True20 Full Control

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Transcript of True20 Full Control

  • FULL CONTROLThe True20 sourcebook for character creation control

    Authors: John Fraser Editing: Andreas Rnnqvist

    Design / Layout: Andreas Rnnqvist Cover Design: Andreas Rnnqvist

    Cover Illustration: Emi Lee Interior Artists: Agito666, Hummybuged, Yerom

    True20 Adventure Roleplaying and its associated logo are Trademarks of Green Ronin Publishing and are used under the provisions of the True20 Adventure Roleplaying Trademark License (see

    www.true20.com for details).

    Full Control is 2009 Dreamscarred Press. Some rights reserved. Reference to other copyrighted material in no way constitutes a challenge to the respective copyright holders of that material.

    The following parts of this book are designated as Product Identity, in accordance with Section 1(e) of the Open Game License, Version 1.0a: all artwork and images. All other text is Open Gaming

    Content, except for material previously declared Product Identity.

    This work is licensed under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-

    sa/3.0/ or send a letter to Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA.

    This document is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.

  • FULL CONTROLThe True20 sourcebook for character creation control

    Preface Game systems are largely just complex mathematical puzzles with a bit of random die-rolling thrown into the mix. Complete Control demonstrated this principle first by breaking down an experience point system so that players can design their characters the way that they want rather than depending on classes. This work began to sprout interest in converting other gaming systems using similar game principles and design mechanics, but knowledge of Complete Control is by no means required or expected for this work.

    True20, published by Green Ronin Publishing, is the system to be tackled in this work. True20 is a different sort of work in that the mechanics of True20 are not driven by experience point gathering. Instead, characters level when the Narrator determines that it is an appropriate time for them to increase their level. This has had an incredible impact upon the game in that it has a much more streamlined focus. Full Control will try to adhere to that same aspect of streamlining.

    Full Control is a system that takes True20 and eliminates the need for both roles and levels within those roles. A characters abilities need not be selected according to their role; rather, they can be selected according to the actual character development within the game. A characters level need not impact the game in any way unless the Narrator desires to use it as a guide to gauge the partys overall power. In Full Control, the game becomes restriction free, allowing the characters to develop along the path that makes the most sense for the character and to the player.

    Build Points As the preface states, True20 is a system that does not use experience to determine when characters advance. Players advance their characters when their Narrator determines that they have done enough adventuring to justify increasing their level. As well as that system might work for the way that True20 was designed, it does mean that an additional mechanic needs to be introduced into Full Control in order for players to advance their

    characters without depending on role advancement. This new mechanic takes on the title of build points.

    A build point (BP) does exactly what it says. These are points that Narrators hand out at their discretion to allow players to advance their characters. Build points can be handed out individually to specific characters or as a group reward to the adventuring party. Build points can be a reward for good role-playing, for a battle won, or some other reasonable turn of events within an adventure. The following table gives a guideline for Narrators to allocate build points to their players as well as approximating their level. This table can also be used when converting characters in a standard game to a character in this game.

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    Using the table, it can be seen that a beginning character receives 140 BPs points at their creation. When the Narrator has decided to give out 115 more build points per character, from a power perspective the character could be considered to be a 2nd level character with a total of 255 BPs. This process continues until a character has 5,745 BPs at which point they have reached the pinnacle of their development. Of course, Narrators can easily extrapolate the patterns and continue development beyond 20th level at their discretion. Such efforts will not be supported within this work.

    Players can spend BPs on their characters at the discretion of the Narrator. Some Narrators will not mind characters who improve as they gain BPs. Other Narrators will prefer to have their players spend BPs between sessions or during downtime only. Either model works with Full Control. Of course, Narrators can decide for themselves how many BPs they should hand out at any given time. As an aid to this process, the following table is given. Within the table, three rates of improvement are given. The slow advancement column is rated for about 15 challenges per level,

    the average advancement column is rated for about 13 challenges per level, and the fast column is rated for about 10 challenges per level. Narrators can use the table as a guide, handing out whatever BPs they feel is reasonable.

    The entries below assume that each encounter is a challenge for a party of characters of a particular level. For example, take a party whose Narrator is using the average advancement column. If the party encounters a challenge that is appropriate for characters of 5th level, each character should receive 15 BPs for the challenge. If the next challenge that they encounter is an easier challenge than appropriate for characters of 3rd level, then the characters should receive 12 BPs for the encounter. If the party then overcomes a tough challenge appropriate for characters of 7th level, then each character should receive 18 BPs for the challenge.

    Of course, this table is merely a guideline. Narrators should feel free to adjust the amount of BPs handed out according to their own sense of the game. Likewise, the determination for what constitutes a challenge also rests in the hands of the Narrator. Any obstacle, fight,

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    checkpoint in the plot, or like point in the game can constitute a reason for handing out BPs.

    Combat Bonus Combat Bonuses are very easy to determine within Full Control. A character buys an increase to their Combat Bonus whenever they have the BPs to spend and permission from their Narrator to spend them. A character can increase their Combat Bonus as high as they desire, although Narrators just beginning to learn this system may want to institute a cap where a characters Combat Bonus can only be 2 higher than their character level. A character can buy multiple increases to Combat Bonus at a single time so long as they pay for all of the desired increases.

    The cost for purchasing a Combat Bonus is always equal to 9 times the desired Combat Bonus. For example, a player can spend 9 BPs on their beginning character and start the game with a Combat Bonus of +1. That same player could spend an additional 18 BPs and increase their Combat Bonus from +1 to +2. A player could spend 90 BPs on a character with a Combat Bonus of +9 to increase the Combat Bonus to +10. Altogether, the player would have spent a total of 495 BPs to reach a level of Combat Bonus equal to +10.

    Skills Skill rank prices in Full Control are completely governed by a characters intelligence score. A player buys ranks for each skill. The price of the skill ranks is either reduced or increased according to the characters current intelligence score. Thus, characters no longer receive free ranks at each level. To find the cost for a skill rank, a player simply needs to find their characters intelligence score on the table and find the appropriate BP price for the rank that they wish to purchase. As with other aspects of character building, new Narrators may wish to set limits as to how many ranks a character may have. A traditional limit would be character level +3, while a limit in line with other Full Control advice would be character level +5. For example, a character with 10 ranks in 4 skills and who also has an intelligence ability of +3 would have paid a total of 140 BPs for all of those ranks. Each skill would cost 35 BPs (1+1+2+3+3+4+4+5+6+6), so four skills of equal level would cost a cumulative 140 BPs. As a different example, take the same number of skills and ranks for a character with an intelligence of +0. This character would cost 55 BPs (1 +2 +3 +4 +5 +6 +7 +8 +9 +10) on each skill for a cumulative total of 220 BPs.

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    An example will show how this system is balanced with respect to a standard game. The assumption made is that the average character in a standard game has access to (5 + Intelligence) ranks. This would mean that a character with intelligence +4 should be able to have ranks in 9 skills for a similar cost to a character with intelligence +0 that has ranks in 5 skills. Using the chart, we can see this is true. A character with Intelligence +0 would pay 600 BPs for 15 ranks in 5 skills (120 BPs per skill). A character with intelligence +4 would pay 603 BPs for 15 ranks in 9 skills (67 BPs per skill).

    Saves The save system mirrors the progressions that have already been described. The BP cost for improving a save is 10 BPs times the new save value. A character can buy as many improvements at a time as they have BPs to spend. Limits can be established as to how high of a save a character can have at any given level, and a legitimate upper boundary would be 1 more than a character of their level could have in a standard game. This limit matches the above limits because two character levels equals a bonus of +1 in terms of a good save progression.

    For example, a player with a beginning character may desire to have their character begin with one of their saves at a level of +2. In order to accomplish this, the player would need to spend 10 BPs in order to buy a +1. Then the player can spend 20 BPs to improve the bonus to +2. This player would have spent a total of 30 BPs so far.

    Additionally, a character pays for each progression separately. A player may desire to buy a +2 in two save categories. As described above, the player can spend a total of 30 BPs for a +2 on any one save type. The player can then spend an additional 10 BPs to increase a second save type to +1. Paying an additional 20 BPs allows the player to give their character a second bonus to a save type of +2. Thus, they would have spent a total of 60 BPs to have two saves at +2 and one save still at +0.

    Ability Scores Ability score improvements are purchased in Full Control as opposed to simply earned at certain levels. These purchases happen in the same fashion as the other kind of purchases, except that the cost is considerably more significant on account of the benefit and the infrequency of the improvement occurring in a

    standard True20 game. The price for an ability improvement is 60 BPs times the number of improvement being purchased.

    For example, a player might wish to improve his characters Strength by +1. To do this, the player needs to have 60 BPs free. Should the player want to increase their strength again (a cumulative +2) the player would need to spend 120BPs (in addition to the earlier 60 BPs spent for the first improvement). If the player instead desired to purchase an improvement to Dexterity by +1, the cost would still be 120 BPs because it is the second ability improvement purchased for the character.

    As a variant rule, Narrators could allow players to track their expenditures separately for each ability score. To use this variant, the Narrator should increase the cost of each ability increase to 90 BPs. The reason for this increase in cost is simple. Using the standard rules as given earlier, a player would expend 180 BPs for the first two purchases. In this variant, increasing the price to 90 BPs will account for this difference if we can assume that the first two purchases are for different abilities. This variant is still cost effective for players who wish to manipulate multiple ability scores, but it does penalize players who will be using their purchases to improve only a single ability.

    As an example of this variant, a player might wish to improve their Strength by +1 for 90 BPs. They might desire to later increase their Constitution by +1 for an additional 90 BPs. Should they then want to increase their Dexterity by +1, they could do so for another 90 BPs. If the player desired to increase any of the above categories again for a cumulative +2 bonus for that particular ability score, the price would be 180 BPs and a cumulative total of 270 BPs for that particular ability score.

    Feats Feats are perhaps the part of True20 that makes the system unique. Rather than having class abilities and feats as separate identities, True20 combines the two into one category. With that combination, True20 assumes that a character has access to at least one feat per level. Full Control assumes this pace of having access to feats in addition to opening up the possibility of greater access if desired.

    The price per feat is 3 BPs times the number of feat that is being purchased. Thus, the characters first feat costs 3 BPs. The characters second feat costs 6 BPs. The characters eleventh feat costs 33 BPs. The

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    characters forty-second feat (the maximum allowed under the True20 rule set) would cost 126 BPs.

    As usual, players are allowed to purchase feats whenever the Narrator approves so long as they have the available BPs to spend. If a Narrator is looking to set a cap for the number of feats allowed at any given level the Narrator could use a rule of double the character level plus four. The reason for this cap is that it is two higher than the maximum allowed at any given level in a standard game (except the first). Thus, this cap fits well with the precedents established in the earlier sections.

    Adept Levels The most powerful feats in True20 are supernatural powers that require levels in the Adept role. These powers use the Adept level to determine how effectively the power scales as the character level increases. Since Full Control ignores role level, this notion of Adept level needs to be added in as a mechanic. In Full Control, characters who buy access to feats and supernatural powers that require an Adept level need to buy an Adept level at a rate given in the following table.

    Within True20, there are two aspects to how Adepts scale in power: Rate of Access (Fast, Medium, Slow, Very Slow) and Scope of Power (Unlimited, Broad, Narrow, Singular). In a

    system where you can buy increases to your adept level whenever you want to increase power rank and save DCs, there is little need to include a mechanic for rate of access. The rate of access will be controlled by the speed in which a player purchases increases to their characters adept level as given by the chart below. What this means is that the only residual variable in terms of scaling access is the scope, and that will be handled beginning with the chart above.

    The scopes presented in the table above reflect the amount of supernatural powers that a character has access to throughout their entire life. The list of accessible powers should be chosen by the player and approved by the Narrator before the character takes their first adept level. Once this list is decided, it can only be altered with the Narrators approval if at all during the game.

    The table gives four categories in terms of scope. Unlimited scope means that the character could potentially choose a new adept power for their character from the entire spectrum of powers allowed in the game. Broad scope means that a player restricts their character to no more than half of all the powers allowed in the game. Narrow scope means that a player chooses no more than twelve supernatural powers to which their character has access for their entire game. Singular scope means that a player may choose at most two supernatural powers to which their character has access for the entire game.

    Once the proper Adept level is paid for with BPs, the resulting level can be used to determine a powers rank in the exact same manner as a standard game. A powers rank is equal to the adept level plus 3. This purchased level also figures in determining the Save DC of a given power. The save DC is equal to 10 + key ability modifier + purchased Adept level (rounded down if necessary).

    A couple of examples are necessary. The first example will use the Adept role as a basic illustration. In a standard game, a 6th level Adept will have access to 9 feats (or powers). These 9 feats would cost 135 BPs (3+6+9+12+15+18+21+24+27) in a Full Control game as described in the section on feats. In a standard game, the 6th level Adepts powers DC is equal to 13 plus ability and the Adept has a power rank of 9. Using the Unlimited column within the table, in Full Control a 6th level Adept level would cost the player a total of 168 BPs (8+16+24+32+40+48). This character would then also have a powers DC equal to 13 plus ability and a power rank of 9. In this case, the Adept in

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    the Full Control game also has access to all the powers and feats allotted to them by the Adept role as described in chapter 9 of True20 under the Unlimited descriptor.

    As a second example, take a character that has 6 levels in an Adept role and whose power is defined by the Narrow scope (at most a dozen powers). In this case the 6th level character can have access to 9 feats (and powers) for the same 135 BPs. The DC of the characters powers would be 13 plus ability while the characters power rank would be 9. However, because of the limited scope from which the powers could be chosen, this would have cost the player 84 BPs (4+8+12+16+20+24) as defined by the column labeled Narrow.

    A few things should be said about giving players the ability to narrow their scope (Unlimited, Broad, Narrow, and Singular) in order to decrease the cost of the adept levels. Care should be taken before allowing players to take a self-imposed limited path with this respect. Many players who want to choose this path will plan out the powers they want to take and thus are not really limiting their choices by casting off the need to pay for options that they wouldnt have chosen anyway. In all cases, if a player desires to limit their expenditures by narrowing their focus then the powers available for the life of the character should be spelled out at character creation so that they can be reviewed and approved by the GM.

    Few if any exceptions should be given by allowing a characters focus to be expanded as the character grows in power. Unlimited and Singular scopes are potentially far less abusive because their scope is predetermined at the beginning of the game. Unlimited is the most expensive and gains full access, while Singular only grants access to one or at most two powers. Perhaps the most abusive categories are the Broad and Narrow scopes. Broad and Narrow bring in an aspect of players being able to fine-tune their character while eliminating options that wouldnt have really benefitted their character anyway. Players who are good at planning out their characters development from the beginning are able to use this aspect of the Full Control game in vastly abusive ways if not kept in check.

    As for limitations regarding how many adept levels a given character can have, a Narrator new to these rules may desire to impose a regulation until they become familiar with the rules. A good example follows the examples set

    in prior sections. New Narrators may desire to limit adept level to character level +2.

    Core Abilities Every character receives a Core Ability when they are created. Full Control does not alter that fact, nor does Full Control insert a need to purchase a Core Ability. Since every character only receives one Core Ability, there is no need to insert additional complications into the game. When using Full Control, simply have the players pick a Core Ability that fits their character design. That Core Ability never changes over the life of the character.

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    Conviction Points Every character receives three conviction points when they are created as the standard rules dictate. Additionally, a characters maximum conviction score improves by one at every other character level as well. These increases to conviction are not bought, but merely given to each character when they have enough BPs to warrant them becoming an appropriate level. Points of conviction can be given to players according to the rules of True20.

    Virtues and Vices As with Core Abilities and Conviction Points, Virtues and Vices are brought to the character at first level and are never added or subtracted. A character always has a Virtue and a Vice. As per the rules, these qualities can be altered, but it is not a dynamic aspect that needs to be purchased. Virtues and Vices follow the standard rules of True20 in every way.

    Reputation Within the Core Role creation rules of chapter 9 of True20, reputation is not listed among the process. Among the new roles created (Holy Warrior, Priest, and Martial Artist) the concept of reputation is not even discussed. With these factors, the character aspect of reputation must be considered carefully.

    If reputation is desired in a game, it is possible to determine which of the three core roles (Adept, Expert, and Warrior) each character in the party is most like. Once that determination is made the desired reputation score can be given to each character without needing to complicate the process by buying reputation. In whatever manner the determination is made, there is little need for the reputation score to be bought (if it is used at all).

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    Full Control : Statistics Players may ask what buying certain aspects of their character will cost. To make the question easy to answer, the following table is provided. The table illustrates each level based on the overall 5,745 BPs earned by a 20th level character. For example, a 20th level character with a +16 Combat bonus will have spent 760 BPs, or 21.3% of their available BPs. A 20th level character with a FORT save of +8, a REFL save of +10, and a WILL save of +12 would have spent 1,690 BPs (550+360+780), or 29.5% (6.3+9.6+13.6) of their available BPs. Of course, the tables round to the nearest tenth of a percent.

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    Sample Build: Shangra ditRiitch

    The build that follows is an example of how a character might progress within a Full Control game. Of course, a system like Full Control is meant to be flexible to the needs of a character or adventuring party as the needs are uncovered. Through the following progression of a characters career, the versatility of Full Control is seen. What follows are not full character sheets. Rather, these are lists of BP purchases designed to show the flexibility of the Full Control System. The character sheet would change accordingly as supernatural weapons and items were added in order to flesh out the character.

    Shangra, a dabbling thief

    1st Level Human [133 BPs] As Shangra begins her career, she doesnt particularly care whether or not shes liked. What she does care about is getting her way. If you get in her way, shell do her best to find a way around you. If you help her out, she might even keep you around and give you a piece of the action. As she begins, she is nothing more than a typical street thief with a better than average ability in acrobatic fighting and stealth.

    Size: Medium Speed: 30 ft. Abilities [0 BPs]: Str -1, Dex +3, Con +1, Int +3, Wis +0, Cha +0 Skills [73 BPs]: Acrobatics 8 (5 ranks), Craft: Mechanical +7 (4 ranks), Disable Device 7 (4 ranks), Escape Artist +7 (4 ranks), Knowledge: Current events +5 (2 ranks), Knowledge: Streetwise +5 (2 ranks), Notice +4 (4 ranks), Ride +7 (4 ranks), Search +7 (4 ranks), Sleight of Hand +7 (4 ranks), Stealth +8 (5 ranks), Feats [30 BPs]: Acrobatic Bluff, Canny Dodge, Evasion, Improved Initiative, Sneak Attack Combat [0 BPs]: +3 (+0 combat, +3 Dex), Damage: -1 + weapon +1 Sneak Attack. Dodge/Parry: 16/12 (10, +0 combat, +3/-1 Dex/Str, +3 Int). Initiative +7. Saving Throws [30 BPs]: Toughness: +1 Con , Fortitude +2 (+1 base, +1 Con), Reflex +4 (+1 base, +3 Dex), Will +1 (+1 base, +0 Wis)

    4th Level Human [541 BPs] As Shandra progresses, she has found a band of adventurers who can take advantage of her strengths while also compensating for her weaknesses. She is allowed to continue to grow

    as a thief, granting her friends easy access by sneaking in rather than brawling through lines of defense. Her focus is still primarily on stealth and deception. She has learned through her experiences, improving her intelligence so that her bonus to Canny Dodge increases as well as gaining more skill points at each level. Perhaps most importantly, she has taken full advantage of being able to be a shock trooper and has increased her sneak attack more than average.

    Size: Medium Speed: 30 ft. Abilities [60 BPs]: Str -1, Dex +3, Con +1, Int +4 (+3 base, +1 purchase), Wis +0, Cha +0 Skills [173 BPs]: Acrobatics +11 (8 ranks), Craft: Mechanical +11 (7 ranks), Disable Device 11 (7 ranks), Escape Artist +10 (7 ranks), Knowledge: Current events +8 (4 ranks), Knowledge: Streetwise +8 (4 ranks), Notice +7 (7 ranks), Ride +10 (7 ranks), Search +11 (7 ranks), Sleight of Hand +10 (7 ranks), Stealth +11 (8 ranks) Feats [84 BPs]: Acrobatic Bluff, Canny Dodge, Evasion, Improved Initiative, Night Vision, Sneak Attack (3) Combat [54 BPs]: +6 (+3 combat, +3 Dex); Damage: -1 + weapon +4 Sneak Attack. Dodge/Parry: 20/16 (10, +3 combat, +3/-1 Dex/Str, +4 Int). Initiative +7. Saving Throws [170 BPs]: Toughness +1 Con, Fortitude +4 (+3 base, +1 Con), Reflex +4 (+1 base, +3 Dex), Will +4 (+4 base, +0 Wis)

    8th Level Human [1,365 BPs] As Shandra adventured, one of her friends was captured by a powerful local wizard. In an attempt to free her friend, Shandra saw the need to learn a few magical tricks of her own. She picked up a few powers in an adept ability, but left herself some room to grow in that ability later. Her increased firepower would help the wizard learn to respect her powers in addition to allowing her access to the wizard as a peer. As Shandra grew in power, she also grew in the wizards trust. In the end, Shandra was able to use her newfound magic to help free her friend. In spite of it all, however, Shandra has managed to retain her focus on stealthy skills. She has also increased her sneak attack ability to the maximum allowed. This gives her the advantage of choosing multiple means of assault. Shandras adept ability is a narrow scope, strictly dealing with energy and elemental abilities. She can choose any of the following supernatural abilities: Cold Shaping, Earth Shaping, Elemental Aura, Elemental Blast, Elemental Resistance,

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    Elemental Weapon, Fire Shaping, Light Shaping, Water Shaping, Weather Shaping, Wind Shaping, Wind Walk.

    Size: Medium Speed: 30 ft. Abilities [60 BPs]: Str -1, Dex +3, Con +1, Int +4 (+3 base, +1 purchase), Wis +0, Cha +0 Skills [383 BPs]: Acrobatics +15 (12 ranks), Concentration +6 (5 ranks), Craft: Mechanical +15 (11 ranks), Disable Device 15 (11 ranks), Escape Artist +13 (11 ranks), Knowledge: Current events +9 (5 ranks), Knowledge: Streetwise +9 (5 ranks), Notice +11 (11 ranks), Ride +14 (11 ranks), Search +15 (11 ranks), Sleight of Hand +14 (11 ranks), Stealth +15 (12 ranks) Feats [273 BPs]: Acrobatic Bluff, Canny Dodge, Elemental Blast, Evasion, Fire Shaping, Improved Initiative, Night Vision, Sneak Attack (4), Water Shaping, Wind Shaping, Weather Shaping. Combat [135 BPs]: +8 (+5 combat, +3 Dex); Damage: -1 + weapon +5 Sneak Attack. Dodge/Parry: 22/18 (10, +5 combat, +3/-1 Dex/Str, +4 Int). Initiative +7. Adept Powers [144 BPs]: Power Rank: 11, Save DC: 18 (10, +4 Int, +4 from Adept levels) Saving Throws [370 BPs]: Toughness +1 Con, Fortitude +5 (+4 base, +1 Con), Reflex +6 (+3 base, +3 Dex), Will +6 (+6 base, +0 Wis)

    15th Level Human [3,557 BPs] Continuing the course of her now split path between stealthy behavior and elemental mastery has brought Shandra against a new set of opponents. As her power has increased, she has drawn the attention of new and more powerful enemies. These enemies are skillful masters of their own adept powers, and Shandra has had to focus on developing her own adept powers and saves. This has forced Shandra to choose between her combat focus and her skills, and Shandra has chosen to keep her skills intact at the expense of her combat ability. Furthermore, she has grown again in intelligence. This boosts her defense, her skills, and her adept power in terms of rank and save DC.

    Size: Medium Speed: 30 ft. Abilities [180 BPs]: Str -1, Dex +3, Con +1, Int +5 (+3 base, +2 purchase), Wis +0, Cha +0 Skills [923 BPs]: Acrobatics +21 (18 ranks), Concentration +17 (16 ranks), Craft: Mechanical +23 (18 ranks), Disable Device 23 (18 ranks), Escape Artist +21 (18 ranks), Knowledge: Current

    events +14 (9 ranks), Knowledge: Streetwise +14 (9 ranks), Notice +18 (18 ranks), Ride +21 (18 ranks), Search +23 (18 ranks), Sleight of Hand +21 (18 ranks), Stealth +21 (18 ranks) Feats [630 BPs]: Acrobatic Bluff, Canny Dodge, Cold Shaping, Elemental Aura, Elemental Blast, Elemental Resistance, Elemental Weapon, Evasion, Fire Shaping, Improved Initiative, Night Vision, Quicken Power, Sneak Attack (4), Water Shaping, Weather Shaping, Widen Power, Wind Shaping, Wind Walk. Combat [324 BPs]: +11 (+8 combat, +3 Dex); Damage: -1 + weapon +5 Sneak Attack. Dodge/Parry: 25/21 (10, +8 combat, +3/-1 Dex/Str, +4 Int). Initiative +7. Adept Powers [480 BPs]: Power Rank: 18, Save DC: 21 (10, +4 Int, +7 from Adept levels) Saving Throws [1,020 BPs]: Toughness +1 Con, Fortitude +9 (+8 base, +1 Con), Reflex +9 (+6 base, +3 Dex), Will +9 (+9 base, +0 Wis)

    20th Level Human [5,735 BPs] Having become the master of two paths, Shandra finishes her development by focusing on her adept levels above all else. She maintains her prowess in the skills, and her hand to hand combat skill becomes a great tool for very specific times. Her power is now in her adept abilities, but her threat for an occasional sneak attack can occasionally catch an opponent off-guard. She continues to be able to blend sneaking, hiding, and getting into areas where she is unexpected in order to succeed.

    Size: Medium Speed: 30 ft. Abilities [360 BPs]: Str -1, Dex +4 (+3 base, +1 purchase), Con +1, Int +5 (+3 base, +2 purchase), Wis +0, Cha +0 Skills [1,496 BPs]: Acrobatics +27 (23 ranks), Concentration +24 (23 ranks), Craft: Mechanical +28 (23 ranks), Disable Device +28 (23 ranks), Escape Artist +27 (23 ranks), Knowledge: Current events +18 (13 ranks), Knowledge: Streetwise +18 (13 ranks), Notice +23 (23 ranks), Ride +27 (23 ranks), Search +28 (23 ranks), Sleight of Hand +27 (23 ranks), Stealth +27 (23 ranks) Feats [975 BPs]: Acrobatic Bluff, Canny Dodge, Cold Shaping, Elemental Aura, Elemental Blast, Elemental Resistance, Elemental Weapon, Empower, Evasion, Fire Shaping, Great Fortitude, Improved Evasion, Improved Initiative, Iron Will, Lightning Reflexes, Night Vision, Quicken Power, Sneak Attack (4), Water Shaping, Weather Shaping, Widen Power, Wind Shaping, Wind Walk.

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    Combat [594 BPs]: +14 (+11 combat, +3 Dex); Damage: -1 + weapon +5 Sneak Attack. Dodge/Parry: 28/24 (10, +11 combat, +3/-1 Dex/Str, +4 Int). Initiative +7. Adept Powers [840 BPs]: Power Rank: 23, Save

    DC: 25 (10, +5 Int, +10 from Adept levels) Saving Throws [1,470 BPs]: Toughness +1 Con, Fortitude +12 (+9 base, +1 Con, +2 Great Fortitude), Reflex +14 (+8 base, +4 Dex, +2 Lightning Reflexes), Will +13 (+11 base, +0 Wis, +2 Iron Will)

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  • FULL CONTROLThe True20 sourcebook for character creation control

    Open Game License V1.0aThe following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (Wizards). All Rights Reserved.

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    15. COPYRIGHT NOTICEOpen Game License v 1.0 2000, Wizards of the Coast, Inc.System Reference Document, 2000, Wizards of the Coast, Inc., Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.Modern System Reference Document 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.Advanced Players Manual, 2005, Green Ronin Publishing: Author Skip Williams.Advanced Players Guide, 2004, White Wolf Publishing, Inc.Algernon Files, 2004, Blackwyrm Games; Authors Aaron Sullivan and Dave Mattingly.Armies of the Abyss, 2002, Green Ronin Publishing; Authors Erik Mona and Chris Pramas.The Avatars Handbook, 2003, Green Ronin Publishing; Authors Jesse Decker and Chris Tomasson.Bastards & Bloodlines, 2003, Green Ronin Publishing, Author Owen K.C. StephensBlue Rose, 2005, Green Ronin Publishing; Authors Jeremy Crawford, Dawn Elliot, Steve Kenson, and John Snead.Blue Rose Companion, 2005, Green Ronin Publishing; Editor Jeremy Crawford.The Book of Fiends, 2003, Green Ronin Publishing; Authors Aaron Loeb, Erik Mona, Chris Pramas, and Robert J. Schwalb.Book of the Righteous, 2002, Aaron Loeb.Challenging Challenge Ratings: Immortals Handbook, 2003, Craig Cochrane.Conan The Roleplaying Game, 2003 Conan Properties International LCC; Authorized Publisher Mongoose Publishing Ltd; Author Ian Sturrock.CORE Explanatory Notice, 2003, Benjamin R. DurbinCreatures of Freeport, 2004, Green Ronin Publishing, LLC; Authors Graeme Davis and Keith Baker.Crime and Punishment, 2003, Author Keith BakerCrooks!, 2003, Green Ronin Publishing; Authors Sean Glenn, Kyle Hunter, and Erik Mona.Cry Havoc, 2003, Skip Williams. All rights reserved.Challenging Challenge Ratings: Immortals Handbook, 2003, Craig Cochrane.Darwins World 2nd Edition, 2003, RPG Objects; Authors Dominic Covey and Chris Davis.Design Parameters: Immortals Handbook, 2003, Craig Cochrane.Fading Suns d20 2001 Holistic Design, Inc.Galactic Races, 2001, Fantasy Flight Games.Gimmicks Guide to Gadgets, 2005, Green Ronin Publishing; Author Mike Mearls.Grim Tales, 2004, Benjamin R. Durbin, published by Bad Axe Games, LCC.Grim Tales, Cyberware game mechanics; 2003, Benjamin R. Durbin, published by Bad Axe Games, LCC.Grim Tales, Firearms game mechanics; 2003, Benjamin R. Durbin, published by Bad Axe Games, LCC.Grim Tales, Horror game mechanics; 2003, Benjamin R.

    Durbin, published by Bad Axe Games, LCC.Grim Tales, Spellcasting game mechanics; 2003, Benjamin R. Durbin, published by Bad Axe Games, LCC.Grim Tales, Vehicle game mechanics; 2003, Benjamin R. Durbin, published by Bad Axe Games, LCC.Hot Pursuit, 2005, Corey Reid, published by Adamant Entertainment, Inc.Immortals Handbook, 2003, Craig Cochrane.Legions of Hell, 2001, Green Ronin Publishing; Author Chris Pramas.A Magical Medieval Society: Western Europe, 2003, Expeditious Retreat Press; Authors Suzi Yee and Joseph Browning.The Masterminds Manual, 2006, Green Ronin Publishing; Author Steve Kenson.Modern Players Companion, 2003, The Game Mechanics, Inc; Author: Stan!Monsters Handbook, 2002, Fantasy Flight Publishing, Inc.Monte Cook Presents: Iron Heroes, 2005, Monte J. Cook. All rights reserved.Monte Cooks: Arcana Unearthed, 2003, Monte J. Cook. All rights reserved.Mutants & Masterminds, 2002, Green Ronin Publishing; Author Steve Kenson.Mutants & Masterminds, Second Edition, 2005, Green Ronin Publishing; Author Steve Kenson.Mutants & Masterminds Annual #1, 2004, Green Ronin Publishing, LLC; Editor Erik Mona.Mythic Heroes, 2005, Benjamin R. Durbin, published by Bad Axe Games, LLC.OGL Horror, 2003, Mongoose Publishing Limited.Possessors: Children of the Outer Gods, 2003, Philip Reed and Christopher Shy, www.philipjreed.com and www.studioronin.com.The Psychics Handbook, 2004, Green Ronin Publishing; Author Steve Kenson.The Quintessential Fighter, 2001 Mongoose PublishingRelics and Rituals: Excalibur, 2004, White Wolf Publishing, Inc.Rokugan, 2001 AEGSea of Blood 2001 Mongoose PublishingThe Seven Saxons, by Benjamin R. Durbin and Ryan Smalley, 2005, Bad Axe Games, LLC.Silver Age Sentinels d20, 2002, Guardians of Order, Inc.; Authors Stephen Kenson, Mark C. Mackinnon, Jeff Mackintosh, Jesse Scoble.Skull & Bones 2003, Green Ronin, Green Ronin Publishing, Authors Ian Sturrock, T.S. Luikart, and Gareth-Michael Skarka.Spycraft 2002, Alderac Entertainment Group.Spycraft Espionage Handbook, 2002, Alderac Entertainment Group, Inc.; Authors Patrick Kapera and Kevin Wilson.Spycraft Faceman/Snoop Class Guide, 2003, Alderac Entertainment Group, Inc.; Authors Alexander Flagg, Clayton A. Oliver.Spycraft Fixer/Pointman Class Guide, 2003, Alderac Entertainment Group, Inc.; Authors Scott Gearin.Spycraft Mastermind Guide, 2004, Alderac Entertainment Group, Inc.; Steve Crow, Alexander Flagg, B. D. Flory, Clayton A. Oliver.Spycraft Modern Arms Guide, 2002, Alderac Entertainment Group, Inc.; Authors Chad Brunner, Tim DAllard, Rob Drake, Michael Fish, Scott Gearin, Owen Hershey, Patrick Kapera, Michael Petrovich, Jim Wardrip, Stephen Wilcoxon.Spycraft Soldier/Wheelman Class Guide, 2003, Alderac Entertainment Group, Inc.; Authors Chad Brunner, Shawn Carman, B. D. Flory, Scott Gearin, Patrick Kapera.Spycraft U.S. Militaries Guide, 2004, Alderac Entertainment Group, Inc.; Authors Dave McAlister, Clayton A. Oliver, Patrick Kapera.Spycraft, 2005, Alderac Entertainment Group.Swords of Our Fathers, 2003, The Game MechanicsTales of the Caliphate Nights, 2006, Paradigm Concepts, Inc., Author Aaron Infante-LevyTome of Horrors, 2002, Necromancer Games., Inc.; Author Scott Greene, based on original material by Gary Gygax.True20 Adventure Roleplaying, 2005, Green Ronin Publishing; Author Steve Kenson.True20 Bestiary, 2006, Green Ronin Publishing; Author Matthew E. Kaiser.The Unholy Warriors Handbook, 2003, Green Ronin Publishing; Author Robert J. Schwalb.Ultramodern Firearms, 2002, Green Ronin Publishing; Author Charles McManus Ryan.Unearthed Arcana, 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.Wrath & Rage, 2002, Green Ronin Publishing, Author Jim BishopTrue20 Adventure Roleplaying: Revised Edition, 2007, Green Ronin Publishing;, LLC Author Steve Kenson.Full Control, 2009, Dreamscarred Press, Author John Fraser.

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    Title PagePrefaceBuild PointsCombat BonusSkillsSavesAbility ScoresFeatsAdept LevelsCore AbilitiesConviction PointsVirtues and VicesReputationFull Control: StatisticsSample BuildShangra ditRiitchShangra, a dabbling thief

    Open Game License