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Age Nova: Sci-fi beyond the 13th Age (inspired by Nova Praxis)
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<blockquote data-quote="Uskglass" data-source="post: 6346272" data-attributes="member: 6777895"><p><strong><a href="http://13thage.org/index.php/house-rules/414-age-nova" target="_blank">http://13thage.org/index.php/house-rules/414-age-nova</a></strong></p><p><strong></strong></p><p><strong></strong>or </p><p></p><p><strong><a href="http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1085" target="_blank">http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1085</a></strong></p><p><strong></strong></p><p></p><p>This rulest is based on the Archmage Engine, and altough it has been heavily informed and inspired by the Nova Praxis game setting (<a href="http://www.voidstarstudios.com/nova-praxis/" target="_blank">http://www.voidstarstudios.com/nova-praxis/</a>), it should be easy to adapt and re-flavour it for other purposes.</p><p></p><p>Here are some of the main differences from the 13th Age base system:</p><p></p><p><strong>Scaling: </strong>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...).</p><p></p><p><strong>Action Points:</strong> this is a new system to allow generating and spending those points during the game, as a resource to utilise for various outcomes. </p><p></p><p><strong>Battle+ powers:</strong> 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. </p><p></p><p><strong>Health and Healing:</strong> 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.</p><p></p><p><strong>Cover System:</strong> to provide a simple way of modelling shootouts type of combat within the 13th Age framework.</p><p></p><p><strong>Classes:</strong> there are 5 classes, designed around this ruleset. The archetypes they refer to should be fairly evident. </p><p></p><p><strong>Multiclassing:</strong> the system allows multiclassing freely between any two of the classes, to allow for a fair degree of flexibility in characters building upon need. </p><p></p><p><strong>'Sleeves': </strong>these are the types of bodies available to characters. They work as races.</p><p></p><p><strong>Augmentations:</strong> those are available according to the sleeves. They kind of cover a space in between 'magic items' and feats.</p><p></p><p><strong>Feats: </strong> 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.</p><p></p><p></p><p>Feedback and comments are welcome.</p><p></p><p></p><p></p><ul> <li data-xf-list-type="ul"></li> </ul></blockquote><p></p>
[QUOTE="Uskglass, post: 6346272, member: 6777895"] [B][URL]http://13thage.org/index.php/house-rules/414-age-nova[/URL] [/B]or [B][URL]http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1085[/URL] [/B] This rulest is based on the Archmage Engine, and altough it has been heavily informed and inspired by the Nova Praxis game setting ([URL]http://www.voidstarstudios.com/nova-praxis/[/URL]), 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: [B]Scaling: [/B]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...). [B]Action Points:[/B] this is a new system to allow generating and spending those points during the game, as a resource to utilise for various outcomes. [B]Battle+ powers:[/B] 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. [B]Health and Healing:[/B] 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. [B]Cover System:[/B] to provide a simple way of modelling shootouts type of combat within the 13th Age framework. [B]Classes:[/B] there are 5 classes, designed around this ruleset. The archetypes they refer to should be fairly evident. [B]Multiclassing:[/B] the system allows multiclassing freely between any two of the classes, to allow for a fair degree of flexibility in characters building upon need. [B]'Sleeves': [/B]these are the types of bodies available to characters. They work as races. [B]Augmentations:[/B] those are available according to the sleeves. They kind of cover a space in between 'magic items' and feats. [B]Feats: [/B] 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. [LIST] [/LIST] [/QUOTE]
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