TEXT: TM
  TM
  
  TM
  TM
  
  TM
  TM
  
  ability focuses
  • 
  AccurAcy: Assault Rifles, Bows, Black Powder Weapons, 
  Grenades, Longarms, Pistols, Shotguns, SMGs, Thrown
  • 
  communicAtion: Animal Handling, Bargaining, 
  Deception, Disguise, Etiquette, Expression, Gambling, 
  Investigation, Leadership, Performance, Persuasion, 
  Seduction
  • 
  constitution: Propelling, Running, Stamina, 
  Swimming, Tolerance
  • 
  Dexterity: Acrobatics, Crafting, Driving, Forgery, 
  Initiative, Piloting, Riding, Sabotage, Sleight of Hand, 
  Stealth
  • 
  Fighting: Brawling, Flexible Weapons, Grappling, Heavy 
  Blades, Light Blades, Long Hafted, Short Hafted
  • 
  intelligence: Anthropology, Art, Astronomy, Biology, 
  Business, Cartography, Chemistry, Computers, 
  Cryptography, Current Affairs, Earth Sciences, 
  Electronics, Engineering, Evaluation, Explosives, History, 
  Homemaking, Law, Medicine, Navigation, Occultism, 
  Physics, Research, Security, Tactics, Theology, Tinkering
  • 
  PercePtion: Empathy, Hearing, Searching, Seeing, 
  Smelling, Tasting, Touching, Tracking
  • 
  strength: Climbing, Intimidation, Jumping, 
  Machining, Might, Steering
  • 
  WillPoWer: Courage, Faith, Morale, Self-Discipline
  ability tests
  Ability test result =  
  3D6 + Ability + Focus (iF APPlicAble)
  basic test difficulty 
  test DiFFiculty
  tArget number
  Routine
  7
  Easy
  9
  Average
  11
  Challenging
  13
  Hard 
  15
  Formidable
  17
  Imposing
  19
  Nigh Impossible
  21
  advanced tests
  tAsk DiFFiculty
  success thresholD
  Easy
  5
  Average
  10
  Challenging
  15
  Hard 
  20
  Formidable
  25
  Social Encounters
  simPle = 3D6 + communicAtions +  
  Focus (iF APPlicAble) +/- nPc AttituDe moDiFier
  DetAileD = 3D6 + communicAtions + Focus (iF APPlicAble) 
  to move AttituDe 1 steP, + FinAl roll to get WhAt you 
  WAnt; or grAnD gesture (ADvAnceD test)
  Attitudes
  3D6 roll
  AttituDe
  simPle interAction moDiFier
  3 or less
  Very Hostile
  –3
  4–5
  Hostile
  –2
  6–8
  Standoffish
  –1
  9–11
  Neutral
  +0
  12–14
  Open
  +1
  15–17
  Friendly
  +2
  18+
  Very Friendly
  +3
  things to remember about ability tests
  • 
  Only one focus can apply to a test.
  • 
  Leave the dice on the table after a roll because the 
  result of the Stunt Die may be important. 
  • 
  The Stunt Die only counts for successful tests.
  • 
  In opposed tests, ties are broken by the Stunt Die, 
  or the higher ability if Stunt Dice are tied.
  • 
  For basic tests, assess the situation and assign a 
  difficulty.
  • 
  Circumstances can be represented with bonuses 
  and penalties of 1–3.
  things to remember about hazards
  • 
  They may sometimes be avoided with appropriate 
  ability tests.
  • 
  Determine damage using the Hazard Category table.
  • 
  Ability tests may allow characters to mitigate 
  the damage. A successful test usually means half 
  damage (rounded down).
  • 
  Some hazards have special effects.
  • 
  Some hazards are one-offs, but others reoccur.
  making attacks
  AttAck Roll ≥ Defense = hit
  DeFense = 10 + Dexterity + level bonus (iF Any) +  
  shielD bonus (iF Any)
  attack roll modifiers
  moDiFier
  circumstAnce
  –3
  Melee attacker in heavy snow. Combat in a 
  lightless room.
  –2
  Melee attacker in the mud. Ranged attack vs. 
  defender engaged in melee combat. Combat 
  at night. 
  –1
  Rain, mist, or smoke obscures the defender. 
  Combat in low light conditions. 
  0
  Normal circumstances. 
  +1
  Attacker is on higher ground. Defender is 
  prone. Melee attacker and allies outnumber 
  defender 2 to 1.
  +2
  Melee attacker and allies outnumber defender 
  3 to 1. Defender is drunk. 
  +3
  Defender is unaware of the attack.
  hazard category
  cAtegory
  DAmAge
  Minor Hazard
  1d6
  Moderate Hazard
  2d6
  Major Hazard
  3d6
  Arduous Hazard
  4d6
  Harrowing Hazard
  5d6
  Murderous Hazard
  6d6
  TM
  
  Actions
  Major actions:  All-Out Attack, Charge, Defend,  
  First Aid, Melee Attack, Ranged Attack, Run/Chase, 
  Stunt Attack
  Minor actions: Activate, Aim, Guard Up, Move, 
  Prepare, Press the Attack, Ram, Ready, Stand Firm
  Variable actions: Use a Power, Reload 
  Cover
  rating
  arMor bonus
  ranged attack Penalty
  1
  2
  –1
  2
  3
  –2
  3
  4
  –3
  Total
  Can’t be attacked at range*
  Can’t make ranged attacks*
  * In Gritty mode, or when using attacks that do penetrating damage, attackers 
  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.
  Game Mode and Combat
  gaMe Mode
  toughness
  daMage
  Gritty
  vs. Stun
  Standard
  Pulpy
  vs. Stun and  
  Impact Wound
  +2 damage  
  (attacks only)*
  Cinematic
  vs. All  
  but Penetrating
  +2 damage  
  (attacks only)*
  * This damage bonus does not apply to Hazards 
  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.
  1+
  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 
  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.
  1
  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 
  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.
  2
  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 
  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.
  3
  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 
  (Acrobatics) or Strength (Might) test vs. your Defense to reach whatever or whoever you’re protecting.
  3
  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 
  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.
  3
  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). 
  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.
  4
  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 
  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.
  5
  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 
  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.
  
  Unarmed Attacks
  Weapon
  Damage
  min. STR
  i/p/B
  S/W
  FocuS: BRaWling
  Brawling Strike
  1d3*
  —
  I
  S
  FocuS: gRappling
  Grappling Grip
  1d3*
  —
  I
  S
  *Knuckle dusters or steel toecaps add +1 damage to unarmed attacks.
  Hand to Hand weapons
  Weapon
  Damage
  min. STR
  i/p/B
  S/W
  FocuS: ShoRT haFTeD
  Axe
  2d6
  1
  I
  W
  Club
  1d6
  –1
  I
  S
  Baseball Bat
  1d6+2
  0
  I
  S
  Hammer
  1d6
  0
  I
  W
  Stun Baton
  1d6
  0
  I
  S
  FocuS: long haFTeD
  Sledgehammer
  2d6+3
  3
  I
  W
  Staff
  1d6+1
  —
  I
  S
  Spear
  1d6+3
  0
  I
  W
  FocuS: lighT BlaDeS
  Fencing Sword
  1d6+3
  0
  I
  W
  Short Sword
  1d6+2
  –1
  I
  W
  FocuS: heavy BlaDeS
  Long Sword
  2d6
  1
  I
  W
  Two-handed Sword
  3d6
  3
  I
  W
  BRaWling gRoup (accuRacy)
  Light Chain
  1d6
  1
  I
  S
  Heavy Chain
  1d6+3
  2
  I
  W
  armor
  aRmoR
  aRmoR RaTing
  aRmoR penalTy
  Bullet-Resistant Cloth
  2I/4B*
  0
  Heavy Leather
  4I/0B
  –1
  Ballistic Plate
  4I/6B
  –2
  Mail
  6I/0B
  –3
  Steel Plate
  8I/1B
  –4
  Bomb Suit
  6I/6B
  –5
  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 
  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.
  TM
  Ranged Weapons
  Weapon
  Damage
  min. STR
  i/p/B
  STun/WounD
  ReSouRceS Tn
  RoF
  Range
  capaciTy
  ReloaD
  FocuS: Black poWDeR WeaponS
  Blunderbuss
  1d6+2
  1
  I
  W
  15
  SS
  15 yards*
  —
  1d6 Minor
  Musket
  2d6+1
  1
  I
  W
  14
  SS
  50 yards
  —
  1d6 Minor
  FocuS: piSTolS
  Pocket Pistol
  1d6
  –1
  B
  W
  10
  SS
  10 yards
  —
  Major
  Revolver
  2d6
  1
  B
  W
  12
  SS*
  65 yards
  3
  Major
  SA Handgun
  2d6
  0
  B
  W
  11
  SA
  55 yards
  5
  Minor
  Stun Gun
  1d6
  0
  I
  S
  10
  SS
  10 yards
  —
  Major
  FocuS: longaRmS
  Anti-Materiel Rifle
  3d6+3
  2
  B
  W
  15
  SS
  1000 yards**
  3
  Major
  Carbine
  2d6+2
  0
  B
  W
  13
  SA
  200 yards
  4
  Major
  Hunting Rifle
  2d6+2
  1
  B
  W
  11
  SS
  400 yards
  4
  Major
  Sniper Rifle
  2d6+2
  1
  B
  W
  14
  SA
  600 yards**
  3
  Minor
  FocuS: ShoTgunS
  Double-Barreled
  2d6+6
  1
  B
  W
  11
  SS
  50 yards
  2
  Major
  Combat Shotgun
  2d6+2
  1
  B
  W
  13
  SA
  75 yards
  3
  Minor
  FocuS: aSSaulT RiFleS
  Automatic Rifle
  2d6+3
  1
  B
  W
  14
  A
  550 yards
  6
  Minor
  FocuS: SmgS
  PDW
  2d6+1
  0
  B
  W
  14
  A
  260 yards
  5
  Minor
  SMG
  2d6
  1
  B
  W
  12
  A
  200 yards
  5
  Minor
  FocuS: BoWS
  Compound Bow
  1d6+2
  1
  B
  W
  12
  SS
  60 yards**
  —
  Minor
  Crossbow
  2d6+1
  1
  B
  W
  14
  SS
  50 yards**
  —
  Major
  Longbow
  1d6+3
  2
  B
  W
  13
  SS
  200 yards**
  —
  Minor
  FocuS: ThRoWn
  Throwing Axe
  1d6+1
  1
  B
  W
  11
  SS
  15 + STR yards
  —
  Minor
  Throwing Knife
  1d6
  —
  B
  W
  10
  SS
  15 + STR yards
  —
  Minor
  FocuS: gRenaDeS
  Blast
  2d6
  0
  I
  W
  15
  SS
  15 + STR yards
  —
  Minor
  Fragmentation
  3d6
  0
  B
  W
  15
  SS
  15 + STR yards
  —
  Minor
  Incendiary
  3d6
  0
  I
  W
  14
  SS
  15 + STR yards
  —
  Minor
  * See weapon description for special rules. **This weapon’s maximum range is 2× its base range, instead of 1.5×.
  shields
  ShielD
  ShielD BonuS
  Riot Shield
  +2*
  Ballistic Shield
  +3
  *See description for special rules
  
SOURCE: textdata/thevault/Modern AGE (AGE)/Modern AGE - Gamemasters Kit GM's Screen {GRR6303a}.pdf