noun: Modus Operandi; plural noun: modi operandi
a particular way or method of doing something, especially one that is characteristic or well-established.
– Oxford Languages
What sort of character do you want to play? A noble knight trained in the arts of combat? A wily Wizard steeped in arcane power? Or perhaps a clever Thief sneaking through the shadows and helping themself to whichever unguarded baubles catch their eye? Whatever your choice, the package of skills, talents, and abilities your character makes use of while adventuring is called their Modus Operandi (MO).
What is a Modus Operandi? #
A character’s MO tells you what sort of training and experience they possess. It describes where they focused their energy in their preparations to become an adventurer and suggests how they are likely to tackle the Challenges they face.
Ezarel has the Wizard MO. It is safe to assume Ezarel is trained in spellcasting and uses magic to overcome most Challenges. Warheart, however, has the Warrior MO. It is a safe bet that Warheart received training in hand-to-hand combat and will resolve many Challenges with his sword.
The MO descriptions found in this chapter are a starting point, not a limit, for understanding what a character is trained to do and how they go about solving their problems. Creating a comprehensive list of everything a character knows and is trained to do could fill an entire book. Just because something is not mentioned in the MO’s description does not mean the character is not trained in that area. Instead, when a player declares what Action they want their character to perform, it is up to the player and the Adventure Guide to decide if the Action is something the character is trained to do.
The characters spot a squad of soldiers marching under a banner marked with the symbol of a roaring lion. Steve wants to see if his character, Warheart, recognizes the symbol. The Warrior MO description doesn’t mention heraldry, but Steve suggests to the Adventure Guide that AS a knight, Warheart’s Warrior MO training likely included memorizing the heraldic symbols of important noble houses. The Adventure Guide agrees and tells Steve it is the banner of Sir Lorthum, a villainous renegade knight from the outlands.
Characters with the same MO have many of the same skills, talents, and abilities, but each character’s training is unique. The backstory, Culture, and Background the player selects for their character will determine the specific collection of skills and abilities they possess.
Ezarel is searching the king’s library for information about the monster-infested ruins that lie just south of the Greygorn River. Ezarel’s player, Chris, suggests that how to properly research is something Ezarel likely learned at the wizarding college where he acquired his Wizard MO skills, and the Adventure Guide agrees. If Chris were playing a Self-taught hedge Wizard, however, the character would still have the Wizard MO, but it’s unlikely formal research would have been part of their training.
MO Scores #
The score assigned to a character’s MO measures the scope and quality of their abilities, AS well AS their overall experience. For instance, a score of 1 indicates the character is a novice practitioner of their MO, while a score of 7 indicates the character is a true master of their art. When performing Actions that leverage the skills and training of the MO, the player may add the character’s MO score to the Action Score. See Chapter 10: Actions for additional information about adding MO scores to Action Scores.
The MO Score Examples table shows the level of expertise represented by different MO scores.
| MO SCORE EXAMPLES | |
| Score | Level of Expertise |
| 0 | Unskilled |
| 1 | Novice |
| 2 | Skilled |
| 3 | Professional |
| 5 | Expert |
| 7 | Master |
| 10 | Legendary |
MO Entries #
This section describes nine classic fantasy MOs players can choose from when creating a character.
Reading the Entries #
Each MO entry includes:
- Name: The name of the MO.
- Description: A short description of the skills, talents, knowledge, and abilities typically mastered by characters with this MO.
- Suggested Specializations: A list of suggested Specializations appropriate for a character with this MO. The grouping of the Specializations (Active, Combat, Craft, Knowledge, Spellcasting, or Strengths) is a tool for organizing the list and does not represent a game mechanic. The listed Specializations are only suggestions, and players are welcome to create their own. See Creating New Specializations for more information.
- Weapon Training: Weapons that characters with this MO are trained to use in combat. When the character makes an Attack Check using one of the listed weapons, the player may add the character’s MO score to their Action Score. Although not listed, all characters are trained to fight with fist, foot, dagger, club, and simple thrown weapons, regardless of their MO.
- Armor Training: A list of armor types a character with this MO is trained to use. If the character wears other types of armor, apply a Drawback to Difficulty Scores for any Action Checks involving movement.
- Defense Training: A characters with this MO are trained in these Defenses. Add the character’s MO score to listed Defense scores.
- Favored Recovery: A character with this MO recovers points of the listed type (Body, Mind, or Spirit) more quickly than characters with other MOs. Add the character’s MO score to their Action Score when making Recovery Checks to recover points of the listed type. Detailed information about recovering Body, Mind, and Spirit Points is found in Chapter 13: Injury, Wounds, and Healing.
- Spellcaster: This indicates whether a character with this MO is trained to cast spells and lists their spellcasting Primary Attribute. To cast spells, characters must also have the Spellcasting Exceptional Ability. See Chapter 11: Spellcasting for more information.
- Starting Equipment: A character with this MO begins the game with the listed equipment.
Specialization Descriptions #
There are no descriptions for the individual Specializations listed in this chapter. Like the character’s MO, a Specialization is a tool for telling a unique and exciting story. It is up to the player and the Adventure Guide to determine when and if a Specialization applies to a character’s Action. The decision will depend on when, where, and how the player imagines the character acquired their specialized skills and how the player is using the character’s Specialization in that particular situation. For more information on using Specializations, see Chapter 10: Actions.
Cleric #
You are a Warrior priest who seeks to serve their god by courageously defending the followers, ideals, and holy places of their patron deity. Gifted with the ability to harness divine magic, you supplement your Strength of arms with powerful spells and are AS likely to strike down your foes with a rain of fire from the heavens AS with your mace. You hunt down the enemies of your faith, delving into the darkest and most Dangerous places to confront the forces of evil where they lair. When not engaged in battle, your healing touch brings succor to those deserving of your deity’s blessings, and your sermons inspire courage and Strength.
Suggested Specializations
Active: Advise, Educate, First Aid, Inspire, Preach, Treat Wounds
Combat: Block, Clubs, Protect, Spirit Defense
Craft: Antidotes, Cures
Knowledge: Divine Arcana, Herbology, Religious History, Religious Ritual
Spellcasting: Healing Spells, Protection Spells, Undead Spells
Traits
| Weapon Training | Mace |
| Armor Training | Light Armor, Medium Armor, Shields |
| Defense Training | Body, Spirit |
| Favored Recovery | Spirit |
| Spellcaster | Yes (Presence) |
Starting Equipment
- Mace
- Padded gambeson
- Prayer Book (Spellbook)
- Holy symbol (Spellcasting Talisman)
- Backpack
- Rations (3)
- Vestments
- Waterskin
Druid #
You are a stalwart guardian of the natural world who defends their charges with powerful spells and secret lore. Using ancient spells passed down through countless generations of Druids, you can commune with nature spirits, command the creatures of the forest, and defend the pristine wilderness from the rapacious appetites of “civilization.” You know the true names of animals and plants, and foretell the future by reading the signs written in the patterns of fallen leaves or the gurgling song of a mountain brook. The seemingly unpredictable patterns of wind and weather hold no secrets from you, and you can harness their power to Aid an ally or destroy an enemy.
Suggested Specializations
- Active: Calm, Forage, Foretelling, Hunt, Observe, Sense Change
- Combat: Defend, Parry, Staff
- Knowledge: Animals, Myths and Legends, Plants, Weather
- Spellcasting: Plant Spells, Stone Spells, Water Spells
- Strengths: Endure Elements
Traits
| Weapon Training | Club |
| Armor Training | Light Armor |
| Defense Training | Body, Spirit |
| Favored Recovery | Spirit |
| Spellcaster | Yes (Intuition) |
Starting Equipment
- Dagger
- Yew rod (club, Spellcasting Talisman)
- Backpack, canvas
- Healer’s kit
- Potion of Heal Wound (Body)
- Potion of Recovery (Body)
- Rations (3)
- Waterskin
Mountebank #
You are a quick-witted con artist who manipulates people to get whatever your heart desires. Your most Dangerous weapon is your wit, and your strongest armor is a well-crafted lie. With nothing more than a bit of clever repartee and a smile, you talk your way past the gates of heavily-guarded fortresses, out of deadly traps, or into the good graces of your deadliest enemies. Should your mark see through your verbal glamour, your gleaming rapier and Weighted Cape stand ready to flash into Action.
Suggested Specializations
- Active: Acting, Charm, Convince, Deceive, Discern Desires, Entertain, Escape
- Combat: Cape, Disarm, Parry, Rapier
- Craft: Disguise
- Knowledge: Cons, Food and Drink, Poetry, Songs
- Strengths: Unbreakable Morale
Traits
| Weapon Training | Rapier |
| Armor Training | Light Armor, Weighted Cape |
| Defense Training | Body, Spirit |
| Favored Recovery | Spirit |
| Spellcaster | No |
Starting Equipment
- Dagger
- Rapier
- Weighted Cape
- Counterfeit gold pieces (10)
- Disguise kit
Ranger #
You are the ultimate wilderness survivor and the master of the wild world. AS a hunter, you are the apex predator, and no quarry escapes your relentless pursuit. A bent branch, crushed leaf, or tumbled stone are all you need to track your prey—including the two-legged variety. Mountain or marsh, forest or fen, you can always find ample food, potable water, and safe shelter, and you can start fires in the pouring rain using nothing more than a couple of sticks and a pinch of tinder.
Suggested Specializations
- Active: Find Water, Fish, Forage, Stalk, Start Fires, Track
- Combat: Bow, Dodge, Wrestle
- Craft: Build Shelter, Set Traps
- Knowledge: Animals, Plants, Monsters, Weather
- Strengths: Direction Sense, Endure Fatigue
Traits
| Weapon Training | Bows |
| Armor Training | Light Armor, Medium Armor |
| Defense Training | Body, Spirit |
| Favored Recovery | Body |
| Spellcaster | No |
Starting Equipment
- Dagger
- Longbow
- Quiver with arrows (24)
- Backpack, canvas
- Knife, skinning
- Rations (3)
- Tinderbox
- Torches (3)
Scholar #
You are a daring explorer with an insatiable hunger for knowledge, and you will go to any length to acquire it. While other academics are content to sit behind their desks, you Grab a pack and plunge into the unknown in search of lost wisdom, forgotten secrets, and hidden truths. Whether decoding ancient glyphs inscribed onto deadly traps, deciphering cryptic clues leading to legendary artifacts, or translating treasure maps written in Long dead languages, you are an invaluable addition to any party of adventurers.
Suggested Specializations
- Active: First Aid, Orate, Persuade, Teach
- Combat: Mind Defense
- Craft: Alchemy, Cartography, Research, Writing
- Knowledge: Arcana, Astronomy, Biology, Clockwork, Engineering, History, Languages, Mathematics, Navigation
- Strengths: Suppress Emotions
Traits
| Weapon Training | Whip |
| Armor Training | Light Armor |
| Defense Training | Mind, Spirit |
| Favored Recovery | Mind |
| Spellcaster | No |
Starting Equipment
- Dagger
- Whip
- Shortsword
- Backback, canvas
- Bedroll
- Book, blank
- Book (common subject)
- Ink (vial)
- Quill pen (2)
- Rations (3)
- Tinderbox
- Torches (3)
- Waterskin
Sorcerer #
You are a natural Spellcaster who believes magical power is your birthright, and you will risk your immortal soul to realize this destiny. From your earliest memories, the power of magic has been yours to command, and casting spells is AS natural to you AS walking. Through instinct alone you magically summon forth monsters to fight on your behalf, conjure scrying pools to spy on your enemies, and manipulate the will of weak-minded fools who stand in your way. Your mind is a vault of forbidden secrets, from the true names of demons to the arcane workings of curses other spellcasters have willfully forgotten.
Suggested Specializations
- Active: Identify Magic, Sense Magic
- Combat: Mind Defense
- Knowledge: Demons, Forbidden Magic, Forgotten Lore, Monsters, Undead
- Spellcasting: Control Spells, Counterspell, Curse Spells, Dispel Magic, Scrying, Summoning
- Strengths: Resist Magic
Traits
| Weapon Training | Staff |
| Armor Training | None |
| Defense Training | Body, Mind |
| Favored Recovery | Mind |
| Spellcaster | Yes (Deduction) |
Starting Equipment
- Dagger
- Book of Secrets (Spellbook)
- Wand (Spellcasting Talisman)
- Backpack, canvas
- Potion of Heal Wound (Mind)
- Potion of Recovery (Mind)
- Rare Spell Components (3)
- Rations (3)
- Waterskin
Thief #
You are a professional criminal who decided to use their skills and abilities to improve the lives of the common folk by bringing those with wealth and power down a notch. You are a master of stealth, creeping past Dangerous foes like a shadow in the night, and with a swift dagger you silence anyone who discovers your Presence. Pockets and purses are open receptacles for your nimble fingers, and your skill at lockpicking means no portal can bar your way. You see laws AS artificial constraints designed to increase the Control of those in power and freely ignore any that don’t suit you. Despite your reformation, old habits die hard, and every now and then small items of exceptional value or beauty find their way into your pockets. Who could blame you? Making the world a better place isn’t free, after all.
Suggested Specializations
- Active: Climb, Disable Trap, Disguise, Hide, Pick Locks, Pick Pockets, Sleight of Hand, Stealth
- Combat: Dodge, Crossbow, Parry, Sword
- Craft: Antidotes, Forge Document, Poisons, Traps
- Knowledge: Art, Gems, Security
Traits
| Weapon Training | Hand Crossbow, Shortsword |
| Armor Training | Light Armor |
| Defense Training | Body, Mind |
| Favored Recovery | Body |
| Spellcaster | No |
Starting Equipment
- Leather armor
- Dagger
- Shortsword
- Backpack, canvas
- Grappling Hook
- Rations (3)
- Rope (50’)
- Thieves’ Tools
- Tinderbox
- Torches (3)
- Waterskin
Warrior #
You are the ultimate Warrior, only truly alive when locked in battle. Your blade cuts through foes like a scythe, and your fists rain down blows powerful enough to shatter the will of the most determined opponent. Whether you are a chivalric knight bound by ancient codes of honor, or a shrewd mercenary selling their blade to the highest bidder, the siren song of the battlefield rings loud in your ears. You might prefer the deadly edge of a blade, the crushing power of a steel hammer, or the impersonal death from afar allowed by a bow, but whatever your weapon of choice, you are its master, and you work tirelessly to perfect your skills.
Suggested Specializations
- Active: Climb, First Aid, Inspire, Intimidate, Lead, Leap, Run
- Combat: Axes, Block, Bows, Clubs, Dodge, Parry, Swords, Thrown Weapons, Wrestle
- Craft: Camp, Defensive Structures
- Strengths: Endure Pain
Traits
| Weapon Training | All |
| Armor Training | All |
| Defense Training | Body |
| Favored Recovery | Body |
| Spellcaster | No |
Starting Equipment
- Dagger
- Javelin (2)
- Scimitar
- Leather armor
- Medium Shield
- Backpack, canvas
- Rations (3)
- Tinderbox
- Torches (3)
- Waterskin
Wizard #
You are a master of the arcane arts, leveraging your spells and intelligence to pry loose the secrets of magic from the greedy fingers of the universe. Using complex formulas, magical sigils, and runes of power, you harness the base elements of reality and bend them to your will. With your talents you can melt a wall of stone, summon an explosive ball of fire, or freeze the surface of a pond with a touch. You can sense the Presence of magic and analyze enchantments to discern their purpose. Wizards record everything they learn in their grimoires, huge tomes of spells and lore that are the product of their mystic scholarship.
Suggested Specializations
- Active: Decipher, Identify Magic, Identify Potion, Sense Magic
- Combat: Mind Defense
- Knowledge: Arcane Lore, Arcane History, Astrology, Monsters
- Spellcasting: Air Spells, Earth Spells, Fire Spells, Water Spells
- Strengths: Languages, Logic
Traits
| Weapon Training | Staff |
| Armor Training | None |
| Defense Training | Mind |
| Favored Recovery | Mind |
| Spellcaster | Yes (Intellect) |
Starting Equipment
- Dagger
- Staff (quarterstaff, Spellcasting Talisman)
- Grimoire (Spellbook)
- Backpack, canvas
- Rations (3)
- Ritual candles (5)
- Potion of Heal Wound (Mind)
- Potion of Recovery (Mind)
- Rare Spell Components (3)
- Waterskin
Creating New MOs #
If none of the MOs provided here describe the character you want to play, you and the Adventure Guide can work together to create a new MO. These are the steps for creating a new MO.
- Step 1: Choose a name
- Step 2: Describe the MO
- Step 3: Create a Specialization list
- Step 4: Determine traits
- Step 5: Choose starting equipment
Focus on the Fun #
Creating MOs and Specializations is more of an art than a science, so focus on what is fun for you and your friends. If you want a world where every MO uses magic, make every MO a Spellcaster. If you want a world where Spellcasters wear armor, give every Spellcaster Armor Training. If the choices create the kind of world and game you want to play, there are no wrong answers when it comes to creating your own MOs and Specializations. Remember, this is Open Adventure.
Step 1: Choose a Name #
When choosing a name for the new MO, try thinking of an occupation, Line of work, or title that describes the sort of character you want to play. Examples include Sea Captain, Merchant, Paladin, and Explorer. You can always change it later, so don’t worry too much about getting it perfect.
Step 2: Describe the MO #
When describing the new MO, use the following prompts:
What is the one thing a character with this MO wants most out of life?
Broadly, how does a character with this MO go about getting the thing they want?
Give three specific examples of a character with this MO using one of their signature abilities, skills, or techniques to get the thing they want.
List a specific non-combat way a character with this MO contributes to the success of their party.
Once you have your responses, you can write up a full prose description, or just call it good and move on to Step 3. If you and the Adventure Guide understand what a character with this MO does, that’s good enough. Also, AS with the MO descriptions provided in this book, you only need to provide a general idea of how the character operates when on an adventure. You and the Adventure Guide will fill in the blanks during the game using common sense and creativity.
Step 3: Create a Specialization List #
Make a list of skills and abilities a character with this MO has trained in, and things they might spend extra time perfecting. You only need five, since that is all that is needed for character creation, but coming up with a few extras is a good way to help imagine the way a character with the new MO operates.
You may find it helpful to think of Specializations in terms of the groupings used in the MOs entries provided in the chapter. The groupings are:
- Active: These are verbs that describe something a character with this MO is likely to do. Examples include Inspire, Sneak, Surprise, and Comfort.
- Combat: These are specific weapons, types of armor, forms of defense, or combat maneuvers a character with this MO is known for. Examples include Swords, Dodge, Spirit Defense, Disarm, and Defend.
- Craft: These are crafting skills a character with this MO is known for or types of objects they are known to build. Examples include Traps, Cooking, Smithing, and Contracts.
- Knowledge: These are the areas of expert knowledge expected of a character with this MO. Examples include Plants, Rivers, History, Legends, and Geography.
- Spellcasting: If the MO is a Spellcaster (see Step 4: Determine Traits) these are spell types a character with this MO might choose to spend extra time perfecting. Examples include Fire Spells, Illusion Spells, Control Spells, and Movement Spells.
- Strengths: These are situations where a character with this MO is especially strong or hardships they are especially good at Resisting. Examples include Resist Elements, Resist Hunger, Endure Pain, and Suppress Emotions.
For additional information about creating your own Specializations, see the Creating New Specializations section.
Step 4: Determine Traits #
Each MO entry includes a list of Traits. The following provides guidance for setting these traits in your new MO.
Weapon Training #
Select one or two specific weapons a character with this MO commonly employs. The weapon selected should be something people in the game world automatically imagine a person with this MO wielding. For instance, if you were creating a classic Swashbuckler MO, you would probably list Rapier or Scimitar for their weapon. You should only select classes of weapons (like “Melee Weapons”) or All weapons if the MO’s primary focus is armed combat.
Armor Training #
When people think about a person with this MO, what sort of armor (if any) do they immediately imagine them wearing? A simple leather vest? A full suit of plate armor? Or do people generally imagine this character unarmored? Select a type of Armor appropriate for the MO (None, Light, Medium, or Heavy). You should only select All armors if the MO’s primary focus is armed combat and people with this MO wear a wide variety of armor.
Defense Training #
Select one or two types of Defense (Body, Mind, or Spirit) in which characters with this MO have vigorously trained.
Favored Recovery #
Select one type of damage (Body, Mind, or Spirit) characters with this MO are especially good at recovering from.
Spellcaster #
This indicates whether a character with this MO is considered a Spellcaster AS described in Chapter 14: Spellcasting and lists the Primary Attribute the character uses when making Spellcasting Checks. Only choose Yes if the MO performs the majority of their Action Checks using magic. Wizards and Sorcerers are classic examples of MOs that are considered Spellcasters. If the MO uses magic but only to supplement their physical abilities, choose No but still include a Primary Attribute. For instance, you might list No (Intellect) for the Spellcaster field.
When choosing a Primary Attribute, select a Mind attribute (Intellect, Deduction, Willpower) if the MO’s spellcasting is based on logic, formulas, creativity, or memorization. Select a Spirit attribute (Presence, Intuition, Resilience) if the MO’s spellcasting is based on faith, emotion, or an external power, like a god.
Step 5: Choose Starting Equipment #
List the equipment a character starts the game with if they choose this MO. The total value of the starting equipment should not exceed 160 SP. Spellbooks for Spellcaster MOs are free for starting characters. Spellcasting talismans are free if they only serve AS talismans, such AS the Cleric’s holy symbol or the Sorcerer’s wand. If the talisman also acts AS a weapon, use the price of the weapon.
Creating New Specializations #
To create a new Specialization and test to see if it makes logical sense, select a name for the Specialization and then say the following:
“All <MO name> learn about <insert the Specialization you came up with>.”
If the statement makes sense within the context of your game world, then it is probably a great new Specialization. If it does not make sense, it should probably be part of a different MO or even a new MO.
Jeff tells the Adventure Guide he wants to add an Ancient Languages Specialization to his character who has the Thief MO. Jeff tests this idea by saying, “All thieves learn about ancient languages.” Jeff and the Adventure Guide discuss the matter and after some thought they agree this does not make sense for the setting where their adventures take place. Some thieves might learn ancient languages, but it isn’t something all thieves learn.
Note that Specializations are narrow areas of study. “Melee Weapons,” for example, is too broad for a Specialization since it would apply to every conceivable melee weapon. Swords, however, is an appropriate Specialization since it focuses on a narrow type of melee weapons. At the same time, Specializations describing a single specific Action (Break Down Doors) or a specific weapon (Long swords) are a bit too narrow. Work together with the Adventure Guide to determine the sweet spot for Specializations that fit the type of game you want to play.
