By Pelgrane Press
Thirteenth Age combines the easiest components of conventional d20-rolling fable gaming with new story-focused ideas, designed so that you can run the type of video game you so much are looking to play along with your team. Created via Rob Heinsoo and Jonathan Tweet, thirteenth Age delivers the entire instruments you must make exact characters who're instantly embedded within the surroundings in very important methods; fast arrange adventures in response to the computers’ backgrounds and targets; create your individual monsters; struggle fascinating battles; and concentrate on what’s continually been cool and enjoyable approximately myth experience gaming:
• Icon relationships and One detailed issues supply fascinating storytelling possibilities
• Backgrounds offer an easy, versatile ability approach drawn from characters’ own histories
• Escalation cube permit 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 strong contributors referred to as Icons pursue pursuits that 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, besides a private heritage and a distinct trait selected in the course of personality production, 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 ideas for hitting orcs and making them move splat.
“Our objective with thirteenth Age is to recapture the free-wheeling type 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 realization, with a toolkit of ideas that you should choose and select from according to the type of video game you must play. The mechanics draw from vintage video games in addition to more recent, story-based games.” – Jonathan Tweet, co-designer
Read or Download 13th Age: Core Book PDF
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Again within the Seventies and early Eighties the arcade used to be king. whereas videogames have been progressing at an miraculous price in houses in the course of the international, it was once the arcade within the West and East the place many of the largest technical leaps and boundaries have been being made.
An unending iciness is coming.
The historical past of Rassilon is bloody. From the frozen some distance north, past the civilized lands with their rolling hills and forests, arose a effective military of frost giants, ice devils, Hellfrost dragons, and fearsome orcs, servants the entire ice god Thrym. So all started the bad snow fall warfare and the downfall of the powerful empires of man.
Five hundred years later the races of the southern lands can have received the battle, yet they endure its legacy nonetheless. for 5 centuries the winters have grown gradually longer and less warm. large swathes of the land of Rassilon are completely coated in ice and snow, or even the temperate lands will not be spared the distress of failed harvests, lethal winters, and the scary Hellfrost wind.
But wintry weather isn't the simply hazard. an insignificant 30 years in the past, magic, as soon as the civilized races’ so much powerful weapon, without warning started to fail. The Siphoning, an influence of unknown beginning, has made magic an unpredictable ally.
Welcome to the area of Rassilon.
Welcome to the Hellfrost!
The Hellfrost Player’s consultant includes every thing you must commence adventuring within the frozen wastes:
• Six participant personality races.
• Dozens of recent Edges, together with Disciple Edges for non secular heroes.
• Six exchange magical Arcane Backgrounds.
• information on 24 deities and their followers.
• ideas for Glory, a brand new trait that measures the good deeds of your heroes.
• entire atmosphere principles for adventuring in Rassilon.
Hellfrost: Player’s consultant is an epic fable atmosphere for the award-winning Savage Worlds RPG
Author: Paul ‘Wiggy’ Wade-Williams
Page count number: 128
Consider the blood spray and bones crunch because the bestial kids of the Darklands come roaring around the panorama, leaving basically carnage and lamentation of their wake! Orcs are many of the oldest enemies of civilization, their howling hordes overwhelmed again again and again via the forces of sunshine. but as well as being wicked raiders, orcs also are a civilization unto themselves, with a war-torn historical past stretching again ahead of the Age of Darkness.
- Savage Worlds: Shaintar - Immortal Legends
- Way of the Samurai (Legend of the Five Rings: Oriental Adventures)
- Savage Seas (Exalted RPG)
- Savage Worlds: Realms of Cthulhu
- Pathfinder Campaign Setting: Technology Guide
Additional info for 13th Age: Core Book
You roll 1, 2, or 3 (or possibly 4 at epic level) six-sided dice, the same number of dice as the points you spent for the relationship with that icon. Hope for 6s: If any die is a 6, you get some meaningful advantage from the relationship without having complications. If two or three dice come up 6, that’s even better. Look out for 5s: If any die is a 5, your connection to the icon is going to work out as well as a 6 would, but with some unexpected complication. If it’s a good icon, you might be drawn into some obligation.
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. But if you like games that are more specific about languages, decide what the languages are going to be in your campaign and then use the adventurer-tier and champion-tier linguist feats (see page 44) to provide access to them.
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. A bard with a good line of patter might be able to learn the same thing with a Charisma check using her conwoman background to get one of the enemies to point out who their strongest warrior is. A fighter might have to make an Intelligence check using bounty hunter as the relevant background to identify what type of weapons (and thus a clue to the type of group using them) was used on a group of villagers murdered by a secret cult.
13th Age: Core Book by Pelgrane Press