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System and rules for Modern AGE


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Before starting explaining anything I would like to share the link to the PDF version of the rulebook so you may look it over yourself or look up anything you have questions about, unless you wish to ask me directly.
Modern AGE basic rulebook

I shall try and briefly sum up the most basic of things you need to learn and remember. In order to hopefully to give a proper overview, I will start off with bullet points to shows what stuff I will be covering and in what order. For any larger sections, I will be putting these into spoiler frames in order to make this more condensed and not overwhelm players with information.

Overview:

  • Standard rolls
  • Combat
  • Stunts
  • Experience points
  • Leveling

Standard rolling
Making the default rolls in Modern AGE is quite simple. The vast majority of the time it will look as follows:
3d6 + ability score (+2 if you have the appropriate ability bonus)
The GM will ask you to roll something here and there and will almost always mention it as a specific ability bonus.
For instance they may ask for this: Dexterity (stealth)
Unless you have the stealth ability bonus, you only have the 3d6 and your ability score in dexterity.
Once rolled and calculated you will state your result.
The situation will wary, whether or not the GM will state what TN (target number) you need to reach, in order to succeed.


Combat
Typically there are two types weapons that you need to differentiate between: melee/uarmed and firearms.

Melee/unarmed
In order to determine if you hit something you need to use the ability called "Fighting" as this covers all close quarter combat.
Use the formula above to determine how well you roll on an attack.
Damage is calculated from the weapon's damage plus your strength ability.
An example: a knife doing 1d6+1 damag) and if you have 2 in strength ability you get a number between 4 and 9
.

Firearms

In order to determine if you hit something you need to use the ability called "Accuracy" as this covers all ranged combat.
Use the formula above to determine how well you roll on an attack.
Damage is calculated from the weapon's damage plus your perception ability.
An example: a 9 mm pistol doing 1d6 damage and you have 2 in perception you get a number between 3 and 8.

Defense
Damage reduction comes in two forms: toughness and armour.
The first of these help reduce melee damage dealt towards target, so the higher it is, the better.
The second one, defense, is an all-around damage reduction and stacks with toughness as well.

Stunts
Unlike other RPG systems, Modern AGE do not have crits or botches.
Instead, each of your rolls have to generate what is called stunt points and most often these are used in combat.
When at least 2 of your dice show the same result (1-6), you will gain a number of stunt points equal to the number of your stunt die.
For the purpose of simplicity, the last number in your roll will count as your stunt die.
I recomend using this quick and easy link to roll:

Dice roller
Every stunt point NOT used in your action will vanish afterwards.
The various stunts can be found here:

Stunt cards
Unless they state otherwise, you can only pick a stunt once per round.

Experience points
As you partake in combat, finish quests and do smut, you will be given experience points. Once you reach certain amounts you will grow to higher levels for your character.
GM is the one to determine how much you gain from combat, as it often depends on whether or not they deem an encounter ranging from very easy to very deadly.
Furthermore, since this is a site for erotic roleplaying, there will also be a listing of experience points gain from various sexual activities.
Be aware that doing the same activity multiple times do not trigger the same experience gain more than once. The more different you do in your session of sex, the more different ones you will gain from.
These experience bonuses will change in size if needed.

Spoiler

Handjob: 10 XP
Blowjob: 20 XP
Tittyfuck: 40 XP
Vaginal: 60 XP
Anal: 90 XP
Double penetration: 120 XP
Triple penetration: 150 XP
Double anal/vaginal: 140 XP
Bondage: 50 XP
Body writing: 40 XP
Spanking: 10 XP
Submission/dominance: 30 XP
Interspecies: 20 XP
Ageplay (characters below age of 18 or +30 of your own age): 40 XP
Public sex: 50 XP
 

Leveling
As you gain experience during your time in Neuropa, you will gain levels at certain amounts.
I will briefly list what it requires for each level:

Spoiler

2: 2000
3: 4000
4: 6000
5: 8000
6: 10,000
7: 13,000
8: 16,000
9: 19,000
10: 22,000
11: 25,000
12: 28,000
13: 32,000
14: 36,000
15: 40,000
16: 44,000
17: 48,000
18: 52,000
19: 56,000
20: 60,000

Each time you level you get benefits.
HP: 1 extra HP + constitution ability, but always minimum 1.
Defense/toughness: +1 at either at level 4, 8, 12, 16 and 20 (5 in total).
Ability point: You get one advancement to spend on one ability of your choice. You cannot advance the same ability two levels in a row. The number of advancements needed to improve your ability’s score by 1 depends on the new score you’re looking to obtain. For scores up to 5, it requires one advancement. For abilities from 6 to 8, it requires two. For abilities from 9 to 12, it requires three. You get no benefit from advancements until you’ve gained enough for the new score, so keep track of advancements spent that have not yet increased the ability score.
For even leves, you raise one of your primary abilities and for uneven levels, you raise one of your secondary abilities.

Ability Focus: You can choose one new ability focus for your character. You cannot choose a new focus for the same ability two levels in a row. Starting at level 11, you can choose a focus you already have and increase its bonus from +2 to +3.
At even levels you pick an ability focus related to a primary ability and for uneven levels you pick an ability focus for a secondary ability.

Talents: Every 3rd level (3, 6, 9 etc.) you gain either a new talent or advancement in one you already have.
Specializations: At level 4, 6, 8, 12, 14, and 16, you may acquire specializations through degrees in specialization talents. At each of these levels, you can purchase a degree in a specialization in addition to the degree you gain in a normal talent.

Edited by JennyDK
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