Last time I talked about ancestries, resources, and languages in SAGE, finishing off all the chapters you’d have to look through when making a character, except for the chapter summarizing character creation itself. However, your character might be a sorcerer. They might have superpowers, or cybernetic implants. They could have Powers. This chapter provides the following options.
Simple Sorcery: A semi-freeform quick system for using powers by drawing upon linked abilities and Bonds. Simple sorcery is ideal when your goal is streamlined classic adventure gaming.
Enhancements: “Static” powers that do one thing or enhance performance in a specific fashion. This is where super-strength, flight, energy blasts and so on dwell. Streamlined and revised from the past few years of power design
Thaumaturgy: Detailed improvised powers, in contrast to the quicker option of Simple Sorcery.
If you know AGE well, you’ll see the Modern AGE design DNA here, but in this case, there have been a number of revisions under the hood to streamline things a bit and bring them into line with how SAGE works. Like other AGE games, you acquire powers with character advancements, though there are options for characters who use powers through a device, or who can swap out the “modules” of their technological implants.
Some powers have a cost in effort. Fortune, or something else, and others don’t—follow the framework and build what you need for your game. Next time we’ll be moving past character creation to gameplay. See you then!
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