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Nonhumans SRD

SE:20 RPG System Source Reference Document


SUNDERED EPOCH: D20 ROLEPLAYING SYSTEM
Copyright 2020 by: Randal Snyder

Written by:
Randal Snyder

Chapter 1: Introduction 3 Chapter 4: Sample Nonhumans 19


Sundered Epoch: d20 RPG System 3 Introduction 19
Nonhumans 0.01 3 Human (0 CP, 0 AT/0 SP) 19
Basics of Nonhumans 3 Elf (8 CP, -1 AT/-4 SP) 20
Magic & Powers 3 Dragon (65 CP, -10 AT/-35 SP) 20
Dwarf (4 CP, 0 AT/-4 SP) 21
Chapter 2: Creating Nonhumans 4 Goblin (8 CP, -1 AT, -4 SP) 21
Nonhuman Template 4 Anellusapien (20 CP, -3 AT/-8 SP) 21
Character Point Cost 4 Phylinx (7 CP, -1 AT/-3 SP) 22
Basics 5 Sprite (28 CP, -4 AT/-13 SP 22
Nonhuman Traits 6

Chapter 3: Nonhuman Characters 17


Introduction 17
Player Characters 17
NPCs 17
SUNDERED EPOCH:
D20 RPG SYSTEM 3

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 0.01
This Source Reference Document (SRD) is an expansion for the Sundered Epoch: d20 RPG System. You need
to be familiar with those rules before you can use this book.
This booklet represents the minimum rules needed to add nonhuman characters to the game. It may be freely
distributed and printed for personal use. These rules are still in testing and may be altered. The version number is
provided in the heading.

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.

MAGIC & POWERS


Some creatures have Magic Abilities or Powers in their skill list. They will be recorded as “Magic” or “Power”
followed by the name of the ability or power. This is described in more detail in the SE:20 Magic & Powers SRD.
4 NONHUMAN SRD

CHAPTER 2: CREATING NONHUMANS


NONHUMAN TEMPLATE
All nonhumans can be summarized as a list of traits created a template for all creatures of the same species.
and modifiers that are different from humans. Templates You can use this template for player characters or NPCs.
can include attribute and skill modifiers as well as natural Many nonhumans have a Character Point Cost and
abilities that the nonhuman species has. Some sample a corresponding Attribute and Skill Point modifier. Player
templates are provided in Chapter 4: Sample Characters must adjust the Attribute and Skill Points
Nonhumans. before spending their points on Character Creation.
Designing nonhumans is straight forward. First, Then apply any Attribute or Skill modifiers before filling
decide on the physical appearance of the creature you out Combat Variables.
are making. Choose its Character Size, add modifiers for To design your own nonhumans, start with the
Attributes and Skills, and pick Nonhuman Traits basics for the character’s size. Then add traits that fit the
appropriate for the creature. At this point you have species’ concept. Record the cost of the traits and record
the final cost of the template.

CHARACTER POINT COST


Nonhuman Character Point Cost Most nonhumans have some sort of cost associated
CP Attribute Skill CP Attribute Skill with them since they have abilities that humans do not
Cost Cost Cost Cost Cost Cost possess. This cost is used to help balance the non-
-9 +1 +5 11 -1 -7 human to human PCs.
-8 +1 +4 12 -1 -8 The Species Character Point Cost table summarizes
-7 +1 +3 13 -2 -5 the Attribute and Skill Point costs base on the Character
-6 0 +6 14 -2 -6 Point cost of the species. If you have a species that costs
-5 0 +5 15 -2 -7 15 CP, you use the basic Starting Experience table from
-4 0 +4 16 -2 -8 the Core Rules but subtract -3 Attribute Points and -3
-3 0 +3 17 -2 -9 Skill Points from your starting pool.
-2 0 +2 18 -2 -10 Let’s say a Heroic character chooses a 15 CP
nonhuman template. Heroic characters start with 4
-1 0 +1 19 -3 -7
Attribute Points and 18 Skill Points. But a 15 CP
0 0 0 20 -3 -8
nonhuman costs -2 Attribute Points and -7 Skill Points.
1 0 -1 21 -3 -9
That leaves the character with 2 Attribute Points and 11
2 0 -2 22 -3 -10 Skill Points.
3 0 -3 23 -3 -11 If the species cost is higher than 30 CP add the
4 0 -4 24 -3 -12 Attribute and Ability costs together. Thus, if you have a
5 0 -5 25 -4 -9 species that costs 44 CP you add the costs of 30 and 14
6 0 -6 26 -4 -10 together.
7 -1 -3 27 -4 -11
8 -1 -4 28 -4 -12 30 = -4 AT, -14 SP
9 -1 -5 29 -4 -13 14 = -2 AT, -6 SP
10 -1 -6 30 -4 -14 Final = -6 AT, -20 SP
SUNDERED EPOCH:
D20 RPG SYSTEM 5

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 16 Less than ½ kg 20 -5 +10 1d6 Instant -1d6
Fine 6-12 cm 12 Less than 1 kg 18 -4 +8 1d6 Instant -1d6
Diminutive 12-25 cm 8 Up to 1 kg 16 -3 +6 1d6 Instant -1d6
Tiny 25-50 cm 6 1-4 kg 14 -2 +4 1d6 Temp -1d6
Small 0.5-1 m 4 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 4 125-2000 kg 8 +2 -2 1d6 Physical +1d6
Huge 5-10 m 8 1,000-16,000 kg 6 +4 -4 2d6 Physical +2d6
Gigantic 10-20 m 24 8,000-125,000 kg 4 +8 -8 4d6 Physical +4d6
Colossal 20+ m 48 60,000+ 2 +16 -16 8d6 Physical +8d6

The creature’s size affects several things as Stealth/Luck – A character’s size can affect Stealth
summarized in the Creature Size table. and Luck when size is a factor.
Size – The Size of the creature is relative to humans Unarmed Glance – Unarmed Glance represents
and measured in meters or centimeters. the creature’s unarmed glance dice. Unarmed attacks
CP – This is the number of Character Points it costs are assumed to cause crushing damage and can be
for choosing a character of this size. increased by +1d6 if the creature’s unarmed attack is a
Weight – The Weight column shows a general guide slash or pierce instead of crushing. Follow the guidelines
to how heavy a creature of that size might be. for Scaling Glance from the Core Rules SRD.
T# – The T# column gives the base Target Number Glance Mod – Glance Mod refers to the modifier
based on the creature’s Target Size. If the creature is gained from using human-sized weapons. Thus, a large
unusually proportioned, you can use the average of the creature using a human sized sword gains a +1d6 bonus
creature’s height and width to determine the creature’s to that sword’s normal Glance.
size. Thus, a 3-meter-long snake that is only 0.5 meters However, if the Glance Mod is negative and reduces
thick might be considered a medium creature (3.5 ÷ 2 = a weapon’s Glance, follow the guidelines for Scaling
1.75). Glance from the Core Rules SRD.
Physique – The Physique column shows the typical
modifier to the creature’s Physique score. This can be
modified further via Attributes below.

 ATTRIBUTES (+/-4 CP EACH)


Species often have modifiers to their Attributes. As noted in the Character Size table, the size of a character
affects its Physique. However, nonhumans can have additional modifiers. Some species are superior to humans in
every way while others seem to have no advantages at all.
Each +1 bonus to an Attribute has a CP of +4. If an Attribute is lowered subtract 4 CP from the cost.
6 NONHUMAN SRD

 SKILLS (+/-1 CP EACH)


Nonhumans can gain bonuses to their Skills. Sometimes this is due to cultural training, but often, it is just due to
the nature of the species’ body or mind. Though rare, some nonhumans gain penalties for certain skills.
For each +1 bonus to a Skill, increase the CP by +1. For each penalty, subtract 1 CP.
Additionally, some nonhumans have new skills, such as incorporeal creatures. These new skills are treated just
like standard skills 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

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.

 ACID BLOOD (SEE BELOW)


A creature that has acid for blood can cause various roll acid damage against the weapon’s
outcomes. Durability.
• Base Glance (4 CP each) – For each 1d6 • Acid Splash – If the creature is attacked by
Physical Glance that the acid causes, the cost is slashing or piercing weapons then all characters
4 CP. in the same Zone must make a Luck, Initiative,
• Damage Weapons – Each time a slashing or or Ranged Defense test vs. the amount of
piercing weapon causes the creature damage damage it received or be splashed with acid.

 ALLERGY/WEAKNESS (SEE BELOW)


Some creatures are so allergic to a substance that • -4 CP for each 1d6 physical damage per round
they take damage from touching it. For example, of exposure.
werewolves are allergic to silver; vampires take damage • -3 CP for each 1d6 temporary damage per
from sunlight. If a creature takes damage from exposure round.
to a substance or effect, they follow the guide below: • -1 CP for each 1d6 instant damage per round.
SUNDERED EPOCH:
D20 RPG SYSTEM 7

 AMPHIBIOUS (-2 CP)


Some species can live on land or water and gain the • Vulnerable: Fire, Heat (-2 CP)
following traits: • Also, amphibians treat Contact poisons as if it
• Water Breathing (2 CP) was Ingested. (-1 CP)
• Amphibians require 1.5 times as much water as
humans and must keep their skin moist (-1 CP)

 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.

 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

 CHANGE APPEARANCE (SEE BELOW)


The species can change their facial features at will. It will generally take about a minute to complete the change,
but the character’s appearance is significantly different than their natural face. This costs 1 CP per +2 bonus to
Persuasion up to a maximum of +4.
Unconscious characters will revert to their natural appearance.

 COLD BLOODED (0 CP)


Cold blooded animals, such as reptiles, are dependent on external heat sources to regulate their body
temperatures. If the ambient temperature of an area is below 20° Celsius (68° Fahrenheit) or is damaged by cold
effects, then the creature is Wrecked on all skills. Between 20° and 29°, the creature has no penalty. And if the
temperature is 30° or more or is damaged by heat, then the creature gains +1d6 Control to all skills.
8 NONHUMAN SRD

 CONSTRUCT (SEE BELOW)


A Construct is a robot, android, animated table, or
some other inorganic life form. Constructs are treated In addition, Constructs can have the following
like normal characters for purposes of damage due to optional traits.
advanced self-repairing circuits or some other • Bloodless (2 CP)
explanation, like magic. However, mechanical creatures • Deadend (10 CP)
do not require oxygen to breathe, might have access to • Extra Limbs (varies)
upgraded parts, and are virtually immortal. And they are • Natural Armor (2 CP per 1 TAR)
immune to poisons and disease. • Natural Weapon (varies)
A basic Construct costs 18 CP and has the following • Tireless (4 CP)
Triats: • Unhealing (-4 CP)
• Ageless (6 CP)
• Breathless (2 CP)
• Immune to Poisons (10 CP)

 DEADENED (10 CP)


Deadened characters do not feel pain. As a result, all Combat Damage is treated like Instant Damage. The
creature follows all standard rules for Stun Checks and Stun Time but does not track Combat Damage for purposes
of Stun. The creature is still affected by Maximum Damage and Critical Wounds as normal, however.

 EXTRA LIMBS (SEE BELOW)


Some creatures might have more than two arms and Tail, Massive (1cp) – Tails similar in size or
two legs. appearance as an alligator or kangaroo cost 1 CP.
Arms (2cp each) – The extra arm is considered an These tails can be used to make unarmed attacks or
off-hand and suffers the normal penalties for using the trips and are treated like an off-hand attack. Massive
offhand. However, the extra hand can allow the tails can be used to pick up objects that have hooks or
character to carry an extra item, gives a +1 bonus per loops, but they cannot grab small items. In addition,
extra arm for all climbing, entanglement, and other skill massive tails give a +1 bonus to balance related skills
checks that the Narrator decides is appropriate. such as tightrope walking, defense rolls vs. tripping, and
Legs (2cp each) – Each extra leg costs 2cp and any other situation that the narrator decides is
increases the character’s Encumbrance score by +1. In appropriate.
addition, the extra leg gives the character a +1 bonus on Tail, Articulate (1cp) – Tails that are dexterous
skill rolls for pushing, pulling, etc. and defense rolls enough to pick up small objects such as weapons, keys,
against tripping. This bonus is per leg beyond 2 and the or bags of gold cost 1 CP as if it were an extra arm.
Narrator will decide if the situation should get the bonus. However, these tails are not powerful like a massive tail
Tail, Basic (0cp) – Typically tails will not affect a and are incapable of being used for an attack. If used in
character’s abilities. However, tails like a cat’s or a skill contest, articulate tails suffer an off-hand penalty
rodent’s can help the creature balance more. Use the and are treated as if they had ½ the character’s
rules for skills if the tail grants a bonus to Acrobatics or Encumbrance score.
other skills.

 MULTIPLE HEADS (SEE BELOW)


CP Heads Bonus Some creatures have fully functioning multiple
0 1 None heads that grant bonuses. Each head gives the creature
1 2 +1 SA a +1 bonus for Perception and BS Meter. Also, the
7 3 +2 SA, +1 CA
creature gains one extra Combat Action for every three
8 4 +3 SA, +1 CA
9 5 +4 SA, +1 CA heads it has, rounded down.
15 6 +5 SA, +2 CA For species with a bite attack, these extra heads are
16 7 +6 SA, +2 CA treated like an off-hand attack.
17 8 +7 SA, +2 CA
SUNDERED EPOCH:
D20 RPG SYSTEM 9
 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.

 FAST HEALING (4 CP)


Some creatures heal faster than others. For each bonus +1d6 Combat Damage healed in a normal rest interval,
increase the species cost by 4cp.

 FRAIL (-2 CP PER POINT)


Some creatures are strong, but not resilient. Frail characters reduce their Physique by their Frail value when
calculating Criticals and Max Damage. A character can have a Frail modifier of -1 or -2.

 FERAL (0 CP)
A species that is feral is animalistic and wild. They respect the order of the pack and follow orders, but they
display distinctly primitive behavior such as territorial marking, a lack of social skills, sniffing and touching, and a
general lack of etiquette and tact.
Some species are more feral than others and gain a +1 to +2 modifier for Social Skills when interacting with wild
animals or other feral species, but a penalty when interacting with civilized species.

 FLEXIBLE (1 CP PER POINT)


The species is extremely flexible or does not have bones or a rigid body structure. As a result, the species gains
a bonus to Legerdemain and Acrobatics when escaping bonds, crawling through tight spaces, and on defense and
attack rolls for grappling. The bonus is generally related to how elastic the species is. A creature like a shark with
only a few bones (teeth in this case) might gain a +2 bonus vs. a squid-like creature that might gain a +4 bonus. Each
+1 bonus costs 1cp. Usually creatures with high flexibility will also lose encumbrance due to the lack of a skeletal
structure. However, encumbrance has not been factored into the Elasticity cost.

 GASEOUS (22 CP)


Creatures that are gaseous appear to be a cloud of fog or smoke. They may be of any color or density defined
by their species and can take any shape of roughly the same size as the creature. Gaseous creatures can hover and
move through any object that is not airtight. Additionally, they cannot be harmed by non-magical weapons.
Gaseous creatures gain the Manifestation skill and may not make physical attacks unless they successfully
manifest. Any unarmed attacks by gaseous creatures bypass normal armor, except for airtight environmental suits.

 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.
10 NONHUMAN SRD

 IMMUNITY (10 CP)


The creature is immune to a single type of effect. This can include poisons, crushing, piercing, slashing, lasers,
acids, etc. Each immunity increases the cost of the species by 10cp.

 INCORPOREAL (22 CP)


Incorporeal creatures exist in the Astral Plane, a dimension of energy and emotion. They are invisible to normal
vision. They are immune to non-magical weapons, but likewise cannot normally affect physical objects or characters.
Incorporeal creatures can still be harmed by electricity, fire, and sonic attacks.
Incorporeal creatures gain the Manifestation skill. To affect objects, incorporeal characters must make a
Manifestation Test. Also, these creatures cannot cross magical barriers intended for ghosts, spirits, or other undead.

 LIFESPAN (SEE BELOW)


A typical human has a natural life expectancy of • 60-100 years 0 CP
about 80 years. If a species exceeds this norm, the • 100-150 years 1 CP
character cost changes. Ageless characters have no • 150-250 years 2 CP
fear of time since they cannot die of old age. • 250-400 years 3 CP
• 30 years or less -3 CP • 400-600 years 4 CP
• 30-60 years -2 CP • Ageless 5 CP

 LIQUID FORM (10 CP)


The creature can change its form from a solid to a Liquid Form creatures may also have the following
near perfect liquid. This allows the creature to split into traits:
different parts and reform into a whole creature and • Bloodless
squeeze through any opening that liquids might get • Envelop
through. • Frail
All liquid creatures have the following traits: • Spider Climb
• Flexible +5 • Natural Armor
• Change Appearance +5 • Plant Life
• Regeneration
• Resistance
• Vulnerability

 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.

 MOVEMENT (SEE BELOW)


Some creatures are naturally faster than humans • Burrow – 5 CP
and gain bonuses to movement. Others are capable of • Flying – 8 CP
movement that is impossible for humans. • Gliding – 4 CP
• Hover – 10 CP
SUNDERED EPOCH:
D20 RPG SYSTEM 11
 MOVEMENT SA (SEE BELOW)
Nonhumans can gain modifiers to their base Special Movement SA (+/- 1 CP per Point) – If a
Movement SA or to a specific movement type. modifier only affects one movement type, such as flying,
Base Movement SA (+/- 1 CP per Point) – ground, or burrowing, then each CP modifies the SA by
Modifying the base Movement SA affects all the 1 point. You can also exchange SA from one movement
character’s movement SA. type to another. Thus, a flying creature can have a -2
penalty to ground movement while gaining a +2
movement for flying.

 JUMP DISTANCE (1 CP PER +2 METERS)


All characters are assumed to be able to jump horizontally equal to their height rounded up to the nearest meter.
However, some nonhumans can jump much further. Add 1 CP per 2 meters of extra horizontal jumping distance. A
character’s vertical jump is half of the horizontal distance.

 SPIDER CLIMB (4 CP)


The creature can move on walls and other vertical surfaces as easily as on the ground and does not need to
make any skill checks to climb most surfaces. Slippery or unstable surfaces may still require a skill check.

 SUPER JUMP (8 CP)


The species can jump extra-long distances equal to its normal movement. Super jumping does not cause falling
damage.

 TREE CLIMB (2 CP)


The creature can climb trees and swing from branch to branch as without penalties or requiring a skill check so
long as their hands are free.

 NATURAL ARMOR (2 CP PER POINT)


Some creatures have hides so thick that they gain AR bonuses. For each point of BAR/TAR, increase the Species
Cost by 2cp. Natural Armor stacks as normal for all armor.

 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.

 MELEE WEAPONS (SEE BELOW)


The base Melee damage is set by the creature’s size and modified by its weapon type. See the Character Size
table, p5. If the Glance is increased, the character costs 4 CP per +1d6 Glance.

 RANGED WEAPONS (SEE BELOW)


Some animals or creatures have the ability to strike only one hour to regenerate, add 1cp. And if it
from a range with weapons such as darts, spit, death regenerates in ten minutes, add 2cp.
rays, etc. The basic Maximum Effective Range is equal Spraying (+4 CP) – Some ranged attacks can hit
to the creature’s Throwing MER. Follow the guideline for multiple targets in a Zone. These are treated like
the Natural Melee Weapon listed above and then add spraying attacks from the Core Rules SRD with
2cp. Other modifiers are listed below: maximum number of Targets equal to the creature’s
Ammunition – The default assumes one shot per Physique, but a minimum of 2 targets.
point of Endurance each day. For each additional shot, Additional Range (+1 CP per Zone) – For each
add 1cp. additional Zone of MER, add 1 CP to the cost.
Regeneration Rate (varies) – If the weapon Causes Pain – Some creatures may suffer wounds
requires a minimum of 12 hours to regenerate all its due to the weapon’s use. Each 1d6 Physical Damage to
ammunition, there is no modifier. However, if it takes the creature reduces the cost by 4 CP. If the damage is
12 NONHUMAN SRD

only temporary, then subtract 3 CP and if the damage is Bypass Armor (10 CP) – This creature’s natural
instantaneous, then subtract 1 CP. attack bypasses normal armor. Special armor can be
Acid Attack (varies) – The species can make an used to block the attack. A swarm might be blocked by
attack using some form of acid. This can be a bite, claws, a fully sealed bee suit or biohazard suit. A ghost cannot
or spray. If the acid is delivered as part of another attack, bypass magical armor.
such as a bite, then the Acid bypasses armor if the first Drain Life (see below) – Some species can draw
attack caused damage. Otherwise acid rolls for Glance the life from another creature in order to heal
separately. themselves. This ability costs 10cp for the first 2d6
First, follow the guidelines for Natural Weapons. Physical Damage and 10cp per additional 1d6 damage
Acid can affect a character for several combat caused by the energy drain. Any damage caused to the
rounds. If the acid lasts for more than 1 round, multiply target of an energy drain is healed by the attacker.
the species cost by the number of combat rounds that Energy Drain is tracked as a separate skill based on
the acid lasts. Thus, if the acid lasts for three rounds it Guile. By default, Energy Drain can only affect
will cost three times the normal cost. characters within Reach of an unarmed attack.
If the acid can be used from a distance further than
the creature’s normal reach, follow the guidelines for
Ranged Natural Weapons.

 NO HANDS (-4 CP)


Some species lack hands or appendages that can grasp objects and must resort to using their mouths, grasping
objects in two arms, etc. Species without hands cannot use common human objects such as weapons, tools, shields,
and so on and will generally not be able to put on armor unless it is specially designed for their species. Even without
hands objects can be picked up or used if the Narrator agrees. For example, a dog might be able to type on a
keyboard by hitting one key at a time, but a dog would not be able to use a sword or shoot a gun.
Any action that might be allowed but hampered by having no hands Wrecks the skill check.

 PLANT LIFE (10 CP)


Intelligent plant-like creatures have certain special resistances:
• Immune to mind-altering effects such as magic or toxins.
• Immune to poisons and diseases that do not explicitly affect plants (herbicides, fungicides).

 POWERS (SEE BELOW)


Powers are individual spells and cost 1cp per Level of the spell and is treated like a skill. In addition, the creature
gains 1 Skill Point per Level of the Spell. Each power’s Shot Accuracy must be tied to an Attribute related to the
power. Thus, a physical spell is typically based on a physical attribute like Physique or Agility.
The description of the spell cannot change, however the range, target area, duration, and other details can be
modified based on the character’s skill. Each Power can be used once per day per SP of the Power purchased.

 REGENERATION (SEE BELOW)


Regeneration allows the creature to grow back lost seconds. At the beginning of each round the creature
limbs. subtracts their regeneration value from their current
Slow (4 CP) – Slow regeneration allows a creature Combat Damage. Crippled limbs will be healed in one
to regrow lost limbs in about 20 days. It will take another minute and amputated limbs will grow back in an hour.
20 days to make it function normally and the Narrator Focused (4 CP per 1d6) – Some creatures can
can impose the Wrecked condition to any skill checks force their bodies to heal wounds. This requires that the
that rely on the use of the damaged limb until it is fully character spend 1 Combat Action to activate the healing.
healed. The character must be conscious to use regeneration.
Fast (2 CP each) – Some creatures can heal Regeneration can only be used once per round.
wounds and regenerate their limbs in a matter of
SUNDERED EPOCH:
D20 RPG SYSTEM 13
 RESISTANCE (SEE BELOW)
Resistances reduce the damage received from a If the damage source is very common or broadly
specified source by ½. Thus, if a creature has a defined, such as non-magical weapons, then Resistance
resistance to non-magical weapons, then they take ½ costs 5cp. Uncommon resistances, or those with narrow
damage from any non-magical weapon. Armor is definitions, such as fire, electricity, etc. cost 3cp. Finally,
subtracted from the damage prior to reducing damage rare or very narrowly defined resistances, such as
due to resistance. resistance to silver weapons, or vampire bites, cost 1cp.

 SENSES (SEE BELOW)


A creature's senses are based on the Perception skill. Creatures may increase an individual sense for 1cp per
+1 bonus. Thus, a character could gain a +3 bonus to hearing for 3cp. Perception checks based on hearing would
then gain the bonus. Senses include sight, sound, touch, taste, and smell.

 SENSITIVITY (-1 CP PER POINT)


Some species are particularly sensitive to the These substances must be general such as cold,
environment or substances such as acids or cold, heat, poisons, acids, bases, heat, electricity, and so on. This
or electricity. For each extra point of damage that the effect only applies if the character takes at least 1 point
species takes from a specific substance, decrease the of damage from the substance.
species cost by 1cp.

 SHAPE CHANGE (SEE BELOW)


The creature can change its form, such as can shape change into two different creatures
werewolves. that can fly, only pay for one of the flying
• The species cost is based on both or all forms abilities.
that the species can take. Add the species • Changing shapes takes a minimum of 1
costs together and add an additional +4 points. Combat Round (about 6 seconds) and items
• If more than one form has the same ability, that are not compatible with the new form must
only pay for that ability once. Thus, if a creature be dropped prior to the transformation.

 SITUATIONAL MODIFIER (SEE BELOW)


Some creatures are adversely affected by certain • A common penalty, one that affects a great
situations such as being in bright light or sensitivity to deal of the character’s skills, costs -2cp per
noise or negative reputation. These penalties need to be
point of the penalty.
clearly defined in the species description and are added
to skill checks when the situation comes about. The cost • Penalties that are uncommon or only affect a
of a penalty depends on how common the situation is few skills or situations are -1cp per point of the
and how likely it will affect the character. penalty.

 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.

 NON-SENTIENT SWARMS (SEE BELOW)


Non-Sentient Swarms or grow their swarm size and perform all attacks allowed
Max Damage Attacks CP to them based on the swarm’s current Max Damage.
1-10 1 -8 Swarm Attacks – For each 10 points of the Swarm’s
11-20 2 -4 Max Damage remaining, rounded up, the swarm can
21-30 3 0 attack 1 target. Thus, at 50 points, the swarm gets 5
attacks. But at 40 points, it gets 4 attacks. Unless
31-40 4 +4
directed by an outside influence, swarms attack
41-50 5 +8
randomly. Each character in the zone should roll a Luck
Contest to see who the swarm attacks. A character can
Swarms are large groups of tiny creatures that work
be attacked more than once each Turn.
together to harass or kill larger prey. They are an army
Bypass Armor – Unless the character is wearing a
of individual creatures. On their own, these creatures are
sealed suit, such as a bee-keeper’s suit, swarms bypass
rarely a threat to humans, but as a swarm, they can be
all armor. Sealed suits reduce damage as normal.
devastating. Because of their special nature, non-
Attacking Swarms – Swarms do not roll for Stun
sentient swarms have special rules.
and are not affected by Control or Wasted conditions.
Swarm Size – Swarms are measured by their
However, each separate swarm tracks its damage and
Maximum Damage. When a swarm takes damage,
attacks separately.
subtract directly from the Swarm’s Max Damage value.
Swarms take 1 point of damage from any melee
If the Swarm’s Max Damage is reduced to 0 or less, it
weapon attack that successfully hits the swarm’s Melee
can no longer harm a human-sized character. A swarm
T#. Using a firearm inside a swarm will cause 1d6
with 50 Max Damage fills an entire zone.
damage to the swarm. Fire and explosives cause
Organization – Swarms can separate or combine
standard damage to swarms.
into smaller or larger swarms. Split the swarm’s
Special Attacks – Any character that is in the same
remaining Max Damage in any proportions of no less
zone as a swarm has the Wasted condition. Some
than 10 point, then move them separately. Swarms can
swarms may include poisonous or disease such as
grow by entering a zone with another swarm. Thus, a
bees, wasps, rats, and so on. Every time a character is
swarm with 50 Max Damage can separate into five
damaged by a swarm, they must roll a Resistance test
swarms with 10 Max Damage or any combination.
against the swarm’s Toxin.
Combat Actions – Swarms ignore Combat Action
rules and instead can move, split into smaller swarms,
SUNDERED EPOCH:
D20 RPG SYSTEM 15
 SENTIENT SWARMS (24 CP)
Sentient Swarms communicate with each individual
unit in the swarm on some level. This could be through In addition, Sentient Swarms can have the following
short range telepathy, chemicals, audible noises, or traits:
color changes. However, this communication occurs, by • Cold Blooded
default it requires that the bulk of the swarm occupies • Deadened
the same zone. Sentient swarms that are separated by • Envelop
more than one zone revert to a primitive, unintelligent • Fast Healing
state that instinctively seek out others of its kind. It is only • Frail
through their collective numbers that the swarms can • Immunity
achieve sentience. • Movement, Burrowing
Combat Actions – Sentient Swarms can split their
• Movement, Flying
bodies into multiple separate organizations but follow all
• Movement, Spider Climb
standard rules for Combat Action use.
Sentient Swarms have the following traits: • Natural Armor
• Bloodless • No Hands
• Flexible +4 • Plant Life
• Horrific • Powers
• Monstrous +/-4
• Immunity to Critical Wounds

 TIRELESS (4 CP)
Creatures with the tireless ability are not affected by exhaustion caused by normal activities. Magical exhaustion
affects them as normal.

 TOXIN (SEE BELOW)


Some creatures are toxic in some way such as a • Death (20 CP)
rattlesnake’s bite or a zombie’s rotting disease. The cost
of the toxin is determined by its properties. A basic toxin Fail 5+
has a Target Number 10 and Dose +2. • Per 1d6 of damage (2 CP)
The cost of the toxin is based on a formula below. • Wrecked condition on all skills (2 CP)
Add up all the Toxin’s effects for each level of failure. • Paralysis, Unconsciousness, Helplessness (5
However, if an effect is present in multiple places, only CP)
pay for the highest cost: • Addiction (2 CP)
• Per +5 Target Number (2 CP) • Death (10 CP)
• Per +2 Dose Modifier (1 CP)
• Per +1 Death T# (1 CP) Fail 10+
• Per 1d6 of damage (1 CP)
Symptom (fail by 1-4) • Wrecked condition on all skills (1 CP)
• Per 1d6 of damage (4 CP) • Paralysis, Unconsciousness, Helplessness (2
• Wrecked condition on all skills (4 CP) CP)
• Paralysis, Unconsciousness, Helplessness (10 • Addiction (1 CP)
CP) • Death (5 CP)
• Addiction (4 CP)
16 NONHUMAN SRD

 UNDEAD (-4 CP)


Undead creatures are not alive in the traditional • Frail
sense. These can be ghosts, vampires, zombies, • Horrific
skeletal warriors, etc. • Monstrous
All undead creatures take damage from Holy Water. • Natural Armor
In addition, they may have additional traits: • Resistance
• Breathless • Unhealing
• Deadened • Vision
• Fast Healing • Vulnerability

 UNHEALING (-4 CP)


Unhealing creatures do not heal as normal organic creatures. They must be repaired using technology or other
means.

 VISION (SEE BELOW)


Some creatures can see better than others in However, Perception checks are penalized by -2 per 10
different situations. cm of solid material.
Lowlight Vision (2 CP) – reduces darkness Astral Vision (4 CP) – These creatures can see into
penalties to attack rolls or other skill checks by half. the Astral Plane, a dimension of energy and emotion
Dark Sense (2 CP) – Some creatures can sense the rather than physical. This allows them to see things that
location of creatures and obstacles that are in Point are invisible to all other forms of vision. This also allows
Blank Range. In combat, they cannot tell friend from foe the character to use their Perception to detect creatures
unless there is some obvious clue (like talking, a specific in the Astral Plane.
scent, etc.) Dark Sense reduces any darkness penalty Night Blindness (-1 CP per point) – The character
to skills by half. cannot see well in darkness and suffers an additional -1
Dark Vision (4 CP) – Some creatures can see in to -4 penalty while in lowlight or dark conditions. The
total darkness as if it were nearly normal conditions. species cost is reduced by 1 CP per point of the penalty.
Dark Vision eliminates all darkness penalties to skills. Regardless of the Night Blindness penalty, the maximum
Magical darkness still affects Dark Vision. penalty for darkness is -10.
X-Ray Vision (8 CP) – Some kinds of vision might Other Vision – If the species has a visual sense that
allow a creature to see through walls or other obstacles. a human does not, then increase the Species Cost as
appropriate based on the vision examples.

 VULNERABILITY (-2 CP EACH)


Some species are particularly vulnerable to an environment or substances such as acids or cold, heat, or
electricity and take double damage from any damage received. For each vulnerability decrease the species cost by
2cp. These substances must be general such as cold, poisons, acids, bases, heat, electricity, and so on. This effect
only applies if the character takes at least 1 point of damage from the substance.

 WATER BREATHING (2 CP)


The race is able to breathe under water as if it was normal air. This cost only applies to creatures that can breathe
both air and in water.
SUNDERED EPOCH:
D20 RPG SYSTEM 17

CHAPTER 3: NONHUMAN CHARACTERS


INTRODUCTION
Nonhuman characters are treated the same way as humans, except that they have nonhuman traits. This chapter
covers how to create nonhuman player characters (PCs) and non-player characters (NPCs).

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 4 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 NPC is compared to Player Characters and you can use
Attribute Max this as a rough guide for providing suitable challenges
Experience Points Skills SP for your players.
Rookie 1 4 2 Sometimes players will surprise you by attacking
Exceptional 2 4 4 random strangers. If you absolutely need a character
Heroic 4 4 6 made as quickly as possible then you need to fill out an
NPC sheet.
Legendary 6 4 8
Attribute Points – This shows the typical number of
Epic 8 4 10
Attribute Points for a character of this experience level.
Titanic 10 5 12
This is not a strict limit.
Demigod 12 5 14 Skills – The Skills column shows how many skills
Godlike 14 6 16 you should pick on average for the NPC. NPCs can have
more skills if the Narrator chooses.
NPCs can be fully detailed characters in the same Max SP – This is the recommended maximum Skill
way as player characters, or you can use the NPC sheet. Points the NPC should have assigned to their skills.
For purposes of balancing encounters and consistency, More experienced NPCs might have slightly higher
we use the NPC Experience table. This is provided to scores.
give you an idea of how powerful or dangerous each
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 1d6 2 with any NPC, these are only guidelines and not strict
Exceptional 2d6 -6 1d6 4 rules.
Heroic 2d6 -5 1d6 6 Attribute – Roll 2d6 and subtract the value from the
Attribute column for each Attribute.
Legendary 2d6 -4 1d6 +1 8
Skills – Roll the dice and add the modifier. This is
Epic 2d6 -3 1d6 +1 10
the number of skills the character can choose.
Titanic 2d6 -1 1d6 +2 12
SP – This is the number of Skill Points foe each skill
Demigod 2d6 1d6 +2 14 chosen.
Godlike 2d6 +1 1d6 +3 16
SUNDERED EPOCH:
D20 RPG SYSTEM 19

CHAPTER 4: SAMPLE NONHUMANS


INTRODUCTION
Here, we provide a handful of sample nonhuman templates from classic fiction and a couple original ideas. You
can easily modify these templates as you see fit for your games.

HUMAN (0 CP, 0 AT/0 SP)


Human
Character Size Cost
Medium 1-2 m, 45-150 kg 0
Unarmed Attack 1d6c Temp
Attributes Cost If you are reading this, you’re probably human and
Agility +0 0 should know what humans look like. If you need more
Physique +0 0 information than personal experience, this book is NOT
Focus +0 0 the place to look.
Guile +0 0 However, given that we are talking about
nonhumans we start with a baseline, and humans are
Skills Cost
“it”. If something appears to be missing from the species
No modifiers 0
description it is because it does not differ from a normal
Nonhuman Traits Cost
human’s abilities listed here.
Lifespan, 80 years 0
Vision, Standard 0
Natural Armor 0 TAR 0
Movement = Physique 0
Horizontal Jump = Up to Height 0
Vertical Jump = ½ Horizontal 0
Total 0 CP
20 NONHUMAN SRD

ELF (8 CP, -1 AT/-4 SP)


Elf
Character Size Cost
Medium 1-2 m, 40-90 kg 0
Attributes Cost
Agility +1 +4 Elfs are human-sized fey creatures with human-like
Physique -1 -4 appearances, sharply pointed ears, and thin, angular
Focus +1 +4 features. They tend to be quick and light on their feet and
Guile -1 -4 highly focused, but often seem aloof and detached from
others.
Skills Cost
Perception +1 +1
Nonhuman Traits Cost
Lifespan, 300 years +3
Resistance, Mental Spell +2 +2
Vision, Lowlight +2
Total 8 CP

DRAGON (65 CP, -10 AT/-35 SP)


Dragon
Character Size Cost
Huge 5-10 m, 2500-8000 kg +8
Size T# 6
Physique +4, Stealth/Luck -4
Unarmed Attack 2d6 Physical
Glance Mod +2d6
Attributes Cost
Focus +2 +8 Dragons are lizard-like beasts with giant wings that
Guile +2 +8 allow them to fly at incredible speeds. Their scaled hides
are nearly impervious to normal weapons and they can
Skills Cost
breathe fire on multiple targets in their line of sight.
Perception +1 +1
Dragon Breath – A dragon’s breath is treated like a
Nonhuman Traits Cost
ranged natural weapon with the Spraying ability. Most
Extra Limb, Massive Tail +1 dragons breathe fire, but some spit noxious gas or acid
Horrific +4 or even lightning-like plasma.
Lifespan, Ageless +5
Monstrous +/- 4 0
Movement, Ground -4 -4
Movement, Flying +4 +12
Natural Armor 10 TAR +20
Natural Weapon, Dragon Breath +6
Natural Weapon, Claw (s), Bite (p) 0
Vision, Darkvision +4
Total 65 CP
SUNDERED EPOCH:
D20 RPG SYSTEM 21

DWARF (4 CP, 0 AT/-4 SP)


Dwarf
Character Size Cost
Medium 1-1.5 m, 60-160 kg 0
Attributes Cost Dwarfs are human-like in appearance but short and
Guile -1 -4 stocky. They tend to grow their beards thick to protect
them from the chill of the underground environments
Skills Cost
where they live. After generations of living in
Movement, Ground -1 -1
underground lairs, they have developed keen dark vision
Stamina +1 +1
and built a tolerance to most toxins.
Nonhuman Traits Cost
Lifespan, 175 years +2
Stocky 0
Toxin Defense +2 +2
Vision, Dark +4
Total 4 CP

GOBLIN (8 CP, -1 AT, -4 SP)


Goblin
Character Size Cost
Small 0.3-0.5 m, 20-30 kg +4
Size T# 12 Goblins are roughly half the height of a human and
Physique -1, Stealth/Luck +2 have frog-like appearance with large eyes and mouths
Attributes Cost full of sharp teeth. Their ears tend to be large and
Agility +1 +4 pointed. Their skin tone ranges from an earthy yellow
Guile -1 -4 through to browns and reds.
Nonhuman Traits Cost
Vision, Dark +4
Total 8 CP

ANELLUSAPIEN (20 CP, -3 AT/-8 SP)


Anellusapiens are a swarm of semi-intelligent
worms that bond collectively into a single recurring form.
Anellusapien Though the worms are individual, they operate as a
Character Size Cost collective that form a single, unified entity. Each worm is
Medium 1-1.5 m, 60-160 kg 0 a genetic clone of the other worms in the swarm. The
Attributes Cost worms link together via micro-fibers on their skin that
Physique -1 -4 also serve as nerve endings, passing sensory
Focus -1 -4 information throughout the swarm. The collective
instincts of the worms allow them to mimic human-level
Nonhuman Traits Cost
sentience including speech.
Swarm, Sentient +24
An Anellusapien swarm can take on any shape it
Vision, Dark +4
chooses including humanoids, animals, or simply a
Total 20 CP
shapeless mass. When interacting with humans, they
often wear human clothing with a face mask and gloves
to hide their true nature.
If panicked, Anellusapiens often disintegrate as
each worm seeks shelter from the danger.
22 NONHUMAN SRD

PHYLINX (7 CP, -1 AT/-3 SP)


Phylinx
Character Size Cost
Medium 1-2 m, 40-90 kg 0
Attributes Cost
Agility +2 +8
Physique -1 -4 Phylinx are a cat-like humanoid with long, slender
Focus -1 -4 legs designed for running and jumping. Fur covers their
entire body and has infinite variety in color and patterns.
Skills Cost
Phylinx from the same tribes tend to have similar colors
Acrobatics +2 +2
and patterns. Most Phylinx have tails and whiskers.
Movement, Ground +2 +2
Nonhuman Traits Cost
Lifespan, 40 years -1
Jump Distance +2m +1
Natural Weapons, Claw (s), Bite (p) 0
Senses, Hearing +1 +1
Vision, Lowlight +2
Total 7 CP

SPRITE (28 CP, -4 AT/-13 SP


Sprites are tiny, winged humanoids known for their
magical powers. They have delicate wings similar to
Sprite dragonfly or butterfly wings. While some Sprites never
Character Size Cost fully develop their powers, they are born with a greater
Tiny 25-50 cm, 1-4 kg +6 chance of developing them. Sprite powers are based on
Size T# 14 Guile. Some of the most common powers include:
Physique -2, Stealth/Luck +4 Camouflage – Level: 1, Type: Physical, Range:
Unarmed Attack 1d6 Temp Touch, Target: 1 Character, Activation: Melee Attack,
Glance Mod -1d6 Defense: Melee T#, Effect: +1 Modifier, Duration:
Attributes Cost Concentration, Resistance: Magic Defense or Moxie,
Agility +2 +8 Target Number: Magic SA, Description: The target
Focus -1 -4 character gains a bonus to Stealth.
Guile +1 +4 Sleep – Level: 1, Type: Mental, Range: Touch,
Target: 1 Character, Activation: Melee Attack, Defense:
Skills Cost
Melee T#, Effect: Target Number, Duration:
Magic Defense +4 +4
Concentration, Resistance: Magic Defense or Moxie,
Movement, Ground -2 -2
Target Number: Magic SA +2, Description: The target
Movement, Flying +2 +2
character falls asleep until disturbed or the spell is
Nonhuman Traits Cost
broken.
Movement, Flying +8 Ventriloquism – Level: 1, Type: Physical, Range:
Power, Level 1 +1 Touch, Target: 1 Object, Activation: Automatic, Defense:
Vision, Lowlight +2 None, Effect: Target Number, Duration: Concentration,
Total 28 CP Resistance: BS Meter, Target Number: Magic SA +2,
Description: The caster can make their voice emanate
from the target object.

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