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Unchained Heroes System Resource Document
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Unchained Heroes System Resource Document


System Resource Document, Free!

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Unchained Heroes takes the F20 game architecture in a different direction, moving into new territories for the hobby where actions are dynamic, options are prevalent, and the roleplaying/combat spectrum is united in one system, but separated into different tracks. Playing Unchained Heroes is about getting as much of a game as you want, without the need to sacrifice roleplaying for combat or combat for roleplaying. The system gives you both in equal measure.

Unchained Heroes uses a dynamic action system -- the Real Time Combat Engine -- to provide intense, action-packed, and tactical encounters that will satisfy your RPG combat cravings. The powers at your disposal are mighty and spectacular: toss your shield to deflect a sword strike the moment before it hits your ally, ignite the seed of magic in your foes to burn them from the inside out, create magnetic fields that makes metal too heavy to wield, and rip the earth apart, forming great crevasses to swallow your enemies whole. Through it all, you control a Dynamic Battlefield by using Abilities that reshape your surroundings for your benefit or to hinder your foes; mix and match your powers to form incredible combos and spectacular effects. 

You will be as powerful off the Battlefield as you are upon it. There is no need to sacrifice your combat prowess to choose a worthwhile roleplaying action, you get a separate progression for your miraculous powers of Resurrection, Shapeshifting, and Mind-Reading. The Unchained Heroes Talent System allows you to bestow a curse that implants terrifying visions of death, rewrite the neural pathways of a person to implant them with another, and trap those that might telepathically attack your mind in an abyssal prison. They are available to you as you level and as rewards from your GM. Find them in an old wizard's spellbook as well as through deep meditation.

This is the Unchained Heroes System Resource Document. It is your ticket to the Real Time Combat Engine that contains the core rules to the Unchained Heroes RPG for Free! If you wish, you can use this to play the game without need of anything else; it is a Player's Guide, GM Guide, and Villain Handbook combined. The System Resource Document is part of our commitment to making Unchained Heroes accessible to as many people as possible. The more that have it, the more get to play along with us and see the community grow.

Unchained Heroes offers you:

  • All-in-One Core Rulebook

  • Choose among the Abyssal, Ascension, and Balance Paths as a Cleric

  • Use Steel or Poisons to end your foes as a Rogue

  • Wield the Soul of the Planet and source of all Life as Sorcerer

  • Command mighty forces by Word and Deed as a Warrior

  • Play as a ruthlessly strong Elf or a sly Halfling, as well as other classical fantasy species 

  • Try our Story Based Leveling and Treasure System

Grab a copy of the Unchained Heroes System Resource Document today and start playing this exciting game.

If you like the SRD, upgrade to the Unchained Heroes Fantasy Core Rulebook to give you additional Hero Classes, additional Species, Magical Items, and a Bestiary of ready-made Villains!

Unchained Heroes RPG

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Discussions (2)
Customer avatar
Ulisse S October 07, 2016 4:52 pm UTC
this is full of nice ideas, but I believe there's something wrong with the math. Barred heavy "optimization" attacks almost always hit. A level five character that maxed out defense (4 attribute 5 battle skill 6points of armor, 1 pt technique 2 points ilv 2 points rune) will be hit 65% of the times by an equally leveled elite and 75% by a boss, and 95% of the times by another character equally maxed out in attack.Same character will always be hit if attacked on will.
Customer avatar
Kurt P October 07, 2016 6:37 pm UTC
Hi Ulisse, your math is perfect and correct. That was the intention; by level 10 you should probably be hitting with your attack almost every time, even on a boss. There was no intention for player vs player combat, but if you did wish to do so, hitting every time would be ok. There are multiple abilities that are designed to be reactions to attacks to lessen damage or avoid it altogether.

The key elements of the system are to use your abilities to maximize effects and missing 40% of the time (like in some other systems) was never my intent. In fact, if you miss a boss that much, you will be in for a world of hurt.
Customer avatar
Kurt P October 07, 2016 6:40 pm UTC
I should also add that at by level 5 the game is designed for hits to land throughout combat except against tank classes. Tanks are supposed to get hit about 60-70% of the time, but have their armor and resilience reduce the damage they take.
Customer avatar
Ulisse S October 08, 2016 12:35 am UTC
isn't then the possibility to burn so many resources on defenses a trap option? I mean, if I put" some points" in defenses they're completely wasted, and if I heavily optimize defenses I get meager results.
Customer avatar
Kurt P October 08, 2016 2:30 am UTC
The great thing about it is your ability to evaluate the value of the ability for each character. For most damage classes, focusing on resilience and crit redux is in fact more useful than getting a miss chance, but defense is always important for a supernatural or martial tank. No one can deny that in a game where you get hit 95% of the time that dropping that to 65% makes a big difference.
Unchained Heroes is quite different than the standard MMO style math and takes some getting used to, but you seem to grasp the math and nuances well, so just shift your thought process into finding new ways to handle combat and stat allocations. Like I said, you have grasped the math well and saw a pattern that no one has asked me about before, but was always there.
Customer avatar
Michael C June 10, 2015 10:42 pm UTC
Glad to see this. I'm excited about the RTC Engine, and is just what fantasy role-playing has needed for years, and I'm glad to see you put it under the OGL. Just curious, do you have a way of declaring compatibility for third-party products? I didn't see anything on your website.
Customer avatar
Kurt P June 11, 2015 12:24 am UTC
Thank you, Michael. My intention was to let anyone that wanted to build for the RTC Engine to use the RTC Engine Logo as a compatibility symbol. I need to think a little harder to determine if that is best for the long term, but that should work for now.
Customer avatar
Michael C June 11, 2015 1:06 am UTC
Well I think that's just perfect, Kurt. Thank you. :-)
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File Last Updated:
June 09, 2015
This title was added to our catalog on April 02, 2015.