Renegade 20 Core Manual
Version Alpha 0.30
Skills are the heart of the Renegade 20 Game system. As your character advances, your skills also advance, albeit slowly. You gain 1 skill point every other level which you can use to learn new talents, trades, improve your reflexes, strength, and master disciplines of knowledge.
Every skill is based on one of your 4 attributes, and the number of advancements you allocate to that skill. The total skill modifier is the attribute associated with that skill plus the number of advancements you have made in that skill. You can only advance a skill three times in any scale. Racial skill modifiers are not included in the limitations for advancing a skill. For example, if you have a Body attribute of +1 and 2 advancements in the Athletics Skill, your Athletics Skill Modifier would be +3.
Each Skill also affects which Powers and Aspects you may add to your portfolio, as well as your combat ability and so much more. Agility and Athletics are very important for attack and defense. Endurance is crucial to withstand shock. Intuition will allow you to intimidate your opponents! Athletics is also important for busting down a door, and Athletics is important to be able to swim. This is just a hint of what you can accomplish!
As you advance, so does your skill proficiency. You will receive skill advancements that allow you to improve any one of the skills, summarized in the table below.
| Skill | Attribute | Description |
|---|---|---|
| Agility | Dexterity | Agility Defense. Benefits AC, tumbling and balance. |
| Athletics | Body | Factors in climbing, jumping, and more. Also used in aspects such as swimming. |
| Endurance | Body | Endurance Defense. Capacity to withstand physical trauma and stress. |
| Intuition | Presence | Ride, train and control animals and beasts, intimidate. Includes healing, and use of poison. |
| Learning | Intellect | The core skill for all Learning aspects. |
| Reasoning | Intellect | Reasoning Defense. Ability of deduction, reasoning, logic, and abstract thinking. |
| Stealth | Dexterity | Move silently, thievery, hiding, disguise, as well as infiltration, tracking, and more. |
| Willpower | Presence | Willpower Defense. Also intimidate and concentration. |
In addition, there are two skills that are composites, allowing you to choose between several of your core skills to determine their effectiveness. The composite skills are listed below.
| Skill | Best Skill Modifier | Description |
|---|---|---|
| Cunning | Intuition or Reasoning | How you convey yourself in language, performance, diplomacy, bluffing, guile, and glamour. You can use the best of either your Intuition or Reasoning skills for your Cunning checks. |
| Perception | Stealth or Reasoning | Acuteness with the core senses of taste, smell, touch, vision, and hearing. You can use the best of either your Stealth or Reasoning skills for your Perception checks. |
Learning and speaking a new language is very difficult, but well within the development of your character. Every language has 2 training levels. The first training allows you to communicate simple things in the language. Usually sentences of 5 words or less, and usually in broken speech. If you take a second level of training, you may not be fluent, but you can fully converse in the language.
You start with a fluency in the default language of your race (as defined by your campaign world or race) with Training 2. You also gain a number of Trainings for each bonus in the Learning Skill of your character (and you lose an Aspect slot for each point you are negative). If you have 3 advancements of Learning, and an Intellect of +2, you have 5 language Trainings you can allocate. Whenever you advance your Learning Skill, you also gain a new language training!
If you have Aspect Literacy, you are literate in all the languages you speak to the same degree of fluency as your training.
Literacy. There are only a few written scripts. There is Runic, Heiroglyphic, Draconic, Infernal, and Celestial. Draconic contains both a phonetic and a symbol system that contains more than 20,000 symbols. Most common people write in the phonetic draconic script, which requires you to speak the language to understand the meaning. So having literacy with any language that has a written script in the phonetic draconic allows you to read the language. Draconic itself is a spoken language as well, and the written language is glyphic.
| Language | Details |
|---|---|
| Astral | Spirits of the outer and many inner planes |
| Aquan | Water Elementals, beings of water subplane |
| Orc | Orcs |
| Avian | Air Elementals, intelligent birda |
| Dwarven | Dwarves, Dark dwarves, Common language |
| Elvan | All elves |
| Pictish | Giants, Picts, Many tribal human cultures |
| Gnoll | Gnoll |
| Sylph | Faeries, Fay, Spirits of the land |
| Goblin | Goblins, Hobgoblins, Trolls |
| Ignan | Fire Elementals, beings of fire subplane |
| Language | Details | ||
|---|---|---|---|
| Infernal | Denizens of Hell, Abyss, and Undead realms | ||
| Terran | Earth Elementals, beings of Earth subplane | ||
| Anglessy | Common tongue for many humans. | ||
| Norian | Merchant tongue in most lands. | ||
| Akeshan | Human tongue in Akesh | ||
| Surian | Human Tongue in Suria and many nations | ||
| Special Languages | |||
| Draconic | Dragons, Kobolds, tomes and scrolls | ||
| Druidic | Secret language of the druids. | ||
| Runic | Written Language of the Dwarves. | ||
| Heiroglyphic | Written Secret Temple Language | ||
In general the process of testing a skill uses the standard game mechanic. You simply roll a d20 adding the skill modifier and any other situational bonuses you might have. If you meet or beat the DC of the test, you succeed in the skill.
If you roll a natural 20 on a skill check, you add 1d6 to your total to determine success and failure. If you roll a natural 1 on a skill check, you subtract 1d6 from your total to determine success and failure.
Similar to a Skill Check, a skill test matches your skills against those of one or more opponents. When doing an Opposed Skill Roll, both you and your opponent add in your CLM to your result to determine success or failure. For instance, there are two kinds of skill rolls, active or passive.
Passive Opposed Skill Roll. Your opponent was not specifically preparing for this challenge. In these cases (the most common case in combat), the contest is:
Active Opposed Skill Roll. Perhaps you and an opponent are pulling on opposite sides of the same rope to pull the other into a chasm. There are times where it makes sense to actively have two people roll against one another to determine success. In this case, you both do a Skill roll:
There are many examples of skill DCs given with each skill. However, some context might be good. Here are examples of the range of most skills. These examples are only a few ideas to assess what might be a good DC.
DC 5 is considered easy. Most people will be able to accomplish this task 75% of the time.
DC 10 is of moderate difficulty. Many tests in the standard scale will test against DC 10. This represents a slightly better than 50% success rate.
DC 15 is difficult. Most people would normally fail this test. A skilled person would consider this difficult. This is a difficult level of knowledge for the standard scale.
DC 20 represents something very few people would normally be able to accomplish.
DC 21 Only a trained or gifted person would be able to normally accomplish as a difficult task.
DC 23 represents a skill only a skilled artisan would normally be able to accomplish.
DC 25 represents a skill that only a master artisan or a specialist would be able to accomplish. Near impossible for the heroic scale, and very difficult even for the epic scale.
DC 30 represents a skill check that is bordering the astral tier. Only an epic character would have a reasonable chance of succeeding here, and only if they were exceptionally skilled at this.
DC 35 represents a skill check that is on the astral tier. A secret known to a single deity and written in one tome on your home plane.
With agility you will learn to dodge your opponents strikes, tumble through combat avoiding blows, and more. Agility incorporates the aspects of balance, speed, and reaction time and is a predominantly defenseive skill, providing the backbone behind many of your stealth skill checks.
Speed and Reaction time. Your Agility Skill modifier directly factors in to your reaction time for initiative in combat! Agility also affects two of your defenses: Armored Defense and Agility Defense. This will help you dodge your opponents weapon strikes, spells, and more!
With agility you will learn to dodge your opponents strikes, tumble through combat avoiding blows, and more. Agility incorporates the aspects of balance, speed, and reaction time and is a predominantly defenseive skill, providing the backbone behind many of your stealth skill checks.
Speed and Reaction time. Your Agility Skill modifier directly factors in to your reaction time for initiative in combat! Agility also affects two of your defenses: Armored Defense and Agility Defense. This will help you dodge your opponents weapon strikes, spells, and more!
Athletics (Bod)Athletics helps you in many feats of strength, including running, jumping, swimming, and more.
Fast Movement, Jumping, and Swimming. You learn and train on running long distances.
| Athletics Check | Description |
|---|---|
| Context | You can outrun, jump, or swim your opponent on a successful opposed Athletics check |
| High Jump | You can jump vertically your (Athletics Skill check - 10) /2. You will jump at least 1’. |
| Long Jump | You can make a standing long jump (Athletics Skill check - 5) /2. You will jump at least 2’ |
| Running Jump | You can perform a running long jump for (Athletics Skill check - 5) feet. You will jump at least 4’ |
| Tread Water | You can tread water on a successful Athletics Skill check DC 10 if you are lightly encumbered. Add to this DC +5 if you are moderately encumbered, and +10 if you are heavily encumbered. If you fail to make a Tread Water Athletics Skill check you submerge 1 square and can try to reemerge using the Awkward Swim test. |
| Awkward Swim | You can swim 1 square towards a destination in water, including surfacing if drowning with a Tread Water test DC +5. Without the Swim Aspect, this is the best you can normally perform swimming. |
| Climb | You can climb rough or easy surfaces. You may automatically succeed at any check with a DC equal to or lower than 5 + your athletics skill. You must make a skill roll for any DC above this. You may not attempt a climb check with a DC greater than 20 (automatically fail). A climb DC of 5 is for a knotted rope. A climb DC of 8 is for a straight rope or rocky surface with a steep angle. A DC of 10 is for a vertical climb with many large hand and foot holds. A DC of 15 is for a vertical surface with ledges or breaks less than 2 inches. A DC of 20 is for a vertical surface with a 1” ledge or less. Your climb rate is half your move rate, and you must roll each round. If you fail by 5 or more, you automatically fall from the midpoint of your movement. Otherwise you are unable to move that round and have a -2 penalty to future climb rolls. These penalties accumulate. If you are able to rest for 3 rounds, any penalty due to climb failures vanish.
Climbing leaves you Distracted. |
Core Strength. Use to attack, bend bars, lift and carry heavy loads.
| Athletics Check | Description |
|---|---|
| 15 | Force open a jammed or stuck door. |
| 28 | Force open a door with a simple bolt. |
| 21 | Force open a locked door. |
| 28 | Force open a barred iron door, or bend bars on an iron gate. |
| 10 | Create regular metal weapons and armor using the aspect Trade: Blacksmith |
| 21 | Create masterwork metal weapons and armor using the aspect Trade: Blacksmith |
Lifting heavy objects. You can lift 20 pounds x the result of your Athletics Skill Check.
Carrying capacity. See the section on Adventuring.
Cunning is your measure of diplomacy, being able to bluff and generally shield your thoughts and emotions, as well as how witty and agile you are in conversation.
Cunning is a composite skill, allowing you to choose the best of either your Intuition Skill Modifier or Reasoning Skill Modifier to use as this skill modifier.
Bluff. You can attempt to hide your reaction or even outright lie using Cunning against your opponents Perception Defense. How well you roll and how believable your tale is indicates how well your story or defense is received.
Diplomacy. Your ability and skill of speech extends into diplomacy as well. Fast talking your way out of a situation and bringing peace to warring states is also the province of Cunning.
Your ability to withstand damage from attacks, poisons, and shock are only the beginning of what Endurance provides.
Hit Points. Endurance contributes directly to your Hit Points. Characters gain an Endurance Skill Modifier x 3 bonus to their total maximum hit points.
Resistance to poison. Your Endurance Defense is the target of many harmful spells as well as toxins that affect your body.
Shock Check. Your Endurance Skill modifier is the basis of your rolls to withstand massive damage, being able to wake up, and more.
Distance Running. You may run a distance equal to your Endurance Skill check if unencumbered. If you are moderately encumbered, you can run half this distance. You may not run if encumbered otherwise.
Intuition is a very powerful skill. With this skill, you can train animals, intimidate opponents, a knack for knowing where to out information, gain insight into others and their intended actions, sense deceit or lies, and even control lycanthropy. It is your ability to heal wounds, understand spiritual energies, and even handle poisons.
Train Animals. You can attempt to train an animal such as a horse, dragon, etc.. For every week you work with an animal, make a d20 + Intuition Skill modifier vs. the beasts Willpower Defense + 5. With a success, you manage to train the animal and/or teach it a single trick. Tricks for the most part must be simple, such as sit, stay, come, attack, guard, and heal. You may take Aspect Beast Trainer to make a roll including your CLM modifier.
Healing. You can tend to anyone during or after combat and with a successful Intuition Skill check to bandage, stabilize, or support them while they are fighting off shock, poison, and more.
Handle Poison. Not only do you have the knowledge to heal, but also the knowledge to apply and use poisons. With a Intuition Skill check DC 15 you can safely apply, handle and successfully use a poison. You may of course take Aspect Handle Poison and not have to make this check. Failing a check means that you mishandled the poison, and the effective attack bonus of the poison is reduced by -4. Intimidate Opponent. You can scare or intimidate an opponent by using the following check:
If you succeed, your opponent becomes more cooperative through fear.
Share damage for a mount or animal companion. You can absorb part of the damage that a mount or animal companion would take at will as a triggered action whenever they take damage by making a Intuition Skill Check. You may choose to reduce the damage your mount or animal companion takes up to the amount you roll on your skill check - 10. You then apply the damage to yourself. Apply any damage reduction the mount has after you absorb damage. Note that the mount or animal companion must take at least 1 point of damage, and so must you. In order to use this ability you must be adjacent to or on your animal companion or mount.
Intimidate Opponent. You can make an Intuition Attack Roll against an Opponents Willpower Defense to intimidate them and get information. Your opponent gets a +5 bonus if they feel you will kill them anyways.
Shield Thoughts. With your Cunning Skill you can also hide your mind against powerful magics.
Sense Motive. Using your Intuition, you can sense whether an opponent is honorable or deceitful, hiding information, being misleading, and more. If you wish to Sense Motive, it is an opposed roll, your
| Intuition DC | Description |
|---|---|
| 8 | Determine if someone is dead. |
| 10 | Ride a horse outside of combat. You do not need to roll this if you have at least 1 advancement in Intuition. |
| 12 | Control a horse in combat. You do not need to roll this if you have at least 2 advancements in Intuition. |
| 15 | Control a horse that is panicked or fleeing. |
| 20 | Mount a horse or steed as a Quick Action instead of a Move Action. |
| 15 | Tend to someone during combat, allowing them to use their Bandage Self ability even if they are unconscious or disabled, or to succeed on their next Shock Check. |
| 15 + Spell Intensity | Determine what magical effect is ailing a creatures spirit, including possession, domination, etc. This includes spells with a focus in the Water and Mind Spheres, directed towards charm, domination, or other mental or spiritual control. |
| 21 | Determine what poison is ailing a creature, and know what herb or antitoxin would cure it. |
| -5 | You have the Aspect Discipline - Nature and are trying to determine a natural poison and know what the cure is. |
| Intuition Check | Description |
|---|---|
| Sense motive | Opposed Intuition Skill Roll vs. opponents Cunning Skill Roll |
| Act in surprise round of combat | Intuition Skill Check DC 20 plus modifiers (see combat section for detail) |
| Determine ransom for captive | Intuition Skill Check DC 20 |
| Negotiate better price on goods or materials | Opposed Intuition Skill Roll vs. opponents Cunning Skill Roll + 5 |
Learning Skill incorporates your general knowledge, learning, ability to speak languages, and memory. There are many aspects that require a roll based on your Learning Skill in order to determine what you know. If you wish to determine your knowledge of a religious symbol or right, determine the nature of a beast you are about to fight, or recall your knowledge of local laws, this is the skill for you.
General Knowledge. You have picked up a lot of general knowledge along the way. Your Learning Skill check to determine your knowledge of local customs, laws, locations, religions, and other disciplines you have been exposed to is
| Dungeoneering | Geography | Geology | History | Local |
| Nature | Court & Kingdom | Religion | Tactics |
Undertaking a discipline. You may add an aspect to your character to undertake a discipline in many fields of study. If you undertake a discipline, you automatically have knowledge of anything in that field with a DC of 10 + your Learning Skill modifier. You do not need to roll! You are also able to roll to attempt knowledge that has a DC above 20.
| Learning DC | Description |
|---|---|
| 5 | Common knowledge. Most of the population would have been exposed to this knowledge. |
| 10 | General knowledge. Anyone with exposure to this field of study would have likely picked it up. |
| 15 | General knowledge. About 1 in 4 people may know about this subject |
| 18 | Obscure knowledge. About 1 in 7 people may have heard about such a thing. |
| 19 | Obscure knowledge. About 1 in 10 people may have heard about such a thing. |
| 20 | Obscure knowledge. About 1 in 20 people may have heard about such a thing. |
| 21 | Disciplined knowledge. People who have studied this discipline have a decent chance of knowing this. |
| 23 | Disciplined knowledge. People who are very learned have a reasonable chance of knowing this. |
| 25 | Obscure Disciplined knowledge. It would be rare for someone who studied the subject to know this information. This resembles an expert level of knowledge. |
| 30 | Divine or lost knowledge. Even a master won’t know this. There may be a tome somewhere in the world that has this knowledge... if only you knew where it was. A dragons secret name of power. |
| 35 | Obscure Divine knowledge. Such things are the secrets of divine spirits and beings. Perhaps you know the secret name of power for a demon. |
| ... by 5... | If you beat the DC by 5, you know very specific and accurate information |
Perception incorporates all your core physical senses: touch, smell, sight, hearing, and and taste. It also incorporates your ability to not have those senses fooled by magics and creatures that are capable of great stealth. Many Perception Skill checks are opposed by Stealth or Intuition Skill attacks.
Perception is a composite skill, allowing you to choose the best of either your Stealth Skill Modifier or Reasoning Skill Modifier to use as this skill modifier.
Here are a few samples of tests of several of your perceptions.
| Perception DC | Description |
|---|---|
| 5 | Listen in on a conversation 10 feet away. |
| +2 | Add 2 to listen check DC for every additional 5 feet. |
| +10 | Add 10 to listen check DC is it is through a door. |
| +5 | Add 5 to listen check DC if it is in a noisy room. |
| 10 | Notice obscure details about a persons accessories. |
| 15 | Find a coin hidden in the grass. |
| 20 | Search a 10’ wall for a concealed door or passage (takes a minute). |
| 30 | Search a 10’ wall section in a hurry (1 round). |
| 11+Modifier | Your perception skill ability to passively detect a trap. |
| 20+ trap difficulty (1-9) | Locate a trap when actively searching for one. |
Reasoning covers a wide range of talents, including your ability of deduction, inference, logic, and more. It is your measure of sanity, wits, and is also the primary skill governing arcane knowledge.
Reasoning is a defensive skill. People attempting to mislead you, change your outlook, or otherwise manipulate you will attack your reasoning with their wits or magical ability.
Arcane casting. Reasoning boosts your capability of casting arcane spells.
| Reasoning Check | Description |
|---|---|
| Appraise common items | Reasoning Skill Check DC 15 |
| Appraise magical Items | Reasoning Skill Check DC 15 + Magic item power level |
A composite of your ability of masking traces of your presence, and detecting subtle signs that are at the limits of your perception, stealth is a powerful skill. With stealth, you can hide and move quietly, camouflage yourself, pick up on subtle visual and audible clues and details, and learn subtle forms of combat.
Accuracy. There are a number of Aspects that rely on Stealth for accuracy. Not only can Stealth be used for accuracy in striking with light weapons, but you can also do more damage!
Pick pocket. You can attempt to pick pockets without having the aspect at a -5 modifier, and cannot attempt a DC above 20.
Camouflage. You may attempt to hide in shadows as follows:
| Stealth Attacks | Description |
|---|---|
| Move and hide undetected. | attack against your opponents Perception Skill Defense.
-5 to your roll if you are in bright sunlight -5 to your roll if there are no objects along your path that are in your size category. +5 to your roll against targets that are involved in combat or are Distracted. |
Stealth is very important for many subtle forms of combat, and as such there are a number of aspects and powers that require a decent Stealth modifier in order to add to your portfolio.
| Stealth Attacks | Description |
|---|---|
| Pick Pocket | attack against your opponents Perception Skill Defense at a -5 modifier.
If you fail by 5 or more, your opponent notices you! |
| Open Locks | Requires the Aspect Lock Pick and a Stealth Skill Check DC 20 for a basic lock.
If you fail by 5 or more, your opponent notices you! Open Locks Requires the Aspect Lock Pick and a Stealth Skill Check DC 20 for a basic lock. |
Balance. With an Stealth Skill check you can balance on a ledge, walk on a wire, move across icy floors, and navigate dangerous terrain. A high agility skill can give you the aspects to master many of these skills. Here are some common Stealth tasks and their DC to successfully accomplish.
| Intuition DC | Description |
|---|---|
| 10 | Move at half speed across uneven or slippery ground to avoid falling, leaving yourself Distracted. |
| 10 | Move at half speed on a 6” ledge to avoid falling, leaving yourself Distracted. |
| 18 | Move at half speed on a 2” ledge to avoid falling, leaving yourself Distracted. |
| 20 | Walk at half speed on a tight wire to avoid falling, leaving yourself Distracted. |
| 20 | Charge Attack across uneven ground where you normally wouldn’t be able to charge without falling. |
| 15 | Reduce falling damage by 1d6 Hit Points. This is not considered damage reduction. |
| 10 | Grab a rope or other falling or small object. |
| -5 | You have a wall, rope, or some other stabilizing influence that you can use. |
| +5 | Instead of being Distracted from movement on uneven or slippery terrain, you can keep your attention on your surroundings. |
| +5 | Instead of moving at half speed from movement on uneven or slippery terrain, you move at normal speed. |
Willpower is your mental fortitude. It also is the force and power behind your spells. It is also the basis of your Willpower Defense.
Willpower Defense. Your willpower defense will be targeted for many fear causing effects as well as mental control and domination.