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13th Age - Foolz!

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spell. Some powers and class features are<br />

magical without being spells. [xx]<br />

stabilized: PCs at 0 hp or below are<br />

unconscious and dying, but if they’ve been<br />

stabilized by an ally, they won’t die as a<br />

consequence of failed death saves. Another hit<br />

from a battle axe could do them in, surely, but<br />

not a failed death save. [xx]<br />

staggered: Reduced to half maximum hit<br />

points. Sometimes you can only use a particular<br />

power when your target is staggered. Sometimes<br />

it’s only if you yourself are staggered. [xx]<br />

standard action: An action you can do once<br />

per round, up to and including making an<br />

attack. [xx]<br />

Str, Strength: An ability, your bodily power<br />

and capacity for force. It’s good for more than<br />

hurting things (as if hurting things weren’t<br />

enough).<br />

stunned: Stunned creatures take a –4<br />

penalty to defenses and can’t take any actions.<br />

[xx]<br />

teleport: Magically move from one spot to<br />

another without crossing the intervening space.<br />

Usually you have to see where you want to go.<br />

temporary hit points: Bonus hit points that<br />

are not added to your normal hit point total but<br />

are the first hit points you’ll lose when you take<br />

damage. They also don’t stack with each other.<br />

Temporary hit points always go away at the end<br />

of a battle. [xx]<br />

tier: There are three tiers of play: adventurer<br />

(level 1–4); champion (level 5–7); and epic (level<br />

8–10). The tier defines the difficulty of<br />

challenges that the characters will face, with<br />

champion tier harder than adventurer, and epic<br />

harder than champion.<br />

turn: Each creature gets its own turn in<br />

initiative order during a round, its chance to<br />

shine or fumble.<br />

unique feature: You invent a characteristic<br />

or story element specialized to your character,<br />

some advantageous trait that sets him or her<br />

apart. It doesn’t give you a bonus on your rolls.<br />

Instead, it lets you make rolls that you otherwise<br />

wouldn’t even be able to make. [xx]<br />

vulnerable: A condition that expands the<br />

crit range of attacks against you by 2 (normally<br />

18+). [xx]<br />

vulnerable [damage type]: Some monsters<br />

(and occasionally PCs) are vulnerable to a type<br />

of damage, expanding the crit range of any<br />

attack by 2 that deals that type of damage<br />

against the vulnerable creature. [xx]<br />

weakened: Creatures that are weakened<br />

take a –4 penalty to attacks and to defenses. [xx]<br />

Wis, Wisdom: An ability, your intuition,<br />

insight, and perceptiveness. Unfortunately, this<br />

trait seems to serve unholiness as well as it<br />

serves holiness—maybe even better.<br />

© 2012 Fire Opal Media. All rights reserved. 14

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