Jump to content

Archived  ·  1 member

.

About This Game

.

Game System

13th Age
  1. What's new in this game
  2. NPC 1 Main Strength: Friendship Quality: Cherishes an idealistic dream Flaw: Prone to betray unprofitable causes Problem: Inherited someone else's problem Desire: Boost a friend's career   NPC 2 Main Strength: Wisdom Quality: Sense of humor Flaw: Blames their failures on something else Problem: Botched their last responsibility Desire: Want to indulge in pleasures   NPC 3 Main Strength: Fame Quality: Always keeps the spirit of bargains Flaw: Spendthrift prone to debt Problem: Blackmailed or coerced Desire: Wants to leave current life
  3. Despair + Caste Formation Anarchy + Messianic Leader Crazed Gangers + Extreme Violence   Gang 1: Income: Drug Production Style: Themed Strength: Competent Leadership Event: Valuable business started on turf Goal: Expand into under-defended area Name: Important Date Element: Brotherhood   Gang 2: Corp Hirelings Style: Themed Strength: Local corp is backing them Event: They do legit work Goal: Avenge slight committed by other group Name: Street Name Element: Set   Gang 3: Cyber Trade Style: Nationalist Strength: Local group views them as protectors Event: The cops cracked down on them Goal: Cyber up their enforcers Name: Physical Trait Element: Brotherhood   Corp 1: Main Focus: Drugs Style: Innovative Strength: Stable of elite operatives Recent Event: Civil war Current Goal: Crush labor problems Name Element: Natural Phenomenon Corp Element: Products   Corp 2: Main Focus: Biotech Style: Cultish Strength: Best products of one type Recent Event: Serious problems with local government Current Goal: Smash a rival corp Name Element: Product it sells Corp Element: Services   Corp 3: Main Focus: Drugs Style: Dwindling Strength: Stable of elite operatives Recent Event: Great tech breakthrough Current Goal: Crush labor trouble Name Element: Religious term Corp Element: Industries
  4. Character Background: Soldier Growth Rolls: +2 physical, +2 physical, Exert Strength: 9 Dexterity: 17 18 (+1 growth roll) Constitution: 10 18 (set to 14, +3 growth roll, +1 skill point) Intelligence: 9 Wisdom: 15 Charisma: 8   Rank 1 (Lower Grade) HP: 4/4 AC: 15 Soak: 1 Strain: 0/14 Encumbrance: 0/4 | 0/9   Skills: Unarmed 0, Exert 0, Cultivate 0   Edge: Vowed Arts: Martial Style, Unarmed Might, Unarmored Defense   Attacks Unarmed Strike: +2 to hit | 1d8+2 | Shock 2 4/15 | Trauma 1d8/x3    
  5.  
×
×
  • Create New...