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.
- 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.