13th Age - Foolz!
13th Age - Foolz!
13th Age - Foolz!
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
champion: The champion tier comprises<br />
levels 5 through 7. Your adventures in this tier<br />
take you far afield and to the halls of power. [xx]<br />
Cha, Charisma: An ability, your force of<br />
personality and social grace. Hard to define,<br />
hard to miss when it walks by.<br />
class talents: Characteristics/powers that<br />
make a class special. Choose three talents out of<br />
several available to your class to help define<br />
your character compared to other PCs from your<br />
class. [xx]<br />
close-quarters spell: A spell that you can<br />
cast while engaged in battle, without drawing<br />
the usual opportunity attacks. [xx]<br />
Con, Constitution: An ability, your<br />
toughness and endurance. It’s the one ability<br />
that every class needs.<br />
Confused: A confused creature can’t make<br />
opportunity attacks or use any of its powers on<br />
its turn. Instead, it makes an at-will attack<br />
against a random nearby ally. [xx]<br />
crit, critical hit: If the 20-sided die comes up<br />
20 on an attack roll, the attack is a crit and deals<br />
double damage. Some attacks and class talents<br />
do fun things with crits. If you get lucky and<br />
you manage to double the damage again, triple<br />
it instead. If you manage to double your triple<br />
damage, bump it up to quadruple, and so on.<br />
[xx]<br />
crit range: If you can score critical hits on<br />
natural rolls other than 20, you have an<br />
expanded crit range. We’re not the type of game<br />
that employs a shrunken crit range.<br />
daily: Some class talents and powers are<br />
usable once per day. For better play balance, a<br />
day is defined loosely, and you get your used<br />
daily talents back when you heal up (see full<br />
heal-up).<br />
damage: Attacks and special traits deal<br />
damage, which reduces the defender’s hit<br />
points. Characters and stories are great and all,<br />
but it’s also fun to reduce the bad guys’ hit<br />
points. [xx]<br />
dazed: Dazed creatures take a –4 penalty to<br />
attacks. [xx]<br />
defense: Armor Class, Mental Defense, and<br />
Physical Defense are defenses that define how<br />
hard you are to hit with various sorts of attacks.<br />
[xx]<br />
Dex, Dexterity: An ability, your agility,<br />
reflexes, and handiness. It factors into Armor<br />
Class, Physical Defense, and Initiative, making it<br />
generally useful.<br />
disengage: You have a chance to get away<br />
from enemies you’re engaged with in battle<br />
without risking opportunity attacks. [xx]<br />
engaged: Locked in battle. Engaged<br />
characters might draw opportunity attacks if<br />
they use ranged attacks or spells. If they move<br />
away from enemies they are engaged with, they<br />
draw opportunity attacks unless they<br />
successfully disengage first. If you are using<br />
miniatures, push the miniatures together to<br />
show they are engaged. [xx]<br />
environment: The difficulty level of the<br />
location/setting where the characters are<br />
adventuring. There are three levels of<br />
environment: adventurer-level, champion-level,<br />
and epic-level. More often than not, characters<br />
fight in environments of their own tier. The<br />
exceptions, higher or lower, tend to be<br />
interesting. [xx]<br />
epic: The epic tier comprises levels 8<br />
through 10. Characters in this tier are dealing<br />
with icons and battling really nasty critters. [xx]<br />
escalation die: Starting on the second round<br />
of combat, the PCs get an attack bonus. It starts<br />
at +1 and increases by +1 each round until it<br />
maxes out at +6. This bonus offsets the fact that<br />
all the monsters have defenses 1 higher than<br />
they should be. The party starts each fight in the<br />
hole and fights its way up. [xx]<br />
far away: Distant enough from a battle that<br />
you won’t get caught in fireballs. Also, enemies<br />
must spend a round closing with you before<br />
they can engage you. The opposite of nearby.<br />
[xx]<br />
fear: A creature under the effects of fear is<br />
dazed and can’t use the escalation die (in the<br />
case of characters). [xx]<br />
© 2012 Fire Opal Media. All rights reserved. 10