Unchained Heroes System Resource Document

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Unchained Heroes System Resource Document

Transcript of Unchained Heroes System Resource Document

  • 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 Publishing260 Canterbury DrPlover, WI [email protected]

    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

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  • Unchained heroes Table of conTenTsChapter 1: Getting Started 5

    What you need to Play 5Core Mechanic 5

    The RPG System 6Matching Skill to Math 6Chance for Success 6Degrees of Success 6Where Modifiers Come From 7Modifiers from Experiences 7Other Types of Modifiers 7

    Dice Rolling Methods 8Dice Pool Mechanic 8

    The Combat Timeline 9Fuel for your Actions 10Core Rulebook Format 11Character Creation 11Quick Creation Checklist 11Character Sheet Guide 16Hero Advancement by Level 17

    Leveling Up 17Leveling Checklist 18

    Hero Rebuild 19

    Chapter 2: Classes & Abilities 21Heroic Abilities 21

    Ability Format 21Activation Types 21Mobility Group 22Source Group 22Ability Functions 22

    Hero Class Roles 23Champion Role 23Sentinel Role 23Vanguard Role 23Ability Breakdown 24

    Making Sense of the Class Sections 26Cleric (Sentinel) 27Rogue (Vanguard) 37Sorcerer (Vanguard) 42Warrior (Champion) 48

    Chapter 3: Species 56Terrestrials and Celestials 56Species Sections 56Dwarves 57Elves 57

    Gnomes 58Halflings 58Humans 59

    Chapter 4: Talents & Techniques 61Talent and Technique Ranks 61Talents and Techniques as Abilities 61Talents 61

    Acquiring Talents 62Techniques 80

    Acquiring Techniques 80

    Chapter 5: Mundane & Magical Items 88Wealth and Property 88

    Starting Equipment 89Item Availability 90

    Combat Gear 90Armor 91

    Shields 91Talismans 92Weapons 92

    Selling Equipment 96Mundane Items 96

    Selling Mundane Items 96Item Levels (ILV) 99

    Item Level, Item Cost, and Creation Time 100Crafting Items 100

    Item Creation Process 100Magical Items 102

    Mana Burn 102Magical Item Limit 102

    Magical Combat Gear 103Magical Armor 103Magical Talismans 103Magical Weapons 103Mystical Oddities 103Potions 104Runes 106Scroll of Wizardry 109Vector Ammunition 110Wands of Power 110

    Chapter 6: Building Blocks 112Attributes 112

    Physical Attributes 112Mental Attributes 112Primary Attributes 113

    Skills 113Skill Ranks 114

    The Battle Skills 114Character Skills 115

    Arcanology (INT) 115

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

    Hero Statistics 117

    Chapter 7: The System 125Skill Checks 126Damage and Healing Rolls 127

    Dice Pool Rules 127Damage and Healing Modifiers 128

    Dice Modifiers 128Modifier Types 129Modifier Behaviors 129

    Real Time Combat Engine 130Action Time 131Combat Timeline 131Action Phases 132Understanding Actions 133Action Types 134Determining Action Targets 136

    Combat Rules 140Combat Stages 140Rules for Victory 141

    Grand Melee Summary 141Damage Dealt 142Damage Types 142

    Unchained Maneuvers 144

    Chapter 8: Advanced Rules & Terms 148Advanced Rules 148

    Attacking an Object 148Collisions 148Encumbrance (Optional) 149Falling Damage 149Multiple Actions 149Natural Weaponry 149Overland Movement 149Object Material Properties 150Size 150Size and Battle Zone Presence 151Skill Battle 151Swimming 151Unarmored 152

    Terms & Conditions 152Conditions 152Effects 152

    Chapter 9: Gamemaster's Guide 163Real Time Combat Engine 163Creating the Timeline 168The Dynamic Battlefield 169

    Terrain, The First Pillar 169Environment, The Second Pillar 169Size and Formation, The Third Pillar 169

    GM Guide to Skill Checks 172Hero Advancement 173

    Adventures 174Five Encounter Rule 174

    Creating Encounters 175Scale of Importance 175Story comes First 177

    Skill Encounters 178Treasure Rewards 179

    Hero Loot Tables 180

    Chapter 10: Villains & Monsters 183Villain Grades 183Playing a Villain 184

    Playing Fodder 184Playing Minions 184Playing Elites 184Playing Bosses 185

    Villain Roles 185Recommended Level and Quantity 186Villain Creature Types 186Villain Creation Checklist 192

    Creating A Villain 192Villain Creation Example 197

    Index 199

    Appendix A 202

    Appendix B 204

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    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 mechan-ics, 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 par-ticipants are considered Players. Players create Player Char-acters (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 convenTionsUnchained 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-sid-ed dice (d12), and 20-sided dice (d20). We often use the short-hand 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 comfort-able 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 mechanicUnderstanding 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 exampleWith 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 sysTemThe 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 maThThe 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 sUccessIf 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 sUccessThe 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 fromModifiers 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 experiencesNature 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 modifiersThis 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.

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  • 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 PoolsThe 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 PoolThe 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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  • combaT Timeline exampleIf 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.

    The combaT TimelineThe 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.

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  • fUel for yoUr acTions Resources Energy Tactical Points Health TraumaThere 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 ex-pensive action will be far more powerful than a highly repeat-able, 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 Re-sources, 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, incapacita-tion, or an inability to perform special actions like spells, ma-neuvers, 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 dif-ferent sort of problem.

    TacTical poinTs (Tp)The next most common Resource that you will use is Tac-

    tical 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

    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 penal-ized though, you automatically receive the benefits of a Tide of Battle Maneuver as if you spent all the remaining TP you had.

    healThOther 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 ac-tion. 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.

    TraUmaThe 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, fall-ing, 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.

    10 Chapter 1: Getting Started

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  • sysTem resoUrce formaTThe 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)

    characTer creaTionAfter 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.

    QUick creaTion checklisTBelow 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 Class2. Record Starting Attributes

    a. Choose Attribute Creation Methodi. Method #1 = +1/-1 Rule (Recommended)

    3. Record Primary Attributes4. Record Starting Combat Gear5. 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 Stagesii. Vanguard and Sentinels 1 Healthy Stage, Techs may

    increased. Record Maximum TP and Starting TP (page 121)

    i. Maximum TP is 10ii. Current TP is 0, Techs may increase

    e. Record Magical Item Limit (page 102)i. 7 + half your level rounded down.

    6. Starting Character Skillsa. 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 Craftingc. Add Class PWR MOD to Character Skills

    7. Record Traveling Gear8. Record Starting Abilities

    a. Choose 1 Additional Ability9. 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 Piecesb. Degree of Wealth = Laborer

    13. Record Battle Skills (page 114)a. Spend 2 Battle Points to increase Battle Skills

    14. Record Battle Statisticsa. 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 Touchesa. Fill in Modifier Type bubbles on everything possible

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  • 1. choose yoUr hero classGo 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 At-tributes 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 CP Modifier*, Tide of Battle, ATK, DEF, MS, Health Bonus

    Weakened Condition, DT

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

    Starting Combat GearWeapons: Two-handed Melee Weapon Armor: Robes ArmorTalisman: Spirit Talisman

    Starting Abilities: Amplification, Eldritch Bolt, Fireball, Lure of the ArcaneStarting Talents: Detect Magic, See the CurrentsStarting Techniques: Battle Caster Rank 1, Critical Effect Supernatural Rank 1

    Starting Battle SkillsAttack: Rank 0 Defense: Rank 0 Power: Rank 2 Willpower: Rank 2

    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 ArrangeYour 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 rUleRecord 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 CP Modifier*, Tide of Battle, ATK, DEF, MS, Health Bonus

    Weakened Condition, DT

    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 CostsAttribute Point Cost

    5 11

    4 7

    3 5

    2 3

    1 1

    0 0

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  • meThod #3: rollinG diceWith this method, you roll 4d6, six times. During each roll,

    drop the lowest dice then add them together for a number be-tween 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 AttributesDice Roll Attribute11 or less 0

    12-13 114-15 216-17 3

    18 4

    3. record primary aTTribUTes Primary Attributes affect the most Statistics Right Column next to Attributes tells you what Attributes

    modifyThe 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 wishYour 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 GearWeapons: Two-handed Melee WeaponArmor: Robes ArmorTalisman: 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 downYour 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) HealthVanguard Health Bonus per Level 2d6 (7) HealthSentinel 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 SkillsYou 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!

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  • 7. record TravelinG 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 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.

    8. record sTarTinG abiliTies Essential Hero Class Abilities Choose 1 Additional AbilityEach 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

    10. record sTarTinG TechniQUes 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

    11. choose hero species Choose Hero Species (page 56) Adjust Starting Attributes by Species Record Species Bonuses and AdvantagesIf 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 = LaborerYou 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 SkillsYour 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 SkillsAttack: Rank 0 Defense: Rank 0 Power: Rank 2 Willpower: Rank 2

    14 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).

    15Chapter 1: Getting Started

    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 GUideIn 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 Num-bers 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 corre-sponding 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

  • hero advancemenT by level Shows Character Progression for each LevelThe 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 UpsYou 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

    Table 1-3: Character Level and Ability ChartLevel Leveling Benefits Tech Abi CP BP Tal EN Attr

    1 1 Tech, 1 Ability, 8 CP, 2 BP, 1 Talent 1 1 8 2 1 0 0

    2 +1 Tech, +1 Ability, +1 CP 2 2 9 2 1 0 0

    3 +1 Tech, +1 Talent, +1 BP, +10 EN 3 2 9 3 2 1 04 +1 Tech, +1 Ability, +1 CP 4 3 10 3 2 1 05 +1 Tech, +1 BP 5 3 10 4 2 1 06 +1 Tech, +1 Ability, +1 CP, +10 EN 6 4 11 4 2 2 07 +1 Tech, +1 Talent 7 4 11 4 3 2 08 +1 Tech, +1 Ability, +1 CP 8 5 12 4 3 2 09 +1 Tech, +1 Talent, +1 BP, +10 EN 9 5 12 5 4 3 010 +1 Tech, +1 Ability, +1 CP 10 6 13 5 4 3 011 +1 Tech, +1 BP 11 6 13 6 4 3 012 +1 Tech, +1 Ability, +1 CP, +10 EN 12 7 14 6 4 4 013 +1 Tech, +1 Talent 13 7 14 6 5 4 014 +1 Tech, +1 Ability, +1 CP 14 8 15 6 5 4 015 +1 Tech, +1 Talent, +1 BP, +10 EN, +1 to Two Attributes 15 8 15 7 6 5 116 +1 Tech, +1 Ability, +1 CP 16 9 16 7 6 5 117 +1 Tech, +1 BP 17 9 16 8 6 5 118 +1 Tech, +1 Ability, +1 CP, +10 EN 18 10 17 8 6 6 119 +1 Tech, +1 Talent 19 10 17 8 7 6 120 +1 Tech, +1 Ability, +1 CP 20 11 18 8 7 6 121 +1 Tech, +1 Talent, +1 BP, +10 EN 21 11 18 9 8 7 122 +1 Tech, +1 Ability, +1 CP 22 12 19 9 8 7 123 +1 Tech, +1 BP 23 12 19 10 8 7 124 +1 Tech, +1 Ability, +1 CP, +10 EN 24 13 20 10 8 8 125 +1 Tech, +1 Talent 25 13 20 10 9 8 126 +1 Tech, +1 Ability, +1 CP 26 14 21 10 9 8 127 +1 Tech, +1 Talent, +1 BP, +10 EN 27 14 21 11 10 9 128 +1 Tech, +1 Ability, +1 CP 28 15 22 11 10 9 129 +1 Tech, +1 Talent, +1 BP 29 15 22 12 11 9 130 +1 Tech, +1 Ability, +1 CP, +1 to Two Attributes, +10 EN 30 16 23 12 11 10 2

    17Chapter 1: Getting Started

    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 1Every 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.

    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

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  • hero rebUild Mechanic to increase player satisfaction Requires a Quest Hero lose all "Learning from Failures" CP gainedAt 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

    Point3. Reference Table 1-3: Character Level and Ability Chart4. Look for Tech/Abi/CP/Tal/BP/EN/Attr Column5. 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.

    characTer sheeT as roleplayinG aidAt 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. .

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  • chapTer 2:classes & abiliTies

    20

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  • 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 abiliTiesClass 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 Abil-ity 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 ef-fectiveness. 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 FunctionAll 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 AdvantageActive 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 TPSustained 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.

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  • mobiliTy GroUpThe 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).

    soUrce GroUpAll 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, Mind-Affecting, 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.

    abiliTy fUncTionsAbilities 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.

    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 AlliesBoon 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 AlliesHeal 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.

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  • mind-affecTinG abiliTies Versatile Ability TypeMind-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 ActionsOnslaught 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 AbilityAbilities 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 rolesYour Hero Class Role gives you the archetype of your Class.

    The following sections describe them.

    champion roleChampions 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 roleSentinels 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