Modern

The modern setting is easy because it’s just the real world, right? Well, yes and no. It’s easy for players to understand the context of a modern setting. They know the default assumptions—cities, cars, cell phones, the internet, and so on. It’s also easier for some players to get into character, because their character could be someone they might very well pass on the street. It can be easier to wrap your mind around a history professor than a thousand-year-old elf wizard. These things make it easier on the GM as well.

But for the same reason, it’s not easy. The setting is the real world we all know, so it’s easy to get facts wrong or let them bog you down. What happens when you pull the fire alarm on the thirty-fifth floor of a major hotel in a large city? How fast do the authorities arrive? In truth, the facts aren’t as important as the story you’re creating, but some verisimilitude is nice.

Molding Characters For A Modern Game

If you’re trying to portray a psychic with a few basic powers, you might not want to use the Adept character type. Instead, choose a different type (perhaps a Speaker) and encourage foci such as Commands Mental Powers or Focuses Mind Over Matter. Some of the Adept’s powers might be too over the top for the genre.

Similarly, the technology flavor is probably too high-tech for a modern game. For someone with technical skills, use the skills and knowledge flavor instead.

Sometimes, the types might be more physical than is always desirable for a modern game, but that’s because the least physical type, the Adept, is often inappropriate for other reasons. The Calm descriptor is very good for such characters, not only granting them a great deal of skill and knowledge, but also reducing their physical capabilities.

Last, don’t forget foci such as Doesn’t Do Much or Would Rather Be Reading for “normal” characters who have useful skills but not much in the way of flashy abilities.

Suggested Types for a Modern Game

RoleType
Police officerExplorer with combat flavor
DetectiveExplorer with stealth flavor
SoldierWarrior
CriminalExplorer with stealth flavor
TeacherSpeaker
Professional (accountant, writer, etc.)Speaker with skills and knowledge flavor
Technical professionExplorer with skills and knowledge flavor
DilettanteSpeaker with skills and knowledge flavor
Doctor/NurseExplorer with skills and knowledge flavor
PoliticianSpeaker
LawyerSpeaker
ScholarExplorer with skills and knowledge flavor
SpySpeaker with stealth flavor
OccultistAdept
Mystic/PsychicAdept

Basic Creatures And NPCs For A Modern Game

  • Businessperson: level 2, business tasks as level 3
  • Cat: level 1, Speed defense as level 3
  • Clerk: level 2
  • Dog: level 2, perception as level 3
  • Dog, guard: level 3, attacks and perception as level 4
  • Horse: level 3; moves a long distance each round
  • Rat: level 1
  • Worker: level 2; health 8

Additional Modern Equipment

In a modern setting, the following items (and anything else appropriate to the real world) are usually available.

Inexpensive Items

WeaponsNotes
Ammo (box of 50 rounds)
Knife (simple)Light weapon (won’t last long)
Other ItemsNotes
Duct tape rollUseful and ubiquitous
Flashlight
Padlock with keys
Trail rations (1 day)

Moderately Priced Items

WeaponsNotes
Hand grenadeExplosive weapon, inflicts 4 points of damage in immediate radius
Hunting knifeLight weapon
MacheteMedium weapon
NightstickLight weapon
ArmorNotes
Leather jacketLight armor
ShieldAsset to Speed defense
Other ItemsNotes
Backpack
Bag of heavy tools
Bag of light tools
BinocularsAsset for perception tasks at range
Bolt cutters
Cell phone
Climbing gear
Crowbar
Electric lantern
First aid kitAsset for healing tasks
Handcuffs
RopeNylon, 50 feet
Sleeping bag
Tent

Expensive Items

WeaponsNotes
Light handgunLight weapon, short range
Medium handgunMedium weapon, long range
BowMedium weapon, long range
RifleMedium weapon, long range
ShotgunHeavy weapon, immediate range
ArmorNotes
Kevlar vestMedium armor
Other ItemsNotes
Camera designed to be concealedTransmits at long range
Microphone designed to be concealedTransmits at long range
Cold weather camping gear
Nightvision goggles
Scuba gear
Smartphone
Straightjacket

Very Expensive Items

WeaponsNotes
Heavy handgunHeavy weapon, long range
Assault rifleHeavy weapon, rapid-fire weapon, long range
Heavy rifleHeavy weapon, 300-foot (90 m) range
Submachine gunMedium weapon, rapid-fire weapon, short range
ArmorNotes
Lightweight body armorMedium armor, encumbers as light armor
Military body armorHeavy armor
Other ItemsNotes
Disguise kitAsset for disguise tasks
Used carLevel 3
Small boatLevel 3

Exorbitant Items

Other ItemsNotes
Large boatLevel 5
Luxury carLevel 5
Sports carLevel 6

Optional Rule: Handling PCs As Children

The regular character creation process makes fully competent, adult characters. To account for playing children, the GM could adopt this optional rule. First, the players make their characters normally, and then they apply the following adjustments to their PCs, as appropriate to their age category. You might also consider applying a tier cap of 3 to childhood adventure games with kids of up to thirteen years old, and a tier cap of 4 for childhood adventure games featuring PCs who are aged fourteen to seventeen.

Age 9 To 13

Slight: –4 to your Might Pool.

Vulnerable: Adults look out for you. You are trained in all pleasant social interactions with adults.

Inability: Might-based tasks are hindered.

Inability: Tasks involving knowledge are hindered.

Age 14 To 17

Youthful: –2 to your Might Pool.

Inability: Tasks involving knowledge are hindered.