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Banner Saga 13tha - 3 2015
Banner Saga 13tha - 3 2015
An
adaptation
for
the
13th
Age
roleplaying
game
offered
freely
for
personal
use
by
Jeb
Boyt
v.
0.1
This
adaptation
uses
trademarks
and/or
copyrights
owned
by
Fire
Opal
Media,
which
are
used
under
the
Fire
Opal
Media,
13th
Age
Community
Use
Policy.
We
are
expressly
prohibited
from
charging
you
to
use
or
access
this
content.
This
adaptation
is
not
published,
endorsed,
or
specifically
approved
by
Fire
Opal
Media.
For
more
information
about
Fire
Opal
Media's
13th
Age
Community
Use
Policy,
please
visit
www.fireopalmedia.com/communityuse.
For
more
information
about
Fire
Opal
Media
and
13th
Age
products,
please
visit
www.fireopalmedia.com
and
www.pelgranepress.com.
This
adaptation
uses
trademarks
and/or
copyrights
from
the
Banner
Saga
video
game
owned
by
Stoic.
Those
trademarks
and/or
copyrights
are
used
under
the
fair-‐use
doctrine.
Table
of
Contents
Introduction
Races
Classes
-‐
Mender
-‐
Ranger
-‐
Warden
-‐
Warrior
Character
Rules
-‐
Backgrounds
-‐
Feats
-‐
Renown
Caravan
Rules
-‐
Supplies
-‐
Morale
-‐
Clansmen
and
Fighters
Battles
Creatures
-‐
Dredge
-‐-‐
Grunt
-‐
Horseborn
-‐
Yox
Introduction
The
gameplay
of
The
Banner
Saga
and
13th
Age
are
well-‐suited
for
each
other.
The
playtest
sessions
have
been
enjoyed
by
fans
of
the
video
game
and
by
those
unfamiliar
with
the
game.
The
Banner
Saga
wiki
(bannersaga.gamepedia.com/The_Banner_Saga_Wiki)
was
a
valuable
resource
in
preparing
this
adaptation,
and
you
may
find
it
a
useful
resource
if
you
have
additional
questions
about
the
setting
of
The
Banner
Saga.
Please
let
me
know
of
any
comments,
questions,
or
suggestions
that
you
may
to
improve
this
adaptation.
March
2015
Races
Human
male
and
female,
Varl,
Female
Horseborn,
and
a
male
Dredge
Humans
As
per
the
13th
Age
rulebook.
Only
humans
can
be
menders
and
wardens.
The
first
race
created
by
the
Loom
Mother.
Male
names:
Dietrich,
Egil,
Eirik,
Ekkill,
Eyvind,
Gernot,
Giselher,
Gunther,
Hadd,
Hagen,
Hogun,
Ludin,
Mogun,
Onef,
Rook,
Siegfried,
Sigurd,
Tryggvi,
Unnar,
Valgard
Female
names:
Aldis,
Alette,
Brunhild,
Fredegunde,
Gebicca,
Hildegard,
Kriemhild,
Juno,
Nid,
Oddleif,
Yrsa
Varl
Created
by
the
god
Hadrborg
by
blending
humans
and
yox.
+2
Strength
OR
Constitution
Choose
ONE
from
the
following
two
racial
powers:
Heavy
Impact
(Racial
Power)
On
a
successful
attack
with
a
natural
12+,
any
enemies
adjacent
to
the
target
take
1
damage.
Adventurer
Feat:
The
damage
increases
to
2.
Champion
Feat:
The
damage
increases
to
3.
Epic
Feat:
The
damage
increases
to
7.
Return
the
Favor
(Racial
Power)
When
hit
by
a
melee
attack,
as
a
reaction,
a
varl
can
attempt
a
melee
basic
attack
in
retribution
for
1
damage.
Adventurer
Feat:
The
damage
increases
to
2.
Champion
Feat:
The
damage
increases
to
3.
Epic
Feat:
The
damage
increases
to
7.
Large:
Varl
have
roughly
twice
the
girth
and
half
again
the
height
of
a
human.
Lumbering:
-‐5
to
movement
checks
and
environment
checks
related
to
movement.
FIRE!:
Varl
are
strongly
afraid
of
fire.
-‐2
on
any
environment
check
related
to
fire
or
a
check
related
to
an
ongoing
fire
spell.
A
race
of
large
humanoids
that
are
said
to
have
been
created
by
an
impatient
god
who
wove
together
a
yox
and
a
human.
Varl
can
live
for
hundreds
of
years.
All
of
the
varl
featured
in
the
game
are
male.
Most
varl
live
in
the
northern
land
of
Hraun
near
their
capital
of
Grofheim.
Some
varl
live
among
humans,
often
serving
as
bodyguards
and
mercenaries.
Names:
Bersi,
Bolverk,
Fasolt,
Griss,
Gunnulf,
Hakon,
Iver,
Jorundr,
Krumr,
Mogr,
Sigbjorn,
Sigurd,
Snorri,
Ubin,
Vognir,
Wolfger
Varl
Feats
Power
Affected
Pre-‐Req
Tier:
Why
You’d
Want
It
Shield
Bash
(Varl)
Maneuver
A:
Target
is
pushed
back
to
nearby,
and
if
the
target
is
also
engaged
with
any
of
your
allies,
it
can
pop
free
from
them
as
well
C:
E:
Wardens
Based
on
the
bard.
Warriors
Use
fighter
as
base
class
New
class
talents
Bloody
Flail
(humans
only)
Once
per
battle,
when
wielding
a
one-‐handed
axe,
you
can
make
four
attacks
against
a
target.
On
each
successful
even
roll,
deal
Strength
damage.
On
each
successful
odd
roll,
reduce
the
enemy’s
AC
and
PD
by
-‐2
until
the
end
of
your
next
turn.
Adventurer
Feat:
You
deal
1
point
of
damage
with
each
miss.
Champion
Feat:
Bloody
Flail
may
be
used
twice
per
battle
but
only
once
per
round.
Epic
Feat:
You
can
add
the
Escalation
Die
as
a
bonus
to
your
Bloody
Flail
attacks.
Impale
Once
per
battle,
on
a
successful
melee
attack
with
a
spear
or
similar
polearm,
you
spear
a
target
and
push
them
away,
causing
them
to
pop
free.
Adventurer
Feat:
Target
also
suffers
1
point
of
ongoing
damage.
Champion
Feat:
Impale
may
be
used
twice
per
battle
but
only
once
per
round.
Epic
Feat:
Target
is
pushed
back
to
nearby
and
suffers
3
points
of
ongoing
damage.
Recommended
Basic
Talents
and
Manueuvers
Human
Comeback
Strike
Shield
Bash
Varl
Cleave
Tough
as
Iron
Heavy
Blows
Backgrounds
Instead
of
assigning
points
to
skills
as
with
other
d20
games,
in
13th
Age
you
assign
a
certain
number
of
points
(usually
eight)
to
backgrounds.
With
backgrounds,
you
still
choose
how
to
allocate
a
certain
number
of
points
that
function
as
bonuses
to
d20
skill
rolls.
But
these
points
aren’t
pegged
to
individual
skills.
Instead,
you
put
them
into
backgrounds
which
are
broad
categories
of
experience
(bandit,
for
example)
rather
than
specific
implementation
of
that
experience
(i.e.
climbing
and
hiding).
Assign
your
background
points
to
as
many
backgrounds
as
you
want,
up
to
your
total
points
(usually
eight).
You
can
assign
a
maximum
of
five
points
to
a
single
background
(and
a
minimum
of
one).
Most
players
choose
backgrounds
that
help
them
make
sense
of
their
character’s
past.
As
the
Banner
Saga
is
inspired
Viking
saga,
you
can
think
of
descriptions
for
Viking
characters.
If
you’re
stuck,
think
about
jobs
your
character
has
had.
If
you’re
still
stuck,
giver
the
job
a
setting.
Still
stuck?
Use
the
short
list
of
backgrounds
below
or
the
lists
at
the
start
of
each
class
section.
Sample
Backgrounds
Animal
trainer,
caravan
guard,
bandit,
builder,
chef,
farmer,
guard,
leader,
merchant,
noble,
outlaw,
scout,
skald,
soldier,
thief,
yox
herder,
warrior
poet,
weaver,
woodsman
Human
Backgrounds
Sailor,
shipwright,
traveler
among
the
Horseborn
Varl
Backgrounds
Tax
collector,
veteran
of
the
Dredge
War
Caravans
Supplies
A
unit
of
Supplies
can
sustain
100
caravan
members
for
one
day.
When
a
caravan’s
supplies
run
out,
it
begins
to
suffer
from
starvation.
[Rules
for
d6
loss
of
clansmen
and
fighters]
Morale
Morale
is
a
measure
of
a
caravan’s
well-‐being.
Great
90-‐100
Good
70-‐89
Normal
31-‐69
Weak
11-‐30
Poor
0-‐10
Day
of
travel
-‐10
Day
of
rest
+10
Day
without
supplies
-‐10
Battle
Story
rewards
Dredge
Grunt
Slag
Slinger
2d
level
troop
[Humanoid]
1st
level
troop
[Humanoid]
Initiative
+1
Initiative
+2
Mace
+7
vs
AC—8
damage
R:
Sling
+6
vs
AC—5
damage
AC
20
AC
17
PD
15
HP
30
PD
13
HP
25
MD
12
MD
11
Splinter
When
hit
by
a
critical
attack,
Back
off
+5
to
disengage
a
Dredge
splinters,
sending
out
shards
and
a
resonating
sound
to
crack
the
Splinter
When
hit
by
a
critical
attack,
armor
of
all
adjacent
Dredge,
reducing
a
Dredge
splinters,
sending
out
shards
their
AC
by
1.
and
a
resonating
sound
to
crack
the
armor
of
all
adjacent
Dredge,
reducing
their
AC
by
1.
Spark
Slinger
Stoneguard
3d
level
troop
[Humanoid]
Initiative
+2
R:
Sling
+8
vs
AC—10
damage
AC
19
Large
4th
level
troop
[Humanoid]
PD
17
HP
42
Initiative
+2
MD
12
Mace
+10
vs.
AC—14
damage
Sunstrike
Once
per
battle,
a
Spark
Slinger
may
knock
its
sling
against
the
AC
21
ground
and
make
an
attack
at
+8
vs
PD
18
HP
50
PD,
inflicting
10
damage
and
the
MD
12
target
is
stunned
for
one
round
or
3
miss
damage.
Kindle
The
Stoneguard
smashes
its
shield
into
the
ground,
knocking
back
Back
off
+5
to
disengage
its
enemies.
+8
vs
PD
Splinter
When
hit
by
a
critical
attack,
Splinter
When
hit
by
a
critical
attack,
a
Dredge
splinters,
sending
out
shards
a
Dredge
splinters,
sending
out
shards
and
a
resonating
sound
to
crack
the
and
a
resonating
sound
to
crack
the
armor
of
all
adjacent
Dredge,
reducing
armor
of
all
adjacent
Dredge,
reducing
their
AC
by
1.
their
AC
by
1.
Fire
Slinger
Scourge
5th
level
troop
[Humanoid]
Initiative
+3
R:
Sling
+10
vs
AC—18
damage
AC
20
PD
18
HP
50
MD
12
Large
6th
level
troop
[Humanoid]
Shatterstone
Once
per
battle,
a
Fire
Initiative
+2
Slinger
may
take
two
glowing,
blue
rocks
out
of
its
pouch,
crush
them
Greataxe
+12
vs
AC—22
damage
together,
and
hurl
them
with
its
sling
to
where
a
target
is
standing.
On
Fire
AC
23
Slinger’s
next
turn,
the
rocks
explode
PD
20
HP
85
inflicting
an
attack
to
all
adjacent
MD
14
targets.
+10
vs
PD,
18
damage
or
5
miss
damage.
Tremble
When
staggered,
a
Scourge
may
choose
to
disengage
and
move
to
Back
off
+5
to
disengage.
long
range.
There
it
may
spend
one
turn
summoning
a
Grunt,
which
will
Splinter
When
hit
by
a
critical
attack,
appear
nearby
the
Scourge.
a
Dredge
splinters,
sending
out
shards
and
a
resonating
sound
to
crack
the
Splinter
When
hit
by
a
critical
attack,
armor
of
all
adjacent
Dredge,
reducing
a
Dredge
splinters,
sending
out
shards
their
AC
by
1.
and
a
resonating
sound
to
crack
the
armor
of
all
adjacent
Dredge,
reducing
their
AC
by
1.