The System Resource Document is part of my commitment to making an accessible game system to whomever wishes to play
it. As an SRD, this contains all the OGL Content for Unchained Heroes and a bit more than that; all of it is here so you can
enjoy playing the game I love. I hope you like the taste of Unchained Heroes here and play it with your gaming grou. Feel free
to copy, distribute, and print this document as you desire!
Sincerely,
Kurt G. Patz
Created and Designed by: Kurt G. Patz
Proofreading and Editing: Kurt Patz
Playtesters: Jennifer Patz, Mike Maxel, Vicki Maxel, Mark Ulrich, Heather Walker, Gregg Herr
Cover Artwork: Brian Fajardo
Unchained Heroes Character Sheet Design: Vicki Maxel, Kurt Patz
Unchained Heroes Page Background: Derived from Plush Possum Studios Page Backgrounds
Interior Art: Stockart from Shutterstock
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1. 0a, Section 1 (e),
and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc)., dialogue, plots, storylines, locations,
characters, magical items, artwork, and trade dress. (Elements that have previously been designated as Open Game Content are not included in this
declaration).
Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Unchained Heroes Publishing game
product are Open Game Content, as defined in the Open Gaming License version 1. 0a Section 1 (d). No portion of this work other than the material
designated as Open Game Content may be reproduced in any form without written permission.
Unchained Heroes Core Rulebook is published by Chronos Publishing under the Open Game License version 1.0a Copyright 2000 Wizards of the
Coast. Unchained Heroes and the RTC Engine are trademarks of Kurt Patz and Chronos Publishing. First Printing May 2015
21
Heroic Abilities21
Ability Format 21
Activation Types 21
Mobility Group22
Source Group 22
Ability Functions22
Hero Class Roles23
Champion Role23
Sentinel Role23
Vanguard Role 23
Ability Breakdown24
Making Sense of the Class Sections26
Cleric (Sentinel) 27
Rogue (Vanguard)37
Sorcerer (Vanguard)42
Warrior (Champion) 48
Chapter 3: Species
56
Gnomes58
Halflings 58
Humans59
61
88
112
Attributes112
Physical Attributes112
Mental Attributes112
Primary Attributes113
Skills113
Skill Ranks 114
The Battle Skills 114
Character Skills115
Arcanology (INT)115
125
Skill Checks126
Damage and Healing Rolls127
Dice Pool Rules127
Damage and Healing Modifiers128
Dice Modifiers 128
Modifier Types129
Modifier Behaviors 129
Real Time Combat Engine 130
Action Time131
Combat Timeline131
Action Phases132
Understanding Actions133
Action Types134
Determining Action Targets136
Combat Rules140
Combat Stages 140
Rules for Victory141
Grand Melee Summary141
Damage Dealt142
Damage Types 142
Unchained Maneuvers 144
148
Advanced Rules148
Attacking an Object148
Collisions 148
Encumbrance (Optional)149
Falling Damage 149
Multiple Actions149
Natural Weaponry149
Overland Movement149
Object Material Properties 150
Size 150
Size and Battle Zone Presence151
Skill Battle151
Swimming151
Unarmored152
Terms & Conditions152
Conditions152
Effects152
163
183
Villain Grades183
Playing a Villain184
Playing Fodder184
Playing Minions184
Playing Elites 184
Playing Bosses 185
Villain Roles 185
Recommended Level and Quantity186
Villain Creature Types186
Villain Creation Checklist192
Creating A Villain192
Villain Creation Example197
Index
199
Appendix A
202
Appendix B
204
Chapter 1:
Getting Started
Chapter 1: Getting
Started
Unchained Heroes is a Tabletop Role Playing Game
(TTRPG) based on a new game system called the Real Time
Combat Engine (RTC Engine). This is the System Resource
Document for playing the game. It focuses on combat mechanics, spectacular effects, and heroic individuals in a fictional
world. As a tabletop RPG, this game requires a group of 2 to 6
(or more) people to play. One person plays as the Gamemaster
(GM) who is the storyteller/referee/arbiter and all other participants are considered Players. Players create Player Characters (PC), also known as Heroes, to play in the game. At its
heart, a tabletop RPG is a bunch of friends getting together to
experience a shared story, but it is also much more than that.
A Tabletop RPG like Unchained Heroes is designed for you to
become active participants in an epic adventure, the journey
and the outcome is undetermined. How the participants in
the game react to situations is what makes it stand out from a
board game or a video game. Your options are limited only by
your imagination.
Naming Conventions
Unchained Heroes will use a lot of acronyms to save space
and time. They range from 2-4 letters long, are capitalized, and
when they appear for the first time, they will be in parenthesis
() following the word they represent; so when you see a word
in all capital letters, you are looking at an abbreviation for a
commonly used statistic. For example, Damage Threshold
(DT) tells you the statistic is Damage Threshold and that it has
an acronym of DT. Sometimes terms will appear that might be
unclear. For answers, you can look to the detailed Index (page
199) in the back of this book. Use it to look up any terms that
you might come across if they are not clear at first glance.
Polyhedral Dice
Table or Flat surface to roll dice
Unchained Heroes Core Rulebook
RTC Engine Combat Timeline
Character Sheets
Tokens or Miniatures for Heroes and Villains (Optional)
Everyone involved in the game will need polyhedral dice
to play. The polyhedral dice required are: a 4-sided dice (d4),
6-sided dice (d6), 8-sided dice (d8), 10-sided dice (d10), 12-sided dice (d12), and 20-sided dice (d20). We often use the shorthand term for each dice rather than the full written out version.
For a frame of reference, the dice for many other games of
chance are considered d6s, rather than 6-sided dice. At least 1
of each dice is recommended, but 5 or more are preferred. You
can find tabletop gaming dice at your local friendly gaming
store or any of the myriad of online gaming stores.
Core Mechanic
Understanding Unchained Heroes starts with action
resolution. Performing most actions will require a dice roll
called a Skill Check. Skill Checks consist of rolling a 20-sided
dice (d20) and then adding any modifiers. Modifiers come as
bonuses (+Value) and penalties (-Value), so they will either
add or subtract to your rolls. The results of a Skill Check are
calculated and then compared to a value called a Difficulty
Factor (DF). The Difficulty Factor of an action is either a
static value ranging from 10 for Easy tasks to 50 for Nearly
Impossible tasks or it is a floating value based on what your
opponent(s) roll. If you meet or exceed the Difficulty Factor
or your Opponents roll, you succeed. We call this method to
determine success or failure, the Core Mechanic.
We dont just use dice alone in our calculations, we also
alter the dice roll with Skill Check Modifiers, or simply
mods, to represent your skill and expertise in different areas.
There are two main areas to represent your areas of expertise,
also known as skills. They are Battle Skills for Combat
Encounters and Character Skills for Skill Encounters. These
Skills increase your dice rolls when you perform a Skill Check.
The Master Blacksmith will likely have a higher Character Skill
in Crafting than an Apprentice, so the outcome of a Skill Check
to craft a sword would be higher than the apprentice. That
helps us represent experience and craftsmanship. The same
principle applies to all actions, some people are just better than
others at things, so they would naturally have a higher Skill for
that particular Skill Check.
Battle Skills are: Attack (ATK), Defense (DEF), Power
(POW), and Willpower (WILL). They are meant to be used
during a Combat Encounter, hence the name, but can be used
for any Skill Check where it might be relevant. Character
Skills are: Arcanology, Athletics, Crafting, Education,
Engineering, Influence, Medicine, Natural Lore, Perception,
and Subterfuge. They are meant to be used in personal, social,
emotional, or physical Skill Encounters that might occur off the
battlefield, but may be used wherever you feel appropriate.
Degrees of Success
The Degree of Success is different than Chance for Success
because the Skill Check changes from a simple pass or fail, to
a measurement. Some Skill Checks will tell you how far, how
high, or some other measurable factor. If we use Jackie and Joe
in the same scenario, we can illustrate how this works. In this
case, we are going to say that the distance to jump across this
ravine is 4 yard ravine, just like before. We are not going to use
a Pass/Fail circumstance however. We are going to see how far
the person jumps and then determine what the consequences
may be. The GM decides that performing a running jump will
get you at least 3 yards and an additional yard for every 5
Resources
Energy
Tactical Points
Health
Trauma
There has to be a means to represent how often you can
use an action so it is not abused. The number of times you can
perform an action often represents how powerful it is. An expensive action will be far more powerful than a highly repeatable, cheaper action. To make this a reality in a Tabletop RPG,
we use Resource Pools. Resource Pools are like a gas tank and
the Resources you have are like the gasoline. You use your Resources, which depletes your Pools, and when they are empty,
you cant perform any more actions. When a Resource Pool is
depleted, various effects can occur such as death, incapacitation, or an inability to perform special actions like spells, maneuvers, and other abilities.
Energy (EN)
The primary resource you will use in Unchained Heroes is
Energy (EN) (page 118). Energy (EN) is used as a fuel source
to power any Abilities or Talents you might have available
to you. Energy is a renewable resource. It is restored by rest,
magic, and special healing effects. It goes by many names: Chi,
Chakra, Spirit, and Mana are just a few. Energy is a generic
name; you decide what you want it to represent. The loss or
depletion of your Energy does not cause any ill effects other
than being unable to activate special actions, but that is a different sort of problem.
10
Health
Other resources you have at your disposal are tied to
your well-being, with the first being your Health (page 119)
Resource Pool. Your Health is an abstract value that depicts
your capacity to stay active in the story. As long as you have
a positive Health Value, you are conscious and part of the action. How you imagine Health to be depicted is entirely up to
you. Some might see Health as a representation of your ability
to soak up hits, others might see it as your life blood, and still
others a representation of endurance/avoidance.
It can be used to power Abilities and Talents, but cases
where that occurs is rare. It is most often used in Combat and
goes down based on the amount of damage you suffer and up
based on the healing you receive.
Trauma
The second Resource tied to your well-being is Trauma
(page 122) calculated through the Trauma Chart and Trauma
Stages. It is a Damage Track statistic. The Trauma Chart is used
to represent severe damage from poisons, broken bones, falling, or other severe sources of damage. There are many ways
you can suffer Trauma Damage and have it affect your Trauma
Chart, but the amount of Trauma Damage usually comes in
small amounts. As you are dealt Trauma Damage you suffer
greater and greater penalties to all of your Skills. More details
are discussed in under the Trauma Chart (page 122).
As a resource if can be used to power Abilities and Talents,
but as with Health, Trauma Stages are rarely used to power
Abilities and Talents, but it does happen.
Character Creation
11
Intellect, Cunning
EFT
Move Action, IN
Exhausted Condition, DT
Weakened Condition, DT
Move Action, IN
Exhausted Condition, DT
Weakened Condition, DT
Starting Abilities:
Starting Talents:
Starting Techniques:
Rank 0
Rank 0
Rank 2
Rank 2
12
Attribute
Point Cost
11
Attribute
11 or less
12-13
14-15
16-17
18
13
Travelers Pack
1 Leather Backpack
1 Sleeping Bag
7 days of Daily Rations
2 Water Skins
5 Torches
1 Flint and Steel
1 Knife
1 Wooden Bowl
1 Wooden Plate
7 days worth of Tinder
20 foot length of Hemp Rope
5 Metal Spikes
2 Changes of Clothing
Magical Items
2 Minor Healing Potions
1 Minor Rune of your Choice
Additional Magical Items (GM Discretion)
Your Starting Equipment consists of the clothes on your
back and your trusty gear. This assumes you are one of the
men and women everywhere that leave their homes to see the
world with a focus on adventure. For Magical Items, you will
have 2 Minor Healing Potions (page 104) and 1 Minor Rune
(page 106).
For Heroes starting at any level beyond Level 1, your GM
may give you magical items and currency to reflect your
adventuring lifestyle up to the point of Character Creation.
Consult your GM about your Starting Level and what you may
(or may not) be getting in this situation.
14
15
16
Leveling Benefits
Tech
Abi
CP
BP
Tal
EN
Attr
+1 Tech, +1 Ability, +1 CP
+1 Tech, +1 Ability, +1 CP
10
+1 Tech, +1 BP
10
11
+1 Tech, +1 Talent
11
+1 Tech, +1 Ability, +1 CP
12
12
10
+1 Tech, +1 Ability, +1 CP
10
13
11
+1 Tech, +1 BP
11
13
12
12
14
13
+1 Tech, +1 Talent
13
14
14
+1 Tech, +1 Ability, +1 CP
14
15
15
15
15
16
+1 Tech, +1 Ability, +1 CP
16
16
17
+1 Tech, +1 BP
17
16
18
18
10
17
19
+1 Tech, +1 Talent
19
10
17
20
+1 Tech, +1 Ability, +1 CP
20
11
18
21
21
11
18
22
+1 Tech, +1 Ability, +1 CP
22
12
19
23
+1 Tech, +1 BP
23
12
19
10
24
24
13
20
10
25
+1 Tech, +1 Talent
25
13
20
10
26
+1 Tech, +1 Ability, +1 CP
26
14
21
10
27
27
14
21
11
10
28
+1 Tech, +1 Ability, +1 CP
28
15
22
11
10
29
+1 Tech, +1 Talent, +1 BP
29
15
22
12
11
30
30
16
23
12
11
10
Leveling Up
Level Ups granted by GM on three conditions
Adventure Completion
Levels 1-10, 1-2 Adventures
Levels 11-20, 2-3 Adventures
Levels 21-30, 4-5 Adventures
Key Story Points or Milestone
Logical Power Ups
You gain levels by getting Level Ups. Level Ups are
granted by your GM. The GM awards them to you when you
complete Adventures, reach Key Story Points (Milestones),
and hit Logical Power Up points. Adventures are usually
Five Encounters long . When you have an exceptionally long
17
Leveling Checklist
Ask GM for rebuild if desired
Every level, increase Max Health, Roll or take the Average
Champions 3d6 Average = 11 Health
Vanguards 2d6 Average = 7 Health
Sentinels 2d6 Average = 7 Health
Every level, increase DT by 1
Every level, increase Initiative by 1
Every level, earn 1 New Technique
Check Character Level and Ability Chart to see if you earn
An Ability or Talent
A CP
A BP
More Energy
Bonus to Attributes
Even Levels
Character Skills increase by 1
Magical Item Limit increases by 1
Levels 15 and 30 increase Two Attributes by 1
Every time you Level Up increase your Health by the
Health per Level amount for your Class Role (page 119),
adjust your Damage Threshold by 1, increase your Initiative by
1, and choose 1 Technique to learn. If you are feeling unlucky
about rolling Health or would just rather not roll at all, you
are allowed to take the Average Dice Roll which is 11 for
Champions and 7 for everyone else.
Leveling up also grants you new Abilities, Talents,
more Character Points, Battle Points, Energy, and a boost to
your Attributes. All of these occurrences are based on level
milestones and do not occur during every Level Up. When
choosing an Ability or Talent, you must meet the requirements
for it. The order you choose your Abilities and Talents is
entirely up to your personal preferences. There are many
optimal paths to take when choosing them. Take your time
and pick one that suits you best. You can always take a Hero
Rebuild if things differ from your plans.
18
Hero Rebuild
Mechanic to increase player satisfaction
Requires a Quest
Hero lose all "Learning from Failures" CP gained
At Level Up you may ask your GM to perform a Hero
Rebuild. A Hero Rebuild allows you to remake your Hero in
any fashion that you wish, up to, but not including, a Hero
Class change. As a Game Mechanic, a Hero Rebuild is an
option for all players to account for those times when you
thought a particular Ability and Technique combination would
be great, but aren't feeling good about it anymore and want to
try something else.
You and your GM should use this as a roleplaying
opportunity and a way to realign your Hero with a direction
that you will suit you long term. The rebuild is usually
performed immediately, but GMs should make you perform
a quest, complete a series of adventures, or at the very least,
build a very good case as to why you should be allowed a Hero
Rebuild. This is meant to tie the process into the story and
make sense of what is causing this life changing redirection for
your Hero.
The only game penalty for doing a Hero Rebuild is that
you lose all Character Points (CP) you gained from your
"Learning from Failures" situations (page 115).
At this point, you have just spent a lot of time making your
Hero and there has been a lot of mechanics and statistics being
thrown around. Now I want to talk about true roleplaying
for a moment before we move on. Roleplaying is the story
element to every paper RPG and your Character sheet is the
key. Roleplaying is how your Hero acts as a person in the game
world.
The starting point for roleplaying is your Character
Sheet, it's why I saved this for after your Hero is created. The
Character Sheet should be used and abused. It is your ticket
into the world of RPGs. Without it you are going to be lost.
Find those things that make your Hero larger than life and
circle, underline, or highlight them. Think of the Character
Sheet as the physical representation of your avatar in the
game. It gives you a complete (or as complete as it can be)
representation of your Heros Physical and Mental Attributes,
what they can bring to bear in a situation, and hopefully an
idea of how you will handle it. These are not just numbers.
Your Strength will determine what you can lift and your
Stamina will determine the limits of their endurance. Use
Attributes, Battle Skills, and Character Skills as a reference
point for what you can and cant do. Dont be afraid to push
the limits and try something spectacular. After all, youre there
to be Heroic, and the GM is there to interpret the numbers.
Look at your Character Sheet often. It will always be there
to give you an idea of what to do next; whether it is during a
story, when you are between quests, or just want to think of
something to do on your own. If you see that you dont have
many fire Abilities and you are supposed to be the worlds
greatest fire mage, then talk to your GM about it. You could go
on a quest to find an Elemental fire spirit to teach you what it
knows or spend months in your lab researching new ways to
alter your current Abilities. The Character Sheet can be your
guide and inspiration!
Sometimes your Character Sheet will be telling you
one thing and you end up doing another. Lets say you are
constantly trying to do things that would require stealth and
subterfuge but your Abilities are pretty flashy and dont help
you in that department. In that case you probably built your
Heros Abilities in contrast to your play style and you should
speak to your GM about changing some of them. You also
might find you never use a particular Ability. You may have
thought it would be cool, but it didnt work out that way in
practice. That would be the time to speak to the GM about
changing it or creating more situations where you can use it.
In the end, always remember to use your Character Sheet to
your advantage! It should be your ticket to a very fun gaming
experience. .
19
Chapter 2:
Classes & Abilities
20
Heroic Abilities
Class specific Actions, called Abilities, will give you the
option to fly, teleport, freeze time, breath fire, counterattack,
ignite your weapon with flames, and many more exciting
activities. They are what makes your Hero unique. They are
also sometimes called powers, tactics, maneuvers, specials, or
spells. In the Unchained Heroes Game System we use Ability,
power, and spell interchangeably. Many times a Martial Ability may be called a maneuver and a Supernatural Ability may
be called a spell or power.
Your Class determines your Abilities, granting you some
initial Abilities that anyone of that Class can use. You choose
one Ability when building a Hero and then one Ability every
few levels. At level 1 you begin the game with your Starting
Abilities and one Ability of your choosing. Your Ability choices
determine your style of play, mobility, and overall combat effectiveness. The large selection of Abilities allows for different
experiences each time you create a Hero, even within the same
Class.
Ability Format
Four Categories
Activation Type
Mobility Group
Source Group
Function
All Abilities will have a format that starts with their
Activation Type that explains how they are activated, their
Mobility Group that tells you how they interact with Move
Actions, Source Group that describes if they come from
physical or magical sources, and their Function that gives you
an idea of how they are designed to perform.
Activation Types
Whether an action is performed at will, is always active, or
only active during special circumstances is determined by the
Activation Type of an Ability. There are three Activation Types:
Active, Passive, and Sustained. Active Abilities are triggered
by intent and often require Resources to use, such as Energy
or TP. Passive Abilities are always active and cost nothing.
Sustained Abilities require the will to used them, but function
like a Passive Ability after the ongoing Energy Cost, called
Fatigue, is paid.
Active Abilities
Active Abilities use Energy
Activated with a Skill Check
Grant TP if not using a Tactical Advantage
Active Abilities are the most numerous and commonly
used Actions. They can blast your Foes with incinerating fire,
transport them into an astral realm, or simply crack them
over the skull with your weapon. These Abilities are fueled
by resources such as Energy, HP, and Tactical Points with
Energy being the most common.
Using an Active Ability in combat grants Tactical Points
that are based on your Action's AT or Speed (page 121) unless
you are already using a Tactical Advantage in conjunction with
it.
AT6 or less (Instants included) = 1TP
AT7 to AT12 = 2TP
AT13 or greater = 3TP gained
Passive Abilities
Passive Abilities are always Active
Abilities also come in the Passive variety. Once learned,
Passive Abilities grant your Hero some benefit that is always
active. Passive Abilities may only be deactivated by special
circumstances. Passive Abilities that are suppressed or
dispelled are restored after combat or when the condition
causing the removal ends. Passive Abilities can increase your
overall damage with a weapon, remove Penalties associated
with an Action, give you a Technique, or grant permanent
Bonuses to your Hero.
You do not need to do anything to keep a Passive Ability
active, but you must meet all requirements for it to take Effect.
Some examples of Prerequisites are: using a Two-handed
Weapon, equipping a type of armor, or having a specific Skill
Rank.
Sustained Abilities
Sustained Abilities must be Activated
Have a Fatigue Cost (EFT or CFT)
Activating does not grant TP
Sustained Abilities combine Active Abilities with a Passive
Effects. These Abilities must be activated during game play
and then create a continuous Passive Effect to you or others.
As long as you pay the Fatigue Cost, it stays active. Rules for
Fatigue are found in Chapter 6: Building Blocks (page 118).
Abilities cause Equipment Fatigue (page 118) from gear
or Concentration Fatigue (page 118) from mental stress. A
Sustained Ability Effect is removable by any means that would
remove a Bane or a Boon. You do not gain TP from activating
Sustained Abilities.
21
Mobility Group
Ability Functions
Source Group
All Abilities have an Source Group which categorizes how
they will function at a glance. Some Abilities harm; some apply
magical powers; some heal; some protect; still others enhance
your other Abilities. They come in two broad categories:
Martial (physical) and Supernatural (magical) that preface
how they function which consists of: Bane, Boon, Heal, MindAffecting, Onslaught, and Vector Functions.
Martial Sources
Physical Ability
Modified by Martial Strength (MS)
The Martial Source Group is any Action that can be
considered a physical activity. They do not require any magical
skill to use or activate. Martial Actions are completely natural
and rely on skill of sword, shield, your wits, and possibly
science.
Martial Abilities always use Martial Strength (MS) (page
120) to modify Damage and Healing.
Supernatural Sources
Magical Ability
Modified by Spell Potency (SP)
The Supernatural Source Group is for magical powers that
use intangible and extraordinary methods to use and cannot be
explained easily with science. The mind powers of a telepath or
the hexing forces behind a warlocks spell would be considered
supernatural. Supernatural Actions are any Actions that could
be considered beyond physical methods of implementation.
Supernatural Abilities always use Spell Potency (SP) (page
120) to modify Damage and Healing.
22
Bane Abilities
Cause a Negative Effect
Bane Abilities are any Action that causes a detrimental or
penalizing Effect. Hexes, curses, and dangerous auras are all
considered Banes. A Bane cannot cause a Critical or Glancing
Effect, but can have Automatic Hits and Misses.
When multiple Banes seem to conflict, the last Bane
activated takes precedence. You may only have 1 Condition of
the same name active on a target at a time (page 134).
Boon Abilities
Causes a Positive Effect
Automatically hits Allies
Boon Abilities are Actions that provide a beneficial or
helpful Effect. Blessings, weapon enchantments, and helpful
auras are all considered Boons. A Boon cannot cause a Critical
Effect, Glancing Effect or suffer an Automatic Miss, but can
have Automatic Hits. Boons always Automatically Hit Allies.
When multiple Boons seem to conflict, the last Boon
activated takes precedence. You may only have 1 Condition of
the same name active on a target at a time (page 134).
Heal Abilities
Restores Health, Energy, or TP
Dispels Effects
Automatically hits Allies
Heal Abilities restore Health, Energy or Trauma Damage,
and removes Banes or Boons on a Combatant. They heal the
sick, restore lost health, and mend broken bones. They may
be used offensively and defensively. Against negative energy
based Villains like Undead Creature Types, Heal Abilities can
be used offensively like Onslaught Abilities, but lose their
innate Bonus to CRIT.
A Heal can trigger Critical Effects, Glancing Effects,
Automatic Hits, and Automatic Misses. Allies are always
Automatically hit, but when a natural 1 is rolled, they are a
Glancing Effect.
Onslaught Abilities
Attack Actions
Onslaught Abilities are Actions that are used to attack
others. Fireballs, grenades, and crossbow bolts are all
offensive actions that fall into this category. An Onslaught can
trigger Critical Effects, Glancing Effects, Automatic Hits and
Automatic Misses.
Vector Abilities
Special Ability Type that Enhances other Abilities
Used during Declaration Phase
One Vector used at a time per Ability
Abilities that function as a Vector are a special subcategory
that are used to enhance other Abilities. By themselves, a
Vector does nothing, but when used in conjunction with
another Ability, it causes new Effects, adds special Synergy
Bonuses, and generally makes an Ability more powerful.
When a Vector is used in conjunction with another
Ability, the Ability it modifies takes on all the qualities of
the Vector except for being a Vector. It also keeps its Mobile
or Immobile status. The only exception to this rule is where
Paths are concerned for Clerics. The Path Type of the Action is
overwritten by the Vector used with it.
Only one Vector may modify an Ability at a time, unless
otherwise specified. This is known as the Vector Usage Limit.
They are used during the Declaration Phase of your Action,
most often as a Reaction, but occasionally as an Instant Action.
Vectors do not grant TP when used, unless specified by the
Ability.
Champion Role
Champions are the front-line fighters. They have Abilities
that are the most suited to taking the brunt of the hits in your
adventuring group. The Paladin, Warrior, and Visceral Classes
are Champions. If you choose one of these Hero Classes, your
Abilities will reward you for jumping into the middle of the
battle while protecting others from harm.
I recommend this Role for anyone that wants to be able to
take a massive beating and control the flow of battle. As the
Champion, you are the centerpiece of the group. Your friends
often live and die by the choices you make. This leads people
to look to you for guidance and direction.
Sentinel Role
Sentinels perform the essential task of keeping everyone
standing, while providing valuable support to the group.
The Alchemist, Cleric, and Oracle are the primary Sentinel
Classes. They have the best healing spells and tools for party
enhancement in the game. They also have formidable damage
spells to eliminate their enemies on their own merit. Keeping
your Allies topped off and functioning at their full potential
will give you more opportunities to use your damaging spells.
The Sentinel must learn to perform Triage by quickly and
efficiently using their spells and Abilities to prevent any Allies
from dropping out of the fight. Their Abilities form unique
combinations through the use of Synergy Bonuses, which will
help you conserve Energy and perform powerful Effects.
I recommend this Class for those players that want
versatility and utility in combat. It is a jack of all trades. You
will be able to heal, deal damage, and offer support through
powerful enchantments and afflictions.
Vanguard Role
The Vanguards have a very simple task incapacitate
your enemy as quickly as possible. Dread Knights, Rogues,
Sorcerers, and Umbrals are examples of Vanguard Classes.
Their primary Role is to remove the immediate threat.
Vanguards are the primary damage roles and support the
party with magic or might.
A Vanguard is going to have the most damage options,
deal the most damage for the least amount of Energy, and find
synergies with their offensive activities that are not available to
other Roles.
I recommend the Vanguard Role for an offensive minded
player that wants to take the fight to their enemies. If you
crave rolling dice, dealing lots of damage, and killshots, the
Vanguard will be the best choice for you.
23
Ability Breakdown
Abilities are written in a particular format for everyone to
understand. The format is as follows:
Title Section
The Title of an Ability is designed to draw a picture and
evoke a response in one or two words. Titles are always placed
in Alphabetical order and look like the following:
Wraith Strike
24
Range Section
This area explains eligible targets at a glance. Range
Categories include Self, Melee, Melee AoE, Ranged, Ranged
AoE, Equipped Weapon, and Battlefield. More details about
Range Categories are covered in the Chapter 7: The System (page
221).
Wraith Strike is an "Equipped Weapon" attack that has
a Range entirely based on whether you are using a Ranged
Weapon or a Melee Weapon. It takes on either characteristic,
but if it is a Ranged attack, it becomes an Immobile Action.
Example: Range: Equipped Weapon (Immobile w/ Ranged
Weapon)
Effect Section
25
EFT
Move Action, IN
Exhausted Condition, DT
Weakened Condition, DT
Rank 0
Rank 0
Rank 2
Rank 2
26
Cleric (Sentinel)
A primarily Ranged based Supernatural Class utilizing
Divine Magic to bring low their Foes and aid their Allies in any
situation that may arise.
The Paths
You must make hard choices in your life as a Cleric: walk
the Balance, ascend to the Sacred, or delve into the Abyss.
Each Path has its own trials and tribulations, but all lead to
knowledge and power. A kernel of the Divine is given to a
Cleric or Priest each time they become more committed to the
Paths, altering the essence of their being.
Your choices mold you into a pure vessel for the power of
the gods, who bestow on you this great power. Divine magic,
once bestowed, cannot be taken away. The kernel of its power,
once lit, burns forever and only grows. For this reason, the
gods are careful within whom they awaken these Abilities,
only granting it to their devout followers, as even they cannot
remove it once given.
27
28
Intellect, Spirit
EFT
Move Action, IN
Exhausted Condition, DT
Weakened Condition, DT, POW,
WILL, SP, Energy Bonus
(*)You must choose one, not both, as CP Modifier
Starting Combat Gear
Weapons
Armor
Talisman
Starting Abilities:
Starting Talents:
Starting Techniques:
Curse of Woe,
Divine Grace, Smite,
Way of the Wise
Omen, Resurrection
Battle Caster Rank 1,
Shield Warrior Rank 1
Rank 0
Rank 0
Rank 2
Rank 2
Smite
Active Immobile [Supernatural] [Onslaught] Balance
Energy: None (20 Out of Combat)
Range: Ranged
Action Time: Equipped Weapon
You call upon Divine forces to strike your enemy.
Skill Check: POW vs. WILL
Ability Dice Pool: +1dp/+2dp/+3dp
Effect: Combatant is dealt Spirit Damage. It can only miss on a
1 and cannot be a Critical Effect.
Chakra
Active Mobile [Supernatural] [Boon]
Energy: Special
You reach deep into your Chakra or force center and infuse
yourself with additional power when performing particular
Abilities. Effects are determined by your Stigmata Score.
Effect: (Abyssal Cleric, 2TP) Your Current Onslaught Action
with an AT of 1 or more may be used as an Instant and you
suffer the Weakened Condition.
Effect: (Ascension Cleric, 2TP) Your Current Heal Action is
an Automatic Critical Effect.
Effect: (Balance Clerics, 2TP) Your Current Balance Action
Divine Cleansing
Active Mobile [Supernatural] [Boon]
Energy: 2TP
Your blessing removes curses by the power of the Divine.
Effect: Your Current Supernatural Boon or Heal Action Dispels
one Bane or Boon on all Combatants affected by the Action.
Divine Shield
Active Mobile [Supernatural] [Boon]
Energy: 2TP + Special
Range: Self
Action Time: Reaction
Your faith encases you in a shimmering gold and silver
transparent barrier that protects you from harm.
Effect: The Current Single Target Action of which you are the
target, is an Automatic Miss. For +3TP Cost you may extend
this Action to all Allies targeted by the Current Action. If used
to extend to all Allies, you suffer the Exhausted Condition.
Swift Answer
Active Mobile [Supernatural] [Boon]
Energy: 2TP
Your summoning of Divine energies is quickened.
Effect: Your Current Action gains the Quickening Effect and
becomes a Mobile Action in addition to any other Effects.
Cleric Abilities
Aurastrike
Active Immobile [Supernatural] [Onslaught] Special
Energy: None (20 Out of Combat)
Range: Ranged
Action Time: Equipped Weapon
Your opponent is struck by a highly concentrated burst of your
auras energy.
Skill Check: POW vs. WILL
Ability Dice Pool: +2dp/+3dp/+4dp
Effect: Combatant is dealt X-type damage where X-type is
Law Damage if used by an Ascension Cleric, Spirit Damage by
Balance Clerics, and Chaos Damage by Abyssal Clerics.
Synergy Bonus: If the Combatant is suffering the Magnify
Condition, this Action is an Automatic Hit and Dispels the
Magnify Condition.
This Ability may be considered an Abyssal, Ascension, or Balance
Ability as you desire at any time and may be changed at will for
purposes of determining Stigmata Score.
29
Control Undead
Blessing of Purpose
Clarity
Active Immobile [Supernatural] [Heal] Ascension
Energy: 20
Range: Ranged
Action Time: Instant (W)
Your Divine Patron recharges an ally with Divine energy.
Effect: You may Dispel the Exhausted and Weakened
Condition from Combatant. You still suffer the Weakened
Condition if you use this on yourself.
Curse of Bewilderment
Active Immobile [Supernatural] [Bane] Abyssal
Energy: 30
Range: Ranged
Action Time: 7 (Fast)
Duration: Current or Next Action
Your enemys mind is clouded and bothered.
Skill Check: POW vs. WILL
Effect: Combatant suffers the Confused Condition.
Curse of Weariness
Dispel Magic
Active Mobile [Supernatural] [Heal] Balance
Energy: 20
Range: Ranged
Action Time: 5 (Fast)
You untangle the fragile threads of magical energy.
Skill Check: POW vs. WILL
Effect: You may Dispel 1 Bane or Boon on the Combatant or
you may destroy a Summoned Entity.
Synergy Bonus: If a Foe is Activating a Supernatural Action,
this Action may be used as a Reaction for +20 Energy and
the Foes Supernatural Action is Countered. You suffer the
Weakened Condition.
30
Ethereal Guardian
Divine Might
Passive Ability Abyssal
Prerequisite: Level 12, POW Rank 4
The great and overwhelming forces of the divine are within
your grasp.
Effect: Your active PWR MODs to POW are increased by 1 at
level 12 and at level 18 (max +5). If you have no active PWR
MODs, you gain a +1 PWR MOD at level 12 and a +2 PWR
MOD at level 18 to POW. You also gain a +2 PWR MOD to your
Magical Item Limit.
Divine Presence
Passive Ability Ascension
Prerequisite: Level 12, WILL Rank 4
Divine energy protects and surrounds you.
Effect: Your active PWR MODs to WILL are increased by 1 at
level 12 and at level 18 (max +5). If you have no active PWR
MODs, you gain a +1 PWR MOD at level 12 and a +2 PWR
MOD at level 18 to WILL. You also gain +2 MISC MOD to your
RS that affects both your DEF and your WILL.
Divine Weapon
Active Mobile [Supernatural] [Onslaught] Balance
Energy: 40
Range: Equipped Weapon
Action Time: Instant (W)
You call upon Divine forces to strike your enemy.
Skill Check: POW vs. WILL
Ability Dice Pool: +3dp/+4dp/+5dp
Effect: Combatant is dealt Spirit Damage.
Synergy Bonus: (Balance Path 2 Only) If this Action is
successful, you may use the Dispel Magic Ability as a Reaction
on the Combatant hit. You must still pay its Energy Cost.
Divine Wrath
Active Immobile [Supernatural] [Boon] [Vector] Balance
Energy: 20
Range: Self
Action Time: Reaction
Duration: 15 (Special)
Pure Divine energy cascades down your arm, through your
weapon and at your enemy.
Effect: Your Current Onslaught or Basic Attack becomes
Range: Ranged, changes to only deal Fire Damage, and gains
a +3 PWR MOD to Damage in addition to any other Effects.
Synergy Bonus: (Balance Clerics Only) This Action causes a
+10 PWR MOD to CRIT on the next Divine Grace spell used
within 15TI. This Action may ignore the CRIT limit.
Face of God
Active Mobile [Supernatural] [Onslaught] [Bane] Ascension
Energy: None (40 Out of Combat)
Range: Battlefield
Action Time: Equipped Weapon
Duration: (Special 30)
Your enemies are compelled to raise their faces to look unto the
heavens and behold the terrible sight of a wrathful god.
Skill Check: POW vs. WILL Roll your Skill Check and
compare it to all affected Combatants. A failure is a miss on
that Combatant.
Ability Dice Pool: +1dp/+2dp/+3dp
Effect: All Foes on the Battlefield are dealt Spirit Damage.
Synergy Bonus: (Ascension Cleric Only) If your Stigmata Score
is equal to 5 or more, for +20 Energy this Action causes the
Crippled Condition in addition to any other Effects.
Fighting Shape
Passive Ability Balance
Prerequisite: Level 10
You are not only at the peak of mental conditioning, but the
peak of physical conditioning as well.
Effect: You gain a +1 PWR MOD to STR, a +10 MISC MOD to
DT, and you may choose to lose all DEF, DT, and RS EQUP
MODs granted by your Shield to gain a +1 EQUP MOD to your
Weapon Dice Pool instead. This must be declared at Initiative
Stage and may not be changed for the remainder of the
Encounter unless the Combatant is reduced below 50% of their
Maximum Health.
31
Greater Heal
Hasten
Glyph of Speed
Active Immobile [Boon] Balance
Energy: 30
Range: Ranged AoE
Action Time: 7 (Fast)
Duration: 30
Within the blue-white light of this powerful glyph, your
movements gain the swiftness of the divine.
Effect: Target Battle Zone gains the Glyph of Speed
Environment Condition. While in this Battle Zone you and all
Allies within it gain a +1 PWR MOD to Speed. You may have
multiple glyphs active at a time but only one Glyph of Speed
per Battle Zone.
Glyph of Tenacity
Active Immobile [Boon] Balance
Energy: 40
Range: Ranged AoE
Action Time: 7 (Fast)
Duration: 30
This mighty glyph forces the odds in your favor; the forces of
Balance change a failed swing into a success on the next strike.
Effect: Target Battle Zone gains the Glyph of Tenacity
Environment Condition. While in this Battle Zone if your Skill
Check fails, your next Skill Check is an Automatic Hit. You
may have multiple glyphs active at a time but only one Glyph
of Tenacity per Battle Zone.
Guardian Spirit
Active Immobile [Boon] Balance
Energy: 40
Range: Melee
Action Time: 7 (Fast)
Duration: Encounter
A divine entity stands guard to discourage your opponents
and strike against those that would encroach on your position.
Effect: You create a Summoned Entity with the appearance of
your choosing and Battle Skills equal to your own that may
perform a Free Strike against any Combatant that performs
a Move Action into or out of your Current Battle Zone. This
Spirit moves with you from Battle Zone to Battle Zone and has
the True Sight Condition.
32
Hellfire
Active Immobile [Supernatural] [Onslaught] Abyssal
Energy: None (40 Out of Combat)
Range: Battlefield
Action Time: Equipped Weapon
Duration: (Special 30)
The ground beneath your enemys feet smokes and churns as
the fiery bowels of the Abyss are awakened, belching forth the
eternal fires raging deep within it.
Skill Check: POW vs. WILL Roll your Skill Check and
compare it to all affected Combatants. A failure is a miss on
that Combatant.
Ability Dice Pool: +2dp/+3dp/+4dp
Effect: All Foes on the Battlefield are dealt Fire and Chaos
Damage and for +20 Energy suffers the Magnify Condition.
Synergy Bonus: If the Combatant is suffering the Magnify
Condition, this Action deals +1 Trauma Damage in addition to
any other Effects.
Horror
Active Immobile [Supernatural] [Mind-Affecting] Abyssal
Energy: 30
Range: Ranged
Action Time: 7 (Fast)
Horrible visions wash through your enemys mind.
Skill Check: POW vs. WILL
Effect: Combatant suffers the Fear Condition.
Synergy Bonus: If the Combatant is suffering from the Dazed
Condition, you may also perform a Basic Attack Action against
the Combatant that deals Spirit Damage and does not break
the Dazed Effect. Your MS/SP modifier for this Action is based on
Equipped Weapon Speed.
adjacent Battle Zone. Those that fail, fall into the Crater, suffer
2 Trauma Damage, may only make Melee attacks against
Combatants in the Crater with them, and may only have
LOS to Battle Zones adjacent to the Crater. Exiting the Crater
requires an Athletics Check DF25, or using an Ability that
grants the Escape Bonds Effect.
Those that move into a Battle Zone with the Crater Terrain
Condition must make an Athletics Check DF25 or fall into the
Crater and suffer effects as described above.
The Crater requires an Athletics Check DF35 to jump across it.
Karmic Strike
Mass Heal
Karmic Seneschal
Necrotic Aura
Sustained Mobile [Supernatural] [Bane] Abyssal
Energy: CFT 50
Range: Melee AoE
Action Time: 3 (Very Fast)
Duration: Until Canceled
Dark and unholy magics swirl and coalesce around you,
negating positive energies and devouring lifes forces.
Effect: All Combatants in your Current Battle Zone suffer the
Dirge Condition.
33
Pillar of Radiance
Oppressing Darkness
Active Immobile [Supernatural] [Bane] Abyssal
Energy: 50
Range: Ranged AoE
Action Time: Instant (W)
Duration: 30
You blanket an area with an inky darkness that slows and
obscures all targets caught within its dark embrace.
Effect: The Battle Zone gains the Darkness Environment
Condition and Sludge Terrain Condition.
Synergy Effect: All Shadow Word Actions used against a
target within the Oppressing Darkness Ability ignore Line of
Sight requirements, acting as if the Battle Zone was clear of
visual impairments.
Omniscience
Sustained Mobile [Supernatural] [Boon] Ascension
Energy: CFT 40
Range: Self
Action Time: 3 (Very Fast)
Duration: Until Canceled
Prerequisite: Level 6, Ascension Stigmata Score of 4 or greater
With your vision of the light, you can see all things more
clearly, the path to perfection is laid bare before you.
Effect: You may re-roll the Skill Check for any Heal Ability or
Boon based Action and choose the better of the rolls, but you
no longer gain the automatic +5 MISC MOD to CRIT when
performing Heal Actions.
Replenish
Active Mobile [Supernatural] [Boon] [Vector] Ascension
Energy: 20
Range: Self
Action Time: Reaction
Duration: Encounter
You wrap your friend in healing energy that continually
repairs their damaged body.
Effect: Your Current Heal or Boon Action causes the
Regeneration Condition in addition to any other effects.
34
Scales of Balance
Active Immobile [Supernatural] [Bane] Balance
Energy: 60
Range: Battlefield
Action Time: 11 (Average)
Prerequisite: Level 10, Balance Path 7
You tip the scales of balance so all are suffering equally under
the weight of their wounds.
Effect: You are not affected by this Action. All Combatants on the
Battlefield are moved to the same Trauma Stage on the Trauma
Chart as the Combatant at the worst Trauma Stage. If no one is
suffering any Trauma Damage, then everyone is placed at the
Second Stage of Bruised.
Soulfire
Scourge Strike
Active Immobile [Supernatural] [Onslaught] Abyssal
Energy: 40
Range: Ranged
Action Time: Instant (W)
Prerequisite: Abyssal Path 2
Your weapon is infused with Abyssal magics that are the
scourge of the living, destroying healthy tissue.
Skill Check: POW vs. WILL
Ability Dice Pool: +3dp/+4dp/+5dp
Effect: Combatant is dealt Chaos Damage.
Synergy Bonus: If the Combatant is suffering from an Abyssal
Bane, your Current Action deals +1 Trauma Damage in
addition to any other Effects.
Spectral Soldiers
Active Immobile [Supernatural] [Boon] Abyssal
Energy: 30
Range: Melee AoE
Action Time: 5 (Fast)
Duration: 30
Your companions are surrounded by the souls of fallen
soldiers, bolstering your forces in the eyes of your enemies.
Effect: You create a Summoned Entity that while present in
your Battle Zone, grants you Battle Zone Control regardless
of your Foes Battle Zone Presence. You retain control of your
Current Battle Zone until a similar Ability supersedes this
Action or you leave your Current Battle Zone.
35
Turn Undead
Tenebrous Worm
Active Mobile [Supernatural] [Bane] Abyssal
Energy: 40
Range: Ranged
Action Time: 7 (Fast)
Duration: Encounter
Shadowy demonic worms from the Abyss infect your target
and react violently and aggressively when they sense the
presence of Divine attack magics.
Effect: You create a Summoned Entity that causes you to gain
a +5 MISC MOD to Damage against Combatant when using
Onslaught or Basic Attack Actions that are based on Divine
Magic (think Clerics).
The Sight
Active Mobile [Supernatural] [Boon] Balance
Energy: 20
Range: Self
Action Time: 5 (Fast)
Duration: 30
You are able to see that which is trying to be concealed and
remove that which would impair your sight.
Effect: You gain the True Sight Condition.
36
Rogue (Vanguard)
A flexible Ranged or Melee based Martial Class that relies
on stealth, wit, and guile to overcome their Foes by any means
necessary.
Agility, Cunning
EFT
Exhausted Condition, DT
CP Modifier*, CFT
CP Modifier*, Tide of Battle,
POW, WILL, SP, Energy Bonus
Weakened Condition, DT
Rank 2
Rank 2
Rank 0
Rank 0
Infiltrators Strike
Active Mobile [Martial] [Onslaught]
Energy: None (20 Out of Combat)
Range: Equipped Weapon (Immobile w/ Ranged Weapon)
Action Time: Equipped Weapon
Striking from the shadows is where you perform best.
Skill Check: ATK vs. DEF
Ability Dice Pool: +2dp/+3dp/+4dp
Effect: Combatant is dealt Physical Damage.
Synergy Bonus: If used while you are under the effects of
Stealth, Invisibility, and Concealment Conditions, or it is used
against Surprised Combatants, this Action gains a +1 MISC
MOD to its Weapon Dice Pool.
Starting Abilities:
Ambush, Infiltrators Strike,
Know When to Hold Em,
Steel Rain
Starting Talents:
Breaking and Entering,
Negate Impact
Starting Techniques: Close Quarters Combat Rank 1
or Marksmanship Rank 1,
Critical Effect Martial Rank 1
37
Side Step
Deadly Accuracy
Active Mobile [Martial] [Boon]
Energy: 2TP
Your strikes are dead on.
Effect: Your Current Martial Onslaught or Basic Attack is an
Automatic Hit in addition to any other Effects. You still roll to
determine Critical Effects.
Execution
Active Mobile [Martial] [Boon]
Energy: 2TP
You see an opening to finish off your enemy and dont waste a
moment to take advantage of the situation.
Effect: Your Current Onslaught or Basic Attack with an AT
of 1 or more may be used as an Instant and you suffer the
Exhausted Condition.
Fade
Active Mobile [Martial] [Boon]
Energy: 2TP
Range: Self
Action Time: Reaction
Duration: Until next Onslaught Action
You use the chaos of the moment to conceal your
disappearance and slip from sight.
Effect: This Action may ignore the requirements of the Stealth
Condition that there is a Concealment Condition in your
Current Battle Zone. It may be used after you, an Ally, or a Foe
in your Current Battle Zone performs an Action. You gain the
Stealth Condition.
Hemorrhage
Active Immobile [Martial] [Bane]
Energy: 1TP
Duration: Encounter
Your attack triggers massive internal bleeding in the target.
Effect: Your Current Martial Action causes the Bleed Condition
in addition to any other Effects.
38
Rogue Abilities
Apothecarys Tincture
Active Mobile [Martial] [Heal] [Boon]
Energy: 30
Range: Melee
Action Time: Equipped Weapon
Duration: Encounter (Special)
Prerequisite: One Poison Ability Learned
You use your knowledge of poisons to heal the body rather
than harm it, creating a tincture to cure your Allys injuries.
Skill Check: ATK Check. (Natural 1, Glancing Effect)
Ability Dice Pool: +1dp/+2dp/+3dp
Effect: If used as a Heal Ability, this Action gains a +3 MISC
MOD to CRIT. Combatant is healed. The target also gains
1 Charge of Remedy that Dispels one current Bane with
Poison or Disease in its title or description. A Charge may
be used by the target at anytime as a Reaction, but Charges are
lost when the Combat Encounter Ends. Multiple Uses of this
Action on a Combatant grant additional Charges for each use.
Barrage
Active Immobile [Martial] [Onslaught]
Energy: 40
Range: Equipped Weapon (Immobile w/ Ranged Weapon)
Action Time: Equipped Weapon
You riddle the region with a barrage of attacks that fall upon
your enemies indiscriminately.
Skill Check: ATK vs. DEF
Ability Dice Pool: +0dp
Effect: You may repeatedly perform a Basic Attack Action
unmodified by Damage and Healing modifiers that deals
Physical Damage with a -2 cumulative power penalty to ATK
on your target until you miss. You gain 1TP for each successful
Basic Attack Action, but do not gain TP from activating this
Action.
Synergy Bonus: If used against Combatants stationed
diagonally to you or more than one Battle Zone away, this
Action gains a +1 MISC MOD to its Weapon Dice Pool.
Cheap Shot
Active Mobile [Martial] [Boon] [Vector]
Energy: 20
Range: Self
Action Time: Reaction
You take the opportunity to hit them where it hurts.
Effect: Your Current Single Target Onslaught or Basic Attack
gains the Fated Effect in addition to any other Effects.
Dirty Fighting
Cover Fire
Distraction
Deadly Certainty
Passive Ability
You find way of making every attack count.
Effect: You no longer suffer an Automatic Miss when rolling
a Natural 1, you may still suffer a Miss or Automatic Miss by
other means.
Debilitating Strike
Active Mobile [Martial] [Onslaught] [Bane]
Energy: 40
Range: Equipped Weapon (Immobile w/ Ranged Weapon)
Action Time: 7 (Fast)
Duration: Encounter
Your attack is meant to maim and cripple.
Skill Check: ATK vs. DEF
Ability Dice Pool: +1dp/+2dp/+3dp
Effect: Combatant is dealt Physical Damage and suffers the
Crippled Condition in addition to any other Effects.
Synergy Bonus: If the Foe is suffering the Crippled Condition,
this Action is considered to automatically surpass the Foes DT
in addition to any other effects.
Deft Strides
Passive Ability
You are able to move through the battlefield without fear of
letting yourself become open to strikes.
Effect: You gain the Acrobatics Condition and a +15 MISC
MOD to Maximum Health.
Escape Artist
Active Mobile [Martial] [Heal] [Boon]
Energy: 20
Range: Self
Action Time: Instant (W)
Duration: 5 (Immunity to Hold)
You can always find a way to remove your restraints.
Effect: You gain the Escape Bonds Effect, Immunity to Hold,
and the Rush Effect.
39
Hamstring
Active Mobile [Martial] [Bane] [Vector]
Energy: 20
Range: Self
Action Time: Reaction
Duration: 30
You attempt to slow them down to gain the advantage of
mobility.
Effect: Your Current Onslaught or Basic Attack causes a -4
PWR MOD to Mobility in addition to any other Effects.
Synergy Bonus: If the Combatant is suffering the Bleed
Condition, your Current Action gains a +1 MISC MOD to its
Weapon Dice Pool.
Lethality
Passive Ability
Prerequisite: Level 12, ATK Rank 4
Your strikes shred your enemys defenses.
Effect: Your active PWR MODs to ATK are increased by 1 at
level 12 and at level 18 (max +5). If you have no active PWR
MODs, you gain a +1 PWR MOD at level 12 and a +2 PWR
MOD at level 18 to ATK. You also gain a +1 MISC MOD to
CRIT.
Luck Be My Lady
Active Mobile [Martial] [Boon]
Energy: 20
Range: Self
Action Time: Reaction
Fortune smiles upon you, giving you second chances where
even more devout souls may only have one.
Effect: You may choose to reroll any Dice Roll (except crafting
rolls) and take the better of the two.
Master Executioner
Passive Ability
Prerequisite: Level 10, ATK Rank 5
You are a master of dealing out death.
Effect: Each Foe you defeat (with final blow) by destroying,
incapacitating, subduing, or forcing to surrender gives you
1TP. You also gain +1TP when you perform a Critical Effect
with an Onslaught or Basic Attack Action.
40
Master Poisoner
Passive Ability
Prerequisite: Level 10, Two Poison Abilities Learned
You have acquired a skill in handling poisons of many different
types; combining them and altering their composition, so that
you can better use them to your advantage.
Effect: You may use more than one Vector with Poison in its
title or description when performing an Action, but you still
must pay the Energy Cost for all the Abilities used. The Energy
cost of all Abilities with Poison or Disease in its title or
description are lowered by 10.
Molotov Cocktail
Active Mobile [Martial] [Bane] [Vector]
Energy: 40
Range: Self
Action Time: Reaction
Duration: 30
Prerequisite: One Poison Ability Learned
Your throw a volatile mixture of incendiary ingredients that
blows up on impact and burns your enemies.
Effect: Your Current Onslaught or Basic Attack becomes
Range: Ranged, changes to deal Fire Damage, gains a +1
PWR MOD to its Ability Dice Pool, and causes the Bleed
Condition in addition to any other Effects.
Opportunist
Passive Ability
Prerequisite: Level 10
Exploiting your opponents in times of weakness is your forte.
You out-flank and outmaneuver them.
Effect: You gain a +5 PWR MOD to Damage on Martial Melee
Actions when you and your Allies have Battle Zone Control in
your Current Battle Zone.
Shank
Smoke Grenade
Sneak Attack
Poison: Exhaustion
Active Mobile [Martial] [Bane] [Vector]
Energy: 30
Range: Self
Action Time: Reaction
Duration: 20
Your blades are coated with poisons that quickly bring the
body to the point of exhaustion.
Effect: Your Current Single Target Onslaught or Basic Attack
causes the Exhausted Condition in the target in addition to any
other Effects.
Poison: Paralytic
Sniper
Passive Ability
Prerequisite: Level 10
You are known to find a roost and pick apart your enemies
from afar.
Effect: You gain a +1 PWR MOD to your Weapon Dice Pool
when using Ranged Attacks against Combatants that are not
in your Current Battle Zone as long as your Allies have Battle
Zone Control in the Battle Zone of your target.
Poison: Psychosis
Swiftness
Passive Ability
Your training allows you to increase your speed to new heights
typically only seen by the fastest runners.
Effect: You gain a +4 PWR MOD to Mobility and a +6 PWR
MOD to Initiative.
41
Weaken Armor
Active Mobile [Martial] [Bane] [Vector]
Energy: 20
Range: Self
Action Time: Reaction
You have experience in whittling the defenses of your armored
opponents away.
Effect: Your Current Onslaught or Basic Attack gain a +2 MISC
MOD to ATK against your targets if they are wearing armor
or considered to be wearing a form of armor and your Action
gains the Piercing Effect in addition to any other Effects.
Sorcerer (Vanguard)
A primarily Ranged based Supernatural Class that utilizes
Arcane Magic to call forth powerful energies in the currents
around them for destruction and augmentation.
Intellect, Cunning
Move Action, IN
Exhausted Condition, DT
Weakened Condition, DT
42
EFT
Amplification,
Eldritch Bolt, Fireball,
Lure of the Arcane
Detect Magic, See the Currents
Battle Caster Rank 1,
Critical Effect Supernatural Rank 1
Rank 0
Rank 0
Rank 2
Rank 2
Eldritch Bolt
Active Immobile [Supernatural] [Onslaught]
Energy: None (20 Out of Combat)
Range: Ranged
Action Time: Equipped Weapon
You fashion pure magical energy into a powerful missile.
Skill Check: POW vs. WILL
Ability Dice Pool: +3dp/+4dp/+5dp
Effect: Combatant is dealt Chaos Damage.
Fireball
Active Immobile [Supernatural] [Onslaught]
Energy: None (40 Out of Combat)
Range: Ranged AoE
Action Time: Equipped Weapon
You throw a globe of fire that upon impact, novas, hitting
everything caught within its blast radius.
Skill Check: POW vs. WILL Roll your Skill Check and
compare it to all affected Combatants. A failure is a miss on
that Combatant.
Ability Dice Pool: +1dp/+2dp/+3dp
Effect: All Foes in the target Battle Zone are dealt Fire Damage.
Synergy Bonus: During Activation Phase for 30 Energy, this
Action may affect all Foes on the Battlefield instead of just the
Battle Zone.
Counterspell
Active Mobile [Supernatural] [Bane]
Energy: 3TP
Range: Ranged
Action Time: Reaction (W)
You unravel the magical energies being formed by your enemy
to destroy their spell before it is completed.
Effect: The Current Supernatural Action used by your Foe is
Countered. You suffer the Weakened Condition.
Fast Cast
Active Mobile [Supernatural] [Boon]
Energy: 2TP
You hurry your casting to take advantage of the moment.
Effect: Your Current Supernatural Action gains the Quickening
Effect and becomes a Mobile Action in addition to any other
Effects.
Seed
Active Mobile [Supernatural] [Bane]
Energy: 1TP
Duration: Encounter
You implant the target with a magical seed of chaos energy.
Effect: Your Current Supernatural Onslaught or Basic Attack
gains a +5 MISC MOD to POW and causes the Magnify
Condition.
Stroke of Genius
Active Mobile [Supernatural] [Boon]
Energy: 2TP
You have a flash of insight.
Effect: Your Current Supernatural Action with an AT of 1 or
more may be used as an Instant and you suffer the Weakened
Condition.
Translocate
Active Mobile [Supernatural] [Boon]
Energy: 1TP
Range: Self
Action Time: Reaction
You move about the battlefield in the blink of an eye.
Effect: This Action is considered a Move Action. You gain the
Teleport Effect and Acrobatics Condition.
43
Crumble
Blood Sacrifice
Active Mobile [Supernatural] [Boon] [Vector]
Energy: None
Range: Self
Action Time: Reaction
You use your life energy to create magical energy.
Effect: For every 25 Health you Sacrifice when activating
this Action, your Current Action gains a +1 MISC MOD to
its Ability Dice Pool (max +5dp). This Action does not count
towards your Vector Usage Limit.
Circle of Binding
Active Immobile [Supernatural] [Bane]
Energy: 30
Range: Ranged AoE
Action Time: 7 (Fast)
Duration: 20
The Circle of Binding is a shimmering, quasi-visible barrier of
pure force that encases and binds your enemies.
Skill Check: POW vs. WILL Roll your Skill Check and
compare it to all affected Combatants. A failure is a miss on
that Combatant.
Effect: All Foes in the target Battle Zone suffer the Hold
Condition.
Synergy Bonus: Angels, Demons, and Fae suffer the Dazed
Condition in addition to any other Effects.
Conduit
Active Mobile [Supernatural] [Heal]
Energy: 40
Range: Ranged
Action Time: 5 (Fast)
Duration: Encounter (Special)
The mana currents run around and through all things at
all times, even in seemingly lifeless regions. These currents
replenish our bodies and minds at a steady pace. For those
with the desire for a faster result, they may be harnessed to
restore health immediately.
Skill Check: POW Check. (Natural 1, Glancing Effect)
Ability Dice Pool: +0dp
Effect: Combatant is healed. The target also gains 1 Charge
of Energized that causes their Current Action to heal them
for 10 Energy if it is successful. A Charge may be used by the
target at anytime as a Reaction, but Charges are lost when the
Combat Encounter Ends. Multiple Uses of this Action on a
Combatant grant additional Charges for each use. Your MS/SP
modifier for this Action is based on Equipped Weapon Speed.
44
Drain Life
Active Mobile [Supernatural] [Boon] [Heal] [Vector]
Energy: 40
Range: Self
Action Time: Reaction
You shoot an inky green-black ray of twisting necromantic
energy that drains your targets life force and gives it to you.
Effect: Your Current Single Target Onslaught or Basic Attack
deals Spirit Damage and heals you for 50% of the total Damage
Dealt by the Action in addition to any other Effects, but never
more than 50% of your Maximum Health. This Action has no
Effect against Undead or Constructs.
Eldritch Storm
Active Immobile [Supernatural] [Onslaught]
Energy: None (40 Out of Combat)
Range: Ranged AoE
Action Time: Equipped Weapon
You cause a great disturbance in the mana currents that wreaks
havoc on your enemies.
Skill Check: POW vs. WILL Roll your Skill Check and
compare it to all affected Combatants. A failure is a miss on
that Combatant.
Ability Dice Pool: +1dp/+2dp/+3dp
Effect: All Foes in the target Battle Zone are dealt Chaos
Damage.
Synergy Bonus: You may use more than one Vector when
performing this Action, but you still must pay the Energy Cost
for all the Vectors used. For each additional Vector used with
this Action, it gains a +5 MISC MOD to Damage.
Flame Spikes
Active Mobile [Supernatural] [Boon]
Energy: 40
Range: Ranged
Action Time: 5 (Fast)
Duration Encounter
You cover your ally in tongues of violent flames that harms
those that strike them.
Effect: Combatant gains Flame Spikes. When a Combatant
affected by Flame Spikes is struck by a Melee Onslaught
or Basic Attack Action the attacker suffers 20 Fire Damage
unmodified by Damage and Healing modifiers.
Flight
Sustained Mobile [Supernatural] [Boon]
Energy: CFT 30
Range: Self
Action Time: 3 (Very Fast)
Duration: Until Canceled
You enchant yourself with the power of flight.
Effect: You gain the Flying Condition.
Hex Bomb
Active Mobile [Supernatural] [Bane] [Vector]
Energy: 40
Range: Self
Action Time: Reaction (W)
Duration: 10
You blast the area with chaotic energies, reeking havoc on the
fabric of reality in its wake.
Effect: Your Current Onslaught or Basic Attack deals Chaos
Damage and causes the Hex Condition in addition to any other
Effects. You suffer the Weakened Condition.
Synergy Bonus: If the Combatant is suffering the Magnify
Condition, this Action gains a +5 PWR MOD to Damage.
Immolate
Active Mobile [Supernatural] [Onslaught] [Bane]
Energy: 40
Range: Self
Action Time: Instant (E)
Duration: Encounter
When you cant get past their physical defenses, you just burn
your enemy from the inside out.
Skill Check: POW vs. WILL
Ability Dice Pool: +3dp/+4dp/+5dp
Effect: Combatant is dealt Fire Damage and suffers the
Magnify Condition.
Synergy Bonus: If the Combatant is suffering Magnify, your
Action is an Automatic Hit and Dispels the Magnify Condition.
If this Action is Declared immediately after your Elemental
Blast Ability, this Action gains a +1 MISC MOD to its Ability
Dice Pool.
45
Power Infusion
Magnetic Superfield
Active Mobile [Supernatural] [Bane]
Energy: 60
Range: Ranged AoE
Action Time: 7 (Fast)
Duration: 5
This powerful Earth Magic causes a faint hum and particle
wave as its only warning. The earths magnetism is
supercharged forcing metal objects to fall to the ground.
Effect: All Combatants in the target Battle Zone wielding
metallic weapons or shields are Disarmed and cannot pick
up their weapons until the Duration is complete. If they
are wearing Heavy Armor, they suffer the Hold Condition.
Any object that could be considered less than 25% metal is
unaffected.
Mass Teleport
Active Mobile [Supernatural] [Boon]
Energy: 40
Range: Ranged AoE
Action Time: 5 (Fast)
You transport yourself and all your Allies from one place to the
next in the heat of battle.
Effect: You and your Allies in your Current Battle Zone gain
the Teleport Effect.
Mortality Hex
Active Immobile [Supernatural] [Bane]
Energy: 30
Range: Ranged
Action Time: 7 (Fast)
Duration: 10
The Mortality Hex speeds the target onto an early grave.
Skill Check: POW vs. WILL
Effect: While this Action is active, all Actions against the
Combatant gain a +10 PWR MOD to CRIT. This Action may
ignore the CRIT limit.
46
Shatter
Active Mobile [Supernatural] [Boon] [Vector]
Energy: 20
Range: Self
Action Time: Reaction
Your strike is tuned to reach a resonating frequency that
shatters weak bonds.
Effect: Your Current Onslaught or Basic Attack automatically
triggers the Effects of the Brittle Condition in Combatants
suffering from the Brittle Condition and gains a +1 PWR MOD
to its Weapon Dice Pool.
Synergy Bonus: If this Action is used against an inanimate
object or Construct, the Brittle Condition causes +1 Trauma
Damage.
Sleep
Active Immobile [Supernatural] [Bane]
Energy: 40
Range: Ranged
Action Time: Instant (W)
Duration: 15
You cause a deep slumber to fall upon the target.
Skill Check: POW vs. WILL
Effect: Combatant suffers the Dazed Condition and appears to
be sleeping.
Synergy Bonus: If the Combatant has the Flying Condition,
they are dealt 4 Trauma Damage and it is removed.
Wall of Fire
Passive Ability
Prerequisite: Level 12, POW Rank 4
You are able to break through the mystical defenses of almost
anyone you come across.
Effect: Your active PWR MODs to POW are increased by 1 at
level 12 and at level 18 (max +5). If you have no active PWR
MODs, you gain a +1 PWR MOD at level 12 and a +2 PWR
MOD at level 18 to POW. You gain a +2 PWR MOD to your
Weakened Condition lowering it by 2.
Sorcerers Will
Passive Ability
Prerequisite: Level 12, WILL Rank 4
Your knowledge of the Arcane helps you resists its powers.
Effect: Your active PWR MODs to WILL are increased by 1 at
level 12 and at level 18 (max +5). If you have no active PWR
MODs, you gain a +1 PWR MOD at level 12 and a +2 PWR
MOD at level 18 to WILL. Your RS affects your WILL as well as
your DEF.
Superior Intellect
Passive Ability
Prerequisite: Level 10
You out-think your opponent, finding ways to turn their
failures into advantages.
Effect: When a Foe misses when using a Supernatural Action
against you or an Ally, you gain 1TP. You may not gain more
than 2TP per TI through this Action.
Unravel
Active Mobile [Supernatural] [Heal]
Energy: 30
Range: Ranged
Action Time: 5 (Fast)
You pull apart the fundamental threads of magic within a
magical construct, whether it be a spell or creature.
Skill Check: POW vs. WILL
Effect: You may Dispel 1 Bane or Boon on the Combatant or
you may destroy a Summoned Entity.
Veil
Wall of Fog
Active Immobile [Supernatural] [Boon]
Energy: 30
Range: Ranged AoE
Action Time: 7 (Fast)
Duration: Encounter
You create a great Wall of Fog from the water vapor in the air
that conceals everyone in your immediate area.
Effect: Target Battle Zone gains the Environment Condition
Dense Fog. All Combatants gain Concealment while within its
boundaries.
Wind Wall
Active Mobile [Supernatural] [Boon]
Energy: 50
Range: Ranged AoE
Action Time: Instant (E)
Duration: 30
Invisible Elemental Air Spirits are called to form a barrier
against projectiles that would otherwise harm you and your
companions.
Effect: Target Battle Zone gains the Environment Condition
Wind Wall. All Ranged Martial Onslaught or Basic Attacks that
originate outside of your Current Battle Zone and are directed
against Allies in your Current Battle Zone are considered
Automatic Glancing Effects. Combatants with the Flying
Condition may not perform Move Actions into or out of a
Battle Zone with the Wind Wall Condition.
47
Warrior (Champion)
A primarily Melee based Martial Class thats skilled in
military tactics, combat, and battlefield manipulation that allows them to boost the effectiveness of everyone against their
enemies.
Strength, Agility
CP Modifier*, CFT
CP Modifier*,
Tide of Battle Maneuver
Weakened Condition, DT
Starting Abilities:
Brothers in Arms,
Live by the Sword,
Tactical Assault, Warpath
48
Starting Talents:
Starting Techniques:
Intimidation
Close Quarters Combat Rank 1,
Combat Reflexes Rank 1,
Self-Defense Training Rank 1,
Shield Warrior Rank 1
Rank 2
Rank 2
Rank 0
Rank 0
Tactical Assault
Active Mobile [Martial] [Onslaught]
Energy: None (20 Out of Combat)
Range: Equipped Weapon (Immobile w/ Ranged Weapon)
Action Time: Equipped Weapon
You see attack vectors that others might normally miss.
Skill Check: ATK vs. DEF
Ability Dice Pool: +2dp/+3dp/+4dp
Effect: Combatant is dealt Physical Damage and you may use
more than one Vector when performing this Action, but you
still must pay the Energy Cost for all the Vectors used.
Shear
Commanders Presence
Active Mobile [Martial] [Boon]
Energy: 1TP
Range: Melee AoE
Action Time: Reaction
Duration: Encounter
Your presence turns the battle in your favor, granting an
advantage to you and your companions.
Effect: You gain Battle Zone Control in your Current Battle
Zone regardless of your Foes Battle Zone Presence. You retain
control of your Current Battle Zone until a similar Ability
supersedes this Action or you leave your Current Battle Zone.
Second Wind
Active Mobile [Martial] [Heal]
Energy: 2TP
Range: Self
Action Time: Instant (W)
You find the will to fight on even with a second wind.
Effect: You are healed for 30% of your Maximum Health
unmodified by your Damage and Healing modifiers.
Swift Strike
Active Mobile [Martial] [Boon]
Energy: 2TP
You strike with blazing speed.
Effect: Your Current Onslaught or Basic Attack gains the
Quickening Effect and becomes a Mobile Action in addition to
any other Effects.
Warrior Abilities
Adrenaline Rush
Active Mobile [Martial] [Boon]
Energy: 20
Range: Self
Action Time: Reaction (W)
Duration: 30
The thrill of battle makes you forget the pain.
Effect: You may ignore the Battle Skill Penalties associated
with the Trauma Chart from anything besides Incapacitated.
You suffer the Weakened Condition.
Synergy Bonus: The Second Wind Tactical Advantage does not
cause the Weakened Condition while this Action is active.
Axe Toss
Active Mobile [Martial] [Onslaught] [Boon]
Energy: 30
Range: Ranged
Action Time: Instant (E)
You throw your weapon in a great overhand sweep at your
enemy and follow closely behind it, using the distraction as a
means to get in close and attack.
Skill Check: ATK vs. DEF
Ability Dice Pool: +3dp/+4dp/+5dp
Effect: On a successful Skill Check, Combatant is dealt Physical
Damage and you gain the Rush Effect. On a failed Skill Check,
you are Disarmed, and your weapon ends up in your targets
Battle Zone.
Battle Commander
Passive Ability
Prerequisite: Level 10
Your mastery of battle tactics and strategies allows you to
create new tactical possibilities for your Allies.
Effect: You and your Allies start Combat with a +1 PWR
MOD to Tactical Points and you gain a +2 PWR MOD to your
Maximum Tactical Points.
49
Passive Ability
Years of battle on the front lines has given you a hardiness that
few can match.
Effect: You gain a +X MISC MOD to your Maximum Health
where X is equal to 20 times your STA.
Battle Precision
Sustained Mobile [Martial] [Boon]
Energy: CFT 20
Range: Battlefield
Action Time: 3 (Very Fast)
Duration: Until Canceled
Your training and constant state of excellence has paid off for
everyone.
Effect: You and your Allies gain a +2 PWR MOD to ATK.
Battle Triage
Active Immobile [Martial] [Heal]
Energy: 30
Range: Ranged
Action Time: 5 (Fast)
You are sufficiently trained in battlefield medical treatment
that you can repair substantial injuries to yourself or others.
Effect: Combatant is healed of 4 Trauma Damage.
Passive Effect: Rejuvenation is boosted to heal +2 Trauma
Damage instead of +1 Trauma Damage when it is active on
you.
Carpe Diem
Battlefield Chaos
Active Mobile [Martial] [Mind-Affecting]
Energy: 40
Range: Battlefield
Action Time: 7 (Fast)
Duration: Next Action
Prerequisite: Battle Commander Learned
You take advantage of the chaos of the Battlefield to muddle
your enemys senses.
Skill Check: ATK vs. WILL Roll your Skill Check and
compare it to all affected Combatants. A failure is a miss on
that Combatant.
Effect: All Foes on the Battlefield suffer the Confusion
Condition for their next Action.
50
Bulwark
Combat Medic
Active Mobile [Martial] [Heal]
Energy: 40
Range: Melee
Action Time: 5 (Fast)
Prerequisite: Medicine Skill Rank 4
You are an experienced combat medic.
Skill Check: ATK Check. (Natural 1, Glancing Effect)
Ability Dice Pool: +0dp
Effect: Combatant is healed. Your MS/SP modifier for this Action
is based on Equipped Weapon Speed.
Synergy Bonus: If you have a shield equipped, this Action
gains a +2 MISC MOD to its CRIT.
Gash
Crippling Wounds
Active Mobile [Martial] [Bane] [Vector]
Energy: 20
Range: Self
Action Time: Reaction
Duration: 20
Your strike cripples and mangles your opponents.
Effect: Your Current Onslaught or Basic Attack causes a -4
PWR MOD to Mobility and they may not use Rush Effects
while this Action is active.
Passive Ability
Prerequisite: Bulwark Learned
The more Foes attacking you, the more you see red.
Effect: When you are attacked by a Foe with a Single Target
Onslaught or Basic Attack you gain a Free Strike against your
attacker. You may use your Slam or Shield Bash Onslaught
Abilities instead of a Basic Attack Action, but you still must
pay their Energy Cost. Your Foe must be in range of your equipped
weapon to use your Free Strike.
Field General
Feint
Active Mobile [Martial] [Boon]
Energy: 30
Range: Equipped Weapon (Immobile w/ Ranged Weapon)
Action Time: 7 (Fast)
Duration: Special
You lead with a feint that will set you up for a deadly strike.
Skill Check: ATK vs. DEF
Effect: You gain a +4 MISC MOD to ATK with this Action.
On a successful Skill Check against your Combatant, the next
Onslaught or Basic Attack Action you use against them is an
Automatic Hit.
Synergy Bonus: If this Action is Declared within 7TI of the
Activation Phase of your Tactical Assault Action, this Action
also causes your next successful Onslaught or Basic Attack
Action to be an Automatic Critical Effect in addition to any
other effects.
51
Pursuit
Passive Ability
Prerequisite: Level 12, DEF Rank 4
Your strength comes from many sources.
Effect: Your active PWR MODs to DEF are increased by 1 at
level 12 and at level 18 (max +5). If you have no active PWR
MODs, you gain a +1 PWR MOD at level 12 and a +2 PWR
MOD at level 18 to DEF. Your STA reduces your EFT and CFT
penalties by an amount equal to 10 times its ATTR MOD.
Mighty Strikes
Active Mobile [Martial] [Boon] [Vector]
Energy: 40
Range: Self
Action Time: Reaction (W)
You see the weakness in your enemys defense and find a way
through them with a few well placed attacks.
Effect: If your current Onslaught or Basic Attack is successful,
it is an Automatic Critical Effect in addition to any other
Effects. You suffer the Weakened Condition.
Mortal Strike
Active Mobile [Martial] [Onslaught] [Bane]
Energy: 30
Range: Equipped Weapon (Immobile w/ Ranged Weapon)
Action Time: Equipped Weapon
Duration: Encounter
Your enemies will bleed by your hand.
Skill Check: ATK vs. DEF
Ability Dice Pool: +3dp/+4dp/+5dp
Effect: Combatant is dealt Physical Damage and suffers the
Bleed Condition.
Synergy Bonus: If this Action is Declared within 7TI of the
Activation Phase of your Tactical Assault Action, this Action
also deals +1 Trauma Damage upon Activation in addition to
any other effects.
Obliterate
Active Mobile [Martial] [Onslaught]
Energy: 30
Range: Equipped Weapon (Immobile w/ Ranged Weapon)
Action Time: Equipped Weapon
Prerequisite: ATK Rank 3, Mortal Strike Learned
You finish off your enemy, giving them little hope for recovery.
Skill Check: ATK vs. DEF
Ability Dice Pool: +3dp/+4dp/+5dp
Effect: Combatant is dealt Physical Damage and +1 Trauma
Damage if the damage exceeds the targets DT.
Synergy Bonus: If the Combatant is suffering the Bleed
Condition, your Action is an Automatic Hit and Dispels the
Bleed Condition.
52
Precise Assault
Active Mobile [Martial] [Onslaught]
Energy: 40
Range: Melee
Action Time: Equipped Weapon
Prerequisite: Melee Weapon Equipped, Feint Learned
You attack in a blinding blur of precisely timed and directed
swings in an attempt to get past your enemies defenses.
Skill Check: ATK vs. DEF
Ability Dice Pool: +0dp
Effect: You may repeatedly perform a Basic Attack Action
unmodified by Damage and Healing modifiers that deals
Physical Damage with a -2 cumulative POW MOD to ATK on
your target until you miss. You gain 1TP for each successful
Basic Attack, but never more than 5TP.
Synergy Bonus: If this Action is Declared immediately after
a Feint Ability, this Action does not suffer the cumulative -2
MISC MOD to ATK normally associated with this Action. The
Feint Ability only grants an Automatic Critical Effect on the
first hit, but does not cause an Automatic Hit.
Rally Cry
Active Mobile [Martial] [Boon]
Energy: 30
Range: Battlefield
Action Time: Instant (W)
Your voice echoes above the din of battle, pushing your
companions to fight on with renewed vigor.
Effect: You and your Allies may use the Tide of Battle
Maneuver as a Reaction.
Slam
Seen it All
Passive Ability
Prerequisite: Level 12, ATK Rank 4
You have seen every defensive strategy and trick in the book
and know how to overcome them.
Effect: Your active PWR MODs to ATK are increased by 1 at
level 12 and at level 18 (max +5). If you have no active PWR
MODs, you gain a +1 PWR MOD at level 12 and a +2 PWR
MOD at level 18 to ATK. You also start Combat with a +1 MISC
MOD to Tactical Points.
Shield Bash
Active Mobile [Martial] [Onslaught] [Bane]
Energy: 50
Range: Melee
Action Time: Reaction (W)
Prerequisite: Shield-Equipped
You lash out with your shield, striking the enemy square in the
face, causing them to reel back and away.
Skill Check: ATK vs. DEF
Ability Dice Pool: +0dp
Effect: Combatant is dealt Physical Damage and their Current
Action is Countered. You suffer the Weakened Condition.
Shrug it Off
Active Mobile [Martial] [Boon]
Energy: 30
Range: Self
Action Time: Reaction
Duration: 10
It takes a lot to keep you down and out.
Effect: You gain Immunity to the Fear and Stun Conditions.
This may be used while suffering the Fear or Stun Condition.
Steel Cyclone
Active Mobile [Martial] [Onslaught]
Energy: None (40 Out of Combat)
Range: Melee AoE
Action Time: Equipped Weapon
Prerequisite: Melee Weapon Equipped
You speed through your enemies on the battlefield, slashing
and swirling in a cyclone of steel.
Skill Check: ATK vs. DEF Roll your Skill Check and
compare it to all affected Combatants. A failure is a miss on
that Combatant.
Ability Dice Pool: +1dp/+2dp/+3dp
Effect: All Foes in your Current Battle Zone are dealt Physical
Damage.
Synergy Bonus: This Action may be used as an Instant for 30
Energy if at least one target in your Battle Zone is suffering the
Bleed Condition. You suffer the Exhausted Condition if this
Action is used in this way.
Supreme Commander
Passive Ability
Prerequisite: Level 20, Field General Learned
You stand at the height of battlefield experience and prowess,
capable of great feats of tactics.
Effect: You gain a +3 MISC MOD to your Maximum Tactical
Points and +4 PWR MOD to your Tide of Battle Maneuver,
lowering it by 4.
53
Passive Ability
Prerequisite: DEF Rank 3, Shield Equipped
Your training has taught you how to use your shield as both an
offensive and defensive asset.
Effect: You gain a +2 MISC MOD to ATK when equipped
with a shield or an Ability that functions as a shield. You may
choose to lose all DEF, DT, and RS EQUP MODs granted by
your Shield to gain a +1 EQUP MOD to your Weapon Dice
Pool instead. This must be declared at Initiative Stage and may
not be changed for the remainder of the Encounter unless the
Combatant is reduced below 50% of their Maximum Health.
Synergy Bonus: When equipped with a shield or an Ability
that functions as a shield, your Slam Ability has its Energy
Cost lowered by 10.
Tactical Supremacy
Active Mobile [Martial] [Boon]
Energy: 60
Range: Ranged
Action Time: Instant (EW)
Prerequisite: Field General and Rally Cry Learned
Your tactics are perfect. Your execution is unparalleled. The
result: your opponent faces annihilation.
Effect: Your Ally gains a number of Tactical Points equal to
your Maximum TP. You suffer the Exhausted and Weakened
Conditions.
Unstoppable
Passive Ability
Prerequisite: DEF Rank 4
They may try to contain you, but it is futile.
Effect: You gain the Bushwack Condition, Immunity to the
Hold Condition, and a +40 MISC MOD to your Maximum
Health.
Unstoppable II
Passive Ability
Prerequisite: Level 20, Unstoppable I Learned
You really cannot be stopped.
Effect: You gain Immunity to the Knockback Effect, the Pacified
Condition, and Dazed Condition. Your ATTR MOD from SPI
reduces your Weakened Condition by 2 times its value.
54
Chapter 3:
Species
55
Chapter 3: Species
The choice of what Species to play is an important one,
it determines culture, lifestyle, body structure, appearance,
where they lived, and how they grew up. It is one of the
most powerful Roleplaying tools you have available to you at
the start of the game. It is a good idea to read about each of
the available Species in their entirety before you make your
final decision. Your GM will base much of the Non-playable
character (NPC) reactions by the stereotypes about your
Species. This allows everyone a point of reference to draw
from when playing. For example: the insular and protective
Halflings will look on a Human with distrust until it is earned.
A Gnome stumbling upon a lost civilization of Golems,
would be uncomfortable and angered, as golems were at
one time their oppressors. A Dwarf hosting a banquet with a
rival Dwarven Clan would most likely take typical Dwarven
precautions of peace bound weapons and guards at every table
to discourage clan fights.
Aside from Roleplaying aspects, your Species gives you
Bonuses to your Attributes and some extraordinary Species
Advantages. The ATTR MODs are applied to the respective
Attribute immediately. The Species Advantages can be marked
down on your Character Sheet as you feel appropriate.
Each Species is divided into sections, with the information
most pertinent to Character Creation first, followed by the
more rich and colorful information of Appearance, History,
and Culture. If you are just interested in a summary rather
than the details, you will find those in the first two sections of
your Species.
56
Species Sections
Each Species section is divided up into five parts, a Summary, Advantages, Appearance, Civilization, and Life sections.
These sections are meant to give you a nice picture of the Species as they exist in the Unchained Heroes Fantasy universe.
Please feel free to adjust and modify them for any universe you
decide to play within or build.
Chapter 3: Species
Dwarves
Appearance: Humanoid, Short, Stout, Strong
Attribute Modifiers: +1 STR, +1 STA
Species Advantages: Hands of a Crafter, Infravision,
Steady
May select any Class except Oracle, Umbral, or Visceral
Size Medium (M)
Terrestrial Species
The Dwarves are a strong, hearty, honorable, and culturally
rich Species of short Humanoids. They are a proud people with
a history as rich as the many layers of earth that they mine,
craft, and work. The Dwarves find pleasure in dealing with
all things metal and stone, counting many master craftsman
and architects among their numbers. Even though they may
be small of stature, their work climbs to heights that rivals the
most majestic mountain peaks.
Besides being known for all things crafted of metal and
stone, the Dwarves are counted as excellent warriors. Their nature is true to the essence of which they were formed, as hard
and unrelenting as the mountains. They structure their families
like a military unit and show a fierce loyalty to their clans.
Hands of a Crafter
The Dwarves are taught from an early age about smithing
Effect: You gain a +1 TECH MOD to the Crafting Character
Skill.
Infravision
Dwarven eyes have the capacity to see forms in the infrared
heat spectrum in the absence of light and translate them into
normal vision.
Effect: You gain the Infravision Talent.
Steady
Active Mobile [Martial] [Boon]
Energy: 30
Range: Self
Action Time: Reaction
Its pretty tough to move a dwarf when they dont wish it.
Effect: You must have your feet touching the ground. The Current
Action used against you that would cause you to suffer
Knockback, Knockdown, or the Shift Effect is an Automatic
Miss against you.
Elves
Appearance: Humanoid, Tall, Otherworldly, Lithe
Attribute Modifiers: +1 STR, +1 AGI
Species Advantages: Ethereal Perception, Fleet-foot,
Nimble
May select any Class except Oracle, Umbral, or Visceral
Size Medium (M)
Celestial Species
The Elves are a Species formed from Law and Order, so it is
fitting that their lives are governed by them. They combat those
forces that tilt the world towards chaos and darkness with their
army of Sentinels, standing resolute against all danger, making them natural Paladins and unlikely Dread Knights. They
see the world as constantly under attack by a state of disorder,
always falling deeper and deeper into entropy. Their goal is to
fight eternally against the fingers of entropy and chaos. As immortals and Celestial beings that do not die of old age, they are
well suited to this task.
Ethereal Perception
As the original guardians of the world, the Elves have acquired
a great capacity to notice the fine details.
Effect: You gain a +1 TECH MOD to the Perception Character
Skill.
Fleet-Foot
Elves are far faster than the most agile of the other Species.
Effect: You gain a +3 TECH MOD to Mobility.
Chapter 3: Species
57
Ancient Knowledge
Elvish Appearance
Encyclopedic Memory
Gnomes
Appearance: Humanoid, Short, Hardy, Exaggerated
Features
Attribute Modifiers: +1 INT, +1 STA
Species Advantages: Ancient Knowledge, Encyclopedic
Memory, Resilient
May select any Class except Oracle, Umbral, or Visceral
Size Small(s) Heroes ignore Size Rules
Terrestrial Species
The Gnomes are a Species small in stature, but big in
heart. Their nature is one of creation and experimentation, but
without the tendency towards destruction that Humans often
gravitate towards. Gnomes are strong of body and mind, meeting problems with creativity and ingenuity. They love the sciences, ancient lore, and magical lore equally. They spend much
of their time on experimentation and study; claiming them as
Species traits rather than pursuits.
Sometimes Gnomes may seem scatter brained; simple
things will elude them when they have their mind set on a
project. This is not to say they are daft, far from it. They just
focus to the point of obsession on their tasks.
Male Gnomes tend toward the Alchemist Class, while female Gnomes tend toward the magically inclined Classes such
as Sorcerers and Clerics.
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Resilient
Short, but solid, the Gnomes are tougher than they look.
Effect: Rejuvenation is boosted to heal +2 Trauma Damage
instead of +1 Trauma Damage when it is active on you. You
may also use a Recovery Action as an Instant that causes the
Weakened Condition.
Gnomish Appearance
The Gnomish people are short, ranging from 3 feet to 3
feet tall. Their bodies are well proportioned with slightly
stockier frames. Their hair colors range from shockingly platinum blonde to rich auburns and deep browns. Even young
Gnomes can go naturally gray or white at anytime. A Gnomes
eyes are usually bright blue in color, but varying shades of blue
and green can be found. Their intelligent faces are round with
prominent noses, large eyes, and wide smiles.
Halflings
Appearance: Humanoid, Short, Naturally Beautiful, Long
Upswept Pointed Ears
Attribute Modifiers: +1 AGI, +1 CUN
Species Advantages: Gregarious, Inexhaustible, Sneaky
May select any Class except Oracle, Umbral, or Visceral
Size Small(s) Heroes ignore Size Rules
Terrestrial Species
Halfings are a short people that look the spitting image of
a Human being, yet shorter in stature with slightly upswept
pointed ears. They have the best features of the human species,
being considered by many to be quite beautiful.
Halflings are spiritual and passionate. They follow military
and religious pursuits, while shying from the sciences. They
are resilient, resourceful, and as quick to lend a helping hand
to their friends as they are to a grant a quick death to their
enemies. They can be found almost everywhere in the world,
but only in small numbers. Those lands they would call home
are found in the far corners of the world in isolated regions.
Those that you meet in the world are often traders or among
the few adventurers that seek a life in the world beyond their
homelands.
Chapter 3: Species
Gregarious
Halflings are naturally passionate individuals, so passionate in
fact that it could be considered contagious. Their passion helps
them influence others to their line of thinking.
Effect: You gain a +1 TECH MOD to the Influence Character
Skill.
Inexhaustible
Halflings are tireless in the pursuit of their objective.
Effect: You gain a +2 TECH MOD to the Exhausted or
Weakened Condition, lowering it by 2, and you gain a +1
TECH MOD to Mobility.
Sneaky
Accomplished
Halfling Appearance
Competitive Spirit
Their competitive spirit pushes them to specialize in a few
things to be at the top of their game.
Effect: Humans gain one extra Technique at first level.
Quick Thinking
Humans
Appearance: Humanoid, Standard Fantasy Appearance
Attribute Modifiers: +1 to any One Attribute
Species Advantages: Accomplished, Competitive Spirit,
Quick Thinking
May select any Class except Oracle, Umbral, or Visceral
Size Medium (M)
Terrestrial Species
The Human Species is the most commonly found Species in
the Realms; spreading far and wide looking for fame, fortune,
and a place to call their home from the highest mountain peak
to lowest tropical valley. They find ways to adapt to almost any
Human Appearance
The Human Species averages a height of 5 to 7 feet tall,
with the occasional 4 foot or 8 foot person among their ranks.
Their hair ranges from blond to black with deep browns and
ginger reds mixed among them; the colors always muted rather than vibrant. Their eyes run the gamut of colors from blue
to green to brown, but as with their hair, there are no shocking
reds, purples or bright yellows. Their skin tone ranges from
ivory white to deepest cocoa brown.
Their styles and fashions change like the wind, in some
places they dress in formless clothing from head to toe and in
others they take clothing to an art form. Overall the Humans
appearance is as unique as a snowflake, from afar they all may
look the same, but on closer inspection have a look all of their
own.
Chapter 3: Species
59
Chapter 4:
Talents & Techniques
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Talents
Talents compliment your Character Skills and are the part
of the story-based portion of the game. They range from the
incredibly magical powers of shapeshifting to the simple skills
that make you a good athlete. Talents will help you make your
Hero into a well-rounded participant in the game session.
When you are reading a book and you read of your
favorite character plucking a hair from a comb to track
down a kidnapped friend or when you are watching a
movie and they pass their hands over a crystal ball to peer
across great distances, they would be using Talents. Talents
are specializations, powers, skills, magical spells, and other
fantastic roleplaying Actions that allow your player to be
more than a just the sum of their statistics. They grant you the
Ability to walk on water, speak in the tongues of the beasts of
the earth, craft fantastic suits of armor, appraise the value of
rare relics, and help you sweet talk your way past gate guards
after curfew.
A Talent uses Character Skills and occasionally Battle Skills
to trigger or activate their Effects. Unlike Abilities, Talents have
a Check Failure section that tells you the consequences for
failing your Action.
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Acquiring Talents
Starting Talents are assigned by Class
Gain 1 Talent at level 1
Additional Talents granted as you level
You will gain 11 Talents by the time you hit level 30, with
additional Talents based on your Class and occasional rewards
from the GM. The Starting Talents are listed under each Class
section. Consult the Character Level and Ability Chart (page
17) for when you acquire additional Talents.
You may only choose Talents that are available to your
Class and Species. Each Talent will have a Class or Species
abbreviation next to its name to give you an idea of who may
acquire it; if there is nothing, it's available to anyone.
Alarm
Active Mobile [Supernatural] [Boon]
Energy: 40
Range: Melee
Action Time: 1 minute
Duration: 1 day/level
This spell weaves the mana currents into a warding spell
that alarms you when a creature passes or touches the ward.
Those that know its password can freely enter or exit the
area by speaking it audibly, while those that do not must face
triggering the alarm if they cannot magically disarm it.
Skill Check: POW DF15
Effect: You may declare an area of a size equal to a large
banquet hall or less, warded with an Alarm that notifies you
of someone breaking its threshold. At the time of casting, you
must have a tiny bell to set the alarm. Place it within the alarm
area, and then speak a password or phrase of no longer than
3 words to set it. The password need not be a word, it may be
another noise, but it must be audible. When set, the caster may
choose one of two methods for notification:
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Aura Sight
Active Mobile [Supernatural] [Boon]
Prerequisite: POW Rank 3
You may not be able to read a persons mind, but you dont
have to. You have always been able to see the aura of those
around you as shifting colors and hues radiating from their
bodies. You have learned how to read this aura to determine
many different things, including their emotional state and
other mental cues.
Skill Check: Perception DF20
Check Failure: This Action is unavailable this Encounter.
Effect: You can see the Auras of others. Auras consist of a Main
color and can have any number of Secondary Colors that can
appear. Reading a persons aura is not an exact science and
the many emotional states and mental cues of sentient beings
would fill a book, so we only give you a few suggestions
here. For example, a blue aura might be indicative of a sad
emotional state, a black aura might be indicative of a dark
hearted evil person, and a golden aura might mean the person
is powerful and kind. When playing, feel free to make up color
meanings and combinations as you wish. This power can be
used differently from game group to game group, but the
key is to be consistent with everyone at the Game Table from
session to session.
The GM should feel empowered to use Aura Sight as another
narrative tool at the table. Think of it as a way to tell the
players some information that might not be readily available.
Roll your Skill Check and consult the following table to
determine what you see.
DF 20 Detect most visible color, Main Color
DF 25 Detect Main, secondary patterns or colors
DF 30 Detect Main, Secondary, and Fringe colors
DF 35 Completely accurate reading of their aura
Born Athlete
Passive Talent
You are a natural at almost any sport you pick up.
Effect: You gain a +3 TECH MOD to Athletics.
Clairvoyance
Passive Talent
Prerequisite: INT 2 or SPI 2
The Ability to tap into the divine magic in the world was
awakened within you at your birth by unknown means.
Effect: You may learn Cleric Talents, this includes any talents
specifically limited to Abyssal, Ascension, or Balance Clerics.
Cavalier
Passive Talent
Prerequisite: Athletics Skill Rank 3
You were trained in the fine art of mounted combat.
Effect: You no longer suffer the Mounted Combat Penalty. If
your ATK is higher than your Athletics Skill, it is no longer
Reduced to be equal to your Athletics Skill when Mounted.
Chill Environment
Active Mobile [Supernatural] [Bane]
Energy: 30
Range: Self
Action Time: 1 minute
Duration: Encounter
Prerequisite: Arcanology Skill Rank 4
You can pull the heat out of the air around you, forcing it to
drop to sub-freezing levels, striking a deep chill in everyones
bones.
Skill Check: Arcanology DF20
Check Failure: This Action is unavailable this Encounter.
Effect: Only usable Out of Combat. This Action is only usable in
an enclosed space of no larger than 30 feet x 30 feet. You cause
the Environment Condition Cold Weather that cools the room
to 0 Fahrenheit.
Corpse Sight
Active Immobile [Supernatural] [Mind-Affecting]
Energy: 40
Range: Sight
Action Time: 1 minute
Duration: 4 hours
You curse the target with a hellish vision where everyone
around them becomes walking corpses or some facsimiles
of an undead being that causes unpredictable effects. Some
peoples faces make look like skulls, others may become
shambling zombies and still others something entirely of the
persons own imagination.
Skill Check: POW vs. WILL
Check Failure: This Action is unavailable this Encounter.
Effect: This Action has material components of the hair of the target
and a piece of bone which are consumed in the casting. It causes
a burn mark on the hands of the caster if not wearing protective
gloves. What the target does and how they are affected by the
visions granted by this spell is entirely up to the Gamemaster.
Individuals may act erratically and run from everyone around
them, or begin to attack them, thinking that everything around
them is a monster.
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Decipher Enchantment
Passive Talent
You see in the darkness as if it were no worse than early
twilight.
Effect: You may see in the dark as if it were the dawn or dusk.
Colors are muted, but visible and you can see shadows.
This vision does not extend into regions where there is no
natural light sources such as caves deep under the ground.
You must have some source of light (even as little as starlight
filtered through the clouds) to see in the dark.
This Talent has the potential to negate the Effects of
Environment Conditions that cause Penalties due to impaired
vision (such as Concealment) at the discretion of the GM.
Death Sense
Active Mobile [Martial] [Boon]
Energy: 10
Range: Special
Action Time: 5 (Fast)
By freak of nature or special training, you can attune yourself
to the absence of life to detect the presence of the dead or
recently deceased in the area.
Skill Check: Perception DF15
Check Failure: This Action is unavailable this Encounter.
Effect: You know the general direction of the Near Death,
Newly Dead, and Recently Dead sentient creatures within
20 yards of you + 10 yards per 5 points you roll above the DF
required to activate this Action. Compare your Activation to
the WILL of all affected Combatants. Failure means the target
is undetected.
Near Death creatures are sentient beings that will likely pass
on in the next 24 hours from natural causes such as sickness or
age. This does not detect future murders or accidents.
Newly Dead creatures are sentient beings that have died
within the past 3 days.
Recently Dead creatures are sentient beings that have died
within the past 2 weeks.
Decipher Device
Active Mobile [Martial] [Boon] [Vector]
Energy: 30
Range: Self
Action Time: 1 Minute
Prerequisite: Engineering Skill Rank 3
You are exceptionally good at detecting the physical and
mechanical properties of a device.
Skill Check: Engineering DF15
Check Failure: This Action is unavailable this Encounter.
Effect: You learn one standard function, process, or detail
about a mechanical device per 5 points you have in the
Engineering Character Skill rounded up, each time you use this
Action. For example, if your total Engineering Character Skill
was 23, you would be able to decipher 5 details. Exceptionally
complex or sophisticated technologies may take more to
determine their properties. One complex property can be
learned per 10 points in Engineering and one intricate function
can be learned per 15 points in Engineering. What is deemed
standard, complex, or sophisticated is up to the GM. This
Action may be used as many times as you wish on an item.
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Forensic Investigator
Active Mobile [Martial] [Boon]
Energy: 10
Range: Melee
Action Time: 5 (Fast) minutes
Prerequisite: Perception Skill Rank 3
With the proper equipment and a little time, you can pick up
subtle clues about an area, object, or person that others might
miss.
Skill Check: Perception DF20.
Check Failure: This Action is unavailable this Encounter.
Effect: Through careful observation and fine tuned scientific
tests, you are able to glean various bits of information from an
item. The information gleaned can be anything pertaining to
the probable reason for its location, how well it was cared for,
profession or usage, last meal, cause of death or destruction,
typical owner, and much more. When using this Talent,
use the following chart to determine how many snippets of
information your GM will tell you.
DF 20 Two Details
DF 25 Three Details
DF 30 Four Details
DF 35 Five Details
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Gut Feeling
Passive Talent
You sometimes get feelings that alert you to danger before it
happens and have since learned to pay close attention to them.
Effect: (Skill Substitution) You may swap your Perception Skill
Ranks with your POW Skill Ranks for Perception Skill Checks.
Guise
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Hidden Motives
Active Mobile [Martial] [Boon]
Energy: 30
Range: Self
Action Time: Reaction
Duration: Special
Prerequisite: Subterfuge Skill Rank 4
Even when facing the rack, you are able to keep your mouth
shut and body under control, so others may not discern your
motives or betray your secrets.
Skill Check: Subterfuge DF20
Check Failure: This Action is unavailable this Encounter.
Effect: The current attempt by another to discern the truth of
your verbal or non-verbal statement comes up inconclusive.
You are not required to make an Opposed Subterfuge check if
you use this Talent.
Heat Environment
Active Mobile [Supernatural] [Bane]
Energy: 30
Range: Self
Action Time: 1 minute
Duration: Encounter
Prerequisite: Arcanology Skill Rank 4
You have learned of a nature rite that causes the temperature
around you to increase to tropical levels, causing the air to
become muggy and hot.
Skill Check: Arcanology DF20
Check Failure: This Action is unavailable this Encounter.
Effect: Only usable Out of Combat. This Action is only usable in
an enclosed space of no larger than 30 feet x 30 feet. You cause
the Environment Condition Hot Weather that increases the
temperature in the room to 95 Fahrenheit.
Legionnaire
Passive Talent
Your eyes have the capacity to see forms in the infrared heat
spectrum and translate them into normal vision.
Effect: Using the infrared spectrum and heat sensitivity, you
may see in complete darkness. This Talent can negate the
Effects of Environment Conditions that cause Penalties due to
impaired vision at the discretion of the GM.
Passive Talent
Your time spent in the legions has given you the endurance to
march for days with little strain.
Effect: You may choose to ignore sleep and rest for 2 days
and may still function normally in all situations. Your Health,
Trauma Damage, and Energy are restored at natural rates
during this time, but you are not automatically restored to Full
Health and Energy as you would if you had 5 hours of rest.
After performing such a stint, you need 10 hours of continuous
rest to start restoring Health and Energy normally again.
Ingenuity [Gnome]
Passive Talent
You can make scrap into something useful.
Effect: When you fail to craft an item of at least the desired
material level with one of your Character Skills, you may reroll
the Extended Skill Check and take the better of the two results.
This may only be performed once per Crafting roll.
Intimidation
Passive Talent
Your muscles seem to influence people far more than your
demeanor, although your demeanor helps
Effect: You may use your STR rather than CUN for the
Influence Skill.
Jerry Rig
Passive Talent
Prerequisite: Engineering Skill Rank 4
When your first attempts do not succeed, you can always fall
back on scrounging a few parts to get by.
Effect: If you do not have the proper materials to create an
item, you may instead create an item out of whatever you
have available. This allows you to perform an Item Creation
Roll with a Time of 1 hour instead of 3 days and without
the required materials. The item only last for up to 1 week
and then falls apart. Every 24 hours after the item is created
you must make an Engineering Skill Check DF30 to keep it
together. If you fail, it crumbles into useless pieces.
This Action may not be used to create magical items. Mundane
Items are the only items allowed.
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Magical Seal
68
Mentor
Passive Talent
You are fortunate enough to have met a great Mentor
worthy of your respect that is quite knowledgeable. They are
good friends with you and are happy to help you uncover
information or offer advice in whatever capacity they can.
Effect: Consult your GM before taking this Talent; it has
very tangible consequences for the Fictional World they are
building. It is your responsibility as the Player to create a
backstory and NPC that properly reflects the details of this
Talent. Each time you take this Talent, increase it to the next
Rank. The Effects of each Rank are cumulative. This Talent
may be granted to a Player or group outside of the normal
Talent architecture and progression. If it is granted through a
Talent purchase, it is the responsibility of the player to provide
details.
Skill Check: Influence DF (Variable)
Rank 1: Your Mentor is an expert in one narrow field of study
involving science, occult, history, culture, language, war,
martial arts, physical conditioning, or mental conditioning.
They live a life of modest means within a small town or city.
Any knowledge or advice requested of them can be answered
as if the relevant Skill Check resulted in a 25. Requests that
seem ungrateful, flippant, or excessive require an Influence
Check DF20 to complete and may require a favor afterwards.
Rank 2: Your Mentor is an expert in one narrow field of study
involving science, occult, history, culture, language, war,
martial arts, physical conditioning, or mental conditioning.
They live a life of luxury and leisure within a modest size
town or city. Any knowledge or advice requested of them can
be answered as if the relevant Skill Check resulted in a 30.
Requests that seem ungrateful, flippant, or excessive require
an Influence Check DF20 to complete and may require a favor
afterwards.
Rank 3: Your Mentor is a broad expert in two fields of study
involving science, occult, history, culture, language, war,
martial arts, physical conditioning, or mental conditioning.
They can be reached for questions within a short period of
time within a state, region, or cluster of cities. Any knowledge
or advice requested of them can be answered as if the relevant
Skill Check resulted in a 30. Requests that seem ungrateful,
flippant, or excessive require an Influence Check DF25 to
complete and may require a favor afterwards.
Rank 4: Your Mentor is a broad expert in many fields of study
involving science, occult, history, culture, language, war,
martial arts, physical conditioning, or mental conditioning.
They can be reached for questions within a short period of
time within a state, region, or cluster of cities. Any knowledge
or advice requested of them can be answered as if the relevant
Skill Check resulted in a 35. Requests that seem ungrateful,
flippant, or excessive require an Influence Check DF25 to
complete and may require a favor afterwards.
Master Linguist
Passive Talent
Prerequisite: Education Skill Rank 1
You have a knack for understanding and speaking languages
of different cultures around the world.
Skill Check: Education DF20
Check Failure: Retry with +5 DF to Skill Check. Resets to DF20
one hour after last retry.
Effect: You gain the capacity to speak, understand, read and
write two languages of any Celestial or Terrestrial Species.
You do not need to choose these languages when you take this
Talent. At any time after taking this Talent, in a situation where
you Encounter a new language, you may make an Education
Skill Check DF20 to automatically gain the knowledge of that
language. This Talent may be taken multiple times.
Mental Fortress
Active Mobile [Supernatural] [Boon]
Energy: 30
Range: Self
Action Time: Reaction
Duration: Encounter
Prerequisite: WILL Rank 3
You have learned through training or through sheer force
of will how to resist the telepathic probes that may arise to
discern your mental state, making you an unreadable mask.
Skill Check: WILL DF25
Check Failure: This Action is unavailable this Encounter.
Effect: The current attempt by another to use a Mind-Affecting
Action that would read your thoughts, link to your emotions,
pick up errant thoughts of yours, cause a Neural Rewrite
or Mind-Wipe, and/or betray your emotions comes up
inconclusive.
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70
Mockingbird
Active Mobile [Martial] [Boon]
Prerequisite: Subterfuge Skill Rank 2
Like the bird, you may mimic the voice of a well-known singer
or even the skittering of a mouse with only your voice.
Skill Check: Subterfuge DF20
Check Failure: This Action is unavailable this Encounter.
Effect: You must be able to make noise to use this Action. You may
mimic the sound of any creature you have heard before.
Omen
Passive Talent
You absorb some of the impact of free falls, being thrown,
landing from great heights, and other similar Effects.
Effect: Only usable Out of Combat. You do not suffer Falling
Damage from heights up to 40 feet or 12 yards. If you suffer an
Effect Out of Combat, that causes some sort of blast damage
or damage from being thrown, its Effects are Reduced by 50%.
This has no Effect on AoEs while in Combat.
Object Reading
Active Mobile [Supernatural] [Boon]
Energy: 10
Range: Melee
Action Time: 5 minutes
Prerequisite: INT 2 or SPI 2
Oracles may ignore requirements of this Talent
You are adept at sensing the magical, spiritual, and residual
impressions that are housed within objects.
Skill Check: POW DF20.
Check Failure: This Action is unavailable for 24 hours.
Effect: You can touch an object to get psychic impressions
and glean information about the past from the item. Use the
following chart to determine how much you can read.
DF 20 Feel most powerful emotion when object was used
DF 25 Vision of object owner
DF 30 Vision of momentous event
DF 35 Explore psychic imprint completely
Olympian
Active Mobile [Martial] [Boon]
Energy: 10
Range: Self
Action Time: Reaction
Duration: Special
Prerequisite: Athletics Skill Rank 4
Through natural strength, skill, and training, you have few
peers that can match your athleticism.
Effect: You may reroll an Athletics Check.
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Passive Talent
In your life, you have acquired a wealthy Patron to sponsor
you in your endeavors. They aid you and facilitate your
missions with money, information, contacts, and equipment.
All of their aid is given to you freely, as long as your purpose
and mission coincides with their own.
Effect: Consult your GM before taking this Talent; it has
very tangible consequences for the Fictional World they are
building. It is your responsibility as the Player to create a
backstory and NPC that properly reflects the details of this
Talent. Each time you take this Talent, increase it to the next
Rank. The Effects of each Rank are cumulative. This Talent
may be granted to a Player or group outside of the normal
Talent architecture and progression. If it is granted through a
Talent purchase, it is the responsibility of the player to provide
details.
Skill Check: Influence DF (Variable)
Rank 1: Your Patron has a Merchant Degree of Wealth and has
no problem providing you with rudimentary assistance. They
will provide or facilitate the acquisition of goods, services,
and equipment of Common Availability up to a 1000sp cost
per request for assistance. They will offer information and
introductions to their Minor Contacts (NPCs) of level 1-3. Their
influence extends throughout one city or township, so they can
only be reached at that location. Requests that seem ungrateful,
flippant, or excessive require an Influence Check DF20 to
complete and may require a favor afterwards.
Rank 2: Your Patron has a Merchant Prince Degree of Wealth
that offers more substantial assistance to you when you
ask for it. They will provide or facilitate the acquisition of
goods, services, and equipment of Common Availability up
to a 2000sp cost per request for assistance. They will offer
information and introductions to their low level Contacts
(NPCs) of level 1-6. Their influence extends throughout a
cluster of up to 3 nearby towns or cities, so they can be reached
personally or by proxy in any of those locations. Requests that
seem ungrateful, flippant, or excessive require an Influence
Check DF25 to complete and may require a favor afterwards.
Rank 3: Your Patron has a Magnate Degree of Wealth and
is seriously invested in your success. They will provide or
facilitate the acquisition of goods, services, and equipment of
up to Uncommon Availability up to a 20,000sp cost per request
for assistance. They will offer information and introductions
to their Contacts (NPCs) of level 1-10. Their influence extends
throughout a powerful region, state, province, or large
municipality, so they can be reached personally or by proxy in
any of those locations. Requests that seem ungrateful, flippant,
or excessive require an Influence Check DF30 to complete and
may require a favor afterwards.
Rank 4: Your Patron has a Magnate Degree of Wealth and
is fully vested in your missions and often facilitates your
requests. They will provide or facilitate the acquisition of
goods, services, and equipment of up to Rare Availability up
to a 200,000sp cost per request for assistance. They will offer
information and introductions to their Contacts (NPCs) of level
1-15. Their influence extends throughout a country, nation, or
kingdom so they can be reached personally or by proxy in any
of those locations. Requests that seem ungrateful, flippant, or
excessive require an Influence Check DF35 to complete and
may require a favor afterwards.
72
Potion Brewmaster
Passive Talent
Prerequisite: Medicine Skill Rank 4
You are able to craft potions in large batches.
Effect: You create an additional potion for every 15 points
you exceed the minimum required Item Creation roll for the
Potion you are attempting. All Potions created in this fashion
are automatically dropped to a lower quality (Greater to Major,
Major to Lesser, Lesser to Minor).
For example: If you were crafting a Major ILV 6 potion that
requires a 150 to craft but roll 180, you craft 2 addition Lesser
Potions (or Minor). These potions are of the same potion type.
Practical Practitioner
Passive Talent
Prerequisite: INT 2 or SPI 2
You excel at using your Abilities for their practical uses. This
reflects your scientific and pragmatic use of the arts.
Effect: You gain a +2 TECH MOD to POW Checks when
activating Abilities or Talents Out of Combat.
Precision Crafter
Passive Talent
Prerequisite: Any Crafting Character Skill Rank 4
You have honed your crafting skills to a level where you even
surprise yourself at times.
Effect: When performing an Item Creation roll, you only need
to roll two Natural 20s on your Item Creation Roll rather than
three Natural 20s to create a Masterwork Item. This does not
Stack with the Master Craftsman Talent, but does affect all
Crafting Rolls.
Psychic Backlash
Sustained Mobile [Supernatural] [Boon]
Energy: CFT 30
Range: Self
Action Time: 3 (Very Fast)
Duration: Until Canceled
Prerequisite: Level 15, WILL Rank 5
You have created mental barriers that lash out and entrap those
foolish enough to try to get past your formidable telepathic
defenses.
Effect: Attempts to use a Mind-Affecting Action that would
read your thoughts or discern your emotions that fails to
exceed your WILL causes the offender to become Dazed as
the Condition and fall to the ground as if unconscious for a
number of minutes equal to the amount that they failed their
check.
73
Scholar
Passive Talent
You are an expert in various areas of the sciences and arts.
Effect: You gain a +3 TECH MOD to one of the following
Character Skills: Arcanology, Education, Engineering, or
Medicine. This Talent has 4 Ranks. Each time this Talent is
taken it must apply to a different Character Skill.
74
Sixth Sense
Passive Talent
You are blessed (or cursed) with the gift to see and speak with
the dead. Ghosts and apparitions can sense and see you as
well, and automatically know you may speak with them.
Effect: You both see Ghosts and speak the language of the
Dead, allowing you to commune with the Ghosts of dead
sentient beings around you. You may tune these beings out
at will, but they may choose to speak with you regardless of
your intentions if they succeed in a POW vs. WILL Skill Check
against you.
Skill Focus
Passive Talent
Prerequisite: Level 18
Few can match your level of skill in your chosen area.
Effect: You gain a +2 TECH MOD to the Character Skill of
your choice and may perform Playing the Odds with that
Character Skill even in Crucial Moments. This Talent may be
taken multiple times, but each time it must apply to a different
Character Skill.
Sorcerers Blood
Passive Talent
Prerequisite: INT 2
You were born with a hint of magical power.
Effect: You may choose Talents limited to the Sorcerer, but
must meet all other Prerequisites as normal.
75
76
Spry [Halfling]
Passive Talent
Halflings have a tremendous natural agility.
Effect: You gain a +5 TECH MOD to Athletics Checks involving
jumping, climbing, or running.
Stalk
Active Mobile [Martial] [Mind-Affecting]
Energy: 20
Range: Ranged
Action Time: 5 (Fast)
Duration: 15 minute
Prerequisite: Natural Lore Skill Rank 3
You may use your hunter instincts to prevent your targets from
seeing you as you approach under stealth.
Effect: Only usable Out of Combat, You may choose a number of
targets within sight equal to 1 plus your CUN (minimum 1).
You gain the Stealth Condition against those targets until you
take your first Action against one of them.
Survivalist
Passive Talent
Prerequisite: Natural Lore Skill Rank 3
You have learned to survive under extreme circumstances
where food and water are scarce and where fatigue is a
constant threat.
Effect: By spending at least 1 hour a day foraging, hunting, or
preparing for the night, you can find enough food, shelter, and
water for an entire group of up to 6 people to survive for the
next 24 hours in a terrain of your choice: Urban Areas, Plains/
Roads, Forest/Jungle, Hills/Mountains, Swamp/Wetland, or
Arctic Regions.
This Talent may be taken multiple times, but each time it must
apply to a different terrain.
Telepathy
Active Mobile [Supernatural] [Boon] [Mind-Affecting]
Energy: 10
Range: Special
Action Time: Reaction
Duration: 5 minutes
Prerequisite: INT 3 or SPI 3, POW Rank 4
Oracles may ignore requirements of this Talent
As a master of telepathy, speech is an inconvenience. You may
have a two-way conversation across great distances.
Skill Check: POW DF15, Opposed POW vs. WILL
Check Failure: This Action is unavailable this Encounter.
Effect: You create a temporary communication link that may
be used at any time unless you or the target are in a Crucial
Moment. This communication is direct thought and surpasses
all language barriers, allowing even two people with entirely
different languages to speak to each other.
It does not allow you to read their thoughts. The target of this
communication must be someone you have met and with
which you have had a physical conversation. They must also
be within range of your Telepathy, based on the values in
following table.
DF 15 Range: 100 yards (example: Castle Grounds)
DF 20 Range: 1000 yards (example: Halfway across Town)
DF 25 Range: 1 mile (example: Town/City)
DF 30 Range: 100 miles (example: Nearby City or Location)
DF 35 Range: 1000 miles (example: Far Off City or Location)
DF 40 Range: Unlimited (example: Universe)
77
Trace
Third Eye
Active Mobile [Supernatural] [Boon]
Energy: 10
Range: Special
Duration: Encounter
Prerequisite: POW Rank 4
Oracles may ignore requirements of this Talent
Your extrasensory perceptions allow you to detect if someone
is observing you by both magical and non-magical means as a
tingling on your neck.
Skill Check: Opposed POW
Check Failure: This Action is unavailable this Encounter.
Effect: You can determine if you are being observed by magical
or non-magical means, as well as their general direction. This
ignores benign observations that are typical in daily life.
78
Truth Sense
Active Mobile [Supernatural] [Boon]
Energy: 20
Range: Melee
Action Time: Reaction
Duration: Encounter
Prerequisite: Perception Skill Rank 4
You may sense the truth of statements and feel whether the
target is completely lying, telling a partial truth (and to what
degree) or being honest.
Skill Check: Perception vs. WILL
Check Failure: This Action is unavailable this Encounter.
Effect: You may discern to what degree the target is telling the
truth: Lie, White Lie, Half-truth, or Truth for the rest of the
Encounter. The Hidden Motives Talent may negate this Effect.
Untraceable
Passive Talent
Prerequisite: Subterfuge and Natural Lore Skills Rank 2
You are able to walk across the land without making the
tell-tale signs of passing that so many others typically leave
behind.
Effect: You leave no tracks or signs of passing when moving
in a terrain of your choice: Urban Areas, Plains/Roads, Forest/
Jungle, Hills/Mountains, Swamp/Wetland, or Arctic Regions.
You may still be tracked if your tracker performs a Natural
Lore Skill Check that exceeds your Natural Lore Skill Check by
15 or more.
This Talent may be taken multiple times, but each time it must
apply to a different terrain.
Vocal Possession
Active Mobile [Supernatural] [Bane]
Energy: 10
Range: Special
Action Time: 5 (Fast)
Duration: Special
Prerequisite: POW Rank 5
This rite allows you to take control of a persons vocal cords
and speak through them with a hollow and guttural voice,
across any distance as long as you have touched them or broke
bread (eaten) with them.
Skill Check: POW vs. WILL
Check Failure: This Action is unavailable this Encounter.
Effect: If you have shared a meal or touched the skin of a
target and they may loosely be considered an Ally, you may
take control of their vocal cords across any distance and speak
as if you are present. At that point you are considered the
Possessor and they are considered the Possessed. You hear the
speech of those in the presence of the Possessed and they may
hear your speech while using the voice of the Possessed, but
with a hollow and guttural sound. You and the Possessed are
considered to be suffering the Dazed Condition while this is
active. You may end this at any time.
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Worldly Wisdom
Passive Talent
You have an aptitude for thriving in the situations the natural
world puts you in.
Effect: You gain a +3 TECH MOD to one of the following
Character Skills: Influence, Natural Lore, Perception, or
Subterfuge. This Talent has 4 Ranks. Each time this Talent is
taken it must apply to a different Character Skill.
Techniques
The Abilities of your Hero Class allow for quite a few
different combinations and specializations, but choosing
effective Abilities is only one part. Those that want to be great,
augment their Abilities with Techniques (also known as Techs).
Techniques put the "Roll" into the Roleplaying game. They
boost, enhance, modify, and tweak your Actions to give you an
edge. They are designed to allow you the freedom to customize
your Hero in ways that are not possible with only Abilities.
They are the cherry on top of your chocolate sundae.
Techniques are granted each level and reflect your
increased experience and skill in combat. A level 1 Hero may
have the same Ability as a level 30 Hero, but that Ability with
multiple Techniques behind it is going to be much more deadly
than anything a level 1 Hero can muster.
Techniques enhance and increase all manner of combat
statistics from ATK to DT while also lowering your Exhausted
Condition and increasing your Mobility. The Techniques you
take will make your Hero unique and give you an edge over
your opponent. Choose wisely.
Acquiring Techniques
Starting Techniques are assigned by Class
Gain 1 Tech at level 1
You will gain at least 30 Techniques by the time you hit
level 30. You start with a number of Techniques assigned by
your Class, most often Close Combat and Self-Defense Techs.
Then you have the opportunity to select 1 Tech at level 1.
You may only choose Techniques that are available to
your Class and Species. Each Techniques will have a Class
or Species abbreviation next to its name to give you an idea
of who may acquire it; if there is nothing, it's available to
anyone.
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Endurance
Assassin
Blind-fighting
Prerequisite: Level 10
You have learned how to use other senses to detect your
opponents rather than relying on sight alone.
Effect: You may gain Line of Sight on Combatants that are
under the Concealment Condition.
Combat Footwork
You are adept at moving through the chaotic battlefield.
Effect: Each time you take this Technique, increase it to the
next Rank. The Effects of each Rank are cumulative.
Rank 1: You gain a +2 TECH MOD to Mobility.
Rank 2: You gain a +2 TECH MOD to Mobility.
Rank 3: Martial Ranged Onslaught or Martial Ranged Basic
Attacks used against you while you are in melee suffer a -2
TECH MOD to ATK.
Rank 4: You gain a +20 MISC MOD to Maximum Energy.
Rank 5: You gain a new Tactical Advantage that for 3TP, you
gain the Rush Effect as a Reaction.
Rank 6: You gain the Bushwack Condition.
Combat Reflexes
Your reflexes are tuned to react to dangerous situations.
Effect: Each time you take this Technique, increase it to the
next Rank. The Effects of each Rank are cumulative.
Rank 1: You gain a +3 TECH MOD to Initiative.
Rank 2: You gain a +5 TECH MOD to Initiative.
Rank 3: If the Ability or Effect would cause you a roll to
prevent Knockdown, Knockback, or the Shift Effect, you may
roll twice and use the better of the two rolls.
Rank 4: You gain a new Tactical Advantage that for 3TP, as a
Reaction, the current Single Target Action of which you are the
target, is an Automatic Miss. If the Action is an AoE, it becomes
an Automatic Glancing Effect.
Rank 5: You gain the Acrobatics Condition.
Horse Archer
You have been trained in the fine art of firing a weapon while
mounted, giving you an edge.
Effect: All your Immobile Martial Ranged Actions become
Mobile while under the Mounted Condition and you ignore
Penalties from firing a Range Weapon while mounted.
Inexhaustible Will
You bounce back from mental stress very quickly.
Effect: You gain a +2 TECH MOD to your Weakened Condition
lowering it by 2. This Technique has 2 Ranks.
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Quickness
Your speed and agility lets you get the jump on your opponent.
Effect: The first Standard Action or Move Action you perform
in an Encounter has a +5 TECH MOD to Speed. This may not
reduce the AT of an Action below 1. Reactions and Instants do
not use up Quicknesss Effects.
Tactician
You size up a battlefield the moment it starts.
Effect: Each time you take this Technique, increase it to the
next Rank. The Effects of each Rank are cumulative.
Rank 1: You start combat with a +1 TECH MOD to TP.
Rank 2: You may perform the Remove Item/Weapon Action
and the Equip Item/Weapon Action as AT1 Mobile Actions.
Rank 3: You gain a +1 TECH MOD to Maximum TP.
Rank 4: You start combat with a +1 TECH MOD to TP.
Rank 5: You gain a +1 TECH MOD to Maximum TP.
Rank 6: You gain a Bonus +20 Energy to your Tide of Battle
Maneuver if you spend at least 5TP.
Toughness
You have acquired a high threshold for pain.
Effect: Each time you take this Technique, increase it to the
next Rank. The Effects of each Rank are cumulative.
Rank 1: You gain a +3 TECH MOD to DT.
Rank 2: You gain a +3 TECH MOD to DT.
Rank 3: You gain +1 Healthy Stage on the Trauma Chart.
Rank 4: You gain a +6 TECH MOD to DT.
Rank 5: You gain +1 Healthy Stage on the Trauma Chart.
Rank 6: You gain a new Tactical Advantage that for 3TP, as a
Reaction, you are healed of 4 Trauma Damage. You suffer the
Exhausted Condition.
Vitality
It takes a lot to bring you to your knees.
Effect: Each time you take this Technique, increase it to the
next Rank. The Effects of each Rank are cumulative.
Rank 1: You gain a +15 MISC MOD to Maximum Health.
Rank 2: You gain a +15 MISC MOD to Maximum Health.
Rank 3: You gain +1 Healthy Stage on the Trauma Chart.
Rank 4: You gain a +30 MISC MOD to Maximum Health.
Rank 5: You gain +1 Healthy Stage on the Trauma Chart.
Rank 6: You gain a new Tactical Advantage that for 3TP, as a
Reaction, You are healed for 30% of your Maximum Health
unmodified by your Damage and Healing modifiers. You
suffer the Exhausted Condition.
82
Prerequisite: Level 5
You always have a trick to bypass your enemys defenses.
Effect: Each time you take this Technique, increase it to the
next Rank. The Effects of each Rank are cumulative.
Rank 1: You gain a +2 TECH MOD to ATK.
Rank 2: You may increase the PWR MOD granted by your
Tricks of the Trade Ability by 1.
Rank 3: Your Critical Effects deal +1 Trauma Damage in
addition to any other Effects.
Rank 4: Your Dirty Fighting Abilitys Energy Cost is lowered
by 10.
Rank 5: Your Shank Ability no longer causes the Weakened
Condition.
83
Prerequisite: Level 5
The path to victory is paved by the sacrifices of the guardians.
They give of themselves so that their friends may live to fight
another day.
Effect: Each time you take this Technique, increase it to the
next Rank. The Effects of each Rank are cumulative.
Rank 1: Your Allies gain an additional +1 TECH MOD to DEF
while under Bulwark Effects.
Rank 2: You may increase the PWR MOD granted by your
Hold the Line Ability by 1.
Rank 3: Your Bulwark Ability may apply to AoE Actions as
well as Single Target Actions.
Rank 4: Damage Transferred is checked against your Allies
RS and if it is a Glancing Effect only deals Glancing Effect
Damage. It is also checked against your RS and if it would not
pass your RS it is becomes another Glancing Effect and deals
even less damage. This is the only time you can have a double
Glancing Effect.
Rank 5: When you use the Bulwark Ability, you may apply its
Effect to another Allys Battle Zone on the Battlefield as well as
your Current Battle Zone. You must have Battle Zone Control
in your Battle Zone for it to take Effect, losing Battle Zone
Control in your Battle Zone will temporarily negate the Effects
in both Battle Zones.
Prerequisite: Level 5
You find a way to tip the scales of Balance in your favor even
when teetering on the edge.
Effect: Each time you take this Technique, increase it to the
next Rank. The Effects of each Rank are cumulative.
Rank 1: You gain a +1 TECH MOD to Maximum TP.
Rank 2: One Abyssal or Ascension Ability you currently
possess is counted as a Balance Ability towards your Stigmata
Score.
Rank 3: Your Power Word: Hold Ability now hits All Foes in
the target Battle Zone. Roll your Skill Check and compare it to
all affected Combatants. A failure is a miss on that Combatant.
Rank 4: One Abyssal or Ascension Ability you currently
possess is counted as a Balance Ability towards your Stigmata
Score.
Rank 5: You gain +1 PWR MOD to your Weapon Dice Pool to
Onslaught or Heal Actions. Choose which it will affect when
you gain this Rank, choice is permanent.
84
Martial Techniques
Close Quarters Combat
You have been trained in the "in and outs" of hand-to-hand
combat, martial weaponry, and fighting techniques.
Effect: Each time you take this Technique, increase it to the
next Rank. The Effects of each Rank are cumulative.
Rank 1: You gain a +1 TECH MOD to ATK when using a
Martial Melee Action.
Rank 2: You gain a +1 TECH MOD to CRIT to Martial Actions
when using a Martial Melee Action.
Rank 3 (Level 7): You gain a +1 TECH MOD to ATK when
using a Martial Melee Action.
Rank 4: You gain a +1 TECH MOD to CRIT to Martial Actions
when using a Martial Melee Action.
Rank 5 (Level 13): You gain a +1 TECH MOD to ATK when
using a Martial Melee Action.
Rank 6: Penalties from Concealment are halved.
Rank 7 (Level 19): You gain a +1 TECH MOD to ATK when
using a Martial Melee Action.
Rank 8 (Level 25): You gain a +1 TECH MOD to ATK when
using a Martial Melee Action.
Martial Artist
Deadliness
Prerequisite: ATK Rank 2
You deliver extra damage with each strike of your weapon.
Effect: You gain a +1 TECH MOD to MS. This Technique has 5
Ranks.
Marksmanship
Prerequisite: Rank Determines Level Requirements
You are a crack shot that can hit a target while running,
mounted, or other extreme conditions.
Effect: Each time you take this Technique, increase it to the
next Rank. The Effects of each Rank are cumulative.
Rank 1: You gain a +1 TECH MOD to ATK when using Martial
Ranged Actions.
Rank 2: You gain a +1 TECH MOD to CRIT to Martial Actions
when using Martial Ranged Actions.
Rank 3: You may perform Immobile Martial Ranged Actions as
Mobile Actions.
Rank 4 (Level 7): You gain a +1 TECH MOD to ATK when
using Martial Ranged Actions.
Rank 5: You gain a +1 TECH MOD to CRIT to Martial Actions
when using Martial Ranged Actions.
Rank 6 (Level 13): You gain a +1 TECH MOD to ATK when
using Martial Ranged Actions.
Rank 7 (Level 19): You gain a +1 TECH MOD to ATK when
using Martial Ranged Actions.
Rank 8 (Level 25): You gain a +1 TECH MOD to ATK when
using Martial Ranged Actions.
Self-Defense Training
Prerequisite: Rank Determines Level Requirements
You are skilled in the arts of self-defense, learning how to
better protect yourself and handle the burdens that protective
gear can cause.
Effect: Each time you take this Technique, increase it to the
next Rank. The Effects of each Rank are cumulative.
Rank 1: You gain a +1 TECH MOD to DEF.
Rank 2: You gain a +20 TECH MOD to EFT, lowering it by 20.
Rank 3: You gain a +1 TECH MOD to CRDX.
Rank 4 (Level 13): You gain a +1 TECH MOD to DEF.
Rank 5: You gain a +1 TECH MOD to CRDX.
Rank 6 (Level 25): You gain a +1 TECH MOD to DEF.
85
Battle Caster
Swordbreaker Path
Prerequisite: Swordbreaker Weapon
You have learned how to use your weapons defensively as well
as offensively.
Effect: Each time you take this Technique, increase it to the
next Rank. The Effects of each Rank are cumulative.
Rank 1: When wielding a Swordbreaker Weapon and no
shield, you may choose to use your MS/SP MOD from your
ILV as a DT MOD instead.
Rank 2: You gain a +6 TECH MOD to DT while wielding a
Swordbreaker Weapon without a shield equipped.
Rank 3: You gain a +1 TECH MOD to RS while wielding a
Swordbreaker Weapon without a shield equipped.
Rank 4: You gain a +1 TECH MOD to DEF while wielding a
Swordbreaker Weapon without a shield equipped.
Rank 5: You gain a +1 TECH MOD to RS while wielding a
Swordbreaker Weapon without a shield equipped.
Supernatural Techniques
Power Boost
Agimat Attunement
Prerequisite: Rank Determines Level Requirements
You are attuned to the finer magical powers of the trinkets and
amulets you use to protect yourself from unseen forces.
Effect: Each time you take this Technique, increase it to the
next Rank. The Effects of each Rank are cumulative.
Rank 1: You gain a +1 TECH MOD to WILL.
Rank 2: You gain a +20 TECH MOD to CFT, lowering it by 20.
Rank 3: You gain a +1 TECH MOD to RS. This MOD affects
your WILL as well as your DEF.
Rank 4 (Level 7): You gain a +1 TECH MOD to WILL.
Rank 5 (Level 13): You gain a +1 TECH MOD to WILL.
Rank 6: You gain a +1 TECH MOD to RS. This MOD affects
your WILL as well as your DEF.
Rank 7 (Level 19): You gain a +1 TECH MOD to WILL.
Rank 8 (Level 25): You gain a +1 TECH MOD to WILL.
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Prerequisite: Level 5
You increase your energy through training and determination.
Effect: You gain a +20 TECH MOD to Maximum Energy. This
Technique has 2 Ranks.
Spell Amplification
Prerequisite: POW Rank 2
Your spell power is increased due to your magical might.
Effect: You gain a +1 TECH MOD to SP. This Technique has 5
Ranks.
Chapter 5:
Mundane &
Magical Items
87
88
your first big break that sets you up so you dont need to be
adventuring all the time. She wants your characters to be able
to start taking a few breaks from the excitement. She decides
to build an Adventure that puts a small fortune within your
grasp. She might have you dispose of a local crimelord and get
his stash, or maybe you raid a young dragons hoard. Either
way, you come into a lot of money that would take you to the
Artisan Degree of Wealth. This changes your characters from
taking any job they can find, to being able to become a little
more choosey.
If your GM would decide that at level 10, you are going
to take the next step, a similar situation can occur. You may
end up taking the place of a highly placed city official after a
scandal and getting awarded their title and properties, or you
could have acquired a number of small treasure hoards that
would put you up to Merchant Degree of Wealth.
Degrees of Wealth
Six Degrees of Wealth
Laborer
Artisan
Merchant
Merchant Prince
Magnate
Plutocrat
The Degrees of Wealth are abstract concepts that your GM
can apply at any time based on a number of different factors
or they can be part of your background. Most players will start
at Laborer level and work through these Degrees, probably
reaching Merchant level by the time they retire. Magnate and
Plutocrat Degrees should be reserved for those situations
where the players have acquired (by luck or by skill) a great
deal of money and power.
Even if you have a particular Degree of Wealth, don't
forget that you can still find yourself in situations where
you have no money or your wealth has no relevance for the
situation at hand.
Laborer Wealth
You have enough money to provide for you and yours, but
large purchases require savings and planning. As long as you
are working in some fashion, you can continue to rest assured
that your daily requirements will be met with some money to
spare. You fare the same as most middle class workers.
Artisan Wealth
You have enough money to occasionally experience some of
the finer things in life, and have the privilege of being able to
take vacations from your everyday labors. You have a skill in
a profession, a small business, or came across a small fortune
that allows you more than enough money to get by in life. You
fare slightly to significantly better than the average person.
Magnate Wealth
Your wealth is so great that it has extended your influence
and power. Your wealth opens doors that others might
find closed. This wealth has come about through a large
business that spans regions, prestigious titles, or a sizable and
significant treasure. You fare significantly better than most
people in the world and almost nothing is outside the reach of
your wealth and influence.
Plutocrat Wealth
Your wealth is staggering, exceeding the value of most
countries; Monarchs, International Companies, and Countries
are among those that have wealth to match your own. You
would have had to acquired many great treasures, been born
into this status, or come about this level of wealth through a
global business to be at this Degree of Wealth. You want for
nothing, the world is at your beck and call, and only the very
rare or priceless items are still difficult to obtain, but even then,
everyone usually has a price.
Currency Rates
Wealth can be measured in currency. Currency is based on
a Silver Standard, with other precious metals and pieces being
worth a multiple of silver pieces. Abbreviations for Currency
are a lowercase letter combination following a number. The
common forms of currency are:
1 Gold piece (gp) = 100 Silver pieces
1 Silver piece (sp) = 100 Copper pieces
1 Copper piece (cp)
In rare circumstances, you will come across other forms
of currency or precious metals. These special currencies are
electrum, platinum, and mithril.
Starting Equipment
Starting Silver Pieces = 500 sp
Hero Class Starting Gear
Travelers Pack
1 Leather Backpack
1 Sleeping Bag
7 days of Daily Rations
2 Water Skins
5 Torches
1 Flint and Steel
1 Knife
1 Wooden Bowl
1 Wooden Plate
7 days worth of Tinder
20 foot length of Hemp Rope
5 Metal Spikes
2 Changes of Clothing
Magical Items
2 Minor Healing Potions
1 Minor Rune of your Choice
Additional Magical Items (GM Discretion)
Your Starting Equipment is the clothes on your back, your
trusty gear, and a few hundred coins to keep you going. This
assumes you are one of the men and women everywhere that
leave their homes to see the world with a focus on adventure.
You dont need to use your starting silver pieces on anything,
since everything you need is provided for you, but you can use
it to buy some additional items as you see fit.
At Level 1, you have ILV 0 Starting Gear unless your GM
grants you a higher ILV item or your backstory calls for it
(think Conan finding his iconic sword, that might be ILV 11
to start the game). For Magical Items, you will have 2 Minor
Healing Potions and 1 Minor Rune.
For Heroes starting at any level beyond Level 1 your GM
may give you magical items and currency to reflect your
adventuring lifestyle up to the point of Character Creation.
Consult your GM about your Starting Level and what you may
or may not be getting in this situation.
89
Item Availability
Difficulty in obtaining Item
Four Levels
Common Items
Uncommon Items
Rare Items
Very Rare Items
Finding the item you wish to purchase is influenced by
a number of factors, all combined into a variable called Item
Availability. The Availability of an item can fluctuate greatly
from region to region. Use these terms as the guidelines
for each item you Encounter in the campaign. The forms of
Availability are Common, Uncommon, Rare, and Very Rare.
Common Items are found everywhere in society. They are
staples that everyone needs. They can be found in just about
any general store in cities both small and large. They should be
easily obtainable for anyone at the Laborer Degree of Wealth,
but they won't be able to buy an excess of any of these items;
you can purchase enough for yourself and that is it. Common
Items are considered to be Item Level 0.
Uncommon Items are usually finer or more expensive
varieties of Common Items and can also be found in most
regions. These items will be afforded the spotlight in most
stores as high quality items of fine make and will command
a premium price. Many One-time Use Magical Items such as
Potions can be found under this Category of Availability. An
Artisan Degree of Wealth can purchase the lower ILV items
without much consequence as long as it is in small amounts. A
Laborer Degree of Wealth would find them accessible, but only
if they saved for some time. Uncommon Items are considered
to be Item Level 1 through 10.
Rare Items are of high quality and are not easily acquired.
You might come across such an item in a treasure hoard or in
a large city. Large trade centers are the only places that have a
market that can support the prices they command. Rare items
are great finds and cost a large sum of money to purchase or
require a great service to trade for them. Most people cannot
purchase these items, so they cannot be sold to just anyone. If
you wanted to sell one of these items you need to find someone
very rich, such as a noble or large business owner, so anyone
below Merchant Degree of Wealth is not going to be able
to afford them. Higher Degrees of Wealth will likely have a
number of Rare Items as a display of wealth and prestige. Rare
Items are considered to be Item Level 11 through 13.
Very Rare Items are almost never found for sale, they
do not have price tags. In most cases, you could call them
priceless. They are found in the collections of the very rich
such as kings, aristocrats, and world renowned merchant and
trading companies. You cannot sell these items for what they
are really worth to any store, they can only be bought or sold
to the upper echelons of the rich and famous. A Magnate or
Plutocrat Degree of Wealth would likely only have a handful of
these items in their possession. Very Rare Items are considered
to be Item Level 14 through 15.
90
Combat Gear
Combat Gear is the gear you use for combat such as Armor,
Shields, Talismans, and Weapons.
Equipment Groups
Armor Groups
Light Body Armor
Medium Body Armor
Heavy Body Armor
Shields
Talisman Groups
Anima Talisman
Harmonic Talisman
Animus Talisman
Weapon Groups
Axes
Bows
Crossbows
Daggers
Exotic Weapons
Guns
Hammers
Spears
Staves
Swords
Thrown Weapons
There are many Equipment Groups. Pick what equipment
best suits your style and Character Role. For example: a
Sorcerer carrying a Staff everywhere should probably become
trained in Melee tactics, not bows and arrows. Since most
Sorcerers have low STR, it is unlikely that you will be wearing
armor as it reduces your Energy, but you have the option to do
so if you wish.
Shields
Armor
Wielded in Off-hand
Grants EQUP MOD to DEF, DT, RS
Causes Equipment Fatigue
ILV MOD: +1 ILV MOD to MS and SP per ILV
Masterwork Benefits: +1 EQUP MOD to DEF
Shields are deflection devices used to proactively protect
yourself in combat. They sacrifice offense for defense, but
wearing one can sometimes be the difference between life and
death. They can be used to form cover and perform tactics like
those that are used on large battlefields.
When a Shield is equipped, the player may not wield Twohanded Weapons or equip a weapon in their Off-hand.
Shields grant an ILV MOD to MS and SP per ILV. They have
1 Rune Slot that may be filled with Armor or Weapon Runes.
Armor Groups
This section contains descriptions for suits of armor and
shields that you may use. Armors may have specific rules
regarding their use. These can be found in their respective
section.
DT
EFT
RS
Cost
+2
+15
10
100
Leather
+3
+17
20
200
300
DEF
+4
+20
30
+6
+27
50
400
DEF
DT
EFT
RS
Cost
Buckler
+0
+12
50
Small Shield
+0
+22
10
100
Heraldic Shield
+1
+25
20
200
Kite Shield
+2
+27
30
300
Shield Type
91
Talismans
Talisman Groups
There are three main types of talismans your character
may use: Animus, Harmonic, and Anima. These talismans are
meant to provide varying benefits to those that wear them
based on what the user requires.
Anima Talismans
The Anima Talismans harness more of your life energies,
granting you a substantial Bonus to your Health, but do so at
the expense of protecting you from magical spells.
Harmonic Talismans
The Harmonic Talismans are designed to balance the many
conflicting forces of the body and spirit, granting a fair amount
of protection from spells as well as a balanced boost to Energy
and Health.
Animus Talismans
The Animus Talismans pull from the spiritual energies you
possess and amplify them to their greatest levels, increasing
your protection against Supernatural forces and boosting your
Energy to a great extent.
92
Talisman Type
WILL
EN
HP
Cost
Anima Talismans
Vitality
Vigor
+5
+10
+75
100
+5
+20
+60
100
Harmonic Talismans
Unity
+6
+30
+45
200
Concord
+7
+40
+30
300
Animus Talismans
Zealot
+7
+50
+15
400
Spirit
+8
+60
+0
500
Weapons
Determines Weapon Dice Pool
Weapon grants 1dp
+1dp per Size Category above Medium
Two Handed Weapons are considered Large Size
Three Weapon Types
One-handed Main Hand
One-handed Off-hand
Two-handed
Swordbreaker Weapons
Determines Dice Size
Determines Action Time
Determines Range
Masterwork Benefits: +1 EQUP MOD to ATK and POW
Your equipped weapons determine your Dice Size, Action
Time, Range, and Weapon Dice Pool. The Dice Pool of any
weapon is 1dp and increases with its size. For each step in Size
Category above Medium size the weapon gains +1dp. All Twohanded Weapons (2H) are considered to be Large Size Items,
but Heroes of any Size can wield them in the same fashion.
One-handed Weapons
Marked 1H in Equipment Tables
Wielded with one hand
May equip in MH or OH
A weapon marked as Hand 1H in the weapons tables, can
be wielded one handed in your Main Hand (MH) weapon or
Off-hand (OH) weapon slot.
A typical Character Species may only wield weapons of
their Size Category or smaller, in one hand. Anything Large or
greater, is considered a Two-handed Weapon and marked as
"2H" in the Weapon Tables.
Off-hand Weapons
Swordbreaker Weapons
Two-handed Weapons
Weapon Groups
This section contains descriptions for weapons that you
may use. Weapons may have specific rules regarding their
usage and will be marked with a number and letter in the
format 1c in superscript on the weapon tables. Details about
these weapons can be found in their respective section.
Axes
The axe was first a tool and only later used as a weapon.
It is designed to slash and hew into its target. War Axes and
Battle Axes are typically larger incarnations of this tool, with a
wider or longer cutting edge meant to increase the cutting area
of each stroke.
Hatchets and other small hand axes are also considered
Thrown Weapons and gain all the benefits of that Weapon
Group.
Bows
The Bow is a piercing weapon made to strike from a
distance quickly and efficiently. The recurve versions of the
bow were designed to reduce the muscle required to draw the
bow while increasing their penetrating power.
Bows are a Ranged Weapon and may attack any Battle
Zone on the Battlefield. Unless using special arrows, Heroes
wielding a bow do not need to account for their ammo.
Crossbows
A weapon prized for its simplicity, the crossbow is a projectile weapon that throws heavy bolts at the target. It is loaded
by a crank or by standing on the bow portion while pulling on
the string and placing it in the trigger mechanism.
Crossbows are a Ranged Weapon and may attack any Battle
Zone on the Battlefield. Unless using special bolts, Heroes
wielding a crossbow do not need to account for their ammo.
1c Repeating Crossbows are unique weapons that have
a magazine attached to the top or bottom of the mechanism,
allowing them to fire rapidly, but with less force.
93
Dice
AT
Rng
Cost
Weapon Group
Dice
Bows
Shortbow
d6
AT
Rng
Cost
Hammers
7
2H
400
Light Hammer
d6
1H
200
Recurve Shortbow
d8
2H
400
Light Mace
d6
1H
200
Longbow
d10
11
2H
400
Club
d8
1H
200
Recurve Longbow
d12
13
2H
400
Morningstar
d8
1H
200
Crossbows
Cudgel
d10
11
1H
200
Repeating X-Bow - 1c
d6
1H
200
Heavy Mace
d10
11
1H
200
Hand X-bow
d8
1H
200
Warhammer 1h
d10
11
1H
200
d12
13
1H
400
Light X-bow
d10
11
2H
400
Battle Mace
Heavy X-bow
d12
13
2H
400
Greatclub
d12
13
2H
400
Maul
d12
13
2H
400
Guns
Spears 1p 2p
Revolver Pistol 1g
d6
1H
200
Flintlock Pistol
d8
1H
200
Light Lance
d10
11
1H
200
Gunblade Pistol 2g
d10
11
1H
M/R
200
Spear
d10
11
1H
200
Scattergun Pistol 3g
d10
11
1H
200
Trident
d10
11
1H
200
Flintlock Rifle
d10
11
2H
400
Glaive
d8
2H
400
Gunblade Rifle 4g
d10
11
2H
M/R
400
Guisarme
d10
11
2H
400
d10
11
2H
400
d12
13
2H
400
Blunderbuss
d12
13
2H
400
Halberd
Scattergun Rifle 5g
d12
13
2H
400
Heavy Lance
Staffs 1f
Thrown
Dart
d6
1H
200
Cane
d6
1H
200
Shuriken
d6
1H
200
Scepter
d8
1H
200
Sling
d8
1H
200
Wand
d8
1H
200
Axes
Double Axe 2f
d8
2H
400
d10
11
2H
400
Hatchet
d6
1H
M/R
200
Double Sword 3f
Pick
d8
1H
200
Quarterstaff
d10
11
2H
400
d12
13
2H
400
d12
13
2H
400
Battleaxe
d8
1H
200
Acolyte's Staff
Waraxe
d10
11
1H
200
Sorcerer's Staff
Greataxe
d12
13
2H
400
Daggers
Swords
Cutlass
d6
1H
200
d6
1H
200
Dagger
d6
1H
M/R
200
Short Sword
Knife
d6
1H
M/R
200
Sword-breaker 1w
d6
1H
200
Parrying Dagger 1d
d6
1H
200
Falchion
d8
1H
200
200
Rapier
d8
1H
200
Sabre
d8
1H
200
d8
1H
200
Longknife/Tanto
d8
1H
Exotic Weapons
Nunchaku
d6
1H
200
Scimitar
Sickle
d6
1H
200
Broadsword 2w
d10
11
1H
200
Whip
d6
1H
200
Longsword
d10
11
1H
200
d10
11
1H
200
d12
13
1H
200
Light Flail
d8
1H
200
Katana 3w
Heavy Flail
d10
11
1H
200
Bastard Sword 4w
Tesla Gloves 1e
d6
2H
400
Flamberge
d8
2H
400
d10
11
2H
400
d12
13
2H
400
Scythe
d12
13
2H
400
Great Katana
Tesla Gauntlets 2e
d12
13
2H
M/R
400
Greatsword
94
Hammers
Exotic Weapons
Exotic Weapons are weapons that do not fit neatly into one
weapon group. This category holds nunchaku, sickles, and
scythes. All weapons in this category are unique and stand out
in a crowd. For that reason, they are often used by gladiators in
the arena.
1e The Tesla Gloves are a marvel of science that has been
harnessed by the magic community. These highly charged,
seemingly harmless, leather gloves are bound with metal
filaments that discharge high voltage electricity.
2e The Tesla Gauntlets are a more powerful version of the
Tesla Gloves, that are anything but benign looking. They are
heavy metal gauntlets with multiple vicious spikes on each
knuckle that spark with electricity.
Guns
Guns use the powerful explosive properties of gunpowder
to propel a projectile at speeds far faster than can be done with
a bow and without the need for strength to use them. They
come in a variety of styles, from the simple to the very complex. There are guns with the standard lock, stock, and barrel
as wells as guns with other weapons attached to them. Guns
are a Ranged Weapon and may attack any Battle Zone on the
Battlefield. Unless you are using special ammunition, you do
not need to account for ammunition used.
1g The Revolver Pistol takes advantage of advanced engineering to load multiple bullets at once into a chamber and fire
in rapid succession.
2g The Gunblade Pistol combines the pistol with a Cutlass, allowing it to be used in melee as a sword or at Range as
a Pistol.
3g The Scattergun Pistol fires a load of tiny pellets called
shot into the air at close range that peppers multiple targets.
When used with an Onslaught or Basic Attack it is an AoE attack that hits +1 target in your Battle Zone.
4g The Gunblade Rifle is a rifle combined with a
broadsword for maximum Effect in both close quarters and at
Range.
5g The Scattergun Rifle fires a higher powered load
allowing its shot to fly further than a Scattergun Pistol. When
used with an Onslaught or Basic Attack it is an AoE attack that
hits +1 target in your Battle Zone.
Spears
Spears and Lances are deadly weapons that even in the
hands of a novice, can easily keep an enemy at bay. A spear
in the hands of an expert can quickly overwhelm an enemy. A
Spear or Lance is comprised of a reinforced tip, carefully chosen pole, and balanced weight distribution. It may be thrown
or wielded in close combat. They make fighting from horseback easy and effective. Their design is simple, which is why it
has been an effective weapon for many thousands of years.
1p All spear weapons have the unique Action "Set for the
Charge," that gives a Free Strike against targets Charging them.
2p All Two-handed spear weapons have the unique
Ability to be used defensively. It is a Swordbreaker Weapon
and may use the Swordbreaker Techniques.
Staffs
The Staff is a simple weapon fashioned most often from
wood. While their appearance may be benign, their damage
dealing capabilities are no less than a bladed weapon in the
right hands. It can easily and effectively be used to bludgeon
your enemy with swift strikes. They are deadly tools that may
be carried into almost any establishment, unlike a sword or
axe.
Staffs include those weapons that are built with the
properties of both a staff and martial weapons, known as
Double-bladed varieties.
1f All Two-handed Staffs are Swordbreakers.
2f The Double-blade Sword is a wicked staff weapon with
sabres attached to each end. You are considered to be Dual
Wielding when using it.
3f The Double-bladed Axe is a brutal staff weapon with
battle axes attached to each end. You are considered to be Dual
Wielding when using it.
Swords
The sword is a weapon of war. It is an effective weapon
with many shapes and sizes. They are used for anything from
slashing, to stabbing, and everything in between.
1w The Sword-breaker is a short sword that has a raised
hilt that allows it to be used defensively. It is a Swordbreaker
Weapon.
2w The Broadsword may be used in One-handed or Twohanded fashion as you wish.
3w The Katana may be used in One-handed or Twohanded fashion as you wish.
4w The Bastard Sword may be used in One-handed or
Two-handed fashion as you wish.
95
Selling Equipment
Selling direct = 10% of Item Retail Cost
Using for Materials = 25% of Item Retail Cost
With adventuring comes the spoils, such as magical items,
new equipment, armor, weapons, and other treasure that you
may find along the way. Some of it may be extraordinary items
and some of it ordinary. No matter what the type, there will
come a time when you want to sell some of your items to get
some extra income.
When you decide to sell an item you must understand that
an Items Retail Value is far more than you will ever get selling
the item. When trying to get your value for items there are two
rules.
1. You can sell an item to a Merchant for 20% of its Item
Retail Cost if the Merchant has the money.
2. You can use an item as materials worth 30% of its Item
Retail Cost.
3. Masterwork Equipment is worth 100% of their Item
Retail Cost.
Mundane Items
These items are the everyday things of life that you find in
a campaign from candles to castles. The degree of importance
assigned to these items in a campaign is varied. They are not
as flashy as a magical sword or a fancy invisibility cloak, but
they can be more situationally valuable than either of them.
Sometimes the torch that you forget to carry means you suffer
a Concealment penalty and the enemy Rogue now gets to
perform multiple deadly Ambushes on you in the dark.
Adventuring Gear
This section provides you with the costs for common adventurers resources that you will use during the course of a
game session. Things like clothing, food, gear, gem types, lab
materials, locks, bulk materials, and some tools.
All items listed are time period appropriate to the campaign, with styles and appearances that may vary, but always
performing the same way in any time period.
96
Selling Price
Common
30%
Uncommon
40%
Rare
50%
Very Rare
60%
Cost
Availability
Equipment
Cost
Clothing
Availability
Gems
Belt
10 sp
Common
25 sp
Uncommon
Belt, Fine
50 sp
Uncommon
100 gp
Very Rare
Boots
50 sp
Common
50 gp
Rare
5 gp
Uncommon
20 gp
Rare
10 gp
Rare
Boots, Fine
Cloak
Cloak, Fine
30 sp
Common
3 gp
Uncommon
Lab Materials
Dress
50 sp
Common
Beakers
10 sp
Uncommon
Dress, Fine
10 gp
Uncommon
Dropper
20 sp
Uncommon
Pants
25 sp
Common
10 gp
Uncommon
Glass Vials
10 sp
Uncommon
20 sp
Uncommon
50 sp
Common
Pants, Fine
Robes
Robes, Fine
Shoes
1 gp
Uncommon
50 sp
Common
5 gp
Uncommon
Tubes
Locks
50 sp
Common
Shoes, Fine
5 gp
Uncommon
Challenging (DF30)
100 gp
Uncommon
Socks
5 sp
Common
Exceptional (DF35)
250 gp
Rare
T-shirt
10 sp
Common
Good (DF25)
10 gp
Common
Tunic
15 sp
Common
Masterwork (DF40)
500 gp
Very Rare
Tunic, Fine
50 sp
Uncommon
20 sp
Common
Undergarments
Undergarments, Fine
1 sp
Common
50 sp
Uncommon
Food
Beer
Average (DF20)
Poor (DF15)
Materials
Cloth (per yard)
Cloth,Fine (per yard)
10 sp
Common
1 gp
Uncommon
20 gp
Uncommon
2 sp
Common
20 sp
Common
1 sp
Common
4 sp
Common
35 sp
Common
25 sp
Common
Canteen
10 sp
Common
25 sp
Common
Chalk (5)
1 sp
Common
1 sp
Common
Flint
1 sp
Common
5 sp
Common
Healer's Kit
5 gp
Common
50 sp
Common
20 sp
Common
Magnesium Stick
5 sp
Uncommon
12 sp
Common
15 sp
Common
5 gp
Uncommon
1 gp
Uncommon
10 sp
Common
Crowbar
10 sp
Common
5 sp
Common
Drill
30 sp
Common
20 sp
Common
Hammer
20 sp
Common
Thief's Tools
1 gp
Common
Handsaw
20 sp
Common
Tinder (10)
1 sp
Common
Lathe
3 gp
Common
Torch (4)
3 sp
Common
Nails (20)
1 sp
Common
Traveler's Pack
5 gp
Common
Pick
20 sp
Common
Water-skin
5 sp
Common
Tree Saw
30 sp
Common
Daily Rations
Wine
Gear
Leather Backpack
Services
Rune Setting
Tools
97
Cost
Equipment
Buildings
Apartment, Large
Cost
Availability
Furniture
10 gp
Rare
Bar Chair
Apartment, Medium
8 gp
Uncommon
Apartment, Small
5 gp
Common
Chair
Castle, Large
250000 gp
Very Rare
Chair, Fine
Castle, Medium
Chest
50 sp
Common
1 sp
Uncommon
30 sp
Common
1 gp
Uncommon
150000 gp
Very Rare
Castle, Small
80000 gp
Rare
House, Large
3000 gp
Uncommon
Coffee Table
2 gp
Common
House , Medium
1750 gp
Uncommon
10 gp
Uncommon
800 gp
Common
Couch
15 gp
Common
Couch, Fine
30 gp
Uncommon
1 gp
Common
Chest, Fine
2 gp
Common
10 gp
Uncommon
Inn, Large
50000 gp
Rare
Inn, Medium
20000 gp
Uncommon
Desk
5000 gp
Uncommon
Desk, Fine
20 gp
Uncommon
Inn, Small
Keep/Mansion, Large
150000 gp
Rare
Painting, Portrait
80 sp
Uncommon
Keep/Mansion, Medium
100000 gp
Rare
15 gp
Rare
Keep/Mansion, Small
50000 gp
Rare
200 gp
Very Rare
Warehouse, Large
10000 gp
Uncommon
Warehouse, Medium
3000 gp
Common
Rug, Fine
Warehouse, Small
1000 gp
Common
Shelves
Housewares
Rug
Shelves, Fine
10 sp
Common
Stool
Bowl
5 sp
Common
Stool, Fine
Candle (10)
5 sp
Common
Table
3 sp
Rare
Table, Fine
Dining Set
1 gp
Uncommon
Wood Stove
Basket
80 sp
Common
200 gp
Uncommon
50 sp
Common
2 gp
Common
25 sp
Common
1 gp
Uncommon
3 gp
200 gp
Common
Uncommon
5 gp
Common
30 sp
Common
2 gp
Common
Livestock
10 gp
Rare
Dish, Large
5 sp
Common
Cat
Dish, Medium
3 sp
Common
Dish, Small
2 sp
Common
5 gp
Common
Glass
5 sp
Common
Cattle, Heifer
15 gp
Common
Jar
15 sp
Common
10 gp
Uncommon
Jar, Fine
50 sp
Common
Chicken
20 sp
Common
Kettle Large
80 sp
Common
Dog
50 sp
Common
Kettle Small
40 sp
Common
Donkey
1 gp
Common
Exotic Animal
Pot, Large
75 sp
Common
Goat
Pot, Medium
50 sp
Common
Pot, Small
25 sp
Common
Silverware Set
3 gp
Common
Vase
1 gp
Uncommon
Vase, Fine
3 gp
Rare
Pony
5 sp
Uncommon
Sheep
5 gp
Common
Lantern
98
5 gp
Common
1000 gp
Very Rare
5 gp
Common
Horse, Riding
20 gp
Uncommon
Horse, Working
10 gp
Common
Mule
10 gp
Common
5 gp
Common
15 gp
Common
Pig
Table 5-10:
Item Levels (ILV) and Availability
ILV
Availability
Common
1 10
Uncommon
11 13
Rare
14 15
Very Rare
Skill Check
ILV MOD
Required Lvl
80-99
+0
100-109
+1
110-119
+2
120-129
+3
130-139
+4
140-149
+5
150-159
+6
11
160-169
+7
13
170-179
+8
15
180-189
+9
17
10
190-199
+10
19
11
200-209
+11
21
12
210-219
+12
23
13
220-229
+13
25
14
230-239
+14
27
15
240
+15
29
99
Retail Cost
Extra Time
(ILV+1) x SIC
x1
1 10
(ILV+1) x SIC x 2
x2
11 13
(ILV+1) x SIC x 10
x 10
14 15
(ILV+1) x SIC x 20
x 30
100
Crafting Items
You don't need to wait for magical items and powerful
weapons to fall into your hands; you may craft them as well.
When a player decides to craft something fantastic, it is a great
opportunity for player and GM to create a unique story catered
to a specific Hero.
The Crafting process is standardized for all items, but the
cost in materials fluctuates based on the type of item you wish
to create.
Item Created
Potions, Runes, Scrolls, Talismans,
Wands
Armor, Shields, Weapons
Education
Engineering
Medicine
Case-by-case Basis
Mystical Item
Degree of Wealth
Laborer
13
Artisan
47
Merchant
8 10
Merchant Prince
11 13
Magnate
14 15
Plutocrat
101
Magical Items
Extraordinary Items
Come in Many Forms
Combat Gear
Trinkets
React to the Currents
Emit powerful magical radiation
Magical items are extraordinary and wondrous things; they
let us break the natural order of magical forces by allowing
anyone to use their powers. This occurs during their creation
process when they are infused with a great deal of mana
through a spell, incantation, prayer, or sorcerous art. They
have a wide variety of powers such as protecting against evil
forces, healing the sick, protecting the body from harm, and
guarding the soul against tampering. The types of magical
items available are only limited by your imagination, desire,
and wealth.
The Magical Items in Unchained Heroes come in many
categories:
Combat Gear
Magical Armor (page 103)
Magical Talismans (page 103)
Magical Weapons (page 103)
Trinkets
Mystical Oddities (page 103)
Potions (page 104)
Runes (page 106)
Scrolls of Wizadry (page 109)
Vector Ammunition (page 110)
Wands of Power (page 110)
This list is currently all that is available, but it does not
need to be, add or subtract from this list as you see fit for your
campaign.
You may want to start stockpiling Magical Items and
building or buying as many of them as you can because of
what they do, but before you start, there are two important
details that we need to discuss first: Mana Burn and the
Magical Item Limit.
Mana Burn
React to the Currents
Emit powerful magical radiation
Damages world when too many Items are near
Imagine a world where potions that healed the sick
and regenerated tissue were available to anyone. We could
stockpile these things at hospitals and clinics until they are
needed. That would be great, right? Why hasn't this been done
yet? For one good reason, something called Mana Burn.
Magical Items are highly concentrated sources of Mana (life
forces) that react violently to the mana currents around them,
emitting a large dose of energy into the currents. This reaction
is usually imperceptible, but when large quantities of these
items are stored or carried in close proximity to one another,
they begin to cause serious ripples and waves that can cause
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Magical Armor
Standard Item Cost: 1500sp or greater
Item Creation: Requires Masterwork Crafted Armor
Magical Armors are very high quality pieces of equipment
that have been imbued with special powers by their creators
to perform specific tasks, most commonly associated with
protecting the wearer or giving them an edge. Magical Armors
are almost always of Rare or Very Rare Availability and highly
prized by anyone that acquires them.
Magical Talismans
Standard Item Cost: 1500sp or greater
Item Creation: Case by Case
Magical Talismans are painstakingly created items that
protect the wearer in ways that far outshine the typical
Talisman. Some countries and religious groups have decided
to create particularly potent talismans to give to their
greatest champions and warriors of their cultures. Other
Magical Talismans are created by powerful practioners to aid
themselves in different tasks.
Magical Weapons
Standard Item Cost: 5000sp or greater
Item Creation: Case by Case
The Magical Weapons you will find are highly sought after
instruments of war that are made for the hands of the elite
warriors of society. They enhance and aid the already potent
power of martial and supernatural fighters so they may rise
even further above their foes. They come in all shapes and sizes
and amplify the power of the soldier as well as the sorcerer.
Mystical Oddities
103
Potions
Single Use Consumable Item
Each Potion has 1 dose
Five Potion Types
Affliction
Destruction
Enchantment
Panacea
Restoration
ILV MOD: None
Masterwork Benefits: None
Standard Item Cost: Varies
Item Creation: Arcanology, Education, Engineering, or
Medicine Character Skills
Potions are alchemical and supernatural liquid mixtures
imbued with forces that can cause a Beneficial Effect or a
Harmful Effect. The liquid medium allows the powerful concoctions to retain their potency. The most easily made potions
are those that heal the sick and wounded. For all potions, the
creator needs to have the knowledge of the forces they are attempting to harness within the liquid medium. If you want to
make a potion that causes massive cold damage, you need to
have an ability with similar properties. If you want to make
a potion that enhances a persons movement and speed, you
need to have an ability like the Fleet Foot Elixir to create it.
The Potions Effects may only be applied to you once per
Potion of the same name. Even though Potion modifiers are a
MISC MOD, the Potions act as if they are Overlapping Modifiers (page 129) when concerning drinking the same Potion
(Potions with the same name) multiple times. Potions can be
used by anyone to full Effect regardless of ILV. The ILV listed is
the ILV required to make it and is the necessary ILV that Hero
must be able to use if they wish to try to craft it.
Crafting Potions
Potions are created through the Item Creation Process
with a Medicine, Engineering, Education, or Arcanology Skill
Check. Potions can start out at ILV 1, but most begin at ILV
3 with a Standard Item Cost of 30sp or 50sp. This gives them
an Item Retail Cost of 240sp to 400sp (crafting is slightly less).
Making them yourself can require additional materials based
on the input from your GM. The GM is the final arbiter on
all matters. The crafter spends double the Energy Cost of the
Action they want to place into a potion. If there is no Energy
Cost for the Action, it instead costs 30 Energy to perform. The
Potion then allows anyone to use it for the effects listed under
the particular Potion.
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Affliction Potions
Destruction Potions
Enchantment Potions
Restoration Potions
Dispels an Effect
Range: Ranged (Thrown)
Item Creation: Medicine or Education Skill Check
Panacea remove a beneficial or detrimental Effect from the
target. Any Heal Ability may be used to create a Panacea Potion. They are used to remove Harmful Effects on Allies and
Beneficial Effects on Foes, in the later case they are treated like
Thrown Weapons.
Cleansing Potion
Healing Potion
Psyche Potion
Potion [Panacea] [Heal]
ILV: 5
Duration: 20
This potion clears you of mind alterring effects.
Effect: You are Immune to Mind-Affecting Effects.
Item Retail Cost: 600sp (SIC 50sp)
Rejuvenation Potion
Potion [Restoration] [Heal]
ILV: 5
With this Potion your energy is restored.
Effect: Target has their Energy restored.
Lesser, ILV 5: Heals 40 Energy.
Item Retail Cost: 600sp (SIC 50sp)
Major, ILV 7: Heals 80 Energy.
Item Retail Cost: 800sp (SIC 50sp)
Potent, ILV 10: Heals 120 Energy.
Item Retail Cost: 1100sp (SIC 50sp)
Triage Potion
Potion [Restoration] [Heal]
ILV: 3
Severe wounds are closed with this potion.
Effect: Target is healed of Trauma Damage.
Minor, ILV 3: Heals 3 Trauma Damage.
Item Retail Cost: 400sp (SIC 50sp)
Major, ILV 6: Heals 6 Trauma Damage.
Item Retail Cost: 700sp (SIC 50sp)
Greater, ILV 11: Heals 10 Trauma Damage.
Item Retail Cost: 6000sp (SIC 50sp)
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Runes
Enhancing Item
Two Physical Forms
Engraving and Tattoo
Rune Types
Armor, Talisman, and Weapon
Equip Runes in Rune Slots
Armor 2 Slots
Uses Armor Runes
Shield 1 Slot
Uses Armor or Weapon Runes
Talisman 3 Slots
Uses Talisman Runes
Weapon (One-handed) 1 Slot
Uses Weapon Runes
Weapon (Two-handed) 2 Slots
Uses Weapon Runes
ILV MOD: None
Masterwork Benefits: Special
Standard Item Cost: 100sp
Item Creation: Arcanology
Runes come in a number of different incarnations: Armor,
Talisman, and Weapon. They grant RUNE MODs, as well as
Active and Passive Effects that imitate powers of different Hero
Classes. The three types of Runes grant varying types of modifiers with Armor Runes tending towards defensive modifiers,
Talisman Runes enhancing special skills, and Weapon Runes
granting offensive modifiers.
Runes that grant Passive Magical powers grant a modifier
that occurs at all times; while Runes with Active Magical powers can be used per Encounter, per Day, or per Week. The number of times you can use an Active Rune Effect will be listed in
the Effect: section and take the following formats:
X times per Encounter
X times per Day
X times per Week
Runes may be used by anyone to full potential regardless of
ILV. The ILV listed is the ILV required to make it, the minimum
ILV of equipment a Hero must be capable of using to try to
craft it.
Runes are created through the Item Creation Process with
an Arcanology Skill Check. Runes start out at ILV 1 with a
Standard Item Cost of 100sp. This makes a starting cost of
200sp to purchase (crafting is slightly less) and can potentially
require additional materials based on the input from your GM.
The GM is the final arbiter on all matters.
Crafting Runes
There are no specific ways to craft a Rune, except that you
need a very high quality ink and something to inscribe the
rune upon.
The process for crafting any Rune should be a very
scientific process that can be repeated without deviation each
time the Rune is created. The specific process may be different
for each Runecrafter however.
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Armor Runes
Bastion Rune
Rune [Armor]
ILV: 1
Rune magic that boosts your pain threshold.
Effect: (Passive) Grants you a RUNE MOD to DT.
Minor, ILV 1: You gain a +5 RUNE MOD to DT.
Item Retail Cost: 400sp (SIC 100sp)
Lesser, ILV 3: You gain a +10 RUNE MOD to DT.
Item Retail Cost: 800sp (SIC 100sp)
Major, ILV 6: You gain a +15 RUNE MOD to DT.
Item Retail Cost: 1400sp (SIC 100sp)
Greater, ILV 9: You gain a +20 RUNE MOD to DT.
Item Retail Cost: 2000sp (SIC 100sp)
Potent, ILV 12: You gain a +25 RUNE MOD to DT.
Item Retail Cost: 13000sp (SIC 100sp)
Spirit
Rune [Armor]
ILV: 1
Rune magic that bolsters your physical defenses.
Effect: (Passive) Grants you a RUNE MOD to DEF.
Minor, ILV 1: You gain a +1 RUNE MOD to DEF.
Item Retail Cost: 400sp (SIC 100sp)
Lesser, ILV 3: You gain a +2 RUNE MOD to DEF.
Item Retail Cost: 800sp (SIC 100sp)
Major, ILV 6: You gain a +3 RUNE MOD to DEF.
Item Retail Cost: 1400sp (SIC 100sp)
Greater, ILV 9: You gain a +4 RUNE MOD to DEF.
Item Retail Cost: 2000sp (SIC 100sp)
Potent, ILV 12: You gain a +5 RUNE MOD to DEF.
Item Retail Cost: 13000sp (SIC 100sp)
Rune [Armor]
ILV: 3
This Rune allows you amplify your energy reserves.
Effect: (Passive) Increases your Maximum Energy.
Lesser, ILV 3: You gain a +20 RUNE MOD to your Maximum
Energy. Item Retail Cost: 800sp (SIC 100sp)
Greater, ILV 9: You gain a +40 RUNE MOD to your Maximum
Energy. Item Retail Cost: 2000sp (SIC 100sp)
Potent, ILV 12: You gain a +60 RUNE MOD to your Maximum
Energy. Item Retail Cost: 13000sp (SIC 100sp)
Guardian Rune
Rune [Armor]
ILV: 1
Rune magic that reduces the chance for lucky strikes against
you.
Effect: (Passive) Grants you a RUNE MOD to CRDX.
Minor, ILV 1: You gain a +1 RUNE MOD to CRDX.
Item Retail Cost: 400sp (SIC 100sp)
Lesser, ILV 3: You gain a +2 RUNE MOD to CRDX.
Item Retail Cost: 800sp (SIC 100sp)
Major, ILV 6: You gain a +3 RUNE MOD to CRDX.
Item Retail Cost: 1400sp (SIC 100sp)
Greater, ILV 9: You gain a +4 RUNE MOD to CRDX.
Item Retail Cost: 2000sp (SIC 100sp)
Potent, ILV 12: You gain a +5 RUNE MOD to CRDX.
Item Retail Cost: 13000sp (SIC 100sp)
Indestructible
Rune [Armor]
ILV: 6
The essence of earth hardens your physical defenses.
Effect: (Passive) You gain a +2 MISC MOD to Healthy Stages
and a +9 MISC MOD to your DT.
Item Retail Cost: 1400sp (SIC 100sp)
Protection Rune
Rune [Armor]
ILV: 1
Rune magic that reduces the damage you suffer.
Effect: (Passive) Grants you a RUNE MOD to RS.
Minor, ILV 1: You gain a +1 RUNE MOD to RS.
Item Retail Cost: 400sp (SIC 100sp)
Major, ILV 6: You gain a +2 RUNE MOD to RS.
Item Retail Cost: 1400sp (SIC 100sp)
Potent, ILV 12: You gain a +3 RUNE MOD to RS.
Item Retail Cost: 13000sp (SIC 100sp)
Velocity Rune
Rune [Armor]
ILV: 1
Rune magic that boosts your movement speed.
Effect: (Passive) Grants you a RUNE MOD to Move Actions.
Minor, ILV 1: You gain a +2 RUNE MOD to Move Actions.
Item Retail Cost: 400sp (SIC 100sp)
Lesser, ILV 3: You gain a +4 RUNE MOD to Move Actions.
Item Retail Cost: 800sp (SIC 100sp)
Major, ILV 6: You gain a +6 RUNE MOD to Move Actions.
Item Retail Cost: 1400sp (SIC 100sp)
Talisman Runes
Inspiration Rune
Rune [Talisman]
ILV: 3
Rune magic that strengthens your soul.
Effect: (Passive) Reduces your Weakened Condition.
Lesser, ILV 3: You gain a +2 RUNE MOD to your Weakened
Condition lowering it by 2.
Item Retail Cost: 800sp (SIC 100sp)
Greater, ILV 9: You gain a +4 RUNE MOD to your Weakened
Condition lowering it by 4.
Item Retail Cost: 2000sp (SIC 100sp)
Potent, ILV 12: You gain a +6 RUNE MOD to your Weakened
Condition lowering it by 6.
Item Retail Cost: 13000sp (SIC 100sp)
Motivation Rune
Rune [Talisman]
ILV: 3
Rune magic that reduces the length of your exhaustion.
Effect: (Passive) Reduces your Exhausted Condition.
Lesser, ILV 3: You gain a +2 RUNE MOD to your Exhausted
Condition lowering it by 2.
Item Retail Cost: 800sp (SIC 100sp)
Greater, ILV 9: You gain a +4 RUNE MOD to your Exhausted
Condition lowering it by 4.
Item Retail Cost: 2000sp (SIC 100sp)
Potent, ILV 12: You gain a +6 RUNE MOD to your Exhausted
Condition lowering it by 6.
Item Retail Cost: 13000sp (SIC 100sp)
107
Quickness Rune
Rune [Talisman]
ILV: 1
Rune magic that increases your chance to act first in combat.
Effect: (Passive) Grants you a RUNE MOD to Initiative.
Minor, ILV 1: You gain a +7 RUNE MOD to Initiative.
Item Retail Cost: 400sp (SIC 100sp)
Lesser, ILV 3: You gain a +14 RUNE MOD to Initiative.
Item Retail Cost: 800sp (SIC 100sp)
Major, ILV 6: You gain a +21 RUNE MOD to Initiative.
Item Retail Cost: 1400sp (SIC 100sp)
Skill Rune
Rune [Talisman]
ILV: 1
Rune magic that increases a particular Character Skill.
Effect: (Passive) Grants you a RUNE MOD to a Character Skill.
Minor, ILV 1: You gain a +1 RUNE MOD to a Character Skill.
Item Retail Cost: 400sp (SIC 100sp)
Lesser, ILV 3: You gain a +2 RUNE MOD to a Character Skill.
Item Retail Cost: 800sp (SIC 100sp)
Major, ILV 6: You gain a +3 RUNE MOD to a Character Skill.
Item Retail Cost: 1400sp (SIC 100sp)
Greater, ILV 9: You gain a +4 RUNE MOD to a Character Skill.
Item Retail Cost: 2000sp (SIC 100sp)
Potent, ILV 12: You gain a +5 RUNE MOD to a Character Skill.
Item Retail Cost: 13000sp (SIC 100sp)
Warding Rune
Rune [Talisman]
ILV: 1
Rune magic that increases your magical defenses.
Effect: (Passive) Grants you a RUNE MOD to WILL.
Minor, ILV 1: You gain a +1 RUNE MOD to WILL.
Item Retail Cost: 400sp (SIC 100sp)
Lesser, ILV 3: You gain a +2 RUNE MOD to WILL.
Item Retail Cost: 800sp (SIC 100sp)
Major, ILV 6: You gain a +3 RUNE MOD to WILL.
Item Retail Cost: 1400sp (SIC 100sp)
Greater, ILV 9: You gain a +4 RUNE MOD to WILL.
Item Retail Cost: 2000sp (SIC 100sp)
Potent, ILV 12: You gain a +5 RUNE MOD to WILL.
Item Retail Cost: 13000sp (SIC 100sp)
108
Accuracy Rune
Rune [Weapon]
ILV: 1
Rune magic that makes your attacks hit more often.
Effect: (Passive) Grants you a RUNE MOD to ATK.
Minor, ILV 1: You gain a +1 RUNE MOD to ATK.
Item Retail Cost: 400sp (SIC 100sp)
Lesser, ILV 3: You gain a +2 RUNE MOD to ATK.
Item Retail Cost: 800sp (SIC 100sp)
Major, ILV 6: You gain a +3 RUNE MOD to ATK.
Item Retail Cost: 1400sp (SIC 100sp)
Greater, ILV 9: You gain a +4 RUNE MOD to ATK.
Item Retail Cost: 2000sp (SIC 100sp)
Potent, ILV 12: You gain a +5 RUNE MOD to ATK.
Item Retail Cost: 13000sp (SIC 100sp)
Blast Rune
Rune [Weapon]
ILV: 1
Your magical spells have more force behind them.
Effect: (Passive) Grants you a RUNE MOD to SP.
Minor, ILV 1: You gain a +1 RUNE MOD to SP.
Item Retail Cost: 400sp (SIC 100sp)
Lesser, ILV 3: You gain a +2 RUNE MOD to SP.
Item Retail Cost: 800sp (SIC 100sp)
Major, ILV 6: You gain a +3 RUNE MOD to SP.
Item Retail Cost: 1400sp (SIC 100sp)
Greater, ILV 9: You gain a +4 RUNE MOD to SP.
Item Retail Cost: 2000sp (SIC 100sp)
Potent, ILV 12: You gain a +5 RUNE MOD to SP.
Item Retail Cost: 13000sp (SIC 100sp)
Impact Rune
Rune [Weapon]
ILV: 1
Rune magic that lends extra force to physical Actions.
Effect: (Passive) Grants you a RUNE MOD to MS.
Minor, ILV 1: You gain a +1 RUNE MOD to MS.
Item Retail Cost: 400sp (SIC 100sp)
Lesser, ILV 3: You gain a +2 RUNE MOD to MS.
Item Retail Cost: 800sp (SIC 100sp)
Major, ILV 6: You gain a +3 RUNE MOD to MS.
Item Retail Cost: 1400sp (SIC 100sp)
Greater, ILV 9: You gain a +4 RUNE MOD to MS.
Item Retail Cost: 2000sp (SIC 100sp)
Potent, ILV 12: You gain a +5 RUNE MOD to MS.
Item Retail Cost: 13000sp (SIC 100sp)
Spellcraft Rune
Rune [Weapon]
ILV: 1
This Rune magic enhances your magical powers.
Effect: (Passive) Grants you a RUNE MOD to POW.
Minor, ILV 1: You gain a +1 RUNE MOD to POW.
Item Retail Cost: 400sp (SIC 100sp)
Lesser, ILV 3: You gain a +2 RUNE MOD to POW.
Item Retail Cost: 800sp (SIC 100sp)
Major, ILV 6: You gain a +3 RUNE MOD to POW.
Item Retail Cost: 1400sp (SIC 100sp)
Greater, ILV 9: You gain a +4 RUNE MOD to POW.
Item Retail Cost: 2000sp (SIC 100sp)
Potent, ILV 12: You gain a +5 RUNE MOD to POW.
Item Retail Cost: 13000sp (SIC 100sp)
Scroll of Wizardry
109
Vector Ammunition
110
Wands of Power
Chapter 6:
Building Blocks
111
Chapter 6: Building
Blocks
Important Note: If you played Chronos before playing Unchained
Heroes, this Chapter is going to look different than before. Most
importantly, it is not going to have descriptions of every Character
Skill Aspect Available to your Character. That has been removed. We
now treat Aspects like any other action and only apply special rules
to them where needed.
The Unchained Heroes RPG needs a foundation upon
which it can be built and that foundation is built on game
Statistics. Here we cover Attributes, Skills, Resources, and
Battle Statistics that you will need to know to play the game.
Attributes
Your Attributes are the most widely used modifiers on
your Character Sheet. Attributes grant modifiers to every
aspect of the Unchained Heroes Game system. They form the
foundation upon which all your Battle Skills and Character
Skills are built.
There are six Attributes: Strength, Agility, Stamina, Intellect,
Cunning, and Spirit. They are factored on a Heroic scale, so the
average member of the population is not going to have values
that match your Hero because your Hero is an exceptional
person facing exceptional circumstances in a dangerous world.
The average Attribute value is a 0. Your Hero will have
Starting Attributes that range from 0 to 5 while a regular Joe
would have values that are 0 or less. There is no limit to how
high an Attribute value may rise, but an Attribute may never
be lower than -5.
Physical Attributes
The Physical Attributes of Strength, Agility, and Stamina
involve your Heros body, such as: muscle strength, speed,
quickness, dexterity, the capacity to resist pain, fend off
disease, and recover from exhausting exercises. Heroes with
high Physical Attributes are often inclined towards the melee
combat Classes such as Rogues, Warriors, Paladins, and Dread
Knights.
Your Class determines how your Physical Attributes affect
your Battle Skills as found in the Class Information Section.
Strength (STR)
Muscle Strength
The Strength Attribute is the measurement of your Heros
musculature. Heroes with high Strength can perform tasks
ranging from pushing a boulder out of the way to tossing an
Ally through the air at a Foe. The Strength Attribute is added
to any Action that involves physical effort. Strength reduces
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Agility (AGI)
Fine motor skills and Quickness
Agility is your Heros speed, quickness of movement,
dexterity, and fine muscle control. Your quickness directly
affects how easily you can dodge attacks and move away from
danger. Agility will make you act before others, move quickly
on the battlefield, give you the chance to dodge attacks when
unarmored and affect the Athletics and Crafting Character
Skills.
Add your AGI to Initiative
Subtract your AGI from your Move Action AT.
If Unarmored, add your AGI+2 as an EQUP MOD to DEF.
At level 1, choose between STR or AGI as your ATTR
MOD to Athletics and Crafting, the choice is permanent.
Stamina (STA)
Physical well-being and health
The Stamina Attribute is the representation of your Heros
physical toughness and health. Higher values in this Attribute
mean your Hero is more resistant to disease and other bodily
trauma. It will reduce the time you suffer the Exhausted
Condition and increase your Damage Threshold.
Add your STA to your Damage Threshold (DT).
Subtract your STA from your Exhausted Condition
Duration.
Mental Attributes
The Mental Attributes Intellect, Cunning, and Spirit deal
with all those things intangible and beyond quantifying, such
as I.Q., Strength of spirit, courage, emotions, experience, and
other functions of the mind and soul. Sorcerers, Clerics, and
Cerebrals naturally gravitate to these Attributes. What cannot
be accomplished through strength of arms can often be accomplished through strength of spirit and mind.
Mental Attributes are typically linked to knowledge, magic,
and spirit, but they are not restricted to those forms of usage.
Your Class ultimately determines how your Mental Attributes
affect your Battle Skills as found under the Hero Class Information Section.
Intellect (INT)
Your overall knowledge
Intellect is your mental muscle. It is the forces you have
at your disposal to attack problems and represents the wide
array of knowledge you have in a variety of subjects. Intellect
reduces your overall Concentration Fatigue Penalties from
Sustained Abilities, and Actions. It gives you more Character
Battle Skills, Martial Strength, Spell Potency, Health, and Energy. The Primary Attributes are found under each Hero Class
section right before you get into their Starting Abilities. They
affect the following areas:
Grant ATTR MOD to Battle Skills
Grant ATTR MOD to ATK, DEF, POW, WILL
Grant ATTR MOD to MS and SP
Grant Maximum Health Bonus = Attribute x 10
Grant Maximum Energy Bonus = Attribute x 10
Cunning (CUN)
Increased by Species
Increased at 15th and 30th, and every 10 levels after
Choose Two Attributes, each gains +1 modifier
Increased by Abilities and Magical Items
Your Attributes are increased by your Species, Level, Techniques, Magical Items, and Abilities. Your choice of Species
increases one or two Attributes. Species Bonuses are typically a
+1 modifier.
As you level, Attributes will increase naturally at levels 15,
30, and every 10 levels thereafter. At these levels, choose two
Attributes to increase with a +1 modifier. When allocating the
+1 modifiers, they may not be the same Attributes.
Abilities and magical items may increase your Attributes as
well. These are acquired during the course of play so there are
no set increases.
Spirit (SPI)
Spiritual well-being and health
Your Heros Spirit is a representation of their personal aura,
magnetism, and intangible strength of spirit. The stronger your
Spirit, the more mentally resilient you are. People with high
Spirit are unmistakably energetic, resilient, and indomitable.
It will reduce the amount of time you suffer the Weakened
Condition and increase your Damage Threshold (DT).
Add your SPI to your Damage Threshold (DT).
Subtract your SPI from your Weakened Condition
Duration.
Primary Attributes
Determined by Hero Class
Affect many Statistics
Battle Skills
Martial Strength and Spell Potency
Health and Energy
All Attributes affect some aspect of the game, but your
choice of Hero Class will decide your Primary Attributes that
affect the greatest number of areas. Your Hero Classs Primary
Attributes will be two of the Attributes listed and increase your
Raising Attributes
Skills
113
DF
Easy
10
Standard
15
Challenging
20
Difficult
25
Very Difficult
30
Extremely Difficult
40
Nearly Impossible
50
Skill Ranks
Reflects Skill Mastery
Modifier to Skill
Your Skill Rank is a reflection of your mastery of a given
Skill. It determines many factors during game play, including
your Ability to purchase Abilities, Talents, and Techniques. It
applies only to your Skill Checks when you use the Skill associated with it, but covers every Action or Task that might be
associated with using a particular Skill.
There are Six Skill Ranks:
Rank 0
grants a +0 SKIL MOD
Rank 1
grants a +1 SKIL MOD
Rank 2
grants a +2 SKIL MOD
Rank 3
grants a +3 SKIL MOD
Rank 4
grants a +4 SKIL MOD
Rank 5
grants a +5 SKIL MOD
Mark your Skill Rank on your Character Sheet by filling in
the appropriate bubble as seen in the next column.
Rank 0
Rank 1
Rank 2
Rank 3
Rank 4
Rank 5
The numbers within each bubble is the modifier you may
add to your Skill Checks when using a particular Skill. For
example if you have attained Rank 2 in Attack, you gain a
+2 SKIL MOD to ATK. It is an Overlapping Modifier, so if
multiple Actions grant a SKIL MOD, you only get to use the
one that grants the highest modifier amount.
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Attack (ATK)
Defense (DEF)
Avoids getting hit by physical attacks
Modified by Primary Attributes
Defense is opposed by Attack
Power (POW)
Determines Supernatural Action success
Modified by Primary Attributes
Opposed by Willpower
Willpower (WILL)
Determines resistance to magical powers
Modified by Primary Attributes
Willpower is opposed by Power
It is important to note that Defense and Willpower are
often used in a passive fashion written in the form of "POW vs.
WILL" or "ATK vs. DEF." They will roll their POW or ATK and
compare it to your WILL or DEF Score. Sometimes it is used
Actively as an Opposed roll where the higher roll is the winner
and will be written as "Opposed POW vs. WILL."
Battle Skills can suffer from Automatic Misses on a
Natural 1 and gain Automatic Criticals along with Automatic
Hits on a Natural 20.
Arcanology (INT)
Character Skills
Non-combat Skills
Character Points Increase
Start with 8 CP at Level 1 to Spend
INT or CUN Modifies
Earn 1CP when Natural 1 is rolled on Character Skill
Gain a modifier equal to 1/2 your level rounded down
Do not have automatic failures or successes
Battle Skills define how you operate in combat, Character
Skills define what we do and how we function in everything
else. They are used in a variety of situations: climbing a wall,
grabbing a rope, painting, reading a book, or crafting a set of
armor. Each Skill is modified by an Attribute that is listed after
its name. There are 10 Character Skills: Arcanology, Athletics,
Crafting, Education, Engineering, Influence, Medicine,
Natural Lore, Perception, and Subterfuge. They represent
broad areas of expertise and knowledge for a variety of tasks.
They are most often used by Talents.
Your initial Character Skill Ranks are determined by
distributing 8 Character Points + your INT or CUN. You may
choose between INT or CUN to grant you your initial Bonus
Character Points (CP) at level 1. No Character Skill may be
higher than Skill Rank 3 at level 1.
Your Character Skills are increased by the act of leveling,
through Learning from your Failures, and through gaining
Character Points. Spending 1 Character Point (CP) on a
Character Skill increases your Skill Rank by 1. Every other level
you gain 1 CP to increase your Skills and each time you roll a
Natural 1. Character Skills also gain a general modifier equal
to 1/2 your level rounded down that represents your continual
well rounded growth due to your experience in the world;
with experience comes knowledge and skill.
Character Skill Checks have no Automatic Successes (Hit)
or Automatic Failures (Miss).
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Education (INT)
Reading, Writing, Arithmetic, Music, and Art
Knowledge of World: Past and Present
Each Skill Rank = 1 Additional language known
Education determines your Heros level of knowledge
about the world around them according to their time period.
This includes reading, writing, and arithmetic as well as the
musical and creative pursuits. Areas such as Archaeology,
Math, the Sciences, History, and Literature all fall under the
Education Character Skill.
Education also determines your Ability to speak languages.
Every Hero automatically speaks their Regional or Racial
language and the Common language of your Game Setting.
For each Skill Rank you have in Education, you may read and
write one additional language.
Engineering (INT)
Ability to invent, use, and understand devices
Mechanical and Technological Skill
The Engineering Character Skill is your Heros Ability to
operate, build, and invent mechanical devices, new technology
or similar complex objects. It can be used in concert with the
magical and mundane. Heroes with strong Engineering Skills
are adept at understanding traps, switches, and other complex
devices they may come across in the course of play. With
enough time and the right tools, you can probably disarm (or
arm) just about any device.
Engineering Skill, like the Education Skill, covers a wide
variety of skill sets. As an engineer you have a scientific
knowledge of advanced technology and mechanics as well as
how to use them to craft (engineer) new devices.
Influence (CUN)
Persuasion and Intimidation Skill
Important for Diplomacy
The Influence Character Skill is used to persuade, compel,
and change minds. Some people use intimidation; some use
blackmail; some appeal to reason; still others charm their way
into getting what they want. Your methods of persuasion may
differ greatly in every situation.
The Influence Skill is also a measure of your personal
presence and can be used passively such as when you walk
into a room or meet someone for the first time.
Medicine (INT)
Understanding what harms or heals the natural body
Used to create remedies or harmful concoctions
The Medicine Character Skill is your overall knowledge
regarding the physiology of the body and all its nuances. It
covers the diagnosis, treatment, as well as the prevention of
ailments. It can be used to set broken bones, treat sickness,
bandage an injury, and allows you to fulfill the task of combat
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medic in battle. Not only are you a medic, but you gain the
knowledge of the interactions between various plants and
the substances they contain. You know how to harvest plants,
where to find them, and when they are most or least potent.
Perception (CUN)
Overall Awareness
Attunement to changes in your surroundings
Investigation Skill
The Perception Character Skill is used when sensing
physical stimuli, moods, motives, and searching for clues. The
five senses: Sight, Sound, Taste, Touch, and Smell are all tied
to the Perception Character Skill. It is your basic knack for
noticing things that go on around you, even when youre not
actively looking for them. Something may be out of place in
your room after a meal, a sound may give you a creepy feeling,
or you may spot a man tailing you for the last 3 city blocks.
Perception Checks are one of the few rolls that GMs may
choose to perform without your knowledge. Just the act of
rolling could spoil some surprises! So dont expect to roll them
at all times.
Subterfuge (CUN)
Hero Statistics
Represent Intangibles as Game Values
Resources
Threshold Values
Hero Survivability
The Hero Statistics are tangible scores for intangible things.
Can you measure how much pep and energy you have in
real life? No, but in Unchained Heroes we can and it is called
Energy. Can you measure how healthy you are in real life? Not
really, but in Unchained Heroes we measure it with Trauma
and the Health. The Hero Statistics are resources such as
Energy and Tactical Points, threshold measuring values like
CRIT and CRDX, and lastly survivability values like Health
and Trauma.
The Hero Statistics are all values that you will use to
determine if various effects are applied during the course of
play. Some examples include: scoring a Critical Effect, being
dealt 1 Trauma Damage, and suffering Damage.
In the following sections we will go over the Hero Statistics
that quantify these intangibles so you have a better idea of
your Hero's capabilities in the game. Hero Statistics are listed
in Alphabetical order.
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Energy Restoration
Restored by Abilities and Items in an Encounter
5 hours of rest restores Energy to Maximum
Energy cannot be regenerated in certain circumstances
Energy is a restored through rest and magical intervention.
It typically requires an Ability, item, or sleep to restore Energy.
Five hours of rest will restore a player to their Maximum
Energy total. Energy is not restored if the Hero is in one of
three Conditions:
1. The character is at Dead or Incapacitated.
2. The character is suffering Fatigue equal to or in excess of
their Max Energy.
3. A Condition is present that slows restoration.
Fatigue [Statistic]
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Hero Death
Sacrificing Health
Sacrificed Health cannot be prevented
There are times when an Ability is powered by using
Health as a Resource. This is considered a Sacrifice and
Sacrifices cannot be prevented. Sacrificed Health is spent
during Activation Phase, rather than Declaration Phase.
Restoring Health
Restored with Abilities, Skills and Items
5 hours of rest restore Health to Maximum
Abilities, Skills, and magical items all can be used to restore
your Current Health up to your Maximum Health, but no
further, both In and Out of Combat.
All Heroes naturally regenerate their Health through rest as
well. Five hours of rest will restore a player to their Maximum
Health total.
Initiative [Statistic]
Tiebreaker
Add Agility to roll
Rolled at beginning of combat
The Initiative Statistic builds the order of actions in
combat. It is rolled during the Initiative Stage of combat and
determines initial action order and when two Actions occur on
the same TI of the Combat Timeline. It uses the formula:
Initiative = Level + AGI + modifiers
When two Actions occur at the same TI on the Combat
Timeline, the Actions occur according to Initiative order on
that TI. The highest Initiative goes first, performs their Action
to completion, then the next highest performs their Action, and
so on, following the same pattern. All Actions are performed
to completion during their point on the Time Interval. The
exception to this rule is when Reactions, Vectors, or Tactical
Advantages are used. Vectors or Tactical Advantages happen
with an Action and modify it. Reactions are used in response to
an Action and can modify its outcome.
For example, an Evil Sorcerer has Initiative 56 and Issachar
has Initiative 45. The Evil Sorcerer targets Issachar with an
Eldritch Bolt and Issachar uses the Reaction, Blade of Spell
Binding. The standard Initiative rules would say that the
Sorcerer goes first and the Issachar next. Instead, the Reaction
allows Issachar to AT simultaneously with the Sorcerer spell,
binding the spell to his blade and giving him a Spell Charge.
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Value
AT5
AT7
AT9
AT11
AT13
11
11
12
10
12
14
11
14
16
10
10
13
15
18
Multiplier
11
11
14
17
19
AT5
x 0.75
12
12
15
18
21
AT7
x1
13
10
13
16
20
23
AT9
x 1.25
14
11
14
18
21
25
AT11
x 1.5
15
11
15
19
23
26
AT13
x 1.75
16
12
16
20
24
28
17
13
17
21
26
30
18
14
18
23
27
32
19
14
19
24
29
33
20
15
20
25
30
35
21
16
21
26
32
37
22
17
22
28
33
39
23
17
23
29
35
40
24
18
24
30
36
42
25
19
25
31
38
44
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Mobility [Statistic]
Increases or decreases Move Action AT
May not reduce Move Action below AT1
The Mobility Statistic increases or decreases your Move
Action Time by the given amount. Subtract your Mobility
modifiers from your current Move Action. Negative values are
a penalty and increase your Move Action AT. Positive values
are a bonus and decrease your Move Action AT.
Mobility may never reduce your Move Action below AT1.
For example: if you gained a +15 MISC MOD to Mobility and
your Move Action was already AT5, it would only reduce it
to AT1. The Mobility Statistic stacks with the Speed Statistic.
Subtract Speed values from the Action Time of an Action
before Mobility values.
Increases or Decreases AT
Does not change MS/SP calculations
May not reduce an Action to less than AT1
The Speed Statistic universally speeds up or slows down
your Actions. It increases or decreases your Action Time by
its listed amount. Subtract your Speed value from any Action
you are performing. Negative values are a penalty and added
to your Action Time. Positive values are a bonus and are
subtracted from your Action Time.
Speed may not cause an AT to be lowered below AT1
unless stated by an Ability. The Speed Statistic stacks with the
Mobility Statistic. Subtract Speed values from the Action Time
of an Action before Mobility values.
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Trauma Chart
Trauma Levels
Trauma Stages
You record the Trauma Damage you suffer by using the
Trauma Chart. It is divided into various Trauma Levels and
Trauma Stages to keep track of your status. There are 7 Levels
of the Trauma Chart. Within each Level are various Trauma
Stages. The 7 Trauma Levels are: Healthy, Bruised, Hurt,
Injured, Debilitated, Maimed, and Incapacitated. Your Hero
starts in the Healthy Level of the Trauma Chart. As your Hero
sustains Trauma Damage, they move through the various
Trauma Levels and Stages on the Trauma Chart. The lower you
go, the more penalties you recieve to your Battle Skills.
The Healthy Level has multiple stages, but the other Levels
are limited to 2 Stages. When you suffer 2 points of Trauma
Damage you move down to the next level.
Trauma [Statistic]
Represents Severe Injuries
Causes Penalties to all Skills
Lost by Trauma Damage
The Trauma Statistic measure the state of your Body and
the amount of severe or impairing injuries they have sustained.
It is recorded through the used of the Trauma Chart. It is an
additional statistic that is meant to add realism and depth to
the combat experience. It is a means to show how exceptionally
powerful attacks can wear you down just as easily as losing
Health. Actions that cause Trauma Damage or trigger it,
will modify your Trauma Chart and affect your capacity to
function.
Trauma Damage
Severe Bodily Injury
Trauma Damage is done to your Trauma Chart and
weakens you. The primary sources of Trauma Damage are
through shock or intense one time impacts, but include, Banes,
diseases, poisons, and other external agents. When you are
dealt Trauma Damage you mark off the number of Trauma
Stages equal to the damage dealt on your Trauma Chart.
Stages
Effects
No Penalties. Normal state of
your Hero.
Healthy
1+*
Bruised
Hurt
Injured
Debilitated
Maimed
Incapacitated
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Vulnerability [Statistic]
Additional Damage Dealt by a Damage Type
Persistent damage is unaffected by Vulnerability
The Vulnerability Statistic is the opposite of Damage
Reduction. When something has Vulnerability, they
automatically take more damage from the source specified.
Vulnerability is written in the form VL (Amount) /
(Vulnerability Type) such as VL 15/Water. The (Amount)
section is the damage modifier added when an Action of the
particular type is used. The (Vulnerability Type) portion is
the form of attack that will cause the increased damage. For
example: if an Efreet from the Elemental plane of Fire had VL
15/Water, they suffer additional damage from Water based
damage.
Like Damage Reduction, Dice Pool modifier or percentages
may be used with Vulnerability. Use the same table for
determining Damage Types for Vulnerability as you did for
DR.
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Chapter 7:
The System
124
Success or Failure
Use a Skill Check to determine Success or Failure
When you act out the story and tell your GM what you
want to do, that is called performing an Action. Actions can
involve dice rolls or not. Those that involve a chance of failure
typically require dice rolls. Those that can be role-played, do
not. Those Actions that use dice rolls are called Skill Checks.
A Skill Check calculates success or failure by rolling a single
20-sided dice and then adds a relevant modifier to the dice roll
for a final result. If the Skill Check is successful, it triggers an
Effect, otherwise it does nothing.
An Example of a Skill Check would be climbing a wall. To
climb a wall, you would begin by rolling a 20-sided dice and
then add your Athletics Skill modifier of 10 to get a result. The
result is then compared to another number called a Difficulty
Factor that ranges from 10 (Easy) to 40 (Extremely Difficult)
and beyond. The GM is the one that assigns difficulty factors
to your Actions and in the case of climbing a wall, she might
say it is DF15. In its simplest form, just meeting or exceeding
the Difficulty Factor is a success. So if you rolled a 6 on the
20-sided dice and added 10 for a total of 16, you would have
exceeded the DF15 and been successful. The basic premise is
that the higher you roll, the better you perform.
Determining Effects
Actions cause Effects
Some Effects cause Damage and Healing Rolls
After determining success or failure with a Skill Check you
will then determine the Effect of the Action. The Effect is what
happens as a result of your Action. In the case of a success, the
Action may spell out a specific event or you may be allowed to
do something that is described through roleplaying. In the case
of a failure, the Effect is that what you intended to occur does
not occur, or it has added complications. The most common
examples of Effects are found under Class Abilities and are:
Apply Condition to an Ally or a Foe
Grant special modifiers to Dice Rolls or Skills
Cause Damage
Perform Healing
There are many more effects, but those are the most
common. There are also many things that happen that are not
specifically governed by rules, yet still have tangible Effects.
For example, social interactions have no specific rules, but
succeeding an Influence Skill Check still has a game Effect. If
125
Skill Checks
Core Mechanic
Roll d20 + Modifier to meet or exceed DF
The Unchained Heroes Game System uses dice to
determine the success or failure of your Actions during the
course of play. In a video game, these rolls would be calculated
behind the scenes, but in a Tabletop RPG you are the computer.
You will need at least one 20-sided dice to perform Actions in
Unchained Heroes. Additional Effects based on the result of
the Skill Check requires polyhedral dice. The suggested dice
needed and amounts to play Unchained Heroes are listed
below:
20-sided dice, Quantity 1
12-sided dice, Quantity 1 to 5
10-sided dice, Quantity 1 to 5
8-sided dice, Quantity 1 to 5
6-sided dice, Quantity 1 to 5
4-sided dice, Quantity 1
Unchained Heroes' Core Mechanic is a Skill Check that is
expressed as follows:
Roll a 20-sided dice (d20), add a modifier (MOD), then meet
or exceed the Action's Difficulty Factor (DF)
Skill Checks can be performed both in and out of combat
whenever the situation warrants it. All rolls involving the
success or failure of an action are Skill Checks. Attacks,
Character Skill Checks, and Attribute Checks are all Skill
Checks. Skill Checks can come in different varieties. In
Unchained Heroes, these varieties are: Standard Skill Checks,
Opposed Skill Checks, and Extended Skill Checks.
In a Skill Check, if you meet or exceed the value assigned
for the tasks Difficulty Factor (DF), you are successful. If you
get lower than the DF, you fail. These values range from 10
(Easy) to 40 (Extremely Difficult) and higher. These values are
part of the Difficulty Scale. The Difficulty Scale determines the
effort required to perform an Action described under a Skill.
This is the number you must meet or exceed on a Skill Check
to be successful.
As you gain more Techniques, Talents, Abilities, magical
items, and levels your Skill Value will rise, making it easier for
you to successfully perform your Actions.You can reference it
here:
DF
Easy
10
Standard
15
Challenging
20
Difficult
25
Very Difficult
30
Extremely Difficult
40
Nearly Impossible
50
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Crucial Moments
Stressful or Important moment for your Hero
Cant use a Fast Skill Check
When the fate of an Encounter hinges on a Dice Roll,
you are in combat, making a life or death Skill Check, or
performing some other important Dice Roll, you are in a
Crucial Moment. Fast Skill Checks cannot be used under these
circumstances. Abilities, Techniques, and Talents may make
modifications to this rule.
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128
Average Roll
d4
2.5
d6
3.5
d8
4.5
d10
5.5
d12
6.5
d20
10.5
Dice Modifiers
Divided into positive and negative modifiers
Adjusts the outcome of Dice Rolls
A Roleplaying Game is the fantasy representation of real
world events and laws. In RPGs, the dice give the Heroes a
means to simulate lifes failures and successes, but we dont
want it to be completely random, we want skill to be reflected
in each roll. We represent the many different strengths and
weaknesses of a creature with modifiers.
Dice Modifiers shift the Dice Roll favorably where a Hero
is strong, while shifting the dice against them where they are
weak. You apply Dice Modifiers by adding all positive modifiers (Bonuses) and negative modifiers (Penalties) to your Action
as dictated by the beneficial and harmful effects you currently
possess.
Modifier Types
DIfferent Types interact differently
Some add together with themselves, some don't
A modifier type is the title or description given to a modifier. We use this to differentiate between them and help make
interactions between them clear. The format is:
(+/- Value) (modifier type) to (Statistic it Modifies)
Examples of this are:
+5 ILV MOD to WILL (ILV MOD type)
+2 TECH MOD to MS (TECH MOD type)
+2 EQUP MOD to DEF (EQUP MOD type)
+3 PWR MOD to Athletics (PWR MOD type)
+5 MISC MOD to SP (MISC MOD type)
We break modifier types into specific categories and then
match them to one of three behaviors. The specific modifier
types are: Attribute, Equipment, Item, Miscellaneous, Power,
Rune, Skill, and Technique. These modifiers give you an
idea of what is producing the modifier, whether it is a Bonus
or Penalty and its amount. Then we discuss their behavior in
regards to other modifiers that we call Stacking, Overlapping,
and Cumulative. Modifiers of different Types will always add
together.
Attribute Modifiers are listed as ATTR on your Character
Sheet and ATTR modifiers in the rule book. They are Bonuses
innately active due to your Attribute values. An ATTR MOD is
equal to your Attribute value. They are Stacking Modifiers
Equipment Modifiers are listed in shorthand as EQUP.
They are used to represent the protection, sharpness, and effectiveness of an item. Equipment Modifiers are Stacking Modifiers and are only applied while the equipment granting the
modifier is worn. Armor, Shields, and Talismans are typically
the only objects to grant EQUP MOD.
Item Level Modifiers are listed in shorthand as ILV. They
are granted by the Item level of your gear. As your Item level
increases, so do these modifiers. ILV Modifiers are an Overlap-
ping Modifier and are only applied while the item is equipped
or wielded. They are unique in that depending on the item
you have equipped they do different things. An ILV MOD for
armor grants a MOD to DEF, while an ILV MOD for a shield
grants a MOD to your MS/SP.
Miscellaneous Modifiers are described in shorthand as
MISC. Miscellaneous modifiers can be applied by any Action
and are the catch all category for modifiers. They are a Stacking Modifier that is applicable as long as the Effect granting the
modifier is present. GMs should be warned to use them sparingly and with caution because they can easily get out of hand.
Power Modifiers are listed as PWR and are granted
through Class Abilities, some Techniques, Talents, and magical
items. A PWR MOD is an Overlapping Modifier.
Rune Modifiers are listed in shorthand as RUNE and
applied by Runes within your equipment or through Tattoos.
They are only available while the Tattoo or equipment is worn
by your Hero. Their modifiers apply universally to your Hero
while they are present. A RUNE MOD is an Overlapping
Modifier.
Skill Modifiers are listed in shorthand as SKIL" and equal
to the Rank of your Battle or Character Skills. Skill modifiers
are Overlapping Modifiers.
Technique Modifiers are shortened to TECH and are
granted to your Hero by Techniques that they acquire. They
are Stacking Modifiers.
Modifier Behaviors
Stacking, Overlapping, and Cumulative
Modifiers of different types always stack together
There are three main behaviors that a modifier can have:
it can be Stacking which allows it to build upon itself, it can
be Overlapping where it takes the highest value, and it can be
Cumulative where it builds exponentially with itself.
A Stacking Modifier is a modifier type that will add
together with itself. For example: a TECH MOD stacks, so if
you have a +4 TECH MOD to WILL and a +2 TECH MOD to
WILL you would have a combined +6 TECH MOD to WILL.
Overlapping Modifiers do not add together with modifiers
of their own type; instead, the Overlapping Modifier with the
highest value is applied. An example of this is the Overlapping
Power Modifiers, so if you had a -5 PWR MOD to MS and a -2
PWR MOD to MS you only suffer the Effects of the greater of
the two Penalties. In this case it would be a flat -5 PWR MOD
to Martial Strength. Penalties and Bonuses will always add
together with Overlapping Modifiers, but you only add the
highest Penalty and highest Bonus.
Some Abilities and Actions will cause Cumulative
Modifiers which allow any modifier to stack. They get
increasingly stronger as an Effect is applied more often or
an Ability is used continuously. A cumulative modifier will
increase even if it is an Overlapping Modifier. Cumulative
modifiers increase by the modifier amount each time they are
used.
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130
Ground Rules
Before we get too far into understanding the Real Time
Combat Engine, I want to cover two very important ground
rules here that pertain to this system and many others:
1. The Gamemaster is the final say in all disputes
2. Specific Rules always trump General Rules
The first rule, The Gamemaster is the final say in all
disputes is simple. When something comes up in the game
that people are not sure about, dont understand, or have
conflicting views on, the Gamemaster is supposed to settle the
issue in a prompt manner so game-play can continue. They are
the arbiter, referee, and judge of the game. This does not mean
that the GM is all-powerful, only that they have been given the
trust of the group to keep the flow of the game moving.
The second rule, Specific Rules always trump General
Rules is meant to help solve the question of precedence.
This game engine will talk in generalities and attempt to
cover many different situations to simulate a real world
experience. This is the nature of a game system. The
supernatural powers and abilities players have at their disposal
will be designed to break these rules on purpose. So whenever
a general rule might conflict with a specific rule, the specific
rule wins the day. The same thing goes for any rule you might
find in the Core Rulebook. If you can find a more specific
instance of a rule that would expand on a general rule, the
specific rule wins.
Basic Terminology
Action: A broad term meant to apply to any activity that is
meant to be performed during the game that is initiated by the
GM or the PCs.
Ability: A broad term meant to apply to any Action in the
game world that is a special power such as spells, maneuvers,
tricks, or similar items. Also known as Class Feature.
Damage Roll: A dice roll that involves hurting a Combatant
and causing a physical, mental, or emotional stress on them.
Most often associated with dealing damage that reduces
Health or HP.
Dice Pool: A term for the number of dice used in a roll
whether that roll be a Skill Check, Damage Roll, or Healing
Roll. It will be in the format AdS where A is the amount
(number) of dice and S is the size (sides) of the dice. For
example 6d6 would mean you roll 6, six-sided dice.
Encounter: A seminal moment in a game session that can
be related to Combat or a test of Skills. We call Encounters that
involve combat, Combat Encounters and everything else, Skill
Encounters.
Healing Roll: A dice roll that involves mending a
Combatants physical, mental, or emotional stress. Most often
associated with restoring Health or HP to a target.
Skill Check: A basic term for a roll that determines success
or failure for an Action. It is often based on the Core Mechanic
of each game system.
Time Intervals
A Time Interval (TI) represents the incremental hash marks
that make up the Combat Timeline equivalent to 1 second of
game time. We use the term Time Interval (TI) as both a time
measurement and a representation of a moment in time. A
long distance runner might say they ran 26 miles in 3 hours
and 14 minutes, this is a time measurement. The RTC Engine
will measure time in TI so if something occurs over 50TI or is
50TI long, that is a measurement of time similar to 50 seconds.
When we are talking about moments in time we are talking
about what was happening at noon of the previous day;
that is a specific moment. When we say something occurs at
Time Interval 50 or TI50, then we are talking about a specific
moment in time. So when using Time Intervals as a time
measurement the acronym TI comes after the number in the
format <Number>TI. When we use it to represent a moment in
time, the acronym TI comes before the number in the format
TI<Number>.
Usage Examples:
Time Measurement, Sauls Shining Blade Action takes
11TI to occur.
Specific Moment in Time, Saul performs his Shining
Blade Action at TI11 on the Combat Timeline.
Action Time
When we describe how long it takes to perform an Action
we call it Action Time (AT). It is a more specific way of letting
you know the number of Time Intervals your Action takes to
occur from start to finish. You can think of it as preparation
time, swing time, or casting time; whatever helps you
remember it. Action Times interact with each other by adding
each Action Time to the previous Action to help form the order
of combat. We plot these Actions on the Combat Timeline.
Action Times have speeds that vary from instantaneous
to hours or days. You will find the Action Time of all your
Abilities in each Ability description. If an Action Time uses
Equipped Weapon," this means you should substitute the
Weapon Speed (Action Time) of your currently Equipped
Weapon in its place.
The most common Action Times and examples follow:
Instant, launching a quick attack
Reaction, erecting a magical barrier (Same speed as
Instant)
AT3, activating an aura or effect
AT5, using an item
AT7, casting a buffing spell (d6)
AT9, swinging scimitars at an enemy (d8)
AT11, swinging a long sword around (d10)
AT13, using a big two-handed weapon (d12)
Combat Timeline
The Combat Timeline is an action tracker for each
Combatant. It is usually only used in a Combat Encounter. In
a Combat Encounter, it records actions by plotting them on
a numbered line that starts at 0 and goes to Infinity. The start
and the end of an action is marked on the Combat Timeline
for anyone to reference. When Combat begins, all Combatants
will declare their actions and the GM will record those actions
on each Combatants Combat Timeline. We then read these
Combat Timelines from left to right in a simultaneous fashion
with the actions that activate earlier on the Timeline happening
before the rest. This simulates real time.
The opening action of a Combat Encounter is easy to depict,
but what happens after the first action? Its pretty simple really,
you just add the Action Time of the new action to the end of
the last Action. If one Action ends at TI7 and they perform
their next Action that has an AT of 9, 7 + 9 would mean their
next action finishes at TI16. The phases of an Action are broken
down further in a future section to help explain the mechanics
a little better, but this sums it up for now.
131
Action Phases
Initiative Rules
Initiative is used for Tiebreakers
Rolled at beginning of a Combat Encounter
Reactions, Vectors, and Tactical Advantages break the
rules
Initiative is a concept that many Tabletop RPGs use. It
defines the order of actions in a Combat Encounter. With the
Real Time Combat Engine it serves a similar but modified
purpose. It is similar since it determines order of combat, but
modified, because it only applies when multiple actions are
occurring at the same Time Interval.
To start out, Initiative is rolled during the Initiative Stage
of combat. This is handled by rolling a d20 and then adding
your Initiative Statistic to the result of the roll, with higher
numbers being better. Since all players are activating on TI0, it
132
Declaration Phase
Tell everyone what Action you are doing
Pay Energy Cost
The Declaration Phase occurs at the beginning of combat
or immediately after you have performed an Action in an
Activation Phase. This is the point when you tell the GM and
everyone present what Action you wish to perform.
Preparation Phase
Waiting period to perform Action
The Preparation Phase is the time you must wait for the
Action Time to complete. During this time, you may not do
anything else besides Reactions or Move Actions unless your
Ability states otherwise. Any interruptions that might occur
while in the Preparation Phase will delay or stop your action.
An Instant Action used at this point will interrupt your Action.
Activation Phase
Moment you perform your Action
May change to a Readied Action
At this point, you may choose to perform your Action
against a valid target, or choose to delay performing the Action
and make it a Readied Action. If you perform your action, you
will roll your Skill Check and then determine the result of the
Effect. The Activation Phase of multiple Actions during the
same Time Interval (TI) of combat occur in order of Initiative.
The only thing that can interfere with the result of an Action
during its Activation Phase is a Reaction at this point. After
your Activation, you return to the Declaration Phase and tell
the GM your next Action.
Understanding Actions
What it is (Description)
What it does (Effect)
Effects can be one shots
Effects can be continuous
Anything you decide to do in Unchained Heroes is
considered an Action. Actions trigger the use of a Skill Check
or a Damage and Healing Roll. Describing what you want to
do determines What it is and defines the parameters. The
calculated results of that action then determines What it
does, also known as the Effect.
When you perform an Action, the outcome of the Skill
Check determines your success or your failure. If you succeed,
you get to do what you wanted to do. If it is a success, you
perform the details of the Action as found under the "Effect:"
section of the Ability or Action. If you fail, you will either
simply fail at completing the Action or something specific
will occur. Usually the act of failing is enough and you get no
Special Effects for missing your Skill Check, but sometimes,
such as when an Action has a "Check Failure:," something
specific will happen.
When we need to discuss how an Effect causes
consequences in the game beyond the immediate use of the
Action, we call those Persistent Effects and will discuss them
here.
Persistent Effects
Lingering Effect
Has a Duration represented in TI
May have Pulses
Most Actions cause some Effect for a moment in time and
have no continuous presence in the Encounter. Some Actions
continue to affect the target even after they are Activated and
we call them Persistent Effects. The amount of time a Persistent
Effect stays active after the Activation Phase is called its
Duration and it is measured in Time Intervals. Abilities that
cause Persistent Effects will have a Duration: Section in their
description. The Duration of a Persistent Effect can be short or
quite long depending on the type of Action being performed.
Most Durations range from 5 to 30 seconds long. When
the Persistent Effect is applied, it stays active for the entire
Duration listed unless it is Dispelled or otherwise canceled.
The Duration starts promptly on the TI the Action is activated
and ends immediately at the beginning of the last TI of its
Duration. If it has any final effects at this point, they trigger
and the Persistent effect is removed.
Persistent Effects operate without any additional effort after
the initial activation and are not player controlled. However,
they can have special effects themselves, called Pulses. Pulses
occur a number of times as listed in the Duration and divide
the Duration into equal parts based on the number of Pulses
that occur. For example, an Ability with a listing of Duration:
30, 3 pulses would have a pulse every 10TI after its Activation
Phase with the last Pulse occurring on the last TI of the
133
Action Retries
Actions can be Reattempted
Three Rules of Retries
There will be times that you will want to retry an Action
due to various circumstances. Retries only apply to Skill
Checks not Damage or Healing Rolls and the rules listed in
this section assume that you have no other means to perform a
Retry on a Skill Check. Maybe you really need to get into that
locked chest or you really need to get through that door before
soldiers descend on you and no Ability at your disposal will let
you do it. When that occurs, look here for answers.
134
Action Types
Actions come in different forms, but they all involve one
thing: deciding to do something. Anything that you decide
to do is generically called an Action whether it be climbing
a wall, swinging your sword, casting a spell, or reading a
book. Actions all function much as they would in real life, so
treat them accordingly. Sometime we require special rules to
handle how an Action is performed to take into account how
fast it is performed, how it interacts with other Actions, the
order of operations, whether it can be done while moving
and so on. For these cases we use specific Action Types. The
Specific Action Types are: Mobile and Immobile Actions,
Instant Actions, Move Actions, Reactions, Readied Actions, and
Tactical Advantages. The Action Type will be evident based
on the wording of the Action you are performing. It may have
one or more of these Action Types, so pay close attention to the
wording of the Ability. The rules for all of these follow.
135
136
Tactical Advantages
Combatants, Non-Combatants
Allies, Foes
Line of Sight
Range
When you are performing an Action there is an assumption
that you will have a target for the Action. Targets can be a
person, place, or thing. The rules for determining targets are
covered here. These rules are written with the assumption that
"you" is always the Hero or Heroes that you are controlling.
You is also an eligible target at all times because you are
considered present in any Encounter that you might be part of.
Range
137
Area of Effects
Battle Zones
Smallest Section of a Battlefield
Battle Zone Size varies by environment
Battle Zones are smaller sections of the Battlefield. They
help define boundaries of combat, eligible targets of Actions,
the Effect of Abilities, and the distance of Actions. When an
Action says that it applies to a Battle Zone, it affects everything
in that Battle Zone.
A Battle Zone is a logical division of the Battlefield. A Battle
Zone can be as big or small as you wish; most will be parts of
a room, sides of a dungeon corridor, or areas within an open
field. If, for example, the Battlefield is a river bank, it could
be divided into three Battle Zones: a forest on the bank, the
clearing before the forest edge, and the land alongside the
river.
Movement on the Battlefield is handled by Move Actions
between Battle Zones. Move Actions calculate the time it takes
to pass from one Battle Zone into another. They are also used
in Range Calculations. Actions with a Range of "Melee" can
target anything in a Combatants Current Battle Zone. Actions
with a Range of "Ranged" can strike any target within any
Battle Zone as long as Line of Sight is available. Battle Zones
are also very useful in determining Area of Effect, serving as
boundaries for Area of Effect Actions which may strike many
or all targets in a Battle Zone.
138
139
Combat Rules
When you begin to battle your opponents you are
considered in Combat. Combat occurs during a Combat
Encounter and has special rules that apply to it. It is also
known as being In Combat. A Combat Encounter occurs
when you and your Allies fight against Villains in a Battlefield
environment. These Encounters are meant to test your
endurance and skill.
140
Combat Stages
Three Stages
Surprise (Optional)
Initiative
Grand Melee
To many a Combat Encounter just happens, but for rule
purposes, we divide a Combat Encounter into Stages to allow
for specific actions to occur. Combat begins with a Surprise
Stage, follows with an Initiative Stage, and then continues with
the Grand Melee Stage for the rest of the Encounter.
Surprise Stage
The Surprise Stage occurs at the Start of a Combat
Encounter. One party waits in hiding for the chance to strike at
their unsuspecting targets. Divide the groups into one of two
roles: the Ambushed Party or the Ambushing Party.
When combat starts, the Ambushed Party performs a
Perception Check and the Ambushing Party rolls Subterfuge.
Compare the highest Perception Check against the lowest
Subterfuge roll. If the Ambushed Party beats the Ambushing
Party, move onto Initiative Stage and the Grand Melee Stage. If
the Perception roll fails to meet or exceed the Subterfuge roll,
the Ambushed Party is Surprised and the Ambushers gain a
Readied Action.
If the Ambushed Party is Surprised, move to Initiative
Stage and roll Initiative. After Initiative, everyone in the
Ambushing Party gets to perform any Action they choose as if
it was a Readied Action, in Initiative order at AT0 during the
Grand Melee Stage. After this is performed, combat continues
normally.
Initiative Stage
The Initiative Stage is when all the players roll their
Initiative Checks (page 119) and find when they are going to
act. This occurs during the First TI of Combat known as TI0
or TI Zero. It is a simple check that is modified by character
quickness, level, and other abiltities. The result of the roll is
tallied and written down by the GM for everyone to reference.
This stage essentially starts the race.
All Combatants declare their Actions from the lowest
Initiative to the highest Initiative. The lowest Initiative declares
first, but performs their Action last and the highest Initiative
declares last, but performs their Action first. This gives the
advantage to a higher Initiative Combatant so they can decide
what to do based on everyone else's declared Actions.
After Initiative Stage is complete, we move onto the Grand
Melee Stage. After this point the Initiative Score is only used to
break ties when they pop up during the course of Combat.
141
Damage Dealt
Reduces Current Health
Causes Trauma Damage when meets or exceeds DT
In an RPG people are going to get hit by fireballs, dragon
breath, acid, swords, bullets, fall from trees, slip down slopes
and all manner of different things. These various events have
one thing in common, they deal damage to your Hero and to
others. We give this a term called Damage Dealt. Damage can
be dealt deliberately, by natural causes, or by accident. The
various sources of damage are classified into Damage Types.
Damage Dealt reduces the targets Current Health until
they reach a negative value, at which point damage stops and
the Hero Death and Dying rules begin. In cases of extreme
amounts of damage, it even can cause Trauma Damage, specifically when Damage Dealt meets or exceeds the Damage
Threshold of the target.
Damage is caused after a successful attack is made against
the target. When damage is rolled the player adds up all dice
and modifiers, then calculates Glancing and Critical Effects
to determine Damage Dealt. Damage Dealt is then subtracted
from the targets Current Health. When conflicts occur, apply
damage in the following order
1. Damage is halved if Action is a Glancing Effect.
2. Damage is doubled if Action is a Critical Effect.
3. If an Action is affected by a Glancing Effect and a
Critical Effect, both are negated.
4. If target has Temporary Health, deal damage to
Temporary Health until Temporary Health is gone.
5. Finally, remaining damage is subtracted from Current
Health and compared to targets Damage Threshold.
6. If damage meets or exceeds DT, target is dealt 1
Trauma Damage.
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Dying [Condition]
Dying Condition occurs at 0 Current Health or less
Unable to Act
All Battle Skills = 0
A Combatant that falls to 0 Current Health or less
(negative Health) is suffering the Dying Condition. They are
automatically moved to the Incapacitated Stage on the Trauma
Chart and cant participate in combat. At this point they are
not dead, but are unable to participate in any actions going on
around them and become a silent observer at the game table.
They are considered to have 0 in all Battle Skills and cannot
perform Actions. While under the Dying Condition they may
continue to take damage, reducing them further into a negative
value. Record their Negative Health value and all further
damage they suffer while under the Dying Condition.
While under the Dying Condition, healing spells still
function. Allies must act immediately to return the affected
Combatant to at least 1 Health before the Dying Condition
ends or the Combatant suffers 1 Trauma Damage. If they fail to
do so, the Dying Combatants suffers Hero Death and can only
be returned to life by miraculous means.
The Dying Condition lasts for 15+STA TI on the Combat
Timeline. Once a Combatant under the Dying Condition
is returned to at least 1 Health, they are removed from
Incapacitated Trauma Stage and move to the Debilitated
stage on the Trauma Chart. The character may use Abilities as
normal at that time and begin participating in combat again.
Damage Types
Damage sources
Physical, Terrestrial, and Celestial Damage
Damage Type is a general term used to describe the source
of the damage; be it fire, disease, a sword, or an entangling
vine. It is important when determining the results of some Actions, Techniques, and Abilities which can reduce or increase
damage from certain sources. They have three main forms:
Physical, Terrestrial, and Celestial. Physical Damage comes
from natural sources like weapons, collisions, poisons, and
diseases. Terrestrial Damage comes from powers unseen such
as the mana currents and the core elements of Air, Earth, Fire,
Spirit, and Water. Celestial Damage comes from the forces of
Law (Order) and Chaos (Entropy).
An Ability may or may not fit into any of these damage
categories. It can be applied to the closest category or you may
make an additional category. With all Damage Types, if a description or title would seem to reinforce a particular Damage
Type, it is considered that Damage Type or Action as well.
143
Unchained Maneuvers
If an Action has enough nuance to it that it would be nice to
have special rules for it, we call it a Maneuver. In this section
we explore those and a few more. This list is by no means
exhaustive. As you experience more battles and interesting
Encounters you may find you need to add to this list. Feel
free to use these Maneuvers as guidelines for other similar
Maneuvers.
Maneuvers are written in a condensed format based on
the Ability Format and Type. We will cover a few very generic
maneuvers first and then get into specifics
Generic Maneuvers
The Generic Maneuvers are designed to be used when
nothing else seems to fit. They should be used as a guide more
than hard and fast rules.
Deliberate Maneuver
Action Time: 5 (Fast)
A Deliberate Maneuver is an event that takes concentration
or greater than normal effort to perform such as: sheathing a
weapon, pulling out a pencil and notebook to write, reloading
a device, using a complex Character Skill, using an item, or
anything else that might be done quickly but takes deliberate
effort. If you can describe it in a short phrase that takes about
as long to say as to do it, then its a Deliberate Maneuver.
Reflexive Maneuver
Action Time: 2 (Very Fast)
A Reflexive Maneuver is anything that you could consider
to occur reflexively such as swatting a fly, dropping an item,
turning around, or something similar. If you could do it in
under 2 seconds, you can describe it as quickly as you say it,
and there is a good case for it, it would fall into this category.
Stunt Maneuver
Specific Maneuvers
These are the Maneuvers that have been explained to avoid
any confusion on how they should be handled. The list is not
exhaustive and can be added to as you wish.
Martial [Heal]
Action Time: 5 (Fast)
Range: Melee
Skill Check: DF 20
The Apply First Aid Maneuver allows you to spend the
time to put on bandages and attempt to clean a wound on an
Ally in or out of combat.
The target of the Apply First Aid Action may use a
Recovery Action as a Reaction immediately after it is complete.
It may be used in or out of combat. It can only be used on once
per Combat Encounter or once after each Combat Encounter.
144
Charge [Maneuver]
Action Time: by Equipped Weapon or Move AT
Move Action + Damage Action +5 MISC MOD to Damage
The idea behind a Charge Maneuver is that your
momentum is going to add to the impact of your attack. A
Charge Maneuver allows you to perform a Martial Onslaught
Action as a Readied Action against a specific target the
moment you finish your Move Action into a Battle Zone. To
do this, you must Declare a Charge Action, name the Martial
Onslaught Ability you wish to use and then declare a target
that must be outside your Current Battle Zone.
The AT of the Charge Action is equal to your Move Action
or your Equipped Weapon Speed, whichever is slower. As a
Readied Action, your Onslaught Action may be used right
away at any time you get within striking distance of your
target. This is usually after you perform your Move Action into
their Battle Zone, but if you move faster than you swing, you
might need to wait a moment. The result of this Maneuver is
that your Onslaught Action gains +5 MISC MOD to Damage.
Disarm [Maneuver]
Action Time: 11 (Average)
Weapon is unequipped
The Disarm Maneuver is intended to force the Foes
weapon out of their hand or hand(s). To perform it, declare
a Disarm Maneuver and then make an Opposed Attack Skill
Check against your Foe. If you are successful, the Foes weapon
falls to the ground, the weapon is considered unequipped and
needs to be picked up to gain its benefits. If you fail, your Foe
gets a Free Strike against you.
Cooperation [Maneuver]
Action Time: 5 (Fast)
Add +2 MISC MOD to Allys Skill Check
If you decide that you wish to cooperate with an Ally to
give them a better chance on their Skill Check, you may do so,
but only if you have at least Skill Rank 1 in the Skill required
for the Allys Skill Check. If you do so, it is an automatic
success on your part that takes at least 5TI to perform and
gives your Ally a +2 MISC MOD to their Skill Check. Multiple
Allies can assist to a maximum of a +10 MISC MOD due to
Cooperation.
145
Reaction
Free Single Basic Attack Action
Can't be Triggered by Shifts or Fear
The Free Strike Maneuver is just as the name suggests, a
free offensive Action that may be used against a particular
target. Free Strikes must be a Single Target Basic Attack
Action and may only be performed when Triggered by effects
such as moving out of a controlled Battle Zone or when an
Ability grants it. Free Strikes may be used as often as they are
triggered.
Free Strikes may not be provoked by a target involuntarily
moving out of the Battle Zone by a Shift, Knockback, or Fear
Effect.
146
Chapter 8:
Advanced Rules
& Terms
147
Chapter 8: Advanced
Rules & Terms
While playing, reading, or talking about Unchained Heroes,
you will come across a lot of terms. For some of these terms,
this will be their first appearance, for others this will be the first
time they are fully explained. Use this section to familiarize
yourself with the many little details of the Unchained Heroes
RPG. Doing so will improve your understanding and give you
a more interesting game experience.
Advanced Rules
The advanced rules section deals with those things that
come up in a gaming session under very special circumstances.
They answer the what if's and how does type questions
that come up. These rules are integral to how you will handle
not-so-common occurrences.
Attacking an Object
Stationary Object DEF =10
Equipped Object has holders DEF
Objects are inanimate things with no Ability to resist your
Action. When attacking an object, you must determine the
objects status before you can figure out its DEF. If the object
is Stationary, then its DEF is 10. An object is considered a
Stationary Object if they are not being carried or manipulated
by another source. Examples include: a chest, crate, chair, or
house at a state of rest in an area.
When you are attacking an object that is in the possession of
another character, the object gains a DEF equal to the character
holding it. These items can be considered Equipped. When an
object hits 0 Health, it is broken without possibility of repair.
Collisions
Opposed Athletics Checks
Causes damage to Health and Trauma for both sides
When two objects Collide they make an Athletics Check
modified by their Strength. Determine if the Collision is a
Creature Collision or an Object Collision. If it is two living
organisms it will be a Creature collision. If it is with an
inanimate object, it will be an Object Collision. Determine the
Athletics Rolls for all things involved in a Collision and then
compare it to the Creature or Object Collision rules.
148
Creature Collisions
Used for high velocity collisions Out of Combat
Used for deliberate ramming in combat
Collisions between creatures striking each other require
that they are moving at close to top speed. While in combat,
the Combatants colliding must be actively trying to cause a
damaging collision. Damage is dealt to both sides equally
based on the highest Athletics Check between the Combatants
involved. They are dealt damage to their Health and Trauma
based on their Athletics rolls in the following section.
Damage
Trauma Damage
DF 15
DF 20
DF 25
1 Trauma Damage
DF 30
2 Trauma Damage
DF 35
3 Trauma Damage
DF 40
5 Trauma Damage
Object Collisions
Objects have base Athletics Skill of 10
Objects are non-living
When non-living objects or dead weight objects Collide,
the rules are handled a little differently. Non-living objects
cause Trauma Damage to each other first and foremost, then
use damage if necessary. Objects striking each other have Athletics Character Skills of 10 modified by their Strength. Objects
of different Materials and Sizes have varying Statistics, consult
tables 8-3 and 8-4 for that information.
When non-living objects Collide, all sides roll Athletics
Checks, the highest roll determines the damage from the Collision and dealt to all objects involved. If the damage would reduce any target to Incapacitated Trauma Stage on the Trauma
Chart, it is destroyed.
Damage
Trauma Damage
DF 15
1 Trauma Damage
DF 20
2 Trauma Damage
DF 25
3 Trauma Damage
DF 30
5 Trauma Damage
DF 35
7 Trauma Damage
DF 40
10 Trauma Damage
Encumbrance (Optional)
There are no encumbrance rules in Unchained Heroes. The
following rules are optional and your GM may add them as
they see fit. Some options are:
Option 1: Slot based system where you can carry a number
of items equal to 10 + your Strength. All items no matter size
(within reason) are equal to 1 slot.
Option 2: Multiplying your STR+1 by 20, by 30 and by
40 to determine the pounds of equipment you may carry
Unencumbered, Encumbered, and Immobile. All items are
then given a weight by GM.
Option 3: Modify Option 1 so that if you surpass your
item slots you suffer 10 Fatigue for each item beyond your
allowed slots.
Falling Damage
2 Trauma Damage per 10 ft after 10 ft of Falling
Modified by Conditions
Determining the amount of damage sustained from falling from a great height is figured in one of two ways: you can
use feet or yards. The first 10 feet of the fall causes no adverse
affects (a building is 10 feet per story). Every 10 feet of a fall
beyond the first 10 feet causes 2 Trauma Damage.
Multiple Actions
Combatant performs more than 1 Action in a Single
Activation Phase
Some Actions and Abilities will allow a Combatant to perform Multiple Actions (most often Multiple Attacks) in a Single
Activation Phase. These occurrences are rare. The rules for
them are simple. For each separate Skill Check a Cumulative
-2 MISC MOD is applied to the Skill Check being used, unless
otherwise stated by the Ability or Action. This is not to be confused with Multi-Weapon Attacks, which have very different
rules. Multiple Actions that occur during a particular Activation Phase are more difficult to perform than normal, so they
suffer increasingly serious penalties.
For example, if an Ability allows a Combatant to perform
Basic Attack Actions until they miss, this would fall under the
Multiple Action Rules. The first Basic Attack would have a -2
MISC MOD, the second a -4 MISC MOD, the third a -6 MISC
MOD, and so on.
Multi-Weapon Attack
Dual Wield attack combinations:
2 One-handed Weapons
1 Double Weapon
2 or more weapons (multi-armed Villain only)
+1dp to Weapon Dice Pool per Off-hand Weapon
equipped
A Multi-Weapon Attack Action is when a Hero or Villain
has two or more weapons equipped and ready to use in an attack. This may occur when equipped with a Main Hand (MH)
Natural Weaponry
Attacking with claws, limbs, or teeth
Natural Weaponry is any weapon that is a natural part of
the creatures body. These can be anything such as fists, feet,
claws, teeth, or tail. A player is always considered trained with
Natural Weaponry.
A standard Natural Weapon attack follows the Unarmed
Attack rules. Villains have different values.
Overland Movement
Based on Real Life
When you are not in combat, movement and speed of
movement is not important. We consider any vehicle, mount,
or person to be moving at a speed that is equal to real life
conditions. We discuss it here only to help establish guidelines.
First thing to remember is that weather, terrain, and the
environment influence your Overland movement. A typical
Hero, unimpeded by any of those things is considered to move
at a rate of 1 yards/second when walking normally, 3 yards/
second when Jogging or on a Force March, and 8 yards/second
when running.
149
Healthy
Stages
Glass
-5
Ceramics
-3
Wood
Plastics
+1
+1
Brick
+2
+2
Precious Metals
10
+3
+3
Granite/Stone
20
+4
+5
Synthetic Plastics
30
+5
+6
Industrial Metals
40
+7
+8
50
+10
+10
150
STR
MOD
Object Material
Size
DEF
MOD
Health
MOD
Base
STR
Trauma
MOD
Fine (F)
+8
-3/lvl
-3
-6
Tiny (T)
+4
-1/lvl
-1
-4
Small(s)
+2
-0/lvl
-2
Size
Medium (M)
-0/lvl
+1
Large (L)
-2
+5/lvl
+3
+1
Giant (G)
-4
+10/lvl
+5
+3
Huge (H)
-8
+15/lvl
+7
+6
Enormous (E)
-16
+20/lvl
+10
+8
Colossal (C)
-32
+30/lvl
+15
+10
Battle Presence
Fine (F)
1/8
Tiny (T)
Small(s)
Medium (M)
Large (L)
Giant (G)
Huge (H)
Enormous (E)
16
Colossal (C)
32
Skill Battle
Battle of Character Skills
Skill Tug of War
Sides alternate between Defender and Aggressor
Aggressor acts first
Defender must exceed Aggressor roll
Imagine a magical orb floating between two figures with
each side exerting forces on the orb to push it into their Foe.
This is a Skill Battle. A Skill Battle is an Encounter that occurs
over any length of time from a moment to hours, depending
on the situation. At its most basic level, it is a series of Opposed
Skill Checks. The Skills used in the Battle are determined by
the GM. One side is the Aggressor and gets to set the pace by
rolling first, the other side is the Defender and must exceed the
Aggressors roll to begin tipping the battle in their favor. The
Skill Battle ends when one side moves the token 3 Stages from
0 towards their Foe. Each move is considered an Advantage.
An Advantage gained is depicted by moving a token or putting
a mark on a scale 1 Stage towards the opposing party.
It helps to draw out a scale with a zero marked in the middle in the form of 3|2|1|0|1|2|3. Put each Hero on a side of
the scale at the number 3. Then place the token or mark at the
Zero. Each time a Hero wins one of the Skill Checks, they gain
an Advantage, moving the token 1 Stage in their Foes direction. This symbolizes the act of overpowering their Foe. When
one wins a roll, they advance the scale towards victory; ties
always go to the character with the higher Skill Value. This can
go back and forth for some time, but the first Hero to push the
token to stage 3 of their Foe, wins.
Skill Battle may be life and death or just a simple tug of
war, but your situation might make it more dramatic if the orb
the two Sorcerers are fighting over will kill the first person it
touches.
Swimming
All Actions suffer Sluggish
DEF Reduced to 10
-4 MISC MOD to ATK
The Swimming Condition occurs when a Hero is moving
through a liquid substance while no part of their body is
resting on ground or solid footing. It causes a number of
effects: all Actions suffer the Sluggish Effect, DEF is Reduced
to 10 and they suffer a -4 MISC MOD to Attack. These Penalties
may be negated by Abilities that cause a person to feel at home
in watery environments.
151
Unarmored
Conditions
A Condition is a status that is applied to your character.
It is most often a long term or permanent result. It is synonymous with Persistent Effect for game purposes.
A target can only suffer from one form of each Condition
at a time, but each successive application of the Condition extends the Duration of the Condition on the target. Persistent
Damage and Healing Effects may be applied once per Hero,
disregarding this rule.
Sometimes Conditions may seem to conflict with each
other, in these cases always assume that the last Condition Activated on the target is active and the other conflicting Condition becomes inactive.
Effects
An Effect is the result of an Action that is applied to the
situation as part of the rules rather than an visible event. It may
cause visible effects in some cases, but that is the exception, not
the rule. Effects most often alter the outcome of an Action in
a favorable or unfavorable way that is desirable by their user.
For example, an Automatic Hit or an Automatic Miss are Effects. They dont visibly change the Action, but they affect the
Actions end result.
Acrobatics [Condition]
Gain Immunity to Free Strikes from Battle Zone Control
Those with the Acrobatics Condition active have a knack
for avoiding the strikes of their enemies in the thick of the
battle. Acrobatics grants Immunity to Free Strikes from Foes
that are granted from Battle Zone Control.
Ally [Condition]
Member of your force or group
Allies are any unit or Hero that can be considered part of
your group or on your side. Allies are not affected by Actions
that list Foes as a target.
152
Berserk [Condition]
Mind-Affecting
+1 MISC MOD to their Ability Dice Pool
+10 MISC MOD to Athletics
Immunity to other Mind-Affecting Effects
May perform Onslaught Actions during Free Strikes
May only perform Onslaught or Basic Attacks
Attacks Closest Foe
If no Foe available, attacks closest Ally
The Berserk Condition causes a target to become mad with
rage and attack the nearest target. Their entire focus becomes
attacking and destroying everything around them. They gain a
+1 MISC MOD to their Ability Dice Pool, a +10 MISC MOD to
Athletics, gain Immunity to other Mind-Affecting Actions, and
may perform Onslaught Actions during Free Strikes.
Targets suffering the Berserk Condition must disregard
all thought of self-preservation and are only allowed to
use Onslaught Abilities or Basic Attack Actions. They will
attack the closest Foe first, and in lieu of that option will
attack the closest Ally. If a Combatant is using a potion, an
item, performing a Boon or Heal or anything else besides an
Onslaught or Basic Attack when they are afflicted with the
Berserk Condition, they will cancel their Current Action and
perform their most destructive and deadly Onslaught Abilities.
Bleed [Condition]
+1dp to Martial Onslaught or Basic Attack
Terrestrial Damage affected as well (Martial Only)
Dispelled by Recovery Action
The target suffers intense bleeding that amplifies damage
from physical sources. The Bleed Condition grants +1 PWR
MOD to an attackers Ability Dice Pool when they use a Martial Onslaught or Basic Attack Action against the target (Martial Action that causes Terrestrial Damage are also applicable.
Bleed may be Dispelled by a Recovery Action.
Blind [Condition]
Sightless
No LOS to anything
Lose AGI Mod to DEF
Targeting Requires Perception Check DF25
Success is Glancing Effect
AoE Actions affect all Combatants
A Character Suffering the Blind Condition has their vision
severely impaired to the point where they cannot make out
targets on the Battlefield. They lose the option of determining
Line of Sight to targets, so they can only perform Actions that
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Bushwack [Condition]
Immunity to Mobility Effects from Terrain or Environment
Does not include Hold
You have an explorer's knack for cutting through and
navigating about hostile terrain that could slow your progress.
You gain Immunity to Mobility Penalties from Terrain or
Environment Conditions.
Brittle [Condition]
Triggered by Critical Effects and Special Conditions
Effect target suffers 2 Trauma Damage
Fodder and Minions are killed instantly
Removed after Triggered
Inanimate Objects and Constructs DR and RS = 0
The Brittle Condition makes a target extremely fragile and
susceptible to Trauma Damage or Hero Death when struck by
an intense shattering impact.
A target under the Effects of the Brittle Condition and hit by
Critical Effect or a triggering Effect is dealt 2 Trauma Damage.
The target loses the Brittle Condition after it is Triggered.
An Inanimate Object or Construct affected by the Brittle
Condition has their DR and RS Reduced to Zero.
Combatant [Condition]
An Ally or Foe on the Battlefield
Any eligible target on the Battlefield
A Combatant is anything that is taking part in the battle on
the Battlefield. It can be an Ally, a Foe, a third party participant
or an innocent bystander. Anything that is on the Battlefield
while combat is going on is a Combatant unless specifically
designated as a Non-Combatant. A Combatant may be targeted by an Action and take part in Actions.
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Concealment [Condition]
Impairs Vision
Prevents Identification of Allies and Foes
Forces Perception Check DF25
+4 MISC MOD to Subterfuge Skill
-2 MISC MOD to ATK and POW within Battle Zone
The Concealment Condition is a vision impediment that
makes it more difficult to identify targets in an area. It can be
brought on by a number of things such as: fog, low-lighting,
shadows, mist, foliage, or other similar things.
The Concealment Condition prevents the proper
identification of Allies, Foes, and targets in general unless a
Perception Check DF25 is rolled before targets are determined.
This Perception Skill Check may only be rolled if the GM feels
that there are factors that would allow you to discern your
Allies from your Foes, and vice-versa. If this Perception Check
is failed, or not allowed, all Actions in that Battle Zone are
treated differently:
AoE Actions used on the Battle Zone treat all Combatants
as Allies or Foes depending on the Action being used.
Heal Actions that affect Allies, will include Foes and
Damage Actions that affect Foes will include Allies.
Single Target Actions used on a Target in that Battle Zone
are calculated against a Random Target.
Obvious factors that could allow you to discern an Ally
from Foe might be height differences, weapons, body shape, or
other standout features.
The Concealment Condition causes all Combatants within
its area to gain a +4 MISC MOD to Subterfuge Skill Checks and
suffer a -2 MISC MOD to ATK and POW against targets that
are under the effects of Concealment.
Confusion [Condition]
Mind-Affecting
Everyone an eligible target for Action
Randomly targets Allies and Foes
Combatants afflicted with the Confusion Condition cannot
tell friend from enemy and will perform Actions randomly but
without malice, sometimes attacking Allies and healing Foes.
When a Combatant suffering the Confusion Condition chooses
to perform an Action, the GM should randomly assign the
target for the Action among legal targets (including the Hero
performing the Action).
A Combatant suffering the Confusion Condition will
consider all Combatants Allies when using a Heal Action and
all Combatants Foes when using a Damage Dealing Action.
Countered [Effect]
Cover [Condition]
Calculated based on LOS
Two Forms: Partial and Full
Cover is determined by calculating Line of Sight from one
object to another. There are two forms of Cover: Partial and
Full.
Combatants on the Battlefield do not grant you cover unless
you have an Ability or Technique that allows it.
Crippled [Condition]
-2 MISC MOD to Battle Skills
A character suffering from the Crippled Condition feels
weak and impaired. The Crippled Condition causes a -2 MISC
MOD to all Battle Skills.
Dazed [Condition]
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Exhausted [Condition]
Supernatural Effect
Target cannot heal Health, Energy, or Trauma Damage
Recovery Action doesn't remove Bleed or Open Wounds
A target suffering from the Dirge Condition is inflicted with
a terrible curse that invariably causes any healing whether it
is magical or natural to stop. A person will immediately turn
ashen as their very cells stop regenerating.
The Dirge Condition causes the target to stop Healing
Health, Energy, and Trauma Damage. Any such Actions used
on a target with Dirge are ineffective and Reduced to Zero.
Dispel [Effect]
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Fated [Effect]
Fear [Condition]
Mind-Affecting
Target Cancels Action and moves (AT5) to adjacent Zone
Gains Acrobatics while active
Damage done to target breaks Fear Effect
Target gains Reaction
Boss Grade Villains and Undead gain Immunity to Fear
The Fear Condition causes an irrational amount of terror,
causing the Combatant to flee from the cause of their fear.
When struck they act like a cornered animal, lashing out.
The Combatant cancels their Current Action, gains the
Acrobatics Condition, and performs an AT5 Move Action to
an adjacent Battle Zone. Then Fear is removed. If the target
may not perform a Move Action, they still cancel their Current
Action. This is a Mind-Affecting Condition. If any damage is
done to them while under the Fear Condition, Fear is removed,
and they may perform any Action as a Reaction against the
Combatant that dealt damage to them.
Boss Grade Villains and Undead creatures gain Immunity
to Fear.
Foe [Condition]
Member of the opposing side, force or group
Foes are units or Villains that you are fighting against in
combat. Foes are not affected by Allied targeting Actions.
Hex [Condition]
Target may not perform Critical Effects
-4 MISC MOD to WILL
A Hexed target is cursed by Lady Luck to be incapable
of performing Critical Effects and suffers a -4 MISC MOD to
WILL. This is a Supernatural Effect.
Hold [Condition]
-2 MISC MOD to DEF
May not perform Move Actions
Loses Flying, deals 4 Trauma Damage
The Hold Condition rigidly binds the target's lower body in
place, making them Immobile, and pinning them to the earth.
They may swivel in place to face different directions, but they
cannot use Move Actions, and suffer -2 MISC MOD to DEF.
If the target is under the Flying Condition, this Action deals 4
Trauma Damage and they lose the Flying Condition.
Immunity [Condition]
Effects of a particular type are an Automatic Miss
Dispels all Effects or Conditions of a particular type
The Immunity Condition grants complete protection
against a particular Effect or Condition. If you are granted
Immunity to an Effect, any Action that would cause such an
Effect is always considered an Automatic Miss when used
against you and if you are currently affected with such a
Condition or Effect, it is immediately Dispelled.
Incorporeal [Condition]
Ghostly Appearance
Pass through Matter
Immune to Physical Damage
Glancing Effect/All Damage Types except Spirit
The Incorporeal Condition is the natural state for many
creatures made of pure spirit energy. An Incorporeal being
or object has a ghostly appearance and can not be touched
by material objects in the Anima Plane or Natural Plane of
existence. They are able to pass through objects, are completely
Immune to Physical Damage, and only suffer Glancing Effects
from all other Damage Types except Spirit Damage. Damage
rolls from Spirit Damage Types are rolled normally.
Invisibility [Condition]
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Karma [Effect]
Exact copy of Action is used against the user
Identical Skill Check and Damage Roll
The Karma Effect equalizes the ripples caused by forces in
the universe. When the Karma Effect is used by a Combatant,
the Current Action used against them is duplicated and used
at the same instant upon the user, including its Skill Check and
Damage Roll, if applicable.
Knockback [Effect]
Shift into an adjacent Battle Zone
Opposed Athletics to resist
A target suffering from Knockback is instantly moved out
of their Current Battle Zone into an adjacent Battle Zone of
the Attacker's choice by the Action. The target suffering the
Knockback Effect may roll an Opposed Athletics Check to
resist the Effects. If they do, the Knockback is resisted, but the
other parts of the Action causing the Knockback Effect still
occur.
Any time a Combatant suffers a Knockback Effect into a
Battle Zone with the Full Cover Terrain Condition they suffer a
Collision and must consult the Creature Collision Rules (page
148).
Knockdown [Effect]
Suffers Prone Condition
Current Action has a chance of being interrupted
Opposed roll against attacker to stay active
Standing up requires Stand Action
A target that suffers Knockdown falls to the ground and
is affected by the Prone Condition. Their Current Action
is Canceled unless they roll an Opposed "Skill Check" roll
based on the Battle Skill used by the Action that caused the
Knockdown Effect. If the defender is successful, they do not
suffer the Prone Condition, and their Action is not Canceled.
Magnify [Condition]
+1dp to Supernatural Onslaught or Basic Attack
All Terrestrial and Celestial Damage affected as well
The target becomes a focal point of the mana currents
amplifying all magical means of damage against them. The
Magnify Condition grants +1 PWR MOD to an attackers Ability Dice Pool when they use a Supernatural Onslaught or Basic
Attack Action against the target that deals Terrestrial or Celestial Damage.
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Maximized [Effect]
Dice are considered to have rolled Max values
Example d8 considered to roll an 8
Affects all Damage or Healing Dice Rolled
The Maximized Effect causes the Damage and Healing roll
of the Combatant to function as if it rolled Maximum values
for every dice rolled. For example, a player rolling 10d10 for
a Healing Roll would be considered to have rolled 100. A
player that rolls 4d6 for a Maximized Damage Roll would be
considered to roll 24.
Mounted [Condition]
Charge Action while mounted, grants a +1 MISC MOD to
Weapon Dice Pool.
+2 EQUP MOD to ATK and DEF against unmounted
Combatants
+6 EQUP MOD to Mobility
-5 MISC MOD to Ranged Onslaught or Basic Attacks
ATK and POW may never be higher than your Athletics
Character Skill
Athletics Skill Rank 1
A Combatant with the Mounted Condition gains all the
benefits that cavalry has offered throughout history: increased
impact force, great speed, and greater accuracy.
The Mounted Condition grants a +1 MISC MOD to your
Weapon Dice Pool when performing a Charge Action, a +2
EQUP MOD to ATK and DEF against Combatants that are not
Mounted, and a +6 EQUP MOD to Mobility.
A Mounted Combatant may not easily make Ranged
attacks, suffering a -5 MISC MOD to Ranged Onslaught or
Basic Attacks while Mounted and their ATK and POW may
never be higher than your Athletics Character Skill. The
Mounted Condition may only be granted to Heroes with
Athletics Skill Rank 1.
Mind-Affecting
+5 MISC MOD to Healing
+4 MISC MOD to DEF and WILL
May NOT perform Banes, Onslaught, or Basic Attack
Actions
Boss Grade Villains have Immunity
The Pacified Condition causes the target to take a new
approach to combat where they prefer nonviolence and
avoidance rather than doing harm. They will not perform any
Action that may advertently cause harm to another such as
Banes, Onslaughts, or Basic Attack Actions, but neither will
they sit idlely and let a person strike them. They gain a +5
MISC MOD to Healing and a +4 MISC MOD to DEF and WILL.
Boss Class Villains are Immune.
Piercing [Effect]
Action ignores Glancing Effects
Ignores Cover
Allows you to hit Full Cover with Melee Attacks
The Piercing Effect allows you to shear through the
Defensive protection of your enemies whether it be armor or
castle battlements. It ignores any Effects that automatically
trigger the Glancing Effect, Partial or Full Cover Conditions,
and treat RS as if it were 0. Melee Actions with Piercing may
bypass the Full Cover Condition as well which typically grants
Immunity against Melee Attacks.
Petrified [Condition]
Target is Stunned
Target is Brittle
Target gains DR 30/Physical
Organic objects suffer 6 Trauma Damage
Body turned to Stone, Inanimate object
A target under the Petrified Condition is turned into a
block of granite. The shock to their system causes them to
suffer the Stunned and Brittle Condition as well as suffer 6
Trauma Damage. They also gain DR30/Physical while Petrified.
Combatants with Immunity to Earth damage may not be
Petrified.
Prone [Condition]
Quickening [Effect]
AT for Current Action is Reduced by 50%
Calculated before Speed and Mobility
Canceled by Sluggish
An Action affected by the Quickening Effect has its AT
Reduced by 50%, rounded up. For example: Quickening on an
AT13 Action causes it to become 7, AT11 to 6, AT7 to 4 and so
on. Quickening is calculated before Speed or Mobility Effects
are applied.
If an Action is affected by Quickening while in its
Preparation Phase and the calculation puts it past the time it
should be Reduced to, it occurs Instantly. For example, if an
AT13 Action Declared at TI10 and set to Activate at TI23 was
affected by Quickening at TI17 or higher, making it have 6 or
less TI left in its Preparation Phase, it would trigger Instantly.
The Quickening Effect is the direct opposite of the Sluggish
Effect. If a target is affected by both Quickening and Sluggish,
their Actions function normally.
Redirected [Effect]
Action's target is changed
Target MUST be a valid target unless stated otherwise
Only Target changes, nothing else
A Redirected Action is altered to strike a target other than
the target for which it was intended. The Redirected Effect
allows the user of the Redirected Effect to alter the target of
the Action used by another Combatant on the Battlefield. The
altered target must be a valid Combatant from the point of
view of the one Redirecting the Action. It is then Activated
based on the targetting of the user doing the Redirected Effect.
In all other aspects, the Action functions as if the original user
used the Ability, only the target is changed.
Reduced [Effect]
Statistic or Value is dropped
Is not considered Damage Dealing
The Reduced Effect changes a Statistic to whatever value
it lists, regardless of modifiers or current statistic values. For
example, being Stunned Reduces your DEF to 10, no matter
what your other bonuses or penalties might be. The Reduce
Effect moves your Statistic to a Static value and keeps it that
way until a condition is met that would remove it. It is neither
a bonus or a penalty.
When the Reduced Effect is applied towards Health or
Energy, it is often an instantaneous effect and has no Duration.
Damage or Healing done after such a Reduced Effect is applied
functions normally.
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Shift [Effect]
Rejuvenation [Condition]
Rush [Effect]
Short Range Super Sprint
Maximum Distance 25 yards
Current Move Action AT becomes a Reaction
May be used once per TI
Immunity to Mobility Penalties for Move Action
Triggered Effects at Battle Zone Boundaries still Apply
Hold stops Rush
You dart across the battlefield in a blur of motion. The
Rush Effect applies to a Move Action allowing it to become a
Reaction and grants you Immunity to any Mobility or Speed
Penalties that may apply to you or your Battle Zone. The Rush
Effect may only be used by a Combatant once per TI, and the
distance traveled can not exceed 25 yards. Since you are still
physically moving between Battle Zones, Triggering Effects of
Abilities, Terrain Conditions, or Environment Conditions that
are activated as you pass between your Current Battle Zone
and your intended Battle Zone are still applied to you. The
Rush Effect does not break the Hold Condition.
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Sluggish [Effect]
AT for Current Action is increased by 50%
Calculated before Speed and Mobility
Canceled by Quickening
An Action affected by the Sluggish Effect has its AT
increased by 50%, rounded up. For example: Sluggish on an
AT13 Action causes it to become 20, AT11 to 17, AT7 to 11 and
so on. Sluggish is calculated before Speed or Mobility Effects
are applied.
If an Action is struck with Sluggish at any point during
its Preparation phase before its Activation Phase, the Action's
Preparation Phase is extended by 50%.
The Sluggish Effect is the direct opposite of Quickening.
If a target is affected by both Sluggish and Quickening, their
Action functions normally.
Stealth [Condition]
Cannot be targetted except by AoEs
All benefits of Invisibility Condition
Can be detected by Opposed Perception vs. Subterfuge
Needs to have Concealment to Activate
The Stealth Condition hides those under its Effects from
others in Combat or elsewhere, by both sight and sound.
Stealthed Heroes or Villains may not be targeted by Actions
and can only be affected by Actions that affect all Foes or
Combatants in their Battle Zone or the entire Battlefield. Allies
cannot target an Ally under the Stealth Condition either,
unless they perform an AoE Action that affects all Allies or
Combatants in the Stealthed targets Battle Zone or affect the
entire Battlefield.
The Stealth Condition also grants all the benefits associated
with the Invisibility Condition, with one change: it can be
detected by a Combatant performing an Opposed Skill Check
of their Perception against your Subterfuge. If they win, you
no longer gain the effects of the Stealth Condition against that
Combatant.
Stunned [Condition]
May not perform any Actions
Current Action is delayed
DEF Reduced to 10
Stunned Combatants are unable to perform the simplest of
tasks, including defending themselves. The Stunned Condition
causes the target to be unable to perform any Actions except
those that would be able to be performed while Stunned. A
Stunned target's DEF is Reduced to 10 and their Current Action
is delayed for the Duration of the Stunned Condition. Stunned
Combatants are still aware of their surroundings.
Surprised [Condition]
Does not get to AT in Surprise Phase
Surprise occurs when your Hero's Party fails to detect the
presence of an Ambushing Party with their Perception roll in
the Surprise Stage. A Surprised Party must wait for their Foes
to perform their bonus Actions before they may act in the
Grand Melee Stage of a Combat Encounter.
Teleport [Effect]
Weakened [Condition]
Prevents usage of other effects that cause similar
Condition
The Weakened Condition is an effect that is applied that
prevents other Actions that also cause the Weakened Condition from being used. An Action that causes Weakened has the
Weakened Condition applied after the Effects of the Action
take place (after Activation).
Weakened = 20TI SPI Modifiers
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Chapter 9:
Gamemaster's Guide
162
Chapter 9: Gamemaster's
Guide
This chapter documents how to play a Gamemaster, also
known as the GM, in the Unchained Heroes. If you have never
played as a GM in any RPG, it will be wise to read all the
sections of this chapter. If you have already played as a GM in
other games, many of the sections will go over details that you
have seen before. There will be two types of topics, those that
are Unchained Heroes Specific and those that are Universal
Gamemaster topics. The beginning of each section will mention
if it applies to one or both of these areas. Unchained Heroes
Specific Tips are for anyone playing a GM for Unchained
Heroes. Universal topics are topics that first time GMs may
want to read to get a feel for how to handle their players. Even
the experienced GM may benefit from the Universal Topics if
they are looking for reminders.
We begin with discussing the major topics that set
Unchained Heroes apart from other game systems. The first
being the Real Time Combat Engine. The second being the
Dynamic Battlefield. After we delve into the areas, we will
discuss those things are similar to traditional RPGs. Rules
will focus on the Combat Encounter because when a problem
arises, it will most likely occur within the confines of combat
rather in a roleplaying scenario.
163
Order to Combat
164
the Action Phases repeating themselves. After the White Dragon has
completed the Action (Activation Phase) the GM tells the players
what it will do next (Declaration Phase), so the GM declares he will
do Tail Swipe with an AT of 5.
Now you must look at the Combat Timelines again. Since no
other Actions are being performed on TI0, we read from left to right
and look for the next Action to be performed and it turns out the
WD gets to go again at TI5. With no other Actions that anyone will
perform for the next 5TI, the GM skips the next 5TI of dead spots
and the WD gets another Activation Phase for their Tail Swipe
Action. After the WDs Activation is complete, it must declare
another Action and chooses to do Swallow Whole with an AT5.
The RG takes the opportunity to declare she is using the Tactical
Advantage Fade. We glance over some details here to move the focus
back to the Actions for this example, but the Rogue gets to perform
her Declaration Phase, Preparation Phase, and
Activation Phase for Fade all in 1 TI. We know
she is still performing her Infiltrators Strike
because she has not cancelled that and her Fade
is a Reaction, so it doesnt cancel her Infiltrators
Strike in progress.
We check the Combat Timeline again, reading
from left to right for any other Actions, none are
being performed until TI7, so we zig-zag up the
Timelines to TI 7, where the activation of the
RG and the OR begins. This is the first instance
where we see a Time Interval with multiple
Actions occurring, so we need a tiebreaker; for
that we use Initiative. The OR gets to go first,
because she has a 37 Initiative, trumping the
RG. She uses Ballistic Shield. Now she gets
another Declaration Phase and declares the
healing spell Invigorate in AT5. RG is up and
uses Infiltrators Strike with Ambush. She then
declares an Infiltrators Strike plus a Dirty
Fighting Vector in AT7. Now scan the Timeline
again up and down, left and right and we see
there is nothing until TI10.
Skipping ahead to the WD at TI10, he
performs Swallow Hole. When Swallow Hole is
finished, the WD declares another Action called
Smash in AT 5. It is TI10, and nothing else is
occurring so we scan the timelines again and by
doing that we can see that at Time Interval 11 we
have an Action that will occur.
At TI 11, the PL gets to use his Shining
Blade. He makes an attack and hits the WD,
dealing 40 damage, then declares another
Shining Blade with AT11. We will stop the
example there.
Analyzing this we would see a turn order
if we read from left to right that turns out to be
WD, WD, RG, OR, RG, WD, PL. As you can
see, one Combatant can do a lot, if their Action
Times permit them to do so.
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GM Tips in Action
I once made a Toymaker Encounter that was set in a strange
underground world. It had a number of chambers where
the Heroes fought many large groups of Villains. My first
Encounter is a good an example of how to set up a multiple
Villain Encounter using groups. The Encounter was set in a
candy land environment. There were gingerbread warriors,
missile shooting candy canes, and a Snowman boss. I had 5
gingerbread warriors, 12 candy canes, and 1 Snowman. The
gingerbread men were one group, candy canes were divided
into 2 groups, and Snowman was by himself. This made 4
Combat Timelines for me to manage.
The candy canes were Fodder set to attack every 15 TI with
a powerful missile attack, so I didnt have to think much about
them. The gingerbread men were Minions acting in concert,
but attacking different targets to spread out the healing that
needed to be done. The Snowman was a Boss, and that left
me to use him as the focus of my Actions. I had the Snowman
announce the candy cane targets and the gingerbread men
got in the way of the Heroes to slow them from getting to the
Snowman. In this case, rather than 18 different CT's I was
able to use 4 by using groups. I used 6 d20's for each group of
canes, 5 for the gingers, and 1 for the Snowman. I rolled each
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Hero Advancement
173
Adventures
Unchained Heroes Specific Topic
Episodes in a TV Series or Acts in a Movie
Level Ups are less Frequent in later Levels
1-2 Adventure per Level Up from Levels 1-10
2-3 Adventures per Level Up from Levels 11-20
4-5 Adventures per Level Up from Levels 21-30
Based on Five Encounter Rule
Multiple Linked Adventures are a Series
Multiple Linked Series are a Campaign
Leveling up is a strong motivator, so you can use it to
promote the type of play that will please your gaming group
and make an enjoyable time for everyone. One of the ways
174
Level 1-10
1-2 Adventures
Level 11-20
2-3 Adventures
Level 21-30
4-5 Adventures
Creating Encounters
Scale of Importance
Minor Encounters
Not terribly important, but notable
Dont count for Five Encounter Rule
Usable for filler
Minor Encounters are situations that, ranked on the Scale of
Importance, are really not that important. They are things that
you can take or leave and the story will likely follow the same
track, entirely unaffected. They do not count towards the Five
Encounter Rule.
A Minor Skill Encounter might be talking to a villager
that knows a flavor detail about the wicked Count." A Minor
Combat Encounter is probably something that is put in place
to be a road bump for the players. If you have a lot of Minor
Combat Encounters, you might want to reevaluate them and
see if you can change them into a Standard or Major Encounter.
In the long run, Minor Combat Encounters are only there for a
resource drain and to change the pace of the story for a bit.
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Major Encounters
Defining Moment
1 or 2 per Adventure
Should be most Common Defining Encounter
A Major Encounter is an event that Defines the Adventure
or Story. In the initial levels of play, most of the defining
experiences of the players will fall in the Major Encounter
category and as they advance, more things will become
Critical. Major Encounters must be overcome. If they are
bypassed, the Adventure will not be complete. They are
usually gauged against the immediate story or quest, rather
than a Series or Campaign storyline.
A Major Skill Encounter might be trailing a thief to their
hiding place or rebuilding a dam so the rapids below are calm
enough to travel. A Major Combat Encounter might be a Boss
Grade Villain Encounter with a Gnoll Leader that is terrorizing
the town or an Elite Grade Villain Encounter with a Guardian
Stone Golem that is blocking a section of a dungeon.
Major Encounters should be the most frequent Boss
Encounters in the beginning levels and scale back as you get
to higher levels. As your Heroes Level Up into the 10+ or
20+ range, you should use more Major Encounters in each
Adventure to make things more difficult and more interesting,
especially on the combat side of things. Major Encounters are a
good place to hand out 4 or 5 pieces of treasure.
Critical Encounters
Pivotal Moment
1 per Adventure or Series
Use Sparingly early, increase as Levels Rise
A Critical Encounter is an event that is so important, that
the life and death of a Series or Campaign hinges on it. It may
mean players face the threat of death themselves, a main NPC
is at risk, or something equally dire. Not all Critical Encounter
are life or death, but they are all incredibly important. A
Critical Encounter is often tied to a Series or Campaign and
cannot be avoided. If they are not handled properly, they could
change the course of the campaign.
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Encounter Examples
Here are some examples of what can be used as Encounters
in Unchained Heroes:
Interact with an NPC at an event for the first time
Interact with a Key Storyline NPC
Interaction with an NPC that advances the Storyline or
creates a new Storyline
Travelling to a new location
Charting an unexplored region in the world
Fully exploring a location
A particularly interesting room in a dungeon
An antechamber of a temple
A district of a city
An inn within a city
Travel to topmost room of a tower
Discovering and interacting with new life forms
Discovering the denizens of a location
Uncovering and exploring secrets
Uncovering and unmasking secrets of NPCs
Overcoming all the traps at a location
Solving all the pieces of a puzzle or riddle
Defeating a Major Villain according to the Rules of
Victory
Avoiding a fight in the proper context
Creating new devices and technology
Meeting with a Villain or NPC that results in a Battle
This list is not exhaustive, but we highly recommend that
you take these examples to heart and try to include as many of
them in your game as possible. If nothing else, they will give
you a simple outline for your quest like this:
1. Interact with a NPC for the first time
2. Interact with a Key Storyline NPC
3. Travelling to a new location
4. Travel to topmost room of a tower
5. Defeat a Villain
177
Skill Encounters
178
Treasure Rewards
179
Treasure Awards
2000 silver pieces
Level 11-20
Level 21-30
180
181
Chapter 10:
Villains & Monsters
182
Villain Grades
Fodder Villains
Minor Encounter
Grouped in Packs of 5
Attribute Scores = 1
Have 2 Healthy Stages, but no other Trauma Levels
Fodder Grade Villains are very weak and attack the Heroes
in large numbers. Fodders die in one to two hits, so they
should be grouped together in packs of 5 per Hero to make
them noticeable. By themselves, they are not very powerful,
but in groups they can be formidable. If you ever need to
figure out their statistics, they are based on Attribute Scores of
1. They have 2 Healthy Trauma Stages, but no other Trauma
Levels, so they are Incapacitated after 3 Trauma Damage.
Use Fodder as a means to increase the difficulty of the
Encounter through numbers. One Vanguard PC should be
able to handle a pack of Fodder pretty easily, so if you have
multiple Vanguards, add multiple packs of Fodder.
Minion Villains
Standard Encounter
Solo leader of a Fodder Pack
Grouped in Packs of 2 or 3
Attribute Scores = 2
Have 2 Healthy Stages, but no other Trauma Levels
Minion Grade Villains are not a great threat to the Heroes,
but they will weaken them and if they are left to multiply,
can get out of hand. They are often a sole leader of a group
Elite Villains
Boss Villains
Major or Critical Encounter
Solo or Grouped with combos of Fodder, Minions, and
Elites.
Attribute Scores = 4
Have Full Trauma Chart
Boss Grade Villains are the focal point of each story, and
powerful enough to fight the Heroes alone. In most cases, your
Heroes will fight toe-to-toe with the Boss in a fight without any
other Villains aiding the Boss. The way Bosses are designed,
they should be able to handle this. They have multiple Actions,
Encounter Powers, and some of the highest damage Output in
the game. They are Major or Critical Encounters.
Use Bosses as the end to an adventure or quest. At higher
levels it might be prudent to use multiple Bosses in a fight to
challenge your Heroes (Level 21+), but in most cases 1 will be
sufficient. Grouping them with Elites might be a better option
that multiple Bosses. It is ideal to use them solo or grouped
with a combination of Fodder, Minions, or Elites. Bosses are
meant to be epic Foes, so make their Encounters epic as well.
They are the most powerful Villains with Attribute Scores of 4,
a Full Trauma Chart, and additional Healthy Stages based on
the number of Heroes in the group.
183
Playing a Villain
Playing Fodder
184
Swarm
Passive Strength
Even a great hero will fall under the thrust of a hundred
sword points or the hail of arrows blackening the sky.
Effect: You gain a +1 MISC MOD to ATK, POW, and Damage
for every Fodder in your Battle Zone that is attacking the
same target as you during the same TI on the Combat
Timeline.
Playing Minions
Moderately smart
Meant to slow down Heroes
Uses specials often
Minion Grade Villain are a slightly tougher and smarter
Foe than Fodder. At lower levels they are close to the same
power as your Heroes.
Minions have more HP and are typically the guys that
protect a more powerful Villain. Throw Minions in liberally
to slow down your Heroes and to make them use a few more
Abilities. This causes them to use up their items and makes
later fights more interesting. There should be a temptation for
the Heroes to use their powerful stuff against Minions.
Minions should be using a special attack every swing and
are capable of penetrating defenses with a keen eye.
Keen Eye
Active Mobile [Martial] [Boon] [Vector]
Energy: None
Range: Equipped Weapon
Action Time: Reaction (EW)
You see an opening and know that is the moment to strike.
Effect: You gain a +2 MISC MOD to ATK and POW on your
action and an additional +1 MISC MOD to ATK and POW for
every level your target has above your own. The combined
MISC MODs granted by this Effect can never exceed +10. You
suffer the Exhausted and Weakened Conditions.
Playing Elites
Playing Bosses
Super smart, play deviously
Meant to be memorable Encounter
This final Class of Villain you may play is the Boss. They
should have a personality and their dialogue alone should
be enough to make the Encounter memorable. They should
interact and comment on the Actions of the Heroes like a
Villain would in any epic story. If they dont have that capacity,
then make their actions speak louder than words.
The Boss Encounter is meant to be a fight of epic
proportions at the end of a quest, granting loot, experience,
and the satisfying end to a night of gaming. They should be
the most powerful of all the Foes they face, and for that reason,
you are granted the right to liberally change the rules. They
should be able to draw on Abilities from multiple Classes,
summon minions to fight at their side, and generally do
anything to make the fight something to remember. For that,
we give them Encounter Powers.
You should balance the power of the Boss with the
enjoyment of the players. Make it very challenging, but lay
back if frustration builds. Bosses are very strong, so the stress
can build for the players if dice rolls dont go their way.
Villain Roles
Champion
Magical Vanguard
Physical Vanguard
Sentinel
Every Villain plays a role like a Hero does. When you
pick a role, you are choosing the play style your Villain will
take in the Encounter. Their Role also determines where they
will draw the majority of their Abilities. There are 4 Villain
Roles: Champion, Magical Vanguard, Physical Vanguard, and
Sentinel. Vanguards will usually be offensive, while Sentinels
and Champions will usually be defensive. The majority of
Villains will fit under the Vanguard categories, but do not
be afraid to mix and match. A Dragon is one of those rare
exceptions where you may want to give them the Abilities of a
Vanguard, but the defenses of a Champion. The choice really
depends on your Heroes and the Encounter. Using one of the
four Villain Roles should be suitable. Beware about mixing the
185
186
Aberrations
Unnatural Monsters
Broad Characterization
Strengths: None
Weaknesses: None
Aberrations are unnatural monstrosities created by
madmen, cruel fate, or worse. The strangest part about
Aberrations is that they are typically not one-off creations, but
species. Aberrations are not part of the natural order of things
and have no place in the natural world, but something created
them and they continually find a way to either propagate or
continue their existence.
Animals
Natural to world
Broad Characterization
Strengths: None
Weaknesses: None
Animals are the natural creatures of the land, such as cats,
dogs, cows, tigers, insects, crocodiles, macaws and the list goes
on. If the creature is not magical in nature, it is considered an
Animal. The extraordinary creatures also fit in here as long
as they are part of the natural ecosystem of the game setting.
A six-legged long-haired snake creature can be considered an
Animal if it is part of the regular species that inhabit the world.
The only thing that would exclude a creature from being an
Animal is if it could do something supernatural or it was
created through some other strange happenstance.
Since the Animal Creature Type is so broad, try to place an
Villain into something more specific if possible. The GM can
also feel free to rule that Animals can be broken up into smaller
Creature Types such as Insects, Fish, Birds, Mammals, Reptiles,
and so on.
Animals have no Strengths or Weaknesses that apply across
all species.
Angels
Beasts
Supernatural creatures
Broad Characterization
Strengths: None
Weaknesses: None
Beasts are all creatures that are similar to Animals, but
have some sort of magical properties. Beasts are typically
mythical creatures associated with legends and lore. They may
be common, while others may be rare to behold. Some might
be deadly, some might be benign. They are those creatures
your Heroes would consider extraordinary, but are just typical
fantasy setting fare. A worg, unicorn, and wyvern would all fit
into the Beast Creature Type.
Use the Creature Type Beast as a catch all term for those
creatures in your campaign that are definitely not part of the
natural world, even if you have a weird setting,and they dont
fit into a more specific category.
Beasts have no Strengths or Weaknesses that apply across
all species.
Constructs
Supernatural creatures, aka Golems
Genus Level Characterization
Strengths: Immunity to Diseases, Poisons, and MindAffecting Effects
Weaknesses: Abide by Object Collision Rules
The Construct is an artificial life form created by
mechanical or magical methods using non-living materials,
often with the intent to be a guardian or weapon. Their
continued operation and existence may be promoted through
mechanical or magical methods of power. They always need a
power source and cannot function without being given "life"
of some sort. They are typical engineered or created, with the
term engineered given to those fashioned by mechanical means,
while created given to those fashioned with supernatural
powers.
Mechanical Constructs are known as Automatons, while
magical Constructs are known as Golems. In this Fantasy
Setting, the most common Construct is a Golem, but they come
in many forms. A Construct is fearless in the face of its Foes
and often has only a minimal sentience.
Constructs gain Immunity to Disease, Poisons, and
Mind-Affecting Effects. Their weakness lies in the fact that
they suffer Object Collisions which are more powerful than
Creature Collisions.
187
Dragons
Devils
188
Greater Terrestrial
Genus Level Characterization
Strengths: Flight, Shapeshift, Sorcerer and Cleric Abilities
Weaknesses: None
Dragons are Greater Terrestrials created by and linked
directly to the planet. There are Chromatic Dragons: Red,
Green, Blue, White, and Black, Metallic Dragons: Gold, Silver,
Bronze, Copper, and Brass, and Gemstone Dragons: Ruby,
Emerald, Sapphire, Diamond, and Amber. Their qualities are
listed here:
Red Greedy, Proud, Violent
Green Intelligent, Quick-witted, Malicious
Blue Spiteful, Wise, Magical
White Violent, Greedy, Cunning
Black Seductive, Wise, Cunning
Gold Wise, Heroic, Condescending
Silver Kind, Social, Moral
Bronze Violent, Vengeful, Righteous
Copper Playful, Kind, Foolish
Brass Cunning, Seductive, Naive
Ruby Proud, Wise, Seductive
Emerald Playful, Greedy, Malicious
Sapphire Mean, Grumpy, Loner
Diamond Kind, Naive, Heroic
Amber Wise, Social, Magical
They are the most powerful servants of the planet your
Heroes reside upon, having a direct link into how the land is
feeling through the mana currents. They represent creation
and destruction all in one being. Dragons are capable of both
Divine and Arcane magics simultaneously, knowing one
Ability from Sorcerers and Clerics per level they possess.
Dragons are all capable of Flight (with or without wings),
Shapeshifting in the blink of an eye, and may use Sorcerer and
Cleric Abilities as they wish. They have no known Weaknesses.
Flight
Passive Strength
You possess the power of Flight that allows you to fly and
maneuver in the air with or without wings.
Effect: You gain the Flight Condition.
Shapeshift
Passive Strength
You possess the power to change forms on a level beyond
what any other being could possess save the Ogres, being
able to shift in and out of different forms effortlessly and
undetectably.
Effect: You gain the Shapeshift Talent. It costs no Energy and
has an AT of 5. You have no "True form" to detect. Any form
you currently possess is your True Form.
Greater Terrestrial
Family Level Characterization
Strengths: Immunity to Native Element
Weaknesses: Critical Effects/ (Opposing Element)
Elementals are creatures created entirely of one element.
There are a multitude of different types of Elementals, their
variances in appearance and power are too great to cover here
entirely, so this Creature Type equates to the Family Taxonomic
Level. Their appearance is often directly related to the element
they are formed of, such as fire Elementals being great pillars
of flame, air Elementals being invisible wraiths, and earth
Elementals formed into shapeless masses of stone and metals.
Beings such as Salamanders and Djinns fit into the categories
of Elementals as well, but take on a more eye pleasing form.
Elementals can appear to be almost normal by a Human
Beings standards, but their Strengths and Weaknesses are
always present. There are just some environments where an
Elemental cannot thrive.
Elementals come in all shapes and sizes and can be found
in the Anima plane as well as the elemental planes. Those with
a features and aspects that are more conducive to the natural
world will find their lives easy among mortals, but some will
find they can only reside for short periods of time here. A
Dryad for example, is an Example of an Earth Elemental that
lives its existence not on the Earth Elemental Plane, but in
the Anima Plane and can move around freely. A Salamander
however, from the Fire Elemental Plane, might find it difficult
to live anywhere but the hottest deserts or deepest lakes of
magma.
Elementals gain Immunity to attacks from their native
element, but suffer Critical Effects/ (Opposing Element) from
the element to which they are diametrically opposed (Fire
Water, Air Earth).
Fae
Greater Terrestrial
Family Level Characterization
Strengths: Mortal Magic Resistance
Weaknesses: Critical Effect/Iron
Fae are Terrestrial beings created of pure Animus, the
masculine spirit of Mother Nature known as Terra. They exist
in both the Anima Plane, which many call the Material Plane,
and the Animus Plane, which is a mirror universe that forms
the other half of Terra some would call it Terras Soul.
This relationship makes them part of the world, but separate
from it. Their Terrestrial Rank fall beneath the Dragons and
Lycanthropes in pecking order, but are more treasured and
closer to Mother Earth's ear. Like Dragons, the Fae are tied
directly to the Earth and draw their power from it, but unlike
the Dragons, they have no limit to their numbers and their
powers do not weaken as their numbers grow.
Fae have an innate resistance to mortal magic, but all suffer
Critical Effects from damage dealt by iron weapons.
Giants
Ghosts
Echoes of Sentient Beings
Broad Characterization
Strengths: Incorporeal, Undead Immunities (Fear, Disease,
Poison, and Mind-Affecting Banes), Ritual Destruction
Weaknesses: Critical Effect/Spirit Damage, Ghost
Destruction Ritual
Ghosts are living echoes of sentient beings that haunt the
living world. They come in many forms, poltergeists, haunts,
spectres, and more. They are often confused with spirits and
souls, but they are only echoes of their former selves. They
believe they are the full manifestation of their previous life and
have all the memories of their former life.
Ghosts are Incorporeal and are particularly difficult to kill
because all require a Ritual to destroy them. Their Weaknesses
are that they suffer Critical Effects from sources that cause
Spirit Damage and may be permanently destroyed by a Ghost
Destruction Ritual as mentioned above.
189
Humanoids
190
Insectoids
Lycanthropes
Greater Terrestrial
Genus Level Characterization
Shapechanging Humanoid
Strengths: Lycanthropic Regeneration, Shapeshift
(Lycanthropic)
Weaknesses: Silver Sickness
Lycanthropes are a Terrestrial creatures born of Terra in
reaction to the creation of the other humanoid species upon it.
They are perfectly suited to blend into any aspect of the world,
with a natural animal form, a humanoid form, and a hybrid
form that blends the two for extraordinary powers.
Lycanthropes always have Regeneration active, may
perform a Lycanthropic Regeneration every 20TI as a
Reaction. They may use a Special form of Shapeshift that
allows an Animal Form, Hybrid Form, and Humanoid Form.
Lycanthropes suffer Critical Effects from damage dealt by
Silver weapons and may not use Lycanthropic Regeneration
while Silver is piercing their skin. They may not shapeshift
while silver is touching their blood.
Plants
Summoned Entity
Spirits
Undead
Animated Dead Creature
Strengths: Undead Immunities (Fear, Disease, Poison, and
Mind-Affecting Banes), Healed by Spirit Damage
Weaknesses: Critical Effects/Heals
Undead creatures arise from dead Animals, Humanoids,
or Beasts animated by negative energy sources. They can
be formed at any time, but most often in places of terrible
negative forces. Their animation is derived from some sort of
latent spirit energy and are repaired by absorbing spirit energy.
They are commonly of Animal intelligence and aggressive
to living beings. Intelligent Undead, such as Vampires or
Liches, are rare and often involve some sort of supernatural or
alchemical animation method.
Undead creatures gain Immunity to Fear, Disease, Poisons,
and Mind-Affecting Effects. They are healed when dealt Spirit
Damage. They suffer Critical Effects from Heal-type spells, but
Trauma Damage Heal Abilities repair Trauma Stages normally.
191
192
Creating A Villain
The following 10 Step Process will have you creating
Villains for your campaigns in no time flat.
Fodder
Minion
Elite
Boss
30
75
106
130
30
75
113
145
30
75
120
160
30
100
127
175
30
100
134
190
30
100
141
205
130
148
220
130
155
235
130
162
250
10
169
265
11
176
302
12
183
319
13
190
336
14
197
353
15
204
370
16
211
387
17
218
404
18
225
421
19
232
438
20
239
455
21
246
514
22
253
533
23
260
552
24
267
571
25
274
590
26
281
609
27
288
628
28
295
647
29
302
666
30
309
685
193
194
IN
HS
CS
Level
Fodder Champion
1-6
12
1-3
14
10
4-6
18
7-9
12
22
11
1-3
16
4-6
11
7-9
14
10-12
34
DT
IN
HS
CS
1-6
37
1-3
10
14
29
13
40
13
4-6
13
11
18
32
13
16
43
11
18
7-9
11
16
15
22
35
11
18
11
16
32
Minion Champion
12
26
Elite Champion
11
40
1-3
19
14
45
10
12
4-6
14
12
19
35
10
12
22
12
17
50
13
15
7-9
12
17
15
22
38
13
15
17
25
15
20
55
16
18
10-12
15
20
18
25
41
16
18
13-15
20
28
18
23
60
19
21
13-15
18
23
21
28
44
19
21
16-18
23
31
21
26
65
22
24
16-18
21
26
24
31
47
22
24
19-21
26
34
24
29
70
25
27
19-21
24
29
27
34
50
25
27
22-24
29
38
27
32
75
28
30
22-24
27
32
31
38
53
28
30
25-27
32
42
30
35
80
31
33
25-27
30
35
35
42
56
31
33
28-30
35
46
33
38
85
34
36
28-30
33
38
39
46
59
34
36
1-3
18
13
44
10
1-3
12
11
18
36
10
4-6
12
21
10
16
50
12
13
4-6
10
15
14
21
40
12
13
Boss Champion
7-9
15
24
13
19
56
15
16
7-9
13
18
17
24
44
15
16
10-12
18
27
16
22
62
18
19
10-12
16
21
20
27
48
18
19
13-15
21
30
19
25
68
21
22
13-15
19
24
23
30
52
21
22
16-18
24
33
22
28
74
24
25
16-18
22
27
26
33
56
24
25
19-21
27
36
25
31
80
27
28
19-21
25
30
29
36
60
27
28
22-24
31
40
29
35
86
30
31
22-24
29
34
33
40
64
30
31
25-27
35
44
33
39
92
33
34
25-27
33
38
37
44
68
33
34
28-30
39
48
37
43
98
36
37
28-30
37
42
41
48
72
36
37
195
DT
IN
HS
CS
Level
10
30
1-3
11
10
33
4-6
11
14
13
7-9
15
17
11
16
1-3
13
4-6
12
7-9
15
10-12
DT
IN
HS
CS
Fodder Sentinel
0
1-6
10
1-3
11
14
33
36
13
4-6
14
10
18
36
13
39
11
18
7-9
11
17
14
22
39
11
18
13
16
36
12
30
Minion Sentinel
Elite Sentinel
11
36
1-3
16
14
40
10
12
4-6
16
10
19
40
10
12
19
12
17
44
13
15
7-9
12
19
13
22
44
13
15
18
22
15
20
48
16
18
10-12
15
22
16
25
48
16
18
13-15
21
25
18
23
52
19
21
13-15
18
25
19
28
52
19
21
16-18
24
28
21
26
56
22
24
16-18
21
28
22
31
56
22
24
19-21
27
31
24
29
60
25
27
19-21
24
31
25
34
60
25
27
22-24
31
35
27
32
64
28
30
22-24
27
34
28
38
64
28
30
25-27
35
39
30
35
68
31
33
25-27
30
37
31
42
68
31
33
28-30
39
43
33
38
72
34
36
28-30
33
40
34
46
72
34
36
1-3
11
15
12
40
10
1-3
15
18
40
10
4-6
14
18
10
15
45
12
13
4-6
10
18
11
21
45
12
13
Boss Sentinel
7-9
17
21
13
18
50
15
16
7-9
13
21
14
24
50
15
16
10-12
20
24
16
21
55
18
19
10-12
16
24
17
27
55
18
19
13-15
23
27
19
24
60
21
22
13-15
19
27
20
30
60
21
22
16-18
26
30
22
27
65
24
25
16-18
22
30
23
33
65
24
25
19-21
29
33
25
30
70
27
28
19-21
25
33
26
36
70
27
28
22-24
33
37
29
34
75
30
31
22-24
29
37
30
40
75
30
31
25-27
37
41
33
38
80
33
34
25-27
33
41
34
44
80
33
34
28-30
41
45
37
42
85
36
37
28-30
37
45
38
48
85
36
37
196
Thug, Low-life
Fodder Physical Vanguard Humanoid (Level 1)
Health
30
A/D/P/W 5/10/4/9
DT/IN/HS/CS 30/3/0/7
Then we come to Steps 3, 4 and 5 of Villain Creation. As
a Fodder, he has a Weapon Dice Pool of 2d10 and an Action
Time of AT11. He gets no additional Attacks. His Onslaughts
are Martial 1T Melee +3dp/+4dp/+5dp and Martial Melee
AoE +1dp/+2dp/+3dp. His Abilities can be chosen from the
Alchemist (AL), Dread Knight (DK), Rogue (RG), Visceral
(VC), or Warrior (WR) Hero Classes, but he only gets 1 Ability.
We are going to choose Dirty Fighting.
Weapon DP/AT
Onslaughts
Abilities
2d10, AT11
Martial 1T Melee +3dp/+4dp/+5dp,
Martial Melee AoE +1dp/+2dp/+3dp
Dirty Fighting
None
Easily Intimidated, Cowardice
197
On Person
Thug Leader
In Lair
After that, you are done. The full sections for the Low-life
Thug and Thug Leader are listed in the next few pages.
Special Note on Equipment: As mentioned before this
equipment does not change Battle Skills or Battle Statistics,
since they have already been factored in. This list is for
Treasure purposes only.
198
Unchained
Heroes Index
A
ABCL 62, 80
Aberrations 186
Ability Action Time Section 24
Ability Description Section 24
Ability Dice Pool 8, 127
Ability Dice Pool Section 25
Ability Duration Section 24
Ability Effect Section 25
Ability Energy Cost Section 24
Ability Format 21
Ability Format Section 24
Ability Range Section 24
Ability Skill Check Section 25
Ability Synergy Bonus Section 25
Ability Title Section 24
Abyssal Path 27
Abyssal Path Benefits 27
Acquiring Techniques 80
Acrobatics 152
Action Phases 132
Action Phases Example 133
Action Retries 134
Action System 130
Action Targets 136
Action Time 131
Action Types 134
Activation Phase 133
Activation Types 21
Active Abilities 21
Adventures 174
Adventuring Gear 96
Affliction Potions 104
AGI 112
Agility 112
AL 62, 80
Ally 152
Angels 187
Animals 187
Anima Talismans 92
Animus Talismans 92
AoE 138
Arcanology 115
Area of Effects 138
Armor Groups 91
Armor Runes 106
Artisan Wealth 88
Ascension Path 28
Ascension Path Benefits 28
ASCL 62, 80
Athletics 115
ATK 114
Attack 114
Attribute Modifiers 129
Attributes 112
Automatic Hit 153
Average Dice Rolls 128
Axes 93
B
Balance Path 28
Balance Path Benefits 28
Bane Abilities 22
Battlefield 138
Battle Skills 114
Battle Zone Presence 138, 151
Battle Zones 138
Beasts 187
Berserk 153
BLCL 62, 80
Bleed 153
Blind 153
Boon Abilities 22
Boss Encounter Powers 194
Boss Grade Villain Example 198
Boss Villains 183
Bows 93
Brittle 154
Buildings 96
Bundling Hero Actions 166
Bushwack 154
C
Calculating Difficulty Factor 172
Celestials 56
CFT 118
Champion Role 23
Champion Villain Role 185
Chance for Success 6
Character Creation 11
Character Creation Checklist 11
Character Level and Ability Chart 17
Character Sheet Guide 17
Character Skill Format 115
Character Skills 115
Checking Effects 125
CL 62, 80
Class Abbreviations 80
Cleric 27
Collisions 148
Combatant 154
Combat Stages 140
Combat Timeline 8, 131
Combat Timeline Format 163
Concealment 154
Concentration Fatigue 118
Conditions 152
Confusion 154
Constructs 187
Core Mechanic 5, 126
Corsican Bond 154
Countered 155
Cover 155
Crafting 115
Crafting Items 100
Crafting Magical Talismans 103
Crafting Magical Weapons 103
Crafting Potions 104
Crafting Roll 101
Crafting Runes 106
Crafting Scrolls of Wizardry 109
Crafting Wands of Power 110
Index
CRDX 117
Creating Encounters 175
Creature Collisions 148
Creature Types 186
Crippled 155
CRIT 117
Critical Effect 155
Critical Effect Chance 117
Critical Effect Reduction 117
Critical Encounters 176
Crossbows 93
Crucial Moments 127
CUN 113
Cunning 113
D
Daggers 95
Damage and Healing Modifiers 128
Damage and Healing Rolls 127
Damage Dealt 142
Damage Reduction 117
Damage Threshold 117
Damage Types 142
Dazed 155
Declaration Phase 133
DEF 114
Defense 114
Deferred Treasure reward 180
Degrees of Success 6
Degrees of Wealth 88
Demons 188
Destroying your Foes 141
Destruction Potions 104
Devils 188
Dice Modifiers 128
Dice Pool 8, 127
Dice Pool Mechanic 8, 127
Dice Pool Modifier 128
Dice Pool Modifiers and Multipliers 128
Dice Pool Result Multiplier 128
Dice Pool Rules 127
Dice Rolls for Groups 168
Dice Scale 128
Dice Size Category 128
Dirge 156
Dispel 156
DK 62, 80
Domestic Items 96
Dragons 188
DT 117
Dual Wield 156
Dwarves 57
Dying 142
Dynamic Battlefield 169
E
Education 116
Effects 152
EFT 118
Elite Villains 183
Elves 57
EN 10, 118
Enchantment Potions 104
Encounter Examples 176
Encumbrance 149
199
Hold 157
Humanoids 190
Humans 59
Fae 189
Falling Damage 149
Fast Skill Checks 127
Fated 156
Fatigue 118
Fear 156
First Rule of Retries 134
Five Encounter Rule 174
Flying 157
Fodder Grade Villain Example 197
Fodder Villains 183
Foe 157
Forcing your Foes to Surrender 141
Full Cover 155
ILV 99
ILV Modifiers 129
Immobile Actions 134
Immunity 157
Incapacitated Trauma Level Effects 123
Incorporeal 157
Increasing Attributes 113
Increasing Your Skill Rank 114
Influence 116
Initiative 119, 132
Initiative Rules 132
Initiative Stage 140
Insectoids 190
Instant Actions 135
INT 112
Intellect 112
Introductory Terms 11
Invisibility 157
Item Cost 100
Item Creation Process 100
Item Creation Time 100
Item Levels 99
Item Retail Cost 100
Karma 158
Key Story Points 174
Knockback 158
Knockdown 158
H
Halflings 58
Hammers 95
Handling Multiple Villains 167
Harmonic Talismans 92
Heal Abilities 22
Healing Trauma Damage 123
Health 10, 119
Healthy Stages 123
Heavy Body Armors 91
Hero Advancement 173
Hero Advancement by Level 17
Hero Class Information 26
Hero Class Roles 23
Hero Class Summary 26
Hero Death 119, 142
Hero Death and Dying 142
Heroic Abilities 21
Hero Loot Tables 180
Hero Rebuild Steps 19
Hero Statistics 117
Hero Tactical Advantages 26
Hex 157
200
Martial Sources 22
Martial Strength 120
Masterwork Equipment 91
Maximized 158
Medicine 116
Medium Body Armors 91
Mental Attributes 112
Merchant Prince Wealth 89
Merchant Wealth 89
Mind-Affecting Abilities 23
Minimum ILV 99
Minion Villains 183
Minor Encounters 175
Miscellaneous Modifiers 129
Mobile Action 134
Mobility 120
Mobility Group 22
Mounted 158
Move Action Example 135
Move Actions 135
MS 120
Multiple Actions 149
Multiple Damage Type Actions 143
Multiple Damage Types 143
Multiple Healthy Stages 122
Multi-Weapon AT 149
Multi-Weapon Attack 149
Multi-Weapon Damage Bonuses 149
Multi-Weapon Dice Size Rules 149
Mundane Items 96
Mystical Oddities 103
N
Natural Dice Roll 127
Natural Lore 116
Natural Weaponry 149
Laborer Wealth 88
Learning From Failures 115
Leveling Chart 17
Leveling Checklist 18
Leveling Details 18
Leveling Up 17, 173
Light Body Armors 91
Line of Sight 137
Logical Power Up 174
LOS 137
Lycanthropes 190
M
Magical Armor 103
Magical Item Limit 102
Magical Items 102
Magical Talismans 103
Magical Vanguard Villain Role 185
Magical Weapons 103
Magnate Wealth 89
Magnify 158
Main Hand Weapons 93
Major Encounters 176
Mana Burn 102
Martial Actions 22
Index
P
Pacified 159
Panacea Potions 105
Partial Cover 155
Passive Abilities 21
Path of Ascension 28
Path of Balance 28
Path of the Abyss 27
Perception 116
Persistent Effects 133
Persistent Effect Special Rules 134
Petrified 159
Physical Attributes 112
Physical Vanguard Villain Role 185
Q
Quick Creation Checklist 11
Quickening 159
R
Raising Attributes 113
Raising Skill Ranks 114
Range 137
Reactions 136
Readied Action 136
Real Time Combat Engine 130, 163
Recommended Villain Level 186
Recommended Villain Quantity 186
Recording Actions 164
Recording Persistent Effects 166
Recording Trauma Damage 122
Redirected 159
Reduced 159
Regeneration 160
Rejuvenation 160
Required Level 99
Resilience 121
Restoration Potions 105
Restoring Health 119
Retries 134
RG 62, 80
RS 121
Rules for Victory 141
Rune Modifiers 129
Runes 106
Rush 160
S
Sacrificing Health 119
Scale of Importance 175
Scroll of Wizardry 109
Second Rule of Retries 134
Selling Equipment 96
Selling Mundane Items 96
Sentinel Role 23
Sentinel Villain Role 186
Shields 91
Shift 160
SIC 100
Size 150
Size and Formation, The Third Pillar 169
U
UM 62, 80
Unarmored 152
Undead 191
Using Potions 104
V
Variable TP 24
VC 62, 80
Vector Abilities 23
Vector Ammunition 110
Vector Usage Limit 23
Villain Abilities 194
Villain Creation Checklist 192
Villain Creation Example 197
Villain Grades 183
Villain Rewards 197
Villain Roles 185
Villain Strengths 194
Villain Weaknesses 194
Vulnerability 123
W
Wands of Power 110
Warrior 48
Weapon Dice Pool 8, 92, 127
Weapon Groups 93
Weapon Runes 108
Weapon Speed Multiplier 120
What you need to Play 5
WILL 114
Willpower 114
WR 62, 80
T
Tactical Advantages 136
Tactical Points 10, 121
Talent Ranks 61
Talents 61
Talisman Groups 92
Tattoo Runes 106
Technique Modifier 129
Technique Ranks 61
Teleport 161
Temporary Health 122
Terrain Condition Examples 170
Terrain, The First Pillar 169
Terrestrials 56
Third Rule of Retries 134
Thrown Weapons 96
Time Intervals 131
Timing and Pace Suggestions 166
TP 121
Trauma 10, 122
Index
201
Appendix A
Appendix B