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Age Nova: 13th Age based ruleset for sci-fi, futuristic, modern settings 1

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This ruleset is inspired by the Nova Praxis game setting, but can be suitable for a variety of sci-fi, futuristic or modern scenarios.The rules use the [13]13th Age[/13] Archmage Engine, with some changes or additions in some areas:- Scaling: to achieve a more 'realistic' feel, scaling of health and damage is flatter, with increases per tier rather than per level. Progression across levels is mostly horizontal (talents, powers...).

- Classes: there are 5 classes, designed around this ruleset. The archetypes they refer to should be fairly evident.

- '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.

- Multiclassing: the system allows multiclassing freely between any two of the classes, which should allow for a fair degree of flexibility in characters building.

- Action Points system: 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: Daily powers have been (mostly) replaced by special Battle powers which require Action Points expenditure.

- Health and Healing: there is Shields System (think Mass Effect) providing for self-recovery through temporary hit points.

- Cover system: to provide a simple way of modelling shootouts type of combat within the 13th Age framework.

- Feats: there are no feats. However nothing prevents from writing some and integrating them into the system.
This ruleset is inspired by the Nova Praxis game setting, but can be suitable for a variety of sci-fi, futuristic or modern scenarios.The rules use the [13]13th Age[/13] Archmage Engine, with some changes or additions in some areas:- Scaling: to achieve a more 'realistic' feel, scaling of health and damage is flatter, with increases per tier rather than per level. Progression across levels is mostly horizontal (talents, powers...).

- Classes: there are 5 classes, designed around this ruleset. The archetypes they refer to should be fairly evident.

- '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.

- Multiclassing: the system allows multiclassing freely between any two of the classes, which should allow for a fair degree of flexibility in characters building.

- Action Points system: 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: Daily powers have been (mostly) replaced by special Battle powers which require Action Points expenditure.

- Health and Healing: there is Shields System (think Mass Effect) providing for self-recovery through temporary hit points.

- Cover system: to provide a simple way of modelling shootouts type of combat within the 13th Age framework.

- Feats: there are no feats. However nothing prevents from writing some and integrating them into the system.
This ruleset is inspired by the Nova Praxis game setting, but can be suitable for a variety of sci-fi, futuristic or modern scenarios.The rules use the [13]13th Age[/13] Archmage Engine, with some changes or additions in some areas:- Scaling: to achieve a more 'realistic' feel, scaling of health and damage is flatter, with increases per tier rather than per level. Progression across levels is mostly horizontal (talents, powers...).

- Classes: there are 5 classes, designed around this ruleset. The archetypes they refer to should be fairly evident.

- '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.

- Multiclassing: the system allows multiclassing freely between any two of the classes, which should allow for a fair degree of flexibility in characters building.

- Action Points system: 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: Daily powers have been (mostly) replaced by special Battle powers which require Action Points expenditure.

- Health and Healing: there is Shields System (think Mass Effect) providing for self-recovery through temporary hit points.

- Cover system: to provide a simple way of modelling shootouts type of combat within the 13th Age framework.

- Feats: there are no feats. However nothing prevents from writing some and integrating them into the system.
This ruleset is inspired by the Nova Praxis game setting, but can be suitable for a variety of sci-fi, futuristic or modern scenarios.The rules use the [13]13th Age[/13] Archmage Engine, with some changes or additions in some areas:- Scaling: to achieve a more 'realistic' feel, scaling of health and damage is flatter, with increases per tier rather than per level. Progression across levels is mostly horizontal (talents, powers...).

- Classes: there are 5 classes, designed around this ruleset. The archetypes they refer to should be fairly evident.

- '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.

- Multiclassing: the system allows multiclassing freely between any two of the classes, which should allow for a fair degree of flexibility in characters building.

- Action Points system: 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: Daily powers have been (mostly) replaced by special Battle powers which require Action Points expenditure.

- Health and Healing: there is Shields System (think Mass Effect) providing for self-recovery through temporary hit points.

- Cover system: to provide a simple way of modelling shootouts type of combat within the 13th Age framework.

- Feats: there are no feats. However nothing prevents from writing some and integrating them into the system.
This ruleset is inspired by the Nova Praxis game setting, but can be suitable for a variety of sci-fi, futuristic or modern scenarios.The rules use the [13]13th Age[/13] Archmage Engine, with some changes or additions in some areas:- Scaling: to achieve a more 'realistic' feel, scaling of health and damage is flatter, with increases per tier rather than per level. Progression across levels is mostly horizontal (talents, powers...).

- Classes: there are 5 classes, designed around this ruleset. The archetypes they refer to should be fairly evident.

- '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.

- Multiclassing: the system allows multiclassing freely between any two of the classes, which should allow for a fair degree of flexibility in characters building.

- Action Points system: 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: Daily powers have been (mostly) replaced by special Battle powers which require Action Points expenditure.

- Health and Healing: there is Shields System (think Mass Effect) providing for self-recovery through temporary hit points.

- Cover system: to provide a simple way of modelling shootouts type of combat within the 13th Age framework.

- Feats: there are no feats. However nothing prevents from writing some and integrating them into the system.
This ruleset is inspired by the Nova Praxis game setting, but can be suitable for a variety of sci-fi, futuristic or modern scenarios.The rules use the [13]13th Age[/13] Archmage Engine, with some changes or additions in some areas:- Scaling: to achieve a more 'realistic' feel, scaling of health and damage is flatter, with increases per tier rather than per level. Progression across levels is mostly horizontal (talents, powers...).

- Classes: there are 5 classes, designed around this ruleset. The archetypes they refer to should be fairly evident.

- '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.

- Multiclassing: the system allows multiclassing freely between any two of the classes, which should allow for a fair degree of flexibility in characters building.

- Action Points system: 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: Daily powers have been (mostly) replaced by special Battle powers which require Action Points expenditure.

- Health and Healing: there is Shields System (think Mass Effect) providing for self-recovery through temporary hit points.

- Cover system: to provide a simple way of modelling shootouts type of combat within the 13th Age framework.

- Feats: there are no feats. However nothing prevents from writing some and integrating them into the system.
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