Orders
This document is your briefing. Read it before the first session. It covers the world, the mechanics you'll need, how to build an agent, what to expect at the table — no adventure spoilers.
The Secret War
It is World War II. The whole world is burning. But behind the headlines, a Secret War rages — between Allied occult intelligence services and Axis cultists, sorcerers, and mad scientists who have learned the truth of what lurks at the edges of reality.
You are an agent: a soldier, scholar, spy, mechanic, or occultist recruited because you saw something you weren't supposed to see, survived something nobody else did, or asked the right question in the wrong library. You fight for Section M (British) or Majestic (American), alongside French resistance and the brave peoples of every occupied nation.
The enemy is not just Nazis. It's the Black Sun, a sorcerous arm of the SS. It's Nachtwölfe, their weird-science rivals. It's the Deep Ones in the Atlantic. It's the alien Mi-Go in the mountains. It's Nyarlathotep, the Crawling Chaos, and behind him, dread Cthulhu himself.
This is pulp horror. The odds are stacked, but your agent is brave, clever, and lucky. Heroes make a difference here. Embrace the cliches. Deliver the one-liner. Make the once-in-a-million shot. Then punch evil right in the tentacles.
Factions
Allies
Section M — Britain's occult intelligence. Answers to the highest levels; operates globally.
Majestic — US counterpart. Newer, better-funded, still finding its feet.
Resistance cells — French, Norwegian, Polish, Yugoslav and more. Local, fractured, brave.
Contacts & guest stars — Alec Towton, Prof. Richard Deadman, Gopal's Gurkhas, Foley's Furies, the Flaming Salamanders.
Axis
Black Sun — occult SS, sorcerers, cultists. Hierarchy: Troopers → Novices → Masters → Canons → Priors.
Cthulhu cults — Deep Ones, Serpent Folk worshippers, other Mythos-aligned cells.
Mi-Go — fungoid aliens with their own inscrutable agenda.
How The Game Works
The 2d20 System is designed to feel like a pulp movie. You and your fellow players collaborate on a story. The GM presents situations, plays all NPCs, and decides when the dice come out. You roll dice whenever success is uncertain and interesting.
There are only a few concepts to remember to play:
Skills (0–5): trained ability — Academia, Athletics, Fighting, etc.
Focuses: specialisations inside a skill (e.g. Handguns, Occultism, Urban Survival).
Truths: short phrases describing who you are or the scene around you.
Talents: special rules-bending abilities your agent has earned.
Three currencies: Momentum (yours), Threat (the GM's), Fortune (personal luck).
The Dice
You will use two kinds of dice:
d20 — Skill Dice
Twenty-sided dice. You roll 2d20 to resolve most tests. You can buy up to 3 more d20s (max pool 5d20).
Challenge Dice (CD) — Damage & Effect
Challenge Dice are specially-marked six-sided dice. If you only have normal d6s, read them like this:
d6 shows
Challenge Die result
1
1 stress
2
2 stress
3 or 4
0 (miss)
5 or 6
1 stress + Effect
An Effect triggers every special ability listed on a weapon or spell.
Making a Test
The GM tells you which Attribute + Skill to use. Add them together — that's your Target Number (TN).
The GM sets a Difficulty (0–5). Most are 1.
Roll 2d20 (or more if you've bought extra).
Count successes:
Each die ≤ TN = 1 success.
If you have a relevant focus: each die ≤ your skill value = 2 successes.
Each natural 1 = 2 successes.
Each natural 20 = a Complication.
If successes ≥ Difficulty → you pass. Any leftover successes become Momentum.
Your agent has Coordination 9 and Fighting 2, with the Handguns focus. TN is 11.
You roll 2 and 9. The 2 is ≤ your skill of 2 and you have the focus → 2 successes. The 9 is ≤ TN but above your skill → 1 success. Total: 3 successes. Difficulty was 1 → you pass, and generate 2 Momentum.
Buying Extra Dice
Before you roll, you can buy up to 3 extra d20s. Each one costs Momentum:
First extra d20: 1 Momentum
Second: 2 Momentum
Third: 3 Momentum
You can also pay Threat to the GM to buy dice instead. The GM loves this — it gives them ammo later — but sometimes it's the right call.
Assisting
Another agent can roll 1d20 at their own TN to help. Their successes stack with yours if you score at least one. Describe how you're helping — a hand up a cliff, a word of encouragement, a cover fire burst.
Momentum — Your Resource
Momentum is a group pool shared by all players. Max 6 at any time.
You earn Momentum from excess successes on passed tests (one per extra success). You can spend it on any test, on anyone's turn.
Common Spends
Spend
Cost
Effect
Extra d20 on your next test
1 / 2 / 3
Up to 3 extra dice, escalating cost.
Obtain Information
1 per question
Ask the GM a question — they answer truthfully.
Create Truth
2
Introduce a narrative fact (a handy crate, a distracted guard).
Reduce Time
varies
Your action takes less time.
Bonus Challenge Die
1 each
Add 1 CD to your attack damage (max 3).
Knockdown
2
Target falls prone.
Disarm
2 / 3
Knock a weapon from a target's hands (one/two-handed).
Secondary Target
2
Hit a second target within Reach with full effect.
Think Like a Team
Momentum is shared. Your hoarded Momentum might save the occultist's life next round. Trust your team, spend boldly, talk at the table.
Threat — The GM's Resource
Opposite to Momentum, the GM has Threat. They start each session with 2 Threat per player and gain more when:
You choose to pay Threat instead of Momentum (to buy dice, or to buy off a complication).
The scene becomes dangerous or an alarm is raised.
An NPC generates unspent Momentum — it converts 1:1 to Threat.
The GM spends Threat to empower NPCs, summon reinforcements, change truths, or make scenes worse. It's a natural tension mechanic — sometimes the right move is to feed the GM in exchange for a critical advantage now.
Fortune — Pulp Luck
Each agent starts each mission with 3 Fortune (max 5). You may spend 1 per non-combat scene and 1 per round in combat.
Spend
Effect
Critical Success
Before rolling, set one d20 to a 1 (= 2 successes automatically). Roll the rest normally.
Reroll
After rolling, reroll any dice in your pool.
Extra Major Action
Take a second major action on your turn.
Avoid Defeat
If you'd be taken out, return later in the scene.
Make It Happen
Introduce a new Truth about the scene (must relate to your agent).
Use Fortune for moments that matter. Don't hoard all of them.
Truths
A Truth is a short phrase that describes something about your agent, an NPC, or the scene. Your agent starts with at least four — drawn from Archetype, Background, Language, and Nationality.
Mechanically, a Truth can:
Lower a test's Difficulty by 1 when it clearly helps.
Raise it by 1 when it clearly hinders.
Make something possible or impossible.
Your agent's truth is Veteran Commando Captain. Parachuting into France? The GM reduces the Agility + Athletics difficulty from 1 to 0. You skip the roll. (You may still roll for Momentum, at the risk of complications.)
You can create new truths during play — by spending 2 Momentum, by spending Fortune (Make It Happen), or when the narrative clearly supports it. Truths can also change or be removed over time.
Combat in a Nutshell
Combat is tense but fast. The GM picks who starts. Turns alternate PC ↔ NPC until all have acted, then the round resets.
Zones & Range
Range
Means
Reach
Arm's length — melee range.
Close
Same zone (pistols, SMGs).
Medium
Next zone over (rifles, thrown).
Long
Two zones away.
Extreme
Three or more.
On Your Turn
1 Major action (the big thing — Attack, Cast a Spell, Rush, Create Truth, etc.).
1 Minor action (Aim, Draw Item, Move, Prepare).
You can spend 1 Momentum for an extra Minor, or 1 Fortune (once/scene) for an extra Major.
Attacking
Declare target + weapon.
Roll the skill test:
Melee — Agility + Fighting, opposed by target's same roll.
Ranged — Coordination + Fighting.
Mental — Will + Academia, opposed by target's Will + Resilience.
If you hit, roll the weapon's Challenge Dice for stress.
Use it. A sturdy object gives Cover 2 (stacked with Armour). Rolling behind something is usually a minor action.
Ammo
You don't count bullets. You have 3 Ammo as a currency used for Salvo shots that add special effects (Area, Stun, Vicious…). Regular shots never run out.
Stress, Injuries & Healing
Your agent has a stress track. Take damage, fill it up.
Injuries Trigger When
You take 5+ stress from a single source (after Armour/Cover).
Your stress track fills up.
You take more stress while already full.
Each injury raises your Complication Range by 1. 3 injuries (in any combination of physical/mental) → you are Defeated and out of the scene. If your injuries are mostly physical, you're also dying until stabilised.
Healing
Stress heals at the end of each scene with time to rest.
Injuries persist until treated — someone with Medicine skill can heal you.
Defeat can be avoided by spending Fortune.
Pulp Not Punishment
This isn't Call of Cthulhu. The stress economy refreshes often. Take risks. Be dramatic. If your character falls — spend Fortune for Avoid Defeat and keep fighting.
Magic in the Mythos
If your agent is a spellcaster, you have a Power rating and a tradition:
Traditional — inherited folk magic (e.g. Celtic, Runeweaver). Uses Insight.
Researcher — self-taught from forbidden tomes. Uses Reason. Powerful but dangerous.
Dabbler — you stumbled into it. Uses Will. Flawed spells, limited knowledge.
Casting a Spell
Prepare your mantle at the start of a day (Diff 0 test) — hold spells up to your Power.
In combat: Prepare (minor action), then Cast a Spell (major action).
Roll the spell's skill test. Pay the cost (mental stress) after, whether you succeed or not.
Warning
Complication range on spells = normal + the spell's Difficulty. Magic goes wrong dramatically. Every caster can also Counterspell an enemy spell, at the cost of their own next turn.
Building Your Agent
Your agent — "agent" is the in-world term for a PC — is built from ABC + details:
Archetype
The core class. Pick one:
Boffin — Scientists, inventors, mechanics with Ph.Ds. Brains, gadgets, prototypes.
What you did before the war: Academic, Athlete, Criminal, Entertainer, Journalist, Physician, Police, Spiritual Leader, etc. Shapes your skills and contacts.
Characteristic
A wildcard trait that marks you out: Bookworm, Dilettante, Dreamwalker, Street Kid, The Lucky One, Young at Heart… Often ties to how you got pulled into the Secret War.
Putting It Together
Pick an Archetype first. Add a Background — even an unexpected one. Add a Characteristic that contradicts or colours them. The interesting agents are the ones whose pieces don't obviously fit.
Soldier + Bookworm + Street Kid. A commando who reads forbidden tomes on the bus to the front, who grew up stealing bread. How did a street urchin get into ancient literature? What put them in uniform? The answers are your biography — and your roleplaying hooks.
Truths & Name
Derive at least four truths from your ABC + nationality + language. Pick a name, a look, a voice, quirks. How does your agent move, talk, dress? What do they carry that they'd never lose?
Pregens
If your GM hands you a pregen — great. Read the truths and talents. Read the quotes. Picture the person. Then make them yours: give them a voice, a phrase, a habit. The sheet is a starting point, not a cage.
At The Table
Session Zero
Before you play, the group talks about tone, limits, and comfort. Achtung! Cthulhu involves WWII, cultists, body horror, and psychological dread. Not every table wants every topic. Be honest about what you want and don't.
Safety Tools
Veils — content that happens "off-camera." Fade to black.
Lines — topics that are completely off-limits.
X-Card — tap the card (or a hand, or say "pause") to cut a scene. No justification needed.
Collaboration & Pulp Tone
The Rule of Cool
If you propose something awesome — the GM tries to say yes. Pulp thrives on daring, improvised, slightly-ridiculous plans. Take the shot. Quip while you do it.
Spotlight Etiquette
Everyone gets a moment to shine. If you've been rolling all scene, toss the ball to someone else.
Describe what your agent is doing, not just the mechanical result.
Use Momentum for the team. Pay Threat sparingly but dramatically.
When you roll a complication, volunteer what goes wrong. You know your agent best.
Quick Cheat Sheet
Skill Test in 30 seconds
TN = Attribute + Skill · Diff default 1 · Roll 2d20 (up to 5d20) · ≤ TN = 1 success · ≤ Skill with focus = 2 successes · Natural 1 = 2 successes · Natural 20 = complication · Excess successes → Momentum.
Fortune in 30 seconds
You have 3 (max 5). Spend 1 per non-combat scene / 1 per combat round. Critical (set die to 1), Reroll, Extra Major, Avoid Defeat, Make It Happen.
Momentum Quick Spends
Buy d20 (1/2/3) · Bonus CD (1) · Extra Minor (1) · Obtain Info (1/question) · Create Truth (2) · Knockdown (2) · Disarm (2/3) · Secondary Target (2).