By Pelgrane Press
Thirteenth Age combines the simplest components of conventional d20-rolling myth gaming with new story-focused ideas, designed so that you can run the type of online game you such a lot are looking to play along with your workforce. Created by way of Rob Heinsoo and Jonathan Tweet, thirteenth Age provides all of the instruments you must make precise characters who're instantly embedded within the atmosphere in very important methods; fast organize adventures in accordance with the computers’ backgrounds and targets; create your individual monsters; struggle interesting battles; and concentrate on what’s continually been cool and enjoyable approximately delusion experience gaming:
• Icon relationships and One distinctive issues provide intriguing storytelling possibilities
• Backgrounds offer an easy, versatile ability method drawn from characters’ own histories
• Escalation cube let enjoyable, fast-moving d20 combat.
• Owlbears will rip PC’s limbs off to feed their young.
About thirteenth Age
In the thirteenth Age of the area, adventurers search their fortunes within the Dragon Empire whereas robust contributors often called Icons pursue ambitions which could defend the empire from chaos, or ship it over the edge.
Players come to a decision which Icons their characters best friend with, and which of them they oppose. those relationships, in addition to a private historical past and a different trait selected in the course of personality construction, aid outline an adventurer’s position on this planet of thirteenth Age and lay the basis for epic tales that emerge via play.
There also are enjoyable new principles for hitting orcs and making them cross splat.
“Our target with thirteenth Age is to recapture the free-wheeling kind of old-school gaming via making a online game with extra soul and less technical information. …13th Age makes the play group’s crusade the heart of awareness, with a toolkit of ideas so that you can choose and select from in accordance with the type of online game you need to play. The mechanics draw from vintage video games in addition to more moderen, story-based games.” – Jonathan Tweet, co-designer
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Extra info for 13th Age: Core Book
I have a clockwork heart made by the dwarves: Another convention halfling. We had no idea why this was true. In a real campaign, we’d find out, and the consequences would be interesting for everyone. In the convention game, the clockwork heart came in handy when a monster that should have killed the character fumbled with a natural 1; clearly the enemy’s sword thrust encountered a powerful clockwork heart instead of halfling flesh-and-blood. ” In a full campaign, his eyes would eventually have conveyed messages from the Queen, and perhaps other visions, with the problem being that the visions would appear to people looking at his opal eyes, not to him.
You might be an angst-driven former villain, a hero who is secretly drawn to a hidden dark streak, or a well-intentioned hero who is embroiled with a villain through no fault of your own. Negative Relationship with Villainous Icon (max 2 points) The icon is out to get you, at least in the abstract or by implication. This relationship often implies some special knowledge you have about the icon or power against the icon. Relationship Points are about Utility, not Strength The number of points you invest in a relationship with an icon doesn’t necessarily correlate with the closeness of the connection or the strength of the relationship.
The wizard won’t be able to solve all her problems with her high Intelligence when her attempt to run across the floor without stepping on fluctuating ley lines requires a Dexterity skill check using her magecraft background. The same problem confronting the rogue might be a Dexterity check using his thief background. A fighter might use his Wisdom in combination with his gladiator training or a tribal champion background to figure out which enemy is most dangerous while the conversation is still going on among the party and NPCs.