True System Reference Document, Generic Edition

All of the following text is Open Gaming Content.


The True SRD rules given in the previous chapters are most suited to fantasy-style worlds, with medieval or Renaissance-era technology, fantastic monsters, and magic. However, the True SRD system can extend beyond fantasy worlds into modern and even futuristic settings. This requires the addition of a few more modern skills along with modern equipment. You can use the guidelines in this appendix to adapt the True SRD for use with modern settings, as desired.

Modern Skills

Add the following skills to the True SRD skill list for a modern setting.


Intelligence, Trained Only

You're trained in the operation of computers and modifying or creating software.

Check: Most normal computer operations -- using software, getting your e-mail -- don't require a Computers check and can be done untrained.

However, searching an unfamiliar network for a particular file, writing programs, altering existing programs to perform differently, and breaking computer security all require skill checks (and training).

Find File: The Difficulty and the time required to locate a file on an unfamiliar system are determined by the size of the site, from 10 for a personal computer to 25 for a massive network. Finding public information on the Internet does not fall under this category; this only pertains to finding files on unfamiliar computer systems.

Defeat Computer Security: The Difficulty of the check is determined by the quality of the security installed to defend the system, from 20 for minimal security to 40 for the best-defended systems. If the check fails by 5 or more, the system immediately alerts its administrator there has been an unauthorized entry. An alerted administrator may attempt to identify you or cut off access to the system.

Defend Security: If you are the system administrator for a site (which may be as simple as being the owner of a personal computer), you can defend it against intruders. If the site alerts you to an intruder, you can attempt to cut off the intruder's access or even to identify the intruder.

To cut off access, make an opposed Computers check against the intruder. If the check succeeds, the intruder's session is ended. The intruder might be able to defeat your security and access your site again, but has to start over again. Attempting to cut off access takes a full round.

One surefire way to prevent further access is to simply shut the site down. With a single computer, that's no big deal, but on a large site with many computers (or computers controlling functions that can't be interrupted) it may be time-consuming or even impossible.

To identify the intruder, make an opposed Computers check. If the check succeeds, you learn the site from which the intruder is operating (if it's a single computer, you learn the name of the computer's owner). Identifying the intruder requires 1 minute and is a separate check from cutting off access. This check can only be made if the intruder is accessing your site for the entire length of the check -- if the intruder's session ends before you make the Computers check, your attempt fails.

Degrade Programming: You can destroy or alter programs on a computer to make it harder or impossible to use. Crashing a computer with a Difficulty 10 check simply shuts it down. Its user can restart it without a skill check (however, restarting takes at least 1 minute). Destroying programming with a Difficulty 15 check makes the computer unusable until the programming is repaired. Damaging programming with a Difficulty 20 check imposes a -4 penalty on all checks made with the computer (sometimes this is preferable to destroying the programming, since the user might not know anything is wrong, and won't simply decide to use a different computer).

Fixing damaged programming requires an hour and a Computers check against a Difficulty equal to the Difficulty for damaging it + 5. Destroyed programming must be re-installed.

Write Program: You can create a program to help with a specific task. Doing so grants a +2 bonus to the task. A specific task, in this case, is one type of operation with one target. The Difficulty to write a program is 20; the time required is one hour.

Action: Computers requires at least a full-round action, usually a minute or more.

Special: You can take 10 when using the Computers skill. You can take 20 in some cases, but not those involving a penalty for failure. (You cannot take 20 to defeat computer security or defend security, for example.)


Intelligence, Specialty, Trained Only, Requires Tools

In modern settings, Craft tends to be broader than a particular trade or handicraft. The different modern Craft specialties are:

Otherwise, the Craft skill works normally.


Dexterity, Trained Only

Use this skill to operate any ground or water vehicle.

Check: Make a check only when some unusual circumstance exists or when driving in a dramatic situation (being chased or attacked, for example, or trying to reach a destination in a limited amount of time). While driving, you can attempt maneuvers or stunts.

Maneuver Difficulty
Easy (low-speed turn) 5
Average (sudden reverse, dodging obstacles) 10
Difficult (tight turns) 15
Challenging (bootlegger reverse) 20
Formidable (high-speed maneuvers, jumping obstacles) 25

Try Again: Most Drive checks have consequences for failure that make trying again impossible.

Action: A Drive check is a move action.

Special: Routine tasks, such as ordinary movement, don't require a skill check and may be done untrained.


Intelligence, Specialty, Trained Only

Modern Knowledge specialties, and the topics each one encompasses, are as follows:


Dexterity, Trained Only

Use this skill to pilot any vehicle that travels through the air or space, such as planes, helicopters, or spacecraft.

Check: Routine tasks, such as ordinary movement, don't require a skill check. Make a check only when piloting in a dramatic situation (being chased or attacked, for example, or trying to reach a destination in time). While piloting, you can attempt simple maneuvers or stunts.

Maneuver Difficulty
Easy (low-speed turn) 5
Average (sudden reverse, dodging obstacles) 10
Difficult (tight turns) 15
Challenging (loop, barrel roll) 20
Formidable (high-speed maneuvers, dodging obstacles) 25

Try Again: Most Pilot checks have consequences for failure that make trying again impossible.

Action: A Pilot check is a move action.

Modern Powers

A few supernatural powers are better suited to a modern setting and are described here.


You can make mental contact with computers.

Check: Make a Cyberkinesis check to make mental contact with a computer. The base Difficulty is 10, modified by familiarity. Once you are in mental contact with the computer, you can make Computers skill checks as if you were accessing that computer normally. Whenever you need to make a Computers check, you can use your Cyberkinesis power instead, but then each check causes fatigue (so it's generally easier on yourself to have Computers).

Special: You can take 10 on Cyberkinesis checks. In cases where there is no penalty for failure, you can also take 20. Obviously, Cyberkinesis is only useful in settings that have computers. In other settings, it doesn't exist (or is never developed).

Time: Cyberkinesis is a move action.



You can control the flow of electromagnetic energy.

Check: You can direct and channel electromagnetic energy, allowing you to direct electricity, drain power sources, and focus magnetism to affect metallic objects.

Direct Electricity: You can direct electricity from a free-flowing power source in your line of sight, including outlets, generators, or even storm clouds. The target makes a Reflex saving throw against your power Difficulty to avoid being struck. If the save fails, the target takes +2 damage, +1 point for every 5 points that your power check exceeds Difficulty 15.

Drain Power: You can drain a power source of its energy. Unattended power sources are automatically drained, while creatures receive a Will saving throw for power sources in their possession. The fatigue Difficulty is based on the size of the power source: 12 for a simple source such as a battery, 14 for a car battery or larger power pack, 18 for a powerful fuel cell or similar high-power storage device, and 22 for a generator. A generator is only drained as long as you concentrate. You can also direct drained electricity as above, using drain power to fuel an electrical attack the following round.

Magnetokinesis: You can manipulate magnetic fields, allowing you to move metallic objects as if you were using the Move Object power, with the same Difficulty Class and strain, based on the object's mass. You can also create a magnetic pulse that erases magnetic storage media (such as videotapes and computer disks) with a Difficulty 20 check. The pulse affects a radius of 20 ft., +1 ft. per point the power check exceeds the Difficulty.

Special: You can take 10 on Electrokinesis checks, but you can't take 20. Electrokinesis is less useful (and less understood) in settings without electrical technology. In these settings, it is primarily used to direct electricity from storms and to affect metallic objects.

Time: Directing electricity and magnetokinesis are standard actions. Draining power is a full-round action.

Modern Equipment

Add the following equipment to the lists in Chapter 5 for a modern setting.


Modern weapons include firearms. The Narrator should decide if training with firearms is covered by the Weapon Training feat or if it requires a separate feat (Firearms Training). Modern warrior characters may have Firearms Training instead of Weapons Training, since few modern soldiers are taught to use archaic weapons like swords.


Modern armor likewise tends to focus on protecting against firearms and shrapnel rather than swords and knives. In fact, you might want to halve the protection of archaic armor against firearm damage, or ignore it altogether; even a steel breastplate won't do much against a highcaliber bullet.

Most other modern equipment works normally in the True SRD rules, with no conversion needed.


Weapon Cost Damage Critical Range Weight Type
Pistol 16 +4 20 40 ft. 3 lb. Ballistic
Heavy Pistol 18 +6 20 40 ft. 4 lb. Ballistic
Rifle 15 +6 20 70 ft. 10 lb. Ballistic
Shotgun 16 +6 20 30 ft. 9 lb. Ballistic
Fragmentation grenade 15 +8 -- 10 ft. 1 lb. Slashing


Armor Cost Bonus Dodge Penalty Speed Weight
Light armor
Leather jacket 10 +1 +8 0 30 ft. 4 lb.
Undercover vest 14 +3 +5 -2 30 ft. 3 lb.
Medium armor
Concealable vest 15 +4 +4 -3 25 ft. 4 lb.
Tactical vest 17 +6 +2 -5 25 ft. 10 lb.
Heavy armor
Special response vest 18 +7 +1 -6 20 ft. 15 lb.
Tactical assault armor 19 +9 +0 -8 20 ft. 20 lb.