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13th Age - Foolz!

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have to wait in the worst places where no one<br />

expects you.”<br />

The GM buys it and tells Kasarak’s player<br />

that Kasarak can use his Black Fang<br />

background, so the player rolls a d20 and adds<br />

+3 for Black Fang, +3 for Kasarak’s level bonus,<br />

and the half-orc’s Con mod of 1, a total bonus of<br />

+7 vs. the normal adventurer tier environment<br />

DC of 15. If the DM thought the mountain was<br />

particularly nasty it would be a hard check, a<br />

DC of 20.<br />

<br />

Opposed Rolls?<br />

Other d20 games frequently use opposed d20<br />

rolls that pit skill vs. skill. Our system doesn’t<br />

do that much, partly because we’re not tracking<br />

skills for our NPCs and monsters. We’d rather<br />

use DCs set by the environment the skill check is<br />

occurring in than have to figure out accurate<br />

backgrounds/ability scores/skill checks for all<br />

our creatures.<br />

But of course Initiative is sort of an opposed<br />

skill check. And if two PCs are competing to see<br />

who is the first to do something, or who does it<br />

better, by all means, use opposing skill checks<br />

and award speed or quality to the character with<br />

the better result.<br />

<br />

Choosing Your Backgrounds<br />

Most players choose backgrounds that help<br />

them make sense of their character’s past. If<br />

you’re stuck, think about jobs your character has<br />

had. If you’re still stuck, give the job a setting.<br />

Still stuck? Use the short list of backgrounds<br />

below or the lists at the start of each class<br />

section.<br />

The fun of roleplaying diverse characters is<br />

figuring out how your background might help<br />

in unexpected ways. GMs can interpret<br />

backgrounds benevolently or rule out cheesy<br />

ploys. 13 th <strong>Age</strong> isn’t about min-maxing, so<br />

background and skill use is meant to be about<br />

fun in-character methods of attempting to<br />

advance the plot.<br />

Some players will want to choose<br />

backgrounds that correspond to their character’s<br />

class. The most boring way to do that is to say<br />

“Well, I’m a fighter, so I’ll put 4 points into a<br />

fighter background.” We usually don’t settle for<br />

that in our games. Instead we ask players to<br />

figure out what type of fighting their characters<br />

did in the past. Did the fighter learn weapons as<br />

a gladiator? A bounty-hunter? A bodyguard? Or<br />

perhaps as a former sentient magic weapon<br />

turned into a dwarf as a reward for long service<br />

(which would probably also involve the<br />

character’s one unique thing!). So long as the<br />

GM agrees, you should feel free to create a<br />

background story about a group that the<br />

character was part of or perhaps a special magic<br />

or monastic style that’s part of the character’s<br />

past.<br />

<br />

On Languages<br />

It’s a staple of our fantasy games that most<br />

everyone can speak the same language (call it<br />

common) while individual races and monsters<br />

have their own preferred languages (elven,<br />

dwarven, orcish, gnollish, etc.) and that there<br />

are even stranger Big Languages in the world<br />

(magic languages, god tongues, Abyssal, etc.).<br />

Our attitude toward languages is that you<br />

should pay attention to them when it’s cool and<br />

ignore them when it’s not. Is it cool that the orc<br />

berserker screams “Many parts are edible!” in<br />

orcish as he attacks? Absolutely. Is it cool if no<br />

one understands the battlecry? Not so much.<br />

So we assume that most everyone speaks a<br />

common tongue and that when people say<br />

things in other languages, anyone with a<br />

relevant background should be able to speak<br />

enough of the language to piece it together,<br />

especially if they have backgrounds that make<br />

that more likely.<br />

But if you like games that are more specific<br />

about languages, decide what the languages are<br />

going to be in your campaign and then use the<br />

adventurer-tier and champion-tier linguist feats<br />

(see page XX) to provide access to them. Again,<br />

if a player makes a big deal about speaking<br />

languages as part of their background, we say<br />

give it to them, don’t charge feats unless there’s<br />

going to be true advantages in your campaign<br />

© 2012 Fire Opal Media. All rights reserved. 48

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