I have never been particularly comfortable with the existing
Icon system in 13th Age. All
too often I found it to be difficult to balance, capricious and
unsatisfying. At the same time, after
playing a couple of sessions where NO icons were used, I didn’t like the feel
of those sessions either. I knew there
was a solution somewhere, but I had to really think about what was bothering me
and what I wanted out of the system.
This system modifies the original Icon system by introducing
a number of new concepts. Admittedly, it’s
not as simple as the original system, however I believe it will be easier to
implement and manage with less variance, but with some of the features I’ve
felt the system needed to really pull the flavor of the icons into each
session. Additionally, I wanted the
system to have a sort of economy to it – something the players could get more
involved with, while not turning the system entirely over to them. The favors give the ability to increase
mechanical and story elements, while the complications give a fair (and
consistent) way of creating additional bumps in the road. Finally, I wanted the system to give players
clear guidance on what their icons help them accomplish both in the story and
in the overarching plotlines, while not completely derailing my (typically
somewhat less improve-style) sessions. I
think this does some of this, and it takes the approach in a slightly different
way.
The Icon Roll
At the beginning of a session players have no favors. Any favors left over from previous sessions
are discarded. Roll your normal Icon
rolls, but compare the results to the following table:
6 - You get a Favor
Award. The GM gets no complication dice.
5 - You get a Favor
Award AND the GM gets a complication.
4 - You get a Favor
Award AND the GM gets a complication.
3- You can make a bargain: You get the Favor Award and the GM gets two
complication dice.
2- You can make a bargain: You get the Favor Award and the GM gets two
complication dice.
1 - The GM gets two
complication dice. Fate is fickle
sometimes.
Favors with each Icon should be represented with some unique
token. While I’m anxiously awaiting Icon
tokens from Campaign Coins, I’m using printed cards for each Icon which include
their symbol and quote along with their Aligned and Opposed themes. This gives
each player a tangible understanding of how much “cash” they have in the favor
economy.
Themes
All Icons are based on themes. Themes represent the areas of interest each
Icon aligns to or opposes. This theme
list is specifically for the 13th Age default icons. An
aligned theme represents the positive goals of the Icon, while an opposed theme
represents what they struggle against.
Arcana: Magic and Time. Also: Ageless.
Knowledge:
Information and wisdom.
Also: Secrets and the unknown.
Trickery: Deception
and guile. Also: illusion, uncertainty.
Tempest: Wanton or indiscriminate
destruction. Also: Chaos, wild magic and
unbridled fury.
Light: Life, goodness and protection. Also:
Love, purity.
Strength: Power and
confidence.
Nature: Plants,
animals and landscapes. Also: Water.
Luck: Chance favoring
the few. Serendipity. Also: Wealth and riches.
Deathkin: Undead
creatures and death. Also: The
afterlife.
Orkin: Orcs, goblins
and ogres. Also: brutish, tribal,
uncivilized, nomadic.
Dragonkin: Dragons, kobolds
and lizardmen.
Demonkin: Demon and
devil kind. From the Abyss. Also: Fire.
Feykin: All fey,
particularly elves themselves. Also:
beauty, serenity, air.
Empire: Humans and
citizens of the Empire. Also:
Civilization, law and order, authority.
Dwarfkin: Dwarves and
gnomes. Also: Stone, underground, construction.
War: Conflict and warfare.
Also: Strategy, tactics and
preparation.
The Icons and Their Themes
Each icon is listed followed by their aligned and opposed
themes. I’m using the SRD references to the icons, clearly.
The Lord High Magus:
Aligned: Arcana, Knowledge, Empire. Opposed:
Nature, War, Tempest.
The Blood Knight:
Aligned: Empire, War, Demonkin. Opposed: Tempest, Light, Luck.
The Dark Mistress:
Aligned: Arcana, Demonkin, Trickery.
Opposed: Knowledge, Empire.
The Longbeard Thane:
Aligned: Strength, Dwarfkin, Luck.
Opposed: Trickery, Feykin.
The Triumvariate:
Aligned: Feykin, Arcana, Nature, Trickery.
Opposed: Orkin, Dragonkin.
The High King:
Aligned: Empire, War, Knowledge. Opposed: Deathkin, Orkin, Demonkin
The Platinum Dragon:
Aligned: Dragonkin, Light, Empire, Strength.
Opposed: Trickery, Demonkin.
The Untamed:
Aligned: Nature, Tempest, Light. Opposed: Empire, Arcana.
The Deathless One:
Aligned: Arcane, Deathkin, Madness. Opposed: Light, Empire, Orkin.
The Savage Lord:
Aligned: Orkin, Tempest, War. Opposed: Feykin,
Deathkin, Empire.
The Grand Oracle:
Aligned: Light, Knowledge, Empire.
Opposed: Deathkin, Demonkin, Madness.
The Jack:
Aligned: Trickery, Luck, Knowledge.
Opposed: Tempest, Dwarfkin.
The Council of Scales:
Aligned: Dragonkin, Light, Empire, Strength.
Opposed: Trickery, Demonkin.
Themes and Your
Relationship to the Icon
Your relationship to a particular icon is Positive, Negative
or Conflicted. Positive relationships
allow you to call upon any of the themes the Icon is ALIGNED to. Negative relationships allow you to call upon
any of the themes the Icon is OPPOSED to.
Conflicted relationships give you access to either the aligned or
opposed themes, however there’s a twist:
Roll a simple save. If you
succeed, there’s no further impact. If
you fail, the GM gets an additional complication die.
Complication Dice
A complication die can be used by the GM at any time to
create some extra tension, create a bigger challenge or hit a little
harder. A complication die may be used
any time there is a mechanical aspect in the game (e.g., when dice are used to
resolve something). Some examples of a
complication die in use:
·
Increasing the DC of a test.
·
Momentarily increasing the defenses of a monster.
·
Increase or Decrease Damage dealt to a target.
·
Decrease the value of a skill-check.
·
Create a small situation, nuisance or difficulty
(increasing based on dice spent).
The complication should be impactful but not overwhelming in
most circumstances. Wherever possible,
the GM should narrate why the complication occurred, tying it back to the icons
the characters align to and oppose. At
Adventurer tier, the complication die is a D6.
At Champion tier, the complication die is a D8. At Epic Tier, the complication die is a
D10. GMs start each session with 0
complication dice. The GM is free to use any number of
complication dice at a time.
Gaining and Using Favors
Favors are the benefit of icon rolls. At levels 1-5, you gain one favor for each Favor
Award. At levels 6-10, you gain two
favors for each Favor Award. All favors
are based on THEMES, not just on the icons themselves. This means favors from
identical themes (even when sourced from different Icons) can be combined,
either by one or multiple players (though all participants must be a part of
the current scene). The effect, though,
is only applied in a single instance or to a single character, unless otherwise
stated. Favors with mechanical effects increase
in power with tiers, just like complication dice ( e.g.,+d6/+d8/+d10). Favors
can be used at any time and are declared by the player or occasionally called
on for use by the GM.
Mild Favor (Consumes
One Favor)
·
Proxy thematic minor character in a non-combat
scene.
·
Gain a thematically appropriate insight to your
current situation.
·
Redirect the attack of a minor opponent of the
racial groups indicated (before they attack).
·
One-time use of a cantrip-like power of the
appropriate theme
·
One-time mechanical advantage for common
activity (bonus to hit, damage, skill roll)
·
Recover 1 Recovery Dice worth of HP.
·
Describe how the theme allowed you to refresh
yourself as though you had had a long rest.
Moderate Favor
(Consumes Two Favors)
·
Proxy a thematic major character or a group of
minor characters in non-combat scene.
·
Gain a thematically appropriate understanding of
your current opposition.
·
Acquire a minor magical item for long term use.
·
One time use of a 1st or 3rd
level spell of the appropriate theme.
·
Gain a theme appropriate +1 background for the
entire session.
·
One-time mechanical advantage for thematically
appropriate ritual.
·
Recover 2 Recovery Dice worth of HP.
·
Describe how the theme allowed you to refresh
your group as though you had a short rest.
Major Favor (Consumes
Four Favors)
·
Change a decision of a major character in
combat.
·
Gain a thematically appropriate understanding of
your overarching opposition.
·
Acquire a major magical item for long term use.
·
Acquire a relic for short term use.
·
One time use of a 5th or 7th
level spell of the appropriate theme.
·
Gain a permanent theme appropriate +1
background.
·
Recover 5 Recovery Dice worth of HP for free.
·
Resolve a significant (non-HP) injury.
Monumental Favor
(Consumes Eight Favors)
·
This is a truly campaign shifting event. In most cases, the GM and players will have to
work together to determine what’s appropriate here. Examples based on the Dragon Empire setting
might include things like a one-time use of a 9th level spell or
flawless casting of a ritual, or even a resurrection.
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