Modules

Age of Adventure is designed around modular design where components can play of each other in endless combinations.

Module Overwiev

The Core module is the foundation of every Age of Adventure game. It includes the basic mechanics needed for gameplay, covering actions, traits, combat, and social interactions. All other modules are optional and can be enabled to expand the system for specific genres, themes, or styles of play.

This modular design ensures that Age of Adventure is highly flexible and genre-agnostic. Whether your story involves mages battling robots, stonepunk societies, or space-faring explorers, you can customize the rules to fit your setting without requiring players to learn new mechanics every time the genre changes.

Magic and Supernatural Modules

These modules add magical, mystical, and supernatural elements to your game.

Spellcasting

Allows creatures and players to cast spells. A core module to many fantasy settings.

Dependency: Requires either Arcane, Divine or Elemental.

Alchemy

Alchemical and chemical crafting, with rules for potions, bombs, and advanced materials.

Arcane

Controlled, learned, almost scientific magic.

Chronomancy

Time travel mechanics, including handling paradoxes and temporal effects.

Divine

Features clergy, cultists, divine magic, and optionally, divine beings such as demons, devils, and angels.

Elemental

Introduces elemental energies, druids, and elemental magic. Optionally includes elementals as creatures.

Hemocraft

Rules for blood magic, vampires, and vampirism.

Necromancy

Focuses on necromancers and undead creatures, including rules for raising the dead.

Outsiders

Cosmic horror elements, featuring eldritch horrors, cultists, and sanity mechanics.

Psionics

Adds mystical mental powers like telepathy, telekinesis, and precognition.

Runecraft

Explores ancient runes, lost languages, and rune-based magic systems.

Shadows

Shadow magic, cloacking, and creatures of the dark.

Technology Modules

These modules introduce advanced technology, vehicles, and futuristic concepts.

Atom

Rules for nuclear technology, radiation weapons, and mutations.

Blades

Features medieval-level weaponry and armor.

Biomancy

Gene editing and chimeras. Enables modified humanoids and creatures when paired with Monsters or Humanoids.

Cyber

Focuses on hacking, cyberspace exploration, and futuristic computers.

Diesel

Diesel-powered machines, vehicles, and weaponry.

Elektrica

Covers electricity-based technology, transportation, and mystical energies.

Gunpowder

Introduces firearms, explosives, and early industrial weaponry.

Mecha

Rules for piloting giant robots, optionally including giant monsters to battle them.

Nano

Advanced nanotechnology, laser weapons and energy-based equipment.

Space

Rules for space travel, rockets, and alien worlds.

Steam

Introduces steampunk technology and clockwork devices, optionally incorporating magical machinery.

Stone

Focuses on stone-age tools and weapons, as well as animal-powered technology. Ideal for primitive or low-tech campaigns.

Synth

Introduces artificial intelligence, androids, and other artificial life forms. Includes rules for creating, interacting with, or even playing as synthetic beings

Species and Creature Modules

These modules expand on character and creature options.

Heroes

Introduces superhuman characters with extraordinary abilities.

Humanoids

Introduces non-human playable species, from aliens to mythological beings.

Monsters

Adds a variety of creatures for use as enemies, allies, or world flavor.

General Modules

These modules enhance the social, political, and economic aspects of your world.

Apocalypse

Covers catastrophic events such as plagues, natural disasters, environmental collapse, and societal ruin.

Bases

Rules for building, upgrading, and maintaining bases, secret lairs, or headquarters. Includes mechanics for fortifications, resource management, and customization.

Crafting

Enables players to create magical or technological items.

Exploration

Focuses on travel mechanics, environmental challenges, and world exploration.

Factions

Adds faction renown, political systems, and power struggles.

Hearts

Personal renown, relationships, followers and pets.

Mercantile

Rules for trading, banking, and investing.

Learning

Rules for learnings and improving during downtime. Grants small bonuses and aids in roleplay and exploration.

Luck

Introduces mechanics for luck as a core trait, allowing players and enemies to influence outcomes with lucky breaks, rerolls, or fate-altering events.

Scavenging

Rules for gathering resources, looting, and crafting with found materials.

War

Adds large-scale battle mechanics and war machines.

Setting-Specific Modules

These modules are designed for specific settings within the Age of Adventure universe. They showcase how multiple modules can combine to create unique, tailored experiences.

Riverwalk

Focuses on navigating the river of life, bringing back souls, and battling necromancers in death.

Dependency: Requires Necromancy.

Teoxal

Introduces Teoxal Warriors—powerful allies who can be stored in Teoxal cubes and summoned for combat.

Dependency: Requires Monsters.

How to Use Modules

When building your game, follow these steps to choose the right modules:

  • Start with Core: Always include the Core module.
  • Choose Your Genre: Decide the theme or style of your game (e.g., medieval fantasy, sci-fi, post-apocalypse, etc.).
  • Enable Relevant Modules: Refer to the "Modules for the Genre" section to see which modules are normally best for your chosen genre.
  • Customize: Customise to your liking. Add any general modules you want to include.