Mini-System 2d20

Overview p3

 

Dice

  • d20s will be used for tests
  • d6 Challenge Dice will NOT be used
  • When to Roll

  • The task is difficult, dangerous or both.
  • When opposed by someone
  • When the test is simple, but the level of success is important.

  •  

    Chapter 1: Core Rules p7

     

    Attributes & Skills p6

  • Attributes range 7-12
  • Skills range 0-5
  • Target Number = Attribute + Skill
  • Difficulty p10

  • 0 Simple
  • 1 Routine
  • 2 Average
  • 3 Challenging
  • 4 Difficult
  • 5 Daunting
  • Complications p9

  • For ease and speed complications are considered to be 20
  • You are welcome to use the entire range if you feel it is necessary.
  • Momentum & Threat p10

  • Group starts at 0
  • Group maximum is 6
  • Determination p13

  • Fortune on page 11 is used.
  • Determination on page 13 is NOT used.
  • Starting Fortune is 1 (changed from the SRD)
  • Maximum Fortune is 3 (changed from the SRD)
  • Gain 1 Fortune at the close of each scene.
  • Chapter 2: Characters

     

    Step 1: Define Truths p20

  • Name
  • Species Trait
  • Culture Trait
  • Role Trait
  • Description
  • Step 2: Attributes (7-12) p20

  • Agility
  • Brawn
  • Coordination
  • Insight
  • Reason
  • Will
  • Assign Attributes Assign the following values, in any order, to the character’s attributes:
    11, 10, 10, 9, 9, 8
    Attribute Details
     

    Agility

    Agility is a mixture of speed, balance, and muscle memory, and is responsible for much of a character’s movement and similar activities. An Agile character is quick and moves with certainty and precision.  

    Brawn

    Brawn is the character’s fortitude and ability to endure physical hardship, as well as their ability to employ force. It also encompasses the character’s endurance, and their general health and physical conditioning. A Brawny character is strong and hardy.  

    Coordination

    Coordination is the character’s fine motor skills, hand￾eye coordination, accuracy, and sense of time and rhythm. Coordinated characters tend to be good shots, good drivers and pilots, and excel at sleight of hand and other delicate, precise tasks.  

    Insight

    Insight is the character’s perceptiveness, instincts, and their ability to comprehend the world around them. Insightful characters are observant and shrewd, and may often be said to have ‘street smarts’ or be wise.  

    Reason

    Reason is the character’s ability to apply logic, intellect, and the known facts to a situation. Reasoning characters tend to be lucid, rational or contemplative, and are often driven by a need to learn or understand.  

    Will

    Will is the character’s sense of self, their mental strength, and their sense of self-discipline. Wilful characters tend to be single-minded, even stubborn, and they can have extremely forceful personalities
     
     

    Step 3: Skills (0-5) p21

  • Fight
  • Know
  • Move
  • Operate
  • Survive
  • Talk
  • Assign the following values, in any order, to the character’s skills: 4, 3, 3, 2, 2, 1.
     
    Skill Details
     

    Fight

    Fight covers the character’s ability to use, and defend against, violence. It is most often used when making attacks, but it can also be used to judge threatening situations, and covers a practical understanding of weaponry, combat styles, and strategy.  

    Know

    Know covers the character’s learning, education, and accumulated knowledge, as well as the character’s ability to find more information. It is most useful when trying to research information, or when trying to remember facts about something. Other Skills can contain an element of knowledge, but the Know skill tends to go into greater detail or contain a lot more of the technical or theoretical sides that practical experience might not encompass.  

    Move

    Move covers the character’s ability to navigate their environment. It is most often used to traverse difficult terrain or move freely despite dangerous conditions, but it can also be used to move unnoticed, pass unseen, or remain undetected while moving.  

    Operate

    Operate covers the character’s ability to utilize complex tools, such as vehicles and other items of technology, as well as the character’s knowledge of how those tools work.  

    Survive

    Survive covers a character’s resistance to threats and harm, as well as a character’s ability to handle and navigate dangerous environments.  

    Talk

    Talk covers a character’s ability to relate to and interact with people. Much of this Skill is active – it deals with talking to people – but knowing how to talk to people also means the character knows how other people talk too. Other Skills can contain an element of social interaction, often in narrower or more specific circumstances, but those rely a lot on context.  
     
     

    Step 4: Focus p22

  • Select 4 Focuses
  • House Rule Variant
    This adventure will use a Focus number of 3 instead of the skill rating. When performing a test and applying an appropriate Focus this means on a roll of "1-3" this results in 2 successes. This is a rule variant for streamlined play.
     

    Step 5: Talents p22

     
    The player selects three talents. These can be chosen freely, though some talents may have their own restrictions or prerequisites
     

    Step 6: Determine Wealth & Equipment

     
    The character begins character creation with a total of 10 requisition points to obtain their starting equipment, and they may select any items which have a restriction rating of 3 or lower.
     

    Step 7: Derived Values p21

  • Fortune Point = 1
  • Stress = Highest of Brawn or Will + Survive
  • Health = 3
  • Defense
  • Armor

  •  

    Chapter 3: Action & Conflict

     

    Actions

  • Major Action
  • Minor Action
  • Free
  • Reaction
  •  

    Cover p25-26

     
    Variant
    Flat Conditional Resistance
    Cover will use the variant rule of flat resistance instead of challenge dice.
     

    Cover Modifiers

      Sturdy (Cover +1)
      Fragile (Cover -1)
      Uncertain (+1 Threat)
      Volatile X
     

    Attacks & Damage p32

    Declares Attack
  • Melee
  • Ranged
  • Chooses Target
    Test
  • Melee (Agility + Fight vs Defense)
  • Ranged (Coordination + Fight vs Defense)
  • Ranged Attack at Close range is +1 Difficulty
  • Outcome
  • Attacker Inflicts Damage
  • Armor
  • Momentum Spend

  •  

    Defense

  • Defense = 1 + Modifier

  •  

    Defense Modifier

  • -1 Bulky & Slow (Minimum 1)
  • +0 Unskilled/Untalented in Agility + Move (7-11)
  • +1 Skill/Talent in Agility + Move (12+)
  • +2 Superior Skill/Talent in Agility o+ Move (15+)

  •  

    Combat Target Numbers

  • Melee = Agility + Fight
  • Ranged = Coordination + Fight
  • Maneuver = Agility + Move (Defense Bonus)

  •  
    House Rule Variant Archon-Zero will use the house rule variant of Defense which is the Difficulty of attacks to overcome.
     

    Damage p34

     

    Stress & Harm p36

         

    Chapter 4: Equipment p51

     

    Weapons p57

     
    House Rule Variant
    The challenge dice rating listed for weapons will be used as fixed damage.   Example
  • 1CD = 1 Damage (Unarmed Strike, Knife)
  • 2CD = 2 Damage (Brass Knuckles, Clever)
  • 3CD = 3 Damage (Fireaxe, Katana, Spear, Pistol)
  • 4CD = 4 Damage (Shotgun, Heavy Pistol)
  • 5CD = 5 Damage (Sniper Rifle)
  •  

    Armor p54

  • 1 Light Body Armor
  • 2 Plated Body Armor
  • 3 Reinforced Plate Armor
  • 1 Vac Suit
  • 2 VX Enhanced Vac Suit
  • Chapter 5: Adversaries & NPCs p65

     

    Types of NPCS p65

  • NPC Extra
  • Minor NPC
  • Minor NPC Group
  • Notable NPC
  • Major NPCS

  •   OGAS  

    Chapter 6: Gamemaster

     

    No Zones & Range Bands p96

  • Close (Reach)
  • Near (Ranged Combat or Move)
  • Far (Ranged Combat or Double Move)
  • Out of Range (Nope)

  •  

    Chapter 7: Additional Rules

     

    Psychic Powers p95

     
    House Rule Variant
    This adventure will be using a house variant of the Spell casting section for psychic powers.   Psychic Stats
  • Psi Points: 12
  • Return 1 Psi Point per 5 minutes
  • Power 2
  • Max 2 Psi Points per round /s] ?
  •  
     

    PENDING

     

    Health - Armor - Weapons

     

    Stress

  • 5 stress (based on size) = injury
  • Stress while at max stress = injury
  • 1 complication per injury
  • 3 Injury = defeated or taken out
  • Injury while defeated = dying

  •      

    Movement & Range Bands

    Page numbers presented in this article reference the Reformatted 2d20 SRD on DriveThruRPG which is available for pay what you want pricing including free.


     
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    Cover image: Lots of Dice on PhotoDeposit

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