Conan 2d20 - Playtest Kit v1.0 - 2d20 Quickstart Rules.pdf
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Updated 23:06 – 29th April
Playtest Kit v1.0
2d20 Quick Start
1
Updated 23:06 – 29th April
2d20 Quick Start Rules
System in a paragraph
2d20 is an abstract adventure oriented system that uses D20’s to determine the extent of success
and [CD]s to provide damage and other special effects. All skill tests, including combat are
adjudicated the same way. Characters roll a number of d20’s determined by the amount of risk that
a player is willing to face against a primary target number which is a combination of a characters
Skills and Attributes and a secondary target number equal to the Skill Focus . If a player gets enough
successes they pass the test. If the player gets extra successes these become momentum.
Momentum is spent to improve the quality or speed of success.
Basic rule of thumb
•
GM decides
the difficulty (number of successful rolls of a d20 required) to perform an action
•
Player chooses to spend LUCK or THREAT P
OINTS
•
Player rolls Dice pool trying to roll under the Skill Expertise + Attribute
•
Every dice where the d20’s roll is less than a characters Attribute +Skill Expertise counts as a
success.
•
AND Every dice where the d20’s roll is less than a characters Skill Focus counts as if another
success has been rolled.
If a player scores the Difficulty they succeed. If a player gets more successes than Difficulty these
extra successes are spent as Momentum.
Example:
Garn the Gorgeous desires to leap onto his horse's back. The GM assigns a Difficulty of 2. Garn's Attribute + Skill
Expertise is 15. His Skill Focus is 3. Garn uses THREAT to add another 2 d20s. He rolls four d20s. The d20s come up 2,13,15,
and 18. Garn needed a 15 or better to succeed, so three of his four dice are successes. One of those successes (the 2) is
lower than his Skill Focus, so it counts as two successes. Garn has four successes, two more than the Difficulty. These two
surplus successes become Momentum. Garn jumps onto his horse's back and can spend two momentum to do so really,
really well; perhaps pushing his horse into a gallop escaping his would be pursuers…
Risk
While all players roll 2d20 on every test they are called to make they have two resources they can
call upon to improve this dicepool. The first of these are L
UCK POINTS
. L
UCK POINTS
are limited
resources. A character only has three they can use in any given session. A Luck point can be used to
make minor declarations about the plot, heal any and all vigor damage or add 1d20 to a skill test. An
added benefit of a Luck point is that any dice added by L
UCK POINTS
automatically count as 1’s.
The second resource a character can use are T
HREAT POINTS
. Each Threat point allows the player to
roll 1d20. No more than 3d20 can be gained from T
HREAT POINTS
and T
HREAT POINTS
come with two
distinct risks. The first risk is repercussion, The next section will go into the repercussion rules in
more depth but every dice rolled has a chance that a repercussion will be rolled so rolling more dice
means a greater chance that this will happen. The second risk is retaliation. When the player
chooses to use a Threat point the player gives the GM equal opportunity to use the Threat point to
fuel NPC special effects, interrupt the Player characters or additional repercussions later.
Repercussion
A repercussion is a negative side-‐effect caused by the roll of a 20 (or lower – see Dread) on a d20.
Example repercussions include becoming off balance, taking a minor injury or setting fire to a
building. The more repercussions rolled the larger the effect. If a GM can’t think of a suitable
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repercussion, rather than stall the action the GM should add 2 T
HREAT POINTS
to the Threat pool and
move on. Example Repercussions will be listed in the attached adventure but these are not
exhaustive.
A character causes a repercussion whenever a 20 is rolled on a skill test. While there are some
occasions where this will increase to wider ranges, for the purposes of these basic rules this is
outside of scope.
Types of actions
Characters get three types of actions. Standard actions, Restricted actions and Free actions. A
character can make One standard action each turn along with either one restricted and one free
action or unlimited free actions. Standard actions include skill tests of all sorts including combat,
Restricted actions include actions where some degree of concentration is needed such as moving in
combat, Free actions include instinctive actions such as talking. A list of example actions is included
in the adventure.
Combat
As combat features heavily in this adventure additional focus is presented on the Combat rules.
Combats are largely managed as per the Basic rule of thumb presented on page one by there are
some important distinctions that need to be drawn.
Initiative
Player characters can choose the order in which they act. As a general rule all NPCs act after players
but the GM can invoke NPC actions as a repercussion see individual NPCs.
Parrying/Dodging/protecting another
Defensive actions are limited to One Action per turn. It costs a Threat point to take a defensive
action and changes the test from being a test against a set target number to being an opposed test.
A
CROBATICS
is used to dodge and C
LOSE
C
OMBAT
is used to parry.
Sidebar/
Opposed test; Both parties roll their skill tests and compare results. The character with the best
result may spend momentum as normal. Any unique difficulties faced by one party count as bonus
momentum equal to the degree of difficulty.
/Sidebar ends
Sidebar/
Bonus momentum; Some talents and equipment grant bonus momentum. Each bonus momentum
acts as if an additional regular success was rolled by the character. Bonus momentum can only be
used if the character rolls a success or pays a Luck point.
/Sidebar ends
Hit locations
If an attack is successful the attacker must roll to see where the most telling blow has landed. This is
done by rolling 1d20 and comparing it to the location chart on the character sheet.
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Damage
If an attack is successful a character rolls damage. Damage is written in a formula like 1+[cd]4 this
means that the character rolls 4 combat dice and adds the result to 1. Particularly strong or
perceptive characters may have bonus damage that they can add to this. Combat dice are normal
six-‐sided dice where only the 1, and 2 count as damage, and the 6 triggers any special effects of the
weapon (if any). For example a 1+[cd]4 result of 1, 2, 4, 5 would equal 1+2 rolled damage, plus 1
fixed damage. The 4 and 5 give no result. The total is 1+2+1 = 4 damage.
Armour/Cover
Armour/cover is written in the same formula as a weapon. When a character has armor or cover the
result of the armour roll is subtracted from the damage dealt. Armour often covers hit locations
differently.
Range and movement
In action scenes, areas are divided into zones -‐ simple divisions based on noteworthy features in the
area. These zones are used when determining how far a character can move or attack, as well as for
other purposes where distance is a factor. Zones may have a range of terrain effects, depending on
what sort of environments they represent -‐ a zone filled with shipping crates may provide cover,
while one filled with waist-‐high water might be more difficult to cross. The zone a character is
currently in -‐ as well as all objects and creatures in that zone with him -‐ are regarded as Close range.
All zones immediately adjacent to the character's current zone, and all creatures and objects within,
are considered to be Medium range. All zones beyond that are at Long range, with some particularly
distant zones considered Extreme range.
A character can move anywhere within Close range as a free action, Medium range as a Restricted
action, or Long range as a Standard action. If a zone contains some form of “difficult terrain” the GM
may require an Athletics skill test to enter, leave, or cross that zone. Failure may mean that the
character is delayed or harmed in some way.
Momentum spends
In combat common momentum spends include
1 Momentum
1 Momentum
1 Momentum
2 Momentum
2 Momentum
3 Momentum
Reroll any or all damage dice
Add 1 to the damage roll
Roll 1 extra damage dice
Inflict half damage to a second random location.
Armour is rolled as normal.
Leap on the back of an angry animal.
Change a hit location to a preferred hit location.
The GM should feel free to encourage their players to come up with their own momentum spends If
a GM thinks that a cost is too expensive they are empowered to change the cost to better suit their
game.
Out of combat Momentum spends might include
1 Momentum
1 Momentum
3 Momentum
5 Momentum
Athletics test
Stealth test
Persuade test
Linguistics test
Save a person climbing with you from falling
Wave a character past a sentry
Convince an innkeeper to give all the PCs VIP treatment.
Identify the street that an NPC lives on from a single sentence.
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The momentum pool
Just as the GM shouldn’t hold up action for too long trying to think of repercussions players
struggling to think of a good way to use momentum can place the momentum in the momentum
bank. It costs 1 momentum to place any momentum in the bank. Momentum from the bank can be
spent by any player so long as that player scores a single success on a skill roll and the GM thinks
that their action could be impacted by other players.
Injury
Every player character has two separate trackers for physical wounds, Vigour and Injury. Vigour is a
set of points equal to a characters Physique. A character can “heal” vigour quickly and easily. A
character can make a Treatment (Treatment is a skill that lets you heal injuries) test as a standard (1
success) action to refresh the total of Momentum rolled (extra successes beyond the first) in Vigour.
If a character takes 5 or more damage in one hit that character takes an Injury. Injuries need the
M
EDICINE
skill to resolve with the difficulty equal to the number of Injuries taken. Injuries are much
more serious with each injury increasing any Physique, Strength, Agility or Cordination skill test
difficulties by one.
For example a character with two injuries now increases ALL skill tests by 2 levels of difficulty
(meaning their minimum difficult is now 3).
Resolve
Every player character has two separate trackers for mental wounds, Resolve and Trauma. Vigour is
a set of points equal to a characters Willpower. A character can “heal” Resolve quickly and easily. A
character can make a Counsel test as a standard (1 success) action to refresh the total of Momentum
rolled (extra successes beyond the first) in Resolve. If a character takes 5 or more Resolve in one hit
that character takes a Trauma. Trauma needs the Counsel skill to resolve with the difficulty equal to
the number of Trauma taken. Trauma are much more serious with each Trauma increasing any
Awareness, Intelligence, Willpower or Personality skill test difficulties by one.
For example a character with two injuries now increases ALL skill tests by 2 levels of difficulty
(meaning their minimum difficult is now 3).
Dread
Character sheets will have a Dread track which shows what your chance of a Repercussion is with
each d20 roll. For now, each two Dread the player character suffers increases the chance of a
Repercussion by 1. For example a player with 2 Dread has a repercussion on the roll of a 19 or 20.
With 4 Dread the character suffers a repercussion on the roll of an 18, 19 or 20 on a d20 skill test.
Reading a character sheet.
On the next page is an example character sheet. The notes in boxes show how the constituent parts
are used in this Basic adventure.
Note 1 The Target number for various skills is made up of the Attribute and expertise that character
has in that skill. In brackets is the skills focus score.
Note 2: Damage bonuses are added to weapons rolled damage. In this case the Maul is 1+[cd]7 and
the Francisca 1+[cd]5
5
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