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Unchained Heroes SRD

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

Published by Chronos Publishing


260 Canterbury Dr
Plover, WI 54467
chronospublishing@unchainedheroes.com
Copyright 2014-2015 Kurt G. Patz

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

Unchained Heroes SRD

Unchained Heroes Table


of Contents
Chapter 1: Getting Started

What you need to Play 5


Core Mechanic 5
The RPG System6
Matching Skill to Math6
Chance for Success6
Degrees of Success6
Where Modifiers Come From7
Modifiers from Experiences7
Other Types of Modifiers 7
Dice Rolling Methods 8
Dice Pool Mechanic8
The Combat Timeline 9
Fuel for your Actions10
Core Rulebook Format 11
Character Creation11
Quick Creation Checklist 11
Character Sheet Guide16
Hero Advancement by Level17
Leveling Up17
Leveling Checklist18
Hero Rebuild19

Chapter 2: Classes & Abilities

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

Terrestrials and Celestials56


Species Sections 56
Dwarves57
Elves57

Gnomes58
Halflings 58
Humans59

Chapter 4: Talents & Techniques

61

Talent and Technique Ranks61


Talents and Techniques as Abilities61
Talents 61
Acquiring Talents62
Techniques80
Acquiring Techniques80

Chapter 5: Mundane & Magical Items

88

Wealth and Property88


Starting Equipment89
Item Availability90
Combat Gear90
Armor91
Shields91
Talismans92
Weapons 92
Selling Equipment96
Mundane Items96
Selling Mundane Items96
Item Levels (ILV) 99
Item Level, Item Cost, and Creation Time100
Crafting Items 100
Item Creation Process100
Magical Items102
Mana Burn102
Magical Item Limit102
Magical Combat Gear103
Magical Armor103
Magical Talismans103
Magical Weapons103
Mystical Oddities103
Potions104
Runes106
Scroll of Wizardry 109
Vector Ammunition110
Wands of Power110

Chapter 6: Building Blocks

112

Attributes112
Physical Attributes112
Mental Attributes112
Primary Attributes113
Skills113
Skill Ranks 114
The Battle Skills 114
Character Skills115
Arcanology (INT)115

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Athletics (AGI or STR)115
Crafting (AGI or STR)115
Education (INT)116
Engineering (INT) 116
Influence (CUN)116
Medicine (INT)116
Natural Lore (CUN)116
Perception (CUN)116
Subterfuge (CUN) 116
Hero Statistics117

Chapter 7: The System

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

Chapter 8: Advanced Rules & Terms

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

Chapter 9: Gamemaster's Guide

163

Real Time Combat Engine 163


Creating the Timeline 168
The Dynamic Battlefield169
Terrain, The First Pillar169
Environment, The Second Pillar 169
Size and Formation, The Third Pillar169
GM Guide to Skill Checks172
Hero Advancement173
Adventures174
Five Encounter Rule174
Creating Encounters 175
Scale of Importance175
Story comes First 177
Skill Encounters178
Treasure Rewards 179
Hero Loot Tables 180

Chapter 10: Villains & Monsters

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

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Chapter 1:
Getting Started

Unchained Heroes SRD

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.

What you need to Play

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.

It is recommended (but not required) to play Unchained


Heroes on a large flat surface like a dining room table, coffee
table, or poker table with tokens or miniatures to represent
Heroes and Villains. Whole games can be played while people
are sitting on the couch with only their dice, their Character
Sheets, and a pencil in their hand. Play where it feels comfortable for you.
The GM should have a copy of this Core Rulebook handy
and a Combat Timeline Worksheet for keeping track of combat
turn order. A notebook for notes is also recommended.
Character Sheets and the RTC Engine Combat Timeline can
be found in the Appendixes of this book and online at http://
unchainedheroes.com.

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.

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Core Mechanic Example
With that knowledge in hand, lets see how the Paladin Captain
Saul Antipova might try to overpower the Demonic monster that has
him locked in his grasp. In this scenario, we are going to use a Skill
Check to help explain the rules we just covered, but the Gamemaster
(GM) always has the option to let the story play out without dice
rolls. To start, the GM calls for an Opposed Athletics Skill Check.
This is a comparison of muscle against muscle. Saul and the Demon
will have to roll a d20, add their relevant Skill modifiers (in this
case Athletics) and then compare who has a greater value. We will
consider Saul as the Attacker, since he is initiating the roll to break
free. Saul has an Athletics Skill of 23; this is the modifier he will
add to his d20 roll. The Demon has an Athletics Skill of 18 as his
modifier. Saul and the Demon roll at the same time. Saul rolls an 11
and adds his modifier of 23 for a total of 34. The demon rolls a 14 and
has a modifier of 18 for a total of 32. Sauls 34, beats the Demons
32, so Saul breaks free of the Demons grip. At this point, the GM (or
Player) will describe the event in detail. The effects of each Action are
played out in your mind, so make your scenes memorable.

The RPG System


The following sections cover details that are not only
pertinent to Unchained Heroes, but any RPG that you might
play. Here we are going to cover the various parts that when
combined, form a game. They form the foundation upon which
the rules are designed.

Matching Skill to Math


The backbone of a Tabletop Role Playing Game is
mathematics; the majority being addition and subtraction, but
multiplication and division play a part as well. You will be
asked to add and subtract modifiers, double a roll, divide it in
half, and similar actions. Here we are going to discuss how a
modifier is constructed and why. All the things that make up
your modifiers are numerical values/statistics that represent
your proficiency with an action. Alone they tell a story, but
used together with the Core Mechanic they help build an
expectation of success or failure. At their heart, modifiers
determine:
Chance for Success (or Failure)
Degree of Success (or Failure)
Modifiers measure proficiency, expertise, environmental
factors, and other things that contribute to the outcome of an
action. There will be modifiers that represent your natural
ability, years of training, the environmental conditions, magical
effects, and more. These all add together to modify your dice
rolls whether they be Skill Checks, Damage Rolls, or Healing
Rolls.

Chance for Success


If we look at the Chance for Success first, we only need
to look at a single Skill Check using the Core Mechanic. Lets
consider a Skill Check comparing two individuals where
they are going to jump across a deep ravine. It is a relatively
short distance of 10 feet, but the consequences of failure will
cause severe bodily injury if they fail. The first individual is
an Olympic level long jumper, Jackie. To represent this level
of skill, we give her an Athletics Skill Score of 20. The other
individual will be Joe, an average guy. To represent Joes level
of skill in Athletics we will give him an Athletics Skill Score
of 5. These Skill Scores are the modifiers we add to the roll
to jump across the 4 yard (12 foot) ravine. As only a pass or
fail check, the GM is going to assign a Difficulty Factor of 15
(DF15) to this attempt. To tell the participants this, she can say,
Jumping across the ravine will require an Athletics Check
DF15. That is the signal for the players to start performing
their Athletic Skill Checks. Jackie has a Athletics Score of 20,
so even if she rolled a 1 on the d20, she would have a 21. For
Joe, he needs to roll at least a 10 to get a 15 and meet the DF15.
Jackie doesnt need to roll and she will succeed, so the GM
rules that she makes it across and then she turns to look at Joe.
Joe takes that as his cue to roll and gets an 8 on the d20, he then
adds his 5 to the roll for a total of 13. He fails and falls to the
bottom of the ravine, probably taking some injuries as a result.
Jackies Skill Score represented her superior training. The Skill
Checks properly took that training into account through a
higher modifier to add to her rolls.
The Chance for Success is a simple test; the modifiers used
helped determine how likely a person is going to succeed. As a
pass/fail scenario, Jackie was a shoo-in for success. She could
have done the jump in just about any situation. Joe, however,
had a lower Athletics Skill Score, so he wasnt assured that he
would succeed. His base chance to succeed was 55% because
he did not have the training, strength, agility, and other factors
that Jackie did that contributed to her success. This will tie into
a future discussion about the factors that contribute to your
Skill Score, so keep that in mind as we continue.

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

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points you exceed DF 10. So in this case, Joe is automatically
going to get 3 yards, but he needs 1 more yard to get across the
4 yard ravine. If we look at Jackie, even on a 1, she will have a
21, which would give her a minimum jump of 5 yards. This is
calculated by adding 2 yards to the base of 3 yards because she
exceeded the DF10 by 11 (21 10 = 11).
When we see this event in action on the gaming table,
the GM will say something to the effect of: There is a 4 yard
ravine that you must find a way across. The players posed
with this problem decide to jump it. The GM then says, Ok,
perform an Athletics Check, if you run you go 3 yards and you
get an extra yard for every 5 points that you beat DF10. Jackie
jumps across and lands easily on the other side, comfortably
away from the ledge. Joe is not so lucky. He attempts the jump,
but rolls an 8, adds 5 and gets 13. He doesnt exceed the DF10
by 5 or more, so he only goes 3 yards. The ravine, is 4 yards
wide, so he missed by 1 whole yard. Since we are looking at
degree of success here, Joe might be able to reach out and grab
the other ledge so he doesnt suffer the injury in the ravine. He
also might be able to clutch the ravine wall and come to a stop
slightly under the edge. The moral of this story is that he was
not successful in getting across, but he was close enough for
something else to occur. In the end, he doesnt simple fail the
check, even though the GM could rule that he does. He was
close to the other side, so roleplaying is a factor here.
Degrees of Success are there to measure the almost,
easily exceeded, and exactly what was required moments
in a roleplaying game. They help you figure out how far you
can throw a ball, how many pages you can read in a minute,
and how deeply you were able to delve into a persons
mind with telepathy. There are still Pass/Fail moments, but
there is an added level of realism to the situation. It lets you
more accurately portray events while at the game table. The
modifiers help you determine a persons skill level and the
way you perform the Skill Check helps handle the mechanics
behind the action.

Where Modifiers Come From


Modifiers come from Statistics. The Statistics in a
Roleplaying game are based on multiple things that are meant
to represent your character as a person in the game world.
Characters have their inherent traits and skill-based traits. You
can also think of it as Nature vs Nurture. The inherent traits
are those things that your PC might have as circumstance of
their birth, such as green eyes, brown hair, dark skin. These
traits are based on Nature. They are the foundation of your
person: your basic musculature, speed, hardiness and health,
intelligence, inner force of will, and natural cunning. These
traits are called your Attributes in Unchained Heroes. In an
RPG, you start with figuring out your Attributes and build
from there.
Attribute Scores range from -5 to 10 with 0 being an
average person and 5 being an Exceptional person. Most
players dont get above a 6 in any one Attribute Score. The

Attribute Scores are as follows: Strength (STR), Agility (AGI),


Stamina (STA), Intellect (INT), Cunning (CUN), and Spirit
(SPI). These are incredibly important scores. Whatever you
have for a score, it is a fundamental modifier that is added to
any Skill Check that might tie into that Attribute. If you want
to lift a boulder and have a STR score of 5, you would get a +5
modifier to your Skill Check roll that involves lifting a boulder.
If you wanted to memorize a page in a book and had an INT
score of 1, you would have a +1 modifier to your Skill Check
that involves memorizing that page. The Strength Attribute
ties into a lot of actions, as do all the Attributes, so they grant
positive modifiers (bonuses) to a lot of different dice rolls.
The values of your Attributes should matter to you at a
backstory level, but the game system does not differentiate
between a player that becomes highly intelligent through
study or through natural talent. They measure it one way
with an Attribute Score and a 5 gained from either method
is mathematically the same.

Modifiers from Experiences


Nature is not the only part that we draw from to determine
our modifiers, we also draw from nurturing sources; sources
based on our experiences like the time we spent on the farm,
or at the local prep school, or as an apprentice carpenter, and
so on. These experiences are represented by Skills and their
Skill Ranks. You will have Skill Ranks (page 114) in Battle
Skills and Character Skills. Skill Ranks in that particular area
are valued from 0 to 5, with 0 being the average person and 5
being an highly skilled person.
If Attributes are the Foundation of your character, Skill
Modifiers are the Framework. Your Choice of Skill Ranks
shapes you as a person. Those that choose Attack, Defense,
Athletics, Crafting, and Natural Lore are probably a very
physically oriented character. A person that chooses Skill
Ranks in Power, Willpower, Education, Arcanology, and
Subterfuge is probably a more intellectually and magically
minded character.

Other Types of Modifiers


This is a Tabletop RPG, so you dont just get modifiers
from your personal Attributes and Skills, you also have some
other important factors involved here and those factors are
magic, class abilities, equipment, and the world around you.
Magical modifiers are most likely from special items you gain
in your adventures. Class Abilities dole out specific modifiers
in Passive and Active situations. Passive modifiers (page
21) are active all the time and Active Modifiers (page 21)
are present only when they are used. The equipment you
possess also changes your modifiers; giving you more dice,
a better chance on a Skill Check and so on. Lastly, the very
environment around you can cause modifiers such as darkness
increasing your chance to remain unseen and a tail wind
making your boat move faster.

Chapter 1: Getting Started

Unchained Heroes SRD


There are a lot of sources of modifiers, but the rule will
always be the same: they increase or decrease the result of your
dice rolls. They can add, subtract, multiply, and divide it. The
wording of the modifier will give you an idea about which one
of those four things it will do.
Modifier Examples:
a +5 Skill modifier to Athletics increases your Athletics
Skill Check result by 5.
a +1 Rune Modifier to Power increases your Power Battle
Skill Check result by 1.
A Critical Effect Modifier doubles the damage or healing
you have done.
A Glancing Effect Modifier halves the damage or healing
you have done.

Dice Rolling Methods

Standard Skill Check


Opposed Skill Check
Extended Skill Check
Damage and Healing Rolls use Dice Pools
The Core Mechanic is pretty straightforward, but the ways
that you might be asked to roll dice need additional discussion
to fully understand Unchained Heroes. The way we have
described the Core Mechanic previously involves Standard
Skill Checks and Opposed Skill Checks. Standard Skill Checks
use the Core Mechanic in its most basic form: roll a d20, add
your Skill Modifiers to it and then compare it to a Difficulty
Factor (DF). Opposed Skill Checks are a contest between two
participants, an Attacker and Defender, where the one with the
highest roll wins. Ties go to the Attacker in keeping with the
Standard Skill Check practice. In addition to those methods,
we also have the Extended Skill Check.
Extended Skill Checks are used when the success or failure
of an Action should not be determined solely on a single
dice roll in a single moment of time. Each Skill Check in the
Extended Dice roll can represent a moment, an hour of study,
or a whole day of preparation. The most common Extended
Skill Check in Unchained Heroes will be Item Creation Rolls.
An example of the Extended Skill Check is a chase scene.
Two people are running from a bear. Both Heroes need to
perform an Extended Skill Check of Athletics with DF80, the
first person to reach DF80 escapes with their hide intact. The
second person to reach 80 has a conundrum, they must reach
80 within 5 Skill Checks or they are grabbed by the bear and
eaten. The first person made it in 3 Skill Checks with a 30, 32,
and 23, she escapes. The second has a 22, 14, and 18 so far.
They roll a 10 on their 4th try and still did not reach 80. Their
Fifth try is do or die and they get a 28. They make it, but just by
a breath.

As you can see, from that example, an Extended Skill Check


is meant to help draw out the suspense. If that was simply a
Standard or Opposed Skill Check, the end result would have
been calculated a long time ago, but the suspense would
not have been there. In short, use Extended Skill Checks for
momentous events that you dont want decided on a single
dice roll.
We dont just roll dice for pass/fail scenarios, we also roll
them for other things like dealing damage and performing
healing. A Damage and Healing Roll is only used when you
are performing an action, it was considered successful, and its
Effect calls for it to deal damage or grant healing. It uses a Dice
Pool to determine the outcome. It simply consists of grabbing
all the dice you have marked for that task, rolling them, and
adding them together for a result. There can be modifiers to
this just like a Skill Check that will increase, decrease, multiply,
and divide your result as well.
Damage and Healing Rolls are modified by Damage and
Healing Modifiers. The main Damage and Healing Modifiers
are Martial Strength (MS) and Spell Potency (SP). Martial
Actions use MS and Supernatural Actions use SP. When you
make a Damage or Healing Roll, roll all the dice, add together
the results, and then add the Damage or Healing Modifier.
Generic Damage and Healing modifiers are also present in
the game and are listed as such.

Dice Pool Mechanic


Size Category
Dice Pool
Ability Dice Pool
Weapon Dice Pool
The Dice Pool Mechanic consists of two aspects: the Size
Category and Dice Pool. Size Category is the number of sides
for each dice in your dice pool. This is commonly only one size
such as 8-sided (d8), 12-sided (d12), or something smaller. The
Size Category of the Dice being rolled is determined by your
Weapon and other factors. An Action used while wielding a
two-handed greatsword is assigned a d12 for the Dice Size
Category. That information is found in the Equipment sections.
Your Dice Pool is the number of Dice you roll for your
Action, ranging from 1 to 10 or more. It is determined by
adding your Weapon Dice Pool to your Ability Dice Pool.
Weapon Dice Pool is granted by your equipped weapon(s).
Ability Dice Pool is determined by the Action (think Ability)
you are using.

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Unchained Heroes SRD

The Combat Timeline


The Real Time Combat Engine (RTC Engine) of
Unchained Heroes is where it begins to differ from other
games. In Unchained Heroes, Actions are not handled with in
turn by turn, round by round order. Instead, they are given
Action Times (AT) that are measured in Time Intervals
(TI) and plotted on Combat Timelines. All Combatants in a
traditional Turn-based System would get to perform an action
and then have to wait until everyone else at the table has had
a turn before they act again. The RTC Engine calculates when
you perform an action based on how long it would take to
perform, so faster actions might allow you to get multiple
actions in before another person at the table. This removes the
waiting for your turn mentality.
Action Times simulate the preparation time, casting time,
or positioning time it takes to perform your action in the game
world; simulating real time, but acting in game time. The
Time Intervals are simply ticks or hashes on the Combat
Timeline and represent 1 second in game time. Game time
does not have to coincide perfectly with real world time; it can
be faster or slower.
If you were to drink a healing potion it might take you 5
seconds of game time to pull it off your belt, unstopper it, and
chug it down. This would be an AT5 action, meaning it took
5 TI to complete from start to finish. If a Sorcerer wanted to
cast a Fireball Spell through a Staff focus, it would be an AT13
action. This represents the casting time it takes for that spell
to build up the power within them (and the staff) and then to
unleash the powerful blast; it is 13 seconds of game time. If
a Rogue were going to make a quick lunge with their dagger
at a foe, it would be an AT7 action. This would represent
maneuvering and positioning to find the right moment to
strike.
Each action you perform on the Combat Timeline is added
to the previous action to determine when it occurs. This builds
the order of combat, marking your next action and the actions
of other Combatants playing with you. Using the examples
found above if you performed a Quick Attack with AT7, it
would occur at TI12; if the Sorcerer drank a Healing Potion
with an AT5, they would go on TI18; if the Rogue performed a
Special Maneuver in TI10, they would go at TI 17. The Combat
Timeline is read from left to right, and actions are resolved
based on the next lowest TI that an action is set to activate.

Combat Timeline Example


If you consumed a fleet-foot potion at TI5 on the Combat
Timeline, and declared a Fireball with AT13, you would add 13 to
5 for a total of 18. This tells you that your Fireball occurs at TI18
on the Combat Timeline. Since your action to drink the potions is
complete, the GM needs to read the Combat Timeline from left to
right and look for the next action that will occur. She sees that your
Goblin opponent has an AT9 action set to go off at TI9. Since an
action is triggered at TI9 before TI18 comes up, the Goblin gets to
go next and attempts to hit you with their poison tipped spear. At
this point the Goblin (controlled by the GM) would decide their next
action. There is a good portion of time before TI18 on the Combat
Timeline, so the GM checks to see if she can do anything else before
that happens. She decides she is going to throw an Incendiary Potion
with an AT5. Adding AT5 to TI9, means the Goblins action occurs
at TI14, which is before you get to act with your Fireball. This is
the beauty of the system, if you can see a way to do it, you can get
multiple actions off in rapid succession before your opponent.
For those of you furrowing your brow that one person can
get off multiple actions before the next, dont despair! Faster
actions are frequently less powerful than slower actions, but
they give you more attempts at triggering a particular effect.
Slower actions, by comparison, pack a hefty wallop, but
dont trigger effects as often. The Combat Timeline and the
Real Time Combat Engine are meant to give you options and
tactical control over combat, it is what it does best.

Chapter 1: Getting Started

Unchained Heroes SRD

Fuel for your Actions

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.

Tactical Points (TP)


The next most common Resource that you will use is Tactical Points (TP) (page 121). Tactical Points are a Resource
that is accrued by performing other Actions in Combat. The
amount of Tactical Points you gain for an Action ranges from
1TP to 3TP, with faster Actions granting less TP than slower
Actions. They are incredibly useful in two ways: they can be
used to restore Energy with a Tide of Battle Maneuver and fuel
Tactical Advantages. A Tide of Battle Maneuver lets you take
a few moments to size up the Battle, take a breather, and regain
some Energy. When its Action Time is complete, you spend as
many TP as you wish, regaining 10 Energy for every 1TP you

10

spend. Tactical Advantages are special Actions that modify


and enhance Actions in combat by doubling damage, making
actions occur instantly, and forcing your opponent to miss you.
Tactical Points are designed to be used, so dont save them,
they go away at the end of combat.
If you dont spend your Tactical Points, you are not penalized though, you automatically receive the benefits of a Tide of
Battle Maneuver as if you spent all the remaining TP you had.

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.

Chapter 1: Getting Started

Unchained Heroes SRD

System Resource Format

Quick Creation Checklist

The Unchained Heroes System Resource Document is set


up in a format that is meant to be friendly to beginners and
long-time players alike. You will find that the information
needed for creating a Hero and diving into the game is front
loaded, while the rules, terms, and Game Master sections are in
the back. This is by design. You will find the lion's share of the
information you need to get up and running within the first six
Chapters of Character Creation, Classes, Species, Talents and
Techniques, Equipment, and finally Building Blocks.
Players will spend the majority of their time in Chapters 2
through 6. Gamemasters and those who want to get a strong
grasp of the rules, will be working through the back half of the
book from Chapter 7 through Chapter 10.
If you are the type of person that likes to read all the rules
first, take a look at page 5 through page 10 in this Chapter
again then jump right to Chapter 6 and start reading about the
Building Blocks. Lastly, follow that with Chapters 7 through 8.
If you are the type of person that likes to understand by
doing, start at page 5 again, read up to page 11 and then jump
into Character Creation on page 12. The Character Creation
process will guide you to the relevant information in the rest
of the book. The finer details of playing can be handled during
play.
As you gain knowledge and mastery of Unchained Heroes,
you will find yourself using the latter half of the book more
and more.
Chapter 1 Getting Started (page 5)
Chapter 2 Hero Class details (page 21)
Chapter 3 Species details (page 56)
Chapter 4 Talents and Techniques (page 61)
Chapter 5 Equipment and Magical Items (page 88)
Chapter 6 Core Attributes and Skills (page 112)
Chapter 7 System Rules and Actions (page 125)
Chapter 8 Terms and Conditions (page 148)
Chapter 9 Game Master information (page 163)
Chapter 10 Villains and Bestiary (page 183)

Below is a quick summary of how to create your Hero.


Indepth details for each Character Creation step are on the
following pages.
1. Choose Your Hero Class
2. Record Starting Attributes
a. Choose Attribute Creation Method
i. Method #1 = +1/-1 Rule (Recommended)
3. Record Primary Attributes
4. Record Starting Combat Gear
5. Record Starting Resource Pools
a. Record Maximum Health (page 119)
i. 10 x Primary Attribute + Role Health Bonus + 100
b. Record Maximum Energy (page 122)
i. 10 x Primary Attribute + 100
c. Record Starting Healthy Stages (page 122)
i. Champions 3 Healthy Stages
ii. Vanguard and Sentinels 1 Healthy Stage, Techs may
increase
d. Record Maximum TP and Starting TP (page 121)
i. Maximum TP is 10
ii. Current TP is 0, Techs may increase
e. Record Magical Item Limit (page 102)
i. 7 + half your level rounded down.
6. Starting Character Skills
a. Assign Character Skill Points (nothing higher than
Rank 3 at this point) (page 115)
i. CP = 8 + (Choose INT or CUN)
b. Choose STR or AGI to modify Athletics and Crafting
c. Add Class PWR MOD to Character Skills
7. Record Traveling Gear
8. Record Starting Abilities
a. Choose 1 Additional Ability
9. Record Starting Talents
a. Choose 1 Additional Talent (page 61)
10. Record Starting Techniques
a. Choose 1 Additional Technique (page 80)
11. Choose Hero Species (page 56)
12. Starting Money and Degree of Wealth (page 88)
a. 500 Silver Pieces
b. Degree of Wealth = Laborer
13. Record Battle Skills (page 114)
a. Spend 2 Battle Points to increase Battle Skills
14. Record Battle Statistics
a. Martial Strength and Spell Potency (page 120)
b. Resilience (page 121)
c. Critical Effect Chance (page 117)
d. Critical Effect Reduction (page 117)
e. Damage Threshold (page 117)
f. Initiative (page 119)
g. Equipment Fatigue (page 118)
h. Concentration Fatigue (page 118)
i. Exhausted Condition (page 156)
j. Weakened Condition (page 161)
k. Move Action (page 135)
l. Tide of Battle Maneuver (page 146)
15. Character Sheet Finishing Touches
a. Fill in Modifier Type bubbles on everything possible

Character Creation

After going through the previous sections you should


have a good idea of what you want to do with your Hero. If
you need more inspiration, flip through Chapter 2: Classes and
Abilities (page 21) and read each of the Iconic Class Stories.
See which one fits you and come back to Character Creation to
begin.
This section goes through the process of creating characters
in Unchained Heroes. A Character Creation Checklist on
this page is available for quick reference. Character Sheets
for making your Hero are available in the back of this
book in Appendix A (page 199) or online at http://www.
unchainedheroes.com.
A Character Sheet Guide can be found after this section
to help you determine where the various steps fall on the
Character Sheet.

Chapter 1: Getting Started

11

Unchained Heroes SRD


1. Choose Your Hero Class
Go to Chapter 2: Classes and Abilities (page 21) and choose
from one of the 10 Classes listed there. Each Hero Class has a
Class Information Section as seen below. This example is from
the Sorcerer (page 42). The information to the right of the Attributes are what the Attribute modifies for your Hero Class.
Primary Attributes:

Intellect, Cunning

EFT

Move Action, IN

Exhausted Condition, DT

CP Modifier*, CFT, POW,


WILL, SP, Energy Bonus

Weakened Condition, DT

CP Modifier*, Tide of Battle,


ATK, DEF, MS, Health Bonus

2. Record Starting Attributes

Choose Attribute Creation Method


Method #1 = +1/-1 Rule (Recommended)
Method #2 = Point Buy System
Method #3 = Roll 4d6 Drop Lowest and Arrange
Your Character Sheet has a section in the top left corner
that lists the six Attributes: Strength, Agility, Stamina, Intellect,
Cunning, and Spirit. An Attribute Score of 5 is Outstanding
and an Attribute Score of 0 is Average. The preferred method
for determining your starting Attributes is the +1/-1 Rule, but
there are multiple ways to do it. The three main methods you
can use to build your Starting Attributes are listed here.

Method #1: +1/-1 Rule


Record the values listed in your Class Information Section
for each Attribute. Add 1 to one Attribute and subtract 1 from
a different Attribute. No Attribute may be less than 0 at this
point.
EFT

Move Action, IN

Exhausted Condition, DT

CP Modifier*, CFT, POW,


WILL, SP, Energy Bonus

Weakened Condition, DT

(*)You must choose one, not both, as CP Modifier


Starting Combat Gear
Weapons:
Armor:
Talisman:

Two-handed Melee Weapon


Robes Armor
Spirit Talisman

Starting Abilities:

Starting Talents:
Starting Techniques:

Amplification, Eldritch Bolt,


Fireball, Lure of the Arcane
Detect Magic, See the Currents
Battle Caster Rank 1,
Critical Effect Supernatural Rank 1

Starting Battle Skills


Attack:
Defense:
Power:
Willpower:

Rank 0
Rank 0
Rank 2
Rank 2

CP Modifier*, Tide of Battle,


ATK, DEF, MS, Health Bonus

Method #2: Standard Point System


You are given 12 Attribute Points to spend on Attributes.
You may purchase an Attribute Score for a point value
according to Table 1-1 Attribute Costs, offering you many
possible combinations.
After purchasing your Attributes Scores, record these
values and assign them based on what is best for your Hero
Class.

Table 1-1: Attribute Costs

12

Attribute

Point Cost

11

Chapter 1: Getting Started

Unchained Heroes SRD


Method #3: Rolling Dice
With this method, you roll 4d6, six times. During each roll,
drop the lowest dice then add them together for a number between 3 and 18. You may then take these rolls and compare
them to Table 1-2: Rolling Attributes to determine their values.

Table 1-2: Rolling Attributes


Dice Roll

Attribute

11 or less

12-13

14-15

16-17

18

3. Record Primary Attributes


Primary Attributes affect the most Statistics
Right Column next to Attributes tells you what Attributes
modify
The information to the right of the Attributes shows you
what the Attribute modifies for your Hero Class. As you can
see, your Primary Attributes modify a great many statistics in
Unchained Heroes. There will be locations on your Character
Sheet for you to record this information.
Your Primary Attributes should be your main focus when
increasing an Attribute. For example, A Sorcerer would should
put their highest Attributes in Intellect and Cunning.
Primary Attributes:
Intellect, Cunning

4. Record Starting Combat Gear


In Class Information Section
Swap out gear as you wish
Your Starting Combat Gear is just enough to get you on
your feet. You are given Weapons, Armor, and a Talisman to
start under the Starting Combat Gear heading. At Level 1,
you have Item Level (ILV) 0 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). Item Level (page 99) is a mechanic that we use to
make getting new gear more frequent and exciting that we will
cover in more detail in Chapter 5: Mundane and Magical Items.
Starting Combat Gear
Weapons:
Two-handed Melee Weapon
Armor: Robes Armor
Talisman:

Spirit Talisman
Record the values and then move onto the next section.

5. Starting Resource Pools


Record Starting Resource Pools
Record Maximum Health (page 119)
10 x Primary Attribute + Role Health Bonus + 100
Record Maximum Energy (page 122)
10 x Primary Attribute + 100
Record Starting Healthy Stages (page 122)
Champions 3 Healthy Stages
Vanguard and Sentinels 1 Healthy Stage, Techs may
increase
Record Maximum TP and Starting TP (page 121)
Maximum TP is 10
Current TP is 0, Techs may increase
Record Magical Item Limit (page 102)
7 + half your level rounded down
Your Class and Role determine your Resource Pools. They
can be found on the top right corner of your Character Sheet.
Starting Maximum Health(page 119) is 10 x Primary
Attribute + Role Health Bonus + 100. A Sorcerer has 2d6 for
a Role Health Bonus. According to their Class Information
Section the Primary Attribute for Health on a Sorcerer is
Cunning (CUN).
Champion Health Bonus per Level
3d6 (11) Health
Vanguard Health Bonus per Level
2d6 (7) Health
Sentinel Health Bonus per Level
2d6 (7) Health
Starting Maximum Energy (page 122) is 10 x Primary
Attribute + 100. According to the Sorcerer Class Information
Section their Primary Attribute that modifies their Maximum
Energy is granted by Intellect (INT).
Starting Healthy Stages (page 122) is 1 at 1st level for all
Heroes, while a Champion gains a Bonus of +2 Healthy Stages
for a total of 3 Healthy Stages. They help you resist the effects
of severe damage called Trauma Damage.
Starting Maximum Tactical Points is 10 and the Current
Tactical Points are 0 (page 121) TP is only gained and used
while in combat.
Starting Magical Item Limit (page 102) is equal to 7 + half
your Character level, rounded down. This limit is in place to
prevent an overabundance of magical loot in the lower levels.

6. Starting Character Skills


Assign Character Skill Points (nothing higher than Rank 3
at this point) (page 115)
CP = 8 + (Choose INT or CUN)
Choose STR or AGI to modify Athletics and Crafting
Add Class PWR MOD to Character Skills
You have 8 Character Points to spend on Character Skills
(page 115) plus your INT or CUN stat as Bonus CP. You
choose which one suits you best; the choice is permanent. You
also choose between STR or AGI to modify your Athletics and
Crafting Character Skills; this choice is also permanent.
When assigning CP at level 1, no Character Skill may be
higher than Rank 3. After 1st level, you are not required to
abide by this rule. Each Class also has a Passive Ability that
grants you a unique PWR MOD (Power Modifier) that is also
added to 5 Character Skills. Dont forget to apply it!

Chapter 1: Getting Started

13

Unchained Heroes SRD


7. Record Traveling Gear

10. Record Starting Techniques

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.

Essential Hero Class Techniques


Choose 1 Additional Technique (page 80)
Each Class gets a few Techniques automatically that are
listed in this area. Record your Starting Techniques, then
choose one additional Technique from the Techniques section
in Chapter 4: Talents and Techniques (page 80). You must meet
its Prerequisites.
Starting Techniques: Battle Caster Rank 1,

Critical Effect Supernatural Rank 1

8. Record Starting Abilities


Essential Hero Class Abilities
Choose 1 Additional Ability
Each Class begins the game with a number of essential
Abilities called Starting Abilities that are found in Chapter 2:
Classes and Abilities (page 21) under your Hero Class.
Record these Abilities on your Character Sheet on the First
Page and your Passive Abilities on the Second Page. Then
choose 1 additional Ability from your Hero Class as long as
you meet its Prerequisites.
Starting Abilities:
Amplification, Eldritch Bolt,

Fireball, Lure of the Arcane

9. Record Starting Talents


Essential Hero Class Talents
Choose 1 Additional Talent (page 61)
Like your Starting Abilities, the Starting Talents are Talents
every member of your Class receives at level 1. Record your
Starting Talents, then go to Chapter 4: Talents and Techniques
(page 61) and choose one additional Talent from the Talents
section. You must meet its Prerequisites.
Starting Talents:
Detect Magic, See the Currents

14

11. Choose Hero Species


Choose Hero Species (page 56)
Adjust Starting Attributes by Species
Record Species Bonuses and Advantages
If you havent done so already, now is the time to choose
the Species of your Hero. Your Species grants a modifier to
your Attributes and gives you Species Advantages. Your
Species unlocks different Talents for your Hero. It is also a
strong roleplaying aspect of your character that helps you
determine their background during the campaign. Species are
found in Chapter 3: Species (page 56).

12. Starting Money and Degree of


Wealth
500 Silver Pieces
Degree of Wealth = Laborer
You are assumed to have 500 silver pieces at level 1 and
start at the Laborer Degree of Wealth. Degrees of Wealth are
discussed further in Chapter 5: Mundane and Magical Items (page
88). You have enough money to keep you healthy, fed, and
comfortable.

13. Record Battle Skills


In Class Information Section
Spend 2 Battle Points to increase Battle Skills
Your Battle Skills (page 114) are determined by your
Class. Each Class has a Starting Battle Skills section found
in the Class Information Section. Fill in your Battle Skills
according to the shaded boxes.
After you fill in your Battle Skills, you are given 2 Battle
Points (BP) to increase your Battle Skills however you wish,
but at level 1 no Battle Skill may be higher than Rank 3.
Starting Battle Skills
Attack:
Rank 0
Defense:
Rank 0
Power:
Rank 2
Willpower:
Rank 2

Chapter 1: Getting Started

Unchained Heroes SRD


14. Record Battle Statistics

Martial Strength and Spell Potency (page 120)


Resilience (page 121)
Critical Effect Chance (page 117)
Critical Effect Reduction (page 117)
Damage Threshold (page 117)
Initiative (page 119)
Equipment Fatigue (page 118)
Concentration Fatigue (page 118)
Exhausted Condition (page 156)
Weakened Condition (page 161)
Move Action (page 135)
Tide of Battle Maneuver (page 146)
Martial Strength (MS) and Spell Potency (SP) (page 120)
are modifiers that you add to Damage and Healing Rolls. Fill
in every box in your MS and SP area on the Character Sheet
for a total base value. Then multiply the Base Value by your
Weapon Speed Multiplier (based on AT) on Table 6-2 (page
120).
Here is an example of calculating MS and SP:
If you have a +4 ATTR MOD, a +1 ILV MOD and a +2 TECH
MOD to MS, add those together for a total of 7 (this is your base
value) then multiply that by your Weapon Speed Multiplier. If your
weapon had an AT11 it would have a 1.5 Weapon Speed Multiplier.
Take 7 multiplied by 1.5 to get a total of 10.5 then round that up to
11. You would add 11 to your Damage and Healing Actions. In the
Martial Strength and Spell Potency Section you will find a chart that
does the multiplication for you (page 120). Just match your MS/SP
with your Weapon Speed and it will give you the number you add to
your Damage and Healing Rolls.
Your Resilience (RS) (page 121) is a protective statistic
that is added onto your DEF. If you are hit, you must check
against your RS as well. If your Foe does not exceed your DEF
plus your RS Score, the Action is only a Glancing Effect. This
depicts the added protection that armors grant you with their
padding and plating.
Your Critical Effect (CRIT) Score (page 117) comes from
Abilities, Runes, and Techniques at this level. It is your chance
to score a Critical Effect when performing a Heal or Onslaught
Action that causes Damage or Healing.
Your Critical Effect Reduction (CRDX) Score (page 117)
reduces the chance your Foes will score a Critical Effect against
you. It is determined by adding together all the respective
modifiers you have from Abilities, Runes, Techniques, and
other areas.
Damage Threshold (page 117) is the amount of damage
you can take in a single hit before you are dealt 1 Trauma
Damage. It is modified by Stamina (STA), Spirit (SPI), and
equipment plus any additional modifiers. The formula is:
DT = 10 + Your level + STA + SPI + modifiers.

Your Initiative (page 119) determines the order Actions


are performed in combat when tie-breakers occur. Initiative is
modified first by Agility (AGI) then by your other modifiers.
The formula is:
Initiative = Your level + AGI + modifiers.
Fatigue is a penalty that is applied to your characters
Maximum Energy from equipment and Active Sustained
Abilities. Your gear and some Abilities cause Equipment
Fatigue (page 118). The formula is:
EFT = Add together EFT Sources (10 x STR)
Your Active Sustained Abilities cause Concentration
Fatigue (page 118). The formula is:
CFT = Add together CFT Sources (10 x INT)
The Exhausted and Weakened Conditions are caused by
using Instants and some Abilities. Details on these Conditions
are found in Chapter 8: Advanced Rules and Terms (page 148).
You may not use an Action that causes a similar Condition if
you are suffering from the Condition already. The Exhausted
Condition (page 156) formula is:
Exhausted Condition = 20TI STA modifiers.
The Weakened Condition (page 156) formula is:
Weakened Condition = 20TI SPI modifiers.
A Move Action (page 135) is the Action you must perform
when moving between Battle Zones. A Move Action is lowered
by your Agility and the Mobility Statistic. The Move Action
formula is:
Move Action AT = 13TI AGI modifiers.
The Tide of Battle Maneuver (page 146) allows you to
restore your Energy by converting Tactical Points into Energy
at a 10 Energy for 1 TP conversion rate. Performing this Action
usually takes 13TI, but it is lowered by your Cunning(CUN).
The formula is:
Tide of Battle AT = 13TI CUN modifiers.

15. Character Sheet Finishing


Touches
Fill in Modifier Type bubbles on everything possible
Determine Dice Pool (page 127)
At this point it is time to fill in everything on your
Character Sheet to the best of your Ability. The lions share
of this process is filling in the little modifier boxes on your
Character Sheet and then adding them up for a total value.
Go through your Character Sheet and try to fill in every
ATTR, EQUP, ILV, PWR, RUNE, TECH, and MISC bubble
that you can. If you do not have a Bonus or Penalty to that
particular Action, Skill or Ability, move on to the next area.
If you havent already recorded your Weapon Dice Pool
and Dice Size, you can use the following information to
calculate it. It is based entirely on your Equipped Weapon(s).

Chapter 1: Getting Started

15

Unchained Heroes SRD


Your Dice Pool and Dice Size (page 127) is determined
by the combination of weapons that you wish to use and the
Abilities that you use with them. It will be 1dp if you are only
using 1 One-handed Weapon and 2dp if you are Dual Wielding
or using a Two-handed weapon.
If you are using weapons of different size and AT, always
use the Dice Size and AT of the slowest weapon you are
wielding.
When you use an Ability, you will be combining your
Weapon Dice Pool plus your Ability Dice Pool to get a total
Dice Pool for your Action.
Determine Dice Pool (page 127) by Weapon Choices
1 One-handed Weapon = 1dp
One-handed Weapon and Shield = 1dp
2 One-handed Weapons = 2dp
1 Two-handed Weapon = 2dp
Weapon Dice Pool + Ability Dice Pool = Total Dice Pool

Character Sheet Guide


In the next section you will find pictures of the 1st and 2nd
pages of the Character Sheets. This section is meant to be a
guide for filling out your Character Sheet. Each of the Numbers corresponds with a Step in the Character Creation Process.
Number 1 would be for Step 1: Choose your Hero Class.
Number 8 for Record your Starting Abilities is displayed on
both pages. It is where you will be filling in your Hero Class
Abilities with an overflow area. If there are any questions to
what you need to write where, you can go back to the corresponding step and read through what you need to do.
Character Sheets for making your Hero are available in the
back of this book in Appendix A (page 202) or online at http://
www.unchainedheroes.com.

One Last Look


After completing all the previous sections for Character
Creation it is time to take one last look at everything you filled
in to make sure you did not miss anything. If everything looks
correct, then you are finished and ready to play!
At this point you have a whole world of adventure ahead of
you. Read through the Core Rulebook to find more inspiration
or just to get familiar with the rules.

16

Chapter 1: Getting Started

Unchained Heroes SRD


Table 1-3: Character Level and Ability Chart
Level

Leveling Benefits

Tech

Abi

CP

BP

Tal

EN

Attr

1 Tech, 1 Ability, 8 CP, 2 BP, 1 Talent

+1 Tech, +1 Ability, +1 CP

+1 Tech, +1 Talent, +1 BP, +10 EN

+1 Tech, +1 Ability, +1 CP

10

+1 Tech, +1 BP

10

+1 Tech, +1 Ability, +1 CP, +10 EN

11

+1 Tech, +1 Talent

11

+1 Tech, +1 Ability, +1 CP

12

+1 Tech, +1 Talent, +1 BP, +10 EN

12

10

+1 Tech, +1 Ability, +1 CP

10

13

11

+1 Tech, +1 BP

11

13

12

+1 Tech, +1 Ability, +1 CP, +10 EN

12

14

13

+1 Tech, +1 Talent

13

14

14

+1 Tech, +1 Ability, +1 CP

14

15

15

+1 Tech, +1 Talent, +1 BP, +10 EN, +1 to Two Attributes

15

15

16

+1 Tech, +1 Ability, +1 CP

16

16

17

+1 Tech, +1 BP

17

16

18

+1 Tech, +1 Ability, +1 CP, +10 EN

18

10

17

19

+1 Tech, +1 Talent

19

10

17

20

+1 Tech, +1 Ability, +1 CP

20

11

18

21

+1 Tech, +1 Talent, +1 BP, +10 EN

21

11

18

22

+1 Tech, +1 Ability, +1 CP

22

12

19

23

+1 Tech, +1 BP

23

12

19

10

24

+1 Tech, +1 Ability, +1 CP, +10 EN

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

+1 Tech, +1 Talent, +1 BP, +10 EN

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

+1 Tech, +1 Ability, +1 CP, +1 to Two Attributes, +10 EN

30

16

23

12

11

10

Hero Advancement by Level


Shows Character Progression for each Level
The Character Level and Ability Chart is used any time
you need to reference the amount of Techniques (Tech),
Abilities (Abi), Character Skill Points (CP), Battle Skill Points
(BP),Talents (Tal), Energy Bonus (EN), and Attribute Bonuses
(Attr) you have at a particular level. All of these values are
dependent on your current Character Level.
When you begin most games, you will start at Level 1.
This is the introductory level and best for getting your feet
underneath you. As you level, you will get increasingly
stronger by gaining new Techniques, Abilities, Skills, and
more.

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

Chapter 1: Getting Started

17

Unchained Heroes SRD


Adventure or just reach a point where it really makes sense for
you to grow, you may gain a Level Up at a point called a Key
Story Point (Milestone). There are also instances where you
have fought so hard and for so long, performed incredibly in a
roleplaying scenario, or something similar, that it makes sense
to give you a Level Up as well. These points we call Logical
Power Ups. All this and more is discussed in detail in Chapter
9: Gamemaster's Guide (page 163).
Leveling up in Unchained Heroes is a story-driven element
and does not use Experience Points as other systems do. If
you truly wish to use Experience Points in your game, there
are many game systems that do use Experience Points for
progression that would not be difficult to adapt to Unchained
Heroes.

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

All Character Skills naturally increase at Even Levels due


to the generic Bonus that you gain to represent your rising
knowledge equal to 1/2 your level. The same goes for your
Magical Item Limit; it increases at every Even level by 1.
Upon reaching level 15 and 30 you gain an additional
benefit for reaching these prestigious milestones. You may
increase any two Attributes by 1. I recommend placing them
in your Heros Primary Attributes. This allows you to get the
most out of the increases.

Other Leveling Details


Abilities that have their Bonuses increase
Check Passive Abilities
Check Sustained Abilities
Check Starting Abilities
Abilities/Weapons that gain additional dice
Check Attribute Modifiers
Check Equipment Level Requirements
Everything listed on Table 1-3 is the obvious adjustments to
your PC. They make permanent adjustments to your Character
Sheet that you wont likely forget, but there are some other
perks to leveling that are just as important and not readily
apparent.
When you level you will find yourself acquiring new gear
and new Abilities, but dont forget to look at those things you
already have and may take for granted. For example, you
could have an Ability that bumps up to a +3 MISC MOD rather
than a +2 based on your level, or new weapon that gives you
more dice in your Dice Pool. This is a common occurrence,
especially at level 11 and 21. If you just acquired a new weapon
or armor, but still have the old one written down, make sure to
change to the new equipment values.
Abilities may have modifiers that mention a +1 per X levels.
This means you gain a modifier that grows as a multiple of
your levels. Check to see if your level matches any of the levels
that would give you a boost and mark down the changes. For
example a modifier of +1 plus 1 per 7 levels would give you a
+2 increase at Level 7, a +3 increase at Level 14, and so on.
When you gain an Attribute Modifier, make changes in
your Battle Skills, Character Skills, and other Actions that are
also affected. Go through your entire Character Sheet at this
point and make sure you get the new modifiers you deserve

Chapter 1: Getting Started

Unchained Heroes SRD


Character Sheet as Roleplaying Aid

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).

Hero Rebuild Steps:


1. Record Current Character Level and XP.
2. Erase all Current Hero Class Information to Starting
Point
3. Reference Table 1-3: Character Level and Ability Chart
4. Look for Tech/Abi/CP/Tal/BP/EN/Attr Column
5. Match Column with your recorded Level and XP from
Step 1.
6. Choose a number of Techs/Abilities/Talents according to
the value listed in the Column for your Current Level.
7. Spend all CP and BP according to the value listed in the
Column.
8. Increase Energy and Attributes a number of times as
listed in the Column.
If you had any Learning from Failures," granting you
extra CP while playing; they are lost during the Hero Rebuild
process. There is no need to keep track of how many extra CP
you gain over the course of leveling.

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. .

Chapter 1: Getting Started

19

Unchained Heroes SRD

Chapter 2:
Classes & Abilities

20

Unchained Heroes SRD

Chapter 2: Classes &


Abilities
This chapter tells us very important details about how our
special actions known as abilities work and introduces us to
the various Hero Classes of Unchained Heroes.

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.

Chapter 2: Classes & Abilities

21

Unchained Heroes SRD

Mobility Group

Ability Functions

The Mobility Group Category tells you if you may use a


Move Action at the same time as another Ability or not. It will
tell you if it is a Mobile or Immobile Action. Mobile Actions
allow you to move and act simultaneously while Immobile
Actions require that you must stay still to use the Action. More
details on Mobile and Immobile Actions are found in Chapter 7:
The System (page 134).

Abilities Function give an overall feel for what the Action


will do and tell you if the action can benefit from any Action
Effects found in Chapter 7: The System (page 152). The most
important areas being a Critical Effect that doubles damage
and healing, a Glancing Effect that halves damage and
healing, an Automatic Hit, and an Automatic Miss.
An Ability may fit may have more than one Function.
When an Ability has multiple Functions, it behaves with the
most logical application of the rules for each subcategory.

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.

Chapter 2: Classes & Abilities

Unchained Heroes SRD


Mind-Affecting Abilities
Versatile Ability Type
Mind-Affecting Abilities affect the mental state of the
Combatant, dealing damage, performing compulsions, and
causing Conditions through thought manipulation. When a
Mind-Affecting Ability causes a Condition, it is also considered
a Bane, abiding by all the rules of a Bane. Mind-Affecting
Actions may also function as an Onslaught and abide by all the
rules of an Onslaught Ability.
When multiple Mind-Affecting Abilities seem to conflict,
the last Mind-Affecting Ability activated takes precedence.

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.

Hero Class Roles


Your Hero Class Role gives you the archetype of your Class.
The following sections describe them.

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.

Chapter 2: Classes & Abilities

23

Unchained Heroes SRD

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

Ability Format Section


The Ability Format Section tells you some very important
information at a glance. You are given a short list of these categories right under the Title.
Activation Type: Active, Passive, or Sustained
Mobility Group: Mobile or Immobile
Source Group: Martial or Supernatural-based
Function: Bane, Boon, etc
Active Abilities require intentional use, Passive Abilities are
always active as buffs to your character, and Sustained Abilities provide a constant Effect once they are Activated. Mobile
Actions can be used while moving, while Immobile actions require that you stand still. Martial Actions use physical methods
of deployment, while Supernatural Actions have some element
of mystery and magic to them. There are 6 Ability Functions of:
Bane, Boon, Heal, Mind-Affecting, Onslaught, and Vector. The
Ability Function indicates the Actions overall behavior and
how it interacts with other rules in the game.
The sum of this information lets you know how the Ability
is used. This is an example of the Ability Formatting text:
"Active Mobile [Supernatural] [Onslaught]"
This tells you it is an Active Ability, that can be used as a
Mobile Action. It has a Supernatural Source of power and it
functions as an attack against your target.

24

Energy Cost Section


Following Ability Formatting you find Energy. This is the
amount of a particular resource that must be spent to perform
the Action during the Declaration Phase of the Ability. There
are a couple forms of Energy costs:
Energy: # This is the amount that you must subtract from
your Current Energy total to activate the Ability.
EFT # This Ability causes Equipment Fatigue.
CFT # This Ability has a Concentration Fatigue.
Special has the details in the Ability description. Read them
carefully to determine how you activate it.
#TP cost is the amount of TP required. Variable TP is
a value of TP that fluctuates according to the Abilitys
description; often as you put more TP into the Ability it has
more powerful Effects.
Wraith Strike has an Energy Cost of None listed in the
format: Energy: None

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)

Action Time and Duration Section


All Abilities abide by the rules of timing and order that are
determined by the Combat Timeline. The shorthand information is found under Action Time: and Duration: in each
Ability. If there are more details they are added in the description.
Action Time is the time it takes to perform the Ability. Duration is the time it lasts after it is Activated.
Wraith Strike has an Action Time of Equipped Weapon
which means you substitute your weapon speed in this value
depending on what weapon you are using and it does not have
a Duration.
Example: Action Time: Equipped Weapon
If an Ability had a Duration it would look like this:
Example: Duration: 20

Chapter 2: Classes & Abilities

Unchained Heroes SRD


Ability Description

Effect Section

This section tells you the Prerequisites that must be met


before you may use the Ability and its general description.
All Prerequisites must be met at all times to be able to use
the Ability. If you would lose any of the Prerequisites, that
Ability may not be used until they are met once again. Wraith
Strike has the following description and has no requirements.
Example: Your weapons become incorporeal wisps of
smoke that rip through your enemys armor into their very
soul.
If an Ability had requirements it would look like this:
Example: Prerequisite: Two-handed Weapon Equipped,
POW Rank 4."

This section tells you what your Ability does on the


Battlefield and the rules for its usage. It will break down your
targets, tell you if it does Damage, Healing, whether it grants
Bonuses or Penalties, and other possible combinations.
Effect: Combatant is dealt Spirit Damage.

Skill Check Section


This section gives you the required Battle or Character
Skills to Activate the Ability.Skill Check tell you what Skills
you must roll, what type of Skill Check it will be, and any additional behaviors required to activate it.
Example: Skill Check: POW vs. WILL
Wraith Strike uses POW roll against your targets WILL
Battle Skill to hit them.
If the Ability was looking for a DF, it would say:
Example: Skill Check: POW Check DF25
If there are any negative results for failure, besides being
unsuccessful, it would list Check Failure as well.
Example: Check Failure: You are unable to use this Action
for 10 minutes."

Synergy Bonus Section


The Synergy Bonus is an add on Effect that occurs when
particular Conditions are met while using the Ability. It only
applies when the Ability is used, unless the Synergy says
otherwise. It is advantageous to try to trigger your Synergy
Bonus whenever possible, as it will add to your effectiveness in
battle.
Synergy Bonus: If this Action is Declared within 7TI of
the Activation Phase of your Wraith Step, this Action may be
used as an Instant for +20 Energy and you suffer the Weakened
Condition.
Wraith Strike can be used as an Instant after you flash into a
Battle Zone with the Tactical Advantage Wraith Step.

Dice Pool Section


This section lists the Ability Dice Pool that your Action
grants. Ability Dice Pools increase at levels 11 and 21. The primary forms are:
+0dp (You only use your Weapon Dice Pool)
+Xdp/+Ydp/+Zdp
The X is the value added from level 1-10, Y value is added
from 11 to 20, and Z is added from 21 to 30. Basic Attack Action
means that there is no Ability Dice Pool so it only uses your
Weapon Dice Pool
Wraith Strike hits for Weapon Dice Pool plus 3dp at level 1,
then increases to 4dp at level 11, and 5dp at level 21.
Example: Ability Dice Pool: +3dp/+4dp/+5dp

Chapter 2: Classes & Abilities

25

Unchained Heroes SRD

Making Sense of the Class


Sections
This is the legend you may use to understand the
breakdown of each Hero Class section.

Hero Class Summary


Following your Classes name and Role, you will be able to
read a short summary of your Class to get a feel for how they
will play and if it suits you. It will give you an idea of their
strengths and help you figure out where your Hero Class fits
into the wider game world as well.

Hero Class Information


This is a very important section that is used primarily during Character Creation. It gives you all the important information about your Class at a glance.
Primary Attributes:
Intellect, Cunning

EFT

Move Action, IN

Exhausted Condition, DT

CP Modifier*, CFT, POW,


WILL, SP, Energy Bonus

Weakened Condition, DT

CP Modifier*, Tide of Battle,


ATK, DEF, MS, Health Bonus

(*)You must choose one, not both, as CP Modifier


Starting Combat Gear
Weapons: Two-handed Melee Weapon
Armor:
Robes Armor
Talisman:

Spirit Talisman
Starting Abilities:

Starting Talents:
Starting Techniques:

Amplification, Eldritch Bolt,


Fireball, Lure of the Arcane
Detect Magic, See the Currents
Battle Caster Rank 1,
Critical Effect Supernatural Rank 1

Starting Battle Skills


Attack:
Defense:
Power:
Willpower:

Rank 0
Rank 0
Rank 2
Rank 2

26

Following through this area step by step is the first part of


making sense of creating your Hero.
Starting at the top, we see the Primary Attributes of Intellect (INT) and Cunning (CUN). These Attributes affect the
most game statistics for the Hero Class we are looking at. In
this case, this is the Sorcerer Class as found in the Character
Creation Example. As you can see, INT and CUN have the
most values listed to the right of the respective values. You can
record this information on your Character Sheet.
INT affects CP Modifier*, CFT, POW, WILL, SP, and the
Energy Bonus. CUN affects CP Modifier*, Tide of Battle, ATK,
DEF, MS, Health Bonus. The Asterisk (*) is to remind you that
you must choose one or the other as the final modifier of your
Character Skills.
It then lists your Starting Battle Skills and their Ranks followed by Starting Abilities, Starting Talents, and Starting Techniques.

Hero Starting Abilities


This section follows your Hero Class Information Section.
Your Hero starts with Three to Four Abilities, one of which will
be a Passive Ability that increases your Character Skills and
grants another interesting benefit.

Hero Tactical Advantages


This section follows your Starting Abilities Section.
All Heroes of a particular Class share the same Tactical
Advantages. You do not need to choose or select any of these
Advantages, your Hero may automatically use them at 1st
level.
These are special Abilities that your Hero may use by
spending Tactical Points to help turn the flow of battle in your
favor. They augment and alter your Abilities for your benefit
much like Vectors, but fall into the other Function Groups.
You may uses as many Tactical Advantages as you wish
on an Ability, but no Tactical Advantage more than once per
Ability. More rules on Tactical Advantages are found in Chapter
7: The System (page 136).

Hero Class Abilities


The Class Abilities sections follows the Tactical Advantages
and is the last section for each Class. Every Class has special
Actions that they may perform called Abilities. There are over
30 Abilities in each Class to choose from, so each time you play
your experience can be different.

Chapter 2: Classes & Abilities

Unchained Heroes SRD


The Stigmata Score

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.

Why would people want to play a


Cleric?
The Cleric wields the powerful divine forces of creation in
the palm of their hand. They pull entities from other planes,
conjure diseases at the end of their mace, and cure disease
with rays of healing light. They can fight in the front lines as
easily as they can sling spells; all the while supporting their
companions with powerful blessings that increase their Battle
Skills. They follow the path of their heart, whether it be the
dark depths of the Abyss, the lofty Heavenly halls, or the road
less traveled somewhere in between. Play a Cleric if you want
to stand firmly for your convictions and lead your companions
to greatness with the help of the Divine.

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.

The Path you choose is directly related to the Abilities you


acquire. Abilities are listed as Ascension, Abyssal, or Balance.
Having more than one or the other puts you on different Paths
based on your Stigmata Score. This Score grants you additional
Abilities and Bonuses. Your Stigmata Score is figured out as
follows:
1. Tally up the number of Abyssal, Ascension, and Balance
Path Abilities you possess.
2. Determine which Path has the most Abilities.
3. Subtract the number of Abilities of your next highest
Path from that.
4. The end result is your Stigmata Score for that Path.
5. If you have a Score of 0, you are Balance 1
For example: if you had 4 Balance Abilities, 2 Abyssal
Abilities, and 1 Ascension Ability, the Balance Path would have
the most Abilities followed by the Abyssal Path. Take your
4 Balance and subtract 2 Abyssal Abilities for a remaining 2
Balance Abilities. This amount determines your Path and your
Stigmata Score. Since you have more Balance Abilities than any
other, you are Balance. Having 2 more Balance Abilities than
anything else grants you a Balance Stigmata Score of 2.

The Abyssal Path


Dark energies await those that seek to draw from the bottomless gorge that is the Abyssal Path. As an Abyssal Cleric
your Abilities can manipulate all things that lurk in the dark
corners of your perceptions, devour lifes forces, and return
substances to their basest elements. Without darkness there
cannot be light; without decay there is no new life. The Abyssal
powers are feared because man celebrates life, but all things
must run their course. The Abyssal master has the power to
hasten them on this Path or nurture it naturally.
As with all things, the Abyssal powers are nothing but a
tool to be used. How you use the tool is what makes you the
person that you are. Some people may use these powers to cut
out evil like a scalpel, while others many use it to spread evil.
The darker things of life are not always something to be feared,
but that doesnt mean we shouldnt be scared of what lurks in
the Abyss.
Abyssal Path Benefits (These benefits are cumulative)
1 or more
+2 MISC MOD to CRDX
2 or more
You gain a PWR MOD (+5 max) to your
Damage equal to your Stigmata Score
4 or more
Gain Immunity to Crippled Condition
6 or more
Gain Immunity to Fear Condition
8 or more
Scourge Strike's Energy cost is lowered by
10

Chapter 2: Classes & Abilities

27

Unchained Heroes SRD


The Path of Ascension
The heavens await those that seek to walk the Path of Ascension, to transcend the mortality of your existence. You become something much more than the sum of your parts. Upon
this Path you wield the positive energies of life: being able to
create life, heal the body, nurture the soul, and purge darkness.
As you walk the Path of Ascension, you are able to defy the
call of Death and overcome the ailments of life. For some, this
gives them a good perspective; a perspective that leads to an
understanding about the fragility of existence. They use their
powers to facilitate life without dominating it. For others, the
powers granted become an intoxicant that makes them feel
greater than the rest of nature. These types seek to use their
Ascension powers to set themselves above all others. As living
beings, we often seek the light for comfort, but that doesnt
mean it cant burn us when we stand too long in its radiance.
Ascension Path Benefits (These benefits are cumulative)
1 or more
+2 MISC MOD to your Tide of Battle
Maneuver lowering it by 2
2 or more
You gain a PWR MOD (+5 max) to your
Healing equal to your Stigmata Score
4 or more
Gain Immunity to Fear Condition
6 or more
Gain Immunity to Dirge Condition
8 or more
Divine Cleansing costs 1TP when used on
an Ally

The Path of Balance


The Balance Cleric understands that extremes are outside
of the natural order. Life is not about striving towards absolutes, but understanding the journey. The Balance Path walks
the middle road to experience life as it was meant to be. The
Balance Path smooths the rough edges, fills in the cracks, and
levels the playing field.
As you walk the Path of Balance, you are able to call upon
powers that can equalize all things to extremes. For some, this
is a license to make all things the same. They feel it empowers
them to be the judge of all things, balancing the scales of life.
For others, they understand that all things are made of a some
positive and some negative; life is filled with ups and downs.
These ups and downs are natural and should not be trifled
with lightly. They seek to prevent people from filling the world
with all mountain peaks a sign of lack of foresight, that
would eventually fill the word with many dark crevasses. With
this power we may sometimes wish to make all things equal
bring down the high and raise up the low but in doing
so we may be depriving someone of the opportunity to climb
mountains.
Balance Path Benefits (These benefits are cumulative)
1 or more
+2 MISC MOD to RS
2 or more
You gain a PWR MOD (+5 max) to your
SP equal to your Stigmata Score
4 or more
Gain Immunity to Hold Condition
6 or more
Gain Immunity to Fear Condition
8 or more
Divine Shield TP Cost is lowered by 1 when
used to protect all Allies

28

Cleric Class Information


Primary Attributes:

Intellect, Spirit

EFT
Move Action, IN



Exhausted Condition, DT




CP Modifier*, CFT, ATK,


DEF, MS, Health Bonus
CP Modifier*,
Tide of Battle Maneuver


Weakened Condition, DT, POW,

WILL, SP, Energy Bonus
(*)You must choose one, not both, as CP Modifier
Starting Combat Gear
Weapons



Armor
Talisman

Two-handed Melee Weapon or


a One-handed Melee Weapon and
Small Shield
Chain Armor
Concord 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

Starting Battle Skills


Attack:
Defense:
Power:
Willpower:

Rank 0
Rank 0
Rank 2
Rank 2

Cleric Starting Abilities


Curse of Woe
Active Immobile [Supernatural] [Bane] Abyssal
Energy: 20
Range: Ranged
Action Time: 7 (Fast)
Duration: 30
This curse cause the enormity of the situation to overwhelm
your enemy, leaving them befuddled.
Skill Check: POW vs. WILL
Effect: Combatant suffers the Crippled Condition.

Chapter 2: Classes & Abilities

Unchained Heroes SRD


Divine Grace
Active Immobile [Supernatural] [Heal] Ascension
Energy: 30
Range: Ranged
Action Time: 5 (Fast)
Duration: 15 (Special)
Green motes of light rise from the ground around you,
enveloping your friend in mystic healing energies.
Skill Check: POW 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: (Balance Clerics Only) This Action causes a
+10 PWR MOD to CRIT on the next Divine Wrath spell used
within 15TI. This Action may ignore the CRIT limit.

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.

Way of the Wise


Passive Ability
You have attained the full status of a revered Cleric of your
order and all its benefits.
Effect: You gain all the Effects of Stigmata according to your
Cleric Path and a +1 PWR MOD +1 per 7 levels to the following
Character Skills:
Arcanology
Education
Influence
Medicine
Perception

Cleric Tactical Advantages


Tactical Advantages are Actions accessible to all Heroes
of this Class. In Combat, they require Tactical Points. Out of
Combat, they cost 20 Energy per TP required to activate it.

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

is an Automatic Hit and gains +1 MISC MOD to its Weapon


Dice Pool.

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.

In the Nick of Time


Active Mobile [Supernatural] [Boon]
Energy: 2TP
You are able to deliver results when all seems lost.
Effect: Your Current Boon or Heal Action with an AT of 1 or
more may be used as an Instant and you suffer the Weakened
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.

Chapter 2: Classes & Abilities

29

Unchained Heroes SRD


Blessing of Iron

Control Undead

Sustained Mobile [Supernatural] [Boon] Balance


Energy: CFT 20
Range: Battlefield
Action Time: 3 (Very Fast)
Duration: Until Canceled
You and your companions gain the strength of iron.
Effect: You and your Allies gain a +2 PWR MOD to DEF.

Active Immobile [Supernatural] [Bane] Abyssal


Energy: 50
Range: Ranged AoE
Action Time: 7 (Fast)
Duration: Special
Those that wield the powers of the Abyss are the masters of the
undead.
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 Fodder and Minion Grade Undead Creature Types
in target Battle Zone Cancel their Current Action. They are
completely under your control. You decide their next Action;
going through the Declaration Phase, Preparation Phase, and
Activation Phase. You may also perform a Move Action in
conjunction with any other Action you may be performing.
Against Elite and Boss Grade Villains, only 1 Undead Creature
Types may be affected by this Action. Instead of the previous
effects, on their Current Action they suffer the Sluggish and
Redirected Effects.

Blessing of Purpose

Sustained Mobile [Supernatural] [Boon] Ascension


Energy: CFT 20
Range: Battlefield
Action Time: 3 (Very Fast)
Duration: Until Canceled
Your and your companions are protected by determination.
Effect: You and your Allies gain a +2 PWR MOD to WILL.

Blessing of the Magi


Sustained Mobile [Supernatural] [Boon] Abyssal
Energy: CFT 20
Range: Battlefield
Action Time: 3 (Very Fast)
Duration: Until Canceled
This blessing increases the strength of spell casting.
Effect: You and your Allies gain a +2 PWR MOD to POW.

Blessing of the Warrior


Sustained Mobile [Supernatural] [Boon] Balance
Energy: CFT 20
Range: Battlefield
Action Time: 3 (Very Fast)
Duration: Until Canceled
Your weapon strikes ring true.
Effect: You and your Allies gain a +2 PWR MOD to ATK.

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

Active Immobile [Supernatural] [Bane] Abyssal


Energy: 40
Range: Ranged AoE
Action Time: 7 (Fast)
Duration: Current or Next Action
Your enemys limbs are weakened, causing them to lose their
normal level of muscle control.
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 Sluggish
Effect.

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

Chapter 2: Classes & Abilities

Unchained Heroes SRD


Divine Armor

Ethereal Guardian

Passive Ability Balance


Prerequisite: Level 6, Any Stigmata Score of 3 or greater
Your faith grants you protection from harm.
Effect: You gain an +X PWR MOD to DEF and WILL where X is
equal to your current SPI.

Active Immobile [Supernatural] [Boon] Ascension


Energy: 40
Range: Ranged
Action Time: 7 (Fast)
Duration: 30
Prerequisite: Level 10
When at Deaths Door, you are brought back from its brink.
Effect: Combatant gains Ethereal Guardian. This Action is
Triggered when the Combatant falls to less than 20% their
Maximum Health or the Debilitated Stage on the Trauma
Chart. They are healed to 30% of their Maximum Health and
the First Stage of Debilitated on the Trauma Chart. They may
not fall below -30 Health while it is active.

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.

Focus of the Pure


Passive Ability Balance
Prerequisite: Level 6, Any Stigmata Score of 5 or greater
With purity of body comes purity of purpose, at that moment
your strikes become guided by divine providence.
Effect: You gain an +X PWR MOD to your Maximum Tactical
Points where X is equal to your current STA and after TI50 on
the Combat Timeline, you gain +1TP when performing any
Action.

Chapter 2: Classes & Abilities

31

Unchained Heroes SRD


Glyph of Amplification

Greater Heal

Active Immobile [Boon] Balance


Energy: 30
Range: Ranged AoE
Action Time: 7 (Fast)
Duration: 30
You place a glyph of power upon the ground that is visible as
glowing green light that enhances your chance to cause critical
effects.
Effect: Target Battle Zone gains the Glyph of Amplification
Environment Condition. While in this Battle Zone you and
all Allies within it gain a +2 PWR MOD to CRIT. You may
have multiple glyphs active at a time but only one Glyph of
Amplification per Battle Zone.

Active Immobile [Supernatural] [Heal] Ascension


Energy: 30
Range: Ranged
Action Time: 11 (Average)
Great healing energies restore your companions.
Skill Check: POW Check. (Natural 1, Glancing Effect)
Ability Dice Pool: +3dp/+4dp/+5dp
Effect: If used as a Heal Ability, this Action gains a +5 MISC
MOD to CRIT. Combatant is healed. Your MS/SP modifier for
this Action is based on Equipped Weapon Speed.
Synergy Bonus: If the Combatant is affected by Regeneration,
your Action gains an additional +2 MISC MOD to CRIT.

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

Active Mobile [Supernatural] [Boon] Ascension


Energy: 30
Range: Ranged
Action Time: Instant (E)
Duration: Next Action
Your will can hasten the speed of word or deed.
Effect: Combatant gains the Quickening Effect and their Action
becomes a Mobile Action in addition to any other Effects.
Actions that are already past their halfway mark when Quickening is
used AT7 (4), AT9 (5), AT11 (6), AT13 (7) occur Instantly.

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.

Chapter 2: Classes & Abilities

Unchained Heroes SRD


Intervention
Active Immobile [Supernatural] [Boon] Ascension
Energy: 20
Range: Ranged
Action Time: Reaction (E)
Prerequisite: Level 10
An Angelic being is called to intercede on behalf of an ally and
move them out of harms way.
Effect: Your Ally gains the Teleport Effect to the Battle Zone of
your choice and you may use the Divine Grace Ability on them
as a Reaction, but you must still pay its Energy Cost. You suffer
the Exhausted Condition.

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.

Knifes Edge Ridge

Active Immobile [Boon] Balance


Energy: 40
Range: Self
Action Time: 7 (Fast)
Duration: 30 (Until Triggered, acts like a Reaction)
The Great Judge grants you the protection of one of his
seneschals, a Blind Maiden. They have the appearance of a
young woman in full plate armor polished to a mirrors shine
and mete out justice by the laws of instant Karma.
Effect: You create a Summoned Entity that grants you the
Karma Effect. It is Triggered as a Reaction when a Foe rolls a
Skill Check against you.

Active Immobile [Supernatural] [Boon] Balance


Energy: 50
Range: Battle Zone
Action Time: 11 (Average)
Duration: Encounter
The ground presses together and buckles upward, rising into
the air and creating a plateau in the middle of the battlefield.
Effect: Target Battle Zone gains the Terrain Condition, High
Ground. The High Ground Condition grants those with
Battle Zone Control of the Battle Zone an additional +1 MISC
MOD to DEF and WILL, Move Actions into the Battle Zone
suffer a -2 MISC MOD to Mobility, and Ranged Onslaught
or Basic Attacks against Combatants in other Battle Zones by
Combatants on High Ground gain a +1 MISC MOD to ATK or
POW.

Karmic Strike

Mass Heal

Karmic Seneschal

Active Mobile [Supernatural] [Boon] [Heal] [Vector] Special


Energy: 40
Range: Self
Action Time: Reaction
The universal force of Karma answers your call, balancing the
harm you do with healing.
Effect: Your Current Single Target Onslaught or Basic Attack
heals a Combatant 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 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.

Knifes Edge Crevasse


Active Immobile [Supernatural] [Bane] Balance
Energy: 50
Range: Battle Zone
Action Time: 11 (Average)
Duration: Encounter
The forces of the divine answer your desires, letting you
reshape the earth beneath your feet into a deep crevasse. A
jagged crack in the earth extends from your position and
suddenly with great thunderous sounds expands into an
enormous crevasse; catching all those within its maw.
Skill Check: Opposed POW vs. Athletics
Effect: Target Battle Zone gains the Crater Terrain Condition.
All Combatants in the target Battle Zone must roll an Opposed
Athletics Check vs. your POW, unless they are Flying. If
successful, they gain the Rush Effect and may move to an

Active Immobile [Supernatural] [Heal] Ascension


Energy: 60
Range: Battlefield
Action Time: 11 (Average)
You release a massive amount of healing energies into the
mana currents to disseminate throughout the area.
Skill Check: POW Check. (Natural 1, Glancing Effect) When
used an as Onslaught Roll 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 Allies on the Battlefield are healed.
Synergy Bonus: If the Battle Zone is affected by the Pillar of
Radiance Ability, this Action becomes an Automatic Critical
Effect and Pillar of Radiance is dispelled.

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.

Chapter 2: Classes & Abilities

33

Unchained Heroes SRD


Necrotic Strike

Pillar of Radiance

Active Mobile [Supernatural] [Bane] [Vector] Abyssal


Energy: 40
Range: Self
Action Time: Reaction
Duration: 20
Your weapon shoots forth a dark and unholy magic that
spreads disease and corruption at its touch.
Effect: Your Current Onslaught or Basic Attack causes the
Dirge Condition and deals +1 Trauma Damage in addition to
any other Effects.
Synergy Bonus: If the target of your Current Action is within
the Range of the Effect of your Necrotic Aura, this Action
causes your Current Action to gain the Piercing Effect in
addition to any other Effects.

Active Immobile [Supernatural] [Heal] Ascension


Energy: 40
Range: Ranged AoE
Action Time: 11 (Average)
Duration: 30, 3 pulses (10)
You summon Divine energy in the form of a great pillar of
light that heals your companions.
Skill Check: POW Check. (Natural 1, Glancing Effect) When
used an as Onslaught Roll 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
Effect: All Allies in Target Battle Zone are healed. The Battle
Zone of the Combatants affected by this Action gains the
Healing Light Environment Condition. Whenever a Combatant
performs a Move Action into this Battle Zone or is present
when a pulse of this Effect occurs, they are healed for 10
Health unmodified by Damage and Healing modifiers (cannot
trigger on a Combatant more than once per 5TI).
Synergy Bonus: If the Battle Zone has any Effects active that
cause Concealment, they are still active, but are suppressed
until this Actions Duration is complete.

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.

Power Word: Heel


Active Immobile [Supernatural] [Bane] Ascension
Energy: 20
Range: Ranged
Action Time: 7 (Fast)
The power of your will transports the target to your side.
Skill Check: POW vs. WILL
Effect: Combatant suffers the Shift Effect into your Current
Battle Zone. You must have an uninterrupted line of sight to the
Combatant, not including your Foes or Allies.

Power Word: Hold


Active Immobile [Supernatural] [Bane] Balance
Energy: 20
Range: Ranged
Action Time: 7 (Fast)
Duration: 20
You grasp the target with invisible force, holding them fast.
Skill Check: POW vs. WILL
Effect: Combatant suffers the Hold Condition.

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

Chapter 2: Classes & Abilities

Unchained Heroes SRD


Restore Strength

Shadow Word: Corrode

Active Immobile [Supernatural] [Heal] Ascension


Energy: 30
Range: Ranged
Action Time: 5 (Fast)
Duration: Encounter
Your wounded ally finds their worst trauma healed.
Effect: Combatant is healed of 4 Trauma Damage and gains the
Rejuvenation Condition.

Active Immobile [Supernatural] [Bane] [Vector] Abyssal


Energy: 20
Range: Self
Action Time: Reaction
Duration: 20
You unleash the forces of entropy on the target, making their
armor suffer the results of time abnormally fast.
Skill Check: POW vs. WILL
Effect: Combatant suffers the Brittle Condition.

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.

Shadow Word: Despair


Active [Supernatural] [Bane] Abyssal
Energy: 20
Range: Ranged
Action Time: 5 (Fast)
Duration: Encounter
The Cleric summons the darkest emotions of the Abyss and
projects them outward in the form of a screaming transparent
skull.
Skill Check: POW vs. WILL
Effect: Combatant suffers the Open Wounds Condition.

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.

Shadow Word: Burn


Active Mobile [Supernatural] [Bane] [Vector] Abyssal
Energy: 40
Range: Self
Action Time: Reaction
Your power unleashes forces that engulf the target in flames,
immolating their body from head to toe.
Effect: Your Current Onslaught or Basic Attack gains a +2 MISC
MOD to Trauma Damage in addition to any other Effects.
Synergy Bonus: If the Combatant is already suffering the
Magnify Condition, your Current Action is an Automatic
Critical Effect and the Magnify Condition is Dispelled.

Active Mobile [Supernatural] [Boon] [Vector] Ascension


Energy: Health (Special)
Range: Self
Action Time: Reaction
You harness the very life energies of creation, as chaotic and
powerful as any force in the universe, to enhance your healing
or aid in the destruction of your enemy. Your powers enhanced
with Soulfire are colored blue-white by the Soulfire within
them.
Effect: Your Current Single Target Heal, Onslaught, or Basic
Attack gains a PWR MOD to Damage and Healing equal to
1 per 3 Health you Sacrifice. You must choose the amount of
Health you will Sacrifice during Activation Phase before any
rolls. You may never Sacrifice more Health than three times
your Cleric level +20 for Soulfire. Ascension Clerics may
Sacrifice three times their Cleric Level +30 Health. If used with
an Onslaught Action it also changes to deal Chaos and Fire
Damage.

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.

Chapter 2: Classes & Abilities

35

Unchained Heroes SRD


Steed of the Faithful

Turn Undead

Active Immobile [Supernatural] [Boon] Special


Energy: 50
Range: Self
Action Time: 11 (Average)
Duration: Encounter
You summon a mighty symbol of your faith to carry you across
the battlefield from on high.
Effect: You create a Summoned Entity that grants you the
Mounted Condition and the Flying Condition. The Summoned
Entity varies based on your Path:
Abyssal Clerics summon a Nightmare, a midnight black
horse with flaming hooves and flaming mane.
Ascension Clerics summon a Pegasus, a pure white horse
with majestic angelic wings
Balance Clerics summon a Gryphon, a beast with the head
and wings of an eagle and the body of a lion
This Ability may be considered an Abyssal, Ascension, or Balance
Ability based on your current Stigmata Score.

Active Mobile [Supernatural] [Bane] Ascension


Energy: 40
Range: Ranged AoE
Action Time: 7 (Fast)
Duration: Special (30)
The undead fear nothing except for the concentrated power of
the divine. By your will, they flee from your powers.
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: Fodder and Minion Grade Undead Creature Types in
target Battle Zone lose their Immunity to the Fear Condition
and suffer the Fear Condition. They continue to suffer the Fear
Condition until they have been removed from the Battlefield.
They must move to the closest edge of the Battlefield and upon
reaching the edge of the Battlefield perform one additional
Move Action; after which, they are considered Out of Combat
and the Fear Condition ends.
Elite and Boss Grade Undead Creature Types suffer the Hold
Condition and a -4 MISC MOD to WILL.

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.

Ward against Evil


Active Mobile [Supernatural] [Boon] Ascension
Energy: 50
Range: Self
Action Time: 7 (Fast)
Duration: Encounter
Through the use of various words and symbols of power, you
are able to both arm yourself and ward yourself against the
powers of evil beings those beings whose Actions clearly
stem from malicious and wicked intentions.
Effect: This Action grants threefold protection against Villains
or creatures that could be designated as evil. Evil Creatures are
based on the interpretation of the group and the GM. Against
them, you gain the following benefits:
1. +2 MISC MOD to all Battle Skills against Evil beings.
2. Evil Summoned Entities may not physically touch you
with their body or any part of their anatomy.
3. Immunity to Mind-Affecting Effects from Evil beings.
These effects function concurrently and are only applicable
against Villains or creatures that could be clearly described as
Evil or possessing Evil intent.

Way of the Warrior Priest


Passive Ability Balance
Prerequisite: Level 10
Your training focused on the realm of the battlefield to make
you a shining warrior for your Path.
Effect: Your Onslaught Abilities gain a +3 MISC MOD to
Damage when you have Battle Zone Control, you gain a +1
MISC MOD to DEF when a Shield is Equipped, and you gain a
+2 PWR MOD to your Weakened Condition lowering it by 2.

36

Chapter 2: Classes & Abilities

Unchained Heroes SRD

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.

Why would people want to play a


Rogue?
The Rogue uses trickery, deception, and misdirection
combined with an uncanny knack for finding the pressure
points in a situation to become the victor. They use every trick
in the book to overcome their enemies. They ambush from the
shadows, mix reagents into dangerous poisons, punish their
Foes from both close range and far away, and often find luck
falls in their favor. Play a Rogue if you like the dastardly, the
daring, the dangerous, and the heavy Damage Dealing aspects
of play. You will find them well suited to many tasks.

Rogue Class Information


Primary Attributes:

Agility, Cunning

EFT

Move Action, IN, ATK, DEF,


MS, Health Bonus

Exhausted Condition, DT

CP Modifier*, CFT



CP Modifier*, Tide of Battle,

POW, WILL, SP, Energy Bonus

Weakened Condition, DT

(*)You must choose one, not both, as CP Modifier


Starting Combat Gear
Weapons: Two-handed Ranged Weapon and

a Pair of One-handed Melee
Weapons
Armor:
Leather Armor
Talisman:

Unity Talisman

Starting Battle Skills


Attack:
Defense:
Power:
Willpower:

Rank 2
Rank 2
Rank 0
Rank 0

Rogue Starting Abilities


Ambush
Active Mobile [Martial] [Boon] [Vector]
Energy: 20
Range: Self
Action Time: Reaction
Prerequisite: Range Weapon or One-handed Weapon
Equipped
You unleash a devastating attack when they least expect it.
Effect: Your Current Onslaught or Basic Attack is an Automatic
Critical Effect if it is used while you are under the effects of
Stealth, Invisibility, and Concealment Conditions, or it is used
against Surprised Combatants.

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.

Know When to Hold em


Passive Ability
You live life on the edge, gambling that your skill will put you
ahead of others at every opportunity.
Effect: You gain the Bushwack Condition. You also gain a +1
PWR MOD +1 per 7 levels to the following Character Skills:
Athletics
Engineering
Influence
Perception
Subterfuge

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

Chapter 2: Classes & Abilities

37

Unchained Heroes SRD


Steel Rain

Side Step

Active Immobile [Martial] [Onslaught]


Energy: None (40 Out of Combat)
Range: Ranged AoE
Action Time: Equipped Weapon
You throw or shoot a rapid series of projectiles that lands like
steel rain upon the heads of your enemies.
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: This Action does not require a Ranged Weapon to perform.
All Foes in the target Battle Zone are dealt Physical Damage.

Active Mobile [Martial] [Boon]


Energy: 2TP
Action Time: Reaction
Your quick reflexes allow you to dodge an incoming attack.
Effect: 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.

Rogue Tactical Advantages


Tactical Advantages are Actions accessible to all Heroes
of this Class. In Combat, they require Tactical Points. Out of
Combat, they cost 20 Energy per TP required to activate it.

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.

Chapter 2: Classes & Abilities

Unchained Heroes SRD


Cloak of Shadows

Dirty Fighting

Active Mobile [Supernatural] [Boon]


Energy: 40
Range: Self
Action Time: Instant (W)
Duration: 30
You become one with the shadows to vanish from the sight of
your enemies.
Effect: You gain the Invisibility Condition.
Passive Effect: After learning this Ability, you permanently
gain a +3 MISC MOD to your Subterfuge rolls.

Active Mobile [Martial] [Bane] [Vector]


Energy: 40
Range: Self
Action Time: Reaction
Duration: Foes Next Action or 15TI
You toss some dirt in your opponents eye at the moment of
your attack.
Effect: Your Current Onslaught or Basic Attack causes the
Blind Condition in addition to any other Effects that lasts until
your Foe uses an Action or 15TI, whichever comes first.

Cover Fire

Distraction

Active Mobile [Martial] [Boon] [Vector]


Energy: 20
Range: Self
Action Time: Reaction
Duration: Special
You lay down cover fire for your ally that gives them a chance
to get to safety.
Effect: Your Current Ranged Onslaught or Basic Attack grants
an Ally Partial Cover in addition to any other Effects for as
long as they do not move from their Current Battle Zone.
Synergy Bonus: If a target of your Current Action has the Full
or Partial Cover Condition, this Action ignores Full or Partial
Cover.

Active Mobile [Martial] [Boon]


Energy: 30
Range: Equipped Weapon (Immobile w/ Ranged Weapon)
Action Time: 7 (Fast)
Duration: Special
You create a distraction that allows you to gain an advantage
for your next strike.
Skill Check: ATK vs. DEF
Effect: On a successful Skill Check against the 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 Infiltrators Strike Action, you gain
the Stealth Condition upon Activation in addition to any other
effects.

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.

Dual Viper Strike


Active Mobile [Martial] [Onslaught]
Energy: None (20 Out of Combat)
Range: Equipped Weapon (Immobile w/ Ranged Weapon)
Action Time: Equipped Weapon
You go in for the kill and apply multiple poisons at the same
time to your opponent.
Skill Check: ATK vs. DEF
Ability Dice Pool: +2dp/+3dp/+4dp
Effect: Combatant is dealt Physical Damage and Poison
Abilities used with this Action do not count towards your
Vector Usage Limit.
Synergy Bonus: If the target is already suffering from a
Condition caused by a Poison Ability, this Action gains the
Piercing Effect and +5 MISC MOD to Damage in addition to
any other effects.

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.

Chapter 2: Classes & Abilities

39

Unchained Heroes SRD


Get-Away Plan

Mark of Malicious Intent

Active Mobile [Martial] [Boon]


Energy: 30
Range: Ranged AoE
Action Time: Instant (E)
Prerequisite: Escape Artist Learned
You are always casing the area looking for good exit strategies
and places to escape if the need arises.
Effect: You and your Allies on the Battlefield gain the Rush
Effect. Actions occur in order of Initiative on the TI this is Activated.
In some cases, this may allow you to avoid Ranged AoE Actions used
against you.

Active Mobile [Martial] [Bane] [Vector]


Energy: 30
Range: Self
Action Time: Reaction
Duration: Special
You mark your target clearly for all your companions to see
and coordinate their strikes.
Effect: Your Current Onslaught or Basic Attack Action causes
you and all Allies that perform their Onslaught or Basic Attack
Actions against the Foe during the same TI to gain a +2 MISC
MOD to ATK, POW, Damage, and Healing for each other Ally
also performing an Onslaught or Basic Attack Action on that
TI. Target must be declared and calculated immediately after
the first Ally strikes, targets may not be changed after this is
declared.
For example, if 3 Allies coordinate their attacks to Activate
on TI 13, all Allies on TI13 declare to strike the same target.
Then each one gains a +6 MISC MOD to ATK, POW, Damage,
and Healing for their Actions that TI. This Mark lasts for all
Onslaught and Basic Attack Actions that are performed on the
TI it is triggered. This Action stays active until it is triggered,
then it is Dispelled.

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.

Chapter 2: Classes & Abilities

Unchained Heroes SRD


Poison: Anticoagulant

Shank

Active Mobile [Martial] [Bane] [Vector]


Energy: 30
Range: Self
Action Time: Reaction
Duration: Encounter
The essence of the root herb Turmeric is an anticoagulant when
used in this formula.
Effect: Your Current Onslaught or Basic Attack deals +1
Trauma Damage and causes the Open Wounds Condition in
addition to any other Effects.

Active Mobile [Martial] [Boon]


Energy: 30
Range: Melee
Action Time: Reaction (W)
Prerequisite: One-handed Melee Weapon Equipped
You add the twist of your blade to the strike of your ally.
Effect: If an Ally successfully hits a Foe within your Current
Battle Zone you may perform this Action. You may use your
Current Action with an AT of 1 or more as an Instant. You
suffer the Weakened Condition.

Poison: Blood Weakness

Smoke Grenade

Active Mobile [Martial] [Bane] [Vector]


Energy: 30
Range: Self
Action Time: Reaction
Duration: Encounter
Refined white willow bark creates a poison that weakens the
body and makes a being light-headed.
Effect: Your Current Onslaught or Basic Attack causes the
Combatant to suffer a cumulative -2 PWR MOD to DEF to a
maximum MOD of -4 in addition to any other Effects.

Active Mobile [Martial] [Boon]


Energy: 30
Range: Self
Action Time: Instant (E)
Duration: 30
You throw a chemical concoction that rapidly deploys smoke
throughout your immediate area.
Effect: Your Current Battle Zone gains Environment Condition
Dense Fog (page 271).

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

Active Mobile [Martial] [Onslaught]


Energy: 40
Range: Equipped Weapon (Immobile w/ Ranged Weapon)
Action Time: Equipped Weapon
You notice an opening and take it.
Skill Check: ATK vs. DEF
Ability Dice Pool: +3dp/+4dp/+5dp
Effect: Combatant is dealt Physical Damage. If a Foe rolls
a Natural 1 on a Skill Check, you may use this Action as a
Reaction and it gains the Maximized Effect.
Synergy Bonus: If you have Battle Zone Control, this Action
has it Energy Cost changed to Energy: None.

Sniper

Active Mobile [Martial] [Bane] [Vector]


Energy: 40
Range: Self
Action Time: Reaction
Duration: 30
Your attacks are coated with a neurotoxin from the virola plant
that renders a being paralyzed.
Effect: Your Current Onslaught or Basic Attack causes the
Dazed Condition in addition to any other Effects.

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

Active Mobile [Martial] [Bane] [Mind-Affecting] [Vector]


Energy: 30
Range: Self
Action Time: Reaction
Duration: 15
Your enemies suffer psychosis when touched by this poison.
Effect: Your Current Onslaught or Basic Attack causes the
Confusion Condition in addition to any other Effects.

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.

Chapter 2: Classes & Abilities

41

Unchained Heroes SRD


Take Cover
Active Mobile [Martial] [Boon]
Energy: 40
Range: Self
Action Time: Instant (E)
Duration: Special
You somehow find a means to find protection from errant
shots even when you are in the middle of an empty field.
Effect: You gain the Full Cover Condition as long as you do not
move from your Current Battle Zone. You may not make Melee
Onslaught or Basic Attack Actions while under the Full Cover
Condition.

Tricks of the Trade


Sustained Mobile [Martial] [Boon]
Energy: CFT 20
Range: Battlefield
Action Time: 3 (Very Fast)
Duration: Until Canceled
You show your companions the means to keep your enemies
guessing, making their strikes more accurate and effective.
Effect: You and your Allies gain a +2 PWR MOD to ATK.

Turning the Tables


Active Mobile [Martial] [Boon]
Energy: 30
Range: Ranged AoE
Action Time: Instant (W)
Duration: Special
You flip the flow of battle to your sides favor with a few quick
maneuvers anywhere on the battlefield.
Effect: You or your Allies gain Battle Zone Control in target
Battle Zone regardless of your Foes Battle Zone Presence. You
or your Allies retain control of target Battle Zone until a similar
Ability supersedes this Action or you leave your Current Battle
Zone.

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.

Why would people want to play a


Sorcerer?
The Sorcerer is a master of Arcane Magic, drawing from the
elemental forces of the planet and the mana currents to bring
about spectacular events. They can streak through the sky by
the force of their will, create magical blasts so powerful and
intense that they burn through metal, empower your spells to
bypass the defenses of the most powerful sentinels, and counter the magic of others with a thought. As a Sorcerer, you are
the manifestation of arcane power on the planet and the only
question is how you will use it. Play a Sorcerer if you want to
have an answer to every situation, throw arcane bolts of energy
from the palm of your hand, and snuff out the magical powers
of your opponents on a whim.

Sorcerer Class Information


Primary Attributes:

Intellect, Cunning

Move Action, IN

Exhausted Condition, DT

CP Modifier*, CFT, POW,


WILL, SP, Energy Bonus

Weakened Condition, DT

CP Modifier*, Tide of Battle,


ATK, DEF, MS, Health Bonus

(*)You must choose one, not both, as CP Modifier


Starting Combat Gear
Weapons: Two-handed Melee Weapon
Armor:
Robes Armor
Talisman:

Spirit Talisman
Starting Abilities:



Starting Talents:
Starting Techniques:

42

EFT

Chapter 2: Classes & Abilities

Amplification,
Eldritch Bolt, Fireball,
Lure of the Arcane
Detect Magic, See the Currents
Battle Caster Rank 1,
Critical Effect Supernatural Rank 1

Unchained Heroes SRD


Starting Battle Skills
Attack:
Defense:
Power:
Willpower:

Sorcerer Tactical Advantages

Rank 0
Rank 0
Rank 2
Rank 2

Tactical Advantages are Actions accessible to all Heroes


of this Class. In Combat, they require Tactical Points. Out of
Combat, they cost 20 Energy per TP required to activate it.

Sorcerer Starting Abilities


Amplification
Sustained Mobile [Supernatural] [Boon]
Energy: CFT 20
Range: Battlefield
Action Time: 3 (Very Fast)
Duration: Until Canceled
You supercharge the magical spells performed by you and
your companions to pass your enemies defensive barriers.
Effect: You and your Allies gain a +2 PWR MOD to POW.

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.

Lure of the Arcane


Passive Ability
From early on, you knew you would be a master of the magical
arts and applied yourself to that purpose.
Effect: You gain a +1 PWR MOD to your Magical Item Limit
and a +1 PWR MOD +1 per 7 levels to the following Character
Skills:
Arcanology
Crafting
Education
Medicine
Perception

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.

Chapter 2: Classes & Abilities

43

Unchained Heroes SRD


Sorcerer Abilities

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

Active Mobile [Supernatural] [Bane] [Vector]


Energy: 20
Range: Self
Action Time: Reaction
Duration: 30
You crumble the magical bonds that hold a being together,
putting them on the verge of shattering.
Effect: Your Current Onslaught or Basic Attack causes the
Brittle Condition and gains a +1 PWR MOD to its Weapon Dice
Pool in addition to any other Effects.
Synergy Bonus: If this Action is used against an inanimate
object or Construct, the Brittle Condition lasts for the
Encounter and is not removed.

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.

Draw Elemental Force


Active Mobile [Supernatural] [Boon]
Energy: None
Range: Melee
Action Time: Reaction
This power teaches the character how to grab the mana
currents around them to fuel their spells.
Effect: You may Sacrifice 2 Healthy Stages to restore 10 Energy
to all Allies within your Current Battle Zone.

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.

Chapter 2: Classes & Abilities

Unchained Heroes SRD


Elemental Blast

Globes of the Battle Wizard

Active Immobile [Supernatural] [Onslaught]


Energy: None (20 Out of Combat)
Range: Ranged
Action Time: Equipped Weapon
Being able to command any of the Terrestrial Elements of
Air, Earth, Fire, Water, and Spirit allows you exploit the
weaknesses of any opponent.
Skill Check: POW vs. WILL
Ability Dice Pool: +3dp/+4dp/+5dp
Effect: Choose a Terrestrial Damage Type during Declaration
Phase. Combatant is dealt your chosen Terrestrial Damage.

Active Immobile [Supernatural] [Bane]


Energy: 40
Range: Ranged AoE
Action Time: 7 (Fast)
Duration: 30 (Stun 3)
This spell was created to aid the Battle Wizards of old when
engaged in battle by shifting the forces of mana around them.
Globes sparkling with electricity enflame the currents, granting
bursts of energy and stunning those unfortunate enough to be
struck by their fickle bolts.
Effect: You and all Allies in the target Battle Zone gain 20
Energy when a Natural 19 or 20 is rolled on a Skill Check.
Additionally, whenever a Natural 1 is rolled while in that
Battle Zone, the Combatant suffers the Stunned Condition for
3TI.
Synergy Bonus: If more than one Globes of the Battle Wizard
is Active on the Battlefield, all Battle Zone boundaries between
the Globes of the Battle Wizards Battle Zones are considered to
be affected by the Wall of Fire Sorcerer Ability.

Fixed Point in Time


Active Mobile [Supernatural] [Boon] [Vector]
Energy: 20
Range: Self
Action Time: Reaction
The Universe has decided that some events must occur and
you are going to be an instrument of those events.
Effect: Your Current Single Target Onslaught or Basic Attack
gains the Fated Effect in addition to any other Effects.

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.

Gale Force Winds


Active Immobile [Supernatural] [Bane]
Energy: 30
Range: Ranged AoE
Action Time: 7 (Fast)
Out of nowhere, gale force winds rise up and toss your
enemies helplessly around the battlefield.
Skill Check: POW vs. DEF 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 Shift
Effect to a Battle Zone of your choice in any combination. All
Combatants Shifted into a Battle Zone with the Full Cover Terrain
Condition suffer a Collision.

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.

Chapter 2: Classes & Abilities

45

Unchained Heroes SRD


Lethargy

Power Infusion

Active Mobile [Supernatural] [Bane]


Energy: 30
Range: Ranged
Action Time: Instant (W)
Duration: Special
You sap the energy from the very bones of your enemy, making
them sluggish and weak for a short time.
Effect: Your Foe's Current or Next Action suffers the Sluggish
Effect in addition to any other Effects.

Active Mobile [Supernatural] [Onslaught] [Bane]


Energy: 30
Range: Ranged AoE
Action Time: 5 (Fast)
Duration: Until Triggered
You charge the currents with your aura pushing to the brink
of overloading, causing the next magical spell in the area to
trigger a massive mana current explosion.
Skill Check: POW vs. WILL
Ability Dice Pool: +1dp/+2dp/+3dp
Effect: This Action is Triggered when another Terrestrial
Damage Effect is used in the target Battle Zone it occupies. At
that time, all Combatants in the target Battle Zone are dealt
Fire Damage. Only one Power Infusion may be active per Battle
Zone at a time. The first Sorcerer to apply the Power Infusion Effect
in an area has control of the Effect.

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.

Chapter 2: Classes & Abilities

Unchained Heroes SRD


Sorcerers Might

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.

Active Immobile [Supernatural] [Bane]


Energy: 40
Range: Ranged AoE
Action Time: 7 (Fast)
Duration: 30
You create a Wall of Fire that deters people from traversing the
area to get to you.
Effect: You create a Wall (Passable) Terrain Condition on a
boundary between two Battle Zone. Whenever a Combatant
crosses that boundary they are dealt 20 Fire Damage
unmodified by Damage and Healing modifiers (cannot trigger
on a Combatant more than once per 5TI).

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.

Active Mobile [Supernatural] [Boon]


Energy: 30
Range: Self
Action Time: 7 (Fast)
Duration: Encounter
Bend light and become invisible; mask scent and become
untraceable; mask sound and become undetectable. Combine
them all and you have become Veiled.
Effect: You gain the Invisibility Condition. It has the additional
effect of masking detection by scent and sound.

Chapter 2: Classes & Abilities

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Unchained Heroes SRD

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.

Why would people want to play a


Warrior?
The Warrior is the head kicking, full plate wearing, weapon
swinging, Sherman Tank of the battlefield. They greet their
enemies with a swift blow to the temple and a shiny sword
through their guts. Be it with a shield or a second weapon, they
demoralize and decimate their enemies with stunning battlefield tactics, superior skill, and intensity. The Warrior leads and
others follow. On top of being able to create a cyclone of steel
wherever they go, they can rally their Allies to new heights,
help them find weaknesses where there doesnt look like any
exist, and position themselves for a winning stroke. Play a
Warrior if you dont think you need fancy spells, or something
supernatural to get things done.

Warrior Class Information


Primary Attributes:

Strength, Agility

EFT, ATK, DEF, MS,


Health Bonus

Move Action, IN, POW,

WILL, SP, Energy Bonus


Exhausted Condition, DT

CP Modifier*, CFT



CP Modifier*,

Tide of Battle Maneuver

Weakened Condition, DT

(*)You must choose one, not both, as CP Modifier


Starting Combat Gear
Weapons


Armor
Talisman

A Pair of One-handed Melee


Weapons or a One-handed Melee
Weapon and Kite Shield
Full Plate Armor
Unity Talisman

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

Starting Battle Skills


Attack:
Defense:
Power:
Willpower:

Rank 2
Rank 2
Rank 0
Rank 0

Warrior Starting Abilities


Brothers in Arms
Active Mobile [Martial] [Boon]
Energy: 20
Range: Ranged
Action Time: 5 (Fast)
Duration: Encounter
You stand in the face of danger for your companion, doing
your best to guard and protect them from all harm.
Effect: You gain the Corsican Bond Condition with your Ally.
Synergy Bonus: If you are performing Bulwark, this Action
may be used as a Vector and a Reaction for 0 Energy Cost and
you may add additional Allies for 10 Energy each, as long as
they would be affected by Bulwark.

Live by the Sword


Passive Ability
You live by the fine arts of combat and battle strategy.
Effect: You gain a +1 MISC MOD to Battle Zone Presence, and a
+1 PWR MOD +1 per 7 levels to the following Character Skills:
Athletics
Crafting
Medicine
Perception
Subterfuge

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.

Chapter 2: Classes & Abilities

Unchained Heroes SRD


Warpath

Shear

Active Mobile [Martial] [Boon]


Energy: 30
Range: Self
Action Time: 5 (Fast)
Duration: Special
You abandon all reason and wade into your enemies, bent on
creating a path of destruction in your wake.
Effect: This Action may be triggered as a Reaction when a Bane,
Onslaught, or Basic Attack Action is Activated against an Ally.
While Warpath is activated, you gain a +3 PWR MOD to CRIT
and it remains active until an Onslaught or Basic Attack you
perform misses unless at least one Foe has the Bleed Condition,
in that case it stays active. This Action may ignore the CRIT limit.

Active Mobile [Martial] [Boon]


Energy: 1TP
You shear through your enemys guard.
Effect: Your Current Onslaught or Basic Attack gains the
Piercing Effect in addition to any other Effects.

Warrior Tactical Advantages


Tactical Advantages are Actions accessible to all Heroes
of this Class. In Combat, they require Tactical Points. Out of
Combat, they cost 20 Energy per TP required to activate it.

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.

Hammer and Anvil


Active Mobile [Martial] [Boon]
Energy: 1TP
Range: Melee
Action Time: Reaction
Foes caught between you and your companions are as helpless
as steel wrought on an anvil.
Effect: If an Ally is within your Current Battle Zone, they gain
a Free Strike against the target of your Current Action.

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.

Chapter 2: Classes & Abilities

49

Unchained Heroes SRD


Battle Hardiness

Brace for Impact

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.

Active Mobile [Martial] [Boon]


Energy: 40
Range: Self
Action Time: Reaction (W)
Prerequisite: Shield Equipped
You raise your shield in front of you and fight back the
explosive force of the magic used against you, all the while
advancing on your attacker.
Effect: The Current Supernatural Action of which you are
the target, is an Automatic Miss against you. You suffer the
Weakened Condition.
Synergy Bonus: If Adrenaline Rush is active while using this
Action, you gain the Rush Effect as long as you immediately
move into or towards the attacking Foes Battle Zone.

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.

Active Mobile [Martial] [Boon]


Energy: 40
Range: Melee AoE
Action Time: 7 (Fast)
Duration: Encounter
You become a Human shield for your Ally, stepping in front of
most attacks and preventing them from harm.
Effect: While you and your Allies have Battle Zone Control in
your Current Battle Zone, all Single Target Martial Onslaught
or Basic Attacks against Allies in your Current Battle Zone are
considered Automatic Glancing Effects.

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

Active Mobile [Martial] [Boon] [Vector]


Energy: 30
Range: Self
Action Time: Reaction (E)
When the time is right you seize the moment.
Effect: Your Current Martial Action with an AT of 1 or more
may be used as an Instant in addition to any other Effects. You
suffer the Exhausted Condition.

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.

Chapter 2: Classes & Abilities

Unchained Heroes SRD


Concussive Strike

Gash

Active Mobile [Martial] [Bane] [Vector]


Energy: 40
Range: Self
Action Time: Reaction (E)
Duration: 5
Your strike knocks the enemy senseless.
Effect: Your Current Single Target Onslaught or Basic Attack
causes the Stunned Condition in addition to any other Effects.
You suffer the Exhausted Condition.

Active Mobile [Martial] [Bane] [Vector]


Energy: 20
Range: Self
Action Time: Reaction
Duration: Encounter
Your attack leaves a hideous open gash.
Effect: Your Current Onslaught or Basic Attack causes the
Open Wounds Condition in addition to any other Effects.

Give as Good as You Get

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.

Hold the Line

Field General

Active Mobile [Martial] [Boon]


Energy: 50
Range: Battlefield
Action Time: 7 (Fast)
Prerequisite: DEF Rank 5, Battle Commander Learned
Your experience and leadership skills greatly aid your
companions when making tactical decisions.
Effect: All Allies on the Battlefield gain 3TP.

Sustained Mobile [Martial] [Boon]


Energy: CFT 20
Range: Battlefield
Action Time: 3 (Very Fast)
Duration: Until Canceled
You have taught your Allies the methods to deploy the perfect
defense against enemy attacks.
Effect: You and your Allies gain a +2 PWR MOD to DEF.

In the Line of Fire

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.

Active Mobile [Martial] [Boon]


Energy: 40
Range: Battlefield
Action Time: Reaction (E)
Upon seeing the danger your companions face, you place
yourself in the line of fire at great cost to yourself.
Effect: Your Foes current Martial AoE Action is an Automatic
Miss on all your Allies, but you are Automatically Hit and
suffer an Automatic Critical Effect (if applicable). You also
gain the Rush Effect and must move into the Foes current
Battle Zone or to a Battle Zone that positions you between the
greatest number of your Allies and the Foes Action. You suffer
the Exhausted Condition. You gain 2TP from using this Action.
Synergy Bonus: If you have learned the Brace for Impact
Ability, this Action also affects Supernatural AoE Actions.

Chapter 2: Classes & Abilities

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Unchained Heroes SRD


Inner Strength

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.

Active Mobile [Martial] [Boon]


Energy: 30
Range: Ranged
Action Time: Instant (W)
Duration: 20
With a single minded determination, you hound your enemys
steps across the battlefield.
Effect: When Activated, chose a Foe and another Combatant.
If chosen Foe performs a Move Action, Combatant gains the
Rush Effect. This Effect is Triggered each time the chosen Foe
performs a Move Action for the Duration of this Action.

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.

Quick on your Feet


Passive Ability
You have a natural agility and quickness about you.
Effect: You gain a +1 POW MOD to SPI, the Acrobatics
Condition, and a +3 MISC MOD to Mobility.

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.

Chapter 2: Classes & Abilities

Unchained Heroes SRD


Riposte

Slam

Active Mobile [Martial] [Boon] [Reaction}


Energy: 40
Range: Melee
Action Time: Reaction
Prerequisite: Melee Weapon Equipped
You raise your weapon just in time to deflect the attacks strike
and turn aside its impact.
Effect: The Current Single Target Martial Action of which you
are the target, is an Automatic Miss.

Active Mobile [Martial] [Onslaught] [Bane]


Energy: 20
Range: Melee
Action Time: Equipped Weapon
Duration: 30
You lead your attack with your shoulder or shield, slamming
into your enemy with the force of a bull, giving them a ringing
in their ears.
Skill Check: ATK vs. DEF
Ability Dice Pool: +1dp
Effect: Combatant is dealt Physical Damage and suffers the
Crippled Condition. You may spend +20 Energy to also cause
the Knockback Effect in addition to any other effects.

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.

Chapter 2: Classes & Abilities

53

Unchained Heroes SRD


Sword and Board Style

War Cry: Focus Fire!

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.

Active Mobile [Martial] [Bane]


Energy: 30
Range: Ranged
Action Time: 5
Duration: Until Triggered
Your battle cry draw attention to the enemy you feel possesses
the most threat.
Effect: Your Current Onslaught or Basic Attack Action causes
you and all Allies that perform their Onslaught or Basic Attack
Actions against the Foe during the same TI to gain a +2 MISC
MOD to ATK, POW, Damage, and Healing for each other Ally
also performing an Onslaught or Basic Attack Action on that
TI. Target must be declared and calculated immediately after
the first Ally strikes, targets may not be changed after this is
declared.
For example, if 3 Allies coordinate their attacks to Activate
on TI 13, all Allies on TI13 declare to strike the same target.
Then each one gains a +6 MISC MOD to ATK, POW, Damage,
and Healing for their Actions that TI. This Mark lasts for all
Onslaught and Basic Attack Actions that are performed on the
TI it is triggered. This Action stays active until it is triggered,
then it is Dispelled.

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.

War Cry: Get me a Medic!


Active Mobile [Martial] [Boon]
Energy: 30
Range: Ranged
Action Time: Instant (W)
You get the attention of your battlefield healer to perform some
healing on your wounded companion.
Effect: Your Ally on the Battlefield may use a Heal Action with
an AT of 1 or more on a Combatant as a Reaction that doesnt
interrupt their Current Action. You and your Ally suffer the
Weakened Condition.

War Cry: On My Mark!

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.

Active Mobile [Martial] [Boon]


Energy: 20
Range: Ranged
Action Time: Instant (W)
You give your companion an opportunity to strike out at your
enemy when they least expect it.
Effect: Your Ally may use their current Onslaught Action with
an AT of 1 or more as an Instant. Your Ally is not afflicted with
the Exhausted or Weakened Condition.

War Cry: To Me!


Active Mobile [Martial] [Boon]
Energy: 30
Range: Battlefield
Action Time: 5
With this battle cry you are able to rally your allies to sally to
your position.
Effect: All Allies on the Battlefield may choose to use the Rush
Effect as long as they move into or towards your Current Battle
Zone.

54

Chapter 2: Classes & Abilities

Unchained Heroes SRD

Chapter 3:
Species

55

Unchained Heroes SRD

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.

Terrestrials and Celestials


The Species are divided into two main types: Terrestrials
and Celestials. Terrestrials are those beings created by out of
the Terrestrial Elements of the Fire, Air, Water, Earth, and Spirit. The Terrestrial Species are the second group of humanoids
crafted by the gods. Being built from the land, they are much
more closely tied to it. Their lives are shorter and their natures
reflect the primary element from which they are formed.
Humans are formed of the volatile, vibrant, and dynamic
element of Fire.
Gnomes are formed of the adaptable, nurturing, and
creative element of Water.
Halflings are formed of the spiritual, passionate, and
capricious element of Air.
Dwarves are formed of the hearty, stoic, and steady
element of Earth.

56

The Celestial Species were formed of the ethereal and


immutable powers of Law and Chaos, Order and Disorder.
They were the first beings created by the gods to be a part of
creation. The Elves are formed primarily of Law and reflect
that in their lives, while the Ogres are formed of Chaos, being
the counterpoint to the serious Elves. As Celestial beings, their
lives extend beyond that of any Terrestrial Species, spanning
millennia or eons.

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.

Species Summary Section


This section gives you a quick highlight of what you have
game features you have acquired when choosing this Species.
The Attribute Modifiers listed in this section are added to the
specified Attributes. Your characters Size, is also listed here.
The majority of Species will be considered Medium size creatures. Heroes do not have any positive or negative Effects from
their Size if they are Small or Medium Sized. They only suffer
the effects of Size when they are smaller or larger than these
sizes.
In addition, you will find a brief summary of their attitudes
and play style.

Species Advantages Section


Your Species Advantages are powerful Bonuses and Abilities unique to your Species. You gain all Species Advantages
listed in this section.

Species Appearance Section


This section gives you an idea of your Species Appearance
and all the varieties that might arise. It covers possible combinations of hair, eye, skin color, and height. It also covers typical
clothing and a superficial take on how they may act.

Chapter 3: Species

Unchained Heroes SRD


Dwarven Appearance

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.

Dwarven Species Advantages


The Dwarven Species Advantages reflect the hardiness of
their Species and aptitude for the crafting arts.
Dwarves cannot play the Oracle, Umbral, or Visceral
Classes.

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.

The Dwarven Species was formed from Terrestrial Earth,


and as such, they are strong and solidly built. A naturally
stout people, their height ranges from 3 to 5 feet tall. Their
hair ranges from deep reds to dark brown or black. Both sexes
pride themselves on their appearances; great care is taken with
hair. The males proudly sport beards, many with intricate
braids that are lovingly cared for. The females wear their hair
long, braiding their hair into elaborate hairstyles. Their faces
have prominent lips, bushy eyebrows, deep gem colored eyes
(no reds), and bulbous noses. Their frames vary from rotund to
the chiseled. Skin tone can range from pale to deeply tan.

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.

Elven Species Advantages


The Elven Species advantage reflects their grace and vitality.
Elves cannot play the Oracle, Umbral, or Visceral Classes.

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

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Unchained Heroes SRD


Nimble

Ancient Knowledge

Active Mobile [Martial] [Boon]


Energy: 20
Range: Self
Action Time: Reaction
You are a shining example of the natural agility and grace of
the Elves.
Effect: You may reroll any Athletics Check.
Passive Effect: You may use Playing the Odds on an Athletics
Check even in Crucial Moments.

Active Mobile [Martial] [Boon]


Energy: 20
Range: Self
Action Time: Reaction
The knowledge throughout the ages has been chronicled by
the Gnomes.
Effect: You may reroll any Education Check.
Passive Effect: You may use Playing the Odds on Education
Checks even in Crucial Moments.

Elvish Appearance

Encyclopedic Memory

The Elves stand 6 to 7 feet tall, with hair in colors of gold,


silver, white, and black. Their eyes glow brightly, appearing in
color and form like emeralds, sapphires, amethysts, and ambers. Their faces are perfectly chiseled, with high cheekbones
and crisp features. They are lithe figures with thin shoulders
and seemingly delicate extremities, but as strong as steel.
They adorn themselves in whites, golds, and silvers. Their
everyday garb is military dress consisting of chain mail, tabards, weapon, and boots clothing is militaristic in look, function, and form; casual wear is only worn in the home. They are
always armed and ready for battle even in their residences,
where they are armed with their signature Elven long knives

As the Chroniclers, all Gnomes place a high value on


education.
Effect: You gain a +1 TECH MOD to the Education Character
Skill.

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.

Gnomish Species Advantages


The Gnomish Species Advantages are related to their deep
inner strength of mind.
Gnomes cannot play the Oracle, Umbral, or Visceral Classes.

58

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

Unchained Heroes SRD


Halfling Species Advantages
Halfling advantages focus on their passions and natural
Talents.
Halflings cannot play the Oracle, Umbral, or Visceral
Classes.

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.

situation, limited only by their ingenuity and resolve. Their


sheer numbers makes them the dominant force in the world
whether their neighbors wish it or not.
They are filled with an inquisitive spirit and quick mind.
Where there is opportunity, there is likely a Human settlement.
Human come in all shapes, colors, and sizes and promote the
Common Tongue as the tongue of commerce and trade wherever they go. They carry with the trends and styles of living
from the far corners of the world, which in turn causes the
other Species watch them for clues as to how the tides of time
will change civilizations. Even as the Human Species ebbs and
flows, ever changing and evolving, their presence seems to be
as constant as the stones.

Human Species Advantages


The Humans stress ingenuity and flexibility so their advantages reflect this.
Humans cannot play the Oracle, Umbral, or Visceral Classes.

Sneaky

Accomplished

Active Mobile [Martial] [Boon]


Energy: 20
Range: Self
Action Time: Reaction
Moving silently is a Halflings natural state of being.
Effect: You may reroll any Subterfuge Check.
Passive Effect: You may use Playing the Odds on Subterfuge
Checks even in Crucial Moments.

Humans burn brightly in their short lives.


Effect: Humans gain a +1 TECH MOD to all Character Skills.

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

Halflings are 3 to 4 feet tall. They are match humans in


proportions and appearance with long, almost Elvish ears.
Their hair color is typically black as night, but there are some
reds and browns. It is almost unheard of to find a blond Halfling. Their eye color can be any color of the rainbow, with the
majority being green or brown with a few gold. Golden-eyed
Halflings are considered lucky as their folklore says Fortune
smiles upon them. A golden haired, golden-eyed halfling is
doubly blessed.

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

Humans pride themselves on their quick thinking that lets


them get the jump on their enemies.
Effect: You gain a +6 MISC MOD to Initiative.

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

Unchained Heroes SRD

Chapter 4:
Talents & Techniques

60

Unchained Heroes SRD

Chapter 4: Talents &


Techniques
The Talents and Techniques of Unchained Heroes give
you the power to customize your Hero to a great degree. The
Talents will give you special roleplaying based powers that
will make you stand out in the crowd and Techniques will help
you enhance your character Attributes, Skills, and Abilities to
the next level.
Your choices in this section will make your Hero unique in
some way. Choose Talents and Techniques that not only make
your Hero's stronger, but also fit into their greater story.

Talent and Technique Ranks


Multiple levels of a Talent or Technique
Requires repurchase of Talent or Tech to attain higher
Rank
Talents and Techniques may be divided into Ranks. A Rank
is your level of aptitude in a Talent or Technique. As you attain
higher Ranks, you gain additional benefits from it. Each time
you purchase a Talent or Technique, you gain the next Rank, its
new benefit, and all previous benefits it provides from the lesser Ranks. For example: if there was a Technique that granted a
+1 TECH MOD to DEF for Rank 1, a +1 TECH MOD to ATK for
Rank 2, and a +1 TECH MOD to DEF for Rank 3, you would
have a total of a +1 TECH MOD to ATK and a +2 TECH MOD
to DEF from that Technique at Rank 3.
You may only take a Talent or Technique until you have
attained the maximum Rank. If the Talent or Technique allows,
you may take it multiple times and gain Ranks in it for different things. A Talent might grant knowledge of multiple mystical languages or Technique may make you deadlier against a
particular Creature Type as you advance in Ranks.
Talent and Technique may impose requirements on you before you may acquire a particular Rank. This will be listed next
to the Rank number. You must be of equal or higher level than
the listed level to purchase that Rank and meet all prerequisites it may impose. If at any time you do not meet the prerequisites, you may not use the Talent or Technique, its functions
become dormant and you must wait until you have attained
all requirements to gain its benefit. The only exception to this
rule is when a Talent or Technique is granted as a starting Hero
Class benefit under the Starting Talents or Starting Techniques.

Talents and Techniques as


Abilities
Read them like an Ability
Have consequences for failure
Talents and Techniques abide by many of the same rules
and even have the same layout as Class Abilities. They are
divided into Martial and Supernatural Actions, Passive and
Active, have all the same Ability Types, and have the same
sections. For all intents and purposes a Talent or Technique can
(and will) act like an Ability when it is used. Talents are more
often the Active Abilities and Techniques are often incremental
increases to Skills and Passive Abilities (details can be found in
Chapter 2 (page 21)).
Talents are typically used Out of Combat and have
restrictions in their use to keep true to that purpose. They also
have consequences if the check to activate them fails, you are
most likely unable to use the Talent for some time afterwards.
The time varies between an Encounter, to 24 hours, or longer.

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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Unchained Heroes SRD

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.

Hero Class Abbreviations


The following Hero Class abbreviations will be used extensively throughout the following sections. Use this Legend to
determine the Class from the abbreviation.
ABCL
Abyssal Cleric
AL
Alchemist
ASCL
Ascension Cleric
BLCL
Balance Cleric
CL
Cleric
DK
Dread Knight
WR
Warrior
OR
Oracle
PL
Paladin
RG
Rogue
SR
Sorcerer
UM
Umbral
VC
Visceral

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:

62

1. Audible Alarm, the sound of a bell jingling repeatedly for


20 seconds can be heard by anyone within 50 yards of the
tiny bell making a Perception Skill Check DF10
2. Telepathic Alarm, three jingles of a bell are heard above
the sound of normal conversation within the mind of the
caster (and them alone) across a distance of up to 5 miles.
The Alarm is triggered by a physical creature stepping within
its confines without uttering the password used during the
moment the Alarm was set. It can also be triggered by anything
that touches the bell, be it real or incorporeal.
Creatures without a physical body will not trigger the alarm by
crossing its threshold.

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.

Chapter 4: Talents & Techniques

Unchained Heroes SRD


Born Under a Good Sign

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.

Active Immobile [Supernatural] [Boon]


Energy: 20
Range: Special
Action Time: 5 (Fast)
Duration: Until Canceled
Prerequisite: Level 15, Arcanology Skill Rank 4
Through great concentration and a highly developed spatial
understanding, you are able to see visions of far off places as if
you were standing there. This comes at the cost of being unable
to see through your physical eyes at your current location.
Skill Check: Arcanology DF20
Check Failure: This Action is unavailable this Encounter.
Effect: You must be familiar with the location you are viewing. You
may remote view a location as if you were standing there,
but only get visual cues. You may see through buildings and
around obstacles, but only from perspectives that you have
stood or experienced in your lifetime. If you roll a Natural 20
while activating this Action, you may choose to view a place
that you have never seen, but only heard about. The distance
of your far sight is limited by the amount you roll on your Skill
Check.
DF 20 Range: 100 yards (example: Castle Grounds)
DF 25 Range: 1000 yards (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)
You may keep this vision active indefinitely, but while active
you suffer the Blind Condition and Effects that would grant
you Immunity to the Blind Condition or similar Conditions are
completely ignored.

Breaking and Entering


Passive Talent
You are especially skilled at opening locks, bypassing traps,
disarming traps, and other situations of that sort.
Effect: (Skill Substitution) You may use your Subterfuge Skill
rather than your Engineering Skill on any Skill Checks that
involve opening locks, picking locks, disarming traps, or other
similar situations.

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.

Chill of the Grave


Active Mobile [Martial] [Boon]
Energy: 10
Range: Special
Action Time: 5 (Fast)
You have always been able to sense the presence and power of
the living dead around you as an icy cold chill.
Skill Check: Arcanology DF15
Check Failure: This Action is unavailable this Encounter.
Effect: You know the strength and general direction of Undead
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.

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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Unchained Heroes SRD


Darkvision [Any Non-Dwarf Species]

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.

Active Mobile [Supernatural] [Boon] [Vector]


Energy: 30
Range: Self
Action Time: 1 Minute
Prerequisite: Arcanology Skill Rank 3
The mysteries of magical artifacts and objects are well within
your bounds of magical knowledge, allowing you to decipher
their properties.
Skill Check: Arcanology DF15
Check Failure: This Action is unavailable this Encounter.
Effect: You learn one standard function, process, or detail
about a magical item, enchantment, or artifact per 5 points
you have in the Arcanology Character Skill rounded up, each
time you use this Action. For example, if your total Arcanology
Character Skill was 23, you would be able to decipher 5 details.
Exceptionally powerful or intricate enchantments may take
more to determine their properties. One powerful enchantment
can be learned per 10 points in Arcanology and one intricate
enchantment can be learned per 15 points in Arcanology. What
is deemed standard, powerful, or intricate is up to the GM.
This Action may be used as many times as you wish on an
item.

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.

64

Detect Magic [AL, CL, DK, OR, SR, UM]


Active Mobile [Supernatural] [Boon]
Energy: 10
Range: Battlefield
Action Time: 5 (Fast)
Prerequisite: Arcanology Skill Rank 1
Your Ability to harness the magic around you in a rudimentary
form also allows you to detect the presence of enchantments
and magic upon objects or people within close proximity to
you.
Skill Check: Arcanology DF15. When used against a person
roll POW vs. WILL.
Check Failure: This Action is unavailable this Encounter.
Effect: You can detect the presence of magic in an item and
determine its relative strength on an arbitrary scale of: Minor
(ILV 1-2), Lesser (ILV 3-4), Major (ILV 5-7), Greater (ILV 8-11),
Potent (ILV 12-14), and Artifact (ILV 15+) levels of power.
Magical items glow with a pale green light to the vision of the
user.
Magical power in another person or being can be felt as well,
but only relative to your own magical power level. You can tell
if a target is Much Weaker, Weaker, Equal in Strength, Stronger
or Much Stronger than you.

Chapter 4: Talents & Techniques

Unchained Heroes SRD


Doppelganger [Ogre, AL, CL, OR, SR, VC]

Feather Weight [AL, OR, SR, UM]

Active Immobile [Supernatural] [Boon]


Energy: 50
Range: Self
Action Time: 5 (Fast)
Duration: Until Canceled
Prerequisite: Level 12, Arcanology Skill Rank 5
The Doppelganger magic is so powerful, only the mighty
Shapeshift spell surpasses it in the capacity to copy the
appearance of its intended target. It physically alters and crafts
your body into a new shape, allowing you to go undetected
even in the presence of powerful magics such as True Sight
and Detect Magic. This power requires only a touch and you
may appear as the creature or being you wish to copy.
Skill Check: Arcanology DF30
Check Failure: This Action is unavailable this Encounter.
Effect: This Action only requires that you have touched the
target you wish to copy. Once this condition is met, at any time
in the future, you may turn yourself into an exact replica of the
target.
This affect is detectable only when a being with True Sight uses
Detect Magic in your presence and then only if they succeed in
defeating you in an Opposed Skill Battle: Your Arcanology vs.
their Perception. The Skill Battle is completely secret to both
parties.
Passive Effect: (Skill Substitution) You may swap your
Arcanology Skill with your Subterfuge Skill for this Action.

Active Immobile [Supernatural] [Boon]


Energy: 10
Range: Self
Action Time: 5 (Fast)
Duration: 1 minute
You may make your body as light as a feather, allowing you to
float safely down from almost any height.
Skill Check: POW DF15
Check Failure: This Action is unavailable this Encounter.
Effect: You do not suffer the Effects of Falling Damage and
fall at a leisurely, but brisk pace through the air as if you were
quickly walking down stairs.

Drives a Hard Bargain [Dwarf, Halfling]


Passive Talent
Dwarves and Halflings are known as fierce hagglers and
always seem to come out on top in a deal.
Effect: You may acquire 1 item per day that is outside of your
Degree of Wealth, within reason. It should typically be no
more than 1 Degree of Wealth higher than your own. With this
Talent there will be occasions where you are allowed to acquire
an item that is outside of its normal availability, such as a Rare
Item in a place that only carries Uncommon Items.

Extra-planar Senses [CL, DK, PL, SR, UM]


Active Mobile [Supernatural] [Boon]
Energy: 10
Range: Special
Action Time: 5 (Fast)
Prerequisite: Perception Skill Rank 2
You can detect the presence of beings from the outer planes
residing in the world.
Skill Check: Perception DF15
Check Failure: This Action is unavailable this Encounter.
Effect: You know the strength and general direction of Angel,
Devil, and Demon 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.

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

Gnomey Rig [Gnomes]


Passive Talent
Gnomes have the Ability to stretch and squeeze every last
ounce of usefulness out of the materials at hand.
Effect: You gain the Jerry Rig Talent, ignoring all Prerequisites
and you only need an Engineering Skill Check DF25 every 24
hours to keep a Jerry Rigged item together.

Got the Ups


Passive Talent
Prerequisite: Athletics Skill Rank 2
You have an incredible vertical jumping skill that is well above
the norm.
Effect: When performing a vertical jump, you are able to jump
an additional foot into the air for every 5 points you roll above
DF15 on your Athletics Skill Check.

Chapter 4: Talents & Techniques

65

Unchained Heroes SRD


Gross Teleportation [SR]

Gut Feeling

Active Mobile [Supernatural] [Boon]


Energy: 50
Range: Universal
Action Time: 1 minute
Prerequisite: Level 21, Arcanology Skill Rank 5
The forces of the cosmos bend to your will, allowing you to
relocate living or non-living matter through space.
Skill Check: Arcanology DF15
Check Failure: This Action is unavailable this Encounter.
Effect: This Action can be used to go anywhere throughout
the land, space, or planes, but you must either have a token of
the location or have been there in person at some time. Roll an
Arcanology Skill Check to determine the size of the object you
may translocate.
You may take multiple objects or creatures as long as their
sizes do not exceed the Size Category of the object you are
capable of moving. For example: 64 Medium sized objects are
capable of fitting inside 1 Colossal object.
DF 15 One Medium size object.
DF 20 One Large size object.
DF 25 One Giant size object.
DF 30 One Huge size object.
DF 35 One Enormous size object.
DF 40 One Colossal size object.

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

Active Immobile [Supernatural] [Bane]


Energy: 40
Range: Melee
Action Time: 1 minute
Duration: Special, (Oathbreaker) 6 Months
Your touch conveys upon a person the requirement that they
keep their word or be branded with the word Oathbreaker
upon their forehead.
Skill Check: Influence DF20
Check Failure: This Action is unavailable this Encounter.
Effect: You bind the target to obey their promise to you or
another in your presence until the task is complete or they
are marked with the word OATHBREAKER across their
forehead, in a language that anyone can read, that lasts for 6
Months. A Dispel Magic with POW Check 35 or an Arcanology
DF35 will Dispel this Bane.

Active Immobile [Martial] [Boon]


Energy: 50
Range: Self
Action Time: 1 hour
Duration: 12 hours
Prerequisite: Subterfuge Skill Rank 3
You are a master of disguise with the capacity to use cosmetics,
prosthetics, glues, oils, perfumes, and wild costumes to make
your appearance a near identical match to any person of
similar size to you, male or female.
Skill Check: Subterfuge DF20
Check Failure: This Action is unavailable this Encounter.
Effect: A successful Skill Check for this Action gives you a
Subterfuge Skill Check equal to 10 higher than you rolled. For
example, if you rolled a 26, you would have a 36 Subterfuge
roll.
The effects of this Action bring on a physical change in
appearance that cannot be detected by magical means, but may
be detected by the trained eye.
This Action requires at least 1 Hour of careful study of your
target to make an accurate match. The target must be within
10% of your height for the Guise to be effective. The GM may
rule that the more time you put into studying your mark the
better job you will do of concealing your true identity.
This Action has little to no effect against a close friend or
relative. They will detect this facade under a few moments of
scrutiny.
This Action may not be used to perform elaborate changes to
your appearance if you do not have the proper materials to
make the changes.

66

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.

Honor Bound [CL, PL]

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.

Chapter 4: Talents & Techniques

Unchained Heroes SRD


Infravision [Cerebral, Dwarf, Gnome]

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.

Keen Hearing [Elf]


Passive Talent
Elves have a heightened sense of hearing.
Effect: You gain a +2 TECH MOD to your Perception Checks
that involve detecting something by sound.

Let there be [AL, CL, SR]


Active Immobile [Supernatural] [Bane]
Energy: 30
Range: Ranged AoE
Action Time: 1 minute
Duration: Encounter or 1 hour
You can create light and darkness from nothing.
Skill Check: Arcanology DF15.
Check Failure: This Action is unavailable this Encounter.
Effect: You create a region of inky darkness (Darkness) or pure
white light (Light) centered on a target that extends 25 yards
in all directions (or your Battle Zone). Objects in the darkness
have the Concealment Condition. Objects in light may not gain
the Concealment Condition and Concealment Conditions are
suppressed white it is active.
Darkness dispels Light and Light dispels Darkness.

Levitation [OR, SR, UM]


Active Mobile [Supernatural] [Boon]
Energy: 10
Range: Self
Action Time: Reaction
Duration: Encounter or 1 minute
Prerequisite: INT 2 or SPI 2
You counter the force of gravity so that you might levitate an
object or being up to 2 yards into the air.
Skill Check: Arcanology DF15
Check Failure: This Action is unavailable this Encounter.
Effect: You or an object of equal mass can be forced to hover up
to 2 yards off solid ground. While hovering, you or the object
ignores the Effects of the terrain. This Action may be combined
with others with the same power to exponentially increase the
Effects. Two users can lift four times their mass, three users
can lift eight times their mass, four users can lift sixteen times
their mass, and so on. Levitated objects can then be pushed or
pulled as if they were almost weightless.

Chapter 4: Talents & Techniques

67

Unchained Heroes SRD


Ley Line Transport [Sentinel]

Magical Seal

Active Mobile [Supernatural] [Boon]


Energy: 50
Range: Continental
Action Time: 60
Prerequisite: Level 15, Education Rank 5
Ley Lines are intensely strong mana currents that cross the
world forming a vast interconnected network of power. Life
naturally gravitates to these powerful areas. Many cities and
structures are built on them or in close proximity to them. Life,
including sentient life, gravitates towards these areas.
Skill Check: Education DF25
Check Failure: This Action is unavailable this Encounter.
Effect: The caster can follow the Ley Lines to any destination
they choose upon a landmass that lies on a Ley Line, but they
must have already visited the location. All those that wish to
be transported with the caster must be touching them or linked
to a person in direct contact with the caster. No more than 10
people per character level may be transported at a time.
Ley Line Transport cannot be used across water, within
caves or below the earth, because the currents of Mana flow
differently in these areas.

Active Mobile [Martial] [Boon]


Energy: 20
Range: Melee
Action Time: 1 minute
Duration: Permanent
Prerequisite: Arcanology Rank 4
Physical forces are not the only methods of locking a door, you
may also lock them with magical forces called Seals that can
only be opened under certain circumstances. Doors locked in
this fashion are nigh impenetrable, as the very forces of magic
repair the portals as damage is done to them.
Skill Check: Arcanology DF20
Check Failure: This Action is unavailable this Encounter.
Effect: You create a magical lock on the door that may not
be opened without special circumstances being met. Higher
values rolled allow for more circumstances to be applied.
The caster may choose to apply their choice of Contingency if
they wish to downgrade their roll. The GM may rule that the
higher the Contingency, the more time and possibly materials
are required. All contingencies are cumulative with higher
Activations and all special contingencies must be met to open
the door.
DF 20 Basic Contingency: Roll POW Check greater than the
Activation of the Seals Caster and door opens.
DF 30 Minor Contingency: A metal or material must be
present and touch the seal, but it may not be an

exceedingly rare substance. May also be broken by

a POW DF35 roll.
DF 35 Major Contingency: A specific word or phrase

must be spoken in front of the seal. May also be
broken by a POW DF40 roll.
DF 40 Greater Contingency: A specific individual or being
must be present in front of the seal. May

also be broken by a POW DF45 roll.

Loosen Tongue [AL, SR]


Active Mobile [Martial] [Mind-Affecting]
Energy: 30
Range: Melee
Action Time: 1 minute
Duration: 30 minutes
The usage of this mischievous magic can have someone
babbling about all sorts of things within minutes.
Skill Check: Medicine vs. WILL
Check Failure: This Action is unavailable this Encounter.
Effect: The target is compelled to begin talking incessantly.
Their inhibitions are dropped and they are highly unlikely to
resist answering questions. This does not prevent them from
telling lies, but does prevent them from staying silent when
asked a question. There will be no moments of silence or lulls
in conversation while this Action is active, as the target will
blab on until the Effects have worn off.
The target may be granted a WILL based Skill Battle during the
time they are affected, but no more than once every 10 minutes.
The Skill Battle should only be used when an exceptionally
powerful individual or PC is under the Effects of this Action.

68

Master Craftsman [Dwarf]


Passive Talent
The natural crafting talent that Dwarves possess allows them
to surpass many of the finest smiths in the world.
Effect: When performing an Item Creation roll and crafting
Armor, Shields, or Weapons, you only need to roll a single
Natural 20 on your Item Creation Roll rather than three
Natural 20s to create a Masterwork Item. This does not Stack
with the Precision Crafter Talent.

Chapter 4: Talents & Techniques

Unchained Heroes SRD


Master Diplomat

Mentor

Active Mobile [Martial] [Boon]


Energy: 10
Range: Self
Action Time: Reaction
Prerequisite: Influence Skill Rank 4
You are deft at persuading people to see things your way.
Effect: You may reroll an Influence Check.

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.

Chapter 4: Talents & Techniques

69

Unchained Heroes SRD


Mind-wipe [CL, OR, SR, UM]

Minor Telekinesis [CL, OR, SR, UM]

Active Immobile [Supernatural] [Mind-Affecting]


Energy: 50
Range: Ranged
Action Time: 10 minutes
Duration: Permanent (Special)
Prerequisite: Level 20, POW Rank 5
This terrifying power allows you to intrude into a persons
mind and remove their memories and thoughts. The more
benevolent use of this power is to simply wipe a tragic event
from a persons mind, while a malevolent person could use
this power to make a person a husk of a sentient being.
Skill Check: POW vs. WILL
Check Failure: This Action is unavailable for 24 hours.
Effect: You may remove a moment, event, entire series of
events, or years of memory from a targets mind. Target has a
chance once per month to remember what they lost by rolling a
Natural 20 on a d20 roll. If they do not roll a Natural 20 at least
once in a years time, their memories are forever lost. You erase
portions of the targets memory thoughts based on how much
you exceed their WILL.
1-4
Erase a moment in time
5-8
Erase an event
9-12 Erase a series of events
13+
Erase years from targets mind
For clarification purposes, a moment is defined as a short time
period where a brief event occurred such as bumping into a
person in the market, making eye contact with a person, saying
hello and nodding as you pass someone.
An event is a series of moments, such as when two people
meet for the first time, a dinner date, a walk to work, a trip to
the city clerk, or a fight in a dark alley.
A series of events is multiple events all linked together in
sequence that must be related by some loose reason such as:
events during a span of a few days to a few weeks, a series
of meetings with a particular group or an individual, border
skirmishes over a span of time, or the completion of a project.
Erasing years from a target's mind is a carte blanche erasing
of all things that occurred in a person's life over a specific time
period. This time period is entirely at your discretion and the
approval of the GM. It may be as long as 5 years of time or as
little as 10 seconds. No matter what the time, it is a complete
and total amnesia for the events during that time period.
Sentient beings and even mildly aware creatures are the
product of their experiences and using this power may
drastically alter their personality, relationships with others, and
their wants and desires. The final consequences can be worked
out through conversations with the GM and the Heroes.

Active Mobile [Supernatural] [Boon]


Energy: 10
Range: Ranged
Action Time: 3 (Very Fast)
Duration: 10 seconds
Prerequisite: POW Rank 3
You have tapped into the power of telekinesis at a rudimentary
level, allowing you move a small object by your will from one
place to another.
Skill Check: POW DF20
Check Failure: This Action is unavailable this Encounter.
Effect: You may lift an object that fits in the palm of your
hand weighing no more than 1 kg (2 pounds) and move it
in a straight line up to 10 yards (or one Battle Zone) from
its original location. You may continue to make Activation
Checks for every additional 10 yards of movement. There is not
enough velocity to cause significant damage from this Action.

70

Minor Teleportation [CL, DK, OR, SR]


Active Immobile [Supernatural] [Boon]
Energy: 10
Range: Ranged
Action Time: 3 (Very Fast)
Prerequisite: INT 2
For those that wish it, the power to instantly transport an
object from one place to another is feasible, but requires great
strength of mind. When unlocked, with the power of your will,
you may instantly transport a small object through space to
another location.
Skill Check: POW DF20. POW vs. WILL when used on objects
in Foes control.
Check Failure: This Action is unavailable this Encounter.
Effect: You may transport an object within 30 yards of your
position (that can be held in your hand) in any direction to
a location that you can clearly visualize or see. Visualization
requires an appropriate Perception Skill Check to confirm
proper usage.

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.

Chapter 4: Talents & Techniques

Unchained Heroes SRD


Negate Impact [OR, RG, VC, WR]

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.

Active Mobile [Supernatural] [Boon]


Energy: 10
Range: Melee
Action Time: 5 minutes
You are capable of discerning vague impressions of the future
by communing with otherworldly powers through meditation
and concentration.
Skill Check: POW DF20
Check Failure: This Action is unavailable this Encounter.
Effect: You hear a short phrase or see a quick vision of the
future as determined by the GM. GMs are encouraged to use
this method to give guidance to their Heroes.
DF 20 Short, vague 5 second vision of something in the next
12 hours.
DF 25 Short, vague vision of something you will do in next
24 hours.
DF 30 Short, accurate vision of something you will
experience in your near future.
DF 35 Short series of highly accurate but metaphoric visions
of important events in the near future.
DF 40 Series of startlingly accurate visions of important
events, integral to the future.

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.

Path of the Runecrafter


Passive Talent
Prerequisite: Arcanology Skill Rank 5
Your Runes are coveted around the realms and the quickness
at which you create them is amazing.
Effect: Each time you take this Technique, increase it to the
next Rank. The Effects of each Rank are cumulative.
Rank 1: The Item Creation Process's Base Extended Skill Check
(page 100) to craft a Rune is reduced to 1 day, becoming 801day/5.
Rank 2: You gain a +6 TECH MOD to the end result of your
Extended Skill Check when crafting Runes.
Rank 3: When Rune-setting, you may automatically Remove or
Place a Rune without destroying it.
Rank 4: You may ignore the Extra Time field of Table 5-12
(page 100) when crafting Runes.

Chapter 4: Talents & Techniques

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Unchained Heroes SRD


Patron

Phantasmal Form [AL, OR, SR, UM]

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.

Active Mobile [Supernatural] [Boon]


Energy: 30
Range: Self
Action Time: 1 minute
Duration: 10
By powers of the mind, force of will, or with a concoction
of the Ether, you turn incorporeal; freeing yourself from
physical bonds while becoming hyper-sensitive to the harmful
supernatural effects around you.
Effect: Only usable Out of Combat. You gain the Incorporeal
Condition. You change into a ghost-like form that allows you
to move through walls, doors and floors that are not magically
sealed or made of lead. While in this form you may not use
Abilities or interact with physical objects.

72

Phylactery [ABCL, AL, SR]


Active Immobile [Supernatural] [Bane]
Energy: 200
Range: Self
Action Time: 1 week
Duration: Permanent
Prerequisite: Transfer Essence Talent, Level 21
The coveted Phylactery is a device that holds within it the very
essence of your life to grant you immortality and freedom from
sentimental emotions. This great artifact, created after much
investment of time and money, turns you into a Lich and strips
you of your fear of death. As along as it survives, so shall you.
Skill Check: Extended Arcanology 230-1week/5
Check Failure: You lose all materials.
Effect: This Action requires 15000 gold pieces in materials that
are consumed in the casting to form the Phylactery. Upon the
successful creation of the Phylactery, your materials are
combined into the form of your choosing such as: a watch, a
gem, a vase, a glass, a trinket, or any other small, but fragile
object. You take on a pale and ashen appearance, your skin
stretches tightly all over your body, and your muscles become
quite defined, giving you a very skeletal look.
The Benefits of the Phylactery include:
Your Creature Type becomes Undead
Gain all Strengths and Weaknesses of Undead
You no longer need to eat, sleep, or breathe
Immune to Mind-Affecting Effects
You are unaffected by the Penalties associated with the
Trauma Stages
You regain Energy at a rate of 30 Energy per Hour
Death while in this form means your soul goes in
Phylactery at any distance while your body regenerates
3 days from the moment of your Death, a new Undead
Body is created for you at location of Phylactery
Your Phylactery is considered an ILV 14 item and radiates an
enormous amount of power, which is easily detectable if not
shielded. Most will encase their Phylactery in a special box
made of lead or another shielding material to both protect it
and prevent its detection.
Your Phylactery has 10 Health and can be destroyed as easily
as dropping a glass. If destroyed, you immediately turn
to ash and may not be Resurrected, except under a special
circumstance. If you are within 100 yards of its location when
it is destroyed, you are returned to life in the location it was

Chapter 4: Talents & Techniques

Unchained Heroes SRD


destroyed, naked and without any equipment, to your former
Creature Type. Your return to life is as if you had a level 30
Hero perform the Resurrection Talent on you. Once resurrected
in this fashion, you lose all benefits of the Phylactery.

Physician's Healing Hands


Passive Talent
Prerequisite: Medicine Skill Rank 3
You have been trained in the arts of curing the wounded and
healing the sick. You do your best healing when there arent
any distractions.
Effect: Heal Abilities you use while Out of Combat heal for
double their normal amount of Health. This does not include
the healing from potions or other magical items.

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.

Resist the Elements


Active Immobile [Supernatural] [Boon]
Energy: 20
Range: Self
Action Time: 1 minute
Duration: Encounter
Through a short ritual and combination of various energies
you are able to enhance your resistance to extreme heat or cold.
Effect: You are able to function without penalty or hindrance
in extreme temperatures, allowing you to be unharmed by
heat up to 150 Degrees Fahrenheit or as cold as -50 Degrees
Fahrenheit.

Resurrection [AL, CL, OR, PL]


Active Mobile [Supernatural] [Heal]
Energy: 100
Range: Melee
Action Time: 20
Duration: Permanent
Through this extraordinary power, you are able to reach out to
the dead on the Other side and return them to this life.
Skill Check: Extended POW DF140-AT20/5
Check Failure: This Action is unavailable for 24 hours.
Effect: You must have at least 75% of the skull or head of the
target you wish to resurrect. If you meet that requirement, you
may contact the spirit of the deceased and give them the option
to come back to this life. If they accept, your magic restores the
target to life at 100 Health and 50 Energy, they suffer 8 Trauma
Damage, and lose 20% of their Maximum Health, not including
modifiers from equipment.
When you reach level 10, the target is restored to life at 150
Health and 80 Energy, suffers 5 Trauma Damage, and they lose
10% of their Maximum Health.
When you reach level 20, the target is restored to life at 200
Health and 100 Energy, suffers 2 Trauma Damage, and they
take no penalty to Maximum Health.

Chapter 4: Talents & Techniques

73

Unchained Heroes SRD


Run on Water [Elf, Halfling, Ogre]

Sense Malice [Cerebral, CL, DK, PL]

Active Mobile [Martial] [Boon]


Energy: None
Range: Self
Action Time: Reaction
Duration: Encounter
Your steps are light and agility is legendary, allowing you to
even run on water.
Skill Check: Athletics DF20
Check Failure: This Action is unavailable this Encounter.
Effect: You may run across water and walk on top of snow as if
it were solid ground. If you take damage while performing this
Action, its Effects are Dispelled.

Active Mobile [Martial] [Boon]


Energy: 10
Range: Special
Action Time: 5 (Fast)
Prerequisite: WILL Rank 2
It is a little known fact, but well-known superstition, that
malice and avarice can travel about the world like a wind and
play with a persons emotions. You have learned how to read
those winds and sense their source.
Skill Check: Perception DF15
Check Failure: This Action is unavailable this Encounter.
Effect: You know the strength and general direction of feelings
of Malice and Avarice 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.

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.

See the Currents [Cerebral, AL, CL, DK, SR]


Active Mobile [Martial] [Boon]
Energy: None
Range: Special
Action Time: 5 (Fast)
You may turn on or off the visions of the mana currents around
you. The mana currents are the invisible currents that carry
the essence of life and magic as ethereal rivers of multicolored
energy. Being able to see the currents allows you to interpret
their interactions with the environment as they struggle
towards a state of equilibrium.
Mana currents are typically strongest in areas where there is a
great concentration of life energy from plants, animals, sentient
beings, or other sources. These areas coincidently also attract
life forces to them, one reason why the largest cities tend to
have the most power within them.
Mana seeks equilibrium and flows from areas of high
concentration to low concentration. Moving up current will
likely lead you to a mana rich region, while moving down
current will lead you towards a mana weak region.
There is much for a person to interpret with this talent and
many things to explore.
Skill Check: Perception DF15
Check Failure: This Action is unavailable this Encounter.
Effect: You can sense the strength, intensity, and direction of
the mana currents around you within sight of your position.
The GM may rule that you can see more details the higher you
roll on your Perception Skill Check.

74

Sensory Edge [DK, RG, VC, WR]


Passive Talent
You may not always be actively looking, but your battle
awareness and constant state of vigilance has given your
senses a fine tuning to detect minute details.
Effect: You gain a +2 TECH MOD to Perception and may use
Playing the Odds when making Perception Checks even in
Crucial Moments.

Shadow Portal [CL, RG, UM]


Active Mobile [Supernatural] [Boon]
Energy: 30
Range: Self
Action Time: 5 (Fast)
Prerequisite: Level 21
You let yourself slip partially into the Umbra so that you may
travel from shadow to shadow in the blink of an eye, as if you
were only stepping through a door.
Skill Check: Arcanology DF20
Check Failure: This Action is unavailable this Encounter.
Effect: Only usable out of Combat. You may create a portal that
forms inside of a shadow that opens directly into another
shadow within 100 yards +100 yards per 5 points you roll
above the DF required to activate this Action. You may include
1 Ally per 5 Character Levels through the Shadow Portal.

Shadow Step [CL, RG, UM]


Passive Talent
Prerequisite: Shadow Portal Talent
You may link shadows across a greater distance.
Effect: Your Shadow Portal Talent may now translocate targets
up to 1 mile away + 100 yards per 5 points you roll above the
DF required to activate the Shadow Portal Talent.
You may choose to transport less than this if you wish.

Chapter 4: Talents & Techniques

Unchained Heroes SRD


Shapeshift [Ogre, AL, OR, SR, VC]

Sixth Sense

Sustained Mobile [Supernatural] [Boon]


Energy: 100
Action Time: 1 minute
Duration: Until Canceled
Prerequisite: Level 21
By accident or by design, you have stumbled upon the means
to link yourself completely with another creature so as to take
on its appearance, shape, mannerisms, gestures, voice, and
even empathic link to their feelings.
Skill Check: Natural Lore DF15
Check Failure: This Action is unavailable this Encounter.
Effect: Ogres may not purchase this Talent without first purchasing
the Birthright Talent. This Talent is very powerful and its Effects
may not be suitable for all campaigns.
You may shapeshift into any Fodder, Minion, or Elite Villain
of any Creature Type except Dragons. You become a perfect
copy, gaining its Abilities. You must choose to be a specific
individual/creature, or a general member of their species. If
you roll a Natural 15 or higher on your Natural Lore Skill
Check when transforming into a specific creature, you also
gain a minor telepathic bond with them. This bond allows you
to sense feelings and emotions that they would be having as
if they were in the situations you were in. This allows you to
more accurately portray a specific being and play the role you
have chosen more convincingly. When this link is active, the
GM has the option to force Natural Lore Checks with a DF25.
If you fail, you would forget your natural form as a side effect
of being in another form and thinking like a different being for
so long. The DF may increase as the GM wishes.
You lose all Abilities, Battle Skills, and Character Skills not
applicable to your new form. For example, changing into
a wolf would not allow you to use Athletics to ride a horse
and without a sword arm, you may not use any tool-based
weapons.
Depending on your Natural Lore Check, you may become
various size creatures.
DF 15 One Tiny Creature Type
DF 20 One Small Creature Type
DF 25 One Medium Creature Type
DF 30 One Large Creature Type
DF 35 One Giant Creature Type
DF 40 One Huge Creature Type
While shapeshifted, all of your equipment on your person
at the time of the Shapeshift is melded into your form. All
Passive Effects of the items you have equipped are still usable,
including ILV, but you may not use their Active Effects or
Passive Triggered Effects. An Axe with a Devouring Rune
would not trigger unless it is actually used. You must change
back into your original form or a humanoid form to use such
equipment properly again.
The Shapeshift Ability is undetectable. It has Immunity to True
Sight and Detect Magic. The only way your transformation
can be detected is if they force you into your natural form. The
only way you may be forced into your natural form is to pierce
your skin with a silver instrument that has been doused in the
fresh blood of a Lycanthrope. This must also be performed
during a Full Moon.

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.

Speak to the Earth (CL, PL, OR, SR, UM)


Passive Talent
Prerequisite: INT 1 or SPI 1, Natural Lore Skill Rank 3
You may speak to various aspects of the earth.
Skill Check: Natural Lore 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 (if applicable) two languages of a particular species
or genus of Beasts, Giants, Insectoids, Dragons, Fae, and
Lycanthropes. You do not need to choose these languages
when you take this Talent. At any time after taking this Talent,
if you are in the presence of a creature speaking any of these
languages, you may make a Natural Lore Skill Check DF20 to
gain the knowledge of that language after hearing them speak
for at least 10 minutes. This Talent may be taken multiple
times.

Chapter 4: Talents & Techniques

75

Unchained Heroes SRD


Speak with Animals

Speak with Plants

Active Immobile [Martial] [Boon]


Energy: 20
Range: Self
Action Time: 1 minute
Duration: Encounter
You are able to communicate with the animals of the world.
Skill Check: Natural Lore DF20
Check Failure: This Action is unavailable this Encounter.
Effect: You are able to speak with Animal Creature Types.
You are able to ask questions and get answers, but there is no
guarantee the animal will be friendly towards you. Animals
respond to questions according to the temperament and
disposition they hold in nature: squirrels are skittish and
excitable; lions prideful and pondering; elephants wise and
thoughtful.

Active Immobile [Martial] [Boon]


Energy: 20
Range: Self
Action Time: 1 minute
Duration: Encounter
You are able to communicate with the plants of the world.
Skill Check: Natural Lore DF20
Check Failure: This Action is unavailable this Encounter.
Effect: You are able to speak with Plant and Plantoid Creature
Types. You are able to ask questions and get answers, but
there is no guarantee the plant or plantoid will be friendly
towards you. The responses from Plants are completely alien
to the logic of mammals and come from a perspective that
warm-bloods cannot easily understand. Their answers are
not guaranteed to be clear, or even make sense to your logic.
The Plant will understand what you are asking, but you are
not so lucky, as it only converts it into a language you can
comprehend, not necessarily understand.

Speak with Dead


Active Immobile [Supernatural] [Boon]
Energy: 20
Range: Self
Action Time: 1 minute
Duration: Encounter
With this summoning ritual, the dead are able to speak to us.
By using their skull with a mostly intact jaw, they may speak
in whispers to you, in a cryptic and meandering fashion. Many
who use this power are surprised to find that the soul of the
deceased retains the knowledge and prejudices of their life and
little about their death is known to them. Only with great effort
can you force them to tell you about their last moments in life.
Skill Check: Opposed WILL or DF20, whichever is higher.
Check Failure: This Action is unavailable for 1 week.
Effect: This Action requires an intact skull or mouth of
the deceased to function as a conduit for speech with the
deceased spirit. The object is not consumed in the process,
but destruction of the object silences the deceased forever. A
deceased being that roams the world as a ghost, wraith, or
other similar creature cannot be summoned by this Action.
A successful use of this Action allows the user to summon the
Sentience of the deceased being that once resided within the
remains. The Sentience is then compelled to truthfully answer
all questions posed to it, but it may do so in a cryptic, reluctant,
and/or evasive manner. A successful Opposed WILL Skill
Check which exceeds the Sentience by 10 or more forces it to
answer more clearly.

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.

Stealth Mastery [RG]


Passive Talent
You move effortlessly under the cover of stealth.
Effect: You may choose to perform a Playing the Odds on
Subterfuge Skill Checks even during Crucial Moments.

Chapter 4: Talents & Techniques

Unchained Heroes SRD


Strangulate

Telekinesis [OR, SR]

Active Mobile [Martial] [Bane]


Energy: None
Range: Melee
Action Time: 10
Duration: 15 minute
You quickly and safely cut off the blood flow to your
opponents brain, neutralizing them in moments.
Skill Check: ATK vs. DEF
Check Failure: Target may perform an Onslaught Action
against you as a Reaction.
Effect: Only usable Out of Combat. Target suffers the Dazed
Condition. They are also completely unconscious of what is
going on around them. This Action ignores Immunity to the
Dazed Condition.

Active Immobile [Supernatural] [Bane]


Energy: 40
Range: Ranged
Action Time: 5 (Fast)
Duration: 15
You may grab an object or creature with the power of your
mind and move it around as you wish.
Skill Check: POW vs. WILL (Chart is for inanimate objects)
DF 15 One Small object
DF 20 One Medium object
DF 25 One Large object
DF 30 One Giant object
DF 35 One Huge object
DF 40 One Enormous object
Effect: Target is considered under the Hold Condition and you
control its movement on the Battlefield (Move Action AT4).
This Action causes a Shift Effect.
If an attack exceeds your Damage Threshold Telekinesis ends.
You may not use this Ability on Boss Grade Villains.
Targets involved in a Collision while under the Effects of
Telekinesis take damage according to their size based on the
Telekinetic Throw Ability. Targets struck by an object being
manipulated by Telekinesis do not suffer real world affects
like crushing. Instead, they suffer the Effects of Collisions.

Suggestion [OR, SR, UM]


Active Mobile [Supernatural] [Mind-Affecting]
Energy: 30
Range: Ranged
Action Time: 5 (Fast)
Duration: Special
Prerequisite: Telepathy Talent
You implant a short suggestion into the mind of the target that
seems completely reasonable, making them justify the reasons
internally and obey the command.
Skill Check: POW vs. WILL
Check Failure: This Action is unavailable this Encounter.
Effect: Only usable Out of Combat. Target obeys a verbal
command no longer than one short phrase without
question as if it was their thought. Using commands of more
than one sentence or using a complex sentence causes an
immediate Check Failure.
On a Natural 20 and at the GMs discretion, this command may
impart a change of habits, personality, or way of life within the
target like a powerful hypnotic suggestion.

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)

Chapter 4: Talents & Techniques

77

Unchained Heroes SRD


Thieves' Cant

Trace

Active Mobile [Martial] [Boon]


Energy: None
Range: Special
Action Time: Reaction
Thieves are known for their Ability to communicate with each
other through subtle signs and symbols that only their crew
may know.
Skill Check: Subterfuge DF15. Another person with the
Thieves Cant Talent may attempt to eavesdrop on your
conversation by making an Opposed Subterfuge Roll against
you.
Check Failure: This Action is unavailable this Encounter.
Effect: You are able to communicate to any other Ally with the
Thieves' Cant Talent within 10 feet of you. This communication
is performed using subtle gestures, misdirection, underworld
jargon and other methods that would not draw suspicion.

Active Mobile [Supernatural] [Boon]


Energy: 20
Range: Melee
Action Time: Reaction
Duration: Special
Prerequisite: Arcanology Skill Rank 3
You have learned how to follow the mystical threads of energy
that each and every sentient being leaves behind when they
traverse the world.
Skill Check: Arcanology DF20
Check Failure: This Action is unavailable this Encounter.
Effect: This Action requires a piece of hair or a possession of
the target that was on their person within the last 24 hours.
You can see the path of the target as a vaporous blue-white
mist that only you can see, that shows you the steps they
took through the immediate area. You can see the trail to the
limits of your sight. The amount of time you may follow the
trail depends on the strength of your Check. You may use this
Talent multiple times to increase the Duration.
DF 20 30 minutes
DF 25 1 hour
DF 30 2 hours
DF 35 4 hours
DF 40 8 hours

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.

Thought Jamming [CL, OR, SR, UM]


Active Mobile [Supernatural] [Mind-Affecting] [Boon]
Energy: CFT 40
Range: Melee AoE
Action Time: Reaction
Duration: Until Canceled
Prerequisite: Level 15, POW Rank 4
You use your mental powers to interfere with the telepathic
processes directed at you, making their attempts garbled with
nothing but psychic static.
Skill Check: POW vs. WILL
Check Failure: This Action is unavailable this Encounter.
Effect: When activated, you block any Mind-Affecting Actions
by others that would read your thoughts or the thoughts
of Allies within 10 yards of you. It manifests as a deep,
ear ringing silence to the person attempting to glean your
thoughts. If the Mind-Affecting Action is not targeting you or
your Allies directly, the silence is drowned out by the noise
of the errant thoughts of those around you, effectively hiding
you from detection and keeping your Thought Jamming
imperceptible.

78

Transfer Essence [AL, ABCL, OR, SR, UM]


Active Immobile [Supernatural] [Bane]
Energy: 200
Range: Melee
Action Time: 24 hours (Special)
Duration: Permanent
Prerequisite: Level 18
The first step on the path to being able to create a phylactery,
the Transfer Essence power manipulates the life force known
as the Soul. Using the power allows you to remove and replace
the Soul of one being with the Soul of another. As the Soul is
considered the vital portion of which makes a sentient being,
the Soul will subjugate the Mind and Body of whatever it
inhabits.
Skill Check: POW vs. WILL Skill Battle
Check Failure: This Action is unavailable for 24 hours.
Effect: You switch the souls of the two beings or transfer a
soul into an inanimate object. This transfer may be made
between animate and inanimate objects if the caster chooses.
If the object has a muscle structure, the new soul can operate
within it with some initial difficulty. All Martial Actions and
Athletics Checks in the new structure suffer a -5 MISC MOD
that is reduced by 1 for every week they inhabit the new body.
The new souls Physical Attributes change to the Physical
Attributes (STR, AGI, and STA) of the new body, but retains
their Mental Attributes (INT, CUN, and SPI). If the object or
body has no muscle structure, the soul is helpless in the new
object.
This Action typically takes 24 hours to complete with the new
host required to be completely Incapacitated. In that case the
Skill Check is a Standard Skill Battle of the Aggressors POW
vs. the Defenders WILL.

Chapter 4: Talents & Techniques

Unchained Heroes SRD


You may also perform this Action at your moment of
Death as a Reaction. In that case you automatically suffer a
disadvantage of 1 Stage towards you in the Skill Battle. If your
POW Skill is 15 or more higher than the Defender, you are at
an Advantage of 1 Stage towards them. If you fail to inhabit the
body of your target, you immediately suffer Death and may
not be returned to life without very special circumstances.

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.

Veil Object [AL, SR, UM]


Active Mobile [Supernatural] [Boon]
Energy: 30
Range: Melee
Action Time: 1 minute
Duration: Permanent
With careful practice and a healthy dose of skill, you are able
to wrap the mana currents around an object to bend light and
perception, enshrouding an object with Invisibility.
Skill Check: Arcanology DF15
Check Failure: This Action is unavailable this Encounter.
Effect: Only usable Out of Combat. Target gains Invisibility. The
size of the object being veiled determines the DF of the Action.
DF 15 One Tiny object.
DF 20 One Small object.
DF 25 One Medium object.
DF 30 One Large object.
DF 35 One Giant object.
DF 40 One Huge object.

Visions [CL, OR, SR, UM]


Active Immobile [Supernatural] [Bane]
Energy: 30
Range: Unlimited
Action Time: 8 hours
Duration: 24 Hours (Nightmare)
Your power extends into the realm of dreams, allowing you to
send messages, visions and nightmares great distances.
Skill Check: POW vs. WILL
Check Failure: This Action is unavailable for 24 hours.
Effect: You may send a vision in the form of a dream to a target
you have met before. You have 1 minute to describe to the GM
what you wish to tell the target or have them see.
Sending a target a Nightmare to a person causes them 2
Trauma Damage that cannot be healed, even by magical
healing Effects, without 8 hours of sleep or rest. This occurs
the first time a Nightmare is sent to the person that night.
Subsequent uses of Nightmare cause visions, but no additional
Trauma Damage. Targets that do not have a full Trauma Chart
such as Fodder and Minions do not suffer Trauma Damage,
instead suffering the Crippled Condition.

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.

Chapter 4: Talents & Techniques

79

Unchained Heroes SRD


Water Breathing Mask [AL, SR]
Active Mobile [Supernatural] [Boon]
Energy: 10
Action Time: 1 minute
Duration: 1 hour
You create a mask that converts water to the correct balance
and composition of normal air as it passes through your nose
or mouth, allowing those that wear it to breath underwater.
Skill Check: Engineering DF20
Check Failure: This Action is unavailable this Encounter.
Effect: This Action creates 1 Water Breathing Mask that stays
in existence for 1 hour. Those that have this Mask Equipped are
able to breath underwater. This mask conveys no other Effects.
It does not prevent toxins from entering your body or allow
you to breath in toxic environments.

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.

Hero Class Abbreviations


The following Hero Class abbreviations will be used extensively throughout the following sections. Use this Legend to
determine the Class from the abbreviation.
ABCL
Abyssal Cleric
AL
Alchemist
ASCL
Ascension Cleric
BLCL
Balance Cleric
CL
Cleric
DK
Dread Knight
WR
Warrior
OR
Oracle
PL
Paladin
RG
Rogue
SR
Sorcerer
UM
Umbral
VC
Visceral

80

Chapter 4: Talents & Techniques

Unchained Heroes SRD


Combat Techniques

Endurance

Assassin

You can endure strenuous activity for long periods of time.


Effect: You gain a +2 TECH MOD to your Exhausted Condition
lowering it by 2. This Technique has 2 Ranks.

Prerequisite: Subterfuge Skill Rank 2


The trained assassin is often there to see the last mistake of a
marks life.
Effect: Each time you take this Technique, increase it to the
next Rank. The Effects of each Rank are cumulative.
Rank 1: If your Action is a Critical Effect, your Action deals +1
Trauma Damage.
Rank 2: You gain a +2 TECH MOD to ATK and CRIT on
your first attack against a target. If it is performed against a
Surprised target, these modifiers are doubled. This Action may
ignore the CRIT limit.
Rank 3: Onslaught Actions used on a target at the Injured
Stage or lower on the Trauma Chart now deal +1 Trauma
Damage in addition to any other effects.
Rank 4: Onslaught Actions used on a target at the Injured
Stage or lower on the Trauma Chart now gain a +2 TECH
MOD to ATK and CRIT in addition to any other effects. This
Action may ignore the CRIT limit.

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.

Path of the Berserker


There is a simple elegance to running headlong into a fight and
swinging about with abandon.
Effect: Each time you take this Technique, increase it to the
next Rank. The Effects of each Rank are cumulative.
Rank 1: While under the effects of the Exhausted Condition,
you gain a +2 TECH MOD to Damage.
Rank 2: Choose a Focus Target. You gain a +1 TECH MOD to
all Battle Skills against your Focus target and a -1 TECH MOD
to all Battle Skills against anyone else until the Focus is Dead,
Incapacitated or the Encounter ends, whichever comes first.
Rank 3 (Level 10): You gain Immunity to the Pacified
Condition.
Rank 4: You gain a new Tactical Advantage that for 2TP, you
may Dispel the Exhausted Condition on yourself as a Reaction.
Rank 5: You gain a new Tactical Advantage that for 2TP, you
may grant yourself the Berserk Condition with a Duration of
30. You may Dispel the Berserk Condition from yourself as a
Reaction by making a WILL Check DF30.

Path of the Slayer


As your Skills increase, so also does your efficiency in
dispatching your most hated enemies.
Effect: Each time you take this Technique, increase it to the
next Rank. The Effects of each Rank are cumulative. You may
take this Technique multiple times, but each time it must be for
a different Creature Type. The Humanoid Creature Type must
be chosen by Species, such as Orc, Goblin, Human, and so on.
Rank 1: Choose a Creature Type (page 186). You gain a +2
TECH MOD to Damage when performing Actions against your
chosen Creature Type.
Rank 2: You gain a +1 TECH MOD to CRIT against your
chosen Creature Type. This Action may ignore the CRIT limit.
Rank 3: You gain a new Tactical Advantage that for 1TP, you
may reroll a failed Onslaught or Basic Attack against your
chosen Creature Type.
Rank 4: You deal +1 Trauma Damage when you exceed the DT
of your chosen Creature Type.
Rank 5: You gain a +1 TECH MOD to your Weapon Dice Pool
when using Onslaught Action against your chosen Creature
Type.

Chapter 4: Talents & Techniques

81

Unchained Heroes SRD


Class Specific Techniques

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

Abyssal Corruption [CL]


Prerequisite: Level 5
You step courageously into the darkness of the Abyss for the
chance to be granted its mighty entropic forces.
Effect: Each time you take this Technique, increase it to the
next Rank. The Effects of each Rank are cumulative.
Rank 1: When you roll a Natural 18 or higher while using an
Onslaught Action you gain +1TP.
Rank 2: One Ascension, or Balance Ability you currently
possess is counted as an Abyssal Ability towards your Stigmata
Score.
Rank 3: The Shadow Word: Burn Abilitys Energy Cost is
lowered by 10.
Rank 4: One Ascension, or Balance Ability you currently
possess is counted as an Abyssal Ability towards your Stigmata
Score.
Rank 5: You gain +1 PWR MOD to your Weapon Dice Pool
when using Onslaught Actions.

Appointed Messenger [CL]


Prerequisite: Level 6
Your blessings carry great weight as a messenger of god.
Effect: Each time you take this Technique, increase it to the
next Rank. The Effects of each Rank are cumulative.
Rank 1: Your may increase the PWR MOD granted by all of
your Blessing Abilities by 1.
Rank 2: Choose a Blessing of Ability when you learn this
Technique. You may use that Blessing for a cost of 0 CFT.

Beacon in the Darkness [CL]


Prerequisite: Level 5
Your faith keeps the darkness at bay.
Effect: Each time you take this Technique, increase it to the
next Rank. The Effects of each Rank are cumulative.
Rank 1: Penalties from Concealment are halved in your
Current Battle Zone for you and your Allies.
Rank 2: One Abyssal or Balance Ability you currently possess
is counted as an Ascension Ability towards your Stigmata
Score.
Rank 3: Your Heal Abilities used on a Combatant
automatically Dispel the Blind Condition.
Rank 4: One Ascension, or Balance Ability you currently
possess is counted as an Ascenscion Ability towards your
Stigmata Score.
Rank 5: You gain +1 PWR MOD to your Weapon Dice Pool
when using Heal Actions.

Chapter 4: Talents & Techniques

Unchained Heroes SRD


Every Last Trick in the Book [RG]

Path of the Defender [Champion]

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.

Prerequisite: Rank Determines Level Requirements


You are a shining example of the rewards of self-sacrifice for
the greater good.
Effect: Each time you take this Technique, increase it to the
next Rank. The Effects of each Rank are cumulative.
Rank 1: Your Abilities that grant the Corsican Bond Condition
have their Energy Cost lowered by 10.
Rank 2: When you successfully use an Ability that grants the
Corsican Bond Condition you and your Ally affected gain 1TP.
Rank 3: A Combatant affected by your Corsican Bond
Conditions gains a +2 TECH MOD to DEF in addition to any
other Effects.

Masked by the Currents [SR]


Prerequisite: Level 5, Natural Lore Skill Rank 3
The currents help conceal and protect you.
Effect: Each time you take this Technique, increase it to the
next Rank. The Effects of each Rank are cumulative.
Rank 1: Your Conduit Ability has its Energy Cost lowered by
10.
Rank 2: You may affect 1 target +1 per 5 Character Levels with
your Veil spell.
Rank 3: Your Counterspell Tactical Advantage may be
activated for 50 Energy rather than 3TP.
Rank 4: Your Blood Sacrifice Ability now only sacrifices 20
Health rather than 25.
Rank 5: Effects that cause the Concealment Condition in your
Battle Zone have the Concealment modifiers doubled, but you
ignore Concealment Condition caused by Actions you perform.

Nexus Point [SR]


Prerequisite: Level 5
You act as if you are a ley line nexus point. Tributaries and
offshoots of ley lines always move to converge within you.
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 POW.
Rank 2: You may increase the PWR MOD granted by your
Amplification Ability by 1.
Rank 3: Your Draw Elemental Force Ability now affects you as
well as your Allies.
Rank 4: You gain a +1 TECH MOD to POW.
Rank 5: You gain +1 PWR MOD to your Weapon Dice Pool
when using Onslaught Actions.

Path of Elemental Fire [AL, SOR]


Explosions that involve fire are your forte.
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 CRIT when using
Actions that deal Fire Damage.
Rank 2: You gain a +2 TECH MOD to ATK or POW when using
Actions that deal Fire Damage.
Rank 3: Any time you use an Action that causes the Magnify
Condition you gain 1TP.
Rank 4: Foes may not Dispel or gain Immunity to your
Magnify Condition.
Rank 5: You gain a new Tactical Advantage that for 1TP,
your current Onslaught Action or Basic Attack that deals Fire
Damage gains the Piercing Effect.

Path of the North Wind [AL, SOR]


You have learned to harness the powers of the frigid arctic and
its great carrier of woe, the North Wind.
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 CRIT when using
Actions that deal Cold Damage.
Rank 2: You gain a +2 TECH MOD to ATK or POW when using
Actions that deal Cold Damage.
Rank 3: Actions that cause the Hold Condition have their
Duration increased by 10.
Rank 4: You gain a new Tactical Advantage that for 2TP, if
your target is suffering from the Magnify Condition, your
Current Action gains the Automatic Critical Effect and the
Magnify Condition is Dispelled.
Rank 5: You gain a new Tactical Advantage that for 1TP, your
current Onslaught Action or Basic Attack that deals Cold
Damage gains the Piercing Effect.

Chapter 4: Talents & Techniques

83

Unchained Heroes SRD


Path of the Stalwart Guardian [WR]

Tip the Balance [CL]

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.

Soldiers Path [WR]


Prerequisite: Level 5
You have lived the life of a soldier long enough to pick up
more than a few tricks.
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 CRIT when using the
Tactical Assault Ability.
Rank 2: You may increase the PWR MOD granted by your
Battle Precision Ability by 1.
Rank 3: Your Steel Cyclone Abilitys option to be used as an
Instant has its Energy Cost lowered by 10.
Rank 4: Your Pursuit Ability has its Duration increased by 10.
Rank 5: The Precise Assault Ability gains an additional +4
MISC MOD to ATK if its target is suffering the Open Wounds
Condition.

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.

Chapter 4: Talents & Techniques

Unchained Heroes SRD


Critical Effect Martial

Martial Artist

You attack areas meant to cause severe damage.


Effect: You gain a +1 TECH MOD to CRIT with Martial
Actions. This Technique has 3 Ranks.

Your hand to hand attacks are as formidable as any weapon.


Effect: Each time you take this Technique, increase it to the
next Rank. The Effects of each Rank are cumulative.
Rank 1: You are always considered equipped with Natural
Weaponry; being able to alternate between swift jabs attacks
or slow powerful attacks. Your Natural Weaponry has an ILV
equal to the highest usable ILV Weapon, Armor, or Talisman in
your possession. Punch and Kick damage may be Swift Form
or Powerful Form (choose during Declaration Phase):
Swift Punch; Dice d6; AT7; Hands 1H; Rng M
Swift Kick; Dice d6; AT7; Hands 2H; Rng M
Power Punch; Dice d10; AT11; Hands 1H; Rng M
Power Kick; Dice d10; AT11; Hands 2H; Rng M
Rank 2: You gain a +1 TECH MOD to CRIT when using
Unarmed or Natural Weaponry in a Martial Melee Action.
Rank 3: You gain a +1 TECH MOD to DEF when using
Unarmed or Natural Weaponry in a Martial Melee Action.
Rank 4: You gain a +1 TECH MOD to CRIT when using
Unarmed or Natural Weaponry in a Martial Melee Action.
Rank 5: You gain a +1 TECH MOD to DEF when using
Unarmed or Natural Weaponry in a Martial Melee Action.

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.

Chapter 4: Talents & Techniques

85

Unchained Heroes SRD


Shield Warrior

Battle Caster

Prerequisite: STR 1, Rank Determines Level Requirements


You understand the ins and outs of using a shield.
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 CRDX when equipped
with a shield or an Ability that functions as a shield.
Rank 2 (Level 7): You gain a +1 TECH MOD to DEF when
equipped with a shield or an Ability that functions as a shield.
Rank 3: You gain a +1 TECH MOD to CRDX when equipped
with a shield or an Ability that functions as a shield.
Rank 4: You gain a +1 TECH MOD to DEF for each Ally within
your Battle Zone equipped with a shield or using an Ability
that functions as a shield and also has Rank 4 Shield Warrior
Technique (max +5).
Rank 5 (Level 19): You gain a +1 TECH MOD to DEF when
equipped with a shield or an Ability that functions as a shield.

You are as at home on the battlefield as you are during


meditation or in your lab and practicing your spells.
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 POW when using a
Supernatural Action.
Rank 2: You gain a +1 TECH MOD to CRIT when using a
Supernatural Action.
Rank 3 (Level 7): You gain a +1 TECH MOD to POW when
using a Supernatural Action.
Rank 4: You gain a new Tactical Advantage that for 3TP, the
current Single Target Martial Action of which you are a target,
is an Automatic Miss against you.
Rank 5: You gain a +1 TECH MOD to CRIT when using a
Supernatural Action.
Rank 6 (Level 13): You gain a +1 TECH MOD to POW when
using a Supernatural Action.
Rank 7 (Level 19): You gain a +1 TECH MOD to POW when
using a Supernatural Action.
Rank 8 (Level 25): You gain a +1 TECH MOD to POW when
using a Supernatural Action.

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

Prerequisite: POW Rank 2


You no longer need to stand still and concentrate while casting
your spell, you can run and cast on the fly.
Effect: You may change one Immobile Supernatural Ability to
a Mobile Supernatural Ability. Each time you take this Tech, it
applies to a different Ability. This Technique has 5 Ranks.

Critical Effect Supernatural


Your Supernatural spells have a high chance of causing
extraordinary amounts of damage.
Effect: You gain a +1 TECH MOD to CRIT with Supernatural
Actions. This Technique has 3 Ranks.

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.

86

Cast on the Fly

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 4: Talents & Techniques

Unchained Heroes SRD

Chapter 5:
Mundane &
Magical Items

87

Unchained Heroes SRD

Chapter 5: Mundane &


Magical Items
Every Hero (or Villain) needs equipment to be effective
on the Battlefield. Armor and weapons are the major must
haves, but there is also room for a backpack, magical potions,
flint & steel, and your favorite bedroll. Equipment is not limited to what you can carry; it also includes what you own. You
will find entries for the cost of silverware, dishes, parchment,
horses, livestock, apartments, and castles here.

Wealth and Property


Abstract Concept in Unchained Heroes
Secondary Role
Used for story flavor
As Real World as GM wishes
Six Degrees of Wealth
Wealth in Unchained Heroes is measured just like in the
real world: through cash on hand, cash reserves, land, fine art,
and other commodities. The more you have of any of these
things, the wealthier you are. Where Unchained Heroes differs
from the real world is that we dont feel the need to keep track
of these numbers. You do not account for your money. Instead,
your wealth is handled in an abstract form based upon your
status in society. You may alter this status through adventuring
and acquiring treasure, building a business of your own,
being promoted, or offered lands and titles. The main thing
to understand is that your wealth is a story element, it is not
meant to be a game mechanic or cause a large amount of
accounting.
What does this mean for the game? Do you still get
treasure? Yes, you do. You will still need to buy things, pay off
ransoms, hire mercenaries, purchase laboratory equipment,
and pay the ferryman to cross the river. The reality is that
these things are unnecessary bookkeeping mechanics. In
Unchained Heroes, just assume you can handle the everyday
upkeep of things and only focus on the extraordinary stuff, like
buying a castle, purchasing a business, bidding on a piece of
art, or hauling in a big treasure. The difference from the real
world will be that you dont tally this anywhere, you get an
arbitrary wealth level assigned to you that gives you certain
expectations. At level 1, these expectations are low, you will
have your Starting Gear and 500 Silver Pieces (sp) on you. You
are considered at Laborer Degree of Wealth when you start
the game (i. e. you still need to work to get by). As you level,
you obtain treasure, land, titles, and other forms of wealth that
will let you move up on the Degrees of Wealth. This will raise
your standard of living and in game terms it will increase your
purchasing power.
An example of the Degrees of Wealth in action follows: At
level 5, your GM might decide that you guys are going to get

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.

Chapter 5: Mundane & Magical Items

Unchained Heroes SRD


Merchant Wealth
You have accumulated enough wealth in your city or
localized region that your wealth starts to make a fair amount
of money for you. You probably have multiple businesses or
have come across a sizable fortune at some time in your life
that keeps you well-off and comfortable. If you retired now,
you would not need to work for the rest of your days, and
you would continue to live your current lifestyle. You fare
significantly better than the majority of people and only a few
things are outside your reach.

Merchant Prince Wealth


Your wealth is great enough that you want for nothing
and it seems to grow without much effort. You probably
have multiple businesses, own fine commodities, or have
fared very well as an adventurer by getting the best hauls
and highest paying scores. Your wealth keeps you well-off
and comfortable. If you did nothing and retired, your money
would still grow and grow. You fare significantly better than
the majority of people and only a few things are outside your
reach.

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.

Mithril pieces (mp) = 100000 Silver pieces


Platinum pieces (pp) = 10000 Silver pieces
Electrum pieces (ep) = 1000 Silver pieces

Real World Cost Comparisons


1 gp = 100 USD
1 sp = 1 USD
1 cp = 0.01 USD or 1 Penny
Most people only make 1 gp per day of labor, so the most
commonly distributed coin is the silver piece. That means the
average wage per hour is 12 sp 50 cp for eight hours of work.
You can directly compare the silver piece to the US Dollar
in terms of buying power in the Unchained Heroes System. If
you are ever wondering the cost of something, think of it on
these terms and you will come up with an accurate cost. Prices
are included in many of the sections as a comparison as well.

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.

Chapter 5: Mundane & Magical Items

89

Unchained Heroes SRD

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.

Combat Equipment Combinations


Heroes can have Combat Gear equipped in any of the
following combinations.
Two Weapon Configuration
2 One-handed Weapons
1 Suit of Armor
1 Talisman
Two-Handed Weapon Configuration
1 Two-handed Weapon
1 Suit of Armor
1 Talisman
Weapon and Shield Configuration
1 One-handed Weapon
1 Shield
1 Suit of Armor
1 Talisman

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.

Chapter 5: Mundane & Magical Items

Unchained Heroes SRD


Masterwork Equipment

Heavy Body Armors

Extremely well made equipment


Gives you additional benefits
Bonuses based on Equipment Type
100% Selling Price of Standard Item Cost if sold
Items of extraordinary value and additional benefits are
called Masterworks. Masterworks are the pinnacle of an art
or craft. They are also known as masterpieces. When an object
is created of Masterwork Quality, it immediately gains some
additional benefits, value, and looks the part.
Masterwork items can be Armor, Weapons, Talismans, and
even mundane equipment. It is unlikely to find Masterwork
Runes or Potions, but it is possible; they will have special
rules for Masterwork Qualities. Masterwork Quality Bonuses
are listed under their respective sections under Masterwork
Benefits. One such benefit that all Masterwork Items possess
is that it can be sold at 100% Standard Item Cost to a Retailer
(assuming they can afford it). You must roll three Natural 20s
on your Item Creation Roll to create a Masterwork Item.

Shields

Armor

Suit of Protective Gear


Grants EQUP MOD to DEF, DT, RS
Causes Equipment Fatigue
ILV MOD: +1 ILV MOD to DEF per ILV
Masterwork Benefits: +1 EQUP MOD to RS
Armors are important defensive items that increase your
survival in combat. They include greaves, legging, breastplate,
and gauntlets. They do not include helms.
You may only wear one suit of armor no matter what your
Hero size. There are no Size Categories for armor. Any armor
set is as assumed to fit any Size being (within reason).
All Body Armor has 2 Rune Slots that you may equip with
Armor Runes. Armors grant an ILV MOD to DEF.

These armors are expensive, but the top of the line in


combat protection. They are crafted by the finest smiths over
the course of many days or weeks to fully cover the body. Their
protection comes with a heavy EFT penalty, but this penalty is
offset by the fact that most of the people using these armors are
already very strong individuals. They grant DT and RS of the
highest values.

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.

Reading the Armor and Shield Table


Armor Type = Light, Medium, Heavy and Shields
DEF = EQUP MOD to DEF
DT = EQUP MOD to Damage Threshold
EFT = Equipment Fatigue while equipped
RS = EQUP MOD to RS
Cost = Standard Item Cost

Table 5-1: Armor Groups


Armor Type

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.

Light Body Armors are designed to cover the most vital


areas in protective coverings such as studded leathers, light
plates and other flexible materials. They have the lowest EFT
penalty, but also have the lowest EQUP MOD, DT, and RS.

Medium Body Armors


These armors balance protection against encumbrance.
They are the most economical in scale and cost to make;
combining metals and other materials to create protective
plating. They have above average DEF, average EFT costs, and
good RS.

DT

EFT

RS

Cost

Light Body Armor


Robes

+2

+15

10

100

Leather

+3

+17

20

200

300

Medium Body Armor


Chain Mail

Light Body Armors

DEF

+4

+20

30

Heavy Body Armor


Full Plate

+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

Chapter 5: Mundane & Magical Items

91

Unchained Heroes SRD

Talismans

Table 5-2: Talismans Groups

Protects against magical powers


Grants EQUP MOD to WILL, Energy, Maximum Health
ILV MOD: +1 ILV MOD to WILL per ILV
Masterwork Benefits: +1 EQUP MOD to WILL
A talisman is a magical charm or agimat that increases your
resistance against magical forces. They come in all shapes and
sizes: from small rings to necklaces to full body harnesses.
Talismans are divided into common areas of power: the Anima
Talismans amplifying physical health, the Harmonic Talismans
balancing physical health with spiritual forces, and Animus
Talismans harnessing great magical wards. Talismans can often
be associated with luck and ritual because of the supernatural
protections they afford their wearers. They are made by a wide
variety of cultures and people.
You may only have one talisman equipped per character.
They give an ILV MOD to WILL and have 3 Rune Slots that
may be filled with Talisman Runes.

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.

Reading the Talisman Table


Talisman Type = Anima, Harmonic, Animus Talismans
WILL = EQUP MOD to WILL
EN = MISC MOD to Maximum Energy
HP = Misc MOD to Maximum Health
Cost = Standard Item Cost

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.

Chapter 5: Mundane & Magical Items

Unchained Heroes SRD


Main Hand Weapons

Wielded with one hand


1 Rune Slot
Uses Weapon Runes
ILV MOD: +1 ILV MOD to ATK and POW per ILV
Main Hand Weapons are weapons used in your primary
hand. Main Hand Weapons determine your chance to hit your
target with Martial and Supernatural Actions, giving an ILV
MOD to your ATK and POW as they increase in strength and
quality.

Off-hand Weapons

Wielded with one hand


+1dp to Weapon Dice Pool
1 Rune Slot
Uses Weapon Runes
ILV MOD: +1 ILV MOD to MS and SP per ILV
The Off-hand Weapon is an offensive weapon, boosting
your damage output with Martial and Supernatural Actions
by granting an ILV MOD to MS and SP. The Off-hand Weapon
adds +1dp to your Weapon Dice Pool.

Swordbreaker Weapons

Labeled on Weapon Type Charts


Considered a Shield for purposes of Abilities
Does not grant any EQUP MODs of a Shield
Special interactions with Techniques
Swordbreaker Weapons are special weapons that
are considered a shield when wielded and have special
interactions with various Techniques. They are used to
grant your Hero the option to use Shield-based Abilities
and Techniques while still gaining the +1 MISC MOD to
your Weapon Dice Pool that is gained by using an Off-hand
Weapon. They do not convey any DEF, DT, or RS modifiers to
your Hero when they are used.

Two-handed Weapons

Marked 2H in Equipment Tables


Wielded with two hands
+1dp to Weapon Dice Pool
2 Rune Slots
Uses Weapon Runes
May not use an Off-hand Weapon
ILV MOD: +1 ILV MOD to ATK, POW, MS, SP per ILV
Weapons listed as Two-handed in the weapon tables require two-hands to use unless you are Size Large or greater.
These weapons hit harder and take a little longer to swing due
to their bulk. They are used in the Main Hand Weapon slot on
your Character Sheet and prevent you from using an Off-hand
Weapon when they are equipped.
Two-handed Weapons grant +1dp to your Weapon Dice
Pool and have 2 Weapon Rune Slots.
Two-handed Weapons grant ILV MOD to ATK, POW, MS
and SP.

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.

Reading the Weapon Tables


Weapon Name
Dice = Dice Size Category
AT = AT when using weapon
H = 1H One-handed,

2H Two-handed
Rng = M May only be used in melee,

R Can fire at any Battle Zone,

M/R Can use as a Melee or Range Weapon
Cost = Standard Item Cost

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Table 5-3: Weapon Types
Weapon Group

Dice

AT

Table 5-4: Weapon Types


H

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

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Daggers

Hammers

A dagger is a weapon slightly larger than a knife. It is


meant as a stabbing or slashing weapon with sharpened edges
and pointed end. It is most effective in close combat situations
or when thrown from a distance. Daggers and Knives are also
considered Thrown Weapons and gain all the benefits of that
Weapon Group.
1d The Parrying Dagger is used by sword fighters as an
alternative to a shield. It is a Swordbreaker Weapon and may
gain the benefits of the Swordbreaker Techniques.

The Hammer is a simple tool and effective weapon. The


hammer uses a heavy weighted object at one end of a long
handle to cause impact damage.
1h The Warhammer may be used in One-handed or Twohanded fashion as you wish.

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.

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Thrown Weapons
Those weapons that can be propelled by the power of the
body alone are considered Thrown Weapons. Thrown Weapons are a Ranged Weapon and may attack any Battle Zone on
the Battlefield. Unless using special throwing weapons, Heroes
wielding a Thrown Weapon do not need to account for their
ammo and are not considered Disarmed after they are used.
Daggers, Hatchets, and Knives in the Axes and Daggers
Weapon Groups are also considered part of the Thrown Weapons Group, so they do not need to account for ammo and abide
by the rules of both Weapon Groups.
Potions abide by the Thrown Weapon Rules, but are OneTime Use items. Most Affliction and Destruction potions can be
used as a thrown weapon.

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.

Domestic Items and Buildings


This section gives you the prices on Buildings, Furniture,
Housewares, and Livestock. When your Hero is asked to
replace a cow slaughtered due to collateral damage in a spellcasting or if they wanted to know the value of an estate so
they may purchase it, they can find it here. Use these prices as
guidelines only. Feel free to alter them if the consensus among
your group is that things would cost more or less than the
value listed here.

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.

Selling Mundane Items


Sells according to Availability
Unlike Armor, Talismans, and Weapons, most Mundane
Items can be sold for closer to face value. Based on its rarity,
you may sell it for 30% to 60% of the listed price. Mundane
items are anything in the Tables 5-6 through 5-9.

Table 5-5: Selling Mundane Items


Availability

96

Selling Price

Common

30%

Uncommon

40%

Rare

50%

Very Rare

60%

Chapter 5: Mundane & Magical Items

Unchained Heroes SRD


Table 5-6: Adventuring Gear
Equipment

Cost

Table 5-7: Adventuring Gear

Availability

Equipment

Cost

Clothing

Availability

Gems

Belt

10 sp

Common

Amethyst (per karat)

25 sp

Uncommon

Belt, Fine

50 sp

Uncommon

Diamond (per karat)

100 gp

Very Rare

Boots

50 sp

Common

Emerald (per karat)

50 gp

Rare

5 gp

Uncommon

Ruby (per karat)

20 gp

Rare

10 gp

Rare

Boots, Fine
Cloak
Cloak, Fine

30 sp

Common

3 gp

Uncommon

Sapphire (per karat)

Lab Materials

Dress

50 sp

Common

Beakers

10 sp

Uncommon

Dress, Fine

10 gp

Uncommon

Dropper

20 sp

Uncommon

Pants

25 sp

Common

Fine Lab Table

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

Gold (per ounce)

20 sp

Common

Iron (per pound)

1 sp

Common

4 sp

Common

Silver (per ounce)

35 sp

Common

Steel (per pound)

25 sp

Common

Canteen

10 sp

Common

Wood (per cord)

25 sp

Common

Chalk (5)

1 sp

Common

Stone (per pound)

1 sp

Common

Flint

1 sp

Common

Marble (per pound)

5 sp

Common

Healer's Kit

5 gp

Common

50 sp

Common

Storytelling (per hour)

20 sp

Common

Magnesium Stick

5 sp

Uncommon

Guide (per hour)

12 sp

Common

Rope (Hemp) 20Ft

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

Rope (Silk) 20Ft


Sack
Sack Burlap
Satchel

Services

Rune Setting

Tools

Chapter 5: Mundane & Magical Items

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Table 5-8: Domestic Goods
Equipment

Cost

Table 5-9: Domestic Goods


Availability

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

Bar Chair, Fine

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

Coffee Table, Fine

10 gp

Uncommon

800 gp

Common

Couch

15 gp

Common

Couch, Fine

30 gp

Uncommon

1 gp

Common

House (Cottage), Small

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

Painting, Large Artwork

15 gp

Rare

Keep/Mansion, Small

50000 gp

Rare

Painting, Fine Artwork

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

Cotton Balls (100)

3 sp

Rare

Table, Fine

Dining Set

1 gp

Uncommon

Wood Stove

Basket

Dining Set, Fine

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

Cattle, Male Calf

Dish, Small

2 sp

Common

Cattle, Female Calf

5 gp

Common

Glass

5 sp

Common

Cattle, Heifer

15 gp

Common

Jar

15 sp

Common

Cattle, Stud Bull

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

Wax (per pound)

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

Chapter 5: Mundane & Magical Items

Unchained Heroes SRD

Item Levels (ILV)


Item Level Shorthand = ILV
Determines ILV MOD
Ranges from 0 to 15+
Item strength adjusted to Hero level
ILV MOD affects Battle Skills and other Stats
Items are closely tied to their Item Level, whether they be
magical or mundane. The Item Level concept is used to differentiate quality (it has nothing to do with magical properties). As a player advances in level, they can expect better gear
and this is that mechanism to accommodate that. As a game
mechanic, Item Level (ILV) determines the extent you may
use its powers, the special modifiers it grants, as well as the
cost to create or purchase the item. Item Level is much more
than a mechanic, though, use it as a story telling tool. When
you pick up that new sword, it could be shinier, sharper, and
built from a unique metal that you have never seen before.
Armor can be made of star metal and shields of dragon
scales. Use Item Level as more than a statistic.
Item Levels (ILV) range from 0 to 15. Those Items at ILV 0
are considered Common Items and fit the Common Availability Chart. Anything of ILV 1 or higher is an extraordinary item
that falls into the Uncommon, Rare, and Very Rare Availability
ranges. The Scale is as follows:

Table 5-10:
Item Levels (ILV) and Availability
ILV

Availability

Common

1 10

Uncommon

11 13

Rare

14 15

Very Rare

The most important part about your Combat Gears ILV is


that it provides you with an ILV MOD to Battle Skills, Martial
Strength, and Spell Potency. What the ILV MOD affects is different for each piece of equipment. The ILV modifier can be
found in the summary area at the start of each section or in
the equipment rules area for each respective piece of equipment. When it comes to Item Levels for Ammo, Potions, Runes,
Wands or other Magical Items, the ILV helps determine the
process and skill required to create it as well as its cost.

A Level 1 Hero starts out with ILV 0 items unless the GM


is feeling generous and decides otherwise. The Required
Level determines what level a Hero must be to use its full ILV
MOD, except in the case of Ammo, Potions, Runes, and Wands.
Lower level Heroes are only allowed to use an ILV MOD of
their Combat Gear appropriate to their level. When we talk
about Ammo, Potions, Runes, and Wands, a Hero may use
them to full effect no matter what level they may be, but they
may not craft them unless they are at a level that can wield the
ILV listed.
With Combat Gear such as armor, talismans, and weapons:
if the player doesnt meet the Required Level of the item; it
functions as if it were a weaker ILV version of the item. For
example: if a level 11 Hero were to wield an item of ILV 13,
she would not be able to use its full potential until level 26. In
the mean time, she uses it as if it were ILV 6 gaining a +6 ILV
MOD. As she levels up, this increases until she reaches level 26.
At that point, she has reached its maximum ILV MOD and the
item does not get more powerful, even if the Hero does.

Item Level Table Breakdown


ILV = Item level
Skill Check = Result of Item Creation Process
ILV MOD = ILV MOD from equipment
Required Lvl = Minimum level to gain ILV MOD

Table 5-11: Item Level Details


ILV

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

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Item Level, Item Cost, and


Creation Time
Combat Gear of ILV 0 may be purchased
Combat Gear of ILV 1+ is rarely purchased, typically
crafted
Magical Items are rarely purchased
Potions and Runes are exceptions
In a game without standard methodologies on wealth,
we still have to assign monetary values to items in certain
circumstances. These values will help you determine if they
can be purchased and what the typical amount of materials
might be needed to craft it. The cost to purchase a piece of
armor, a talisman, or a weapon from a merchant varies by its
Item Level. In most situations, you can only purchase ILV 0
Items from a merchant; Potions and Runes are the exception
to this rule. They may be handled by skilled vendors or
commissioned for purchase for the players.
When we need to determine cost of an item, we use the
Standard Item Cost. The Standard Item Cost (SIC) is based off
an ILV 0 version of an item. It is always used in calculating the
Item Retail Cost, some things like Runes and Potions will have
their Standard Item Cost listed under their individual Magical
Item Section. When you are looking at the item tables in their
respective sections, these tables will show values for items
above ILV 0.
To find Item Retail Cost, we look up the Item, find its
Standard Item Cost and then multiply that by an amount based
on the ILV and Availability of the item.
Items with a higher item level take a longer time to create,
representing the quality of it. The extra time to create them is
represented by the Extra Time value on Table 5-12. Calculate
the time it takes to create an item by multiplying the standard
time from the Item Creation Process by the numbers listed
in Table 5-12 under Extra Time. For example, a level 15 item
would take 3 days x 30 or 90 days. All these values are found in
Table 5-12.

Table 5-12: Cost & Creation Time


ILV

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 Creation Process


Used for all items
Three Step Process
Determine Character Skill
Determine Material Cost
Roll to Craft the Item
The item creation process involves a three part formula of
equal parts time, money, and skill. First of all, you need to determine if you can make the item by having the proper Character Skill. Second, you need to figure out the cost of materials
based on what item you are trying to create. The third, and last
step, involves the Extended Skill Check to craft the item.

Step 1: Determine Skill


Consult the table above to determine what Character Skills
are required for making the item you wish to create. Look for
find an exact match and use the recommended Character Skill,
but if you cannot find a match you should choose what fits
best.

Table 5-13: Item Creation Skill


Character Skill
Arcanology
Crafting

Item Created
Potions, Runes, Scrolls, Talismans,
Wands
Armor, Shields, Weapons

Education

Potions, Scrolls, Wands

Engineering

Ammo, Guns, Potions

Medicine

Potions, Scrolls, Wands

Case-by-case Basis

Chapter 5: Mundane & Magical Items

Mystical Item

Unchained Heroes SRD


Step 2: Determine Material Cost

Step 3: Roll to Craft the Item

Material Cost = 50% Item Retail Cost from Table 5-12


Material Cost in Silver Pieces
Can't create an ILV 15 item with ILV 5 materials
Materials may be acquired through a quest
You will need to have raw materials or money to craft an
item. If you decide to go the raw materials route, your GM
and you should work out a Story as to how you came by these
materials and you can ignore your Degree of Wealth. If you
are just going to buy whatever you need, the Material Cost is
50% of the Items Retail Value and you must have a Degree of
Wealth that matches what is required for the respective ILVs.
Those Values are listed here:

Crafting Roll is Extended Skill Check


5 (Character Skill)-3 days (80)
Perform Skill Check 5 times, adding Skill Value each time
Cannot use Playing the Odds
Cannot use Stacking the Deck
+2 MISC MOD per extra day of preparation
Compare to ILV table
When you have the necessary materials, you roll an Extended Skill Check (page 100) for the Skill related to your
item over the base time of 3 days. Extra Time may be needed
if you are crafting an Item over ILV 0 as found on Table 5-12
(page 100). The Extended Skill Check is then compared to
Table 5-11: Item Level Details (page 99). Your Extended Skill
Check must meet or exceed the ILV of the item you wish to
create or the item will be a lower ILV than desired. This applies to all items with an ILV. When you decide to craft specific
Magical Items, they are assigned an item level listed as ILV:
in their description and equipment tables.
If you want to increased your chances of succeeding, you
may spending additional time in preparation to grant yourself
a beneficial modifier. For each day you spend in preparation in
addition to what is required for crafting the item, you gain a +2
MISC MOD to the total result of your Extended Skill roll (max
+20 after 10 days).
The Crafting Dice Roll follows these steps.
1. Roll your Character Skill Check (Table 5-13) five times.
You may not use Playing the Odds or Stacking the Deck."
2. Add together your results.
3. Add Preparation Bonuses.
4. Declare final result.
When you are finished rolling your Extended Skill Check,
make note of your number and then do the following:

Table 5-14: Item Creation Wealth


ILV

Degree of Wealth

Laborer

13

Artisan

47

Merchant

8 10

Merchant Prince

11 13

Magnate

14 15

Plutocrat

The amount spent on materials determines the maximum


ILV that the materials may create. This rule prevents a person
from crafting an ILV 15 Kite Shield with an ILV 1 Kite Shields
worth of materials. Rolling higher on your Skill Check than
the desired result does not create a higher ILV item, but rolling
lower on your Skill Check creates a lower ILV item.

1. Compare final result to Table 5-11: Item Level. If your


roll is equal to or greater than the desired result, you
create the item. If your roll is lower than the desired
result, you create a lower level item. You do not create a
higher level item, if your roll is higher than the required result.
2. Check Table 5-12 to determine Item Retail Cost and
Item Creation Time. You can determine the final market
value of your item if you were to sell it by using this
formula.
3. Move Time forward in campaign according to Table
5-12 (page 100). This tells you the amount time it took
you to create the item as it pertains to the Item Level you
created.

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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

102

harm to those nearby in something that scholars call a "Mana


Burn." Mana Burns can be triggered based one of two models:
too many magical items in a relatively close geographic area,
or by too many magical items that are carried by a person.
Magical item stockpiles in a relatively small geographic area
such as a room, a vault, or a wagon will begin causing great
waves in the mana currents within a short period of coming
into proximity of one another. Magical Items on a person react
in a similar fashion, but a persons aura buffers this effect.
Because of this, it does not become volatile until a much
greater concentration is reached.
It is important to note that as long as a Magical Item is
carried on a person, their aura will keep it in check. A room
of 10 adventurers with 10 Magical Items each will not cause
Mana Burn unless something would cause those items to fall
outside of the protection of person's Aura.

Magical Item Limit


Location Specific
13 Items in a 20 foot x 20 foot area
Personal Aura
7 Magical Items + 1 per 2 Character Levels
Multiple people in close proximity protect
The Magical Item Limit is a game construct and a story
construct. It represents the massive amount of energy that is
fighting to break free of the enchantments that are placed on
items. The sheer power can cause great damage.
A geographical location covering a 20 foot x 20 foot area
has a Magical Item Limit of 13. Mana Burn occurs within 1
hour of 14 or more magical items unshielded by a person's
aura being placed in a 20 foot by 20 foot (400 square
foot) area. They begin to cause 1 Trauma Damage every 6
TI to anyone within 100 feet of the outermost magical item,
rendering most people incapacitated or dead within minutes.
This escalates by 1 Trauma Damage for each day this effect
continues until after 7 days, all magical items explode into a
deadly explosion that leaves nothing but a crater in its wake.
With careful planning, this sort of occurrence can be controlled,
but it is very risky.
Mana Burn occurs in a geographical location of 20 foot x
20 foot or less when the number of Magical Items in that
location exceeds 13.
A person's aura allows them to carry many Magical Items
on their person and even suppress their visibility to others,
but their Magical Item Limit is 7 magical items plus 1 per
2 Character levels on their person at a time. If a Hero were
to carry more than their Magical Item Limit, after 24 hours of
carrying a Magical Item in excess of their Magical Item Limit,
Mana Burn occurs. Mana Burns causes them to be dealt 1
Trauma Damage for each Item they possess after the 24 hours
has passed. This acts as a grace period due to the power of
the Hero. This Trauma Damage is then repeated every hour
after the 24 hour grace period is over.
Mana Burn occurs when a Hero exceeds the limit of their
Aura equal to 7 Magical Items plus 1 per 2 Hero Levels.

Chapter 5: Mundane & Magical Items

Unchained Heroes SRD

Magical Combat Gear


We cover the magical Combat Gear here first which consists
of Armor, Shields, Talismans, and Weapons and then follow
that with Magical Trinkets.

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.

Crafting Magical Armor


To craft a particular Magical Armor, you will need a piece
of Armor of Masterwork Quality. If the Armor is named with
a Species title or tag such as "Dwarven" or "Elven," it can't be
made with normal crafting methods. These types of armors are
specially crafted by master craftsmen of the respective species
and the knowledge to craft them is not commonly known.
The process for crafting any form of Magical Armor
should be unique and determined by a conversation with the
GM. Materials for crafting these armors are special enough
to increase the Item Retail Cost of the items far beyond the
normal ranges for a particular item.

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.

Crafting Magical Talismans

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.

Crafting Magical Weapons


Crafting a Magical Weapon is a process that varies
from item to item, but one thing is certain, you will need a
Masterwork Weapon. If the Weapon has a Species Title or
Tag, they are specially crafted by master craftsmen and the
knowledge to craft them outside of that culture is rare.
The process for crafting any form of Magical Weapon
should be unique and determined by a conversation with the
GM, most often they should require Rare Weapons, unique
enchantments, and materials. They all require Masterwork
Weapons and special materials far beyond the norm to craft
them. As always, the Item Creation Process is used to create
this item.

Mystical Oddities

Single, Multi, or Continuous Use Special Item


IVL MOD: None
Masterwork Benefits: None
Standard Item Cost: Special
Item Creation: Unavailable
Mystical Items fall into a unique class of magical oddities
that fit no specific category, but have powerful effects. They
include trinkets, containers, amulets, rods, many types of
jewelry, baubles, statues, and much more. Mystical Items can
be one time use items, multiple use items, or sustainable items
that provide their benefits regularly.
Mystical Items do not have any Item Creation rules, so
they cannot be made by Heroes (unless the GM makes an
exception). They do not have an ILV. They are designed
to be handed out by the GM for unique situations and
circumstances.

There is no specific way to craft a particular Magical


Talsiman, except where it is named with a Species title or
tag. These types of talismans are specially crafted by master
craftsmen of the respective species and the knowledge to craft
them is not commonly known.
The process for crafting any form of Magical Talisman
should be unique and determined by a conversation with the
GM. All Magical Talismans require a Masterwork Quality
Talisman and materials for crafting them that are special
enough to increase the Item Retail Cost of the items far beyond
the normal ranges for a particular item. As always, the Item
Creation Process is used to create this item.

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Using Potions

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.

104

Potions can be used by yourself or on others as a Thrown


Weapon or a Melee strike. Your Damage and Healing Modifiers do not typically affect Potions that cause Damage or Healing.

Affliction Potions

Made with Supernatural Bane Abilities


Cause a Harmful Effect
Thrown Weapon Rules
Range: Ranged (Thrown)
Item Creation: Arcanology or Engineering Skill Check
Potions that cause a Harmful Effect on a target are called
Affliction Potions. Any Supernatural Bane Ability may be
made into an Affliction Potion.
An Affliction Potion used against a target is considered a
Thrown Weapon. Using an Affliction Potion against a target
usually requires an ATK vs. DEF Skill Check.

Destruction Potions

Made with Terrestrial damage Onslaught Abilities


Deals damage
Range: Ranged (Thrown)
Item Creation: Arcanology or Education Skill Check
Destruction Potions cause damage to the target. Any Onslaught Ability Type that deals Terrestrial damage may be used
to create a Destruction Potion. Destruction potions abide by the
Thrown Weapon Rules, so they can be thrown into other Battle
Zones at targets.
Your Damage and Healing Modifiers do not typically affect
Potions that cause Damage or Healing.

Enchantment Potions

Made with Supernatural Boon Abilities


Causes a Beneficial Effect
Range: Self or Melee
Item Creation: Arcanology or Education Skill Check
Potions that grant a Beneficial Effect are called Enchantments. Any Supernatural Boon with a Range other than Self
may be made into an Enchantment Potion. Enchantment potions have a Range of Self or Melee, so they must be used on an
Ally or target within your current Battle Zone.

Chapter 5: Mundane & Magical Items

Unchained Heroes SRD


Panacea 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.

Restores Health or Energy


Range: Self or Melee
Item Creation: Medicine or Education Skill Check
Restoration Potions will restore Health or Energy to the target. Any Heal Ability Type may be used to create a Restoration
Potion. Restoration potions have a Range of Self or Melee.
Your Damage and Healing Modifiers do not typically affect
Potions that cause Damage or Healing.

Cleansing Potion

Healing Potion

Potion [Panacea] [Heal]


ILV: 3
The cleansing properties of this tincture removes harmful
effects.
Effect: Target has current Bane(s) Dispelled.
Minor, ILV 3: Dispel 1 Bane.
Item Retail Cost: 400sp (SIC 50sp)
Major, ILV 6: Dispels 2 Banes.
Item Retail Cost: 700sp (SIC 50sp)
Potent, ILV 10: Dispels All Banes.
Item Retail Cost: 1100sp (SIC 50sp)

Potion [Restoration] [Heal]


ILV: 3
This Potion of healing restores your lost Health.
Effect: Target is healed.
Minor, ILV 3: Heals 30 Health.
Item Retail Cost: 400sp (SIC 50sp)
Lesser, ILV 5: Heals 50 Health.
Item Retail Cost: 600sp (SIC 50sp)
Major, ILV 6: Heals 70 Health.
Item Retail Cost: 700sp (SIC 50sp)
Greater, ILV 8: Heals 90 Health.
Item Retail Cost: 900sp (SIC 50sp)
Potent, ILV 10: Restores 120 Health.
Item Retail Cost: 1100sp (SIC 50sp)

Free Action Potion


Potion [Panacea] [Heal]
ILV: 5
Duration: Encounter
This potion sheds the bindings that impair your movement.
Effect: You gain the benefits of the Acrobatics and Bushwack
Conditions as well as the Escape Bonds Effect.
Item Retail Cost: 600sp (SIC 50sp)

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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Tattoo Runes

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.

106

Abide by Rune Slot rules


Cannot be used with Talisman Runes
May be activated or deactivated per Encounter
Not every character wears armor and weapons. Those Heroes that wish to take advantage of the powers of Runes, yet
dont wish to wear equipment to encumber them, may have a
Runesmith tattoo them with a Weapon or Armor Rune. These
tattoos may be placed on their hands, arms, and body in locations that you would wield the various pieces of equipment.
They take up Rune Slots just like any other Rune, but are not
equipped and cost 125% of the price of an Engraving to purchase.
Tattoo locations coincide with equipment
Hands or Arms = Weapons or Shields
Body = Armor
Hand or Arm Tattoos can be Weapon Runes or Armor
Runes in the following combinations:
2 Weapon Runes
1 Weapon Rune & 1 Armor Rune
Body Tattoos are always Armor Runes. You may have two
Body Tattoos of Armor Runes. These Tattoos are meant to replace armor, not talismans, so you may not use Talisman Rune
Slots for Tattoos.
You may write over or remove a Rune that has been
tattooed at any time, but it is non-transferrable. Unlike an
Engraving of a Weapon or Armor Rune that may be taken out
and transferred, Tattoo Runes are applicable to one person.
If you are wearing armor or wielding a weapon that has
Runes in it and you have tattoos that reside in similar slots,
you must choose which will be active and which will become
dormant. You may not apply both. The choice must be decided
at the beginning of an Encounter and may not be changed until
the Encounter is finished. The Rune that you choose to become
dormant stays that way until after the Encounter.

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)

Chapter 5: Mundane & Magical Items

Unchained Heroes SRD


Defender Rune

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)

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Weapon Runes

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)

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Opportunity Rune
Rune [Weapon]
ILV: 1
This Rune magic that increases the chance for extraordinary
strikes.
Effect: (Passive) Grants you a RUNE MOD to CRIT.
Minor, ILV 1: You gain a +1 RUNE MOD to CRIT.
Item Retail Cost: 400sp (SIC 100sp)
Lesser, ILV 3: You gain a +2 RUNE MOD to CRIT.
Item Retail Cost: 800sp (SIC 100sp)
Major, ILV 6: You gain a +3 RUNE MOD to CRIT.
Item Retail Cost: 1400sp (SIC 100sp)
Greater, ILV 9: You gain a +4 RUNE MOD to CRIT.
Item Retail Cost: 2000sp (SIC 100sp)
Potent, ILV 12: You gain a +5 RUNE MOD to CRIT.
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

Single Use Consumable Item


IVL MOD: None
Masterwork Benefits: None
Standard Item Cost: 200sp
Item Creation: Arcanology or Education Skill Check
This scroll is created to bear the magical energies and
acumen required to both cast and power a magical spell. The
creator of this scroll casts the desired effect into the parchment
and it becomes dormant to be used at a later time and date.
Scrolls of Wizardry are remarkable in that no real magical
talent is necessary to read or use them once the process
is complete. They are called Scrolls of Wizardry, but their
creation may be performed by those with Arcane, Divine, or
Alchemical power sources.
Scrolls of Wizardry are created through the Item Creation
Process with an Arcanology or Education Skill Check. Scrolls
of Wizardry are considered to be ILV 4 with a Standard
Item Cost of 200sp. This makes a starting cost of 2000sp
to purchase them. When crafting, the cost is slightly less
and can potentially require additional materials based on
the input from your GM. Exceptionally potent or uniquely
powerful Abilities or Actions may not be formed into Scrolls of
Wizardry. The GM is the final arbiter on all matters.

Crafting Scrolls of Wizardry


The Creator of a Wizadry Scroll spends double the Energy
Cost of the Action they want to build into the scroll. If there
is no Energy Cost for the Action, it instead costs 30 Energy to
perform. The Scroll of Wizardry then allows anyone to use it
as if it was cast by the scroll's user. After it is used, the scroll
is consumed by magical flames and turns to dust. No more
than 3 Scrolls of Wizardry may be in close proximity to each
other (carried by the same person) at a time, or their magical
energies cause one of them at random to burst into flame and
disintegrate. As always, the Item Creation Process is used to
create this item.

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Vector Ammunition

Consumable Item of 10 rounds


IVL MOD: None
Masterwork Benefits: None
Standard Item Cost: 1000sp
Item Creation: Engineering Skill Check
The Vector Ammunition is a process by which martial
or supernatural properties are harnessed and imbued into
ammunition. The ammunition may be a bullet, bolt, arrow,
shell, or energy projectile. Vector Ammunition is a one time use
ammo that is expended immediately upon use. Unlike normal
ammunition in Unchained Heroes, Vector Ammunition usage
should be tracked and recorded.
The creator of Vector Ammunition imbues the ammo with
the desired effect and it becomes dormant to be used at a later
time and date. Their effects may be of magical or mundane
origin and any Hero Class may find some way to create them.
Vector Ammunition is created through the Item Creation
Process with an Engineering Skill Check. Vector Ammunition
is considered to be ILV 4 with a Standard Item Cost of
1000sp. This makes the cost start at 10000sp to buy 10 rounds
of ammo (crafting cost is slightly less) and can potentially
require additional materials based on the input from your
GM. Exceptionally potent or uniquely powerful Vector
Abilities or Tactical Advantage may not be formed into Vector
Ammunition. The GM is the final arbiter on all matters.
Each Type of Vector Ammunition is considered to be 1
Magical Item when it is counted towards your Magical Item
Limit.

Crafting Vector Ammunition


The Inventor of the Vector Ammunition starts by choosing
a Vector Action or Tactical Advantage and then spends double
its Energy Cost to create the Ammunition. Tactical Advantages
are converted to their Energy Cost of 1TP = 20 Energy and then
doubled to determine Energy Cost. The Vector Ammunition
then attaches the Vector or Ability to each round of
Ammunition, granting it the effects of that Vector in addition
to any other effects and allows the Action to break the Vector
Usage Limit. Each round of ammunition must be accounted
for and removed once used. No more than 3 different types of
Vector Ammunition may be in close proximity to each other
(carried by the same person) at a time, or their volatile energies
may cause one of them to randomly burst and disintegrate into
nothingness. As always, the Item Creation Process is used to
create this item.

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Wands of Power

Consumable Item of 10 or 20 Charges


IVL MOD: None
Masterwork Benefits: None
Standard Item Cost: 2000sp
Item Creation: Arcanology Skill Check
A Wand of Power is created in an age old process by which
spellcasters have preserved their precious magical energies
within objects to use them at a later date. Any arcane or divine
Supernatural Ability or Talent may be stored within these
wands for later use. A Wand of Power has a finite energy
source, only allowing it to hold between 10 and 20 Charges
of the spell they were created to cast. The original source of
direction, energy, and focus is derived from the creator of the
Wand of Power, but future uses are factored based on the one
wielding it.
Wands of Power are created through the Item Creation
Process with an Arcanology Skill Check. Wands of Power
are considered to be ILV 8 with a Standard Item Cost of
2000sp. This makes the cost start at 32000sp to buy a wand
with 10 charges, and can potentially require additional
materials based on the input from your GM. A wand of 20
charges is considered ILV 10 and has cost of 44000sp to create.
Exceptionally potent or uniquely powerful Supernatural
Abilities or Talents may not be formed into Wands of Power.
The GM is the final arbiter on all matters.

Crafting Wands of Power


You begin the process of crafting a Wand of Power by
choosing a Supernatural Ability or Talent to be used in the
Wand. The Creator of the Wand of Power spends the Energy
Cost of Supernatural Ability or Talent they wish to use within
the wand for each Charge. All charges of a Wand of Power
must be the same Supernatural Ability or Talent. Each charge
of the Wand must be removed once used. No more than 3
different types of Wands of Power may be in close proximity
to each other (carried by the same person) at a time, or their
volatile energies may cause one to expel all its charges in a
harmless light show. As always, the Item Creation Process is
used to create this item.

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Chapter 6:
Building Blocks

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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

112

the Fatigue penalty you suffer from equipment, and can be


used to modify the Athletics or Crafting Character Skills.
Your Equipment Fatigue (EFT) is reduced by 10 times
your Strength (STR).
At level 1, choose between STR or AGI as your ATTR
MOD to Athletics and Crafting, the choice is permanent.

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

Chapter 6: Building Blocks

Unchained Heroes SRD


Points to be used with Character Skills, reduces the Fatigue
penalties due to concentrations, and modifies many Character
Skills.
At level 1, you gain 8 Character Points (CP) plus your
Intellect (INT) or Cunning (CUN), choice is permanent.
Any subsequent increases to that Attribute will give
you more Character Points.
INT is used to modify your Arcanology, Education,
Medicine, and Engineering Character Skills.
It reduces your Concentration Fatigue (CFT) by 10 times
your INT.

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.

Wits and mental agility


Your Cunning is your mental agility. It measures your
cleverness, awareness, and natural skill in the social and
physical environment you live in. With high cunning, you
are able to make snap judgment calls quickly and easily in
the most dire situations. Cunning can affect the number of
Character Points you have available, reduce the time it takes
to perform Tide of Battle Maneuvers, and affect a number of
Character Skills.
At level 1, you gain 8 Character Points (CP) plus your
Intellect (INT) or Cunning (CUN), choice is permanent.
Any subsequent increases to that Attribute will give
you more Character Points.
Subtract your CUN from Tide of Battle Maneuvers to
make them faster.
CUN is used to modify your Influence, Perception,
Natural Lore, and Subterfuge Character Skills.

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

Used in Skill Checks


Battle Skills
Character Skills
Measurement of Prowess
The Unchained Heroes Game System uses Skills to measure
how good or bad you might be at a given Action, which a high
value in a Skill meaning you are great at it, while a low value in
a Skill meaning you are only marginally better than normal at
it. It helps us to determine the probability that an outcome will
occur and are a measurement of your strength and expertise
in a wide range of Actions ranging from attacking your Foe to
crafting a weapon. We call those Skills that primarily deal with
combat, Battle Skills. They are Attack, Defense, Power, and
Willpower. Character Skills deal with all the things that do not
involve combat, such as: reading, writing, science, diplomacy,
climbing, jumping, and medicine. They range from Athletics to
Subterfuge.
All Skill Checks use the Core Mechanic where you roll a
20 sided dice (d20) and then add your Skill Value to the result.
The final value from the Skill Check is then measured against
a Difficulty Factor (DF). DF is the number you must meet or
exceed for a success. The Skill Values is made up of many
different modifiers, including a special modifier based on your
Skill Rank.

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Table 6-1: Difficulty Scale
Difficulty

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.

Raising Skill Ranks


Battle Skills increased by Battle Points
Character Skills increased by
Character Points
Rolling Natural 1s
Level Modifier of +1 per 2 levels
Your Heros Skill Rank increases as you spend special
points called Battle Points and Character Points that you accumulate through leveling and purchasing Techniques. Battle
Skills use Battle Points and Character Skills use Character
Points. Both are modified by Runes, Abilities, Techniques, Talents, and Level Modifiers.

114

The Battle Skills


Starting Skills determined by Class
Spend 2 BP at Level 1
Automatically fail on a Natural 1
Automatically succeed on a Natural 20
Increased by Battle Points
Battle Skills are almost entirely combat based. Attack and
Defense are Martial-based while Power and Willpower are Supernatural-based. Your Attack (ATK) is a measurement of your
physical accuracy, Defense (DEF) is avoiding and nullifying
physical hits against you, Power (POW) is your supernatural
prowess, and Willpower (WILL) is your supernatural defenses. In most situations the Attack and Power Battle Skills will be
compared against the Defense and Willpower Battle Skills to
determine the Actions Success. Abilities, Talents, and various
actions all use the Battle Skills. They are most often used by
Hero Class Abilities.
Your first Skill Ranks in a Battle Skill are determined by
your Hero Class as found in the Class Information Section.
You gain 2 Battle Points (BP) at level 1 to spend on Battle Skills.
You gain additional Battle Points to increase your Battle Skills
as you level; spending 1 point on a Battle Skill increases your
Battle Skill by 1.

Attack (ATK)

Determines Martial Action Success


Physical Accuracy
Modified by Primary Attributes
Often Opposed by the Defense Battle Skill

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.

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Unchained Heroes SRD

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).

Learning From Failures


Earn 1CP when Natural 1 is rolled on Character Skill
We learn from our failures as much as our successes, sometimes more-so. While a Natural 1 is not an Automatic Miss or
Failure on a Character Skill Check in Unchained Heroes, it is
probably not going to win you any medals. When this happens
you trigger a Learning from Failures event. You gain 1 Character Point (CP) to be used immediately for the Character Skill
that you used in your Skill Check. It must be used immediately
or they are lost.

Character Skill Format


Each Character Skill will be listed in the following section
followed by the Attribute that modifies it in Parenthesis() immediately after their name. Following that is a summary and
description of the Character Skill. If you need to determine
how a Skill is used, the summary is a good place to start as it
will give you examples of its uses.

Supernatural Knowledge of the Arcane and Divine


Sense of Supernatural
Create Talismans and Runes
The Arcanology Character Skill is the knowledge and
attunement to the Arcane and Divine Supernatural forces in
the universe. Arcanology gives you the skill to create magical
talismans, discern the magical properties of items, pick out the
threads of sorcerous constructs, and generally understand the
inner workings of magic in the world. This skill in the hands
of a lay person gives them theoretical knowledge, but when
used by a magically inclined individual they can understand
the sights and sounds that they see in the expanded universe
around them. It gives a deeper understanding of the mana
currents, enchantments, and items that are around us
everywhere.

Athletics (AGI or STR)


Measures Physical Action and Coordination
Used for operating vehicles or riding mounts
Modified by AGI or STR
The Athletics Skill is a measurement of many of the
physical activities of your Hero. It is your Heros Ability to
swim, run, jump, play sports, walk a tightrope, toss a table,
bash in a door, climb a steep cliff, or perform extraordinary
feats of acrobatics. At other times it can be those physical feats
that have just as much luck involved as skill. It is also used
when determining your Ability to operate the various methods
of transportation, such as mounts, wagons, or vehicles.
At level 1, you must decide if you will use AGI or STR to
modify your Athletics Character Skill.

Crafting (AGI or STR)

Aptitude with tools


Ability to create objects out of raw materials
Covers wide variety of specialties
Modified by AGI or STR
The Crafting Skill creates things by using some raw
materials and your hands. Those that take the crafting skill
are knowledgeable in the areas of metalworking, construction,
furniture building, woodcarving, and other artisanal skills
involving raw materials being shaped or fashioned into
something beautiful and/or practical for everyday life.
Those with the Crafting skill use it for a wide variety of
purposes, some of them use it to keep up their homes, some
make a business out of it, and still others turn it into an art
form. The materials you may craft with, span those that are
considered easy to work with, such as clay or wood, up to
stone or metals. A Crafter is by definition a creator, but they
are also fixer and capable of repairing objects.
At level 1, you must decide if you will use AGI or STR to
modify your Crafting Character Skill.

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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

116

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.

Natural Lore (CUN)


Survival Skill
Wildlife and Plant Knowledge
Aptitude with Animals
The Natural Lore Character Skill is the knowledge your
Hero has at their disposal in wilderness settings such as:
scrounging for food, hunting, tracking, building a fire, setting
up a camp, staying away from harmful plants/animals, and
keeping yourself in good health in the wild.
It is also your Ability to handle, train, empathize, and
communicate with creatures of Animal intelligence. Those
that take an interest in this Skill can train domestic Animals
to do tricks, tame or bend wild Animals to their will, and
communicate to Animals in a fashion that they understand.

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)

Conceals true intentions and motives


Used to hide or move silently
Disguise Skill
Used for gathering information
The Subterfuge Character Skill measures your mastery of
lies, untruths, omissions, disguises, facades, and general ruses,
as well as your Ability to remain undetected by sight and
sound. Masters of Subterfuge are skilled in creating elaborate
back-stories for their persona, weave the slippery threads of
untruth into convincing tales, and make their presence scarce
under intense scrutiny.

Chapter 6: Building Blocks

Unchained Heroes SRD


Subterfuge is also used for drumming up information such
as gossip, hearsay, rumors, feelings, trends, ruling parties of
a town, and other general information that is useful when
arriving in a new location. It is a Character Skill that requires a
little charm, a little luck, and a knack for getting people talking.

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.

Critical Effect Chance (CRIT )


[Statistic]
Base Critical Effect Chance is 0 (Natural 20)
Capped at 12 CRIT
Based on Natural d20 roll
Your Critical Effect Chance (CRIT) is the percentage
of time that your Hero will perform a Critical Effect which
doubles the damage or healing you perform. To calculate your
CRIT, Subtract your CRIT value from 20. You must roll equal
to or greater than that numbered to score a Critical Effect. A
Hero starts with a CRIT of 0 and is capped at 12. This leads
to a scale of 8 to 20 causing Critical Effects without any other
adjustments. This is called the CRIT Limit.
Here is an example scenario:
If you had a CRIT of 1, subtract 1 from 20 to get a value of 19,
resulting in any roll equal to or higher than 19 to being a Critical
Effect. If you had a CRIT of 9, subtract 9 from 20 for a total of 11,
resulting in any roll equal to or higher than 11 to being a Critical
Effect.

Critical Effect Reduction (CRDX)


[Statistic]
Decreases CRIT for Foes.
Doesnt affect Automatic Hit.
Critical Reduction (CRDX) reduces the chance a Foe can
score a Critical Effect on you. It acts in the opposite fashion of
CRIT. Subtract your Critical Reduction from your Foes CRIT
when they make an attack against you.
Critical Reduction cannot eliminate Critical Effects against
your Hero when a Natural 20 is rolled unless an Ability
states otherwise. For example: If your CRDX reduces your
opponents CRIT to a negative value, they may not score a
Critical Effect against you."
Here is an example:
If you had a Critical Reduction of 2, and your Foe had a CRIT of
10, subtract 2 from 10 to get a value of 8. Their CRIT calculations
then use an 8 instead of 10.

Damage Reduction (DR) [Statistic]


Subtract from Damage Dealt
Persistent Damage Unaffected
Damage Reduction (DR) reduces the damage you take
by the specified amount each time you are dealt damage. It is
written in the format DR (Amount)/ (Damage Type). If there is
no Damage Type listed then the DR affects all damage.
The (Amount) portion is the amount of damage that
is subtracted from the Action before damage is dealt. The
(Damage Type) portion is the damage element, substance or
material that is lowered by Damage Reduction. For example, a
golem with a DR 30/Earth reduces damage from Earth sources
by 30.
Damage Reduction is not limited to static numbers. It may
be a Dice Pool modifier or percentages such as DR 10%/Magic
or DR 50%/Physical. DR 10%/Magic would reduce damage
by 10% from any magic sources and DR 50%/Physical would
reduce damage from any Physical Damage source by 50%.
Damage Reduction is hard capped to go no higher than a
total of 30 DR or -6dp per Damage Type.

Damage Threshold (DT) [Statistic]


Damage matching or exceeding DT causes 1 Trauma
Damage
DT = 10 + Level + STA + SPI + modifiers
Damage Threshold (DT) is the point at which you take
severe damage to your person from the damage dealt. It is
increased with protective gear, level, and your STA and SPI
Attributes.
Each time damage is dealt to a target it is compared against
their Damage Threshold. If Damage Dealt meets or exceeds the
targets Damage Threshold, they are dealt 1 Trauma Damage.
Damage Dealt must be performed in a single Action to trigger
this effect, so Actions or Basic Attack Actions that may add up
together to exceed the DT during a given time interval do not
count.

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For example, a Rogue striking the same target twice in
an Action that rapidly hits with two attacks for 14 and 15
damage (adding up to 29) would not exceed a DT of 25, while
a Dread Knight hitting for 29 with a Two-handed Weapon in
one attack and would exceed a DT of 25. In addition, damage
dealt that would be equal to double (or even triple) the targets
Damage Threshold in a single action still only causes 1 Trauma
Damage.
Damage Threshold is calculated by the formula:
DT = 10 + Level + STA + SPI + modifiers.

Energy (EN) [Statistic]


Base Energy = Primary Attribute x 10 + 100
Gain Energy as you level
Lowered by Fatigue
Energy is the generic name for the resource that all Heroes
use to fuel their extraordinary Abilities. Energy is equivalent
to whatever power source you wish to use in your campaign
whether it be Mana, Magic, Vitality, Chi, or Essence. It fuels
both magical and non-magical Abilities. Your Base Energy is
equal to your Primary Attribute x 10 + 100.
You increase your Maximum Energy by leveling up,
increasing your Primary Attribute, or selecting Abilities and
Techniques that also increase Energy. Your Primary Attribute is
determined by your Hero Class.

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]

Temporary Reduction in Energy


Two Forms of Fatigue
Equipment (EFT) Modified by STR
Concentration (CFT) Modified by INT
The Fatigue Statistic is meant to represent the extra effort
that wearing armor, carrying gear, and concentrating on
special powers takes from a person. It comes and goes based
on the situation. Its like carrying a backpack through the
woods, once you take it off, you feel lighter and quicker. In the
same way you get your Energy back when you take off your
suit of armor or put down your shield.

118

Fatigue is a temporary reduction in your Current Energy


Pool that is applied only as long as the Effect causing it is
active or equipped. Fatigue from equipment is removed
immediately when you take it off. Fatigue from Abilities is
removed when you no longer have the Ability activated.
You must have enough Energy in your current Energy Pool
to activate a Sustained Ability or wear your Equipment based
on its Fatigue Costs. If you do not have enough current Energy
you cant wear your gear or use the Action.
If you decide to take off your gear or turn off a Sustained
Ability, your Current Energy is immediately restored to their
values before you suffered Fatigue. If you wish to put on
equipment, but do not have enough Current Energy to pay for
the Fatigue Cost, you are considered too tired to where your
gear.
Since modifiers from Strength and Techniques are factored
in before you start wearing the armor or use an Action,
modifiers can reduce your Fatigue so you will almost always
be able to wear your gear, even if at 0 Current Energy.

Equipment Fatigue (EFT) [Statistic]


EFT = Equipped Equipment + Active Abilities (STRx10)
Wearing equipment such as armor, helmets, and shields
requires a lot of strength and stamina. This is represented
by the Fatigue penalty for the equipment called Equipment
Fatigue (EFT). Add the combined amount of Fatigue from all
items you have equipped to determine your overall Equipment
Fatigue value. Equipment such as Armor and Shields are the
most common sources of EFT.
Equipment based Fatigue is lowered by your Strength. Add
together all your sources of EFT, then Multiply your STR by
10 and subtract that from your Equipment Fatigue. Negative
Values give you no special bonuses or effects.

Concentration Fatigue (CFT) [Statistic]


CFT = Active Sustained Abilities (INTx10)
When you use a Sustained Ability you must set aside a
certain amount of Energy to keep it active. This Energy is a
Fatigue cost called Concentration Fatigue (CFT) and requires
you to have the proper amount of Energy in your Current
Energy Pool to activate them like any other Energy based
Ability. It represents the thought and effort you must put into
the Action to keep it going.
Concentration Fatigue is lowered by your Intellect. Add
together all your sources of CFT, then Multiply your INT by 10
and subtract that from your CFT Fatigue. Negative Values give
you no special bonuses or effects.

Chapter 6: Building Blocks

Unchained Heroes SRD


Health [Statistic]

Hero Death

Base Health = Primary Attribute x 10 + 100


Class Role Health per Level
Champion +3d6 per Level
Vanguard +2d6 per Level
Sentinel +2d6 per Level
Sacrificed Health cannot be prevented
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. Keep your Health
above 0 to stay active because when you have 0 Current Health
or less, you begin to suffer the Dying Condition. The rules for
Hero Death are covered here in some detail.
Your Health total is modified by one of your Primary
Attributes according to your Hero Class. You gain 10
Maximum Health per point of your Primary Attribute. Your
Base Health at level 1 is equal to your Primary Attribute x 10 +
100. It is increased as you level up and equip gear.
When you Level Up, you will gain Health according to
what Class Role you are playing: Champion, Vanguard, or
Sentinel. You can roll the dice or take the average Health for
your Class Role to add to your Maximum Health. You must
make this decision before you roll, the number in parenthesis it
the Average of the dice rolled.
Champion Bonus Health per Level 3d6 (11) Health
Vanguard Bonus Health per Level 2d6 (7) Health
Sentinel Bonus Health per Level 2d6 (7) Health

Requires a Miracle to remove


Forced Retirement for Hero
In a Roleplaying game, there are going to be situations
where your Hero dies; its inevitable at some point. Being dealt
an excessive amount of Damage or Trauma Damage is the most
prevalent cause. More information on Hero Death and Dying
is in Chapter 7: The System (page 142), but we will touch on it
here.
At 0 Current Health or the Incapacitated Trauma Level
on the Trauma Chart, a player falls into the Dying Condition
(page 142). If it is not removed, Hero Death occurs and the
Hero is removed from the game. Other circumstances can
move you into the Hero Death Condition as well, but that will
be the most common.

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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Unchained Heroes SRD


Martial Strength (MS) and Spell
Potency (SP)
Martial Strength (MS) modifies Martial Actions
Spell Potency (SP) modifies Supernatural Actions
Base Value capped at 25
Martial Strength (MS) Statistic and Spell Potency (SP)
Statistic indirectly increase your Damage and Healing
Modifiers based on your Weapon Speed. They are the most
common Damage and Healing Modifier you will find in the
game. They are never added directly to your Damage and
Healing Rolls. These Statistics are used as part of a calculation
to help normalize the Damage and Healing curve for weapons
of many different speeds. Slow actions will multiply their MS
and SP by larger numbers than fast actions. Martial Actions
will use the Martial Strength Statistic and Supernatural Actions
will use Spell Potency Statistic.
To calculate your final Damage and Healing Multiplier
from your MS or SP, you will need to use Table 6-2. Take your
MS or SP, then multiply it by the Weapons Speed Multiplier
for the AT of your Equipped Weapon. MS/SP is capped at a
25 Base Value. To increase your Damage and Healing beyond
the amount calculated from your Base values, you must add
generic Damage and Healing Modifiers.

Table 6-3: Martial Strength


and Spell Potency
Base
MS/SP

Calculated Modifiers Modifiers

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

Table 6-2: Weapon Speed Multiplier


Action Time

Table 6-3 is provided for quick reference to determine the


number you add to your Damage and Healing Dice Rolls. Just
match the MS/SP row on the left to your Action AT column
on the top. The intersection is the number you add to your
Damage and Healing Rolls.
Here is an example of these rules in Action:
Vyss is a Level 25 Warrior, wielding 2 Long Swords (ILV 10)
with the following Bonuses to Martial Strength: a +5 ATTR MOD
(Primary Attribute STR), +10 ILV MOD, +2 PWR MOD, +3 RUNE
MOD and +5 TECH MOD. Adding these together, she would have a
total of 25 Martial Strength. At this point she is capped and cannot
surpass this Base Value, even if she had a higher ILV MOD, PWR

120

MOD or RUNE MOD. Vyss then takes her 25 MS and multiplies it


by her Weapon Speed Multiplier of 1.5 from her AT11 weapons. This
gives her a 38 Martial Strength value that equates to a +38 modifier
on her Martial Damage and Healing Actions. If Vyss found herself
with better items than she currently has, some of that MS would go
to waste. In that case, it would be wise for her to do a Hero Rebuild at
that time.

Chapter 6: Building Blocks

Unchained Heroes SRD


Speed [Statistic]

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.

Resilience (RS) [Statistic]

Tactical Points (TP) [Statistic]

Adds extra protection


Forces Glancing Effects
The Resilience Statistic (RS) is a value that grants your
Hero Class some additional protection against Effects that
are used against your DEF Battle Skill. Add your RS Score to
your DEF. When your Foe uses an Action that could cause
damage against you, compare it to your DEF+RS Score. If the
Skill Check roll is greater than your DEF+RS, the attack deals
normal damage to you. If the attack is equal to or less than
your DEF+RS Score, but equal to or greater than your DEF, it is
a Glancing Effect.
The RS only grants Glancing Effects against Actions that
deal damage.
For example, if your DEF is 25 and RS is 10 and your Foe
rolls a 28 on their Skill Check roll, the Action would be a
Glancing Effect. This roll is greater than your DEF, but less
than your DEF+RS of 35. The only way that same opponent
could deal normal damage to you is if they rolled a 36 or better
on their roll.
Resilience can be applied to your WILL Battle Skill if
Abilities, Equipment, or Techniques allow it.

Gained from Actions used in Combat against a Villain


AT6 or less grant 1TP
AT7-12 grant 2TP
AT13 or greater grant 3TP
Tide of Battle converts TP to Energy
Sustained Abilities do not give TP
A Tactical Point represents an advantage your Hero has
gained over their enemy. They are a Resource that is used by
Heroes to fuel their Tactical Advantages. You gain Tactical
Points when performing any Action in combat against a Villain
even if it is a failure except for Move Actions, Sustained
Abilities, and when you use a Tactical Advantage with an
Action. This represents the fact that as the battle progresses
you are seeing new ways to take advantage of the situation,
even in the face of failures. The amount of Tactical Points
gained are dependent on the speed of the Action performed.
AT6 or less (Instants included) = 1TP
AT7 to AT12 = 2TP
AT13 or greater = 3TP gained
The maximum amount of TP a Hero may store during the
course of battle is 10, but some Abilities and Techniques may
increase your Maximum TP beyond 10.
Tactical Points may be cashed in for Energy with a Tide of
Battle Maneuver (AT13), restoring 10 Energy per TP spent. At
the end of each Combat Encounter, every player automatically
performs a Tide of Battle Maneuver to convert leftover TP into
Energy.

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Unchained Heroes SRD


Temporary Health [Statistic]

Recording Trauma Damage

Acts like real Health


May be sacrificed for Abilities
Lasts for the Encounter
The concept of Temporary Health is used to represent extra
protection to your person. It can be used to represent magical
barriers, physical equipment, and more. It is factored in as an
artificial and temporary boost to your Maximum and Current
Health totals. It is a separate Statistic that acts much like your
Health Statistic, but is tracked differently.
Always subtract from your Temporary Health before you
begin to subtract from your Current Health. When you run
out of Temporary Health, start subtracting from your Current
Health. It only lasts until the end of the Encounter. You may
Sacrifice Temporary Health.

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.

Table 6-4: Trauma Chart


Levels

Stages

Effects
No Penalties. Normal state of
your Hero.

Healthy

1+*

Bruised

-1 MISC MOD to all Battle Skills.


Just minor wounds.

Hurt

-2 MISC MOD to all Battle Skills.


You are impaired.

Injured

-3 MISC MOD to all Battle Skills.


Your wounds cannot be ignored.

Debilitated

-4 MISC MOD to all Battle Skills.


You are teetering on the edge of
the danger zone.

Maimed

-5 MISC MOD to all Battle Skills.


You are succumbing to shock;
force of will sustains you.

Incapacitated

You are near death and unable


to act.

*The Healthy Stage may have multiple levels based on


Techniques, Class, and Abilities.

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Multiple Healthy Stages

Healing Trauma Damage

Gained with through Abilities, Techs and Items


Champions gain +2 MISC MOD to Healthy Stages
Healthy Stages are a way to measure your hardiness and
resistance to severe harm. The more Healthy Stages you
possess on the Trauma Chart, the more likely you are to be
able to take incredible hits from your enemies and shrug it off.
It lets you absorb more Trauma Damage than others before
suffering penalties to your Battle Skills. Front line fighters will
likely need more Healthy Stages than someone in the back
lines because they will take the brunt of most attacks.
A Hero may have multiple Healthy Stages beyond the 1
Healthy Stage they start with at the beginning of the game.
Champions automatically start with a +2 MISC MOD to
their Healthy Stages. On your Character Sheet record your
Maximum Healthy Stages on the Line next to the Box and
Current Healthy Stages in the Box. When your Current
Healthy Stages falls to 0 and you drop into the Bruised Stage or
lower, you begin to suffer Penalties to all your Battle Skills.
All Heroes start with 1 Healthy Stage
Champions gain +2 Healthy Stages
Heroes can increase Healthy Stages through Techniques,
Abilities, Magical Items, and more

Different methods for in and out of Combat


Trauma Damage is severe damage and as such, there are
special ways to heal it. Each point of Trauma Damage that is
healed heals a stage that is marked on your Trauma Chart.
Trauma Damage in Combat has the same effects as
elsewhere, but it is less severe, so it can be healed by using
a Recovery Action, Potions, Abilities, or certain Skills in a
relatively short period of time. The adrenaline rush of battle
and the heat of the moment can keep you going.
While out of Combat, your body must use a magical
method or some other method of healing. Anything that
persists beyond the Combat Encounter is automatically
considered outside the realm of typical healing such as a
Recovery Action. The body does not repair Trauma Damage
very quickly, think of it like a broken bone or a deep laceration,
it takes time to heal. At this point, Trauma Damage can only
be healed with magical healing, medical attention, or with bed
rest.
Trauma Damage is a very serious injury and nothing but
the best medical attention will hasten its removal. Taking the
time to rest for at least 5 continuous hours in a 24 hour period
will remove 1 Trauma Damage. The successful use of a medical
based Character Skill (Medicine) during this time will increase
that to 2 Trauma Damage.

Incapacitated Trauma Level Effects


Different results for Heroes and Villains
The Incapacitated Trauma Level is one step from death.
It means the Combatant is completely helpless; lying on the
ground unconscious, and unable to act. The rules of what
happens at the Incapacitated Trauma Level are different for
Heroes and Villains in Unchained Heroes to add excitement to
Combat Encounters.
Heroes at the Incapacitated Trauma Level become
unconscious and are unable to perform Actions. They stay
in that state until healed; after which they can awaken and
reenter the fray. If they suffer any more Trauma Damage; they
fall into the Hero Death Condition.
Villains at the Incapacitated Trauma Level of Fodder and
Minion Grade suffer the Dying Condition. Like a Hero though,
healing can be performed to bring them back from the brink of
Death.
Elite and Boss Grade Villains at the Incapacitated Trauma
Level suffer a short term catatonic state that makes them
incredibly vulnerable. They fall to the ground, suffer the
Stunned Condition, and are unable to perform Actions, but go
into a healing trance. While in this state, all Onslaughts become
Coup De Grace Maneuvers against the Elite or Boss Grade
Villain, making a chance for the Heroes to get a quick kill. The
Villain stays in this state for 15TI and are unaffected by any
more Trauma Damage done to them, but still suffer regular
damage. After 15TI they awaken, stand up, and are healed to
the Injured Level of the Trauma Chart with Stage 1 marked.
This process repeats until the Villain falls to 0 Health or they
die from the Coup De Grace.

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

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Chapter 7: The System


The System Chapter is a detailed explanation of the rules
for resolving Actions within Encounters. We cover how to
initiate Actions, the rules governing them, and any special
circumstances that will occur during the course of play. Lastly
this chapter covers Maneuvers that you can perform, which are
commonly used Actions for you to use as guidelines when you
have questions during gameplay.

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

you are trying to intimidate someone, they may become more


likely to listen to you out of fear. If you are trying to befriend a
person with your Influence Skill Check, a success may simply
make them more receptive or it may make them a lasting ally.
Sometimes Effects cause an additional roll called a Damage
and Healing Roll. Damage and Healing Rolls use a Dice Pool
mechanic to determine the level to which they deal damage or
heal. Like a Skill Check, you will roll dice and add modifiers
to the roll. Unlike a Skill Check, the dice you roll are part of a
Dice Pool, consisting of many dice of various dice sizes. These
values are determined by the equipment you are using. The
Dice Pool is listed in a format of XdY where X is the number
of dice you will roll and the Y is the number of sides to the
dice you are rolling. For example, 5d8 would mean your Dice
Pool has 5 dice in it, each of which is 8-sided. The X value
number of dice is calculated by combining two things,
your Weapon Dice Pool and Ability Dice Pool. Weapon Dice
Pools come from your choice of weapons and Ability Dice
Pools come from the Ability you are using. Your Y value
number of sides to each dice is calculated by the weapon
or equipment you are using at the moment the Action is
performed.

Game Time Keeping


Actions need Time Keeping
Unchained Heroes uses Combat Timeline for Time
Keeping
Time Keeping is a key element in determining the order
of Actions and to handle this we used the Combat Timeline.
We don't need this in every situation though, it's primarily for
Combat. When we are not in combat, treat it like any social
setting where people speak up and are heard. If someone is
battling a foe, use the Combat Timeline to resolve order of
actions. If the players are talking to a King, let them take turns
as the social situation dictates.
At the core, let the game mechanics shine when it makes
sense and let your players do as they wish when heavy story
elements are occurring. We don't bother with many rules for
playing out scenes in your story. The following sections are
mostly focused on handling the timing of Combat.
In a Combat Encounter, the Combat Timeline is used
instead of a turn-based system for time keeping. It is a timeline
that is marked from 0 to 50 or 100. Each mark on the Timeline
is called a Time Interval equivalent to 1 second in game world
time. Game time is different from real time in that it doesn't
actually matter how quickly or slowly it passes in real time.
For purposes of story continuity, the game time is all that
matters. The game time it takes to perform an Action on the
Combat Timeline is called Action Time. The Action Time can
be considered many things, but in the game, it is preparation
time. Every Action will have three phases to it in a Combat
Encounter: the initial decision to perform an Action, called
the Declaration Phase; the act of preparing the Action for use,
called the Preparation Phase; and lastly the use of the Action,
called the Activation Phase.

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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:

Table 7-1: Difficulty Scale


Difficulty

DF

Easy

10

Standard

15

Challenging

20

Difficult

25

Very Difficult

30

Extremely Difficult

40

Nearly Impossible

50

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Your chances of success or failure are altered based on


your modifiers that represent your expertise and skill. The
20-sided dice brings an element of chance to your rolls. The
combination of the dice and modifiers makes this a game that
rewards a Hero for having skill, but recognizes that things can
get unlucky even to the best of us.

Standard Skill Checks


Most Common Dice Roll
Roll d20 + modifiers against a DF
A Standard Skill Check requires you meet or exceed the DF
of the Action you wish to perform. If your Gamemaster asks
you to make a Skill Check or Check Roll to perform a task, then
roll a 20-sided dice and add any modifiers that may pertain to
the roll.
Some examples of Standard Skill Checks are:
Climbing a wall
Jumping over an obstacle
Bashing down a door
Searching for traps

Opposed Skill Checks


Test your Skill vs. Villains Skill
Roll d20 + modifiers against a Foe
The Opposed Skill Check is the used whenever your Heros
Skill level is being tested against someone or something else.
All sides roll Skill Checks with the one rolling highest considered the winner. Ties will always go to the character with the
higher Skill Value, if a tie still occurs, then reroll the Check.
Opposed Skill Checks are sometimes done in secret, with
the Gamemaster rolling for everyone if the roll may distort the
reactions of the players and jeopardize the story.
Some examples of Opposed Skill Checks are:
Struggling for a position while grappling with a Foe
Skill Checks pitting your Skill vs Foe
Perception vs. Subterfuge rolls

Extended Skill Checks


Species to DF over multiple Dice Rolls
Roll d20 + modifiers against a DF in X amount of rolls.
Extended Skill Checks are performed by rolling equal to
or greater than the DF over the course of a given time interval
(TI). An Extended Skill Check will have a Difficulty Factor
of 50 for an easy task to 150 (or more) for a difficult task. Extended Skill Checks are usually not performed against another
Hero or Villain.
The Gamemaster will tell you the DF you need over a specified time interval (TI). Then you roll a Skill Check each pulse,
adding your Skill Value and totaling up the Dice Rolls. If your
total meets or exceeds the DF, you have successfully completed
the task.

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Unchained Heroes SRD


Here are some more examples of Extended Skill Checks:
Any roll involving crafting an item
Searching for herbs
Running from a Foe
Trying to pull a fallen tree out of the way of a road

Fast Skill Checks


Cannot use in Crucial Moments
Eliminates need to roll a Check
In situations that you do not wish to roll a Skill Check,
you may perform a "Playing the Odds" or "Stacking the
Deck" Action instead. They are meant to help speed up Action
resolution and keep the flow of the game moving. They require
that your character has sufficient time to prepare and is not in
a life-threatening situation, known as a Crucial Moment.
When using Playing the Odds, you automatically roll a
10 on your Skill Check. This Action may not be used in Crucial
Moments.
Stacking the Deck Actions are rare and often take a long
period of time to perform. It grants you an Automatic 20 on
your Skill Check. For example: using Stacking the Deck," on
a crime scene may mean your Hero spends a 2 hour chunk of
time scouring a desk for clues.
Stacking the Deck may not be performed in Crucial
Moments.

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.

Natural Dice Roll


Important for Critical Effects and many Abilities
Number on an unmodified d20 roll
A Natural Dice Roll is the number rolled on your dice
without any modifiers. It is important when determining
Critical Effects and many different Abilities. This is most often
used in conjunction with a Skill Check and the d20 to add a
consistent random chance for an event to occur. Examples
include roll a natural 11 or higher on a d20 roll or roll a
natural 13 or higher on a d20 roll."

Damage and Healing Rolls


We talked about the first type of Dice Roll, the Skill Check
quite a bit and now it is time to focus on the next type of dice
roll, the Damage and Healing Roll. Damage and Healing Rolls
use the Dice Pool mechanic which simply states the Amount
(A) and Size (S) of the Dice you get to use for your Action.

Dice Pool Rules


Uses Dice Notation System
Action Dice Pool is:
Weapon Dice Pool + Ability Dice Pool
Dice Size determined by weapon
Dice Pool Mechanics use the Dice Notation system like
every other roll in Unchained Heroes. Dice Notation has the
format of AdS where A is the number of dice being used, d is
short for dice, and S is the number of sides each dice in the dice
pools uses.
In Dice Notation a Dice Pool of 3d8+5d6 would mean you
roll 3, 8 sided dice and 5, 6 sided dice all at once. In Unchained
Heroes you will not often see a split pool like that, but it can
happen. You will commonly see 5d10 or something similar
which means roll 5, 10 sided dice.

Weapon Dice Pool


Comes from Weapon Configuration
Your Weapon Dice Pool is the contributes to the A value
in Dice Notation. It is the number of Dice you have available
based on your equipment. Your Weapon Dice Pool is always
1dp, even when you are not wielding a weapon. If you are
wielding a weapon in your Off-hand or wielding a weapon
considered Two-handed, you gain +1dp to your Dice Pool for a
total of 2dp.
The Dice Pool of weapons increase as the Size Category
increases. They gain +1dp per Size Category above Medium
Size. Two-handed Weapons are automatically considered
Large Size weapons, and for this reason give you +1dp when
equipped.
Determined by Weapon Combination
One One-handed Weapon = 1dp
One-handed Weapon and Shield = 1dp
Two One-handed Weapons = 2dp
One Large Weapon (Two-handed) = 2dp

Ability Dice Pool


Comes from Actions and Abilities
The Ability Dice Pool also contributes to the A values in
Dice Notation. It is a scaling number of dice that is added
to your Weapon Dice Pool based on the Action you are
performing. They are listed in a format of +Xdp/+Ydp/+Zdp
under the Ability Dice Pool section of your Action. Add your
Weapon Dice Pool to its Ability Dice Pool to figure out the total
Dice Pool for your Action. The first value listed (+Xdp) is used
as the Ability Dice Pool for that Ability from levels 1-10. The
second value listed (+Ydp) is the Dice Pool modifier you gain
from levels 11-20. The last value listed (+Zdp) is the modifier
you gain from levels 21-30. If it only says Weapon Dice Pool or
+0dp, you do not gain Ability Dice from the Action.

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Dice Size Category

Average Dice Rolls

Second number in Dice Notation


The Size Category is the S Value of Dice Notation that
determines the number of sides your of the dice uses. The Dice
Size such as d4, d6, d10, d12, is typically calculated by the
weapons you are using. When using weapons of different Dice
Sizes such as a Longsword (d10) and a dagger (d6), the Ability
will use the Dice Size of your slowest weapon. In this case it
would be the Longsword's d10.

Dice Pool Modifiers and Multipliers


Increase or Decrease Dice Pool
Multiply Dice Pool Result
Increase Dice Size Category
Dice Modifiers and Multipliers are the bread and butter
of many special Abilities; making your Damage and Healing
Rolls more powerful. Some of the Dice Multipliers increase the
amount of dice you roll; some multiply your end result; some
move your dice into the next Size Category.
A Dice Pool Modifier is a basic addition or subtraction
to your Dice Pool (A Value). You will add the value listed by
the Action or Ability to the listed Dice Pool (typically either
Weapon Dice Pool or Ability Dice Pool). The most common
examples of this include: Bleed and Magnify Conditions add a
dice to your Dice Pool. Special Abilities and Synergy Bonuses
can also increase your Dice Pool.
A Dice Pool Result Multiplier doesnt actually increase
your Dice Pool, instead it multiplies or divides the result
of your Damage or Healing Roll by the listed amount. You
apply to the end result of your total roll after all modifiers are
calculated. The most common examples include: doubling
the Damage or Healing from a Critical Effect, or reducing the
Damage and Healing by half for a Glancing Effect.
The Size Category Modifier increases or decreases the size
of the polyhedral dice you use in your Dice Roll (S Value). This
is the number after the d in dice shorthand. Increasing the
Size Category of a d8 by 1 would make it a d10. If we were to
decrease the Size Category of a d8 by 1, we would get a d6.
The Size Category Rule uses the Dice Scale:
d2 d3 d4 d6 d8 d10 d12 d20
The Dice Scale above is the path that you use to determine
how far up or down the scale you go when you shift the size
of the dice you are using. Size Category adjustments move
your Dice Size up or down the Dice Scale by the number of
categories specified in the Action or Ability.
If your Hero is told to increase your Dice Size by 2
categories you must recognize what size dice you are using
for the Dice Roll. If you are using a d8, you increase your Size
Category from d8 to d10 then d10 to d12 (a d4 would become a
d8, a d10 become a d20 and so on).

128

All Dice Rolls over time will result in an Average value. If


you wanted a quick chart to determine the averages on a
given dice; need to quickly calculate something; or want to
know dice tendencies; the Average Dice Rolls can be found
here on Table 7-2.

Table 7-2: Average Dice Rolls


Dice Size

Average Roll

d4

2.5

d6

3.5

d8

4.5

d10

5.5

d12

6.5

d20

10.5

Damage and Healing


Modifiers
Modifies Damage and Healing Rolls
General Modifiers are added after MS/SP calculation.
When you perform an Action that causes a Damage or
Healing Roll, you are entitled to some modifiers to make it
more powerful than the straight dice roll. These modifiers are
called Damage and Healing Modifiers and they come in Three
Types: Martial Strength Modifiers, Spell Potency Modifiers,
and Generic Damage and Healing Modifiers.
Generic Damage and Healing Modifiers are simple,
they increase or decrease the damage or healing you deal
on a Damage or Healing Roll. Generic Modifiers are direct
modifiers and may appear as a -2 MISC MOD to Damage, -5
MISC MOD to Healing, +5 PWR MOD to Damage, or any other
Modifier Type. Indirect modifiers to Damage and Healing are
the Martial Strength and Spell Potency Statistics. More details
on those are found in Chapter 6: Building Blocks (page 120).

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.

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Unchained Heroes SRD


Bonuses and Penalties
Add Bonuses to your roll (+)
Subtract Penalties from your roll (-)
Rule differs for Speed and Mobility
Modifiers come in one of two forms: the Bonus (+) or Penalty (-), but they are always referred to as modifiers or MODS in
Unchained Heroes. Bonuses are numbers that you add to your
Heros Dice Rolls to represent increased chances of success.
Penalties are numbers you subtract from Dice Rolls, representing a decreased chance of success. Bonuses and Penalties are
always added or subtracted from the Dice Roll after it is rolled,
apply Bonuses first, and then subtract Penalties.
There is one exception to this rule where Speed and Mobility are involved. In the case of the Speed or Mobility Statistic,
Penalties are added to your AT, and Bonuses are subtracted
from your AT. This causes Penalties to your Speed or Mobility
to increase the AT of your Action, while Bonuses to your Speed
or Mobility reduce it.

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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For example, if your Action says +1 cumulative PWR MOD
to CRIT, the first time it is used it will have a +1 PWR MOD,
the second time will be a +2 PWR MOD, and the third time
would have a +3 PWR MOD.
The same rule applies when it is a penalty. If the penalty is
a -3 cumulative MISC MOD to ATK then the first use would
be -3 MISC MOD, the second use would be a -6 MISC MOD,
and the third use would be a -9 MISC MOD.

Real Time Combat Engine


The Real Time Combat Engine
The Unchained Heroes (TM) Roleplaying Game uses
the Real Time Combat Engine (RTC Engine) as its action
management system. At its heart, the RTC Engine is about
dynamic and reactive combat. It does this by giving you
control over the timing of your actions outside of the Turn
and Round structure. Instead of the standard Turns and
Rounds, the RTC Engine uses Time Intervals (TI) and Combat
Timelines. It breaks down Actions into 1 second Time
Intervals. Understanding the Real Time Combat Engine begins
with some basic terms: Action Time (AT), Time Intervals
(TI), and the Combat Timeline. With knowledge of how these
interact you will be able to use the RTC Engine in short order.
Actions have Action Times (AT) that represent how fast
they can occur, ranging from instantly to as long as 20 seconds.
The time it takes to perform an Action is measured in Time
Intervals that directly equate to 1 second of time. If you want
to drink a potion a task that might take 5 seconds in real life
it takes 5TI. If you want to cast as spell with an incantation 9
seconds long, it will take you 9TI to do it with the RTC Engine.
You will need to record these actions somewhere and that is
where the Combat Timeline comes in. The beginning and end
of any Action is plotted on a Combat Timeline to determine
action order.
Here we cover the core of the Real Time Combat Engine,
starting with terminology, then moving to action order,
conflict resolution, target eligibility, and lastly the battlefield
framework.

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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.

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Weapon Speed: A time interval value assigned to a weapon
that is always 1 higher than the maximum sides of dice. For
example a d6 used Weapon Speed 7, a d10 uses Weapon Speed
11 and so on. See also Time Interval and Action Time in the
following sections.

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)

The Action Time of Instant or Reaction means that the


action occurs immediately when the player decides to perform
the Action. Special rules for action order can be implemented
when multiple Instants or Reactions occur all at the same time.
They are typically handled in a First Come, First Serve type
order, but on occasion you will use interrupt rules. Interrupt
rules involve Reactions; they state that the Action that the
Reaction is affecting is paused so the Reaction may apply its
effect. A Counterspell is a perfect example of a Reaction. It
occurs immediately when a spell is used, but before it can take
effect, thereby cancelling the spell.

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.

Combat Timeline Example


We begin Combat by starting at Time Interval (TI) 0 of the
Combat Timeline. Saul the Paladin uses Shining Blade that has an
Action Time (AT) of 11. We add 11 to 0 and mark on his Combat
Timeline that his Shining Blade happens at Time Interval (TI) 11.
Gates, also counting from Time Interval (TI) 0, decides to use Fireball
that has an Action Time (AT) of 13. On her Combat Timeline we
mark that she can use her Fireball at Time Interval (TI) 13. Sauls
Shining Blade happens on TI11 which is before Gates Fireball on
TI13, so he goes first.
After these Actions are complete, they want to perform another
action, so they will add their new Actions Action Time (AT) to
the Time Interval at the end of their last Action. Saul will drink an
Energy Potion with an AT5, so he would add 5 to 11 and the GM
would plot his next Action on TI16 of the Combat Timeline. Gates
wants to blast back her foes with Gale Force Winds that has an AT7,
so she would add 7 to 13 and the GM would plot her next Action at
TI20 on the Combat Timeline.
Thats all there is to it. The example Combat Timeline on
this page shows you how it plays out during the game. You
mark your actions on the timeline where they occur and then

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wait for them to happen. When you first action is done and
you decide to do another, you add Action Times together and
record them on the Combat Timeline for all to see. There are
multiple examples of how this works throughout the Core
Rulebook. You can find one in Chapter 1: Getting Started on
(page 9) and another in the Chapter 9: Gamemaster's Guide on
(page 164).

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

determines combat order at the start of combat. After players


have had their first action, it only applies during ties, such
as when two Actions occur on the same TI of the Combat
Timeline.
Those that have the highest numbers declare their actions
and act first except during TI0 of a Combat Encounter. When
the Combat Timeline is started at TI0, all Combatants roll
Initiative and find their place in the Initiative Order called
the Initiative Stack. Combatants at the bottom of the Initiative
Stack are considered the slowest; declaring their Actions first,
but performing their Actions last. Combatants that reside
on the top of the Initiative Stack are considered the fastest;
declaring their Actions last, but performing them first. This
only occurs at TI0 of Combat and is meant to allow the players
with a great Initiative Roll an added chance to plan what they
are going to do.
When two Actions occur at the same TI on the Combat
Timeline, the Actions occur according to Initiative Order.
The highest Initiative goes first, performs their Action to
completion, then the next highest performs their Action to
completion, and so on, following the same pattern. All Actions
are performed to completion during their point on the Time
Interval without interruption unless Reactions, Vectors, or
Tactical Advantages are used. Vectors or Tactical Advantages
happen with an Action and modify it. Reactions are often used
in response to an Action and can modify its outcome as well.
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.

In the majority of situations, all you need to know is the


Action Time of your Action and you can move smoothly from
Action to Action. For the times when special rules must be
involved, we have the concept of Action Phases to help smooth
out conflicts. All Actions go through three Action Phases called
the Declaration Phase, Preparation Phase, and Activation
Phase. The Declaration Phase covers what are you doing. The
Preparation Phase covers how long you must wait to do it. Lastly,
the Activation Phase covers the moment when it takes effect.
If we look at the previous example, the moment that Saul
tells the GM that he wants to perform Shining Blade is his
Declaration Phase. While he waits for the Action Time of
Shining Blade to complete, he is in his Preparation Phase.
Lastly, the moment his AT completes and he makes his Skill
Check for Shining Blades Effect, illustrates the Activation
Phase.

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All Actions are broken down into Phases that every Action
goes through, even if they occur in an Instant. Instants just
dont have any time between their Declaration and Activation
Phases, they all occur in rapid sequence.
On any given TI, if more than one Action has its Activation
Phase, they are resolved in order of Initiative. Reactions and
Instants are the only Actions that may break this rule. More
details on Initiative will come up later. Here is a little more
detailed explanation of each Action Phase:

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.

Action Phases Example:


Here is an example of the Three Phases of an Action: Phaedra the
Visceral, is moving toward the gates of the enemy keep. She decides
she wants to perform Pulverize to break down the gates (Declaration
Phase). Her Action Time to complete Pulverize is 11 so it will take
her 11TI to prepare the Action (Preparation Phase). She reaches the
gates 11TI later as she bounds through the Battlefield and performs
Pulverize, rolls a successful Skill Check and blasts down the gates of
the Keep (Activation Phase). She must decide what to do now that
the gates have fallen and chooses to run up the stairs to her left to the
drawbridge controls (Declaration Phase).

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

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Duration. During each Pulse, something can happen where a
condition is applied, damage is dealt, or healing is performed.
What happens during each Pulse is entirely based on the
ability and can vary widely.

Persistent Effect Special Rules


During Conflicts, favor the last used
No Doubling up on Similar Effects
When Battle is Done, they disappear
There are a few special rules that the Real Time Combat
Engine assumes will be used. The first rule is that when
Persistent Effects would seem to conflict with each other,
such as when an Effect might force a certain type of Action or
response, the most recent Persistent Effect takes precedence.
For example: someone is inflicted with a Condition that they
cant choose a target for their actions. While under this Effect,
they were forced to choose a themselves as a target, causing
a conflict. The RTC Engine settles this by saying that the last
Effect takes precedence, so the person would be forced to
target their own body with the Action they are performing.
The second rule of Persistent Effects is that Similar Effects
dont multiply. Conditions are applied once and dont stack
with each other. You cant have the Flu twice, right? If you have
the Flu, you have the Flu. Later Effects that might cause you
a particular Condition are not going to affect you until that
Condition is gone. In game terms, if someone lights you on fire
as a Persistent Effect, more attempts to light you on fire are not
going to change the fact that you are already on fire. The same
thing goes for helpful Persistent Effects. If you are regenerating
an arm, more uses of an Effect that makes you regenerate your
arm are not going to do anything.
The last rule of Persistent Effects is that when the Encounter
is finished, they are removed. This rule is universal to both
Combat and Skill Encounters, except where an Ability would
trump it with a more specific rule. In the general sense, if
you were hit with a spell that magnifies arcane damage as a
Persistent Effect, when the battle is done, it disappears. If a
spell allowed someone to speak through you with your voice,
it would only last until the end of that Encounter.

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.

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The First Rule of Retries is to determine if it is reasonable


for you to attempt it. Consider the time involved, the situation,
and the story. If it makes sense, allow a Skill Check Retry, if it
doesnt or it will screw up the story, you are out of luck with
one exception: in Crucial Moments, Retries can be attempted if
you are willing to make a sacrifice.
The Second Rule of Retries is that in Crucial Moments you
may Sacrifice Skill Ranks to make it happen. When you are
in the heat of the moment and bad guys are breathing down
your teams neck while you search for an incriminating letter,
you can ask the GM to let you get an automatic success by
sacrificing a relevant Character Skill Rank. In this example, a
Perception Skill Rank would be called for. If you had a Skill
Rank of 3 in Perception and kept failing your attempts to find
that incriminating letter, you can move your Character Skill
to Rank 2 and get an automatic success on the Perception Skill
Check, whatever that result might be. This rule is provided to
help move the story along at the players request. There still
might be a possibility that there is nothing in that room, but at
least they know they searched it thoroughly and can head out
before someone gets killed.
The Third Rule of Retries is you cant retry a Crafting
Roll. You may not Retry Crafting Rolls when creating an Item;
it would defeat the purpose of the attempt. There may be
situations where this is allowed, but it should be rare.

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.

Mobile and Immobile Actions


Listed under each Ability or Maneuver
Can be used with a Move Action or not
There are some Actions that can be performed while also
performing a Move Action and others that cannot. Very simply,
we call them Mobile and Immobile Actions. This distinction
is used everywhere so we cover it here first. Abilities, Talents,
and Tactical Advantages have it listed among one of the four
Categories under their Title Section.

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The Mobile Actions allow you to move and act at the
same time as performing the Action. In game terms, you can
perform a Move Action simultaneously with your Current
Action during its Preparation Phase. Mobile Actions give us
the option to start an attack and have it ready by the time we
reach our target.
The Immobile Actions doesnt let you move around while
performing the action. You have to stay put. In game terms,
if you are performing an Immobile Action, you cannot move
unless you delay your Current Immobile Action by your
Move Action AT. Immobile Actions are often Range Attacks or
Supernatural Actions that require concentration or careful aim
two things that do not work well while moving.

Rules for Instant Actions


Action occurs immediately
Causes special Conditions
Exhausted, lasts 20TI
Weakened, lasts 20TI
Actions with Action Times that occur instantaneously are
known as Instant Actions. They are powerful Abilities that
allow you to break the normal order of things so they occur
immediately. By this fact alone, they are quite powerful. Instant
Actions must abide by some special rules. The moment an
Instant Action is used, it interrupts the users Current Action in
progress. This is only important when the user is in the middle
of a Preparation Phase. At any other time, an Instant Action is
treated like any other Action.
When an Instant Action is activated, it causes one of two
Conditions: Exhausted or Weakened. This occurs immediately
and simultaneously with the Skill Check as a result of the
Effect occurring. The Exhausted Condition is caused by
Actions that take a lot of physical exertion. It lasts for 20TI
and game mechanics may raise or lower it. The Weakened
Condition is linked to Actions that draw upon the deep well
of your power within your Mind and Soul. It also lasts for
20TI and game mechanics may raise or lower it. There are
exceptions to this rule, but those concepts are the norm.
In Unchained Heroes, you will know what Actions cause
these conditions at a glance by looking for: "Action Time:
Instant (E) or Action Time: Instant (W)." If you are suffering
from either of these Conditions, you may not perform any
other actions that might cause the same Condition on you. The
reason the Exhausted and Weakened Conditions are applied
is to limit the amount of times you can use an Instant during a
Combat Encounter. Without them, they have the potential to be
used every Time Interval of Combat.
It is to your advantage to get the values of the Exhausted
and Weakened Conditions to the lowest number possible so
you may use your Instant Actions more often.
Instant Actions grant Tactical Points like any other Action to
the tune of 1TP unless the specific Action states otherwise.

Rules for Move Actions

Action Time: 13TI AGI modifiers


Does not grant TP
Movement from one adjacent Battle Zone to another
Affected by Speed, Mobility
May never be lowered below 1TI
Abides by Initiative Rules
Occur concurrently with Mobile Actions
Delays Current Action when used during Immobile
Actions
Movement occurs only when passing between Battle
Zones. The Move Action is the primary method of performing
movement in combat. Move Actions can be called upon at any
time during combat even in the middle of an Action. There
are other ways to move between Battle Zones, but they are
not usually done by choice. When you perform your Move
Action you are always considered to be moving as fast as you
can on the field of battle. There are no jogs or runs in Combat
Encounters. Movement between Battle Zones is limited to
those Battle Zones that are adjacent to your Current Battle
Zone or share a portion of your Current Battle Zones border.
You cant move between Battle Zones that are only touching on
their corners. This should be obvious and if it isnt, the GM will
make the final ruling.
Moving into any Battle Zone that is adjacent or shares a
boundary with your Current Battle Zone requires a Move
Action with a Base AT of 13. Move Action Action Times are
modified by the Mobility and Speed Statistics. They make
them go faster or slower based on their amount. Any Actions
that would increase, impair, or prevent a Move Action are only
significant when a Hero crosses a Battle Zone boundary.
When declaring a Move Action, you must first determine if
the type of Action you are performing is Mobile or Immobile.
If you are performing a Mobile Standard Action, you may
perform your Move Action at the same time as the Action.
Immobile Standard Actions cannot be performed while moving
so you must delay your Action by your Move Action Action
Time. A Move Action does not grant TP when completed.
All Move Actions abide by the rules of Initiative, therefore
they occur in Initiative Order as determined at the start of
Combat. For example, if you had Initiative 45 and a Vampire
had Initiative 35, even if he choose to Teleport out of his zone
during the same TI you were going to stab him with a stake, he
still only gets to move after you, since you are faster.

Move Action Example


There are Three Battle Zones on this Battlefield: A Forest, a Road,
and a Farmers Field from left to right. Grorst wants to move into
the Field Battle Zone from the Road Battle Zone, and Budran wants
to move from the Forest Battle Zone into the Farmers Field Battle
Zone. Grorst is moving one zone, so he performs 1 Move Action
with an AT of 13. Budran is crossing into two Battle Zones so he is
performing 2 Move Actions for a total AT of 26. Movement occurs at
the Activation Phase of the Move Action just like any other Action.
That means at AT 13, Grorst activates his Move Action and moves

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into the Farmers Field. It is his Declaration Phase now and Grorst
declares he is not doing anything else, preferring to just sit around.
Budran moves into the Road at this point, but must still move
another zone so he declares another Move Action. With that settled,
movement for Budran continues for 13 more TI. He moves into the
Farmers Field Battle Zone and stops at his destination for a total of
26 TI worth of movement. He decides he is tired and wants to rest so
he does nothing more either. Grorst ended up moving 1 Battle Zone
in 13 TI and Budran moved 2 Battle Zones in 26 TI.

Rules for Reactions


Occurs instantaneously and simultaneously with another
Action
Ignores Initiative Rules, you can act out of turn
Does not cancel your Current Action
An Action with an Action Time of Reaction has special rules
to account for its usage. We call them Reactions. Reactions are
always Mobile Actions and never interrupt the action of the
person using them. Reactions are meant to allow you to act out
of turn to react to an Action of another Combatant.
The decision to use a Reaction can be made at any point
during an Encounter. Reactions are designed with the intent
to modify or counteract another Action, so to be able to do
this, they must ignore Initiative Rules. This lets you to act out
of turn and in response to another Action. Sometimes they
can be used for their own sake without reacting or modifying
anything else. In that case they function a lot like an Instant
Action with one exception, they do not cancel your Current
Action.
Like Instants, a Reaction can cause the Exhausted or
Weakened Conditions. In Unchained Heroes, those that do
have the following in their Action Time sections: "Action Time:
Reaction (E)" or "Action Time: Reaction (W)."
A Reaction does not grant Tactical Points when it is used by
default, but as with all rules, if a more specific rule states that it
does such as one found in an Ability, Talent, or other power
you may gain TP from its use.

Rules for a Readied Action


Decided at Activation Phase
Treated as a Reaction when Activated
Sometimes it is advantageous to hold an action until
a better time, such as saving a Heal or waiting for a specific
moment to strike. The act of holding an action or preparing
an action to be used for a specific moment is a called a
Readied Action. In game terms, a Readied Action is started
by a Combatant when their Actions Preparation Phase has
been completed. The Combatant can then perform choose to
Activate their Action at any point on the Combat Timeline
as a Reaction. Technically the Readied Action extends the
Preparation Phase and delays the Activation Phase.
Sometimes you can be granted a Readied Action by the
GM for special circumstances such as when you are waiting

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in ambush for an enemy or you are expecting an attack as you


walk into a room. This most often occurs during the Surprise
Stage in Combat, but other circumstances can grant it as well.
You cant declare or perform any other Actions except
Reactions while you using a Readied Action, so you must
cancel your Readied Action before you may start a new Action.
The time, the place, and the triggering event that makes you
use the Readied Action is up to you. Since it is treated as a
Reaction, it can be used the moment before a Foe strikes an
Ally or the instant they cross into your Action Range.

Tactical Advantages

Special Standard Action


Some are Vectors
Some are Standard Actions
Cant be Countered
Take Tactical Points to use in Combat
Can be used with Energy Out of Combat
Tactical Advantages are an exciting way to liven up your
Abilities by making them faster, happen instantly, strike with
more force, or even hit more targets. They can function like a
Vector Ability or be used as a stand-alone Ability. They cannot
be Countered, are not Dispellable, and cannot be prevented
unless they are acting like a Standard Action. From Level 1,
a Hero has access to all their Tactical Advantages available to
their Hero Class. All Heroes of a particular Class possess the
same Tactical Advantages.
Tactical Advantages are powered by Tactical Points (TP), a
special Resource Pool that you gain by performing Actions in
Combat. If you are Out of Combat, it will cost 20 Energy per TP
required and if no details are specified, it abides by rules of a
similar Ability for its Range, Duration, and Action Time. When
you use a Tactical Advantage to enhance an action, that Action
does not grant TP (this is done so you dont have an unending
supply of Tactical Points). Vector-like Tactical Advantages
are used during the Declaration Phase of that Action. Unlike
Vectors, you may use multiple Tactical Advantages to enhance
an Action, but you may only use a specific Tactical Advantage
once per Action.

Determining Action Targets

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.

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To start out, we need to establish Combatants and NonCombatants. Combatants are participants in the current
Encounter and this makes them eligible targets you are
always considered a Combatant when you are engaged in
an Encounter. The usage of Combatant and Non-Combatant
applies to both Skill Encounters and Combat Encounters,
so the verbage is the same in all aspects of the game. NonCombatants are not part of the current Encounter. This
includes everything and everyone else in the world, on
different planes, and so on. A Non-Combatant may not be
chosen as a target of an Action unless a specific rule says
otherwise.
The primary targets of any action will be Combatants.
Combatants are further broken up into Allies (singular form
= Ally) and Foes (singular form = Foe). 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.
Foes are units or Villains opposing you. This can be for Skill
Encounters or Combat Encounters. If you are arm wrestling
one of your best friends, for the purposes of the game rules, he
is your Foe. Foes are not affected by actions that target Allies. If
a rule references Combatants rather than Foes or Allies, it can
be used on anything.
Establishing Combatants and Non-Combatants is not
enough however, we also need to establish two other details to
make sure a target is an eligible target called Line of Sight and
Range.

Line of Sight (LOS) [Condition]


Path to your Target
Required for Actions with a Target
Ignore LOS rules when targeting Allies
One of the main factors determining if a Combatant is an
eligible target is a concept called Line of Sight (LOS). Line of
Sight is one way of saying that you must be able to see your
target to use the Action against them. Most actions require
Line of Sight to the target if they have an intended target,
whether that be a Combatant, a Battle Zone, or something else.
Some examples of Actions that require Line of Sight include:
swinging a sword at a foe, shooting an arrow at a target, and
hitting a specific spot on the battlefield. A good way to gauge
whether an action requires Line of Sight is to ask: Would the
Action have a good chance of missing if you couldnt see where
it is going? If the answer is yes, then it cannot be used without
Line of Sight to the target. Exceptions can be made to this rule,
but it should be a case by case basis.
Line of Sight can be impeded by physical and visual
obstructions on the Battlefield. Unless otherwise noted by an
Ability, other Combatants are not considered obstructions.
Invisibility and Stealth cause a target to become invisible on
the Battlefield, making Line of Sight to them impossible. If you
dont have LOS to a target, you may perform Actions that dont
have specific targets such as Area of Effect (AoE) Actions or
entire Battlefield Actions.

There are some important clarifications to this rule. First of


all, you may ignore Line of Sight rules when targeting Allies.
The Second is Ranged Area of Effect Actions can be used on
a Battle Zone, thereby affecting targets within a Battle Zone
that you dont have Line of Sight to as long as you have Line of
Sight to the Battle Zone.

Range

Determines Eligible Targets


Permitted Distance to perform an Action
In Combat, concerned with Battle Zones
Out of Combat, uses real world measurements
Range is an important part of determining eligible targets
for your Actions. It determines the distance the target may be
from your position for it to be an eligible target (considering
you can see it and you have Line of Sight to it). In a Combat
Encounter, Range is an abstract measurement involving
anything outside of your current Battle Zone. Out of a Combat
Encounter, it is measured in standard measuring systems such
as inches, feet, and yards.
Ranges in Combat can vary between a wide variety of
Range Categories including, but not limited to: Battlefield,
Equipped Weapon, Melee, Melee AoE, Ranged, Ranged
AoE, and Self. Out of Combat, all these categories may be
substituted with realistic real-world values.
The Range Category for an Action is determined by the
Actions Range: listing as found under each Abilitys spell
description.
A Range of Battlefield means the Action affects the entire
Battlefield and any valid targets, as mentioned by the Actions
Effect: section that are capable of being hit.
The Range Category of Equipped Weapon means that
you use the Range of your weapon to determine the Range of
the Ability. Your Range will vary based on the weapon you are
using, so a bow would be considered Ranged and a sword
Melee.
The Range listed as Melee means that your eligible
targets are anyone in arms reach of you or within striking
distance of your melee weapon. You may only hit Combatants
within your Battle Zone.
A Range of Melee AoE means that your eligible targets
are any targets in arms reach of you or within striking distance
of your melee weapon within your entire Battle Zone. You may
only hit Combatants within your Battle Zone.
A Range of Ranged means that your eligible targets
are anyone in any Battle Zone on the Battlefield, regardless
of your equipped weapon or other restrictions. You may hit
Combatants within any Battle Zone on the Battlefield.
The Range Category of Ranged AoE means that your
eligible targets are multiple Combatants in one Battle Zone
on the Battlefield, regardless of your equipped weapon or
other restrictions. You may hit multiple Combatants within a
particular Battle Zone on the Battlefield.
A Range of Self means that the only eligible target is
your own Hero; you may not use it on anyone else.

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The Battlefield

Area of Effects

Location of Combat Encounter


Battlefield divided into Battle Zones
Battlefield Size varies by environment
Every Combat Encounter is played out on a one (or more)
section Battlefield. The sections are called Battle Zones.
Collectively grouped together they are called the Battlefield.
When combat begins, the Combatants are placed on different
Battle Zones by the GM, usually the zones furthest away from
each other.
All Combatants are part of the Battlefield. The Battlefield
may be as large or small as the GM wishes, but a Battlefield
is never considered larger than a 100 yard diameter circle (50
yard radius). Some Battlefields are one room, while others are
as large as an arena. Actions that apply to the Battlefield affect
targets in every Battle Zone.

Multiple AoE Types


Melee AoE
Ranged AoE
Battlefield
Roll once, apply to many
Actions called Area of Effects (AoE) affect regions or
locations on the Battlefield from as small as one Battle Zone to
as large as the entire Battlefield. As illustrated on the previous
page, an AoE can hit multiple targets in your Battle Zone,
multiple targets in a distant Battle Zone, and multiple targets
on the entire Battlefield.
AoEs that require Skill Checks are only rolled once and
are then compared to the relevant Character or Battle Skill of
all eligible targets affected. This reduces the time it takes to
resolve the AoE Action. Eligible targets are determined by the
wording of the Effect: Section of your Action in combination
with the Range: Section.

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.

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Controlling the Battle Zone

Battle Zone Specific


Called Battle Zone Control
Small Bonus to all Battle Skills against Foes in Zone
Free Strike on Foes moving out of Battle Zone
Occurs when you outnumber your Foes
Battle Zones are controlled by the Allied or Enemy force
with the most people within it. This is calculated with a value
called Battle Zone Presence. At its simplest, each Combatant
has a Battle Zone Presence of 1, but Size matters; smaller
Combatants don't account for as much as larger Combatants.
The Battle Zone Presence by Size is calculated for you in
Chapter 8: Advanced Rules and Terms (page 151).
The force with the most Battle Zone Presence has control
of the Battle Zone. This prevents their Foes from moving
safely into or out of the controlled zone and gives them a
minor Bonus to Battle Skills. It is a way to represent flanking,
surrounding your Foes, overpowering your Foes, or simply
gaining some sort of special advantage.
In Unchained Heroes, Battle Zone Control grants the
Controlling force of the Battle Zone a +1 MISC MOD to all
Battle Skills against their Foes that are currently in the same
Battle Zone. If a Foe were to decide to move out of the Battle
Zone Controlled by their opponent, of their own will, each
of the members of Controlling Force in that Battle Zone may
perform a Free Strike against that Foe.
Battle Zone Control only affects the Battle Zone where it
is active and no other, so Actions performed against targets
in another Battle Zone gain no benefit. If a Battle Zone is
controlled by a force, but there are no Opposing forces in that
Battle Zone with them, they gain no special Bonuses.

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(Optional) The Simple Battlefield
When there is a call for simplicity, we ignore obstacles and
impediments on the Battlefield. We only use three Battle Zones
and use the following terms when we describe them. Their
position on the Battlefield is listed in parenthesis.
Player Starting Battle Zone (Top Zone)
Middle Battle Zone (Middle)
Villain Starting Battle Zone (Bottom Zone)
The Heroes start in the Player Starting Battle Zone and the
Villains start in the Villain Starting Battle Zone. The two sides
are separated by the Middle Battle Zone. When combat starts,
all sides may move freely between zones abiding by the rules
of movement.

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.

Combat Stages Quick Rules


These are the quick rules for the combat stages in Unchained Heroes. Use these rules to get started right away and
then read the more detailed rules in the later sections to understand the nuances of play.
1. SURPRISE STAGE Various Groups are selected as
Ambushed Party or Ambushing Party
a. Ambushed Party rolls Perception, record Highest roll
b. Ambushing Party rolls Subterfuge record Lowest roll
2. Compare Highest Perception to Lowest Subterfuge Check
a. If Perception wins, then Ambushing Party does not get
a Readied Action
i. Move to Initiative Stage.
b. If Subterfuge wins, then Ambushing Party does get a
Readied Action
i. Move to Initiative Stage
ii. Ambushing Party gets 1 Readied Action in
Initiative Order
3. INITIATIVE STAGE All Heroes and Villain roll
Initiative
a. Highest Initiative acts first but chooses Action last
b. Lowest Initiative chooses Action first, but acts last
c. During Grand Melee Stage, Highest Initiative always
acts first in each TI
4. GRAND MELEE STAGE All Combatants are placed on
the Battlefield and the fight begins
a. Battle takes place on a Battlefield
i. Battlefields are divided into Battle Zones
ii. Battle Zones are the smallest section of the
Battlefield
iii. Move Actions get you through the Battle Zones

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.

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Grand Melee Stage
Main Stage of Combat
Players perform Actions in this Stage
After Initiative has been rolled and first Actions have been
determined, combat begins. If the Ambushed Party was Surprised, the Ambushing Party gets to perform their Reactions
at this point in Initiative order. If neither side was affected by
Surprise then the Grand Melee begins.
Combatants act according to the Action Time (AT) of their
Abilities. If there are ties, use Initiative to determine the order
of Actions. Every Action is started and completed in the order
of Initiative (page 132).
The process of choosing an Action, waiting for the AT to
complete, performing the Action, and then choosing another
Action repeats continually through the course of the Encounter. When one side can be declared victorious according to the
Rules of Victory, combat is concluded.

Rules for Victory


Defeat your opponents
Your success or failure in combat depends almost entirely
on whether or not you and your Allies are alive when the dust
settles. Foes are defeated when any of the following Conditions
are met:
1. Foes are all dead or destroyed
2. Foes are all subdued
3. Foes surrender
4. Any combination of the above on all Foes
The most common method of attaining victory is
Destroying your Foes. You attain the destruction of all your
Foes by reducing them to 0 Current Health. At this point, you
and your Allies are considered victorious.
Another method of claiming victory is to Subdue your Foes
by rendering all your Foes harmless. When they are harmless,
they cannot fight against you. This most often requires
knocking them out or incapacitating them for an extended
period of time.
Whenever you force a Foe into the Dying Condition, you
can choose not to kill them and instead Incapacitate them.
You also claim victory by Forcing your Foes to Surrender.
Surrendered Foes may not perform any Actions that affect
Combat and may not rejoin the battle if it is still in progress.
In most cases of surrender, a few (or many) of your Foes will
throw down their weapons when it does not look like they can
win.
Lastly, you can claim victory by any Combination of the
above states. When you have caused all your Foes to be in any
combination of destroyed state, subdued state, or surrendered
state, you are victorious. This scenario is likely to occur in a
large battle, where a crime boss and his henchmen are fighting
your party. After slaying the boss and knocking a few of his
henchmen unconscious, the rest of his men might see the
futility of fighting and surrender to you.

Grand Melee Summary


All players need to familiarize themselves with this section
at least to begin playing.
Heroes and Villains are Combatants and perform Actions
on the Combat Timeline.
Combatants are either an Ally or a Foe
A Combatants Allies are friendly
A Combatant's Foes are hostile towards them
Combat Timeline is a standard Timeline numbered from
0 to 50, called Time Intervals (TI)
Use Graph Paper or Dry Erase Board
It records when Actions Begin and End
Every Combatant begins an Action at TI 0
When it is used, they choose another Action
Action Time (AT) number of Time Intervals (TI) that
must pass on Combat Timeline to use an Action
AT is casting time/preparation time
AT7 Action would take 7 TI before it is used
An Action with AT13 that is Declared at TI 7 would
Prepare for 13 TI and Activate at TI 20
The Action Process is summed up as Declaration Phase,
Preparation Phase, and Activation Phase
Declaration it the time you tell us your Action
Preparation is the time you wait to perform it
Activation is when you use it
Activating an Action is done by rolling a Skill Check
Skill Check determines success or failure.
Skill Check roll is a d20 plus your ATK /POW versus
your targets DEF/WILL
Success, when equal to or greater
Failure, when less than desired amount
If there is no Skill Check then the Action is
automatically successful
Successful Actions cause an Effect.
The Effect: section tells you what happens
Actions are Mobile or Immobile
Mobile Actions can be used while performing a Move
Action, like running and swinging a sword
Immobile Actions cannot be used with a Move Action.
You can't activate the Action and move
Move Actions let you move around the Battlefield.
A Move Action moves you 1 Battle Zone
Battle Ends when a Condition for Victory is met
All Foes are Dead, Destroyed, or Surrendered
All Foes are Subdued

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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.

Hero Death and Dying


Requires a Miracle to remove
Forced Retirement for Hero
In a Roleplaying game, there are going to be situations
where your Hero dies; its inevitable at some point. Being dealt
an excessive amount of Damage or Trauma Damage is the most
prevalent cause. Handling Hero Death is a complex situation
with a simple solution, you either choose to retire your
character and make a new one, or find a way for your character
to be returned to life. Returning a dead Hero to life requires
intervention by the DM, the use of the Resurrection Talent, or
some other sort of magical intervention.
A Hero will typically suffer the Dying Condition before
they suffer Hero Death, which gives their Allies an opportunity
to save them. At 0 Current Health or the Incapacitated Trauma
Level on the Trauma Chart, a player falls into the Dying
Condition. If it is not removed, Hero Death occurs and the
Hero is removed from the game. Other circumstances can
move you into the Hero Death Condition as well, but that will
be the most common.

142

Have the players and the GM discuss how they want


to handle the situation. If it is in the middle of a fight, you
will probably want to wait until after the battle to begin the
discussion.

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.

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Unchained Heroes SRD


Air Terrestrial Damage Type

Spirit Terrestrial Damage Type

Air Damage is a Terrestrial Damage Type from the element


of Air. Damage done may manifest as blasts of wind, arctic
cold, and other similar sources.

Spirit Damage is a Terrestrial Damage Type from the core


element of Spirit. Actions that use Abyssal or Divine Magics
often produce Spirit Damage. It is an energy source from those
forces that are unseen, but always present. It taps into the Soul,
the Mana Currents, and the invisible world beyond our reach.

Chaos Celestial Damage Type


Chaos Damage is a Celestial Damage Type and the essence
of all magical forces in the universe. It is a force for creation,
creativity, and also destruction. In its pure form it is disruptive
and harmful to many life forms in existence.

Cold Terrestrial Damage Type


Cold Damage is a Terrestrial Damage Type that is a minor
aspect of the core element of Air. It causes tissue to stop functioning, eventually killing it off.

Disease/Poison Damage Type


Disease Damage and Poison Damage are Physical Damage Types that cause harm to the individual. Many plants and
animals create these substances within them to subdue and
devour their prey. A high concentration of plant and animal
life will likely produce many different types of poisons and
diseases for your campaign.

Earth Terrestrial Damage Type


Earth Damage is a Terrestrial Damage Type from the element of Earth. When manifested in its physical form, it causes
mud slides, avalanches, alters the ground, and bursts the structure of cells.

Fire Terrestrial Damage Type


Fire Damage is a Terrestrial Damage Type from the element
of Fire. Fire is a pure energy source that manifests intense heat
and light as it consumes fuels. The heat is often too much for
the body of a creature to take, destroying cells at its touch.

Lightning Terrestrial Damage Type


Lightning Damage is a Terrestrial Damage Type that is
formed by the conflict between the elements of Air and Earth.
It resides in the space between the two of them and manifests
as raw energy and light for short bursts. Its touch is harmful
to most living beings as it disrupts the electrical signals within
our bodies and burns cells.

Water Terrestrial Damage Type


Water Damage is a Terrestrial Damage Type from the core
element of Water. Crashing waves, tidal forces, and jet streams
are all sources of Water Terrestrial Damage.

Damage from Multiple Damage


Types
Consider all sources
Apply the following rules
There will be instances where an Action causes multiple
Damage Types and the target gains Special Effects such as
Healing, Immunity, Automatic Criticals, or Glancing Effects
against them. Apply damage from each source in the following
order:
1. Immunity Condition overrides anything else
2. Healing Effect applied if no Immunity
3. Glancing Effect applied if no Healing or Immunity
4. Critical Effect applied if none of the other Effects or
Conditions are present.
If a target has an Immunity Condition to one of the
Damage Types involved, the Combatant has Immunity to the
entire Action and suffers no damage.
If a target has a Healing Effect from one of the Damage
Types involved with the Action and they do not have an
Immunity to any of the Damage Types, the Healing Effect
occurs for the full amount of damage done.
If a target has an Ability or Strength that forces a
Glancing Effect against one of the Damage Types involved
and they don't have an Immunity or Healing Effect to any
of the other Damage Types, the Combatant gains a Glancing
Effect against the Action.
If a target has a Weakness that forces a Critical Effect
against one of the Damage Types involved and they don't have
an Immunity Condition, Glancing Effect, or Healing Effect
to any of the other Damage Types, the Combatant suffers a
Critical Effect against the Action.

Law Celestial Damage Type


Law Damage is a Celestial Damage Type that binds the universe together. Without Law, we would have no shape, form,
or function; Chaos would continually create new things, never
allowing us form. In large doses, Law damage will stop or
interfere with the creative portions of our existence and cause
great harm to us.

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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.

Apply First Aid [Maneuver]

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.

Basic Attack [Maneuver]


Action Time: Equipped Weapon
Grant a TP
Dice Pool = Weapon Dice Pool
These are the most simple combat Actions your Hero may
perform. Basic Attack Actions are a single attack that uses your
Battle Skill (ATK or POW) of the highest Skill Rank. A Basic
Attack can be performed at any time, grants Tactical Points,
and have an AT and Range based on your weapon. They are
almost always Martial Actions.
Basic Attack Actions do not increase in strength as you
level. They deal damage equal to your Weapon Dice Pool.
Damage Modifiers are applied as the Ability states or when
your Damage and Healing Roll is calculated.
There is often very little reason to actually use a Basic
Attack Maneuver, but there are Abilities that call for multiple
Basic Attacks. In those cases, you will only add your Damage
and Healing Modifier to the first or final attack in the sequence
as specified by the action.

Action Time: 7 (Fast)


A Stunt Maneuver is any action that requires a fair amount
of effort, coordination, and discussion to perform while in
combat such as: throwing an Axe to pin a hat to the wall,
kicking a pint of beer into someones lap, or to shield an Ally
with your body while simultaneously grabbing them to pull
them under cover. If the Maneuver combines a some thought,
manual dexterity, and a fair amount of time to describe, (but
happens pretty quickly) it would fall into this category.

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Cancel Action [Maneuver]

Coup De Grace [Maneuver]

Action Time: Reaction


Stops Current Action immediately, delays next by 1
Energy Spent in Preparation is restored
Dispels an Active Boon on yourself
The Cancel Action allows you to stop your Current Action
from proceeding or gives you the option of cancelling an active
Boon on yourself that you control, such as a Sustained Ability
or a Boon. Using a Cancel Action to Cancel a Sustained Ability
or Boon also stops all your Current Actions except Move
Actions. It is assumed that tearing down these enchantments
takes time and concentration, so you can't expect to continue
your other activities. The Cancel Action is a Reaction, but
causes a 1 TI delay before you may Declare a new Action or
restart your old Action. Any Energy spent when preparing
the Canceled Action is returned to your current Energy pool.
If you are cancelling a Sustained Ability, Energy is restored. If
you are cancelling an Active Boon on yourself, Energy is not
refunded.

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.

Action Time: by Ability


Usable on Foes in the Incapacitated Trauma Stage
Action gains Maximized Effect
Damage greater than or equal to 2xDT of target kills target
When your Foe is at the Incapacitated Trauma Stage you
may perform a Coup De Grace or blow of mercy on them.
A Coup De Grace is automatically successful, roll a d20 to
determine if you score a Critical Effect, but do not roll damage.
The Coup De Grace Action gains the Maximized Effect. If the
Damage Dealt would be equal to or greater than double the
target's DT, they are dead.

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.

Don Armor [Maneuver]


Action Time: 5 (Fast) x EQUP MOD
Does not apply to shields
The Don Armor Maneuver is used when you need to equip
Armor. Heroes are always considered to have their Armor
equipped unless they have a good reason not to, or they say
they did not.
The Don Armor Maneuver takes an AT equal to 5 times
the Armors EQUP MOD to DEF. This is based on the EQUP
MOD from an Item with its standard statistics (page 182), so
Masterwork and Magical Items do not increase the time it
takes to put them on just because their EQUP MOD to DEF is
higher than normal. The standard Full Plate Armor takes a full
30 AT to don in the middle of a battle. As mentioned, magical
bonuses to Armor do not reduce or increase this process.

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.

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Free Strike [Maneuver]

Throwing a Weapon [Maneuver]

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.

Action Time: Equipped Weapon May throw a weapon into


adjacent Battle Zone
You are considered Disarmed after
You may throw a weapon of your Size Category or one
Size larger into an adjacent Battle Zone. This distance is the
maximum distance you may throw your weapon and still
cause damage, based on weapon properties. Attacking a target
in a Battle Zone more than a zone away with an object or
weapon as a Ranged Attack deals 1d4 damage on a successful
hit.
This does not apply to weapons in the Thrown Weapon
Group. It only applies to weapons that are arguably not
designed for throwing.

Mount Steed [Maneuver]

Unarmed Attack [Maneuver]

Action Time: 15 Athletics Skill Check


Jumping onto a mount or vehicle requires a short amount
of time. Mounting a steed takes an AT15 minus your Athletics
Skill Check (minimum of AT1).

Recovery Action [Maneuver]


Action Time: 5 (Fast)
Usable in Combat
Dispels Bleed and Open Wounds
You spend a short period of time to bandage and tie off
your bleeding wounds. The Recovery Action Dispels the Bleed
and Open Wounds Conditions on yourself.

Tide of Battle [Maneuver]

Can be substituted into Martial or Supernatural Actions


Action Time: by Punch or Kick
Punch: Dice d4; AT7; Hands 1H, Rng M
Kick: Dice d4; AT7; Hands 2H, Rng M
Natural Weaponry
When Unarmed, you are not without weapons. An
Unarmed Humanoid Hero is considered to be using their
fists and feet to fight. Any part of your body that you use as
weaponry is considered Natural Weaponry. Both Martial and
Supernatural Actions can still be performed while Unarmed."
Use the values listed above to determine Dice Pool and Size.
Punches are considered One-handed Actions and Kicks are
considered Two-handed Actions.

Action Time: 13TI CUN modifiers


Restores 10 Energy per TP spent
AT lowered by Cunning
Automatic after combat
You take the time to assess the flow of the Encounter. You
may spend any number of TP to restore Energy to your Energy
Pool. Each TP spent restores 10 Energy.
Tide of Battle AT = 13TI CUN Modifiers.
A Tide of Battle Maneuver is performed automatically after
each Combat Encounter.

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Chapter 8:
Advanced Rules
& Terms

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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.

Table 8-1: Creature Collision Damage


Difficulty
Factor

Damage

Trauma Damage

DF 15

1d10 Physical Damage

DF 20

2d10 Physical Damage

DF 25

3d10 Physical Damage

1 Trauma Damage

DF 30

4d10 Physical Damage

2 Trauma Damage

DF 35

5d10 Physical Damage

3 Trauma Damage

DF 40

6d10 Physical Damage

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.

Table 8-2: Object Collision Damage


Difficulty
Factor

Damage

Trauma Damage

DF 15

2d10 Physical Damage

1 Trauma Damage

DF 20

4d10 Physical Damage

2 Trauma Damage

DF 25

6d10 Physical Damage

3 Trauma Damage

DF 30

8d10 Physical Damage

5 Trauma Damage

DF 35

9d10 Physical Damage

7 Trauma Damage

DF 40

10d10 Physical Damage

10 Trauma Damage

Chapter 8: Advanced Rules & Terms

Unchained Heroes SRD

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)

and Off-hand Weapon (OH) or when using a Double Weapon.


Unless otherwise noted, Main-hand is the right hand, Off-hand
is the left-hand. You may change this if your Hero is left-handed. A Multi-Weapon Attack should not be confused with the
Multiple Action Rule.
When you are using Multiple Weapons, each weapon beyond the first adds +1dp to your Weapon Dice Pool. When you
perform an Action that uses your Weapon Dice Pool, you use
all your Weapon Dice for the single Skill Check. To put this
in perspective, if you are facing Gilgamesh with 6 arms and 6
swords, he has a Weapon Dice Pool of 6dp for a single Action.

Multi-Weapon AT and Dice Size Rules


Use AT and Dice Size of slowest weapon
The Action Time and Dice Size of your Action is equal to
the Weapon AT and Dice Size of your Slowest weapon. The
second weapons Dice Size and AT is irrelevant. It adds +1dp to
your Weapon Dice Pool.
For example: if you were wielding a Bastard Sword in one
hand that has AT13 and Dice Size d12, and a Short sword in the
other that has an AT7 and Dice Size d6, you would use AT13
and Dice Size d12.

Multi-Weapon Damage Bonuses


Damage and Healing modifier added to combined attack
Damage and Healing modifiers are added to the result of
the combined MH and OH Dice Roll. As a single action, you
apply these modifiers only once.

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.

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Vehicles (or mounts) such as horses, carriages, boats, ships,
and other devices, have movement rates determined by the
GM. As a general rule, a horse will get you anywhere you want
to go 3 times faster than if you traveled under your own power
to the same place.

Object Material Properties


Characteristics of a material
DR (Hardness)
STR (Tensile Strength)
Trauma MOD (Density)
All objects have a certain capacity to resist damage based
solely on their material composition. The properties of the
object are determined by consulting Table 8-3: Object Material
Properties and Table 8-4: Object Size Properties.
To determine how an object will react in a situation, you
must first determine of what material the object is made. This
tells you the objects Damage Reduction, Strength MOD, and
overall Trauma Levels. Then consult Table 8-4 to determine the
objects DEF MOD, Health MOD, Base STR, and Trauma MOD.

Table 8-3: Object Material Properties


Legend
DR is the amount of damage the object completely negates
before it starts losing Health.
The STR MOD is the modifier it receives to its Strength.
The Healthy Stages is the base Healthy Stages that an object
has, composed of that material.

Table 8-3: Object Material


Properties
DR

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

Supra Metal Alloy

50

+10

+10

150

Relative value for Height and Weight


Small and Medium Size are normal for Heroes
Size is used more often in regards to Villains and structures
than to Heroes. Size determines how many yards something
takes up on the combat grid, its strength, and what size weapons can be used.
Medium size is the standard size and unless otherwise
stated, incurs no benefits or Penalties. You may wield a
weapon of any size equal or lower than your Size Category
in one hand. You must wield a weapon of one Size Category
larger than you in two hands. You may not wield a weapon
of more than 2 size categories than your Current Size.
Heroes of Small or Medium Sizes are treated almost as if
they were the same Size. They can wield Medium Size Weapons in one-hand and Large Size weapons in two hands. Technically Small Size Heroes should not be able to do this, but
we are not trying to penalize players for their Size. The only
Size Category rule that they must follow is that Heroes cannot
wield Two-handed Weapons in one hand. Two-handed Weapons are almost universally considered Large Size and would be
far too big to hold in a single hand.
You may place two objects within an object of the next largest Size Category. For example: you may place two Tiny objects within a Small object, two small objects within a Medium
object and so on until you reach Colossal size.
On Table 8-4, the DEF MOD, Health MOD, Base STR, and
Trauma MOD are most often applied to inanimate objects, but
can be applied to living creatures if the situation warrants it.

Table 8-4: Size Properties

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

Chapter 8: Advanced Rules & Terms

Unchained Heroes SRD


Table 8-4: Size Properties Legend
Defense MOD measures how much easier or harder it is
to hit an object according on their Size. Heroes ignore this
rule for Small and Medium Sizes.
Health MOD is the bonus Maximum Health added per
level of the object or creature according to their size, unless
otherwise noted by the GM. Villains add this after their
Health is calculated based on number of Heroes. Heroes
ignore this rule for Small and Medium Sizes.
Base STR is determined using Table 8-4 as well. This is the
value the item should have if they are an average object or
creature of that Size Category. Heroes ignore this rule for
Small and Medium Sizes.
The Trauma MOD is the number added or subtracted from
the Trauma Chart. Add or subtract this number from the
standard Trauma Stages starting at Healthy. Penalties reduce
Trauma Stages and bonuses add Healthy Trauma Stages.
The object or creature always has at least 1 Healthy Stage before
they get to Incapacitated Trauma Stage. So a Fine object would
subtract 6 Trauma Stages and would not have Bruised through
Injured Trauma Levels. They would start at Debilitated after they
lose their Healthy Stages. Heroes ignore this rule.

Size and Battle Zone Presence


Battle Presence is exponential
Medium = 1
Large = 2
Giant = 4
As an object grows in size it has more Battle Zone Presence
(page 138) and so Combatants have a much tougher time ignoring it than a standard unit.
Medium size creatures are the standard unit at 1 unit on the
Battlefield. For example, a group of 20 medium size creatures
would have a Battle Zone Presence of 20.
As size categories increase above Medium their presence
increases by a factor of 2. The values are illustrated as follows:

Table 8-5: Size and Battle Presence


Size

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.

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Unarmored

Activated when no Body Armor is equipped


Adds ILV MOD equal to highest ILV item
Adds AGI+2 to DEF as EQUP MOD (Max +8)
Only applicable while unarmored
Any Armor overwrites these Bonuses
Heroes that do not wish to wear armor are not without
some protection. They are considered Unarmored and may
add their AGI+2 to their DEF as an EQUP MOD, but it cannot
be higher than +8. This is in addition to any bonuses a Hero
may receive based on the Primary Attributes of their Class.
Unarmored characters also automatically gain an ILV MOD
to DEF equal to the highest Item Level they have equipped.
These Unarmored Bonuses are superceded by any type of armor, even if the armors bonuses are less than the EQUP or ILV
MOD granted by being Unarmored.
For example: Roslin is a level 29 Rogue that chooses to go
Unarmored. She has a Primary Attribute of 6 Agility and ILV
14 daggers, resulting in the following bonuses:
+5 SKIL MOD to DEF
+6 ATTR MOD to DEF
+8 (6 + 2) EQUP MOD to DEF
+14 ILV MOD to DEF
Total MOD to DEF = 32
Since AGI is a Primary Attribute, she puts a 6 in the box
marked Attr on her Character Sheet. Since she is not wearing
armor, Roslin gets to use her Agility as an EQUP MOD. Her
AGI+2 equals +8 and is equal to the maximum bonus of +8 so
she gets a +8 EQUP MOD to DEF. Lastly, since the maximum
ILV she is wearing is 14, she gains a +14 ILV MOD to DEF for
being unarmored. Roslin is hoping that her superb Agility
Attribute will prevent any Foe from hitting her, because if they
do, she will not have the added bonuses to Damage Threshold
(DT) and Resilience (RS) a suit of armor may give her. She ends
up with a 32 DEF after adding her SKIL MOD and her Base
DEF.

Terms & Conditions


In this section we discuss the Conditions and Effects that
commonly appear during game play. You may experience
some or all of them. Use this section to quickly find the rules
regarding any of these areas.

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.

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Automatic Hit [Effect]

Skill Check roll is automatically successful


Roll to determine Critical Effect
Trumped by Automatic Miss
Grants Piercing
When performing a Skill Check roll, an Automatic Hit is
a success no matter what the result of the roll and it bypasses
RS. An Automatic Hit, is a guaranteed successful Action and
grants Piercing to your Action in addition to any other Effects.
Critical Effects may still occur if you perform an Automatic
Hit, so roll your Skill Check normally. If a conflict occurs where
an Action has the Effects of Automatic Hit and Automatic Miss,
it is an Automatic Miss. An Automatic Miss always trumps
an Automatic Hit. Character Skill Checks cannot perform an
Automatic Hit.
If you are performing an Action that has Multiple Attacks
or Actions within it, the Automatic Hit may only apply to the
First Attack of the Multi-Attack sequence.

Automatic Miss [Effect]


Skill Check roll is automatically a failure
Automatic Miss trumps Automatic Hit
When performing a Skill Check roll, an Automatic Miss
is a failure no matter what the result of the roll. If an Effect is
used that would cause a conflict between the Action becoming
an Automatic Miss and an Automatic Hit, it is an Automatic
Miss. Automatic Misses always trump an Automatic Hit.
Fated Actions trump both Automatic Hits and Automatic Misses.
Character Skill Checks are incapable of an Automatic Miss.

Battle Zone Control [Condition]

Controlling Force gains various bonuses


+1 MISC MOD to all Battle Skills
Free Strike versus Opponents that move out of Zone
Zone Specific
Battle Zone Control grants minor bonuses to all Battle
Skills for the Controlling forces and the Ability to perform Free
Strikes against any of their Foes that would try to leave the
Battle Zone. You can think of Battle Zone Control as simply
one side outnumbering the other side or, if you wish, it can be
thought of having an advantageous position such as flanking.
The Controlling force in that Battle Zone gains a +1 MISC
MOD to all Battle Skills against their Foes that are currently
in the same Controlled Battle Zone. If a Foe were to decide to
move out of the Battle Zone Controlled by their opponent of
their own will, each of the members of Controlling Force in
that Battle Zone may perform a Free Strike against the target
that is leaving.
Ranged Attacks by a Controlling Force do not gain the
benefits of Battle Zone Control against targets in other Battle
Zones. They may make Ranged attacks against Combatants in
the Battle Zone they control and get the benefits, however.
Battle Zone Control is calculated by a value called Battle
Zone Presence. At its simplest, Battle Zone Presence is

calculated by adding all the available Combatants from one


side or another and then finding out who has more. The larger
side has Battle Zone Control. Size also affects Battle Zone
Presence. More detailed rules are found under the Battle Zone
Presence Rules in Chapter 7: The System (page 138) and under
the Battle Zone Size Rules in Chapter 8: Advanced Rules & Terms
(page 151).

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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are Self, AoE Melee, or Battlefield. They cannot discern Ally
from Foe, so all AoE Heal Actions that affect Allies will include
Foes and AoE Damage Actions that affect Foes will include
Allies.
Targeting by using other senses requires a Perception Check
DF25 or an Opposed Perception vs. Subterfuge Roll against
the target of the effect to initiate the Action. If successful you
may perform any Single Target Action as normal, but Damage
and Healing Rolls are considered Glancing Effects. If you are
targeting a Combatant, they may choose for you to make the
Perception Check DF25 or an Opposed Roll against them.
Lastly, the Blind Condition causes those affected by it to
lose any modifiers to DEF while Unarmored while it is active
because you cannot use your wits and experience to dodge
incoming strikes.

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.

154

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.

Corsican Bond [Condition]

Damage is Redirected from Bonded target to user


Uses defenses of Bonded target for Damage Dealt
AoE that hit you and Bonded Target damage you twice
Does not transfer Conditions
A Corsican Bond is a state in which one person creates a
link to another that Redirects the damage the target would
sustain.

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Any Damage Dealt to the Bonded target of a Corsican
Bond is done to the creator of the bond instead as a Redirected
Effect. All damage is factored using the Bonded target's Battle
Skills and statistics before damage is transferred to the creator
of the bond. The Damage Dealt through Corsican Bond always
hits, but certain Actions may be used to reduce the amount.
If an AoE were to hit a Bonded target and the user of the
Corsican Bond (such as a Paladin casting it on their Ally) the
Bonded Target would suffer no damage, but the Paladin would
suffer the damage dealt to them from the AoE and the damage
dealt to their Bonded Target from the AoE.
Corsican Bond does not Redirect damage from Actions that
are Fated, Actions that can't be Redirected, or cause Conditions
to be Redirected. The bottom line is it only Redirects Damage.

Partial Cover [Condition]

Countered [Effect]

Critical Effect [Effect]

Action is an Automatic Miss


If it can't be an Automatic Miss, Action fails
If it can't fail, it is Canceled
Energy Spent is still used.
A Countered Action is snuffed out like a burning candle.
One moment it is active, and the next, poof, it is gone. The
Countered Effect causes an Action to become an Automatic
Miss against any and all Combatants it was intended to strike;
if it cannot be an Automatic Miss, it fails to Activate. If it
cannot fail to Activate, the Action is Canceled or blocked from
occurring at all. No matter what the circumstance, a Countered
Effect still costs Energy; Energy is not restored unless an
Ability would say otherwise.

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.

Full Cover [Condition]


+5 MISC MOD to DEF and WILL
Immunity to Melee attacks
May only perform Range Actions against Foes
If the target has less than 25% of their body exposed they
have Full Cover. Full Cover is often a Terrain Condition, but
may be caused by various effects. It grants a +5 MISC MOD
to DEF and WILL. A Hero under the Full Cover Condition
may only perform Range Actions and cannot be hit by melee
attacks. Examples of Full Cover are hiding behind a rock,
barrel, crate, or looking through a murder hole.
Full Cover is also considered an Obstacle that can affect
Collisions. Any time a Combatant suffers a Shift Effect or
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).

+2 MISC MOD to DEF and WILL


If the target has 25% or more of their full body exposed
then they have Partial Cover. Partial Cover gives the target a
+2 MISC MOD to DEF and WILL. Examples of Partial Cover
would be: running through a forest, crossing a dock full of
boxes, or moving through a crowd.

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.

Doubles Damage or Healing for your Action


Automatic Critical on a Natural 20
Improved with CRIT
Canceled out by Glancing Effects
CRIT/Glancing Effects aren't Triggered
The potency of your Action is increased if you score a
Critical Effect during Ability Activation. They normally occur
on a Natural 20 and doubles the result of your Damage or
Healing Roll. Your Critical Effect Chance determines the
results that will cause a Critical Effect (page 117) with your
Action.
If for whatever reason, your Action is considered both a
Critical Effect and a Glancing Effect, they cancel each other
out and the Action operates as if it was neither a Critical Effect
or a Glancing Effect. In addition, Actions Triggered by either
Critical Effects or Glancing Effects are not Triggered.

Dazed [Condition]

May not perform any Actions


Current Action is delayed
DEF Reduced to 10
Offensive Actions against target Dispels Dazed
May not be used on Boss Grade Villains
A Dazed target stands numb in mind and body. The Dazed
Condition causes the target to be unable to perform any Actions except those that would be able to be performed while
Stunned or Dazed. Their Current Action is delayed until Dazed
is Dispelled and their DEF is Reduced to 10 while Dazed. The
Dazed Condition lasts until an offensive Action is used against
the Dazed target, or they are dealt damage. At that point, they
are freed of the Dazed Condition.
The Dazed Condition also applies to those you would
consider asleep. In the case of sleeping Combatants, they are
unaware of what is happening around them.

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Dirge [Condition]

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.

Prevents usage of other effects that cause similar


Condition
The Exhausted Condition is an effect that is applied that
prevents other Actions that also cause the Exhausted Condition
from being used. An Action that causes Exhausted has the Exhausted Condition applied after the Effects of the Action take
place (after Activation).
Exhausted = 20TI STA Modifiers

Dispel [Effect]

Unaffected by "Automatic" Effects


Automatic Critical Effects, Glancing Effects, and Misses
Cannot be Redirected or Countered
Ignores Corsican Bond
Action causing Fated is also protected by Fated
A Fated Action is meant to occur exactly how the user
intends it to be used and abides by the laws of chance as it was
meant to perform. You can't stop an Action from becoming
Fated, at best it can be delayed, as it is an Action sanctioned to
occur by forces beyond the mortal realm.
An Action affected by the Fated Effect may not be altered
by anyone. It cannot gain an Automatic Critical, have it become
an Automatic Glancing Effect, or become an Automatic Miss
through the direct or indirect use of an Ability. It also can't be
Redirected or Countered and it ignores Corsican Bond, making
the action always strike the intended target.
An Action that grants Fated is also pardoxially protected
by Fated, so you could not do anything to stop an Action that
would cause Fated either. Fated completely ignores Initiative
rules if the Effect would alter the Fated Action.

Removes an Active Effect


Destroys Summoned Entities
The Dispel Effect removes 1 currently Active Persistent
Effect from a target or a Battle Zone such as a Bane, Boon,
or Sustained Ability. The Dispel Effect will tell you what it
removes in each Ability description such as: "Dispels the
Exhausted Condition" or "Dispels 1 Bane or Boon." By itself the
Dispel Effect does nothing, it only does something when there
is an Effect present that it may remove.
Against Summoned Entity Creature Types, the Dispel
Effect will instantly and utterly destroy them.

Dual Wield [Condition]


Wielding Two One-handed Weapons
Makes 1 Attack
Weapon Dice Pool = 2dp
A character that is considered to be Dual Wielding has a
weapon equipped in each hand or is using a double weapon.
They only make one attack. Each weapon beyond the first adds
+1 DP to your Weapon Dice Pool. For more information see
Multi-Weapon Attack Section.

Escape Bonds [Effect]


Dispels Hold
+10 MISC MOD to Athletics to Escape Bonds
With a little effort, be it will or elbow grease, you can
wriggle out of those Conditions that hold you fast such as
being tied tight in a room or having the Hold Condition on
you. You may Dispel the Hold Condition currently affecting
you. If you are bound by ropes or other means, you gain a +10
MISC MOD to Athletics checks to get out of your confines.

156

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.

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Flying [Condition]

May not be attacked by Melee from non-flying Foes


May pass over Foe's Battle Zones
Ignores Ground Effects
Hold Dispels Flying
The Flying Condition allows the target to move through the
air by natural means or supernatural means. They might gain
wings, or simply float in the air. You only gain the benefits of
Flying when you are in an area that can take full advantage of
the heights that you may soar, so a cavern or a room may not
give you the same Flying advantages that you would get in the
open air. The GM must rule what benefits you receive.
Out of combat, a Flying character is limited only by their
imagination (and the GMs graces) as to what they may do.
In combat, the Flying Condition prevents a Combatant
from being attacked by non-Flying Combatants with melee
attacks and is capable of flying over Battle Zones controlled
by Foes without provoking Free Strikes from non-Flying Foes.
Flying also grants Immunity to Ground Effects that are applied
on the Battlefield in your Current Battle Zone or on Battle Zone
Boundaries, such as Walls, unless the Ability states otherwise.
Using Hold on a target with the Flying Condition Dispels
the Flying Condition.

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.

Glancing Effect [Effect]

Reduces Damage or Healing done by 50%


Cannot affect an Action more that once
Chance increased by RS
Caused by Abilities
Canceled out by Critical Effects
CRIT/Glancing Effects aren't Triggered
Glancing Effects represent the times when a Damage or
Healing Action does not perform to its full potential: you
might hit, but it wasn't were you meant to hit, or your Foe
might have a defense against your Action. When an Action is
considered a Glancing Effect, it is only half as powerful as it
should be, dropping its Damage or Healing by 50%.
If for whatever reason, your Action is considered both a
Critical Effect and a Glancing Effect, they cancel each other
out and the Action operates as if it was neither a Critical Effect
or a Glancing Effect. In addition, Actions Triggered by either
Critical Effects or Glancing Effects are not Triggered.

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]

No Line of Sight Available against you


Gain Acrobatics
Battle Zone Presence becomes 0
Removed with Offensive Actions
Invisibility is an extraordinary Condition that prevents
people from seeing you. All Combatants are suffer the Blind
Condition when performing Actions against you, so they
cannot get LOS to target you with Single Target Actions or
otherwise harm you without indiscriminately using AoE
Actions. You gain the Acrobatics Condition, allowing you to
avoid Free Strikes when moving through the Battlefield and
your Battle Presence becomes 0, so you do not count for (or
against) Battle Zone Presence Rules. This also means that you
do not gain the benefits of Battle Zone Control.
You are invisible, but you can still be heard. This can
allow Combatants to figure out where you are by rolling an
Opposed Perception against your Subterfuge Check. You are
safely under the Invisibility Condition as long as you do not

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perform any offensive Actions against another Combatant such
as Banes, Onslaughts, or Basic Attack Actions. If you do, it will
remove the Invisibility Condition. You may however perform
offensive Actions against inanimate objects or even perform
beneficial Actions against Allies without the risk of losing the
Invisibility Condition.

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.

158

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.

Open Wounds [Condition]


Deals +1 Trauma Damage
+1 Trauma Damage when dealt Trauma Damage
Dispelled by a Recovery Action
Open Wounds inflicts Trauma Damage on the target and
causes severe attacks to do even more damage to them. Open
Wounds deals +1 Trauma Damage and grants a +1 MISC MOD
to an attackers Trauma Damage when they use an Action that
causes Trauma Damage against the target. It may be Dispelled
by an Action that Dispels Banes or through a Recovery Action.

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Pacified [Condition]

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]

+5 MISC MOD to DEF and WILL vs. Ranged Actions


DEF against Melee is Reduced to 10
May not perform Melee Actions
Immunity to Knockback Effect and Knockdown Effect
Requires Stand Action to remove
You are in the prone position when you are lying down
on the ground. In that condition, you may not perform melee
Actions, but may perform Ranged Attack Actions that do not
require a full range of movement (such as shooting a crossbow
or gun).

A prone character gains +5 MISC MOD to DEF and WILL


against Ranged Actions, but their DEF is Reduced to 10 against
Melee attacks. They gain Immunity to the Knockback and
Knockdown Effects while under the 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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Regeneration [Condition]

Shift [Effect]

Enhanced feeling of well-being


+1dp to Heal Actions on target
Heal 1d4x10 Health Damage at end of Combat
The Regeneration Effect speeds healing and gives the recipient an enhanced sense of well-being and health. Anytime
an Effect would restore Health to a target, it grants a +1 MISC
MOD to the Ability Dice Pool.
If you are still affected by Regeneration when Combat ends,
you are healed for 1d4x10 Health (do not include Regenerations
+1 MISC MOD to Ability Dice Pool).

Target is moved towards or away from you


Does not interrupt Actions
The Shift Effect moves a Combatant or Object against their
will on the Battlefield. Shifts occur when the target is moved
out of or into the Battle Zone they are currently occupying
and into another Battle Zone, against their will. The process of
moving during this Action does not interrupt Actions that are
being performed by the target.
Any time a Combatant suffers a Shift Effect into a Battle
Zone with the Full Cover Terrain Condition they suffer a Collision and must consult the Creature Collision Rules (page 148).

Rejuvenation [Condition]

Miraculous resistance to traumatic Effects


Recovery Action heals +1 Trauma Damage
Heal Action heals +1 Trauma Damage
Heal 1d4 Trauma Damage at end of Combat
Rejuvenation is the bodys means of replenishing its physical well being. Heroes naturally rejuvenate when they sleep or
rest, but the Rejuvenation Condition grants an extraordinary
level of additional healing. Rejuvenation heals the target for 1
Trauma Damage and heals for +1 Trauma Damage whenever
the Recovery Action or a Heal Action is used on a target. This
Effect is in addition to any other Effects the Recovery Action or
Heal Action would provide.
If you are still affected by Rejuvenation when Combat ends,
you are healed for 1d4 Trauma Damage.

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.

160

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.

Chapter 8: Advanced Rules & Terms

Unchained Heroes SRD


You lose the Stealth Condition under the same
circumstances that you might lose the Invisibility Condition
with the added caveat that any time you perform an Action,
Foes automatically have the chance to perform a Perception
Check as a Reaction against your Subterfuge Skill Check.

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]

True Sight [Condition]

Immunity to The Blind Condition


Ignores Stealth, Invisibility, Concealment
+10 MISC MOD to Detect Magic Activations
Grants an Opposed POW check to detect magical
disguises
The True Sight Condition is a powerful Condition that
allows one to see things hidden or concealed. It sees through
magical disguises and illusions as well as pierces unnatural
darkness. True Sight grants Immunity to the Blind Condition
and Ignores Stealth, Invisibility, and Concealment Conditions
on the Battlefield. It also grants benefits to those Out of
Combat by giving a +10 MISC MOD to Detect Magic Activation
rolls and grants an automatic hidden Opposed POW check
by the GM to determine if the character with True Sight sees
through an Illusion or disguise.

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

Short Range Magical Teleportation


Maximum Distance 100 yards
May be used once per TI
Triggered Effects at Battle Zone Boundaries do not Apply
You vanish from your current location only to appear in
another within the blink of an eye. The Teleport Effect applies
to a Move Action allowing it to become a Reaction, grants you
Immunity to any Mobility or Speed Penalties that may apply to
you or your Battle Zone, and allows you to move to any Battle
Zone on the Battlefield. The Teleport Effect may only be used
by a Combatant once per TI, and the distance traveled cannot
exceed 100 yards. Since you are not 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 not applied to you (unless specified by the Effect,
for example, the Weaken the Veil Ability). The Teleport Effect
grants Immunity to the Hold Condition.

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Chapter 9:
Gamemaster's Guide

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Unchained Heroes SRD

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.

Real Time Combat Engine


Unchained Heroes Specific Topic
Basics of the Combat Timeline
Actions based on Action Times not Turns
The Real Time Combat Engine is is a dynamic action
system that uses a Combat Timeline to handle actions, making
it the first area that you will need to master. It tracks Actions
in an orderly fashion based on the time it takes to perform
them, rather than using a turn order. At its core, the Combat
Timeline allows players to make decisions on what they want
to do without having to wait for their turn. A Combatant can
perform an Action as frequently or infrequently as desired.
They can choose to do a very fast Action multiple times before
someone else gets to act or bide their time to do a single slowbut-powerful Action.

The intent of the Real Time Combat Engine is to put the


flow of the Encounter in the hands of the Heroes as much as
the GM. By using the Combat Timeline, both the Heroes and
the GM may interrupt, delay, alter, or generally dictate the pace
of the Encounter as they see fit. Action Times can, and will,
cause situations where a Hero or a Villain will be able to act
multiple times before another Combatant performs an Action.
This is by design. To balance this, faster Actions typically
have less impact on the Encounter than slower Actions. The
exception to this rule comes in the form of using magical items,
Reactions, and Instants. These factors are allowed to break the
rules while other simple rules are in place to limit their usage.

Combat Timeline Format


Unchained Heroes Specific Topic
Starts at 0 goes to Infinity
Divided into sections called Time Intervals
The Combat Timeline starts at the number 0 and extends
out for as long as the Combat Encounter takes to result in one
side or the other gaining a Victory Condition. It is divided into
Time Intervals (TI) with each TI being equal to 1 second in real
time. In most cases the Combat Encounter wont last more than
50 Time Intervals. This imitates real life, where most fights
are concluded within a minute or two of starting. Everything
done on the Combat Timeline is called an Action and has an
Action Time. Action Time is the amount of Time Intervals the
Action requires to perform from start to finish. When an Action
is complete, the Hero will tell everyone their next Action, the
GM will add the new Actions AT to the current Time Interval
and then proceed to the next Action that occurs on the Combat
Timeline.
As a reminder, all Actions go through three Phases:
Declaration Phase, Preparation Phase, and Activation Phase.
As discussed in previous chapters, Action Time is applied
during the Preparation Phase of an Action. GMs are the
shepherds through each Phase. In the majority of Actions,
what phase is occurring will be unnecessary to note. Each
Phase is a logical and obvious step in the Action process. As
the shepherd, you will find yourself asking What is your
next Action? and What is the AT of the Action? regularly.
Declaration Phase is when players will tell you their next
Action. The Preparation Phase is tied to the AT of the Action.
It is the swing time, casting time, and general passage of
time before the Action occurs. The Activation Phase is when
the Action occurs on the Combat Timeline.
There will be multiple Combat Timelines, one for each
Hero and Villain (or group of Villains). The Combat Timelines
will be where you record the Actions that take place. All
Combatants in a battle will begin the Battle at the number
0 on the Combat Timeline and advance from left to right
through the Timeline. As the GM you will read all the Combat
Timelines from left to right, zig-zagging through the Timelines
to hit the next Action that happens in the battle. We cover an an
example of the Combat Timeline here to explain how Actions
occur.

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Recording Actions

Unchained Heroes Specific Topic


Record Current Actions with a hash mark /
Finished Actions get crossed out with X
Add one Action AT to the next AT.
Start combat at TI 0 (Zero). Heroes will declare their
Actions according to the rules of Initiative. As they declare
their Actions, mark the end of their Action with a forward
slash (/) on the Combat Timeline. For example: an Action with
AT 13 would be marked on hash 13 with a forward slash (/)
and an Action with AT 5 would be marked on hash 5 with a
forward slash (/). When the Action reaches its Activation Phase,
put a back slash (\) through it to mark it as completed, making
an X. Heroes know by the "X" what was completed and what
wasnt. You may use another method if it suits you better, but
be consistent. After each Combatants Action, add the Current
Actions AT to the previous Actions AT. For example, when the
Current Actions AT is 5 and the previous Action had an AT of
13 that ended at TI 13, add 5 to 13 for a total of 18 and mark the
hash 18 with a forward slash (/). This cycle will repeats itself
for every Combatant through all the Phases of Actions during
combat. Actions are calculated from the TI they are declared
to the TI they are activated, according to the Declaration,
Preparation, and Activation Phases as previously described.
If anyone is going to be moving, depending on whether
or not their Action is Mobile or Immobile, the Move Action
will either occur concurrently in the case of Mobile Actions or
pause their Current Action as they perform the Move Action
for an Immobile Action. When a Move Action is part of a
Mobile Action, the player can theoretically choose to start
moving at anytime without interrupting their Action. When
this occurs, make additional hash marks where the Move
Action begins and ends to accurately show when they reach
their destination. Keep track of Move Actions just like you
would any other Action on the Combat Timeline. You can
even mark it like it is a Persistent Effect in separate area and
keep track of it that way. Movement is an important aspect of
Unchained Heroes.

Order to Combat

Unchained Heroes Specific Topic


Check Surprise
Roll Initiative
Begin Grand Melee
The start of a Combat Encounter in Unchained Heroes
is a lot like veteran role-players are used to performing,
check for Surprise, roll Initiative, determine Action order,
and then perform Actions. Combat starts at TI Zero, but the
Action begins before that time. Heroes and Villains will be
determining Surprise and Initiative, two things that greatly
affect the starting positions in the battle. If you have designed
an Encounter that includes Surprise, have all Heroes and
Villains roll Perception Checks immediately. If not, skip to the
Initiative rolls.

164

During Initiative Stage, have all Heroes and Villain groups


roll (Heroes individually, Villains by group) Initiative. List
Villain Initiative and then have the Heroes sound off their
Initiatives to you. This process should only take a minute or
two.
The Initiative Stage leading into TI 0 is much like a familiar
"Turn" or "Round," but when using the Combat Timelines,
unless there is a tie, there is no Turn Order. Players may choose
to cancel, interrupt, switch, and otherwise alter the order of
their Actions as their Action Times dictate. Sometimes a Hero
might be the fastest one in the group and seemingly perform
an endless series of Actions before everyone else. Other
times they may hang back and perform slow Actions that are
handled strategically. In any case, you will see a scattering of
the Actions on the Combat Timelines from the beginning. The
way to impose order to this is by focusing on the Actions and
skipping the dead spots, unless someone speaks up.
In your GM role, you will read all the Combat Timelines
from left to right and look for the first Action that will be
performed on any Timeline, skipping the empty or dead
spots. All Timelines advance simultaneously, so you must
be aware of what is happening on all Timelines as you read
them. The Combatant that is performing an Action on a given
TI is granted their Activation Phase. When they are finished,
they Declare a new Action and you mark it on their Timeline.
Next you scan for any other Actions that may occur and
move to that Action, skipping the dead spots once again. That
Combatant performing the Action Activates their Ability,
then Declares their next Action. At that point, you move
onto the next Combatant on the Combat Timeline. You are
always focusing on the Actions that are being performed and
glossing over the Time Intervals that are empty. Sometimes
you will find that multiple Combatants will act on the same
Time Interval. In those moments Actions are dictated by their
Initiative.
In this example we disregard Battle Zones and focus on Actions.
We have 3 Heroes against a White Dragon. An Oracle, a Rogue, and
a Paladin are the Hero Classes. The White Dragon is a Boss Grade
Villain.
There was no reason to check for Surprise in this Encounter,
so we skip the Surprise Stage of Combat and move to the Initiative
Stage.
Initiative Stage begins and all Combatants make their rolls. The
Heroes sound off their Initiative Rolls to the GM in no particular
order and they are recorded on the Combat Timeline. The White
Dragon (WD) has a 45, the Oracle (OR) has a 37, the Rogue (RG)
has a 36, and the Paladin (PL) has a 21. You then ask the Combatants
to Declare their Actions from slowest to fastest. The Paladin is the
slowest so he declares he is doing Shining Blade with an Action Time
(AT) of 11. The Rogue is next and says she is doing Infiltrators
Strike plus the Vector Ambush in an AT of 7. The Oracle is second
fastest and says she is casting Ballistic Shield in an AT of 7. The
Gamemaster tells the players the White Dragon is using Ice Breath as
an Instant at AT 0. Declaration Phases are complete and Preparation
Phase begins for all Combatants.

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Unchained Heroes SRD


Now as a GM, the tips about reading the Combat Timeline come
into effect. Reading from left to right, you must look for the first
Action that will be performed. In this case, there is an Action right
away at AT 0, the White Dragons Ice Breath. You start the WDs
Activation Phase for the Ice Breath. As an Instant, Ice Breath causes
the Weakened Condition for 15 Time Intervals (TI), so you should
record that on the WDs Timeline and then begin rolling a Skill
Check for Attack and if it hits, make a Damage Roll. The GM needs
to roll Attack (ATK) and compare it to the Defense (DEF) of all the
Heroes. The WD rolls their Skill Check and gets a 39. The RG has
a 25 DEF, so she is hit. The OR has a 21 DEF, so she is hit as well.
The PL has a 43 DEF, so he is not hit. You will then need to roll the
Damage for the White Dragons Ice Breath which has a Dice Pool of
5d12 plus a Damage modifier of 30 (shorthand 5d12+30, resulting
in 70 damage to the RG and OR. Here we see our first example of

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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Recording Persistent Effects

Unchained Heroes Specific Topic


Record Duration as solid line
Duration line starts when activated
Duration line ends at beginning of last TI of Duration
Pulses appear as marks on Combat Timeline
Unchained Heroes has Persistent Effects also known as
status effects. Persistent Effects remain after an Action has been
used on a target that causes a Bane or Boon. The time they
remain on those affected by the Persistent effect is called the
Duration.
You may represent Durations on the Combat Timeline as
anything you wish. I recommend solid lines beginning when
they are activated and lasting until they are completed. The
Effects may be beneficial or harmful. Choose different line
styles such as a wavy line for Harmful Effects and straight lines
for Beneficial Effects, or simply use different colored markers
or pens to depict the Duration. I use red dry erase markers for
Harmful Effects and green dry erase markers for Beneficial
Effects. Exhausted and Weakened Conditions will be the most
common Durations that you will need to record on your CT,
so we will use them in an example; the concept applies to all
Effects. If a Hero uses an Instant with a Weakened Duration of
13 on TI 34 of the Combat Timeline, draw a line in parallel to
their CT either above or below it from TI 34 to TI 47 to record
it. The Weakened Condition will last from the moment the
Action was used on TI34 to the beginning of the last TI of its
Duration at 47. The Combat Timeline Worksheet provided for
you in Appendix B (page 204) of this book, uses multiple lines
under the main Combat Timeline for your Combatant to record
Durations in a clear and concise way.
In some cases a Persistent Effect will have what is called
pulses, these are instances during the Duration of the Effect
that are separated by a static Time Interval where an event
can occur. For Example, an Action might have 5 pulses over
50 TI, meaning every 10TI after it is Activated, something will
happen. In many other an RPG these are called HOTS and
DOTS, standing for Heal-Over-Time Spells or Damage-OverTime-Spells.

166

Timing and Pace Suggestions


Unchained Heroes Specific Topic
Keep Combat Tempo Brisk
The goal of the Combat Timeline is to add strategic and
realistic timing to Actions in combat, not to slow it down.
To keep a good pace, you should only focus on the Actions
and gloss over the dead spots. If someone chooses to make
use of the time between one Action and the next to change
their Action, that is still perfectly acceptable. Focusing on the
Actions could lead to situations where it may seem you are
still just cycling through turns. Try to avoid this as much as
possible by keeping Actions short, descriptions colorful but
concise, while continually planning ahead for the next Action.
It will be inevitable that Actions will slow down the pace
of the Encounter, so there are a few other things you can
do to keep the pace brisk and combat snappy. In the next
few sections we will be talking about tools you have at your
disposal as the GM to keep Timing and Pace in mind.

Bundling Hero Actions


Unchained Heroes Specific Topic
Bundling Speeds things up
The biggest time saver that I have found for keeping
combat flowing is the bundling your Heroes Actions together.
This situation occurs when two or more of your Heroes will be
performing an Action before it is a Villains turn to act. Rather
than take each Hero Action as a separate event at the table,
you can tell both players to perform their Action and sort out
the order only if it is important to do so, even if they are not
occurring on the same TI. You are essentially compressing
and condensing the time between the Actions of your Heroes
and the Villains. For example, if your Heroes are acting at TI
21, 24, and 27 and the Villain is acting at TI 30, you can tell all
the Heroes to activate their powers at the same time. If there
are any objections, you can address those, but often Heroes
like the idea as much as you do. All the Heroes will make
their rolls and then you as the GM will calculate the Effects in
the order listed on the Combat Timeline. The only situations
where Action order is really important is if an Effect is applied
that will benefit the players further down the Timeline. In all
other situations, having all the players act at once is fine. Even
if there is an Effect that alters future Actions, you can alter the
Actions of the players to reflect this.

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Circle Back
Unchained Heroes Specific Topic
Circle back to an undecided Player
The next tool you have at your disposal is the concept of
coming back to an undecided player. Sometimes breaking
the rules is the only method you have to keep the pace of the
Combat brisk and lively. To do this, you might need to give a
player more time to decide on their Action or calculate some
rolls. If they are undecided and need more time, move onto the
other Heroes and come back to them after everyone else has
declared their Actions. This option may not always be available
to you, and it may be contrary to the Initiative and Combat
Timeline rules, but pace is important. You alone can determine
if breaking the rules will be beneficial for you.
Keep Actions moving through the Phases in the pattern of:
Declaration, Preparation, Activation, and back to Declaration
Phase.

Expanding Dice Pools


Unchained Heroes Specific Topic
Use Average Dice
Use Multiplication
As your Heroes grow in levels and power, their Dice Pools
will grow. This will mean that the numbers get bigger and
more exciting, but also take more time to compute. There are
two main paths that you can take if it begins to pose a problem.
The primary method to handle the expanding dice pool
conundrum uses the concept of Average Dice Rolls. You will
recall from a previous Chapter that all dice have an Average
Dice Roll that is equal to their Dice Size+1 divided by 2. The
mathematical formula would look like this:
(Max Dice Roll + 1) divided by 2 = Average Roll.
When you have the Average Dice Roll, multiply that by
the number of dice your character is using for their Weapon
Dice Pool and Ability Dice Pools. Then record that number
somewhere on the side to be used instead of rolling. I would
suggest always rounding up this value when it is finally
calculated.
Here is a level 21 Dread Knight with Strife Blade for an
example:
Weapon Dice Size = d12
Weapon Dice Pool = 2dp
Ability Dice Pool = 5dp
Weapon Dice Pool + Ability Dice Pool = 7dp
Average Dice Roll = (12+1) divided by 2 = 6.5
Average Damage = 7 Dice 6.5 Average Dice Roll = 46.5
damage (round up to 47)
In this example the Dread Knight, using Strife Blade, would
be doing 47 Average Damage plus their Damage and Healing
modifier.

Let each player decide what they want to do with their


character. Statistically all Dice rolls follow these Averages, so it
is not a problem if you use this method. If you want to hasten
your Villain combat, you can use the same method; it will save
you time and effort when it is much better spent making an
interesting Encounter.
An alternate method to Average Dice rolls is to use the
multiplication rule. It calculates damage based on the number
of dice you are using and still keeps some variability. It is
calculated by rolling 1 dice of your weapon Dice Size and
then multiplying the result by the number of dice in your Dice
Pool. In the example provided before, the Dread Knight would
have a Weapon Dice Size of a d12 and a total Dice Pool of 7dp.
Anytime you make a Strife Blade attack you would roll 1d12
and multiply it by 7. If the Dread Knight rolled a 3 on their
d12, they would multiply that by 7 and get a 21. Their rolls
would end up varying between 7 and 84 damage.
The last idea is an easy one, use a computer. This is not
the most popular choice, but there are many dice rolling
engines for computers, phones, and other personal devices that
understand dice notation and can handle these calculations for
you.

Handling Multiple Villains


Unchained Heroes Specific Topic
Clump Villains into groups
Groups all do same Action
Perform Action Activations as one roll or multiple
Groups have different roles to play
Fodder and Minions are best grouped together
Elite and Boss Grade Villains should be alone
As with any Roleplaying game, a large amount of
Villains can drastically slow down the course of play. This
should not be a deterrent for you. You should be combining
them into groups. Grouping Villains makes sense. Use it to
your advantage and it will help your story. Designing your
Encounters around groups will also add layers to the fight
and liven up the situation. I like to make a range group, melee
group and then throw in floaters to mix the situation up. This
gives me 3 Combat Timelines to work with (in addition to the
Heroes) and keeps everything manageable. When Effects are
applied to creatures within the group, use whatever annotation
works for you. I would typically call these groups Range,
Melee, and Floaters. I would then number the Villains in each
group as R1, R2, R3 in my notes, with similar notes for the
Melee and Floater groups.
Using the Villains in groups allows you to have them act
concurrently. Villains of the same type can easily be grouped
to treat them as if they were one Villain with multiple attacks.
Draw two Combat Timelines for each soldier group. It will
conserve space (and your sanity). Use these groups for Actions,
Initiative, and anything else that you wish, even Skill Checks.

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Dice Rolls for Groups
Unchained Heroes Specific Topic
Roll all Dice at Once
Groups all do same Action
Dice Rolls for groups of Villains should consist of rolling
all the d20s and Damage Dice at once. It helps to have different
color dice for each Villain to separate them. If your Heroes
want you to figure out an Initiative order and roll them in
sequence, do so. If you are especially interested in increasing
the pace, roll once for each group to determine success or
failure and when rolling the Effect, multiply the result by the
number of Villains in the group. Many Hero defensive Abilities
are based upon individual rolls, so this may not be the right
thing for every situation. The goal is always to keep combat
moving steadily forward.

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

168

group together, and then calculated damage individually for


each member of the group that hit. I could have saved myself
some time and multiplied one roll by the number of hits, but I
chose not to do so. The Encounter moved along well with this
method and kept everyone happy, including myself, because I
didn't have 18 Timelines to manage.

Creating the Timeline


Unchained Heroes Specific Topic
Recommend Timeline in Appendix B
Each Timeline 50 to 100 TI long
The Combat Timeline Worksheet is your first resource
for a ready-made Combat Timeline and is found at the
back of this book in Appendix B on on our website at http://
unchainedheroes.com. An example is shown below.
If you are in the mood to make your own Combat Timeline,
here are some suggestions. The Combat Timeline (CT) should
be represented as a line with hash-marks from 0 to 50 or
100. If you have room, you may make it longer. Mark every
multiple of 5 and 10 with larger hash-marks to help your eye
differentiate between them more easily. Most fights will end
before or shortly after TI 50. Draw six Combat Timelines. Three
to five CTs will be used for your Heroes, and the remaining
will be used for your Villains. Put your Heroes names on each
of the lines to represent their unique CT.
I highly recommend getting yourself a magnetic
whiteboard that you can find at any office supply store for
around $20 USD, invest in some dry-erase markers and use
permanent marker to create your hash marks. It will make
it easy for you to quickly wipe the slate clean for each new
battle and it can be prominently displayed in a chair or on
a wall where you will be playing. If you dont wish to use a
whiteboard, you can use an overhead projector, chalkboard, or
simply a piece of graph paper. Thats all you need to know to
make your own Combat Timeline.
A little tip, permanent markers on a whiteboard are not
permanent, if you draw over a permanent marker line on a
whiteboard with a dry-erase marker, it will erase the line!

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The Dynamic Battlefield


Unchained Heroes Specific Topic
Brings Battlefield to Life
Uses Terrain, Environment and Formations
Now we talk about the next idea that is unique to
Unchained Heroes, it is called the Dynamic Battlefield. It
is based on the idea that Encounters take place in a variety
of places: crowded bar rooms, slippery mountain slopes,
dangerous laboratories, lush riverbanks, and precarious
swamps. The Battlefield has a personality and should be a part
of the Action, not just a place your characters stand to hit their
enemies. Battlefields are just locations, so even Skill Encounters
apply to the Dynamic Battlefield. We introduce the Three
Pillars of the Dynamic Battlefield in the following sections. The
Three Pillars to the Dynamic Battlefield are:
Terrain
Environment
Size/Formation
If you wish to make the Battlefield as simple as possible,
then skip the next few sections on Terrain, Environment
Conditions, and Size/Formation. If you like factoring in
these three things, then this section on Dynamic Battlefields
is for you. They are the standard rules for Battlefields and I
encourage everyone to use them. We dont get into the details
of how Battlefields, Battle Zones, and Move Actions work
in this section. You are assumed to know those details after
reading Chapter 7: The System (page 138).

Terrain, The First Pillar


Unchained Heroes Specific Topic
Rubble, Things Underfoot, Obstacles
The First Pillar Terrain is the most complex and can
add the most detail to the Encounter. It can make scaling an
empty wall go from difficult to easy by adding a creeping
vine. If that creeping vine was covered in little mouths that
needed to be avoided, that task could go the other way. Your
terrain is dictated by the location of the battle, whether it is in
a cave, a castle or an open field. When you decide upon the
location, you then need to visualize the scene. Your description
of the Battlefield will give you a good idea of how things will
proceed. Attributes called Conditions (in this case Terrain
Conditions) can be applied to a Battle Zone based on terrain.
A Terrain Condition like Tree Cover in a Swamp could slow
movement and grant Partial Cover.
There are no hard and fast rules for Terrain Conditions but
some suggestions follow in the upcoming pages. Terrain can
cause Battle Skill Penalties or Bonuses, increase or decrease
Move Action AT, give you Cover or Concealment, adjust
Character Skill difficulties, force Skill Checks, and a wide
variety of options. Keep in mind that if a Terrain Condition is
listed as a Ground Effect, its Effects have no result on a Flying
creature.

Environment, The Second


Pillar
Unchained Heroes Specific Topic
Weather, Temperature, etc
The Second Pillar Environment deals with weather,
temperature, and visibility. Rain, sleet, snow, fog, heat, cold,
twilight, darkness, and starlight are all examples of aspects
of Environment Conditions. They affect the Battlefield
by granting Bonuses, Penalties, Special Effects, and other
Conditions. A description of a cold wintry night is enough to
make three Environment Conditions for your Encounter. You
could apply Biting Cold," Night," and Snow to spice up
the Encounter.
Use the environment to make a more realistic Battlefield.
"High Winds and Biting Cold can make your fingers
numb and arrows fly askew. A Torrential Downpour can
reduce visibility to nil and make hearing anything impossible.
These Environment Conditions can also be negated by Hero
ingenuity. You can wear special gloves and reduce the penalty
from Biting Cold or put on foot spikes to grip the ground
you walk upon. Some examples of Environment Conditions
and how they affect you follow in the upcoming sections.
These are just a few of the many possible Environment
Conditions, don't limit their use to combat; applying them to
Skill Encounters can bring fun and exciting results.

Size and Formation, The


Third Pillar
Unchained Heroes Specific Topic
Battle Zone Arrangement
The Third Pillar Size and Formation is a very
underestimated part of making a challenging Encounter.
Changing the formation and adding Battle Zones can make a
relatively mundane battle setup surprise you. Take for example
adding a Fourth Battle Zone to a typical 3 Zone Battlefield to
make an "L" pattern. The a typical 3 Zone Battlefield arranges
them in line from left to right. It separates opposing forces
and makes for predictable movement where both sides meet
in a mutual zone, the Middle Battle Zone. There is a distincst
advantage for those controlling this zone. When we add
another Battle Zone to that configuration in an "L" pattern,
we make a special "safe" Zone where no player can move into
that Battle Zone without going through two tiles. This could
represent a holding a stairway, a cliff edge, or many other
things.
Even a 3 Zone Battlefield can be more interesting with a
little rearranging, bringing about interesting movement paths.
A triangle, for example, makes any zone accessible in one
Move Action.
The simplest aspect of changing the Battlefield is when it is
made larger by adding Battle Zones. Those huge battles taking
place in the hotly contested valleys between kingdoms would

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Terrain Condition Examples
Crater Ground Effect. A large hole in the ground of approximately 20 feet deep. Falling into the Crater deals 2 Trauma Damage. Those
within the Crater 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. Going over the Crater requires an Athletics Check DF35. Similar Examples: Pit, Deep Hole, Depression, Basin, Cavity, Trench
Fortifications A defensible position providing cover and concealment. The Fortification Condition provides Full Cover and
Concealment. Similar Examples: Battlement, Fallen Tree, Rock, Earthworks, Bastion, Trench, Tall Bar
High Ground Ground Effect. A hill or upraised position over the surrounding area. The High Ground Condition grants those with
Battle Zone Control of the High Ground Battle Zone an additional +1 MISC MOD to DEF and WILL, Move Actions into the Battle Zone
suffer a -2 MISC MOD to Mobility, and Ranged Onslaught or Basic Attacks against Combatants in other Battle Zones by Combatants on High
Ground gain a +1 MISC MOD to ATK or POW. Similar Examples: Hilltop, High Rise, Balcony
Rubble Ground Effect. The ground is strewn is sharp rocks, sticks, beams, or other precarious items. Combatants suffer a -4 MISC MOD
to Mobility when moving into or out of this Battle Zone. In addition, Combatants must make an Athletics Check DF25 when moving into or
out of this Battle Zone. Failure means you are dealt 1 Trauma Damage. Similar Examples: Crumbling Building, Ruins, Sharp Debris
Foliage, Dense There is a high density of foliage that makes sight and travel difficult, even fliers have difficulty unless they are out
of the Battle Zone. This Terrain Condition makes Line of Sight impossible to adjacent Battle Zones or through the Battle Zone and all Move
Actions into or out of this Battle Zone suffer the Sluggish Effect or have a Move Action of AT20, whichever is slower. If applied to a surface, it
makes Athletics (Climbing) Skill Checks gain a +10 MISC MOD. Similar Examples: Dense Cobwebs, Mesh Barrier, Thick Vines
Foliage, Sparse Ground Effect. There good amount of debris and foliage that slows travel and prevents some visibility. Sparse Foliage
causes a -2 MISC MOD to Mobility when moving into or out of this Battle Zone. If applied to a surface, it makes Athletics (Climbing) Skill
Checks gain a +5 MISC MOD. Similar Examples: Hindering Vines, Cobwebs
Forest, Dense The area has a high concentration of trees or deadfalls that makes it very difficult to draw a line of sight to a target. This
Terrain Condition provided Full Cover to those within it. Combatants suffer a -4 MISC MOD to Mobility when moving into or out of this
Battle Zone. AoE Damage Effects with the potential to cause a fire within this Battle Zone on a 1 start a Conflagration that deals 30 fire damage
and 1 Trauma Damage every 10TI it is active. Similar Examples: Dense Pillars, Many Pillars, Many Statues
Forest, Sparse The area is peppered with trees with a fairly wide spacing, but still enough to interrupt sight lines. The Sparse Forest
Terrain Condition provides Partial Cover to all Combatants in its area and causes a -2 MISC MOD to Mobility when moving into or out of this
Battle Zone. Similar Examples: Sparse Pillars, Arches, Statues
Tower Defenses You are within a fortification built with Tower Defense in mind. Combatants within a Tower automatically gain Battle
Zone Control over all portions of the Battlefield, are granted Full Cover, and gain +5 MISC MOD to ATK and POW Checks against Combatants
outside their Battle Zone. AoE Damage Effects against a Tower are considered Automatic Misses against those within the Tower. Similar
Examples: Hidden Alcove, Defensible Window
Slippery Ground Effect. You are standing in a slippery substance that makes it impossible to be 100% sure of your footing. If you roll
a Natural 1 while performing an Action or attempt a Move Action into or out of this Battle Zone you suffer the Knockdown Effect. Failure
means you suffer the Knockdown Effect and must make an Athletics Skill Check DF20 to Stand Up or you continue to suffer the Prone
Condition. Similar Examples: Icy
Sludge Ground Effect. The ground is extremely thick with sludge and muck. Combatants suffer a -5 MISC MOD to Mobility when
moving into or out of this Battle Zone. You may not gain the Rush Condition within this Battle Zone. Similar Examples: Muck
Steps Ground Effect. You are standing on steps. All Battle Skills suffer a -1 MISC MOD because of the difficult terrain. You gain Battle
Zone Control against any Combatants on a step lower than you and it cannot be removed. Similar Examples: Steep Hill
Swamp Muck Ground Effect. The thick swamp muck causes a -10 MISC MOD to Mobility. Rolling a Natural 1 on an Action while in
Swamp Muck causes you to suffer the Hold Condition until you roll an Athletics Check DF25. Similar Examples: Quicksand
Wall, Impassable Ground Effect. This wall is at least 10 feet tall and is made of a solid substance that blocks sight and Actions. This Wall
blocks Line of Sight to objects on the other side of the Wall, requires an Athletics Skill Check DF20 to climb, and does not allow Move Actions
to be performed through it unless the Combatant is Flying. Similar Examples: Brick Wall
Wall, Passable Ground Effect. This wall is at least 10 feet tall and is made of a permeable substance that impairs sight. This Condition
grants Concealment to those on the other side of it and may or may not cause an Effect when a Combatant passes through it. A Flying
character may pass above this wall and suffer no Effects. Similar Examples: Thorn Wall
Water, Deep Ground Effect. You are in water that is above your head and requires swimming to stay afloat or move. You are under
the effects of the Swimming Condition. All Fire Damage Type effects are Automatic Misses in this Terrain unless they also cause the Physical
Damage Type. You may not gain the effects of the Rush Condition. Your Hero may also be subject to the Underwater Environment Condition
as well depending on situation. Similar Examples: Over your Head in Goop

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Terrain Conditions (Cont'd)
Water, Shallow Ground Effect. You are standing in water 3 feet deep. Combatants suffer a -10 MISC MOD to Mobility when moving
into or out of this Battle Zone (Characters under the effects of the Swimming Condition do not suffer this penalty), Fire Damage Types are
Glancing Effects against Combatants in this Battle Zone, and Small Size creatures are considered to be under the Swimming Condition. You
may not gain the effects of the Rush Condition. Similar Examples: Knee Deep in Goo

Environment Condition Examples


Cold, Uncomfortable A typical winter cold of 20 degrees Fahrenheit. Combatants suffer a -2 MISC MOD to ATK and POW Skill Checks.
Similar Examples: Chilling, Frigid, Biting Cold
Cold, Oppressive A frigid artic blast of cold that can cause frostbite in minutes of -10 Degrees Fahrenheit or below. Your characters
fingers are so numb it is hard to perform attacks and spells. Combatants suffer a -2 MISC MOD to ATK and POW Skill Checks and for every
hour you remain in this condition, regardless of your clothing, you are dealt 1 Trauma Damage. Similar Examples: Artic Cold, Polar Vortex,
Below Zero Temperatures
Darkness, Complete You are in the darkest conditions imaginable. The Battle Zone is considered to be under the effects of the
Concealment Condition with double Bonuses and Penalties. All Combatants are also considered to be under the Effects of the Blind Condition.
A light source in the Battle Zone negates this Environment Condition. Similar Examples: Pitch Black, Dark Underground
Darkness, Night All Combatants are granted Concealment while within this Battle Zone. A continuous source of light such as a torch or
lamp will remove this effect. Similar Examples: Night
Fog, Dense A obscuring vapor or gas prevents vision. All Combatants are granted Concealment while within this Battle Zone. Ranged
Attacks against targets outside of this Battle Zone, directed towards targets within this Battle Zone, have a 50% chance of being Redirected
to another target in the Battle Zone, Ally or Foe. Subterfuge Skill Checks in this Battle Zone gain a +10 MISC MOD. An AoE Fire Effect in this
Battle Zone removes this effect. Similar Examples: Gas Cloud, Dense Mist
Heat, Uncomfortable The heat causes you to become extremely tired while performing even the simplest of tasks. Combatants suffer a -1
MISC MOD to Speed on all Actions.
Heat, Oppressive The heat causes you to become extremely tired while performing even the simplest of tasks. Combatants suffer the
Sluggish Effect on all Actions and for every 2 hours you remain in this condition, regardless of your clothing, you are dealt 1 Trauma Damage.
Rain, Light A light but persistent rain covers the area. All Combatants are granted Concealment while within this Battle Zone. Torches
fail to light or stay lit in this area. Subterfuge Skill Checks in this Battle Zone gain a +5 MISC MOD. Similar Examples: Drizzle
Rain, Torrential Heavy rains beat down on the area, obscuring vision and making many sources of heat or fire become extinguished.
All Combatants are granted Concealment while within this Battle Zone. Torches fail to light or stay lit in this area. Ranged Attacks against
targets outside of this Battle Zone, directed towards targets within this Battle Zone, have a 50% chance of being Redirected to another target
in the Battle Zone, Ally or Foe. Subterfuge Skill Checks in this Battle Zone gain a +10 MISC MOD. Single Target Fire Damage Type Actions are
considered Automatic Misses. AoE Fire Damage Types cause a release of boiling steam on the Combatants granting a +2 MISC MOD to your
Weapon Dice Pool.
Twilight/Dawn The weak lighting from the passing or approaching daylight makes visibility difficult. The lighting reduces visibility and
causes a -1 MISC MOD to all your ATK and POW Checks when targeting a Foe. Similar Examples: Low Light, Torchlight, Weak Lantern Light.
Underwater You are completely submerged in a water or liquid environment. All Actions suffer the Sluggish Effect. You are considered
to be under the effects of the Swimming Condition. Onslaught or Basic Attacks that deal the Fire Damage Type or have a Bludgeoning method
of dealing Physical Damage are Automatic Misses. Objects that can be considered to have some bouyancy are lighter. Armors grant no EQUP
MOD to DEF as they are actually a hindrance rather than a benefit, unless they are an Armor granted naturally or by a Sustained Ability.
Wind, Beneficial Your physical Range Attacks gain +1 MISC MOD to Damage and you gain a +1 MISC MOD to Mobility. Similar
Examples: Wind at my Back
Wind, Crosswind The area is suffering from incredible high winds that toss about. Your Martial Ranged attacks suffer a -4 MISC
MOD to ATK against Combatants within a Battle Zone affected by this Environment Condition. Similar Example: High Winds, Snap Winds,
Headwind

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not seem right using just 3 Battle Zones. Adding Battle Zones
beyond the standard three, gives an advantage to those than
may move quickly and to Ranged attackers. Melee Heroes may
find themselves impaired; feeling like they are trudging across
a long expanse of terrain in Battlefields where there are many
Battle Zones. They may also find they gain the advantage of
being able to better protect their Ranged Allies when they
control Battle Zones that are positioned as choke points.
Battlefield Formation changes can have unexpected
consequences. When Battle Zones are arranged differently
than a straight line, there will be multiple paths from location
to location. The GM may be able to use different strategies
in these situations. One path may be more advantageous for
Mobility, but the other safer by providing Cover against Range
Attacks. Polygonal formations such as squares, triangles,
rectangles, stars, and crosses will all have their own surprising
benefits and Penalties. They add more zones to put in more
Terrain and Environment Conditions. They also allow for more
regions to control, and with that comes their own advantages.
Using them to your advantage or minimizing their Penalties
are part of the battle as much as defeating your Foes.
For example: a 4 Battle Zone Square gives a great setup for
a Battlefield of a mountain pass. Using it like a Diamond, the
opposing corners could be designed as a high road and a low
road. The Heroes would then travel these roads to the starting
locations for the opposing forces. Since Heroes cannot move
diagonally they will have to decide upon which road they
want to take to get to their enemies. The high road could be
covered in rubble and treacherous, slowing Move Actions and
having the possibility of a fall. The advantage would be that
it also grants Bonuses for holding the high ground. The low
road in the valley could be a quick and easy route, but become
subjected to fire from the high road and the Heroes would find
it impossible to hit their high road opponents.
One final note to remember, multiple Battle Zones are good,
but there is a point where they can be too much. Sometimes too
many Battle Zones will give players the chance to spread out
so far that getting to anyone of them before they move away
can be problematic. Try to keep is simple and elegant, 3 to 9
Battle Zones should be more than enough in most situations.
My best luck has always been with no more than 6 Battle
Zones.

GM Guide to Skill Checks


Unchained Heroes Specific Topic
Roll d20, add modifiers
Here we once again touch on how the Skill Check mechanic
works, but this time we are speaking to the GM, so they
may know how to better handle situations and deal with
increasingly powerful Heroes in their world.
First of all, the Skill Check is most basic dice roll in
Unchained Heroes. It is performed by rolling a d20 and then

172

adding various modifiers to the roll to obtain a result. If that


result is equal to or greater than the Difficulty assigned to
the task, the Action is a success. Otherwise it is a failure. See
below:
Roll 1d20 + modifiers, then compare to a Difficulty Factor
(DF)
There are three main types of Skill Checks that are used to
be used as your toolbox of options in various situations: the
Standard Skill Check, Opposed Skill Check, and Extended
Skill Check. They are all measured against a Difficulty Factor,
also known as DF, to determine success or failure. With a
Standard and Extended Skill Check that DF is a constant. With
an Opposed Skill Check, it is based on the opponent you are
rolling against.

Calculating Difficulty Factor


Unchained Heroes Specific Topic
Real World Difficulty for a Normal Person
Determine Difficuty based on Average Joe's Chances
Before we get into the uses for each Skill Check, we need
to talk about Difficulty Factors. When a Hero or Villain makes
a Skill Check and checks to see if they are successful, they
compare it to a Difficulty Factor (DF) as assigned by you,
for the difficulty of the task. The Difficulty Scale on Table
7-1 (page 126) helps you in determining how tough the task
should be. The most important thing to remember about this
scale is the DF of a task is factored based on the chance for
a regular person or Average Joes chance of succeeding.
Difficulty Factors are not based on the Heroes. You dont
make a task more difficult to do just because your players
are incredibly powerful. If a wall takes a DF15 Athletics Skill
Check to climb at Level 1, that same wall should be a DF15
Athletics Skill Check when they are level 30. Once players
hit level 15, this will begin to occur more frequently because
are much more skilled than the "Average Joe" aka regular
person. It may be tempting to start scaling their DFs, but stay
away from this mentality. Think instead that your players will
now be able to start tackling more fantastic and dangerous
challenges and give them the easy ones, without a roll at all.
Even the best thief in the world was an amateur that started
out cracking low end safes. Later, when they earned the Best
Thief in the World" title, they are able to face truly difficult
and challenging scores and pit their skills against the security
that only the rich and famous could afford. Dont cheapen
your Heros accomplishments by raising the Difficulty Factor
all the time. If they find themselves cracking simple safes; just
because they are finding the task a breeze is not a reason to
scale the DF. You should instead use this as a chance to set the
dice to the side and really play up the skill of the player. Ask
them to roleplay the scenario and "ham it up." They get to be in
the limelight and you get a happy player.
So in summary, determine the DF of your players Actions
based on the difficulty of the task for an Average Joe.

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Using Standard Skill Checks
Unchained Heroes Specific Topic
Passive Means of Checking Success
The Standard Skill Check is the bread and butter of
the game system. The majority of tasks will be assigned a
Difficulty Factor (DF) and your Hero or Villain will need to
roll a Skill Check for success or failure. A success occurs if the
number rolled by the Skill Check is equal to or greater than
the DF applied. It is a failure if it is less than the DF. This is a
passive means of checking for success. The only exception to
this rule is when Resilience (RS) is applied. When an attacker
makes an ATK or POW Skill Check that checked against a
Combatant with a DEF+RS Score or a WILL+RS Score, if the
Skill Check would be a hit, but is not greater than the DEF+RS
or WILL+RS number, it is only a Glancing Effect.
Use Standard Skill checks for attacks, investigations, feats
of strength, spotting something hidden, research, diplomacy,
and just about anything else that you just want a set DF for
success or failure.

Using Opposed Skill Checks


Unchained Heroes Specific Topic
Active Means of Checking Success
An Opposed Skill Check should be used as a test of wills
or Abilities against another. It is an active engagement, rather
than passive. It can also be used in circumstance where you
want a chance to get out of a bad situation and you decide to
put that chance in the hands of the players. In other RPGs a
good comparison might be a Saving Throw, Dodge Roll, or
something similar. I usually use it when you want a chance for
the weaker party to resist something exceptional, like having
their thoughts read or staying undetected when someone is
scrying on their position. It is also great to use in contests like
arm wrestling, tug of war, or grappling.
Opposed Skill Checks will often come up in times of
persuasion, detecting a hidden item or person, diplomatic
situations, making disguises, or outwitting an opponent. As a
general rule, if someone is testing their Skill against the Skill of
someone else, use an Opposed Skill Check. An example where
an Opposed Skill Check might end up looking like a Standard
Skill Check could be a wizard crafting magical wards with a
rolls of 37 on a POW check. When another person wants to
bypass those same magical wards, they will have to roll a POW
Check against DF37.

Using Extended Skill Checks


Unchained Heroes Specific Topic
Active, high suspense means of Checking Success
Extended Skill Checks are used when the success or failure
of an Action should not be determined solely on a single dice
roll in a single moment of time. They are used when multiple
Skill Checks over the course of seconds, minutes, hours, or
days are the best options for realism. Each Skill Check in the
Extended Dice roll can represent a moment, an hour of study,

or a whole day of preparation. The most common Extended


Skill Check in Unchained Heroes will be Item Creation. It has a
DF of 80 that must be met over the course of 3 days by making
5 Skill Checks. Other times that I suggest using them would
be when you are researching a particularly important piece
of information over a long period; when you are constructing
a new building; when you want to make it a race to a certain
DF; or where the winner is the first person to hit the DF in the
lowest number of rolls.
An example of the Extended Skill Check race is a chase
scene. Raveena and Budran are running from a bear. The
Extended Skill Check can be used to perform two conditions,
the first being a Race against each other, the second being a
race against the Bear. In this case we will say the first Hero to
DF80 on an Athletics Check is free and will not get eaten by
the bear. Next they must get to 80 in 5 rolls or the bear catches
the one with the lowest roll. This is shown by the following
shorthand for an Extended Skill Check: Athletics DF80/5. Both
Heroes need to perform an Extended Skill Check of Athletics
with DF80. The Hero Raveena made it in 3 Skill Checks with a
30, 32, and 23, she escapes. The Hero Budran has a 22, 14, and
18 so far. He rolls a 10 on their 4th try and still did not reach
80. His fifth try is "do or die" and he gets a 28. Budran makes it,
but just by a breath.
As you can see, from that example, an Extended Skill Check
is meant to help draw out the suspense. If that was simply a
Standard or Opposed Skill Check, the end result would have
been calculated a long time ago, but the suspense would
not have been there. In short, use Extended Skill Checks for
momentous events that you dont want decided on a single
dice roll.

Hero Advancement

Unchained Heroes Specific Topic


Level Up
Adventure Completion
Key Story Points
Logical Power Up
Heroes gain levels when they are granted a Level Up under
certain conditions. The Experience Table has been removed
from Unchained Heroes, we dont add up Experience Rewards
by the Encounter, by defeating Villains, or getting loot. It is
awarded by moving forward through the campaigns story, in
whatever path that it may take, even if it may not be exactly as
was planned.
Level Ups are done at the discretion of the GM. You are
the final say on when and why they are going to Level Up.
It should coincide with your story and have a logical reason
behind it. A Level Up usually occurs when an Adventure
is completed, a key reveal or story element is met, there is
a logical point in the story for your players to get stronger,
or when you want to make the players more powerful and
villains more challenging. As the Heroes level increases, so
does their strength and skill. The Level Up guideline can be
summed up as follows:

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Heroes may Level Up when they complete an Adventure,
trigger a Key Story Point, or reach a Logical Power Up.
An Adventure consists of a story and Encounters for the
Heroes within that story. When your Heroes come to the end of
the Adventure you are running, they should gain a Level Up.
How long that Adventure might be, is up to you. As Heroes
get to higher and higher levels, it will require more Adventures
before you should grant a Level Up. The Chart for that is Table
9-1 Adventures by Level (page 174).
Key Story Points encompass a lot of things. They represent
the times your characters have learned something that
increased their understanding of the story in a profound way.
For example the players might find out they have a mole in
their group, or that their favorite local tavern is actually owned
by their worst enemy. This opportunity to grant a Level Up is a
tool to lend impact to these serious situations. They also might
be used as points in an Adventure where you get your players
to the next power level before they move on.
A Logical Power Up situation occurs when your players
have reached a point where they have done so much, that they
deserve a Level Up as a reward for their hard work. These are
arbitrary points, but tongue-in-cheek, you can probably tell
when they occur by the frequency that your players are asking
if they can Level Up.

Level Ups are GM Choice


When you decide to grant a Level Up for your Heroes
is entirely up to you as the GM, this rule is a guideline.
Unchained Heroes does not have an Experience Point based
system, I recommend that you play without it and see how
things go.
If you choose to veer from these rules, feel free to do so, but
be consistent. Some of you may wish to go grant Experience
Point (XP) for defeating monsters and gaining treasure; some
of you may want to go give out Experience Points rewards for
good roleplaying and other reasons. If you decide you need XP,
you can use the Experience Point Tables of your favorite RPG
from an OGL source. How you grant XP is ultimately your
decision. The following sections describe how we handle Hero
Advancement for the Unchained Heroes System in detail.

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

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Unchained Heroes grants Level Ups is when an Adventure


is complete. Adventures are like episodes in your favorite
TV show or acts in your favorite movie. They have a clear
beginning and end that resolves some things and begins
others. An Adventure is calculated using the Five Encounter
Rule as your guideline. You can adjust this to finish an
Adventure faster by taking some Encounters out; if you want
to make it longer, add some in. In the beginning levels, Heroes
will get Level Ups frequently, but as they get more powerful,
the Level Ups decrease in frequency as they are required to
finish more Adventures to gain a Level Up. The Level Up Table
(page 174) can be used as a guideline to determine when you
should grant a Level Up.
If you have an exceptionally long Adventure where you
want the players to grow in levels as the Adventure unfolds,
that is considered a Series. Multiple Series make a Campaign.
Think of a Series as one giant Adventure with multiple uses of
Key Story and Logical Power Up points. Heroes should gain
levels multiple times during the course of a Series.
Players will likely have completed anywhere from 70 to
100 Adventures by the time they reach level 30. The speed
of Advancement can be faster or slower as you wish. Keep
in mind that playing once every 2 weeks and completing an
adventure each time would average out to a 3-4 year campaign
for players to advance from level 1 to 30.

Table 9-1: Adventures by Level


Level

Adventures Before Level Up

Level 1-10

1-2 Adventures

Level 11-20

2-3 Adventures

Level 21-30

4-5 Adventures

Five Encounter Rule


Unchained Heroes Specific Topic
Five Encounters = 1 Adventure
Traditionally, RPGs have used Experience Points (XP)
that are granted based on beating up the Big Bad Guy
and putting a few Little Bad Guys out of commission, this
usually adds up to enough for a player to Level Up in most
RPGs. We dont calculate XP in Unchained Heroes though, we
grant Level Ups by Adventures, so we use a Five Encounter
Rule as guideline that tells us an Adventure consists of five
Encounters.
The Five Encounter Rule: An Adventure consists of at least
Five Encounters, one of which should be a Major or Critical
Encounter and the rest being Standard Encounters.
Deciding how many Encounters youre going to have in
an Adventure can end up getting quite expansive. Encounters
are like scenes in a movie or a play. An Encounter should be a
logical segment of the Story being told; they can be short and
sweet, or long and heartbreaking and anything in between.
The recommended number of Encounters you should have is
Five: One Critical or Major, and Four Standard Encounters.

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That equates to you performing five distinct scenes with the
players. You can have more or less, but five Encounters is the
guideline. If you add more, the Adventure will just be longer,
and less will make it short and sweet. Its your decision.
A quick sample of using the Five Encounter Rule would be:
Three Standard Encounters where you would interact
with an NPC
One Standard Encounter where you travel to a remote
location
One Major Encounter where you uncover a secret
chamber
None of these specifically talk about fighting anything and
that is OK, not every Adventure has fighting in it. I would
probably add a fight in two of these situations, however.
During the trip to the remote location, have them Encounter a
wandering monster. Then when the secret chamber is found,
make a guardian that awakens to fight the PCs if they enter.

Try to mix up each game session with a good variety of


Combat and Skill Encounters. A night full of Skill Encounters
is more forgiving on player mental stamina than a night full of
Combat Encounters, so try to make the majority of them Skill
Encounters if you have the opportunity. Combat Encounters
are great, players need to be able to showcase their awesome
Hero Class Abilities, but a really long dungeon crawl can start
to make minds wander. On the flip side of that coin, there are
some nights where we have had nothing but Skill Encounters
and it has felt like something is missing. As with all things, I
recommend balance. Sometimes a player just needs to roll for
Initiative and score a few Critical Effects and other times they
need to talk their way out of a situation.
We wont cover balancing Combat Encounters here, we will
save that for Chapter 10: Villains and Bestiary (page 183), where
we will cover Combat Encounter balance in great detail.

Creating Encounters

Scale of Importance

Unchained Heroes Specific Topic


Scene of your Story
Combat or Skill Encounters
If an Adventure is an Episode or an Act, an Encounter is
a scene in a movie. It is a set of events that are all related. An
entire Encounter can be as short lived as showdown between
your group and the Big Bad or it can be the whole chase
through the town, followed by cornering them in the alley, the
dialogue, and then the final battle. In combat, a full Encounter
is the time you engage your Foe to the time you remove them
as a threat, and claim Victory (page 141). Out of combat, it can
be your Hero attempting to climb a wall to get away from a
pack of vicious dogs, picking a lock, or even talking to a wellliked diplomatic liaison at a grand party.
Your first task in creating an Encounter is determining what
form the Encounter will take. Will it be a Combat Encounter or
a Skill Encounter? A Combat Encounter will always involve the
Heroes fighting an enemy you have created, which we call a
Villain. A Skill Encounter is much broader and comprises using
Character Skills, Talents, and Abilities to overcome an obstacle
without resorting to typical forms of combat. A Skill Encounter
could be two people arm wrestling in the bar for a treasure
map, jumping over a pit of spikes, tailing a mark, chasing
down a villain, or a test of wills.
Encounters involving non-combat Actions are handled in
a number of different ways, such as Opposed Skill Checks,
Extended Skill Checks, and other similar methods. Most Skill
Encounters do not end up being Critical Encounters, but when
they do, the most common method for Skill Encounters is a
Skill Battle (page 151). For example, two mighty Sorcerers
may be battling with a test of wills rather than flinging fireballs
at each other. Combat and Skill Encounters have different
levels of appeal to your Heroes and your story. A story with
an angry pack of Gnolls encroaching on your hometown may
not include any Skill Encounters, but it will certainly need a
Combat Encounter or two.

Unchained Heroes Specific Topic


Scale of Importance
Defined by Story
Minor, Standard, Major, Critical
All Encounter are quantified by their level of importance
to your adventure, story, or quest. These levels are: Minor,
Standard, Major, and Critical and are called the Scale of
Importance. Anything you consider an Encounter should be
evaluated on this scale in relation to your Story. Whether an
Encounter is a Combat Encounter or a Skill Encounter doesnt
matter, evaluate the Encounter based on its relevance to the
story and you should be able to figure out how it fits on this
Scale. The Scale of Importance helps you quantify the amount
of treasure you might dole out in the Encounter and how
difficult you are making the overall Adventure.

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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Standard Encounters
Important Adventure point
Should have multiple per Adventure
Standard Encounters are important portions of the quest.
They have details that are vital enough that they represent key
pieces of knowledge and set the proper ambiance of the Story.
They can still be skipped, but skipping them might leave a
piece of the puzzle out that would be helpful to the adventure.
A Standard Skill Encounter might be finding an extra piece
of evidence to be brought to a trial or finding more information
on an ancient civilization. A Standard Combat Encounter
might be the Heroes getting into a fight with one of the local
gangs that is causing trouble.
Standard Encounters are a good place to hand out 1 or 2
pieces of treasure.

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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A Critical Skill Encounter might be that you have to repair


a dam before the spring rains hit the town or the entire town
will be destroyed. A Critical Combat Encounter is probably a
big bad that ends an important Story or Story Series. As the
players advance in level, even quests or stories that are one
session events can include Critical Encounters.
The thing to remember about Critical Encounters is: as
players get to higher levels, just about everything they end up
doing becomes of great importance. Their powers are great
and so also should be the things they get involved in.
A successful completion of a Critical Encounter should
grant a Level Up at almost any level. Consider them a Key
Story Point. If you are at higher levels, you might feel that
more than 1 Critical Encounter is required to obtain a Level
Up. A Critical Encounters is a great place to hand out group
wide upgrades, increase Degrees of Wealth, and store Deferred
Treasure Rewards.

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

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Story comes First


Unchained Heroes Specific Topic
Tell the Heroes Tale
Advanced by Players or GM
Unchained Heroes is about a lot of things, most importantly
it is about the Story. Always favor the continuity of the Story
over the game mechanics. The Story is the reason everyone is
sitting around the table with everyone else, it's not just because
they want to play a game. Story is a combination of battles,
hair raising events, interactions with the world, and telling
a Heros tale. There are two approaches that you can take to
creating an Encounter, one is player driven and the other GM
driven:
Engaging the Fictional World
Advancing the Storyline
Above all other things, an Encounter occurs when Engaging
the Fictional World and when Advancing the Storyline, both
of which when used properly, will get your players more
immersed in the game session. They are collaborative goals
and are easy to apply.

Engaging the Fictional World

Unchained Heroes Specific Topic


Player Driven Method
Exploration and Engagement
Sandbox Style
The act of Engaging the Fictional World is player driven.
Learning about the world around them should be an open
ended sandbox adventure with potential Encounters
everywhere. The players may take this adventure wherever it
may lead them. When players take their Heroes to new cities
for the first timebreaking away from the normthis should
played like a scene in a movie and considered an Encounter.
Which means it has the potential to become part of an
Adventure, thereby granting a Level Up and loot.
The act of exploration in a very civilized region may only
be a Minor or Standard Encounter level in one campaign, but
in a campaign where you are surrounded by a wild jungle,
it might be considered a Major or even a Critical Encounter,
especially if they are going into extremely dangerous and
uncharted territory. Allowing these extra Encounters that are
outside of your adventure is meant to reward players for trying
to flesh out the game world and expand the role that they are
taking in it. If you are the planning type, you can do this very
simply with your campaign map and outline, and account
for your Heroes getting an extra Level Up here and there by
marking the Encounter Importance on your map.
If you are OK with not doing any planning, the Level
Ups obtained from your Heroes exploring the world around
them will be a time sink enough for many game sessions. You
might even find that this takes your Storyline in a completely
different direction for the better.

Advancing the Storyline


GM Driven
Tells the Tale the GM wants told
Traditional Method of Story Progression
The second way we find ways to place Encounters is by
Advancing the Storyline. This is a GM driven aspect of the
game and is what all RPGs do, even if they do it in different
ways. The concept is simple; anything that moves the players
towards the end of a quest, story, adventure, or grand
campaign falls into this category. If you are playing a pre-made
module, you can pepper the module with Encounters that you
can use, ranging from Minor to Standard to Major to Critical.
Some of these Encounters can be very important and some of
them simply help flesh out the story. For example, the players
going into an inn and talking to the innkeeper may be a Minor
Encounter in one scenario. It may be a Major Encounter if
talking to that same innkeeper gives them a part of the story
hook and they spend a lot of time talking to the people within
the inn. Another example may be when the players meet a
major NPC that will be part of their lives for the rest of the
campaign.
Encounters that Advance the Storyline also fall under some
of the more traditional methods of Advancing the Storyline
such as: fighting different monsters, acquiring special items,
or weakening the power of a villain. In any of these situations,
when they finish the scene and overcome the Encounter,
the Story progresses. It is your job to figure out how these
Encounters rate on the Scale of Importance according to the
adventures progression.

Not Everything is Relevant


This is a good time to note that not all things will be
relevant. Some things may have no bearing on the Story and no
relevance to the Fictional World. In those cases you can choose
to that they are not considered Encounters at all and dont
count towards the Five Encounter Rule.

Example Adventure with


Encounters
To give you an example of what we have talked about
so far, we will use an Adventure that takes place in a small
town that is being ravaged by a group of giants. We would
begin by identifying the possible Encounters we might have.
We are going to have an Encounter with the person that put
them on the quest. It could be the mayor, could be innkeeper,
it could be just a local law enforcement officer, but it will be
some Non-playable Character known as an NPC. Next well
want to identify different locations within the city that will
be important. For example: the inn, the local farmstead, the
general store, and the nearby temple. We also want to talk
about the different type of Combat Encounters we have. In this
situation we know the most Critical Encounter is going to be
stopping the giants. We also might want to add things such as

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fighting the giants pack of dire hyena minions for some more
Action. There could also be a group of thugs that are helping
them coordinate their attacks. Now that we have a few, we will
begin to rank them on the Scale of Importance.
In this case, we are going to say that the Questgiver is a
Standard Encounter. The act of fighting or removing the Giants
as a threat will be a Critical Encounter. Then we will say that
the Inn, the local farmstead, the General Store, and the Temple
are going to be a Standard Encounters with an NPC in each of
them. After that, the dire hyenas may be a Major Encounter,
while the thugs and thieves might be Standard Encounter. If
we dont do anything beyond that, we would have 1 Critical
Encounter, 1 Major Encounter, and 6 Standard Encounters for
this one Adventure. These would all be cases of Advancing the
Storyline. This one adventure thread has 8 total Encounters, 2
of which would fit the Major or Critical Encounter Importance.
This Adventure doesnt exactly fit the Five Encounter Rule for
an Adventure, so what do you do? Depending on the timing
and pace of the overall Storyline, you have a few options:
Consider it just a harder or longer Adventure than
normal and grant one Level Up
Add a few Encounters to give them two Level Ups to
match the Five Encounter Rule
Grant two Level Ups for 8 Encounters
If we wanted to put in some Encounters that are used for
Engaging the Fictional World, we might note that there is a
nearby tower that nobody has visited for some time. If the
players find it and explore it, they could get a Major Encounter
under their belt. It might be a quick lead into the next quest,
so if the players were to go to that tower they might find a
map. They can then use that map for finding a treasure and
that treasure might be guarded within a dungeon. It can also
be something entirely different like a spellbook of a mighty
wizard or a journal of the princeeither way they should be
used as a story hook for your next adventure.

they close in on the treasure found in a waterfall cave. These


situations are equally as important and memorable as the times
they eliminated their enemies. In fact, if they didnt succeed
in those tasks, they probably would never have reached their
enemies.
Skill Encounters can be anything from a Minor Encounter
to a Critical Encounter. The circumstances should be taken
into account, such as: was this part of a scene in the story, or
something the Heroes did on their own? The significance can
be great. When your Hero rolls Perception to figure out they
have a liar on their hands, they are probably within a Minor
Encounter. That being said, effort spent to enhance the Story
for the greater enjoyment of the group should be rewarded, so
it maybe it should be a Standard Encounter and be expanded
beyond a single Skill Check. By tying it into the adventure,
your adventure might go in exciting new directions, even if
it may not be part of the way you envisioned things would
happen.
There are two main forms of a Skill Encounter: the
Environmental and the Social. Environmental Skill
Encounters are typically your Heroes against the physical
circumstances. They are things like jumping from ledge
to ledge to cross a pit, opening a treasure chest with a
complicated lock, finding a hidden lever before a room fills
with water, navigating your mount through a continuous
track of obstacles, or pushing statues onto pads to open a door.
Social Skill Encounters are situations where you are facing
another intelligent creature and must overcome their Skills to
defeat them most often through an Opposed roll. Social Skill
Encounters can entail convincing a person to snitch on their
comrades; hiding out of sight while a dirty deal occurs in front
of you; perfectly copying an ancient map for a treasure finding
expedition; convincing someone you are another person; or
negotiating a peace settlement between warring tribes.

Skill Encounters

Designing Skill Encounters

Unchained Heroes Specific Topic


Two main forms of Skill Encounters
Environmental
Social
Characters uses smarts and skill to win
Jumping across a pit of spikes
Solve a riddle
Solve a puzzle
Disarm a deadly trap
It would not be a true Tabletop RPG if Heroes did not have
the opportunity to do something besides defeat the bad guys in
every quest. Anything that does not involve Combat is a Skill
Encounter. Skill Encounters are defined by using a Skill Check
to overcome an obstacle, solve a puzzle, perform a Skill Battle,
or some other non-combat style scenario. Just a few examples
of Skill Encounters would be: your Heroes are picking a series
of locks before the room fills completely with sand, they are
concealing their appearance with Subterfuge so they can pass
a series of checkpoints, or they are navigating a rope bridge as

178

Skill Encounters are as important to plan as a Combat


Encounter. They should be memorable and add something to
the story. With that being said, it can be much harder to get the
Heroes to perform a Skill Encounter than a Combat Encounter.
They usually require specific circumstances to occur and the
Heroes need to be at the right place at the right time. You can
set up a lot of Skill Encounters and leave them to chance, or
with some careful planning, make them inevitable.
I prefer creating inevitable Encounters, not to be confused
with railroading. A story requires certain elements for a
person to get the bigger picture, so does an adventure. If you
need things to occur for the Story to unfold, then you have to
find ways for it to be told. You are the GM and shaping the
perspective of the players to tell the Story is your job. If you
want to make sure that your Skill Encounters get played, dont
leave them to chance.
When figuring out what places best fit a Skill Encounter,
look for those moments that are pivotal to your story and find

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a way to insert it into that area. Then you must decide if it is
going to be a simple Skill Check, multiple Skill Checks, an
Opposed Roll or a Skill Battle.

Single Check Skill Encounter


Minor Encounter
A Single Check Skill Encounter is comparable to your
Heroes jumping over a hurdle. It is a one-time Check with
a DF relevant to the situation. These are usually only Minor
Encounters. You never want to use these with a Do or Die
Encounter. They typically use Standard Skill Checks.

Multiple Check Skill Encounter


Major Encounter
A Multiple Check Skill Encounter is like running a
marathon, your Heroes will need to complete a series of events
in order; sometimes with multiple chances on each event to
accomplish the task. These can be summed up in an Extended
Skill Check or done with individual Checks. They should be at
least Major Encounters.

Opposed Check Skill Encounter


Standard or Major Encounter
Opposed Checks are always rolled against an opponent of
some sort. Since the number required to complete it is random,
I recommend a simple Opposed Skill Check for Minor or
Standard Encounters. Multiple Checks or an Extended Skill
Check are recommended for Major Encounters. These are not
usually considered Critical Encounters.

Skill Battle Encounter


Major or Critical Encounter
Skill Battles are epic Skill Encounters where the Heroes pit
their Skills against a Foe in a duel like fashion. Imagine your
Heroes going head to head with the main Villain of the last
four Adventures, their magical defenses need to be carefully
removed or the Bad Guy might get away. You also could be
cracking the most advanced safe you have ever seen as the
culmination of months of planning and scheming.
Skill Battles should almost always be Critical Encounters,
but if you wanted to put multiple Skill Battles in a mission,
then make them Major. A Skill Battle is explored in detail in
Chapter 8: Advance Rules and Terms (page 151).

Rewards for Skill Encounters


Do X, get Y
Encounter Examples
There are two main scenarios on how to grant rewards
from Skill Encounters. The first scenario involves an Encounter
where the Heroes perform some task that directly allows them
to access a treasure room, a chest, or swipe a coin purse. In this
scenario, the Heroes do X and get Y. That breaks down into

completing the Character Skill Encounter grants them a GM


defined treasure reward immediately.
The second scenario is a when a Heroes completes a Skill
Encounter that is part of the story, such as talking a person out
of jumping off a building, sneaking past guards, or successfully
creating an item. The reward for this scenario should not be
granted immediately, it becomes what we call a Deferred
Reward. It just wouldnt make sense that getting information
about a secret hideaway from an informant would give you
the treasure. Instead, you will probably give more treasure
rewards in a different Encounter within the Adventure.
This method applies in other fashions as well. You could
delay handing out any of the treasure in a dungeon until it is
found in the last treasure room; which is of course guarded by
a number of difficult Villains and traps.

Treasure Rewards

Unchained Heroes Specific Topic


Complete an Adventure, get Treasure
Treasure determined by Adventure and Level
Can Increase Degree of Wealth Temporarily or
Permanently
Grants better Equipment or Magical Items
Rewards are Immediate or Deferred
Along with gaining levels, Heroes are also rewarded with
treasure in their game sessions. Treasure rewards are defined
by their monetary worth for each Adventure. At their most
basic, they will be a heaping pile of money, but rewards also
come as better equipment, magical items, land, property, and
titles.
You as the GM grant Treasure rewards by Adventure and in
equal shares to all Heroes. The guidelines are as follows:
1. Define Total Treasure Rewards by Level and Number of
Heroes.
2. Grant Magical and Mundane Items from this value.
3. Distribute Loot throughout the Adventure in key
locations.
At low levels of 1-10, players are expected to get about
2000sp worth of Treasure per Adventure per Hero. There is
nothing defined for how much of that should be given per
Encounter; it is your decision on how you want to deliver that
reward and in what form. Some of it might be a new weapon,
some a new talisman, others just loose currency. When giving
out loose currency, just remember that we use Degrees of
Wealth and try to stay away from bookkeeping. If you give
players equipment, the bookkeeping is easy, but when you
give out currency, they are going to have to start recording that
somewhere. If you give out currency, you might just want to
say, You have enough there to be Artisan level of Wealth for a
while, Team." Then the next time you get together to play you
can just as easily say, You dropped a Degree of Wealth down
to Laborer after the fruits of your last job ran out. You have
to go and get some more work to keep up your standard of
living."

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Treasure Awarded by Adventure
Adventure Rewards
Levels 1-10 2000sp
Levels 11-20 20,000sp
Levels 21-30 200,000sp
Immediate or Deferred
Meant to be Broken Occasionally
Magical Items prime example
The formula for granting your players treasure is very
simple. Think of it in terms of the total value of all the things
you will give your players for completing the Adventure.
This includes all the new equipment, magical items, valuable
objects, loose currency, and other things they may get. The
Chart is as follows:

Table 9-2: Treasure by Level


Level
Level 1-10

Treasure Awards
2000 silver pieces

Level 11-20

20,000 silver pieces

Level 21-30

200,000 silver pieces

Treasure Rewards per Hero can be granted immediately


after an Encounter or Deferred for a later Adventure
or Encounter. Immediate rewards are often things like
confiscating a weapon from a villain to use for yourself, or
finding a box of healing potions. Immediate Rewards are
listed as Rewards for Victory under each Villain section and
more details on those are listed there.
A Deferred Treasure reward has a bit more to it. Sometimes
it may not make sense to give players the loot they earned for
an Encounter right away, for example, how do you get any
loot from a group of oozes or a zombie corpse? You can make
it appear or give it some special hidey hole in the room, but
it might be better to add the Treasure Reward to a different
Encounter, where it might make a lot more sense to have that
number of valuables. Good places to add Deferred Treasure
might be a Dragon's Hoard, or a Crime Boss's Lockbox.
The value of the treasure they receive in an adventure
grows by quite a bit at higher levels. You should keep in mind
that this is the overall value of all the things found in the
Adventure and it is meant to be a guideline. It is not meant
to be a straightjacket for you and your players. Feel free to
break this rule as the situation permits, most especially with
magical items like potions, runes, and ammo. These items are
considered to be One-time use items and can be handed out
to the PCs when fighting just about anything within reason.

180

Hero Loot Tables


Unchained Heroes Specific Topic
Record Loot on a "Paper Doll"
List Slots, fill them in sequence
A Hero loot table is a tool that you as the GM can use to
make sure their Heros equipment is up to date, and helps
them plan the type of equipment doled out in any given
adventure. I call it the Paper Doll approach. With this
approach you identify the equipment your players currently
possess as follows:
Main Hand Weapon
1 Rune Slot MH
2 Rune Slot Two-handed MH
Off Hand Weapon
1 Rune Slot
Armor
2 Rune Slots
Shield
1 Rune Slot
Talisman
3 Rune Slots
These are the many different permanent pieces of
equipment that the player can receive in any adventure, 14
in total. As a GM, this list will allow you to see what you can
give your Heroes to improve their items. It also helps you so
you dont make redundant loot. Start out by writing down
everything your players possess for these items. Then start
identifying where they need upgrades followed by the items
they need to fill in the slot and more. In the initial levels, most
Adventures will give about 2 pieces of loot per player. How
you give out these items is up to you, you should identify what
they need and get it into their hands. Try to keep ILVs of gear
in close proximity to the recommended value for their Hero
Level.
I will typically give out Weapons, Armor and Shields in
Boss Encounters. Runes and Talismans are often found on
Elites.
Give out loot based on what will improve your Heroes
chances without being obvious. Each Encounter should give
out a few of these items to get your players to the proper ILV
by the time they meet the requirements to use it. For example:
your level 1 Heroes with ILV 0 gear should be gradually
moved toward ILV 1 gear. Hand out a Talisman Rune to
everyone in the first Encounter, then give 1 Weapon Rune, 1
Armor Rune, and a new Talisman in another. Finally, give out
a nice Weapon in your Boss Encounter. After filling these in
on your Hero Loot Table, you should see that you can reward
them with Armor, a Shield (if they use one), and more Runes in
future Encounters.

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Too Much Loot?

Unchained Heroes Specific Topic


Wealth has consequences
Condense it into a Degree of Wealth
Dont sweat the details
Magical Item Limit should be used
Players that are used to having a wagon team and couriers
to help them haul out their loot should get a quick reality
check as soon as possible. That much wealth makes them a
target for other people that would find it easy to break in and
take their stuff while they are away. Make it a story point that
the players need to find a way to protect this loot. At first,
you can have them noticing people looking at them funny or
sizing them up. You can also begin to have people case their
warehouses and storage areas with all this loot. Wealth has
consequences, it makes you a target, so they are going to have
to find a way to keep that wealth.
A common trope is for players to search the fallen after a
battle. This can occasionally lead the players into having gear
that you would not like them to have, or it could also give
them access to a crate load of combat gear to sell. This can be
handled in a number of ways. First, stop the bookkeeping by
condensing it into a Degree of Wealth. Say something like,
The equipment of this orc raiding party could be worth
a good bit of money. If you take it home and sell it all, you
would be at Artisan Degree of Wealth for 4 Months." Second,
you might not want them to have the items at all, so you may
need to make the equipment of your Villain unusable in some
way. You can make the armor they are wearing bear a symbol
that is forbidden; the weapon can be susceptible to sunlight
and deteriorates when touching it; their spells could have
beaten the Foes gear to dust; or a metal eating insect could eat
it. These options are not always very popular choices, so use
them sparingly. Planning should eliminate the need for these
plot devices.
When magical items are a problem, you have a couple
options, but the most readily available one is to leverage the
Magical Item Limit. You can put a curse on your Heroes that
reduces the strength of their Aura. This could translate into
directly reducing the number of Items they can have on them
because their aura might not be powerful enough to contain
their essence. Your Heroes could be very sick, or suffering in
some way that is not readily apparent. Both instances could be
reasons why your players are not strong enough to keep the
mana from the magical items in check.
The main thing to get out of this section is to use story
based reasons first and when (or if) that fails, use the rules
to your advantage and you can slow the effects of "too much
loot."

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Chapter 10:
Villains & Monsters

182

Unchained Heroes SRD

Chapter 10: Villains &


Monsters
Not all monsters are Villains, but most Villains are
monsters at least that is what we would like to believe. The
term Villain in Unchained Heroes is used to paint with a broad
brush. It encompasses all opponents that your Heroes will face
off against in battles, whether they be at the end of a sword or
with sharp wits. This chapter goes on to describe how to play
Villains, what Types of Villains you will Encounter during
play, how to make a Villain from scratch, and lastly provides a
number of examples of the Villains for you to use.

Villain Grades

Fodder Weakest Villain


Minion Standard Villain
Elite Strong Villain
Boss Strongest Villain
Villain Grade is the Strength Category of your Villain.
There are 4 grades of Villains: Fodder, Minion, Elite, and Boss.
As you go up the scale, the Villain strength increases. Rules
for recommended Hero group sizes for each Villain Grade are
touched upon briefly in each of these sections.

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

of Fodder Grade Villains, or they are grouped in packs of 2


to 3. They fit well into a Standard Combat Encounter. When
in larger fights, they will often be some of the last threats
standing as they dont draw the same attention that groups of
Fodder or an Elite draws. Like Fodder, they are Incapacitated
after 3 Trauma Damage, but they have Attribute Scores of 2.
When using Minions as the only Villains in an Encounter,
use 2 Minions per Hero. When they are the leader of a group
of Fodder, they can be added 1 per Fodder Group. Only add
more to an Encounter if it looks like it would not give the
desired challenge.

Elite Villains

Major or Critical Encounter


Found Solo or in Pairs
Attribute Scores = 3
Have Full Trauma Chart
Elite Grade Villains are lieutenants meant to be a good
challenge to the Heroes. They have a large Health pool and
have potent Abilities. If you are playing with an adventuring
group of less than 3 Heroes, an Elite is the most powerful Foe
they should face and you may need to tone down Elite damage
if things look grim. Most Solo campaigns should use Elites in
the place of Bosses.
Elites are often found as the sole leader of a Group of
Minions and Fodder, or paired with another Elite. Solo Elites
make ideal Encounters when supplemented by Fodder and
Minions. Pairing Elites is also a great option when you want
to make a very challenging Encounter. Elites have Attribute
scores of 3 and a Full Trauma Chart like any other Hero.

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.

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Playing a Villain

Do not use Energy


Do not use TP
Do not use Tactical Advantages
May use Abilities repeatedly
Uses Abilities intelligently
Just as important as creating your Villains is knowing
how to use them to fight your Heroes. Villains do not have
Energy; they do not have Tactical Points; and they do not have
a limit to the number of Abilities that they can use. If you
are beginning to wonder how to play a creature like this, the
answer is any way you like! Villains do not have Energy or
Tactical Points because keeping track of those things in combat
would become ridiculous, health totals are enough. If Heroes
or NPCs use Abilities that would reduce the Villains Energy or
Tactical Points, make a note of the reduction and simply do not
use any Abilities from that Villain for a time.
As a Villain, you should be using their most powerful and
useful Ability for the situation at any given moment. If you
have 5 Heroes surrounding your Berserker Villain, have it use
a Melee Range Area of Effect attack repeatedly. This spreads
out the damage causing a rising tension and a triage situation
for the Healer. If they dont have a Healer, it will at least get
the Heroes to move out of the swing of its attacks. This is done
while always keeping in mind that the goal is not to kill your
Heroes, but to put the Fear of God in them. Death happens,
but it shouldn't be anyone's goal.
Villains are granted a finite number of powers, but dont be
afraid to let your Villains have the option to access more if the
situation calls for it. This adds excitement and allows you to
handle situations that you may not have accounted for in your
notes.
The last general rule you should keep in mind is to keep the
Action ratio between your Villains and Heroes similar.
This gives the Villains a chance to give as good as they get.
A group of 4 Heroes against a single Boss will probably get 4
Actions to your Boss's 2, so try to even the odds by letting your
Boss attack multiple times, perform a lot of Instants, or use
Actions that affect large swaths of the Battlefield. You can also
solve this by adding additional Villains to an Encounter.

Playing Fodder

Dont be too smart


Let Heroes beat you up
Uses specials sparingly
Use AoEs sparingly
May swarm a target
When you are playing a Fodder Grade Villain, you are
playing a Villain meant to die horribly. They are the one
hit kill creatures (or close to it) that make your Heroes feel
powerful, while you are whittling down their resources. Use
Fodder Class enemies as appetizers to bigger fights.

184

They should come in large groups or they will be


ineffective. When they use Abilities, they should not be too
smart. I often have them use a special attack once every 2
Actions. I highly recommend caution when you have your
Fodder use AoEs; even when dealing with Fodder, 5+ AoEs
will kill a low-level Hero group quickly.
All fodder gain the Swarm Ability to make them more
formidable to higher level characters.

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

Very smart, so play smart


Meant to be memorable Encounter
Uses specials as often as possible
Equivalent to Heroes
The Elite Class of Villains are some of the most powerful
Villains that you can throw at your Heroes. They can hit like

Chapter 10: Villains & Monsters

Unchained Heroes SRD


a Boss, but don't have stats to match. They are intelligent
and should not be taken lightly. They should be more than
a match for the smarts and resourcefulness of your Heroes.
Elites, as solo Villains, make great Major or Critical Encounters
for players in a solo campaign. They can also be the second
in command, or mini-bosses of the quest. Use them to guard
valuable treasures or the Boss itself.
They get many Abilities, but feel free to grab a few more if
they seem to be a pushover for the Heroes. The important part
is to make them work hard for victory against Elites. Elites are
essentially the equivalent to Heroes, but played by the GM.

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

Sentinel or Magical Vanguard with the Champion to make a


hybrid. These types of monsters will not only be hard to hit,
but have a dangerous variety of Abilities to choose from; use
them sparingly.

Champion Villain Role


Highest Defense
Martial-based Villain
Champions are the castle gates of the Battlefield meant to
take a beating from the Heroes. They draw from the Warrior,
Paladin, and Visceral Classes. If you chose the Champion role
for your Villain, they will have strong defensive capabilities
with a tendency towards Martial based Actions. Their Defense
is the highest of all Villain Roles and their Attack is pretty
good.
You may increase the DEF of a Champion Villain up to 5
more than listed for its level. Anything higher than that would
mean your players are not likely to hit it.

Magical Vanguard Villain Role


Highest Power
Highest Willpower
Supernatural-based Villain
Magic Vanguards will use magical powers to fight the
Heroes and draw upon the Abilities of Sorcerers, Umbrals,
and other Classes with spell casting Abilities. The Magical
Vanguard is primarily a Ranged based Combatant that tries
to stay out of the thick of battle to best use their Abilities.
They have the highest POW of all Villain Roles so they can
cut through your Heros magical defenses. They also have the
highest WILL, making them difficult to fight against for your
POW-based Classes.
Increases to the POW or WILL of the Magical Vanguard
should not be anything higher than 5. Like the Champion, if
you do this, they will become too much to handle for your
Heroes.

Physical Vanguard Villain Role


Highest Attack
Martial-based Villain
Physical Vanguards are Combatants that can draw upon
the Abilities of Warriors, Dread Knights, Rogues, and other
Hero Classes with strengths relying on the physical realm.
They wade into melee combat and mete out destruction at
the end of their weapon. In some cases, they are also Physical
Range Attackers.
They have the highest Villain ATK Battle Skill by Villain
Role and have a good DEF. You can increase the DEF of the
Vanguard as you see fit, but going higher than a +5 MOD
to their defense would make them more formidable than a
Champion.

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Sentinel Villain Role
Well Balanced Battle Skills
Healing Spells
Supernatural-based Villain
Sentinels use Magical Abilities, drawing upon the Abilities
of Alchemists, Clerics, and Oracles. They are a well balanced
Villain with a good score in all Battle Skills. When using the
Alchemist as a template substitute the POW Skill Value with
the ATK Skill Value, since Alchemists are a Martial Class.
Sentinels make great all around Villains. They are the only
Villain type that have a good chance of having a healing spell
and are willing to use it. When putting them in the group they
should be a thorn in the Heros side. They should liberally
apply status ailments and conditions that force the players to
play smart. Sentinels can be tweaked in all aspects of Battle
Skills, but increasing any Skill more than 5 points will make
them far too powerful.

Recommended Level and


Quantity
Match Villain Level to Hero Level
+/-2 Levels should not be a problem
Dont bump Villains into a different Bracket
When fashioning an Encounter for your friends, it is
important that you have a group of Villains properly sized
to fight them to balance difficulty and fun. All Villains are
designed to be matched to the level of your Heroes, but some
will be slightly more powerful than others. When you select
the number of Villains for a Combat Encounter, choose Villains
of equal level to your Heroes. You may go as far as +/-2 levels
up or down, as long as the Villains do not get bumped into a
different Level Bracket. Here are some guidelines:
5 Fodder per Hero
2 Minions per Hero
1 Elite per 2 Heroes
1 Boss per 3 Heroes
Match or closely match the above ratios when mixing
Villain Grades
Following these guidelines will allow you to create a
balanced Encounter. If you wish to add a little more difficulty,
you can add a few more Villains. If you wish to make it easier,
subtract a few Villains. This is not an exact science, it's more
of an art, so be aware of the flow of the Encounter and adjust
accordingly.
Here are some examples of how many Villains you should
use for a 3 person party of Heroes:
15 Fodder
6 Minions
1 Elite, 2 Minions
1 Boss

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A 6 person party of Heroes would ideally face one of the


following combinations of Villains in an Encounter.
30 Fodder
6 Minions, 15 Fodder
2 Elites, 8 Minions
1 Boss, 1 Elite, 2 Minions
Feel Free to modify these numbers. Different Hero Class
combinations are more powerful than others. This may change
the definition of what one would consider a balanced fight
for them. At levels 21+ it may take much more to challenge
your Heroes than just 1 Boss.

Keep Villain Grade in Mind


Keep Villain Grade in mind when designing groups.
Fodder and Minion Grade Villains are not meant to be
incredibly smart, while Elite or Boss Grade Villains should
be treated like another Hero. Bosses and Elites are unique,
making them naturally more interesting, so give them a unique
Timeline. You can sacrifice realism with Fodder and Minions.
Put them in a group to be more effective and save you time.

Villain Creature Types


Overall Characterization
Scientifically it can be Kingdom, Phylum, Class, Order,
Family, Genus, or Species
Creates Strengths and Weaknesses in Villain
The Creature Type is a lot like a Biological Classification
(or Taxonomic Rank for those that like the specific term)
for a Villain. We use it to classify, arrange, bottle up, and
inform. With the Creature Type we can make broad sweeping
generalizations (often needed in a game world) to allow us to
know how different Actions will react to them. Villains should
be placed in the most specific Creature Type available to them.
The Creature Type list is not exhaustive. These descriptions
of each Creature Type are generalizations and can be alterred
as you see fit by adding, subtracting, or ignoring various
aspects. If you like a Strength, keep it. If you don't; remove it.
The choice is yours, but be consistent. People are comfortable
with and appreciate consistency. It helps us understand the
world around us, whether that world be the real one, or the
fantasy world you create.

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.

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An Aberration is anything that breaks the natural laws
in such a way that just by being in its presence, you can feel
something is wrong. Some may look normal, but have been
known to defy death, combine parts of multiple species in
disgusting forms, some cause the minds of those around them
to explode when they try to communicate, and others bring
new definition to the word monster. Whatever it is that makes
them an Aberration, they are immediately recognizable in any
situation unless they have some sort of concealing Ability.
Some things that might be called an Aberration by one
person, might not be considered an Aberration by the game
mechanics. To be an Aberration, it must be something too
"wrong" to be on this plane of existence and gives off an
unnatural aura to those that see it. If it serves no purpose in the
ecosystem or society, it would be an Aberration.

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

Positive Energy Being


Genus Level Characterization
Strengths: Divine Grace, Glancing Effect/Law
Weaknesses: Critical Effect/Chaos
Angels are wondrous, beautiful, miraculous, and rigid.
They reside in the Heavens; planes of pure positive energy
associated with life and creation. They come in all shapes and
sizes, but always as paragons of perfection. Their only feature
that is consistent among all Angels is that they have wings that
they may hide at will. They have been known to take on the
appearance of any and all species, mimicking the appearance
of what will cause the most positive response to the beings
they meet. Angels aspire to see the propagation of life in all of
its forms, from their perch in the Heavens.

Angels can perform the Divine Grace Ability as often as


they wish and suffer Glancing Effects from Law Damage
Types. Angels have a weakness that they suffer Critical Effects
from Chaos Damage Types.

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.

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Demons

Dragons

Negative Energy Being


Genus Level Characterization
Strengths: +1 Trauma Damage on a successful hit,
Glancing Effect/Chaos, Immune to Fear
Weaknesses: Critical Effect/Law
Demons are brutish, animalistic, disgusting monsters that
devour all life: vegetation, animals, and beings of all sorts.
Their rubbery mucus covered and pale white skin writhes as
if serpents twist beneath it. Their body projects bone colored
spines and barbs in every direction, with long razor sharp
claws, and teeth too freakishly large for their primate, canine,
or equine-like muzzles. They have existed in the Abyss since
the dawn of time as the representation of all negative energy.
Everything about them promotes decay, corruption, and death.
When they find their way out of the Abyss, their very presence
saps the life energy from the world around them. They are
not sophisticated, genteel, or reasonable as some would like to
believe, they care nothing for the affairs of mortals.
The Demons have a neutral response to the Terrestrial
Energy Sources, but Celestial Energy Sources have dramatic
effects. Chaos sources seem to have little affect on them and
Lawful sources cause severe damage to them.
Demons Strengths are that they always deal +1 Trauma
Damage on a successful hit and suffer Glancing Effects from
Chaos Damage Types. Their weakness is that they suffer
Critical Effects from Law Damage Types.

Devils

Positive Energy Being


Specie Level Characterization
Strengths: Glancing Effect/Chaos, Soulfire Ability
Weaknesses: Critical Effect/Law
Technically Devils could be considered Angels. They are
in fact derived from Angels and were Angels at one time in
their existence, but have since decided to create things of a
different sort and follow a path that has caused them to fall
from the grace of the other Angels. Devils are the flipside to
the coin of the Angels, while they are positive energy beings
associated with creation, they prefer to sow chaos, discord, and
corruption. They have no intent to destroy, but rather create
alternate possibilities; possibilities that rarely fall in line with
the natural order of things. A Devil has turned away from
the Law that they were once so apt to follow. Overall, their
nature is still quite Lawful, but their methods of operation are
through directed chaos.
Devils can perform the Soulfire Ability as often as they
wish and suffer Glancing Effects from Chaos Damage Types.
Devils have a weakness that they suffer Critical Effects from
Law Damage Types.

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.

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Elementals

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.

Mortal Magic Resistance


Passive Strength
Unless your opponent is a creature of the Fae or fighting you
in your home turf, their spells are going to have a hard time
finding purchase.
Effect: You gain a +10 MISC MOD to WILL and Automatic
Glancing Effects from Supernatural Actions used against you
by any Creature Type besides Dragons, Fae, or Lycanthropes
while in the Anima Plane (standard plane of existence).
If you are within the Animus Plane, you do not gain the
benefits of this Strength.

Giants

Related to Fae and Elementals


Genus Level Characterization
Strengths: Giant Size Creatures or greater
Weaknesses: None
Giants are Species of Humanoids that are cousins to Fae
and the Elementals. They may have the appearance of any of
the Humanoid Species, but are tied to a particular element
and range in size from 9 feet (3 yards) to 30 feet (10 yards) in
height. The most common Giant type is the Hill Giant, that
looks roughly human if not for their tremendous size at 12 feet
tall.
They are always at least Giant Size Creatures granting
varying Bonuses to their Strength. Giants have no Species
specific Weaknesses, but are easier to hit because of their Size.

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.

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Requires Ritual Destruction
Passive Strength
Opponents can never truly destroy you unless they perform
a particular ritual to end your existence permanently.
Effect: When you are reach a state of Death, you instead
vanish from existence for a time of 1d4 months only to return
to existence (remanifest) as normal without any Penalties
after the required time has passed.

Ghost Destruction Ritual


Passive Weakness
This ritual is performed to permanently destroy a Ghost,
doing anything less will allow it to return to existence after a
few months of regaining its powers.
Effect: When the you suffer the Death Condition, if an object,
person, or place that you were tied to in life, such as your
remains, a favorite trinket, or family home is doused in Salt
and then ignited in flame so nothing but salted ash remains,
you are permanently Destroyed and any Strengths that
would allow you to be returned to this life are nullified.
If the Ritual is performed before you reach the Death
Condition, you vanish out of existence immediately, but may
remanifest again 1 year later.

Humanoids

Bipedal with Human form


Family Level Characterization
Strengths: By Species
Weaknesses: by Species
Humanoids encompass all living creatures that have the
shape and form of a man: two legs, two arms, torso, etc. It
can include beings with more than the standard number of
arms, legs, and heads as well. All Humanoids are divided
into Species, the fantasy term for Species. The Celestial
and Terrestrial playable Species or Species are: Cerebrals,
Dwarves, Elves, Gnomes, Halflings, Humans, and Ogres. All
are Humanoids. Some other examples of Humanoid Species
include: Gnolls, Goblins, Kobolds, and Orcs. When selecting a
Humanoid Creature Type be as specific as possible.
Humanoids have no Strengths or Weaknesses that
encompass all Species.

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Insectoids

Insects with Humanoid features


Special Genus of Humanoids
Strengths: Quickening in Hot weather
Weaknesses: Sluggish in Cold weather
Insectoids are intelligent insect-like creatures that possess
similar Attributes to Humanoids, but are covered in an
exoskeleton, have body forms that mimic insects more than a
man, and are typically cold-blooded.
Insectoids gain Quickening on all their Actions in any
environment with a Temperature over 90 F/32C. In cold
weather climates such as Temperatures of 32 F/0C, their
bodies slow down and they suffer the Sluggish Effect on all
their Actions.

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

Vegetation natural to the World


Kingdom level Characterization
Strengths: None
Weaknesses: None
The Plant Creature Type includes all vegetation that could
be filed naturally under the scientific term. Plants are not
considered magical in nature, but may have magical properties
if the specific world calls for it. If you have a plant that puts
people to sleep with its pollen and then devours them for
nourishment in your world, it can still count as a Plant if it is
natural to your world. Otherwise it would probaby fall into the
Plantoid category. Plants have no Strengths or Weaknesses that
apply across all species.

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Plantoids

Summoned Entity

Sentient Plant-based Lifeform


Similar to Plants, can have Humanoid form
Strengths: None
Weaknesses: None
The Plantoid Creature Type is a special Creature Type that
includes sentient vegetation that can take on the form of other
creature types, function, appearance, relative appearance,
communicate, or any combination of the above. Plantoids
differ from other Creature Types in that they are not flesh and
blood organisms, but mimic these systems in ways only a plant
could.
Plantoids have the potential to overlap with Beasts and
Humanoids. In those situations where they might be close
to one or the other, they should be given the more specific
Creature Type of Plantoid. In the case of a Carnivorous Tree, it
should be a Plantoid rather than a Beast.
Plantoids have no Strengths or Weaknesses that apply
across all species.

Spirits

Sentient Energy Being


Broad Characterization
Strengths: Incorporeal
Weaknesses: None
A Spirit is not to be confused with a Ghost, Spirits are
intelligent beings that exist everywhere. They are intelligent
manifestations of the mana currents that exist within, around,
and through all things on the planet. The level of their
intelligence varies greatly, some can only feel simple things,
while others are as intelligent or more intelligent than any
other being in existence. They live forever and exist for the
sake of existing. Some could be considered evil, others good,
with most just fulfilling a role in the world without good or
evil intentions and knowing nothing else. Spirits can live
anywhere. They can be within rocks, rivers, animals, and even
objects.
Spirits can manifest in a physical form, but they are much
more likely to be found in incorporeal form. Many of them
have some sort of magical power. They do not commonly
speak or interact with Humanoid creatures, but when they do,
they are often mistaken for ghosts.
Spirits have one particular strength that they are
Incorporeal beings. They have no specific Weaknesses.

Magical Replica of a Creature or Being


Creature Subtype
Strengths: As Creature Type
Weaknesses: As Creature Type, Destroyed by Dispels
A Summoned Entity is Creature Subtype that is applied in
addition to a creature's normal Creature Type. It is a creature
of any sort that was called into being by a Supernatural Ability.
These creatures are mere shadows of themselves, but have the
potential to cause harm based on the magical forces behind
them. They appear and act exactly as they would in real life,
under most circumstances and are often under the compulsion
of their summoner.
The Summoned Entity Creature Type has the Strengths
and Weaknesses of its base Creature Type and the Summoned
Entity Creature Type.
Summoned Entities have the additional Weakness that they
are destroyed by Dispels.

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.

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Villain Creation Checklist


1. Choose Creature Type, Villain Grade, Level and Role
a. Choose Creature Type
b. Choose Villain Grade and Level
i. Fodder, Minion, Elite, or Boss
c. Choose Villain Role
i. Champion, Magical Vanguard, Physical Vanguard,
or Sentinel
2. Record Health, Battle Skills, and Statistics
a. Use Table 10-1 for Health to:
i. Elite or Boss Health = Health multiplied by Hero
Count
b. Use Table 10-2 through 10-5 to:
i. Record Battle Skills
ii. Record DT, Initiative, Bonus Healthy Stages, and
Character Skill Values
3. Record Weapon Dice Pool, AT, and Action Frequency
a. Fodder/Minion = 2d10, AT11
b. Elite = 2d10, AT9
c. Boss = 2d10, AT9 + Multiple Actions
i. Add +1dp for Boss per Size Category greater than
Medium
ii. Add +1 Action for Boss per Hero beyond 2 (NonAoE)
4. Choose Onslaughts Select 2, Bosses select 3
a. Martial Melee 1T +3dp/+4dp/+5dp
b. Martial Melee AoE +1dp/+2dp/+3dp
c. Martial Ranged 1T +3dp/+4dp/+5dp
d. Martial Ranged AoE +1dp/+2dp/+3dp
e. Supernatural Melee 1T +3dp/+4dp/+5dp
f. Supernatural Melee AoE +1dp/+2dp/+3dp
g. Supernatural Ranged 1T +3dp/+4dp/+5dp
h. Supernatural Ranged AoE +1dp/+2dp/+3dp
5. Choose Villain Abilities
a. Number of Abilities
i. Fodder choose 1 Ability
ii. Minions choose 2 Abilities
iii. Elites choose 4 Abilities
iv. Bosses choose 4 Abilities + 2 Encounter Powers
b. Champion Ability Choices DK, PL, VC, WR
c. Magical Vanguard Ability Choices CL, OR, SR, UM
d. Physical Vanguard Ability Choices AL, DK, RG, VC,
WR
e. Sentinel Ability Choices AL, CL, OR, SR, UM
6. Record Strengths
a. Determined by Creature Type
b. Determined by GM choice for Encounter
7. Record Weaknesses
a. Determined by Creature Type
b. Determined by GM choice for Encounter
8. Record Damage, Healing and CRIT
a. Damage and Healing Bonus
i. Fodder = +4 + Villain Level (PWR MOD)
ii. Minion = +9 + Villain Level (PWR MOD)
iii. Elite = +14 + Villain Level (PWR MOD)
iv. Boss = +19 + Villain Level (PWR MOD)
b. CRIT Bonus
i. Fodder = +1 (PWR MOD)
ii. Minion = +2 (PWR MOD)

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iii. Elite = +2 +1 per 4 levels (PWR MOD)


iv. Boss = +4 +1 per 4 levels (PWR MOD)
9. Finishing Touches
a. Move Action AT is:
i. Fodder/Minion = 9
ii. Elite = 7
iii. Boss = 5
b. Unlimited Energy
c. Exhausted and Weakened = 15
d. No TP and no Tide of Battle
e. No Resilience
f. Attributes by Villain Grade
g. List Clothing/Appearance, Weapons, Armor,
Significant Items
h. We dont cover Talents
10. Rewards based on Encounter Importance
a. Treasure Suggestions given

Creating A Villain
The following 10 Step Process will have you creating
Villains for your campaigns in no time flat.

Step 1: Imagine the Villain


Villain is a general term given to any Foe in an Encounter.
They can be monsters such as a four-headed hydra, chimaera,
or tentacled panther. They can be people such as soldiers in the
employ of the evil Duke of Milan, townsfolk under the thrall of
a mind controller, or they can be a very annoyed mother bear
protecting her cubs. Choose the Creature Type of the Villain,
the Villain Grade based on how strong the Villain will be,
choose the level to help determine level specific features, and
finally choose the Role of the Villain for how it functions and
what Abilities it will have.
1. Choose Creature Type, Villain Grade, Level and Role
a. Choose Creature Type
b. Choose Villain Grade and Level
i. Fodder, Minion, Elite, or Boss
c. Choose Villain Role
i. Champion, Magical Vanguard, Physical Vanguard,
or Sentinel

Step 2: Villain Health, Battle Skills,


and Statistics
The Villain Grade, Level, and Role combine to give you a
baseline for their overall statistics. Match the Villain Grade,
Level, and Role to the appropriate Table 10-1 through 10-5 to
determine Villain Health, Battle Skills, Character Skills, and
Battle Statistics. The result will give you the Battle Skill values
of ATK, DEF, POW, WILL. Their Battle Statistics of Damage
Threshold (DT) and Initiative (IN) as well as their additional
Healthy Stages (HS), and lastly the value they add to all their
Character Skills.

Chapter 10: Villains & Monsters

Unchained Heroes SRD


Maximum Health scores for Elites and Bosses are always
multiplied by the number of Heroes in the Group. Take the
value from Table 10-1 and then multiply it by 3 if you have 3
Heroes, 6 for 6 Heroes, or 1 for 1 Hero.
If your Villain has bonuses from Size, don't multiply
them with the rest, add that as the last calculation for Health.
2. Record Health, Battle Skills, and Statistics
a. Use Table 10-1 for Health to:
i. Elite or Boss Health = Health x Heroes Count
b. Use Table 10-2 through 10-5 to:
i. Record Battle Skills
ii. Record DT, Initiative, Bonus Healthy Stages, and
Character Skill Values
You do not need to factor in Abilities, Equipment Bonuses,
Techniques, or Runes for your Villains of any level. These are
all factored into the values.

Table 10-1: Villain Health


Level

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

Step 3: Villain Weapon Dice Pool,


AT, and Action Frequency
A Villain has a set Weapon Dice Pool and Action Time
based on their Villain Grade. This value is the same whether
they are Dual Wielding, using a Two-Handed weapon or
fighting with Sword and Board. Their AT for attacks also
remains the same unless changed by an Action that modifies
Speed.
All Villains use d10s for their dice and are considered to
be using a full Weapon Dice Pool of 2dp. Fodder and Minions
have Action Times of 11. Elites and Bosses have an Action Time
of 9 when they perform Actions, unless you want to break
this rule, for example, when the Action they are performing
specifically states it is faster.
Boss Grade Villains get additional Actions to match up
with the number of Actions the Heroes can perform. These
additional Actions that can be used for anything besides
Onslaught AoE Actions. Technically you can do whatever you
like as a GM, but doing 3 Onslaught AoE Actions in a row is
asking for a Total Party Kill (TPK). As a Boss Grade Villain you
gain +1 Action for each Hero beyond 2 Heroes. A Boss against a
group of 4 Heroes would get 3 Actions per 9TI. A Boss against
5 Heroes would get 4 Actions per 9TI.
All Villains gain additional Dice to their Weapon Dice Pool
for being larger than Medium Size Category at a rate of +1dp
per Size Category, but Boss Grade Villains also gain a +5 MISC
MOD to Damage and Healing per Size Category as well.
3. Record Weapon Dice Pool, AT, and Action Frequency
a. Fodder/Minion = 2d10, AT11
b. Elite = 2d10, AT9
c. Boss = 2d10, AT9 + Multiple Actions
i. Add +1dp for Boss per Size Category greater than
Medium
ii. Add +1 Action for Boss per Hero beyond 2 (NonAoE)

Step 4: Villain Onslaughts


You need to decide what methods of attack your Villain
will be able to use against your Heroes. These are typically the
fallback methods you use when you cant think of any special
Action to perform. Think of them as Villain Basic Attacks, but
they will always gain an Ability Dice Pool of +1dp/+2dp/+3dp
if they are AoE or +3dp/+4dp/+5dp if they are a Single Target
(1T) Action.
As a Fodder, Minion, or Elite, choose two Onslaughts,
keeping them in line with your Villain Grade. As a Boss,
choose three Onslaughts. Change the names to anything you
would like, such as Claw Attack, Bite Attack, Fire Breath, or
Acid Spray to fit the situation.

Chapter 10: Villains & Monsters

193

Unchained Heroes SRD


4. Choose Onslaughts Select 2, Bosses select 3
a. Martial Melee 1T +3dp/+4dp/+5dp
b. Martial Melee AoE +1dp/+2dp/+3dp
c. Martial Ranged 1T +3dp/+4dp/+5dp
d. Martial Ranged AoE +1dp/+2dp/+3dp
e. Supernatural Melee 1T +3dp/+4dp/+5dp
f. Supernatural Melee AoE +1dp/+2dp/+3dp
g. Supernatural Ranged 1T +3dp/+4dp/+5dp
h. Supernatural Ranged AoE +1dp/+2dp/+3dp

Step 5: Villain Abilities


The Villain Role you give your Villain determines what
pool of Abilities they can choose. If you are making an Elite
or Boss Grade Villain, Choose a Hero Class available to that
Villain Role.
You may pick Abilities from any Hero Class that is listed
under the Villain Role, for example, a Magical Vanguard could
pick from the Cleric, Oracle, Sorcerer, or Umbral Hero Classes
for their Additional Abilities, but it is preferable to choose from
one Class and make note of that in the Villain description.
The Additional Villain Abilities should be something that
you havent already obtained through choosing Onslaughts
and they should be offensive minded. I highly suggest that you
do not pick Abilities that are especially defensive minded or
grant a lot of direct healing. Those types of Abilities will just
slow down play. I am not counselling against their use entirely,
some fights might be a lot more fun with it, but be careful that
what you use does not take away from the fun and pace of the
fight.
5. Choose Villain Abilities
a. Number of Abilities
i. Fodder choose 1 Ability
ii. Minions choose 2 Abilities
iii. Elites choose 4 Abilities
iv. Bosses choose 4 Abilities + 2 Encounter Powers
b. Champion Ability Choices DK, PL, VC, WR
c. Magical Vanguard Ability Choices CL, OR, SR, UM
d. Physical Vanguard Ability Choices AL, DK, RG, VC,
WR
e. Sentinel Ability Choices AL, CL, OR, SR, UM

Boss Encounter Powers


Boss Grade Villains have the option to add a few extra
special Actions to their Ability list. They are additional Abilities
that fall far outside the Abilities in the Hero Class chapter. You
are not required to make Encounter Powers for your Bosses.
Only use them if you think they will add something incredibly
unique to the Encounter.

194

Encounter Power Examples:


Summoning Minion Grade Villains as an Instant
AoE version of a single target Ability
Magical or Physical damage Immunity for short time
All Martial or Supernatural Actions are Glancing for a
short time
Immunity or Glancing Effect against a particular Damage
Type
Automatic Critical Effects against a specific Creature
Type
Attack or Spell that is unblockable and unavoidable
All Villains attack instantly and on Boss's queue
Stun Condition on all Heroes for a short period of time
Long Action Time, large healing Action on itself
Blast everything within a certain radius of the Boss with
a large amount of damage.
AoE Knockback
Encounter Powers are not things to be used often or used
lightly. I would recommend you announce their use, and craft
a memorable description when they are being used. It can
also help to give them a very long Action Time to allow the
characters to prepare for the Action and/or try to stop it. Many
times Encounter Powers will cause the Exhausted or Weakened
Conditions.

Step 6: Villain Strengths


Villain Strengths have been covered under the Creature
Type Section already. They are extra advantage for your
Villain. There are no limits to the number of Strengths a Villain
may have, but they should be pretty closely balanced by
Weaknesses. Villains gain Strengths from their Creature Type
Automatically and then any additional Strengths that you
might choose to add.
6. Record Strengths
a. Determined by Creature Type
b. Determined by GM choice for Encounter

Step 7: Villain Weaknesses


Not every Villain will have a Weakness, but many do. It
is a nice way of rewarding your players for ingenuity, and it
is a way to encourage them to shake the dust off their least
used Abilities. Weaknesses can be something as simple as
giving your Villain a Vulnerability such as 200% damage from
magical attacks, or as ornate as making them unable to enter
the threshold of a home lest they are invited in by a resident.
A good rule to follow is: the more powerful and exotic
the Villain, the more likely they are to have a Weakness. The
opposite holds true as well: the more mundane the creature,
the less likely they are to have a Weakness. Normal is just
well normal.
Use Weaknesses to balance the Strengths of a Villain.
7. Record Weaknesses
a. Determined by Creature Type
b. Determined by GM choice for Encounter

Chapter 10: Villains & Monsters

Unchained Heroes SRD


Table 10-2: Champions
Level

Table 10-3: Magical Vanguards


DT

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

Fodder Magical Vanguard


3

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

Minion Magical Vanguard

Elite Champion

Elite Magical Vanguard

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

Boss Magical Vanguard

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

Step 8: Villain Damage, Healing, and


CRIT
A Villain does not determine their Damage, Healing, and
CRIT exactly like a Hero. They calculate their Damage and
Healing modifier as a PWR MOD no matter what their AT or
Ability being used. They also have a CRIT modifier that acts
as a PWR MOD. These values may be modified by their choice
of Hero Class Abilities, but since these modifiers are PWR
MODs, they do not stack with many of the Abilities in the Hero
Class sections. Any MS or SP modifiers are converted directly
into Damage and Healing modifiers, unmodified by Weapon
Speed.

8. Record Damage, Healing and CRIT


a. Damage and Healing Bonus
i. Fodder = +4 + Villain Level (PWR MOD)
ii. Minion = +9 + Villain Level (PWR MOD)
iii. Elite = +14 + Villain Level (PWR MOD)
iv. Boss = +19 + Villain Level (PWR MOD)
b. CRIT Bonus
i. Fodder = +1 (PWR MOD)
ii. Minion = +2 (PWR MOD)
iii. Elite = +2 +1 per 4 levels (PWR MOD)
iv. Boss = +4 +1 per 4 levels (PWR MOD)

Chapter 10: Villains & Monsters

195

Unchained Heroes SRD


Table 10-4: Physical Vanguards
Level

DT

IN

Table 10-5: Sentinels

HS

CS

Level

Fodder Physical Vanguard


1-6

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

Minion Physical Vanguard

12

30

Minion Sentinel

Elite Physical Vanguard

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 Physical Vanguard

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

Step 9: Villain Finishing Touches


You cant quite finish a Villain until you understand a few
more important details about them such as: Villains dont use
Energy or TP; Tactical Advantages are typically off-limits; their
Exhausted and Weakened Conditions are always 15TI; and
Villains dont have CRDX or RS Scores unless an Ability grants
it to them temporarily. Additionally, they have Attributes based
on their Villain Grade and these Attributes are typically baked
into their Statistics already. Their Move Actions are based on
the simple scale of AT9 for Fodder/Minion, AT7 for Elites, and
AT5 for Bosses.
This section is mostly about Combat Encounters, so we
dont list Talents that a Villain might have. Talents are the
responsibility of the GM based on the situation that they
place the Villain within. We also dont care much about their
Equipment, it is primarily used for flavor and fluff text. If a

196

Villain should list that Reward for Victory is Equipment


then you might want to record the ILV of the equipment they
may possess based on a Hero of similar level for Elites or
Bosses.
9. Finishing Touches
a. Move Action AT is:
i. Fodder/Minion = 9
ii. Elite = 7
iii. Boss = 5
b. Unlimited Energy
c. Exhausted and Weakened = 15
d. No TP and no Tide of Battle
e. No Resilience
f. Attributes by Villain Grade
g. List Clothing/Appearance, Weapons, Armor,
Significant Items
h. We dont cover Talents

Chapter 10: Villains & Monsters

Unchained Heroes SRD


Step 10: Rewards
Villain Treasure Rewards are based on the Combat
Encounter found in Chapter 9: Gamemaster's Guide (page 180).
We dont give you numbers for individual Villains in this
section because Treasure Rewards should be based on the
Encounter and what the GM gives out.
What you will find on each Villain is a Rewards section that
will give some suggestions on how to handle treasure with the
listed Villain and more as the case is required.
In Lair (creatures lair holds a stockpile)
Deferred Treasure (this treasure amount should be
applied to a later Encounter)
Materials (Snake venom, animal hides, etc)
On Person (gear they are wearing)
Bounty (players get X for Y)
Different types of ways to reward your players by being
victorious can arise as the adventure continues.
10. Rewards based on Encounter Importance
a. Treasure Suggestions given

Villain Creation Example


Going through this sort of thing for the first time may be
intimidating, so here are a few example of the Villain creation
process. We will look at a Fodder Grade Low-life Thug and a
Boss Grade Thug Leader.

Fodder Grade Villain Example


The Fodder Grade Villain we will be making is a typical
city Thug, a low-life that preys on those they think are weaker
than them. We already know his Grade, so we need to decide
upon his Role, Creature Type, and Level. As a Thug, it seems
best to have an offensive minded character, so we choose:
Physical Vanguard, Humanoid Creature Type, and Level 1.
On Table 10-4 we find Fodder Physical Vanguard and look
at the level 1-3 Range since he is level 1. This table lists an ATK
5, DEF 10, POW 4, and WILL 9. Then we look at the Battle
Statistics in the same area for Damage Threshold 30, Initiative
3, Bonus Healthy Stages 0, and Character Skills 7. Note that
Fodder and Minion Classes do not gain additional Healthy
Trauma Stages.
You would then consult table 10-1: Villain Health, finding
Level 1 Fodder and note that the Thug has 30 Health. If the
Thug had any Size Bonuses that would increase or decrease their
Health, you would add that here, after their base Health is calculated.
This covers Steps 1 and 2 of Villain Creation. This how it is
formatted in the Core Rulebook:

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

In Steps 6 and 7 we look over Strengths and Weaknesses.


We decided that a Low-life Thug gets no Strengths and 2
Weaknesses. This is going to be offset by the fact we are going
to give him a little more damage potential in a future step than
we would normally give a Fodder Grade Villain. We make two
Weaknesses of Easily Intimidated and Cowardice to reflect that
if the situation gets tough, he will just run.
Strengths
Weaknesses

None
Easily Intimidated, Cowardice

In Steps 8 and 9 we go over some of the other statistics


our Low-life Thug may have. First of all as a Fodder he is due
a Damage and Healing Modifer of +5. This is calculated by
adding the base of a +4 to the level 1 and getting a total of +5.
We want him to have Minion level hitting power as a perk to
offset the two Weaknesses we gave him, so we let him get a
+10 Damage and Healing Modifier. We will keep his CRIT mod
at +1 and then fill in his Move Action AT of 9 and Exhausted/
Weakened Condition Duration of 15TI.
As a little bit of flavor and a guide for the GM, we state that
he will have Equipment of 1 Set of Era or Region appropriate
clothing since Thugs are timeless and everywhere. His
weapon will be anything he can come across, so he gets 1
Melee Weapon of Choice."

Chapter 10: Villains & Monsters

197

Unchained Heroes SRD


.Dmg/Hlg/CRIT
+10/+10/+1
Move Action
AT9
Exhausted
15
Weakened
15
Equipment
1 Set of Era/Region Appropriate clothing, 1
Melee Weapon of Choice
Lastly, in step 10, we handle the Rewards and in this case,
it is highly likely that anything the Thug will have of value
on them will be on their person, in a satchel or wallet. We are
going to also assume, since it is not listed, that any equipment
is bordering on useless, so his equipment is not listed as a
Reward for Victory.
Rewards

On Person

Boss Grade Villain Example


A Boss Grade Villain would be created in exactly the same
fashion. Lets make him a Thug Leader (he was the boss of the
Thug you had the Heroes beat up) and a Physical Vanguard
for Class Role with a level of 6. On Table 10-4 we find Boss
Physical Vanguard and look at the level 4-6 Range, since he is
level 6. This table gives us ATK 14, DEF 18, POW 10 and WILL
15.
Then we look at the Battle Statistics in the same area for
Damage Threshold 45, Initiative 12, Bonus Healthy Stages 3,
and Character Skills 13. Note that as a Boss Class, he gains 3
Healthy Trauma Stages.
You would then consult table 10-1 finding Level 6 Boss
and note that your Crime Boss has 205 Health. If the Thug had
any Size Bonuses that would increase or decrease their Health, you
would add that here, after their base Health is calculated, but this one
doesn't so we leave it as is.

Thug Leader

Weapon DP/AT 2d10, AT9


Onslaughts
Martial Melee 1T +3dp/+4dp/+5dp, Martial
Melee AoE +1dp/+2dp/+3dp, Martial
Ranged 1T +3dp/+4dp/+5dp
Abilities
Cheap Shot, Debilitating Strike, Escape
Artist, Shank, Encounter Power #1 Dirt
in their Eyes, Encounter Power #2
Contingency Plan
He has 2 Strengths and 1 Weakness.
Strengths
Weaknesses

Bullys Spine, Sucker Punch


Cowardice

Now we calculate his Damage and CRIT. He starts with a


+19 and +1 per level, so the total comes out to +25 Damage. His
CRIT is a base of +4 + 1 per level, so it becomes +5.
Dmg/Hlg/CRIT +25/+25/+5
Move Action
AT5
Exhausted 15
Weakened 15
Equipment
1 Set of Era/Region Appropriate clothing, 1
Weapon of Choice
At this point, we just figure out his Rewards, which are considered to be In Lair which could mean his stronghold, treasure room, safe, or hiding place. As a Boss he will likely be the
location where you will dump a lot of the Deferred Treasure
for the Adventure.
Rewards

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.

Boss Physical Vanguard Humanoid (Level 6)


Health
205 (Multiply by number of Heroes)
A/D/P/W 14/18/10/15
DT/IN/HS/CS 45/12/3/13
As a Boss, he has the same Weapon Dice Pool of 2d10 as
anyone else and an Action Time of AT9. He gets +1 Attack per
Hero over 2 that he is fighting. His Onslaughts are Martial 1T
Melee +3dp/+4dp/+5dp, Martial Melee AoE +1dp/+2dp/+3dp,
and Martial 1T Melee +3dp/+4dp/+5dp. His Abilities can be
chosen from the Alchemist (AL), Dread Knight (DK), Rogue
(RG), Visceral (VC), or Warrior (WR) Hero Classes. He gets 4
Abilities and 2 Encounter Powers.

198

Chapter 10: Villains & Monsters

Unchained Heroes SRD

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

Unchained Heroes SRD


Energy 10, 118
Energy Restoration 118
Engineering 116
Environment Condition Examples 171
Environment, The Second Pillar 169
Equipment Fatigue 118
Equipment Modifier 129
Escape Bonds 156
Exhausted 156
Exotic Weapons 95
Expanding Dice Pools 167
Extended Skill Checks 126, 173

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

Game Time Keeping 125


Ghosts 189
Giants 189
Glancing Effect 157
GM Guide to Skill Checks 172
Gnomes 58
Grand Melee Stage 141
Grand Melee Summary 141
Guns 95

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

Object Collisions 148


Object Material Properties 150
Off-hand Weapons 93
One-handed Weapons 92
Onslaught Abilities 23
Open Wounds 158
Opposed Skill Checks 126, 173
OR 62, 80
Order to Combat 164
Overland Movement 149

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

Unchained Heroes SRD


Piercing 159
PL 62, 80
Planes of Existence 161
Plantoids 191
Plants 190
Playing the Odds 127
Plutocrat Wealth 89
Potions 104
POW 114
Power 114
Power Modifiers 129
Preparation Phase 133
Prerequisites 25
Primary Attributes 113
Prone 159
PWR MOD 129

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

Size Category 8, 128


Size Category Modifier 128
Size Properties 151
Skill Battle 151
Skill Checks 126
Skill Encounters 178
Skill Modifier 129
Skill Ranks 114
Skills 113
Sluggish 160
Sorcerer 42
Source Group 22
SP 120
Spears 95
Speed 121
Spell Potency 120
SPI 113
Spirit 113
Spirits 191
SR 62, 80
STA 112
Stacking Modifier 129
Stacking the Deck 127
Stamina 112
Standard Encounters 176
Standard Item Cost 100
Standard Skill Checks 126, 173
Starting Character Skills 13
Starting Money and Degree of Wealth 14
Starting Resource Pools 13
Stealth 160
Stigmata Score 27
STR 112
Strength 112
Stunned 161
Subdue your Foes 141
Subterfuge 116
Success or Failure 125
Summoned Entity 191
Supernatural Actions 22
Supernatural Sources 22
Surprised 161
Surprise Stage 140
Sustained Abilities 21
Swimming 151
Swordbreaker Weapons 93

Trauma Chart 122


Trauma Damage 122
Treasure Rewards 179
True Sight 161
Two-handed Weapons 93

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

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