TROLL20
Version 1.0.0

Introduction

Action Stats & Defensive Stats

Specalties & Class/Aspect Powers

Weapons, Equiptment, & Strife

Grist & Grist Shop

Blank Character Sheet

Campaigns

SYCHe
ACTION STATS

If your player character (PC) attempts an action that the average being would succeed at without chance of failure, you do not need to roll.

However, if your PC attempts an action that would conceivably have a chance at not succeeding, you will need to roll a twenty-sided dice (d20)

If the dice lands on a "1", this is a critical failure and your PC has automatically, and totally, failed their attempt. If the dice lands on a "20", this is a critical success and your PC has automatically, and spectacularly, succeeded at their attempt!

If the dice lands on any number between 1 and 20, you will add the relevant Action Stat modifier to the roll. There are seven different action stats and each have their own modifier. The modifier you add depends on the type of action attempted.

SOCIAL
Your PC's ability to interact with others in a beneficial way. This stat governs interpersonal skills, nuance, persuasion, and "street smarts."

INTELLECT
Your PC's background knowledge, experience, and cleverness. This stat governs not only how much your PC knows before hand, but how much they can prepare for, and make inferences and realizations based on partial knowledge.

AGILITY
Your PC's speed, dexterity, and physical coordination skills.

BULK
Your PC's general strength, toughness, and vigor.

COMBAT
Your PC's knowledge of fighting, and that ability to apply that knowledge to fighting successfully. Combat can call upon a PC's agility, bulk, intellect, and social skills in a general sense, but when used to fight, the combat skill is rolled.

SOUL
Your PC's general disposition, mental health, kindness, and will to survive and work together.

LUCK
Sometimes, an action just requires a certain amount of universal favor! You could say the luck stat describes how "the universe" feels about your PC.



A run-of-the-mill talent in a particular area would result in a "0" modifier. A being would need to be particularly disadvantaged at a skill to have a "-1" modifier. A being with a knack or advantage in an area would correspond to a "+1" modifier, while only very talented and trained beings would earn a "+2" modifier.

SUGGESTED STAT-SPREAD FOR STARTING (AVERAGE) PLAYERS
-1
-1
0
0
0
+1
+1


The higher the number that results in the dice-roll plus the modifier, the more likely an attempt is successful. All attempted actions have a "difficulty score", as decided by the Game Master (GM). The Difficulty Score essentially translates to mean the minimum number needed to succeed at the basic action.

DIFFUCLTY SCORE GUIDELINES
Easy: 3
Average: 5
Troublesome: 10
Challenging: 13
Heroic Feat: 15
Miraculous: 18


Failure of an action has the possibility to lead to taking damage, of either Health or Self. However, when your PC fails at an action, you will also gain single piece of "Grist" (except in combat.)




Defensive Stats

Defensive Stats are not used as modifiers for dice rolls, but rather count-downs for a character's control and vitality. They have a current level, and a maximum default level. There are two defensive stats- Health and Self.

HEALTH
Health describes a character's vital conditions and standings, on a scale from "feeling energetic" to "literally and totally dead." A character taking physical damage will loose health. The average character will have a maximum and default Health of 20.

A character with 5 or less Health Points is considered "badly wounded" and will have a -1 modifier added to all rolls. A character with 1 Health Point is knocked out and unable to act or roll at all, and a character with 0 Health Points is deceased.



SELF
Self describes a character's mental standing and self-control, on a scale of "independently acting and mentally stable" to "possessed by outside forces and out of control." A character taking mental damage will loose self. The average character will have a maximum and default Self of 10.

Characters with 4 or more self are able to dictate some aspects of the greater narrative or other non-player characters, like the DM would. Players can make suggestions to the DM, especially when their character has accomplished a roll, and have the DM consider them with great weight (especially for characters with self of 10 or more.)

When a character has less than 3 Self Point, the player looses all control over the narrative outside their own actions. When a character has 0 self, they loose control even of their own actions. The character will become controlled by the DM until they are healed.


Special note: if a character is resurrected from a deceased state for any reason, they will come back with maximum and default Health- they will not regain any Self