True System Reference Document, Generic Edition

All of the following text is Open Gaming Content.

TABLE OF CONTENTS

INTRODUCTION
         What Is Roleplaying?
         The Basics of the Game
         The Core System
         The Narrator
         The Heroes
         Game Play
         Die Rolls
         Checks
         Difficulty
         Opposed Checks
         Trying Again
         Circumstance Modifiers
         Time and Checks
         Tools
         Checks without Rolls
         Aiding Another
         Types of Checks
         Attack Rolls
         Saving Throws
         The Combat Round
         Conviction
         Important Terms
CHAPTER 1: HERO CREATION
         Abilities
         Choosing Ability Scores
         The Abilities
         Altering Ability Scores
         Nonexistent Abilities
         Roles
         Level-Dependent Benefits
         Role Descriptions
         Adept
         Expert
         Warrior
         Level Advancement
         Mixed-Role Heroes
         Characteristics
         Details
         Nature
         Conviction
         Reputation
CHAPTER 2: SKILLS
         Skill Basics
         Acquiring Skills
         How Skills Work
         Skill Descriptions
         Skill Name
CHAPTER 3: FEATS
         Acquiring Feats
         Types of Feats
         Prerequisites
         Feat Descriptions
CHAPTER 4: SUPERNATURAL POWERS
         Learning Powers
         Using Powers
         Action
         Power Checks
         Attack Rolls
         Saving Throws
         Range
         Multiple Subjects
         Fatigue
         Maintaining Powers
         Power Descriptions
CHAPTER 5: EQUIPMENT
         Wealth
         Wealth Score
         The Wealth Check
         Losing Wealth
         Gaining Wealth
         Selling Things
         Weapons
         Weapon Categories
         Weapon Qualities
         Weapon Descriptions
         Masterwork Weapons
         Armor
         Armor Qualities
         Armor Descriptions
         Masterwork Armor
         Goods and Services
         Adventuring Gear
         Tools and Skill Kits
         Clothing
         Food, Drink, and Lodging
         Mounts and Related Gear
         Transportation
         Services
         Supernatural Equipment
CHAPTER 6: PLAYING THE GAME
         Physical Actions
         Moving
         Carrying
         Throwing
         Extra Effort
         Social Actions
         Influencing Attitudes
         Social Interaction
         Fighting
         Combat Sequence
         Combat Statistics
         Actions
         Action Descriptions
         Miscellaneous Actions
         Combat Modifiers
         Damage and Recovery
         Hazards and the Environment
         Acid
         Cold
         Darkness
         Falling
         Heat
         Starvation and Dehydration
         Suffocation
         Water
CHAPTER 7: NARRATING THE GAME
         Running the Game
         Assigning Difficulties
         Secret Checks
         Altering the Outcome of Die Rolls
         Faking It
         Saying Yes to Your Players
         Making Mistakes
         Heroic Advancement
CHAPTER 8: ADVERSARIES
         Minions
         Creatures
APPENDIX I: MODERN SETTINGS
         Modern Skills
         Computers
         Craft
         Drive
         Knowledge
         Pilot
         Modern Powers
         Cyberkinesis
         Electrokinesis
         Modern Equipment
         Weapons
         Armor
APPENDIX II: SRD SYSTEM CONVERSION
         Abilities
         Damage and Injury
         Toughness and Hit Points
         Damage Bonus
         Magical Healing
         Damage to Objects
         Feat Changes
         Spell Changes
         Converting Creatures
Open Game License