For reference again, these are our 13th Age characters (L-R):
- Ook: Monk of the Glowing Winds cursed into Gorilla form
- Archon XIV: Dwarf-forged artificial sorcerer destined to save the 14th Age
- Leaph: Petalate cleric of the Order of the Wild Rose, pregnant with the High Druid's child
- Beast: Shape-shifting Druid experiment of the Archmage and the High Druid
- Justinian: Wood Elf Paladin seeking revenge against the Stone Thief
Everything from start to finish was done in Photoshop on the Surface Pro 3 and took waaaay longer than I hoped and envisaged. That said it was a design, sketch, ink, colour and finish process for 5 characters so maybe it was always going to take a while.
Plus I did start making a 16:9 version of the picture in case that would be useful which is below along with some WIP images as well.
Traits, which perhaps isnt the greatest word to use, but we were mulling over house ruling some aspects of the 13th Age game to draw out elements of our characters while binding together other mechanics already in play. Anyhow, this was the ruleset as written the other day, doubtless it would need tweaking but I like the more character-centric 'aspects' and the more integrated nature of rules around Icons and OUTs etc.
- 3 Traits per character that replace their Icon relationships.
- 1+ must be Icon-centric & 1+ must be party-PC-centric
- When someone’s Trait comes up they get that trait’s Card that can be spent later.
- Cards are retained between sessions to be spent or accumulated.
- At the start of each session make Trait rolls, one per trait, a 6 gets you a Trait Card
- Full House: if a character ever gets 5 Trait Cards a Destiny Bomb goes off, may not be all positive
- Destiny Bomb = something Dramatic occurs in the world relating to the character - consuming all the cards
- Traits can be Compelled like FATE Aspects – the GM offers a Deal (for a Card) that something awkward happens.
- Compells need not be accepted, but doubtless they will be.
- Spending a Card confers some situational benefit to the hero or their companions that relates to the card
- Spending a Card can be mechanical (roll recharge, +D6 damage, reroll a skillcheck, gain a recovery)
- Spending a Card can be anything cool (find an ally, magic item, reputation, aid is coming)
- Spending Cards confer non-repeating benefits, you can’t gain the same groovy thing over and over
- Traits may be conversions of Backgrounds that people want to come up in game for good and ill
- Traits can evolve or change as needed by the character.
- Traits may encompass or essentially absorb the One Unique Thing
- Traits should be double edged and phrased as something enticing…
- Fated Destiny of the High Druid’s Unborn Child
- Her Protectors are like Family
- The Thorn-Mother is Watching and Judging