100% found this document useful (2 votes)
1K views6 pages

Modern AGE - Gamemasters Kit GM's Screen (GRR6303a)

Uploaded by

Kárpáti Géza
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (2 votes)
1K views6 pages

Modern AGE - Gamemasters Kit GM's Screen (GRR6303a)

Uploaded by

Kárpáti Géza
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 6

TM

TM
TM

TM
TM

TM
TM

ability tests making attacks


Ability Test Result = Attack Roll ≥ Defense = Hit
3d6 + Ability + Focus (If Applicable)
Defense = 10 + Dexterity + Level Bonus (if Any) +
ability focuses basic test difficulty Shield Bonus (if Any)
• Accuracy: Assault Rifles, Bows, Black Powder Weapons, Test Difficulty Target Number
Grenades, Longarms, Pistols, Shotguns, SMGs, Thrown attack roll modifiers
Routine 7
Modifier Circumstance
• Communication: Animal Handling, Bargaining,
Easy 9
Deception, Disguise, Etiquette, Expression, Gambling, Melee attacker in heavy snow. Combat in a
Average 11 –3
Investigation, Leadership, Performance, Persuasion, lightless room.
Seduction Challenging 13 Melee attacker in the mud. Ranged attack vs.
• Constitution: Propelling, Running, Stamina, Hard 15 –2 defender engaged in melee combat. Combat
at night.
Swimming, Tolerance Formidable 17
Rain, mist, or smoke obscures the defender.
• Dexterity: Acrobatics, Crafting, Driving, Forgery, Imposing 19 –1
Combat in low light conditions.
Initiative, Piloting, Riding, Sabotage, Sleight of Hand, Nigh Impossible 21
Stealth 0 Normal circumstances.
Attacker is on higher ground. Defender is
• Fighting: Brawling, Flexible Weapons, Grappling, Heavy advanced tests +1 prone. Melee attacker and allies outnumber
Blades, Light Blades, Long Hafted, Short Hafted
Task Difficulty Success Threshold defender 2 to 1.
• Intelligence: Anthropology, Art, Astronomy, Biology, Easy 5 Melee attacker and allies outnumber defender
Business, Cartography, Chemistry, Computers, +2
Average 10 3 to 1. Defender is drunk.
Cryptography, Current Affairs, Earth Sciences,
Challenging 15 +3 Defender is unaware of the attack.
Electronics, Engineering, Evaluation, Explosives, History,
Homemaking, Law, Medicine, Navigation, Occultism, Hard 20
Physics, Research, Security, Tactics, Theology, Tinkering hazard category
Formidable 25
• Perception: Empathy, Hearing, Searching, Seeing, Category Damage


Smelling, Tasting, Touching, Tracking
Strength: Climbing, Intimidation, Jumping,
Social Encounters Minor Hazard
Moderate Hazard
1d6
2d6
Machining, Might, Steering Simple = 3d6 + Communications + Major Hazard 3d6
• Willpower: Courage, Faith, Morale, Self-Discipline Focus (If Applicable) +/- NPC Attitude Modifier Arduous Hazard 4d6
Detailed = 3d6 + Communications + Focus (If Applicable) Harrowing Hazard 5d6
things to remember about ability tests to Move Attitude 1 Step, + Final Roll to Get What You Murderous Hazard 6d6
Want; or Grand Gesture (Advanced Test)
• Only one focus can apply to a test.
things to remember about hazards
• Leave the dice on the table after a roll because the Attitudes
result of the Stunt Die may be important. 3d6 Roll Attitude Simple Interaction Modifier • They may sometimes be avoided with appropriate
ability tests.
• The Stunt Die only counts for successful tests. 3 or less Very Hostile –3
• Determine damage using the Hazard Category table.
• In opposed tests, ties are broken by the Stunt Die, 4–5 Hostile –2
or the higher ability if Stunt Dice are tied. 6–8 Standoffish –1 • Ability tests may allow characters to mitigate
the damage. A successful test usually means half
• For basic tests, assess the situation and assign a 9–11 Neutral +0 damage (rounded down).
difficulty.
12–14 Open +1
• Some hazards have special effects.
• Circumstances can be represented with bonuses 15–17 Friendly +2
and penalties of 1–3. • Some hazards are one-offs, but others reoccur.
18+ Very Friendly +3
General combat stunts
SP Cost Stunt
1–3 (Core) Momentum: Gain +3 to initiative per SP spent, until the end of the next round.
1–3 (Core) Duck and Weave: Gain +1 to Defense per SP spent, until the beginning of your next turn.
1–3 Adrenaline Rush: Temporarily regain Health per SP spent (Gritty 2/Pulpy 4/Cinematic 6). You lose this Health again at the end of your next turn, even if you would drop to 0.
1–3 Take Cover: If you can find cover in your immediate vicinity, gain a cover rating equal to the SP spent, up to the maximum rating available nearby.
Guardian Angel: You stand ready to interpose yourself between an ally and danger. Choose a character within 5 yards of you. If they would take damage before your next turn, 1 point of
1+
damage per SP spent transfers to you instead.
1+ Skirmish: Move yourself or your attack’s target 2 yards in any direction for each 1 SP you spend; you can choose Skirmish more than once per turn.
Whatever’s Handy: Immediately arm yourself with anything in your environment you can reasonably wield. It has the statistics of the closest weapon to its shape, size, and material, but attacks
1
take a penalty of –1 or –2 from the Clumsy improvised weapon quality. The weapon also has the Fragile or Weak quality. See Chapter 4: Equipment for these improvised weapon qualities.
2+ Group Tactics: Pick one ally to move 2 yards in a direction they choose for each 2 SP spent; you can choose Group Tactics more than once per turn.
2 Brutal Strike (Stun Damage): This attack deals wound damage instead.
Collateral Damage: Destroy objects in your environment to create obstacles for your foes. Make the roll you used to generate the stunt again. A pursuer must beat that roll in an opposed
2
test (using an ability and focus picked by the GM that fits the situation) to pursue you.
2 Double-Team: Choose one ally to make an immediate attack on your target, who must be within range and sight of the ally. Your ally must have a loaded missile weapon to attack at range.
2 Knock Prone: Knock your enemy prone. Melee attacks against a prone foe gain a +1, but ranged attacks against a prone foe suffer a –1.
2 Lightning Attack: Make a second attack against the same target or a different one within range and sight; you must have a loaded missile weapon to attack at range.
2 Precise Force (Impact Damage): This attack ignores half the opponent’s equipment-based armor, rounded down.
2 Taunt: Roll Communication (Deception) vs. Willpower (Self-Discipline) against any target within 10 yards of you. If you win, they must attack or oppose you in some way on their next turn.
2 Vicious Blow: Inflict an extra 1d6 of damage on this attack.
Blockade: Move up to 3 yards to position yourself between a foe and something or someone else. Until the beginning of your next turn, that foe must succeed at a minor action Dexterity
3
(Acrobatics) or Strength (Might) test vs. your Defense to reach whatever or whoever you’re protecting.
Expose: Destroy or move any one object in weapon range, such as a door or crate, that could provide cover. This can take out small sections of larger objects like pillars or walls. Some
3
heavy and/or tough objects can be moved or destroyed only in Cinematic mode, at the GM’s discretion.
3 Play Dead: In the confusion, you drop to the ground and convince others you’re slain. No one may attack you until the next round begins.
Shock and Awe: When you succeed at a non-attack physical feat or take an opponent out, anyone who witnesses it rolls Willpower (Courage) or (Morale) vs. your Strength (Intimidation).
3
If you win, they suffer a –1 to the next opposed roll they make against you, or a –1 to their Defense vs. your next attack against them, whichever comes first.
Knock Out (Stun Damage) [Gritty]: If your opponent has less than half their Health left, you may roll an attack opposed by your target’s Constitution (Stamina); if you win, they
4
immediately fall unconscious.
4 Seize the Initiative: Move to the top of the initiative order until someone else seizes the initiative. You may get to take another turn before some others act again.
Maim [Gritty]: Roll an attack opposed by your target’s Constitution (Stamina). If you win, you remove (with blades) or disable (with other weapons) one of their limbs or an organ (such
5
as an eye). They take a –5 to relevant actions and the GM may rule that some actions become impossible.
5 Lethal Blow: Inflict an extra 2d6 damage on this attack.
5 Instant Kill (Wound Damage) [Gritty]: If your opponent has less than half their Health left, you may roll an attack opposed by your target’s Constitution (Stamina) roll; if you win, they die.

Actions Game Mode and Combat Cover


Game Mode Toughness Damage Rating Armor Bonus Ranged Attack Penalty
Major Actions: All-Out Attack, Charge, Defend, Gritty vs. Stun Standard 1 2 –1
First Aid, Melee Attack, Ranged Attack, Run/Chase, vs. Stun and +2 damage 2 3 –2
Stunt Attack Pulpy
Impact Wound (attacks only)* 3 4 –3
Minor Actions: Activate, Aim, Guard Up, Move, vs. All +2 damage
Cinematic Total Can’t be attacked at range* Can’t make ranged attacks*
Prepare, Press the Attack, Ram, Ready, Stand Firm but Penetrating (attacks only)*
* In Gritty mode, or when using attacks that do penetrating damage, attackers
Variable Actions: Use a Power, Reload * This damage bonus does not apply to Hazards take a –3 penalty to ranged attack rolls but might shoot through your cover. You
can shoot through your own cover, at a –3 penalty to your ranged attack.
armor shields TM

Armor Armor Rating Armor Penalty Shield Shield Bonus


Bullet-Resistant Cloth 2I/4B* 0 Riot Shield +2*
Heavy Leather 4I/0B –1 Ballistic Shield +3
Ballistic Plate 4I/6B –2 *See description for special rules
Mail 6I/0B –3
Steel Plate 8I/1B –4
Ranged Weapons
Bomb Suit 6I/6B –5 Weapon Damage Min. STR I/P/B Stun/Wound Resources TN ROF Range Capacity Reload
Focus: Black Powder Weapons
Unarmed Attacks Blunderbuss 1d6+2 1 I W 15 SS 15 yards* — 1d6 Minor
Weapon Damage Min. STR I/P/B S/W Musket 2d6+1 1 I W 14 SS 50 yards — 1d6 Minor
Focus: Brawling Focus: Pistols
Brawling Strike 1d3* — I S Pocket Pistol 1d6 –1 B W 10 SS 10 yards — Major
Focus: Grappling Revolver 2d6 1 B W 12 SS* 65 yards 3 Major
Grappling Grip 1d3* — I S SA Handgun 2d6 0 B W 11 SA 55 yards 5 Minor
Stun Gun 1d6 0 I S 10 SS 10 yards — Major
*Knuckle dusters or steel toecaps add +1 damage to unarmed attacks.
Focus: Longarms
Hand to Hand weapons Anti-Materiel Rifle 3d6+3 2 B W 15 SS 1000 yards** 3 Major
Weapon Damage Min. STR I/P/B S/W Carbine 2d6+2 0 B W 13 SA 200 yards 4 Major
Focus: Short Hafted Hunting Rifle 2d6+2 1 B W 11 SS 400 yards 4 Major
Axe 2d6 1 I W Sniper Rifle 2d6+2 1 B W 14 SA 600 yards** 3 Minor
Club 1d6 –1 I S Focus: Shotguns
Baseball Bat 1d6+2 0 I S Double-Barreled 2d6+6 1 B W 11 SS 50 yards 2 Major
Hammer 1d6 0 I W Combat Shotgun 2d6+2 1 B W 13 SA 75 yards 3 Minor
Stun Baton 1d6 0 I S Focus: Assault Rifles
Focus: Long Hafted Automatic Rifle 2d6+3 1 B W 14 A 550 yards 6 Minor
Sledgehammer 2d6+3 3 I W Focus: SMGs
Staff 1d6+1 — I S PDW 2d6+1 0 B W 14 A 260 yards 5 Minor
Spear 1d6+3 0 I W SMG 2d6 1 B W 12 A 200 yards 5 Minor
Focus: Light Blades Focus: Bows
Fencing Sword 1d6+3 0 I W Compound Bow 1d6+2 1 B W 12 SS 60 yards** — Minor
Short Sword 1d6+2 –1 I W Crossbow 2d6+1 1 B W 14 SS 50 yards** — Major
Focus: Heavy Blades Longbow 1d6+3 2 B W 13 SS 200 yards** — Minor
Long Sword 2d6 1 I W Focus: Thrown
Two-handed Sword 3d6 3 I W Throwing Axe 1d6+1 1 B W 11 SS 15 + STR yards — Minor
Brawling Group (Accuracy) Throwing Knife 1d6 — B W 10 SS 15 + STR yards — Minor
Light Chain 1d6 1 I S Focus: Grenades
Heavy Chain 1d6+3 2 I W Blast 2d6 0 I W 15 SS 15 + STR yards — Minor
Fragmentation 3d6 0 B W 15 SS 15 + STR yards — Minor
Modern AGE Game Master’s Screen is ©2018 Green Ronin Publishing, LLC. All rights
reserved. References to other copyrighted material in no way constitute a challenge to the Incendiary 3d6 0 I W 14 SS 15 + STR yards — Minor
respective copyright holders of that material. Green Ronin, Modern AGE, the Adventure
Game Engine, and their associated logos are trademarks of Green Ronin Publishing, LLC. * See weapon description for special rules. **This weapon’s maximum range is 2× its base range, instead of 1.5×.

You might also like