Core Rules Module

Rules Catalog

Rule

Name

Description and Dependencies

000

Rule Zero

The Guide of Modos is the player who
ultimately decides what happens in the story, with input
from dice rolls and player suggestions.

001

Campaign Theme

The GM creates a campaign theme for the
game that describes what the PCs can expect from the
game.

002

Contest

When a PC wants to do something that has a
questionable outcome, the GM calls for a contest. The
player rolls a d20 against the GM’s d20. The higher
result gets the better outcome.

003

Contest Result

A contest result is the sum of the d20
roll and applicable bonuses or penalties. The higher
result in a contest is called a Pro, and gets a
favorable outcome. The lower result is a Con, and gets
an unfavorable outcome. A Tie can be rerolled or
considered a neutral outcome. 002

004

Attack

An attack is a contest with an outcome
that can be nullified by another contest. 002

005

Defense

A defense is a contest made in response to
an attack which negates the attack with a Pro. 002, 003,
004

006

Awareness

A character has awareness when he is
prepared to defend against an attack. A character
without awareness cannot defend against attacks of which
he is unaware. 002, 003, 004, 005

007

Bonus

Die rolls can be modified by static or
random amounts called bonuses. Negative bonuses are also
called penalties. A random amount is determined by
another die roll.

008

Difficulty

When story conditions make a contest
result more likely to be favorable, it gains a bonus
called Difficulty. Unfavorable conditions impose a
difficulty penalty. 002

009

Difficulty Table

Some difficulty bonuses are named to act
as benchmarks. These are: Easy (0), Challenging (4),
Difficult (8), Arduous (12), Impossible (16), Divine
(20). 002, 008

010

Difficulty Contest

A Difficulty Contest is the GM’s opposing
roll of a d20 + the difficulty that represents the odds
of an unfavorable outcome. 002, 008

011

Minimum Result

A contest result below 1 is automatically
a Con. 002, 003

012

Take Half

Any die roll may be replaced, before it is
rolled, with a result of half of the die’s highest
number.

Core Rules Module

Modos RPG Mich43L