Photoshop is a mighty piece of software. In our upcoming 13th Age campaign we have a little halfling. This is the wonderful reference image for Navi using a lovely piece called Duellist by Remton.

So all I did was spend a few mins using Liquify in Photoshop to try and get her some big feet and a more hobbity physique. I am sure if I took my time I would end up with a more accurate change, but liquify is just such a remarkable tool.

13th Age Icon Rolls
One thing we struggled with in the other 13th Age game I played in was the rolling against our Icon Relationships. We tried a few variations, but they didnt quite gel, I think we were about to push ownership of this to the players even. Anyhow last night I came up with a variation on the theme that might be worth trying. So characters still setup their icon relationships as normal, though the ‘points’ going into them has less meaning except to show the strength of that relationship in either or both directions.
Then the GM rolls at the start of the session (maybe twice) against this table which shows specifically which icons are bringing their influence into the session beyond what the current plotlines are bringing. In this version 1-5 on the D20 are going to be bad for the PCs as they are the Villainous Icons and their factions exerting their presence directly into the events surrounding the heroes.
So there is a result for each of the 13 Icons, then one for each of the PCs to bring their icons into the game more often and lastly 2 GM choice ones (a scary one and a hugely beneficial one) representing the crits at either end of the scale. I would think the GM may choose Icons that relate more powerfully to the PCs in this instance as well. A roll of 1 or 20 could also mean a shift in the balance of a relationship. a 1 may mean that a positive relationship with an Icon could turn sour or a 20 may mean a nemesis icon’s power may wane.

With the PC results you can let them roll against their icons, or just let them pick which relationship they would like to see come into the foreground. Note that this houserule changes the icon roll from one of getting something ‘positive’ to simply highlighting which icons are going to be more prevalent in the coming session. Hopefully some of these things will be positive and others more complex or negative. So the roll should be a representation of the benefit to the heroes, high rolls will be great, low ones less so or detrimental. So if a PC has a positive relationship with an Icon and the roll is an 18 triggering it, that will be more positive (or less complicated) than if that same Icon is rolled further down the table.

If you have fewer than 5 PCs then just change the bottom (or is that top) of the table to duplicate PCs or give more ‘slightly helpful’ GM choice options up there. If a PC/player isnt there on the day, just reroll if their number comes up. The immediate variation that would depend on your particular game is whether the GM’s choice options are actually brought back to the table as choices for the whole group – I like this idea.

Here is a generic form of the table, which looks more inviting when you have your campaign’s actual icons and PCs listed in it.

D20 Icon Influence Roll (13th Age houserule)
1 GM hugely scary choice
2 Villainous Icon 1
3 Villainous Icon 2
4 Villainous Icon 3
5 Villainous Icon 4
6 Ambiguous Icon 1
7 Ambiguous Icon 2
8 Ambiguous Icon 3
9 Ambiguous Icon 4
10 Ambiguous Icon 5
11 Heroic Icon 1
12 Heroic Icon 2
13 Heroic Icon 3
14 Heroic Icon 4
15 PC1 icon (choice/roll)
16 PC2 icon (choice/roll)
17 PC3 icon (choice/roll)
18 PC4 icon (choice/roll)
19 PC5 icon (choice/roll)
20 GM hugely positive choice

Here is what it might look like if you flesh it out with Icons from the book varied to suit 4 players:

Sample D20 Icon Influence Roll (13th Age houserule)

1 GM Perilous choice
2 The Diabolist
3 The Orc Lord
4 The Lich King
5 The Three
6 The Prince of Shadows
7 The Crusader
8 The High Druid
9 The Dwarf King
10 The Elf Queen
11 The Emperor
12 The Priestess
13 The Great Gold Wyrm
14 The Archmage
15 Party Complex choice
16 Yani Darkshadow Icon
17 Ryisha Noir Icon
18 Tallos Silvereyes Icon
19 Korin Ironhand Icon
20 GM Superior choice
Who is responsible??
One of the other ways to use the D20 Icon Influence is when you want to find out which icon might be responsible for something, or is tied to an area or an NPC. So if the party of heroes is travelling through a mountain pass, we could roll against this table to work out which Icon’s influence will have a bearing on the journey. A positive roll may mean there are helpful patrols, even if there is still danger, a negative roll may mean the pass is overrun or the defenses are under attack or something is following them…
One of the things this variant does is shift the flow of the game away from the Icons that the players initially chose as having a relationship with. Those icons will still come up (either by rolling the PCs number directly or by rolling the Icon), and so will a few other Icons that nobody has a direct relationship with on their character. Making some sample rolls I got doubled quite a few times and that should mean some serious influence from that icon. Crits seemed insanely rare just then for me – oh well.
Until we get a chance to test this in a game, it is hard to say how many rolls are needed – one per player does seen like alot going on but would match the gamebook. I am tempted to say 2 or 3 rolls might work…
Plus, by way of a quick addition to this post, here is a slightly fixed up version of the halfling Navi as well…