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13th Age Fantasy RPG Core Rulebook

PEL13A01
£34.56
In stock
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Product Details
Brand: Pelgrane Press
UPC: 9781908983404
Cover: Hardback
PDF: Not supplied by Dungeonland.
Item Type: RPG
Theme: 13th Age
Genre: Fantasy

13th Age combines the best parts of traditional d20-rolling fantasy gaming with new story-focused rules, designed so you can run the kind of game you most want to play with your group. Created by Rob Heinsoo and Jonathan Tweet, 13th Age gives you all the tools you need to make unique characters who are immediately embedded in the setting in important ways; quickly prepare adventures based on the PCs’ backgrounds and goals; create your own monsters; fight exciting battles; and focus on what’s always been cool and fun about fantasy adventure gaming:

  • Icon relationships and One Unique Things offer exciting storytelling possibilities
  • Backgrounds provide a simple, flexible skill system drawn from characters’ personal histories
  • Escalation dice enable fun, fast-moving d20 combat.
  • Owlbears will rip PC’s limbs off to feed their young.

About 13th Age

In the 13th Age of the world, adventurers seek their fortunes in the Dragon Empire while powerful individuals known as Icons pursue goals that may preserve the empire from chaos, or send it over the edge.

Players decide which Icons their characters ally with, and which ones they oppose. These relationships, along with a personal history and a unique trait chosen during character creation, help define an adventurer’s place in the world of 13th Age and lay the groundwork for epic stories that emerge through play.

There are also fun new rules for hitting orcs and making them go splat.

Play 13th Age as a standalone game, or use it as a source of cool ideas and add-on rules for make your favourite RPG. This 320-page core rulebook features:

  • Character creation that gives your adventurer a place in the world (and the GM dozens of adventure hooks) through Icon relationships and your One Unique Things
  • A simple, flexible skill system through Backgrounds that bring your character’s personal history into the game with every dice roll
  • Streamlined, free-form combat with new rules that make battles fast, fun and dramatic
  • DIY monster and encounter building sections so GMs can create adventures with little or no preparation
  • Notes from Rob and Jonathan on how they approach their own games—and where they disagree
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