TEXT: 1
  Quick
  Start
  Rules
  
  2
  True20 QuickStart Rules
  True20 is an adventure roleplaying game in which you, the players, take 
  on the roles of ﬁctional heroes having adventures in an imagined 
  environment. One player, the Narrator, takes on the job of creating 
  that environment and the stories for the other players to take part in. 
  Together, you create your own tales of action and adventure, like your 
  favorite novels, movies, or video games.
  The best part about adventure roleplaying is you are in control of the 
  action! Literally anything you can imagine is possible, because you and 
  your fellow players control the story.
  You may have played other roleplaying games, or this may be your 
  introduction to new worlds of adventure. Either way, welcome to True20 
  and new worlds of adventure!
  The Rules
  True20 is based on a set of rules used in many popular roleplaying games 
  called the d20 System, modiﬁed for fast, easy, and fun game-play. The 
  basic rules are quite simple and used to resolve virtually all conﬂicts 
  in the game. This section goes over the essential rules of the game to 
  give you a feel for them.
  The Die
  True20 uses a single twenty-sided die, abbreviated “d20” or “1d20” (for 
  “one twenty-sided die”). You can ﬁnd these dice in game and hobby 
  stores everywhere.
  Checks
  Actions in True20 are resolved with a check, a roll of the die, plus or minus 
  a modiﬁer. The result of the check is compared to a diﬃculty number: if 
  the result equals or exceeds the diﬃculty, the action succeeds. If it is less 
  than the diﬃculty, it fails. Sometimes the degree of success or failure 
  (how much the check result is above or below the diﬃculty) matters; 
  other times, it does not.
  Difficulty
  Any task in True20 can be assigned a numeric diﬃculty, the result you 
  need to get on a check to accomplish that task. General diﬃculties are 
  automatic (0, you don’t even need to roll), easy (5), average (10), tough 
  (15), challenging (20), formidable (25), heroic (30), super-heroic (35), 
  and nearly impossible (40). Only the greatest heroes can accomplish 
  high-diﬃculty tasks on a regular basis.
  Difficulties
  Diﬃculty
  Number
  Easy
  5
  Average
  10
  Tough
  15
  Challenging
  20
  Formidable
  25
  Heroic
  30
  Super-heroic
  35
  Nearly Impossible
  40
  Modifiers
  Checks have modiﬁers, positive and negative numbers based on the 
  hero’s abilities and skills, as well as on the prevailing conditions. 
  In general, positive conditions grant a +2 modiﬁer, while adverse 
  conditions impose a –2 modiﬁer.
  Rounds and Scenes
  Time in True20 is generally broken up into rounds and scenes. A round is 
  a six-second segment of time, enough for a hero to do one or two things 
  in the midst of a ﬁght or other action scene. A scene is an indeterminate 
  length of time, generally long enough for something signiﬁcant to happen. 
  Think of a scene as a chapter in a story or a single scene in a ﬁlm.
  Traits
  True20 deﬁnes heroes (and other characters) in terms of certain traits. 
  These are game-deﬁned qualities, usually assigned a numeric value to 
  act as a modiﬁer for checks. The traits you will ﬁnd on the hero sheets 
  include the following:
  Abilities are the six basic traits that deﬁne a hero: Strength, Dexterity, 
  Constitution, Intelligence, Wisdom, and Charisma. Each has a modiﬁer 
  ranging from –5 (terrible) to +5 (outstanding), with the average at +0. 
  A strong hero has a high Strength modiﬁer, while a smart hero has a 
  high Intelligence, and so on.
  Skills are trained abilities, things you learn to do. Training in a skill provides 
  an additional modiﬁer, added to one of your basic abilities, which you use 
  when making checks involving that skill. If you’re trained in the Knowledge 
  of arcane lore, for example, you get a bonus equal to your skill when making 
  Intelligence checks to know something about the arcane. Skills give heroes 
  bonuses ranging from +4 to +20 or more at higher levels.
  Feats are special capabilities, talents, or knacks heroes may have. Each 
  feat gives your hero a special ability, explained in the hero’s description. 
  True20 features many more feats heroes can have.
  Attack measures your hero’s training in combat. It is the modiﬁer you 
  add to your rolls to hit an enemy in a ﬁght.
  Defense measures your hero’s ability to avoid attacks. It determines 
  the diﬃculty to hit your hero in combat.
  Saving Throws (or “saves” for short) are a hero’s traits for avoiding 
  or resisting certain eﬀects. Toughness is used for resisting damage and 
  direct harm. Fortitude is for resisting attacks on the hero’s health, and 
  is based on Constitution. Reﬂex is for avoiding harm using speed and 
  reaction time, and is based on Dexterity. Will is for resisting mental 
  inﬂuences and arcane powers, and is based on Wisdom. A saving throw 
  is like any other check: a roll, plus your hero’s save modiﬁer, against the 
  diﬃculty of the eﬀect or hazard you want to avoid.
  Conviction is a special quality of heroes (and other important 
  characters in the story). It represents their ability to overcome adversity 
  and do important things when they need to. All True20 heroes have 3 
  points of Conviction to start and gain more as they advanced in level. 
  You can spend a point of Conviction to re-roll any die roll you make and 
  take the better of the two rolls. If the result of the second roll is 10 or 
  below, add 10 to it, meaning you always get at least an average result if 
  you spend Conviction on a roll. You can also spend Conviction to allow 
  your hero to recover quickly from injury (see Damage and Recovery). 
  Heroes regain all spent Conviction as the start of each adventure.
  Interaction
  Characters in True20 interact in various ways. Heroes try to negotiate 
  agreements between disputing parties, or go on diplomatic missions. 
  Villains taunt and threaten, or even try to sway heroes to their side. 
  Quick Start Rules
  
  3
  Chapter One: Hero Creation
  People get into disagreements or debates. The whole adventure may 
  hinge on convincing the right person at the right time.
  The Narrator determines the attitude of any character the heroes 
  encounter during the game. The heroes can then try to inﬂuence the 
  character’s attitude using Charisma and related skills (such as Diplomacy 
  or Intimidate). The Interaction table shows the eﬀects of character 
  attitudes and the Diﬃculty of attempting to change someone’s attitude 
  with a Charisma or skill check. Note that a particularly bad check result 
  can actually make a character’s attitude worse. For example, rolling less 
  than a 5 makes an unfriendly character turn hostile. In general, a hero can 
  attempt to inﬂuence another character only once in any given scene.
  While heroes can use their Charisma and skills to inﬂuence the attitudes 
  of Narrator characters, heroes generally cannot aﬀect the attitudes of 
  other heroes, nor can Narrator characters modify their attitudes. The 
  players choose the attitudes of their heroes, and when they change.
  Interaction
  Attitude
  Means
  Possible Actions
  Hostile
  Will take risks to oppose 
  you
  Attack, interfere, berate, ﬂee
  Unfriendly
  Wishes you ill
  Mislead, gossip, avoid, watch 
  suspiciously, insult
  Indiﬀerent
  Doesn’t care either way
  Socially acceptable interaction
  Friendly
  Wishes you well
  Chat, advise, oﬀer limited help, 
  advocate
  Helpful
  Will take risks to aid you
  Protect, back up, heal, aid, 
  support
  New Attitude Result
  Starting 
  Attitude
  Hostile
  Unfriendly
  Indiﬀerent
  Friendly
  Helpful
  Hostile
  less than 
  20
  20
  25
  35
  50
  Unfriendly
  less than 
  5
  5
  15
  25
  40
  Indiﬀerent
  —
  less than 1
  1
  15
  30
  Friendly
  —
  —
  less than 1
  1
  20
  Conflict
  The heroes of True20 are often forced into conﬂict. When ﬁghts occur 
  in the game, follow these steps:
  Initiative
  At the start of a conﬂict, each player rolls initiative to determine the 
  order in which everyone acts. This is a d20 roll plus the hero’s Dexterity 
  modiﬁer. The Narrator rolls for the other characters involved in the 
  conﬂict. Everyone then acts in order from highest initiative result to 
  lowest. Once the lowest result has acted, go back to the top of the list 
  and start a new round. This continues until the conﬂict is resolved.
  Actions
  During a round, heroes can perform one of several types of actions. 
  Generally, heroes can perform one move action and one standard action 
  each round. A move action is moving a short distance (whether running, 
  climbing, swimming, etc.) or doing something equivalent to moving, 
  like standing up, picking up an object, drawing a weapon, and so forth. 
  A standard action aﬀects something else, like making an attack, using 
  a skill or power, and so forth.
  Heroes can give up their standard action for another move action (to 
  move twice as far, for example). They can also give up their standard 
  and move actions to perform a full-round action, something that takes 
  the full round to accomplish. Finally, some actions — like speaking, 
  making saving throws, dropping held items, and so forth — are free 
  actions, taking no real time. Heroes can perform as many free actions 
  during their turn as the Narrator feels are appropriate.
  Attacking
  To attack an opponent, take a standard action and make an attack 
  roll. This is 1d20 + your attack modiﬁer and your Dexterity modiﬁer. 
  The diﬃculty is equal to 10 + your opponent’s defense and Dexterity 
  modiﬁer. If you succeed, your attack hits. If you fail, you miss. If you 
  hit, you may inﬂict damage, see Damage.
  Attack = d20 + attack + Dexterity vs. 10 + 
  opponent’s defense + Dexterity
  Damage
  Anyone hit with a damaging attack makes a Toughness saving throw. This 
  is a roll of 1d20 plus Toughness (which measures the ability to avoid or 
  shrug oﬀ damage) plus any modiﬁers from armor. Resisting damage 
  has a base diﬃculty of 15 plus a modiﬁer equal to the attack’s damage 
  bonus. For unarmed attacks, this is the attacker’s Strength modiﬁer. 
  For weapons, this is the weapon’s damage plus the attacker’s Strength 
  modiﬁer. For example, an attacker with Strength +1, wielding a short 
  sword (damage modiﬁer +2) has a total damage modiﬁer of +3. So, 
  resisting this damage is diﬃculty 18 (15 + 3).
  Damage = d20 + Toughness + armor vs. 15 + 
  damage bonus
  If the Toughness saving throw succeeds, the target suﬀers no signiﬁcant 
  damage, nothing more than a slight scratch, minor bruise, or torn 
  clothing. If the Toughness save fails, the target suﬀers damage. How 
  much damage depends on the type of attack (lethal or non-lethal) and 
  the amount the Toughness save result is below the diﬃculty, as shown 
  on the damage track:
  Damage Track
  0
  5+
  10+
  15+
  Bruised
  Dazed
  Staggered
  Unconscious
  ❏
  ❏
  ❏
  ❏
  ❏
  Hurt
  Wounded
  Disabled
  Dying
  Dead
  Non-lethal Damage comes from unarmed attacks (punches and kicks) 
  as well as speciﬁc non-lethal weapons like saps.
  A failed Toughness save against a non-lethal attack means the target is 
  bruised. Put a mark under the Bruised column of the damage track. If 
  the Toughness save fails by 5 or more, the target is dazed. Put a mark in 
  The Death in Freeport Adventure
  These Quick-Start rules are intended to go along with the free Death in 
  Freeport sample adventure available on the True20 website; they provide 
  all the essential rules you need to use the pre-generated characters 
  accompanying that adventure to play it and get a feel for True20 and 
  how it works. The Quick-Start Rules are not intended for long-term play, 
  so some of the various details of the True20 system, particular how to 
  create your own heroes, have been left out. They are available from the 
  True20 Adventure Roleplaying rulebook.
  
  4
  True20 QuickStart Rules
  the Dazed column of the damage track. If the Toughness save fails by 
  10 or more, the target is staggered; check oﬀ the Staggered box on the 
  Damage Track. If the Toughness save fails by 15 or more, the target is 
  unconscious; check oﬀ the Unconscious box on the Damage Track.
  If a target suﬀers a result that is already checked oﬀ, check oﬀ the next 
  highest result. So if a target is already staggered and suﬀers another 
  staggered result, check oﬀ the unconscious box. If the unconscious box is 
  checked, and the character suﬀers more non-lethal damage, check oﬀ the 
  ﬁrst available lethal box (so go to wounded, disabled, etc.). Characters 
  can take an unlimited number of bruised and dazed results.
  Lethal Damage is inﬂicted by weapons, from cutting and piercing 
  weapons like swords and spears to heavy bludgeoning weapons like 
  hammers and maces.
  A failed Toughness save against a lethal attack means the target is 
  hurt. Put a mark in the Hurt column of the damage track. If the 
  Toughness save fails by 5 or more, the target is wounded. Put a mark in 
  the Wounded column of the damage track. If the Toughness save fails 
  by 10 or more, the target is disabled; check oﬀ the Disabled box on the 
  Damage Track. If the Toughness save fails by 15 or more, the target is 
  dying; check oﬀ the Dying box on the Damage Track.
  If a target suﬀers a “boxed” result that is already checked oﬀ  (staggered, 
  unconscious, disabled, or dying), check oﬀ the next  highest result. 
  So, if a target is already disabled and suﬀers  another disabled result 
  check oﬀ the dying box (if that’s already  checked oﬀ, check oﬀ the 
  dead box, etc.). 
  • Collateral Damage: Lethal damage inflicts non-lethal “collateral 
  damage” as well from the shock and pain of an injury. Whenever your 
  hero suﬀers lethal damage, check oﬀ the corresponding non-lethal 
  damage, so a hero who is wounded is also dazed, a hero who is hurt is 
  also bruised. The eﬀects of the damage conditions are cumulative.
  Damage Conditions
  Damaged characters in True20 can suﬀer from any of nine conditions, 
  given on the Damage Track and described here.
  • Bruised characters suﬀer a –1 penalty to Toughness saves against 
  non-lethal damage per bruised condition.
  • Dazed characters lose one full action after suﬀering a dazed result; 
  they can take no actions, but retain their normal defense. The 
  following round, they can act normally. They suﬀer a –1 penalty to 
  Toughness saves against non-lethal damage per dazed condition.
  • Staggered characters lose one full action after suﬀering a staggered 
  result.  They can take no actions, lose their Dexterity bonus (but not 
  penalty) to Defense, and opponents get a +2 bonus on attack rolls 
  against them. In the following rounds, staggered characters can only 
  take a standard or a move action, not both.
  • Unconscious characters pass out and cannot do anything until they 
  awaken.
  • Hurt characters suﬀer a –1 penalty to Toughness saves against lethal 
  damage per hurt condition.
  • Wounded characters are shaken, suﬀering a -2 penalty to all checks, 
  including attack rolls and saving throws. This persists until all 
  wounded conditions are eliminated. Additionally, a wounded 
  character is stunned for one round after being wounded. They can 
  take no actions, lose their Dexterity bonus (but not penalty) to 
  Defense, and opponents get a +2 bonus on attack rolls against them. 
  Wounded characters suﬀer a –1 penalty to Toughness saves against 
  lethal damage per wounded condition.
  • Disabled characters are badly injured. If a disabled character takes 
  a standard action, he falls unconscious and begins dying on the 
  following round.
  • Dying characters have to make a Constitution check (diﬃculty 10) at 
  the beginning of each round. On a failed check, the character dies. On a 
  successful check, the character lives for another round (and must make a 
  check the following round). If the check succeeds by 10 or more (diﬃculty 
  20), the character’s condition becomes disabled and unconscious.
  • Dead characters are, well, dead. This usually means the end for the 
  character, although some powerful healers in True20 can restore life 
  to the recently deceased.
  Recovery
  Recovering from damage, lethal or non-lethal, requires a Constitution 
  check (Diﬃculty 10). A successful check erases the damage condition, 
  while an unsuccessful check means there is no signiﬁcant improvement 
  for that time period. Some damage may take multiple recovery checks 
  to go away entirely.
  You can make a recovery check once per minute for staggered and 
  unconscious, once per hour for wounded, and once per day for disabled. 
  Dying characters make checks to stabilize; once you are stable, dying 
  becomes unconscious and disabled, which you recover from normally 
  (one minute for unconscious, one day for disabled).
  You can spend a Conviction point to get an immediate recovery check 
  from non-lethal damage, rather than having to wait a minute. You can 
  also spend Conviction on your recovery check, ensuring success (since 
  Conviction always grants you a roll of 10).
  Bruised and dazed conditions fade automatically at a rate of one per 
  minute. Hurt conditions do the same at a rate of one per hour. You can 
  spend a Conviction point to immediately erase all bruised, dazed, and 
  hurt conditions after (but not during) a conﬂict.
  Fatigue
  Characters can suﬀer from fatigue as well as damage. This usually results 
  from tasks requiring great eﬀort, such as moving all out, exertion in 
  diﬃcult environments, and using powers. There are three levels of 
  fatigue: winded, fatigued, and exhausted.
  • Winded: The character suﬀers a –1 penalty to eﬀective Strength and 
  Dexterity, and cannot move all out or charge. A winded character 
  suﬀering an additional fatigue result becomes fatigued.
  • Fatigued: The character cannot move all out or charge, and suﬀers a 
  –2 penalty to eﬀective Strength and Dexterity. A fatigued character 
  suﬀering an additional fatigue result becomes exhausted.
  • Exhausted: The character is near collapse. Exhausted characters move 
  at half normal speed and suﬀer a –3 penalty to eﬀective Strength and 
  Dexterity. An exhausted character suﬀering an additional fatigue 
  result falls unconscious (and must recover from it normally, see 
  Damage Conditions).
  • Recovery: Every hour of rest, a hero makes a Constitution check 
  (Diﬃculty 10) to recover from fatigue. Success reduces the character’s 
  fatigue condition by one level (from exhausted to fatigued, from 
  fatigued to winded, winded to normal). A full ten hours of rest allows 
  any character to completely recover from all fatigue conditions.
  Powers
  The worlds of True20 are places of wonder, and many True20 characters 
  have certain supernatural powers at their command. Each power is like 
  an individual skill, except powers are available only to heroes of the 
  adept role and cost the same as a feat (since powers are, in essence, 
  special types of feats only adepts can have). Heroes can start out with 
  various powers, and can acquire them during play as well. Powers have 
  a rank based on an adept’s level and use that rank to determine their 
  eﬀectiveness.
  
  5
  Chapter One: Hero Creation
  Fatigue
  The use of some powers puts a strain on the adept’s mind and body. 
  When an adept uses a fatiguing power, the player must make a fatigue 
  save; this is a Will saving throw against a Diﬃculty of 11 (for the powers 
  of a 1st-level adept). A successful save results in no ill eﬀect. A failed 
  save means the character suﬀers a level of fatigue (see Fatigue).
  Rapid use of powers in a short period of time makes it harder to 
  overcome fatigue. Every time an adept uses a fatiguing power within 
  an hour’s time, the Diﬃculty of successive fatigue saves increases by 
  1. So, an adept uses a fatiguing ability, making a fatigue save against 
  the normal Diﬃculty. A minute later, the adept uses another fatiguing 
  ability. This time the Diﬃculty is one higher. Use of certain powers in 
  rapid succession can tire out even powerful adepts.
  To eliminate the cumulative fatigue save modiﬁer, an adept must refrain 
  from using fatiguing powers for at least an hour. The adept does not need 
  to rest during that time, just avoid any further uses of fatiguing powers. 
  You can also spend a Conviction point to eliminate the accumulated 
  fatigue penalty from using powers, gaining a second wind.
  Power Descriptions
  The powers known to the heroes and other characters in the Death in 
  Freeport adventure are described here. The True20 Adventure Roleplaying 
  rulebook contains these and many other powers available to adepts.
  Cure
  Fatiguing
  You can heal injuries by touch. With a full-round action, you can grant 
  a subject an immediate recovery check using your Cure check result in 
  place of their Constitution check. If the recovery check fails, you must 
  wait the normal recovery time for that condition or expend a level of 
  fatigue or a point of Conviction before trying again. You can stabilize 
  a dying character with a Diﬃculty 10 Cure check.
  You can use Cure on yourself. You can’t cure your own staggered or 
  unconscious conditions or stabilize yourself while dying, since you have 
  to be conscious and able to take a full-round action to use Cure. You can 
  use Cure on your own disabled condition, but doing so is a strenuous 
  action. If your recovery check is successful, you suﬀer no ill eﬀects. If 
  it is not, however, your condition worsens to dying.
  Time: Cure is a full-round action.
  Fire Shaping
  Fatiguing
  You can mentally start and control ﬁres. You can make a Fire Shaping 
  check to ignite a ﬁre, to increase the size of an existing ﬁre, or to create 
  light but not heat.
  Ignite Fire: You can set any ﬂammable object in your line of sight on ﬁre 
  as a standard action with a successful Fire Shaping check (Diﬃculty 15). 
  Targets must make a Reﬂex saving throw (Diﬃculty 15) to avoid taking 
  +2 ﬁre damage. The target must save each round. A successful save means 
  the ﬁre goes out. You can reignite it with another standard action and 
  successful Fire Shaping check. A character on ﬁre can automatically 
  extinguish the ﬂames by dousing in water (or other ﬂame-retardant 
  material). Spending a full round rolling on the ground grants a +4 bonus 
  on the Reﬂex saving throw. In addition to using it as an attack, you can use 
  this power to light candles (up to a dozen candles in a 5-foot square with 
  a single skill check), torches, hearth ﬁres, and so forth. At the Narrator’s 
  discretion, lighting tiny ﬁres, like candles, is not fatiguing.
  Increase Fire: You can increase the size and intensity of a ﬁre. The 
  Diﬃculty of the Fire Shaping check is 10 + 1 per square foot of 
   increase. Every two square feet increase the ﬁre’s damage potential 
  by +1. The ﬁre maintains its increased size and damage as long as you 
  concentrate, and it can even burn in the absence of fuel; smothering, 
  however, still puts it out. While you maintain an increased ﬂame, a 
  victim does not get a Reﬂex saving throw to put the ﬁre out (although 
  it can still be extinguished by dousing with water), and the ﬁre does 
  additional damage based on your Fire Shaping check. So, an adept 
  who makes a Diﬃculty 16 Fire Shaping check can spread a ﬁre over 
  an additional 6 square feet and it does +3 damage.
  Light: You can create a glowing spot that sheds light but no heat, 
  illuminating a 20-foot radius. This requires a move action and 
  a Diﬃculty 5 Fire Shaping check. You can increase the radius of 
  the illumination by increasing the Diﬃculty of the check; each +5 
  Diﬃculty increases the radius of the illumination by 10 feet. The 
  point of light moves where you direct it within your line of sight, as 
  a move action. Creating light is not fatiguing.
  Time: Igniting ﬁres and increasing ﬂames are standard actions. Creating 
  or moving light is a move action.
  Heart Shaping
  Fatiguing
  You can impose emotions on others. The target makes a Will saving throw. If 
  the save fails, you can impose any one of the following emotional states:
  Despair: The target suﬀers a –2 penalty on saving throws, attack rolls, 
  checks, and damage. Despair dispels the eﬀects of hope.
  Fear: The target ﬂees from the object of its fear (chosen by you).
  Friendship: The target’s attitude shifts to the next more positive 
  attitude (hostile to unfriendly, unfriendly to indiﬀerent, and so 
  forth). Creatures involved in combat continue to ﬁght back normally, 
  however. Friendship dispels the eﬀects of hatred.
  Hatred: The target’s attitude shifts to the next more negative attitude 
  (indiﬀerent to unfriendly, unfriendly to hostile, and so forth). Hatred 
  dispels the eﬀects of friendship.
  Hope: The target gains a +2 bonus on saving throws, attack rolls, 
  checks, and damage. Hope dispels the eﬀects of despair.
  Time: Heart Shaping is a standard action.
  Light Shaping
  Fatiguing
  You can mentally control light. With a successful check, you can make 
  your outline blurred and indistinct, or even become invisible.
  You can create realistic three-dimensional images of light occupying up 
  to a 10-foot cube. Each additional 10-foot cube that the image occupies 
  increases the Diﬃculty by 5. Subjects seeing the image get a Will saving 
  throw to realize it is not real if they have any reason to suspect it, such 
  as the fact that the image makes no noise.
  You can create light like the Fire Shaping power (see Fire Shaping).
  You can create light eﬀects anywhere in your line of sight, and they last 
  as long as you maintain them.
  Task
  Diﬃculty
  Illuminate
  5 (+5 per additional 10-foot radius)
  Visual Illusion
  10 (+5 per additional 10-foot cube)
  Blur (20% miss chance)
  15
  Blur (50% miss chance)
  20
  Invisibility
  25
  
  6
  True20 QuickStart Rules
  Time: Light Shaping is a standard action. Creating light is a move 
  action.
  Move Object
  Fatiguing
  You can move objects with the power of your thoughts. A Move Object 
  check allows you to move an object in your line of sight. The Diﬃculty 
  of the Move Object check is based on the mass of the object you want 
  to move and whether or not you choose to risk fatigue. A fatiguing use 
  of Move Object can move ten times the mass listed on the table (so 
  20 pounds at Diﬃculty 10, up to 2,000 pounds at Diﬃculty 40) and 
  doubles the listed damage.
  Diﬃculty
  Mass
  Damage
  10
  2 lb.
  +1
  15
  5 lb.
  +2
  20
  10 lb.
  +3
  25
  25 lb.
  +4
  30
  50 lb.
  +5
  35
  100 lb.
  +6
  40
  200 lb.
  +7
  You can move the object a distance of 5 feet times your Move Object 
  rank per move action.
  If two adepts vie for control of an object, use opposed Move Object 
  checks. The winner controls the object for that round. If a creature is 
  holding the object, make a Move Object check opposed by the creature’s 
  Strength check.
  Striking with Objects: You can hurl objects at opponents. This requires 
  a ranged attack roll and the object deals damage based on your Move 
  Object skill check, as shown on the table. Since using Move Object is a 
  move action, you can move an object and strike with it (as a standard 
  action) in the same round.
  Moving Multiple Objects: As a full-round action, you can attempt to 
  move multiple objects at once. Use the Diﬃculty of the heaviest 
  object, then add +2 for each additional object and increase the fatigue 
  check Diﬃculty by +2 for each additional object. You cannot strike a 
  target with multiple objects as part of the same action.
  Time: Move Object is a move action. The power use lasts for 10 rounds 
  (1 minute) and requires concentration to maintain.
  Pain
  Fatiguing
  You can inﬂict terrible pain on a target. You must touch the target, 
  who makes a Will saving throw. If the save fails, the target is stunned 
  (see the wounded condition for eﬀects). So long as you maintain 
  concentration, the eﬀect continues. The victim gets a new Will save 
  each round to overcome the pain. A successful Will save means your 
  Pain power stops working. You must use it again to aﬀect the target 
  (with the usual increase in fatigue save Diﬃculty for successive use). 
  A target gets a +2 Will save bonus for each successive use of Pain in 
  the same scene.
  Time: Pain is a standard action.
  Second Sight
  You can sense the use and lingering eﬀects of supernatural powers. 
  The Narrator makes a Second Sight check for you in secret as a reaction 
  whenever powers are used in your general area. The base Diﬃculty is 
  10 and increases by +1 for every 10 feet between you and the user or 
  subject of the power (whichever is closer). A successful result means you 
  sense the power use. You also know the general direction and distance 
  to the source of the power and its target. If you succeed by 5 or more, 
  you know which power was used. If you succeed by 10 or more, you also 
  recognize the user, if known to you.
  Time: Second Sight is a reaction, taking no time on your part.
  Suggestion
  Fatiguing
  You can implant suggestions into the minds of others. The suggestion 
  must be worded in such a manner as to make the activity sound 
  reasonable. Asking a creature to shoot or stab itself, immolate itself, 
  or do some other obviously harmful act automatically fails. However, 
  a suggestion that a pool of acid is actually pure water and that a quick 
  dip would be refreshing is another matter...
  If the target’s Will saving throw fails, the suggested course of action is 
  followed for up to 30 minutes per power rank, or until the course of action 
  is complete, whichever comes ﬁrst. You can also specify conditions that 
  trigger a particular course of action, in which case the duration is counted 
  from when the triggering event occurs. A very reasonable suggestion may 
  impose a saving throw penalty of –1 or –2, at the Narrator’s discretion.
  Time: Suggestion is a full-round action.
  Ward
  You can create interference with other supernatural powers and even 
  creatures. You can aﬀect an area around you with a radius equal to your 
  adept level times 5 feet. Alternatively, you can choose to focus your 
  Ward against a single creature in your line of sight.
  Anyone aﬀected by your Ward must make an opposed check against 
  the result of your Ward check to successfully use any powers. Powers 
  with results less than yours fail; although, the users of the failed powers 
  still suﬀer fatigue, if any. Adepts can choose to suﬀer a fatigue result, 
  in addition to the normal fatigue of the power used, to gain a +5 bonus 
  to overcome your Ward. If so, you can choose to suﬀer a fatigue result 
  to reinforce your ward, forcing the subject to make a normal check to 
  overcome it (without the bonus). This takes no actual time; it happens 
  as part of the check to overcome the Ward.
  Creature Ward: You can also use Ward to “hedge out” or ward oﬀ certain 
  supernatural creatures. The Narrator decides what type of creatures 
  you may ward, depending on the setting. Examples include undead, 
  fey creatures, elementals, psychic or energy beings, demons (or other 
  extraplanar entities), and so forth. Diﬀerent types of supernatural 
  powers may ward against diﬀerent types of creatures.
  Any creature aﬀected by your Ward must make a Will save against the 
  result of your Ward check to pass the boundary of the ward (a radius 
  of adept level x 5 feet). A creature that fails the save cannot cross the 
  boundary so long as the ward is maintained, nor can it directly aﬀect 
  or inﬂuence anything within the bounds of the ward.
  Time: Ward is a move action.
  
  7
  License
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document, Copyright 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 Copyright 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 Player’s Guide, Copyright 2004, White Wolf Publishing, Inc.
  Blue Rose, Copyright 2005, Green Ronin Publishing; Authors Jeremy 
  Crawford, Dawn Elliot, Steve Kenson, Alejandro Melchoir, and John 
  Snead.
  Monte Cook Presents: Iron Heroes, Copyright 2005, Monte J. Cook. All rights 
  reserved.
  Mutants & Masterminds, Copyright 2002, Green Ronin Publishing; Author 
  Steve Kenson.
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  Unearthed Arcana, Copyright 2003, Wizards of the Coast, Inc.; Andy Collins, 
  Jesse Decker, David Noonan, Rich Redman.
  True20 Adventure Roleplaying, Copyright 2005, Green Ronin Publishing; 
  Author Steve Kenson.
  Caliphate Nights, Copyright 2006, Paradigm Concepts; Author Aaron 
  Infante-Levy
  Lux Aeternum, Copyright 2006, BlackWyrm Games; Author Ryan Wolfe, 
  with Dave Mattingly, Aaron Sullivan, and Derrick Thomas.
  Mecha vs. Kaiju, Copyright 2006, Big Finger Games; Author Johnathan 
  Wright
  Borrowed Time, Copyright 2006, Golden Elm Media; Authors Bruce Baugh 
  and David Bolack
  
SOURCE: textdata/thevault/True20 System (d20)/True20 - Quick Start Rules.pdf