Core Rules Module
The Guide of Modos (GM) is the final, but not only, arbiter of what happens in the game.
Each game or campaign has a theme that provides guidance on how to play the game, what will happen in the game, and how the rules will be interpreted.
Light Levels Table
Light in any area falls into one of four levels: bright (only
those sensitive to light have vision difficulty), dim (no
vision difficulty in area), dark (some vision difficulty, -4),
and black (no light present, vision difficulty -8).
Ranges in the game fall into one of four categories: close (adjacent or nearly adjacent), short (close enough for effective interaction), medium (too far for consistent interaction), and long (beyond interaction range).
Players facilitate and improve the game by adding elements
to the story related to their characters.
Easy activities or obvious outcomes in the story do not
require die rolling, just storytelling.
The basic conflict resolution is two d20 rolls, one for the
player-character and one for the GM. All contests for
characters assign an appropriate attribute bonus; non-characters may add difficulty. The numerical result of
either side’s roll is called its “contest (result).” The higher
contest is called a “Pro,” or favorable outcome. The lower
contest is called a “Con,” or unfavorable outcome. Equal
results are called a “Tie.”
An attack is a contest that permits an opposing party to
counter or avoid the attacker’s intent.
A defense is a contest that counters or avoids an attack, if
the contest result is higher than the attack.
Die rolls can be improved by static amounts called bonuses. A negative bonus is called a penalty.
When conditions make a contest more or less likely to succeed, it gains a bonus called difficulty. An opposing contest that does not involve a character is called a difficulty contest.
Some difficulty amounts are titled to act as landmarks. These are easy (0), challenging (4), difficult (8), arduous (12), impossible (16), and divine (20).
When an attack has a chance of failure even if the opponent doesn’t defend, the attacker must still make the attack against a difficulty contest.
A minimum contest is the least result that an unopposed
contest must exceed to be a Pro. The default minimum
contest is zero.
Secret Contest Outcome
The GM may roll a contest for a player if that player’s character wouldn’t know about the result of the contest.
A player or GM may eschew a die roll and take the result
equal to half the highest number on the die. Players must
do this before making the roll.