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TRUE 20 Conversion
by Luke Walker
Iron Kingdoms and all related distinctive logos and terms are trade marks of Privateer Press, Inc. © 2000-2006. All rights
reserved. True 20 and all related distinctive logos and terms are trade marks of Green Ronin Publishing. © 2000-2004. All rights
reserved. This document may be printed and/or reproduced for personal use only, and this copyright notice must be left intact.
No part of this text may be reproduced without permission of the publisher.
CHAPTER ONE: RACES
Each PC chooses a Race from the IKCG instead of a Background in True 20. The
Races provide additional benefits to the PC at 1st level above what is otherwise
granted in True 20.
† Spot » Notice
† Hide or Move Silently » Stealth
† Spellcraft » Knowledge (Supernatural)
† Balance » Acrobatics
† Profession (Sailor) » Survival
† Use Rope » Sleight of Hand
Any Automatic Class Skills are converted to additional Starting Skills that the PC
gains for free i.e. the PC gains 4 ranks in those Automatic Class Skills.
HUMAN CULTURES
All Human PCs may select a free Feat chosen from his cultures Popular Starting
Feat list.
Jingoistic and Socially Isolated Flaws are removed. Instead, one or other of these
Flaws are common amongst all Humans. The GM is free to impose the penalties
of these Flaws when Humans are dealing with other cultures or races.
Tordorans’ +1 bonus to Will is removed and the Iron Will Feat is added to their
Popular Starting Feat list.
2
Caspians do not get a +2 to Charisma.
OTHER RACES
Unlike Humans, each Non-Human race must begin 1st level in the following
Roles (determined from Favoured Class):
† Iosan » Adept
† Bogrun, Gobbers Expert » Expert
† Dwarves, Nyss, Ogrun, Trollkin » Warrior
Dwarves: +2 racial bonus to Appraise is removed. When a Dwarf breaks his oath
he suffers -1 to Ability scores for each day it remains unbroken (max -5). If the
breach is repaired, the Dwarf recovers -1 each day until fully restored.
Iosan: All racial benefits that effect Scrying are replaced with:
† +2 racial bonus to Sense Motive and Second Sight to detect the Scrying
Power.
† +2 racial bonus to the difficulty of being the subject of the use of the Scrying
Power.
† Sorcery* (Scrying Power).
*new feat (see chapter four)
Low Light Vision is replaces with the Night Vision Feat. Iosan may treat long
swords, long bows, short swords and short bows as simple weapons.
Nyss: May treat the Nyss Claymore as a martial weapon. Nyss bonuses and
penalties to spell based temperature effects apply to all corresponding
temperature effects.
Ogruns: +2 bonus to AC and bonus HP are removed. NB: large size grants a +2 to
Toughness. +1 Level Adjustment is removed. When an Ogrun is disloyal to his
sworn master, he suffers -1 to Ability scores for each day he remains disloyal
(max -5). If the breach is repaired, the Ogrun recovers -1 each day until fully
restored. Ogruns may not take Arcane Magic.
3
CHAPTER TWO: CLASSES & PRESTIGE CLASSES
All Classes and Prestige Classes have been replaced with True 20’s three Roles.
However, many Iron Kingdom Classes and Prestige Classes have given rise to
new Skills, Feats and Powers.
The following Skills have been added to the True 20 Skill list:
† Alchemy (Int) Trained Only – covers Craft (alchemy) & (bone grinding).
† Command (Cha) – new skill covered in the Black Company Setting.
† Craft (Int) Trained Only – covers all mundane Craft Skills.
† Knowledge (science) (Int) Trained Only
† Mechanika (Int) Trained Only – covers Craft (mechanika) and civilian uses
of Jack Handling.
† Technology (Int) Trained Only – covers Craft (clockwork), (gunsmithing),
(steam engine) & (tools) and Disable Device.
† Warcraft (Int) Trained Only – covers Craft (canoneer), (demolitions) & (small
arms) and military uses of Jack Handling.
Alchemy is used for Bone Grinding (creating Enhancers and Tokens) as set out in
the Monsternomicon. The XP costs for such creations are replaced with a Wealth
Check equal to the Craft DC less 5. Enhancers can be created for the Quick
Power, Subtle Power and Widen Power Feats. The Craft DC for Enhancers is 15 +
the bonus to fatigue DC (i.e.23 for Quick Enhancers, 17 for Subtle Enhancers and
21 for Widen Enhancers).
Craft no longer requires specialisation. It covers all mundane crafts. It can also be
used to create a Woldwardens. This requires the Imbue Item Feat, Earth Shaping
Power, Imbue Life Power, Plant Shaping Power and 3 complex Craft checks (one
for each Power).
Mechanika can be used to create a Mechanical Familiar. This requires the Imbue
Item Feat, Imbue Life Power and a complex Craft check.
Technology covers all uses of the Disable Device Skill. It can be used to create a
Magelock Pistols and Rune Bullets. This requires the Imbue Item Feat, Gun Mage
Feat and a complex or simple Craft check, respectively. A Magelock Pistol is
immune to all damage from using the Gun Mage Feat. A Rune Bullet allows the
gun’s damage to be added to the Power’s damage when using the Gun Mage
Feat. They also grant a +1 to hit as they are considered mastercraft ammunition.
4
CHAPTER FOUR: FEATS
The following Feats are added to those available in addition to those in True 20.
The Feats grant the benefit listed here or in the IKCG as modified below:
GENERAL
5
† Power Resistance (General): It grants against a +1 bonus to all Saves to resist
Powers.
† Rite of Assessment (General): Prerequisites: Cleric of Great Fathers.
† Salvage Ammunition (General). Prerequisites: Warcraft 10 ranks.
† Sorcery (General): You are able to use a particular Power despite no formal
training. You can use it as if you know it at a rank equal to your total level +3.
You are not considered trained in the power for purposes of prerequisites and
other traits. You have less control over your Power than a truly trained Adept
does with Powers. Whenever you are under stress, you must make a Will saving
throw against a Difficulty of 10 + half your total level – twice the number of times
you have taken the Sorcery feat. If you fail, you are stunned and one of your
Powers (as chosen by the GM) goes off randomly. The Power has its normal
effect, but the GM chooses its target and parameters (if any). You suffer normal
fatigue from this wild use of Powers and cannot take any other action on the
round it manifests. You can spend Conviction to automatically control a wild
talent for one use. If you acquire the Power for the same Power as your Sorcery
feat, you gain control over it and can use it normally. You cannot acquire this feat
by spending Conviction.
† Society Membership (General): Choose one society or organisation. This Feat
grants the benefits of the Connections, Contacts and Wealthy Feats when dealing
with that society.
† Spring of Understanding (General). Prerequisites: Cleric of Dhunia, Adept level
3 and Water Shaping Power.
† Steamo (General). Prerequisites: Mechanika or Technology 4 ranks. +4 Fortitude
and Toughness against heat damage.
† Strength of the Earth (General): Prerequisites: Cleric of Dhunia, Adept level 3
and Earth Shaping Power.
† Stronghammer Smith (General): Prerequisites: Ogrun.
† Summon Elemental (General): Prerequisites: Cleric of Dhunia, Adept level 6
and any Shaping Power. You can summon an elemental, a spirit which animates
a particular element. This requires a check using the appropriate Shaping Power
for that element (Water Shaping for water elementals, Fire Shaping for fire
elementals, and so forth) with a Difficulty equal to 10 + twice the elemental’s
level. Summoning a 5th-level elemental is Difficulty 20, for instance. Summon
Elemental is fatiguing (Difficulty 10 + the elemental’s level). The summoned
elemental will do your bidding for a number of rounds equal to your Adept level
before disappearing, leaving behind only the now-inert element it used for its
body. You must have some amount of the desired element nearby to summon an
elemental of that type.
† Summon Infernals (General): Prerequisites: Corruption 1+ and a Shaping Power
9 ranks. You can summon Infernal to serve you. This requires a check of 1d20
+ Adept level + your Charisma score with a Difficulty of 10 + twice the Infernal’s
level. Summoning a 5th level Infernal is Difficulty 20, for instance. Summon
Infernal is fatiguing (Difficulty 10 + the Infernal’s level). The summoned creature
will do your bidding for a number of days equal to your adept level before
returning from whence it came. Summon Infernal is requires a Corruption check.
† Tall Tales (General).
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† Thunderous Exaltation (General): Prerequisites: Cleric of Great Fathers.
† Unbreakable Concentration (General): Prerequisites: Greylord and
Concentration 8 ranks.
† Undine Summons (General): Prerequisites: Cleric of Dhunia, Adept level 3 and
Water Shaping Power.
† University Education (General): Prerequisites: Wealthy or Int +2.
† Vigilance and Voice of Law (General): Prerequisites: Cleric of Great Fathers.
† Wind Shroud (General): Prerequisites: Cleric of Dhunia, Adept level 3 and
Wind Shaping Power.
† Witchhound (General): Sense Arcane Magic users with a Wis DC (15-
Corruption).
ADEPT
† Gun Mage (Adept): It works in the manner set out in the Gun Mage Class. It
allows the PC to use Elemental Strike Power through a pistol so that any feats
benefiting gun use apply. The pistol takes damage equal to the Power ranks on
each shot.
EXPERT
† Bodging (Expert): It works in the manner set out in the Bodger Class. The Feat
allows the Bodger to make bodged repairs at halve the time, Wealth DC and
Craft DC as normal repairs. However, the item must be maintained for hour a
day or fall back into disrepair. If the Bodger has access to junkyards, the Bodger
may replace the Wealth check with a Search check. For normal construction and
repairs, a Bodger may use the feat to reduce the Wealth DC by 5 with a successful
Search Skill check at DC 15.
† Fabricate Identity (Expert): It works in the manner set out in the Spy Prestige
Class.
† Jack Wrenching (Expert): It works in the manner set out in the Bodger Class. As
an attack action, a PC may make any mechanical device work for 1d6 rounds.
This can be used on any one device 1d3 times. If the PC has Taunt Feat, Jack
Wrenching can be used at a range of up to 30ft.
† Rugged Mechanika (Expert): Prerequisites: Mechanika 14 ranks. All Mechanika
made by the PC have +5 Toughness.
WARRIOR
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CHANGED FEATS
Familiar (Adept): This Feat may now be taken to bond with a Mechanical
Familiar,as set out in the Arcane Mechanic Class, or a Magelock Pistol, as set out
in the Gun Mage Class, with the following changes:
Improvised Tools (Expert): This Feat now also allows the PC to remove the
penalty from using Improvised Weapons.
The Armour Check Penalty from Armour also applies to any Power checks.
A PC who takes the Sorcery Feat uses Cha for that Power. A user of Sorcery is
called a Sorcerer. A Sorcerer suffers from corruption as a Mage. A Cleric who
takes the Sorcery feat is subject to both Corruption as a Mage as well as the
strictures of his faith, when using that Power.
Other than Sorcery, when a PC first takes a Power, he must decide whether the
source of his Magic is arcane or divine. If it is divine then the PC must decide
which God he is a follower.
A user of Arcane Magic is called a Mage and uses the Int Attribute for Powers.
Mages gain Second Sight and Ward Powers for free. All other Powers are
accessible to Mages except Purifying Light.
Mages suffer from Corruption when using any magic that upsets the natural
order. Healing, raising the dead, corrupting or torturing others, mentally
enslaving others and dealing with Infernals all give rise to Corruption. When a
person does an act of evil (DC 10 to 25) or a Mage uses Arcane Magic in evil ways
(DC 10 + ranks/2), the person must make a Will Save. If he fails, he gains a point
of Corruption.
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Corruption acts as a bonus for Infernals to notice that person and a negative
reputation when dealing with Infernals. A person can remove this penalty by
giving into Corruption and loosing his soul. The person may now use Corruption
as a positive Reputation when dealing with Infernals and also as the stat for all
Power usage. Corruption can be reduced by spending 10 Conviction earned from
his Virtue (not Vice).
A user of Divine Magic is called a Cleric and uses the Wis Attribute for Powers.
Any Cleric may use any Power listed under their God’s Domains untrained and
gains Purifying Light, Visions and Ward Powers for free. The Powers a Cleric
may choose must come from his God’s domains. Clerics do not suffer from
Corruption when using their God’s Powers.
DOMAINS
If a God has a Power listed more than once (including Purifying Light, Visions or
Ward) then his Cleric’s gain a +2 divine bonus to using that power.
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† Plant: Nature Reading, Plant Shaping.
† Plunder: Manipulate Object, Phase.
† Predation: Beast Link (Dominate, Pain), Combat Sense.
† Spring: Cure Disease, Enhance Others.
† Strength: Body Control, Enhance Self.
† Summer: Heart Reading, Light Shaping.
† Travel: Apport, Treleport.
† Trickery: Blink, Illusion.
† Tyranny: Mind Touch (Mind Reading, Mind Shaping).
† Undeath: Drain Vitality, Imbue Unlife.
† War: Harm, Purifying Light.
† Warrior: Combat Sense, Purifying Light.
† Water: Nature Reading, Water Shaping.
† Winter: Cold Shaping, Elemental Resistance.
A follower of the Devourer Wurm who is also a member of the Circle also
receives the Druid domain, provided he has taken Earth Shaping and Plant
Shaping for his Chaos and Destruction domains.
NEW POWERS
Metal Shaping
Fatiguing
You can shape metal. A Metal Shaping check can have one of the following
effects:
† Sunder Metal: Your can strike metal within sight and inflict damage equal to
half your power rank, rounded down.
† Craft Metal: You can add a bonus of your ranks/4 to any Craft Skill check
involving an object that is substantially metal.
† Improve Weapons and Armour: You can improve weapons and armour. A
Metal Shaping check grants the weapon or armour a bonus to its base Damage
bonus or Armour bonus. You can select a bonus lower than what you get on
the table to reduce fatigue Difficulty, which is 10 + the bonus.
Result Bonus
Up to 4 +1
5–14 +2
15–24 +3
25–34 +4
35+ +5
Time: Sunder Metal is an attack action. Crafting Metal and Improving Weapons
and Armour are move actions. The bonus from Improving Weapons and Armour
lasts for 10 rounds (1 minute) per use.
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Purifying Light
Fatiguing, Maintenance (see below)
You can wield the power of pure light as a weapon against the enemies of your
God. This feat allows you to do two things.
† Light Strike: First, you can cast a supernatural bolt of light like an Elemental
Strike, except it only affects enemies of your God.
† Shining Ward: Second, you can call forth a shining light to fill an area up to
60 feet across. Maintaining the area of pure light requires concentration. Any
enemies of your God must make a Will save in order to enter the area of light,
and another Will save each round to remain there. A failed save means the
creature cannot enter the area and must leave immediately if it is already
inside it.
Both uses of Purifying Light are fatiguing. You make the fatigue save after
each light strike and after you stop maintaining a shining ward.
CHANGED POWERS
The Fatigue rolls for using Cure, Cure Blindness/Deafness, Cure Disease, Cure
Poison and Imbue Unlife Powers also act as a save against non-lethal damage.
The non-lethal damage and fatigue effects are cumulative.
Imbue Life Power has been altered and is now only used in creating “intelligent”
constructs such as Woldwardens, Mechanical Familiars and Steamjacks.
Sense Minds Power now only applies to the types of minds that the PC can
contact. For example, if the PC has Mind Touch it can sense sentient minds, Beast
Link it can sense animal minds, and Tech Link it can sense technological minds
such as a Steamjack’s cortex.
MECHANIKA
A Mage may charge accumulators at the rate of 1 charge for each level of fatigue
suffered. The Mage must make a Will Save Difficulty 18 to stop charging as
normal.
In addition, a Mage may use Energy Shaping to get a more powerful charge. The
Energy Shaping check result provides the following charges:
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Result Charge
15-19 +1
20-24 +2
25-29 +3
30-34 +4
35+ +5
The power field of Warcaster Armour may absorb a number of Bruised and Hit
results equal to the bonus Hit Points/5. The absorption recharges at the rate of 1
per round.
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13
NAME:
ROLE: LEVEL:
STR C ATTACK =
D Dodge = = + + + + 10
O E + 10
DEX Ref Parry =
F
M Total Combat Attr. Size Misc
CON Fort D
B A Melee = + 15
M Ranged = = + + + 15
INT A
TOUGHNESS = +
T Total Item Attr. Misc Size
WIS Will
0+ 5+ 10+ 15+
CHA Bruised Dazed Staggered Unconsciou
=Hurt Wounded Disable sDying
d
FEATS: FATIGUE » Winded Fatigued Exhausted
SKILLS: Total Rnk Attr Misc SKILLS: Total Rnk Attr Misc
EQUIPMENT: REPUTATION:
WEALTH:
PROFESSION:
14