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Cypher System vs Modos 2

Compare Cypher System and Modos 2 side by side. See differences in complexity, dice, genre, cost, and more.

Cypher SystemModos 2
GenreUniversalUniversal
TagsToolkit, Modular, Character Building, Player-Only Rolls, Theater of the Mind, Low-Prep, Strong GM Support, NarrativeToolkit, Modular, Hackable, Classless, Character Building, Tactical, CC-Licensed Rules
Core MechanicThe GM rates each task from 1 to 10 and multiplies that difficulty by 3 to set the target number. Players roll a d20 and succeed on a result equal to or above the target. Skills, assets, and Effort ease the task before the roll, with Effort paid from the relevant stat Pool after Edge reduces the cost.When an outcome is uncertain, roll a d20 and add the relevant Physical, Mental, or Metaphysical attribute bonus, any applicable skill points, and difficulty. The Guide rolls for an opponent or the difficulty. The higher total earns a Pro result, and the lower earns a Con. A tie may be neutral or rerolled. A player can take half instead of rolling or spend a hero point for an extra d6 when their character concept applies.
Diced20d20
ComplexityMediumHigh
AccessibilityVery HighVery High
RunnabilityVery HighHigh
LicenseCypher Open License 2026-07-15CC BY 4.0 (Rules Catalog only); all other material all rights reserved
Third-Party PublishingCommercial publishing allowed — Cypher Open LicenseNot yet researched
Summary only, not legal advice. Check current terms before publishing.
CostFreeFree
PublisherMonte Cook GamesMichael Terlisner
Year20262018
Best ForGroups building genre-spanning campaigns who want broad character customization, player-facing resource decisions, and little mechanical preparation for the GM.Groups wanting a genre-flexible, classless campaign toolkit that can scale from simple contests to structured action scenes. It suits a Guide comfortable choosing campaign assumptions and assembling rules modules rather than running a fixed setting.
HighlightsPlayer-only rolls keep the GM focused on adjudication and scene management. Descriptor, type, and focus choices support broad customization across multiple genres. One-use cyphers continually rotate situational abilities through play.The same opposed d20 contest resolves physical, mental, and metaphysical uncertainty, letting a campaign change genres without replacing its basic procedure. Acting on a character's flaw against their goal can earn hero points, turning complications into bonuses for later contests. Numbered rule dependencies and interchangeable modules give groups an explicit process for changing the game instead of relying on unsupported house rules.
ConsiderationsPlayers manage Pool spending for abilities and Effort, so pushing a roll competes with other resource uses. Abstract distances and level-based NPCs leave many tactical details to table rulings rather than map procedures. The broad toolkit asks the GM to select genre modules and character options before play.Building a campaign asks the Guide to select its theme, curate option lists, set difficulties, and decide which modules apply. Default positioning uses abstract postures and range, so exact measured tactics require the optional Combat Crunch module. Broad skills, custom perks, and reskinnable powers rely on table agreement to keep character options comparable.