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Quick
Start
Rules
1
True20 QuickStart Rules
Quick Start Rules
True20
is an
adventure roleplaying game
in which you, the players, take
on the roles of fictional heroes having adventures in an imagined
environment. One player, the
Narrator,
takes on the job of creating
that environment and the stories for the other players to take part in.
Together, you create your own tales of action and adventure, like your
favorite novels, movies, or video games.
In general, positive conditions grant a +2 modifier, while adverse
conditions impose a –2 modifier.
Rounds and Scenes
Time in
True20
is generally broken up into
rounds
and
scenes
. A round is
a six-second segment of time, enough for a hero to do one or two things
in the midst of a fight or other action scene. A scene is an indeterminate
length of time, generally long enough for something significant to happen.
hink of a scene as a chapter in a story or a single scene in a film.
he best part about adventure roleplaying is
you
are in control of the
action! Literally anything you can imagine is possible, because you and
your fellow players control the story.
You may have played other roleplaying games, or this may be your
introduction to new worlds of adventure. Either way, welcome to
True20
and new worlds of adventure!
Traits
True20
defines heroes (and other characters) in terms of certain
traits
.
hese are game-defined qualities, usually assigned a numeric value to
act as a modifier for checks. he traits you will find on the hero sheets
include the following:
The Rules
True20
is based on a set of rules used in many popular roleplaying games
called the
d20 System
, modified for fast, easy, and fun game-play. he
basic rules are quite simple and used to resolve virtually all conflicts
in the game. his section goes over the essential rules of the game to
give you a feel for them.
Abilities
are the six basic traits that define a hero
:
Strength, Dexterity,
Constitution, Intelligence, Wisdom, and Charisma. Each has a modifier
ranging from –5 (terrible) to +5 (outstanding), with the average at +0.
A strong hero has a high Strength modifier, while a smart hero has a
high Intelligence, and so on.
The Die
True20
uses a single twenty-sided die, abbreviated “d20” or “1d20” (for
“one twenty-sided die”). You can find these dice in game and hobby
stores everywhere.
Skills
are trained abilities, things you learn to do. Training in a skill provides
an additional modifier, added to one of your basic abilities, which you use
when making checks involving that skill. If you’re trained in the Knowledge
of arcane lore, for example, you get a bonus equal to your skill when making
Intelligence checks to know something about the arcane. Skills give heroes
bonuses ranging from +4 to +20 or more at higher levels.
Checks
Actions in
True20
are resolved with a
check,
a roll of the die, plus or minus
a modifier. he result of the check is compared to a
difficulty
number: if
the result equals or exceeds the difficulty, the action succeeds. If it is less
than the difficulty, it fails. Sometimes the degree of success or failure
(how much the check result is above or below the difficulty) matters;
other times, it does not.
Feats
are special capabilities, talents, or knacks heroes may have. Each
feat gives your hero a special ability, explained in the hero’s description.
True20
features many more feats heroes can have.
Attack
measures your hero’s training in combat. It is the modifier you
add to your rolls to hit an enemy in a fight.
Difficulty
Any task in
True20
can be assigned a numeric
difficulty,
the result you
need to get on a check to accomplish that task. General difficulties are
automatic (0, you don’t even need to roll), easy (5), average (10), tough
(15), challenging (20), formidable (25), heroic (30), super-heroic (35),
and nearly impossible (40). Only the greatest heroes can accomplish
high-difficulty tasks on a regular basis.
Defense
measures your hero’s ability to avoid attacks. It determines
the difficulty to hit your hero in combat.
Saving hrows
(or “saves” for short) are a hero’s traits for avoiding
or resisting certain effects.
Toughness
is used for resisting damage and
direct harm.
Fortitude
is for resisting attacks on the hero’s health, and
is based on Constitution.
Reflex
is for avoiding harm using speed and
reaction time, and is based on Dexterity.
Will
is for resisting mental
influences and arcane powers, and is based on Wisdom. A saving throw
is like any other check: a roll, plus your hero’s save modifier, against the
difficulty of the effect or hazard you want to avoid.
Difficulties
Difficulty
Number
Conviction
is a special quality of heroes (and other important
characters in the story). It represents their ability to overcome adversity
and do important things when they need to. All
True20
heroes have 3
points of Conviction to start and gain more as they advanced in level.
You can spend a point of Conviction to re-roll any die roll you make and
take the better of the two rolls. If the result of the second roll is 10 or
below, add 10 to it, meaning you always get
at least
an average result if
you spend Conviction on a roll. You can also spend Conviction to allow
your hero to recover quickly from injury (see
Damage and Recovery
).
Heroes regain all spent Conviction as the start of each adventure.
Easy
5
Average
10
Tough
15
Challenging
20
Formidable
25
Heroic
30
Super-heroic
35
Nearly Impossible
40
Interaction
Modifiers
Checks have
modifiers
, positive and negative numbers based on the
hero’s abilities and skills, as well as on the prevailing conditions.
Characters in
True20
interact in various ways. Heroes try to negotiate
agreements between disputing parties, or go on diplomatic missions.
Villains taunt and threaten, or even try to sway heroes to their side.
2
Chapter One: Hero Creation
People get into disagreements or debates. he whole adventure may
hinge on convincing the right person at the right time.
The
Death in Freeport
Adventure
hese Quick-Start rules are intended to go along with the free
Death in
Freeport
sample adventure available on the
True20
website; they provide
all the essential rules you need to use the pre-generated characters
accompanying that adventure to play it and get a feel for
True20
and
how it works. he Quick-Start Rules are not intended for long-term play,
so some of the various details of the
True20
system, particular how to
create your own heroes, have been left out. hey are available from the
True20 Adventure Roleplaying
rulebook.
The Narrator determines the attitude of any character the heroes
encounter during the game. he heroes can then try to influence the
character’s attitude using Charisma and related skills (such as Diplomacy
or Intimidate). he
Interaction
table shows the effects of character
attitudes and the Difficulty of attempting to change someone’s attitude
with a Charisma or skill check. Note that a particularly bad check result
can actually make a character’s attitude
worse
. For example, rolling less
than a 5 makes an unfriendly character turn hostile. In general, a hero can
attempt to influence another character only once in any given scene.
While heroes can use their Charisma and skills to influence the attitudes
of Narrator characters, heroes generally cannot affect the attitudes of
other heroes, nor can Narrator characters modify their attitudes. he
players choose the attitudes of their heroes, and when they change.
and move actions to perform a
full-round
action, something that takes
the full round to accomplish. Finally, some actions — like speaking,
making saving throws, dropping held items, and so forth — are
free
actions, taking no real time. Heroes can perform as many free actions
during their turn as the Narrator feels are appropriate.
Interaction
Attitude Means
Possible Actions
Attacking
To attack an opponent, take a standard action and make an
attack
roll
. his is 1d20 + your attack modifier and your Dexterity modifier.
he difficulty is equal to 10 + your opponent’s defense and Dexterity
modifier. If you succeed, your attack hits. If you fail, you miss. If you
hit, you may inflict damage, see
Damage
.
Hostile Will take risks to oppose
you
Attack, interfere, berate, flee
Unfriendly Wishes you ill Mislead, gossip, avoid, watch
suspiciously, insult
Indifferent Doesn’t care either way Socially acceptable interaction
Friendly Wishes you well Chat, advise, offer limited help,
advocate
Helpful Will take risks to aid you Protect, back up, heal, aid,
support
Attack = d20 + attack + Dexterity vs. 10 +
opponent’s defense + Dexterity
Damage
New Attitude Result
Starting
Attitude
Hostile Unfriendly Indifferent Friendly Helpful
Anyone hit with a damaging attack makes a
Toughness saving throw
. his
is a roll of 1d20 plus Toughness (which measures the ability to avoid or
shrug off damage) plus any modifiers from armor. Resisting damage
has a base difficulty of 15 plus a modifier equal to the attack’s
damage
bonus
. For unarmed attacks, this is the attacker’s Strength modifier.
For weapons, this is the weapon’s damage plus the attacker’s Strength
modifier. For example, an attacker with Strength +1, wielding a short
sword (damage modifier +2) has a total damage modifier of +3. So,
resisting this damage is difficulty 18 (15 + 3).
Hostile less than
20
20 25 35 50
Unfriendly less than
5
5 15 25 40
Indifferent — less than 1 1 15 30
Friendly — — less than 1 1 20
Conflict
Damage = d20 + Toughness + armor vs. 15 +
damage bonus
he heroes of
True20
are often forced into conflict. When fights occur
in the game, follow these steps:
If the Toughness saving throw succeeds, the target suffers no significant
damage, nothing more than a slight scratch, minor bruise, or torn
clothing. If the Toughness save fails, the target suffers damage. How
much damage depends on the type of attack (lethal or non-lethal) and
the amount the Toughness save result is below the difficulty, as shown
on the damage track:
Initiative
At the start of a conflict, each player rolls
initiative
to determine the
order in which everyone acts. his is a d20 roll plus the hero’s Dexterity
modifier. he Narrator rolls for the other characters involved in the
conflict. Everyone then acts in order from highest initiative result to
lowest. Once the lowest result has acted, go back to the top of the list
and start a new round. his continues until the conflict is resolved.
Damage Track
0 5+ 10+ 15+
Bruised Dazed Staggered Unconscious
❏ ❏
❏ ❏ ❏
Hurt Wounded Disabled Dying Dead
Actions
During a round, heroes can perform one of several types of
actions
.
Generally, heroes can perform one
move
action and one
standard
action
each round. A move action is moving a short distance (whether running,
climbing, swimming, etc.) or doing something equivalent to moving,
like standing up, picking up an object, drawing a weapon, and so forth.
A standard action affects something else, like making an attack, using
a skill or power, and so forth.
Non-lethal Damage
comes from unarmed attacks (punches and kicks)
as well as specific non-lethal weapons like saps.
A failed Toughness save against a non-lethal attack means the target is
bruised
. Put a mark under the
Bruised
column of the damage track. If
the Toughness save fails by 5 or more, the target is
dazed
. Put a mark in
Heroes can give up their standard action for another move action (to
move twice as far, for example). hey can also give up their standard
3
True20 QuickStart Rules
the
Dazed
column of the damage track. If the Toughness save fails by
10 or more, the target is
staggered;
check off the
Staggered
box on the
Damage Track. If the Toughness save fails by 15 or more, the target is
unconscious;
check off the
Unconscious
box on the Damage Track.
• Dying
characters have to make a Constitution check (difficulty 10) at
the beginning of each round. On a failed check, the character dies. On a
successful check, the character lives for another round (and must make a
check the following round). If the check succeeds by 10 or more (difficulty
20), the character’s condition becomes disabled and unconscious.
• Dead
characters are, well, dead. his usually means the end for the
character, although some powerful healers in
True20
can restore life
to the recently deceased.
Recovery
Recovering from damage, lethal or non-lethal, requires a Constitution
check (Difficulty 10). A successful check erases the damage condition,
while an unsuccessful check means there is no significant improvement
for that time period. Some damage may take multiple recovery checks
to go away entirely.
You can make a recovery check once per minute for staggered and
unconscious, once per hour for wounded, and once per day for disabled.
Dying characters make checks to stabilize; once you are stable, dying
becomes unconscious and disabled, which you recover from normally
(one minute for unconscious, one day for disabled).
You can spend a Conviction point to get an immediate recovery check
from non-lethal damage, rather than having to wait a minute. You can
also spend Conviction on your recovery check, ensuring success (since
Conviction always grants you a roll of 10).
If a target suffers a result that is already checked off, check off the next
highest result. So if a target is already staggered and suffers another
staggered result, check off the unconscious box. If the unconscious box is
checked, and the character suffers more non-lethal damage, check off the
first available lethal box (so go to wounded, disabled, etc.). Characters
can take an unlimited number of bruised and dazed results.
Lethal Damage
is inflicted by weapons, from cutting and piercing
weapons like swords and spears to heavy bludgeoning weapons like
hammers and maces.
A failed Toughness save against a lethal attack means the target is
hurt
. Put a mark in the
Hurt
column of the damage track. If the
Toughness save fails by 5 or more, the target is
wounded.
Put a mark in
the
Wounded
column of the damage track. If the Toughness save fails
by 10 or more, the target is
disabled;
check off the
Disabled
box on the
Damage Track. If the Toughness save fails by 15 or more, the target is
dying
; check off the
Dying
box on the Damage Track.
If a target suffers a “boxed” result that is already checked off (staggered,
unconscious, disabled, or dying), check off the next highest result.
So, if a target is already disabled and suffers another disabled result
check off the dying box (if that’s already checked off, check off the
dead box, etc.).
• Collateral Damage:
Lethal damage inflicts non-lethal “collateral
damage” as well from the shock and pain of an injury. Whenever your
hero suffers lethal damage, check off the corresponding non-lethal
damage, so a hero who is wounded is also dazed, a hero who is hurt is
also bruised. he effects of the damage conditions are cumulative.
Damage Conditions
Damaged characters in
True20
can suffer from any of nine
conditions
,
given on the
Damage Track
and described here.
Bruised and dazed conditions fade automatically at a rate of one per
minute. Hurt conditions do the same at a rate of one per hour. You can
spend a Conviction point to immediately erase all bruised, dazed, and
hurt conditions after (but not during) a conflict.
Fatigue
Characters can suffer from
fatigue
as well as damage. his usually results
from tasks requiring great effort, such as moving all out, exertion in
difficult environments, and using powers. here are three levels of
fatigue: winded, fatigued, and exhausted.
• Winded:
he character
suffers a –1 penalty to effective Strength and
Dexterity, and cannot move all out or charge. A winded character
suffering an additional fatigue result becomes fatigued.
• Fatigued:
he character cannot move all out or charge, and suffers a
–2 penalty to effective Strength and Dexterity. A fatigued character
suffering an additional fatigue result becomes exhausted.
• Exhausted:
he character is near collapse. Exhausted characters move
at half normal speed and suffer a –3 penalty to effective Strength and
Dexterity. An exhausted character suffering an additional fatigue
result falls unconscious (and must recover from it normally, see
Damage Conditions
).
• Recovery:
Every hour of rest, a hero makes a Constitution check
(Difficulty 10) to recover from fatigue. Success reduces the character’s
fatigue condition by one level (from exhausted to fatigued, from
fatigued to winded, winded to normal). A full ten hours of rest allows
any character to completely recover from all fatigue conditions.
Powers
• Bruised
characters suffer a –1 penalty to Toughness saves against
non-lethal damage per bruised condition.
• Dazed
characters lose one full action after suffering a dazed result;
they can take no actions, but retain their normal defense. The
following round, they can act normally. hey suffer a –1 penalty to
Toughness saves against non-lethal damage per dazed condition.
• Staggered
characters lose one full action after suffering a staggered
result. hey can take no actions, lose their Dexterity bonus (but not
penalty) to Defense, and opponents get a +2 bonus on attack rolls
against them. In the following rounds, staggered characters can only
take a standard or a move action, not both.
• Unconscious
characters pass out and cannot do anything until they
awaken.
• Hurt
characters suffer a –1 penalty to Toughness saves against lethal
damage per hurt condition.
• Wounded
characters are
shaken,
suffering a -2 penalty to all checks,
including attack rolls and saving throws. This persists until all
wounded conditions are eliminated. Additionally, a wounded
character is
stunned
for one round after being wounded. hey can
take no actions, lose their Dexterity bonus (but not penalty) to
Defense, and opponents get a +2 bonus on attack rolls against them.
Wounded characters suffer a –1 penalty to Toughness saves against
lethal damage per wounded condition.
• Disabled
characters are badly injured. If a disabled character takes
a standard action, he falls unconscious and begins dying on the
following round.
he worlds of
True20
are places of wonder, and many
True20
characters
have certain
supernatural powers
at their command. Each power is like
an individual skill, except powers are available only to heroes of the
adept role and cost the same as a feat (since powers are, in essence,
special types of feats only adepts can have). Heroes can start out with
various powers, and can acquire them during play as well. Powers have
a rank based on an adept’s level and use that rank to determine their
effectiveness.
4
Chapter One: Hero Creation
Fatigue
he use of some powers puts a strain on the adept’s mind and body.
When an adept uses a fatiguing power, the player must make a
fatigue
save
; this is a Will saving throw against a Difficulty of 11 (for the powers
of a 1st-level adept). A successful save results in no ill effect. A failed
save means the character suffers a level of fatigue (see
Fatigue
).
increase. Every two square feet increase the fire’s damage potential
by +1. he fire maintains its increased size and damage as long as you
concentrate, and it can even burn in the absence of fuel; smothering,
however, still puts it out. While you maintain an increased flame, a
victim does not get a Reflex saving throw to put the fire out (although
it can still be extinguished by dousing with water), and the fire does
additional damage based on your Fire Shaping check. So, an adept
who makes a Difficulty 16 Fire Shaping check can spread a fire over
an additional 6 square feet and it does +3 damage.
Light:
You can create a glowing spot that sheds light but no heat,
illuminating a 20-foot radius. This requires a move action and
a Difficulty 5 Fire Shaping check. You can increase the radius of
the illumination by increasing the Difficulty of the check; each +5
Difficulty increases the radius of the illumination by 10 feet. he
point of light moves where you direct it within your line of sight, as
a move action. Creating light is not fatiguing.
Rapid use of powers in a short period of time makes it harder to
overcome fatigue. Every time an adept uses a fatiguing power within
an hour’s time, the Difficulty of successive fatigue saves increases by
1. So, an adept uses a fatiguing ability, making a fatigue save against
the normal Difficulty. A minute later, the adept uses another fatiguing
ability. his time the Difficulty is one higher. Use of certain powers in
rapid succession can tire out even powerful adepts.
To eliminate the cumulative fatigue save modifier, an adept must refrain
from using fatiguing powers for at least an hour. he adept does not need
to rest during that time, just avoid any further uses of fatiguing powers.
You can also spend a Conviction point to eliminate the accumulated
fatigue penalty from using powers, gaining a second wind.
Time:
Igniting fires and increasing flames are standard actions. Creating
or moving light is a move action.
Power Descriptions
he powers known to the heroes and other characters in the
Death in
Freeport
adventure are described here. he
True20
Adventure Roleplaying
rulebook contains these and many other powers available to adepts.
Heart Shaping
Fatiguing
You can impose emotions on others. he target makes a Will saving throw. If
the save fails, you can impose any one of the following emotional states:
Cure
Fatiguing
You can heal injuries by touch. With a full-round action, you can grant
a subject an immediate recovery check using your Cure check result in
place of their Constitution check. If the recovery check fails, you must
wait the normal recovery time for that condition or expend a level of
fatigue or a point of Conviction before trying again. You can stabilize
a dying character with a Difficulty 10 Cure check.
Despair:
he target suffers a –2 penalty on saving throws, attack rolls,
checks, and damage. Despair dispels the effects of hope.
Fear:
he target flees from the object of its fear (chosen by you).
Friendship:
he target’s attitude shifts to the next more positive
attitude (hostile to unfriendly, unfriendly to indifferent, and so
forth). Creatures involved in combat continue to fight back normally,
however. Friendship dispels the effects of hatred.
Hatred:
he target’s attitude shifts to the next more negative attitude
(indifferent to unfriendly, unfriendly to hostile, and so forth). Hatred
dispels the effects of friendship.
Hope:
he target gains a +2 bonus on saving throws, attack rolls,
checks, and damage. Hope dispels the effects of despair.
You can use Cure on yourself. You can’t cure your own staggered or
unconscious conditions or stabilize yourself while dying, since you have
to be conscious and able to take a full-round action to use Cure. You can
use Cure on your own disabled condition, but doing so is a strenuous
action. If your recovery check is successful, you suffer no ill effects. If
it is not, however, your condition worsens to dying.
Time:
Heart Shaping is a standard action.
Time:
Cure is a full-round action.
Light Shaping
Fatiguing
You can mentally control light. With a successful check, you can make
your outline blurred and indistinct, or even become invisible.
Fire Shaping
Fatiguing
You can mentally start and control fires. You can make a Fire Shaping
check to ignite a fire, to increase the size of an existing fire, or to create
light but not heat.
You can create realistic three-dimensional images of light occupying up
to a 10-foot cube. Each additional 10-foot cube that the image occupies
increases the Difficulty by 5. Subjects seeing the image get a Will saving
throw to realize it is not real if they have any reason to suspect it, such
as the fact that the image makes no noise.
Ignite Fire:
You can set any flammable object in your line of sight on fire
as a standard action with a successful Fire Shaping check (Difficulty 15).
Targets must make a Reflex saving throw (Difficulty 15) to avoid taking
+2 fire damage. he target must save each round. A successful save means
the fire goes out. You can reignite it with another standard action and
successful Fire Shaping check. A character on fire can automatically
extinguish the flames by dousing in water (or other flame-retardant
material). Spending a full round rolling on the ground grants a +4 bonus
on the Reflex saving throw. In addition to using it as an attack, you can use
this power to light candles (up to a dozen candles in a 5-foot square with
a single skill check), torches, hearth fires, and so forth. At the Narrator’s
discretion, lighting tiny fires, like candles, is not fatiguing.
Increase Fire:
You can increase the size and intensity of a fire. he
Difficulty of the Fire Shaping check is 10 + 1 per square foot of
You can create light like the Fire Shaping power (see
Fire Shaping
).
You can create light effects anywhere in your line of sight, and they last
as long as you maintain them.
Task Difficulty
Illuminate 5 (+5 per additional 10-foot radius)
Visual Illusion 10 (+5 per additional 10-foot cube)
Blur (20% miss chance)
15
Blur (50% miss chance)
20
Invisibility
25
5
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