Tag Archive for: age system

Blue Rose Meets Cthulhu Awakens!


What does Cthulhu Awakens have to offer players and Narrators of Blue Rose? A great deal, as it turns out, even if you don’t want Outer Gods and Great Old Ones threatening the world of Aldea. Let’s look at some of the possibilities:

Bonds

While Blue Rose has Relationships, Cthulhu Awakens has Bonds, a development and expansion of the basic concept of Relationships to “represent your character’s special ties to other characters, ideals, obsessions, and more.” In particular, there are Personal Bonds, which are much like Relationships, but can also include your ties to ideals and beliefs. There are also External Bonds, which are largely involuntary and can be detrimental to your character.

If you want to expand upon the basic system of Relationships in Blue Rose, then Cthulhu Awakens has done some of the work for you.

Cthulhu Awakens on Kickstarter now!

Live on Kickstarter now!

Talents

Cthulhu Awakens has talents spanning the Weird Century (from 1920 to the 2020s) and some of them would be right at home in a Blue Rose game, such as Dreamer, Esthete, Improvisation, Strange Inheritance, or even Inhuman Legacy (for those affected by the work of the Sorcerer Kings).

Conditions

Cthulhu Awakens includes various character conditions, shorthand for packages of game mechanics to describe things from being blinded, defenseless, or at a disadvantage, to name a few. These would be easy to import into a Blue Rose game to use for similar quick-use and -reference in play.

Alienation

Whereas Blue Rose has Corruption, Cthulhu Awakens has Alienation, the bending of the human mind towards the inhuman and the alien. It offers inspiration for modifying the Corruption system, or introducing a whole new risk associated with the eldritch arts of sorcery (or other forbidden practices). Both Enlightenment and Terror Stunts offer inspiration for similar sorts of stunts for Blue Rose characters wrestling with the temptations of Corruption and Shadow.

Fortune

Cthulhu Awakens offers an optional version of the Fortune system (which originally appeared in The Expanse RPG) as a replacement for Health, representing more the characters’ ability to evade damage than withstand it. Fortune may suit the often swashbuckling and daring style of Blue Rose and offer a more cinematic and fictionalized approach, wherein it is a character’s importance to the story that determines their survival.

Eldritch Workings

This whole chapter of Cthulhu Awakens offers riches for a Blue Rose game: strange rites that some call “magic” (or “arcana” or “sorcery,” perhaps) with far-reaching effects. Eldritch Workings can greatly expand the strange sciences of sorcery in the game and well suit the practices of the Sorcerer Kings. Some Eldritch Workings might see use even among heroes, although they must beware when learning and using them, just as with sorcery.

The Dreamlands

Material on the Dreamlands literally opens up a whole new world for Blue Rose characters to explore, well suited to the kind of psychic talents much of them possess. Even if you don’t want to use the Mythos Dreamlands wholesale, the rules and guidelines for them can easily be adapted for an Aldean version or similar “psychic plane” where characters can travel and adventure.

Artifacts

“The Mythos is rife with strange artifacts, arcane symbolism, dead languages, incomprehensible geometries, and objects beyond human reckoning.” So Cthulhu Awakens offers numerous strange treasures you can use in your Blue Rose game, many of them suited as artifacts of the Old Kingdom or the Empire of Thorns. Envoys may be dispatched to deal with one or more of these artifacts resurfacing, in the possession of a cult leader, or for-sale in one of the Night Markets of the Silence. The material on dangerous texts well suits treatises on sorcery left behind by corrupt adepts to tempt the unwary.

Entities

Cthulhu Awakens offers a chapter of strange, otherworldy, and hybrid entities easily adapted for use in a Blue Rose game as darkfiends, shadowspawn, or even stranger creatures arrived through a shadowgate from … elsewhere. It also includes numerous people as allies or adversaries, including cultists and eldritch scholars.

The Mythos

Last, but certainly not least, Cthulhu Awakens contains a wealth of information about the Mythos adapted for the Adventure Game Engine, allowing you to include pulp-era, eldritch fantasy elements in your Blue Rose game. Perhaps the Mythos has always been a part of the world of Aldea, or perhaps the shadowgates of the Old Kingdom opened onto … something, something that seeped into the awareness and understanding of those ancient adepts, brought about the rise of the Sorcerer Kings and the Empire of Thorns. Something (or somethings) that slumber still, just waiting for the stars to be right and shadowgates to re-open.

Press Release: Cthulhu Awakens Kickstarter is Live!

FOR IMMEDIATE RELEASE 02/15/2022

Cthulhu Awakens: On Kickstarter Now

The Cthulhu Awakens RPG Kickstarter is Now Live!

 

Seattle, WA: Green Ronin Publishing is pleased to announce that the Cthulhu Awakens RPG Kickstarter, first revealed last month, launched today and its campaign will be live until March 23. Cthulhu Awakens is a complete roleplaying game where a diverse set of protagonists confront the horrors of the Cthulhu Mythos in the Weird Century, a period from the 1920s until today.

Cthulhu Awakens is Green Ronin’s take on the Mythos. It’s powered by the company’s popular Adventure Game Engine (AGE), a dynamic and easy to learn system whose games include Fantasy AGE, Modern AGE, Blue Rose: The Roleplaying Game of Romantic Fantasy, and the licensed RPGs Dragon Age and The Expanse. Cthulhu Awakens evolves the Modern AGE rules, customizing them for the Cosmic Horror genre, but the game is also substantially compatible with other AGE RPGs.

The Kickstarter offers four editions of Cthulhu Awakens for backers to choose from: Standard Edition, PDF Edition, Special Edition, and Roll20 Edition. The Standard Edition is a 270+ page full color hardback book, with additional material unlockable through stretch goals. The PDF Edition is the same book in digital form. The Special Edition, a Kickstarter exclusive, has a foil-stamped and embossed cloth-bound cover and ribbon bookmark. The Roll20 Edition is optimized for use on the Roll20 virtual tabletop platform, which allows people from across the globe to game together online. Backers who jump in during the first 48 hours of the campaign will receive Issue #0 of the DREADCRAWLS zine for free with their rewards.

Visit https://www.kickstarter.com/projects/greenroninpub/cthulhu-awakens-roleplaying-game to back Cthulhu Awakens! On the Kickstarter page, you can also learn more about the game and see the campaign’s stretch goals and add-ons. Updates over the next month will preview rules, art, and more.

About Green Ronin Publishing

Green Ronin Publishing is a Seattle based company dedicated to the art of great games. Since the year 2000, Green Ronin has been a force in tabletop roleplaying games, publishing such RPGs as Blue Rose, The Expanse, Dragon Age, and Mutants & Masterminds, and winning over 40 awards for excellence. Green Ronin has also worked as a design house for hobby giants Games Workshop and Wizards of the Coast on such titles as Warhammer Fantasy Roleplay (Second Edition) and the Dungeons & Dragons (Fifth Edition) supplements Out of the Abyss and the Sword Coast Adventurer’s Guide.

The Cthulhu Awakens FAQ, Version 0.5

As we recently announced, we’re making a new standalone AGE System game, Cthulhu Awakens, which will start crowdfunding over at Kickstarter on February 15, 2022. Go here to sign up for alerts. But one of the challenges of the press release format is that we have just a page to present a mixture of high level information, distinctive zingers, and necessary clarifications. That’s why this FAQ exists! A variation of it will probably find a home in the FAQ of the Kickstarter itself, after launch. That’s why this is version 0.5.Cthulhu Awakens The AGE RPG

What Is Cthulhu Awakens About, Anyway?

Cthulhu Awakens is about roleplaying in the Weird Century, a span running from the 1920s to the present that features increasing influence from bizarre, terrifying forces. The greatest of these are the Outsiders: Cthulhu, Yog-Sothoth, and other entities who exist within both our own realm and the Unseen Dimensions that make the invisible majority of existence. The ancient Earth was a battleground between competing alien colonists from across time and space, and past participants such as the Yithians and Mi-Go still operate from the shadows—along with secret societies of the dead, sorcerers, and even human operatives from other universes called demimondes. Cthulhu Awakens treats the Mythos as components of a century-spanning setting for open-ended roleplaying.

Is It a Supplement or What?

Cthulhu Awakens is a standalone original roleplaying game using the Adventure Game Engine, containing the full rules for play. It’ll be a hardcover in the 270-300+ page range.

Is It a Licensed Game?

Cthulhu Awakens expands upon elements of the Cthulhu Mythos found in the public domain and uses Green Ronin’s own AGE System, so there was no need to license anything.

What is the AGE System?

Originally designed for the licensed Dragon Age roleplaying game, AGE is short for the Adventure Game Engine. All AGE games use standard six-sided dice (d6s) for everything. One die—called the Stunt Die or Drama Die in various AGE games—is visually distinctive. To do something, roll 3d6 + bonuses to meet or beat a target number. If any of the two dice match, the number on the distinctive die becomes stunt points that can be spent on special effects ranging from a cutting remark to a powerful blow in combat.

What AGE Games are Cthulhu Awakens Compatible With?

The other AGE games Green Ronin currently have in print are Fantasy AGE, Modern AGE, Blue Rose, as well as the licensed roleplaying games for The Expanse, and Dragon Age. Fantasy AGE and Modern AGE have optional settings, while the others have specific ones. Cthulhu Awakens is at least partly compatible with elements of all these games, particularly Modern AGE, as the game began life as a supplement for that line. Many elements can be introduced with no changes at all. This is why some Modern AGE offerings will be included in the Kickstarter. However, Cthulhu Awakens does do a few things differently, and has a substantial number of original systems—and some of them work well with Modern AGE, too.

What Level of Realism or Modern AGE “Mode” Does Cthulhu Awakens Use?

Folks who know Modern AGE know the game has three “Modes,” or preset rules options, based on the degree of “realism” groups want to use in their games. Cthulhu Awakens’ pre-set Mode is a combination of Modern AGE’s Gritty and Pulpy, in that your character’s Health doesn’t go up over time, but sometimes, you can grit your teeth and bear getting stabbed—but not shot.

Cthulhu Awakens also includes an option for more heroic characters called Fortune that makes protagonists tougher and luckier. Fortune was originally designed for The Expanse RPG but works well for more action-focused Cthulhu Awakens campaigns.

How and Why Does Cthulhu Awakens Deal with Lovecraft Being a Racist?

H.P. Lovecraft was a white supremacist whose racism was notable even in his time, as attested to by letters from his own friends. Our position is that anything in Mythos sources that reinforce these elements are lies or errors as far as the setting of Cthulhu Awakens is concerned. Standing against that kind of discrimination is morally obligatory, and it leads to more interesting possibilities than treating Lovecraft’s work as “canon.” In general communication we’ve had to emphasize this both because of Lovecraft’s notorious reputation and to ward off various people with terrible opinions, not to congratulate ourselves for not following the example set by a long-dead racist. Cthulhu Awakens isn’t a purist game and was designed from the basic position that as important to the Mythos as he was, it doesn’t belong to him anymore. He’s dead. It belongs to all of us now.

Aren’t There Already a Bunch of Mythos Games Out There?

There are! And lots of them are fantastic. Some of them emphasize investigation. Others are essentially a tribute to the works of Lovecraft’s circle, the era they take place in, and their approach to the Weird Tale, and many bake a cycle of discovery, horror, and loss into the mechanics, essentially framing the basic story ahead of time. Cthulhu Awakens takes a more open-ended approach; we provide deep support for the Weird Century period, but ultimately encourage you to tell whatever stories you wish. Plus of course, we wanted to express our own fandom and run our own games using the AGE System, which we rather like.

Is there “Madness?” “Magic?”

No—well, there’s Alienation, and eldritch workings (oh, and separate psychic powers too). They’re not quite the same as what you might expect.

Early in design and development we decided that not only was delineating the relationship between the sort of “literary madness” seen in the stories and mental illness not a great idea for Cthulhu Awakens, but that we also wanted to reexamine what it means exactly when exposure to the Mythos alters consciousness. Alienation is about adapting to the alien rules of the Mythos. Since these are incompatible with ordinary human thinking, which takes place in three dimensions plus time and interacts with a fraction of the universe—the reflexive dream of Azathoth, say some—Alienation produces undesirable effects, but it also leads to bursts of inspiration. With Enlightenment comes Terror.

Eldritch workings are neither science nor sorcery—and both. Workings can be learned, but they’re not things you just put on a character sheet. Given the right text to work from and the ability to understand it, anyone can cast an eldritch working without using up any spaces for other powers and abilities. These are mighty, reality-twisting procedures that require specific components and methods, but they offer everything from immortality to the ability to create spacecraft—or call beings who should not be called.

Why Are You Using Kickstarter?

So, with all of the controversy over Kickstarter’s interest in the blockchain, why continue to work with them? The question is a reasonable one, and in ordinary circumstances we’d love to explore other options and find sources for crowdfunding that are more mindful of environmental impact.

The past couple of years are not ordinary circumstances. The truth of the matter is we don’t have that kind of luxury right now. Kickstarter’s market share is such that, if we want this game to reach the widest possible audience and do as well as it can, there aren’t any suitable alternatives—at least, not yet—for this particular project. We’re focused on doing the best we can with the tools we have, while we explore all possible options for connecting our community of players with our games. In any event, Cthulhu Awakens will be up for general sale after we conclude the Kickstarter. For starters, you’ll be able to back the campaign as a late pledge on BackerKit. The finished print book will be available from our online store, game stores, and bookstores, and you’ll be able to get the PDF from our online store and DriveThruRPG. You will have options, in other words, if you don’t want to use Kickstarter.

How Finished Is It? When’s It Coming Out?

As of this time of writing, Cthulhu Awakens’ core book has been through final drafts and two rounds of development, and it is currently going through a final round of development before it enters editing, to better incorporate some internal innovations in the AGE System. The Kickstarter begins on February 15th. The game will be coming out in the fourth Quarter of this year, 2022.

 

Bundle of Holding Encore!

The books may have come to their conclusion, but you can keep the story going at your own game table with The Expanse RPG available now for an amazing deal at the Bundle of Holding!

Check it out Right Here!

In case you missed it when this bundle was previously available at the end of 2020, it’s back for an encore!

From the Bundle of Holding page:

For just US$19.95 you get all six titles in this revived offer’s Modern Collection (retail value $84) as DRM-free ebooks, including the complete Modern AGE Basic Rulebook and the Modern AGE Companion; the cross-dimensional campaign setting ThreefoldEnemies & Allies for Threefold and other Modern AGE games; the adventure Missions: Warflower; and the Modern AGE Game Master’s Kit.

And if you pay more than the threshold price of $31.60, you’ll level up and also get this revival’s entire Expanse Collection with four more titles — the entire Expanse RPG line to date, worth an additional $60 — including The Expanse RPG standalone core rulebook and Game Master’s Kit, the full-length six-scenario campaign Abzu’s Bounty, and the short adventure Salvage Op.

And that’s not all!

Ten percent of your payment (after gateway fees) will be donated to this offer’s pandemic-related charity, Direct Relief. Direct Relief sends protective gear and critical care medications to health workers, with emergency deliveries to medical facilities across the US and Canada and to regional response agencies around the world.

Assault on the Aerie

Modern AGE Missions: Assault on the Aerie!

This week sees the release of Assault on the Aerie, the adventure I wrote for the Modern AGE Missions series. The brief was to write a “high-level” adventure, and Assault is recommended for Modern AGE characters of 13th to 15th level. But what does “a high-level adventure” mean in the context of the action-adventure style of Modern AGE? We took some time to look at that, with an initial section in the adventure on handling high-level challenges in the game. In particular, how to adjust test difficulties, advanced tests, and adversaries, as well as taking into account improved Health levels and resources for player characters. The TL;DR version is that you can throw a lot more at a high-level Modern AGE character! They can take some punishment before they’re taken out of the game, and Game Masters should treat them as such.

Assault on the Aerie is also a highly modular adventure: The focus is on the eponymous “aerie,” a high-altitude lair located atop a sheer rocky outcropping that takes some dangerous climbing, flying, or paragliding to approach, and the same to escape! Exactly what the heroes are there to find and do, and exactly who is there to oppose them, is up to the GM and the type of adventure they want to run. We offer five pre-made options or paths you can use, with adjustments to the adventure for each, and they range from paramilitary techno-thriller to urban fantasy, alien invasion, and even stranger. The self-contained nature of the Assault on the Aerie makes it an excellent one-shot adventure for anyone curious to see how high-level Modern AGE plays, or to run on a live-stream or at a convention table.

Even without the kaleidoscopic adventure options, Assault on the Aerie is useful for the location itself: An abandoned monastery on a high outcropping in the middle of nowhere, usable as a lair, base, hideout, or even ruin to explore (with a few adjustments). The adventure contains a map of the Aerie and all of the game information you need to know about its features and the challenges of reaching it, making it a place you can drop into your own AGE System games with ease—or any RPG system, really. (For example, the Aerie would make any Mutants & Masterminds supervillain an excellent lair.)

Modern AGE Missions: Assault on the Aerie is also available at DrivethruRPG!

The Expanse comes to Foundry VTT!

Introduction

Earlier this year, there was a Ronin Round Table that introduced the VTT team. Since then, we’ve had the release of the Mutants & Masterminds 3e sheet on Roll 20 along with various Danger Zones and the Condition Cards. We have revisited Freeport with the 5e content, also on Roll 20. Ahpook and Jonesy were the driving forces behind those projects respectively. After some discussion, Troy felt that we were in a good position for an update, so Charlotte spoke the 4 magic words.

The Expanse on Foundry VTT!

Current Status

We are happy to report that all systems are within optimal operating parameters, and we are go for launch for The Expanse system for The Foundry VTT!

During development, we made a strong effort to maintain a balance between gameplay and automation. It was our intent from the very beginning to not turn everything into a function of the system where the game can play itself with a click of a button, but rather maintain the feel of playing The Expanse at the table, just virtually.

What does that mean in a practical sense? As players, your rolls will be calculated step by step so the GM can provide information as needed. Rolls have the option to have modifiers, and/or additional dice added to the roll. Each character sheet has automated rolls for abilities, attack to hits, damage rolls, and income rolls. GMs have the added feature in NPCs to roll both the attack and damage rolls at the same time, to make their rolls a bit easier. Conditions have some functionality to them besides just being a checkbox. Some conditions are linked to attributes or other conditions to help make tracking easier. There are many other features that are implemented, and we can’t wait to get feedback from everyone once the system becomes available.

Foundry exampleFoundry exampleFoundry example

Timing

The release of The Expanse system, and The Expanse Quickstart module will be the first products available on The Foundry VTT, with core book, Abzu’s Bounty, and other adventuress scheduled for a later date.

How can people engage?

If you’re ready to start a life of adventure outside of the gravity well, You can find The Expanse system and Quickstart ready for download on the Foundry VTT system and module installer, and then come join us on the GRAAD server!


Charlotte is the tabletop dilettante, dabbling in all things tabletop roleplaying. From running communities in TTRPG spaces, games in her free time, and creating content for VTT’s, she’s doing it all. You can find her and her various projects on Discord: https://discord.gg/MJQQd6H or Twitter: https://twitter.com/foxfyre22

Beyond the Ring

<Incoming transmission.>

Beyond the Ring for the Expanse RPG! COMING SOON!

(Cover is not final)

It’s been a long haul, but we’re getting close to sending Beyond the Ring to print. This sourcebook advances The Expanse timeline, taking us to Ring space and the 1000 worlds beyond the rings. This book joins Abzu’s Bounty and Ships of the Expanse as the third major release for The Expanse RPG. While this book focuses primarily on material for GMs it contains a wealth of background material that could be useful to players and of interest to fans of The Expanse novels.

 

Beyond the Ring contains exactly what its name implies―a detailed guide to everything beyond the Sol Ring and much, much more. Besides pages of descriptions and data for new worlds, Ring space, and Medina Station, you’ll find rules for creating your own planets and systems. You’ll also find rules for an entirely new way of playing The Expanse by creating and managing your own colonies.

Before I ramble on too much, I’ll let the book speak for itself with a high-end overview:

Chapter 1: After Venus

This chapter pushes the timeline forward into the months and years after Eros crashes into Venus and launches what becomes the Ring gate at the solar system’s edge. You’ll find details on the Ring, the Ring Space, the Control Station, as well as how each of the factions (Earth, Mars, and the Belt) respond to this new reality.

Chapter 2: Medina Station

Everything you ever wanted to know about Medina Station! You’ll find plenty of details on the history, politics, and layout of the station and a lot of story seeds for running campaigns set on Medina. As a side note, the (upcoming) PDF adventure, Secrets of Lemuria is primarily set on Medina.

Chapter 3: Worlds Beyond

This chapter is split into two sections: Featured Worlds and New Worlds. The Featured Worlds section gives a brief overview of systems described in the novels. New Worlds opens up over twenty brand new worlds, which includes system data, information on the biosphere, alien artifacts, and story hooks for each.

Chapter 4: Colonies

Here, you’ll find new rules everything you need to know about creating and managing your own colonies.

Chapter 5: System and World Creation

Finally, create your own systems and worlds for characters to discover. Either roll randomly or choose from a wide variety of possibilities.

That’s Beyond the Ring in a nutshell. Look for future transmissions where I dig deeper into the colony creation and system creation rules systems and explore some of the new worlds in greater detail.

Over and out!

<Transmission ends.>

 

Flight 1701: A New Modern AGE Missions Adventure!

Flight 1701 for Modern AGE!A routine flight turns into a challenge to survive and humanity’s first contact with extraterrestrial life, as the plane somehow crashes on another world. The passengers and crew must work together to discover what happened, represent all humans while struggling to communicate with an alien people, and figure out a way to get back home. The decisions they make may alter the course of human civilization forever.

Written by Hiromi Cota and developed by Meghan Fitzgerald, Flight 1701 is a new adventure for the Modern AGE roleplaying game, designed to be suitable for characters between levels 5-8, showcasing Modern AGE in a low-tech science fiction genre. It provides multiple paths for the Game Master to follow, allowing it to stand on its own or fit into a larger campaign. Therefore, it requires the Modern AGE Basic Rulebook.

Flight 1701 is part of the Modern AGE Missions adventure series. These adventures aren’t tied to any detailed setting, though they sometimes loosely imply a setting. This makes them ideal for one-shots, as a campaign kickoff, or as a break from your game’s primary story arc. Check out the other two Modern AGE Missions:

Warflower

Alchemy, drug dealing, corporate intrigue, and medieval sword fighting combine in a modern-day murder mystery with a side of action and a little mysticism—or is it just strange chemistry? Warflower is an adventure for characters of levels 1-4.

Feral Hogs

After civilization fell apart, and the people of ‘Murica retreated to desperate villages and the enormous walled distribution fortresses of the Bozos clan, a new threat arose—no, not the rise of strange mental powers triggered by energy drinks, the other threat: feral hogs. In case the adventure title didn’t give it away. Whether in squealing hordes of 30-50 or in singular mutants of towering porcine glory, they stand in the way of recovery. Feral Hogs is a lighthearted adventure for characters of levels 1-4.

Other Adventures

More Modern AGE Missions are on the way, providing further support for your campaigns. In addition, the Threefold setting also has a ladder of adventures called Five and Infinity, capable of bringing characters from Level 1 to 16! To get full use out of these, you need both the Modern AGE Basic Rulebook and the Threefold setting book.

Weapons and Tech in the Expanse RPG

Amos Burton has some thoughts on Weapons in the ExpanseThe Expanse RPG is designed to tell stories in the universe of The Expanse novels, not to be a tactical simulator.” I can’t count how many times I’ve written or uttered this phrase since becoming the line developer.  It’s the best answer I can give when people ask why The Expanse RPG doesn’t have a more detailed space combat system, long lists of the different guns, or pages filled with wonderous technological devices. The AGE system and The Expanse novels are focused on the narrative and characters, not the tech. The tech is there to support the story, not the focus of the story. I discussed this in a previous RRT Here. So today, rather than going on further about that, I’m going to offer a few ideas on ways you can bring the tech to the foreground if that’s what you want for your campaign.

First, lets talk guns. This is an easy one. If you want to track ammo, you can certainly do that. All you need to do is look up some basic gun types and list the ammo capacity for each. The rulebook already states that reloading a gun is a minor action, so that’s already covered. If you decide to track ammo, you may want to ignore the Weapon Capacity rules, although you could still use this to indicate that the weapon jams. Then you need to decide how many rounds are expended for different stunts. Probably four for a short burst or suppressive fire and maybe double that for a long burst or spray and pray. Ultimately this is up to you and what works best for your campaign, but if you’re going to track ammo, you’ll want to set something definitive so that players know what to expect.

There are plenty of resources online for how many rounds different types of weapons carry. Also, some other sci-fi and futuristic RPGs have extensive lists of gun types. They often even have cool names that you could easily co-opt for your Expanse game. The core rulebook provides all of the tools necessary to create unique weapons and ammo.  The Item Qualities and Flaws and Weapons Qualities and Flaws sections in Chapter 4: Technology and Equipment can be used to flesh out individual weapons to make one pistol different from another.

Weapons aboard Ships of the Expanse

These guidelines work well for Ships and their weapons as well. Even the Qualities could be applied to different ship weapons or ammo to create a wider diversity for the players to choose from and something for characters to spend their Income on. For ammo, it is up to you to decide how many PDC bursts a ship can fire and how many railgun rounds and torpedoes they carry. Some details are mentioned in the novels, and real-life naval ships can also be used as a guide. Modern submarines generally carry from 12-38 torpedoes, so that can give you a starting point. Keeping PDCs and railguns somewhere in line with that makes a certain amount of sense. (Although PDCs fire thousands of rounds per minute so ites probably best to just determine how many “bursts” they can fire rather than worry about the exact number of rounds.) The important thing to remember if you decide to track rounds instead of using the narrative system is to make sure that it adds to the fun and doesn’t diminish it. Limiting rounds should be used to enhance the tension but never to punish players. It also adds another step of bookkeeping that many players might not find enjoyable. Read your table and make sure everyone is having fun.

Ultimately it is up to you and your players to decide what works for you. We’ve designed a game that we believe is fun to play. And while we occasionally add some more detailed optional rules, our focus will always be on the story. Speaking of story, look for the PDF adventure Secrets of Lemuria, coming soon!

Now Pre-Ordering: Modern AGE Basic Rulebook

Modern AGE Basic RulebookThe Modern AGE Basic Rulebook is now available for pre-ordering in our Green Ronin Online Store and through participating brick-and-mortar retailers! And, when you pre-order the physical book, you can get the PDF version right away for just $5! (If your favorite local game or book retailer doesn’t know about the pre-order deal, please point them at our Retailer Support page for details.)

Enter the Modern AGE!

Leap into exciting adventure in any era from the Industrial Revolution to the modern day and beyond. The Modern AGE roleplaying game allows you to shape the setting to suit your style—whether it’s gritty action or high adventure, urban fantasy or a dystopian future. With a new, classless character-building system, twenty levels of advancement, and optional rules for psychic and magic powers, you can create the heroes your world needs. Along with an innovative stunt system, rules for thrilling chases, and an introductory adventure, you’ll find all the action you’re after inside the Modern AGE Basic Rulebook.

The Modern AGE RPG features:

  • A classless implementation of the Adventure Game Engine. Develop characters based on their backgrounds and experiences across 20 levels of advancement.
  • Focuses, talents, and specializations like Investigator, Hacker, and Martial Artist let you customize your character.
  • Fast-paced combat featuring modern weapons and high-octane vehicle chases.
  • A game based around action, exploration, and social stunts. Roll doubles on three six-sided dice and something cool happens!
  • Arcane magic and psychic powers for modern era games.
  • Advice for first time and veteran Game Masters, including ways to customize the system for gritty stories, two-fisted pulp, and cinematic high adventure.
  • Sample antagonists and other non-player characters, and an introductory adventure: everything you need to start playing right away.

Use Modern AGE in the campaign setting of your choice, including the upcoming World of Lazarus, based on Greg Rucka’s creator-owned comic series of near-future feudalism, or use it to run adventures in the world you create. Grab three six-sided dice, and you’re ready to play in the Modern AGE!

Pre-Order Modern AGE Basic Rulebook today!