A Fading Suns/True20 game

Karl Green said:
All totally cool... now do you know anything about True20? As I mentioned about I would like to use a different system, just because... while I LOVE the setting I am not a fan of any of the present rules (1st, 2nd or the D20 3.0 versions)

I do have the hardcover True20 book. I'm not finished reading it yet, but I get how the basics work in True20.
 

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Karl Green said:
OK this be a lot, but I like to write I guess ;)

Its a bit to long so I am adding Sblocks

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Fading Suns True20

BASICS AND HOUSERULES FOR TRUE20
• I will be using the Fear and Terror [page 86] and Corruption [page 92] rules found in the True20 Companion rules. I will be using the ‘Sanity as a Will Save’ option.
Core Class Abilities – I am not a big fan (at all in fact) of the Core Class Abilities as presented in the base True20 game. There are any number of reasons, but part of it is I don’t want the Adapt to be able to use any Power or Expert to use any skill (although they can will Jack-of-All-Trades but that is with just their abilities scores). But I do like the new Core Abilities likes found in the True20 Companion, and so I am allowing these, with the idea that any Class can take one of the following Core Abilities – Amazing Save, Common Sense, Extraordinary Effort, Higher Guidance, Higher Purpose, Fearless, or Ultimate Trait. As always, this Core Ability must be chosen at 1st level and can not be changed afterwards.

Hmm...I don't own the True20 Companion.

Is it necessary for anything beyond these Core Abilities? If so, I respectfully bow out.

If not, can we get a brief description of these new Core Abilities?
 

the_myth said:
Hmm...I don't own the True20 Companion.

Is it necessary for anything beyond these Core Abilities? If so, I respectfully bow out.

If not, can we get a brief description of these new Core Abilities?



Amazing Save - Pick one save (Fort, Ref, or Will). You get roll two dice when making the save and you keep the best roll. You can use a conviction point to re-roll one dice and you compare the result to the previous two results and then use the better of the three.

Common Sense - The narrator warns you when ever you are going to do something stupid or foolish. It doesn't use conviction and it is out of your control.

Extraordinary effort -Spend a conviction point when doing extra effort and you get two benefits instead of one. Choosing the same benefit twice increases the effectiveness by +50%, giving +3 bonus to a check, or tripling your carrying compasity or movement speed.
Will power benefits allow you to make two additional saves rolls instead of one. You still suffer from fatigue.

Higher guidance - You can spend a conviction point and ask the narrator ANY question directly and get a truthful answer. The narrator may choose not to answer the question, if so then you get the conviction point back.

Higher purpose - You serve a higher purpose. When faced with a challenge relating to that purpose you can spend a conviction point to gain two feats or a single power (with a power progression equal to your total level). The feats/power are chosen at 1st level and can not be changed. You lose this core ability if you abandon the purpose, and the purpose can not be changed.

Fearless - you are immune to fear causing effects (including supernatural powers) unless the user's level is at least four greater then yours. You can spend a conviction to remove fear induced condition from an ally and standing up to the source of the fear.

ultimate Trait - Choose an ability, skill or saving throw. Spend a conviction point and automatically treat your roll as a 20 (but not a natural 20). Ultimate trait does not improve skill rolls based on an Ability score.
 

the_myth said:
Hmm...I don't own the True20 Companion.

Is it necessary for anything beyond these Core Abilities? If so, I respectfully bow out.

If not, can we get a brief description of these new Core Abilities?

It is NOT required for the Core Abilities and the above descriptions are good :)

Also Sanity, Fear, Terror and Corruption are most Will Save based so no real special rules or stats that you need
 

Venus Asterea Hawkwood

Venus Asterea Hawkwood was born the second daughter of a third son in House Hawkwood. Since she would never earn a high title through birthright, her father astutely noted her academic talents and steered her towards the Academy. Venus flourished in the study of history, due in part to her burgeoning psychic power to know the past of items she can touch. Tapped by a secretive coven, Venus expanded her occult powers while using her photographic memory to absorb as much knowledge at school as possible.

Learning quickly that not all knowledge can be found in books and Think Machine files, Venus also became quite adept at using her natural charm and beauty to influence others. These courtier skills made her a rather suitable potential bride, but Venus has managed to dissuade her father from marrying her off to some aged Baron as yet. By joining the Company of the Phoenix, Venus hopes to retain her independence from her family obligations while at the same time gaining in her own personal honor (with the potential of choosing her own husband, if she so chooses).

Character Block in spoiler

[sblock]
Dame Venus Asterea Hawkwood Human Noble (House Hawkwood); Adept 2/Expert 2; Init +2, Spd 30ft.; Defense (role) Parry 11; Dodge 14, Flat 12; Grpl +1, Att +4 melee (Knife, +0 damage, crit 19-20/+3), or +4 Ranged (Stunner, Fort save DC15 or stunned, range 30 ft, ammo 10) or +4 Ranged (Palm Laser, damage +3, crit 19-20/+3, range 50 ft, ammo 4); SV: Toughness +0 unarmored (+1 silk, +7 w/energy shield, +4 w/shield vs. blaster & fire), Fortitude +0, Reflex +5, Willpower +3; Nature: Just but Prideful; Current Wealth +10; Reputation +2; Conviction 5; Str -1, Int +2; Wis +0, Dex +2; Con +0, Cha +4
Skills: Acrobatics 5 (+7), Bluff [Knavery] 7 (+11), Computers [Think Machine] 1 (+3), Concentration [Stoic Mind] 4 (+4), Diplomacy 7 (+11), Gather Information 7 (+11), Knowledge [Academia]* (History) 7 (+13), Knowldege [Academia]* (all others) 0 (+6), Medicine [Physick] 2 (+2), Search 2 (+4), Sense Motive 7 (+7)
Free feats: Imperial Charter: Questing Knight; Noble Title (Dame). [Favored Feats: Favored Opponent (Warrior), Inspire (Expert), Eye for Treachery (Warrior), and Honest Law (Expert)]
Feats: Eidetic Memory (+4 to remember, all Knowledge untrained), Attractive (+4 to Bluff and Diplomacy for those who find her appealing), Firearms Training
Special Qualities: +2 to Charisma based skills within the Nobility (+1 to all others within the Known Worlds)
Psychic Powers (CHA-based, Power Rank: 5, Save DC: 15, Power Bonus: +9): Body Control, Energy Shaping, Object Reading*, Psychic Blast, Suggestion
Stigmata: Eyes sparkle with ethereal light when powers used.
Core Ability: HIGHER GUIDANCE-spend a Conviction to ask Narrator any question.
Speak Urthish, Hawkwood Dialect, Latin, Kurgan, Vuldrok, Oban, Ukur, Vorox, Vau, Machine Chant
Literacy: Urthish, Machine Chant, Latin
Equipment: Palm Laser (& 2 extra cells), Stunner, Masterwork Knife, Synthasilk Bodyglove, Standard Energy Shield, Elixir (5 uses), Expedition Medpac, Whisper Pin, Pen Light, Flashlight, Minor Focus Crystal (+1 to Energy Shaping)[/sblock]

So, how's it look?

Have I missed anything?

A few things:

I didn't see the power Object reading any of the power lists, so I thought it might be ok for a Psychic. If not, let me know...

Also, would Speak Language and Write Language be 2 separate language choices? Or does one rank in Literacy cover all writing for all languages?

[EDIT: altered languages to reflect those spoken and those literate; lowered Acrobatics to add another Language rank. Removed Low Light Goggles and Surgery Kit. Kept Energy Shield and Focus Crystal despite not auto-buys. Wealth reduced to either +10, +12, or +14, depending on whether both, one, or none of those items are purchasable.]
[EDIT 2: added Current Wealth +10; refined stigmata description]
 
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the_myth said:
Venus Asterea Hawkwood

So, how's it look?

Have I missed anything?

A few things:

I didn't see the power Object reading any of the power lists, so I thought it might be ok for a Psychic. If not, let me know...

Also, would Speak Language and Write Language be 2 separate language choices? Or does one rank in Literacy cover all writing for all languages?

Looks very good...

Yes I missed Object Reading and it would be a Psychic power. I will edit Supernatural to include it.

Speak Language and Literacy are each a seperate Skill (or Bonus language) as most people are NOT literate and it requires 'special training' as it were. I will edit that in the Language section to reflect that. Everyone does get one bonus lanagauge... so Hawkwood Dialect, etc


One NOTE would be your Wealth deductions... I would have to play with it a bit to see what you would end up with...
 
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Karl Green said:
Looks very good...

Yes I missed Object Reading and it would be a Psychic power. I will edit Supernatural to include it.

Speak Language and Literacy are each a seperate Skill (or Bonus language) as most people are NOT literate and it requires 'special training' as it were. I will edit that in the Language section to reflect that. Everyone does get one bonus lanagauge... so Hawkwood Dialect, etc


One NOTE would be your Wealth deductions... I would have to play with it a bit to see what you would end up with...

Isn't everything under the [rather high] Wealth +18 an automatic success without deduction? The only items above it are the Energy Shield and the Focus Crystal...

Oh wait...anything with Cost 15+ is a -1 deduction! Oh Bollocks! This loss is in addition to items of higher Cost.

Ok, order of priority on those items:

Whisper Pin: 17 at Wealth +18 (auto-success)
Synthasilk Bodyglove: 15 at Wealth +17 (auto-success)
Elixir: 15 at Wealth +16 (auto-success)
Expedition Medpac: 15 at Wealth +15 (auto-success)
Standard Energy Shield: 22 at Wealth +14 (roll 1-8 for success)
Focus Crystal: 20 at Wealth +12 (roll 1-8 for success)

ditch: Low Light Goggles & Surgery Kit

Of course, this progression assumes success at each check. Failure at the Energy Shield would increase the roll for the Crystal to 1-6.
 
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Hmm... looks like I'll have to alter my character's idea slightly considering my Character was going to be a member of the house of Decados who had a Higher Purpose which would have put her at odds with Venus (seeing that they would be rivals).
 

Relique du Madde said:
Hmm... looks like I'll have to alter my character's idea slightly considering my Character was going to be a member of the house of Decados who had a Higher Purpose which would have put her at odds with Venus (seeing that they would be rivals).


aw...no one had mentioned Houses yet, so I just went with it! I almost chose Decados too...

Have a character idea you wanna share? I might be willing to change...

Thanks for the write-ups on the new Core Abilities!!!
 

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