Agents of Concordia Core Rulebook
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Take the role of an Agent traveling between worlds in this Action - Mystery - Fantasy RPG set in an alternate 1960’s
Each player takes the part of a Special Agent, working within the Concordia Central Intelligence (the C.C.I.), charged with the safety of parallel worlds.. As a team, players will investigate different occurrences, try to thwart schemes, and stop threats against the Concord. With a myriad of species, working with equal parts technology and mysticism, the Agents of Concordia are like nothing you've ever seen.
The rules for the game are easy to learn and support a lot of stunts, high-octane action, and dynamic character progression.
Multiple Worlds: With a large number of different worlds in the Concord, there are no limits to the variation of missions and adversaries.
Science Fantasy: Play as a 9' Ogre Investigator or a 3' Marmoseti Weaponsmith; use mysticism and rituals, as well as guns and lab-equipment; and travel by gate or aether-fueled rocket car.
Story driven rules: Created to be streamlined and fast-paced, the game system is easy to use and we've kept the fancy rule mechanics to the downtime of the game.
Veterancy system: The veterancy system allows you to prioritize a few rolls or stunts so that you can have a greater chance of success with each adventure.
Modular setting: This game offers you the ultimate freedom. There is a section in the book for creating your own worlds, creatures and playable classes, and enough room in the multiverse to include them.
Words matter: All rolls in the game can be subject to Support and Cripple effects. These are standardized bonuses you get from items, abilities or conditions.