http://13thage.org/index.php/house-rules/414-age-nova
or
http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1085
This rulest is based on the Archmage Engine, and altough it has been heavily informed and inspired by the Nova Praxis game setting (http://www.voidstarstudios.com/nova-praxis/), it should be easy to adapt and re-flavour it for other purposes.
Here are some of the main differences from the 13th Age base system:
Scaling: since I wanted to give it a more 'realistic' feel, scaling of health and damage is flatter, with bumps per tier rather than per level. Progression across levels is mostly horizontal (talents, powers...).
Action Points: this is a new system to allow generating and spending those points during the game, as a resource to utilise for various outcomes.
Battle+ powers: as I didn't feel Daily powers (mostly) fitting to genres outside fantasy, I replaced those with special Battle powers which require Action Points expenditure.
Health and Healing: since there are no 'healer' classes in the ruleset, this is managed through a Shields System (think Mass Effect), to allow for self-healing through temporary hit points.
Cover System: to provide a simple way of modelling shootouts type of combat within the 13th Age framework.
Classes: there are 5 classes, designed around this ruleset. The archetypes they refer to should be fairly evident.
Multiclassing: the system allows multiclassing freely between any two of the classes, to allow for a fair degree of flexibility in characters building upon need.
'Sleeves': these are the types of bodies available to characters. They work as races.
Augmentations: those are available according to the sleeves. They kind of cover a space in between 'magic items' and feats.
Feats: there are no feats, as I considered there was enough customisation allowed already. However nothing prevents from writing some and integrating them into the system.
Feedback and comments are welcome.
or
http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1085
This rulest is based on the Archmage Engine, and altough it has been heavily informed and inspired by the Nova Praxis game setting (http://www.voidstarstudios.com/nova-praxis/), it should be easy to adapt and re-flavour it for other purposes.
Here are some of the main differences from the 13th Age base system:
Scaling: since I wanted to give it a more 'realistic' feel, scaling of health and damage is flatter, with bumps per tier rather than per level. Progression across levels is mostly horizontal (talents, powers...).
Action Points: this is a new system to allow generating and spending those points during the game, as a resource to utilise for various outcomes.
Battle+ powers: as I didn't feel Daily powers (mostly) fitting to genres outside fantasy, I replaced those with special Battle powers which require Action Points expenditure.
Health and Healing: since there are no 'healer' classes in the ruleset, this is managed through a Shields System (think Mass Effect), to allow for self-healing through temporary hit points.
Cover System: to provide a simple way of modelling shootouts type of combat within the 13th Age framework.
Classes: there are 5 classes, designed around this ruleset. The archetypes they refer to should be fairly evident.
Multiclassing: the system allows multiclassing freely between any two of the classes, to allow for a fair degree of flexibility in characters building upon need.
'Sleeves': these are the types of bodies available to characters. They work as races.
Augmentations: those are available according to the sleeves. They kind of cover a space in between 'magic items' and feats.
Feats: there are no feats, as I considered there was enough customisation allowed already. However nothing prevents from writing some and integrating them into the system.
Feedback and comments are welcome.
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