atanakar
Hero
Really like what I've read so far.
Modern AGE is classless which is perfect for a game in a modern environment in which people can have several unrelated skill sets. Three levels of play (gritty, pulpy, cinematic) are available. Gritty is similar to CoC where characters die easily and don't get many upgrades. Cinematic is like d20 Modern/D&D were characters gains more of everything often over 20 levels. Pulpy is somewhere in between. The surprising fourth option lets the GM mix and match the three levels to his liking. Probably best suited to a GM experienced with the AGE system.
Nine Abilities
Accuracy, Communication, Constitution, Dexterity, Fighting, Intelligence, Perception, Strength, Willpower.
Generated with a 3d6 roll or point buy system. Ranging from 3 (-2) to 18 (+4). In this system an ability bonus of zero is normal for a commoner. Really like that Accuracy is decoupled from Dexterity, Strength is decoupled from Fighting, Communication from Intelligence. Perception, not Dexterity, gives bonus damage to range attacks! Very close to my ideal ten stats home-brew system. More granularity and less single Uber Ability characters.
Actions
One major + one minor OR two minor actions. Free actions are available. All the usual action types are included. Variable actions are used for Power Talents and Reloads. Activation in order of Initiative. A round last 15 seconds thus 4 per minute.
Ability Test
3d6 (average 10.5) + Ability bonus + Focus (skill). I really like the bell curve probabilities of 3d6. I favor this over the linear probability of the d20 or the unwieldiness of dice pools.
To test player rolls 3d6 dice. Two of one color and another of a different color (stunt dice). Average TN is 11 on a scale of 7 to 21. If the total of the three dice plus bonuses is equal or more than the TN its a success. If you roll a double on any of the three dice the other uses of the Stunt dice comes in play. It first tells you the degree of success. 1 is by the seat of your pants success while 6 is an extraordinary success.
The Stunt Dice also tells you how many Stunt Points (1-6) you get to trigger cool effects. Stunts are not attached to characters. Everyone can use them. Categories are : Combat Stunts, Firearm Stunts, Grappling Stunts, Melee Stunts, Anti-Vehicule Stunts, Exploration Stunts, Social Stunts, Infiltration stunts, and Investigation Stunts.
During combat you roll against the targets Defense score. Equal or more is a hit. Armor as well as natural Toughness reduce damage. In a modern setting armor will be very rare. This type of system encourages players to use more brains than brawn even at cinematic level.
Progression
Characters progress by gaining experience points or at milestones decided by the GM. There are 20 levels. Level 2-6 require +2000 xps to gain a level. Level 7-12 require +3000xps. Levels 13-20 require +4000xps.
Modern AGE is classless which is perfect for a game in a modern environment in which people can have several unrelated skill sets. Three levels of play (gritty, pulpy, cinematic) are available. Gritty is similar to CoC where characters die easily and don't get many upgrades. Cinematic is like d20 Modern/D&D were characters gains more of everything often over 20 levels. Pulpy is somewhere in between. The surprising fourth option lets the GM mix and match the three levels to his liking. Probably best suited to a GM experienced with the AGE system.
Nine Abilities
Accuracy, Communication, Constitution, Dexterity, Fighting, Intelligence, Perception, Strength, Willpower.
Generated with a 3d6 roll or point buy system. Ranging from 3 (-2) to 18 (+4). In this system an ability bonus of zero is normal for a commoner. Really like that Accuracy is decoupled from Dexterity, Strength is decoupled from Fighting, Communication from Intelligence. Perception, not Dexterity, gives bonus damage to range attacks! Very close to my ideal ten stats home-brew system. More granularity and less single Uber Ability characters.
Actions
One major + one minor OR two minor actions. Free actions are available. All the usual action types are included. Variable actions are used for Power Talents and Reloads. Activation in order of Initiative. A round last 15 seconds thus 4 per minute.
Ability Test
3d6 (average 10.5) + Ability bonus + Focus (skill). I really like the bell curve probabilities of 3d6. I favor this over the linear probability of the d20 or the unwieldiness of dice pools.
To test player rolls 3d6 dice. Two of one color and another of a different color (stunt dice). Average TN is 11 on a scale of 7 to 21. If the total of the three dice plus bonuses is equal or more than the TN its a success. If you roll a double on any of the three dice the other uses of the Stunt dice comes in play. It first tells you the degree of success. 1 is by the seat of your pants success while 6 is an extraordinary success.
The Stunt Dice also tells you how many Stunt Points (1-6) you get to trigger cool effects. Stunts are not attached to characters. Everyone can use them. Categories are : Combat Stunts, Firearm Stunts, Grappling Stunts, Melee Stunts, Anti-Vehicule Stunts, Exploration Stunts, Social Stunts, Infiltration stunts, and Investigation Stunts.
During combat you roll against the targets Defense score. Equal or more is a hit. Armor as well as natural Toughness reduce damage. In a modern setting armor will be very rare. This type of system encourages players to use more brains than brawn even at cinematic level.
Progression
Characters progress by gaining experience points or at milestones decided by the GM. There are 20 levels. Level 2-6 require +2000 xps to gain a level. Level 7-12 require +3000xps. Levels 13-20 require +4000xps.