The Ageless One
GM, 2 posts The name is ironic Don't get many games Wed 19 Jun 2019 at 20:57 | Modern AGEThis is for discussing the Modern AGE Corebook, Companion, and any ideas we might have for house rules to modify the core assumptions of those documents.
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The Ageless One
GM, 9 posts The name is ironic Don't get many games Sat 29 Jun 2019 at 04:10 | Modern AGE |  | A thought exercise I undertook. I don't really know anything about horoscopes beyond what I read on random websites and GURPS Thaumatology, but I thought it was interesting that there were 12 drives and ran with it. This might be a good thing to add to a Vietnam/Woodstock era game.
Sign | Drive | Rationale |
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The Water Bearer | Visionary | Water bearers are deep thinkers and highly intellectual people who love helping others; people born under the Water bearers sign look at the world as a place full of possibilities. The ruling planet of Water bearers, Uranus has a timid, abrupt and sometimes aggressive nature, but it also gives Water bearers visionary quality. They know exactly what they want to be doing five or ten years from now. |
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The Fish | Caregiver | Fish is a Water sign and as such this zodiac sign is characterized by empathy and expressed emotional capacity. They are generous, compassionate and extremely faithful and caring. |
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The Ram | Leader | The Ram is the first sign of the Zodiac and is commonly associated with leadership, initiative, and independence. They are continuously looking for dynamic, speed and competition, always being the first in everything. The Sun in such high dignity gives them excellent organizational skills |
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The Bull | Builder | Stable and conservative, this is one of the most reliable signs of the zodiac, ready to endure and stick to their choices until they reach the point of personal satisfaction. |
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The Twins | Ecstatic | Those born under the sign of The Twins are sociable, communicative and ready for fun, with a tendency to suddenly get serious, thoughtful and restless. They are fascinated with the world itself, extremely curious, with a constant feeling that there is not enough time to experience everything they want to see. |
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The Crab | Protector | The Crab can be one of the most challenging zodiac signs to get to know. They are very emotional and sensitive, and care deeply about matters of the family and their home. The Crab is sympathetic and attached to people they keep close. |
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The Lion | Achiever | People born under the sign of The Lion are natural born leaders. They are dramatic, creative, self-confident, dominant and extremely difficult to resist, able to achieve anything they want to in any area of life they commit to. |
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The Maiden | Judge | Those born under the sign of The Maiden are always paying attention to the smallest details and their deep sense of humanity makes them one of the most careful signs of the zodiac. Their methodical approach to life ensures that nothing is left to chance, and although they are often tender, their heart might be closed for the outer world. |
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The Scales | Networker | People born under the sign of The Scales are peaceful, fair, and they hate being alone. Those in this sign have to to be careful when talking to other people, for when they are forced to decide about something that is coming their way, or to choose sides. |
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The Scorpion | Survivor | Pluto is the planet of transformation and regeneration, and also the ruler of this zodiac sign. Scorpion signs are known by their calm and cool behavior, and by their mysterious appearance. Some Scorpion signs can look older than they actually are. |
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The Archer | Rebel | People born in the sign of The Archer are extrovert, optimistic and enthusiastic. They like changes, and hate constraints. The Archers are often impatient and tactless when they need to say or do something, so it's important to learn to express themselves in a tolerant and socially acceptable way. |
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The Goat | Penitent | The Goat is often thought to be a sober sign. It's conservative, disciplined, and a little withdrawn, which fits with Penitent because of how much it focuses on the past and the way it focuses on atonement and not allowing yourself to repeat the same mistakes. |
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jamat
player, 7 posts Sat 29 Jun 2019 at 19:53 | Modern AGEThat's really nicely thought out I like it :)
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The Ageless One
GM, 12 posts The name is ironic Don't get many games Sat 29 Jun 2019 at 19:57 | Modern AGESomeone else came up with about half of it, but I swapped quite a bit around. They had Leo as Ecstatic. As a Leo I thought that while I'd like to claim the benefits of Ecstatic, the actual talents I as a real person would have would be more in line with the Achiever. That and some of the descriptions I read were way off in comparison to 3 other ideas the other person had so I swapped them around.
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jamat
player, 17 posts Fri 12 Jul 2019 at 21:22 | Modern AGEGetting modern age companion next week yeah
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The Ageless One
GM, 25 posts The name is ironic Don't get many games Fri 12 Jul 2019 at 21:53 | Modern AGEIt's a pretty awesome book to my mind. There's so much you can do with it. Hazards are awesome, and they leaned into the horror angle with Fear, Terror, and Alternate Damage. It's great, I feel like it would be perfect to run a horror game with (and I really want to) but I couldn't garner any interest.
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jamat
player, 18 posts Tue 16 Jul 2019 at 12:25 | Modern AGEJust got the companion.... This evening after work it will be me a glass of whiskey in my garden with this baby lol
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jamat
player, 25 posts Wed 17 Jul 2019 at 12:42 | Modern AGEUnfortunately was only able to have a quick flip through the book last night and didn't even get to have my whiskey :(
What I saw looked interesting and you could definitely do shadowrun with it. I need to read the power section but I was wondering if there was enough there to do the hero TV game or even use the setting for brave new world from pinnicale entertainment
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The Ageless One
GM, 31 posts The name is ironic Don't get many games Wed 17 Jul 2019 at 16:12 | Re: Modern AGEjamat: | Unfortunately was only able to have a quick flip through the book last night and didn't even get to have my whiskey :(
What I saw looked interesting and you could definitely do shadowrun with it. |
Well, someone could. Best I could do is some approximation of it. A cyberpunk genre game with fantasy themes.
Initially I thought I would want to stratify which Enhancements were equivalent to what Talent degree, but it seems like the easiest way to deal with it is just make them Adventure Rewards. If there's any balance issues, the only way to avoid them is for the GM to just tell the player "these are the implants/enhancements available".
In a game with Gritty or Cinematic Resources, the GM could always say that the player could forego Resource restoration or increase at a given level in exchange for an Enhancement (since it seems reasonable for those to cost as much as someone's resource+10 on average anyway)...
It occurs to me that base Resources for such a game could be Gritty, and the Affluent talent could increase it to Pulpy or Cinematic at Expert and Master levels... unless of course, that overcomplicates things.
quote: | I need to read the power section but I was wondering if there was enough there to do the hero TV game |
Don't know, but superheros in general is probably viable with Force Multipliers for things like jumping, lifting, running, and thinking. You'd have to convince me to write a supplement on it before I could go further.
At a glance though, straight force multiplier wouldn't work for damage, but if you added individual points of damage, the Demon Lord from Fantasy AGE Bestiary could survive one hit from a 6 Strength Enhancements individual (who would do 1d3+100 at 6 enhancements before considering things that would change it to d6 or add dice)
Hazard Immunity would be appropriate for a supers game, but I'm kind of in the GURPS camp where I think complete immunity toward something is either
1) bullshit because infinities of any kind are broken, or
2) should be accompanied by vital points or ways to deal additional damage to the character.
I'd probably change it to Damage from sources is divided by the number of enhancements it counts as (1-6) and you get the number of enhancements as a bonus to attribute tests to resist non-damage hazard penalties.
Innate attack would have to be more significantly detailed in a full rewrite as to what features of range, area, would count on a point system, then applying the totaled points as Force Multiplier and using that total to determine how many enhancements something is. For example, 50 yards range would be 50 FM instead of just +1 Enhancement, but also 4d6 damage wouldn't be 4 enhancements, it'd be equivalent to x Force Multiplier. Probably 2 FM per D6 just because base unarmed damage is d3 so each d6 would be a doubling.
quote: | It takes one enhancement for a Novice power, two for an Expert power, and three for a Master power |
o...k...
I suppose that means that means they can be fully purchased in any game that isn't gritty above Novice talent... Then again the ones listed in the book are capped at 2 EN as far as I remember. But that does actually suggest to me where I should put what talents if I were stratifying them.
I dunno, I'll think on generic versions of some of these ideas if you want me to.
This message was last edited by the GM at 14:44, Thu 18 July 2019.
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The Ageless One
GM, 35 posts The name is ironic Don't get many games Sat 27 Jul 2019 at 20:17 | Re: Modern AGEI wonder, do you guys think Freeform Character Creation could be used to make so called "Archetypes" (like Cyberpunk's Street Samurai) and do a handful of them in advance so players can just pick one and jump in?
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ionathas
player, 2 posts Tue 30 Jul 2019 at 01:00 | Re: Modern AGEIn reply to The Ageless One (msg # 10):
That sounds like a good game supplement, TBH. Archetypes (they called them 'Character Templates') were always one of the great things about d6 games. I can only assume AGE didn't put it in the main book because they were keeping it generic.
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The Ageless One
GM, 36 posts The name is ironic Don't get many games Tue 30 Jul 2019 at 20:40 | Re: Modern AGEionathas: | Archetypes (they called them 'Character Templates') were always one of the great things about d6 games. I can only assume AGE didn't put it in the main book because they were keeping it generic. |
I'm not sure who they is, but Archetypes is a fairly common word when you're trying to avoid using something along the lines of "classes". I really like the classless approach, I just feel like if I were to say "this concept picks from these pre-specified choices" it would really cut down on the complications of character creation, instead of saying "well, these backgrounds and drives are available, and each of those has the specified choices."
The end result is (hopefully) that you're making a similar amount of choices, they're just more narrowly defined and it lowers initial "choice overload".
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ionathas
player, 3 posts Fri 2 Aug 2019 at 18:46 | Re: Modern AGEIn reply to The Ageless One (msg # 12):
Hm. It looks like a sentence or two got deleted. Too bad I can't remember what I was saying. :-J
At any rate, Kits or Archetypes or Templates or Flavors or whatever you want to call them sound like a cool idea to me; although, they tend to be geared toward a particular genre, which Modern Age (at least ostensibly) is not.
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