Download as pdf or txt
Download as pdf or txt
You are on page 1of 1

Lifestyle

A character’s Resources determines their basic lifestyle, but sometimes a protagonist wants to explore the life of excess.
Characters don’t pay for their personal housing, food, or upkeep, as these elements roll into the Resources ability, and run
the risk of banality when introduced to play. The lifestyle expansions in this table are the types of activities and purchases
a character will need to test with their Resources ability.

Gear Resources TN Gear Resources TN Gear Resources TN


Alternate ID (Excellent) 16 Drugs (Street Quality) 9 Luxury Cruise 15
Alternate ID (Poor) 9 Five-Star Hotel 14 Michelin Star Meal 12
Casino Credit 14 Jewelry (Designer) 15 Party (Extravagant) 14
Discreet Affair 12 Jewelry (High Street) 11 Party (Intimate) 11
Drugs (High Quality) 11 Jewelry (Unique) 17 Party (Rave) 12

Adventuring Pricing

Gear There will be times when characters receive cash as


rewards, and decide to spend their hard-earned money
From the simple flashlight to cutting-edge night vision on equipment or lifestyle upgrades. It is the GM’s
goggles, gear acquirable in Modern AGE spans the ordinary responsibility to look up the average item cost and
to the sublime, with the costs equally as far ranging. Due adjust accordingly for their game. Alternatively, cash is
to the sheer volume of equipment available, some items in convertible into a temporary increase in Resources. The
the following table form packages, the contents of which are increase disappears as soon as a Resources check fails.
left for the GM and players to determine. Other equipment
appears separately. Resources difficulty may differ depending
on the game’s setting. The following descriptions cover some
Night Vision Goggles: Battery-powered goggles allowing
of the gear examples in the Adventuring Gear table.
users greater vision in darkness, illuminating anything within
Chaff Grenades [Pulpy/Cinematic]: When thrown within a the goggles’ range in shades of gray or green hues.
15-yard proximity of electronics, a chaff grenade disrupts the Smoke Grenades: These bombs create a cloud of obscuring
operations of any non-insulated device for 2d6 rounds, using gas that expands up to 10 yards from detonation point. The
a combination of conductive foil and an electromagnetic cloud dissipates after 1d6 rounds.
pulse. These are usually available only in Pulpy or Cinematic
Suppressor: Otherwise known as a silencer, suppressors dull
campaigns.
the noise of gunfire.
Flash Grenades: These bombs create a blinding flash affecting
anyone within a 15-yard radius, if the person(s) looked in the Gritty: A suppressor stops any flash of light from a firearm’s
direction of the explosion. The blindness goes away after 2d6 action, and halves the distance at which it can be heard.
rounds.
Pulpy/Cinematic: A suppressor makes a firearm almost
Magnifying Scope: A magnifying scope acts as a modern impossible to hear outside any room it’s fired in, or beyond a
pair of binoculars, with zoom functions and built-in camera. 5-yard radius, whichever is smaller
Scopes are assumed to be included with sniper rifles and anti-
materiel rifles. Adding a scope to another firearm increases its Thermal Goggles: Battery-powered goggles allowing users
maximum range from 1.5x to 2x its listed base range. to see heat and movement in darkness.

Adventuring Gear
Gear Resources TN Gear Resources TN Gear Resources TN
Bomb Disposal Kit 15 Gun Scope 12 Night Vision
14
Camera 8 Laptop/Tablet 11 Goggles

Cell Phone 8 Laser Sight 11 Oxygen Tank 13

Chaff Grenades 15 Magnifying Scope 13 Radar Jammer 15

Diving Gear 13 Mechanic’s Toolkit 10 Signal Jammer 13

Flare Gun 9 Medic’s Kit 10 Smoke Grenades 14

Flash Grenades 16 Mine Detector 14 Suppressor 13

Flashlight 6 Motion Tracker 15 Survival Gear 11

Gasmask 11 Mountaineering Gear 14 Thermal Goggles 12

Chapter 4 - Equipment 79

You might also like