WHAT IS 13TH AGE?
13th Age is a fantasy RPG, much like D&D. (In fact, it was written by several of 3e D&D's designers!) It came out after 4e D&D but before 5e D&D. If you've played any version of D&D or Pathfinder, you're in for a pretty familiar ride. Big picture, they're very similar.
So why this instead of D&D? I really like some of the ideas in 13th Age, many of which involve putting more narrative control in the hands of the players. I could just steal those and incorporate them into a D&D game, but there's enough interesting stuff that I wanted to give their whole system a try.
All the usual fantasy character tropes are there -- if you want to play a dwarven warrior or elvish wizard, those are options. (If you come up with a more unusual character concept, we can probably find a way to make it work.) Basically, I'd encourage you to come up with an idea for a character that seems fun and interesting and we'll figure out how to make it with the rules, rather than approaching it the other way around.
(I will say that compared to D&D and Pathfinder, non-spellcasters feel perhaps slightly more complicated to play and spellcasters feel
much less complicated to play.)
There are three 13th Age-specific features that may be useful in coming up with a character concept: the
One Unique Thing, Backgrounds, and Icons.
ONE UNIQUE THING
Every player character (PC) in 13th Age has a One Unique Thing, which is, predictably, a thing about them that makes them unique. I usually describe it as being like one of the bridge crew on the Enterprise: I am the only klingon in Starfleet. I am an android with a positronic brain. I was born blind, but I can see because of this special visor I wear. Et cetera.
A few examples from the book: "I am the bastard son of the Emperor." "I am an incarnation of an ancient hero, and I'm sure that destiny has brought me back for a reason." "I was the rudest lady-in-waiting of the Imperial Court." "I cut off my own arm just to show how tough I am." "I have a clockwork heart made by the dwarves." "I am the only human child of a zombie mother."
Basically, the sky's the limit here for how crazy you want to be. The "narrative control by players" I mentioned earlier comes into play here too: if you want to be the only dwarf to ever serve in the Emperor's army, then you get to make that a part of the world. The main caveats are that it shouldn't be combat-focused and it shouldn't provide a specific mechanical benefit: "I always succeed on stealth checks" isn't okay, but we could work with "I'm a living shadow" or something similarly outlandish.
Also, it doesn't
have to be totally outlandish or unique -- it can be as mundane as "I'm really good looking and people treat me better than I deserve because of it." The important thing is that it's something distinguishing about your character that you find interesting.
BACKGROUNDS
Modern D&D and Pathfinder have lists of skills that a character can train in 13th Age doesn't define skills, instead, the player will define their character's various backgrounds and assign points to those backgrounds. Then, when a character performs a task that could benefit from their experiences, they get that background's bonus. So, let's say you want to make a classic style rogue. In Pathfinder, you'd probably put points in Disable Device, Perception and Stealth, along with some Climb, Bluff, Sleight of Hand, whatever. In 13th Age, you just create a background. It could be as simple as Thief, a little more meaty like Shadowport Guild Thief or even False Noble Con Artist. While those are all 'thief' backgrounds, they're all a little different. A Shadowport Guild thief could apply their bonus to know specifics about Shadowport for example. The False Noble could apply their bonus for various social interactions where having people believe you're a noble is handy.
Backgrounds are not class specific. So if you want to be a paladin who used to be a Thieves' Guild Urchin, you don't forget hot to pick locks or pockets just because you're a paladin now. Thinking about your character's backgrounds not only gives the GM good story hooks for your character, but gives the character mechanical bonuses in play. And they're completely customizable, so the character reflects your vision, not the designer's vision for your class.
ICONS
The Icons are the major players/political forces in the world. All are based on well-recognized fantasy tropes. Every PC has some existing relationship with one or more of the Icons, which can be positive or negative. If your character serves a cause (or fights against one) then there's a good chance it'll involve one of the Icons. You don't need to figure out your relationships with all of the Icons, but if there's one or two that catches your fancy, you can incorporate them into your story.
There are thirteen Icons, as follows:
- The Emperor, ruler of the world's greatest human kingdom, the Dragon Empire
- The Archmage, master of great and terrible arcane magic
- The Dwarf King, ruler of the dwarves' new home under the mountains
- The Elf Queen, leader of the three races of elves: wood elves, high elves, and dark elves
- The High Druid, champion of the Wild and controller of powerful natural forces
- The Priestess, oracle and speaker for all of the Gods of Light
- The Great Gold Wyrm: metallic dragons are good, and the Great Gold Wyrm is the most ancient and powerful living metallic dragon
- The Three: chromatic dragons are evil, and the Red, Black, and Blue were among the first dragons to walk the world. Each is individually less powerful than the Great Gold Wyrm, but when they can put aside their differences, the Three are a force to be reckoned with.
- The Crusader: the armored fist of the Dark Gods, the quintessential "anti-paladin"
- The Diablolist: controls fiends and tampers with forces even the Archmage avoids
- The Lich King: the lord of the undead, who seeks to destroy the Dragon Empire
- The Orc Lord: commander of legions of orcish warriors
- The Prince of Shadows: part thief, part trickster, and part assassin, the Prince of Shadows is Loki and the Monkey King rolled into one. None know the Prince's ultimate goals or motivations.