VERDIGRIS PRESS
CONTENT
This is a set of rules that give objects more “character” by giving them stats of their own: Maintainability,
Operation, Design, Extensibility, and Security.
Product Identity: The business name “Verdigris Press,” the art, and the layout are Product Identity.
Open Game Content: All rules in this document are Open Game Content, except those things designated
above as Product Identity.
CREDITS
MODES is built with the Cepheus Engine rules.
Cepheus Engine System Reference Document, Copyright © 2016 Samardan Press.
Cepheus Engine and Samardan Press are the trademarks of Jason “Flynn” Kemp.
Neither VERDIGRIS PRESS nor Adam Dray are affiliated with Jason “Flynn” Kemp or Samardan Press™.
Inspiration: MODES borrows the QREBS idea from T5, without borrowing any of the text or specific
mechanics. The idea has been rebuilt from the ground up.
Art: Cover design by Adam Dray using licensed stock art by chuyu (circuit board) and 1971yes (robot).
Fonts: Neuropolitical font for titles, by Ray Larabie of typodermiconts.com, free for commercial use in non-
editable PDFs and books. Lato font for headers. Avenir Next for body text.
VERDIGRIS PRESS
Verdigris Press is a small, independent publisher of role-playing games and RPG supplements.
Find our products exclusively on DrivethruRPG.com at
http://www.drivethrurpg.com/browse/pub/11192/Verdigris-Press
Maintainability
MODES
Every object has five qualities, collectively known as
Maintainability indicates how easy it is to keep the
object in tip-top shape. An object with a low score
might require frequent maintenance schedules,
complicated cleaning routines, hard-to-find parts,
“MODES” for the first letter of each quality:
or difficult-to-reach components.
Maintainability, Operation, Design, Extensibility,
and Security. Each quality is rated −5 to +5 (the Once per week, test Maintainability. A success
default is +0). means that it does not require maintenance now. A
failure means that maintenance is required; if it is
MODES are optional. You never need to roll scores
skipped, then test Design to see if the object
for an object. You can always just assume that the
degrades (see below).
character is interacting with a perfectly average
specimen, with 0-scores for all five qualities. Add Maintainability to Mechanics skill checks on
However, these rules let you quickly generate this object.
MODES for an object, thereby injecting some
subtracting the first number minus the second Arguably, Operation is the most important MODES
number. This generates a number from −5 to +5. score. Modify all checks with the Operation score
when using the object in its intended way. For
The referee can apply modifiers to these before example, your starship has Operation +2.
rolling, based on age or usage. An old starship Whenever you make a Piloting check, you can add
might get a −1 to all rolls. A brand new vacc suit +2 to the check.
from a popular manufacturer might get a +1 to
Operation and Design.
Applying MODES to larger system a lot of character. That old free trader
several subcomponents with their own scores, you characters understand. It’s fine to use normal words
can compute the total cost for the entire object to describe the object.
minus the detailed subcomponents, adjust for its
Use the template system above to find a close
MODES, then add back in the subsystems with their
approximation to your object’s MODES and use
costs adjusted by their own MODES.
one or two of those template names. “You dust off
For example, for the Frontier Trader described the medical scanner you found in the sand. It’s old
above, normally 82.314 MCr, can be recomputed and beat-up.” (You know that its MODES are
as in the chart and analysis (above). −2−1+0−1−2, which is close enough.)
In many cases, you can just tell the players without (Also, it should cost 2 × 2 × 2 × 5 × 1.5 = 60 times
making them roll something. However, if you feel more than normal! A normal laser rifle costs 300 Cr.
that an object’s MODES are not apparent, ask for a This one would cost 18,000 Cr!)
skill check. Any skill required to use, maintain,
You cannot multiply cost multipliers together if you
repair, design, improve, or analyze the object
apply more than one template; recompute the
should be sufficient for a skill check.
MODES Templates
Unsafe +0+0+0+0−3 0.33
Overclocked −1+3−3+0−4 0.13
Tuned-up +1+1−2+0+0 1.13
Here are a number of templates that you can use to
High-Tech +1+1+1+1+1 7.60
set the MODES for objects based on their descrip- Low-Tech −1+0−1−1−1 0.20
Street* −2+1−3−2−2 0.06
tion. For example, if you tell the players that the gun
* If illegal, probably 10-60 times more expensive!
looks a bit beat-up, you can apply the “beat-up”
template to get −1−1+0+0−1.
multipliers from the summed MODES.