"As the Third Age came to an end, the fallen god Izrador triumphed over the free nations of Aryth. The corrupt lieutenants of the Shadow in the North, the Night Kings, rule with an iron fist over ruined cities and broken kingdoms. Twisted spirits hunt down the last true masters of magic. The dark god’s vile priesthood, the legates of the Order of Shadow, seek out elven spies, dwarven insurgents, and the few brave humans who stand defiant against the night in the Age of Shadow.
In the world of MIDNIGHT, evil rules and the last, brave heroes strive against unbeatable odds. The lands of men have been crushed under the iron heels of the Night Kings and their minions and the lands of the fey are besieged on all sides by the dark hordes of the Shadow in the North. Those who would resist the dominion of the dark god must often do so from the shadows, fighting a secret war that most people believe was lost a hundred
years ago."
Whereas some heroic paths allow characters to communicate with animals or mimic their abilities, the beast has simply become one. Long years of suffering under the yoke of the Night Kings and their foul minions has taken the last shred of civilization from the beast, forcing him to revert to a more primal state to cope with the loss and pain that surround him. By living on instinct alone, the beast is better able to control his surroundings and survive in the harsh world that Izrador has created. The beast lives by only one code—kill or be killed. He is loyal to those he trusts and dangerous to those he does not, and once he sets himself loose on an enemy there can be only one conclusion to the conflict.Mögliche Effekte:
The chanceborn character is a child of fate, a master of destiny that can change her fortunes and those of her companions with but a thought. The chanceborn hero is often capricious and lighthearted even in the face of grave danger. She does not mind taking risks, regardless of the potential consequences to herself and even those around him. She trusts in the wheels of fate, and much to the consternation of those around her, she usually gets out of such situations without a scratch.Mögliche Effekte:
Pureblood characters represent the pinnacle of Erenlander lineage, perfectly combining the best traits of both the Dorns and the Sarcosans from which the race was born. Their ancestors were the heroes of men that forged nations, led clans, discovered new lands, and defied Izrador throughout the centuries. They are versatile and talented, exhibiting a variety of abilities that make them excellent adventurers. They combine physical stamina and skill with a keen mind and sharp perceptions—characteristics that make them well-suited to aiding those who would fight against the dark god and his minions. Yet they are able to hide those traits that separate them from the common crowd, waiting until the perfect moment to unveil their heritage and lead the fight against the Night Kings.Mögliche Effekte:
Volk | Racial Power | Feats | Quelle |
Human - Dorn | Dangerous. At the start of each battle, gain a +3 bonus to your critical threat range. The bonus ends when you score a critical hit, or when you are first staggered. | Champion Feat: If you are staggered for the first time in a battle and you have not scored a critical hit yet, you can make a basic melee attack as an interrupt action. The bonus from Dangerous applies to this attack. | Dark Alleys & Twisted Paths: Orc |
Human - Sarcosan | Strength in Unity. If you are engaged with a target that an ally is also engaged with, add one extra damage die to a successful hit. | Champion Feat: Add the extra damage die to a miss as well. Epic Feat: An ally who is engaged with an enemy that you are also engaged with can add one extra damage die to a hit or miss attack against that enemy. | Midgard Bestiary: Gnoll |
Human - Erenlander | Quick to Fight. At the start of each battle, roll initiative twice and choose the result you want. | Champion Feat: If you roll a natural 19 or 20 for initiative, increase the escalation die by 1 (usually from 0 to 1 since it’s the start of the battle). | 13th Age: Human |
Dwarf - Kaladrun | That's your best shot? Once per battle as a free action after you have been hit by an enemy attack, you can heal using a recovery. If the escalation die is less than 2, you only get half the usual healing from the recovery. Unlike other recoveries that might allow you to take an average result, you have to roll this one! Note that you can’t use this ability if the attack drops you to 0 hp or below. You’ve got to be on your feet to sneer at their attack and recover. | Champion Feat: If you roll a natural 19 or 20 for initiative, increase the escalation die by 1 (usually from 0 to 1 since it’s the start of the battle). | 13th Age: Dwarf |
Dwarf - Kurgun | Wisdom of the Sun and Moon. Once per battle you can reroll a natural even attack roll, or natural even skill check | Champion Feat: You can use Wisdom of the Stars twice per battle. Epic Feat: You can now use Wisdom of the Stars to grant an ally a reroll. | Midgard Bestiary: Ravenfolk |
Elf - Caransil | Arcane Attunement. Once per battle, before you make a saving throw against a magical effect, OR just after the battle, when you roll to recharge for a spell or magic item recharge, you may choose to roll two d20s instead of one and pick the best result. | Adventurer Feat: You may cast the wizard spell counter-magic (13A: 149) twice per day, using your highest ability score in place of Intelligence and your level (or one lower) as the level of the spell. Champion Feat: You gain +2 to all your defenses against spells and spell-like attacks. Epic Feat: When you are reduced to 0 hp, deal 10d6 damage to a nearby enemy. | Book of Ages: Arcanite |
Elf - Erunsil | Necessary Cruelty. Once per battle, deal ongoing damage to a target you hit with a natural even attack roll as a free action. The ongoing damage equals 5 times your level. (For example, at 3rd level you would deal 15 ongoing damage against a single target.) As usual, a normal save (11+) ends the damage. A critical hit doesn’t double this ongoing damage. | Champion Feat: Once per day, you can instead use necessary cruelty to deal 5 ongoing damage per level against a target you have missed or had a natural odd attack roll against. (Yes, you could even deal the ongoing damage with a natural 1.) | 13th Age: Dark Elf |
Elf - Miransil | Fluid Form. Once per battle, when you are subjected to a condition (dazed, hampered, ongoing damage, etc.), you can either pop free as a move action OR roll a save as a free action to end it, even if the condition does not normally end on a save (such as being dazed until the end of your next turn). | Adventurer Feat: You have a +5 bonus to checks that involve squeezing through narrow spaces, escaping restraints, and similar checks. Champion Feat: You can use both fluid form effects once each per battle (so, you can both pop free AND make a free save against a condition). Epic Feat: Once per day, when you are stunned or helpless in a battle (including when making death or last gasp saves), you can use a standard action on your turn to make a basic or at-will attack against the closest nearby enemy (determine randomly if there’s more than one), OR you may use a move action to move closer to an enemy. (These are the only actions possible using this feat—you’re using your fluidity instinctively, not trying to figure out how best to use a standard action while helpless.) | Shards of the Broken Sky: Oozefolk |
Elf - Danisil | Toxin-Tipped Retribution. Once per battle, when an enemy makes a melee attack against you or becomes engaged with you, make an attack against them as an interrupt action. Instead of your usual attack bonus, the attack bonus is equal to your level +4 vs. AC (champion tier: level +6; epic tier: level +8). A hit deals 1d6 x your level damage, and an even hit adds half that much ongoing poison damage. | Adventurer Feat: When you roll a natural, even hit for the first attack on your turn, you may use a move action as a quick action once before the end of your turn. Champion Feat: You may use toxin tipped retribution a second time each battle; however, the second attack only does ongoing poison damage on a natural 18+. Epic Feat: When you roll a natural even miss for the first attack on your turn, you may make an at-will or basic attack as a quick action before the end of your turn. | Shards of the Broken Sky: Serpentfolk |
Gnome | Confounding. Once per battle, when you roll a natural 16+ with an attack, you can also daze the target until the end of your next turn. Minor Illusions. As a standard action, at-will, you can create a strong smell or a sound nearby. Nearby creatures that fail a normal save notice the smell or sound. Creatures that make the save may notice it but recognize it as not exactly real. | 13th Age: Gnome | |
Halfling | Evasive. Once per battle, force an enemy that hits you with an attack to reroll the attack with a –2 penalty. | Champion Feat: The enemy’s reroll when you use evasive takes a –5 penalty instead. | 13th Age: Halfling |
Hordeling - Odrendor (Orc) | Lethal. Once per battle, reroll a melee attack and use the roll you prefer as the result. | Champion Feat: If the lethal attack reroll is a natural 16+, you can use lethal again later this battle. | 13th Age: Half-Orc |
Hybrid - Dwarrow | Stout. Once per battle, when you take damage, reduce the damage by three times your level as an interrupt action. If you reduce the damage of an attack that would also cause you to pop free or get pushed, ignore that effect. | Champion Feat: The next time you take damage after using the power, reduce it by twice your level, and the next time after that by your level. | ? |
Hybrid - Dworg | Frenzy. Once per battle, you may declare you are entering a frenzy. Make the following attack: Quick action Special: You can make a number of attacks equal to the escalation die, but may only target a single creature with half of the potential attacks (rounded up). Target: One creature engaged with you Attack: 6 + your level vs. AC Hit: 1d8 X your level damage. Miss: You take damage equal to your level | Adventurer Feat: Once per day when grabbed or stuck, you can spend a recovery (regaining no hp) and end that condition on yourself. Champion Feat: You may replace one of your frenzy attacks with an at-will or basic attack. Epic Feat: As a standard action, you may move across any relatively flat surface (a calm lake, a wall, a ceiling, etc). | Book of Ages: Lizardman |
Hybrid - Elfling | Nifty Footwork. When you miss with a melee attack you can pop free from the target as a free action. If you choose not to pop free you may add your Intelligence or Dexterity modifier to the damage of your next attack against this target. | Champion Feat: You can now also pop free from an enemy you’re engaged with as a free action when that enemy’s attack misses you. If you choose not to do so you may add 2x your Intelligence or Dexterity modifier to the next miss damage that you do this battle. Epic Feat: You can now also pop free from an enemy you’re engaged with as a free action when an ally engages that enemy. If you choose not to do so you may add 2x your Intelligence or Dexterity modifier to the next miss damage that you do this battle. | Midgard Bestiary: Kobolds |
Troll - Stone | Nifty Footwork. When you miss with a melee attack you can pop free from the target as a free action. If you choose not to pop free you may add your Intelligence or Dexterity modifier to the damage of your next attack against this target. | Champion Feat: You can now also pop free from an enemy you’re engaged with as a free action when that enemy’s attack misses you. If you choose not to do so you may add 2x your Intelligence or Dexterity modifier to the next miss damage that you do this battle. Epic Feat: You can now also pop free from an enemy you’re engaged with as a free action when an ally engages that enemy. If you choose not to do so you may add 2x your Intelligence or Dexterity modifier to the next miss damage that you do this battle. | Midgard Bestiary: Kobolds |
Hi, bin gerade erst über dieses super spannende Projekt gestolpert, leider ist hier ja schon ein weilchen nichts mehr passiert.
Arbeitest du noch an der Konvertierung?
Falls ja kann ich "King of Dungeons" als Inspirationsquelle sehr empfehlen (ein insgesamt sehr gelungener Versuch Dungeon Crawling ins Zentrum von 13th Age zu bringen).
Die Klassen sind reduziertere Versionen der 13th Age Originale und passen vllt besser in das düstere low magic setting von magic.
Das icon System wird durch ein Gildensystem ersetzt. Die Party erstellt gemeinsam eine Gilde, welche dann die Gruppe unterstützt und auch eigene Ziele hat und selbstständig verfolgt.
Dieses Template ließe sich auch super für Rebellen Zellen nutzen.
Auf jeden Fall vielen Dank für den Tipp, ich werde mich mal in das Midnight Setting reinlegen, vllt findet es ja in meiner nächsten 13th Age Kampagne Verwendung.