Modos 2 - free demo

Modos 2 - free demo


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Modos 2 - free demo

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Free, easy, ready-to-mod RPG.

This is the demo edition. The deluxe edition will include more art, powers, helpful sidebars, and appendices.

Unofficial website:

I can only show you the door. You're the one who has to walk through it.
  1. DMMike
    My Skyrim game will be starting soon, and the rules module for it is taking shape. Here's a look at what's involved in writing a mod.

    The first step was to decide what makes Skyrim feel like Skyrim. So I picked out different elements in combat, looked at the way armor adds up to provide a total bonus, perks, how magic works, and more.

    Then I had to look at the base Modos 2 game and ask: which elements differ enough to require new rules to support them? Which rules should be removed or changed?

    This brought me to where I am now. I have a list of discussion points that I want to make on how to use the new rules, and a list of the new rules themselves. They'll take some refining, but the major points are in place. Next I'll flesh out the discussion, make the rules crispy-clear, and attempt to make a decent pdf out of it so I can post it on the Modos unofficial website.

    Here's the rough discussion outline (apologies for the formatting):

    Level=square root of skill points
    Suggested racial perks
    Altmer, mana
    Argonian, water breathing
    Bosmer, poison resist 2, disease resist +4
    Breton, -1 magic damage
    Dunmer, d4 fire resistance
    Imperial, d8 bonus septims
    Khajiit, weapon training (natural)
    Nord, d4 cold resistance
    Orsimer, martial artist
    Redguard, poison resist 2
    New list
    Gained from rolling, skill books, training, misc
    List example conversions, removed perks
    Max damage perks
    (other perks)
    Remove attribute point, skill point, rename Stubborn
    Carrying capacity
    Armor rule
    Scrolls, skill books, potions, alchemy
    Enchantment enchanting tables gear enchantments can raise above level limit
    Standing Stones
    Spell durations
    Magicka (and max magicka)
    Magic resistance
    Fire damage
    Cold damage
    Electrical damage
    Ward spells last for 1 round
    Sample NPCs
    Bartering (non-extended)
    Picking pockets: 1st roll- were you detected, 2nd roll, were you successful (quality contest?)
    Extended conflict
    Initiative weapon speeds (magic already has an action cost)
    d8 vs. Lock max progress (10 per lock level)

    Actions table (attack, defend, change posture, cast novice spell, drink potion, sheathe/draw weapon, use scroll, use staff, apply poison)
    Power attacks: special move perk becomes rule, but the number adds Stamina damage
    Power attack breaks a block: blocked power attack does stamina damage instead of health damage (on a Pro, the power attack broke through)
    Sprinting and Climbing


    Scaling five degrees, two per Modos level. 1 modos level <> 4 Skyrim levels
    Distributing skill points
    Vendor stock and cash

    And the rules catalog that grew with it:

    Rule Name Description and Dependencies
    100 Encumbered Characters cannot exceed walking speed when weight carried > 10 x P score
    100 Locked Skills (removed)
    100 Level up Gain damage pool perk, perk, and attribute point. First standard perk must be racial perk.
    100 Skill up Roll 20 for combat, 19-20 non-combat...
    100 Level Equals root of skill points
    200 Sprinting & Climbing Use stamina (d8) to measure progress and count toward a limit
    300 Helmet modifier A helmet that is one step better or worse than worn armor grants +1 or -1 to the protection roll. A helmet two steps away (or missing) changes the protection die by one type. Depends: scaling
    300 Disabled Only mostly dead. Stamina and magicka just result in Cons
    300 Natural healing (regeneration) Proceeds in steps: day, hour, 4 minutes, 1 minute, round, action
    300 Poison damage Poison damage ignores physical protection, causes vision penalty (-2), and does 1 extra point of damage for X rounds.
    300 Critical strike Roll d4 extra damage. Perks to increase.
    300 Poison resistance Poison resistance reduces the level of a poison, but not below 0.
    300 Paralysis Free non-action to resist, or X actions must be used as defenses
    300 Disease Non-action to resist AFTER COMBAT
    300 Damage, elemental Elemental damage ignores general physical protection
    300 Stagger Non-action to resist, or lose 1 action
    300 Max damage equals attribute score plus max damage perks
    400 Magic Durations day, hour, 4 min, min, round, action (immediate)
    400 magic resistance number indicates damage reduction or defense bonus (can reduce to zero)
    300 Power attack All character can use Special Move perk, but must spend amount on Stamina as well. Cannot exceed Stamina max damage.

    20-ish rules is relatively lightweight (compared to about 80 rules in the base game). I'm hoping the full mod will hit about 10 pages. Until then, happy gaming!
  2. DMMike
    Low-level dragons are more viable in the Skyrim rules module than in the base game. This one is only level 5, but it does have a rule zero provision that it can fly (that comes with some flaws as well):
    Dragon, blood 5
    Dragons have the ability to take flying posture without a mount. Flaw: dragons have no hands, have significant difficulty sneaking, and more difficulty reaching into small spaces and between trees.
    P 15, M 8, MP 12
    H 27, S 12, M 20
    Skills: magic (destruction) +7 (4), movement +6 (4), unarmed +6 (4), willpower +4 (3), detect +3 (4), concentrate +2 (3), knowledge (nature) +2 (3)
    Perks: martial artist, weapon training (natural), novice destruction, sleepless, bonus action (unarmed), tough x3, mana x2
    Gear: natural attacks d8, dragon scale (resist fire d8), dragon bone d8 (fortify natural armor 3)
    Spells: flames 1 (-1), fire 3 (-7)
  3. DMMike
    Here's an example of a light-rules game: I just squeezed a character sheet for a Skyrim guardsman into a Tweet. Here's what it looked like before a little trimming.

    Guard, City 2
    Some guards, particularly those with important wards, scale in level the with PCs. The starting level guard is presented here.
    P 13 (14), M 10, MP 8
    H 17, S 14, M 8
    Skills: one-handed +2 (1), block +4 (1), detect +1, persuade +0 (1)
    Perks: resist cold d4, weapon training (one-handed), tough, endurance
    Gear: steel sword d8, guard armor & helmet d4 (light), small shield (+2 block), iron dagger d6, steel gauntlet and boots
    Attachment 93573

    To pull this stunt off, I had to trim Character Concept and non-Equipment Gear from the sheet, but I was able to add a picture...and you know how many words that's worth

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