The cover of 20 Below: two glowing ten-sided dice reading 2 and 0 hang in a shaft of violet light, and a lone figure stands on the dark ground below, looking up at them. The tagline reads: a character driven RPG of fate, the Gifted and worlds below our own.

The Player's Guide

The whole book, chapter by chapter. The same text as the print edition - the manuscript is the source, and this is generated from it.

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1Introduction

What the game is about: the people who look at the man behind the curtain, and what they can do once they have.

2Glossary

Every term the rest of the book leans on, defined once and kept short. Skim it before you build, then flip back whenever you need it.

3Creating a Character

Fifteen steps, most of them a few seconds long, in an order that keeps you from painting yourself into a corner.

4How to Play

Two dice mechanics. The Core Roll handles almost everything; the second one only comes up when something is trying to hurt you.

5Skills

Elements are what you are made of. Skills are what you have actually done with it - the training, the hours, the scar tissue.

6Boons

Small permanent pieces of good luck. The quiet part of a character, and the quiet part decides more scenes than you would think.

7Resources

What you have, who you know, and what picks up when you call. Rated in Levels, where a higher Level is the same Resource reaching further.

8Gifts

The thing your character can do that other people cannot. Narrow on purpose, five defined levels each, and what it looks like is your setting's business.

9Flaws

You promise the table your character will make things harder for themselves. The system promises to pay you for it.

10Fate

Nature, Tokens and Ki: where the thumb on the scale comes from, and what it costs to press.

11Weapons & Equipment

The part of your character you can lose in a river. Dice you are carrying, and Soak you did not have to be born with.

12Advancement

You earn XP for playing and spend it on whatever you like, in whatever order. No classes, no levels, nothing telling you what comes next.

13Running the Game

For the person behind the screen. Setting Difficulty, ruling on the fly, running the consensus, and what to do with the pile of Fate Tokens the players keep handing you.