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Secondary Traits

Your character has several numbered traits other than attributes. Many of these are calculated using your character’s
attributes, though a few get some or all their values from other sources. The following section summarizes what these are.
• Resources: This measures your character’s wealth. Use the number listed for the character’s profession, +1 per
degree by which the character’s social class exceeds that of the profession’s.
• Health: Your character’s capacity to withstand injury before being killed or otherwise seriously affected. Depending on
profession, this is 15 + Constitution or 20 + Constitution at 1st level. Some Drives add +5 to this total.
• Defense: The ability to avoid getting hit in combat. 10 + Dexterity.
• Toughness: Your character’s resistance to injury. Equal to Constitution, with a minimum of 0.
• Speed: Your character’s ability to move, measured in how many yards you can move, cautiously, during a round of
action. 10 + Dexterity.
• Relationships: Your character’s connections to other people, measured using slots equal to Communication
(Minimum 1 slot). Some Drives add 1 slot.
• Conviction (Optional): If you use the optional Conviction system, a 1st level character starts with 3 points.
• Other: Some Drives may provide a Reputation, or 1 rank of Membership in an organization. See Chapter 10:
Rewards for more information about these.

6. Resources and Equipment: Based on background and Example


other factors, find out what your character’s initial
Resources are, and use those to determine what Steve is creating a new character for a Modern AGE game
equipment your character has available. focused on conspiracies and urban legend, so he leans toward
7. Health, Defense, Toughness, and Speed: Figure out your someone with some investigative abilities. This fits Meghan’s
character’s starting Health, Defense, Toughness, and plans for the campaign. Steve’s character also fills a niche left
Speed game traits. open by the other players’ choices, since nobody else plans on
playing a character with a strong investigative focus.
8. Goals, Ties, and Relationships: Based on everything
you’ve worked out so far, choose your character’s goals,
Step 2
both short- and long-term, their ties with other characters,
and their important Relationships. This last category is a
game trait, allowing characters with strong Relationships
to perform exceptional deeds to support them.
Abilities
9. Name and Description: Lastly, give your character a Modern AGE characters are defined by nine abilities. They’re
name and describe both the character’s appearance and scored on a numeric scale from –2 (quite poor) to 4 (truly
their overall personality and reputation. outstanding). A score of 1 is considered average for player
characters and other extraordinary people. 0 is average for
Step 1 common individuals, the sort of folks who avoid adventures
and weird capers. Your character’s ability scores provide a

Concept useful “snapshot” description of the areas where your char-


acter is outstanding, above average, poor, or just average,
and you use ability scores to determine the outcome of most
Who is your character? The character creation process will actions in the game. The abilities in Modern AGE are:
inspire ideas as you go, but it’s a good idea to start with a • Accuracy measures aim, precision, and finesse,
basic idea of the type of character you want to play. The first particularly in using ranged weapons, such as guns and
thing to do is talk to the GM about the upcoming campaign, thrown weapons.
and the game world it’ll be set in. You’ll want to play a char-
acter who fits that setting, so, for example, an international • Communication covers social skills, personal interaction,
socialite probably won’t fit a post-apocalyptic world where and the overall art of friendship and social influence.
scavengers fight over gas and canned food. Next, you want • Constitution is your character’s overall health,
to check with the other players. It’s almost always a good fortitude, and resistance to harm, illness, and fatigue.
idea to play characters with varied, complimentary interests
and abilities. A bodyguard’s a good partner for a negotiator, • Dexterity covers deftness, eye-hand coordination,
and a high-roller can help fund a would-be inventor. These agility, and reaction time, from doing delicate work to
contrasts can also help to decide upon the Relationships in dodging attacks.
Step 8. For now, keep your concept loose, since going through • Fighting measures your character’s abilities in close
the other character creation steps may inspire you to adjust or combat, with hand-to-hand weapons or unarmed
further specify who your character is. methods.

Chapter 1 - Character Creation 11

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