View Full Version : Introductions

06-18-2009, 08:52 AM
Welcome to the new forum for the Sundered Epoch: Generations, a multi-genre (and nearly universal) game system.

First off I want to lend thanks to the staff here at Pen & Paper Games since they definately put together a great forum and have fostered one of the largest and most active gaming communities around. I am greatful for the oportunity to show off my wares here and hope to make new friends because of it.

The Sundered Epoch: Generations (www.sunderedepoch.org (http://www.sunderedepoch.org)) was created because of the desire for a realistic, yet usable, game system. Many games out there deal with highly cinematic styles very well. Likewise others are extremely lethal (and very realistic). But there was a common theme. Few merged realism with cinematics to balance survival with heroics. And many systems tended to be inflexible without guidelines on how to create your own content or explain how and why they chose certain stats.

Our goal with SEG was to create a system that was as flexible as possible, realistic, and yet survivable. The end result is a soundly tested system that is comparable to d20 or GURPS in detail. And since we started with real-world equipment and measurements, it is extremely compatible with other game systems out there.

In comparison to other games on the market, we are new and EXTREMELY small. Our staff includes one writter and a couple dozen fans who have helped push the system forward in new and interesting ways. But given that small base, we've created something that has taken the place of many larger companies' games at tables around the world. Not only does the system do what the bigger boys claim to do, but it does it with less overhead, fewer rules, fewer books, and opens the door to using an endless number of resources from other publishers.

Anyway, enough babble. I want to hear from you and strike up some conversations.
--- Merged from Double Post ---
As you may or may not know the system and additional files are available for free from the website - www.sunderedepoch.org (http://www.sunderedepoch.org)

We are constantly trying to improve the system and will occasionally release minor revisions that include changes that come about due to our playtesting and suggestions from fans and friends. So check the site often for new content or new versions.

06-18-2009, 02:04 PM

I will take a gander at your system, sounds intriguing.

Ciao for the moment,

06-18-2009, 03:20 PM
So a bit of a summary:

We started out with a point-buy character creation system. This allowed for an easy method of making sure that all starting characters are of equal potential. You use these starting Character Points to buy your attributes, skills, and optionally, other abilities like your species or heroic abilities.

The SEG system uses five base attributes and up to five additional optional attributes. The core attributes are Agility, Health, Intellect, Strength, and Willpower and can range from 1-10 for a normal human, but there really is no limit. We chose to omit personality traits like Wisdom and Charisma from the core, but those things can be added as optional attributes. Optional Attributes allow the GM to customize characters for his style of game.

Attributes are combined into Sub-Attributes. For example, Strength and Agility represent the Athletics Sub-Att. Either an Attribute or Sub-Att is used for skill checks and the score is directly added to your die roll.

Like most games, your attribute (or sub-att) is added to a skill. The basic system presents very broad and generalized skills called Skill Groups such as Physical, Creative, Education, Technical, and so on. The more advanced rules allow you to choose more specific skills like Swords/Blades, Computer Repair, and so on. Even further, you can specialize in an individual item like a broadsword, long bow, blaster pistol, or whatever.

From those stats you can finish off your character in short order.

Now we get to the skill rolls. SEG uses d5's which are d6's where a roll of 6 is actually 0. This gives each die roll a range from 0-5. Most skill checks are done on 3d5, but the skill system allows for quick actions or longer actions which increases or decreases the number of dice you roll. Add the roll to your skill and attribute to get a total.

Combat is run like most games, roll initiative and the highest initiative goes first. Every character has three combat actions which can be split or combined and represent the number of dice rolled. Spend 2 actions on a skill check and you get to roll 2d5. You can aim for two rounds to get up to 6d5 on your attack roll.

Likewise the defender gets to roll a defense of some sort using the skill appropriate for the attack. Against bullets you try to dodge, against swords you use your sword skill or shield, and against magic you use your magic resistance.

If the attacker wins then the character is hit. Weapons will roll dice and add modifiers due to the character's strength and weight of the weapon. Armor is subtracted from this value. The result is how much damage the character took. Pretty standard for Hit Point based games. But here is where things change.

Each time a character takes a wound he must roll a Stun Check based on how tough he is vs. the damage level. If he wins then the character is fine and ignores the wound. But if he failes he could be stunned, or worse, knocked unconscious.

Now as far as improving your character, you gain Merit Points that can be spent on increasing attributes or to go towards improving die rolls. Our guidelines include rewards for mission completion, role-play, combat, skill use, daring, humor, helping the GM, and even surprising the GM in fun ways (kicking in the door while he's on the toilet doesn't count!).

That pretty much summarizes the core system, but we are constantly expanding the rules and are still working on the advanced rules that includes magic, super powers, advanced combat rules, sanity (or lack there of), and so on.

Even further, we are working on our Skirmishes rules that include simplified NPC generation and vehicle combat for larger scale battles - all of which are compatible with the core rules.

So any how, my hands are cramping from typing so much, but I'll be on here checking for comments and announcing changes and updates. Feel free to share your thoughts, good or bad! After all, if I don't know what you like/dislike, how can I make the game right for you?