Tag Archive for: Lazarus

Modern AGE, Post-Pandemic

Modern AGE Powers!One of the challenges of the pandemic was a “logjam” of content we couldn’t publish yet for a number of reasons. Printers were unavailable. Shipping was awful (and hasn’t improved as much as anyone would like, honestly—remember, we don’t set those prices!) and people got sick. Bad times, and we’re still emerging from them.

One of the effects of this has been that Modern AGE has had to deal with a number of delays, compounded by new delays as some priority items are earlier in the queue for publication. Modern AGE is my game and I love it, but we NEED Mutants & Masterminds in print over Modern AGE supplements, for instance.

Where We Were

We did manage to release a few things for the line over the pandemic, however, and just to refresh your memory, they are:

Enemies & Allies: Modern AGE’s book of friends, foes, and bizarre beings from the slipstream SF, procedural, technothriller, horror, and urban fantasy genres. Enemies & Allies dropped in 2020.

Modern AGE Missions Series: Did you know Modern AGE has adventure support? The electronic Missions series started in 2020, and now encompasses the following titles:

Five and Infinity: Threefold Adventure Series: This is the one that was probably the most affected by the pandemic. Originally intended to drop as a thin hardcover hot on the heels of the Threefold setting book, we had to make do when the printing, shipping, and timing opportunities to sell the thing dried up. This collection of five adventures for the dimension-hopping Threefold setting include some of the best work ever done for Modern AGE, in my opinion—and story and planar generators, too! After releasing the adventures one at a time we eventually opted for a collected softcover print release of Five and Infinity in 2022.

Modern AGE Mastery Guide: Released in 2021, the Mastery Guide is, at this time of writing in May 2023, the most recent hardcover release, covering official rules updates, tons of optional rules, and best practices for players and GMs.

Cyberpunk Slice: This one dropped last year, in 2022. Cyberpunk Slice (PDF link; POD at Drivethru here) was a half-unexpected hit—unexpected because we designed it to make sure there was fresh Modern AGE content, but only half so because fans had long asked for dedicated cyberpunk genre support.

All in all, not a bad roster for the Bad Years.

Where We’re Headed

I originally had a more aggressive schedule for Modern AGE planned for the past three years, but looking forward, timing and industry changes mean we’re not necessarily going to dump a glut of products we’ve had saved up out there.

One change that impacted the line was Cthulhu Awakens evolving from a Modern AGE supplement to an autonomous game still largely compatible Modern AGE but able to stand on its own.

Beyond that, here’s what’s coming. Well, some things are almost for sure, while others are more speculative—definitely versus maybe, below!

Definitely More Missions: We have a pair of Modern AGE Missions adventures working their way through the production process.

Definitely Modern AGE Powers: The big book of extraordinary powers, revised and expanded from the Modern AGE Companion to include superpowers, more magic, more psychic powers, strange ancestries, and a whole bunch of extraordinary items. This book is currently awaiting its turn for art and proofing.

Maybe More Slices: Cyberpunk Slice has raised the possibility of other short works that concentrate on a genre. Which ones would you buy? I’ve kicked around Modern Fantasy Slice, Apocalypse Slice, Horror Slice, and so on. Also, I mean “buy,” not “wish existed but would not necessarily buy,” which is why I didn’t list pulp or steampunk.

Maybe More Settings: I always wanted to do settings beyond World of Lazarus and Threefold but for various reasons this sort of thing has been delayed. Plus of course we have the challenge of settings for a base game line, where we can’t provide more support without further divvying up gamers by their level of interest in a given setting.

I look forward to resolving the “maybes,” and also really getting Modern AGE down as a solid body of work that stretches the possibilities of the Adventure Game Engine, especially as I explore potential new AGE games, iterating from the ideas we’ve worked on….

A Gathering of the AGEs: Consolidated Rules in Fantasy AGE 2e

Fantasy AGE Core RulebookHey folks, Malcolm here. I’m not the developer of the new edition of Fantasy AGE but I am one of the developers of the core rulebook. While I can’t give you a first-person perspective on the whole game, I can tell you a bit about the parts I helped work on. So, I thought I’d write a couple of pieces about that!

One of the goals of Fantasy AGE’s second edition was to consolidate various rules developments from multiple AGE games and supplements. If you’re an Adventure Game Engine completist you might recognize the following new and updated rules as familiar—with a few exceptions, because they’re from AGE works that haven’t come out yet but influenced development nonetheless! In any event, this is one of the factors that led us to eventually decide the new core rulebook was a true “Second Edition” of Fantasy AGE even though much of 1e remains compatible.

Challenge Tests: Challenge tests are advanced tests with certain special conditions, meant to emulate heists and other forms of dramatic extended tasks where characters need to apply multiple focuses, and fallout from failures can occur mid-test. Originally created by Crystal Frasier (and called “breaching tests”) for Modern AGE’s World of Lazarus supplement, it proved to be such a good idea we moved it to the core rulebook. The Expanse merged challenge tests and Modern AGE’s chase tests, and that final evolution is part of Fantasy AGE now.

Daring: Daring, an optional rule that promotes dramatic reversals in encounters, is an evolution of the rules for Serendipity, originally from the Modern AGE Companion.

Daring is one of the cool new optional rules in Fantasy AGE 2nd edition

Peril and Daring!

Defeat Conditions: Despite making their first appearance in Fantasy AGE 2E, Defeat Conditions were originally invented for Cthulhu Awakens, to provide alternatives to death as the result of dramatic combat.

Fortune: Fortune is an invention of Steve Kenson, originally devised for The Expanse roleplaying game, where escalating Health wasn’t appropriate but “script immunity” was a better fit. It was a great idea in that game, and it’s a cool option in Fantasy AGE, too.

Minor Arcana: These petty spells originally hail from the Threefold setting for Modern AGE.

Peril: Peril, where success lands you in deeper trouble, began as the Churn spiral in The Expanse. Interestingly, in the Modern AGE Companion it’s present and called Complications.

Relationships: Relationships, an optional rule to strengthen character connections in Fantasy AGE, was first introduced in Blue Rose.

Revised Spellcasting: In the new edition of Fantasy AGE spells only fail to be cast when a mage decides to abandon them or doesn’t have the magic points for them, because we determined spending MP on nothing happening wasn’t fun. Instead, if you fail a casting roll, the MP cost goes up. This is another option that was originally piloted in Modern AGE’s Threefold setting.

Simple Tests: A “test that doesn’t use stunts/SP” has existed in an ad hoc fashion since the beginning of the AGE system but the Simple Test concept, introduced in the Modern AGE Mastery Guide, gathers them all together as versions of simple tests and lets the GM use them at their discretion as well.

These nine examples aren’t the only ones, and notably, much of the Fantasy AGE Companion from the game’s first edition has been updated and added to the core of Fantasy AGE 2E.

Works Cited!

Want to know about the games that provided input for the new Fantasy AGE? Check them out:

Blue Rose: The AGE Roleplaying Game of Romantic Fantasy

Cthulhu Awakens

The Expanse Roleplaying Game

Modern AGE

Modern AGE Companion

Threefold (Modern AGE)

World of Lazarus (Modern AGE)

Modern AGE, Four Years On: Modern Adventures

In my last two articles I talked about where the Modern AGE line currently stands with its core, setting-agnostic books, used to customize the game as you please, and its published settings, from sketches to two full-blown game settings: The World of Lazarus and Threefold. However, I ran long on the second article and didn’t have a chance to talk about the adventures we have—and that’s what this one is for.

Modern Adventures await!

Two Versions of the Quickstart

Modern AGE: Threefold QuickstartOne weird thing that happened during Modern AGE line development is that we ended up with two quickstarts.

Original Quickstart (Burning Bright): Back in 2018, Modern AGE’s quickstart included an adventure about going to another dimension, Tannebrim. To inform you anew or refresh your memory, a “quickstart” contains cut down rules, pre-made characters, and an adventure to run them through, so you can get a taste of what the full game is like.

Expanded Threefold Quickstart (Burning Brighter): Fast forward a year, to when the Threefold game setting was on the cusp of release, and we wanted to participate in Free RPG Day. Well, Threefold was one of the inspirations for the original quickstart adventure anyway, so we produced an expanded, updated version with additional content and pregenerated characters that were fully integrated with the Threefold setting. We made that available in print for Free RPG Day, but you can still get it for free electronically.

Both versions are still available for download, but be aware that the latter version, with the adventure “Burning Brighter,” is an expansion of the original and its adventure, “Burning Bright.” You’ll have to run one or the other in any given campaign.

Backs of the Books

The Modern AGE Basic Rulebook comes with an adventure called “A Speculative Venture,” about bad things happening at a fancy party…and special options to let the Game Master decide what the central secrets of the adventure really are, to make it work with as wide a range of published or homebrew settings as possible. It’s for Level 1 characters.

Both setting books also include adventures for new characters, though these don’t have a choose-your-own premise option.

The World of Lazarus scenario “Taking the Stone,” is firmly set during the rule of the families, decades after Year X, but can be adjusted based on which of the setting’s campaign models you employ—and whether you’re a serf or one of the elite.

Threefold’s included adventure, “Identity,” takes characters across multiple planes of existence to deal with transdimensional political intrigue, bound in the question of what it means to have a soul.

Modern AGE Missions Modern AGE Missions: Feral Hogs

The Modern AGE Missions series presents a variety of adventures, some of which might appear in any modern setting, and some of which are more specific. These adventures are not necessarily connected, and can be dropped into your game, or used as the anchor for a campaign if you expand them. The first two were developed by me, while the rest come courtesy of Meghan Fitzgerald.

Warflower: Sudden, strange violence at an auction leads to the disappearance of a late medieval book on warfare and alchemy. Who took the Warflower, and why? And who gets killed with a sword nowadays? Like “A Speculative Venture,” Warflower lets the GM choose the ultimate secret behind it all. For characters levels 1 to 4.

Feral Hogs: A pop-culture infused apocalyptic ATV-riding, meshback-wearing fever dream. The end came with mutagenic chemicals, abundant energy drinks, pyramids of cardboard boxes, and of course, 30-50 mutant feral hogs, running into your yard. And what will you do when they come? Huh? HUH? For characters levels 1 to 4.

Flight 1701: A routine flight turns into humanity’s first contact with extraterrestrial life—and first trip to an alien biosphere. The passengers and crew must work together to discover what happened, communicate with an alien species, and figure out a way to get back home. The decisions they make may alter the course of human civilization forever—and like Warflower, its central secrets are up to the GM. For characters levels 5 to 8.

Assault on the Aerie: A skilled strike team must find a way to breach the defenses of a nigh-impenetrable mountain fortress, rescue the hostages inside, stop a threat to humanity, and get out alive. That alone would be hard enough, but the mystical wards and magical creatures standing in their way makes the mission all the more dangerous. Assault on the Aerie is designed to be suitable for characters between levels 13-15, showcasing Modern AGE in the urban fantasy genre. It provides multiple paths for the Game Master to follow, allowing it to stand on its own or fit into a larger campaign.

Infinity and More

We’re expecting at least one more Modern AGE Missions adventure. Beyond that, we have the Five & Infinity adventure series for the Threefold setting. We’ve presented the individual adventures before, but at Gen Con we’ll be premiering the collected series alongside special tools to generate stories and even planes of existence. I’ll talk about that another time. If you’re headed to Gen Con, check it and the rest of Modern AGE out at Booth 101.

Modern AGE, Four Years On: Our Modern Worlds

In my last article, I talked about the state of the Modern AGE line as we move into its fifth year. I started out by dividing the line into two loose categories and exploring the first, of “core” book releases. While Modern AGE is completely playable with the Modern AGE Basic Rulebook, the other releases I placed into the core category assemble numerous tools and ideas to customize the system generally, and to suit the worlds you invent.

But Modern AGE has worlds of its own which you can use as-is, or to influence settings of your own creation. In fact, we have various degrees of setting material, ranging from loose outlines to entire setting books.
The Threefold worlds of Modern AGE

Core Inspiration

In Modern AGE, we try to provide concrete examples so that you have something to work from. The Modern AGE Basic Rulebook talks about settings and genres in general terms, but subsequent books get more detailed.

Chapter 9 of the Modern AGE Companion offers firmer outlines of the possible settings associated with various genres, including the age of sail, 1800s gothic horror tales, 1950s UFO sci-fi, 1960s spy-fi, and modern or near future cyberthrillers. These treatments include recommended rules, sketches of settings, and possible NPCs of interest. The rest of the book provides ways to customize the game for these and other settings.

Chapter 7 of the upcoming Modern AGE Powers book also features outlines for supernatural and other power-filled worlds, from the mystic martial arts of “Immortal Ring,” the modern sorcery of “Phoenix Band,” and more, all in a book that gives you the “crunch” of powers as well, and strong guidance on how to use them in your own worlds. I can’t wait to share it with you.

In addition, Modern AGE has two full-on setting books. Each requires nothing more than the Modern AGE Basic Rulebook.

World of Lazarus for Modern AGEWorld of Lazarus

Created by Greg Rucka and Michael Lark, the Lazarus comic (with follow-ups including Lazarus X + 66 and Lazarus: Risen), World of Lazarus introduces the world after Year X, when governments have collapsed and the families behind the world’s mightiest corporations and political influence blocs take over, effectively reinstituting feudalism. These ruling families use various forms of human enhancement, from cybernetics to gene alteration, to create the Lazari, champions who settle disputes on their families’ behalf.

The World of Lazarus setting book isn’t just about Lazari, however, though the book provides in-depth rules for playing them. You can play wasteland renegades, desperate serfs, or privileged members of the Families, navigating a world with notes of cyberpunk, post-apocalyptic fiction, near-future military technothrillers, and feudal intrigue.

In addition to the setting book, individual issues of the Lazarus: Risen comic include expansions to the new rules in World of Lazarus, written by World of Lazarus developer Crystal Frasier.

Modern AGE: Threefold. Infinite worlds and possibilitiesThreefold

Intended to be the “flagship,” or exemplar setting for Modern AGE, Threefold is a vast setting designed to make use of the game’s full potential. Threefold contains notes of cyberpunk, cosmic horror, and portal fantasy, as it reveals Earth is one of many inhabited worlds in the Metacosm, an array of universes primarily linked by gates.

Threefold’s stories center on the exploits of the Sodality, explorers, diplomats, and agents of utopian democracy that spans multiple planes of existence, as well as the operations of Aethon, cybernetically enhanced operatives who shape alternate universes to, perhaps, produce a transcendental AI. These aren’t our only options, however. You might want to play a renegade psychic, defending their guild from families who treat psychic powers as a divine right. Maybe you want to be a plane-crossing mercenary, or a disoriented, semi-human wizard, stuck in our modern world. Threefold provides the greatest possible scope for characters in Modern AGE, including rules for cybernetics, the supernatural, and strange ancestries.

Characters explore Earths with alternate histories, Otherworlds, where magic reigns, and the Netherworlds, ruled by demonic forces. The planes are countless, and Threefold uses them to allow virtually any adventure and genre, but unlike many multiverse settings, there are strong core factions and influences that drive stories, such as the rebel hell-conquering soldiers of the Nighthost, or the tyrannical demigods of the Divine Empire. If you want a taste (and an introduction to Modern AGE generally), try the Threefold Quickstart for free!

In addition to the setting book, Threefold gains an adventure collection this summer, as the combined and expanded Five and Infinity adventure series is due to premiere at or around Gencon. Five adventures take characters through multiple worlds, and levels 1 to 16. A capstone chapter includes table-based tools to outline further adventures, and even generate new planes of existence in the Threefold Metacosm.

From Worlds to Stories

This article was originally going to talk about Modern AGE’s adventures as well, but as things are already running a little long, I’ll save it for next time. Until then? I’m going to recommend you check out Threefold in play (YouTube playlist) by the Fresh Out the Box (Twitch.tv) crew. Cheers!

Lazarus: World of Lazarus as a Toolkit

Being a game designer means being a tinkerer, and even as you develop a new game, a part of you thinks “this would be perfect for this other game I want to run…” And so I think every AGE book, regardless of the line, is a stealth toolkit for Gamemasters. At least that’s how I went into designing World of Lazarus. While most of the new player backgrounds, for example, have in-world flavor, they are easily adapted to almost any Modern AGE campaign. Minor Family can be translated to “Scion of the 1%” while Herd Worker makes a dang good “Rust Belt Burnout.” Most of the talents are ready to pop over to any Modern AGE game as well (with GM permission, naturally). Except…

What to do with Minor Augmentation and the various Lazarus talents?

The four flavors of Minor Augmentation are built to balance with other talents, and you can always pop them into your otherwise mundane Modern AGE game as “Savant” or something similar: extraordinary but entirely natural abilities a character might be born with that set them apart. In this case, you might want to limit a character to only one Minor Augmentation talent and eliminate the story idea that minor augmentations need regular maintenance to keep functioning (or cause other occasional drawbacks).

The Lazarus augmentations don’t work quite as well as natural abilities. But man… do they work great for a variety of unnatural abilities! As we talked about a few weeks ago, the Lazarus talents represent a wide variety of improvements, from gene-splicing to drugs to cybernetics, and you can use them to reflect any of these options in your own home-spun campaigns! Want to do a gene-punk game where splicing is the new tattooing? Want an urban fantasy game where every PC starts with the blood of something unearthly in their veins? Lazarus talents can even represent temporary abilities PCs get from alien symbiotes, powered armor, or esoteric talismans.

Whatever use you find for Lazarus talents, remember that they offer players a power boost over mundane talents, and so they should come with an appropriate in-world drawback. In World of Lazarus, the setback is story-based: to possess a Lazarus talent, a PC must (theoretically) be a Lazarus. They are at the beck and call of their Family, and rely on their Family to maintain their extraordinary bodies. Loyalty is programmed into their DNA, and disobedience means death. Your own campaigns may impose similar constraints on PCs with Lazarus talents: they might need to remain loyal to a powerful figure to maintain their talents, or need expensive drugs or equipment that constantly push them to take dangerous jobs. They might instead have a more mechanical drawback, such as imposing a level of fatigue whenever the PC uses them in a scene, or requiring a PC to spend Power Points to activate it. It could open up weird new gameplay options: Lazarus talents might represent high-end cybernetics that need maintenance and can be hacked, introducing a minor story cost and a weird mechanical vulnerability.

There’s no perfect way to adapt new rules into your campaign, so play around and see what feels a little too good in play and what seems just right. Make sure your players know the rules might be in flux, and be willing to listen to their feedback as well. If they like the rules even if they seem a little much to you, always remember your NPCs can use them too!

OH! And my personal campaign idea? Roll Lazarus talents in with psychic powers and let my players go mind-diving into weird psy-scapes, Psychonauts-style!

World of Lazarus: Hazardous Contents

I am going to share something personal with all ya’ll here today:

I love hazards. They’re probably my favorite item in the AGE GM toolkit. They’re a quick, versatile little element that helps you balance out the TNs and damage to throw out when you need to slow your players down or make them think. But the Modern AGE core rulebook only gives you three examples: the Burning Building, the Killer Drone, and the Rushing River. There’s a lot of ways to hurt your PCs beyond these examples, and so World of Lazarus offers fifteen new hazards to drop into your game!

Some are pretty straightforward. The Auto-Turret is a fairly standard trap as you would expect it in the dystopian future of the Lazarus setting, and is easily adapted to other active dangers, while the Hock Flu details how to run a deadly, progressing disease. Other’s describe difficult environmental situations, like the Dust Storm and Superstorm, or help describe how arduous travel can be in a wasted world with the Crossing the Wastes hazard.

Other hazards present more esoteric threats that hit the things PCs really care about. The Financial Collapse describes what to do when a rival targets a character’s assets and contacts. Biometric Recognition Systems threaten a character’s anonymity in the modern world. But I think my favorite addition to this book is the Devastating Compromise, a hazard a character brings on themselves when they have to betray their core values to save others or improve their own lot in life. Here’s the text:

THE DEVASTATING COMPROMISE

MINOR

Sometimes, in a harsh world, people do monstrous things in the name of survival, or loyalty, or desperation, but these choices can haunt them for weeks or years. When a character takes an action that lies far outside their normal morality or runs counter to their Virtue, they must attempt a TN 13 Willpower (Self-Awareness) test (or higher, for particularly heinous crimes) or be haunted by their choice for the next 24 hours, suffering a –2 penalty to all Communications, Perception, and Willpower tests due to distracting thoughts, anxiety, and depression. Each time a character fails this roll, make a note of it. Once a character has failed a number of tests against devastating compromises equal to their Willpower + 5, they gain a permanent –1 penalty to all Willpower checks as their convictions and compassion erode. Once a character has failed a number of tests against devastating compromises equal to their Willpower + 10, they lose the ability to regain Conviction by following their Virtue. Characters can reverse these eroding effects through therapy, introspection, and following their Virtue, generally erasing one failed test for every significant deed done or six months of mental health counseling. The Hock drugs (see page 34) known as Blues can temporarily negate the effects of a failed test or the long-term Willpower penalty from accumulated failures.

Morality and personal choice are important elements in the Lazarus comic books, and reflecting that in the game’s mechanics felt like an important goal in development. In a world where human decency is dying out, betraying yourself has long-lasting impacts on a character. Gamemasters may adapt this hazard—perhaps replacing Self-Awareness with another Willpower focus like Courage or Self-Discipline—to reflect other situations with mounting stress or dread, like esoteric horror or the agony of retail work in the holiday season.

Pick up a copy of World of Lazarus to check out the fifteen new hazards available, as well as a wealth of other GM options like adversaries, campaign models, adventure seeds, and a sample adventure.

World of Lazarus: Handling Asymmetric Gameplay

A World of Lazarus campaign doesn’t need to include a Lazarus as a player character, and in fact much of the book assumes the players are ordinary people trying to survive in this extraordinary world. The gamemaster’s chapter includes four general campaign models: Family, Serf, Waste, and Resistance, with the first three focusing on the various tiers of society that define the Lazarus setting and the fourth focusing on organizations like The Free who work to upend that stratification and restore basic human dignity to everyone. Each campaign model has its own player-character suggestions, objectives, adversaries, and nuances that can make for very different campaigns, and none require a Lazarus among the PCs’ numbers. For three of these campaign models—Serf, Waste, and Resistance—Lazari serve more as adversaries and boogeymen than heroes.

But we all like a power fantasy now and then, and World of Lazarus delivers with all the information you need to make player-character Lazari. But if every Family is only supposed to have one of these champions, how do you handle that at the table? Most roleplaying games are built around symmetric gameplay—the idea that player characters should be roughly the same power level. Fighters and wizards play differently, but if they start to feel too different, it feels unfair. Making asymmetric gameplay—where one player is more powerful than the others—work can be challenging, because you run the risk of one player being able to solve every problem, leaving the other players feeling useless and bored.

World of Lazarus describes several options for incorporating a Lazarus into your game, but the key is to design your adventures and opponents mindfully, making sure the Lazarus can’t do everything themselves and that there are challenges that showcase other players’ abilities. You wouldn’t design a fantasy adventure where every puzzle and every opponent could only be overcome by divine magic, and likewise you need to make sure you don’t build your Lazarus adventures in a way that every challenge is overcome by a Lazarus’s superior combat abilities. You may build combat encounters with one or two high-level threats the Lazarus must focus on, with other opponents that the non-Lazari party members can take out, or build your entire campaign with the intention of the Lazarus handling combat scenarios, but the focus including many scientific, investigation, or social challenges that the human party members can solve.

World of Lazarus details four ways of including a Lazarus as a prominent, permanent element in your own campaigns, which boil down to:

  • Lazarus Oversight, in which the Lazarus is an NPC the PCs report to directly every session, and who may occasionally join them on adventures as a plot device.
  • Rotating Lazarus, in which every player makes their own human-scale PC and collaborate to make a Lazarus as well, then take turns every session playing the Lazarus as an active party member.
  • Tip of the Spear, in which one player is the Family Lazarus, with the rest of the players playing various support elements. This suggestion is especially fitting for Family campaigns, considering that all Lazari receive special condition to enforce their loyalty, and so despite their power, the Lazarus PC is subservient to the other PCs.
  • The Phalanx, in which every PC creates either a Lazarus or a lesser version of a Lazarus, representing a coalition between families or an illegal attempt to circumvent the “one Lazarus per family” rule enforced by the Maccau Accords.

There are plenty of other ways to include a Lazarus in your game, from an occasional guest role to a cooperatively-played pseudo-PC to an NPCplot device the PCs can unleash as their secret weapon. The possibilities are limited by the deviousness of your own imagination. And you can always use the Lazarus talents to allow players to create half-measure Lazuri agents without applying the full Lazarus creation rules.

WORLD OF LAZARUS: MORE HUMAN THAN HUMAN

One of the major themes in the Lazarus comic books is humanity: What does it mean to be human and when do you stop being human? At the lowest end, the Waste of the world are treated as livestock to be used or discarded as needed and at worst as pests to be exterminated. The concept of human rights is a relic of the past, unknown to much of the world’s population, and so many Waste exist at the fringes of both civilization and humanity: They fight and hunt and scavenge to survive, even turning on one another. Are you still human when all the world—and maybe even you—regards you as an animal?

 

 

Of course, the comics address the other end of this chilling question: When are you so advanced you essentially graduate beyond humanity? Joacquim Morray is more steel than flesh. Li Jiaolong’s mind exists in the digital realm and operates a heartbeat away from singularity. Forever Carlyle cannot die. Are any of the world’s Lazari still human when their lives are so far removed from all the essential constraints that define mortal lives?

The World of Lazarus would be remiss if it didn’t allow players to tackle these same questions (and kick butt doing it), and so the book introduces the concept of Augmentation talents to the Modern AGE system. Augmentation talents are special categories of talents locked behind story-based walls and only permissible with Gamemaster permission, and grant characters an extra boost above and beyond what ordinary talents provide. Most player characters will have access to the four Minor Augmentation talents—Acuity, Adrenal, Resilience, and Strength—which represent minor upgrades to the human condition powerful entities can grant their favored agents. Minor Augmentation: Adrenal, for example, boosts a character’s speed and response times, allowing them to react faster in combat, evade enemy strikes, and push their accuracy beyond human potential by overstressing their body. While Minor Augmentation talents can provide a competitive edge, they pale next to Lazarus Talents—Armor, Awareness, Cognition, Endurance, Muscle, Prowess, Reflexes, and regeneration—which reflect the pinnacle of science wielded by the Families. While every Family doles out minor augmentations as rewards to loyal Serfs and useful agents, Lazarus talents are reserved and secretive, developed and possessed solely—in theory, at least—for a Family’s Lazarus and no one else. Lazarus talents can provide suites of unusual or unique abilities, such as Cognition’s ability to predict the future or Prowess’s ability to move at top speed without making a sound.

Because the Families in the world of X+65 command a variety of sciences and construct their Lazari in different ways, Augmentation talents focus on the results rather than defining how characters get there. A Carlyle agent and a Morray agent can both receive Minor Augmentation: Strength as a reward for their service, but the Morray talent represents implanting artificial muscle fiber or replacing whole limbs with cybernetic prostheses while the Carlyle reward reflects genetic engineering. While mechanically identical, the different applications of the talent will represent different changes in the characters’ lives: an inhuman appearance for the Morray cyborg and a lifetime dependency on maintenance drugs and hormone therapy for the Carlyle mutant.

The World of Lazarus campaign setting even provides additional rules for creating a Lazarus of your very own (either as a player character, or as an NPC for your own campaign), as well as several options for including Lazari in your campaigns and full statblocks for four Lazari appearing in the comics: Forever Carlyle, Sonja Bittner, Joacquim Morray, and Li Jiaolong. But to show how easy it is to make a Lazarus of your own, I’ll run through the process here to create a Lazarus we didn’t include: The Zmey, the barely-controlled engine of destruction that serves as the Vassalovka Family’s Lazarus! We very deliberately omitted this ultimate physical antagonist’s statistics from the book itself so each Gamemaster could custom-build their own version to always be a potent threat regardless of their group’s experience and makeup, but for this blog we’ll benchmark the Zmey to be the equivalent of a 12th-level character—slightly higher than Forever Carlyle’s listed benchmark.

Here’s what you need to know to build a Lazarus for your own World of Lazarus Game:

  • Build a Character: Lazari start like normal characters, except they always have the option to select a Family background to represent superior training. We’ll build him by buying Ability scores, giving him Accuracy 1, Communication -1, Constitution 2, Dexterity 1, Fighting 3, Intelligence 0, Perception 1, Strength 3, Willpower His background is deliberately obscured in-world (but check out last February’s issue of the Lazarus X+66 miniseries if you want the inside scoop), and while it’s not canonically perfect, I’m giving him the Minor Family Background, the Soldier Profession, and the Survivor Drive.
  • Add a Bonus Profession: To reflect their extra training, a Lazarus selects a second Profession from a list, gains the Focus and Talent provided, and selects the better starting Health and Resources scores from between their two professions. Because the Zmey is a big, terrifying guy, Brawler for his second Profession.
  • Add Bonuses: A Lazarus gains additional bonuses to health and their choice of Abilitity scores. In the Zmey’s case, we’ll add the bigger bonuses to Strength and Constitution, and the smaller bonuses to Fighting, Perception, and Willpower.
  • Add Lazari Talents: A starting Lazarus begins with Novice rank in two Lazari talents, and can acquire additional ranks in place of their usual talent selection as they level up, with the limitation that they can’t improve Lazarus talent ranks two levels in a row. The Zmey’s fearsome strength and resilience make Endurance and Strength the obvious choices here.

This gives us an impressive statblock, but remember this is the equivalent of a starting Lazarus and we want the equivalent of a 12th level Lazarus! So we have an additional 11 Ability advancements, 11 new Ability Focuses, and 11 Talent improvements! You don’t have to create your NPCs as if they were player characters—and in fact you’ll get much more focused, less cluttered character sheets if you just select Ability ranks, Focuses, and Talents that feel appropriate—but I like this method personally and so we’ll stick with it for now.

After adjusting for additional levels, here’s the version of the Zmey that will haunt my players’ nightmares:


The Zmey

Accuracy 2 (Assault Rifles)

Communication 0

Constitution 6 (Stamina)

Dexterity 2 (Initiative)

Fighting 5 (Brawling, Flexible Weapons+, Grappling, Short-Hafted)

Intelligence 0 (Families)

Perception 3 (Hearing)

Strength 7 (Intimidate+, Might)

Willpower 4 (Courage)

 

Speed: 12         Health: 81/165/210        Defense: 12/14/15         AR + Toughness: 4I/4B/2P + 6/7/9

 

Attacks

Unarmed +7 1d3+2d6+7 S
Axe +7 4d6+7 W + 1d6 P
Flail +8 3d6+10 W + 1d6 P

 

Favored Stunts: Lightning Attack

Talents: Clearance* (Novice), Dual Weapon Style (Master), Elite Soldier (Expert), Grappling Style (Novice), Overwhelm (Novice)

Lazarus Talents: Armor (Expert); Endurance (Master; Meningeal Reinforcement, Thermoregulation, Tireless), Prowess (Novice; Weapon Mastery [Flexible]) Strength (Expert; Crushing Grip, Muscularity)

Equipment: Axe, Heavy Flail, Skull Belt

Threat: Dire

 

World of Lazarus: It’s Time to Organize!

Players coming to World of Lazarus from other Green Ronin titles are probably vaguely familiar with the organization rules used in the Dragon Age Roleplaying Game, Fantasy AGE, and A Song of Ice and Fire Roleplaying. This simple, flexible system lets players take control of a noble family, thieves’ guild, mercenary company, or nation of their very own as a core part of the campaign. With the setting’s intense focus on the responsibilities and effects of character’s actions on the world around them, this system is a natural fit for World of Lazarus as well!

The setting book includes a few sample organizations already, including the Novaya Bratva crime empire and a sample Waste town, but you can make your own as a core part of your own campaign, using adventures to help shape the PC’s organization and their impact on rival organizations. For PCs playing Waste, they might build up their own tiny community and target organizations representing warlord armies, aggressive towns, and the local tax man. Resistance-focused campaigns might instead use the rules to represent the PCs’ resistance cell and network of supporters while their opponents include Family intelligence organizations, law enforcement, and criminal groups looking to pressure freedom fighters into supporting their own illegal empire. For a Serf campaign, organizations can represent anything from rival research groups in a scientific and corporate-espionage-focused campaign to enemy forces in a military campaign.

But we already started thinking about a Family campaign last week when I created my own character for a campaign, Carrie Morrow, a loyal but ruthless intelligence agent for the Quinn family, who are desperately trying to hold the Borderland South Sub-Domain together in the face of war and Family power struggles. The PCs can operate their own organization representing to Quinn family and their power base, and for this kind of campaign we’ll want some enemies… Say the local Hock forces eating into the eastern border? And a rival Family hoping to oust the Quinn’s and take their place? And just to keep the players on their toes, we’ll toss in something stealthy… say an up-and-coming dark web media group associated with the Free and prying in to family business. Each of these organizations will need their own statblock, a few named NPCs so the PCs have something human to recognize with their forces, and a modus operandi. But that’s all behind-the-scenes work for the GM. For now, let’s focus on what the players can build: Their own Family!

The GM decides that a Junior Family like the Quinns has Medium Scale, and lets us build the Quinn Family by selecting organization Ability scores from an array: one 3, two 2s, two 1s, and a 0, plus 2 Focuses representing important assets or focuses. The Quinn Family is stretched pretty thing right now, dealing with a war and political backstabbers, so we’ll want a good Force for military confrontations and a decent Tradecraft to help handle spies and political intrigue. We need to decide who the Quinns are, what makes up their power base, and what unusual assets they might be able to call one. After fifteen minutes of passionate debate and some light name-calling, we arrive at:

  • Force 2
  • Finance 0
  • Influence 3
  • Culture 1
  • Tradecraft 2
  • Technology 1

The Quinns are popular and know where all the bodies are buried—controlling the local media outlets and entertainment venues—probably with strong ties to CARSEC, but their lavish lifestyle has left them cash-strapped and perhaps lagging technologically behind what would be expected of a Carlyle house. Organization Focuses can be more abstract than character Focuses, and for the Quinns, we go with Influence (propaganda) and Finance (blackmail); the Quinns can put some serious pressure on people when they need to, making up for their empty bank accounts, but it won’t win them many new friends.

Being built with an array, the Quinns begin with a Cohesion of 3 and 28+2d6… 36 Capital. That’s all an organization needs to get started. Now the GM just needs to figure out how frequently the PCs will make Organization checks, which in turn determines the timeline of the campaign. Organization checks once a month means things are hitting fast and hard, with constant struggle and changes in power, while every three months or every six months would be more appropriate for drawn-out political maneuvering in a campaign intended to covered years. The GM wants the campaign to be high-energy and high-stakes, so we’ll go with once a month, usually with a PC-scale adventure somewhere in between Organization checks.

A PC organization gives the GM additional hooks for adventures; a bad Organization check may result in a drop in Influence, and the adventure may involve tracking down whoever is trashing the Quinns’ reputation, for example. A PC organization also provides additional options for rewards. The PCs capturing a renown Hock scientist as part of the adventure may provide a free Technology Focus while a remarkable public victory over an opponent in an adventure could restore organization Capital. Especially with an intrigue-oriented campaign, it’s important for the PCs’ personal action to feel like they have larger consequences, and affecting their organization or others is an easy way to represent that!

Welcome to the World of Lazarus

The World of Lazarus campaign setting for the Modern AGE roleplaying game is almost ready for launch. As our very first supplement and setting for Modern AGE, we’re both proud and nervous, but being huge fans of the critically-acclaimed comic book, we’re more excited than anything.

For those of you who haven’t yet read Greg Rucka and Michael Lark’s comic series, Lazarus is a dystopian, near-future world that is deeply divided between the haves and the have-nots. The comic paints a broad picture of an eerily realistic future, with a handful of corporate oligarchs ruling over the teeming masses in a world ravaged by climate change, disease, and war. While it doesn’t provide many opportunities to bust out the rules for magic and psychic abilities found in the Modern AGE core rulebook (or maybe it does; it’s your campaign), it provides a lot of other elements that make for a great roleplaying game setting.

 

Lazarus is cyberpunk, but that incredible technology is only available to the most powerful figures on Earth, and those directly useful to them. Genetic engineering, cybernetic, quantum computer—these are all technologies mastered by the Families who rule to world, but are only available to their most trusted assets.

Lazarus is post-apocalyptic, but only to those who can’t buy their way out of its impact. War, pandemics, and super-storms have wiped out large swathes of the population and rendered once-bustling cities into ghost towns. The wealthy and powerful can insulate themselves from the decay, living in technological utopias and living lives familiar to us here in the 21st century—working 9-to-five jobs, picking up dinner, and relaxing to browse social media. But those without means, the vast majority of humanity, live hand-to-mouth in grueling, nearly medieval conditions or else go off the grid entirely to scavenge and hunt a living in the fallen ruins of the old world.

Lazarus is political thriller, where the actions of people on-high dramatically impacting the lives of those below them, but also where the actions of the teeming masses make the powerful sweat and toss in their sleep. The wealthy are held up by sophisticated social machines, and anything that throws a wrench in those gears threatens to topple their empire. Intrigue and quiet deals with the devil happen at all social levels, and test characters’ resolve and morals.

This is a fun, flavorful world ripe for a hundred possible campaigns, from Serf soldiers fighting a war with next-gen technology to desperate Waste survivors eking out a living and exploring ruins to maybe, finally strike it rich enough to know comfort.

World of Lazarus Character Creation: Carrie Morrow

We didn’t have room for a character creation example in World of Lazarus itself, so please indulge me while I run through a quick character to show how easy it can be and how character creation shapes the kinds of campaign’s you’ll run. I’ll generate Carrie Morrow, starting off with just a name because it makes it easier to reference her as we build. And also because I like the name Carrie.

Character creation uses the rules from Modern AGE, so let’s start out by rolling up some random ability scores: A 12 in Accuracy gives us a 2. The rest are 12, 11, 11, 14, 7, 15, 11, and a 6. That gives us:

  • Accuracy 2
  • Communication 2
  • Constitution 1
  • Dexterity 1
  • Fighting 2
  • Intelligence 0
  • Perception 3
  • Strength 1
  • Willpower 0

I can swap any two scores, but I’m going to hold off for now. Right now Carrie is a decent scrapper, charming, and has a keen eye, so lots of ways this character can go depending on what else we roll up for her, but I’m thinking whatever her background, she’s been to the school of hard knocks and learned most of life’s lessons the hard way.

To roll her background, we need to know Carrie’s social class, and to know that we need to know what kind of campaign the GM wants to run. World of Lazarus offers for main campaign models—Family, Serf, Waste, and Resistance—with each model having difference focuses and challenges. Let’s go for a Family campaign, because I like the idea of Carrie stumbling through complex family politics with her respectable Communication and poor Willpower. Let’s say the campaign is about the Quinns, a Junior Signatory Family in service to the Carlyles, left to run the Borderland South Sub-Domain as Stephen Carlyle left to replace his father in leading the Family and the war with Hock escalates.

Rolling some more dice gives us a 3 for her social class—Carrie is a middle-class Serf—and another 10 for her Background, so Carrie is a Retainer, one of the new backgrounds in World of Lazarus:

“Your loyalty and diligence earned you a position within a Family household, directly or indirectly attending to the needs and wishes of a member of the Family. Your position may grant you certain privileges over other Serfs, but only as long as you remember your place.”

So Carrie is a toadie to the Family. I can work with that. A Retainer gets +1 Intelligence, either the Communication (persuasion) or Intelligence (homemaking) focus, and Novice ranks in either the Contacts or Social Survivor talent (another new addition to this book). I’ll go for Communications (persuasion) and the Contacts talent. A roll on the Retainer table also gives us a 9 for the Intelligence (law) focus.

Let’s Roll a middle-class profession. Because Lazarus adds extra Professions, we roll 1d6 and then a second 1d6, getting a 5 and a 4: A Breacher. This is another new option in World of Lazarus, basically amounting to a specialist at getting into and out of complex systems—a sort of high-end professional thief or corporate espionage artist; not where I expected this character to go. A Breacher gets 15+Con Health, starting Resources of 6, a choice of the Dexterity (sabotage) or Intelligence (security) focuses, and either the Burgalry or Freerunning talents. I’ll go with Intelligence (Security) and Burglary; they mesh well.

At this point, I’m going to use my free ability swap to trade Carrie’s Strength and Intelligence; she’s got a lot of Intelligence focuses, and as a thief I don’t want to lower her Communications or Perception.

Finally, we’ve got to determine Carrie’s Drive. Two more six-siders gives us 6 and 5. Carrie is a Savior. She sees some clear evil in the world and works to spare people from it. Given the Family-oriented campaign and her career as an acquirer of important things, we can safely assume that Carrie is a true believer: she believes in the inherent superiority of the Family and their rigid social order. She’s a follower, and at this point I start poking the other players to see whose agenda she clings to and supports without question. Thanks to her Drive she gets either the Command or Inspire talent (let’s go with Command), and a bump to either her Health, a Relationship, or Resources. I’ll go with an extra Relationship slot, and save that for another player who plays a Family scion.

Here’s what her character sheet looks like:

Lazarus_MorrowCharSheet

And here’s her story:

The Morrow family has served the Quinns for generations as lawyers and bureaucrats, but Carrie Lilah Morrow serves in a starkly different capacity. Firmly believing in the principals of social Darwinism, she knows that her elevated position is a result of her family’s hard work and superior skills, and by extension the Quinn’s must work harder and be possessed of even greater survival traits to flourish in the harsh modern world. She has seen the world outside the Family estates and comfortable Serf residential blocks and know that people—those people who refuse to respect the system—fight and kill over the most meager scraps rather than accept the Family’s generous Labor Reward Point system, and the Quinns need to be shielded from the harshest of those realities if at all possible. Attending school alongside the next expected Family leader, Amelia Quinn, Carrie made an eager sycophant and enabler, doing whatever dirty work the Family scion found beneath her or wouldn’t want traced back to her. She still remains at Amelia’s right hand, now serving the Quinn family as a spy and saboteur.

Carrie probably has a lot of growing and eye-opening ahead of her in this campaign. It should be fun!