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CNGH RPG
  • The Plan
  • Designers
  • Important Links
  • Rules Online!

Playtest Core Rules

  • 5E Conversions
  • Introduction
  • The Cool Name RPG Basics
  • Action Checks and Challenges
  • Character Attributes
  • Modus Operandi (MO)
  • Action Types
  • Encounters
  • Combat Encounters
  • Vitality, Wounds, and Healing
  • Action Encounters
  • Social Encounters
  • Spellcasting
  • Character Creation
  • Lineages
  • Equipment
  • Advancement
  • NPCs
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Modus Operandi (MO)

18 min read

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

Detailed rules for selecting MOs, assigning Scores to MOs, and selecting Specializations are found in
Chapter 12: Character Creation.

 In Cool Name RPG, you can play any sort of character you like. You could choose to play a noble knight skilled in the arts of combat, a wily wizard steeped in arcane power, or a clever thief sneaking through the shadows and helping yourself to whichever unguarded baubles catch your eye. Whatever you choose, the skills, talents, and abilities your character can call upon while adventuring are defined by their Modi Operandi (MOs). Characters can have more than one MO, allowing you to play characters like a warrior thief or a merchant knight.

If none of the MOs offered here describe the character you want to play, you can always create a new MO. Instructions for creating your own MOs are found in Chapter 12: Character Creation.

MO Scores #

Like your Primary Attributes, each of your MOs have a Score. The more experienced and skilled a character is, the higher their Score. The following table helps illustrate the level of expertise represented by each Score. Most characters begin the game as Skilled practitioners of their chosen MO.

MO SCORES
ScoreLevel of Expertise
0Unskilled
1Novice
2Skilled
3Professional
5Expert
7Master
10Legendary

MOs and Action Checks #

Whenever your character performs an Action Check you and the Gamemaster determine if one of your character’s MOs helps you in that situation. If it does, you may add that MO’s Score to the Action Score. You may only add one MO score to an Action Score.

Familiarity vs. Expertise #

Sometimes an action is only tangentially related to your MO. In these cases, the Gamemaster may decide your character only has Familiarity with the task rather than actual expertise. In that case, you still add your character’s MO score to the Action Score, but the Gamemaster adds a +1 modifier to the Difficulty Score. This represents that, while your character generally understands what to do, there are some aspects of this Action Check where your character lacks the necessary training. Specializations may not be used to modify the Action Score if a character only has Familiarity for an Action Check.

Familiarity Example

Steve’s character, Wargar the Bold, is trying to figure out the proper way to greet a noble lord. Wargar has the Warrior MO with a Score of 3, and it’s unlikely Wargar learned noble etiquette during his training. Steve suggests many of Wargar’s field commanders were probably nobles. He may have picked up some of the proper etiquette by observing their behaviors. The Gamemaster decides to allow it, so Steve adds Wargar’s Warrior MO of 3 to the Action Score. The Gamemaster, however, decides this is not something Wargar was specifically trained in, so they declare it is only a Familiarity, which adds a +1 Modifier to the Difficulty Score.

Specializations #

Your character’s MO represents a broad collection of skills, talents, and abilities they have mastered. It is possible, however, to spend extra time perfecting skills in a particular area of study. In Cool Name RPG, we represent this extra training with Specializations.

Specializations are useful if, for instance, your character already has the Warrior MO, but you want the character to be an expert sword master? In other words, the character has training as a Warrior (Warrior MO), but they are at their very best when wielding a long blade. To represent this in the game, you would add the Long Blades Specialization under your Warrior MO.

Specializations and Action Checks #

Whenever one of your character’s Specializations applies to the Action you want to perform, add a +1 modifier to your Action Score. Normally, you may only gain a modifier from one Specialization when calculating your Action Score.

Specialization Example

Steve’s character, Wargar, is making a melee Attack Action against a goblin using his longsword. Wargar’s melee attacks using longswords are based on Wargar’s Strength Attribute. Wargar has Strength 3, so Steve adds 3 to Wargar’s Action Score.

In addition, Wargar has Warrior MO 3, and combat is absolutely an area in which Warriors are trained. Steve adds his Warrior MO 3 to the Action Score.

Finally, for Wargar received training from one of the finest swordsmen in the land, and this is represented by his Specialization with Long Blades. Since the sword he is using is considered a long blade, Steve adds a +1 modifier to his Action Score.

Wargar’s Action Score for this attack is:

Strength 3 + Warrior MO 3 + 1 for Long Blades Specialization = Action Score 7

List of MOs #

The following are classic fantasy MOs you can choose from when creating your character. Each entry includes descriptions of skills and areas of expertise common to characters with this MO. It also describes the types of activities and occupational duties in which a character with this MO has experience. Each entry also includes a list of suggested Specializations for the MO.

Reading the Entries #

Each of the MO entries consist of the following parts:

  • Name: The name of the MO.
  • Description: A short description of the skills, talents, experiences, and abilities characters with this MO have or in which they are trained.
  • Suggested Specializations: A list of ideas for Specializations that are appropriate for a character with this MO. These are just suggestions. With the Gamemaster’s permission, your character could choose Specializations not listed here. See Chapter 12: Character Creation for more information.
  • Weapons: These are weapons (in addition to foot, fist, dagger, club, and simple blunt thrown weapons like stones) to which you may add the character’s MO Score for Attack Action Scores. Your character may also choose the weapons listed here as Specializations. See Chapter 12: Character Creation for more information.
  • Armor: A list ofarmor types a character with this MO is trained to use. If the character wears other types of armor, they suffer a modifier to Difficulty Scores for Action Checks involving movement.
  • Defenses: These are the Defenses to which you can add the character’s MO Score. Your character may also choose the Defenses listed here as Specializations. See Chapter 12: Character Creation for more information.
  • Vitality: This is your character’s Dominant Vitality Score. A character with this MO may add their MO Score to their Action Score when taking Recovery Actions to regain Vitality Points of this type.
  • Spellcaster: This indicates whether this is a Spellcaster MO. Characters with a Spellcaster MO may add their Spellcaster MO Score to their Spellcasting Action Scores. To have the ability to cast spells, however, the character must also have the Spellcasting Exceptional Ability. See Chapter 11: Magic and Spellcasting for more information.
  • Starting Equipment: A character with this MO begins the game with the equipment listed here. Details about the equipment are found in Chapter 14: Equipment.

For additional information about how Weapons, Armor, and Defenses are used in combat, see Chapter 7: Combat Encounters.

A Place to Start, Not Limits

The descriptions of the MOs and the suggestions for Specializations are starting points for understanding your character and using the character in the game. They are not limits to what your character may try or what they know.

For instance, it would be impossible to describe everything the typical Wizard learns during their training; we’d need multiple rulebooks just for the Wizard. Instead, when a situation comes up in the game not covered by the descriptions here, it is up to you and the Gamemaster to decide, “Do most Wizards learn about this during their training?” If you answer “Yes,” then you may add your MO to the Action Score.

Anyone Can Try Anything

Remember that your character can try anything you can imagine, even if it isn’t something a character with your MO would have studied. For example, in most fantasy worlds, painting isn’t something included in the Warrior MO training. Fine arts tend to get overlooked when training someone to survive on the battlefield. This doesn’t mean a Warrior can’t try their hand at painting if the need arises. They might even roll exceptionally well, especially if they have a high Creativity Score. The areas covered by your MO only limit which Actions you may add your MO Score. They do not limit what Actions you can try.

Athlete #

Athletes are individuals who spend countless hours honing their body to the point of perfection. Whether running, jumping, lifting, climbing, or swimming, they are true masters of the athletic arts. Athletes are not combatants, and they are not trained to kill. The only forms of combat they are skilled at are wrestling and boxing.

Athlete: Suggested Specializations

Acrobatics, Balance, Contort, Escape, Inspire, Intimidate, Lead, Organize, Overcome, Persevere, Lift, Punch, Push, Wrestle, Climb, Run, Swim, Toss, Javelin, Dodge, Spirit Defense

Athlete: Other Traits

WeaponsJavelin
ArmorNone
DefensesDodge, Spirit
VitalityBody
SpellcasterNo

Athlete: Starting Equipment #

  • Adventurer’s Package
  • Common Clothing Package
  • 5 javelins
  • javelin quiver
  • dagger
  • club
  • 20 sp

Bard #

Bards are masters of art, music, and the written word. They are talented orators, natural leaders, and fierce opponents in a debate. They regularly find themselves serving as the voice and face of the adventuring party, taking point in the more civilized fields of battle, such as the royal court or the market square.

Bard: Suggested Specializations

Compose, Paint, Sculpt, Write, Command, Discipline, Educate, Inspire, Debate, Haggle, Intimidate, Seduce, Acting, Instrument, Oration, Singing, Rapier, Dodge, Mind Defense

Bard: Other Traits

WeaponsRapier
ArmorLight Armor, Buckler
DefensesDodge, Mind
VitalityMind
SpellcasterNo

Bard: Starting Equipment

  • Adventurer’s Package
  • Common Clothing Package
  • rapier
  • lute or other musical instrument
  • 2 sp, 5 cp

Cleric #

Clerics are warrior priests. It is their duty to see the will of the gods carried out and obeyed by mortals. They are religious specialists with extensive knowledge of their god and how that god is worshiped. They are trained in the arts of combat, since their duties often take them into hostile territory or place them in situations where they are expected to defend the followers of their god. Clerics can wield magic, giving them access to spells related to the powers and domains of their deity. Finally, they receive training in the healing arts, often serving as battlefield medics.

Cleric: Suggested Specializations

Block, Intercept, Protect, Advise, Educate, Inspire, Preach, First Aid, Herbology, Treat Wounds, Divine Arcana, Religious History, Ritual, Healing Spells, Protection Spells, Undead Spells, Mace, Dodge, Spirit Defense

Cleric: Other Traits

WeaponsMace
ArmorLight Armor, Medium Armor, Shields
DefensesDodge, Block, Spirit
VitalitySpirit
SpellcasterYes (Presence)

Cleric: Starting Equipment

  • Spellcaster’s Package
  • Common Clothing Package
  • mace
  • holy symbol (arcane talisman)
  • healer’s kit
  • 11 sp

Druid #

Druids believe there is life in all things and that a powerful sentient force connects all things together. They are experts on plants, the weather, and the myriad wild creatures which roam the land. They are often called upon to bless crops and livestock, although they are more comfortable in the wilds. Some say they speak to the living planet, which whispers secrets to them of ancient times long forgotten.

Druid: Suggested Specializations

Foretelling, Regional History, Empathy, Observe, Sense Change, Animal Lore, Fertility, Plant Lore, Weather Lore, Stone Spells, Water Spells, Plant Spells, Forage, Hunt, Track, Staff, Dodge, Spirit Defense

Druid: Other Traits

WeaponsStaff
ArmorLight Armor
DefensesDodge, Spirit
VitalitySpirit
SpellcasterYes (Awareness)

Druid: Starting Equipment

  • Spellcaster’s Package
  • Common Clothing Package
  • sickle
  • yew rod (arcane talisman)
  • 41 sp

Merchant #

Merchants travel the countryside, buying and selling goods. They are shrewd negotiators and have an eye for items of value. They are the life blood of towns and cities, and they are experts on how to thrive in these urban trade hubs. Every now and again their hunt for new wares and the next big sale takes them to distant lands, where they easily adapt to strange new people and cultures.

Merchant: Suggested Specializations

Accounting, Appraisal, Negotiation, Regional History, Kingdoms, Navigation, Rulers, Charm, Deception, Etiquette, Camping, Packing, Riding, Teamster, Shortsword, Dodge, Mind Defense

Merchant: Other Traits

WeaponsShortsword
ArmorLight Armor
DefensesDodge, Mind
VitalityMind
SpellcasterNo

Merchant: Starting Equipment

  • Adventurer’s Package
  • Common Clothing Package
  • leather armor
  • shortsword
  • portable scale and weights
  • small leathern chest with a simple lock
  • 24 sp

Mountebank #

The mountebank’s most dangerous weapon is their wit, and their strongest armor is a well-crafted lie. They can talk their way past the gates of a heavily-guarded fortress, out of a deadly trap, or into the good graces of their deadliest enemy. That is not to say they let their rapiers grow rusty. After all, things tend to get a tad uncomfortable if their mark ever sees through the mountebank’s verbal glamour.

Mountebank: Suggested Specializations

Disguise, Deceive, Misdirect, Escape, Hide, Withdraw, Charm, Flatter, Small Talk, Distract, Orate, Surprise, Disarm, Rapier, Weighted cape, Dodge, Spirit Defense

Mountebank: Other Traits

WeaponsRapier, Weighted Cape
ArmorLight Armor, Cape
DefensesDodge, Spirit
VitalitySpirit
SpellcasterNo

Mountebank: Starting Equipment

  • Adventurer’s Package
  • Common Clothing Package
  • rapier
  • disguise kit
  • 5 sp

Outlander #

An Outlander is at home in all the wild places of the world. Mountain or marsh, forest or fen, the Outlander knows where to find food, water, and shelter in any wild place. They are decent hunters and trappers, skilled in the preparation of herbal remedies, and are fair combatants if forced to fight.

Outlander: Suggested Specializations

Build Shelter, Find Water, Start Fires, Fish, Forage, Track, Trap, Notice Natural Changes, Observe, Sense Motive, Improvise, Navigation, Weather Lore, Animal Lore, Monster Lore, Plant Lore, Terrain, Shortbow, Dodge, Spirit Defense

Outlander: Other Traits

WeaponsShortbow
ArmorLight Armor, Medium Armor
DefensesDodge, Spirit
VitalityBody
SpellcasterNo

Outlander: Starting Equipment

  • Adventurer’s Package
  • Common Clothing Package
  • shortbow
  • 25 arrows
  • quiver
  • dagger
  • hunting trap
  • fishing pole
  • 20 sp

Scholar #

Scholars are professional academics. They are the learned keepers of knowledge, versed in everything from history to chemistry. The library is their home, although they pick up a few survival skills in their occasional forays into the world to obtain first-hand knowledge of their areas of interest. They are poor warriors, and while they know how to do many things and can even design new inventions, they often lack the practical skills to execute on their knowledge.

Scholar: Suggested Specializations

Convince, Motivate, Orate, Pedagogy, Civil Engineering, Clockwork, Mechanical Machines, Military Engineering, Ancient History, Local History, World History, Cartography, Law, Mathematics, Navigation, Astronomy, Biology, Chemistry, Research, Dodge, Mind Defense, Spirit Defense

Scholar: Other Traits

Weapons—
Armor—
DefensesDodge, Mind, Spirit
VitalityMind
SpellcasterNo

Scholar: Starting Equipment

  • Spellcaster’s Package
  • Common Clothing Package
  • small blank book
  • 2 cp

Sorcerer #

Sorcerers harness magic to increase their personal power and to unlock the forbidden secrets of the universe. They believe magical power is their birthright and their destiny, and they are willing to take foolhardy risks to achieve their goals. They are keepers of forbidden knowledge, and experts on the lore of monsters.

Sorcerer: Suggested Specializations

Forbidden Magic, Forgotten Lore, Spell Lore, Counterspell, Dispel Magic, Identify Magic, Arcane Wards, Demon Lore, Devil Lore, Magical Creature Lore, Undead Lore, Curse Spells, Control Spells, Scry Spells, Summon Spells, Staff, Dodge, Mind Defense

Sorcerer: Other Traits

WeaponsStaff
Armor—
DefensesDodge, Mind
VitalityMind
SpellcasterYes (Creativity)

Sorcerer: Starting Equipment

  • Spellcaster’s Package
  • Common Clothing Package
  • wand (arcane talisman)
  • dagger
  • gold ring (8 sp)
  • 32 sp

Thief #

The thief’s goal in life is to get rich by taking wealth from others. Although it is a simple goal, it is one rife with complications—specifically, the desire of the original owners to keep said wealth. To get around this, thieves are experts at stealth, subterfuge, and infiltration. They have trained to spot, disarm, and set traps as needed. Climbing, squeezing, and balancing play a key role in their work. They can engage in direct combat if needed, but are more suited to hit and run actions.

Thief: Suggested Specializations

Bluff, Disguise, Forgery, Pick Lock, Pick Pocket, Sleight of Hand, Case Target, Appraise, Guards, Traps, Hide, Shadow, Sneak, Hand Crossbow, Shortsword, Dodge, Mind Defense

Thief: Other Traits

WeaponsHand Crossbow, Shortsword
ArmorLight Armor
DefensesDodge, Mind
VitalityBody
SpellcasterNo

Thief: Starting Equipment

  • Adventurer’s Package
  • Common Clothing Package
  • leather armor
  • hand crossbow
  • 20 quarrels
  • quiver
  • dagger
  • 2 cp

Tradesperson #

A tradesperson is someone who works with their hands. From carpentry to farming, they are the folks who roll up their sleeves and keep the civilized world turning through their hard work. They are not as knowledgeable as a scholar, but they learn a decent amount about the subjects of their chosen trade through first-hand experience.

Tradesperson: Suggested Specializations

Brewing, Husbandry, Farming, Preserving, Carpentry, Pottery, Masonry, Tailoring, Weaving, Lumbering, Mining, Armorsmith, Blacksmith, Weaponsmith, Shortsword, Dodge, Spirit Defense

Tradesperson: Other Traits

WeaponShortsword
Armor—
DefensesDodge, Spirit
VitalitySpirit
Equipment<> 

Tradesperson: Starting Equipment

  • Adventurer’s Package
  • Common Clothing Package
  • shortsword
  • leather armor
  • tools of their trade
  • 2 sp

Warrior #

Warriors are trained for one mission—to defeat the enemy in battle! They engage enemies head on, steel against steel. They are skilled in the use of all manner of melee and ranged weapons, from simple clubs to the finest blades to bows and crossbows. Warriors are trained to survive in the field. They can make camp, forage for food, and set up simple defenses. Field medicine is another of their talents, and to ensure their fitness for battle, they train in all manner of athletic activities.

Warrior: Suggested Specializations

Grab, Restrain, Shove, Inspire, Intimidate, Lead, Organize, Block, Dodge, Parry, Clubs, Hafted, Long Blades, Polearms, Short Blades, Bows, Crossbows, Thrown Weapons

Warrior: Other Traits

WeaponsAll
ArmorAll
DefensesDodge, Block, Parry
VitalityBody
Equipment<> 

Warrior: Starting Equipment

  • Adventurer’s Package
  • Common Clothing Package
  • leather armor
  • shortsword
  • medium shield
  • dagger
  • 8 sp

Wizard #

Masters of the arcane arts, wizards are powerful Spellcasters and keepers of mystic lore. They are magical scientists who constantly study the arcane world and hope to gain an understanding of how the universe works. They have knowledge of magical and magically altered beasts, basic skills in alchemy, and can sense the presence of magic and possibly identify its nature.

Wizard: Suggested Specializations

Alchemical Transmutation, Brew Potions, Potion Identification, Reagents, Arcane Lore, Astrology, Arcane History, Monsters, Spell Lore, Ring Enchantment, Scroll Enchantment, Wand Enchantment, Weapon Enchantment, Analysis, Debate, Decipher, Logic, Air Spells, Earth Spells, Fire Spells, Water Spells, Staff, Dodge, Mind Defense

Wizard: Other Traits

WeaponsStaff
Armor—
DefensesDodge, Mind
VitalityMind
SpellcasterYes (Intelligence)

Wizard: Starting Equipment

  • Spellcaster’s Package
  • Common Clothing Package
  • staff (weapon and arcane talisman)
  • dagger
  • 40 sp

Creating New MOs #

If none of the MOs or combination of MOs are right for the character you want to create, you and your Gamemaster can create your own. A good rule of thumb is that an MO should describe an occupation. It represents a package of active, academic, and social skills the character learned during their training and early adventuring career.

Other Traits #

Each MO entry includes a list of Other Traits. If you are creating your own MO, here are some things to consider as you select these traits.

Weapons

Focus on the Fun
When creating your own MO, focus on the fun. Creating MOs and Specializations is more of an art than a science. In the end, it comes down to what type of game you want to play. If you want a world where every character is a Spellcaster, make every MO a Spellcaster! If you want a world where wizards wear armor, create that kind of world. As long as you are creating the world and game you want to play, there are no wrong answers when creating your own MOs and Specializations.

Select one or (at most) two specific weapons a character with your new MO commonly employs. The weapon you select should be something people in your world automatically think of when they imagine a person with this MO. For instance, if you were creating a classic Swashbuckler MO, you might list Rapier or Scimitar for their weapon. You should only select a class of weapons (like “melee weapons”) or All Weapons if the MO’s primary focus is armed combat.

Armor #

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 Armor if the MO’s primary focus is armed combat and people with this MO wear a wide variety of armors.

Defenses #

Each MO lists two Defenses characters with this MO are allowed to add their MO Score to. This represents the Defenses in which a person with this MO would have received intense training. Every MOs first Defense is Dodge. For the second, select another Defense (Block, Parry, Mind, or Spirit) that fits the feel of the MO.

Dominant Vitality #

The Vitality field lists the type of Recovery Action Scores to which a character with this MO may add their MO Score. Select a Vitality (Body, Mind, or Spirit) that aligns closely with the MOs training and background.

Spellcaster #

This indicates whether a character with this MO is considered a Spellcaster when using the rules provided in Chapter 11: Magic and Spellcasting. This should only be set to Yes if the MO performs most of their Actions in the game using magic. Wizards and Sorcerers are classic examples of MOs that are considered Spellcasters. Classic MOs like Paladin or Bard, both of which use spells in many fantasy RPGs, are not Spellcasters since magic is simply a tool and not their primary mode of operation.

Starting Equipment #

This is a set of equipment with which characters with this MO start the game. To build out your equipment pack, just purchase the appropriate gear using the character creation rules for Purchasing Equipment provided in Chapter 12: Character Creation.

Creating New Specializations #

The Specializations listed for each MO in this chapter are labeled as “suggested.” These are common examples you might want to consider for a character with that MO, but these are not exhaustive lists. We expect many players and Gamemasters will want to come up with their own Specializations, both for the MOs provided here and for MOs they create.

A good rule of thumb for adding a new Specialization, say the following and see if it rings true:

“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 or new MO.

Also, remember that just because you decide a character should not take a particular Specialization, it does not mean they cannot try those sorts of Actions. They might even have a bit of experience in whatever it is they want to try. All it means is they do not get a +1 Specialization modifier to their Action Score for Action Checks of that type.

New Specialization Example

Jeff tells the Gamemaster he wants to add an Ancient Languages Specialization to his character who has a Thief MO. The Gamemaster tests this idea by saying, “All thieves learn about ancient languages.” The Gamemaster decides this does not make sense for the campaign world in which they’re playing. Some thieves might learn ancient languages, but it isn’t something all thieves learn. The Gamemaster explains this to Jeff and asks him to choose a different Specialization. Jeff can still attempt to perform Action Checks related to ancient languages in the game, but he won’t get the advantage of a +1 Specialization modifier to his Action Score.

Updated on October 20, 2024
Character AttributesAction Types
Table of Contents
  • MO Scores
  • MOs and Action Checks
    • Familiarity vs. Expertise
  • Specializations
    • Specializations and Action Checks
  • List of MOs
    • Reading the Entries
    • Athlete
    • Athlete: Starting Equipment
    • Bard
    • Cleric
    • Druid
    • Merchant
    • Mountebank
    • Outlander
    • Scholar
    • Sorcerer
    • Thief
    • Tradesperson
    • Warrior
    • Wizard
  • Creating New MOs
    • Other Traits
      • Armor
      • Defenses
      • Dominant Vitality
      • Spellcaster
      • Starting Equipment
  • Creating New Specializations
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