Fantasy AGE Lairs: The Night Market (Ronin Roundtable)

This week I get to branch out from The Expanse RPG and explore one of the Green Ronin lines I’m less familiar with, Fantasy AGE.  Specifically, I’m looking at Fantasy AGE Lairs (Pre-order and PDF on sale now!).  I’m most familiar with the AGE system from The Expanse and Modern AGE but having read the core book cover to cover I’ve been dying to give Fantasy AGE a try. Since my writing time is precious, I was looking for something that I could pick up and use right away. Skimming through Lairs I saw right away that there was a lot of opportunity here for one shot adventures or side stories that easily be inserted into an existing campaign. Some have enough depth that they could even form the basis for a new campaign. Being a fan of the dark and macabre and both the book and movie Something Wicked This Way Comes I was immediately drawn to The Night Market by Mark Carrol so that’s where my journey into Fantasy AGE Lairs began. I try to avoid major spoilers but if you’re a player in a Fantasy AGE campaign and think your GM might use this book, I suggest stopping here.

The Night Market offers a rich and dark setting that can easily fit into almost any fantasy campaign. The Night Market moves about so it could set up near any village or hamlet. For that matter, with only a little modification, I could see using this lair in a Modern AGE campaign with a supernatural bent. The player characters come across a wandering market filled with curiosities: acrobats, fortune tellers, merchants with strange trinkets, and sideshows abound. Even without an adventure hook this is exactly the type of diversion that most players will immediately be drawn too. I’ve never known a group of PCs who wouldn’t jump at the opportunity to explore a mysterious carnival!

The thing I liked most about the Night Market is that the setting alone could provide hours of entertainment without ever introducing the adventure that is included. In fact, I could envision the market appearing multiple times in a campaign before the characters uncover its secrets and face off against the villain. The adventure is geared toward higher level characters although the lair itself could be used for characters of any level. Both enemies and possible allies are described in the setting with some of their motivations being left in the hands of the GM.

The adventure is fairly straightforward: people in the vicinity of the market have gone missing and while investigating the PCs meet a ghost (a victim of the main villain) who offers to help them. The powers behind the Night Market are not trivial and could prove to be a powerful and dangerous enemy. As I discussed earlier, this setting is well suited as a reoccurring villain and the Adventure Seeds at the end set this up well. The heroes may rescue the missing villagers and even overcome the villain but he may appear again in a different guise.

The Night Market is definitely one of my favorites and pretty much exactly the kind of entry I look for in a book like Fantasy AGE Lairs and I highly recommend this book for GMs who are looking for individual settings and adventures or just to fuel your imagination. I expect this setting or something close to it will show up in one of my games in the near future!


Check out our previous previews for Fantasy AGE Lairs:
The Battle of the Beleaguered GM
School’s. In. For. EVER!
Getting More than Gothic with the Ghoul Prince

And don’t forget that the Fantasy AGE Basic Rulebook is currently FREE to download!

Mongrelfolk in Blue Rose (Ronin Roundtable)

I’m a dog person.

Thus, when I first started working on Blue Rose, it made me just a little bit sad to learn that Aldea had literal dog-people, but they’re shadowspawn monsters whose only avenue for participating in civilization involves hiring out as mercenaries to the most unscrupulous and undiscerning of employers. One of the themes of the game, however, is that no one is truly beyond redemption if they make the decision to champion Light, rather than Shadow.

 

So—presuming the choice to embrace goodness over evil—what, exactly, keeps a mongrel from being a player character? A lack of stats, that’s what.

Well, I’m here to fix that problem:

Mongrel

Neither human not rhydan, but instead something almost halfway between, mongrels have long plagued Aldea as the accursed creations of sorcery. Within them—in accordance with the wicked designs of the Sorcerer Kings who shaped their race amidst agony and misery—the reason and emotions of a sapient people war endlessly with the brutish instincts of beasts irreparably wounded in spirit, and most of them cannot reconcile these two conflicting natures, save through savage violence. Most, but not all.

One mongrel might’ve been taken in as a pup when their pack was destroyed or driven off, to be raised with the sort of love and kindness most of their kind will never know or understand. Another was perhaps found by compassionate Aldinfolk, grievously injured and frozen half to death, and nursed back to health, only to feel the inexplicable stirrings of a pack-bond with these gentle strangers and a desire to do right by them. Yet another might’ve simply always sensed that there must be something more to life than to hunt, pillage, and kill; some elusive yearning for nobler things that they found they could not satisfy in the company of their own kin.

Standing well taller than the average human and sporting the head of a dog or hyena, with mottled fur and canine lower legs, mongrels are utterly unmistakable as anything other than what they are. While they stand upright and have dexterous, human-like hands, they possess an inborn feral aspect that never entirely goes away, no matter how long they spend in the company of civilized people, and their voices have a growling, barking quality. To even the most personable mongrel, the world is as much a tapestry of potential threats as it is one of prospective friends.

Play a mongrel if you want a rough, primal character deeply in touch with their animal senses and instincts. Mongrels tend to be skilled hunters and fighters, typically favoring the expert or warrior classes.

Playing a Mongrel

If you choose to play a mongrel, modify your character as follows:

  • Add +1 to your Dexterity ability.
  • Add the Perception (Smelling) focus.
  • You have Dark Sight, meaning you are able to see up to 20 yards in darkness without a light source.
  • Your Speed is equal to 10 + Dexterity (minus armor penalty, if applicable).
  • Roll twice on the Mongrel Benefits table for two additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, reroll until you get something different.

 

Mongrel Benefits

 

2d6 Roll Benefit
2 +1 Perception
3-4 Focus: Dexterity (Stealth)
5 Focus: Accuracy (Brawling)
6 Weapons Group: Heavy Blades*
7-8 +1 Fighting
9 Focus: Constitution (Running)
10-11 Focus: Perception (Hearing)
12 +1 Constitution

 

* If the class you choose provides this already, you can take the focus Fighting (Heavy Blades) instead.

This week is also your last chance to pick up the Blue Rose Bundle of Holding! Pick up the complete line of Blue Rose 2nd edition AGE products, as well as several of our fiction offerings from Nisaba Press, all while supporting the Pride Foundation. Don’t miss out on this amazing deal!

 

Fantasy AGE Lairs: Getting More Than Gothic with the Ghoul Prince (Ronin Roundtable)

Fantasy AGE Lairs presents a set of places, situations, and possible scenarios revolving around a small set of signature antagonists. I may be Modern AGE developer, but I’m also a Fantasy AGE writer and player, and I was looking forward to this book for a while. Jack Norris did a fantastic job here and I want to get into it.

The great thing about The Ghoul Prince, one of the entries in the book that really grabbed me. I’m a big fan of Gothic horror. I read it, I used to study it academically, and, well, I have a *lot* of author credits with some well-known RPG intellectual properties that called themselves “gothic punk.” Gothic horror is more than a set of visual motifs or a black clad rogue’s gallery, however. The genre has specific themes. The Ghoul Prince does a great job of highlighting these while moving beyond stereotype with one simple, brilliant move: choosing ghouls as intelligent, organized antagonists, instead of going with either the MVP of Gothic undead, the vampire, or the most popular high level lairing undead in fantasy, the lich.

In playing against type here, Jack set himself up to explain why, and does an excellent job, tying things into genuine Gothic themes. The eponymous Ghoul Prince, Tropo, has a story that touches on one of the primary ideas of the genre: the recurrence of sin, especially in the way it corrupts family. Tropo becomes a ghoul after committing unspeakable acts (well, we’ll call them that to avoid spoilers, at least!). After attaining a new state of being, where his evil acts have distorted his physical and spiritual self, he creates companions, furthering these themes. While this lair features the expected horde of flesh-eating monsters, Tropo’s most powerful lieutenants produce a parody of a family, or at least a feudal household. One fills the role of child and protector; the other is a priestly confessor.

Reading this, you quickly understand that this isn’t just swapping in undead. It’s got to be ghouls. For one thing, this removes the pretense of romance from the scenario. Tropo and his creatures are predators held in check by his exceptional will, but made all the more dangerous by his intelligence. This is a monster who looks past the pretense of mutual obligations in feudal relationships and emphasizes the power imbalance at their cores, because the lord’s desire for the power of flesh, normally abstracted through labor, is made terrifyingly literal. Tropo and his creatures must feast—and not simply sip at blood in some mockery of romance.

Beyond these thematic touches, Tropo’s ghoul forces also make this lair suitable for long term, multi-level play. Tropo and his “family” are at the top of a pyramid supported by a hierarchy of lesser children, from ones who’d suit a tough encounter for low level characters, to bigger challenges which can be quickly grown into with advancement, up to Tropo himself, who in Fantasy AGE terms, stands at the top of the Major Threat Level. An adventure outline provides a progressive introduction to the lair, and it’s supported by further hooks—all enough to make the forces and eventually, the castle of the Ghoul Prince suitable for a major campaign arc which may prompt the PCs to take over once they defeat Tropo. Once the flesh-eating lord falls, who will take his place? It’s all great stuff, and why this is my favorite chunk of Fantasy AGE Lairs.

(Editor’s Note: Just a quick reminder that the Fantasy AGE basic rule book in PDF, is currently FREE to download from our webstore!)

Stay Home and Play Fantasy AGE … For Free!

Free Fantasy AGE Basic Rulebook PDFFantasy AGE for free: As many of you already know, we are having a 20th anniversary sale right now that puts almost everything in our online store on sale at 20% off until April 20. We are taking that a step further by making the Fantasy AGE Basic Rulebook PDF free for the duration of the sale.

We know a lot of folks are at home now, anxious and looking for a distraction. Please enjoy Fantasy AGE on us. We hope it helps. If you like what you see, we have a bunch of support material that’s part of the sale. We also have Lairs, the latest Fantasy AGE book, up for pre-order right now. It’s super useful for the GM, providing a collection of themed encounters and villains that can easily be turned into full adventures.

If you’d like to explore some of our other games, we have free quickstarts available for most of our RPGs. If you haven’t gotten your kids into gaming yet, this is a good opportunity, and games that use our Adventure Game Engine (Fantasy AGE, Blue Rose, Modern AGE, The Expanse, Dragon Age) are all good choices for that.

Stay safe out there, everyone.

School’s. In. For. EVER! (Ronin Roundtable)

Green Ronin is a small family, so usually we all pitch in and help each other with mutual projects, doing some outlining or writing or editing or proofing on each other’s lines when things get tight, so it’s always exciting and special when a new product comes out that you haven’t seen until it’s newly born and ready to go home to a loving family. For me, Fantasy AGE Lairs is one of those rare babies I never met until it was ready for the baby shower.

I thought it would be a cool experience to pick one of the book’s eight titular lairs at random and read through it blind and give my first impression. The d8 came up 4, so I read the Yunivircity of Taabak!

The Elevator Pitch

The Yunivircity of Taabak is an innovative cosmic horror landscape you can drop into your Fantasy AGE world if you like Lovecraftian high-concept horror. A Being wants to exist, but can’t yet, and so it has inspired an obsession with how to make itself exist in a single woman… or that woman’s obsession with the potential for the Being to exist made it want to exist. Causality is tricky with things that don’t exist yet. Either way, this student’s work linked her to the being’s own not-quite-existing nature, and she became less of an individual and more of a vague concept. And soon she spread that intellectual infection to her entire school, transforming the entire university into the concept of a university and putting everyone trapped inside to work figuring out how they can eventually make their cosmic god real.

The entire landscape is just concepts of things—gray blocks for buildings, green sheets for laws, stacked geometric solids for students—devoid of any personal details. It’s an adventure inside the Dire Straights Money for Nothing music video. And if you attend classes too long, you stop being you and just become another concept of a student trying to bring this god into existence.

The Yunivircity is filled with other unique beings—students, instructors, and others—who are victims and threats all at the same time, who will leave you alone if you play along, attend your classes, and help with the research… but conforming to the group eats away at your individuality, which is the only things keeping you from fading away and becoming just like them. So you’re on a timer here, trying to fit in while still clinging to your unique identity just to survive. There’s a multi-stage template that grows slowly worse, like a disease, to help measure, ironically making you more powerful the more of your self you surrender to the Yunivircity.

It’s all the worst elements of public school, distilled down to the nightmarish extreme!

Whose Lair?

So, it’s a lair, right? Who or what lairs there? The being itself is left pretty vague, like any good cosmic horror, and you can’t fight it because it doesn’t exist yet. It’s an idea trying to force itself to exist, and you can’t punch an idea in the face.

Instead you’ll have to punch the Headmaster, the original student who contacted the being, or who created the being. Let’s not go down that road again. She’s lost her identity and exists as a stereotype of a school headmaster, pushing the entire campus toward the magical, scientific, and theological breakthroughs that will create her Being. She’s got magic for days and can control the Yunivircity itself, but she also has a face you can punch. As a cool twist, there are still bits of her individuality hidden around campus, too, trying to sabotage her own efforts.

There’s also the Dean of Discipline, who’s there to make sure everyone exists as a tidy concept and doesn’t let silly things like individuality or free will stop the students and instructors from working hard toward their shared goal. Like the Headmaster, the Dean is a unique monster and a serious beatstick that you won’t beat without a plan, but unlike the Headmaster, she’s a tower of muscle and sinew and eyes who will tear you apart with her bare hands.

But the Yuniviristy is built as a sort of looming horror of conformity. So long as you fit in and surrender to fate, no one—not the instructors or the Headmaster or the Dean—even notice you, let alone attack. The real monster here is dread and the fear of losing your individuality.

Why Would You Go There?

The Yunivircity is creepy and corrupts you and is inhabited by a weird abstract demi-god faculty, so why would you ever visit it? You may not have a choice. This is a lair that can come to you. The school is constantly recruiting talented minds, dragging them into its unreal existence to convert into its vague conceptual students. A friendly scholar, or even your party wizard, might be brought into the Yunivircity as a “new student,” prompting the rest of the group to undertake a rescue mission. Or the Yunivircity might impose itself over a local school campus for a few hours or days to collect a freshman class.

Even if you don’t end up with the college of improbable engineering landing in your lap, you might visit it for the same reason heroes visit any site of cosmic power: Because you don’t want an unfathomable god wrecking up your planet! Or you might aim a little slower and just want to plunder the Yunivircity’s library for rare books or magic, or to save the only person in the world who knows a vital clue for your wider campaign. I can easily see the Yunivircity being a terrible place you need to revisit repeatedly in your campaign to learn new clue or find forbidden knowledge, learning a little more about how it works each time until you’re powerful enough to end its threat.

The Final Verdict

I like it!

I know, I know! “You’re a Ronin! They pay you to say you like it!” Well, for what it’s worth, I’m reading and writing this while on vacation, visiting my parents’ humble swamp shack in rural Florida. I’m spending part of my vacation to check out a book I’m excited about as a GM. Is the Yunivircity a little niche? Yeah. Is it going to fit every campaign? Probably not, but looking back at the table of contents, Lairs includes cool fantasy tropes like a ghoul castle and a dragon’s lair (sadly, no Space Ace), and I’m glad there was room for weird alongside the standard tropes!

Would *I*, Crystal the Gamemaster, ever use the Yunivircity? Absolutely! It’s cool and weird and gives you game mechanics for a lot of cool horror concepts! Even if I didn’t use this lair as written, I can strip-mine this entry to build my own version.

And I get the distinct impression the Yunivircity of Taabak would work incredibly well in Blue Rose or Modern AGE as well, maybe even better than for a general Fantasy AGE campaign! I guess my players will find out.

Fantasy AGE Lairs: The Battle of the Beleaguered GM (Ronin Roundtable)

I was originally going to title this “The Lair of the Lazy GM” to get the reference to the new Fantasy AGE Lairs book in there, but decided that wasn’t fair, because it’s not a matter of laziness, but one of time.

It should come as little surprise that I loved creating things for my various campaigns as a Game Master. It’s one of the reasons I eventually got into doing it professionally as a writer and designer. Thing is, when I was at the peak of my own output in terms of creating things for my games, I was in my 20s, living with most of my game-group as roommates, and without many of the more—shall we say “mature adult”?—responsibilities that I have now. In short, I had more time and energy to devote to that kind of thing, to say nothing of the fact that I didn’t do it for work.

Which is all a long way of leading up to talking about Fantasy AGE Lairs, which (like several upcoming Green Ronin products) addresses the issue that a lot of us modern-day Game Masters face: “I want to run a game, but I don’t have time to prep everything.” I know that my own games these days tend to focus on either: 1) Things that I’m playtesting for work, or: 2) Published adventures and campaigns I can use as-is with a little customization.

Lairs helps with preparation on a couple of different fronts. The first is simply that it offers eight complete and ready-to-play adventures, each of which could occupy multiple game sessions. But it’s more than just an adventure collection since, as the title implies, Lairs offers location-based adventures, detailing a particular place that is the lair or home of the main threat of the adventure. From the Valley of the Whispering Titans to the Peak of the Mithral Dragon, Fantasy AGE Game Masters will find a variety of places they can drop into their own campaigns, and possibly expand upon, reuse, or build on to create further adventures. Indeed, each location in Lairs also features a set of four to six ideas for additional adventures in that setting.

Lairs also expands upon the Fantasy AGE stunt system with Location and Lair Stunts, based on the qualities of a place and time rather than a character or creature, tying the acquisition and use of Stunt Points into where the characters are in the adventure as well as what they are doing. Even without this exciting new spin, it would be a useful book for a Fantasy AGE Game Master who wants adventures by and for Fantasy AGE that are ready for hours of gaming fun.

This book is your ally in winning the battle of the beleaguered Game Master and can make the difference when it comes to being able to run your own Fantasy AGE game.

Fantasy AGE Lairs Pre-Order and PDF

Fantasy AGE LairsFantasy AGE Lairs is now available for pre-order in our Green Ronin Online Store. When you place the pre-order in your cart, you’ll be offered the PDF version of Lairs for just $5! To take advantage of the deal, make sure to press “Add To Cart” on the pop-up. If you’d rather support your local store, make sure they know about our GR Pre-Order Plus program, through which you can get a coupon code for the PDF when you pre-order the print book through the store.

Fantasy AGE Lairs: Into the belly of the beast!

In this collection from some of the finest writers in gaming, each chapter introduces a new powerful adversary, including their lair, minions, and recommendations for using these threats in your Fantasy AGE campaigns. Also included are the all-new location stunts, allowing enemies and heroes alike to better use their environment in play.

Just some of the menacing monsters and their lairs include:

  • The ravenous Ghoul Prince, who rules his army of flesh eaters from his crumbling keep.
  • The legendary Clockwork Dragon, terrorizing the skies from its mountain stronghold along with its army of mechanical monsters.
  • The corrupted Dark Druid, whose twisted magic threatens all who enter his cursed valley.
  • The blood crazed Sea Queen, bringing madness and slaughter with her berserker minions, blood magics, and deadly living island reef.

Each lair also includes an adventure framework for introducing the menace into Fantasy AGE campaigns, as well as numerous adventure seeds and ideas for further encounters.

Fantasy AGE Lairs requires a copy of the Fantasy AGE Basic Rulebook, and works hand in glove with the Fantasy AGE Bestiary.

Warflower (Modern AGE Missions PDF) Now Available

Warflower (Modern AGE Missions PDF) Available NowThe Warflower inspires medieval sword masters and drug dealing alchemists alike, to discover its secrets—and kill for them. When this obscure 15th Century book gets stolen, strange, violent factions battle over its destiny, influenced by hidden forces who want the book’s secrets for themselves. Your team must uncover the secret contained in the Warflower’s pages—and your Game Master decides what that mystery is.

Warflower is an adventure for Modern AGE characters levels 1 to 4, with rules to play in any Mode and multiple options for its central mystery, so Game Masters can adapt it to supernatural, high-tech, or down to earth campaigns. 

Originally the official Green Ronin Freebooter adventure introducing Modern AGE at Gencon 2018, Warflower has been revised and laid out with art as a PDF everyone can enjoy. Set in our early 21st Century, the adventure is otherwise suitable for multiple campaign settings, from your own to Green Ronin’s Threefold.

Warflower is the first offering in the Modern AGE Missions series. Modern AGE Missions are single serving PDF adventures designed as one shots or to be integrated into ongoing campaigns. Look for future Modern AGE Missions alongside other Modern AGE electronic offerings.

Check out Modern AGE’s published settings: Lazarus (or Lazarus PDF here) and Threefold (or Threefold PDF here)

From Freelance to Dev (Ronin Roundtable)

I’m not normally a big fan of surprises, but I’ll make an exception for this one. When Joseph Carriker asked me if I’d like to write a Ronin Roundtable about making the jump from freelancer to developer, I was pretty psyched.

Coming Soon! Six of Cups is an Adventure Anthology for Blue Rose: The AGE RPG, just in time for Green Ronin Publishing’s 20th Anniversary!

I first inquired about writing for Green Ronin back in 2011, but my timing was bad and there were no projects in need of authors, just then. Even at that point, I’d been at this a long time, and that sort of thing happens: if you don’t have the good luck to ask right when a developer has an open slot on a project, the best you can usually hope for is for your name to go into the (often pretty big) pile of interested prospective writers for some other job, down the line. Fast forward a few more years and several more inquiries, however, and I got my break, doing some work for the Chronicle System. Only a couple of years on from there, in 2016, Joseph offered me the chance to take a crack at doing some fill-in development work on Desert Threats (again, for the Chronicle System), and I jumped at the opportunity to once again try my hand at an aspect of roleplaying game design with which I’d previously had only minimal experience.

Fast forward yet another several years and a bunch of development jobs, getting a little more hands-on with the process, each time, and I’ve come to understand that really is a whole different sort of beast. When you’re writing as a freelancer, you’re trying to realize, in a way that’s entertaining and informative, a vision that’s been outlined for you. You have input into what you’re creating, of course, but you’re almost always playing in a sandbox with firm borders. Development, on the other hand, entails bouncing ideas back and forth with other folks on the high-concept end of things, working to craft the vision that others will then put more extensively into words. In essence, you’re the one building the sandbox, and you have to create it with an eye toward making it a fun and rewarding place in which others get to play, while also stocking it with all the stuff they’ll need to get the job done right.

With writing, you have to be mindful of cooperating well with your fellow authors, but, beyond that, you’ve generally got quite a lot of autonomy—as long as you follow the developer’s instructions, you’re pretty much always good to go. Development demands an almost entirely distinct (and much more rigorously collaborative) skillset. You’re effectively a project manager, keeping everyone on track and maintaining the work as a cohesive whole, every step of the way, but there’s rather a lot more to it than that. You’re also the first-pass editor and art director, laying the groundwork for the actual editor and art director to do their jobs, and you’re absolutely going to need to do at least a little bit of writing, too; not just the book’s introduction (which is usually part of development duties), but also anything, at all, that ends up needing to be filled in. Similarly, pretty much anything that falls under “miscellaneous,” whether foreseen or unforeseen, ends up as part of your job. You’re the interface between the front-end and back-end of the creative aspects of the project, fielding questions from both sides, and trying to make everything run as smoothly as possible for everyone involved. Ultimately, though, there’s no feeling quite like seeing a book take shape, starting as a mere skeleton of an outline, and ending as a fully fleshed out addition to a setting you love.

So, yeah: adjusting to development has definitely involved a learning curve, but it helps to be working with great folks, all of whom bring their different strengths and perspectives to the table, even as I hone the skills that help me to bring my best work to each new book (and, in the process, to your gaming table!)

Modern AGE’s Enemies & Allies: Getting Normal (Ronin Roundtable)

Last time I posted about Enemies & Allies I talked about some of the ideas that went into design and development, but I used the chapters on fantasy, horror, and science fiction to illustrate my points. See this post for a rundown on this book of characters and creatures and you’ll notice something: two more chapters covering more down to earth subjects. Chapter 2: Elite Operatives covers some of the highly skilled figures of espionage, technothriller fiction, and some procedurals. Chapter 4: Crime and Punishment, gets into crooks and cops. Let’s talk about the ideas informing these chapters.

Who’s after you? Your character may not know but with Enemies & Allies, your GM does.

Elite Operatives: Aid and Opposition

Dylan Birtolo’s chapter covers a slate of highly skilled Non-Player Characters. In this case, the important thing was to populate the chapter with interesting, useful NPCs. This chapter’s primary focus is action and espionage, so we have the Armored Soldier, Double Agent, Field Agent, and Field Commander. In addition, we present the unique NPC Clara Lynch, a martial arts expert with military connections who can act as a gateway to the other elite characters in the book. In addition, we present the Negotiator and Publicist not only because not all highly skilled NPCs are combatants, but because they can provide valuable aid in areas typical characters aren’t good at.

This is not to say that we locked every character in this chapter to a straightforward function! Dylan included two entries that were generally useful, and deserved inclusion. First, the Robot Dog represents an automated threat or potential guardian based on cutting edge realistic technology. Many of us have seen the new generation of agile robots. The Robot Dog combines them with other innovations in artificial intelligence and, for the armed model, automatic targeting.

The Law and the Lawless: Populating the Underbelly

Ron Rummell’s chapter covers criminal and law enforcement. Both these elements are essential to modern games in virtually every genre, so we were especially careful to make it broadly useful. One of the most important aspects of this chapter is that it doesn’t limit itself to potential combatants, but NPCs covering the range of underworld and law enforcement figures who might appear in the campaign. Characters probably won’t get in shootouts with the Pickpocket, but that NPC may have stumbled across important information, or taken off with an object critical to the campaign. The Police Chief may not be on the front line, but they can call a citywide manhunt where Player Characters might join in or be its targets.

The other important element in this chapter was to carefully examine where any cultural biases may have pushed us, because these tend to manifest strongly in stories involving crime and the law. That manifested in how we developed the text, but also in how the art turned out. This means, for instance, that the image associated with the Mob Boss is that of an Asian woman who isn’t surrounded by the motifs associated with any stereotypical elements of any nationality’s organized crime group. Beyond ethical considerations, this gives the GM a sense of breathing room to devise their own groups.

After Enemies & Allies

This concludes my series about the book, but Modern AGE has more to come. Next time you read anything from me, it’ll probably be about Five and Infinity, the adventure series for Threefold—a setting that happens to accept Enemies & Allies as completely canonical. Talk to you then.