Title:          13th Age
Description:    Organized content, campaign notes, and so on for the 13th Age roleplaying game.
Footer:         <a href="/13th-age/legal">This content is available under the OGL v1.0a and the 13th Age Community Use Policy.</a>

# 13th Age

This page, and the pages under it, collect a variety of campaign notes, characters, other mechanical bits, and whatever
else I end up dropping here for usage by me and my players, but if any of this is of interest to you as a random
passerby, feel free to use it. ~bss

*Note:* I've been a fan of 13th Age since before it was released, practically, but this recent section of the site is
focused on 2e.

## Character Creation

For general aids in creating characters, see this section, and of course follow the Creating Characters (HH: 23)
chapter.

Campaigns may have more specific instructions (inclusive or exclusive of content), but generally speaking, my games
allow all published classes, kin, class options, items, and so on presented in or mentioned in the core books of *13th
Age Second Edition* and *13 True Ways*, including stuff in Appendix A. A good list to use is:

* *13th Age Second Edition: Heroes' Handbook*
* *13 True Ways*
* *13th Age Glorantha*
* *Shards of the Broken Sky*
* *13th Age Bestiary*
* *Book of Ages*
* *Shades of Fey*

Additional content (from other supplements, homebrew stuff on the web, your own homebrew stuff, etc.) should be
presented to me, and it'll likely be approved.

This usually doesn't matter for character creation, but I'll pull from all of Pelgrane Press's publications for
monsters, items, artifacts, and so on. All of this "primary content" is pretty much assumed to be good.

### Classes

Nothing of note here, really; official classes are in, other homebrew might be, but classes are the most complicated, so
they will be the most work to review. But, in the end, just ask --- and also do so if you want general advice, or if the
book says you should talk to your GM first.

### Kin

Ditto, but it's easier to homebrew (and review) a kin idea than a class idea.

### One Unique Things

There's a lot of good advice in the Unique Heroes (HH: 201) chapter, follow it to come up with a *unique* that you can
really work with throughout the game.

### Ability Scores

The standard arrays (HH: 24) are great, but I'm good with the options in Appendix A (HH: 316) as well; "roll four" seems
especially fun if what you want is a mix of competency and chaos.

### Everything Else

Follow the book and ask questions, basically!

## House Rules

I don't consider myself much of a game designer, but nonetheless I have added
some house rules and items and so on to the game. I will try to catalog them here, just in the
event I reuse them or they are useful to someone else.

* [Items](items)

## Legacy Stuff

### Characters

Characters I've made for other campaigns:

* [Valon Amarathar](valon-amarathar) &mdash; for Alex's campaign, Seven Rings

### Former Campaigns

The following campaigns are shelved at the moment, but may return in some form:

* [Clouds and Chimeras](clouds-and-chimeras/)
* [Crimson](crimson/)
* [Verdant Dawn](verdant-dawn/)

Currently-lost campaigns, before I started organizing things here, that nevertheless influenced it, or at least me:

* Sins of the Past, a time- and dimension-spanning Shadowrun-y 13th Age game that eventually became
  traditional fantasy anyway
* Shards of Jade II, an especially off the rails adventurer mischief sandbox

### House Rules

These were fine... for 1e.

* [bss's Toughness](bss's-toughness)
* [Influence Points](influence-points)
