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Truth & Justice Cover
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Designer(s) | Chad Underkoffler |
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Publisher(s) | Atomic Sock Monkey Press |
Publication date | 2005 |
Genre(s) | Superhero |
System(s) | PDQ |
Truth & Justice is an "indie" tabletop role-playing game designed to emulate the superhero genre. It was created by Chad Underkoffler and published by Atomic Sock Monkey Press. The game allows players to take the role of superheroes and supervillains.
The game uses a modified version of the Prose Descriptive Qualities or PDQ system. PDQ offers three different levels of task resolution for any situation, in order to let players resolve encounters in as much or as little detail as possible.
Compared to the standard PDQ system, T&J divides stats into normal scale and super scale. (This is similar to the "mega-damage" mechanic in Rifts, or the "mega-dice" mechanic in Aberrant.) Therefore, one character may have Good [+2] Strength (i.e. normal scale) and another has Good [+2] Super-strength (i.e. super scale). Normal scale must roll 2d6+2 for typical tasks. In contrast, super-strength will automatically succeed at normal scale tasks, but must make a 2d6+2 roll for tasks as rated on the super scale. Super-scale damage on a normal-scale target adds the power's Target Number (i.e. 5 to 13) to the damage ranks done. Normal-scale attacks can still affect super-scale targets as failure ranks, though they cannot do damage per se.
The first chapter of Truth & Justice discusses common tropes of the superhero stories and how they can be implemented in an RPG. Topics addressed include T&J "philosophy" (Lies vs. Truth; Injustice vs. Justice; Heroism; Mad, Beautiful Ideas), the differences between human-scale and superhuman-scale abilities or events, the differences in superheroic styles, namely Grim 'n Gritty; Cinematic; Four Color; Animated. It also lists list of common comic book tropes.
There are three superheroic settings included within the book, each with their own chapter:
"Second-String Supers" places the player characters in a world where the world-class heroes have left to deal with a situation of grave importance. The PCs take the roles of the less experienced supers, teenage sidekicks, aging pulp heroes, or reformed villains who must protect humanity in the first-stringers' absence.