Monster Design the Easy Way – Reskinning Monsters

Since the beginning of D&D, monsters have been a staple of the game.  Dragons, orcs, trolls, and other beasts of myth and legend. Owlbears, black pudding, and other things from Gygax’s mind have filled the days and nights of gamers’ minds for years.  Books are filled with many fine examples to throw at your game group, but what if they are just not quite what you are looking for? Tired of the band of orcs led by an Ogre mage? Not thrilled about the blue dragon about to descend upon the brave adventurers?  Let me help you out. Now I am not an expert or all knowing game designer, but I have run a game or two and sometimes you just need to shake things up. I don’t think I have ever come up with a truly NEW monster to challenge my players. I have taken ideas from novels and movies or just “re-skinned” an old monster into something new.  I first got this idea from an old 2e adventure where the heroes went after a white dragon that turned out to be an albino red. WOW that was great fun as they had potions of frost resistance and fire spells all prepared. Needless to say I got cussed out that night, but the players really enjoyed the challenge of overcoming that foe on the fly.  It spiced up the game night. Now you don’t have to change every monster every time, but it does help when the group becomes jaded and has memorized the whole list of monsters.

Re-skinning a monster or coming up with your own really is not that hard. 13A does a great job of giving guidance for building battles (page 186 core rules) that helps that fight be challenging without becoming too easy or too hard.  Chapter Seven (Monsters) gives great advice on how to spice up monsters by borrowing “bits and pieces” from other monsters. This is a great very quick way to a wrinkle to that same old kobold.  If you want to start from scratch, use the baseline stats on page 254 to get started.

When I want to reskin a monster, I try and figure out what do I want this “new” monster to be able to do. Fly? Spit acid? Be really tough? After I know what I want it to do I peruse the monster listings and find similar powers.  I figure the guys at Pelgrane have already done the heavy lifting for me and play tested it. In the Bestiary 2 Appendix, there is a list of monsters by level, which is great when you need to scale the monster you are looking for. You might need to look at a higher level monster and tone down the damage or ability so look at lower level monsters with similar abilities and adjust accordingly.  You can also look at higher level monsters and “level up” your 1st level kobold wizard into something truly terrifying! After I have re-skinned my kobold (I love kobolds) I try it out on one of my old PC characters to see if it works like I want. Is it too weak? Too powerful? I run a few combats just to make it’s not the dice. 

Now a word of warning.  It’s Ok to come up with a power/ability to counter something the PCs can do, just don’t do it for every fight.  Otherwise the players will get frustrated. Once in a while it is good to make the group squirm a little as they need to come up with new and interesting ways to slay your beasties when the tried and true is not available.  Just don’t overdo it.

So I want to use some kobolds in a future encounter.  The kobolds in the bestiary are too weak and my group would just mop the floor with them.  Mmmm, what to do? Looking at page 237 and the kobold warrior, I notice just next to the listing, Lizardman Savage.  Oh look it has a special trigger that gives it a nasty bite. Perfect! I will level up my kobold troop to a wrecker and give them that ability.  See! it’s that easy. Give them a better attack, a few more hit points and a new ability and presto chango a new type of kobold that can add just a bit of new flavor to an old “monster” and keep my jaded players on their toes.

Also look in the 13 Age Bestiary 1, page 228. It covers reskinning, tweaking and creating new monsters.

I hope this inspires you to dig out your favorite novel or movie and “create” a new monster for your players to fight.  Or talk to. Or get eaten by. Your choice.

Written by Mark

Icon Status – A Different Use for Relationship Rolls

When running 13th Age, we GMs often search for the best ways to make those 5s and 6s rolled for Icon Relationships a meaningful part of the ongoing story at the table.  Inspired by a classic setting, I offer below a new mechanic to provide another tool to use to make those rolls have lasting impact.

One of my favorite campaign settings ever is Planescape. A key part of the setting were the diverse and competing factions which could provide the context for numerous stories and adventure hooks.Then, years later, along came 13th Age.   One of the exciting things about 13th Age is that, as a game born of two designers’ homebrew, it provides the building blocks for systems to support interesting and innovative play. Blending the great ideas of the Planescape factions with the mechanical storytelling support from 13th Age seemed like an exciting idea.  

I started my thought process, like a good completist, with an attempt to purchase all the Planescape products with the idea of bringing the factions of Planescape to 13th Age. I also wanted some other mechanic to hang on Icon Relationships, an so I fleshed out a series of ideas to use at the table for how the rolls could influence a character’s status in a faction long term. These rules can be used for really any faction-based game or even just in your core 13th Age game to represent how noticed the characters are by their Icons. The goal here is to provide a framework for GMs to use in their games to represent factions and Iconic organizations. 

Faction Status revolves around the idea that the Icons (whether they are true factions or not) have a power structure that they influence and control.  The Icon Organization paragraph from the 13th Age Core Book shows this to be true for the Icons of the Dragon Empire, “Most of the time that you’re interacting with an icon, you’re actually interacting with his or her lower-level functionaries, acolytes, disciples, bureaucrats, lieutenants, barons, or priests. Functionaries are the GM’s best friends, and they can be your worst enemies (page 38).” 

Characters can interact with these organizations (which for our purposes will be referred to as factions) during the course of play as their Icon dice show 5s and 6s.  This idea asks the question ‘what if these results are moments where the characters stand out and gain status with the Icon’s organization?’

Full disclosure, this requires that someone (probably the GM) keeps track of the total of 5s and 6s the players rolled with their Icons over the course of the game.  The total represents their current status within the faction. As they trigger interactions with their Icon, the character climbs in their Icon’s organization. As they crossed certain thresholds, gain benefits from their status.  This would be in addition to any session bonuses they use these 5s and 6s for.

False Heights & Sudden Crashes

Let’s talk about those pesky 5s for the moment.  5s represent a complication to the interaction with the Icon.  In terms of Faction status, this represents an inflated standing in the organization.  Perhaps it the character’s actions were inflated or secretly the Prince of Shadows used them to hurt the faction in the long run.  The next time a PC takes a campaign loss, the bubble bursts, and they lose all the points they had with the faction that were generated from 5s.  Harsh, but a faction’s love is fickle, and rising stars can come crashing down.

Tiers and Rewards

Rewards are static bonuses as well as additional ways to spend for characters to spend their 5s and 6s. I am going to give some ideas as guidelines. In the end, it is your game, and you can riff of this how you like. 

Tiers

“Who Are You?” Rank 0 – (0-5 Status)

The Adventurer solely known by their Icon dice.  The Icon reaches out to them or they can draw on the connection for knowledge, but no real benefit is gained beyond the basic rules.

“Initiate” Rank 1 – (6-15 Status)

At this level, the Icon’s faction become aware that the adventurer exists.  The faction can be sought out, and basic aid will be rendered.

Faction bonuses can include:

Faction Safe House – The adventurer can access the faction’s base of operations and procure safe lodging or passage for the group.  A 5 could represent that the term ‘safe’ is relative.

Faction Goods – The adventurer has a sure source of replacement or new gear, as well as access to 1d6+1 potions or oils per level.  For a reasonable price, of course. 

Specific Icon bonuses include:

Power of the Icon Rewards (e.g. Emperor, Dwarf King, Orc Lord) – Short term tactical knowledge gives the PC a +1 to hit or damage with weapon attacks (+2 at Champion, +3 at Epic) for a battle. 

Wisdom of the Icon Rewards (e.g. Archmage, Diabolist, Prince of Shadows) – Using the wealth of information available to such Icons, the PC gains a +2 to background rolls on a specific subject for the session.  Like how to pick the locks within the Stone Thief, or riddles in the dark.

“Up and Coming” Rank 2 – (16-25 Status)

By this point the adventurer has established herself with word and deed.  The Faction is willing to take some risks in dealing with them, as they have proven that their relationship with the Icon is not just a passing craze.

Faction bonuses can include:

Faction-Specific Ability – The adventurer is granted an ability that is iconic for the faction.  Taking a page from Planescape’s Dustmen, maybe the Lich King’s Faction provides that the adventurer will be ignored by undead until they take a hostile action. Perhaps Kobolds will default to a positive disposition to an adventurer strongly invested in the Faction of The Three.

Faction Background – The adventurer gains a +2 background that is faction based. 

A Sure Source of Aid – The adventurer at this point counts on the faction to provide aid beyond just shelter.  The resources and manpower of the faction may be put to use for short-term gains.

Specific Icon bonuses include:

Specific Gear Loans – Need a flaming sword to clear out a troll den, the Emperor has you covered.  Or perhaps the crystalized soul of a dead god of light for a ritual, the Santa Cora Choristers have just the one for you.

Power of the Icon Rewards (e.g. Emperor, Dwarf King, Orc Lord) – The adventurer is granted a martial bonus appropriate to the Icon for the rest of the session.  Perhaps the Orc Lord grants Dangerous to his followers or the Emperor provides a buffer of ‘fake’ HP that exists only for the purposes of resisting fear, shoring up the PC’s defenses with righteous fervor.

Wisdom of the Icon Rewards (e.g. Archmage, Diabolist, Prince of Shadows) – The adventurer is granted, through research or interaction with the great minds of his faction, the answer to a question he seeks.  Perhaps a campaign goal is now understood, a riddle is solved, or a word of binding sends the rampaging demon back to the Abyss.

Face of the Faction” Rank 3 – (26 – 35 Status)

The adventurers are the movers and shakers of the faction.  While there are those higher up in the organization, the adventurers have become powers in their own right within their Icon’s faction. However, 5s may mean that other adventurers are calling on the adventurer to aid them in their problems.

Faction bonuses can include:

Faction Background – The Faction background increases to +4.

Specific Icon bonuses include:

Henchmen – The faction sends out a junior member with the adventurer to accomplish a specific task.  The Henchmen functions as a slot-less magic item. They provide a bonus to hit and damage equal to twice the adventure’s tier (+2 at adventurer, +4 at champion, +6 at epic). It has an appropriate background at +8 (they use the adventurer’s level when rolling for it). The Henchman can be directly attacked if the story warrants it (only has 30 HP per tier) and if they die, the adventurer loses 1d6 faction points (x2 at champion, x3 at epic). 

Faction Assault (1x per tier, subject to GM approval) – The power of the faction is at the adventurer’s disposal.  Rather than deal with an encounter, the adventurer can have his faction handle it.  Narrate how the adventurer is sent this aid, butdo not count this towards the group’s four-battle total needed to earn a full heal-up.  Also, make sure to let the Faction grab what it can for itself in the way of gold or treasure from the encounter. After all, this kind of aid is never cheap.

Resurrection (1x per tier.  Costs 10 status points) – The faction protects its own at this level.  They have invested a lot in the adventurer and don’t want to see all that effort go to waste.  But getting killed is a huge drain on their resources, so expect it to burn some bridges.

Gift of the Icons – Whether a piece of sacred knowledge, magic token, or insightful training, the PC gains the use of a daily power from another class or may cause a power they currently possess to recharge as a save one step easier (hard becomes normal, normal becomes easy).

Note: This list of powers and Ranks is not supposed to be exhaustive.  It is but a sample to be expanded and built upon.

Consequences

In my Ta’nar game, I have a nice web of how the Icons interact with each other.  This is important, because as the adventurers gain status with their faction, opposing factions begin to align against them.  Also, no one rises high in an organization without stepping on some toes. The adventurers’ rise to status can be seen as happening at the expense of others.  This framework provides some interesting interpretations for 5s as well. Are the adventurers’ plans opposed by a rival faction or sabotaged from within by rivals jealous of their status?

Written by JM as an update to an article he originally wrote for his now-defunct blog – Origins of a Dark God.

Similar Classes, Unique Characters

As long as TTRPGs have been around, it’s been the accepted practice to have varying classes in the party. Wizard, Rogue, Cleric, and Fighter are the four original classes and it was believed that you shouldn’t double up on classes until you have at least one of each four.

This is not the case any more. Games have expanded many classes to allow for the same class to be played by multiple people, yet still have flavor and make sure each character is unique. 13th Age is no different. In fact, 13th Age has mechanics built in to the system to allow for class repeats and still feel fresh.

Any character you create will be different solely based on background and your One Unique Thing. Collaborate with the other player on your characters. Together, you can decide how dissimilar or similar your characters will be. If you collaborate on your background, perhaps even coming from the same Order, you will be instantly invested in each other’s stories.

Moving beyond that, it’s the Icons, talents, and feats that make a character mechanically different. Let’s take a look at the Paladin Class. The first question you could have for any character that you build is the question about Icons. If you are going to follow a typically good Icon, like the Great Gold Wyrm, you will probably take the Path of Universal Righteous Endeavor, or PURE talent. If you decide to follow the Crusader, an Icon that is dubious at best, you may take the Way of Evil Bastards talent. From this one choice, you have given flavor to your Paladin that can be polar opposite to any other Paladin in your group. In the Paladin class, there are nine talents and you choose three to begin with, presenting the opportunity for two paladins to play mechanically different characters. While there may not be more options within the Paladin’s feats (Paladin is a class that doesn’t have feats beyond Smite Evil) there are still feats to choose from the extensive list of general feats.

We, at Iconic Production, recently talked to Ben Feehan, who presented the campaign idea of Gygaxian Rock Opera. A party of bards setting out to make their name in the Dragon Empire or your own world, encounter monsters and dungeons and towns that just need their help. Ben discussed how his groups have multi-classed as bards as well as found unique ways to distinguish their characters from each other. You can listen to that podcast episode at iconicpodcast.com.

On the surface, it may seem redundant to play a similar class to another person in your party. Yet, as any player digs deeper into the classes, you will find the options and opportunities give you the ability to play wildly different characters. And remember, detecting someone’s alignment is infringement on their privacy.

Written by Becca

 

Narrating Icon Relationships

Last month Mark wrote about Icon Relationships and how to use them as a GM, but as they are really tools in the hands of the players, I thought it’d also be helpful to talk about them from a player’s perspective.

As you know, mechanically, if you roll a 5 or a 6 on your Icon Relationships, you get an advantage during that session. And generally, you get to decide what that advantage is. It could be receiving a magic item, or auto-succeeding on a skill check, or bypassing a puzzle, or convincing a neutral NPC to swing to your side, or…well, you get the idea. (And to be clear, spending a 5 will also generate a complication, but that’s for your GM to figure out, though if you have something in mind, I’m sure she’ll appreciate it!)

But 13th Age isn’t really about the mechanics; it’s about the story. That’s why there are so many story-generating tools in the hands of the players. So how do you bridge the gap between the mechanics of getting a boon and weaving together a story, especially when it doesn’t make in-story sense for an Agent of the Icon to simply show up and give the boon to you? For example, let’s imagine you and your cohorts have delved deep into a cave and encountered a lake of lava. You want to use your Icon Relationship with the Emperor to get past it, but how would the Emperor provide aid to your character within the story?

The easy answer is to either handwave it aside or force the GM to figure it out. But the better-player answer is to tell the story of how it happens. Take it upon yourself to come up with a reason for how the Emperor’s reach is still felt that deep in the cave. Perhaps you find his seal embedded in a nearby wall that raises a stone pathway (a complication could arise from what also happens when this dormant magic is newly activated). Or perhaps he had previously given you a magic wand that could be used to create a rope-bridge once (a complication could be that the bridge is teleported from another location, causing havoc elsewhere). 

Reaching back in time and placing something into your character’s inventory for an Icon Relationship boon is a perfectly acceptable way to come up with an in-story explanation. And being tasked with providing a brief story for it provides additional benefits of crafting backstory pieces about your character as well as more details about the world. In doing so, you’re leveraging the same concepts that make Backgrounds such an integral part of 13th Age.  

But if you don’t want to always be coming up with the answer on the spot, during Character Creation, jot down a few items that your Icon(s) had given you which reflect the relationship you have with them. Have a positive relationship with the Diabolist? Maybe, for whatever influenced that positive relationship, she (or more likely one of her agents) presented you with a broach. It will sit ‘useless’ on your character sheet until that one time you rolled a 6 and wanted to get a magic item or needed a way to relay a message to/from her. You’d be getting the mechanical boon in that moment, but you’d also be linking it to an in-story reason that shines some spotlight onto your character and their backstory. But if you’re already in a campaign or you’ve run out of those items, you can continue to be proactive in this regard by asking the GM when you search for loot, “What sort of useless or random items do I find?” Those useless items are fodder for future boons!

Pulling items out of your pack or suddenly finding something that had been overlooked aren’t the only ways Icons can exert their influence over distances or in secluded areas. What are some other ways? Again, instead of putting yourself on the spot to explain it, you can make things easier on yourself as a player by proactively thinking of the ways the Icons could exert their influence you, regardless of where you are. To help with this, think about the nature of your Relationships. Why do you have that Relationship with that Icon?

For example, perhaps your conflicted Relationship with the Archmage is because you fear he is abusing his power. That belief could be suddenly reinforced when you use a 5 to get past a guard. When you hear a bodiless voice whisper in your ear precisely what to say to the guard about his family to prompt him to let you by, you’ve received your boon, and now you and everyone else is even more convinced that the Archmage is spying on people Big Brother like (plus, you’ve given the GM a hook to use for that complication if she needs it!)

Icon Relationships are for you, the player, to not only get boons but to influence the story, and while Rules As Written it simply provides a boon, you don’t always have to use them for just that benefit. Many times, the boon you ask for could do nothing but influence the story. I remember one session where several of us players spent our pool of 5s and 6s to simply get word to our various Icons about what was going on. Mechanically, it gave us nothing in the moment, but it was a way for us, as players, to influence the world and story.

When you sit down to play 13th Age, remember that there is a lot of narrative power at your fingertips, and even more so when you roll a 5 or a 6 at the beginning of the session. What are some of the ways you’ve used Icon Relationships to influence your story? And for those GMs reading this, what are your favorite moments when the players leveraged those rolls?

Written by Nick

Icon Relationships

Icon Relationships

Icon Relationships is one of the things that sets 13th Age apart from other D&D games. It sets it apart from all other F20 games truth be told. So what is an Icon Relationship, and how do you use it your game?

Icons are the movers and shakers of your world; they are not the gods but are actual people who rule or influence those that do rule. Players start the game with three Icon Relationship dice to “spend” on which Icon they would like to have a connection. It could be a positive, negative, or conflicted relationship. Which type of relationship dictates what kind of help or hindrance the Icon will be during the game. On page 35, the 13th Age Core Rulebook states,

Inventing your character’s relationship to the mighty icons who rule or shape the world is key to engaging your character with the game world. RPGs about vampires have clans, RPGs about pagan highlanders have cults, and 13th Age has icons.

If you haven’t already, scan over the icons in Chapter 1 and read the full entry on any icon that intrigues you. As you decide on the relationship to the icons that suits your player character, remember that it’s the nature of this magical world that even the most powerful figures need a lot of help to accomplish their goals. The icons have risen to power levels where they balance each other in an uneasy equilibrium. To advance their agendas further, the icons need heroes and champions to tip the balance in their favor. You should feel free to make your character central to big plot lines, if that’s what suits you.

The fate of the icons is written in the stars. Your character’s fate, however, is in your own hands.

At the start of each session, players roll a d6 for every Icon Relationship they have, noting if they get a “5” or “6” on the roll. These 5s or 6s represent a meaningful advantage you can expect from your Icon that session. A 6 will get you something good, and a 5, well, you get something good too, but a consequence or complication is attached. In addition to the core book, you can find some great advice on how to interpret Icon Relationship rolls in Gods and Icons produced by Dread Unicorn Games.

But what do you do if a player NEVER rolls a 5 or 6? I know it’s rare, but it does happen. Should that player be “punished” by never getting that extra something that everyone else is getting? 13th Age Glorantha use a different method; they use Runes, aspects of their gods, instead of Icon Relationships. They players still roll a d6, but every result is meaningful. A roll of 1-3 corresponds to one of their personal Runes, and with a 4-6, they roll on a random rune table to see which rune gets attuned to the player. This method could easily be converted to 13th Age core; assign 1-3 to each of your Icon relationships and on a 4-6, roll randomly to see which Icon is influencing your day. Handling Icon Relationship rolls this way ensures that no player gets left out, and it also reminds the players of Icons that are might not be prominent in your game. It also just might influence the choice the player will make later when they get another relationship die.

These are just some of my thoughts on the subject. Please let us know how you use Icon Relationships in your game.

As always, roll perception and initiative!

Written by Mark

Playing Without a Cleric

Playing Without a Cleric

Most times, in F20 games, playing with a cleric is a forgone conclusion. It is one of the most, if not THE most, vital roles in the dungeon delving party. Few things will stress a party out as quickly as the cleric hitting 0 HP. And, as we know, 13th Age provides many great options for the cleric, not the least of which is allowing them to heal as quick actions, allowing them to play more than just a mobile bandaid box. All that being said, here is a secret. Come closer. Are you ready for this?

You don’t need one. That is right, you really do not NEED a cleric in 13th Age. I know what you are thinking. Iconic, I come to you for Epic Tier advice on 13th Age, and this seems like a quick way to turn my game into a 0-level funnel. But wait, hear us out. There are plenty of options for your groups if you want to leave the cleric behind in Santa Cora praying to the Priestess.

 

Option 1 – Other Choices

Dust off some of those classes from 13 True Ways! 13th Age is rife with alternative choices for healers besides the Cleric. Bards can heal. Commanders can heal. Druids can heal. That is not counting the fact other classes have spot healing (the Necromancer & Paladin come to mind) and that all characters can heal as an action at least once a fight. If you are going to adventure without a cleric, try to plan ahead and include some of these other classes. Additionally, give the group extra potions as a way for them to deal with their healing needs.

Option 2 – Go Mythic

13th Age Glorantha has less available healing classes than core 13th Age. To counter that, they include the Battle Healing rule (page 64). Steal this for your core 13th Age game to help offset the lack of power healing. Let everyone have the ability to trigger someone else’s recovery, possibly even before they hit 0 HP. An encouraging word, a slap upside the head, or a kick in the rear is all it could take to get someone back into the fight. Remember, hit points are an abstraction of luck, endurance, fighting spirit, and toughness. Theme Battle Healing however you like, but this option opens up a lot more flexibility in the party where healing is concerned.

Option 3 – Fudge the Rules

If nothing else feels like it works, you can make a couple of simple rules changes to increase the available healing. Perhaps you make drinking/administering a potion a quick action? You know your players already wish that was the case already. You could make the first use of Rally (each battle, each heal up) a quick action for characters, representing that first rush of adrenaline when the character realizes how dire the straights are. Or perhaps it goes to a quick action after the Escalation Die reaches 4, representing the surge of confidence as the party knows the battle is turning in their favor. Play around with these ideas to find a good feel for your table.

 

Last Words

Anyway you look at it, 13th Age provides a lot of options for non-standard party make-ups. As a GM, I would caution to you start off a bit friendlier than you normally would with a party like this. Use basic build math and no nastier specials, at least until you get used to the party dynamics. It gives your players time to figure out the ebb and flow of combat sans clerics.

Players, if you are going to play without a cleric remember that you need to be more on top of your own healing; instead of just yelling ‘cleric!!’ when your HP gets low. Keep an eye on the ebb and flow of the fight to figure out when to heal and when to flee. Keep these tips in mind and you should be able to survive without a cleric.

 

Are you playing in a group without a Cleric? Want to try out some of these ideas? Drop us a line and let us know how it goes.

Written by JM

Fear in 13th Age

As GMs and as players, we want to immerse ourselves into the story that’s being told. Many games ask the GM to craft an elaborate world for the PCs to learn about. While the imagination can certainly take hold while describing that world, one of the best ways to get a player invested in it is to get their emotions invested. As a GM, you can’t expect your players to fall in love with all the NPCs you portray or want to prove their loyalty to the guild you’ve slaved over creating. But you could probably get them to fear the monsters they encounter. Yes, describing the demon in all its slavering glory could get the players trembling, but 13th Age has a mechanic built in to create fear within the character. This fear effect seems simple enough, but it comes with dire consequences.

Fear, at its very basic mechanic, forces the PC to be dazed and prevents them from using the escalation die. While not obviously dire, when the PCs are facing a Large Red Dragon with an AC of 25, (who does get to use that escalation die) the bonus from the escalation die goes a long way to helping the party land a hit. If the fighter has a -4 penalty due to being dazed and cannot use the escalation die from being afraid, the player is going experience some frustration as well as fear for their character’s life.

Typical monsters who have this effect are demons, devils, dragons, and really nasty minotaurs. Usually these monsters are the bigger, badder, out-to-wreck-the-party monsters. They will have a fear aura, which is based on the amount of hit points the character has. For example, a large red dragon is a level 10 monster. Any enemy engaged with this monster who has less than 72 hit points will succumb to fear. This penalty is intense as between the -4 Attack and lack of Escalation Die bonus, it’s doubling down on the PCs’ ability to fight the monster.

Players have a couple of different avenues for combating fear. The paladin class has a talent called Fearless, which allows them to be immune to fear. It has a few other sweet perks such as actually giving the player a bonus against enemies who have that fear aura and abilities. An Occultist can also choose a talent that has a feat which negates fear, but because that’s a champion feat; it’ll take some time to get that ability. Since all of the characters probably won’t be Paladins or Occultists that take those Talents, the other way to beat that fear aura is to either remove themselves from being engaged with that particular monster or to heal themselves above the fear threshold. There are very few monsters who allow the PCs to roll saving throws and shake off that fear.

As you run your next 13th Age game, we at Iconic hope that you will consider how to use this fear mechanic to further invest the players into the game, and we look forward to hearing your creative uses of it. Is there a room in the castle that has a fear threshold? Or will the characters inch closer to the unseen monster who lurks, waiting to devour all will and bravery? Would you let your players roll a wisdom check to see if they can withstand the horror?

Written by Becca