13th Age: Core Book by Pelgrane Press

By Pelgrane Press

Thirteenth Age combines the simplest elements of conventional d20-rolling fable gaming with new story-focused principles, designed so that you can run the type of video game you such a lot are looking to play together with your workforce. Created by way of Rob Heinsoo and Jonathan Tweet, thirteenth Age can provide the entire instruments you must make specified characters who're instantly embedded within the atmosphere in very important methods; speedy arrange adventures in accordance with the computers’ backgrounds and pursuits; create your individual monsters; struggle fascinating battles; and concentrate on what’s continually been cool and enjoyable approximately myth event gaming:
• Icon relationships and One detailed issues supply interesting 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 realm, adventurers search their fortunes within the Dragon Empire whereas strong members referred to as Icons pursue ambitions which may protect 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 distinct trait selected in the course of personality construction, support 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 ideas for hitting orcs and making them cross splat.

“Our objective with thirteenth Age is to recapture the free-wheeling sort of old-school gaming by way of making a video game with extra soul and less technical information. …13th Age makes the play group’s crusade the heart of cognizance, with a toolkit of principles so that you can choose and select from according to the type of online game you need to play. The mechanics draw from vintage video games in addition to more recent, story-based games.” – Jonathan Tweet, co-designer

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Extra info for 13th Age: Core Book

Sample text

Any powers or abilities that surface out of your unique could come as a surprise to you and will come as part of the cooperative story you and the GM will weave over the campaign. For example, if your character’s one unique thing is that they were born from a virgin impregnated with the blood of the Blue (one of the Three), then you might be the only PC able to sense the growing power of a nearby sorcerer who is tied to the Blue. That’s a cool story angle in the GM’s control, not a sense-magicrelated-to-the-Three power you control yourself.

G A M E M A ST E R Rules and suggestions for using icon relationships in play start on page 179. BACKGROUNDS & SKILL CHECKS Selecting your backgrounds is one of the fun parts of character creation where you get to make up story elements to add to the game. Each background is a piece of your character’s history that contributes to your character’s ability to succeed with noncombat skills. Instead of assigning points to skills as with other d20 games, in 13th Age you assign a certain number of points (usually eight) to backgrounds.

A bounty-hunter? A bodyguard? ). So long as the GM agrees, you should feel free to create a background story about a group that the character was part of or perhaps a special magic or monastic style that’s part of the character’s past. ). Our attitude toward languages is that you should pay attention to them when it’s cool and ignore them when it’s not. ” in orcish as he attacks? Absolutely. Is it cool if no one understands the battlecry? Not so much. So we assume that most everyone speaks a common tongue and that when people say things in other languages, anyone with a relevant background should be able to speak enough of the language to piece it together, especially if they have backgrounds that make that more likely.

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