The third in a series of many play tests to help us decide what systems and settings we like.
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Session Date: TBD
System: 13th Age
Starting Level: 3
Classes: Everything from the core rulebook and 13 True Ways is allowed.
Races: Everything from the core rulebook and 13 True Ways is allowed.
Equipment: No magic items. Assume you have the basic equipment, armor, and weapons that you need. See Page 55. Equipment isn't really too important in 13th Age, you generally assume you have the basic supplies you need; not so much micromanaging.
Stats: Your stats start at 10, 10, 10, 10, 10, 8.
*Your
stats, when all added up together, have to equal a +10 modifier. You do
not include the -1 from the 8 when adding up to the +10 modifier.
*You cannot have odd numbered stats pre-racial modifiers.
*You cannot increase the 8.
*You cannot go above an 18 in a stat pre-racial modifiers.
*Some example stat arrays are as follows:
-18, 18, 14, 10, 10, 8
-18, 18, 12, 12, 10, 8
-18, 16, 16, 10, 10, 8
-18, 14, 14, 14, 10, 8
-16, 16, 16, 12, 10, 8
Character Checklist: Class, Race, Stats, Backgrounds, Feats, One Unique Thing, and Icon Relationships.
Setting: Planescape. Use Planescape factions instead of the Icons normally found in 13th Age.
Hook/Premise:
A mysterious merchant in Sigil has contacted your group of adventurers to help him retrieve some valuable merchandise that has been stolen from him. To find the thief, you'll have to chase the culprit through numerous planes before finally finding out the truth to the robbery. Will you stay true to your client after the truth is revealed or will you side with the thief?
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