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  
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