2d20 System.   Posted by Narrator.Group: 0
Narrator
 GM, 9 posts
Sun 13 Nov 2016
at 19:00
2d20 System
Some may not be familiar with the 2d20 system. Here are the basics:

Skill tests:
The skillís Target Number (TN) is equal to the attribute for that skill, plus any ranks in Expertise the character possesses for that skill. When asked to perform a skill test, the player should roll 2d20. Each die that rolls equal to or less than that skillís Target Number scores a single success. The greater the number of successes scored, across the entire dice pool, the better the testís result.

Furthermore, the characterís ranks of Focus in that skill create the possibility to score extra successes: each d20 result equal to or less than the characterís Focus for that skill scores two successes instead of one.

Skill tests are assigned a Difficulty rating, a value ranging from Simple (Difficulty 0, or D0) to Epic (D5), which determines the minimum number of successes required to succeed at the task.

There are a variety of ways by which players and the gamemaster may obtain additional d20s to roll during a skill test. However, excluding specific talents, under no circumstances is a character allowed to use more than three bonus d20s on a skill test.

Complications
Whenever a result of a 20 is rolled on any d20 in a skill test, the gamemaster immediately creates an impediment or problem ó called a Complication ó that is applied to the situation or the specific character that made the original roll. One Complication is created for each result of a 20 rolled. Complications are an inconvenient change of circumstances.

A Complication can present an obstacle to further progress, requiring a new approach (like a route of escape being blocked), a loss of personal resources (such as using up arrows or medical supplies), or something that hinders the character temporarily (a dropped weapon, a social faux pas, or a stuck door). It does not represent an injury to the character, and is merely a temporary setback.

Complications are independent of success or failure, and it is entirely possible to succeed at a skill test while simultaneously generating a Complication. The Complication should only take effect immediately after the skill testís results have been applied. A character may become vulnerable when fighting but, if the skill test succeeded, the attack still connects before the character suffers the Complication.

Untrained Skill Tests
It is possible to attempt a skill test using a skill with which the character has no ranks in Expertise or Focus. These skill tests are referred to as untrained tests. These tests are resolved exactly like any other skill test, except that the skill attempt is based on the associated attribute as its Target Number. The character also generates a Complication for each 19 or 20 rolled on any d20 in an untrained test, as opposed to only on a roll of 20 as normal.

This message was last edited by the GM at 19:14, Sun 13 Nov 2016.

Narrator
 GM, 10 posts
Sun 13 Nov 2016
at 19:33
2d20 System
Momentum

When the number of successes scored on a skill test is greater than the Difficulty rating, the excess successes become Momentum. Momentum can be spent immediately to perform the given task more effectively, or it can be saved and applied to actions taken later.

Beyond serving as a reward for characters that succeed spectacularly well, Momentum can represent the benefits of cooperation, group dynamics, leadership, coordinated actions, and other forms of teamwork. Momentum is of benefit to the entire group, not merely the player character that generated it, and it can be an extremely powerful tool if used skillfully.

Commonly, a character will spend some or all of the Momentum generated to benefit the task currently being attempted. For example, a character attacking an opponent may spend Momentum to increase the amount of damage inflicted. The player does not have to declare what Momentum is being used for until the time it is spent, and does not need to spend Momentum in advance to obtain effects later. Continuing from the prior example, an attacking character doesnít need to spend Momentum to increase the amount of damage inflicted until after the damage roll.

Momentum spends can be made as soon as the need for them becomes apparent. Momentum is always useful. There is no chance of wasting Momentum by spending it on a benefit that isnít needed. Most Momentum spends can only be  used once on any given skill test or effect. In action scenes, a character can only use Momentum once in any round. However, some Momentum spends are described as Repeatable. This means they can be used as frequently as the character has the desire and Momentum to spend.

Once the characterís task is resolved (or in an action scene, at the end of the turn), any unspent Momentum is lost. However, characters have the option to save Momentum for later use if they wish rather than letting it go to waste. This saved Momentum goes into a group pool, which can be added to or drawn from by any character in the group. This pool represents the benefits of the groupís collective successes.

No more than six points of Momentum may be saved in this pool at any time. Any points of excess Momentum in the group pool are discarded. Some Momentum spends are not tied to a specific test and can be used freely as soon as they are required, spending points directly from the groupís Momentum pool rather than waiting for a successful skill test. These spends are referred to as Immediate. Immediate Momentum spends typically have some other restrictions on how and when they can be used, but those restrictions are specific to the individual spends.

Immediate Momentum spends can also be paid for with Doom. A single point of Doom paid to the gamemaster provides the same benefits as a single point of Momentum spent. When paying for an Immediate Momentum spend, the cost can be split: paid partly in Momentum and partly in Doom, if the player desires.

Momentum Uses:
Create Opportunity (Immediate, Repeatable): Add an additional d20 (up to no more than 3d20) to a Skill Test

Create Obstacle (Immediate, Repeatable): Increase the difficulty of opponent's Skill Test. One momentum for first step, Two additional momentum for second step, and three additional momentum for a third step. (no more than three steps may be added.)

Obtain Information (Repeatable): Each point of Momentum spent can be used to ask the gamemaster a single question about the current situation, item, object, structure, creature, or character present in (or relevant to) the scene at hand. The gamemaster must answer this question truthfully, but the gamemaster does not have to give complete information. A partial or brief answer that leaves room for further questions is a common tactic here.

Improve Quality of Success (Often Repeatable): Momentum allows a character to succeed stylishly and to immediately capitalize upon or follow up on a success.

Increase Scope of Success (Often Repeatable): With Momentum, a character can affect additional targets, increase the area affected by a successful task, or otherwise enlarge the extent of an accomplishment.

Reduce Time Required: Reduces the amount of in-game time that a task requires to complete. A task that might take a whole day, or several hours may now only take a single hour, for example.

This message was last edited by the GM at 19:56, Sun 13 Nov 2016.

Narrator
 GM, 32 posts
Tue 15 Nov 2016
at 20:27
2d20 System
Fortune Points

Fortune points are an in-game resource representing good luck, or fate, allowing the players to automatically succeed at skill rolls, and accomplish a variety of other tasks. All characters begin each game session with three Fortune points, and can earn them through the course of play. They are regenerated at the end of each adventure, and return during the next play session.

At the time of character creation, you may choose to permanently spend one point of Fortune to increase an Attribute by +1 or increase a single skillís Expertise and Focus by +2. If you choose to spend the Fortune point, then no attribute can exceed 14 and no skill can have its bonus exceed +3, even with the Ancient Bloodline talent. Points in excess of these totals are lost, or should be redistributed if possible. If this option is taken, the characterís new Fortune point total is two. The character will begin each session with only two Fortune points available, making them less lucky than others, but gaining the advantages of a higher attribute or skill bonus.
Narrator
 GM, 34 posts
Wed 16 Nov 2016
at 03:03
2d20 System
Sorcery Cheat Sheet
V 1.2
Learning Sorcery
To learn only Petty Enchantments, a character may skip the Sorcery skill and Talents altogether and only needs Alchemy skill and Talents. Each type of Petty Enchantment is a seperate Master of Formulae Talent.
To learn actual Sorcery, the character must follow these steps:
1) Begin by learning the Patron Talent. This gives the character 1 free Master of Formulae Talent, plus unlocks the ability to learn more Master of Formulae Talents. It also allows the character to learn the Sorcerer Talent. This Patron also comes with a Demand, which is the equivalent of 5[CD] in Gold, Vigor, or Resolve paid at each Upkeep.
2) Learn the Sorcerer Talent. This reduces the character's Resolve permanently by 2[CD]. The character then learns 1 Spell (which may also permanently lower the characterís Resolve further).
3) Learn a Pact Talent. Each Pact Talent can be with a new Patron, or with one you already have. A character may only ever learn 2 total Spells from any one Patron/Pact.
The character gains a new Spell (or Master of Formulae Talent), which may result in permanent Resolve loss from the specific Spell, and the character must take another Demand.
The character can now continue to retake the Pact Talent numerous times to learn more Spells. They may instead move on to step 4 to avoid new Demands.
4) The character may now learn the Barter Your Soul Talent. The character gains 1 new Spell, but also permanently reduces Resolve by X+2[CD], where X is the total number of Spells the character will now know. This Talent may be taken multiple times, paying the Resolve cost each time.
If a sorcerer character ever loses a Patron, itís bad for them. See ďLosing a PatronĒ on p.173 of the Sorcery Chapter.

Petty Enchantments
All Petty Enchantments are items produced with the Alchemy skill.
Petty Enchantments use Resources called Ingredients. GMís and players should spice up the descriptions of these Resources. Unless otherwise stated, each Petty Enchantment requires 1 Ingredient. Iím assuming extra could be used for bonus d20ís, just like any other Resource.
Each type of Petty Enchantment (Exploding Powder, Blinding Powder, etc.) is a different Master of Formulae Talent. Without the Talent, an alchemist can create any Simple (D0) Petty Enchantment, but the Talent is required for anything more difficult. (Exception - Dabbler Talent, p.64)

Casting a Spell
1) Take a Minor Action to Focus. If this is not done, Complications occur on 19 or 20, rather than just on a 20.
2) Pay the Resolve cost to cast the Spell. This is paid whether successful or not.
3) Rituals, Circles of Power, Sorcerous Garb and Talismans, Offerings, and Human Sacrifice can all modify casting by adding dice, etc.
4) The Sorcerer may attempt to cast the spell normally (see 5a) or Cast for Consequences (see 5b)
5a) Roll a Sorcery test. Each die that doesnít come up a success is counted as a Complication. Each natural Complication rolled on the dice counts as 2 Complications. Momentum may be spent to buy effects for the Spell (listed under each Spell).
5b) The sorcerer adds the total Momentum cost of effects she is trying to achieve with the Spell, and adds that number to the original Difficulty of the Spell. This is the new Difficulty. The Spell automatically succeeds when cast, but each success not achieved to match the Difficulty counts as 1 Complication.
Counter-Magic
When another sorcerer attempts to counter a Spell which is being cast, the casting becomes a Struggle.
The requirements for countering a Spell are:
The sorcerer countering the Spell must know the same Spell.
The sorcerer must witness the Spell being cast.
The sorcerer must pay the Resolve cost for casting the spell.
If these requirements are met, the counter Spell is cast exactly the same as per the casting rules above.