Showing posts with label 13th Age. Show all posts
Showing posts with label 13th Age. Show all posts

Monday, September 29, 2014

[13th Age] Goodbye, Half-Orcs; Hello, Beast Folk?



Just a little thought-experiment here, something I'm contemplating for my own version of the Dragon Empire after reading some online discussion of half-orc origins:

13th Age gets away from the problematic origins of the traditional D&D half-orc by explaining the species not as the product of sexual violence but as a High Druid-initiated immune response to the return of the Orc Lord and the concomitant rise in orc populations. Walking, talking lymphocytes, if you all.

As a way of avoiding the inscription of rape into the game setting, this certainly works. But it does raise a new question: why use a breeding-related term for the resulting species of pseudo-orcs? Obviously the answer is "because 13th Age tries to preserve the sacred cows of D&D tradition whenever possible," but that meta-explanation doesn't make much sense within the fictional context of the Empire.

What I'm thinking then (and I suspect a Google search would demonstrate that I'm in no way original here) is to recast the half-orcs as an entirely different species: beast folk. The precise appearance of the beast folk is still up for grabs: they could just look like brutish humans with excessive body hair and pronounced canines, or they could have many more animal features, features that might be tied to specific subpopulations (a wolf group, a deer group, etc.).

But the advantage of either approach is that the existing half-orc stat block (bonuses to either STR or DEX and the Lethal racial power) can apply to the beast folk concept without any changes needed. The beast folk backstory also nicely maps onto the existing half-orc one: the beast folk of the frozen north have frequently been enemies of the Empire, but with the resurgence of both the Orc Lord and the High Druid, the Emperor has seen fit to make peace with his former foes and to support them against the hordes on their borders. (Especially since the Dwarf King's attention to the orcs frequently wavers based on whatever is bubbling up beneath his delvings that week.)

Thoughts?

Friday, September 26, 2014

[13th Age] One Unique Thing, Rat Queens Style



I can't be the only person in the world who thought "One Unique Thing" when reading this panel of Hannah and Orc Dave in Kurtis Wiebe and Rob Upchurch's Rat Queens #5, can I?

[13th Age] 13 Pregens



As I recently mentioned, I'm in the process of producing thirteen pregenerated first-level characters for use with 13th Age. This series is partially intended to be a resource for other 13th Age players: the characters can be used as springboards for other characters, as NPCs for GMs in need of a contact or some such, or even as characters in their own right. But it's also meant for me to get outside of my ranger-shaped comfort zone and try my hand at some concepts I don't normally explore.

At present, 13th Age has fourteen races (aasimar, dark elves, dragonics, dwarves, forgeborn, gnomes, half-elves, halflings, half-orcs, high elves, humans, tieflings, and wood elves in the main rulebook; tywyzogs in the Bestiary) and fourteen classes (barbarians, bards, clerics, fighters, paladins, rangers, rogues, sorcerers, and wizards in the main book; chaos mages, commanders, druids, necromancers, and occultists in 13 True Ways) in print. I'm going to ignore the tywyzog and the occultist for the purposes of this experiment, giving me a nice round thirteen by thirteen grid of options.

Here are the thirteen characters in order of their creation:

1. Sergeant Kesek, 1st Level Dragonic Commander

2. Red Nose Roger, 1st Level Human Ranger

3.

4.

5.

6.

7.

8.

9.

10.

11.

12.

13.

Feedback is of course welcome, and I'd love to hear if anyone ends up making use of the characters.

Friday, September 19, 2014

[13th Age] Red Nose Roger, 1st Level Human Ranger



Something I've been toying around with in my head for the last month or so is a series of thirteen first-level 13th Age characters—partially as a means of really familiarizing myself with all of the classes and races in the game, but also as a way to provide starting pre-gen characters for the larger 13th Age community. Putting together the stats for Sergeant Kesek, the dragonic commander, convinced me that I needed to follow through on this idea, and this post is thus the second in the series.

I'm a big fan of rangers as a class, especially when they're given access to pets. (My time playing a dwarf hunter in World of Warcraft is a big factor here.) Since I've already created a fourth-level ranger with the Animal Companion talent (Mim the gnome and her woolly rhino Loth), I thought I'd opt for something smaller this time round and go with Ranger's Pet as the core of the character. At which point I realized that I could generate a rat-catcher, everyone's favorite career from Warhammer Fantasy Roleplay, and give 13th Age fans game stats for the notorious "small but vicious dog."

A vermin hunter isn't the typical ranger hunter archetype, but then again the sewers of the Dragon Empire are nowhere near as tame as our more mundane sewers—albino alligators would be the least of a sewer-dweller's problems! So the Empire needs brave (desperate) heroes (losers) to journey below and protect its cities from drainage-dwelling monsters.

Red Nose Roger, Human Ranger

Level 1

STR 12 (+1), CON 16 (+3), DEX 18 (+4), INT 10 (0), WIS 14 (+2), CHA 8 (-1)

AC 18, PD 15, MD 11

HP 30, Recoveries 8 @ 1d8+3 per recovery

One Unique Thing: After my nose was bitten off while cleansing the Horizon sewers, the Archmage gave me a orichalcum replacement. Now I smell things that aren't there.

Icon Relationships: Archmage +1, Emperor +1, Prince of Shadows +1

Backgrounds: Born a beggar on the streets of Axis +4, kitchen drudge for the Imperial Court +4, licensed as one of His Imperial Majesty's Rat-Catchers +5

Racial Power: Quick to Fight

Class Talents: Favored Enemy (defaults to beasts), Ranger's Pet, Tracker

Feats: Favored Enemy (Adventurer), Ranger's Pet (Adventurer)

Basic Melee Attack: +5 vs. AC, 1d8+1 damage, 1 miss damage (iron-bound cudgel) or +5 attack, 1d6+1 damage, 1 miss damage (excessive knife)

Basic Ranged Attack: +5 attack vs. AC, 1d6+4 damage (sling)

Gear: Leather armor, iron-bound cudgel, excessive knife, sling, 25 gp

Roger's backgrounds give him ins with the urban poor and the servants dwelling downstairs in the houses of the nobility. His efforts to stop a particularly bad infestation in one of the Emperor's palaces led to his appointment as an Imperial Rat-Catcher—a license that has taken him to the sewers of all the cities on the Midland Sea. It's this third background that was picked up with Roger's urban variant of the Tracker talent: as suggested by the folks on the 13th Age Google+ page, the text of Roger's Tracker talent reads "urban" where the book says "wilderness" and vice versa. To gain facility in tracking beyond the city walls, Roger will need to acquire the relevant feats (now inverted to cover wilderness environments). Roger's backgrounds account for his positive Icon relationship with both the Archmage and the Emperor—but a man can't spend as much time in the sewers as Roger has without developing a working relationship with the Prince of Shadows as well. Roger just never mentions this to his superiors in the Imperial Household.

Snapper, Small but Vicious Dog

Abilities: Counter-bite, Tough

Snapper was obviously destined to take the Counter-bite ability, but I also wanted him to have that irrepressible mutt quality. I therefore used Crooked Roger's second feat choice (the one he got from being human) to purchase the Adventurer feat for Ranger's Pet and cover the two ability slots needed for Tough. The result is a nasty little bastard who will nip anyone getting too close to his master.

Monday, September 15, 2014

[13th Age] Sergeant Kesek, 1st Level Dragonic Commander


William O'Connor kicking it.

One of my favorite aspects of Fourth Edition Dungeons & Dragons was the game's inclusion of the dragonborn as a player character race. Humanoid dragons are a logical extrapolation of the typical D&D universe—that they weren't core before 2008 has always surprised me. (Does it have something to do with the perception that a breath weapon ability is overpowered? I can't say.) Anyway, I loved everything about the race and made my first Fourth Edition character a dragonborn warlord named Sergeant Kesek.

When I picked up 13th Age, I was pleased to see that dragonborn had made it into the game in the form of "dragonics" or "dragonspawn." But the game did not yet have a warlord class analog ... until the commander came along in 13 True Ways. I've got my PDF copy of the book at last (waiting on the hardcopy), and I thought that I could test-drive the class by putting together a 13th Age version of Sergeant Kesek. Here goes ...

Sergeant Kesek, Dragonic Commander

Level 1

STR 17 (+3), CON 14 (+2), DEX 10 (+0), INT 10 (0), WIS 12 (+1), CHA 16 (+3)

AC 16 (17 w/shield), PD 13, MD 14

HP 27, Recoveries 8 @ 1d8+2 per recovery

One Unique Thing: I'm the sole survivor of the Crusader's Brimstone Falls campaign ... and the Diabolist is the one who saved me.

Icon Relationships: Emperor +1, Diabolist +1/-1, Crusader -1

Backgrounds: Hard-bitten mercenary sergeant +4, carouser extraordinaire +2, specialist in dragon lore +2

Racial Power: Breath Weapon (quick action, close quarters, +5 vs. PD, 1d6 fire damage)

Class Features: Command Points, Fight from the Front, Weigh the Odds

Class Talents: Armor Skills, Combat Maneuver (Carve an Opening), Martial Training

Commands: Rally Now!, Save Now!, Try Again

Tactics: Basic Tactical Strike

Feats: Fight from the Front (Adventurer)

Basic Melee Attack: +4 vs. AC, 1d10+3 damage, 1 miss damage (2-handed glaive) or +4 attack, 1d8+3 damage, 1 miss damage (1-handed longsword)

Basic Ranged Attack: +1 attack vs. AC, 1d6 damage (short bow)

Gear: Half-plate armor, shield, glaive, scimitar, short bow

If I've done my build right, Kesek is a lead-from-the-front Sergeant Striker figure—John Wayne with scales. His OUT is based on the vestigial backstory I developed for his original Fourth Edition incarnation: he and his fellow PC Cynfael (human rogue) were the only survivors of the massacre of Sulech's Heartbiters. Here I tied it into the Crusader's conflict with the Diabolist: Kesek hates the Crusader for the debacle at Brimstone Falls, but is not sure why the Diabolist saved his life. Was it just a whim of hers, or is he somehow part of her long-range plan to unleash Hell on the Empire? Either way, he owes her a life-debt.

Tuesday, August 19, 2014

[13th Age] Gnome Ranger Mim and Her Woolly Rhino Loth



Back when I played World of Warcraft, my character was a dwarf hunter—primarily because of my penchant for woodsy characters. I soon discovered the charms of pets, though, an enchantment that has reached the point of RPG evaluation criterion. (Seriously! I find myself judging games based on how easily they integrate pets among other companion NPCs.) Although my character had many pets, including a six-legged alligator named Crocostimpy, his favorite was the woolly white rhino he picked up from the Wrath of the Lich King expansion. Said rhino was named Alexei (after Marvel Comic's Rhino), and his most charming feature was the nearly subsonic thundering sound made by his feet as he charged around Azeroth.

So I was thrilled to realize, while making a Ranger for a 13th Age game at my FLGS, that I could reskin the Boar Animal Companion as a Woolly Rhino. (All Animal Companions in 13th Age share the same base stats, being differentiated only by a single trait; this makes diversifying one's pet beyond the six book options extremely simple.) Because the only thing cooler than having a rhino as a pet is riding one's rhino pet, I opted to make my character a gnome. Here are the current stats for Mim the ranger and her rhino Loth:

MIM, GNOME RANGER

Level 4

STR 13 (+1), CON 15 (+2), DEX 18 (+4), INT 10 (+0), WIS 15 (+2), CHA 10 (+0)

AC 20 (22 vs. OA b/c Small), PD 17, MD 14

HP 72, Recoveries 10 @ 4d8+2 per recovery

One Unique Thing: I know what the North Wind is saying

Icon Relationships: Archmage +/–1, Dwarf King +1, Orc Lord –1

Backgrounds: Woolly rhino wrangler +4, Frost Range guide +4, Flunked out of illusionist school in Horizon +2

Racial Powers: Confounding, Minor Illusions, Small

Class Talents: Animal Companion x2 (woolly rhino), Lethal Hunter, Two-Weapon Mastery

Feats: Animal Companion x3 (rhino adds Escalation Die to attacks, rhino can attack 2x in a round 1x per day, rhino has +1 to PD and MD), Extra Backgrounding (increases to "Woolly rhino wrangler" and "Frost Range guide") Two-Weapon Mastery (adds level to miss damage)

Basic Melee Attack: +9 attack, 4d6+2 damage, 8 miss damage (2 hand axes)

Basic Ranged Attack: +8 attack, 4d6+4 damage, 4 miss damage (thrown hand axe)

LOTH, MIM'S WOOLLY RHINO

Level 3

AC 19, PD 18, MD 14

HP 45

Companion Power: +1 attack when Loth moves before attacking

Basic Melee Attack: +9 attack, 3d6 damage

Mim has had three Incremental Advances since she began play, adding both a feat and a talent as well as increasing her hit points. She also has a few magic items she's never really used in play (they're objects the other players/characters didn't want, and they don't fit Mim's theme); I didn't bother including them as a result.

I'm really happy with the combined effect of Mim's One Unique Thing and her Backgrounds: they give her the wintry effect I was after as well as defining how she differs from the stereotypical gnome. Finally, it's quite clear to me that animal companions are one area where 13th Age has it all over Dungeons & Dragons: the latter game's CR 1/4 limit on a Beastmaster Ranger's companion choices has really undermined what's cool about animal companions in what appears to be the name of game balance.

Sunday, September 29, 2013

13th Age: Wyrd of the Wild Wood, Chapters 2-3


The last thing henchman Drogan saw before he was ripped in two.

I ran a group through the second and third chapters of "Wyrd of the Wild Wood" tonight. Attendance was low again: Sundays really do just bring out the board gamers. But we decided to persevere and go ahead with just two PCs. I augmented the group's numbers with a suggestion from the Google+ 13th Age community, giving them a panther animal companion reskinned as a human fighter henchman. If the players had rolled better, I think "Drogan the Fighter" would have been a bigger asset to the group. Unfortunately, while the players were rolling low all night, I kept rolling high. Given that the party consisted of two adventurers and a wimpy henchman, I tweaked numbers when necessary. This was especially the case with the "feral halfling" fight: the original number of "feral halflings" and "halfling madminds" appearing in the encounter was too high, guaranteeing some TPK action. But even with the correct numbers for a party of 2.5 adventurers, we felt that the "feral halflings" were too potent by half for level 2 mooks: their poison dart attack did both damage and "dazed (save ends)" on the first attack and then knocked targets "unconscious (save ends)" if they failed their first save against the poison.

The other fights went better . . . well, for certain values of better. The dark elf wizard found a ring of defense in the ruins of a blue dragon lair. Good. But in taking the ring he triggered the lair's magical defenses. Bad. The adventurers cleverly used a "Ray of Frost" ritual to cross a gaping chasm by constructing an ice bridge, and they deftly avoided the dangers of the Swamp of Flame Spurts (with its perilously close-to-copyright-violating Vermin of Unusual Size). Good. But the gnome rogue didn't see the otyugh in time and came within a single hit point of being swallowed alive. Bad.

The deadliest battle was the one with the emaciated owl bear. The creature was too much for a pair of adventurers and their henchman. So when it rolled a natural 20 on its attack against the henchman, I ruled that the owl bear treated the henchman like a strongman treats a phone book. The hungry creature got to return to its lair with half a henchman and the adventurers got to live to fight another day. Owl bears in 13th Age are creatures of respect.

I'm switching the game to Wednesday nights starting October 9th. We'll see if going head to head with the D&D Next Encounters crowd allows us to seduce a few folks to the 13th Age Side of the Force.

Tuesday, September 24, 2013

13th Age: You Know You've Spent Too Much Time Reading OSR Blogs . . .



. . . when your response to the umpteenth Internet complaint about the simplicity of 13th Age's Barbarian, Ranger, and Paladin classes is to note that people seemed to get along just fine playing even less complex Barbarians, Rangers, and Paladins in AD&D.

(For me, the meat of 13th Age are the One Unique Things, Icon Relationships, and Backgrounds. The various class-specific Talents and the like are secondary to my fun.)

Saturday, September 14, 2013

13th Age: Wyrd of the Wild Wood, Chapter One


(The adventurers confront monsters disguised as dice.)

Today, as part of the Gamer Gathering celebration at Armored Gopher Games, I ran the first chapter of "Wyrd of the Wild Wood," the second in an ongoing series of organized play adventures for Pelgrane Press's 13th Age. The following characters made appearances:

Captain Nagal, Tiefling Fighter

One Unique Thing: "I'm the sole survivor of the Perilous Host, a mercenary company sworn to the service of the Crusader."

Icon Relationships: Crusader (Conflicted) 2, Diabolist (Negative) 1.

Backgrounds: Mercenary Captain +5, Nursemaid to an Ailing Mother +2, Hunted and Persecuted +1.

Gral, Human Paladin

One Unique Thing: "I occasionally gain glimpses of people's souls."

Icon Relationships: Crusader (Conflicted) 1, Emperor (Conflicted) 1, Priestess (Conflicted) 1.

Backgrounds: Courtly Upbringing +2, Fought for the Crusader +2, Student of Myth +2, Wandering Theologian +2.

Kadüm, Half-Orc Barbarian

One Unique Thing: "I'm the bastard son of the Orc Lord."

Icon Relationships: Orc Lord (Conflicted) 2, Lich King (Negative) 1.

Backgrounds: Black Dog Mercenary +3, Basic Imperial Training +2, Thieves' Guild Muscle +2, Banished to Abandoned Outpost +1.

Stick, Gnome Bard

One Unique Thing: "I'm the world's tallest gnome."

Icon Relationships: Crusader (Negative) 1, High Druid (Negative) 1, Orc Lord (Negative) 1.

Backgrounds: Has Performed in Every Slum in the Empire +5, Used to Life on the Road +3.

The adventure began on the floating island of Darkskye, a former magic crystal mine turned into an imperial prison. Gral and Stick were on Darkskye as investigators for the Priestess's Committee on Prison Reform (Gral because he believes in the Priestess's work, Stick because he had stolen the High Druid's stash and was trying to get as far away from the Wild Wood as possible); Captain Nagal was serving as one of the prison guards; and Kadüm was a prisoner (with a secret mission to mess with the Lich King's black market trade in Darkskye crystal dust).

Gral and Stick were asking Kadüm questions in Captain Nagal's presence about conditions at the prison when a powerful explosion shook the island. The floor of Kadüm's cell split open, nearly sending the half-orc falling into open air; only the quick reflexes of Captain Nagal saved him from disaster. Gral and Stick dove out of the way as a portion of the cell's ceiling collapsed onto the interview table, crushing it. The party decided that the best bet for survival was to stick together and make their way to the top of the island (rather than being crushed inside its bowels).

As they moved through the tunnels comprising the prison, they enjoyed scenes of disaster and madness. The explosion had supercharged the island's crystals, causing them to warp anything they penetrated. In one case, this meant a group of prisoners and guards from the mess hall. Transformed into hideous mutants, the unfortunate souls attacked the party. Doubly unfortunate because they were swiftly slain by the adventurers.

The prison continued to spiral out of control, and the adventurers were lucky to reach the island's top. When they did, they discovered that they were falling out of the sky above the Wild Wood. A stand of particularly tall trees stood within jumping distance of the lurching island, offering a means of escape. Before the party could take advantage of this fact, they found themselves facing a golem formed from the living crystals of the mines. Backing up the golem were a small hoard of crystalline minions. Things looked grim: the golem was laying into Gral, nearly beating the paladin into unconsciousness, and the other adventurers had suffered greatly from the razor-sharp storm of crystals swirling around the creature. But then Kadüm became a whirling dervish of death, destroying all of the minions and laying into the golem with his axe. The other adventurers rallied, making short order of the golem.

But they had no opportunity to celebrate their victory—the walls of the rainwater reservoir located on the island's surface crumbled with another lurch of the island, and a torrent of water rushed toward the party. Their only hope was the stand of trees. If they could leap over to them, then they would avoid the rushing flood and certain death by drowning.

Of course, every single character failed the DC 15 skill check needed to safely jump into the trees.

So the session ended with the party being swept over the side of Darkskye, plummeting to the Wild Wood below. Nothing like a good old-fashioned cliffhanger!

Some of the OOC highlights of the game: (1) the interview with Kadüm revealed that the Darkskye prisoners routinely dined on sky lobsters—caught with nets by flyers and cooked in delicious cloud butter; (2) barbarians are rough on mooks; Kadüm managed to crit his Whirlwind attack on the crystal minions for a total of 55 damage, singlehandedly wiping out all 10 mooks in a single standard action; and (3) a high-Charisma paladin can really lock down a big bad with Smite Evils.

I also felt that the simplified combat ranges of 13th Age (nearby and far away) worked quite well in play. As the photo at the start of this post indicates, we used minis for each PC and dice for the monsters. We didn't track exact position on a map, but used the minis and dice to indicate which combatants were engaged with one another. Everything else was "theatre of the mind."

I'm looking forward to running Chapter Two next weekend! Thanks to Pelgrane for a great game!