97 lines
3.5 KiB
Markdown
97 lines
3.5 KiB
Markdown
Title: 13th Age
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Description: Organized content, campaign notes, and so on for the 13th Age roleplaying game.
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Footer: <a href="/13th-age/legal">This content is available under the OGL v1.0a and the 13th Age Community Use Policy.</a>
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# 13th Age
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This page, and the pages under it, collect a variety of campaign notes, characters, other mechanical bits, and whatever
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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
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passerby, feel free to use it. ~bss
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*Note:* I've been a fan of 13th Age since before it was released, practically, but this recent section of the site is
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focused on 2e.
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## Character Creation
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For general aids in creating characters, see this section, and of course follow the Creating Characters (HH: 23)
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chapter.
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Campaigns may have more specific instructions (inclusive or exclusive of content), but generally speaking, my games
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allow all published classes, kin, class options, items, and so on presented in or mentioned in the core books of *13th
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Age Second Edition* and *13 True Ways*, including stuff in Appendix A. A good list to use is:
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* *13th Age Second Edition: Heroes' Handbook*
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* *13 True Ways*
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* *13th Age Glorantha*
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* *Shards of the Broken Sky*
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* *13th Age Bestiary*
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* *Book of Ages*
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* *Shades of Fey*
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Additional content (from other supplements, homebrew stuff on the web, your own homebrew stuff, etc.) should be
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presented to me, and it'll likely be approved.
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This usually doesn't matter for character creation, but I'll pull from all of Pelgrane Press's publications for
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monsters, items, artifacts, and so on. All of this "primary content" is pretty much assumed to be good.
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### Classes
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Nothing of note here, really; official classes are in, other homebrew might be, but classes are the most complicated, so
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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
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book says you should talk to your GM first.
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### Kin
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Ditto, but it's easier to homebrew (and review) a kin idea than a class idea.
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### One Unique Things
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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
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really work with throughout the game.
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### Ability Scores
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The standard arrays (HH: 24) are great, but I'm good with the options in Appendix A (HH: 316) as well; "roll four" seems
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especially fun if what you want is a mix of competency and chaos.
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### Everything Else
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Follow the book and ask questions, basically!
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## House Rules
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I don't consider myself much of a game designer, but nonetheless I have added
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some house rules and items and so on to the game. I will try to catalog them here, just in the
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event I reuse them or they are useful to someone else.
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* [Items](items)
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## Legacy Stuff
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### Characters
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Characters I've made for other campaigns:
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* [Valon Amarathar](valon-amarathar) — for Alex's campaign, Seven Rings
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### Former Campaigns
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The following campaigns are shelved at the moment, but may return in some form:
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* [Clouds and Chimeras](clouds-and-chimeras/)
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* [Crimson](crimson/)
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* [Verdant Dawn](verdant-dawn/)
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Currently-lost campaigns, before I started organizing things here, that nevertheless influenced it, or at least me:
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* Sins of the Past, a time- and dimension-spanning Shadowrun-y 13th Age game that eventually became
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traditional fantasy anyway
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* Shards of Jade II, an especially off the rails adventurer mischief sandbox
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### House Rules
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These were fine... for 1e.
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* [bss's Toughness](bss's-toughness)
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* [Influence Points](influence-points)
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