[Modern AGE] Reading the basic rulebook

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shesheyan
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[Modern AGE] Reading the basic rulebook

Post by shesheyan » Mon Jul 30, 2018 10:45 pm

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READING MODERN AGE

Really like what I've read so far.

Modern AGE is classless which is perfect for a game in a modern environment in which people can have several unrelated skill sets. Three levels of play (gritty, pulpy, cinematic) are available. Gritty is similar to CoC where characters die easily and don't get many upgrades. Cinematic is like d20 Modern/D&D were characters gains more of everything often over 20 levels. Pulpy is somewhere in between. The surprising fourth option lets the GM mix and match the three levels to his liking. Probably best suited to a GM experienced with the AGE system.

Example of the three levels of play
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Nine Abilities :
Accuracy, Communication, Constitution, Dexterity, Fighting, Intelligence, Perception, Strength, Willpower.

Generated with a 3d6 roll or point buy system. Ranging from 3 (-2) to 18 (+4). In this system an ability bonus of zero is normal for a commoner. Really like that Accuracy is decoupled from Dexterity, Strength is decoupled from Fighting, Communication from Intelligence. Perception, not Dexterity, gives bonus damage to range attacks! Very close to my ideal ten stats home-brew system. More granularity and less single Uber Ability characters.

Actions :
One major + one minor OR two minor actions. Free actions are available. All the usual action types are included. Variable actions are used for Power Talents and Reloads. Activation in order of Initiative. A round last 15 seconds thus 4 per minute.

Ability Test :
3d6 (average 10.5) + Ability bonus + Focus (skill). I really like the bell curve probabilities of 3d6. I favor this over the linear probability of the d20 or the unwieldiness of dice pools.

To test player rolls 3d6 dice. Two of one color and another of a different color (stunt dice). Average TN is 11 on a scale of 7 to 21. If the total of the three dice plus bonuses is equal or more than the TN its a success. If you roll a double on any of the three dice the other uses of the Stunt dice comes in play. It first tells you the degree of success. 1 is by the seat of your pants success while 6 is an extraordinary success.

The Stunt Dice also tells you how many Stunt Points (1-6) you get to trigger cool effects. Stunts are not attached to characters. Everyone can use them. Categories are : Combat Stunts, Firearm Stunts, Grappling Stunts, Melee Stunts, Anti-Vehicule Stunts, Exploration Stunts, Social Stunts, Infiltration stunts, and Investigation Stunts.

In combat you roll against the targets Defense score. Equal or more is a hit. Armor as well as natural Toughness reduce damage. In a modern setting armor will be very rare. This type of system encourages players to use more brains than brawn even at cinematic level.

Progression
Characters progress by gaining experience points or at milestones decided by the GM. There are 20 levels. Level 2-6 require +2000 xps to gain a level. Level 7-12 require +3000xps. Levels 13-20 require +4000xps.

That's it for now. More later.


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Last edited by shesheyan on Tue Jul 31, 2018 2:15 pm, edited 5 times in total.
Currently playing : (player in) Adventurers in Middle-Earth
Preparing : Rise of the Kinori, a Modern AGE campaign
Reading : Modern AGE

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shesheyan
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Re: [Modern AGE] Reading the basic rulebook

Post by shesheyan » Tue Jul 31, 2018 1:24 pm

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Character Creation

Character creation is a nine step process. Its very straightforward and easy to follow with examples of a sample character. Background, Profession and Drives shapes your character with Ability Increases, Focuses, Talents and Improvements.

• Concept: Very important to have an concept since this is a classless system.

• Abilities : see above

• Background: Social classes are Outsider, Lower, Middle and Upper. Awards Focuses, ability increases, and Talents. Social Class determines the pool of professions you can choose from.

• Profession : (Ex: Investigator) Awards Focuses, Talents, Health and Resource level.

• Drive: What inspires the character to take risks, get involved in storylines. Awards Talent and some Improvements.

• Resources and Equipment : Modern AGE uses an abstract system for currency. You make «Resource Checks» to buy stuff and borrow money. I know some people don't like this kind of system but I do.

• Determine Health, Defense, Toughness, and Speed.

• Goals, Ties, and Relationships: Short and long-term goals, their ties with other characters, and their important Relationships.

• Name and Description
Last edited by shesheyan on Tue Jul 31, 2018 2:14 pm, edited 3 times in total.
Currently playing : (player in) Adventurers in Middle-Earth
Preparing : Rise of the Kinori, a Modern AGE campaign
Reading : Modern AGE

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shesheyan
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Posts: 1796
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Re: [Modern AGE] Reading the basic rulebook

Post by shesheyan » Tue Jul 31, 2018 2:01 pm

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CONVICTIONS (Optional Rule)

If you like action points in your game this optional rule is for you. A character starts with 3 Convictions at level 1 and gains +1 every odd level. Conviction Points can be used to :

• Dodge
• Recover : Regain Health
• Re-roll
• Surge : gain an additional Major action or Minor action
• Survive : Stabilize automatically a dying character

Regaining Conviction: You regain conviction by role-playing your Drives (quality/downfall). Once or twice in a game the GM can also award convictions for achievements, overcoming difficult challenges and solving puzzles.
Currently playing : (player in) Adventurers in Middle-Earth
Preparing : Rise of the Kinori, a Modern AGE campaign
Reading : Modern AGE

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shesheyan
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Posts: 1796
Joined: Tue Feb 23, 2010 3:58 pm
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Re: [Modern AGE] Reading the basic rulebook

Post by shesheyan » Tue Jul 31, 2018 3:59 pm

STUNTS

Stunts are probably the most unique mechanic about this system. You get them when you roll doubles on a successful 3d6 test. They are not linked to character creation and progression. Anyone can use them :

« Example
Amy is trying to fight her way through the crowd to rescue Brian before he dies. She attacks a tough on the outside of the crowd. Her attack roll is a 16 in total and her dice read 3, 5, and 5, with one of the 5s being her Stunt Die. This beats the tough’s Defense, so Amy hits. Since she also rolled doubles, she receives a number of stunt points equal to her Stunt Die (5 in this case).

Amy decides to perform three stunts:

1) She spends 1 SP to use Skirmish on the target of her attack, moving him to the side 2 yards. He also takes normal damage from the attack.

2)Then Amy spends a second stunt point to use Skirmish on herself to step into the spot recently vacated by her opponent.

3) Lastly, she spends her remaining 3 SP to make a Lightning Attack. Since she is still adjacent to her original target, she could attack him, but chooses to attack a new opponent—the woman now in front of her. She rolls another successful hit and gets doubles again. She does not, however, get any more SP (this is spelled out in the Lightning Attack stunt description). Amy’s player describes how she barrels into the crowd screaming obscenities, smashing the tough aside and pushing forward to rescue her friend. »


Sample Combat Stunts :
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Currently playing : (player in) Adventurers in Middle-Earth
Preparing : Rise of the Kinori, a Modern AGE campaign
Reading : Modern AGE

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