2d20 System SRD - Overview

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N Dowdell 2D20 System SRD 15 July 2022

2D20 System SRD: Overview


System Resource Document for 2D20 System RPGs, 2022 Edition

Overview and Statement of Intent


The 2D20 System is a system and toolset for creating and playing games that emulate and celebrate
action-packed, story-driven fiction. It thrives when paired with a setting or theme where competent,
determined, often larger-than-life protagonists face tense and perilous situations, and where
collaboration and teamwork are vital to success.

It aims to pair the action of the story with a degree of mechanical impact, so that what happens in the
narration has direct consequences in the game, and vice versa, and relies on players and Gamemaster
alike being active participants in both the fiction and the gameplay.

This System Resource Document serves is to serve as a central reference for the “core” of the 2D20
System, as well as several common genre-specific modifications, to be used both internally by
Modiphius writers and designers, and externally by licensees and affiliates. It will also serve as the basis
for a setting-neutral Core Rulebook.

The SRD is broken up into seven distinct chapters, laid out as follows:

Chapter 1: Core Rules


This chapter provides a basic overview of the basic mechanics, and explains the core principles and
concepts of the system. It covers the following areas:

● Scenes and Situations ● Momentum and Threat


● Skill Tests and Tasks ● Fortune
● Improving the Odds
Chapter 2: Characters
This chapter provides a standard framework for describing characters in the 2D20 System, including
several common variants and approaches. It covers the following areas:

● Attributes ● Personal Traits


● Skills ● Character Creation Methods
● Talents
Chapter 3: Action and Conflict
This chapter expands upon the core rules, providing additional content for dealing with high-stakes
action scenes, and situations where conflict arises. It covers the following areas:

● Action Order ● Chases and Pursuit


● Damage, Stress, and Harm ● Stealth and Infiltration
● Combat ● Morale and Social Conflict

Chapter 4: Equipment
This chapter handles the tools that characters will use during play, and how those tools are represented.
It covers the following areas:

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N Dowdell 2D20 System SRD 15 July 2022

● Common Concepts ● Personal Belongings


● Acquisitions and Resources ● Weaponry
● Armour ● Vehicles

Chapter 5: Adversaries and NPCs


This chapter deals with the array of non-player characters, and especially adversaries and enemies that
the player characters are likely to encounter. It explains how NPCs differ from player characters. It
covers the following areas:

● Types of NPC ● Balancing Conflicts


● Common NPC Abilities ● Example NPCs

Chapter 6: The Gamemaster


This chapter explores the role of the Gamemaster, providing advice and guidance for how the GM
interacts with the game and the players, as well as explaining Gamemaster-specific mechanics such as
Threat in more detail. It covers the following areas:

● Gamemaster Advice – using the 2D20 ● Rewards and Advancement


System ● Managing and Using Threat

Chapter 7: Additional Rules


This chapter deals with rules that may not be a factor in all games using the 2D20 System, but which are
necessary to have a core set of mechanics for. It covers the following areas:

● Magic and Supernatural Powers ● Hacking and Electronic Warfare


● Corruption and Creeping Darkness ● The Threat Deck

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N Dowdell 2D20 System SRD 15 July 2022

How to Play
What You’ll Need
Players and Characters
Every 2D20 System game involves several Players and their corresponding characters. One of the Players
will be the Gamemaster (below), but everyone else will take on the role of Player Characters. These
Player Characters (PCs) are the protagonists of the game, and each player has a single Player Character
of their own, for whom they will make decisions, roll dice, and engage with the events of the story. Each
Player Character has a character sheet, which is a record of their game statistics, abilities, and other
important information.

The Player Characters aren’t the only types of characters around, however. Non-Player Characters
(NPCs) are everyone else, from allies and innocent bystanders, to the adversaries the Player Characters
face. They are collectively controlled by the Gamemaster.

The Gamemaster
Of the Players gathered for the game, one will be the Gamemaster, or GM. The GM has a different set of
responsibilities, and interacts with the rules of the game differently to everyone else. The Gamemaster
controls the NPCs, is responsible for coming up with challenging situations and indomitable opponents
the Player Characters will face, and oversees the ways in which the PCs overcome these problems.

The GM establishes scenes, building on the actions and choices of the PCs to shape the game at every
state, providing a challenge and giving the PCs opportunities to shine. They also interpret how the rules
apply to a given situation, such as ruling on the Difficulty of skill tests, or adjudicating when unusual
situations or disagreements arise. Above all else, the GM is not the Players’ enemy: the game works all
the better when the GM is a fan of the Player Characters and their exploits, albeit one who seeks to
make those characters’ lives as dramatic, exciting, and challenging as possible.

Dice
The 2D20 System uses a few types of dice to resolve the actions a character may attempt and the
situations they may face. In most circumstances, more than one dice of a given type will be rolled at
once; these dice collectively are referred to as a dice pool.

The first, and most commonly-used is the twenty-sided die, known throughout these rules as a d20.
D20s are used for resolving skill tests, and for rolling on certain large tables. Often, two or more d20s
will be required. This is noted as Xd20, where X is the number of dice to be rolled. Thus, 2d20 denotes
that two twenty-sided dice should be rolled. It’s helpful to have at least two d20s for each player, and
more is better than less, as players may be rolling as many as five at a time.

The second type of dice is the six-sided die, or d6. These are used relatively infrequently, mainly to roll
on certain small tables. If multiple six-sided dice are required, it will be noted as Xd6, where X is the
number of dice required. Thus, 2d6 indicates that two six-sided dice should be rolled.

Challenge Dice
The third type of dice are Challenge Dice, often referred to as [CD]. These six-sided dice are used
primarily for inflicting damage, making progress against some forms of challenge, and similar outcomes.

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Each [CD] has four faces, with three possible results – a score of 1, a score of 2, and two faces showing
“!”, which is an Icon – as well as two blank faces.

Icons have a score of 1, and additionally trigger special outcomes, often called effects, depending on the
circumstances of the roll. A pool of Challenge Dice is usually rolled all at once, and their results added
together, so multiple Challenge Dice are noted as X[CD], where X is the number of dice rolled. So, 4[CD]
indicates that four Challenge Dice should be rolled, and their results added together.

If you don’t have special Challenge Dice available, you can use normal six-sided dice instead; treat any
roll of a 3 or 4 as blank, and any roll of a 5 or a 6 as an Icon.

In the text, Icons are referred to either with the word Icon, or with the symbol [!].

D6 Roll Challenge Die Roll Result


1 • 1
2 •• 2
3 0
4 0
5 ! 1, plus an Icon
6 ! 1, plus an Icon
Re-Rolls
Many circumstances allow a character to re-roll one or more dice. When re-rolling dice, the Player
choose the dice they wish to re-roll. They roll those dice again, and the new results replace the original
ones, even if the new result is worse.

Some situations allow for a specific number of dice to be re-rolled, while others allow all the dice in a
pool to be re-rolled. Players may always choose how many dice they wish to re-roll, up to the number
listed – in essence, you may always choose not to re-roll a die if you wish to keep that result.

Paper and Pencils


Having a supply of paper and pencils will be handy for making maps, keeping notes, and tracking various
game effects. The players may wish to make notes of temporarily impairments affecting their
characters, the names of characters they encounter, important events, and clues to help them through
their adventures, amongst other things. The Gamemaster may need them to record the status of NPCs,
and to keep notes of key details from the game. Sometimes, when secrecy is required, the Gamemaster
may pass notes to Players rather than providing information to the whole group at once.

It is possible to track all of this (and more) with tablets, smartphones, and computers, but electronic
devices at the game table can be distracting to some groups and should only be used with the
Gamemaster’s consent.

Tokens, Beads, or Chips


The Players and GM will also need a few counters. Players will need a set of six tokens of some kind to
track Momentum saved up, while the Gamemaster will need a dozen or more to represent the Threat
pool; each of these resources is described later. The players may also want extra tokens to denote Luck
points, though these are somewhat more scarce and easier to track without tokens.

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While the tokens themselves can be similar, it’s advised that they be visually distinct in some way –
normally a different colour – to avoid confusion between them. Poker chips, coins, glass beads, counters
from other games, or similar tokens are all suitable for this purpose.

While these resources could be tracked on paper, or by using dice to track the total, using chips or beads
for this purpose has a few advantages. It’s often more intuitive to track each resource by simply adding
or removing tokens from a pile in the middle of the table, and it’s easier for everyone to quickly gauge
how many of each of these resources remain. Further, there’s a visceral psychological benefit to be had
in the players seeing the GM’s Threat pool grow and shrink over time, and to having a tangible object to
hold and move around that represents Momentum earned and spent or Threat generated.

Basic Concepts
The following are a few of the core ideas present throughout these rules, and a basic primer on the most
common mechanics that Players will encounter in play. This section is presented slightly differently to
the rest of the rules, addressing the reader – an individual playing a 2d20 System game – directly.

Characters
As noted above, each player has a character, and each player character serves as one of the game’s
protagonists. These characters – as well as many of the non-player characters the GM controls – have
several common elements that help describe their abilities.

A character’s attributes represent their core aptitudes: the things they are innately good at, the things
they’re bad at, and the ways they prefer to approach problems. Each character has six attributes:
Agility, Brawn, Coordination, Insight, Reason, and Will. Each attribute has a rating, normally from 6 to
12, with 8 representing an average capability.

A character’s skills represent their training and expertise: the things they know, the things they’re
trained to do, and the things they spend time and effort practising. Each character has six skills: Fight,
Know, Move, Operate, Survive, and Talk. Each Skill has a rating, from 0 (no training or knowledge) to 5
(absolute mastery and expert training). A character will also have several focuses, which represent areas
of specific training and expert knowledge, building from those six broad skills.

A character also has a few talents, which are the tricks, techniques, and feats of prowess or knowledge
that allow the character to triumph against impossible odds. These are special abilities, ways to obtain
bonuses in specific circumstances or under a certain condition, or ways that they can benefit from a
unique approach to a situation.

Scenes
A scene is the basic building block of an adventure, much as TV shows, movies, and books can be broken
up into scenes. A scene is a place and time involving a specific set of people, during which exciting or
dramatic events occur.

At the start of a scene, the GM will inform you where your character is, what’s going on nearby, and
anything else useful, important, or obvious that you should know. There’ll often be a reason behind this
scene, driven by what happened in the scenes before it: perhaps you came here because of a clue left by
a murderer, or because you’re looking for a specific person. This is setting the scene. Once the GM has
finished setting the scene, you and your fellow players can ask questions about the situation and choose
for your characters to do things within the scene: move around, talk to other people, or otherwise take

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action. Once you’ve reached a point where you can’t do anything further towards your goal, or you’ve
gained a new goal that requires you go somewhere else, the scene ends, and a new one begins.

During a scene, your decisions are important; the choices you make have an impact upon the world
around your character, and you’ll have to face the consequences of those choices in turn. The
Gamemaster can shape the events in a scene too, by spending Threat and through the actions of NPCs,
but this is normally in response to your choices and those of your fellow players.

Skill Tests
During a scene, you’ll want to do things; indeed, you’re encouraged to. Some of those things will be so
simple that the GM agrees to them instantly. Others will be impossible to attempt because of some
quirk of circumstance. Some, however, will fall into the grey area between automatic and impossible.

This is where Skill Tests come in – for determining whether you can succeed, at times where success and
failure are uncertain.

First, state your intent to the GM. The GM will consider the situation, and decide if you can get what you
want, if your goal is impossible to achieve (even if only temporarily), or if you need a Skill Test. In the
latter case, the GM will tell you three things: which Attribute you’ll use, which Skill you’ll use, and what
the Difficulty is. You’ll have Attributes and Skills for your character on your character sheet; add
together the chosen Attribute and Skill’s scores, to get a Target Number. Also, look at your character’s
Focuses: if you have any that you think apply, ask the GM if you can use it.

Next, gather up some dice. You’ll want two d20s here, or more if you’ve got some way of gaining extra
dice for the Test (we’ll cover that later). Roll those dice, and check what each one rolls: any that roll
equal to or less than your Target Number is a success! Even better, if you’re using a Focus, any dice that
roll equal to or less than your Skill score by itself score two successes instead of one (if you don’t have a
Focus, any dice that roll a 1 score two successes). Then, set aside any dice that rolled a 20 – they’ll be
important in a moment.

Add up all the successes you scored. If you scored successes equal to or greater than the Difficulty,
you’ve succeeded at the Skill Test. If you scored fewer successes than the Difficulty, you’ve failed.

In either case, the GM describes what happens to your character as a result. If you succeeded by getting
more successes than the Difficulty, each extra success becomes a point of Momentum, and you can
spend those points to improve the outcome of your Skill Test: gaining more information from a search,
or hitting more accurately with an attack, or taking less time to do something, and so forth. If you like,
you can save some or all the Momentum you generated, so you can benefit from it later.

After this, the GM then takes note of any 20s you rolled. Each 20 is a Mishap, a little problem that
occurred as part of the Skill Test. They can’t turn success into failure, but they’re extra challenges,
incidents, or events that’ve cropped up that you now must contend with. The GM could decide that the
Mishap created a complication for you and your friends: perhaps your gun is now out of ammo after
your attack, or you took too much time doing something, or you made a mess during a search, or that
hand-hold you used while climbing broke after you used it. Alternatively, the GM could save this
problem for later, and add two points to the Threat pool instead. If you want, you could even ask the
GM to add to Threat instead of facing a new problem immediately.

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Once all this has resolved, the game continues as normal.

Momentum
As noted above, Momentum is what happens if you score more successes than you needed during a Skill
Test, with each extra success turning into a single point of Momentum. Momentum can be used for all
sorts of things, limited only by your imagination and the GM’s permission – it allows you to turn mere
success into glorious triumph, achieving your goals swiftly and in style, and pull off daring stunts and
spectacular feats of prowess.

Momentum represents the benefits of success, the small-but-crucial opportunities and advantages you
and your friends create with your successes and decisive action, and the value found in teamwork and in
being patient, resourceful, and tactical.

Throughout the game, there’ll be plenty of suggestions for different ways to spend Momentum on
specific types of Skill Test, or in specific situations, but these are suggestions first and foremost, and
shouldn’t stop you suggesting alternatives to the GM if you’ve got a clear idea of what you want to use
your Momentum for.

There are a few common ways to spend Momentum too, which pretty much always apply. You can
spend Momentum to buy extra dice for a future Skill Test, or to make an opponent’s Skill Test more
difficult. You can spend Momentum to alter the scene or otherwise create some advantage to capitalise
upon later. You can spend Momentum to ask the GM questions about the situation, gaining extra
information with each point of Momentum spent.

You can also save your Momentum, putting it into a group pool to use later. As a group, you and your
fellow players can have up to six points of Momentum saved up at any time. Whenever you succeed at a
Skill Test, you can spend Momentum from that group pool alongside, or instead of, spending
Momentum you’ve generated on that Skill Test. Further, some uses of Momentum, like buying dice or
increasing opponent Skill Test difficulty, can be paid for directly out of the group pool, without needing a
successful Skill Test first.

But sometimes you won’t have enough Momentum available to achieve what you want to achieve. In
these situations, you can take risks, brave the uncertain, and make your own luck, by adding to Threat,
with each point of Threat given to the GM providing the same benefit as a point of Momentum spent.

Threat
The GM has a pool of tokens like the players’ Momentum pool, called Threat. Threat is the counterpart
to Momentum, representing potential unknown challenges and perils. It’s all the things that could go
wrong.

The GM spends Threat to change things in an ongoing scene. That might be to bring in reinforcements,
or create some unpleasant reversal of fortunes, or make abrupt changes to the environment around the
players. The GM also spends Threat for NPC adversaries in the same ways that you can spend
Momentum on your own character, such as buying extra dice, or increasing the Difficulty of Skill Tests,
or creating advantages.

The GM gains Threat when NPCs save Momentum – they use the Threat pool instead of a group
Momentum pool – and when you and your fellow players choose to add to Threat because you’ve run

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out of Momentum. Threat can also grow because of Mishaps on Skill Tests, and for a few other reasons,
so the GM will normally warn you if a particular action or event will add to Threat.

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