD] Morale. them from taking any Actions.
A Free Action never includes a Skill Test, under any
Defend: The character defends themselves or an ally
circumstances.
within Reach from attack. The character, or the ally they
are defending, gains +2[CD] Cover. Drop: The character drops an item held in their hand(s).
Disengage: This action can only be taken if the Shift: The character can move to anywhere within their
character is within Reach of an enemy. The character current zone. This may only be done once during the
moves to anywhere within their current zone. The character’s Turn, and only if the character does not use
character may not use any action to move into Reach of any other action to move.
an enemy during this Turn. Speak: The character speaks, though this does not
Draw Item: The character may pick up an item within cover any speech or conversation that would involve or
Reach, or draw an item carried on their person. If an require a Skill Test of some kind.
item does not require a Major Action to use, it can be
used immediately, allowing the character to draw and REACTIONS
use the item with a single Minor Action.
In addition to their own actions taken on their Turns,
Drop Prone/Stand: The character immediately drops to
characters have some ability to respond to the actions of
the ground, making themselves a smaller target, or
others, especially if those actions are dangerous or
stands from prone. While prone, the Difficulty of all
aggressive. Thus, characters may attempt Reactions in
ranged attacks against the character from Medium or
response to actions taken outside of their own Turn.
greater range by +1. However, melee attacks and ranged
A character may attempt one reaction during each
attacks at Close range gain 1 bonus Momentum against
round, and they may not perform it during their own
a prone character, and prone characters cannot
Turn.
attempt any movement-related Major Actions. Being
Reactions each have a specific condition or
Prone also allows the character to re-roll any conditional
circumstance that allow them to be used, and they must
Resistance (Cover or Morale). A character who stands
be declared immediately as soon as that condition applies.
loses all benefits and disadvantages of being prone. A If responding to another character’s Major Action, it must
character may not Drop Prone and Stand in the same
be declared when the Action is declared, but before any
Turn.
dice are rolled for Skill Tests.
Interact: The character interacts with an object in the
One reaction is available to all characters. Characters
environment. Particularly complex actions may require
may gain other reactions from Talents or other special
a Major Action instead.
abilities:
Movement: The character moves to any point within
Medium range. This Minor Action cannot be taken if the Hit the Dirt: When you are the target of a ranged
character performs any movement-related Tasks. This attack, but before any dice are rolled for the attack, you
movement is slow and careful enough to move through dive to the ground bracing yourself. You can
hazardous or difficult terrain without problems. If there immediately move to any point within Close range and
are enemies within Reach of the character, this Action drop prone (adding +1 to the difficulty of ranged
cannot be taken. attacks). In addition to the normal effects of being
Prepare: The character prepares for, or spends time prone, you gain +2[CD] Cover and +2[CD] Morale
setting up, another activity. Some Major Actions require resistance until the start of your next turn.
this preparation before they can be attempted.

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

30 CHAPTER 3: ACTION AND CONFLICT


Gamemasters who desire concrete values rather than
abstract ranges are encouraged to set specific sizes and
shapes for individual zones, essentially using them as a
large grid. More detailed guidance for this is presented
later.

CHARACTERS AND ZONES


To help Players visualize their characters’ place in a conflict,
and to manage that conflict effectively, it’s important to
keep track of which zone characters are in at any given
moment. This should be relatively easy in most cases. As
zones are defined by the terrain and around them, tracking
a character can be a matter of simple description — an
enemy might be ‘behind the control panel’ or ‘standing by
the blue car’. This has the advantage of relying on natural
language and intuitive concepts, rather than specific game
terms, and avoids the tracking of relative distances which
can become fiddly where there are many characters
present.
Larger or particularly complex scenes may become
structures as natural divisions, while a city street may focus
tricky to track purely by memory, so the Gamemaster may
zones around features like parked vehicles, the fronts of
wish to use something extra to help remind everyone of
buildings, alleyways, and so forth. Zones are often defined
which character is where. If you’re already using a sketched
in three dimensions, so the Gamemaster may choose to
map, then marking character positions in pencil (so they
map multiple floors of a building, connected by stairs and
elevators, or consider a few ‘empty’ zones above the can be easily erased and redrawn) is a simple approach, as
is using tokens or miniatures, and moving them around as
battlefield for flying objects. A relatively simple battlefield
required.
may consist of three to five significant zones, while
complex environments may have many more. More zones
are often more interesting than fewer, as they provide a
DISTANCES
greater variety of movement options and tactical Movement and ranged attacks need some sense of
opportunities, but this can take more planning on the part distance to make them meaningful. In combat, the relative
placement of zones determines this distance. To keep
of the Gamemaster.
Because zones are of no fixed size, they can be varied to things simple, range is measured in four categories, and
accommodate the Gamemaster’s preferences for a given one state.
scene, and to represent certain other factors. For example, The state of Reach is when an object or character is
a battle in a forest may be divided into many small zones within arm’s length of the character. Characters enter
amongst the trees, and a couple of larger zones
Reach to interact with objects manually, to attack in
representing clearings. The larger size of the “clearing” close combat, and to perform any other actions where
zones helps convey quicker movement and easier target they may need to touch the target or subject of their
acquisition in open areas, while the smaller zones convey action. Reach isn’t a specific range, but rather is a state
cramped conditions and short lines of sight. However, that a character can declare when he moves — that is,
zones should not be too complex a consideration under when a character moves into or within a zone, he may
most circumstances — a few seconds to describe zones freely declare that he is moving into or out of Reach of a
and their relative positions, or to sketch out a rough map given object or character. Being within Reach of an
on a piece of spare paper, is all that’s needed for most enemy is quite disruptive and distracting, adding +2 to
situations. Of course, this doesn’t prevent the Gamemaster the Difficulty of any Skill Test that isn’t a Melee Attack or
from coming up with elaborate environments if he wishes Mental Attack.
to spend more time coming up with maps.
Close range is defined as the zone the character is
Individual zones can — and often should — have terrain within at the time. Moving within Close range is a trivial
effects defined when the Gamemaster creates them. This affair. Close range is, in essence, a distance of 0 zones.
may be as simple as providing cover, or imposing difficult Medium range is defined as any zone adjacent to the
terrain, but the Gamemaster is welcome to devise other character’s current zone. Medium range is a distance of
terrain effects, such as objects that can be interacted with, 1 zone.
hazards to overcome, or even terrain that changes under
Long range is defined as objects and creatures two
specific circumstances, such as the expenditure of Threat. zones away from a character’s current zone. Long range
Some zones may be defined more by the absence of is a distance of 2 zones.
terrain than its presence, and some environments are Extreme range is any creatures and objects beyond
enhanced by a few ‘empty’ zones between obstacles to Long range. Extreme range is a distance of 3 or more
add a greater sense or space or distance. zones.
Similarly, individual zones – or the environment as a
whole – may have one or more Traits that define them in
different ways. This is often a useful way to codify terrain: a
zone with a Loose Gravel trait is naturally distinct from a
zone that is Piled High with Crates.

CHAPTER 3: ACTION AND CONFLICT 31


DISTANCE AND PERCEPTION
The further away something is, the harder it is to notice. In
game terms, this means that characters in distant zones
are harder to observe or identify than those nearby. A
character increases the Difficulty of Tasks to try and notice
creatures or objects by one step at Medium range, by two
when dealing with creatures and objects at Long range,
and by three when trying to discern things at Extreme
range. A creature that isn’t trying to avoid notice requires a
Difficulty 0 Task under normal circumstances, while
attempting a Task to avoid notice makes things more
difficult. Creatures or objects that are particularly
noticeable — someone firing a gun, shouting, or a fast-
moving or brightly-coloured object — may reduce the
Difficulty further.
Similarly, characters will want to communicate during a There are a range of other terrain effects that might be
conflict — calls for help, battle-cries, and other dialogue present in a zone, beyond just difficult terrain. The most
can abound in tense situations. In most cases, characters common are discussed below.
can converse normally within Close range — they’re near Cover is one of most common terrain effects,
enough to one another to be heard and to make representing objects that interfere with a character’s ability
themselves understood without raising their voices. to see or attack a target clearly. Cover provides conditional
A character at Medium range can be communicated Resistance against physical attacks, as described in the
with, but only at a raised volume — shouting, rather than Damage section, above. A zone will either provide cover
talking. At Long and Extreme range, you can shout to draw universally (granting the benefits of that Cover to any
attention, but conveying any meaning or understanding creature in the zone), or the Gamemaster may denote
someone is unlikely. Radios, phones, and similar features within the zone that grant Cover (requiring that
technologies can make distance less of a consideration. the character be within Reach of that feature to benefit).
Interactive Objects are any object or terrain feature that
MOVEMENT AND TERRAIN a character could conceivably interact with. Doors and
Moving to anywhere within Medium range is trivial – a windows are a common example, as are control panels
minor action. Moving further than this requires a Skill Test and computer terminals. Interacting with these objects
(an action), though this has a Difficulty of 0 under normal may take little time or effort under normal circumstances
circumstances. (a minor action), but a complex system might need a Skill
Moving as a Task increases in Difficulty if the terrain in Test (and an action) to interact with properly.
any of the zones to be moved through is rough, hindering,
or hazardous in any way – as denoted by any terrain effects
the Gamemaster has defined, or by that area’s Traits. The ATTACKS AND
consequences of failure vary based on the nature of the
terrain: failure may result in the character’s movement
stopping prematurely outside of the difficult terrain, the
DAMAGE
During a Conflict, characters seldom emerge unscathed,
character falling prone, or suffering the effects of often suffering pain, fatigue, or lasting harm because of
hazardous terrain, which may include damage or injury. the battles – physical, mental, and social alike – they
Movement may take many different forms on this scale; engage in. This section deals with how this damage might
walking, running, jumping across gaps or down sheer come about, what effects it has, and how characters may
drops, swimming through bodies of water, climbing steep recover from it.
or sheer surfaces, and so forth. The Difficulty of these
activities should be evaluated separately. MAKING AN ATTACK
An attack is any action made with the intention of
harming another character or inflicting damage upon an
object. For physical attacks, this normally involves
weapons: the tools for inflicting damage. For mental
attacks, it may involve different forms of threats and
intimidation, or even supernatural effects, depending on
the nature of your game.
This section deals with how characters go about making
attacks of different kinds.
There are two distinct forms of attack available to
characters: physical, and mental. Physical attacks are
further broken up into melee attacks and ranged attacks,
each of which have their own considerations, but both are
still physical attacks for the purposes of how they inflict
damage.

32 CHAPTER 3: ACTION AND CONFLICT


Attacker declares attack: The attacker decides that
they wish to make an attack and chooses how. Many
means of attacking can be used for more than one form
of attack: a knife can be used in melee, it can be thrown
to attack at range, or it can be used to threaten. In these
cases, choose one form of attack the method can be
used for.
If a melee weapon is chosen, the attack is a melee
attack.
If a ranged weapon is chosen, the attack is a
ranged attack.
If the attack would affect the mind or emotions of
the target, the attack is a mental attack.
Attacker chooses target: The attacker chooses a target
for the attack. This can be any creature or object which
can be damaged by the attack.
A melee attack can be used against a target
within Reach (see page ##) of the attacker.
A ranged attack can be used against any target
visible to the attacker (the GM may allow some
concealed targets as well).
A mental attack can be used against any target
that can understand the attack.
Skill Test: The attacker attempts a Skill Test, determined
by the form of attack. Each type of attack may have
further adjustments to Difficulty.
Melee: The attacker attempts an Agility + Fight
Test, with a Difficulty of 1, opposed by the target’s
Coordination + Fight (also Difficulty 1).
Ranged: The attacker attempts a Coordination +
Fight Test, with a Difficulty of 2.
Mental: The attacker attempts a Will + Fight Test
or a Will + Talk Test (depending on the nature of
the mental attack) with a Difficulty of 1, opposed
by the target’s Will + Survive (also Difficulty 1).
Outcome: If the Skill Test succeeds, or if the attacker
won their opposed test, then the attack inflicts damage,
as described below. If the Skill Test fails, or the target
won the opposed test, then the attack inflicts no
damage, and may have an additional consequence.
Melee: The target of the attack may either
Disengage as per the minor action, or, if they
reacted to the attack, they may inflict damage as A ranged attack where the target is at the weapon’s
if they had made a successful attack. Range has no modifier for range: the Difficulty remains
Ranged: No additional consequence. at 1.
Mental: The targeted enemy cannot be the If the target is one range category closer or more
target of a mental attack again during this scene. distant, then the Difficulty of the attack increases by 1.
If the target is two range categories closer or more
RANGE distant, the Difficulty of the attack increases by 2.
Ranged attacks, and some mental attacks, are performed If the target is three range categories closer or more
at a distance, but not all such attacks are made equal. distant, the Difficulty of the attack increases by 3.
Some are ideal for close ranges, such as within the same WEAPON’S RANGE RANGE TO TARGET
room, while others are precision implements made to deal
death from much further away. Close Medium Long Extreme
Ranged weapons, and other methods of attack that can Close +0 +1 +2 +3
be used at range, will have a Range category. This denotes Medium +1 +0 +1 +2
the weapon’s ideal range – the range at which it is most Long +2 +1 +0 +1
effective. When making an attack with the weapon, Extreme +3 +2 +1 +0
determine the range category (Close, Medium, Long, or
Extreme) the target is in, relative to the attacker. BURST
If the target is within the weapon’s Range category, then
the attack proceeds as normal. If the target is outside the Different ranged weapons can attack at different rates,
weapon’s Range category – either nearer, or further away – from bows, crossbows, and hunting rifles that need to be
increase the Difficulty by 1 for each category outside the loaded or otherwise operated between shots, to heavy
weapon’s Range, as described below: machine guns that can spew hundreds of rounds per

CHAPTER 3: ACTION AND CONFLICT 33


rules for Range (and can benefit from Reloads spent; the
suppressive fire from a machine gun on full-auto can be
terrifying). A character making a mental attack with a
weapon uses Will + Fight for their Skill Test – Fight is the
most appropriate skill when threatening violence.
Mental attacks made without weapons are not
immediate threats of violence, and are often more
nuanced and subtle. They don’t have a specific range,
beyond a range at which they can be communicated. This
will be at shorter ranges for challenges and threatening
words spoken face-to-face (as the target needs to be able
to hear and understand the attack), but there are many
methods of communication, and range is less of a factor
for a phone call, an ominous note, or a lurking shadow.
These will normally use Will + Talk (as effective
communication is the most important thing), but other
combinations are possible at the GM’s discretion.
minute. This is all factored into the weapon’s Burst value, The efficacy of such mental attacks varies, and how they
which is a number between 0 and 6. deal damage, will be covered later in this chapter.
Each weapon will be accompanied by several Reloads –
quantities of ammunition, such as a magazine or similar. A
DAMAGE AND STRESS
character does not have to use any Reloads when Whenever a character is successfully attacked, the attack
attacking with the weapon, but they may spend Reloads will inflict damage. Some environmental effects can also
to gain a bonus if they wish: the character chooses how inflict damage, such as being set on fire, or encountering
many Reloads they wish to spend, if any, before rolling any something terrifying. Characters have a limited ability to
dice for the attack. resist and withstand the damage inflicted upon them, but
A character may not spend a greater number of Reloads this cannot protect them forever, and they can suffer
on one attack than the weapon’s Burst value, and each lasting harm as a result.
Reload spent grants one bonus Momentum on that Regardless of the form of attack, the process for damage
attack. As normal with bonus Momentum, this cannot be works the same way: the attacker (or the GM, if the
saved. damage is coming from the environment) rolls some
In addition, some weapons may list an M next to their Challenge Dice to determine how much stress is dealt, the
Reload value. This indicates that the weapon must spend target reduces that stress with any Resistance they
at least one Reload per attack. This mandatory reload does possess. The target then marks down any stress remaining
not provide its normal benefit, but it does count towards and may even become Harm if enough stress is suffered.
the maximum number that may be spent on the attack Different forms of attack adjust this process a little, mainly
(so a weapon with a Burst of 1M must spend one Reload in the type of Resistance applied, and in effects of Harm.
per attack, and gains no other benefit from doing so, while
a weapon with 3M must spend 1 Reload, and gets the DAMAGE
normal benefits from the second and third Reloads spent). Each weapon, environmental effect, and other means of
dealing damage determines how that damage is dealt in
MENTAL ATTACKS the same way. Each source of damage has a base Damage
Unlike physical forms of attack, mental attacks are Rating, expressed as one or more Challenge Dice. For
somewhat more abstract and nebulous in their methods. example, an unarmed attack has a basic damage rating of
Some games may not make use of them, preferring to 1[CD].
ignore the psychological side of conflict, or to reserve it for Characters inflict bonus damage based on their Skills. A
unnatural or supernatural forces rather than allowing all character with a high Fight inflicts extra damage on
characters to attempt it. This section assumes that mental attacks with weapons, while a character with high Talk
attacks are in use as a routine part of play. increases the damage of mental attacks that don’t involve
A character may always use a weapon to perform a weaponry. Other Skills may apply depending on the
mental attack – essentially, threatening someone with that circumstances – a character operating a vehicle or heavy
weapon. If this is a melee weapon, it requires being within machinery to attack may use their Operate instead.
Reach, while ranged weapons are subject to their normal Whatever Skill is used, it provides extra Challenge Dice
equal to the Skill’s rating, so a character with Fight 3 adds
+3[CD] to attacks with their weapons.
There are a few other factors that may apply as well:
Momentum: A character may spend Momentum on a
successful attack to add more damage to the attack;
each Momentum spent adds +1[CD] to the damage
rating. A character may also spend 1 Momentum to re-
roll any number of Challenge Dice from the damage
roll. These uses of Momentum occur after the damage
dice have been rolled. This includes bonus Momentum
from Reloads spent, if using the normal Burst rules.

34 CHAPTER 3: ACTION AND CONFLICT


Knockdown: The attack or hazard causes the target to
stumble or fall. If a number of [!] are rolled that equals or
exceeds the target’s Move skill, the target is knocked
prone.
Persistent X: The attack or hazard has a lingering effect.
If one or more [!] are rolled, the target suffers X[CD]
damage (of the same type as the initial attack or
hazard) at the end of the affected character’s Turn, for
Rounds equal to the number of [!] rolled.
Perilous: The attack or hazard escalates problems. It
adds 1 to Threat for each [!] rolled. If used by an NPC
adversary, this instead removes 1 from Threat per [!]
rolled, to a minimum of 0 Threat remaining.
Piercing X: The attack or hazard is especially good at
overcoming Resistance. When resolving damage,
ignore X Resistance for each [!] rolled.
Snare: The attack or hazard can entangle and bind the
target. If one or more [!] are rolled, then the target is
entangled and cannot take any actions of a type
determined by the type of attack or hazard (physical
actions for physical attacks, etc) other than to try and
break free. It requires a Skill Test with a Difficulty equal
to the number of [!] rolled to break free.
Stun: The attack or hazard leaves the target
momentarily unable to act. If a number of [!] are rolled
that equals or exceeds the target’s Survive skill, the
target may not take any actions in their next Turn. This
does not stack.
Vicious: The attack or hazard is especially potent. Add +1
Advantages or Complications: The GM may rule that to the stress inflicted for each [!] rolled.
an Advantage or Complication that affects the attacker
or target (respectively) influences damage, if they
haven’t already applied to the Skill Test. This adds +2[CD]
RESISTANCE
Characters are not entirely defenceless, and may make use
damage or may allow the attack to ignore 2 Resistance
of a variety of factors to protect themselves. This protection
per Icon rolled or add +1 to the damage total for each
is called Resistance, and it reduces the amount of stress
Icon, at the GM’s discretion.
inflicted.
Once these factors have all been accounted for, the Resistance comes in two forms: persistent and
attacker rolls all the Challenge Dice for the attack; the total conditional. Persistent Resistance always comes in the
rolled is the amount of damage inflicted. form of a simple number, while conditional Resistance
There is one other factor when it comes to a damage comes in the form of Challenge Dice. After the damage
rating: damage effects. Damage effects are special rules has been rolled for an attack, the character rolls any dice
that occur whenever an Icon, or [!] is rolled on the attack or they have from conditional Resistance, and adds the total
hazard’s Challenge Dice, and they can have a considerable rolled to any persistent Resistance they have. Then, the
influence on the result. The most common damage effects total stress inflicted is reduced by an amount equal to the
are below. total Resistance. If this final total is 0 or less, the attack has
Some damage effects are listed with an X. This is no further effect. If the final total is 1 or higher, then some
replaced by the rating of that damage effect in each case. stress has gotten through.
If an attack or effect would gain a rated effect that it
already has, only the higher rated of the two applies. Against physical attacks, a character gets persistent
Resistance from Armour, and conditional Resistance
Area: The attack or hazard automatically hits everyone from Cover. Armour is, naturally, something the
within Reach of the initial target, plus one additional character wears (or is innate to the character’s body),
target within Close range for every [!] rolled. Secondary while Cover normally comes from terrain the character
may use the Hit the Dirt reaction as if they were the can hide behind (or from hand-held shields).
primary target, even though the attack has already hit. Against mental attacks, a character gets persistent
Destructive: The attack or hazard can quickly overcome Resistance from Courage, and conditional Resistance
conditional Resistance, such as Cover or Morale. For from Morale. Courage is innate to the character,
each [!] rolled, the target’s current instance of normally coming from a Talent, while Morale is
conditional Resistance is reduced by 1[CD]. If this circumstantial, coming from being in safe or inspiring
reduces that instance to 0 dice, then it is destroyed and places, or the encouragement and leadership of others.
can no longer provide protection.
Conditional Resistance normally takes the form of 1-4
Drain: The attack or hazard is especially debilitating. The
Challenge Dice – a wooden fence may provide 1[CD] of
character hit suffers one Fatigue for each [!] rolled.
Cover, for example – but the GM may rule that a specific
Intense: The attack has an especially potent effect. If
instance is different in some way, by applying one or more
one or more [!] are rolled, and the attack inflicts one or
of the following effects:
more Harms, the attack inflicts one additional Harm.

CHAPTER 3: ACTION AND CONFLICT 35


Sturdy: the conditional Resistance grants an additional
+1 to total Resistance rolled for each [!] rolled.
Fragile: the conditional Resistance is fleeting, and each
[!] rolled reduces the number of Challenge Dice it If an attack or hazard causes five or more stress, after
provides in future by 1. If this reduces the number of reduction from Resistance, or the character reaches their
Challenge Dice to 0, then that instance of conditional maximum Stress because of the attack or hazard, they
Resistance is destroyed. immediately suffer Harm as well. If both these things
Uncertain: the conditional Resistance may be happen, then the character suffers two Harms instead of
troublesome later, adding 1 to Threat for each [!] rolled. one.
Volatile X: the conditional Resistance is dangerous, and If a character is already at maximum Stress, then any
risky to use. If one or more [!] are rolled, the character amount of stress will instead cause 1 Harm, while five or
suffers X[CD] damage (physical or mental at the GM’s more damage will cause an additional Harm, for a total of
discretion) and the conditional Resistance is destroyed. two. Having any Stress does not, by itself, cause any
problem for the character: it imposes no penalty, nor does
it impair a character’s actions or choices.
Harm, however, does cause a problem for the character.
Harms caused by physical attacks are called Wounds,
and they represent significant amounts of physical injury.
Harms caused by mental attacks are called Traumas, and
they represent significant effects of psychological and
emotional distress, including fear, extreme anxiety and
doubt, and panic.
Each Harm is a trait (as described in Chapter 1: Core
Rules), reflecting the way in which the character has been
harmed. This may make some actions more difficult, or
STRESS AND HARM even impossible, depending on what the Harm itself
Beneath their armour, and behind their courage, represents. When a character suffers a Harm, the
characters can withstand a degree of punishment before character’s player may suggest the nature of the Harm,
any lasting injury is caused. This ability to endure is but the GM’s ruling on a Harm is final.
represented by the character’s ability to take Stress, while Once a character has suffered three Harms, in any
any lasting injury they do suffer is called Harm. combination, they are Defeated (see sidebar). If a character
Once any reductions have been made for Resistance, is Defeated and has more Wounds than Traumas, they are
any damage remaining affects the target, turning into also Dying: their injuries are severe, and they will die at the
Stress. Each point of damage on the damage roll, after end of the scene unless they receive medical attention first
reductions, adds a single point of Stress. A character can (this is explained in Recovering from Damage, below).
only take a finite amount of Stress at any one time,
however: a character’s maximum Stress is equal to the
highest of their Brawn or their Will, plus their Survive score.
Characters may be able to increase their maximum Stress
through other means as well, such as Talents.

36 CHAPTER 3: ACTION AND CONFLICT


RECOVERING FROM
DAMAGE
Unless they die, a character can recover from the damage
they suffer.
At the end of a scene, a character removes all the Stress
they’ve accumulated. Some actions allow a character to
remove Stress (their own, or someone else’s) during a
scene.
Harm cannot be removed as easily.
A character may attempt to treat their Harms, or those of
another character, with a Skill Test. Wounds are treated
with a Coordination + Survive Test, while Traumas are
treated with an Insight + Talk Test; in either case, the
Difficulty is 2. Success means that a single Wound, or a
single Trauma, is treated, plus one additional Wound or
Trauma for every Momentum spent. Once treated, a Harm
is renamed to represent the way it was treated, and no
longer imposes a penalty.
If a character suffers any Wounds while they have
treated Wounds, then the treated Wounds stop being
treated – bandaged injuries and stitches are torn open –
and return with full effect. Similarly, if a character suffers
any Traumas while they have one or more treated
Traumas, then the treated Traumas return to full effect and
are no longer treated.
Full healing takes longer: under normal circumstances, a
character can only heal Harms fully between adventures,
as full healing takes time as well as treatment.
If a character is dying, then another character can
provide medical attention with a Coordination + Survive
Test with a Difficulty of 2. If this succeeds, the dying
character’s condition is stabilised – they are no longer at
immediate risk of dying – but they remain Defeated.
COMMON CONFLICT MOMENTUM
In the following list, any Momentum options where the
cost lists an R can be used repeatedly.

CHAPTER 3: ACTION AND CONFLICT 37


OPTION COST EFFECT
Bonus 1 R Increase the damage inflicted by a successful attack. Each Momentum spent adds +1[CD] damage.
Damage
Confidence 1 R The character gains 1[CD] Morale (to a maximum of 4[CD]) until the end of the scene.
Create 2 Create a trait that benefits yourself or an ally, or one which hinders an enemy.
Advantage
Disarm 2-3 One weapon held by the target is knocked away and falls to the ground within Reach. This costs 2
Momentum if the target is holding the weapon in one hand, or 3 Momentum if the weapon is held in
two hands.
Minor Action 1 R The character may attempt one additional Minor Action.
Penetration 1 R The damage inflicted by the current attack ignores 2 Resistance per Momentum spent
Re-roll 1 Any number of [CD] from the character’s current attack may be re-rolled.
Damage
Second Wind 1 R The character recovers 1 Stress per Momentum spent.
Secondary 2 A second target within Reach of the primary target is also affected by the attack, suffering half the
Target attack’s damage, rounding up.
Subdue 1 Any Harms the attack inflicts are temporary, and will be recovered automatically at the start of the next
scene.
Swift Action 2 The character gains an extra Major Action, but any Skill Test that action requires is increased by +1.
Trip 1 Must be used before damage dice are rolled; the attack gains the Knockdown damage effect.

DAMAGE, STRESS, AND character is rendered unconscious. However, at the end of


the current scene, the character removes any non-lethal
HARM VARIANTS Harms they have suffered entirely.
If non-lethal Harm is an option available to all characters
Depending on the nature of the game you’re creating, you all the time, then it is useful to apply a cost to differentiate
may wish to adjust the damage and stress rules in a few it from lethal force. We suggest using one or both of the
ways. These variants can all change the feel and tone of following costs:
combats and conflicts in your game, making games more
brutal, more heroic, more gritty, more visceral, or more Lethal force tends to escalate situations and provoke
cinematic. further violence; each time you make a lethal attack,
add +1 to Threat. NPCs making lethal attacks must
NUMBER OF HARMS spend 1 Threat instead.
One of the simplest changes is to alter how many Harms a Non-Lethal methods are trickier to achieve than lethal
character can suffer before they are Defeated. More ones, and a non-lethal attack has a difficulty 1 higher
durable characters can withstand a greater number of than normal.
Harms, while more fragile ones can withstand fewer.
This variant can take a few different forms: STRESS THRESHOLD
It may be useful in some games to alter how much Stress
Absolute Harms mean that all characters can withstand an attack needs to inflict before the victim suffers Harm.
the same number of Harms. This is often commonplace This can be used to depict more durable or more fragile
in games where characters are defeated after suffering foes, or foes of different sizes.
a single Harm, which can make for very quick, decisive
conflicts. One version of this applies a size category, or Scale, to all
Scaled Harms can be used where different characters creatures, vehicles, and other objects, with human-sized
and creatures can withstand different amounts of creatures and vehicles at Scale 0; smaller creatures have
Harm, perhaps based on their size or potency: a a lower Scale (-1, -2, etc), while larger ones have a higher
towering monster or a gigantic war machine might Scale. A Scale 0 creature takes one Harm if they suffer
require more Harms to defeat than a person, for 5+ Stress in one attack, and the amount of Stress
example. needed to inflict Harm on larger or smaller creatures
changes by an amount equal to their Scale: a Scale 2
NON-LETHAL HARM creature takes 1 Harm after 7+ Stress, for example.
Some games may allow, or even encourage, non-lethal Threshold by durability: some grittier or deadlier games
damage as an alternative to lethal force, perhaps as a may use the resilience and durability of a creature or
feature of specific weapons or types of attack, or as a object to affect its threshold, often as a replacement for
default option that everyone has. This variant is especially resistance. In this variant, wearing armour doesn’t
suited for heroic games where the protagonists do not reduce damage taken, but rather increases the amount
resort to lethal force without good cause or may even of Stress needed to inflict a Harm. This will mean that
refrain from killing entirely. even the most heavily-armoured of characters will still
If you wish to inflict a non-lethal Harm, you must declare be vulnerable to being worn down by enemy attacks,
that you are doing so when you declare your attack, before reducing how effective armour is overall.
rolling any dice. A non-lethal Harm functions slightly
differently to other Harms: if a character would be defeated
and the last Harm they suffered was non-lethal, the

38 CHAPTER 3: ACTION AND CONFLICT


NO STRESS take a single Harm before being defeated, and ones where
In this variant, characters simply do not have a Stress track there is no Stress track.
at all. This is suitable for deadlier games, and ones with In this variant, once per scene when a character suffers a
quicker, more decisive conflicts, though there are other Harm, they may choose to Avoid Injury. This has a cost,
variants (such as Avoiding Injury, below) which can alter which can vary based on your tastes and preferences for
this somewhat. This can be useful in games where direct the game. As noted, a character can only Avoid Injury once
conflict is an absolute last resort, feared by all, especially per scene, though certain actions—the Recover major
when paired with a reduced number of Harms: if there’s action, listed on p XX—may allow a character to regain the
no stress tracks and characters can only take one Harm, ability to Avoid Injury. NPCs can also Avoid Injury, but often
conflicts end very quickly. at different rates: minor NPCs cannot Avoid Injury, notable
When using this variant, a character suffers a Harm after NPCs can do so once, and major NPCs can do so as many
any successful attack. No damage roll, no stress inflicted, times as they wish.
no resistance: a successful attack inflicts one Harm. The cost to avoid Injury could be one of the following:
This variant may require some alternative approaches to The character spends 2 Momentum or adds 2 to Threat
things such as armour, cover, and other forms of
to avoid the Injury. NPCs spend 2 Threat. Any character
resistance. It may be fitting that armour allows you to may waive this cost by suffering a Complication instead.
count one Harm as non-lethal or allows you to sacrifice it The character adds 2 to Threat and suffers a
(causing the armour to be damaged or destroyed) to Complication (which may be a trait representing a
ignore a Harm. Cover might increase the difficulty of minor injury or other inconvenience). NPCs spend 2
attacks against you. Threat and suffer a Complication instead.
MULTIPLE TYPES OF STRESS The character spends Momentum or adds to Threat
equal to a cost determined by the attack. NPCs pay
Some games may suit having different kinds of damage Threat equal to the attack’s cost.
divided amongst several Stress tracks, representing
different forms of resistance to attack and harm. The first option works alongside short stress tracks and
This may be a matter of having each type of damage— characters able to withstand only a single Harm,
physical and mental, and perhaps others according to the functioning as a last-ditch option to save themselves.
game’s needs—have a distinct Stress track, perhaps with The second option is somewhat grittier and more
distinct names (perhaps Vigour for physical stress and visceral, as the character always suffers at least some effect
Resolve for mental stress). When a character suffers stress even if they avoid the full impact of a Harm.
from a physical attack, it is applied to their physical stress The third option requires some extra work, assigning
track, while mental stress is applied to the character’s costs to different attacks, where a more deadly attack costs
mental stress track. This can make characters tougher, as more to avoid. As a rule of thumb, if converting from
physical and mental attacks are separated and affect another game using these rules, take the number of [CD]
characters differently, so it can be useful to have Damage the weapon uses for damage as the cost (before any
Effects which can allow physical attacks to inflict a little bit modifiers for the wielder’s skill or attributes). It works well
of mental stress, and vice versa, so that potent attacks can in games where a Stress track isn’t used, as it provides an
affect both mind and body. alternative way to differentiate between weapons.
Alternatively, characters—or vehicles, or spacecraft—
might have multiple layered forms of Stress that are all
used against the same damage type, such as layers of COMBAT
Combat covers any kind of Conflict where physical violence
shields and ablative armour. This can be more complex
but can easily represent characters who can withstand a is used by one or more sides. Key to this, naturally, are
considerable amount of incoming firepower. Layered various forms of attack: striking enemies in melee duels, or
stress tracks are arranged in an order according to which blasting away at them in firefights.
will be affected first—this first layer is the ‘top’ of the Combat is perhaps the most straightforward form of
character’s protection. If the character takes damage, then conflict, using the rules already covered in this chapter.
this is applied to the top layer. If that track takes 5+ stress, This section describes additional considerations and
or is filled, then any remaining damage is applied to the concepts that are useful when constructing Combat
next layer down, and so on until all the damage has been scenes.
applied. If the bottom track takes 5+ Stress or is filled, then
the character takes a Harm. OBJECTIVES
Layered stress tracks work better when characters can As good screenwriters and other creators of fiction may
take fewer Harms—perhaps only one—as the complexity know, all the best action scenes are about something. They
of the damage mechanics has been moved to the layered serve a purpose beyond spectacle and violence. And this
defences. Different layers may also be recovered purpose is best served by establishing goals for those
differently: protective force fields may recover fast when involved. Conflict occurs where two sides have mutually
not under fire, while ablative armour or physical resilience exclusive goals. Combat happens when those goals are
might take more time or effort to restore. worth killing for, or worth dying for, for at least one side of
AVOIDING INJURY the conflict.
Because of this, each side of the combat should have a
Some variants may feel too deadly or too sudden without clear objective, with either victory or failure conditions, or
giving players some ability to withstand or avoid incoming both. The victory conditions should be short-term,
Harm. This is especially the case when characters can only covering purely what each side wishes to achieve within
that scene, and it could be one goal, or several, akin to a

CHAPTER 3: ACTION AND CONFLICT 39


prolonged activities. These tasks are delicate, require
continual effort, and take time to complete, especially in
dangerous situations.
Such situations can be represented by treating them like
attacks and damage: a character ‘attacks’ a problem,
inflicting Stress and Harms until the problem has been
defeated.
The GM determines the maximum Stress for the
problem, and characters who succeed at an appropriate
Skill Test to try and overcome the problem may make a
damage roll (normally 2[CD], plus extra [CD] equal to the
Skill used for the Skill Test), inflicting Stress as a result. If the
problem is especially tricky, delicate, or arduous, the GM
may give it Resistance to reduce the characters’ damage
rolls. Having the right kinds of tools, or the right talents, or
some other edge, may grant the characters damage
effects on their damage roll, again at the GM’s discretion.
The Harms inflicted on a problem are called
Breakthroughs, and each problem will require a different
number of them, depending on the scale and scope of the
situation. When enough Breakthroughs have been
inflicted to defeat the problem, the GM describes what
happens. Before that point, individual Breakthroughs may
have one of the following effects, at the GM’s discretion.
Easier from Here: any remaining Skill Tests made to
overcome the problem are reduced in Difficulty by 1.
Removed a Hindrance: the problem’s Resistance is
reduced by 2.
Making Progress: the next damage roll made against
Challenge. Alternatively, failure conditions can often the problem gains +1[CD], or an extra damage effect.
indicate what could cause a side to give up and retreat – Effect on the Scene: the problem reduces the Difficulty
very few people are willing to fight to the death for a lost of Skill Test to do something else in the scene, or
cause – and these will normally come when one or more of increases the Difficulty of an enemy’s Skill Tests to do
the goals are impossible to achieve. At the very simplest something.
level, one side’s defeat may be the other side’s victory. Event: the problem is tied to specific occurrences in the
The GM may wish to keep the objective of some scene, with each Breakthrough altering the state of the
adversaries a secret – indeed, discovering the enemies’ scene. This could be positive, negative, or a little of both
plans may be a crucial part of the adventure – but they – perhaps enemies grow more numerous, desperate, or
should be known, and they should be something that dangerous with each Breakthrough until the problem is
defines how those characters act. defeated.
Common objectives include the following, but these can
also be reversed, requiring a side to prevent these
objectives being met:
EXTENDED
CONSEQUENCES
Destroy a specific object or kill a specific creature
Capture a specific creature and remove it from the area Like using Stress and Harm to represent problems to
Capture an important location overcome, the same mechanics can be used to represent
Move an item to or from a specific location consequences that need to be avoided. This consequence
Use a specific item on a specific object or creature can scale or escalate because of the action, and normally
Perform a specific activity in a specific location accompany some urgent objective. This consequence
could represent a crumbling ruin that deteriorates around
In any of these cases, there may often be time limits the characters, or the alertness of a patrol or other enemy
involved. This is best expressed as a few rounds, or until a group.
specific event occurs, and should naturally reflect The GM establishes the nature of the consequence: what
something in the narrative: holding a location until help it is, what causes it to get worse, and how to avoid it. Most
arrives is a simple example of this, but it could also be the importantly, the GM should determine what conditions
time required for an objective to be completed, such as affect the consequence, because this is how characters
retrieving information, repairing a machine, or something interact with it.
else dependent upon the characters’ actions. The consequence has a maximum Stress, representing
how far the situation can be pushed before it becomes
EXTENDED TASKS disastrous. Characters who meet the conditions for the
consequence – often a Complication on certain Skill Tests,
Sometimes, how a situation progresses is uncertain, and a failed Skill Test of a specific type, or performing a certain
an objective or goal may require a complex task to be kind of action – the GM makes a damage roll. The GM
completed, such as arming or disarming a bomb, disabling should determine the base damage rating for this, which is
a trap, radioing for help, performing a ritual, or similar used each time the condition is met (4 or 5[CD] is a good

40 CHAPTER 3: ACTION AND CONFLICT


baseline for this). If the consequence is especially stable, or this by three if measuring in feet. A character may always
difficult to affect, it may have Resistance to reflect this. choose to move less than the full distance allowed. At the
The Harm for a consequence is called a Setback, and the GM’s discretion, some Traits or Talents may increase a
GM determines how may Setbacks the problem requires character’s speed.
before it becomes disastrous. The GM should determine
what happens when enough Setbacks have been inflicted. A character who uses the Move Minor Action can move
Depending on what the consequence reflects, characters their Speed.
may be able to spend Momentum or attempt Skill Tests to A character who succeeds at the Rush Major Action can
lessen the consequence’s effects, essentially recovering its move up to their Speed, plus their Speed again for every
Stress. Setbacks, however, cannot be recovered. Momentum spent (Repeatable).
Before that, however, the GM may impose an effect or Any other forms of movement a character may use,
penalty for each Setback. This is likely to be one of the allow the character to move their Speed once for each
following: zone that action would allow them to move.

Uncertainty: some Skill Tests suffer +1 Complication


range per Setback.
CHASES AND
Difficulty: a type of Skill Test related to the
consequence increases in Difficulty by +1 per Setback.
PURSUIT
A chase is like combat in many ways: it’s a physical conflict
Instability: the consequence’s Resistance is reduced by
2, or the damage roll made against it is 1[CD] or gains a scene, filled with movement and action. However, the
damage effect. biggest difference is in outcomes: a chase is about
Escalation: each Setback adds 2 to Threat, either used movement, specifically one character or group of
immediately or soon after to escalate the scene, such as characters reaching a place of safety before they can be
with reinforcements. caught.
Effect on the Scene: each Setback has a cumulative A chase can use the normal Conflict rules already
effect on the scene, in the form of a trait that hinders described, with the distinction between chase and combat
the PCs or helps the enemy; this may represent a blurring as characters snap off shots while running, riding,
heightened state of alert. driving, etc. This often creates a sort of running battle,
Event: each Setback signals a specific event, such as the where the environment is long, thin, and has countless
arrival or departure of specific individuals, a change in twists, turns, obstacles, and tricky short-cuts.
enemy tactics, or a new instance of damage or danger. However, a chase can also be run in a more abstract
manner, focussed on the narrative beats, obstacles, and
COMBAT VARIANT: GRID sequential events of a pursuit rather than on the moment-
to-moment action.
AND GRANULAR Both these approaches are discussed in this section
DISTANCES RUNNING BATTLES
Some groups may dislike abstract zones or might wish to The most direct approach is to simply use the existing
have greater detail when handling character movement rules for zones and environments. While this can be
and distances. This variant replaces zones with concrete satisfying, it does require a considerable degree of
distances, allowing for more precision. planning on the part of the GM. An environment well-
The normal range bands are still used. However, they suited to a pursuit is long and narrow – perhaps 15 or so
now apply to specific distances, as explained below. zones long, and 2-3 zones wide in most places – and overall
Distances are given in meters and feet—choose which represents a route (or several routes) to an important
measurement you’ll use for the game, as these are not destination. The goal, then, is simple: if the pursued party
exact conversions but conveniently rounded numbers. reaches the destination first, they succeed; if they are
stopped before they can reach their destination, they have
Reach is anything within two meters/six feet of a
failed.
character. Populating that environment, however, is the important
Close Range is anything outside of Reach, but within part. Most zones should contain some manner of obstacle
ten meters/thirty feet of a character. or hazard that makes it more difficult to traverse at speed,
Medium Range is anything outside of Close Range, but
at which point the skill of both the pursuer and the
within twenty-five meters/80 feet of a character.
pursued become important, as it allows them to overcome
Long Range is anything outside of Medium range, but these problems and travel more swiftly. At the simplest
within fifty meters/160 feet of a character. level, these obstacles and hazards can be the physical
Extreme Range is anything more than fifty meters/160 terrain itself -
feet away from a character. It is important not to make the route too linear – twists
These distances are used for all physical environments, and turns are good, as are alternate-but-parallel routes,
such as modifiers for perception, ability to communicate, such as being on two different sections of road headed the
and determining range for certain forms of attack and same way. Often, the GM may wish to include shortcuts –
special ability. The only thing that these range categories zones that allow for faster travel or bypassing a section of
are not used for is movement. the route – but these should only be accessible by
Movement instead is handled in the following manner: overcoming a more difficult or dangerous obstacle,
All characters have a Speed, which is their Agility granting swift progress in exchange for a greater risk. This
Attribute plus their Move Skill in meters (so, a character might be a tight alleyway inaccessible that allows a
with Agility 9 and Move 3 can move 12 meters); multiply motorcycle to pass but not a car, or an impromptu ramp

CHAPTER 3: ACTION AND CONFLICT 41


PURSUIT ROLL MOMENTUM
OPTION COST EFFECT
Bonus Pace 1 A character can increase the total from the pursuit roll. Each Momentum spent increases the total of
the pursuit roll by +1.
Evasion 1 The Obstacle Soak against this pursuit roll is reduced by 2 per Momentum spent.
Reroll Pursuit 1 The player may reroll any number of [CD] from the current pursuit roll.
Create 1 Increase the Resistance of the Pursuit Track by +1 per Momentum Spent; this only affects the
Hindrance opponent’s next pursuit roll, and lasts only for that roll.

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.

42 CHAPTER 3: ACTION AND CONFLICT


STEALTH AND
INFILTRATION
Some of the tensest conflicts can revolve around avoiding
the enemy, rather than confronting them. A Stealth scene
revolves around characters’ ability to avoid notice and
escape detection, and upon their enemies’ ability to detect
and locate intruders.
Key to this is making stealth and observation less “all-or-
nothing” than they might be otherwise – a character who
fails a Skill Test to be stealthy is not automatically
discovered, but may instead have drawn attention to
themselves, making things more difficult or forcing them
to make a choice about how to proceed.
If a scene consists only of attempts to move stealthily,
the GM may choose to use the Extended Consequences
rules, above. However, if the scene is likely to include a
mixture of stealth and other forms of conflict – such as
combat – then the method described here may be more
appropriate.

STEALTH STATES A detected character whose stealth state is reduced will


become revealed: enemies discover the character’s actual
Stealth is not purely a matter of remaining hidden or being location. A detected character cannot become revealed if
quiet, but of managing the attention of those who are no enemy is able to see the character – no amount of
nearby. A skilled infiltrator learns to move unnoticed at will, observation can see through a solid wall. A detected
rather than relying purely on shadows and silence, while character whose stealth state is increased will become
an inexperienced sneak assumes that any amount of noise hidden, as enemies lose track of the character’s location.
or light can foil them. A revealed character’s stealth state can’t be reduced. A
There are three states a character can switch between as revealed character whose stealth state is increased
they attempt to pass unnoticed, which influence and are becomes detected, as enemies know that an enemy is
influenced by the actions characters take as they move nearby, but can’t accurately determine where.
around. These are as follows: A variety of circumstances – described in the sections
below – will cause a character’s stealth state to be reduced.
A revealed character is one whose presence and A character’s stealth state can be increased in only a few
location are known to the opposition. This might be ways, however. A character may, as a Major Action, attempt
because stealth has already failed, or because the a Stealth Test when in a zone that fulfils the following
character has not even attempted to move unnoticed. A criteria: there must not be any enemies in that zone,
character may even be trying to draw attention to enemies cannot see clearly into the zone, and it cannot be
themselves to distract enemies and give an opportunity the zone where the character last entered the detected
for allies. state (that is, you must move somewhere away from
A detected character is one whose presence is known enemies and away from your ‘last known position’).
to enemies, but whose precise location remains Alternatively, if a character is detected in a scene, and no
unknown. The enemy may know a detected character’s enemies remain (because they’re dead, unconscious, or
rough location, or even know where the detected have left the area), the character may automatically choose
character was last seen, but they don’t know where the to become either hidden or revealed should new enemies
character is right now. (or returning ones) arrive.
A hidden character is one who the enemy does not
know the location of at all. They may even be unaware STEALTH STATES AND ACTIONS
of the character’s presence entirely, if the character has Whenever a sneaking character takes an action, the
not yet been detected. character’s stealth state needs to be considered in how the
At any given moment, a sneaking character will be in action is undertaken, and how the action affects the
one of these three states. Characters who aren’t character’s stealth state.
attempting to sneak will be in the revealed state unless Actions come in three rough categories, which
otherwise noted by the GM. determine the way they interact with a character’s stealth
state.
CHANGING STEALTH STATE Silent actions don’t particularly generate noise or draw
A character’s stealth state is liable to change periodically attention; they don’t change the stealth state of a
character performing them.
during a scene. A stealth state can be reduced, moving to a
Sneaky actions can generate noise or draw attention,
worse state, or increased, moving to a better one.
but skill and cunning can minimise the amount of
A hidden character whose stealth state is reduced will
disturbance they cause. When a character attempts a
normally become detected: enemies become aware of the
character’s presence and have an idea as to the sneaking Sneaky action, they may choose to increase the Difficulty
character’s location. A hidden character’s stealth state of any associated Skill Test by +1 to try and perform the
action silently; this also increases the Complication range
cannot be increased.

CHAPTER 3: ACTION AND CONFLICT 43


ACTION STEALTH CATEGORY
Free Actions
Drop Silent
Shift Silent
Speak Noisy*
Minor Actions
Aim Silent
Bolster Silent (self)/Noisy (ally)
Defend Silent (self)/Noisy (ally)
Disengage Noisy
Draw Item Silent
Drop Prone/Stand Silent
Interact GM’s Discretion
Movement Silent
Prepare Silent
Major Actions
Aid Sneaky
a character attempts a Noisy action, their stealth state is
Assist As action assisted
reduced at the end of the action. Reactions are always
Attack Noisy* Noisy – such is the cost of such rapid, desperate responses.
Create Advantage Sneaky Which actions fall into which categories is detailed on
Pass Silent the table below. Instances where the action is marked *
Protect Sneaky have additional considerations, described later in this
Ready Silent section. In all cases, the GM may overrule the category
Recover Silent provided on the table if the circumstances dictate – for
Rush Sneaky example, while dropping an item is listed as silent, if the
item being dropped would make a significant noise (say,
Skill Test GM’s Discretion
it’s a bag of coins being dropped onto a hard floor), the GM
Speak: Under normal circumstances, speaking is a is free to change the action to a noisy one.
noisy action. However, if the character is speaking with
someone within Reach, they may choose to whisper OBSERVERS
instead; this counts the Speak action as Silent instead. Stealth isn’t a purely one-sided matter; it’s easy to move
Attack: Attacking from stealth has extra unnoticed through an area where nobody else is present.
considerations: Thus, the opposition in a location makes a variety of Stealth
-If the attacker is hidden, the defender may not tests necessary in the first place. Further, these observers
can also provide more direct opposition to sneaking
attempt a reaction against that attack, and is
characters, actively searching for them and turning normal
considered exposed and vulnerable. tests into opposed tests.
-If the attacker is detected, the defender increases the Whenever a sneaking character attempts a Stealth test –
Difficulty of reactions against the attack by two. to increase the character’s stealth state, or to avoid
-Melee attacks, and mental attacks made with melee reducing it – a nearby opponent may spend 1 Momentum
weapons, are Sneaky instead; however, if the target of (or spend 1 Threat) to make this into an opposed test if they
the attack is not Defeated, then they will are sufficiently alert or wary. Normally, this will be the
automatically become aware of the attacker, and the nearest opponent to the sneaking character, or otherwise
the one best positioned to see or hear where the sneaking
attacker will become revealed immediately.
character is (such as a guard on a watch tower with a good
Skill Test: Individual skill tests not covered by other vantage). However, doing this requires spending
actions should be categorised as Noisy, Sneaky, or Momentum (or Threat, for adversaries). If the Threat Pool is
Silent by the GM on a case-by-case basis, though the large, this means that NPC adversaries may be alert and
GM should aim to be consistent in this. vigilant, making it harder to sneak around, while a
Sprint: Note that the Sprint action increases the diminished Threat Pool makes for dull-witted and
difficulty of skill tests attempted until the start of the inattentive NPCS.
character’s next turn; this includes the Stealth test to During the observing characters’ own turns, they may
spend a Major Action searching; the observing character
avoid reducing the character’s stealth state – sprinting nominates a single zone that they can perceive. If there is a
is difficult to do without drawing attention. sneaking character in that zone, then the character
attempts an Observation test, with a Difficulty of 0,
by 1. Choosing not to take this Difficulty increase, or taking modified as normal by distance and environmental factors.
the Difficulty increase but rolling a Complication, means If this is successful, then the sneaking character’s stealth
the character reduces their stealth state at the end of the state is immediately reduced. The sneaking character may
action. make a last-ditch attempt to hide themselves by adding 1
Noisy actions always generate noise or draw attention, to Threat, turning the Observation test into an opposed
and no amount of skill or cunning can change that. When test, resisted by the sneaking character’s Stealth test.

44 CHAPTER 3: ACTION AND CONFLICT


and hearing and are quite capable of tracking by smells
too faint for a human nose to detect.
Each sense, naturally, has distinct factors that affect their
performance and their use. Skilled sneaks know how to
best capitalise on the factors that benefit them, while
trackers, hunters, and vigilant guards know what
advantages they can capitalise on. These factors will affect
the difficulty of Stealth and Observation tests that
characters and creatures attempt.
Whenever a character attempts a Stealth Test or an
Observation Test, that character should declare which
sense they are primarily relying upon – a sneaking
character takes different actions to remain unheard than
those undertaken to remain unseen. This choice of sense
applies to the character’s test, and any test made to
oppose it in an opposed test, and it determines the factors
that will determine the difficulty of the test.
One common factor that applies regardless of the sense
is distance. Another common factor that should be
considered as well is whether the observer is paying
attention; inattentive characters increase the difficulty of
Observation tests by one or more depending on how
much focus they’re paying to their surroundings. These are
summarised on the table below.
OBSERVATION
FACTOR DIFFICULTY
Distance
Target is within Reach -1
Target is within Close range –
Target is within Medium range +1
Target is within Long range +2
Target is beyond Long range +3
Attention
Observer is focussed and attentive -1
Observer is not distracted –
Observer is slightly distracted or +1
bored
Observer is lazy, distracted, or doesn’t +2
care
Observer is drunk or otherwise +3
paying little attention
Observer is unconscious, asleep, or +4
completely oblivious.

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

CHAPTER 3: ACTION AND CONFLICT 45


Stealth more difficult. As with any trait, stacking extra
copies of these traits can represent greater effects.

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

46 CHAPTER 3: ACTION AND CONFLICT


Remote, delayed threats use the same medium as Obvious and dramatic threats are grand and flashy, or
remote threats, but the messages are recorded and loud, or otherwise so clear and obvious that they are
then sent. The target does not receive the threat liable to affect multiple targets, but their lack of subtlety
immediately, preventing a Reaction, but the distance means that they can have unintended consequences.
and delay make it more difficult to make the threat This adds the Area and Perilous damage effects to the
impactful. Remote, delayed threats ignore modifiers for attack.
range, and do not allow a Reaction, but always add +2 Personal threats play upon the specific fears and
Difficulty. The target may, upon receipt of the message, doubts of the target, making their effect particularly
attempt a Difficulty 1 Will + Survive Test to avoid the strong. This adds the Intense damage effect to the
damage. Each Momentum spent by the attacker upon attack.
making the attack adds +1 to the Difficulty of this test. Revelatory threats reveal or present something that is
Written threats are text on a page, on a screen, or uncomfortable for the target to think about, often
otherwise written somewhere that the target will see it. undermining their confidence. This adds the
The target doesn’t receive the threat immediately, Destructive damage effect to the attack.
preventing a Reaction, but the distance and delay make Shocking threats are sudden, unexpected, especially
it more difficult to make the threat impactful, even unpleasant, or otherwise likely to make an enemy
more so than a recorded message. Written threats stumble or give them pause. This adds the Knockdown
ignore modifiers for range, and do not allow a Reaction, and Stun damage effects to the attack.
but always add +2 Difficulty and +1 to the Complication Status or authority, which includes being part of a
range. The target may, upon receipt of the message, powerful group known to the target (including being
attempt a Difficulty 1 Will + Survive Test to avoid the part of a law enforcement agency). This adds +1[CD] to
damage. Each Momentum spent by the attacker upon the attack’s damage rating. The GM may increase this
making the attack adds +1 to the Difficulty of this test. further if the character’s status or authority is especially
Abstract threats do not involve conventional means of significant.
communication, but rather “send a message” through Unnatural threats are ones which seem to have come
some unusual means, such as staging an accident. They from an inhuman source, and their nature can often
can only be performed at GM’s discretion, and the GM unman even the bravest individuals. This adds the
will determine the Difficulty and any other factors. Piercing 2 damage effect to the attack.

DAMAGE SOCIAL CONFLICT


Sometimes, a conflict is fought with words, rather than
The content, circumstances, and nature of a mental attack
determines the damage it inflicts, and any other effects it with weapons. Disputes, challenges, and dangers can
may have. sometimes be overcome by talking, and knowing how and
As a baseline, all mental attacks have a damage rating of when to apply this sort of interpersonal skill to a problem
1[CD], plus additional [CD] equal to the attacker’s Talk skill. can be vital.
Other factors may add [CD] to the damage rating, they Social conflict is the collective term for Skill Tests,
may add a damage effect, or they may do both. These are Challenges and problems that are resolved through
described below, though this list is not exhaustive, and the deception, diplomacy, bargaining, intimidation, and a
GM is free to alter and adjust these effects to represent range of other social skills. Not all personal interactions are
unusual circumstances. These factors stack, but the GM social conflict, but all social conflict is driven by these
may put a limit on how many can apply to a given interactions, especially those where each side has different
situation. goals or may not wish to yield to the desires of another.
The GM may also use these rules as guidelines for Social conflict differs from psychological warfare in that
determining the damage of hazards that inflict mental psychological warfare is entirely about provoking fear and
damage as well. panic, while social conflict considers fear and panic to be
means to an end, possible tools in a toolbox that can allow
Awe-inspiring threats are ones where the attacker characters to manipulate or coerce their opponents.
demonstrates their prowess or capability. This differs At the heart of social conflict is a desire or goal, which
from evidence in that it is a direct demonstration of takes the form of a request: one side wants something,
ability, rather than an item or object that proves it, and the other side is either able to grant that request, or
though this also limits this effect to face-to-face threats. they are standing in the way of that goal. At its very
This adds +2[CD] to the attack’s damage rating, though simplest, it comes down to one character asking another a
it may add more at the GM’s discretion if the question.
demonstration is particularly impressive. There are a few different responses to that question, and
Evidence covers any objects or items which support or the character being asked may respond in one of two
confirm the threat. This could range from incriminating ways:
materials to grisly trophies taken in battle: regardless,
evidence should always demonstrate the attacker’s Yield: The character receiving the request agrees to it,
ability to carry out whatever they are threatening to do. and grants that request as far as they are able. A
This adds +1[CD] to the attack’s damage rating, and the character won’t inconvenience themselves to do this,
Vicious 1 damage effect. nor will they do more than is reasonably necessary to
Horrifying threats are ones where the nature of the help. This is automatic and requires no skill test.
threat is gruesome, vile, or unthinkable, and they can Resist: The character receiving the request refuses to
linger in the target’s memory for a while after. This adds grant it. Regardless, the character denies the request
the Drain damage effect to the attack. outright, but they may face consequences for resisting.

CHAPTER 3: ACTION AND CONFLICT 47


Regardless of any other consequences, if a character resists
a request in a social conflict, then that request cannot be
made again without being changed, or without some
other change of context.
As persuasion is driven by context, what is impossible in
one situation may be entirely feasible in another. It may be
useful, then, to break up a goal into smaller, more
reasonable requests, each resolved separately, pursuing a
greater objective piece by piece. Complication should reflect some problem or
This is also where social tools come in. Social tools allow a consequence that comes from resisting the request.
character to alter the context or circumstances of
persuasion, normally in the form of applying Traits or other DECEPTION
factors, and they can be used individually or collectively to Falsehood and deceit can be a powerful tool in the hands
shape a social conflict.
of the cunning, but they are dangerous if mishandled.
During a social conflict, each side may have different
Deception can be used by itself to make a request seem
goals, meaning that each side will engage in their own more reasonable or palatable, or it can be used in
actions to further those goals. Even in something as conjunction with other tools to create a more significant
seemingly one-directional as an interrogation, the impact. Effective deception requires skill, cunning, and an
interrogator will be trying to get information, while the understanding of who is being lied to.
interrogated party may have a goal of their own, such as
Deception requires an opposed skill test, with the
trying to prove their own innocence. deceiver’s Difficulty based on how reasonable or believable
RESISTING PERSUASION the lie is to the target, and the target’s Difficulty being
determined by their suspicions. Successfully deceiving
If a character resists when faced with a request, this someone convinces them of some fact or facts which are
becomes an opposed test. The Difficulties for both the not true, and subsequent persuasion tests ae resolved with
asking and resisting characters are normally 1, but these those fictions in mind. Deception cannot convince
can be altered by factors such as Traits, and at GM’s someone of something which is blatantly untrue, or which
discretion based on how reasonable the request is (less contradict their worldview, but in turn, deception that
reasonable requests increase the asking character’s plays into the beliefs and preconceptions of the target can
Difficulty) and how wary, defiant, or suspicious the resisting be especially effective.
character is (the more reluctant they are to help, the lower The deceiving character will normally use Reason + Talk
their Difficulty). for their test, while the character being lied to will normally
The asking character will normally use Reason + Talk or use Insight + Talk. Other combinations are possible for
Will + Talk for this, unless another combination is more different approaches, as normal.
suitable. The resisting character will normally use Insight + Usefully, deception can be used to establish lies that are
Talk or Will + Talk, again unless another combination is the foundation for other social tools as well. Empty threats
more suitable. can intimidate a foe with a peril they believe is real, and
history is full of scams, cons, and tricks where people
If the resisting character wins, then the request is not bargained with things they didn’t own.
granted, and there is no further effect. The problem with deception is, of course, that it’s all a lie.
If the asking character wins, then the resisting If the target discovers that they were deceived, they will
character is put under pressure, and suffers damage as hesitate to trust the deceiver in future, and may even seek
per a mental attack. The asking character’s damage roll recompense or retribution. Further, Complications
is 1[CD], plus additional [CD] equal to their Talk skill. suffered while lying may reveal flaws in a lie, making the
target suspicious.
If this damage would cause Harm, it instead causes the
resisting character to suffer a Complication. This

48 CHAPTER 3: ACTION AND CONFLICT


INTIMIDATION
A direct and crude method of coercion is to inspire fear,
doubt, and uncertainty. Intimidation is the practice of
using threats to compel action or compliance, often by
convincing others that non-compliance will be met with
force.
Intimidating someone uses the normal rules for
Psychological Warfare and mental attacks (page 46), and
each Trauma the target suffers increases the difficulty of
that character’s skill test during a persuade opposing test,
while failing to intimidate someone increases the difficulty
of further attempts to intimidate them, as with any failed
mental attacks.
The drawback of intimidation is that it is inherently
hostile, which can cause problems of its own. Employing
intimidation creates an antagonistic tension between the
two sides that can worsen other interactions, cause
lingering resentment, or even provoke a target to
aggression.

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.

CHAPTER 3: ACTION AND CONFLICT 49


50 CHAPTER 3: ACTION AND CONFLICT
CHAPTER 4: EQUIPMENT AND TOOLS
This chapter covers the rules governing tools and its own rules), or as a facility (where the equipment is fixed
equipment that characters may use during games using in place within a building).
the 2d20 System. This may vary from weapons and Trivial items are tiny objects, stowed away in pockets,
armour in action-packed, combat-heavy games, to clipped to belts, or in various other places. A character can
valuable resources and vital information in games of carry an unlimited number of trivial items (GM’s discretion
intrigue and politics, to specialised tools for games focused applies if players try to push this too far), and it doesn’t
upon experts seeking to solve complex problems with skill really matter where they’re carrying them. Some trivial
and panache. items are so minor that they don’t even need to be written
on the character sheet in advance: small change, a book or

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.

EQUIPMENT SIZE AND


CARRYING CAPACITY
For the most part, the 2d20 System doesn’t worry too
much about how heavy items are, or how much a person
can carry, at least not to the degree of tracking how heavy
an individual item is and how much weight a person can
carry.
Rather, we opt for a simpler, more direct way of handling
size and carrying capacity.
Items are divided into three categories for the purposes
of carrying capacity: trivial items, minor items, and major
items. Any equipment larger than a major item is too large
for a person to move and carry by themselves, and will
commonly be classed as a vehicle (in which case it follows

CHAPTER 4: EQUIPMENT AND TOOLS 51


A character can carry one major item, and up to three
minor items without being weighed down. You may
carry three extra minor items in place of a major item, or
you may carry one extra major item in place of three minor
items.
HEAVY LIFTING
Characters wishing to carry more can do so in one of two
ways: carrying items, such as backpacks, briefcases, and
suitcases (which may also make it easier to hide items), or
by having a high Brawn attribute.

BRAWN EXTRA ITEMS CARRIED


8 or lower None
9 1 minor item
10-11 2 minor items PERSONAL GEAR
12-13 3 minor items (or 1 major item)
14-15 4 minor items (or 1 major and 1 minor) Every character has a certain amount of personal
equipment, provided during character creation. Barring
16+ 5 minor items (or 1 major and 2 minor) extreme circumstances, you always have access to these
items. If personal gear is lost or destroyed, it can be
A character may also choose to carry more than their limit replaced between adventures, though the GM may decide
by choosing to be encumbered. Being encumbered is a that it takes time to replace items with a Restriction of 4 or
trait, making moving or carrying more difficult, or even higher.
impossible depending on how much the character seeks The group supporting the PCs will always endeavour to
to carry. give their agents exactly what they need to carry out any
mission they’re dispatched on, but this isn’t always possible

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.

52 CHAPTER 4: EQUIPMENT AND TOOLS


being granted on the next adventure, or it may cause items and services have prices (which the PCs might
those items to be unavailable in future. adjust if they haggle well) in the same currency.
The only items that aren’t expected back are resources: In a game set in the modern day, modern currencies
ammo, skill kit resources, and fuel, but you do have to such as British Pounds (£), US, Canadian, Australian, or
return any resources you come back to base with. New Zealand Dollars ($), and Euros (€) make this a familiar
prospect that everyone at the table can connect with
SPECIAL REQUISITIONS easily, and finding out how much something costs is as
On top of the broad category of mission requisitions, easy as a quick internet search. In historical games,
characters may seek to request individual items on a case- historical records from businesses and the currencies used
by-case basis, especially those of a rare or occult nature. in the past can be found with a little research to find out
These are treated as special requisitions, and they are what money was like and how much things cost. In a
handled separately, due to their uncommon and precious game set in the future, there’s nothing to stop you devising
character. some future currency (or the ever-popular generic
You may have to run a special requisition ‘up the “credits”) and figuring out how much things cost in a
flagpole’ to the leaders of your organisation, and it often utopia or dystopia of your own devising.
requires a skill test to persuade those leaders of the need However, for all that a basic transaction is simple, money
for the item and can provide a scene with that character. is complicated. In a game set in the modern day, you
If you successfully plead your case, access is granted to either need to handwave away the complexities of tax,
the item in question. Additional requests are harder to get, credit, and loans that make money in real-life so … but that
increasing the difficulty of your next request for the same in turn may keep some items out of reach of the player
mission. Losing or having the item destroyed may result in characters—it’s difficult to have a game with a thrilling car
serious repercussions in your organisation. chase if none of the PCs can actually afford a car, but at the
same time you don’t want to have to think about car loans,
FIELD ACQUISITIONS credit ratings, interest rates, fuel prices, car insurance, etc.
Once a mission has begun, items cannot be requisitioned Using real-world cash prices and simple cash
(outside of specific situations which may occur at the transactions in your game is a straightforward matter on
gamemaster’s discretion, such as emergency supply the surface but can present complications in some
drops). However, items can still be obtained if they can be settings where finance is complex. This will require
located out in the field. This frequently requires dealing abstractions to work properly, so it’s all about which
with black marketeers, and other clandestine abstractions are most acceptable to you and your group.
organisations, or simply securing the items personally.
This requires a skill test to acquire the item. The attribute COIN
and skill used varies based on how you’re getting the gear. A similar, but simpler, approach to a cash economy in-
The difficulty of the test is normally the Restriction rating of game is Coin. It functions much like a cash economy, but
the item, though this may be higher or lower based on the all money and valuable items are abstracted into a simpler,
local conditions (obtaining extra ammunition is easier if easier-to-manage value, normally referred to as Coin, Gold,
you can steal it from a munitions factory, for example). Wealth, or something similar depending on the game.
Small purchases, for trivial items and tiny amounts of
Attempting to persuade a contact to part with supplies money are hand-waved or grouped together as part of
Involves the Talk skill. regular activity, with a simple ‘upkeep’ cost paid during
Attempting to steal an item from somewhere will likely downtime between adventures, covering all sorts of small,
involve the Move skill. routine expenses, replenishing common resources like
ammo and skill supplies, paying for food and lodgings, fuel
Foraging, scavenging, and salvage will probably involve for vehicles, etc.
Survival, though the quality of any man-made items In this system, 1 coin is normally a sizeable, non-trivial
obtained in this way might be dubious and may require an amount of money—maybe equivalent to about £50 or
Operate test to get working properly. Finding the parts
£100 in terms of purchasing power.
needed for an item may require Know to locate and
This often works best in fantasy or historical games, or
identify the components needed. The item may be created games set on the frontiers of civilisation, where barter,
from those parts, or by repairing a damaged or discarded trade goods, and simple money make more sense and the
item. circumstances for more complicated finances aren’t
ACQUISITIONS VARIANTS widespread.

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

CHAPTER 4: EQUIPMENT AND TOOLS 53


case represents significant strains on the character’s probably getting by with itinerant work, begging, and
resources. selling off anything valuable you find to a pawnbroker.
As with any stress track, characters have Resistance, Squalid. You live desperate conditions, likely in a shelter
which would be determined by the character’s general or somewhere barely suitable for human habitation. You’ve
level of wealth: a wealthy character can absorb the impact got shelter from the elements, and a home address
of purchases far more easily than an impoverished one. sufficient to maintain steady(ish) work. Still, the rent is too
Momentum on a test to find a seller might be spent on damned high, and you’re never far from some expensive
extra Resistance here, representing finding or negotiating emergency, so even a meagre income is stretched thin.
a better deal, that lessens the impact of the purchase. Poor. You live in bad conditions, probably in a too-small
Stress on the wealth track is cleared at the end of each apartment somewhere undesirable, or a trailer in an
adventure, with the assumption that characters have a abandoned lot. You’d barely get by on one full-time job, or
regular income. A character can only suffer one Harm from two part-time jobs, and you’ve had to make the bad
wealth (which is a Trait as normal), but this can be cleared choices between food, heat, or some other essential more
(or avoided) by spending assets the character owns— times than you care to remember.
valuable items, reserves of extra cash saved up, shares or Modest. A modest lifestyle keeps you out of the worst
investments. parts of town, you don’t have to choose between food and
This mechanism can be quite fun and interesting to play warmth. You’ve even got a decent bit of spending money
with, as it turns a part of the game that’s normally just left at the end of the month, enough to afford a few much-
tracking numbers into actual gameplay, but some players needed luxuries. Still, a good chunk of your cash goes on
may find it intrusive for those same reasons. This is very rent each month, the prospect of buying a home is just out
much a playstyle choice. of reach, and your health insurance is only just about good
enough for minor sickness and injuries.
WEALTH LEVELS Comfortable. Choosing a comfortable lifestyle means
This variant is the closest to the basic acquisitions rules that you can afford nicer stuff and can easily maintain your
described on p. XX, but determines a character’s access to equipment. You can rent a decent place, or maybe you’ve
items and services by their wealth, rather than by the managed to buy somewhere to live, and you’ve got
nature of the mission. In this variant, each character enough money from a decent job spare to save up for the
receives a Wealth Level, which represents their lifestyle and occasional holiday or luxury purchase without impacting
provides them with a sum of points per adventure which the routine little luxuries that get you through the week.
can be spent on acquiring equipment, securing services, Wealthy. You almost certainly own a home and can
and so forth. afford to pay for quality in everything you have and do.
At a Wealth level of Comfortable or higher, a character You’re well-off by most standards and draw at least some
can obtain items of Restriction 1 without spending of your regular income through investments, perhaps
Restriction points—they are a trivial matter for such a renting out other properties you own, or perhaps playing
character. Independently Wealthy characters can obtain the stock market, but that still comes on top of a regular
Restriction 1 or 2 items without spending points. job with good benefits and a great salary.
The amount of Restriction Points provided per Independently Wealthy. You live a life of plenty and
adventure is a baseline, representing the amount of cash- comfort. You move in circles populated by the most
on-hand, available credit, etc., the character has. A wealthy powerful people in the community. You don’t really need
character may have possessions worth much more than to work - between inherited wealth and investments, and
the items they can obtain each session, but the Restriction possibly a trust fund, you’ve got enough passive income
Points per adventure represent what the character has left that you only really work to increase your wealth and
over after their other expenses. Any acquisitions a standing further, or because it gives you something to do.
character attempts beyond their Restriction Points require You probably have a few obligations as part of your social
more work to obtain, such as rearranging finances, selling circles and finance connections, and you may well be
items, looking for bargains, and are covered by the Field involved in politics simply because politicians seek your
Acquisitions rules. support (i.e., your money) for their campaigns, and you can
have celebrity status if you want just by being seen in the
RESTRICTION POINTS TRIVIAL right places with the right people. Alternatively, wealth can
WEALTH LEVEL PER ADVENTURE ACQUISITIONS
bring you anonymity, allowing you to interact with the
world without the world bothering you in return.
Wretched 1 —
Squalid
Poor
2
3

— ARMOUR
Armour and other protective gear come in a variety of
Modest 4 —
Comfortable 5 1 shapes and sizes, providing varying degrees of coverage
and protection, though sometimes with drawbacks. The
Wealthy 6 1 armour presented in this section is fitting for a modern-
Independently 7 2 day or near-future setting, but the principles apply to
Wealthy armour from any era.
Armour is always considered a Major Item, but wearing
Wretched. You live in inhumane conditions. You are armour means that it does not count towards your
homeless, and while this means you don’t have many carrying capacity. A character may only wear one suit of
outgoings, you also don’t have much income either, armour at a time.
Armour will have all the following categories:

54 CHAPTER 4: EQUIPMENT AND TOOLS


NAME ARMOUR RESISTANCE QUALITIES RESTRICTION
Helmet 0 Ablative, Helmet 0
Leather Jacket, Protective Clothing, etc. 1 — 0
Armour-lined Clothing 1 Hidden 3 2
Light Undercover Vest 2 Hidden 2 2
Undercover Vest 2 Ablative, Hidden 1 2
Tactical Vest 3 Ablative 2
Combat Body Armour 4 Ablative, Uncomfortable 3
Heavy Combat Armour 5 Ablative, Heavy, Uncomfortable 3
Bomb Suit 6 Ablative, Heavy, Uncomfortable 4

RESISTANCE LEATHER JACKET, PROTECTIVE


Each form of armour provides an amount of Armour CLOTHING, ETC.
Resistance. Armour Resistance reduces damage inflicted Leather jackets and a variety of personal protective
by physical attacks, as described in Chapter 3: Conflict. equipment can provide a minimal amount of protection
Armour Resistance is always expressed as a number. from attack.

QUALITIES ARMOUR-LINED CLOTHING


Some suits of armour may have one or more of the While uncommon, layers of kevlar or other ballistic cloth
following Qualities. sewn into the lining of outerwear is a useful way to gain a
little protection without advertising that you’re wearing
Ablative: The armour is filled with solid ceramic or armour. It’s also becoming staple of action movies to have
metal plates to absorb heavy impacts, such as from tailored suits containing an armoured layer, for extra-stylish
gunshots, which break or deform when struck with fight scenes.
sufficient force. When a character wearing Ballistic
armour is Defeated by a Wound, they may sacrifice the LIGHT UNDERCOVER VEST
armour. If they do this, they are still Defeated, but the
Wound that Defeated them is temporary, and will be A slim-fitting vest of kevlar or other ballistic cloth that can
healed fully at the end of the scene. If that Wound be hidden under other clothing easily. It doesn’t provide a
would have caused the character to be Dying, then huge amount of protection, but it also isn’t particularly
sacrificing the armour also prevents this. bulky or awkward either.
Environment (X): The armour is designed to protect
against a specific environmental condition as well, UNDERCOVER VEST
which replaces the X in the quality’s name. This could A heavier form of the light undercover vest, augmented
be extremes of temperature or pressure and reduces with metal, plastic, or ceramic plates to absorb some of the
the Difficulty of any skill test made to resist the negative impact, but this added bulk makes it harder to hide the
effects of that environment. vest.
Heavy: The armour counts as a major item even while it
is worn. TACTICAL VEST
Helmet: This protective headgear makes it safer for the
wearer to peek out from behind cover; if the character is A larger, bulkier form of the undercover vest, designed
currently benefiting from any cover dice, they gain instead to be worn on top of other clothing. They’re often
+1[CD] Cover. A character may wear one Helmet in fitted with assorted straps, pouches, and attachment
addition to any other armour worn. points for other gear, and they’re relatively easy to put on
Hidden X: The armour is designed to be worn covertly, when time is of the essence. Law enforcement agents
hidden under clothing or in plain view disguised as often wear these emblazoned with “Police” or the name of
ordinary clothing. Characters will not spot Hidden their agency.
armour on a cursory inspection, and any skill test to
search for the armour increases in Difficulty by X. COMBAT BODY ARMOUR
Uncomfortable: The armour is uncomfortable and A heavy-duty tactical vest but containing extra armoured
awkward to wear for long periods. At the end of every sections covering more of the body—a raised collar, extra
scene the character wears the armour, they suffer 1 panels in the sides of the abdomen, extra upper arm
Fatigue. protection, etc.—to provide the wearer with enhanced
protection. While every effort is made to ensure the
ARMOUR TYPES armour is as comfortable as possible, a balance must be
struck between protection and comfort.
HELMET
Protective headgear comes in countless varieties for HEAVY COMBAT ARMOUR
different jobs and purposes. While a helmet provides little A reinforced form of the combat body armour above, this is
protection against direct attack, they’re useful for seldom used outside of the most dangerous situations
protecting against minor impacts and glancing hits. due to the extra weight of the armour.

CHAPTER 4: EQUIPMENT AND TOOLS 55


BOMB SUIT SKILL KITS AND FACILITIES
A heavy, bulky suit designed to protect bomb disposal AMMO BELT
technicians from explosives at close range. They are thus A bandolier or belt of ammunition, which stores up to 3
extremely protective, but cumbersome and ill-suited to be additional Reloads (see p. XX). This is in addition to any
worn for long periods of time. Reloads provided with a weapon.

PERSONAL ANALYTICAL TOOLS


BELONGINGS
This section describes the way in which a character’s
Analytical tools allow a character to perform chemical
testing, with apparatus for identifying various compounds,
reactions, and other useful tests, normally covered by tests
equipment and possessions influence his actions. The tools using the Know (Science) skill. The tools come with
and items that a character uses can improve their ability to enough chemicals and reagents to count as 3 Resources.
perform tasks or grant them new options that he would
not possess otherwise. BURGLAR’S TOOLS
Belongings are, broadly speaking, any items of
A bag of burglar’s tools contains lock picks, small
equipment that don’t fall into any other category. As a rule
screwdrivers, a short crowbar and hammer, boot polish
of thumb, belongings can be most easily represented as
Traits: reducing the Difficulty of certain Skill Tests the and other oils and lubricants to assist in breaking and
character attempts or making some Skill Tests possible entering into a secure location, normally covered by tests
where they wouldn’t otherwise have been possible. The using the Move (Stealth) skill. The kit comes with enough
disposable supplies to count as 3 Resources.
Traits can also provide the basis for description as to how a
character carries out the activity. As they represent physical
objects, Traits that represent items can be passed freely CLINIC
between characters. A clinic is a facility for medical care, containing a variety of
A lot of these items are commonly described as kits, useful tools for helping sick or injured characters, normally
which represent a collection of useful tools and materials covered by skill tests using the Survive (Medicine) skill. Its
for performing a specific type of Skill Test. For example, a cabinets contain enough medicines and other supplies to
first aid or medical kit is used with Coordination + Survive count as 6 Resources.
Tests made to treat injuries, while an electrician’s toolkit is
used with Coordination + Operate Tests made to repair DEMOLITION KIT
electronic devices. These kits provide an Trait, reducing the
A demolition kit contains everything an engineer or
Difficulty of those tests by 1, or allowing some Tests that
saboteur needs to shape explosives and set up detonators,
might be impossible without those tools.
or to defuse explosives in the field, normally covered by the
Further, kits are often used alongside limited resources
Operate (Explosive) skill. It comes with fuse wire and other
that generate additional Momentum for use on the Test –
consumable supplies that count as 3 Resources, and which
either before the Test, to buy bonus d20s, or after the Test
count as Ammo for use with placed explosives.
to gain other benefits. Some particularly involved tasks
may require that one or more uses of a resource be
expended, without the normal bonus, for the Task to even
DISGUISE KIT
be attempted. When new, a kit comes with three uses of A disguise kit is a bag or case containing prosthetics,
the associated resource per adventure, which are cosmetics, and accessories to alter your appearance
replenished (back up to three) at the start of each new enough to hide your identity or even pass as someone else,
adventure (this is part of the character’s normal providing bonuses to the Talk (Deception) skill. There’s only
downtime). a finite supply of cosmetics and glues for the prosthetics,
In some cases, smaller and larger versions of kits may which count as 3 Resources.
exist as well. Smaller versions contain no uses of the
associated resource, and they are expended after being DRESSING ROOM
used for a single Skill Test. A dressing room is a facility useful for creating disguises,
Larger versions are facilities, built into rooms or
containing much the same tools as a disguise kit, along
buildings, or possibly into especially large vehicles, such as with wigs, clothing, and higher-quality cosmetics and
ambulances as a facility for Tests to treat injuries. They prosthetics for creating disguises, providing bonuses to the
come with ten of the associated resource, and are, in Talk (Deception) skill. The supply of cosmetics, glues,
essence, treated as two stacking Traits for the associated solvents, and other consumables count as 6 Resources.
type of Skill Test.
Some items may have specific effects instead of
counting as Traits. These tools provide benefits in one of a
ELECTRICIAN’S TOOLS
few different ways. Sometimes the benefits come by An electrician’s tool kit comes with tools and spare parts to
themselves, while at other times the benefit may come at test, repair, and reconfigure radios, telecommunications
a cost. Some of these items provide Bonus Momentum for equipment, computers, and the electrical systems found
specific benefits, or they allow one or more d20s to be re- in vehicles and within buildings, normally covered by the
rolled on an associated Skill Test. Operate (Electronics) skill. The kit comes with enough
spare parts—fuses, batteries, soldering wire, and similar—
to count as 3 Resources.

56 CHAPTER 4: EQUIPMENT AND TOOLS


NAME SKILL (FOCUS) TYPE SIZE RESTRICTION RATING
Ammo Belt Fight 3 Resources Minor 1
Analytical Tools Know (Science) Kit +3 Resources Major 1
Burglar’s Tools Move (Stealth) Kit +3 Resources Major 1
Clinic Survival (Medicine) Facility +10 Resources - 3
Demolition Kit Operate (Explosives) Kit +3 Resources Major 2
Disguise Kit Talk (Deception) Kit +3 Resources Major 1
Dressing Room Talk (Deception) Facility +10 Resources - 2
Electrician’s Tools Operate (Electronics) Kit +3 Resources Major 1
False ID Talk (Deception) Kit Trivial 2
First Aid Kit Survival (Medicine) One-use kit Minor 1
Garage Operate (Mechanics) Facility +10 Resources - 2
Laboratory Know (Science) Facility +10 Resources - 2
Mechanic’s Tools Operate (Mechanics) Kit +3 Resources Major 1
Medic’s Bag Survival (Medicine) Kit +3 Resources Major 2
Workshop Operate (Electronics) Facility +10 Resources - 2

FALSE ID common drugs and medicines for treating patients in the


field. These actions are covered by a Survive (Medicine)
Identity documents—driving licenses, passports, and so test. The bag has enough supplies to count as 3 Resources.
forth—are useful for carrying out covert activities, or illegal
ones. When operating under an assumed identity, official- WORKSHOP
seeming documents back up the deception, providing
benefits on Talk (Deception) tests. A facility containing all the tools and equipment needed to
repair or modify electrical equipment, covered by an
FIRST AID KIT Operate (Electronics) test. The workshop comes with
supplies that count as 10 Resources.
First aid kits are compact packages, easy to carry alongside
other belongings, which contain enough items to provide OTHER ITEMS
first aid to an injured person, but which are expended after Items on this list serve mostly as equipment traits, making
use. This is a one-use kit, counting as the tools needed to some tasks easier or allowing them to be attempted at all
provide medical attention (a Survive [Medicine] test) for a
(or can hinder or prevent someone else performing tasks).
single skill test.
At the GM’s discretion, specific items may grant additional
bonuses, such as an increased reduction in difficulty for
GARAGE specific tasks, allowing a single d20 to be rerolled, or
A facility filled with tools for working on cars and granting bonus momentum on a successful task.
motorcycles, and on other mechanical devices, typically
covered by the Operate (Mechanical) skill. Cabinets contain
spare parts, nuts, bolts, screws, oil, lubricants, and other WEAPONRY
2d20 System
Weapons in the are defined by a few
supplies needed to get the job done, counting as 10
Resources. different factors. These factors determine the weapon’s
effectiveness in combat, any special features or functions it
LABORATORY may possess, and other relevant information.
A ranged weapon will have all the following categories.
A facility filled with the tools and substances needed to Melee weapons lack a Range and Burst, but otherwise
analyse chemicals and perform other scientific tests, function in the same way.
typically covered by the Know (Science) skill. The lab
contains enough chemicals, reagents, and other limited RANGE
supplies to count as 10 Resources. All ranged weapons have an optimal Range (Close,
Medium, or Long, abbreviated to C, M, or L), as described in
MECHANIC’S TOOLS Chapter 3: Conflict. Any skill test to attack a target outside
A mechanic’s tool kit contains tools, oil, lubricants, nuts, this range (closer or further away) increases the Difficulty of
bolts, and other items needed to repair almost anything the skill test by +1 per range category outside the weapon’s
mechanical. These tools can be used on cars, tanks, planes, Range. For example, using a Range M weapon to hit a
or factory machinery, typically covered by the Operate target at Close range has +1 Difficulty, while using it to hit a
(Mechanical) skill. The kit has enough supplies to count as target at Extreme range is at +2 Difficulty.
3 Resources.
DAMAGE
MEDIC’S BAG The normal stress caused by the weapon is expressed as a
number of Challenge Dice ([CD]), before any increases for
Medics—paramedics, doctors making house calls, combat
the character’s skills, actions taken, or Momentum spent. It
medics, and the like—carry bags of specialised equipment.
may include damage effects as well, which trigger for
This includes wound dressings, bandages, and other
Icons ([!]) rolled, copied below for reference.
things you’d find in a first aid kit, as well as a variety of

CHAPTER 4: EQUIPMENT AND TOOLS 57


OTHER ITEMS Snare: The attack or hazard can entangle and bind the
NAME SIZE RESTRICTION
target. If one or more [!] are rolled, then the target is
entangled and cannot take any actions of a type
Binoculars Minor 1 determined by the type of attack or hazard (physical
Bolt Cutter Major 1 actions for physical attacks, etc) other than to try and
Camera Minor 1 break free. It requires a Skill Test with a Difficulty equal
Computer Major 3 to the number of [!] rolled to break free.
Duct Tape Trivial 1 Stun: The attack or hazard leaves the target
Fire Extinguisher Major 1 momentarily unable to act. If a number of [!] are rolled
that equals or exceeds the target’s Survive skill, the
Gas Mask Minor 2
target may not take their normal actions in their next
Glow Sticks Trivial 1 Turn. This does not stack, and the target may spend
GPS Receiver Minor 2 Momentum or Fortune to buy ‘extra’ minor and major
Handcuffs Minor 2 actions.
Mobile Phone Minor 2 Vicious: The attack or hazard is especially potent. Add +1
Night Vision Goggles Minor 3 to the stress inflicted for each [!] rolled.
Sat Phone Minor 3
Tablet Computer Minor 2
BURST
Different ranged weapons can attack at different rates,
Torch Minor 1
from bows, crossbows, and hunting rifles that need to be
Walkie-Talkie Minor 1 loaded or otherwise operated between shots, to heavy
Zip-ties Trivial 1 machine guns that can spew hundreds of rounds per
minute. This is all factored into the weapon’s Burst value,
Some damage effects are listed with an X, which is which is a number between 0 and 6.
replaced by a number depending on the weapon and Each weapon will be accompanied by several Reloads –
apply to every effect symbol that is rolled in the dice pool. If quantities of ammunition, such as a magazine or similar. A
an effect would gain a rated damage effect that it already character does not have to use any Reloads when
has, only the higher rated of the two applies. attacking with the weapon, but they may spend Reloads
to gain a bonus if they wish: the character chooses how
Area: The attack or hazard automatically hits everyone many Reloads they wish to spend, if any, before rolling any
within Reach of the initial target, plus one additional dice for the attack.
target within Close range for every [!] rolled. Secondary A character may not spend a greater number of Reloads
may use the Hit the Dirt reaction as if they were the on one attack than the weapon’s Burst value, and each
primary target, even though the attack has already hit. Reload spent grants one bonus Momentum on that
Destructive: The attack or hazard can quickly overcome attack. As normal with bonus Momentum, this cannot be
conditional Resistance, such as Cover or Morale. For saved.
each [!] rolled, the target’s current instance of In addition, some weapons may list an M next to their
conditional Resistance is reduced by 1[CD]. If this Reload value. This indicates that the weapon must spend
reduces that instance to 0 dice, then it is destroyed and at least one Reload per attack. This mandatory reload does
can no longer provide protection. not provide its normal benefit, but it does count towards
Drain: The attack or hazard is especially debilitating. The the maximum number that may be spent on the attack
character hit suffers one Fatigue for each [!] rolled. (so a weapon with a Burst of 1M must spend one Reload
Intense: The attack has an especially potent effect. If per attack, and gains no other benefit from doing so, while
one or more [!] are rolled, and the attack inflicts one or a weapon with 3M must spend 1 Reload, and gets the
more Harms, the attack inflicts one additional Harm. normal benefits from the second and third Reloads spent).
Knockdown: The attack or hazard causes the target to
stumble or fall. If a number of [!] are rolled that equals or SIZE
exceeds the target’s Move skill, the target is knocked A weapon’s size is described as a trivial, minor, or major
prone. item, but in addition is described using one of the two
Persistent X: The attack or hazard has a lingering effect. categories below:
If one or more [!] are rolled, the target suffers X[CD]
damage (of the same type as the initial attack or 1H: one-handed weapons are wielded in one hand.
hazard) at the end of the affected character’s Turn, for 2H: two-handed weapons are wielded in two hands.
Rounds equal to the number of [!] rolled.
A character attempting to wield a two-handed weapon
Perilous: The attack or hazard escalates problems. It
in one hand but increases the difficulty of the attack by +1.
adds 1 to Threat for each [!] rolled. If used by an NPC A character wielding a one-handed weapon in two hands,
adversary, this instead removes 1 from Threat per [!] or with a hand free, may re-roll 1d20 on the attack.
rolled, to a minimum of 0 Threat remaining.
Piercing X: The attack or hazard is especially good at
overcoming Resistance. When resolving damage,
ignore X Resistance for each [!] rolled.

58 CHAPTER 4: EQUIPMENT AND TOOLS


MELEE WEAPON LIST
All melee weapons gain bonus damage [CD] equal to the wielder’s Fight score.
NAME DAMAGE SIZE QUALITIES RESTRICTION
Unarmed Strike 1[CD] - Non-Lethal
Brass Knuckles 2[CD] Stun Trivial 1H Hidden 2 2
Garotte 2[CD] Snare Trivial 2H Hidden 3, Subtle 3
Cleaver, Hatchet, etc. 2[CD] Minor 1H 2
Knife 1[CD] Piercing 1 Trivial 1H Hidden 1, Subtle 1
Club, Baton, etc. 2[CD] Knockdown Minor 1H Subtle 1
Rifle Butt 2[CD] -
Sap 2[CD] Stun Minor 1H Non-lethal, Subtle 2
Bayonet (fixed) 2[CD] Piercing 1 - Long Reach
Entrenching Tool 2[CD] Destructive Minor 1H 1
Longsword 3[CD] Major 1H Escalation, Heavy, Parrying 3
Rapier 2[CD] Piercing 1 Major 1H Parrying 2
Fire Axe, Battleaxe, etc. 3[CD] Destructive Major 1H Escalation, Heavy 2
Spear 3[CD] Piercing 1 Major 2H Escalation, Long Reach 3
Shield 1[CD] Knockdown Major 1H Parrying, Shield 2 2

QUALITIES Indirect: The weapon is not intended for direct fire,


A weapon may have one or more of the following qualities, instead dropping its payload upon enemies from above.
which affect the way the weapon functions, some of which Attacks with this weapon increase in difficulty by +1, but
are positive while others are negative or circumstantial. do not require line of sight. The weapon cannot be used
indoors, or against targets who are completely covered
Accurate: if you take the Aim minor action before from above.
attacking with this weapon, the weapons also gains the Long Reach: The weapon is lengthy, allowing you to
Intense damage effect. keep foes at bay easily. Enemies making a melee attack
Close Quarters: The weapon is compact and easy to against you increase the difficulty of their test by +1. This
wield in tight confines and the press of melee. The benefit is lost if you are unaware of the attack, prone, or
weapon suffers no penalty when used to make a there’s not enough room to wield the weapon.
ranged attack while the enemy is within Reach. Non-lethal: The weapon is designed to subdue rather
Cumbersome: The weapon is awkward to use against than kill. When a character makes an attack with the
small targets like people. When making an attack with weapon, any Harms it inflicts are temporary, and are
the weapon, increase the difficulty of the attack by +1 if removed at the start of the next scene.
the target is human-sized or smaller. Parrying: When this weapon’s wielder makes an
Debilitating: The difficulty of any skill test to treat the opposed test to defend against a melee attack, they
physical harms of this weapon is increased by +1. may re-roll a single d20 on their test. This does not stack
Escalation: Entering a scene with this weapon (or if the character has multiple Parrying weapons.
revealing it if it was hidden) generates 1 Threat. Reliable: You may ignore the first complication rolled
Giant-Killer: The weapon is overkill against small using this weapon in an action scene.
targets, and more useful against larger ones. When Shield X: When you are targeted by a melee attack, the
rolling damage for a weapon with this quality, add difficulty of the attacker’s skill test increases by +1—this
+X[CD] to the weapon’s damage rating where X is the doesn’t stack with the Long Reach quality. In addition,
target’s Scale. A weapon cannot gain more bonus while you are aware of attacking enemies, you gain
damage from this quality than its base damage—a +X[CD] additional Cover Resistance.
weapon with a base damage of 4[CD] cannot gain Subtle: Attacks with this weapon are difficult to detect.
more than +4[CD] from this quality. An attack using a subtle weapon against an unaware
Heavy: Attacks with this weapon increase in difficulty by opponent gain +2[CD] damage and the Intense
+1 unless the weapon is braced or you have a Brawn of 9 damage effect. The attack cannot be detected unless a
or higher. A 1H weapon is braced when it is wielded in complication is rolled on the skill test, though enemies
two hands. A 2H weapon is braced if a Prepare minor damaged will know they have been attacked if they are
action is taken to lean it against the ground or a solid not defeated by it (and may be able to trace the attack
object or set up on a bipod or tripod). back to you if you aren’t hidden).
Hidden X: When the weapon is hidden it cannot be Unreliable: Attacks with this weapon increase the test’s
detected by those simply looking at the character, and complication range by 1.
any skill test to search for the weapon increases in
difficulty by +X.
Inaccurate: Attacks with this weapon gain no benefit
form the Aim minor action.

CHAPTER 4: EQUIPMENT AND TOOLS 59


RANGED WEAPONS LIST
All ranged weapons gain bonus damage [CD] equal to their Fight score.
NAME RANGE DAMAGE BURST SIZE QUALITIES RESTRICTION
Light Pistol C 2[CD] 1 Minor Close Quarters, Hidden 1 2
1H
Pistol C 3[CD] 2 Minor Close Quarters 2
1H
Revolver C 3[CD] 1 Minor Close Quarters, Reliable 2
1H
Heavy Pistol C 4[CD] 2 Minor Close Quarters, Heavy 2
1H
Heavy Revolver C 4[CD] 1 Minor Close Quarters, Heavy, Reliable 2
1H
Light Machine Pistol C 2[CD] 3 Minor Close Quarters, Inaccurate 3
1H
Machine Pistol C 3[CD] 3 Minor Close Quarters, Inaccurate 3
1H
Sub-Machine Gun C 3[CD] 4 Minor Inaccurate 3
2H
Carbine M 4[CD] 2 Major Escalation 3
2H
Assault Rifle M 4[CD] 3 Major Escalation 3
2H
Battle Rifle M 5[CD] 2 Major Escalation 3
2H
Sniper Rifle L 5[CD] 1 Major Accurate, Escalation, Heavy 3
2H
Anti-Materiel Rifle L 6[CD] Piercing 1 0 Major Accurate, Escalation, Giant- 4
2H Killer, Heavy
Light Machine Gun M 4[CD] 4 Major Escalation, Heavy 4
2H
Heavy Machine Gun L 6[CD] Piercing 1 4 Major Escalation, Heavy 4
2H
Shotgun C 4[CD] Knockdown 1 Major 2
2H
Automatic Shotgun C 4[CD] Knockdown 3 Major Escalation 3
2H
Grenade C By Grenade Type 1M Minor By Grenade Type By Grenade
1H Type
Grenade Launcher M By Grenade Type 1M Major Escalation, By Grenade Type 4
2H
[Grenade] Frag “ 3[CD] Area, Knockdown “ “ “ 3
[Grenade] Stun “ 3[CD] Area, Stun “ “ Nonlethal 2
[Grenade] Incendiary “ 3[CD] Area, Persistent 3 “ “ Debilitating 3
Compound Bow M 2[CD] 1 Major Subtle 2
2H
Crossbow M 3[CD] 0 Major Accurate, Subtle 2
2H
Throwing Knife C 1[CD] 2 Minor Hidden 2, Subtle 1
1H
Taser C 2[CD] Stun, Intense 1M Minor Nonlethal 1
1H
Flamethrower M 4[CD] Area, Persistent 4 3M Major Escalation, Debilitating 5
2H
Anti-Tank Rocket M 6[CD] Area, Perilous, 1M Major Cumbersome, Escalation, 5
Launcher Piercing 2 2H Giant-Killer
Mortar L 5[CD] Area, Perilous, 1M Major Escalation, Heavy, Indirect 4
Stun 2H

60 CHAPTER 4: EQUIPMENT AND TOOLS


VEHICLES
OPERATING A VEHICLE
When you’re inside a vehicle, you’re referred to as a
passenger. Some passengers take on specific roles within
the vehicle, referred to as crew.
CREW ROLES
Each character inside a vehicle can take specific crew role
related to that vehicle. Assuming a role requires a Minor
Action to move into that position.
Pilot: A vehicle can have only a single pilot. The pilot
takes actions to move the vehicle (see Vehicular
Movement, p.XXX). Whenever the vehicle needs to
make an skill test related to movement, the pilot will
make the test generally using Coordination + Operate.
A vehicle without a pilot automatically fails all tests.
Gunner: A gunner operates weaponry mounted on the
vehicle (see Vehicular Attacks, below). For a vehicle with however, do not manoeuvre like characters do and some
multiple weapons, a gunner can only operate one zone effects may affect different Vehicle types differently:
weapon each turn, and any single weapon may only be The terrain only affects vehicles of a specific scale or
operated by one gunner each round. higher, like terrain that can easily be navigated by
If a vehicle includes other equipment or functions
smaller vehicles.
beyond moving and attacking, for example radio
The terrain only affects vehicles of a specific scale or
operator or bombardier, other passengers may operate
lower, like obstacles that large vehicles can just power
that equipment as a separate crew role. through or over unhindered.
VEHICULAR MOVEMENT The terrain only affects vehicles with a specific quality,
such as wheeled vehicles.
The following movement actions are available to the pilot The terrain has a Difficulty of 1, and thus can be ignored
role. These movement actions are distinct from the by those moving slowly and carefully; such as tight
movement actions the character can attempt, but, like a street corners.
character, a vehicle may only take a single movement
action each turn.
VEHICLE TERRAIN TEST
Pilots make terrain tests using Coordination + Vehicles. If
Manoeuvre (Minor): The vehicle moves to anywhere the terrain would be more difficult for larger vehicles, the
within close range. gamemaster may increase the difficulty, complication
Careful Piloting (Major): The vehicle moves a number range, or both by an amount equal to the vehicle’s scale.
of zones equal to half its speed, rounding up. If required
to make a terrain test, reduce the Difficulty of that test VEHICULAR ATTACKS
by 1.
Hasty Piloting (Major): The vehicle moves a number of Vehicle’s gunners can make attacks with mounted
zones equal to its speed. All skill tests made by crew or weapons in the same way as a personal weapon, using
passengers are made at +1 Difficulty until the start of their Coordination + Fight. You cannot carry these
the pilot’s next turn. weapons normally or fire them without being mounted on
Focused Driving (Major): Make a Coordination + a stand or vehicle first. All weapons mounted upon a
Operate test, with a Difficulty of 1. On a success, the vehicle are treated as if wielded in two hands if the vehicle
vehicle moves a number of zones equal to its speed moves, or as if they are braced if the vehicle has remained
plus an additional zone for each Momentum spent. All stationary.
skill tests made by crew or passengers are made at +1 If the vehicle has the exposed quality, then passengers
Difficulty until the start of the pilot’s next turn. may make attacks with their personal weapons normally.

VEHICULAR ZONES RAMMING


The pilot of a vehicle that moves during its turn can
Vehicles move in combat zones like any other combatant attempt a melee attack against a target within reach,
in an action scene, from Reach to Extreme range. Vehicles, using the pilot’s Will + Operate, with a difficulty of 1. If the
attack is successful, it deals the vehicle’s Impact rating as
damage. When a vehicle rams another vehicle or building,
the attacking vehicle suffers half the impact rating,
rounding up, in stress.

CHAPTER 4: EQUIPMENT AND TOOLS 61


REPAIRING VEHICLES
VEHICLE STRESS Harms can be repaired through Vehicles skill tests but will
Vehicles can be targeted for an attack like any other take significant time and work to repair fully. Vehicles do
combatant. When a vehicle suffers stress from a physical not recover stress between scenes, you need to work on
attack, add its scale to the amount of damage needed to the vehicle between scenes to remove a vehicle’s stress,
inflict an injury; for a scale 1 vehicle, it takes 6 stress from a with the following tests:
single attack to inflict an injury, instead of the normal 5
stress. Vehicles, as objects, cannot be the target of mental Repair Vehicle Stress: You hammer out dents and
attacks, though their crew and passengers can be, and make minor repairs to a vehicle. This is an Insight +
they do not suffer fatigue. Vehicles skill test with a difficulty of 1. Success removes
stress equal to your Operate score (plus 2 stress per
VEHICLE HARMS Momentum spent).
Repair Vehicle Harm: You repair and replace parts of
Vehicles are defeated in an action scene when they suffer 3 the wrecked vehicle. This is an Insight + Operate skill
Harms, though some vehicles may be more durable and test with a difficulty of 2. Success removes a single
be able to withstand more damage. When a vehicle is injury, plus one additional injury per 2 Momentum
defeated, it can no longer be used. As normal, each Harm spent. Once treated, the injury is removed. If the vehicle
is a trait which will impede the vehicle in some way, has fewer than 3 harms, it is operable but each injury
typically by increasing the difficulty of tests to operate the remaining will increase the difficulty of tests to operate
vehicle or forcing the vehicle out of control. the vehicle by +1.

62 CHAPTER 4: EQUIPMENT AND TOOLS


VEHICLE MOMENTUM SPENDS
SPEND COST EFFECT
Ram Through 2 After failing a terrain test, continue moving forward as if the terrain test had not failed. The vehicle
suffers stress determined by the GM.
Target 2 After a successful attack, you can target a passenger inside of an exposed vehicle instead of the
Passenger vehicle.

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.

SPEED VEHICLE QUALITIES


Cargo X: The vehicle may carry up to X additional Major
A vehicle’s speed shows how quickly it can move,
items.
measures in a number of zones.
Cumbersome: The vehicle is bulky and unresponsive,
and increases the difficulty tests to move by +1.
SCALE Enclosed: The vehicle is completely enclosed,
A vehicle’s Scale is a representation of its size. Scale 0 refers protecting crew and passengers within. Crew and
to any vehicle which is approximately the same size as a passengers cannot be targeted by attacks from outside
human. Scale 1 covers vehicles around twice the size of a the vehicle, but also cannot use their own weaponry.
human, and each additional increase in scale Exposed: The passenger and crew of an exposed
approximately doubles the size of the vehicle. On any skill vehicle can be targeted by attacks from outside the
test where the vehicles size or mass would be a problem, vehicle and may attack with their own weapons.
increase the difficulty by an amount equal to its Scale. High-Performance: The vehicle is powerful and finely-
tuned. The pilot may spend 2 Momentum after a
BRAWN successful skill test to move the vehicle to move 1
additional zone. Any test to repair the vehicle increase in
A vehicle has a Brawn score of its own, which is used when
Difficulty by +1, due to its finely-tuned nature.
using the vehicle to shift heavy loads or employ brute
Resilient: The vehicle is especially difficult to damage.
force. If a vehicle has a value in brackets, after its Brawn
Whenever this vehicle suffers a Harm, roll 1[CD]: on an [!],
rating, it adds that many automatic successes to any
that Harm is ignored.
Brawn tests using the vehicle.
Rugged: Operate tests to repair Rugged vehicles are
reduced by difficulty by 1.
ARMOUR Single-Seat: A single-seat vehicle is designed to be
The vehicle’s armour resistance is subtracted from stress operated by a single pilot also assuming the role of a
inflicted on the vehicle by physical attacks. gunner without the normal penalty.
Tough X: The vehicle can take more punishment than
COVER most. The number of harms the vehicle can withstand
The vehicles cover indicates how much cover resistance it before being Defeated is increased by X.
grants its passengers if they exposed. You cannot target
passengers enclosed inside a vehicle.

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

CHAPTER 4: EQUIPMENT AND TOOLS 63


COMMON VEHICLES
CAR
Truths: Car

SCALE ARMOUR STRESS COVER SPEED PASSENGERS BRAWN IMPACT


2 2 14 2[CD] 2 5 12 (+2) 7[CD] Knockdown

Qualities: Cargo 2, Exposed


SPORTS CAR
Truths: Sports Car
SCALE ARMOUR STRESS COVER SPEED PASSENGERS BRAWN IMPACT
2 2 11 2[CD] 3 2 10 (+1) 6[CD] Knockdown

Qualities: Cargo 1, Exposed, High Performance


MOTORCYCLE
Truths: Motorcycle
SCALE ARMOUR STRESS COVER SPEED PASSENGERS BRAWN IMPACT
0 2 9 0 3 2 9 3[CD]

Qualities: Cargo 1, Exposed, Single-Seater


PICK-UP TRUCK
Truths: Pick-Up Truck
SCALE ARMOUR STRESS COVER SPEED PASSENGERS BRAWN IMPACT
2 3 16 3[CD] 2 3 14 (+2) 7[CD] Knockdown

Qualities: Cargo 4, Exposed


BUS
Truths: Single-Decker Bus

SCALE ARMOUR STRESS COVER SPEED PASSENGERS BRAWN IMPACT


3 3 17 3[CD] 2 30 16 (+3) 8[CD] Knockdown

Qualities: Cargo 3, Exposed


ARMOURED VAN
Truths: Armoured Van

SCALE ARMOUR STRESS COVER SPEED PASSENGERS BRAWN IMPACT


2 8 16 4[CD] Sturdy 2 3 14 (+2) 7[CD] Knockdown

Qualities: Cargo 6, Exposed


ARMOURED PERSONNEL CARRIER
Truths: Armoured Personnel Carrier

SCALE ARMOUR STRESS COVER SPEED PASSENGERS BRAWN IMPACT


3 12 18 Enclosed 2 13 15 (+3) 8[CD] Knockdown

Qualities: Cargo 4, Enclosed, Resilient, Tough 1

WEAPON RANGE DAMAGE BURST QUALITIES


Heavy Machine Gun L 6[CD] Piercing 1 4 Escalation, Heavy

64 CHAPTER 4: EQUIPMENT AND TOOLS


CHAPTER 5: ADVERSARIES AND
NPCS
This Chapter covers the ways in which non-player
characters – NPCs – function in game terms, as well as
providing guidance for how the GM can structure
encounters and opposition.

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.

CHAPTER 5: ADVERSARIES AND NPCS 65


Incidental NPC isn’t really part of the adventure, a Minor
INCIDENTAL NPCS NPC has a role to play in the story.
Minor NPCs should be the most common type of NPC
These characters barely have any significance, and they are present in a scene, and they can be most effective in
likely to be relevant only very briefly. They are best thought groups.
of as the extras in a TV show or movie, populating the A Minor NPC has a single Trait, providing a brief
world around the adventure, but not really involved in it. description of who the NPC is and/or what they do. As with
The GM doesn’t need to plan for the existence of Incidental NPCs, this should be brief and not too detailed.
incidental NPCs – they exist as and when they’re needed, They also have the normal Skills and Attributes, and up to
normally only for as long as it takes to resolve a single skill two Focuses that relate to their role in the scene.
test – and their rules are extremely simple to suit this role. Minor NPCs have Stress equal to the higher of their
An Incidental NPC does not have normal attributes and Brawn or Will, plus their Survive score, divided by two
skills, nor do they have talents or other special abilities. (rounding up). They are Defeated if they suffer one or more
They also have a maximum Stress of 0, and they are Harm of any type. Minor NPCs cannot attempt Reactions.
immediately Defeated if they suffer any Harm whatsoever. Minor NPCs may be added to a scene by the GM in any
They cannot attempt Reactions. situations or locations where it makes sense for them to be
An Incidental NPC has a single Attribute rating, and a present, costing 1 Threat for each Minor NPC. This often
single Skill rating, which relate to whatever it is the NPC represents reinforcements being called in from elsewhere,
exists to do. They are always considered to have an and the GM should be clear that the possibility exists for
applicable Focus for that activity as well. The NPC’s reinforcements to arrive when describing the scene.
Attribute and Skill ratings are determined entirely by their
quality, as displayed on the following table. FIGHTING IN GROUPS
Minor NPCs often operate in groups, which might be
NPC QUALITY ATTRIBUTE SKILL
defined as mobs, gangs, squads, hordes, or some other
Poor 7 0 appropriate collective term.
Basic 8 1 A group consists of up to five identical Minor NPCs,
Proficient 9 2 acting as one. A group takes a single Turn during a conflict,
Talented 10 3 and has only a single set of actions, regardless of the
Exceptional 11 4 number of NPCs it contains. When a group attempts a Skill
Test, a single NPC within the group – a leader – attempts
the test. Each NPC in the group other than the leader then
An Incidental NPC also has a single Trait, describing in brief assists that test.
who they are and/or what they do. This shouldn’t be too The dice gained as part of operating as a group, as a
detailed – a word or short description is fine – but serves as form of assistance, do not count towards the normal limits
the baseline for what the NPC is there to achieve. on buying d20s, and groups may still purchase dice in the
Incidental NPCs may be added to a scene freely by the usual ways. When a group makes an attack, it inflicts
GM in any situations or locations where it makes sense for +1[CD] damage for each NPC in the group beyond the first.
them to be present. In situations where the presence of an When a group is attacked, they may not choose to make
NPC would be unusual or unexpected, an Incidental NPC a Reaction. When they are affected by an attack, a single
may be introduced by spending one Threat, though there NPC within the group is affected, gains Stress, and suffers
should still be some logical reason for the NPC to be Harms. If enough damage is inflicted to inflict a Harm, that
present. will Defeat a single NPC, and then any remaining damage
is applied to the next NPC. If this too was enough damage
MINOR NPCS to inflict a Harm then that NPC is Defeated as well, and any
remaining damage is carried over to the next NPC.
Minor NPCs are only slightly more consequential Continue until either no damage remains, or until all NPCs
Incidental NPCs, but they can still be thought of as in the group have been Defeated. If a single attack would
equivalent to extras in a movie or TV show, perhaps with a inflict multiple Harms, then each Harm Defeats a single
line or two of dialogue. What differs is that, where an NPC in the group.

66 CHAPTER 5: ADVERSARIES AND NPCS


If a group would suffer a complication, it may be applied to
the entire group equally, or it may be immediately
negated by Defeating a single member of the group (the
NPC is abandoned or left behind). Groups receive the
following additional uses for Threat:

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.

Minor NPCs brought into a scene as reinforcements may


arrive as a group rather than individually. A reinforcement
group costs an amount of Threat equal to half the number
of NPCs in the group, rounding up.

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.

CHAPTER 5: ADVERSARIES AND NPCS 67


FEED UPON FEAR
The NPC relishes the fear of others, becoming bolder and
more dangerous in the presence of panic.
Whenever a character suffers a Trauma within Medium
range of the NPC, add 2 to Threat.

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.

The NPC relies on overwhelming brute force in melee. The GRASPING


NPC adds X[CD] and the Knockdown effect to the damage
of its melee attacks, and it may use its Brawn attribute The NPC often seeks to grab its foes, and its equipped to
when making or defending against a melee attack, do just that.
The NPC may spend 1 Threat when it succeeds at a
instead of Agility or Coordination. In addition, the Difficulty
of enemy Reactions to defend against the NPC’s melee melee attack to gain the Snare damage effect. While it has
attacks increase by X. a target entangled, the NPC may not attempt a melee
attack against any other target but reduces the Difficulty
EXTRAORDINARY ATTRIBUTE X of any melee attacks against the entangled enemy by 1.

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.

68 CHAPTER 5: ADVERSARIES AND NPCS


INCORPOREAL X NATURAL ARMOUR X
Incorporeal NPCs – also including gaseous and fluid The NPC has some innate resistance to physical damage.
creatures, and “creatures” composed of a swarm of tiny The NPC has X Armour Resistance. This stacks with any
creatures – are only partially of the physical universe, and from any armour that the NPC wears.
they do not fully interact with it physically.
The NPC gains X Armour Resistance, where X is the NATURAL COURAGE X
rating of the ability. This is ignored entirely by supernatural The NPC has some innate resistance to mental damage.
attacks, or some unusual form of physical attack or The NPC has X Courage Resistance. This stacks with any
weapon that exists within the setting. The NPC may move
from another source.
freely through rough or difficult terrain, but they cannot
move through larger or heavier physical barriers.
NIGHT VISION
INVULNERABLE The NPC has some way of perceiving their environment
even in complete darkness.
The NPC is impervious to harm, and cannot be injured in
Skill tests the NPC attempts ignore any penalties
any way. Attacks against the NPC can still be made, and (Difficulty increases or Complication Range increases)
the NPC still suffers Stress from damage, but they cannot caused by darkness, and may attempt any skill tests that
suffer Wounds. This may take different forms, as described
would normally be made impossible by darkness.
below, and these variations can be combined.

Specific Weakness: The NPC has a specific weakness – RESILIENT


a weak spot, a certain material, a specific type of energy, The NPC is especially hardy and difficult to harm.
or something similar – which can overcome its Whenever the NPC suffers Harm, roll 1[CD]. On an Effect,
invulnerability. If this weakness is discovered and that Harm is not inflicted.
employed, then the NPC can suffer Wounds which Some NPCs may have a version of this ability that applies
exploit that weakness (this also bypasses the effects of only to Wounds or only to Traumas.
other Invulnerable options). The GMs discretion applies
as to how the weakness may be discovered. SCALE X
Staggered: The NPC cannot suffer Wounds, but they
can be hurt. If the NPC would suffer a Wound, it instead The NPC is larger than most characters. Normal characters
loses the ability to take any Actions or Reactions until are assumed to have a Scale of 0. Each point above 0
the end of its next Turn. This effect is not cumulative – signifies that the NPC is approximately twice the size of the
Scale below.
multiple Wounds in one Round do not apply this effect
The NPC’s size means that they interact with damage
multiple times.
Wrathful: The NPC grows angry when challenged; if it slightly differently. When the NPC suffers damage from a
would ever suffer a Wound, it instead adds 2 to Threat. physical attack (ranged or melee), add X to the amount of
damage needed to inflict a Wound – so, for a Scale 2
KEEN SENSES character, 7+ damage inflicts a Wound, instead of the
normal 5+.
One of the NPC’s senses is especially keen. In addition, the NPC suffers +1 Difficulty on any skill test
Choose one of the following: sight, hearing, or scent. The where their size or mass would be a problem. They may
NPC reduces the Difficulty of skill tests made to sense or also be prohibited from entering specific places that are
detect creatures or objects using that sense by 2. The NPC too small for them.
may also attempt skill tests to sense or detect things using
that sense which other characters cannot. THREATENING X
MENACING The NPC is powerful, dangerous, and takes control of
situations.
The NPC is dangerous, heralding a greater problem for The NPC begins each scene with a personal pool of X
those who confront it. Threat, which can only be used to benefit itself, and which
When an NPC with this ability enters a scene, are not drawn from the general Threat pool.
immediately add 1 to Threat. This functions this way even if Adversary NPCs with this ability can spend points from
the NPC is an Ally: regardless of what side they’re on, the Threat instead of spending them from normal Threat pool.
NPC’s arrival is a sign of something getting worse. Allied NPCs may spend points from this personal pool
instead of adding points to Threat. NPCs with Features
MINDLESS may add 3 points to this personal pool – instead of the
The NPC is an unintelligent being, driven purely by instinct main Threat pool – by voluntarily suffering a Complication.
or rudimentary programming.
Unless it is commanded to do something specific, it will UNLIVING X
mindlessly move towards, and attack the nearest enemy The NPC is not a living being, but a machine, some form of
with any weapons it possesses. If it cannot detect an cybernetic organism, or something not made of living
enemy, it will move towards the nearest source of bright flesh and blood.
light or loud noise, or otherwise move around randomly if The NPC is highly resistant to environmental conditions,
no such source exists. A Mindless NPC cannot attempt reducing the Difficulty of skill tests to resist extremes of
Reactions, cannot be affected by any mind-influencing heat or cold by two, and they are immune to the effects of
effect, cannot suffer Trauma, and cannot be persuaded, suffocation, hard vacuum, starvation, and thirst. Further,
influenced, or suffer any effects from social conflict.

CHAPTER 5: ADVERSARIES AND NPCS 69


the NPC’s solid construction (or unfeeling, unliving Begin by defining a single Trait for the NPC, which
substance) grants it X Armour Resistance. provides a brief and basic description of the NPC’s
origins, role, job, or purpose. If the NPC requires
NPC CREATION additional Traits, add them at this stage too.
Select the NPC’s Attributes: distribute scores of 7, 8, 8, 9,
CREATING INCIDENTAL 10, 11 in any order amongst the character’s Attributes.
Select the NPC’s Skills: Choose one Skill to set at 4, two
NPCS Skills to set at 3, two Skills to set at 2, and one Skill to set
at 1.
Incidental NPCs are trivial or insignificant NPCs, who are Select two, three, or four Focuses.
likely to be present in-game for as long as it takes to Add two or three talents or special abilities.
resolve a single Skill Test, and as a result, they are If desired, add a single Feature.
extremely simple as a result. Determine final details:
To create an Incidental NPC: Derive Stress by combining the highest of their
Brawn or Will with their Survive Skill.
Begin by defining a single Trait for the NPC, which Select weapons (if any) and determine their
provides a brief and basic description of the NPC’s damage (weapon [CD], plus Fight Skill).
origins, role, job, or purpose.
Select one of the following NPC Quality ratings. This will
determine the NPC’s Attribute and Skill ratings.
CREATING MAJOR NPCS
Major NPCs are the GM’s equivalent of a Player Character.
A lot more thought and creativity should be put into
NPC QUALITY ATTRIBUTE SKILL creating a Major NPC, giving them names, backgrounds,
Poor 7 0 and qualities comparable to the Player Characters at your
Basic 8 1 table that fit with the story they are part of.
Proficient 9 2 To create a Notable NPC:
Talented 10 3 Concept: Decide on the role your Major NPC will play in
Exceptional 11 4 the adventure, maybe based on their origins, role, or job.
Choose the character’s role: Think about their role in the
story and in any factions or organisations they are part
CREATING MINOR NPCS of, and their rank or status. Major NPCs should
command some authority, even if it’s only recognised
Minor NPCs are often rank-and-file members of factions informally. Even the least of Major NPCs commands
and organisations. They form the nameless extras in respect from others, and most tend to gather followers.
adventures, often as groups of allies or adversaries in a Describe Traits: Begin by defining a single Trait for the
Conflict, or as guards or minions for a Notable or Major NPC, which provides a brief and basic description of the
NPC. NPC’s origins, role, job, or purpose. If the NPC requires
To create a Minor NPC: additional Traits, add them at this stage too.
Assign Attribute Scores: Begin each Attribute at a score
Begin by defining a single Trait for the NPC, which of 6, and then freely assign 23 more points, with an
provides a brief and basic description of the NPC’s upper limit on Attributes as 12.
origins, role, job, or purpose. Assign Skills: Begin each Skill at a score of 0, and then
Select the NPC’s Attributes: distribute scores of 7, 8, 8, 9, freely assign 16 points, with an upper limit of 5.
9, 10 in any order amongst the character’s Attributes. Choose Focuses: Create up to six Focuses for the NPC.
Select the NPC’s Skills: Choose one Skill to set at 3, two Talents: Choose or creature up to four Talents or special
Skills to set at 2, two Skills to set at 1, and one to set at 0. abilities for the NPC
If desired, select up to two Focuses. Feature: Select a Feature for the NPC.
Add one or two talents or special abilities. Determine final details:
Determine final details: Derive Stress by combining the highest of their
Derive Stress by combining the highest of their Brawn or Will with their Survive Skill.
Brawn or Will with their Survive Skill, then Select weapons (if any) and determine their
dividing that total by 2 (round up). damage (weapon [CD], plus Fight Skill).
Select weapons (if any) and determine their
damage (weapon [CD], plus Fight Skill). NPC TALENTS
NPC Talents can be created using the rules for Talents in
CREATING NOTABLE NPCS Chapter 2, or from the list below. When a Talent calls for a
“specific Skill Test” or “acting in a certain way”, it is asking
Notable NPCs are a cut above Minor NPCs, and they are for a limiting factor to the rule. As NPC Adversaries only use
often lieutenants to Major NPCs. And if encountered in Threat, rather than Momentum and Threat, some Talents
numbers, or with several Minor NPCs, can form a more that are normally distinct for PCs may be identical for
formidable obstacle and drain the Player Characters’ NPCs.
resources. Also, because NPCs appear in-game for less time overall
To create a Notable NPC: than Player Characters, NPC Talents can be more potent or
flexible than those available to PCs, especially for Major
NPCs who are meant to be a serious challenge to face.

70 CHAPTER 5: ADVERSARIES AND NPCS


Proficiency: When performing a specific Skill Test, in a
certain way, the cost to buy the first bonus d20 is
reduced to 0.
Threatening: When performing a specific Skill Test, or
acting in a certain way, and buying additional d20s with
Threat, you may re-roll a single d20.
Guidance: Whenever you assist an ally in a certain way,
re-roll your d20.
Substitution: Whenever you perform a specific Skill
Test, you may use a different Attribute or Skill instead of
the normal one required.
Familiarity: Whenever you attempt to perform a
specific Skill Test, you may reduce the Difficulty by one,
to a minimum of 0.
Additional Threat Option: You can gain a specific or
unique benefit by spending 1 or more Threat.
For more exceptional, unusual, or even supernatural
NPCs, characters may also make use of the Special Abilities
listed elsewhere in this chapter. EQUIPMENT

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

guidelines for NPC creation, above. This is deliberate – CON ARTIST


some NPCs don’t fit those patterns as easily, especially if Notable NPC
those NPCs are animals or monstrous beings. Con artists – also known as grifters – are thieves who rely
on social and personal manipulation to get what they
BOUNTY HUNTER want, playing on their greed of their targets, or “marks” to
Notable NPC steal fortunes. Some con artists rely on quick scams and
While “bounty hunter” itself is something of an archaic tricks, known as “short cons” to steal a little from several
term, the practice of hunting fugitives and other criminals marks in a short time, while others engage in elaborate
(normally those who have failed to appear in court) in “long cons” that may take days, weeks, or months of work
exchange for money is still alive and well in some parts of but have much larger rewards.
the world. Traits:
Traits:
Con Artist
Bounty Hunter Numerous Aliases
AGILITY BRAWN COORDINATION INSIGHT REASON WILL AGILITY BRAWN COORDINATION INSIGHT REASON WILL
8 9 11 10 8 7 8 7 8 11 10 9

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.

CHAPTER 5: ADVERSARIES AND NPCS 71


Consummate Liar: When attempting to deceive a AGILITY BRAWN COORDINATION INSIGHT REASON WILL
target, if they buy one or more additional d20s, they 10 10 3 9 4 8
may re-roll a single d20.
The Blow Off: A Con Artist knows when a con has hit a FIGHT KNOW MOVE OPERATE SURVIVE TALK
dead end, and they are adept at making a swift exit.
When an opponent successfully catches the Con Artist 3 1 2 0 4 0
lying, they may spend 3 Threat to create a distraction
Focuses: Ambush, Swimming
that allows them to escape. The nature of this
distraction is at the GM’s discretion. COMBAT
EQUIPMENT Stress: 14 Armour: 2 Courage: 0
Alias-appropriate clothing, fake ID
Snapping Jaw: Melee, 5[CD] Snare, Vicious 1
CRIME SCENE INVESTIGATOR SPECIAL ABILITIES & TALENTS
Minor NPC Aquatic: A crocodile can hold its breath for up to fifteen
Forensic investigators and scientists, Crime Scene minutes before requiring a skill test to avoid drowning.
Investigators are known by various titles, but all are Ambush Predator: When submerged beneath a body
support personnel who aid police forces and other law of water, a crocodile reduces the cost of the first bonus
enforcement agencies in collecting and studying evidence d20 it purchases for an attack to 0.
from crime scenes. Brutal 1
Traits: Drowning: When in water, if a crocodile successfully
grabs its prey, subsequent attacks gain the Drain
Crime Scene Investigator damage effect, as it begins to drown the grabbed prey.
Natural Armour 2
AGILITY BRAWN COORDINATION INSIGHT REASON WILL
Scale 1
8 7 9 9 10 8 Sluggish Gait: A crocodile cannot take the Rush Major
Action unless in water.
FIGHT KNOW MOVE OPERATE SURVIVE TALK
0 3 2 2 1 1 DOG
Minor NPC
Focuses: Forensic Analysis The animal most associated with humanity, dogs were
amongst the first creatures domesticated, and they are
COMBAT commonly encountered wherever there are people. This
Stress: 5 Armour: 0 Courage: 1 profile represents a dog bred for work, such as a guard dog
or police dog.
Unarmed Strike: Melee, 1[CD], Non-Lethal Traits:
Intimidate: Mental, face-to-face, 2[CD] Stun
SPECIAL ABILITIES & TALENTS Trained Dog
Courageous: The NPC has Courage Resistance equal to AGILITY BRAWN COORDINATION INSIGHT REASON WILL
their Survive score. 11 9 5 10 5 8
Thorough Search: When searching an area for
evidence, the Crime Scene Investigator generates one FIGHT KNOW MOVE OPERATE SURVIVE TALK
bonus Momentum on a successful skill test, which may
only be used to Obtain Information. If the Crime Scene 2 1 2 0 3 1
Investigator is assisting another character to find
Focuses: Guarding, Tracking
evidence, then the character they assist receives the
bonus Momentum if they succeed, to a maximum of COMBAT
three bonus Momentum from this Talent.
Stress: 6 Armour: 0 Courage: 0
EQUIPMENT
Evidence kit (tools for collecting evidence) Bite: Melee, 3[CD] Snare, Vicious 1
Barking and Snarling: Mental, face-to-face only, 4[CD]
CROCODILE Area, Perilous, Stun

Notable NPC SPECIAL ABILITIES & TALENTS


Deadly aquatic predators, crocodiles are seemingly Good Boy: Dogs are extremely loyal and devoted to
heavy and slow on land, but they are capable of startling their trainers and handlers. When a dog enters a scene,
speed in the water. They lay in wait beneath the surface of select a single other NPC (a person, rather than another
lakes and rivers, waiting for their prey to approach before animal). While that NPC remains in the scene, the dog
striking with terrifying swiftness. Few things can escape gains +2 Courage. If that NPC is Defeated, the dog will
their crushing jaws. move as fast as possible to the NPC’s side, and will
Traits: defend them from anyone unfamiliar who gets too
close.
Crocodile Keen Senses (Scent)

72 CHAPTER 5: ADVERSARIES AND NPCS


GANG LEADER Knife: Melee, 3[CD] Piercing 1, Hidden 1, Subtle
Pistol: Ranged, Range C, 5[CD], Burst 2, Close Quarters
Notable NPC Intimidate: Mental, face-to-face, 4[CD] Stun
Gang Leaders are those who’ve risen to the top of a
criminal gang. This gang may be a small, local group, or it SPECIAL ABILITIES & TALENTS
may be a small part of a much larger, more widespread Bravado: The Gang Member has 2[CD] Fragile Morale at
organisation. Gang Leaders – whether the true leaders of the start of each scene. Any additional Morale they
that gang, or merely local bosses or lieutenants – are receive also has the Fragile effect.
amongst the toughest and most ruthless people in the
gang. GRIZZLY BEAR
Traits:
Notable NPC
Gang Leader These large beasts are particularly dangerous and
Only the Ruthless Survive aggressive. Mostly active at dusk, night, and at dawn, they
range across wide territories, often wandering into human
AGILITY BRAWN COORDINATION INSIGHT REASON WILL settlements to feed, and they will drive off other predators
8 11 9 8 7 10 after a kill.
Traits:
FIGHT KNOW MOVE OPERATE SURVIVE TALK
Grizzly Bear
3 2 1 2 3 4 Territorial
Focuses: Intimidate, Local Knowledge, Pistols, Stubborn AGILITY BRAWN COORDINATION INSIGHT REASON WILL
9 14 5 10 4 8
COMBAT
Stress: 14 Armour: 0 Courage: 3 FIGHT KNOW MOVE OPERATE SURVIVE TALK

Unarmed Strike: Melee, 4[CD], Non-Lethal 3 1 2 0 4 0


Brass Knuckles: Melee, 5[CD] Stun, Hidden 2
Focuses: Melee, Tracking
Pistol: Ranged, Range C, 6[CD], Burst 2, Close Quarters
Dangerous Reputation: Mental, face-to-face, 6[CD] COMBAT
Stun
Stress: 18 Armour: 1 Courage: 0
SPECIAL ABILITIES & TALENTS
Courageous: The NPC has Courage Resistance equal to Claws: Melee, 5[CD] Vicious 1
their Survive score. Roar: Mental, face-to-face only, 6[CD] Piercing 1, Stun
Scarier Than the Enemy: The Gang Leader may spend SPECIAL ABILITIES & TALENTS
2 Threat to add 2[CD] Morale to all Gang Members
Brutal 1
(belonging to the same gang) in the scene.
Fearsome 1
Threatening 2
Implacable 1
GANG MEMBER Keen Senses (Scent)
Natural Armour 1
Minor NPC Scale 1
Ranging from angry or desperate youths caught up in
something beyond their control, to hardened criminals MECHANIC
loyal to their superiors, gang members are the ordinary Minor NPC
members of criminal organisations, whether local groups
Skilled with engines and similar machines, Mechanics
or part of the criminal establishment. They engage in the
can be found on both sides of the law, and in all sorts of
normal criminal activities of their gang – moving illegal
organisations.
goods like drugs, threatening rivals, extorting protection,
Traits:
and so forth.
Traits: Mechanic
Gang Member AGILITY BRAWN COORDINATION INSIGHT REASON WILL
AGILITY BRAWN COORDINATION INSIGHT REASON WILL 8 9 10 8 9 7
9 10 8 8 7 9 FIGHT KNOW MOVE OPERATE SURVIVE TALK
FIGHT KNOW MOVE OPERATE SURVIVE TALK 1 2 0 3 2 1
2 0 1 1 2 3 Focuses: Negotiate, Repair
Focuses: Intimidate, Local Knowledge COMBAT
COMBAT Stress: 6 Armour: 0 Courage: 0
Stress: 6 Armour: 0 Courage: 0 Unarmed Strike: Melee, 2[CD], Non-Lethal
Heavy Wrench: Melee, 4[CD] Knockdown
Unarmed Strike: Melee, 3[CD], Non-Lethal
Intimidate: Mental, face-to-face, 2[CD] Stun

CHAPTER 5: ADVERSARIES AND NPCS 73


SPECIAL ABILITIES & TALENTS AGILITY BRAWN COORDINATION INSIGHT REASON WILL
Fix-It: When attempting a skill test to repair a damaged 8 7 10 11 9 8
or broken machine, reduce the cost of the first bonus
die to 0. FIGHT KNOW MOVE OPERATE SURVIVE TALK
EQUIPMENT 3 3 1 2 2 4
Mechanic’s tools (including heavy wrench)
Focuses: Investigate, Local Knowledge
POLICE OFFICER (BEAT COP) COMBAT
Minor NPC Stress: 10 Armour: 0 Courage: 0
Ordinary police officers, often referred to as “patrolmen”,
“uniforms”, “beat cops” and similar terms. They patrol the Unarmed Strike: Melee, 4[CD], Non-Lethal
streets to watch for trouble, and they are typically the first Pistol: Ranged, Range C, 6[CD], Burst 2, Close Quarters
on the scene when a crime is reported. They’re also relied “Police, Freeze!”: Mental, face-to-face, 6[CD] Stun
upon for crowd control – keeping civilians out of crime
SPECIAL ABILITIES & TALENTS
scenes – and other routine activities.
Traits: *** Detective’s Badge:** A Detective always counts as
having authority or status when pursuing criminals or
Uniformed Police Officer investigating criminal activity, granting them +1[CD] on
mental attacks.
AGILITY BRAWN COORDINATION INSIGHT REASON WILL
9 8 9 10 7 8 Radio for Backup: A Detective may spend a Minor
Action to use their phone (or a nearby police radio) to
FIGHT KNOW MOVE OPERATE SURVIVE TALK call for assistance. This immediately adds 2 to Threat
and allows the GM to spend Threat to bring in
2 0 1 1 2 3
reinforcements for the Police Officer.
Focuses: Investigate, Local Knowledge Why Do They Always Run? When attempting a skill
test to pursue a criminal, if a Detective buys one or
COMBAT more bonus dice, they may reroll a single d20 in their
dice pool.
Stress: 5 Armour: 3 Courage: 0
EQUIPMENT
Unarmed Strike: Melee, 3[CD], Non-Lethal
Pistol and 3 Reloads, handcuffs, phone, flashlight,
Nightstick: Melee, 4[CD] Knockdown, Subtle
Pistol: Ranged, Range C, 5[CD], Burst 2, Close Quarters Escalation Undercover Vest (Armour 2, Ablative, Hidden 1)
Escalation - Shotgun: Ranged, Range C, 6[CD]
Knockdown, Burst 1
POLICE OFFICER (SWAT OFFICER)
“Police, Freeze!”: Mental, face-to-face, 5[CD] Stun Minor NPC
Wearing heavier armour and carrying more powerful
SPECIAL ABILITIES & TALENTS weaponry than other police officers, SWAT teams are
Uniform and Badge: A Police Officer always counts as trained and equipped for extremely dangerous situations
having authority or status when pursuing criminals or where force is necessary.
investigating criminal activity, granting them +1[CD] on Traits:
mental attacks.
Radio for Backup: A Police Officer may spend a Minor SWAT Team Member
Action to use their radio to call for assistance. This
immediately adds 2 to Threat and allows the GM to AGILITY BRAWN COORDINATION INSIGHT REASON WILL
spend Threat to bring in reinforcements for the Police 9 9 10 8 7 8
Officer.
FIGHT KNOW MOVE OPERATE SURVIVE TALK
EQUIPMENT
3 0 1 2 2 1
Tactical Vest (Armour 3, Ablative), Pistol and 3 Reloads,
nightstick, handcuffs, radio, flashlight Focuses: Combat Tactics, Shooting
POLICE OFFICER (DETECTIVE) COMBAT
Notable NPC Stress: 6 Armour: 3 Courage: 0
Dressed in civilian clothing – though never entirely
inconspicuous – Detectives are those police officers who Unarmed Strike: Melee, 4[CD], Non-Lethal
have taken additional training and testing to serve as Knife: Melee, 4[CD] Piercing 1
investigators. They’re required to be versatile, as they need Ballistic Shield✶: Melee, 4[CD] Knockdown, Parrying,
to be good with people, observant and insightful, calm Shield 2
under pressure, and knowledgeable about a few different Sub-Machine Gun✶: Ranged, Range C, 6[CD], Burst 4,
subjects. Inaccurate
Traits: Shotgun✶: Ranged, Range C, 7[CD] Knockdown, Burst 1
Assault Rifle✶: Ranged, Range M, 7[CD], Burst 3,
Police Detective Escalation

74 CHAPTER 5: ADVERSARIES AND NPCS


Sniper Rifle✶: Ranged, Range L, 8[CD], Burst 1,
Accurate, Escalation, Heavy
Pistol: Ranged, Range C, 6[CD], Burst 2, Close Quarters
Stun Grenade: Ranged, Range C, 6[CD] Area, Stun,
Burst 1M, Nonlethal
“Police, Freeze!”: Mental, face-to-face, 3[CD] Stun
SPECIAL ABILITIES & TALENTS
Breacher: A single SWAT Officer may carry a portable
ram. This allows the NPC to make a Brawn + Fight Test
with a Difficulty of 1 to break open a single locked door EQUIPMENT
within reach. Particularly sturdy doors may increase this
Difficulty. Multiple phones (at least one for business and one for
Police Presence: A SWAT Officer always counts as personal use), briefcase full of research, memos, and other
having authority or status when pursuing criminals or important paperwork
investigating criminal activity, granting them +1[CD] on
mental attacks. PRIVATE INVESTIGATOR
Radio for Backup: A SWAT Officer may spend a Minor Notable NPC
Action to use their radio to call for assistance. This People who investigate crimes, disappearances, and
immediately adds 2 to Threat and allows the GM to other mysterious activities on a private basis. Most of their
spend Threat to bring in reinforcements for the SWAT job is likely to be a mixture of missing persons’ cases that
Officer. the Police are too busy for or snooping on unfaithful
Varied Armament: Each SWAT Officer carries a single spouses. They tend to be tough, if only because they often
weapon from the following list: Ballistic Shield, Sub- find themselves in trouble with those they’re investigating.
Machine Gun, Shotgun, Assault Rifle, Sniper Rifle. Traits:
EQUIPMENT
Private Investigator
Tactical Vest and Helmet (Armour 3, Ablative, +1[CD] Cover),
Chosen weapons (see Varied Armament) and 4 Reloads, AGILITY BRAWN COORDINATION INSIGHT REASON WILL
Pistol and 3 Reloads, handcuffs, radio, flashlight, stun 10 9 8 11 8 7
grenade (1 Reload).
FIGHT KNOW MOVE OPERATE SURVIVE TALK
POLITICIAN 1 3 2 3 2 4
Notable NPC
Elected officials of all kinds, whose daily lives are spent Focuses: Information Gathering, Photography, Stealth
tending to their constituents’ needs, discussing important Feature: Either Drunk or Destitute
matters with their colleagues, and trying to ensure their re-
election. COMBAT
Traits: Stress: 11 Armour: 0 Courage: 0

Politician Unarmed Strike: Melee, 2[CD], Non-Lethal


Intimidate: Mental, face-to-face, 5[CD] Stun
AGILITY BRAWN COORDINATION INSIGHT REASON WILL
7 8 8 10 9 11 SPECIAL ABILITIES & TALENTS
Blackmail: When attempting a mental attack against
FIGHT KNOW MOVE OPERATE SURVIVE TALK someone the Private Investigator has gathered
incriminating evidence on, add +1[CD], Intense, and
1 3 2 2 3 4
Vicious 1 to the attack.
Focuses: Finance, Law, Politics, Public Speaking Hidden Surveillance: When attempting a skill test
using Move to remain hidden or unnoticed, the cost to
COMBAT buy the first additional d20 is reduced to 0. If, while
Stress: 14 Armour: 0 Courage: 0 hidden, the Private Investigator observes some event or
gains some information that would incriminate the
Unarmed Strike: Melee, 2[CD], Non-Lethal Player Characters, add 2 to Threat.
Intimidate: Mental, face-to-face, 5[CD] Stun EQUIPMENT
SPECIAL ABILITIES & TALENTS Camera, notebook, phone
Cash for Access: When engaged in Social Conflict with
a Politician, gain two Advantages instead of one when REPORTER
Negotiating, if the offer is something which would help Notable NPC
the Politician achieve their own goals (a specific A journalist working for a newspaper, TV or radio news
campaign promise, a personal goal, or simply staying in program, website, or similar organisation, journalists have a
office for another term). drive to get the next big story. This might be based on a
Rhetoric: When speaking to a crowd, if a Politician buys devotion to truth and transparency, or on some more
any bonus dice, they may re-roll a single d20. cynical drive.

CHAPTER 5: ADVERSARIES AND NPCS 75


AGILITY BRAWN COORDINATION INSIGHT REASON WILL
9 10 9 8 7 8

FIGHT KNOW MOVE OPERATE SURVIVE TALK


3 1 2 1 2 0

Focuses: Combat Tactics, Discipline


COMBAT
Stress: 6 Armour: 4 Courage: 2
Unarmed Strike: Melee, 4[CD], Non-Lethal
Knife: Melee, 4[CD] Piercing 1
Assault Rifle: Ranged, Range M, 7[CD], Burst 3,
Traits: Escalation
Pistol: Ranged, Range C, 6[CD], Burst 2, Close Quarters
Reporter Frag Grenade: Ranged, Range C, 6[CD] Area,
Knockdown, Burst 1M
AGILITY BRAWN COORDINATION INSIGHT REASON WILL Intimidate: Mental, face-to-face, 1[CD] Stun
8 7 9 11 8 10
SPECIAL ABILITIES & TALENTS
FIGHT KNOW MOVE OPERATE SURVIVE TALK Courageous: The NPC has Courage Resistance equal to
their Survive score.
1 3 2 3 2 4 Fire Discipline: When a Soldier fires as part of a group,
add the Vicious damage effect to the attack.
Focuses: Investigation, Research, Persuade, and one of:
Public Speaking or Writing EQUIPMENT
COMBAT Combat Body Armour and Helmet (Armour 4, Ablative,
Uncomfortable, +1[CD] Cover), Assault Rifle and 4 Reloads,
Stress: 12 Armour: 0 Courage: 0 Pistol and 3 Reloads, frag grenades (2 Reloads), knife, gas
mask, flashlight
Unarmed Strike: Melee, 2[CD], Non-Lethal
Intimidate: Mental, face-to-face, 5[CD] Stun SOLDIER (SQUAD LEADER)
SPECIAL ABILITIES & TALENTS Notable NPC
Unerring Pursuit of a Story: When a Reporter finds a A more experienced soldier, given the responsibility of
story to pursue, they may spend up to 4 Threat, to gain leading a squad of soldiers into battle.
an equal number of Morale [CD]. This Morale has the Traits:
Sturdy and Uncertain effects. This benefit lasts until the
Reporter has either been convinced to leave the story Experienced Soldier
alone or it has been published. Non-Commissioned Officer
Read Between the Lines: When attempting a skill test
AGILITY BRAWN COORDINATION INSIGHT REASON WILL
using Insight to determine if someone is lying or hiding
the truth, the cost for the Reporter to buy their first 8 10 9 8 7 11
additional die is reduced to 0.
Reliable Sources: When a character suffers a FIGHT KNOW MOVE OPERATE SURVIVE TALK
Complication on a skill test to lie to a Reporter, the 4 1 2 2 3 3
Reporter may use the Complication and spend 2 Threat
to immediately declare that they have some Focuses: Combat Tactics, Discipline, Leadership,
information that contradicts that lie. How a character Logistics
responds to this is up to them… Feature: Leave No-one Behind
EQUIPMENT COMBAT
Camera, notebook, phone Stress: 13 Armour: 4 Courage: 3
SOLDIER Unarmed Strike: Melee, 5[CD], Non-Lethal
Minor NPC Knife: Melee, 5[CD] Piercing 1
Professional military personnel, trained to fight for their Assault Rifle: Ranged, Range M, 8[CD], Burst 3,
countries. This profile represents ordinary rank-and-file Escalation
infantry. Pistol: Ranged, Range C, 7[CD], Burst 2, Close Quarters
Traits: Frag Grenade: Ranged, Range C, 7[CD] Area,
Knockdown, Burst 1M
Soldier Intimidate: Mental, face-to-face, 4[CD] Stun

76 CHAPTER 5: ADVERSARIES AND NPCS


SPECIAL ABILITIES & TALENTS
Courageous: The NPC has Courage Resistance equal to
their Survive score.
Form Up: The Squad Leader may spend a Minor Action
to cause up to four Soldiers within Close range to form a
group with the Squad Leader as the group’s leader. In
subsequent Rounds, they may spend a Minor Action to
cause that group to disperse.
Threatening 2 ZOMBIE
EQUIPMENT Minor NPC
Whether created by supernatural forces, or a strange
Combat Body Armour and Helmet (Armour 4, Ablative, plague, these creatures are little more than walking
Uncomfortable, +1[CD] Cover), Assault Rifle and 4 Reloads, corpses, driven by instinct or simple imperatives.
Pistol and 3 Reloads, frag grenades (2 Reloads), knife, gas Traits:
mask, flashlight
Animated Corpse
TAXI DRIVER
AGILITY BRAWN COORDINATION INSIGHT REASON WILL
Minor NPC
Normally knowledgeable about the ins-and-outs of their 7 10 6 7 4 9
city, Taxi Drivers can offer both transport and information.
FIGHT KNOW MOVE OPERATE SURVIVE TALK
People from all walks of life sit in the back of a taxi and may
pay the driver little heed except to pay at the end of the 2 0 1 0 1 0
journey, often giving the driver a front-row seat into a
stranger’s life as they overhear important conversations. Focuses: None
Traits:
COMBAT
Taxi Driver Stress: 6 Armour: 1 Courage: N/A
AGILITY BRAWN COORDINATION INSIGHT REASON WILL Clawing Hands: Melee, 3[CD] Vicious 1
7 8 10 9 8 9 Horrific Presence: Mental, face-to-face only, 4[CD]
Drain, Piercing 2
FIGHT KNOW MOVE OPERATE SURVIVE TALK
SPECIAL ABILITIES & TALENTS
1 2 0 3 1 2
Fearsome 2
Focuses: Driving, Local Knowledge Grasping
Mindless
COMBAT Resilient
Unliving 1
Stress: 5 Armour: 0 Courage: 0
Unarmed Strike: Melee, 2[CD], Non-Lethal
Pistol: Ranged, Range C, 4[CD], Burst 2, Close Quarters
Intimidate: Mental, face-to-face, 3[CD] Stun
SPECIAL ABILITIES & TALENTS
Familiar with Strangers: If a character succeeds on a
skill test to get a Taxi Driver to provide information
about the people they have driven around, gain one
bonus Momentum, which must be used to Obtain
Information.
Follow that Car: If given sufficient incentive (such as
being paid extra) to pursue another vehicle at any cost,
a Taxi Driver may re-roll a single d20 on a Coordination +
Operate Test.
EQUIPMENT
Pistol and 2 Reloads, Taxi (Car)

CHAPTER 5: ADVERSARIES AND NPCS 77


CHAPTER 6: GAMEMASTERING 2D20
This Chapter deals with the ins-and-outs of running a Be Prepared: In many groups, the GM is the one who is
game using the 2D20 System, providing a mixture of responsible for making the game run smoothly. This
advice, guidance, useful rulings, and GM-specific rules. It may include providing pencils and paper, dice, or other
also provides additional details and explanations of the useful gaming aids – though some players may insist on
GM’s most potent mechanic in the 2d20 System: Threat. providing their own. Some GMs may prefer to hold on
to character sheets between sessions, ensuring that

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

78 CHAPTER 6: GAMEMASTERING 2D20


players extra ways (and incentive) to interact with the The Players act: The Players tell the Gamemaster what
game world. they want to do. This might be handled in a freeform
manner, or it might be structured using the conflict
DECIDE HOW NPCS RESPOND AND rules, with a specific order in which Players act.
INTERACT Resolve Action: The Players and GM determine the
Once everything else is in place, the GM needs to make outcome of the players’ actions.
choices on behalf of the NPCs present in the scene. This GM responds to the action and narrates the
will vary considerably based on who the NPCs are and consequences: The Gamemaster then responds to the
what they’re doing: a criminal in a gunfight has a different Players’ actions, describing what happens as a result.
range of possible actions to a politician in a press Repeat: A scene may be complete with only a single
conference. Half of this responsibility is being able to action on the part of the players, or the players may
interpret the situation an NPC is in, to determine the right wish to take more actions in response to the
kind of choices available. The other half is knowing who consequences they’ve just faced.
the NPCs are, so that the GM can determine what kinds of Wrap-up: Once a scene is complete, the GM provides
actions they are likely to take. any extra narration needed to wrap things up.

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.

CHAPTER 6: GAMEMASTERING 2D20 79


To reiterate, because this is important: the GM may be the
one in control of establishing each scene, but those scenes
should frequently come about because of the decisions
that the players have made. If the players have found a
lead in a mystery, then the players may state that their
next step is to follow that lead, which answers some of the
GM’s questions about the next scene.
Now, that isn’t to say that things will play out as the
players desire. There’s nothing to prevent the GM from
What is happening? The who, where, and when are all having the group ambushed on the way to another
fair and good, but the scene would not be worth destination, for example (though don’t overuse this, as it
playing out unless something of note was happening. gets boring fast), or to have the scene involve some factor
or element the players didn’t predict.
This could be a goal of the player characters, the
This balancing act is part of the challenge of being the
motivations of some adversary, or some event
Gamemaster: balancing the players’ choices and
completely independent of either protagonist or
antagonist. What is happening in a scene can be intentions with the influence of things beyond the players’
something that started before the scene began, or it control. Too much in favour of players, and the game will
seem predictable or lack a challenge, while too many
can be something that begins while the player
things outside of player control can make the players feel
characters are there. For the most part, the “what” of a
like they can’t make an impact.
scene should be significant to the player characters, or
Once the fundamental questions of the scene have
to the overall adventure.
Why is this happening? This is also crucial, though the been answered, the GM’s next job is to flesh that out and
GM may keep this secret from the player characters – present it to the players. This has two aspects, narrative and
mechanical, which feed into one another.
determining why something is happening can be the
The narrative side of this is simply describing what the
players’ drive to continue the adventure. This will often
player characters can perceive – the sights, sounds, and
link into a wider storyline that spans the whole
even smells, tastes, and sensations of being in a specific
adventure, but this doesn’t have to be the case.
place, at a specific time, with a specific group of people,
When the GM established a scene, they have free reign and so forth.
to answer these questions in any way they see fit, but the The mechanical side relies on that description and builds
answers should have a reasonable link to the adventure or upon it. The most important details present in the scene
to the player characters’ actions. In general, a scene should receive mechanical weight and representation as Traits, as
follow logically from the scene before it, and many scenes described in Chapter 1: Core Rules. The GM should point
should be driven by the players’ decisions as to where to out and note down a few Traits for the scene, which serve
go and what to do. both as part of the description of the scene and highlight

80 CHAPTER 6: GAMEMASTERING 2D20


elements that the players might want to try interacting
with or obstacles that they may need to overcome.
Sometimes, some of these Traits may be Advantages or
Complications, if they are biased one way or another, or if
characters involved have made a point of establishing
some beneficial features, but most Traits established at the
start of a scene should be ordinary Traits that don’t
inherently favour one side or the other, such as Crowded
Streets or Dark or Howling Wind, and so forth.
Another element that requires the GM’s consideration
here is Threat, which will be examined in detail later, but
which should be thought about in brief here.
While the GM doesn’t have to spend Threat for anything
they introduce as part of establishing a scene, that doesn’t
mean that Threat can be ignored during this process.
Rather, the GM may wish to consider a few different ways
that Threat could be gained or used during that scene and
establish those possibilities in their description of the
scene. An example of this might be describing an alarm,
which could be triggered to add to Threat, and the fact
that there are other enemies nearby which could be called
in by spending Threat. Alternately, unstable terrain could
be a few points of Threat away from crumbling or
collapsing, shifting the scene’s terrain. These kind of Threat
triggers will be discussed in more detail later.
Once these things are done – and they will invariably
take less time to do than they have taken to explain – the
scene can begin.

PLAYING THINGS OUT


When the scene begins, players take the lead, and the
Gamemaster steps back a little. Where setting scenes is
where the GM has the most power, it is within scenes that
the characters have an opportunity to shine, and the GM
should endeavour to help the players show off their
characters… especially where that means confronting
those characters with challenging obstacles to overcome
and deadly perils to survive, because seeing a character
when things are hard is often the most satisfying way to
engage with the game and the story.
During a scene, the GM’s involvement is more limited,
relying on the actions of NPCs and uses of Threat to alter The Gamemaster should answer Yes if the action or
things and respond to the actions of the player characters. activity is something that can be achieved easily and
This places the player characters front-and-centre in the without risk or peril. The GM is free to frame this answer
action, while giving the GM the tools to amp up the with some condition, such as explaining that the action
tension and test the player characters’ capabilities. will take time, or that it will draw attention, or have
Within a scene, the players will want their characters to some other potential consequence; this kind of
do things. It’s the GM’s responsibility to adjudicate those condition is often referred to as “Yes, but…”
things, to decide if those things are possible, and to The Gamemaster should answer No if the action or
determine what happens afterwards. In a lot of cases, this activity is something that cannot be achieved at all. The
will be a simple matter, as many of the things the player GM is free to state that there might be some
characters do will be things that anyone can do, and the circumstances where the action could be performed,
outcome will be obvious. In the cases that aren’t simple, such as obtaining the right tools, special materials, or
however, the GM can rely on the rules for assistance. obscure knowledge, or specialised assistance; this is
When a player decides that they wish their character to often referred to as “No, but…”
do something, the rules and guidelines for Tests, described The Gamemaster should answer Maybe if the action or
in Chapter 1: Core Rules, provide a foundation: each time activity is something that might be possible. In this
this happens, the GM responds with “yes”, “no”, or “maybe”. case, the character may attempt a Skill Test to see if
they succeed.

CHAPTER 6: GAMEMASTERING 2D20 81


Skill Tests can also be used in a “yes, but” situation, if the
player wishes to avoid the condition or consequence; this is
an ideal situation to use the Success at Cost rule, as the
test is about whether the character can avoid the
consequence, rather than seeing if they can succeed.
Similarly, “no, but” results can also prompt Skill Tests, as
characters seek to engineer the circumstances that make
an action possible. Additional guidance for GMing Skill
Tests can be found in their own section, later in this
chapter.
Regardless of how the action is resolved, however, the
GM is responsible for describing what happens next. The
situation will change in response to the actions of
characters, both those of the players, and NPCs under the
GM’s control. The GM may ask the players for their input
here, especially where the action heavily involves them – a more actions from the player characters, and so forth. This
player character’s successes, and their failures, can be will vary based entirely on the scene itself: a scene that is
given to the player to narrate, within reason – but the GM merely a brief conversation between two characters may
gets to decide how the world around the PCs (and the resolve quickly and with few or no dice rolls, while an
NPCs in that world) responds to those actions. intense chase or battle might take many rolls and a greater
This response can take many forms. The players’ actions use of the rules to resolve.
could see the scene concluded, with the consequences Aside from the actions of GM-controlled characters (any
influencing the next scene, or those actions could be one NPCs not directly commanded by the players), the way
small part of a larger sequence of events, with adversaries that the Gamemaster can influence a scene in progress is
and allies taking their own actions, which in turn prompt by spending Threat, which will often be generated by
more actions from the player characters, and so forth. This actions and events within the scene itself. These
will vary based entirely on the scene itself: a scene that is opportunities for Threat use will often be elements of the
merely a brief conversation between two characters may scene itself, described when the scene was introduced, or
resolve quickly and with few or no dice rolls, while an created by the actions of characters within the scene. This
intense chase or battle might take many rolls and a greater will be described in full in the Threat section, later in this
use of the rules to resolve. chapter.
Aside from the actions of GM-controlled characters (any
NPCs not directly commanded by the players), the way
that the Gamemaster can influence a scene in progress is
SKILL TESTS AND
by spending Threat, which will often be generated by
actions and events within the scene itself. These
CHALLENGES
Almost any activity where there is doubt in the outcome,
opportunities for Threat use will often be elements of the
scene itself, described when the scene was introduced, or where failure or Complications are interesting, or where
created by the actions of characters within the scene. This the degree of success is important can be regarded as one
or more Skill Tests. A single Skill Test represents an activity
will be described in full in the Threat section, later in this
attempting to succeed despite resistance or conflict. Skill
chapter.
Skill Tests can also be used in a “yes, but” situation, if the Tests should, realistically speaking, be actions completed in
player wishes to avoid the condition or consequence; this is one sitting or a short amount of time: searching for clues,
an ideal situation to use the Success at Cost rule, as the repairing a car, or negotiating with a suspect are all
test is about whether the character can avoid the examples of a single Skill Test.
As outlined in Chapter 1: Core Rules, a Skill Test requires
consequence, rather than seeing if they can succeed.
the player to roll two or more d20s, attempting to score
Similarly, “no, but” results can also prompt Skill Tests, as
characters seek to engineer the circumstances that make equal to or less than a Target Number made from one of
an action possible. Additional guidance for GMing Skill the character’s Attributes and one of their Skills. It’s the
Tests can be found in their own section, later in this Gamemaster, along with input from the player involved,
who chooses which Attribute and Skill combination to use
chapter.
for the Target Number, as well as which Focus applies, if
Regardless of how the action is resolved, however, the
GM is responsible for describing what happens next. The any. It’s also the GM’s role to decide on the Skill Test’s
situation will change in response to the actions of Difficulty, on what consequences there are for failure, and
characters, both those of the players, and NPCs under the what effect Mishaps and Momentum may have on the
GM’s control. The GM may ask the players for their input outcome.
here, especially where the action heavily involves them – a
player character’s successes, and their failures, can be
USING TRAITS
given to the player to narrate, within reason – but the GM Traits – including Advantages and Complications – form a
gets to decide how the world around the PCs (and the framework that assists the GM while framing a scene, by
NPCs in that world) responds to those actions. highlighting circumstances that may affect characters in
This response can take many forms. The players’ actions some way, shape, or form. Traits are a versatile tool, and a
could see the scene concluded, with the consequences mixture of them is a useful way to establish situations and
influencing the next scene, or those actions could be one environments that characters can navigate or confront
small part of a larger sequence of events, with adversaries effectively.
and allies taking their own actions, which in turn prompt

82 CHAPTER 6: GAMEMASTERING 2D20


to problem-solving mechanically, and they can help the
players and GM alike add extra impact to the events
unfolding.
Traits are most often created at the start of a scene, and
last for as long as they remain true… which is normally the
end of that scene. If the next scene takes place in the same
location, then Traits relating to that location may remain,
but ones tied to people, situations, or which are time-
sensitive, may change accordingly. Persistent character
Traits will naturally follow the character around, though
temporary ones (reflecting minor injuries, emotional states,
and similar) may not linger in the same way. Situational
Traits – typically including the kinds of Advantages and
Complications that characters can create – seldom last
long, normally vanishing after a few rounds in combat, or
lasting until the end of the scene at most.
Especially potent Traits may be stacked: this is indicated
by a number after the Trait’s name. A Dense Smoke 2 Trait
will have twice as much effect on the situation as an
ordinary Trait, perhaps increasing Difficulties by 2, or
having two different effects.

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

CHAPTER 6: GAMEMASTERING 2D20 83


the effects of failure are obvious: the character didn’t avoid
the danger. But in situations where a character is
increase the Difficulty of a Skill Test, then the GM has the attempting to achieve something, it is important to
freedom to do that. determine what will happen if they fail to achieve their
Structuring the timing of these Difficulties in a game goal; after all, if there’s no cost or consequence for their
session can also be a consideration. Starting a scene with a failure, then why didn’t they just succeed automatically?
Difficulty 4 or 5 test isn’t recommended unless the scene Risks, costs, and consequences are all different ways to
absolutely demands it; there’s always the possibility to express “what goes wrong”. They don’t necessarily
ramp up the Difficulty of Tests as the action progresses, represent something going irrevocably wrong, but rather
using Complications and by spending Threat. On the other help to provide the GM with a sense of nuance about what
side of things, if something is necessary for the story to could go wrong from a Skill Test, and in turn convey those
continue, then keep the Difficulty low or allow Success at a potential problems to the players. There’s a lot of overlap
Cost to ensure that a failed Skill Test can’t easily stall between the three ideas, but in general terms, they can be
progress. In general, a variety of Difficulties, rising and described as follows:
falling throughout the session, is often an appropriate tool
A risk is something that might happen because of a
for pacing an adventure.
Skill Test. It isn’t guaranteed to happen, but it could
Environmental Traits adjust the Difficulty of Skill Test,
occur if the player suffers a Mishap. It doesn’t change
based on whether they are helpful or a hindrance to a
whether the Test succeeds, but it might still change the
character, and such a Trait may be beneficial in some ways outcome one way or another.
and problematic in others: a heavily-crowded area may
A cost is something that must be paid or faced to get a
make it easier to avoid notice, but it’ll make rapid
desired outcome, but which can be avoided. This turns
movement more difficult. Think carefully about the
up with the option to Succeed at Cost (where a failed
circumstances of a scene, taking note of the Traits,
Skill Test allows the character to get minimum success
Advantages, and Complications, and judge the Difficulty
if they also suffer a Mishap), but the GM may frame a
accordingly. cost for allowing a Skill Test to be attempted in the first
Finally, making judgements based on the mood and
place.
preferences of the players is also key to the Difficulty of Skill
A consequence is something that will happen because
Tests. Few groups enjoy constantly having to beat the odds
of action; it might be the result of a failed test, or it
by facing an abundance of Difficulty 4 or 5 tests, while
might come automatically if the Test is even attempted.
some revel rising to such challenges. If the group has just
faced off against a difficult opponent, tension will have When setting the Difficulty of a Skill Test, the GM should
been running high, so allowing a few easier Skill Tests will consider the things that could go wrong. These can
help release that tension, giving players a bit of a break and naturally serve as inspiration for how to handle any
allowing them to generate some much-needed Mishaps that may occur, but they can also serve as the
Momentum. And, sometimes players just have a bad night result of a failed test. Similarly, if a player wants to attempt
with a string of unlucky rolls; nobody thinks badly of a GM something that is particularly tough or challenging, or
who eases off the pressure when the dice are falling badly, which shouldn’t be too straightforward to attempt, it may
if it allows the fun and the story to continue. be worthwhile considering a cost for that Test. These are all
powerful tools for the GM, that can be interwoven with all
RISKS, COSTS, AND the other rules of the game to create something thrilling,
CONSEQUENCES dynamic, and evocative.
A crucial part of adjudicating a Skill Test, and one Of course, it’s easy to simply say “think of the things that
commonly overlooked, is the effects of failure. If the Skill could go wrong”, but it’s harder to do that in practice, at
Test is to avoid some dangerous effect or situation, then least without some guidance or experience. Fortunately,

84 CHAPTER 6: GAMEMASTERING 2D20


fiction provides us with a variety of different problems that
occur frequently, and which can serve as inspiration.

Price: A straightforward problem is a price, usually in


the form of lost resources. This might be a character’s
Assets, Reloads, or some other tangible resource, but it
could easily be a loss of Momentum or Fortune (though
Fortune loss should be used sparingly as a problem), or
adding to Threat, or even something like losing an
Advantage or suffering a Complication.
Harm: Equally straightforward: suffering damage and
risking injury or trauma is useful as a risk, cost, or
consequence. A quick damage roll (either physical or
mental), or the application of some Fatigue are
appropriate instances of this problem.
Revelation: The character reveals something that they
didn’t intend to, such as something they know, or even
where they are. Alternatively, the character may learn
something that they wish wasn’t true which could
complicate later actions, such as finding that the enemy
leader has extra guards, or that they are about to head
somewhere else. Revelations can be useful ways for the Delay: Sometimes, things just take longer than
GM to introduce new ways to spend Threat or set up anticipated. This is already built into the rules for time
other problems like time pressure. pressure, where a Mishap can cause the Skill Test to
Confusion: The character miscommunicates or take an extra Interval, but it can apply just as well to
otherwise creates uncertainty, leading to upset, poor other situations. Perhaps a delay allows the enemy to
timing, offense, or misunderstanding. Only applicable prepare for the characters’ arrival, or it allows pursuing
where there’s an audience, confusion can lead to guards to catch up. Perhaps a delay means the
problems with teamwork or make it so that an character can’t join the rest of the group in the next
adversary responds in an unexpected manner. scene (maybe they’ll turn up part-way through the
Waste: Like price, but where a price is intentional, waste scene instead of at the start), or it means they can’t be
is the misuse or misapplication of resources. This is chosen to act first in the next Round.
useful in situations where a character might already Closed Path: A possible problem is that a specific way
have the option to use those resources: a character of doing something is no longer possible, at least in the
firing a gun may lose Reloads by wasting ammo, for short term, and the characters will have to find a
example. Alternatively, waste may represent being different approach. A character tries picking a lock to
inefficient or reckless in some other way, perhaps with a find that the door is bolted shut. A character can no
character leaving themselves exposed to reprisals, or longer rely on a specific informant or ally. Witnesses are
putting themselves in a position where they can’t easily too scared to come forward.
follow-up (in a conflict, a character may find themselves
unable to keep the initiative or make a reaction, or they In practice, many of these may end up having similar
lose some other defensive benefit). outcomes, but they are useful starting points to consider
Ineffectiveness: The effect of the Skill Test is less than when deciding the outcomes of different Skill Tests.
expected in some way, or the character’s success is only More than that, they can also be used to help structure
partial or incomplete. The character still gets the problematic situations: a situation may be presented as a
minimum of what they wanted to achieve, but that series of overlapping, interlocking problems, each of which
success is imperfect and may result in problems. This is part of a Trait, and each of which can be ‘disarmed’. This
might reduce the damage of an attack, or it may mean kind of structure is ideal for Challenges, and it’s a great way
that a distraction doesn’t occupy an adversary for as to design heists and similar situations.
long as desired. Of course, the nature of a problem is only half the story.
Overkill: The character succeeds too well. The character The GM should also consider the severity of problems. This
becomes a victim of their own success, gaining should be relatively straightforward most of the time, but
unintended effects from the outcome. A lie told to gain it’s worthy of consideration anyway, as it can be a useful
access somewhere causes the guard to treat you as a ‘lever’ for the GM to adjust during play.
VIP. A disguise attracts the attention of people other The severity of a problem is, in short, how big the
than your intended target. A bomb to blow a hole in a problem is. This is something independent of how difficult
wall also makes the ceiling above unstable. A gunshot the Skill Test is – a Skill Test can be extremely difficult, but
goes through the target and hits a bystander as well. with only relatively mild consequences, or it could be easy,
but with a major cost.
As a basic guide, we can approach a severity from the
perspective of Mishaps, as that ties neatly into the existing
framework of Skill Tests – a risk represents a potential
Mishap effect, and unsurprisingly the Success at Cost rule
ties neatly into the idea of cost, which covers two of the
ways these problems are commonly used. While it doesn’t
really cover consequences, it’s a useful enough baseline to

CHAPTER 6: GAMEMASTERING 2D20 85


work with. Mishaps have two universal outcomes – create a Test has been completed, however, it’s feasible that those
Complication or add 2 to Threat – which means that they characters are available to work on another Task. Their
are useful for quantifying a problem. If a problem is attention is also focused on that Test, even if the scene is
equivalent to two Mishaps, then it’s equal to 4 Threat, for taking place with the whole group in a confined space. A
example. character who tries to assist on every Task doesn’t provide
And, just as with Difficulty, the GM may spend Threat or enough help to anyone. Always use common sense and
apply Traits and Complications to increasing the severity of the circumstances to decide if a character can or can’t
a problem (though a single Trait or Complication should assist or attempt a Task. It may be that completing a Task
only have a single effect on a Skill Test at a time). For frees them up for another and you should always let the
example, if an area of building has the Unstable Trait, then story inform your choice.
the GM may use this to add to the severity of Tests to cross
that terrain, while a Poorly Lit Trait might make Tests for NON-KEY TESTS
observation somewhat ineffective rather than more
Players may want to spend time preparing for a Key Test,
difficult. This is where consequences can come in, with
making rolls that don’t attempt to complete the Key Test
Traits providing justification for problems occurring on
but instead prepare for it in some way. That’s not a
failed Skill Tests.
problem and, in this case, you should use your best
The Threat section, below, provides guidance for how judgement to frame the Task, and its Difficulty. If
differing amounts of Threat spent can translate into
successful, completing a non- Key Test could lower the
mechanical effects. In general, however, there’s no hard-
Difficulty of the Key Test or add an Advantage to it, but it
and-fast way to measure or quantify some problems: the
alone will never complete the Key Task.
GM should rely on their judgement and experience, and
how the players respond to the problems they face. TIMED CHALLENGES
CHALLENGES Combining the pressure of time, or a deadline, to any of
the above structures can add tension to the scenes in
An over arcing goal or complex situation may call for a which the Challenge takes place, and you should always
Challenge to be structured by the Gamemaster. have consequences in mind if time runs out. You should
Challenges are a series of Tests, or even Extended Tests, have a clear idea of how many Intervals the Challenge
arranged in such a way as the outcome of one influences takes, normally around 2-3 times the number of Key Tests,
or allows for another Task. A Basic Challenge should have and you should have a good idea of how long that Interval
its Key Tests described to the Players, these Tests being the is: half hour, an hour, a day? Once that’s framed, keep a
tasks the Player Characters need to complete before the track of how long Test attempts have taken and how long
overall problem has been overcome. These Key Tests can the Player Characters have left — and if they aren’t aware
be attempted and completed independently of each of that you can build tension by telling them! Task
other, however, there are a variety of interesting ways to attempts always take 2 Intervals of time, because Players
structure Challenges as we’ll explore below: can reduce that to 1 Interval by spending Momentum
(though it can also increase due to Mishaps). Also bear in
LINEAR CHALLENGES mind that if Players wish to prepare for Tasks, that will take
Skill Tests in a linear Challenge happen one after the other time, too. Don’t be afraid to tick off some Intervals in the
in a series of rolls. The first Skill Test must be completed process. Ultimately, a combination of time and the
before the second can be attempted, and so on. This is a structures above can bring some variety to the game and
limited way of structuring the Challenge but does give add in some tension or climax once the final Key Tasks are
clarity to the Players on what they need to do. While it can being attempted.
be a little limiting to player creativity, sometimes situations
call for a very specific response or course of action. Linear OPPOSITION
Challenges are a good way to add a little depth to a Adversaries may be able to interfere with the Player
Challenge without the need for a lot of bookkeeping. Characters’ plans or even to attempt the same Challenge.
In this case, the GM may wish to consider what kind of
GATED CHALLENGES opposition they provide and how to use that in the
Challenge.
In a Gated Challenge the Key Tests can only be attempted
Disruption provides an increase in Difficulty but nothing
once specific Tests in the Challenge have been completed.
This provides the Players with a little more flexibility, more, and this could come in the form of traps or
preparations NPCs have made before the Player
allowing them to approach the Challenge from several
Characters started the Challenge. This is great if the NPCs
angles, or choose from branching options. When building
knew the Player Characters were coming or were clever
Gated Challenges, you should note your final Task or
enough to put into place contingencies if they think their
objective in the middle or at the end of your structure,
plans would be interfered with.
then place the other Key Tasks around it, indicating what
Tasks must be completed before the Players can move If the NPCs are present and can act at the same time as
the Player Characters, the GM may want to make the Tasks
onto the others.
in the Challenge Opposed Tasks. This represents the NPCs
trying to accomplish the same thing as the Players but for
GROUP CHALLENGES a different reason or outcome. It could also be opposition
When a whole group is attempting a Challenge, it’s in the form of sabotaging the Players’ actions. As with
important to remember who is helping and where. If a Opposed Tests, new Advantages or Complications may
character is Assisting another, then they can’t help another arise from Momentum or Threat spends, or failed rolls.
character — they can’t be everywhere at once! Once a Skill

86 CHAPTER 6: GAMEMASTERING 2D20


Contested Challenges form a race for either the Players or
the NPCs to complete the Tasks first. In this case, you
THE PRINCIPLES OF
should resort to a turn order, much like Conflict in Chapter THREAT
7. Both sets of characters will attempt a Task but one after
the other, back and forth, until every character has been A tool for pacing and dramatic storytelling aside, Threat is
able to act. Take as many rounds as you need for one side best thought of as an abstract representation of all the
to complete the Challenge, at which point the group that things that might go wrong at any given moment. It’s all
didn’t complete it has failed. It could be that you lock off the unknown variables, and the unfolding conspiracies,
Tasks based on who succeeds first — in which case, the and the malign influence of powerful foes, and the
side who cannot attempt the Key Test should take clamour and clangour of battle, and the chaos that can
appropriate steps and attempt Tests to unlock that Key erupt when tension runs high. It’s Murphy’s law (“anything
Test again. In this situation, the groups effectively take that can go wrong, will go wrong”) quantified, and it’s the
control of certain Tasks once complete, and it should only bullets in Chekov’s gun (a dramatic principle whereby
be done if there are multiple ways of completion, as in a elements introduced into a story must pay off or they are
Gated Challenge. superfluous).
The GM should be mindful that groups of characters During a scene, Threat is one of the two methods by
attempting the same Tests can meet and, if they have which the Gamemaster can influence events; the other
different goals, may come into conflict. The GM should being the actions of NPCs. As a result, it is powerful and
thus always be ready for the groups to clash, with the evocative if used well, and it is extremely versatile… but it is
conflict serving as a backdrop for the Challenge. also finite, with the quantity often defined by the actions
that take place in the scene. But, where some ways of

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

CHAPTER 6: GAMEMASTERING 2D20 87


Threat serves as a visible cause-and-effect for players
taking risks and facing the problems that come along with
it: the GM’s use of Threat feeds from circumstances in-
game: the protagonists push their luck, and fate pushes
back. This provides the players with an understanding of
how their choices influence the problems they face and
gives the Gamemaster a clear license to create those
problems on the fly.
The causality of Threat means providing a narrative link
between the ways that Threat is gained during a scene,
and the effects that come from spending Threat. It doesn’t
have to apply to every time the GM gains or spend Threat,
but a few key instances can help a feel of continuity and
verisimilitude.
A good example of this might be a character adding to
Threat to buy dice when climbing a crumbling cliff, and
the GM spending some of that Threat later to make the
introduce specific types of challenge or problem, that cliff begin to subside, or enemies sounding an alarm,
encourage a specific approach: large numbers of enemies which adds Threat points which the GM then spends to
and frequent reinforcements can encourage a subtle, bring in reinforcements.
considered approach, favouring stealth and guile.
Alternatively, the GM may use Threat to dissuade a certain PROPORTIONATE RESISTANCE
type of action: in a game where lethal force is frowned Because Threat can often be gained through the actions of
upon, the GM can declare that player characters the player characters, this means that the players have
attempting to kill enemies add to Threat, while NPCs considerable control over the amount of Threat the
attempting to use deadly force must spend Threat; this Gamemaster has available during a scene. Cautious,
extra level of cost to trying to kill can guide player choices, reluctant, or careful players may give very little Threat (as
and it helps to create adventures where trying to negotiate may new players who aren’t comfortable with the idea of
with or subdue enemies is more commonplace than empowering the GM), while aggressive or determined
simply shooting them in the face. players can flood the GM with additional Threat.
A situation spotlight draws attention back to a specific Players reluctant to add to Threat may find themselves
part of the current scene. This might be to a specific place Momentum-starved at crucial moments, making higher-
within the environment, such as the GM spending Threat Difficulty Skill Tests and other challenging situations more
to make a crumbling building start to collapse, or it might difficult to overcome, while players more comfortable with
be a specific character, such as a leader or priority target giving the GM Threat can blast through difficult situations
(often using an ability unique to that character). It might with relative ease, as they’ll always have the extra dice and
even be a single objective: the GM may spend more Threat other benefits they need, and can generate extra
on adversaries trying to reach a specific location or attack a Momentum accordingly.
specific character, if that aids their goal. This can be a Thus, the GM should watch the group’s behaviour, and
useful way to add urgency to a situation, especially if things their approach to Threat, to help guide decisions made
have seemed too easy for the players up until that point. during the game, such as numbers of enemies and
Alternately, the GM may wish to try adding one or two to Difficulty of Skill Tests. The GM’s use of Threat should also
Threat periodically (either in general, or because of NPC be adjusted accordingly: if players generate a lot of Threat,
actions, like setting explosives or performing a dark ritual) then that Threat can be used to put pressure on those
to represent a ticking clock or escalating problem, to urge players in turn, so that the players have a degree of control
the players to action if they’re being overly cautious. over how big a challenge they will face.
A character opportunity is a situation where attention is If the players are wary of Threat, and reluctant to provide
drawn to a player character. This can resolve itself in a few: the GM with any, then the GM should use Threat sparingly;
the GM may present a problem which that character is Threat use may need to be rationed anyway, as there isn’t
ideally-suited to solve, allowing that character to show off as much available. Also, using effects that alter the
for a bit, or it might change circumstances which play to a circumstances rather than just amp up the Difficulty can
character’s personality or backstory, engaging the player be good for the game in general: players wary of Threat
by bringing their part of the story to the fore, often by often feel afraid of it being used to “punish” them later, so
facing them with a dilemma or a tough choice. using it in more narrative and less confrontational or
Occasionally, the GM may wish to play to the weaknesses adversarial ways can help. It can also help if Threat is used
of a specific character or put them in a situation where in small quantities, rather than saving up for a bigger
their strengths become a liability, but this should be done effect: a large pool of Threat can seem ominous, especially
sparingly if at all, as some players can feel picked on, for players expecting some big, catastrophic expenditure.
making the game feel adversarial rather than collaborative. If the players give Threat freely, then the GM should use
Threat eagerly and often: using Threat roughly as often as
CAUSALITY the players generate it is a good benchmark, simply to
Because Threat is in large part provided by character avoid a flood of Threat. Players that give Threat freely tend
action, it helps provide a balance to the game, ensuring to fall into one of two categories: players looking for a
that the “pressure” that the player characters apply to a challenge, and players who don’t regard Threat as
situation is met with equal force by their opposition. particularly threatening. In the former case, spending

88 CHAPTER 6: GAMEMASTERING 2D20


Threat gives the player what they want. In the latter case, A catastrophic adventure begins with 4 Threat per
spending Threat regularly means that the player doesn’t player character. These adventures are likely to be
come to regard adding to Threat as consequence-free – an explosive, whether literally or figuratively, and are ideally
ever-growing pool of Threat may seem intimidating, suited to climactic struggles against major adversaries.
unless the GM never spends any of it, at which point it may They should also be extremely rare, being built up to
seem to have no bearing on play at all. over the course of a campaign.
In either case, the GM can still regulate the flow of Threat
– spending it more frequently than it is gained will reduce Once an adventure has begun, the Gamemaster can
the size of the Threat pool and make the situation less spend and gain Threat as they see fit. The GM gains Threat
tense, while spending it less frequently than it is gained through a variety of situations and circumstances, as
allows the pool, and the tension it represents, to grow. described below.

STATUS GAUGE THREAT FROM THE PLAYER


CHARACTERS
An interesting use of Threat doesn’t rely on how Threat is A significant source of Threat is the player characters, who
gained or spend: instead, it considers simply how much can add to Threat through their choices and through
Threat there is. The overall quantity of Threat can be used random chance.
as a gauge for the situation currently playing out. This is a Instead of Momentum: Whenever a player character
useful trick when handling games focussed on infiltration could spend Momentum, even if they do not have any
or subterfuge (though it works in other situations too), as Momentum left to spend, they may choose to pay some or
the amount of Threat can provide a useful guide for how all the cost by adding to Threat. Each point of Threat added
NPCs will act: higher Threat means adversaries will be alert, to the GM’s pool counts as one Momentum towards
wary, and quick to respond, while bystanders may whatever use of Momentum the player character wishes to
withdraw from the area or hide if startled. use. NPCs allied to the player characters generate Threat in
This provides a greater sense of feedback for Threat, with this way as well.
an effect more visible and pervasive than individual uses of This is a simple option, but one entirely at the discretion
Threat. It is especially valuable in situations where the peril of the players, and as already discussed, different players
is contained within the local environment – such as a will have different attitudes to giving the GM Threat.
single building, a compound, or some other restricted area Mishaps: Whenever a player character suffers one or
– or where there is some supernatural phenomenon in more Mishaps on a Skill Test, they or the GM may choose
play that Threat can represent… or both, such as a haunted to add two points to Threat to “buy off” the Mishap.
house or similar environment. A bit of random chance means there’ll often be a trickle
If the situation is one where Threat will fluctuate heavily, of Threat coming from the players over the course of an
Threat can cue a change in NPC behaviour: if high Threat adventure. The GM can adjust this by altering the Mishap
means that an enemy is alert and vigilant, then spending range of different Skill Tests (where appropriate), and that
Threat for that enemy can represent the effort and change of Mishap range comes naturally from mental
intensity of their search, which will pass in time. As Threat damage (fear and panic make characters more prone to
decreases, those enemies will relax their efforts, let their mistakes), but it still depends on how the dice fall and
guard down, and go back to their normal patrols, but an cannot be relied upon.
increase in Threat will increase their alertness again. This Escalation: The GM – or the rules – may note that
produces a degree of dynamic feedback, where actions specific actions or decisions risk Escalation, making a
that feed and draw from Threat influence the situation in situation more dangerous or unpredictable. If a character
passive ways as well as more active and immediate ones. performs an action that risks Escalation, they immediately
GAINING THREAT add one to Threat.
The GM should be consistent in this, and instances of
The Gamemaster begins every adventure with a set Escalation should be appropriate to the theme and style of
amount of Threat, based on both the number of players the game. However, use of lethal force, or carrying heavy or
and on the underlying tension and danger of the military-grade weapons into a populated area, are both
adventure itself. By default, this is 2 Threat per player actions that commonly risk Escalation. The GM should
character, but some adventures may begin with a larger or declare that an action risks Escalation, and then allow the
smaller number. player character to choose whether they wish to continue
with that choice: springing an Escalation cost on a player
A low stakes adventure begins with 1 Threat per player after the fact is unlikely to be well-received.
character. These adventures are likely to be simple,
straightforward affairs. This is useful for short one-off OTHER SOURCES OF THREAT
games, while in a campaign it suits low-key adventures The GM has a couple of other ways of generating Threat,
that serve as a reprieve after a few tense adventures. which give them additional control over how much Threat
A high stakes adventure begins with 3 Threat per is available and how that reflects the events going on in
player character. These adventures are likely to be high the game.
in action, drama, and uncertainty. In a campaign, several Threatening Circumstances: The environment or
adventures may lead up to a high stakes adventure, situation of a new scene may be threatening or dangerous
building in tension over time. in some way, adding one or two Threat to the pool
automatically when the scene begins. Some NPCs may
generate Threat simply by turning up (this is covered by
the Menacing special ability, in Chapter 4: Adversaries
and NPCs), in response to changes in the situation (often

CHAPTER 6: GAMEMASTERING 2D20 89


noted in the NPC’s special abilities or talents), or by taking something happened, rather than appearing out of
certain actions. Sometimes, the environment may have nowhere.
specific ways of increasing Threat when interacted with: an Reinforcements: The GM may bring in additional
alarm that can be triggered, heavy or dangerous Adversary NPCs during a scene. Minor NPCs cost one
machinery that can be activated, or flammable materials Threat each, while Notable NPCs cost two Threat. A group
that could burn or explode. of Minor NPCs costs Threat equal to half the number of
This method is easy to abuse, but it can be fun for the NPCs in the group, rounded up. In a conflict, this should be
players if used carefully and thematically. Actions and done at the start of a round, with the reinforcements able
situations that generate Threat are more interesting in play to act during that round as normal. This does not apply to
than effects that simply generate Threat automatically, as NPCs who are present at the start of the scene, only
they help reinforce a sense of cause-and-effect as well as additional ones who arrive while the scene is in progress.
being something that the players can try to interrupt or There must be some logical reason why those
prevent. Allies with the Menacing ability are an interesting reinforcements have arrived and where they’ve come
idea too – it’s a nice compromise for having a capable from.
friend, as their presence draws attention that helps offset This is a powerful tool, in part because it allows the GM to
their abilities. scale a conflict according to the player characters’ abilities
Adversary Momentum: Adversary NPCs with unspent on the fly. Justifications for reinforcements are easy to
Momentum may spend that Momentum to add to Threat, devise – the example police officer NPC is a good example
as they lack a group Momentum pool to save it in. Each of this – and it can be used to refocus an action scene on its
Momentum spent adds one to Threat. objectives rather than simply trying to defeat all the
This is an important option, as it can allow the players’ enemies (the player characters can’t “defeat all the
enemies to build up Threat through their normal actions. A enemies” if there’s an endless supply of enemies).
useful trick here is to have “minions” who generate The last option, Environmental Effects and Narrative
Momentum on their Skill Tests which then gets used by Changes, requires a more in-depth examination, so it
their leader, or to use smaller battles with enemies who receives its own section, below.
dump all their Momentum into Threat rather than spend it
on themselves, creating a fight that was “suspiciously easy” ENVIRONMENTAL EFFECTS AND
to build up to a later scene. NARRATIVE CHANGES
SPENDING THREAT The options a GM has for using Threat are not limited to
those primarily-mechanical options discussed above.
The Gamemaster’s options for using Threat are more Indeed, many of the most potent and most dramatic
diverse and numerous than the ways of generating Threat, options have a more far-reaching effect than simply
and this is deliberate: there are always more things you buying extra dice or altering test Difficulty.
could use Threat on than there is Threat to spend on those Dramatic scenes often play out in exciting environments,
things. whether crumbling stairs in ancient ruins, the turbulent
Adversary Momentum: Threat serves in part as a mirror shallows of a river crossing, the bustling indifference of a
of the players’ Momentum pool. Thus, Adversary NPCs may busy city, a rocky cliff with waves thundering against the
spend Threat in all the ways that the Player Characters can jagged shore, the offices and cubicles of a steel-and-glass
use Momentum. skyscraper, or the strobing lights and pounding music of
A simple and straightforward option. It is entirely an underground nightclub, or even more evocative
possible to run a game using the 2d20 System and only locations. When describing scenes, the GM will already
use Threat for this purpose, ignoring all the narrative have defined what the environment is like, and they
elements of Threat to use it as “evil Momentum”. should typically aim to have the environment enhance the
Adversary Threat Costs: On any action where a player scene: a scene with an evocative backdrop will be much
character would be required to add one or more points to more memorable and interesting. There’s no reason to use
Threat, an Adversary NPC performing the same action or bland or uninteresting locales, as the Gamemaster has
making the same choice must spend an equivalent control over where each scene takes place.
number of points of Threat. Furthermore, the Gamemaster can use Threat to bring
Again, simple and straightforward. This is less a use and that environment to the fore, putting the environment into
more a cost, a way to balance the scales by ensuring that motion in some fashion, or by taking obvious elements
Adversaries pay for things just like the player characters do. from the Traits and other description, and emphasising or
Adversary Mishaps: If an Adversary NPC suffers a developing them. Similarly, the GM can employ Threat to
Mishap, the GM may buy off that Mishap by spending two perform a few different narrative tricks and techniques
Threat. that can add twists, turns, and other story elements to the
Once more, a natural counterpart to how the rules work game. Either way, this effects cost Threat.
for player characters. As a rule of thumb, environmental and narrative effects
Complication: The Gamemaster may create a of this sort come in a few distinct categories.
Complication by spend two Threat. This must come
naturally from the current situation.
This can be a useful way to generate Complications
without waiting for Mishaps to occur, but it should be used
sparingly. Ideal opportunities for this option include failed
Skill Tests, or from NPC actions (akin to spending
Momentum to generate an Advantage), but as a rule of
thumb, a Complication should only ever occur because

90 CHAPTER 6: GAMEMASTERING 2D20


HAZARD DAMAGE AND THREAT COSTS
EFFECT THREAT COST NOTES
3[CD] damage 2 Base damage for a Hazard
+2[CD] damage +1 Can be stacked multiple times
Area Multiply total cost by Apply cost modifier from Area last. May only apply to Immediate
2 Hazards.
Destructive +1
Drain +1
Intense +3
Knockdown +1
Persistent X +(X divided by 2) Round fractions up
Piercing X +(X divided by 2) Round fractions up
Snare +1
Stun +1
Vicious X +X
Applies to more than one +3 May only be used with Lingering Hazards.
Zone
Does not affect Adversaries +3 May only be used with the Area damage effect or Lingering
Hazards.

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.

CHAPTER 6: GAMEMASTERING 2D20 91


A Reversal is a significant turning point or change of
fortunes, and the Gamemaster may only use this once
per adventure. By spending two Threat per player
character present in the scene, the Gamemaster ends
the scene immediately, with the situation unresolved.
The Gamemaster describes how the situation escalates
or deteriorates in a major way – such as an
overwhelming number of enemy reinforcements or
some other imminent catastrophe – and then the
scene ends. The reversal cannot be used to harm or kill
the player characters directly, only to radically change
their circumstances, and the players should be given a
few moments to discuss their new situation before the
Gamemaster sets a new scene. As the GM chose how
the previous scene ended, they can use it to set up the
next scene in a specific way. To compensate the player
characters for facing this reversal, they also receive a
Fortune point each.

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

92 CHAPTER 6: GAMEMASTERING 2D20


will influence the Difficulty of Skill Tests. Players can everyone has equal opportunity to try something in these
similarly propose that some external factors – something tense situations. However, a mindful Gamemaster can
that would normally be covered by a Trait – might achieve those ends in a more fluid, natural way by using
influence the activities they can attempt, and how difficult the same conversational style as other scenes use.
those activities will be. In this style, it’s often useful to provide a little structure
Advantages and Complications still exist, in the sense for the action, even if only in guiding how the GM
that characters can still create advantageous situations approaches each new scene and situation.
and still suffer complicating ones, but their default Once a scene is established, the first Skill Test the GM
function as Traits is less significant here than the narrative asks for is to bring the player characters into the scene,
effects they represent. covering how they arrive at the scene, or otherwise defines
This is probably the simplest step to take when stripping what they are doing when the scene begins. This Test
out parts of the 2d20 System, as Traits are simply a way of should be allowed to Succeed at Cost, and it serves as a
codifying and highlighting the process of judging basis for what the player characters are doing in that
possibilities and difficulties. situation. This Test’s outcome – regardless of what it is –
serves as the basis for the rest of the scene going forwards:
SIMPLE DAMAGE if the player characters are sneaking in, then the character
leading their approach makes a Skill Test, and the result
A character is attacked, damage is rolled, and the character
tells the GM and players if the group got into the scene
checks off a few Stress boxes, and maybe notes that
unnoticed, or if they were noticed, delayed, or otherwise
they’ve suffered Harm. That’s a normal part of the combat hindered (potential results from Mishaps), as well as giving
procedure, and it’s mirrored in a few other sub-systems as them the chance to generate a little Momentum if they
well, like chases. But it doesn’t have to be.
succeeded well.
In this model, damage is simpler, though it’s also
After this initial Test, play continues as normal. And, just
deadlier and more abrupt. It can suit games where danger
as the adventure is broken up into scenes, each scene can
is less common but still to be feared, and it can suit games
be thought of as a series of beats: a beat is the smallest
where such perils are swifter and more dangerous. It’s also division of action within a film or play, a single meaningful
one less thing to track, and it means that distinctions action, decision, or event that either drives the story
between weapons, armour, and cover are no longer as
forward or makes it change direction. Each beat is both an
important, allowing the game to focus on the characters –
action in its own right and a reaction to the beats before it.
the GM may judge that defeating an enemy with fists is
Further, beats are of no fixed duration: a single long activity
more difficult than doing so with a knife or gun, but there’s
could be one beat, while several short actions could be
no difference in the consequences that come from getting several beats.
hurt by one. In game terms, a beat is when a character (player or non-
If a character is attacked or otherwise affected by
player) attempts to do something (with or without a Skill
something that could hurt them – physically or mentally –
Test), often involving a Skill Test, or when the GM spends
then they’re Defeated immediately, and they can no
Threat to make something happen. Each beat can then be
longer do anything in the rest of the scene. If the attack or
followed with one of three words – “and…”, “then…”, or
hazard was deadly, then they may even be dying, requiring “but…” – which lead to the next beat, as the players look to
urgent medical attention or the character dies or is the GM to see what happens next, or the GM asks one of
otherwise rendered unplayable.
the players how their character responds to that
And that’s it.
development.
As an option on top of this, the GM can allow players to
A scene takes as few or as many beats as it needs to, and,
spend Momentum (2 is a decent amount) and Suffer a
as normal, a scene ends when the player characters can no
Complication to avoid being Defeated, representing a longer do anything meaningful in that place or at that
minor injury or collateral damage that occurs instead, and time.
this last-minute avoidance can be allowed a finite number
of times per scene (normally once, but the player can
regain the use if they can catch their breath or regain their
NO ACTION TYPES
composure; the GM may allow a Talent that provides an The lists of Free, Minor, and Major Actions are intended to
extra use of this option). provide the players with a wide and interesting selection of
options during conflicts. Of course, this list is more a
NO TURN ORDER prompt – ideas to start the players thinking about what
they can do, and to formalise things they’re likely to want
Most scenes require no specific Turn Order – characters to do – than an absolute listing of all the players’ options,
simply declare what they want to do, with the action
and characters aren’t limited to those choices. Limitless
passing from player to player as the GM and players desire,
choice can lead to “analysis paralysis”, as players spend
in whatever way feels natural. In this way, the flow of the
ages trying to find the ‘best’ option, so a degree of
action is more like a conversation between the players and
guidance and structure is useful with some groups.
the GM – the GM asks what the players want to do, one of But not all of them. Greater freedom and flexibility can
the players asks if they can try something, a Skill Test is suit some groups extremely well, especially with the
made and resolved, and then the GM asks another player
Gamemaster adjudicating how the rules for those choices
what they want to do in response to that… and so forth
work.
until the scene is concluded.
So, with this approach, characters don’t get a set
There is no reason that this cannot be the case in
quantity of actions each turn, or specific reactions. Rather,
combat. The strict action order for combat, and the when the player wants to do something, the GM chooses if
selection of actions characters can attempt, is designed to it’s a Skill Test or not, if it’s an Opposed Test, and what
direct the players to make choices, and to ensure that

CHAPTER 6: GAMEMASTERING 2D20 93


success and failure mean. And the GM can use this Nearby: Most things within a conflict will be considered
flexibility to give the players more options too. Nearby. A character can move into Reach of anything
When it comes to more complex or multi-faceted Nearby, or to anywhere else classed as being Nearby,
actions – such as moving and attacking – the GM should and normal movement (a Movement Minor Action, if
consider whether the component pieces are all part of a you’re using action types, or as a normal part of a Skill
single activity (in which case, extra activity may be a given, Test). Nearby is the normal state for most activities in a
or add to the Difficulty or Mishap Range), or if they’re conflict.
distinct actions in their own right (in which case, they get Distant: Some things in a conflict will be further
broken up into their own things, perhaps allowing removed from the action; these are Distant. A character
enemies to interrupt). can move to or from somewhere Distant if they
specifically attempt to do so (if you’re using action types,
NO ZONES a Rush Major Action). Actions affecting Distant
characters increase in Difficulty by +1.
This approach massively reduces the amount of tracking of
movement and location in game, relying on the collective Beyond this, the Gamemaster and players are
imagination of the players, and a few simple guidelines, for responsible for tracking which characters are where, but
handling movement and distance. The drawback to this is the three categories above mean that fine distinctions are
less ability to distinguish between different distances, seldom relevant. In practical terms, a character can move
which can be valuable for differentiating between types of almost anywhere in the environment within a single Turn,
ranged attack. making movement a relatively simple consideration.
There are three broad bands of distance, in this variant. One extra consideration is blocking. As precise distances
Naturally, this means to ignore any references to other and positions are not tracked, hindering or blocking
ranges – Close, Medium, Long, or Extreme – or to zones. enemy movement is more difficult. This can be achieved to
some extent by using Complications to impede the
Reach: Anything within arm’s length of a character or enemy, but that isn’t the only way to handle this. A
object is said to be within Reach. Characters must be character may not move directly past an enemy such that
within Reach to make melee attacks, physically interact they would have to move into, and then out of, Reach of
with objects and other characters, and so forth. A that enemy to get past; moving into Reach of an enemy
character within Reach of an enemy increases the immediately ends a character’s movement. The character
Difficulty of any Skill Test that is not a melee attack by +1. can then attempt to move away in a subsequent Turn.

94 CHAPTER 6: GAMEMASTERING 2D20


CHAPTER 7: ADDITIONAL RULES
This Chapter deals with a variety of additional modular ability gained from character creation. Perhaps your
sub-systems that can be added to the 2d20 System to game’s character creation method includes archetypes
tailor it to specific genres or types of setting. This includes with unique talents, and one or two archetypes have
magic, superhuman abilities, hacking, and the effects of talents that grant the ability to cast spells. A starting player
supernatural evil and corrupting influences. character who begins play with magic should probably
know one or two spells initially.

MAGIC AND Learning additional spells after this may be something


the character does during downtime between adventures,
SUPERNATURAL it may be that extra spells can be bought with XP, either as
talents, or as their own thing. It’s up to the GM to
POWERS
A wide range of mythic, fantasy, modern, and even science
determine how accessible new spells will be: can
characters pick up new spells freely, or do they have to find
occult texts or teachers who can provide knowledge of
fantasy settings contain magical abilities or some form of new spells.
supernatural power that villains, heroes, or both can draw One additional consideration is whether a spellcaster
upon. These tend to come in two broad forms: spells, and can always cast any of the spells they know, or if they have
rituals. to prepare a selection of spells that they will be able to use.
For the purposes of this section, spells are magical or The former means that each new spell a character learns
supernatural effects which can be used quickly and with increases their power, while the latter gives them more
relatively little effort, often during action scenes. Casting a flexibility but doesn’t allow them to wield all of their
spell can be performed as a major action during a options at once, in much the same way that a warrior or
character’s turn, normally requiring a single skill test. If the soldier character can’t always carry all the different
test is successful, then the spell’s effects occur, with weapons that might be useful.
potential for even greater effects from spending The default assumptions for these rules are as follows:
Momentum.
Rituals are larger undertakings, performed like extended A character must declare that they are a spellcaster
tasks, and with much more potent and wide-ranging during character creation, taking the Mystical Power
effects than ordinary spells. Each ritual has multiple stages, talent (see sidebar)
and each stage needs to be completed in order to create A character must prepare spells before they can be cast:
the desired effect… but if a ritual is interrupted, it may you cannot cast spells that have not been prepared. A
produce some undesirable results instead. character may prepare any number of spells so long as
In either case, magic is often risky—with nasty “miscasts” the combined Difficulty of all the spells prepared is
resulting from complications—and frequently has a cost to equal to or less than the character’s Power. It takes 10
use. This might drain a unique resource, a form of mystical minutes per point of Difficulty to prepare these spells.
energy a spellcaster possesses, or it may be mentally Your prepared spells are lost when you sleep or are
taxing to use, inflicting mental damage with each spell rendered unconscious.
attempted. Magic may also require complex preparations A character may learn spells from a teacher or from
or specialised occult tools. There are countless ways to books and scrolls during downtime. It takes a number
adapt these rules to suit different settings and genres as of days equal to the Difficulty of the spell squared (1 for
needed, from the dark sorceries of a sword-and-sorcery Difficulty 1, 4 for Difficulty 2, 9 for Difficulty 3, and so
setting, to the learned spellcraft of cunning wizards in high forth) to learn a spell from a teacher, or twice as long
fantasy worlds, rituals found in ancient tomes in modern from a book or other text. Once this study time has
occult horror, the psychic talents of a sci-fi universe, or the been completed, a Reason + Know test against the
mysteries of some cosmic quintessence found in grand spell’s difficulty must be completed. If you succeed, you
space opera. can spend 10 XP and learn the spell. If you fail, you learn
When adding magic to your game, a few decisions need a flawed version of the spell (see later in this section),
to be made. but do not spend XP. After the next adventure, if you
cast the flawed spell at least once, you can spend 10 XP
How do characters learn spells? to master the spell (so it is no longer flawed).
What limits apply to casting spells?
What happens when a spell goes wrong? SPELLCASTING, POWER, AND COSTS
These questions are discussed in more detail in the Casting a spell requires a skill test. In an action scene, you
following sections. gain the ability to take the Cast a Spell major action. You
may only use this action once per turn, even if you gain an
LEARNING AND PREPARING SPELLS additional major action that turn.
The skill test to cast a spell uses the attribute determined
In most games, only some characters will have access to by the talent which granted you the ability to cast spells—
spells: in many fictional worlds, magic is an ability available different types of spellcaster may use different attributes—
only to a few, and while there are some worlds where and the skill listed in the spell’s description, as different
spellcasting is ubiquitous, even they need some way to spells require different aptitudes and mindsets to cast. The
determine how a character learns spells. spell also lists the difficulty of the skill test used to cast the
The ability to cast spells is commonly granted to a spell.
character as part of a trait, a talent, or a similar special

CHAPTER 7: ADDITIONAL RULES 95


Survive spells are frequently protective, defensive, or
restorative, allowing the caster to survive against threats
and enemies.
Talk spells normally include glamours, charms, and
illusions, but also spells that inspire and bolster resolve,
and spells which summon intelligent beings who must
be persuaded to give aid.
When you attempt to cast a spell, the caster must pay
the spell’s Cost. Each spell lists a different Cost, but they all
take the form of mental damage inflicted upon the
spellcaster. As with any mental damage, a character’s
Courage and Morale will reduce this damage, and if a
character suffers too much, then they may suffer harm.
This Cost is applied after resolving the skill test to cast the
spell and applies whether the spell was successfully cast or
not.
All spellcasters have a Power rating, often based closely
on one of their skills (in the basic version presented here, it
is based on their Know skill). Power is used to determine a
few factors when casting spells, such as the damage
inflicted by offensive spells, or the number of targets
affected. In many cases, a spell may require you to roll [CD]
equal to your Power (or equal to your Power + some
additional number).
VARIANT: ALTERNATE POWER
In some games, it may be preferable to determine Power
differently. One common way is to have a base Power
rating granted by whatever talent or ability made the
character a spellcaster—this should give the character 1 or
2 Power—and then granting a bonus based on one of the
character’s attributes, typically the same one they use to
cast spells, determined by the table below.

ATTRIBUTE RATING BONUS POWER RATING


8 or lower –
9 +1
10 or 11 +2
12 or 13 +3
14 or 15 +4
16 or higher +5

Alternatively, it may be useful to replace Power with a


different rating entirely. Perhaps you want a simpler
spellcasting system and removing this variable with a fixed
number (between 2 and 4 is a good range for this,
depending on how powerful you wish a spellcaster to be)
would help you achieve that. Alternatively, you may wish to
tie Power to something else entirely: a game centred
around young wizards learning magic may have Power
slowly increase during the campaign, or it might be tied to
Fight spells are aggressive and offensive, and typically obtaining mystical artefacts or claiming places of power.
result in conjuring blasts of mystic energy, balls of flame,
bolts of lightning, or similar destructive force. VARIANT: ALTERNATE COSTS
Know spells cover knowledge, wisdom, perception, and The default rules presented here assume that spellcasting
revelation. is taxing and stressful, inflicting mental damage upon the
Move spells affect motion and physicality, granting spellcaster as the mind struggles with the burden the
mobility or altering the spellcaster’s position or ability to power it wields. This can make spellcasters somewhat
interact with the environment. fragile in an action scene, as they must withstand both the
Operate spells affect physical tools and objects in the damage inflicted by enemies and the damage their spells
environment, augmenting or diminishing objects, inflict upon themselves.
transmuting materials, or applying blessings or curses. But this isn’t always the way a setting should handle
magic. Different worlds may regard magic differently,

96 CHAPTER 7: ADDITIONAL RULES


and magic may have different costs. A few possibilities are spell inflicts, where X is the number of Complications rolled
below: on the spell’s skill test.

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

CHAPTER 7: ADDITIONAL RULES 97


inflicted on the spellcaster, with their Courage resistance Explosion: for 2 Momentum, add the Area and Perilous
absorbing some of this stress as normal. This cost is damage effects.
applied after resolving the skill test to cast the spell and Distant: for 2 Momentum, the spell can target an
applies whether the spell was successfully cast or not. It is enemy within Long range.
common for spells to have the Drain damage effect as part
of their cost, inflicting fatigue upon the spellcaster. BLESSING OF MIGHT
Duration: All spells last for their stated duration. Most You fill your allies with the strength to overcome obstacles.
spells have a duration of instant (the spell’s effects take Skill: Move
place immediately, and the spell ends). Others last several Difficulty: 2
rounds (ending after a set number of rounds, at the end of Cost: 4[CD] Drain
that round), or until the end of the current scene. A Duration: A number of rounds equal to your Power.
spellcaster may choose to end a spell early as a minor Effect: You bolster yourself or an ally within Reach. While
action, but otherwise the spell will last until the end of its the spell remains in effect, each affected character gains +2
stated duration or until the spellcaster is defeated. Armour, +2[CD] damage on all melee attacks, and may re-
Effect: The spell will list its type (see above), and what its roll 1d20 on any Brawn-based skill test.
effect is. Each spell will describe who or what its target is Momentum:
and provide specific uses for Momentum that can expand
or enhance their effects. Numbers: Affect one additional ally within Reach (or
Flawed: Not all spells will have this entry; those that do yourself) for 1 Momentum each.
have specific adjustments made when a character Harden: Increase Armour by an extra +1 per Momentum
attempts to cast a flawed version. spent.
Momentum: Spells that have this entry list specific ways Force: increase bonus melee damage by +1[CD] per
to gain extra benefits by spending Momentum. Momentum spent.

ANIMATE DEAD BLESSING OF SWIFTNESS


With a cruel-sounding invocation, you fill the bodies of the You fill your allies with the speed to overcome obstacles.
dead with unnatural vigour. Skill: Move
Skill: Talk Difficulty: 2
Difficulty: 3 Cost: 4[CD] Drain
Cost: 5[CD] Drain, Perilous mental damage Duration: A number of rounds equal to your Power.
Duration: Instant Effect: You bolster yourself or an ally within Reach. While
Effect: This spell can only be cast in an area where the spell remains in effect, each affected character may re-
human (or human-sized) dead bodies are present. The roll 1d20 on any Agility-based skill test, and whenever they
spell summons a number of zombies (see Chapter 5: move, they may move one additional zone.
Adversaries and NPCs) equal to your Power within Close Momentum:
range of you. The zombies will obey the caster’s orders, but
they can only understand simple instructions. Numbers: Affect one additional ally within Reach (or
Flawed: The zombies summoned by the spell will not yourself) for 1 Momentum each.
obey the caster’s orders and will simply attack the nearest Blur: For 2 Momentum, all ranged attacks against
living creatures. affected creatures suffer +1 difficulty.
Momentum:
COMPEL
Numbers: summon one additional zombie for each 1 You whisper suggestions and compulsions into your
Momentum spent. victim’s mind.
Command: the zombies obey your mental commands, Skill: Talk
without needing you to speak or for them to Difficulty: 2, opposed by the target’s Will + Survive
understand you. 2 Momentum. Cost: 4[CD] Drain, Piercing 2
Duration: Instant
ARCANE BLAST Effect: You force yourself into the mind of an enemy
You conjure a blast of magical energy to strike your foes. within Close range. This inflicts Power +3 mental damage
Skill: Fight with the Persistent X (replace X with Power rating)
Difficulty: 2 damage effect. If the target suffers one or more Harms
Cost: 3[CD] Drain from this spell (either the initial damage or the Persistent
Duration: Instant damage), then the Harm they suffer is a compulsion to
Effect: The spell is used to attack an enemy within carry out a command of yours, which must be a sentence
Medium range. If the spell is successful, it inflicts Power +2 of no more than 5 words. Once they have carried out the
[CD] physical damage. command (or after an hour, if the order is ongoing), the
Momentum: Harm is removed and healed completely.
Flawed: The spell’s Cost is increased by +2[CD] and has
Kinetic: For 1 Momentum, add the Knockback damage the Stun damage effect.
effect. Momentum:
Flame: for 1 Momentum, add the Persistent X damage
effect, with X equal to the spellcaster’s Power. Vicious: the spell’s damage gains the Vicious damage
Spear: for 1 Momentum, add the Piercing 2 damage effect.
effect.

98 CHAPTER 7: ADDITIONAL RULES


Insidious: the spell’s damage gains the Piercing 2 HEALING
damage effect.
Oppressive: the spell’s damage gains the Stun damage You relieve pain and stress and heal injuries.
effect. Skill: Survive
Difficulty: 2
CURSE OF DREAD Cost: 4[CD] Drain
Duration: Instant
You conjure feelings of dread and despair in your enemies. Effect: You heal one ally within Reach—you cannot
Skill: Talk choose yourself as the target. The target of the spell
Difficulty: 3 recovers Power [CD] stress. If you heal 5 or more Stress, or
Cost: 5[CD] Drain, Perilous would remove enough Stress to empty the target’s Stress
Duration: Instant track, then they also heal a single Harm.
Effect: All enemies within Close range immediately Momentum:
suffer Power +1 mental damage with the Piercing 1 and
Stun damage effects. Any creatures who suffer one or Lingering: for 2 Momentum, if one or more [!] are rolled
more Harms from this spell must move away from the on the healing, the target recovers an additional 3[CD]
spellcaster during their next turn. stress on their next turn, and for a number of turns
Flawed: The spell affects all creatures other than the equal to the number of [!] rolled.
caster, within Close range. Numbers: the spell may affect one additional ally within
Momentum: Reach for each Momentum spent.
Lingering: the spell’s damage gains the Persistent 3 SHIELD
damage effect.
Demoralising: the spell’s damage gains the Destructive You project a barrier of arcane force to repel attacks
damage effect. against you and your allies.
Skill: Survive
FARSIGHT Difficulty: 1
Cost: 3[CD] Drain
You glean knowledge from distant places. Duration: A number of rounds equal to the spellcaster’s
Skill: Know Power.
Difficulty: 2 Effect: You immediately gain Cover [CD] equal to your
Cost: 2[CD] Drain, Piercing 1 Power rating. This has the Sturdy cover effect.
Duration: A number of rounds equal to the spellcaster’s Flawed: The Cover granted by the spell has the Fragile
Power. cover effect, rather than Sturdy.
Effect: The spellcaster selects a location within Long Momentum:
range. The spellcaster can accurately see and hear the area
as if they were stood there in person for the duration of the Stronger: Increase the amount of Cover provided by
ability. They cannot move from that location, or physically +1[CD] per Momentum spent.
interact with any objects in that location. The spellcaster Reactive: for 2 Momentum, do not gain the normal
gains 2 bonus Momentum to spend on Obtain effect. Instead, until the end of the current scene, you
Information questions if they have a clear reflective surface may use your Reaction to gain Power x2 [CD] Cover with
to focus on while casting this spell – a mirror, a dish of the Sturdy effect against a single successful attack
water, a crystal ball, etc. against you.
Momentum: Barrier: for 2 Momentum, do not gain the normal effect.
Unlike most spells, the Cost of Farsight increases by Instead, the zone you are in is protected by a barrier,
+1[CD] for each Momentum spent on any of the options granting Cover [CD] equal to your Power rating against
below. all attacks from outside that zone against any target in
the protected zone. The duration is increased by 1 round
Distance: the spellcaster may select a location they for every turn during the spell’s effect that you use the
know within 1 mile for 1 Momentum. For 2 Momentum, Prepare minor action.
select a location within 10 miles. For 3 Momentum,
select a location within 100 miles. In all cases, the
spellcaster must know the location exists, and roughly
where it is.
RITUALS
While some people exist who can wield potent magic
Duration: for each Momentum spent, the spell’s even in the heat of the action, their craft represents only
duration is increased by a number equal to the caster’s one form of mystical power. Magic takes many forms
Power. beyond this, and a vast range of rites, rituals, and occult
Intervention: for 2 Momentum, the spellcaster may ceremonies exist that allow mortals to harness mystical
crudely interact with an object in the target location – forces and create supernatural effects.
knocking over an object, turning pages in a book as if a These rituals are complex and require such exacting
breeze had blown through, or similar. Precision precision to perform that they cannot be learned in the
manipulation is not possible, only a single rough same way as battlefield magic. Instead, a ritual is
interaction. performed according to specific instructions, commonly
found within occult texts or copies of ancient tomes or
scrolls. In theory, anyone can attempt to perform a ritual,
but few non-spellcasters have the magical power to
manage this, and even attempting a ritual is an experience
that strains the mind.

CHAPTER 7: ADDITIONAL RULES 99


a ritual is unclear, or if the circumstances are close but not
precisely right.

STRESS AND RESISTANCE


As with any extended task, a ritual has a stress track—
normally between 5 and 20—representing the effort to
complete the ritual. When the spellcaster succeeds at a
skill test, they roll a number of [CD] equal to their power
and inflict stress equal to the total rolled.
If the ritual is especially complex or tricky to perform, it
may have Resistance, reducing the stress inflicted on each
The process of performing a ritual is the same as an roll.
extended task (see page XXX), though some parts have
been adjusted to reflect the oddities of the occult. When a STEPS
character wishes to create a ritual’s potent effects, they
must undertake the necessary ceremony, defined by the To perform a ritual a number of steps need to be
following factors: completed. A step is a significant part of the ritual that
needs to be done, in a certain order, to enact the ritual’s
Requirements: Rituals can require specific effect. The number of steps needed is directly linked to
components, ingredients, times of day or year, or other how potent the ritual’s effect is when completed, with one
circumstances to be successfully attempted. step the effect might only be local or shot-lived, but with 5
Skill: The skill used for skill tests to perform the ritual. steps to complete the ritual might change the nature of
Difficulty: The base difficulty of all skill tests used to reality. As with any extended task, if five or more stress is
perform the ritual. As with spells, the Difficulty also added to the ritual’s stress track, or enough stress is
affects the Complication range. inflicted to fill the ritual’s stress track, then one step is
Stress Track: The ritual takes an amount of work to completed—if both occur at once, then two steps are
complete, like an extended task. finished. A step is also complete if one or more stress is
Resistance: Depending on the circumstances, the ritual inflicted when the ritual’s stress track is already full.
may ignore some stress inflicted to its stress track, like a With some rituals, the caster may adjust the number of
character’s armour or courage. steps in the ritual before they begin performing it, allowing
Steps: The number of steps needed to complete the them to change the desired outcome. Rituals that
ritual—these are just like Harms on a character, or summon, banish, curse, or control creatures have a
Breakthroughs on an Extended Task. number of Steps equal to the number of Harms the
Cost: Just like with spells, rituals inflict mental damage creature can withstand before being defeated. With other
upon a character performing them. Each skill test rituals, one step creates an effect equivalent to spending a
attempted to perform a ritual inflicts the listed amount Fortune point or creating a truth.
of mental damage.
Effect: What happens once all the ritual’s steps have COST
been completed. Like battlefield magic spells, rituals come with a cost—
Miscast: What happens if the ritual is miscast (see attempting a skill test to perform a ritual inflicts mental
below). stress. This is listed as a number of [CD] of mental damage,
PERFORMING RITUALS and any damage effects (normally Drain). More potent or
unnatural spells come with higher costs. Rituals normally
have a minimum cost of 3[CD] Drain.
REQUIREMENTS If a ritual is being assisted, the cost can be divided
Any ritual attempted will have a few requirements and amongst the participants, splitting individual dice
conditions for being attempted. Most rituals will require at between participants before rolling. The primary
least some basic tools, and simple offerings. Rituals may spellcaster—performing the ritual—must take at least half
need a specific number of participants, or they might have (rounded up) of the [CD], but the rest can be divided freely
to be performed in a certain place or time to be effective— amongst the assistants.
while more powerful rituals may even need to be
performed when the stars are aligned in a specific way, or OUTCOME
with a rare artefact. The outcome describes what the ritual does if successfully
completed. This may include additional uses for any
SKILL TEST Momentum the spellcaster has generated, to enhance the
A spellcaster will need to make one or more skill tests to ritual’s effects further, such as having better control over a
perform the ritual. A specific skill will be used for each summoned entity, or protection from a ritual’s dangerous
ritual, with a pre-determined difficulty. The attribute used effects.
in the skill test are determined by the type of spellcaster
attempting the test. MISCAST
As with battlefield spells, the complication range of a Rituals are risky propositions. While the ritual is being
ritual is increased by the difficulty of the test—so a ritual
performed, keep a running total of the complications
with a difficulty of 1 suffers complications on a 19-20, rather suffered. These complications have no immediate effect,
than a 20, and so forth. This complication range may be and the GM doesn’t gain Threat for them. Instead, if the
increased further if the GM judges that the source text for

100 CHAPTER 7: ADDITIONAL RULES


Human sacrifice requires the death of a living person.
The spellcaster must make a Coordination + Survival
test, with a Difficulty of 2 (that may succeed at cost).
Success means the person is slain, and the spellcaster
gains +2[CD] power for the duration of the ritual, with
the Vicious effect, increasing the stress inflicted by the
power roll total by +1 per [!] rolled. Performing a human
sacrifice is a horrific act, so even attempting the skill test
generates 2 Threat and increases the cost of the ritual
by +1[CD] and adds the Piercing 1 effect.
ABANDONING THE RITUAL
number of complications ever equals the number of steps Circumstances may transpire that mean you have to
needed to complete the ritual before it’s finished, then the abandon a ritual, but once magical forces have been set in
ritual has been miscast, causing the gathered magic to go motion uncontrolled release of that energy comes with
out of control. This produces an effect like the intended repercussions. In order to abandon a ritual, the spellcaster
outcome, but it is unpleasant, painful, or dangerous to the must attempt a Will + Survive test with a Difficulty equal to
spellcaster. the number of steps completed. If this test is passed, then
If the ritualists suffer a complication on the same skill the ritual’s energies have been dispersed safely and the
test in which they complete the ritual, the it is not miscast. spellcaster suffers one Fatigue for each step already
If a ritual is miscast, the spellcasters can’t continue and no completed. If the spellcaster fails, this test the ritual
further skill tests can be attempted to complete it. immediately miscasts.
If the spellcaster is defeated or otherwise rendered
SACRIFICE incapable of completing the ritual, then the ritual
immediately miscasts.
There are occasions when a spellcaster’s skills and effort
alone are not enough. Those are the times when further DISRUPTING A RITUAL
sacrifice is necessary. In the simplest cases, this an offering
—a gift of food or sacred objects consumed in the ritual. Rituals are delicate things that require concentration and
These sorts of offerings, along with libations (an offering of precision, and carefully established conditions. As a result,
a beverage, or sometimes grain, poured into the earth or it is very easy for a ritual to become disrupted.
onto an altar during the ritual) are mundane enough, and When something occurs that could disrupt the ritual—
they are covered by the offerings resource of a spellcaster’s by interfering with the physical trappings of the rite,
ritual tools. These are expended to generate bonus disturbing the spellcaster, or using magic to counteract
Momentum for use on skill tests during the ritual, and the ritual—the disrupting character must make an
most rituals require that at least one offering resource be appropriate skill test with a base difficulty of 2. If they pass
expended at the start of the ritual without benefit. the test, they add a complication to the ritual, or they can
Greater sacrifices are sometimes required, and quickly choose to add a truth to the scene that increases the
turn to the unpleasant or unspeakable. Ritualists can difficulty of the ritual’s skill test by 1.
enhance their chances of success with the following
sacrificial offerings: SPELL REVERSAL
Spells usually only last for the duration of their effects,
A blood sacrifice requires that the spellcaster shed
while rituals make permanent changes in their subjects,
their own blood during the ritual. When the spellcaster
transforming them in unrecognisable ways. These spells
suffers the Cost of performing the ritual, the cost inflicts
physical damage, rather than mental, and ignores any can be reversed at the gamemaster’s discretion, and the
armour. The spellcaster gains +1[CD] power for the process for this is by successfully performing the same
duration of the ritual. ritual again, although any appropriate offerings and
sacrifices must still be made for the effect to be completed.
Animal sacrifice requires the slaughter of a live animal.
The spellcaster must make a Coordination + Survive
test with a Difficulty of 2 (that may succeed at cost). If
successful, the animal is slain, and the spellcaster gains
+2[CD] power for the duration of the ritual.

CHAPTER 7: ADDITIONAL RULES 101


SAMPLE RITUALS IDENTIFY
This all-purpose spell may be used to determine the true
ALTER WEATHER nature or identity of an object, entity, creature, or person.
This control weather spell allows the caster to shape and Requirements: Ritual Tools
control meteorological conditions, either dissipating calm, Skill: Observation
sunny, rainy, stormy or snowy weather, or causing those Difficulty: 2+
conditions to come into being. Most magical traditions Maximum Stress: 10
have a version of this spell and while the components and Steps: 2+
rituals vary the sorcerer who is its focus, usually only has to Cost: 2[CD] Drain, Piercing 1
name the effect desired to activate it at the culmination of Duration: Instant
the ritual. Outcome: Working like an extended Obtain Information
Requirements: Ritualistic tools (varies). Momentum spend, this ritual allows the caster to ask the
Skill: Survive GM questions about a person or entity’s identity and origin,
Difficulty: 2 with one question granted per Step. It may also be used to
Stress: 5, plus double the ritual’s Steps determine an object’s nature and whether it has magical
Steps: 1+ properties, spells, or even beings bound into it. When
Cost: 3[CD] Drain applied to spirits, entities, incorporeal or invisible beings, it
Duration: One hour per caster’s power will reveal their true nature to the caster, or if cast on
Outcome: The caster may evoke any weather condition something or someone masquerading as something
they can name from “bright and sunny” to “blinding snow other than their real self (for example under a glamour),
and hail” and that weather condition will persist in a local that too will be revealed.
area of the caster’s choosing equal to one mile per step for The GM may increase the difficulty of the ritual based on
the spell’s duration. the rarity and obscurity of the information, or if there is
Miscast: A weather effect that is the exact opposite of something magical protecting the information.
the caster’s choosing will instead affect the chosen area Miscast: The truths gleaned by the caster will be
and the caster will suffer 3 [CD] worth of mental stress with presented in a flawed state, which may still be partially true
the Drain effect. or completely false, but will be misleading at the very least,
depending on the nature and degree of the miscast.
GLAMOUR
This transformative spell changes the appearance of a CORRUPTION AND
CREEPING
person, object, or thing so that those who see it, perceive it
in a different way.

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

102 CHAPTER 7: ADDITIONAL RULES


CORRUPTING TECHNOLOGY
TYPE OF EQUIPMENT RELIABILITY/PURITY
Purely mechanical objects, simple electrical devices 3
Basic electronics (mid-20th century), mechanical objects with electronic components. 2
Complex electronics, computers 1
State of the art computer technology, networked computers, artificial intelligence systems 0

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.

CHAPTER 7: ADDITIONAL RULES 103


CORRUPTION
STAGE EFFECT
0 Untouched: The location is uncorrupted, for now.
1 Tainted: The location has been touched by corruption in a minor way. This has no immediate effect, but
the environment of the location seems less hospitable. The lights seem harsher, the shadows are deeper,
the air smells stale, and anyone present feels a general sense of foreboding and unease.
2 Malign Presence: The location is severely corrupted, and it is unsettling to remain in such a place.
Characters who suffer any Mental damage while in the location suffer +1 fatigue as well, and cannot
recover that fatigue until they are no longer in a corrupted location.
3 Vile Animus: The location is almost alive with malice. In addition to the effects listed under Malign
Presence, above, whenever a character in the location suffers a mental Harm, 2 points are immediately
added to Threat, as it feeds upon fear.

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.

104 CHAPTER 7: ADDITIONAL RULES


DARK INFLUENCE
D20
ROLL DARK INFLUENCE
1-3 Luxuria: The character’s base desires, whatever they may be, intensify beyond the character’s ability to control.
They overwhelm other priorities, and the character disregards other responsibilities in pursuit of those desires.
4-6 Gula: The character has little concern for the needs of others, indulging in their own desires and consuming
resources excessively to the point of wastefulness.
7-9 Avaritia: The pursuit of wealth and possessions grows dominant in the character’s mind, and they will stop at
nothing, regarding no laws, conventions, or taboos to possess whatever they can.
10-12 Acedia: The character has little will to strive, regarding all effort as meaningless and all endeavour as worthless.
They will not act where inaction is easier.
13-15 Ira: The character’s fury is unchecked, their hatred and disgust going unfocussed and undirected. Grudges form
quickly, and violence always seems like the easiest answer to any problem… and where violence isn’t the answer,
it may frustrate them and fuel their anger even more.
16-18 Invidia: The character feels dismay at the triumphs and advantages of others, silently desiring their downfall,
seeking elevation at their expense. They cannot abide the joy and success of others, and they can feel joy only in
the knowledge that their victory came at someone else’s loss.
19-20 Superbia: The character’s sense of self is elevated to extremes, regarding themselves as greater than all others.
They become dismissive of others, regarding themselves as immune to petty failings and beyond the judgement
of lessers. It is amongst the most dangerous influence, for those in the throes of it often believe themselves
immune to the threat of corruption.

Intrusion is deeper, more involved hacking, through more system.


complex networks. It often involves ‘environments’ that Computer systems have a Firewall stress track to
represent different parts of a network – different servers or represent their various protective and defensive programs,
devices, a file structure, areas requiring certain hardware blocks, and other means of securing a computer.
permissions, and so forth – and can be thought of as a Some also have Security, which is a form of persistent
hacking scene. resistance (like armour or courage) and may also benefit
The level of detail we could go into here could make a from Interference (a form of conditional resistance, like
game in its own right, so this section only really covers the cover or morale).
basics, to provide a starting point for developing further The total from the hacking damage roll, after reductions
content. for Security and Interference, is added as stress to the
target system’s Firewall. If the attack causes five or more
HACKING ATTACKS AND stress, after reduction from Security and Interference, or
DAMAGE the system reaches its maximum Stress because of the
attack, the system immediately suffers Harm as well. If
The central element of electronic warfare and intrusion is both these things happen, then the system suffers two
the hacking attack. This is an additional form of attack Harms instead of one.
available to characters with the right equipment, which If a system is already at maximum Stress, then any
can only be used to target networks and other computers. amount of additional stress will instead cause 1 Harm,
Hacking attacks are made using intrusion software, while five or more damage will cause an additional Harm,
which can be thought of as equivalent to weapons. for a total of two.
Intrusion software, along with other types of software, Harms on computer systems represent breaches in the
must be installed upon a device referred to here as a system’s security, allowing access to information and
console. A hacking attack can be made in one of two ways: functions within the system. The specific effects of a harm
wireless, and hardline. vary based on the intent of the attacker: some hackers
may wish to simply cause damage, while others may be
A wireless hacking attack can be made when near any seeking specific information, or they may want to plant
physical part of a wireless network—that is, any device something of their own inside the system. As normal, each
connected to a network by wireless signal. The attack Harm is a truth which reflects the outcome of the attack.
requires a Reason + Operate skill test with a difficulty of Different systems can withstand a different number of
2, but this difficulty increases by +1 for every range Harms before they are shutdown, which is equivalent to a
category beyond Close. character being defeated. A shutdown system no longer
A hardline hacking attack can be made when within functions—all the software crashes, the devices become
Reach of a computer, so long as a physical connection unresponsive, and the system needs to be completely
can be made between the computer and the attacker’s rebooted and restarted to function again. This takes a
console. Physically connecting the console to the number of minutes equal to the number of Harms the
computer requires the Prepare minor action. The attack system can withstand.
requires a Reason + Operate skill test with a difficulty of When an attacker inflicts enough Harms on a system to
1. force it to shutdown, the attacker may choose not to make
it shutdown if they wish, perhaps if they would prefer to
If the attack is successful, then the intrusion software
access the system rather than stop it working.
inflicts the listed amount of hacking damage on the target

CHAPTER 7: ADDITIONAL RULES 105


bonuses. Each unit of memory can only be used once per
PERSONAL NETWORKS scene, after which time it resets.
Most networks are independent, with whatever Firewall SOFTWARE
track and Security ratings the GM sees fit (see sidebar for a Characters can install the following software onto a
few common scores). However, characters—particularly console for use during hacking attacks. Damage inflicted
other hackers, and people using a lot of advanced, by intrusion software on hacking attacks is increased by
networked gear—may have personal networks of their [CD] equal to the attacker’s Operate skill.
own. A character’s personal network has maximum On a hacking attack, each point of Memory spent adds
Firewall stress equal to their Reason plus their Operate skill. +1[CD] to the attack’s damage. Intrusion software lists the
They do not have any Security resistance but can obtain it maximum amount of memory each program can use on a
by installing defensive software. A character’s network can single attack.
take the same number of Harms as the character can—a Security software all provides an amount of Security
PC can take up to 3, a minor NPC can take 1—before their resistance to the network it is part of; this does not stack if
system is Shutdown. multiple types of Security software are installed. With
CONSOLES AND SOFTWARE many types of Security software, when targeted by a
hacking attack, the owner of the console may spend one
Electronic warfare requires specialised, dedicated software memory as a Reaction to gain an additional benefit unique
to perform, and that software can only really run on to the software used.
specialised, highly customised hardware. These computers
are referred to as Consoles, and they vary considerably in
size and form.
ELECTRONIC WARFARE
Using a combination of augmented reality, custom-made
CONSOLES haptic interfaces, and pre-programmed subroutines, a
Intrusion software and security software are large, skilled hacker can override and hijack networks in their
complex, memory-intensive programs, and each console immediate vicinity with a few taps of a touchscreen or a
can only have so many installed at once. The specific sequence of gestures. This allows technical experts to
number of intrusion programs and security programs each interact with unsecured networks and enemy hardware in
console can install varies by console, and some powerful the field alongside their comrades.
programs may take up more than one slot. Electronic warfare, therefore, is the process of hacking
Consoles also have Memory, which is used to run the things in your immediate vicinity. This notably includes
programs installed upon it. Extra memory can be hacking attacks that are performed as part of an ordinary
dedicated to a program running, granting additional action scene on a physical battlefield and, in fact, it can be
largely summarized as hacking a target that’s within close
physical proximity.
CONSOLES
NAME INTRUSION SECURITY MEMORY SPECIAL RESTRICTION
Common Console 2 2 3 - 3
Pickpocket 2 1 4 Wireless hacking attacks within Reach are at Difficulty 1. 3
White Hat Special 1 3 2 +3 max Firewall stress 3
Black Hat Custom 3 1 3 +1[CD] hacking damage 4
Mil-Tech Console 3 3 4 +1 Security resistance 5

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

106 CHAPTER 7: ADDITIONAL RULES


SECURITY SOFTWARE
SECURITY SECURITY
SOFTWARE SLOTS RESISTANCE MEMORY REACTION SPECIAL RESTRICTION
Reinforced 1 1 - The system has +2 max 1
Firewall Firewall
Antivirus 1 2 The hacking attack becomes an opposed - 1
test, resisted by the target’s Reason +
Operate.
Hardened 2 3 Add +1 difficulty to the hacking attack. If - 2
Access the attack fails, that attacker cannot attack
this system again this scene.
Encryption 3 4 - Requires 7 stress, rather 3
Layers than 5, to inflict a Harm on
this system.

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

CHAPTER 7: ADDITIONAL RULES 107


ones. Another useful idea is having similar encounters—a
group of enemies—repeat on several cards, but have them
DRAWING FROM THE DECK
doing different things in each: a group of local criminals At the start of a scene, as part of establishing that scene,
pressing locals for protection money, a group brawling you may choose to draw from the Threat deck.
with rivals, a group guarding new territory. Results you One at a time, draw three cards from the deck. If there
want to be especially common can be duplicated. are ten or more points of Threat in the pool, draw a fourth
Once you’ve picked what each card represents, assign a card. These cards are placed face-up near the middle of
cost to each one. For cards which represent ordinary NPCs, the table, visible to everyone.
1 Threat per NPC is a decent basic cost, but otherwise the The threats represented by those cards are potential
cost should be proportional to how inconvenient or problems for that scene, which can be introduced to the
significant the obstacle is. scene by spending the listed number of points of Threat.
At the start of each game session, you’ll need to prepare When a player rolls a complication, you may use that
your Threat deck. A normal Threat deck contains fifty-two complication to draw an additional card from the Threat
cards in total, one of each card, each of which has a distinct deck, adding it to the others current face-up. Similarly, you
effect. However, the Threat deck you use in each game may spend 2 points from Threat to drawn an extra card,
doesn’t have to be exactly the same. though you shouldn’t do this too often as you’ll want to
Firstly, you’ll want to check the deck for any results which save some Chaos to spend on buying the cards.
you don’t want to appear, or which aren’t appropriate for At the end of the scene, any remaining face-up cards are
the current adventure. A game session where the group set aside – these are considered your discards. At the end
are assassins infiltrating a high society party may lack of a scene, may spend two Threat to take the discards, add
street gangs and similar low-born elements that might them back to the Threat deck, and shuffle the Threat deck
show up in another session, for example. Results which are once more – this puts results back into the deck so that
specific to a particular time or place can also be removed if they can come up again. When you add discards back in,
they’re not applicable – if you game is set in a single city, you can always choose to leave any cards in the discards
you may have cards that relate to different districts. that you don’t wish to come up again.
Similarly, you can add in extra duplicates of some cards
to make them more likely to appear. High-security areas BUYING CARDS
may want more alarms, more security systems, and more
guards, but less of the criminal element. The cards laid out face-up in the middle of the table can be
Once you’ve removed any results you don’t want, and thought of as a menu – they’re a collection of options and
added any you want to emphasise, shuffle the deck; it’s choices you have at your disposal for that scene.
fine to delay this until you’re ready to start the game, so Each card has an associated cost, which is the number of
you can do it in view of the players – maybe even get one points of Chaos that must be spent to introduce whatever
of them to cut the deck. At this point, the deck is ready for problem the card describes.
use. At any point during the scene, you may select a face-up
card, and pay the cost to introduce that problem. The card
is then set aside as a discard – you may keep the card in
front of you as a reminder, but it is no longer an option that
you can buy.

108 CHAPTER 7: ADDITIONAL RULES

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