TEXT: 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 2 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.
  SP CoSt
  Stunt
  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 immediately die.
  Melee  stunts
  SP CoSt
  Stunt
  1–3
  (Core) Parry: Your opponent suffers –1 to Defense per SP spent until your next turn, as you guide their limb or weapon askew.
  1+
  (Core) FootWork: You maneuver effortlessly. Gain +1 per SP spent to one combat-related test of your choice before the end of your 
  next turn.
  2
  DiSarM: You and your target make opposed melee attack rolls; if you win, knock your enemy’s weapon 1d6 + Strength yards away in 
  a direction you choose.
  2
  haMStrinG: Reduce your target’s Speed by 4 for the rest of the encounter. You may select this stunt multiple times, reducing the 
  target’s Speed by 4 each time. If the target’s Speed is reduced to 0, they can’t move from where they are. In Gritty games, they are also 
  knocked prone and can only stand up by succeeding at a TN 12 Dexterity (Acrobatics) test.
  3
  BinD WeaPon: You and your opponent make opposed melee attack rolls; if you win, your opponent’s next melee attack against you 
  automatically misses.
  4
  arMor CruSh: Against an opponent wearing armor (as equipment, instead of natural armor) convert up to 3 points of damage you would 
  inflict on your foe with this attack into an armor penalty (a penalty to Speed and Dexterity—see ChaPter 4: equiPMent) of equal size instead. 
  This stacks with any current armor penalty. This additional penalty lasts until the target takes a major action to readjust their armor.
  5
  Break WeaPon: You and your opponent make opposed melee attack rolls. If you win, you destroy your opponent’s weapon, or at 
  the GM’s discretion, disable it for the encounter, instead. Against especially tough weapons (products of magic or high technology, 
  for example) this stunt doesn’t work, and you must choose another.
  
  Firearms stunts
  SP CoSt
  Stunt
  1–3
  (Core) overWatCh: Your opponent suffers –1 to attack rolls per SP spent until your next turn.
  1–3
  (Core) PreCiSion MarkSManShiP: If you make an attack with a firearm that benefits from an aim bonus before the end of 
  your next turn, increase the aim bonus by +1 per SP spent.
  1–3
  riCoChet [CineMatiC]: Make a trick shot that ignores the Armor Bonus of a target in cover per SP spent.
  1–3
  Short BurSt (autoMatiC WeaPonS): Ignore one point of your opponent’s ballistic armor per SP spent. You deal at least 1 
  point of damage no matter what.
  1–3
  StraFe (autoMatiC WeaPonS): Immediately move up to 1 yard per SP spent in any direction, and apply this attack to 
  anyone within 1 yard per SP spent of your original target. You can’t selectively exclude anyone in the area. Halve the 
  damage dealt to these additional targets (round up).
  1
  SuPPreSSive Fire (autoMatiC WeaPonS): You pepper an area with bullets. If anyone, friend or foe, stands or moves within 
  (Gritty 1/PulPy 3/CineMatiC 5) yards of where your target was positioned when you attacked between now and your 
  turn next round, roll a new attack against that individual, whether you want to or not, to a maximum of one attack per 
  target in that zone.
  1
  raPiD reloaD [PulPy/ CineMatiC]: Next time you miss with a firearm, immediately reload without checking against 
  Capacity.
  2+
  eFFiCient Gunner [Gritty]: Next time you miss with a firearm, subtract 1 from the Stunt Die’s result for each 2 SP spent, 
  for purposes of checking against Capacity.
  2
  lonG BurSt (autoMatiC WeaPonS): Make a second attack against the same target or a different one within 5 yards of the 
  first; take a –2 to this attack roll, but gain a +2 to the damage roll if you hit. You deal at least 1 point of damage no matter 
  what, but you must reload your weapon afterward to continue using it.
  3
  PiStol WhiP (PiStolS): If this attack hit an opponent adjacent to you, or next time you miss with a firearm against an 
  opponent adjacent to you and run out of ammo, make a second attack against the same target with Accuracy (Pistols) to 
  club them with the gun. This inflicts 1d6 impact damage.
  4
  CalleD Shot: You target an exposed part of your opponent’s body. This attack’s damage becomes penetrating.
  4
  SniPer’S PerCh: You find high ground or another advantageous shooting position. In addition to the usual benefits, if you 
  attack with a firearm on your next turn, double your weapon’s short and long ranges for that turn.
  5
  SPray anD Pray (autoMatiC WeaPonS) [CineMatiC]: Apply this attack to everyone within a 5-yard radius of your original 
  target, including allies. All additional targets gain +1 to Defense against this attack.
  note: Stunts from this list are designed to be used when you earn the SP while making an attack with a firearm.
  Grappling  stunts
  SP CoSt
  Stunt
  1–3
  (Core) hinDer: Melee attacks your opponent makes before your next turn reduce their damage by 2 per SP spent.
  1
  (Core) GraPPle: You and your target make opposed Fighting (Grappling) rolls; if you win, they can’t move from where 
  they are on their next turn. You and your target both take a –2 Defense penalty until the beginning of your next turn.
  2
  takeDoWn: You and your target make opposed Fighting (Grappling) rolls; if you win, you and your target fall 
  prone (–1 to ranged attacks against both of you, but +1 to melee attacks against both of you). Your target takes an 
  additional 1d6 damage and can’t stand up until you do, or until they succeed at an attack against you. 
  3
  huMan ShielD: You and your target make opposed Fighting (Grappling) rolls. If you win, any failed ranged attack against 
  you hits your target instead, and ranged attacks against you take a –2 penalty until the beginning of your next turn.
  3
  StranGle [Gritty]: Roll Fighting (Grappling) vs. your target’s Constitution (Stamina). If you win, the target must spend a 
  minor action catching their breath on their next turn.
  4
  Pin: You and your target make opposed Fighting (Grappling) rolls. If you win, they can’t do anything other than a free 
  action on their next turn. You and the target both take a –4 Defense penalty until the beginning of your next turn.
  4
  hoStaGe [Gritty/PulPy]: You and your target make opposed Fighting (Grappling) rolls; if you win, you  maneuver 
  them into a vulnerable position. If they do anything other than a free action on their next turn, or if anyone attacks 
  you or your allies before the beginning of your next turn, you may make an immediate attack against your target with 
  a +2 bonus.
  5
  reStrain: If you have appropriate equipment in hand, like handcuffs or rope, you and your target make opposed 
  Fighting (Grappling) rolls. If you win, they take a –4 Defense penalty while restrained, and can’t do anything other than 
  try to escape with a Strength (Might) or Dexterity (Sabotage) test as a major action (minor in Cinematic games), with TN 
  = 2d6 + (your Fighting (Grappling) score).
  note: Stunts from this list are designed to be used when you earn the SP while making a Fighting (Grappling) attack.
  
  Anti-Vehicle stunts
  SP CoSt
  Stunt
  1–3
  (Core) Dent: Your actions make the vehicle harder to handle. Impose a –1 penalty to tests to operate the vehicle per SP spent. 
  These penalties can be undone only by repairing the vehicle.
  1+
  PierCe hull: Your attack penetrates a vehicle’s exceptionally tough outer shell. If a vehicle has a Hull rating, you must spend 
  SP equal to it on this stunt before spending other SP. This stunt has no other effect.
  2+
  ShraPnel: The attack showers the vehicle’s interior with damaging fragments. The operator and all passengers in the same 
  compartment suffer 1d6 ballistic wound damage for 2 SP, or 2d6 damage for 4 SP.
  2
  DeStroy SySteM: You destroy a system of your choice other than the engine, such as the brakes, lights, or a weapons system, 
  with exact effects determined by the GM. This damage persists until repaired.
  3
  SloWDoWn: You damage the vehicle’s engine or one of its wheels, dropping its Velocity class by one category. If it drops 
  to Standard or below, the vehicle crashes unless the operator succeeds at a TN 15 test using the appropriate focus to keep 
  control. Aircraft will be forced to the ground in any event. This engine trouble persists until repaired.
  3
  CraSh riSk: Your attack strikes with such power or precision that the operator must make a TN 15 test to maintain control, 
  using the appropriate focus, or crash.
  4
  MoBility kill: Your attack destroys the vehicle’s engine. The operator must make a TN 15 test to maintain control, using the 
  appropriate focus, or crash. Even if they succeed, they must deal with a vehicle that can no longer move under its own power.
  5
  Fuel line: Your attack or maneuver ruptures the fuel line of an enemy vehicle, causing an explosion or burst of flame. This 
  deals 3d6 penetrating damage to the operator and all passengers and has the effects of the Mobility Kill stunt as well. Vehicles 
  without combustible elements suffer the effects of Mobility Kill but do not damage their occupants. In all cases, however, the 
  vehicle is wrecked to the point where it can’t be repaired in the field.
  note: Stunts from this list are designed to be used when attacking or sabotaging a vehicle.
  Chase stunts
  SP CoSt
  Stunt
  1+
  (Core) BurSt oF SPeeD: You gain a +1 bonus on your next Chase Test for every 1 SP you spend.
  2
  evaSive Maneuver: Until your next turn, attacks against you and your mount/vehicle (if any) suffer a –2 penalty. 
  2
  FolloW the leaDer: Make a test with a TN you choose and an ability focus you work out with the GM, such as Dexterity 
  (Acrobatics) to slip through a small opening while on the run. If you fail, you crash. Anyone following you using the same 
  method of transport must make the same test or crash.
  3
  attaCk on the Move: You can make a bonus melee or ranged attack, use the bonus Activate action to use an in-built weapon 
  system, or make a bonus Ram attack against an enemy within range and line of sight, at a –2 penalty to the roll. You must 
  have a loaded missile weapon to make a ranged attack. 
  3
  keeP it SteaDy: Until your next turn, passengers gain a +1 bonus when making attacks or taking other ability tests that would 
  benefit from stable platform (leaping from vehicle to vehicle, for example). 
  4
  interFerenCe: A character of your choice suffers a –2 penalty on their next Chase Test.
  5
  ShortCut: Add 2 to your Chase Total. 
  note: Characters making Chase Tests (a type of advanced test—see ChaPter 8 of Modern AGE) can use Chase Stunts.  
  Spending SP on Chase Stunts doesn’t reduce the Chase Total generated by the test.
  General Exploration stunts
  SP CoSt
  Stunt
  1–3
  (Core) When a Plan CoMeS toGether: You reveal this test was part of your plan all along, granting a bonus equal to SP spent on 
  one ally’s next test during the same encounter to accomplish the same goal. You must make this decision before the ally rolls.
  1+
  a StitCh in tiMe: You put in the effort to do it right the first time, setting yourself up for more success later. Gain +1 per SP 
  spent on your next test related to this one during this encounter, as long as this roll was part of an advanced test.
  1+
  Pay Dirt: In the course of your endeavor, you win a bet, happen across a conveniently abandoned briefcase of cash, or 
  discover something valuable you can pawn off to make a buck. Temporarily gain +1 Resources per SP spent; this increase 
  lasts until you next fail a Resources test. Instances of this stunt don’t stack.
  2
  Jury riG: You find or improvise a piece of equipment you need to be more effective. Negate any situational penalties you would 
  suffer for lacking proper equipment on tests appropriate to the improvisation, for the rest of the encounter.
  2
  SPeeD DeMon: You complete your test in half the time it would otherwise take.
  3
  the uPPer hanD: If your success leads to combat within a moment or two, you receive a +3 on your initiative roll.
  4
  With a FlouriSh: You impress everyone who watches you with your showmanship. Gain a +1 to opposed tests against them 
  for the rest of the encounter.
  5
  FruGal: You use only what you must to get the job done, saving cash and supplies for a rainy day. This Resources test doesn’t 
  deplete your Resources even if it normally would.
  
  Infiltration stunts
  SP CoSt
  Stunt
  1+
  (Core) JuSt a ShaDoW: Gain +1 per SP spent to your next test during this encounter as long as you remain unnoticed.
  1
  (Core) GooD inStinCtS: Make a Perception (appropriate focus) test with the same TN as the test you just made to learn 
  the most likely immediate consequence of the action you just performed.
  1
  Bravery: Your success bolsters your courage, granting you 1d6 extra Toughness against the next damaging hazard you 
  face during this encounter.
  2
  over here!: Your flashy action makes you the center of attention. Each of your allies gains +1 to their next test to hide 
  or pass scrutiny in this encounter, such as Dexterity (Sleight of Hand) or (Stealth), or Communication (Disguise). Any 
  action an opponent takes until then automatically targets you.
  2
  take one For the teaM: When you successfully avoid damage from a trap or hazard but an ally doesn’t, you may take 
  the damage for that ally while they remain unscathed.
  3
  Cover your traCkS: Whether you’re hacking into a network, evading the cops, or infiltrating a military base, you 
  impose a –2 on all future rolls to follow your trail related to this test.
  3
  hiGh teCh huStle: With an injection of technobabble or a quick mod to a device, you sidestep one minor complication 
  impeding your current goal, or give yourself the ability to perform one task you otherwise couldn’t in the current 
  situation, at the GM’s discretion.
  4
  it WaSn’t Me: You leave evidence that another character is responsible for the results of your test, such as breaking and 
  entering, cheating at cards, or uploading a computer virus. All failed tests to investigate the truth reveal that person as 
  the culprit, and such tests suffer a –2.
  5
  FanCy MeetinG you here: Choose a focus or talent your character doesn’t possess. An NPC of the GM’s choice with that 
  focus or talent appears in the scene within a few minutes, or a few rounds if your action leads directly to action time. 
  This doesn’t dictate anything about their situation, attitude, or identity; these are all up to the GM.
  note: Infiltration stunts may apply when physically breaking in somewhere or exploring a new place, hacking into a  
  computer or network, pulling a con job, or otherwise evading consequences and getting away with things.
  Investigation stunts
  SP CoSt
  Stunt
  1–3
  (Core) ah-ha!: The GM reveals an additional useful fact about the object of your test per SP spent (Simple); gain +1 per 
  SP spent to your next test following up on the lead you just unlocked (Detailed).
  1
  FlaShBaCk: This test reminds you of something important you forgot. The GM reveals the identity or existence of another 
  source of new information you didn’t know about (Simple). Treat one of your tangential focuses as a primary one on the 
  next test you make to unlock a lead related to this test (Detailed).
  2
  intuition: The GM reveals a fact about the object of your test you could not have noticed or deduced simply by 
  interacting with it (Simple). When you uncover a clue, you gain two new leads instead of one, making the path branch 
  (Detailed).
  3
  luCky Break (DetaileD): This test’s result leads fortuitously to putting two and two together later. Treat one irrelevant 
  focus as a tangential one on the next test you make to unlock a lead related to this test.
  4
  DoWn the raBBit hole (DetaileD): If this test led to a reveal, the GM also provides a brand-new lead about a new subject 
  that will provide greater rewards.
  5
  BreakthrouGh: You gain not only information, but some form of incontrovertible proof (Simple). Reduce the total 
  number of leads on the path by one, jumping to a further point in the investigation immediately (Detailed).
  note: Some investigation stunts have different effects depending on whether you use the simple or  
  detailed investigation rules, denoted by parenthetical tags.
  TM
  
  General Social stunts
  SP CoSt
  Stunt
  1+
  (Core) iMPreSS: Gain a +1 per SP spent to your next social test against the same target as this test, during this encounter.
  1
  CarDS on the taBle: If you were completely honest when making this test, your target must be completely honest in the next 
  social test they make against you during this encounter. (This doesn’t stop either character from omitting information.)
  1
  MakinG an entranCe: As long as this is your first action of the encounter, gain +1 to your next opposed roll against one 
  character who witnessed it. You can choose this stunt multiple times per roll.
  2
  anD another thinG: Make a second, related test as part of your action, before anyone else has a chance to respond or make any 
  tests of their own.
  2
  hiDDen MeSSaGe: Your words convey a different message to one person than to everyone else who hears them; the character you 
  choose is the only one who can decipher your true meaning.
  2
  SWay the CroWD: Your words affect one additional person of your choice. You may choose this stunt multiple times per roll, but 
  if someone opposed your test, you can’t expand the effect to anyone with a higher ability + focus total than the original target.
  3
  GooD CoP/BaD CoP: Choose an ally to immediately make a test in seeming opposition to the one you just made, with the same 
  target. If they succeed, rather than garnering the usual results, they prompt the target to give up a secret you didn’t already know.
  3
  let’S Make a Deal: Your action turns out to benefit a character you didn’t target, who now owes you a favor, however 
  grudgingly.
  3
  oBJeCtion!: You step in on someone else’s behalf. Another character in the scene may use your ability + focus instead of their 
  own next time they oppose a test during this encounter.
  4
  ClaSS CloWn: Your words lighten the mood, imposing a –2 penalty to all enemies’ initiative rolls if a fight breaks out during this 
  encounter.
  4
  Flirt: Roll Communication (Seduction) vs. your target’s Willpower (Self-Discipline) as a simple social roll against a character 
  whose attitude toward you is Open or better, with a positive bent. If you win, they become enamored with your character, 
  opening the door to future romance or intimacy. How this proceeds is up to you and the GM to work out together.
  4
  FroM the heart: You believe wholeheartedly in what you say. Choose one Willpower focus. If you don’t have it already, gain it 
  for the rest of the encounter. If you do, add an additional +1 to rolls you make with it.
  4
  SleeP With one eye oPen: Applies to a test targeting someone you have a negative Relationship with, or who’s injured or killed 
  someone you have/had a Relationship with. The next attack you make against that target in this session is automatically a 
  surprise attack, as long as they weren’t already in combat.
  5
  enraGe: Choose one character present whose attitude toward you is Neutral or worse, or a negative variant of a more positive 
  attitude. They must immediately either attack you or storm out of the scene. If they attack, it needn’t be deadly (though it can be).
  5
  Patter: Your rapid-fire words confuse your target, who must succeed at a Perception (Empathy) roll vs. your Communication 
  (Deception), or automatically fail their next non-attack test against you.
  7
  My WorD iS My BonD: Applies to a test relevant to completing a task you’ve promised someone you have a Relationship with you 
  will perform. Gain +2 to tests directly related to completing this task until the end of the session.
  Membership & Reputation stunts
  SP CoSt
  Stunt
  1
  (Core) Bon Mot: You tag the perfect witty remark onto the end of your action. If you can’t think of one, let the group brainstorm 
  and pick one among their ideas. Gain a temporary honorific you can use for passive Reputation only, for the rest of the session.
  1
  StiCk your neCk out: Your test to help someone else puts your own Reputation in jeopardy. An ally of your choice gains a +2 
  bonus to their next social roll in this encounter; if they fail, you lose all Reputation bonuses from one honorific for the rest of the 
  session.
  2
  in GooD StanDinG: When targeting a member of an organization in which you have Membership, treat your rank as one higher 
  for purposes of gaining access to resources for the rest of this encounter.
  3
  BeneFit oF the DouBt: Your action impresses or charms any one character present. Roll Communications (Persuasion) vs. 
  Willpower (Self-Discipline) to affect someone with an attitude of Hostile or worse; no roll is necessary for others. Increase all 
  relevant Membership and Reputation bonuses by +1 while interacting with that character for the rest of the session; you may 
  improve their attitude toward you, at the GM’s discretion.
  3
  CliCk “Share”: Whether it’s from you or others sharing a video on YouTube, jotting down a quick blog post, calling up a buddy 
  at the local radio station, or posting on a huge gossip’s Facebook wall, the news gets out quickly about what you’ve just done. 
  For the rest of the session, the honorific most related to this test applies even in situations where it seems unrelated.
  4
  oozinG ConFiDenCe: Your action impresses or fools all the right people. Gain one temporary Reputation honorific or rank of 
  Membership for the rest of the session, or until you next fail a test relevant to this influence, whichever comes first.
  5
  naMe-DroPPinG: Your action blatantly displays your affiliation with someone whose Membership rank is higher than yours 
  in an organization to which you belong, or who has a relevant honorific when you don’t. You may use their Reputation 
  or Membership benefits with that honorific or organization as your own for the rest of the session. If they find out and 
  disapprove, worsen their attitude toward you by one shift.
  
  Attitude stunts
  SP CoSt
  Stunt
  1–3
  (Core) MakinG an oFFer: Your test implies a promise or olive branch, temporarily shifting the target’s attitude toward you up 
  by one per SP spent (even if this test already shifted it). It shifts back by the same amount as soon as you fail a social test against 
  them. Inapplicable when performing a grand gesture.
  1+
  reaD the rooM: In reaction to your test, the GM reveals the current attitude or intention, or a mood indicator for one present 
  character of your choice. You can choose this stunt multiple times per roll. Characters with the Communication (Deception) or 
  Willpower (Self-Discipline) focus may roll vs. your Perception (Empathy) to avoid this.
  2
  on the FenCe: Choose a character you didn’t target who’s Standoffish, Neutral, or Open toward you. They’re convinced to take 
  your side in the conflict, as long as they don’t already oppose you (Simple). Shift their attitude toward you up by one for the rest 
  of the encounter (Detailed).
  3
  BaD ForM: Regain the SP you spent on this stunt, plus 1 more, to spend on any other stunt that fits your action. You perform the 
  stunt in a way that offends one other character. They now consider you a rival, threat, or enemy, shifting their attitude to Hostile 
  if it was Standoffish or Neutral, or shifting it to its negative variation if it was more positive. You can’t use this stunt if all NPCs 
  present are already Hostile toward you.
  3
  CaSt out: Your action shames or embarrasses a present character whom you target, imposing a –2 penalty on their next social 
  roll against anyone but you in this encounter (Simple), or worsening the attitude of one other present character toward your 
  target by one shift (Detailed).
  4
  riSky BuSineSS: Your action reveals a secret or contains a whopper, shifting your target’s attitude toward another character 
  in the scene from Neutral or worse to Very Hostile; it also worsens your target’s attitude toward you by one shift, as they’re 
  inclined to shoot the messenger. If you lied and the target later finds out, their attitude toward you shifts to Very Hostile.
  5
  MeDDle: Your action brings others together or drives a wedge between them. Choose two present characters other than yours 
  and shift their attitudes toward each other up or down (both in the same direction).
  4
  it WaSn’t Me: You leave evidence that another character is responsible for the results of your test, such as breaking and 
  entering, cheating at cards, or uploading a computer virus. All failed tests to investigate the truth reveal that person as the 
  culprit, and such tests suffer a –2.
  5
  FanCy MeetinG you here: Choose a focus or talent your character doesn’t possess. An NPC of the GM’s choice with that focus or 
  talent appears in the scene within a few minutes, or a few rounds if your action leads directly to action time. This doesn’t dictate 
  anything about their situation, attitude, or identity; these are all up to the GM.
  Power stunts
  SP CoSt
  Stunt
  1–3
   (Core) PoWerFul ManiFeStation: Increase the Force of your power by 1 per SP spent, to a maximum of 3.
  2
  SkillFul PoWer: Reduce the PP cost of the power by 1. This can reduce the cost to 0. If the power requires a fatigue test, reduce 
  its TN by 2.
  2
  MiGhty PoWer: If the power does damage, one target of your choice takes an extra 1d6 damage.
  3
  laStinG PoWer: If the power has a duration beyond instantaneous, it remains in effect twice as long with no additional PP 
  cost. Burning Shield would last 2 rounds per point of Willpower instead of 1, for example. Powers that last until the end of the 
  encounter are extended by 1d6 minutes instead. 
  3
  PoWer ShielD: You use the residual energy of the power to set up a temporary protective shield. You gain a +2 bonus to Defense 
  until the beginning of your next turn. 
  4
  FaSt uSe: After you resolve this power, you can immediately use another. The second power must require a major action or a 
  minor action’s worth of time to use. If you roll doubles on the roll to use the power, you do not get any more SP.
  4
  iMPoSinG PoWer: The power manifests in a much more dramatic fashion than usual, or perhaps radiates a sinister aura. Until 
  the beginning of your next turn, anyone attempting to make a melee attack against you must make a successful Willpower 
  (Courage) test with a TN of 10 + your Willpower ability. Those who fail must take a move or defend action instead.
  4
  oMen: The power attunes its user to occult sources of information: secret energy flows, whispering spirits, or prophetic visions, 
  for instance. This automatically unlocks one lead in a relevant investigation, even creating a lead to unlock if one isn’t present, 
  or it provides one piece of useful information determined by the GM.
  4
  SPlit PoWer: If the power affects only one target, you can have it affect two, so long as the second target is within the power’s 
  range and no more than 6 yards from the original target. There is no additional PP cost. Targets test against the power 
  separately.
  5
  DiSruPt PoWer: In addition to its normal effects, your power disrupts another extraordinary effect (such as an arcana’s power) 
  on the target. Roll an immediate test of your Intelligence (Occultism) vs. the Force of any one effect on the target. Success 
  removes the effect. Doubles on the test do not generate SP. Note that the GM may decide that one type of extraordinary power 
  may not disrupt another, so that, for example, arcana can’t disrupt psychic powers.
  5
  lethal PoWer: If the power does damage, one of its targets takes an extra 2d6 damage. Alternately, all targets of the power take 
  an additional 1d6 damage. 
  
  accuracy focuses
  aSSault riFleS: Proficiency with weapons in 
  the Assault Rifles weapon group.
  BlaCk PoWDer: Proficiency with weapons in the 
  Black Powder weapon group.
  BoWS: Proficiency with weapons in the Bows 
  weapon group.
  GrenaDeS: Proficiency with weapons in the 
  Grenades weapon group.
  lonGarMS: Proficiency with weapons in the 
  Longarms weapon group.
  PiStolS: Proficiency with weapons in the Pistols 
  weapon group.
  ShotGunS: Proficiency with weapons in the 
  Shotguns weapon group.
  SMGS: Proficiency with weapons in the 
  Submachine Guns weapon group.
  throWn: Proficiency with weapons in the 
  Thrown weapon group. 
  communication focuses 
  aniMal hanDlinG: Interacting with and caring 
  for animals.
  BarGaininG: Negotiating with others and 
  making deals.
  DeCePtion: Lying to and tricking those less 
  mentally adept than you.
  DiSGuiSe: Altering your appearance to look like 
  someone else or a different class of person.
  etiquette: Knowing the social niceties of 
  various cultures.
  exPreSSion: Conveying your thoughts and 
  ideas effectively through indirect means, 
  such as letters, op-ed newspaper articles, 
  podcasts, vlogs, and social media.
  GaMBlinG: Playing and profiting from games of 
  chance.
  inveStiGation: Interviewing people for infor-
  mation and finding and deciphering clues.
  leaDerShiP: Guiding, directing, and inspiring 
  others.
  PerForMinG: Entertaining an audience with an 
  artistic talent.
  PerSuaSion: Convincing others to agree with you.
  SeDuCtion: Using your allure at its best in the 
  game of love.
  constitution focuses
  ProPellinG: Moving a muscle-powered vehicle 
  such as a bicycle or rowboat
  runninG: Moving quickly in both short sprints 
  and long-distance hauls.
  StaMina: Enduring fatigue, disease, and privation.
  SWiMMinG: Moving across water and staying 
  afloat.
  toleranCe: Withstanding the effects of poten-
  tially toxic substances, imbibed for recre-
  ation or unwitting exposure.
  dexterity focuses
  aCroBatiCS: Executing gymnastic, balancing, 
  and tumbling maneuvers.
  CraFtinG: Making items with manual skills, like 
  woodworking, sculpting, leather working, 
  glassblowing, etc.
  DrivinG: Pushing the performance of everyday 
  motorized vehicles like cars, SUVs, motorcy-
  cles, or powerboats.
  ForGery: Making false documents, pieces of 
  art, or other forms of expression so that they 
  look authentic.
  initiative: Acting quickly in tense situations.
  PilotinG: Operating complex vehicles like 
  aircraft, military drones, yachts, or tanks.
  riDinG: Directing a mount such as a horse or 
  pony.
  SaBotaGe: Disarming or defeating the purpose 
  of mechanical devices such as locks or traps.
  SailinG: Operating and maintaining a sailing 
  ship.
  SleiGht oF hanD: Using manual dexterity to 
  trick others, hide things, and pick pockets.
  Stealth: Sneaking about quietly and out of 
  sight.
  fighting focuses
  BraWlinG: Proficiency with weapons in the 
  Brawling weapon group.
  FlexiBle WeaPonS: Proficiency with weapons in 
  the Flexible weapon group.
  GraPPlinG: Proficiency with unarmed tech-
  niques intended to immobilize and restrain.
  heavy BlaDeS: Proficiency with weapons in the 
  Heavy Blades weapon group.
  liGht BlaDeS: Proficiency with weapons in the 
  Light Blades weapon group.
  lonG haFteD: Proficiency with weapons in the 
  Long-Hafted weapon group.
  Short haFteD: Proficiency with weapons in the 
  Short-Hafted weapon group.
  intelligence focuses
  anthroPoloGy: Knowing the traditions and 
  beliefs of various cultures.
  art: Knowing about artistic movements, styles, 
  artists, and works in any of the fine arts.
  aStronoMy: Knowing about the nature and 
  phenomena of planets, stars, and outer 
  space.
  BioloGy: Knowing natural flora and fauna. 
  BuSineSS: Knowing how to run a business, as 
  well as the names and practices of famous 
  entrepreneurs and their companies.
  CartoGraPhy: Making and reading maps and 
  blueprints.
  CheMiStry: Knowing and making chemical 
  substances according to their properties.
  CoMPuterS: Using computers and other smart 
  electronic devices like smartphones and 
  tablets.
  CryPtoGraPhy: Creating and deciphering codes 
  and ciphers.
  Current aFFairS: Knowing about politics, 
  newsworthy events, and popular culture.
  earth SCienCeS: Knowing about the constitu-
  tion and behavior of the earth and its atmo-
  sphere.
  enGineerinG: Knowing the practicalities of 
  construction, building, and invention.
  eleCtroniCS: Knowing and making electronic 
  devices and their operation.
  evaluation: Knowing the value of goods, 
  works of art, and other valuables.
  exPloSiveS: Identifying, using, and safely 
  handling explosives, as well as understanding 
  their effects and detonation methods.
  hiStory: Knowing important events, places, 
  items, and personalities from the past.
  hoMeMakinG: Cooking, cleaning, and managing 
  a household with efficiency and style.
  laW: Knowing about codes, regulations, and 
  different legal proceedings of all levels of the 
  judiciary and law enforcement.
  MeDiCine: Tending to the wounded and sick, 
  and understanding medical and anatomical 
  knowledge. 
  naviGation: Planning and following a route 
  from one place to another, interpreting maps 
  and geographical data, and figuring out 
  where you are.
  oCCultiSM: Knowing about the supernat-
  ural and phenomena that science cannot 
  explain, whether they are real or not. For 
  any focus necessary to use a special power, 
  see ChaPter 6 of the Modern AGE rulebook. 
  PhySiCS: Knowing about the nature and proper-
  ties of matter and energy.
  reSearCh: Conducting a systematic investigation, 
  usually using records, archives, and books.
  SeCurity: Knowing about different security 
  devices, systems, protocols, and personnel.
  taCtiCS: Knowing strategy, tactics, and famous 
  applications thereof, both for military and 
  law enforcement.
  theoloGy: Knowing religious traditions and 
  practices.
  tinkerinG: Fixing machinery and devices to 
  restore them to normal or operating condi-
  tions or modifying them to exceed their 
  capacities.
  perception focuses
  eMPathy: Discerning the feelings and emotions 
  of others.
  hearinG: Using your auditory sense.
  SearChinG: Finding things that are hidden or 
  obscured, such as secret compartments.
  SeeinG: Using your visual sense.
  SMellinG: Using your olfactory sense.
  taStinG: Using your olfactory sense.
  touChinG: Using your tactile sense.
  traCkinG: Following tracks and other signs of 
  passage.
  strength focuses
  CliMBinG: Scaling walls and other vertical 
  obstacles.
  intiMiDation: 
  Overwhelming 
  others 
  with 
  physical presence and threats.
  JuMPinG: Springing and leaping.
  MaChininG: Making heavy-duty items such 
  as archaic weapons and motor parts using 
  heavy machinery and tools.
  MiGht: Performing feats of raw power, such as 
  lifting or holding up heavy objects.
  SteerinG: Directing and guiding heavy or 
  cumbersome vehicles or machinery.
  willpower focuses
  CouraGe: Overcoming fear in the face of adversity.
  Faith: Deriving inner strength through spiri-
  tual or moral belief.
  Morale: Maintaining good spirits and confi-
  dence in yourself or your group. NPCs tend 
  to use this focus more than PCs.
  SelF-DiSCiPline: Focusing your mental energy 
  or controlling your impulses and emotions.
  
  major  
  actions
  all-out attaCk
  You attack one adjacent enemy in hand-to-
  hand combat, throwing the full weight of your 
  Strength behind the attack even though your 
  ability to react to counterattacks will suffer. If 
  you hit, you do +1 damage, but whether or not 
  this attack hits, you suffer –1 to your Defense 
  until your next turn.
  CharGe
  You move up to half your Speed (rounded 
  down) in yards and finish with a melee attack 
  against an adjacent enemy. If you moved at least 
  4 yards in a straight line before reaching your 
  target, you gain a +1 bonus on your attack roll. 
  DeFenD
  You concentrate on defending yourself this 
  round. Until the beginning of your next turn, 
  you gain a +2 bonus to your Defense. 
  FirSt aiD
  You provide quick medical assistance to an 
  injured ally. You must be adjacent to your ally 
  and have bandages ready. This is a TN 11 Intel-
  ligence (Medicine) test. If you succeed, your 
  ally gets back an amount of Health equal to 
  the Stunt Die + your Intelligence (minimum 
  1 Health point). A character cannot benefit 
  from another First Aid action until additional 
  damage is taken. 
  Gritty MoDe: the First Aid action is TN 
  13, and restores Health only equal to the 
  provider’s Intelligence + 1 (minimum 1).
  Melee attaCk
  You attack one adjacent enemy in hand-to-
  hand combat. An enemy within 2 yards of you 
  is considered adjacent. 
  ranGeD attaCk
  You fire or throw a missile weapon at one 
  visible enemy within range. 
  run/ChaSe
  On foot, you may move up to double your 
  Speed in yards, sacrificing the ability to perform 
  another action so you can move farther. You 
  cannot take this action if you are prone (you’d 
  need to use the Move action to stand up first). 
  If riding a mount, you may urge it forward 
  the same distance. On foot, on a mount, or in 
  a vehicle, this action is required to participate 
  in a chase.
  Stunt attaCk
  Instead of trying to damage an opponent, you 
  focus on performing a specific action stunt, like 
  attempting to subdue an enemy with a hold 
  instead of hurting them. Roll an attack as usual. 
  A successful attack awards you 1 automatic 
  stunt point of a type appropriate for the attack, 
  but inflicts no base damage. If you roll doubles, 
  you earn additional stunt points as normal, 
  and may choose a stunt that also damages your 
  opponent, but only the damage from stunts 
  applies. You may attempt Stunt Attacks against 
  objects as well as opponents, though the GM 
  may rule that some stunts do not apply. See 
  Attacking Objects in ChaPter 2 of the Modern 
  AGE rulebook for more information
  minor  
  actions
  aCtivate
  This action allows you to start using certain 
  abilities or items, such as an arcane power or 
  an electronic device. When a vehicle has inte-
  grated weaponry (such as a machine gun built 
  into a spy car) you use the Activate action to 
  deliver attacks.
  aiM
  You take the measure of your opponent and 
  plan your next strike. If your next action is a 
  Melee Attack or Ranged Attack, you gain a +1 
  bonus on your attack roll. 
  GuarD uP
  You balance action and defense. Add +1 or +2 
  (your choice) to your Defense until the end of 
  this round. However, you suffer the amount 
  you choose as a penalty to all tests you make—
  even opposed tests—for the remainder of the 
  current round as well (unlike the more advan-
  tageous Defend action, which lasts until the 
  beginning of your next turn). If you choose this 
  minor action, you must do it before any major 
  action you take this turn, and this major action 
  cannot be Defend.
  Move
  You can move up to your Speed in yards and 
  can combine this with actions like falling prone, 
  standing up, mounting a horse, or climbing on 
  a vehicle, but these actions consume half your 
  Speed (rounded down).
  PrePare
  When you take this action, you postpone your 
  major action to use at a later point. You declare 
  one major action and your choice to Prepare it. 
  After you do so, the next person in initiative 
  order acts, and so on, but at any time until your 
  next turn, you can interrupt another character 
  and take your prepared action immediately. If 
  you don’t use the prepared action by your next 
  turn, you lose it. 
  PreSS the attaCk
  You stand ready to pursue an enemy if they 
  fall back or flee. You can take this action after 
  successfully striking an enemy target with a 
  melee attack (whether you inflict damage or 
  not). After you declare this action, if that enemy 
  moves away from you, you may immediately 
  move up to your Speed in yards in direct 
  pursuit at no additional cost in actions. This 
  occurs immediately after your foe’s movement, 
  before they can do anything else. Your move-
  ment need not bring you adjacent to that enemy 
  if you can’t go that fast. In that case, you simply 
  move as far as you can before you stop. You can 
  decide to forego some or all the movement this 
  action allows when your enemy triggers it.
  raM
  When operating a vehicle in motion, you use 
  it to sideswipe or collide with a target. Your 
  attack roll uses whatever focus you would use 
  to operate the vehicle, and you may opt for a 
  sideswipe or a full collision. Against another 
  vehicle, a ram is a Stunt Attack that automati-
  cally generates 1 SP to put toward anti-vehicle 
  stunts on a sideswipe, and 2 SP on a collision. 
  A vehicle’s Defense is equal to 10 modified by 
  its Handling rating. Against living targets, a ram 
  inflicts damage instead, and the attack is rolled 
  against the target’s Defense. See ChaPter 4 of 
  the Modern AGE rulebook for more on ram types 
  and damage by vehicle and speed.
  reaDy
  You draw a weapon, pull out a device, or other-
  wise ready an item that is stowed. As part 
  of this action, you can put away something 
  already in hand. You could holster a handgun 
  and pull out a grenade, for example. 
  StanD FirM
  You lower your center of gravity and prepare 
  to resist any effort to move you from the place 
  where you stand. Until the beginning of your 
  next turn, any enemy who uses the Skirmish or 
  Knock Prone stunts to move you or knock you 
  to the ground must succeed in an opposed test 
  pitting their Strength (Might) vs. your choice of 
  your Strength (Might) or Dexterity (Acrobatics) 
  to move you or knock you prone. This test can 
  only be attempted after your opponent spends 
  the relevant stunt points, which are neverthe-
  less expended to no effect if you win the test. 
  An opponent who attempts to Skirmish you 
  more than once as part of a single attack (to 
  move you more than 2 yards) makes only a 
  single opposed test against you, with all the 
  skirmishing movement hanging in the balance.
  variable 
  actions
  uSe a PoWer
  You attempt to use a special ability granted by 
  a talent, specialization, or any other source, 
  including arcane spells or psychic powers. This 
  may be a major action, minor action, or free 
  action depending on the power and the use of 
  any related stunt, and may require a specific 
  ability test.
  reloaD
  You reload a missile weapon. This may be 
  a major action, minor action, or free action 
  depending on the weapon the stunts used, and 
  your abilities. 
  
  Combatants can ride horses and other 
  mounts, or operate vehicles in combat. You 
  can mount an animal or enter a typical auto-
  mobile as part of a move action. If you do so, 
  you can move only half your Speed in yards 
  (a move action normally lets you move your 
  Speed in yards). Other vehicles may require 
  more time. Popping the hatch of an armored 
  vehicle takes extra time, and aircraft usually 
  require pre-flight checks, and flying without 
  them is perilous. 
  Once in the saddle or at the controls, you use 
  Move and Run/Chase actions as normal, but 
  you move using the mount’s Speed or the 
  vehicle’s Velocity (see the Velocity Classes 
  table). When multiple characters use the 
  Run/Chase action, it triggers a Chase test. 
  Passengers do not have to use Move and Run 
  actions, as they are simply carried along. They 
  take actions as normal, but the GM should 
  bear their situation in mind. 
  Enemies can choose to attack you or your 
  method of travel. Some vehicles provide an 
  armor bonus from cover. Attacking a vehicle 
  uses the rules for attacking objects. The GM 
  determines how much damage is required to 
  shoot out tires and so on.
  Speed and Control
  Every vehicle or mount has an ability focus 
  associated with piloting or controlling it. 
  Each vehicle also has a Velocity class and 
  modifier, and a Handling modifier. At Stan-
  dard Velocity, use normal Speed scores, 
  such as those listed for characters. For faster 
  conveyances, estimate how far a vehicle 
  moves based on its real-world values. When 
  an unexpected danger comes up, make a 
  basic test set by the GM, using the appro-
  priate focus.(see Crashes).
  Vehicular Combat
  Operating a vehicle counts as your Move 
  action. If a vehicle provides cover, it hinders 
  you as you shoot out an open window or 
  attack in some other way, as per the usual rules 
  for cover hindering fire.
  In addition, you may use the Activate minor 
  action to operate built-in weaponry, and the 
  Ram minor action to strike a target with the 
  vehicle itself.
  Using the rules for attacking objects, the 
  GM can assign Health ratings to vehicle 
  parts, and invent effects when these parts 
  are damaged or destroyed. For instance, if 
  a character shoots out a tire, the GM might 
  decide this prompts a test to prevent a crash 
  and, in any event, slows the vehicle down. 
  On the other hand, if an attack targets the 
  vehicle as a whole, it doesn’t inflict damage 
  in a conventional fashion. Instead, all attacks 
  become variations of the Stunt Attack action, 
  even if they would normally not be. Gener-
  ated stunt points are used to inflict Anti-Ve-
  hicle Stunts (See Anti-Vehicle Stunts table.). 
  Some weapons, such as anti-material rifles, 
  generate bonus stunt points when used to 
  attack vehicles. A few vehicles are excep-
  tionally tough. Against these, an attack must 
  spend stunt points on the Pierce Hull stunt 
  before devoting them to other Anti-Vehicle 
  Stunts. A vehicle has a Defense of 10 + its 
  Handling rating + the ability used to operate 
  it, based on its focus. This is Dexterity 
  for most motor vehicles, as they use the 
  Dexterity (Driving) focus.
  The GM can always disallow certain attacks 
  against vehicles for being inherently ineffec-
  tive. Stabbing a car with a knife is unlikely 
  to cause more than cosmetic damage, for 
  example. Furthermore, using the rules for 
  attacking objects, the GM can assign Health 
  ratings to vehicle parts, and invent effects 
  when these parts are damaged or destroyed. 
  Riding Mounts
  When engaging in melee combat from a 
  higher position than your opponent, atop a 
  mount such as a horse, you gain a +1 bonus 
  to attack rolls. Some mounts, like police 
  horses, are trained for combat and can attack 
  on their own, but most can’t. If they can 
  attack, they attack on your turn. You don’t 
  need to roll initiative separately for the 
  mount. Attacking a mount inflicts damage 
  to the mount’s Health, and you roll against 
  its Defense.
  Opponents can use the Knock Prone stunt 
  to try to dismount you. This is more difficult 
  than overbearing someone on foot, though, 
  so you get a chance to resist it. If you make 
  a successful Dexterity (Riding) test, you 
  remain mounted. The TN for this test is equal 
  to 10 + opponent’s Strength. If you fail, you 
  are knocked to the ground, take 1d6 pene-
  Vehicles, Mounts, & Chases
  trating damage, and are now prone. The GM 
  controls the actions of the mount until you 
  re-mount or the encounter ends. 
  Crashes
  Crashes inflict on vehicle passengers the 
  damage shown on the Crash Damage table, 
  determined by velocity. They can inflict more, 
  less, or different forms of damage based on 
  the exact situation. The GM decides when 
  these circumstances arise. For example, 
  crashing a boat may inflict little damage, 
  but force characters to sink or swim. The 
  Crash Damage table provides guidelines 
  for damage by vehicle velocity. ChaPter 8 of 
  the Modern AGE rulebook provides further 
  detail, along with guidelines for when a 
  chase may lead to a crash.
  Vehicle Speed
  The Velocity Classes table list the various 
  speeds for vehicles and mounts. 
  • 
  StanDarD: The vehicle moves in the 
  same speed range as humans and 
  animals.
  • 
  FaSt: Automobiles and boats typically 
  move at this speed, allowing them 
  to safely cruise at 50 to 100 mph, and 
  move faster at the risk of safe handling.
  • 
  very FaSt: Specialized cars and other 
  exceptionally fast vehicles capable of 
  stable operation at speeds in the range 
  of 200 mph belong to this class.
  • 
  extreMe: Civilian and light military 
  aircraft belong to this category. These 
  routinely operate at speeds of 400 mph 
  or greater.
  Some vehicles have a Velocity modifier 
  ranging from –3 to +3, which provides a 
  rough gauge of how fast they are compared 
  to others of the same Velocity class. This 
  comes into play during chases.
  Crash Damage
  veloCity
  DaMaGe
  Standard
  1d6 impact, stun
  Fast
  2d6 impact, wound
  Very Fast
  4d6 ballistic, wound
  Extreme
  6d6 penetrating, wound
  Velocity Classes
  veloCity ClaSS
  ColliSion        
  SiDeSWiPe      
  exaMPle
  Standard        
  1d6    
  1d3    
  Horse, bicycle, golf cart
  Fast   
  2d6    
  1d6    
  Car, motorboat
  Very Fast        
  4d6    
  2d6    
  Sports car, speed boat, helicopter
  Extreme          
  6d6    
  3d6    
  Aircraft
  
  Ram Attacks
  When a vehicle hits with a ram attack, it acts 
  as a Stunt Attack against other vehicles, and 
  inflicts penetrating wound damage against 
  characters and other living targets. Two 
  forms of ram attacks are possible.
  • 
  SiDeSWiPe: The vehicle clips or grinds 
  against the target, or rear-ends a vehicle 
  that’s moving in the same Velocity class 
  as the attacker. Sideswipes against living 
  targets moving in the same direction in 
  the same Velocity class inflict only the 
  vehicle’s base ram damage. Otherwise, 
  add the base ram damage to the listed 
  sideswipe damage for its Velocity class 
  and roll it together. Against another 
  vehicle, a sideswipe is a 1 SP Stunt Attack. 
  The operator suffers a –1 penalty to tests 
  to handle the vehicle for the next round.
  • 
  ColliSion: The vehicle strikes the target 
  with its front end, either perpendicularly 
  or head on. Against living targets, this 
  inflicts damage equal to the vehicle’s ram 
  damage rating plus the Velocity class 
  at which its current moving. Against 
  another vehicle, a collision is a 2 SP Stunt 
  Attack, but the operator of the attacking 
  vehicle must roll a TN 13 test using the 
  vehicle’s appropriate focus, or crash. See 
  ChaPter 8 of the Modern AGE rulebook 
  for more on the effects of crashes.
  As noted, vehicles are damaged with 
  Anti-Vehicle Stunts. In the case of ram 
  attacks, the GM may give bonus SP to a 
  heavier attacker, or reduce the number of SP 
  generated by a lighter attacker.
  Chase Tests
  When multiple characters pursue and evade 
  each other at high speed, that triggers a 
  chase, which requires the GM’s help to plan. 
  Chases are triggered when one character 
  takes the Run/Chase major action, and at 
  least one other person follows that character. 
  Each round, all chase participants must take 
  the Run/Chase action and make what’s 
  called a Chase Test. Chase Tests use various 
  focuses depending on the method of travel, 
  as next described:
  • 
  on Foot: Constitution (Running) or 
  Constitution (Swimming) in the water.
  • 
  MounteD: Dexterity (Riding)
  • 
  MuSCle PoWereD vehiCle (Bike, Canoe, 
  etC.): Constitution (Propelling)
  • 
  WinD PoWereD vehiCle: Dexterity 
  (Sailing)
  • 
  MotorCyCle, StanDarD autoMoBile, 
  PoWerBoat: Dexterity (Driving)
  • 
  inDuStrial MaChinery: Strength (Steering)
  • 
  airCraFt (PlaneS, heliCoPterS, Military-
  GraDe DroneS): Dexterity (Piloting)
  • 
  SiMPle DroneS: Intelligence 
  (Computers) or Dexterity (Piloting)—
  whichever is better.
  • 
  CoMPlex vehiCleS: Dexterity (Piloting). 
  This category includes main battle 
  tanks, yachts, and other large ships. 
  The GM may impose penalties based 
  on the unfamiliarity and complexity 
  of the vehicle. A military aircraft pilot 
  might not enjoy their focus bonus when 
  operating a tank, for example.
  In a vehicle, add its Handling bonus or 
  penalty. Passengers do not make Chase 
  Tests. They’re just along for the ride.
  Chase Target Numbers
  The TN for a Chase Test depends on how 
  tricky it is to use a method of transport is in 
  a given area. Rocky terrain is a concern for 
  a runner, but not the flying drone pursuing 
  them. Use the Chase Test Difficulties table 
  as a guideline.
  Tracking the Chase
  As in other advanced tests, characters keep 
  a running total of the Stunt Die results from 
  successful tests. This is known as the Chase 
  Total. Participants with Chase Totals within 
  10 of each other can attack with weapons 
  that have a Range of 500 yards or greater. 
  Participants with Chase Totals within 5 of 
  each other can make ranged attacks with 
  weapons with smaller Range numbers. 
  Characters with Chase Totals within 2 of 
  each other may perform melee attacks (if 
  this would be practical) or vehicular attacks. 
  In most cases, attacks must be delivered by 
  passengers, since keeping up with the chase 
  is a major action, but vehicle operators may 
  use Active to operate vehicular weaponry, 
  and Ram to strike with the vehicle.
  Relative Speed
  Faster characters naturally have an advantage 
  over slower ones. Characters (or their mounts) 
  with a Speed of 14 add +1 to the Chase Total 
  for each successful test. Participants with 
  a Speed of 18 (the speed of a typical riding 
  horse) add +2, and participants with Speeds 
  of 21 or higher add +3. Participants with 
  Speeds of 6 or less reduce the points gained 
  on a successful Chase Test by –1.
  Vehicles adjust their Chase Total points for 
  each successful roll by their Velocity modifier. 
  If participants use modes of transport 
  with different Velocities, those with higher 
  Velocity classes may modify this, based on 
  game mode.
  Gritty MoDe: The GM simply determines 
  whether a character using a faster method 
  catches up with one using a slower 
  method. This is usually automatic unless 
  the pursued character finds a way to make 
  it difficult to be followed using the faster 
  method—running up an urban staircase 
  where a car can’t follow, for instance. In 
  some cases, stopping a vehicle in the right 
  place might be difficult, prompting a basic 
  test to brake at the right time.
  PulPy MoDe: The GM notes the slowest 
  Velocity class of all participants. For every 
  Velocity class higher than the slowest 
  participant, the faster participant adds +3 
  to their Chase Total for each successful test. 
  For example, a character in a sports car 
  (Very Fast) adds +6 to the Chase Total when 
  the slowest participant is on foot (Standard).
  CineMatiC MoDe: The GM uses the same 
  system as for a Pulpy game, except that 
  the Chase Total bonus versus slower 
  participants is just +1 per Velocity class 
  category advantage. Heroes flee fast cars on 
  foot, aided by camera editing that keeps you 
  from thinking about its realism too much.
  These modifiers apply to only Chase Totals, 
  not to SP spent on stunts.
  A chase can be resolved in two ways. If the 
  chase would effectively end when partic-
  ipants reach an objective, use a success 
  threshold, as with advanced tests. Alter-
  nately, you can decide that the chase will run 
  a certain number of rounds, and the char-
  acter with the highest Chase Total at the end 
  of that time wins. 
  Chase Stunts
  Characters making Chase Tests can use 
  Chase Stunts (see the Chase Stunts table). 
  Spending SP on Chase Stunts doesn’t reduce 
  the Chase Total. Like other stunts, extra tests 
  prompted by Chase Stunts do not generate 
  stunt points.
  Chase Test Difficulties
  ConDitionS
  tn
  exaMPle
  Ideal
  9
  Running down a clear corridor
  Average
  11
  Running down a city street
  Rough
  13
  Running down a trash-strewn alley
  Hard 
  15
  Running through thick, rocky woods
  Almost  
  Impossible
  18
  Running through a collapsing building  
  during an earthquake.
  
   
  COMBATANT 
  INITIATIVE 
  NOTES
  combat  
  round
  general notes
  MODERN age combat tracker
  1
  2
  3
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  4
  
  The following rules apply to attacks using firearms. ChaPter 4 of the 
  Modern AGE basic rulebook lists the different types of firearms avail-
  able to characters.
  Damage Source
  Except for black powder weapons, firearms deal ballistic damage. 
  Ballistic damage ignores any form of armor that does not specifi-
  cally protect against it and may ignore Toughness, depending on the 
  game’s mode.
  Rate of Fire
  A Ranged Attack action with a firearm represents shooting more 
  than once during the round, and the damage is an abstract average 
  of the shots that grazed or hit their mark. Some firearm models make 
  this a lot faster and deadlier, depending on how many bullets they 
  discharge on a single pull of the trigger and how fast they load new 
  ammunition into their chamber. This is called the rate of fire.
  • 
  SinGle Shot (SS): A single shot weapon requires its user to 
  manually actuate the mechanism to load new ammunition 
  into its chamber. This is part of the Ranged Attack action, 
  but it means that the weapon fires a single bullet with each 
  trigger pull, and may not be used to attack more than once in a 
  round, regardless of talents and stunts that allow a character to 
  attack more than once. (The character may still pull the trigger 
  multiple times, but the weapon’s limitations keep this from 
  being represented by more than one attack roll per round.)
  • 
  SeMiautoMatiC (Sa): A semiautomatic weapon still fires a 
  single shot with each pull of the trigger, but new ammunition 
  is loaded automatically after each shot, so it can be used 
  more than once in the same turn. A successful attack with 
  a semiautomatic weapon adds a rate of fire bonus to the 
  damage roll equal to the number rolled in the Stunt Die for 
  the attack. This bonus stacks with any bonus to damage 
  from talents and stunts. A character with appropriate talents 
  and stunts can attack more than one target in the same turn 
  with a semiautomatic weapon, but if used in this manner, 
  the weapon’s rate of fire bonus does not apply to the 
  damage of subsequent attacks.
  • 
  autoMatiC (a): An automatic weapon fires a stream of 
  bullets with each pull of the trigger. An attack with an 
  automatic weapon works the same as a semiautomatic 
  weapon as described above, but certain stunts like Long Burst 
  can be performed only with an automatic weapon.
  Capacity
  In Modern AGE, a firearm’s capacity is listed as a number from 
  2 to 6 (see ChaPter 4 in the Modern AGE rulebook). A capacity of 
  6 represents a weapon with a lot of room for ammunition, and 2 
  represents one that needs to be reloaded practically every time it is 
  fired. A missed attack with a firearm might mean that the firearm 
  ran out of ammo rather than representing bad aim. When a firearm 
  attack misses, compare the number in the Stunt Die with the weap-
  on’s Capacity. If the number rolled is equal to or greater than the 
  weapon’s Capacity, the weapon is empty and must be reloaded 
  before being used again. If the number is lower than the weapon’s 
  Capacity, it can continue to be used normally.
  Weapons in the Black Powder group and some specific longarms 
  have a Capacity of “—”; this means that the weapon can accommo-
  date only a single piece of ammunition and must be reloaded after 
  firing it, whether the attack hits or misses.
  Reloading
  Reloading a firearm is a major action, and reloading a weapon in 
  the Black Powder group requires 1d6+1 minor actions. The Rapid 
  Reload stunt can reduce the actions required to reload a firearm. 
  This assumes the character has spare ammo available. If the optional 
  Conviction rules are being used, the GM may award 1 point of 
  Conviction to a character when their firearm is emptied and dictate 
  that they are out of ammo entirely.
  Firearms in Gritty Games
  In Gritty games, firearms are more lethal, but it’s more 
  important to conserve your ammunition. When missing an 
  attack with a firearm in a Gritty game, add +1 to the Stunt Die 
  to determine whether the weapon is emptied; this is increased 
  by +1 for every missed attack afterward. The character must 
  have stated beforehand that they are carrying spare ammo, or 
  they will run out once the gun is emptied.
  Firearms
  Grenades
  Thrown grenades are ranged weapons with a range  of 15 + Strength 
  yards. Like using any other item during action time, you must use 
  the Ready action to have the grenade in your hand, and only then 
  you can take a Ranged Attack action. However, you’re not trying 
  to hit a specific target, but a specific location within range, where 
  a hurled object can possibly land (over a stack of boxes, but not 
  through a solid wall, for example). Note that unlike other ranged 
  weapons, you do not add Perception to grenade damage.
  A grenade attack is a TN 11 Accuracy (Grenades) test, modified for 
  difficult throws at the GM’s discretion. Success means the grenade 
  lands and detonates where you intended, but failure means the 
  grenade lands up to 1d6 yards away in a direction of the GM’s 
  choosing, and then explodes. Grenades affect everything and 
  everyone within 2 yards of the explosion, dealing damage and any 
  additional effect.
  You can use stunts with grenade attacks. Each stunt can affect only 
  one target, but you need not assign all stunts to the same target. If 
  you catch two foes in the blast of a grenade and generate 4 SP, for 
  example, you could use Pierce Armor on one foe and Knock Prone 
  on the other.
  TM
  
SOURCE: textdata/thevault/Modern AGE (AGE)/Modern AGE - Gamemasters Kit Reference Cards {GRR6303b}.pdf