Modulus Quick Start and Character Sheet Packet
Modulus Quick Start and Character Sheet Packet
Introduction: Welcome to the short version! You Light Medium Heavy Value
should still read the whole book when you get a
chance, but you can use these for reference any Attack 3 6 9 IV/V/VI
time. The primary rules supersede these in event of Attack+ 4 8 12 V/VI/VII
conflict or lack of clarity. Attack++ 5 11 16 VI/VII/VIII
Character Generation: Give your character a
name and Concept which fit the setting. Pick a Defense 1 3 4 IV/V/VI
single skill with your GM which fits the setting.
Assign the following: 15, 14, 12, and 11 to Body, Defense+ 2 4 6 V/VI/VII
Mind, Spirit, and Health. If you want, you may Defense++ 2 5 8 VI/VII/VIII
instead start each score at 8 and spend 20 points to Skills: When you roll a critical success, you earn a skill
improve them. No score may be 19 or higher. or increase the level of an existing one. Each skill is
Double whatever number you put in health. Pick specific to, and named after, the task you were
your equipment from what the GM allows and note attempting when you earned it. Work with your GM to
its stats. You’re done! You’ll earn more skills during determine the exact skill. Some examples are Sweet
play. Talk, Rapid Fire, Shield Block, Swift Rappel, etc. You
Conflict Resolution: To do something in character, may earn only one skill per game session, and if you go
describe it. Any genre appropriate action is the whole session without earning a skill you want to
available, and any task which fits the shared fiction keep, you may learn an existing skill from another
could be attempted by any character, including such character. If you have a chance for multiple skills, pick
things as magic and superpowers. Unless there is which one you are keeping for the session.
an interesting possibility (or certainty) of failure, you Once you have a skill, you may use it once per scene
will succeed. Otherwise, the GM will tell you to (one contiguous unit of unbroken time, such as a fight,
make a roll using one of your three stats (Body, an evening in the tavern, or one visit to the local
Mind, Spirit), based on your action and how you adventurer’s guild) to replace one roll with a success.
described it. The GM will also give you a difficulty Higher-level skills may replace one extra roll per level
ranging from 2 to 8, and how many successes you while performing a single extended task per scene. You
need, if you need more than one. earn a skill instantly when you roll your critical success,
When you need to make a roll, roll 1d20. If you roll so you can use it as soon as the following turn in
a number between the difficulty given and your stat, combat, or within the same scene out of combat.
you succeed! Otherwise you fail. If you roll exactly Traits: A trait is a grouping of skills. Once you have five
the difficulty, you have achieved a half success. If skills, you can group three of them together based on
you roll exactly your stat, you have achieved a shared characteristics. Name the trait to indicate how it
double (critical) success. encompasses the skills within. Once the skills are
Actions which fail may not be attempted again grouped into a trait, the skill slots they occupied are
within that scene, as either you need additional aid freed again, allowing you to earn more skills.
or your opposition has learned your ways and The sub-skills within a trait may not be replaced.
adapted. Change your the situation to try again! Instead, you must replace the entire trait. You may have
Combat: When a fight begins, every player rolls up to two traits. When you would gain a third, you may
Mind or Body to see if they go before or after their discard it or replace an existing trait. You are free to
enemies. Players may act in any order within their earn a skill which duplicates a sub-skill already in one
turn, and then their enemies go. Characters get one of your traits, though you must get it by rolling, as
action per turn. Actions in battle include rolls to normal. Alternately, you may level up a skill which is
damage the enemy’s health directly with a weapon already in a trait.
or other ability, to defend against attacks, or to A trait may be used once per scene as if it were any of
perform tactical maneuvers. The GM makes no the sub-skills that make it up. In this way, it has the
rolls, instead having players roll against static attack same power as a skill, but is more versatile.
and defense values for enemies.
Final Words: Each character evolves differently, based
When someone is hit, the weapon does damage to on how you play them! If you want to try a new
their health (minus any armor value). Armor’s character, you can, as long as you get GM approval. If
protective rating applies as a total per turn, so it can your character dies, make a new character, and the GM
be overwhelmed with weaker combined attacks. will work to get them into the narrative as quickly as
When a participant reaches 0 health, they are taken possible. Feel free to make copies of this page or the
out of the fight, either slain or defeated in some attached character sheets for your group.. Always
other way as genre appropriate. Participants may remember, games are for having fun! So work to make
take themselves out of the fight voluntarily. They are the game fun for others and enjoy it yourself too! Thank
defeated, but on their terms. you.
Reputation Tracker for Expanded Rules: Atk/Def Powers [Stats] Skills [level]
Experience: 0 1 2 3 4 5 6 7 8 9 10 11
Contacts: 0 1 2 3 4 5 6 7 8 9 10 11
Reputation Tracker for Expanded Rules:
Experience: 0 1 2 3 4 5 6 7 8 9 10 11
Additional Notes & Inventory
Reputation: -11 -10 -9 -8 -7 -6 -5 -4 -3 -2 -1
0 1 2 3 4 5 6 7 8 9 10 11
Contacts: 0 1 2 3 4 5 6 7 8 9 10 11
Name/Concept Body Mind Spirit Health Name/Concept Body Mind Spirit Health
Atk/Def Powers [Stats] Skills [level] Atk/Def Powers [Stats] Skills [level]