Professional Documents
Culture Documents
Written by:
Randal Snyder
CHAPTER 1: INTRODUCTION
SUNDERED EPOCH: D20 RPG SYSTEM
The Sundered Epoch: d20 RPG System, or SE:20, As you begin reading the rules that follow, remember
is a role-playing game designed for the “action hero” that the most important part of any game is the
style of fiction. It is a universal system and can be used friendships you make along the way. In making this
in any timeline or setting. book, I have had the pleasure of meeting many new
Our playtests have spanned the ages from medieval friends. It is this strong bond that makes role-playing
adventures against goblins, beasts, and all manner of games superior to any other fictional entertainment
villainy through to the surface of Mars and beyond. We around.
faced deceptive politicians, ghouls, zombies, evil priests, In the event that you delve into this vast sea of
demons, swashbuckling generals, and always came out adventures, I wish you well.
with a great story to tell.
Randal P. Snyder
NONHUMANS 0.02
This Source Reference Document (SRD) is an except by the copyright owner. Distribution and printing
expansion for the SE:20 Core Rules SRD. You need to for personal use is allowed. The document version
be familiar with those rules before you can use this book. number is provided in the heading.
These rules are still in testing and may be altered. This booklet represents the minimum rules needed
This document may not be altered, edited, or changed to add nonhuman characters to the game.
BASICS OF NONHUMANS
There are creatures out there. Creatures of legend, Nonhumans are defined by a template, a list of traits,
of mystery; of nightmares. Beowulf and Grendel, David that are simply “different” from humans. These
and Goliath, Charlemagne and his Dragon are all differences can include nonhuman abilities, magic and
examples. But there are far more and far stranger things. powers, or simply physical descriptions, culture, or
This book provides guidelines for creating behaviors.
nonhuman characters including NPCs and player While some sample nonhumans are provided in this
characters. These guidelines allow you to borrow from book, the intent of this book is simply to provide you with
fiction of all sources or to create your own creatures for the tools to create your own nonhuman characters for
the game. your games.
BASICS
All nonhuman characters have basic traits including a Character Size, Attribute modifiers, and Skill modifiers.
CHARACTER SIZE
Character Size
Stealth Unarmed Glance
Size CP Weight T# Physique /Luck Glance Mod
Miniscule 3-6 cm 0 Less than ½ kg 20 -5 +10 1d6 Instant -4d6
Fine 6-12 cm 0 Less than 1 kg 18 -4 +8 1d6 Instant -3d6
Diminutive 12-25 cm 0 Up to 1 kg 16 -3 +6 1d6 Instant -2d6
Tiny 25-50 cm 2 1-4 kg 14 -2 +4 1d6 Temp -1d6
Small 0.5-1 m 2 2-30 kg 12 -1 +2 1d6 Temp None
Medium 1-2.5 m 0 15-250 kg 10 0 0 1d6 Temp None
Large 2.5-5 m 6 125-2000 kg 8 +2 -2 1d6 Physical +1d6
Huge 5-10 m 12 1,000-16,000 kg 6 +4 -4 2d6 Physical +2d6
Gigantic 10-20 m 26 8,000-125,000 kg 4 +8 -8 4d6 Physical +4d6
Colossal 20+ m 56 60,000+ 2 +16 -16 8d6 Physical +8d6
The creature’s size affects several things as Weight – The Weight column shows a general guide
summarized in the Creature Size table. to how heavy a creature of that size might be.
Size – The Size of the creature is relative to humans T# – The T# column gives the base Target Number
and measured in meters or centimeters. based on the creature’s Target Size. If the creature is
CP – This is the number of Character Points it costs unusually proportioned, you can use the average of the
for choosing a character of this size. creature’s height and width to determine the creature’s
size. Thus, a 3-meter-long snake that is only 0.5 meters
SUNDERED EPOCH:
D20 RPG SYSTEM 5
thick might be considered a medium creature (3.5 ÷ 2 = increased by +1d6 if the creature’s unarmed attack is a
1.75). slash or pierce instead of crushing. Follow the guidelines
Physique – The Physique column shows the typical for Scaling Glance from the Core Rules SRD.
Physique score for a creature of that size. This can be Glance Mod – Glance Mod refers to the modifier
modified further via Attributes below. gained from using human-sized weapons. Thus, a large
Stealth/Luck – A character’s size can affect Stealth creature using a human sized sword gains a +1d6 bonus
and Luck when size is a factor. to that sword’s normal Glance.
Unarmed Glance – Unarmed Glance represents However, if the Glance Mod is negative and reduces
the creature’s unarmed glance dice. Unarmed attacks a weapon’s Glance, follow the guidelines for Scaling
are assumed to cause crushing damage and can be Glance from the Core Rules SRD.
NEW SKILLS
Manifestation (Focus) – If an incorporeal or gaseous creature wishes to affect the real world, they must make
a Manifestation check. One Manifestation check lasts for about 10 minutes or one scene. The following kinds of
activities can be attempted as a result of the check.
• Become visible, but ghostly T# 10
• Move an object or make a physical attack T# 15
• Fly or levitate T# 20
• Appear substantial/living T# 25
6 NONHUMAN SRD
NONHUMAN TRAITS
Pick and choose the traits appropriate for your new species and record the list and the CP cost of each trait.
GENERAL GUIDLINES
The Character Point Costs for traits that follow were based on some general guidelines.
• 1 CP – A +1 skill modifier, or +2 if it only affects part of a skill. Or for each 1d6 of Instant Damage caused.
• 2 CP – A +1 modifier that only affects part of an attribute, such as Encumbrance. Or for each point of Natural
Armor.
• 3 CP – For each 1d6 of Temporary Damage caused or healed.
• 4 CP – A +1 modifier to an Attribute. Or for each 1d6 Physical Damage caused or healed.
• 10 CP – A significant modifier, ability, etc. that does not have a direct modifier.
BLOODLESS (2 CP)
Bloodless creatures do not bleed from wounds as normal characters and Piercing weapons do not gain bonus
dice for penetrating armor.
BREATHLESS (2 CP)
Breathless creatures do not show signs of life and do not breathe or require air.
SUNDERED EPOCH:
D20 RPG SYSTEM 7
CAMOUFLAGE (SEE BELOW)
Some species have natural abilities to blend into terrain, etc. then the ability costs 1 CP and grants a +2
certain terrain. Natural camouflage only works when the bonus to Stealth in those environments.
creature is dressed in clothing that does not interfere Chameleon (2 CP) – Creatures that can change
with their natural camouflage. Armor and clothing will color or texture like a chameleon to blend into several
often negate the stealth bonus. types of terrain grants a +2 bonus to Stealth in all
Pattern (1 CP) – If the bonus is only applied when environments.
in a specific environment such as forests, deserts, rocky
ENVELOP (4 CP)
Some creatures with the Liquid Form trait can Enveloped targets are surrounded by the other
envelop a target of equal size or smaller. This is treated creature and are being suffocated. Follow rules for
like Entanglement. On a successful attack the creature Holding Breath.
has grabbed the target. A second attack or bonus means Any damage caused to an enveloping creature is
that the character is enveloped. also caused to the victim.
HORRIFIC (4 CP)
The creature is so alien, disgusting, or horrifying to see that characters that see it for the first time must make a
Moxie Contest against the creature’s Intimidate skill. Failing the test follows the rules for Morale and Sanity.
A species cannot have this ability without also having the Monstrous ability with a +4/-4 modifier.
LIFELESS (0 CP)
A lifeless creature has no signs of life and have no Breathless (2 CP)
need of air, food, or basic necessities of life. In addition, Bloodless (2 CP)
lifeless creatures have the following traits: Tireless (4 CP)
Unhealing (-10 CP)
MONSTROUS (0 CP)
The creature is horrific, terrifying, or downright unnerving to look at. As a result, the creature suffers a -1 penalty
to any social skill where he tries to be nice, charming, or positively persuasive, but gains a +1 bonus to attempts at
scaring, intimidating, or taunting. The bonus/penalty can be as high as +/-4 but there is no cost associated with having
a Monstrous Appearance.
NATURAL WEAPONS
By natural weapons, we mean claws, spines, fangs, or any naturally occurring part of the body that causes
damage like a human’s fist.
Bypass Armor (10 CP) – This creature’s natural themselves. This ability costs 10cp for the first 2d6
attack bypasses normal armor. Special armor can be Physical Damage and 10cp per additional 1d6 damage
used to block the attack. A swarm might be blocked by caused by the energy drain. Any damage caused to the
a fully sealed bee suit or biohazard suit. A ghost cannot target of an energy drain is healed by the attacker.
bypass magical armor. Energy Drain is tracked as a separate skill based on
Drain Life (see below) – Some species can draw Guile. By default, Energy Drain can only affect
the life from another creature in order to heal characters within reach of an unarmed attack.
SLENDER (0 CP)
The species is particularly slender and as a result is harder to hit than other creatures of its general size. The
character gains a +1 Size T#, Melee T#, and Ranged T#, but suffers an equal penalty to the Glance for any melee
weapon Glance.
14 NONHUMAN SRD
SOOTHING (0 CP)
The character has a soothing voice or appearance and gains a +1 to any attempt to charm, seduce, or calm, but
a -1 to any threat or intimidation.
STOCKY (0 CP)
The species is very thick or wide for its height. As a result, it gains a +1 bonus to Glance rolls with melee attacks
but loses an equal penalty from its base Size T#, Melee T#, and Ranged T#.
SWARM
Some nonhumans are made up of hundreds or thousands of tiny creatures working together to create a whole.
This could be a swarm of bees or an alien life form that can take on a solid shape and then disintegrate into a swarm
of individual beings. Swarms can separate into smaller units and reform similar to Liquid life forms.
Non-sentient swarms, like wasps, bees, or ants, are treated different from sentient swarms.
TIRELESS (4 CP)
Creatures with the tireless ability are not affected by exhaustion caused by normal activities. Magical exhaustion
affects them as normal.
PLAYER CHARACTERS
Creating nonhuman PCs is straight forward. First, For Example: A player wants to play a Phylinx that
pick a nonhuman template. This includes the list of traits costs 7 CP, -1 AT/-3 SP. This means that the player must
and the Character Point cost for choosing the species. spend 1 Attribute Point and 3 Skill Points to purchase
The Character Point Cost table from page 19 shows this template.
how many Attribute Points and Skill Points the character If it is a Heroic character, they normally start with 4
must spend in order to purchase the template. If the Attribute Points and 18 Skill Points. After paying for the
character does not have enough Attribute or Skill points species cost, the character has 3 Attribute Points and 15
to cover the cost of the template, then the Narrator must Skill Points.
decide if they will allow the character to use the template.
NPCS
NPC Experience Sometimes players will surprise you by attacking
Min Attribute Max Skill Max random strangers. If you absolutely need a character
Experience CP Points Points SP made as quickly as possible then you need to fill out an
Rookie 0 1 30 2 NPC sheet.
Exceptional 40 2 42 4 Experience – The experience column is a
Heroic 60 4 54 6 descriptive title.
Min CP – This shows the lowest Character Point
Legendary 80 6 66 8
cost required to qualify for each Experience level.
Epic 100 8 88 10
Attribute Points – This shows the typical number of
Titanic 130 10 110 12
Attribute Points for a character of this experience level.
Demigod 160 12 142 14 This is not a strict limit and NPCs can have significant
Godlike 200 14 Unlimited 16 variance from this guideline.
Max Skill Points – This column shows how many
NPCs can be fully detailed characters in the same Skill Points you can spend on NPC skills. You can
way as player characters, or you can use the NPC sheet. choose fewer if you like.
For purposes of balancing encounters and consistency, Max SP – This is the recommended maximum Skill
we use the NPC Experience table. This is provided to Points the NPC should have assigned to their skills
give you an idea of how powerful or dangerous each based on their experience. More experienced NPCs
NPC is compared to Player Characters and you can use might have one or two skills with slightly higher scores.
this as a rough guide for providing suitable challenges
for your players.
18 NONHUMAN SRD
NPC SHEET
The NPC sheet contains all the basic information
you need to run combat for up to five identical NPCs.
Start with a name and choose an occupation. This could
be a named character or a generalized description for a
group of NPCs.
Attributes – NPCs have the same Attributes as
PCs.
Combat Variables – Once you have picked your
Combat Skills, use the Shot Accuracies to determine
each Combat Variable as normal.
Equipment – The Simplified NPC sheet provides a
list of equipment. If you have a group of NPCs, this might
be a menu of weapons and armor available to each NPC
or it might be specific to each NPC.
Combat Damage – Each line is provided to help you
keep track of damage for up to five different identical
NPCs.
RANDOM NPCS
Random NPCs
Experience Attribute Skills SP You can quickly generate NPCs by rolling dice. As
Rookie 2d6 -7 2d6 2 with any NPC, these are only guidelines and not strict
Exceptional 2d6 -6 2d6 4 rules.
Heroic 2d6 -5 2d6 6 Attribute – Roll 2d6 and subtract the value from the
Attribute column for each Attribute.
Legendary 2d6 -4 2d6 +1 8
Skills – Roll the dice and add the modifier. This is
Epic 2d6 -3 2d6 +1 10
the number of skills the character can choose.
Titanic 2d6 -1 2d6 +2 12 SP – This is the number of Skill Points for each skill
Demigod 2d6 2d6 +2 14 chosen. You can choose to give the NPC fewer skill
Godlike 2d6 +1 2d6 +3 16 points.
SUNDERED EPOCH:
D20 RPG SYSTEM 19