Author Archives: Cat Tobin

Heritage Feats by Paul Fanning

HERITAGE FEATS by Paul Fanning Races, as well as Backgrounds and One Unique Things, are very rules-light in 13th Age. Heritage feats represent aspects of your character’s heredity and history that aren’t easily covered by these mechanics, or by existing classes. Heritage feats aren’t necessarily for all campaigns, or all characters. Players should consult with […]

The Dragon Empire – Through A Mirror, Darkly

The Dragon Empire – Through A Mirror, Darkly by Aaron Roudabush The Dragon Empire, bitterly cold and dangerous from border to border — whether in the depths of the wilds or the heart of a city — is as cruel, unfriendly land. The people here have long been oppressed and controlled by a line of […]

Gareth Ryder-Hanrahan is coming to work for Pelgrane Press

[Ed’s note: Long-time freelance writer for Pelgrane Press Gareth Ryder-Hanrahan will be working for Pelgrane Press as of October. We are very fortunate to have him – he is consistently reliable, knows and loves the GUMSHOE system and produces excellent quality writing and plays well with Ken and Robin. You can read about his work […]

Playable races for Owl Hoot Trail

New Character Races for Owl Hoot Trail by Paul Stefko The west is a wide and mysterious place, home to all sorts of folks. The half’ins, hill folk, orcs, and shee you’re used to aren’t the only people out there. The following races may be available for characters if the GM is willing. Centaurs Never […]

13th Age character class – The Elementalist

The Elementalist by Paul Fanning Elementalists are born with the supernatural ability to shape or embody some of the world’s building blocks and fundamental forces– the elements. Some believe Elementalists are created by the world as a defensive response. Others see them as a higher (or bastardized) development of the various races, or just another […]

Technical Difficulties

Technical Difficulties by Andrew Brehaut Modern technologies, such as cellphones and the internet, are often a thorn in the side of the horror or thriller GM. Typical responses involve negating the use of this technology, be it through remote locations (no signal), dead batteries, villainous forethought (the cell towers have been damaged), the people contacted […]

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