True20 Warrior's Handbook

Total Page:16

File Type:pdf, Size:1020Kb

True20 Warrior's Handbook The Warrior’s Handbook A Role Sourcebook for True20 Adventure Roleplaying Design: Matthew E. Kaiser Editing Joanna G. Hurley Development Steve Kenson Art Direction Hal Mangold Graphic Design Hal Mangold Cover Art Christopher Moeller Interior Art Kent Burles Publisher Chris Pramas Green Ronin Staff Steve Kenson, Nicole Lindroos, Hal Mangold, Chris Pramas, Evan Sass, Marc Schmalz , and Bill Bodden True20 Warrior’s Handbook is ©2008 Green accordance with Section 1(e) of the Ronin Publishing, LLC. All rights reserved. Open Game License, Version 1.0a: Reference to other copyrighted material all character and place names and in no way constitutes a challenge to the descriptions, all art and images. respective copyright holders of that The following text is Open Gaming material. True20 Warrior’s Handbook, Content: all text not previously Green Ronin, True20 Adventure declared Product Identity. Roleplaying, and their associated logos are trademarks of Green Ronin Permission is granted to print one Publishing, LLC. copy of the electronic version of this product for personal use. The following is designated as Product Identity, in 3815 S. Othello St, Suite 100 Printed in USA #304, Seattle WA 98118 www.greenronin.com www.true20.com [email protected] Introduction Table of Contents Introduction ....................................................... 2 Instant Death ...............................................................40 Overview ........................................................................2 Automatic Damage .......................................................41 How to Use This Book ......................................................2 Free Attacks ....................................................................41 Knockdowns and Knockback ............................................42 ChapterOne: Warrior Creation ................ 3 Miniatures ......................................................................42 What Defines a Warrior? ...................................................4 Vehicle Combat ...............................................................43 Warrior Backgrounds ........................................................4 Mounted Combat .............................................................45 Warrior Core Abilities .......................................................5 Pursuit ...........................................................................46 Warrior Variants ...............................................................6 Stuck Weapons ................................................................49 Fighter ...........................................................................6 Getting a Weapon Stuck ................................................49 Mystic Knight .................................................................6 Breaking Weapons...........................................................50 Fighting Styles ..................................................................6 Weapon Toughness .......................................................50 Learning a Fighting Style ...............................................6 Teamwork Tactics............................................................51 Unarmed Stylesvs. Armed Styles ....................................6 Combat Challenges ..........................................................51 Skills and Styles .............................................................6 Taking a Challenge .......................................................51 Attack, Defense & Styles .................................................6 Attack Challenges .........................................................51 Creating Fighting Styles .................................................6 Stunts .............................................................................53 Sample Fighting Styles ...................................................7 Stunt Mechanics ...........................................................53 ChapterTwo: Skills and Feats ...................11 Offensive Stunts ..........................................................54 Defensive Stunts ..........................................................55 Skills ..............................................................................12 Maneuver Stunts ..........................................................56 Feats ...............................................................................13 Variant Initiative Systems ...............................................56 ChapterThree: The Arsenal ........................25 Battlefield Events ...........................................................57 Armor .............................................................................26 Infection .........................................................................58 Weapons .........................................................................29 Damage Roll ....................................................................58 ChapterFour: Expanded Combat .............39 Saves as Defense Scores ...................................................59 Mass Combat ...................................................................59 Advanced Damage ...........................................................40 Advanced Criticals ........................................................40 Index .........................................................................63 Margin of Success .........................................................40 License ......................................................................64 Introduction The most pivotal moments in any world’s history are often decided by Chapter 3: The Arsenal the mettle and blood of fighting men and women. These warriors bring about the creation and downfall of empires and determine the lifespans This chapter expands on the list of weapons and armor provided in of civilizations. Whether they fight for causes benevolent or malign, True20 Adventure Roleplaying, by providing a comprehensive catalogue warriors are the movers and shakers who uphold the established order or of weaponry and armament for equipping a warrior from virtually any send it tumbling down in the fires of revolution. WhileTrue20 Adventure technological age, setting, or background. Roleplaying provides a comprehensive set of rules and guidelines for creating Warrior characters and running combat, it cannot possibly Chapter 4: Expanded Combat cover every aspect of this time-honored profession. This book seeks to This chapter provides a wide array of optional rules and rules expansions delve deeper into the tools, tactics, and fighting styles employed by the that the Narrator can use to customize combat and increase the number of warriors of the True20 game. combat options available. Here, you will find something for everyone, from the tactically minded to those who wish to fight with flair and panache. Overview This book provides you with expanded rules and advanced combat How to Use This Book options for heroic and Narrator characters that make use of the warrior The Warrior’s Handbook supplements the rules presented in True20 role or otherwise focus on combat. Adventure Roleplaying, specifically focusing on enhancing the character creation rules and game options for the warrior role. This book is Chapter 1: Warrior Creation intended to be used as a toolkit, so do not feel obligated to use all the The opening chapter provides some supplemental rules for building rules or options presented in this book. In fact, you will find some warrior characters. It also presents several new options and variations. options to be mutually exclusive by design. You may decide to use some Lastly, this chapter provides basic guidelines for using the True20 rules chapters and not others or only allow parts of certain chapters. As with to emulate different fighting styles, thereby distinguishing your warrior all things, the Narrator is the final arbiter of which elements are used based on his approach to combat. in the game and which are not. Since many of the options presented in this book are available to players Chapter 2: Skills and Feats running a warrior hero, it is important for you to check with your This chapter presents a number of combat-related skills and feats. Narrator to confirm which options they will allow in their game before incorporating them into your character. 2 Chapter One: Adept Creation Chapter One: Warrior Creation 3 Chapter One: Adept Creation Warriors have existed for as long as mankind has “I will always place the mission first. as warriors—rather than having mixed-roles—tend walked the earth. From the first hunters who found I will never accept defeat. to in one way or another. themselves face to face with a hungry predator, to the I will never quit. first raiding party to attack and pillage a neighboring I will never leave a fallen comrade.” settlement, warriors have been both the preservers What Defines a — US Military version of the and destroyers of life. The first warriors wielded Warrior’s Creed Warrior? crude clubs and stones. Since then, the warrior’s weapons have changed almost as much as the ways Warriors come from all ages, races, cultures, and in which they wage war. Stone and bone have been traded for steel creeds. While they may wield a dizzying array of weapons, not all of them and Kevlar and the hunter-warriors of tribal society have given way to choose to do so. The real weapons are the warriors themselves. With proper professional armies, but the basic
Recommended publications
  • 1 OPEN GAME LICENSE Version 1.0A
    OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (‘Wizards’). All Rights Reserved. 1. Definitions: (a) ‘Contributors’ means the copyright and/or trademark owners who have contributed Open Game Content; (b) ‘Derivative Material’ means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) ‘Distribute’ means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) ‘Open Game Content’ means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) ‘Product Identity’ means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations;
    [Show full text]
  • MAY 19Th 2018
    5z May 19th We love you, Archivist! MAY 19th 2018 Attention PDF authors and publishers: Da Archive runs on your tolerance. If you want your product removed from this list, just tell us and it will not be included. This is a compilation of pdf share threads since 2015 and the rpg generals threads. Some things are from even earlier, like Lotsastuff’s collection. Thanks Lotsastuff, your pdf was inspirational. And all the Awesome Pioneer Dudes who built the foundations. Many of their names are still in the Big Collections A THOUSAND THANK YOUS to the Anon Brigade, who do all the digging, loading, and posting. Especially those elite commandos, the Nametag Legionaires, who selflessly achieve the improbable. - - - - - - - – - - - - - - - - – - - - - - - - - - - - - - - – - - - - - – The New Big Dog on the Block is Da Curated Archive. It probably has what you are looking for, so you might want to look there first. - - - - - - - – - - - - - - - - – - - - - - - - - - - - - - - – - - - - - – Don't think of this as a library index, think of it as Portobello Road in London, filled with bookstores and little street market booths and you have to talk to each shopkeeper. It has been cleaned up some, labeled poorly, and shuffled about a little to perhaps be more useful. There are links to ~16,000 pdfs. Don't be intimidated, some are duplicates. Go get a coffee and browse. Some links are encoded without a hyperlink to restrict spiderbot activity. You will have to complete the link. Sorry for the inconvenience. Others are encoded but have a working hyperlink underneath. Some are Spoonerisms or even written backwards, Enjoy! ss, @SS or $$ is Send Spaace, m3g@ is Megaa, <d0t> is a period or dot as in dot com, etc.
    [Show full text]
  • Preview) Masterwork Maps Chasbin Keep
    Masterwork Maps: Chasbin Keep (preview) www.darkfuries.com Masterwork Maps Chasbin Keep BRIAN MOSELEY www.darkfuries.com Cover Artist: TERRY PAVLET Interior Artist: FRED RAWLES Open Game Content and Copyright Information This book requires the use of the Dungeons & Dragons, Third Edition Core Rulebooks, published by Wizards of the Coast, Inc. This product utilizes updated material from the v.3.5 revision. Dungeons & Dragons ® and Wizards of the Coast ® are Trademarks of Wizards of the Coast, Inc. in the United States and other countries and are used with permission. This product contains Open Game Content that can only be used under the terms of the Open Game License. ‘d20 System’ and the ‘d20 System’ logo are trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System Trademark License version 5.0. A copy of this license can be found at www.wizards.com. To learn more about the Open Gaming License and the d20 System License, please visit www.wizards.com/d20. The mention of or reference to any company or product in this volume is not intended to constitute a challenge to the trademark or copyright concerned. Masterwork Maps: Chasbin Keep is Copyright © 2006 by Darkfuries Publishing. All rights reserved. Masterwork Maps ® is a registered Trademark owned by Brian K. Moseley. Designation of Open Game Content The ground fl oor bailey map on pages 6 and 7 and all text content of Masterwork Maps: Chasbin Keep are designated Open Game Content. All other graphic elements, including the cover, interior art, character likenesses, maps, and fl oor plans are Product Identity owned solely by Darkfuries Publishing.
    [Show full text]
  • SILVER AGE SENTINELS (D20)
    Talking Up Our Products With the weekly influx of new roleplaying titles, it’s almost impossible to keep track of every product in every RPG line in the adventure games industry. To help you organize our titles and to aid customers in finding information about their favorite products, we’ve designed a set of point-of-purchase dividers. These hard-plastic cards are much like the category dividers often used in music stores, but they’re specially designed as a marketing tool for hobby stores. Each card features the name of one of our RPG lines printed prominently at the top, and goes on to give basic information on the mechanics and setting of the game, special features that distinguish it from other RPGs, and the most popular and useful supplements available. The dividers promote the sale of backlist items as well as new products, since they help customers identify the titles they need most and remind buyers to keep them in stock. Our dividers can be placed in many ways. These are just a few of the ideas we’ve come up with: •A divider can be placed inside the front cover or behind the newest release in a line if the book is displayed full-face on a tilted backboard or book prop. Since the cards 1 are 11 /2 inches tall, the line’s title will be visible within or in back of the book. When a customer picks the RPG up to page through it, the informational text is uncovered. The card also works as a restocking reminder when the book sells.
    [Show full text]
  • 297386-Sample.Pdf
    Sample file plane. As such, most Avernans believe that you Avernan are defined by the things that you do and not (Tiefling, Aasimar and Genasi) by your family’s history. Many people from the Many races of extraplanar humanoids live Northern and Southern Wildlands enjoy their together in relative harmony in a city which is time in Avernas, as the people of this realm both modest and exotic. Far away from most are usually averse to the prejudices they might other civilizations, opportunity for trade is rare otherwise face. and most people are wary. These families often intermix to the point that a family can be surprised when their child turns out to have a Major City different planar affinity to their parents. Their Avernas features as well have combined over the These three races live in a kingdom called generations, so telling an Aasimar apart from Avernas, which was once a human settlement. a Tiefling isn’t always simple. Because of their Four hundred years before its founding it was society and the way that extraplanar entities the scene of a terrible battle wherein the entities have found their home in their midst, Avernans of other planes tried to lay claim over this one. are among the most open minded people on The corpses of angels, devils, demons and Quintessence. Many races of humanoids from elementals littered the land and over time as they the Northern and Southern wildlands trade and decomposed they suffused the realm with their mingle with the citizens of Avernas. essence. Children born to parents who drink the water from the region’s streams, or eat the food Setting Note: Avernans represent an that grows in its soil are sometimes born with amalgamation of the races affected by otherworldly qualities to the point that a majority extraplanar energy.
    [Show full text]
  • Sample File CREDITS
    Sample file CREDITS 13th Age Monthly 13th Age Monthly 13th Age Monthly Creative Editor Concept Publishers and Developer Rob Heinsoo and Simon Rogers Simon Rogers and Cathriona Tobin Rob Heinsoo Layout Cover Art Editing Chris Huth Melissa Gay Cal Moore Writing Copyediting Cartography Wade Rockett Cal Moore Ralf Schemmann Special Thanks ASH LAW, Cal Moore, Ruth Tillman, and the audience at the Gen Con 2015 13th Age Adventure Design Seminar, where the seeds of this adventure were brainstormed. 13th age is a fantasy roleplaying game by Rob Heinsoo, Jonathan Tweet, Lee Moyer, & Aaron McConnell ©2016 Pelgrane Press Ltd. All rights reserved. Published by Open Content: Except for material designated as Product Identity (see above), Pelgrane Press Ltd. under license from Fire Opal Media, Inc. the game mechanics of this Fire Opal Media game product are Open Game Content, Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this as defined in the Open Game License version 1.0a, Section 1(e), and are not Open work other than the material designated as Open Game Content may be reproduced Content: All trademarks, registered trademarks, proper names (characters, icons, place in any form without written permission. 13th Age Monthly is published by Pelgrane names, new deities, etc.), dialogue, banter and comments from Wade and Rob, plots, Press Ltd. under the Open Game License version 1.0a Copyright 2000 Wizards of the story elements, locations, characters, artwork, and trade dress. (Elements that have Coast, Inc.
    [Show full text]
  • MARCH 1St 2018
    March 1st We love you, Archivist! MARCH 1st 2018 Attention PDF authors and publishers: Da Archive runs on your tolerance. If you want your product removed from this list, just tell us and it will not be included. This is a compilation of pdf share threads since 2015 and the rpg generals threads. Some things are from even earlier, like Lotsastuff’s collection. Thanks Lotsastuff, your pdf was inspirational. And all the Awesome Pioneer Dudes who built the foundations. Many of their names are still in the Big Collections A THOUSAND THANK YOUS to the Anon Brigade, who do all the digging, loading, and posting. Especially those elite commandos, the Nametag Legionaires, who selflessly achieve the improbable. - - - - - - - – - - - - - - - - – - - - - - - - - - - - - - - – - - - - - – The New Big Dog on the Block is Da Curated Archive. It probably has what you are looking for, so you might want to look there first. - - - - - - - – - - - - - - - - – - - - - - - - - - - - - - - – - - - - - – Don't think of this as a library index, think of it as Portobello Road in London, filled with bookstores and little street market booths and you have to talk to each shopkeeper. It has been cleaned up some, labeled poorly, and shuffled about a little to perhaps be more useful. There are links to ~16,000 pdfs. Don't be intimidated, some are duplicates. Go get a coffee and browse. Some links are encoded without a hyperlink to restrict spiderbot activity. You will have to complete the link. Sorry for the inconvenience. Others are encoded but have a working hyperlink underneath. Some are Spoonerisms or even written backwards, Enjoy! ss, @SS or $$ is Send Spaace, m3g@ is Megaa, <d0t> is a period or dot as in dot com, etc.
    [Show full text]
  • True20 Adventure Roleplaying Trademark License FAQ
    True20 Adventure Roleplaying Trademark License FAQ Q: Do I have to submit my products for approval? A: No, you do not. We've tried to make the license easy to use. If you just follow the terms, you shouldn't have any problems. Q: Can I use this license for electronic products other than PDFs, like character generators? A: No, this license is only for the publication of printed books and PDF products. Any other sort of products must be licensed from Green Ronin on an individual basis. Q: Why can't I put True20 or True in the title? A: Green Ronin has established a naming pattern in its previous True20 books and we'd like that pattern to remain unique to official releases. Q: When can I start publishing using this license? A: Any time after May 12, 2008. Q: Can I use this license to do product in other languages? A: Yes, you can. The only additional limitation is that you must follow the terminology used in the appropriate True20 corebook if it exists in the language you're going to use. For example, Wyrd Edizione publishes True20 in Italy. If you want to do Italian language True20 material, you must follow the translation standards of Wyrd's version of the core rulebook. This is to ensure that terminology remains consistent in each language. Q: What should the Section 15 of the Open Game License in my product include? A: For starters it must include the entirety of the Section 15 from the Revised Edition of True20 Adventure Roleplaying.
    [Show full text]
  • Microlite20 Advanced
    About this document... Advanced Microlite20 OSS (Old School Style) is a trimmed down, subminiature version of the Primary Fantasy SRD 3.5 rules (see license for more info) that has been designed to be quick and easy to play. The goal was to create a simpler game, but one where all of the resources of Primary Fantasy SRD 3.5 (monsters, spells, adventures and equipment) could be used without conversion. Advanced Microlite20 OSS is a Microlite20 variant designed for old school style play with a modern game system and nearly any fantasy adventure module or setting you can pull off your shelf. Table of Contents Player Section................................................................................................................................. 15 STATS................................................................................................. 16 RACES................................................................................................ 17 CLASSES............................................................................................. 18 Fighter......................................................................................... 19 Rogue........................................................................................... 20 Mage............................................................................................ 21 Cleric........................................................................................... 22 Paladin.........................................................................................23
    [Show full text]
  • Necromancer Games Is Not Affiliated with Wizards of the Coast, LLC, and Make No Claim to Or Challenge to Any Trademarks Held by Wizards of the Coast, LLC
    Giants & Dragons Teaser Quests of Doom Author: Ed Greenwood Editor: Steven Winter Cartography: Ed Greenwood Layout and Typesetting: Charles A. Wright Developer: Steven Winter Interior Art: Chris McFann Necromancer Games is not affiliated with Wizards of the Coast, LLC, and make no claim to or challenge to any trademarks held by Wizards of the Coast, LLC. Necromancer Games, Inc., 2014, all rights reserved. Product Identity: The following items are hereby identified as Necromancer Games Inc.’s Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Game Content: product and product line names, logos and identifying marks including trade dress; artifacts; creatures; characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product Identity. Previously released Open Game Content is excluded from the above list. Necromancer Games 5th Edition Rules, 1st Edition Feel 1 Quests of Doom Giants & Dragons — By Ed Greenwood — Wise rogues join the government, where their larceny has the cover of can do the trick. In either case, a pack of wolves or other hungry, desperate “legality” and the cash comes in heaps and piles from deceitful receipts creatures shadowing the characters is a nice bit of added motivation for and pocketed procurements rather than in small, bloodstained purses from the PCs to seek a safe refuge.
    [Show full text]
  • Blood Vessel
    En Route II: By Land or By Sea Now available! The sequel to our fan-favorite short adventure anthology is finally here! On the road to your next adventure, take the time to visit one of these exciting encounters featuring dark magic, dirty tricks, and supernatural bunnies. Plus: the sequel to Keith Baker’s bovine horror tale “Hellcow.” To get your copy of “En Route II: By Land or By Sea,” visit your local retailer. Print out this sheet and take it with you for ordering purposes. Stock Number: AG3222 : ISBN: 1-58978-037-X 112 pages : Perfect-bound Price: $19.95 This free preview is published under the terms of the Open Game License (below). That text marked with a dragon icon is hereby designated as Open Game Content, as is the Open Game License itself. Other text, illustrations and design elements in this book may not be reproduced without the publisher’s express permission. “d20 System” and the “d20 System” logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System Trademark License. A copy of this license can be found at www.wizards.com. Dungeons & Dragons® and Wizards of the Coast® are Registered Trademarks of Wizards of the Coast, used with permission. Penumbra is a trademark of Trident, Inc. d/b/a Atlas Games. Atlas Games and “Charting New Realms of www.atlas-games.com Imagionation” are trademarks of John Nephew, used under license. The Atlas Games logo is a trademark of John Atlas Games Nephew and Trident, Inc.
    [Show full text]
  • Character Sheet
    Character’s Name Class(es): Ch. level: Race: Gender: Age: Height: Weight: Eyes: Hair: Allegiances: Random Maximum Spells per Day Attribute Score Modifier number Number Severe % Facile % Lvl.1 Lvl.2 Lvl.3 Lvl.4 Lvl.5 Str. Lvl.6 Lvl.7 Lvl.8 Lvl.9 Dex. Maximum Bonus spells/day Con. spell level 1st 2nd 3rd 4th Int. Wis. Psychic Powers PSPs Current Ment. AC Ment. BtH Cha. Armor Class Hit-points Saving Throws Base Speed Encumbrance Base Surpr. Touch Wound Vitality Base Special / Bonuses Feet Units Light: Medium: Heavy: SurpriseSurprise Non-proficientNon-prof Base BtH Character Self Foes FoesInitiative . Initiativepenaltypenalty to hitBase(Bonus BtH to Hit) CriticalCritical Hits’ Hits’ Special Special Effect: Effect: Weapon Used Speed Total BtH Total Dmg Special /Magic Range Size Type Weight Class Features, Skills, Talents, etc. Armor Class Hit-Points Sanity Points Ascending Descending Wound hp. Vitality hp. Maximum Current Touch AC Surprised Shieldless Rear AC Current Current Insanities Experience Ammunition Money - Treasure Total Spent Total Spent Carried Equipment Notes Item Location Weight Carrying Capacity (see p.101) Load Weight Char. speed Penalty Light none Medium –2 Heavy –4 Lift over head Lift off ground Push or drag Total Weight Carried 1 x Heavy load 2 x Heavy load 5 x Heavy load Henchman / Animal Companion / etc. Speed AC HD/Lvl. Hit-pts Save BtH Dmg Morale - Spell Book - Spell Level Range Cast Time Duration Save S.R. Page Prepared Hit-points Total Current Character Current Hindrances / Penalties Wound hp Vitality hp Companion Current Advantages / Bonuses Companion Companion Money - Treasure Charges of Magic Items Current Active Spell Effects Found Spent Initial total Spent Ammunition Rations per Day Initial Number Spent Initial Number Spent Spells Prepared Page Number Clues/Information Known Objects/Treasure Found Notes OGL NOTICE 4.
    [Show full text]