start a bit of a 13th Age chargen section

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# 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.
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