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FULL CONTROL

The 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-ncsa/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 CONTROL

The True20 sourcebook for character creation control

Preface

Game systems are largely just complex


mathematical puzzles with a bit of random dierolling 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.

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.

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

FULL CONTROL

The True20 sourcebook for character creation control


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,

FULL CONTROL

The True20 sourcebook for character creation control


checkpoint in the plot, or like point in the game
Skills
can constitute a reason for handing out BPs.
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
Combat Bonus
Combat Bonuses are very easy to determine skill ranks is either reduced or increased
within Full Control. A character buys an increase according to the characters current intelligence
to their Combat Bonus whenever they have the score. Thus, characters no longer receive free
BPs to spend and permission from their Narrator ranks at each level. To find the cost for a skill
to spend them. A character can increase their rank, a player simply needs to find their
Combat Bonus as high as they desire, although characters intelligence score on the table and
Narrators just beginning to learn this system may find the appropriate BP price for the rank that
want to institute a cap where a characters they wish to purchase. As with other aspects of
Combat Bonus can only be 2 higher than their character building, new Narrators may wish to
character level. A character can buy multiple set limits as to how many ranks a character may
increases to Combat Bonus at a single time so have. A traditional limit would be character
long as they pay for all of the desired increases.
level +3, while a limit in line with other Full
The cost for purchasing a Combat Bonus Control advice would be character level +5. For
is always equal to 9 times the desired Combat example, a character with 10 ranks in 4 skills and
Bonus. For example, a player can spend 9 BPs on who also has an intelligence ability of +3 would
their beginning character and start the game have paid a total of 140 BPs for all of those ranks.
with a Combat Bonus of +1. That same player Each
skill
would
cost
35
BPs
could spend an additional 18 BPs and increase (1+1+2+3+3+4+4+5+6+6), so four skills of equal
their Combat Bonus from +1 to +2. A player level would cost a cumulative 140 BPs.
As a
could spend 90 BPs on a character with a Combat different example, take the same number of skills
Bonus of +9 to increase the Combat Bonus to +10. and ranks for a character with an intelligence of
Altogether, the player would have spent a total of +0. This character would cost 55 BPs (1 +2 +3 +4
495 BPs to reach a level of Combat Bonus equal to +5 +6 +7 +8 +9 +10) on each skill for a cumulative
+10.
total of 220 BPs.

FULL CONTROL

The True20 sourcebook for character creation control


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

FULL CONTROL

The True20 sourcebook for character creation control


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

FULL CONTROL

The True20 sourcebook for character creation control


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.

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.

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 finetune 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

FULL CONTROL

The True20 sourcebook for character creation control

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).

FULL CONTROL

The True20 sourcebook for character creation control

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.

10

FULL CONTROL

The True20 sourcebook for character creation control

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

11

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,

FULL CONTROL

The True20 sourcebook for character creation control


Elemental Weapon, Fire Shaping, Light Shaping, events +14 (9 ranks), Knowledge: Streetwise +14
Water Shaping, Weather Shaping, Wind Shaping, (9 ranks), Notice +18 (18 ranks), Ride +21 (18
Wind Walk.
ranks), Search +23 (18 ranks), Sleight of Hand +21
(18 ranks), Stealth +21 (18 ranks)
Size: Medium
Feats [630 BPs]: Acrobatic Bluff, Canny Dodge,
Speed: 30 ft.
Cold Shaping, Elemental Aura, Elemental Blast,
Abilities [60 BPs]: Str -1, Dex +3, Con +1, Int +4 Elemental
Resistance,
Elemental
Weapon,
(+3 base, +1 purchase), Wis +0, Cha +0
Evasion, Fire Shaping, Improved Initiative, Night
Skills [383 BPs]: Acrobatics +15 (12 ranks), Vision, Quicken Power, Sneak Attack (4), Water
Concentration +6 (5 ranks), Craft: Mechanical +15 Shaping, Weather Shaping, Widen Power, Wind
(11 ranks), Disable Device 15 (11 ranks), Escape Shaping, Wind Walk.
Artist +13 (11 ranks), Knowledge: Current events Combat [324 BPs]: +11 (+8 combat, +3 Dex);
+9 (5 ranks), Knowledge: Streetwise +9 (5 ranks), Damage: -1 + weapon +5 Sneak Attack.
Notice +11 (11 ranks), Ride +14 (11 ranks), Search Dodge/Parry: 25/21 (10, +8 combat, +3/-1 Dex/Str,
+15 (11 ranks), Sleight of Hand +14 (11 ranks), +4 Int). Initiative +7.
Stealth +15 (12 ranks)
Adept Powers [480 BPs]: Power Rank: 18, Save
Feats [273 BPs]: Acrobatic Bluff, Canny Dodge, DC: 21 (10, +4 Int, +7 from Adept levels)
Elemental Blast, Evasion, Fire Shaping, Improved Saving Throws [1,020 BPs]: Toughness +1 Con,
Initiative, Night Vision, Sneak Attack (4), Water Fortitude +9 (+8 base, +1 Con), Reflex +9 (+6 base,
Shaping, Wind Shaping, Weather Shaping.
+3 Dex), Will +9 (+9 base, +0 Wis)
Combat [135 BPs]: +8 (+5 combat, +3 Dex);
Damage: -1 + weapon +5 Sneak Attack. 20th Level Human [5,735 BPs]
Dodge/Parry: 22/18 (10, +5 combat, +3/-1 Dex/Str, Having become the master of two paths, Shandra
+4 Int). Initiative +7.
finishes her development by focusing on her
Adept Powers [144 BPs]: Power Rank: 11, Save adept levels above all else. She maintains her
DC: 18 (10, +4 Int, +4 from Adept levels)
prowess in the skills, and her hand to hand
Saving Throws [370 BPs]: Toughness +1 Con, combat skill becomes a great tool for very
Fortitude +5 (+4 base, +1 Con), Reflex +6 (+3 base, specific times. Her power is now in her adept
+3 Dex), Will +6 (+6 base, +0 Wis)
abilities, but her threat for an occasional sneak
attack can occasionally catch an opponent off15th Level Human [3,557 BPs]
guard.
She continues to be able to blend
Continuing the course of her now split path sneaking, hiding, and getting into areas where
between stealthy behavior and elemental she is unexpected in order to succeed.
mastery has brought Shandra against a new set
of opponents. As her power has increased, she Size: Medium
has drawn the attention of new and more Speed: 30 ft.
powerful enemies. These enemies are skillful Abilities [360 BPs]: Str -1, Dex +4 (+3 base, +1
masters of their own adept powers, and Shandra purchase), Con +1, Int +5 (+3 base, +2 purchase),
has had to focus on developing her own adept Wis +0, Cha +0
powers and saves. This has forced Shandra to Skills [1,496 BPs]: Acrobatics +27 (23 ranks),
choose between her combat focus and her skills, Concentration +24 (23 ranks), Craft: Mechanical
and Shandra has chosen to keep her skills intact +28 (23 ranks), Disable Device +28 (23 ranks),
at the expense of her combat ability. Escape Artist +27 (23 ranks), Knowledge: Current
Furthermore, she has grown again in events +18 (13 ranks), Knowledge: Streetwise +18
intelligence. This boosts her defense, her skills, (13 ranks), Notice +23 (23 ranks), Ride +27 (23
and her adept power in terms of rank and save ranks), Search +28 (23 ranks), Sleight of Hand +27
DC.
(23 ranks), Stealth +27 (23 ranks)
Feats [975 BPs]: Acrobatic Bluff, Canny Dodge,
Size: Medium
Cold Shaping, Elemental Aura, Elemental Blast,
Speed: 30 ft.
Elemental
Resistance,
Elemental
Weapon,
Abilities [180 BPs]: Str -1, Dex +3, Con +1, Int +5 Empower, Evasion, Fire Shaping, Great Fortitude,
(+3 base, +2 purchase), Wis +0, Cha +0
Improved Evasion, Improved Initiative, Iron Will,
Skills [923 BPs]: Acrobatics +21 (18 ranks), Lightning Reflexes, Night Vision, Quicken Power,
Concentration +17 (16 ranks), Craft: Mechanical Sneak Attack (4), Water Shaping, Weather
+23 (18 ranks), Disable Device 23 (18 ranks), Shaping, Widen Power, Wind Shaping, Wind
Escape Artist +21 (18 ranks), Knowledge: Current Walk.

12

FULL CONTROL

The True20 sourcebook for character creation control


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)

13

FULL CONTROL

The True20 sourcebook for character creation control

Open Game License V1.0a

The following text is the property of Wizards of the Coast,


Inc. and is Copyright 2000 Wizards of the Coast, Inc 9. Updating the License: Wizards or its designated Agents
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Green Ronin Publishing;, LLC Author Steve Kenson.
Full Control, 2009, Dreamscarred Press, Author John
Fraser.

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