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Sundered Epoch: Generations - Non-Human Species v2.0

Sundered Epoch: Generations - Non-Human Species v2.0

Ratings: (0)|Views: 127 |Likes:
Published by Randal Snyder
As an avid fan of role-playing games (RPGs) I have watched hundreds of movies and wished that I could adapt this monster or that alien into my games. But how do we capture this diversity and yet balance these creatures with humanity? This book is our answer.
As an avid fan of role-playing games (RPGs) I have watched hundreds of movies and wished that I could adapt this monster or that alien into my games. But how do we capture this diversity and yet balance these creatures with humanity? This book is our answer.

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Published by: Randal Snyder on Apr 12, 2010
Copyright:Attribution Non-commercial

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03/27/2014

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[Type text]
1
 
 
T
ABLE OF
C
ONTENTS
:
S
UNDERED
E
POCH
:
 
G
ENERATIONS
 N
ON
-H
UMAN
S
PECIES V 
2.0
 
[Type text]
3
 
 
C
HARACTER
C
REATION
 
I
NTRODUCTION
 
Welcome to the Sundered Epoch: Generations (SEG)guide to non-humans, an optional rule book for theSundered Epoch: Generations RPG. The SEG CoreRules can be downloaded for free or purchased from
. In case you are not familiar with it, the SunderedEpoch: Generations is a complete universal role-playing game designed to be a flexible, universal RPGplatform that fits almost every genre and fictionalsetting while giving you maximum flexibility. This booksets the guidelines for creating your own customspecies for your game world or allows you to createspecies based on existing published materials. Thesespecies can be used as player-characters or as NPCs.
N
ON
-
HUMAN
S
PECIES
 
Every great fantasy from science fiction spaceodysseys to ancient stories from Greek legendincludes some form of non-human creature thatinteracts with the hero
 –
or is the hero. In moderntimes, movies and literature have simply expanded theworld of possibilities almost infinitely. Creatures of fiction range from tiny intelligent mice to giant talkingsquid and beings of pure energy. As an avid fan of role-playing games (RPGs) I havewatched hundreds of movies and wished that I couldadapt this monster or that alien into my games. Buthow do we capture this diversity and yet balance thesecreatures with humanity? This book is our answer.
C
HARACTER
P
OINTS
 
Character Points are used as a measurement to gage
the experience level and “power” of a character in a
way similar to level based RPGs. Thus a 100 pointcharacter is roughly half as experienced and half as
“powerful” as a 200 point character.
 All characters automatically start with an averageattribute score of 5 in each attribute.Raising an attribute by 1 costs 10 Character Points.You get Character Points back if you lower an Attribute score below 5. Similarly, raising a skill or other ability by 1 point costs 5 Character Points.The character creation guidelines in the Core Rulesassume that 30% of Character Points can be spent on Attributes and 70% goes towards Ability Points. TheNarrator may alter this distribution as needed.
For Example:
If we start with the six core attributes acompletely average character gets 30 Attribute Pointsfor free.
 
This is considered a 0 point character.In the Core Rules, a Heroic character has 200Character Points. Splitting this 30/70, this gives him 60points to spend on Attributes and 140 points for  Abilities.Dividing 60 CP by 10 Attribute Cost gives us 6 Attribute Points. Dividing 140 CP by 5 Ability Costgives us 28 Ability Points.

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