The Necromancer Class Story and Class Preview

Today I present to you the story for our new Iconic character, Sidra the Necromancer, for the Unchained Heroes RPG. It is written by Jennifer Patz. After the short story I give you a preview of the powers that the Necromancer Hero class has at their disposal from level 1 onward. Necromancer Class Icon – Sidra the Necromancer Sidra moved up next to a long blackened wood table in the center of the laboratory, hoping to find something to bring back to the constable so she could clear her name. As she rummaged through the piles that littered the surface, she heard something creeping up...

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Lore Lite Philosophy

Here’s a quick post for everyone today about the Unchained Heroes philosophy on settings. Short version is that we don’t force one on you. The long version is below. Setting Philosophy I have played many games throughout the years and one overwhelming fact has always jumped out at me, I dislike the metaplot. Metaplot being the overarching setting content, stories, and universe that has already been made, in short it is the established canon. I rarely keep metaplots and if I do, it is only used as a reference point to tie my campaign to the greater universe. I don’t set my Star Wars games at...

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To Kick or not to Kickstart?

It’s been one of my ideas since the beginning of the Chronos: RTCS/Unchained Heroes Saga that I would do a Kickstarter. My friends and family can attest to that (and would probably inwardly roll their eyes each time I mentioned anything about it). The first time I thought about it and began discussing it was in 2010, but I was not ready for prime-time. I thought I was, I had an official Copyright and I was “done”, but it wasn’t “finished”, I know that for sure now. Through the years I continued to talk about a Kickstarter and even planned for it, but in 5 years...

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New Look for a New Start

  Unchained Heroes is getting a new look and I feel the need to show it off a bit. The process of editing, reorganizing, and trimming the chaff in the game is largely complete, so I have been working diligently on making it look beautiful. I have changed the layouts, leveled up my graphic design skills, and am ready to tell you about the process. When I started on Unchained Heroes I felt I needed to make it different than Chronos, its predecessor. One of the biggest ways to do that was to change the color scheme. In the picture above, the color scheme is still an analogous color...

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Tactical Momentum

  As if you didn’t already have enough options, we give you more ways to change the flow of battle and build momentum in fights called Tactical Advantages. Like the Vector System, used by Abilities, the Tactical Advantages enhance and empower your actions to make them faster, hit harder, strike without a chance they might miss, have boosted strength, and much more. Tactical Advantages are powered by a resource called Tactical Points. These points build as the fight goes on, the more actions you perform the momentum of the battle can shift in your favor. Tactical Advantages are...

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Movement Shenanigans

  Movement is a highly underrated and complex aspect of a tabletop RPG. Being in the right position can mean the difference between you being able to strike your foe or them being able to strike you. Every tabletop RPG goes through some pains to try to balance the idea of making movement simple against it being tactical and Chronos is no different. I needed to make movement an important part of the game, but balance it against the bookkeeping involved. It wasn’t readily apparent to me at the time, but I had a notion about movement on a battlefield that was my biggest stumbling block it....

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