05.05.2013 Views

13th Age - Foolz!

13th Age - Foolz!

13th Age - Foolz!

SHOW MORE
SHOW LESS

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

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!