The most important rules in Cool Name RPG are Action Checks and Challenges. When the Gamemaster presents you with a Challenge, such as eliminating the threat of a powerful monster or navigating a dangerous mountain pass, it is up to you to describe the Actions your character takes to overcome it. With each successful Action, you reduce the Challenge’s Challenge Points and move closer to victory.
Many Actions are resolved with simple storytelling: you describe what your character does and the Gamemaster describes the outcome. Sometimes, however, it is not clear if the thing you want to do is possible. For instance, you might want your character to topple the giant statue, but are they strong enough to do so? When a situation like this arises, you make an Action Check.
Action Checks #
An Action Check helps you figure out if an Action you described succeeds or fails. Here are the steps for resolving an Action Check:
- Determine the Action Score (AS): The player adds up the Scores for everything working in their character’s favor. The total is their Action Score (AS).
- Set the Difficulty Score (DS): The Gamemaster adds up the Scores for everything working against the character. The total is the Difficulty Score (DS).
- Roll the Action Dice: The player locates their Action Score on the Action Chart, grabs the indicated dice, and rolls. If the total amount rolled on the dice matches or exceeds the Difficulty Score, the Action succeeds.
Action Check Example
Steve’s character, Wargar the Bold, is fleeing from a pack of ravenous wolves, but Wargar’s escape is blocked by a sheer cliff. Steve declares Wargar will climb the cliff as his Action. Marc, the Gamemaster, isn’t certain Wargar will succeed, so he calls for an Action Check.
Wargar has a Strength Score of 3 and an Athlete MO Score of 2. Steve also reminds Marc that Wargar grew up in the mountains and suggests this should benefit Wargar on this Action. Marc agrees, so Steve adds up everything working in Wargar’s favor and determines his Action Score is 6 (3 Strength + 2 Athlete + 1 modifier for familiarity with mountainous cliff climbing).
Marc decides climbing this particular cliff is something a novice climber might reasonably expect to succeed at, so he sets the Difficulty Score to 3. In addition, it is dark and raining, so Marc increases the Difficulty Score by 1 for each of these conditions that are working against Wargar. The total Difficulty Score for this Challenge is 5 (3 + 1 for darkness + 1 for rain).
Steve checks the Action Chart, grabs his Action Dice (2d6), and rolls. If the total rolled is equal to or greater than the Difficulty Score of 5, Wargar successfully climbs the cliff. If not…well, Wargar will be remembered fondly.
Skipping the Roll #
You do not need to make an Action Check for every Action. If the Action is especially simple, if nothing is preventing the character from succeeding given enough time, or if the Action is something the character can easily accomplish based on their skills, experience, and training, the Gamemaster can declare an automatic success—no rolls necessary.
Comparing Scores #
If there is still doubt about whether the character would succeed at an Action, but rolling dice will not add any fun or excitement to the game, an alternative to rolling is to simply compare the Action Score to the Difficulty Score. If the Action Score matches or exceeds the Difficulty Score, the Gamemaster may declare the Action Check is a success—no roll needed. You can even use this method to determine an Action’s Effect.
Comparing Scores is a good approach for resolving low-pressure Actions or Actions taken under highly controlled conditions, where there is still some doubt about whether the character will succeed or how long it will take to complete a task, but the randomness of the dice do not add to the fun.
Determining Action Scores #
To find your Action Score, add up the Scores for everything that improves your chance of success. The total is your Action Score.
Typically, you find your Action Score using the following formula:
One Primary Attribute Score + One MO Score =
Your Action Score
Primary Attribute Score #
Most Action Checks are based on one of your character’s nine Primary Attributes. Primary Attribute Scores represent your character’s natural abilities, such as their toughness, intellect, and creativity. The higher the Primary Attribute Score, the stronger the character is in that area. The nine Primary Attributes are described in detail in Chapter 3: Character Attributes.
Some of the rules found in this book list which Primary Attribute Score you should use for different types of Actions. For example, the rules for firing a bow instruct you to use your character’s Coordination Score. If the rules do not specify which Primary Attribute Score to use, you and the Gamemaster should decide which is appropriate.
Even if the rules do list a specific Primary Attribute Score for an Action, you and the Gamemaster can always choose to use a different Primary Attribute if it makes sense. Whichever Primary Attribute Score you choose, add its Score to your Action Score. You may only add one Primary Attribute Score to an Action Score.
MO Score #
Your character’s skills, talents, and abilities are defined by their Modi Operandi (MOs). Example of MOs are Wizard, Warrior, or Cleric, and it is possible to have more than one MO. Each of your MOs has a Score. If the Action you selected involves something your character would have studied or practiced while learning their MO, add the Score for that MO to their Action Score. You may only add one MO Score to an Action Score.
MOs and Action Scores Example
Wargar and Eldar are attempting to walk along a narrow ledge next to an open pit trap. Wargar has the Athlete MO and the Warrior MO. Balance seems like the sort of thing an Athlete would learn, so the Gamemaster agrees Wargar may add his Athlete MO Score to his Action Score.
Eldar only has the Wizard MO. It seems extremely unlikely Eldar studied balance in the Wizarding College. The Gamemaster rules that Eldar may not add his Wizard MO Score to this Action Score.
Specializations #
Some characters have extra training that improves their chances when attempting certain Actions. This is represented by a Specialization. A Specialization is an area of study related to your MO where your character has additional training, extra talent, or unique experience. This makes your character better at these tasks than other characters with the same MO. If the Gamemaster agrees that a Specialization applies to the Action you are attempting, add a +1 modifier to your Action Score.
Specializations and Action Scores Example
In the previous example, where Wargar is attempting to walk along a narrow ledge, the Gamemaster has agreed to allow Steve to add Wargar’s Athlete MO Score of 1 to the Action Score. In addition, under his Athlete MO Wargar has a Specialization in Balance.
The Gamemaster agrees that Wargar’s Specialization is applicable to this Action. Wargar’s total Action Score is 4 (Coordination 2 + Athlete MO 1 + Balance Specialization Modifier 1.)
Typically, you may only apply a modifier for one Specialization to an Action Score, although there may be situations where the Gamemaster agrees that more than one Specialization modifier applies.
MOs and Specializations are discussed in detail in Chapter 4: Modus Operandi.
Other Scores #
Any other Scores that improve the character’s chance of success may be added to the Action Score with the Gamemaster’s permission. Examples include the Score for a beneficial spell that boosts a character’s ability to resist poison or disease, the Attack Score for a weapon, or the Score for a special talent that applies to the Action.
Modifiers #
Every advantage, positive condition, or helpful circumstance that improves the character’s chance of success increases their Action Score by +1. We call these +1 bonuses modifiers. One common example, already described above, is a Specialization. Other examples include a character background that applies perfectly to the situation at hand, having the high ground in a fight, or taking extra time. None of these have their own Scores, but any of these might benefit the character for certain types of Actions. Players are encouraged to look for fun and interesting ways to improve their character’s chances with modifiers. The Gamemaster, however, always has the final say on whether the player may add modifiers to their Action Score.
Action Score Example
Jeff’s character, Spyder, has discovered a strange pyramid in the center of the ruins he is exploring. Jeff is convinced there is an entrance to the pyramid at the summit, so he decides to climb it.
The Gamemaster decides the Difficulty Score for the Action of climbing the crumbling pyramid is 7.
ACTION: Climb the Crumbling Pyramid DS 7
Jeff thinks his Coordination is the most appropriate Primary Attribute for climbing a pyramid, and Spyder’s Coordination score is 4. Spyder also has the Thief MO with a Score of 3, and Jeff is confident his Thief MO training included practice at climbing. In addition, Jeff points out that Spyder has a pair of magic gripping gloves designed to help with climbing. The gloves have a Score of 2.
Finally, Jeff reminds the Gamemaster that Spyder’s backstory includes looting ruined temples at the start of his career, so Jeff imagines climbing this crumbling pyramid is exactly the sort of thing Spyder is good at.
The Gamemaster agrees that all of these improve Spyder’s chance of success, so Jeff adds them up and determines Spyder’s Action Score for climbing the pyramid is 10 (Coordination 4 + Thief MO 3 + Gloves 2 + Backstory Modifier 1). Checking the Action Dice Table, Jeff sees that Action Score 10 means he gets to roll 3d6. If the total rolled Is 7 or more, Spyder makes it to the top. Jeff likes those odds! Spyder heads for the pyramid and begins his climb. What could go wrong?
Taking Extra Time #
One way to increase a low Action Score is to take extra time to do a task. Each move up the Time Increment chart adds a +1 modifier to the character’s Action Score. For instance, taking 15 minutes to perform a 6 second Action adds +2 to the Action Score.
| Time Increments |
| 6 seconds |
| 1 minute |
| 15 minutes |
| 1 hour |
| 12 hours |
| 1 day |
| 1 week |
| 1 month |
The base time increment for an Action depends on what the Gamemaster has declared for that Encounter. See Chapter 6: Encounters for more information.
Setting Difficulty Scores #
When the Gamemaster is ready to set the Difficulty Score, they should ask themselves…
“What level of skill is required for a character to have a reasonable chance of success at this Action under normal conditions?”
Find the level of skill you think a character needs on the Difficulty Table and follow the line across to find the Difficulty Score.
| DIFFICULTY TABLE | |
| Skill Level Needed | DS |
| Unskilled | 2 |
| Novice | 3 |
| Skilled | 6 |
| Professional | 9 |
| Expert | 12 |
| Master | 15 |
| Legendary | 20 |
Normal Conditions #
The Difficulty Scores listed in the table assume the character is working under normal conditions. Normal conditions mean the character is in a place conducive to the work and they have the proper tools. If the place where the character is performing the Action is not well-suited to the task, or if the character does not have the right tools, the Gamemaster should add one or more modifiers to the Difficulty Score.
Difficulty Score Modifiers #
Each condition, situation, problem, or obstacle working against the character during an Action Check adds +1 to the Difficulty Score. These are called modifiers.
Slippery ground, sub-standard tools, poor lighting, high winds, a serious injury, or extreme cold are all things that might apply a modifier to the Difficulty Score. When dealing with a complex condition like a thunderstorm, it is a good idea to add separate modifiers for each aspect of the problem, such as +1 for wind and +1 for rain.
Difficulty Score Modifier Example
The adventuring party is trying to repair their wagon during a horrific thunderstorm. The Gamemaster decides that the repair itself is relatively easy and is something a novice wainwright could handle under normal conditions. Checking the novice line on the Difficulty Chart she sees the suggested Difficulty Score is 3.
The base Difficulty Score assumes the characters have the right tools and are working under conditions appropriate for the work. As you might imagine, the side of the road during a raging storm is far from normal conditions for wagon repair. On the bright side, the characters packed a good set of tools, so that isn’t a problem.
The Gamemaster decides that the lack of a proper workshop adds a +1 modifier to the task. In addition, the storm clouds block out the sun, so she applies +1 for dim lighting. Pouring rain makes everything slippery; that is another +1. Finally, the wind is roaring, adding yet another +1. The total modified Difficulty Score is 7 (Difficulty Score 3 + 1 for environment + 1 for dim light + 1 for rain + 1 for wind). Before the players roll to resolve the Action Check, one of the players suggests their characters push the wagon behind a rock outcropping, away from the wind. The Gamemaster agrees that such a move makes things easier and decides no roll is required to move the wagon. With the wagon safely behind the outcropping, the Gamemaster drops the wind Modifier, reducing the final Difficulty Score to 6.
Resisted Action Difficulty Scores #
A Resisted Action is an Action where an opposing force is actively trying to stop the Action from succeeding. Examples include racing to reach a goal, a tug-of-war competition, or trying to hit someone who does not want to be hit. There are two ways of setting Difficulty Scores for Resisted Actions: Opposed Rolls and Defense Scores.
Opposed Rolls #
When an NPC is actively attempting to stop a character from succeeding at their Action, the Gamemaster may call for an Opposed Roll to resolve the Action Check. The Gamemaster determines the Action Score for the Action the NPC is using to oppose the character and rolls the Action Dice. The number the Gamemaster rolls becomes the Difficulty Score for the character’s Action Check. A classic example of an Opposed Roll is when one party is attempting to hold a door shut, but another party is attempting to push their way in.
Defense Scores #
The other common way of setting Difficulty Scores for Resisted Actions is to use one of the target’s Defense Scores. Defense Scores are primarily used during Combat Encounters. You can learn more about Defense Scores in Chapter 7: Combat Encounters.
Effect #
The Effect of an Action Check is the amount by which your roll exceeded the Difficulty Score. For example, if you rolled 9 against a Difficulty Score 5, that Action Check has an Effect of 4. The minimum Effect for a successful Action Check is 1.
In some situations, you do not need to know the Effect of an Action Check. All you need to know is whether the Action succeeded or failed. Effect is typically important if you are using your Action to reduce a Challenge’s Challenge Points.
The Reasonably Possible Rule
One of the only restrictions on what Actions you may choose is the Reasonably Possible Rule. This rule restricts you to Actions that are reasonably possible under the current circumstances. This doesn’t mean the Action is easy. It just means the Action and your desired outcome are reasonably possible.
Here are some extreme examples of Actions that are not Reasonably Possible:
• You can’t shoot someone with a bow if you don’t have any arrows.
• You can’t start a normal campfire underwater.
• You can’t fly if your character doesn’t have any means, natural or mechanical, to fly.
It is up to you and the Gamemaster to determine if the Action you want to take is Reasonably Possible, and the Gamemaster always has the final say in the event of a disagreement.
There are, however, two exceptions to the Reasonably Possible Rule: Magic and Cinematically Possible Actions.
Magic
Magic, by its nature, breaks the laws of reality, allowing you to attempt Actions that are both unreasonable and impossible. With Magic you could shoot energy arrows, create fire underwater, or even fly. See Chapter 11: Magic and Spellcasting for details on how magic works in Cool Name RPG.
Cinematically Possible
A second exception are Actions that are Cinematically Possible. Cool Name RPG is a game where you get to tell action-adventure stories of the sort you see in books, shows, video games, and movies. Characters in those stories regularly take Actions that achieve wildly unlikely outcomes. Their Actions are still loosely bound by the limits of the world, environment, and conditions, but they manage to get results that, if not impossible, are highly improbable. Examples include:
• Having run out of arrows, the archer fires a piece of copper tubing using his bow.
• A thrown lantern breaks on the floor and explodes into a ball of fire, burning everyone in the room.
• The character falls from a four-story building, but a merchant’s tent breaks their fall and they emerge unharmed.
• A thief picks a complex lock using nothing but a rat bone, a sewing needle, and a rusty nail.
In Cool Name RPG, when you want to perform a Cinematically Possible Action, you perform a Stunt. You will learn more about Stunts in Chapter 5: Action Types.
Critical Failure #
When the player or Gamemaster roll all ones on the dice, that is a Critical Failure. Whether the roll succeeds or fails, some additional unfortunate mishap befalls the character or NPC.
Critical Failure Effects #
Most Critical Failures are inconvenient, embarrassing, or time consuming, but they generally do not result in any real harm to the character or their belongings. The exception is when you roll a Critical Failure while performing an especially dangerous task. Examples include climbing a cliff on the side of a mountain or leaping across a pit with a tiger at the bottom. In situations such as these, it’s possible your character will suffer real harm when you roll a Critical Failure.
Also, not every Critical Failure needs an Effect. If the task is relatively simple, safe, or low risk, or if the character has plenty of time to correct their mistakes, the Gamemaster may decide there is no Effect on a Critical Failure.
If the Gamemaster decides a Critical Failure should have an Effect, however, here are a few ideas for how you can resolve Critical Failures in your game.
Miss a Major Action #
The character is distracted, poorly positioned, or otherwise impaired. On the character’s next Turn, they may only perform a Minor Action.
Gamemaster Discretion #
The Gamemaster chooses an outcome appropriate to the circumstances of the failure. For example, if the character rolls a Critical Failure when trying to hit monster with their sword, they might lose their grip on the weapon and send it flying across the room. On the other hand, if the player rolls a Critical Failure while negotiating with a merchant, perhaps they insult the merchant who kicks the character out of their store and tells them never to return.
Critical Failure Table #
If you like a bit of randomness in your games, you may want to create and roll on a table of Critical Failure results. Here is an example of a Critical Failure Table. This table is specifically for Attack Action Checks, but you might want to build specialized Critical Failure Tables for different types of Action Checks.
| CRITICAL FAILURE TABLE | |
| Roll | Outcome |
| 2 | Your weapon breaks. |
| 3 | Your weapon is damaged. Add a +1 modifier to all Difficulty Scores for Action Checks with the weapon until you take an hour to repair it. |
| 4 | You lower your defenses giving opponents a +1 modifier to their Attack Action Scores if they Target you on until the start of your next Turn. |
| 5 | You are off balance and lose your Major Action on your next Turn. |
| 6 | You drop your weapon on the ground next to you. |
| 7 | Your weapon slips from your hand and lands Across the Room. |
| 8 | You trip and fall. You are now prone. |
| 9 | You backed yourself into a corner. You may not move or attempt a Withdrawl Action Check until you use one Major Action to reposition yourself. |
| 10 | You pull a muscle and lost 1 point of Body Vitality. Armor does not reduce this damage. |
| 11 | You strike a random Target within range of your weapon (include the original Target). |
| 12 | The enemy out maneuvers you. On your next Turn you must make a Withdrawl Action Check. |
Critical Success #
The Cool Name RPG Core Rules do not have a special rule for Critical Success. A Critical Success would occur when you rolled the highest numbers on all the dice. The reason this is not necessary is that the open ended dice system creates its own rewards by allowing the character to achieve fantastic Effects.
Challenges #
Challenges are any obstacle, problem, or enemy your characters must overcome to complete an Encounter. Challenges take many forms, from pit traps to monsters to NPCs with goals contrary to your own.
Challenge Points #
Every Challenge has Challenge Points (CP). Challenge Points represent the magnitude of the task. The bigger the task, more powerful the enemy, or longer the distance, the more Challenge Points the Gamemaster assigns to the Challenge.
Each time you or your companions perform a successful Action to overcome the Challenge, you reduce the Challenge’s Challenge Points by the Effect. When you reduce the Challenge Points to zero, you have overcome the Challenge.
Challenge Points Example
Beth’s halfling, a burglar named Altiss, wants to steal a wizard’s crystal ball. Unfortunately, the crystal ball is located on the top floor of the wizard’s tower, and the only way to access the top floor is through a small window in the side of the tower. The tower is quite tall, so the Gamemaster assigns 6 Challenge Points to the Challenge to represent the magnitude of the task.
CHALLENGE: Enter the Tower CP 6
Beth declares that Altiss will try to climb the tower. After all, Altiss spent years training for just this sort of situation. She decides to have Altiss use her exceptional Coordination 3 to make the climb, so she adds 3 to her Action Score. Since climbing buildings is something all burglars learn, she also adds her MO Score of Burglar 2 to her Action Score. In addition, Altiss has a Specialization in Infiltration, and the Gamemaster agrees the Specialization applies in this case. Finally, Altiss puts on her shoes with the special climbing spikes, providing a +1 modifier to her Action Score. This gives her Action Score 7 (Coordination 3 + Burglar MO 2 + Infiltration Specialization 1 + Climbing Spikes 1 = AS 7).
The tower is made from smooth stone blocks with shallow joints between them, so the Gamemaster decides that you need to be a Skilled climber to have a reasonable chance of success. He declares climbing the tower is Difficulty Score 6.
ACTION: Climb the Tower DS 6
Beth checks the Action Chart and sees that the Action Dice for AS 7 are d6 + d8. Beth grabs the dice and rolls, getting a 4 on the d6 and a 4 on the d8 for a total of 8. Not bad! She beats DS 6 by 2 points so her Effect is 2. The Gamemaster reduces the Challenge’s Challenge Points from 6 to 4.
CHALLENGE: Enter the Tower CP 4
With 4 CP remaining, Altiss is only a third of the way up. Beth will need to make another Action Check for Altiss to keep climbing. The DS doesn’t change (the tower is just as difficult to climb here as where she started) and Altiss’ AS stays the same as well. Beth rolls the dice again. This time she rolls a 2 on the d6 and a 4 on the d8 for a total of 6.
A 6 matches the DS 6, so the Action Check is a success. Unfortunately, it matched exactly so Altiss gets the minimum Effect of 1. The Gamemaster declares that Altiss struggled to find good handholds on that portion of the climb, and she barely made progress. The Gamemaster reduces the Challenge Points by Effect 1, from 4 to 3.
CHALLENGE: Enter the Tower CP 3
Beth gets ready to make another Action Check, but the Gamemaster stops her. He explains that it is starting to rain! The sides of the tower are now slick with water, making the climb more difficult. The Gamemaster adds a +1 Modifier to the DS, raising it to DS 7.
ACTION: Climb the Tower DS 7
Altiss is more than half-way up the tower. There’s no turning back now. Beth rolls again. This time she gets 4 on the d6 and a 6 on the d8 for a total of 10. Against a DS 7 that’s an Effect 3—exactly what Beth needed to reduce the CP to zero. Success!
Reaching the window, Altiss grasps the sill and pulls herself up over the edge. Now to find that crystal ball!
Setting Challenge Points #
The Challenge Point Table offers provides the Gamemaster with guidance for assigning Challenge Points to a Challenge. The Size column lists the size of the Challenge, the Rounds column shows the number of rounds it will typically take a group of four characters to overcome a Challenge of this size, and the Points column shows the number of Challenge Points appropriate for a Challenge of this size.
| CHALLENGE POINT TABLE | ||
| Challenge Size | Rounds | CP |
| Tiny | 1 | 0 |
| Small | 1 to 2 | 5 |
| Medium | 3 to 5 | 10 |
| Large | 6 to 10 | 25 |
| Enormous | 11+ | 50+ |
The Rounds column assumes the characters have the necessary skills and abilities to overcome this sort of Challenge. In game terms, this means their Action Scores roughly match the Difficulty Scores of the Actions they are performing.
If their Action Scores are generally lower than the Difficulty Scores, the Challenge may take additional Rounds to overcome. On the other hand, if the Action Scores are generally higher than the Difficulty Scores, they will probably overcome the Challenge in fewer Rounds.
Challenge Points Example
To escape the Sphynx’s lair, Wargar and Eldar must each complete a Challenge. Wargar’s Challenge is to clean the orc soldiers’ barracks. The orcs are exceptionally messy, making this a very big job. To reflect this, the Gamemaster has assigned the task 25 Challenge Points. That is a lot of work.
CHALLENGE: Clean the Barracks CP 25
Wargar grabs a mop and bucket and prepares to start cleaning. The Gamemaster decides cleaning with a mop and bucket isn’t a particularly complicated Action. Any unskilled person could figure out how to do it, so the Gamemaster sets the Difficulty Score at 2.
ACTION: Mop the Floor DS 2
Eldar, on the other hand, has a very small job. He must put a little clockwork sparrow back together. All this involves is placing three small gears into the mechanism properly. There are three gears to insert, but it’s far less work than cleaning the barracks, so the Gamemaster assigns it 8 Challenge Points.
CHALLENGE: Fix the Clockwork Sparrow CP 8
Eldar chooses the obvious Action: he is going to reinsert the three gears. The problem is that the gears are tiny and the mechanism highly complex. It would normally require a Professional clockmaker to get the job done. To reflect this, the Gamemaster sets the Difficulty Score for this Challenge to 9
ACTION: Insert the Gears DS 9
Each Round is 1 hour, but the catch is that if they don’t both finish their tasks in 3 Rounds, the Sphynx will come and devour them. They’d better get to work!
Reducing Challenge Points #
The Challenge Points indicate how big the job is, but it is up to the players to decide how they overcome the Challenge. In a Cool Name RPG Adventure, you may use any reasonable Action you imagine to reduce a Challenge’s Challenge Points. Get creative and leverage your character’s strengths. As long as the Actions are approved by the Gamemaster, there is no “right way” or “wrong way” to reduce a Challenge’s Challenge Points.
Creative Actions Example
Let’s pretend for a moment that in our previous example it wasn’t Wargar and Eldar trying to escape the Sphynx, but Wargar and Dysart. Wargar must still clean the orc barracks, but Dysart is given the task of fixing the clockwork sparrow. Dysart is a Mountebank, a con artist, and he doesn’t know the first thing about clockwork. The odds of him overcoming his Challenge in time are slim to none.
Fortunately, Dysart’s player comes up with a better idea. Dysart may not know how to repair clockwork, but he definitely knows how to bluff and misdirect. Instead of fixing the sparrow to reduce the Challenge Points, Dysart declares he will use his Action to set up a bluff that tricks the Sphynx into thinking the work is complete! The Effect of Dysart’s Action Checks still reduce the Challenge Points, but Dysart does it in his own unique way.
Combat Challenge Points #
In game terms, the enemies you face in combat are just Challenges, and as such, each enemy combatant is assigned Challenge Points. Just like other Challenges, you may use any Actions you like to overcome these opponents. You might choose an obvious Action like drawing a weapon and smacking the enemy with it repeatedly, or you could come up with other clever solutions, such as intimidating your foe, tricking them, or sneaking past. Whatever approach you take, when you reduce the enemy’s Challenge Points to zero, they are Defeated.
The reason these varied approaches work in combat is because an enemy’s Challenge Points represent more than their health. Their Challenge Points also represent:
- Morale
- Mental stability
- Endurance
- Strategy
- Determination
- Spirit
- Experience
This means there are all sorts of ways you can defeat an opponent. Get creative, leverage your character’s strengths, and most importantly, make it fun!
More information about Combat Encounter Challenge Points is found in Chapter 7: Combat Encounters.
Creative Combat Actions Example
The earth shudders and trees crash to the ground as the monstrous lizard charges out of the jungle. Twice the size of a draft horse and angrier than a halfling called late to dinner, the creature turns on the party and attacks!
The Gamemaster informs the party that this foe has 25 Challenge Points. The players gasp, realizing this will be a true test of their heroism.
CHALLENGE: Terror Lizard CP 25
Wargar goes first. For his Action, he charges straight at the beast, swinging his massive double-bladed battleaxe. He gets Effect 6, so the Terror Lizard’s CP are reduced to 19. (25 – 6 = 19)
CHALLENGE: Terror Lizard CP 19
Altiss is a halfling and not well-suited for battling giant lizards in direct combat. Altiss remembers, however, that almost all the animals on the farm where she grew up feared fire. Maybe this is true for giant lizards as well? Grabbing a torch, she runs toward the creature, swinging the flaming brand back and forth, trying to drive the beast back into the forest. For this Action, Altiss makes a Presence Action Check and gets Effect 4. The monster reels back from the flame and its Challenge Points are reduced to 15 (19 – 4 = 15).
CHALLENGE: Terror Lizard CP 15
The heroes are off to a surprisingly good start. They might just make it through this one alive!
Timed Challenges #
Some Challenges must be overcome before a set number of Rounds pass. This means the characters have a limited number of chances to reduce the Challenge Points to zero. Failure to reduce the Challenge Points to zero before the time is up means the characters fail to overcome the Challenge and suffer whatever horrible consequences the Gamemaster dreamed up.
One Chance Challenges #
For some Challenges, your characters only get one chance to succeed. These are “Yes/No” Challenges where you get to take a single Action and you either succeed or you fail. Examples include leaping onto the back of a horse as it runs by, diving for cover to avoid the billowing flames of a fireball, or catching a thrown object. In each case, you either succeed or you fail, and if you fail, you often do not get another chance to overcome the Challenge.
Group Challenges #
A Group Challenge is one where all the players work together to reduce the Challenge Points. By default, every Challenge in Cool Name RPG is a Group Challenge unless the Gamemaster tells you otherwise. Cool Name RPG assumes the characters are always working together to achieve success. They assist one another along the way, collaborate to solve problems, make up for their friends’ areas of weakness with their strengths, and cover for their ally’s mistakes.
Even Challenges like climbing a cliff or sneaking up on the castle guards are Group Challenges. The Challenge Points assigned to these Challenges represent the amount of work needed for the entire group to succeed, not one individual. As a result, the Actions all work to reduce the same set of Challenge Points.
Solo Challenge #
A Solo Challenge is a Challenge where each character must overcome the same Challenge independently. This type of Challenge is rare in Cool Name RPG except in situations where characters must react blindly to some unexpected event.
Timed and Group Challenge Example
Eldar, Wargar, and Spyder are creeping through the forest when they spot their enemies gathered in a clearing just ahead. The players decide to sneak up on the enemy and take them by surprise.
The clearing is at least a stone throw away, and all three characters must arrive together if they want to maintain the element of surprise. To represent the magnitude of the task the Gamemaster decides this Challenge has 10 Challenge Points.
CHALLENGE: Surprise the Enemy CP 10
Additionally, there is a guard patrolling the edge of the forest. The Gamemaster declares this is a Timed Challenge. The party only has 1 Round to get from their current position to the enemy camp.
CHALLENGE: Surprise the Enemy CP 10, Time 1 Round
The party talks it over and comes up with a plan. Wargar will make an Intellect Action Check using his Warrior MO to leverage his experience performing similar ambushes during his time as a mercenary. Eldar will cast a spell of silence to reduce the noise the party makes as they approach. Finally, Spyder will lead the way, using his exceptional stealth to guide the party and make sure they all stay as quiet and hidden as possible. The Gamemaster sets their difficulties as follows.
ACTION: Devise a Strategic Approach DS 4
ACTION: Cast a Spell of Silence DS 6
ACTION: Move Silently and Unseen DS 4
Wargar rolls his Action Dice and fails his Action Check. His failure does not immediately alert the enemy, but it also does not reduce the Challenge Points and thus does not get the party any closer to success.
CHALLENGE: Surprise the Enemy CP 10, Time 1 Round
Next, Eldar casts his spell and gets an Effect of 3, reducing the Challenge Points to 7. The magic helps to muffle the sound of their approach, but if things don’t improve soon, it’s starting to look like the plan might fail!
CHALLENGE: Surprise the Enemy CP 7, Time 1 Round
Since the party only has one Round and everyone else has already taken their Turns, it’s all up to Spyder! Spyder waves the group forward and rolls his Action Check. Thanks to an open-ended roll he gets an Effect of 10! This reduces the Challenge Points to zero meaning the party overcame the Challenge of surprising the enemy.
The Gamemaster describes the outcome like this:
“Before you begin, Wargar offers some advice based on similar ambushes, but unfortunately once you start moving you find his advice doesn’t really help. Eldar, meanwhile, successfully casts a spell that wraps you all in a cloak of silence, muffling your footfalls. It helps, but it doesn’t completely cover the sound of your movement. Finally, Spyder leads the way, pointing out branches to avoid stepping on and holding back brush that might make noise. Spyder is, after all, an expert sneak, and thanks to his skill the party creeps up on the enemy, completely unseen.”
Escalating Challenges #
An Escalating Challenge is one where the Challenge Points increase at the end of each round. This represents situations such as water seeping into a sinking ship, the slow approach of a powerful army, or any situation where the longer the players take, the more dangerous the situation becomes. At the end of the Round, if the Challenge Points have not been reduced to zero, increase the Challenge Points by the amount described for the Challenge.
Challenge Points vs. Action Difficulty
Challenge Points represent the size of a task, but not the difficulty. Difficulty is based on the Action you take to overcome the Challenge. Depending on which Action you choose, the Difficulty might vary greatly, even when all the Actions are aimed at the same Challenge.
For example:
A locked iron door blocks the passage. Somehow the heroes must get past this door if they want to complete the Encounter. The Gamemaster decides this is a Medium sized task meaning it should only take 3 to 5 Turns to overcome if handled in the most efficient way, so he assigns it 8 Challenge Points.
CHALLENGE: Locked Iron Door CP 8
The party should probably work together, but instead, they decide to each make a run at the door individually. Wargar wants to try to knock it down using brute strength, Altiss wants to pick the lock, and Eldar wants to turn temporarily make the door intangible.
The Gamemaster assigns each Action a Difficulty Score. Eldar wants to change the physical nature of the door. The Gamemaster decides this is exceptionally difficult and assigns DS 12 to Eldar’s Action. Wargar’s approach is possible but very hard (it is an iron door after all) so the Gamemaster assigns Wargar’s Action DS 9. Finally, Altiss is trying to pick the lock, which as it turns out is not especially high quality or complex. He assigns Altiss’s Action DS 6.
ACTION: Make the Iron Door Intangible DS 12
ACTION: Knock Down the Iron Door DS 9
ACTION: Pick the Lock on the Iron Door DS 6
Everyone grabs their dice and gets ready to roll.
You’re Ready to Play! #
You now know everything necessary to play in a Cool Name RPG adventure. The following chapters contain lots of helpful tools, clarifications, and fun ways to expand your game, but if you stopped right here, you’d know enough to play a character in the game.
Of course, we know you will want to continue reading, but you’ll soon discover everything that follows are just specialized ways to use the rules you already learned in this chapter.
Before we move on, here is an example of a group of friends playing Cool Name RPG.
Example of Play
Gamemaster: With the baron’s henchmen hot on your tail, you all jump into the wagon and with a strong push send it careening down the hillside. As it picks up speed you realize the hill is much steeper than you’d thought and the wagon is already going dangerously fast.
Beth (Altiss): I wish we’d had time to hook up the horses. Altiss has a bad feeling about this plan.
Gamemaster: Up ahead you spot a fork in the road. Unfortunately, your wagon is currently pointed at the space between the two roads where an ancient oak tree is growing.
Steve (Wargar): We need some way to turn this thing. Wargar is going to try to sit on the front edge of the wagon and kick at the wheels to get it to go, uh, left I guess.
Gamemaster: Okay, steering an out-of-control wagon with no horses by kicking at the wheels is going to be tough. I’ll say this is DS 9.
Steve (Wargar): Good grief. That’s going to be hard. I’m going to use Strength of course, which is a 3. I’m also going to wrap my arms in the loose reins to give me additional leverage. Can I get a +1 modifier for that?
Gamemaster: Sure. That makes sense.
Abby (Aria): There is no way he’ll pull this off with Action Score 4. Aria leans forward, places her hand on his shoulders and calls upon her gods to give him strength.
Gamemaster: That’s an Assist Action, so your Difficulty Score is 2 for casting a spell at Reach distance plus his current Strength Score which is 3, for a total of DS 5. Oh, and the bouncing wagon makes it hard to concentrate. That adds a +1 modifier for a total of DS 6.
Abby (Aria): Aria’s Spellcasting is Action Score 6, so I roll 2d6 and get…a 5 and a 3! That’s 2 over the DS so I get Effect 2!
Gamemaster: Nice rolling. The spell increases Wargar’s Strength by 2 as long as you maintain it, and his new Action Score for kicking the wheels is 6. And just in time too – you’re almost to the fork in the road!
Steve (Wargar): That’s more like it! I kick at wheels and try to get this thing to turn left. I roll 2d6 and get a 4 and a 6! Yes! Open ended my roll. I roll another d6 and get a 3. So, a total of 13. I easily beat the DS of 9.
Gamemaster: You give the wheels a good strong kick and at the last minute the wagon veers to the left, narrowly missing the huge oak tree. At this point you notice two riders charging down the hill behind you. One of them is standing in his stirrups and taking aim with a bow.
Jeff (Spyder): Just what we need. With no good way to shoot back I look around the wagon to see if the farmer left anything in it I can throw out the back and cause some problems for our pursuers.
Gamemaster: All you see is a crate full of cabbages.
Jeff (Spyder): That’ll do! I grab the crate and tip it out the back. Hopefully this will cause their horses to hesitate and mess up the archer’s aim.
Gamemaster: So basically, you want to increase the archer’s Difficulty Scores for attacks against your party. That’s an Obstruct Action. I’ll say using the cabbages to distract the horses is relatively easy, DS 3.
Jeff (Spyder): Excellent. I’ll use my Coordination, which has a Score of 3, to dump them strategically. Action Score 3 is d8 so I roll and get a 6.
Gamemaster: The cabbages roll out the back of the wagon forcing the horses to jump and prance to avoid stepping on them. It throws off the archer’s aim adding a +1 modifier to his Difficulty Score. I roll d10 for the archer’s shot—he’s aiming at Spyder since he’s in the back— and…he gets a 2. Misses. The arrow whizzes harmlessly overhead.
Everyone: Hooray!
Gamemaster: Don’t get too excited. You look up ahead and realize the road turns sharply to the right at the edge of a cliff overlooking the river valley below.
Your Challenge is to turn the wagon before it flies off the cliff. Making that sharp of a turn with no controls is a pretty big task, so I’m giving it a Challenge Score of 8 and you have 1 Round before the wagon goes over the edge.
Everyone: *groan*
Steve (Wargar): Okay, well Wargar is going to try the same trick of kicking at the wheels.
Abby (Aria): I’m still maintaining my Strength spell on him.
Gamemaster: That’s fine. Wargar’s DS for the Action of steering the out-of-control wagon by kicking the wheels is still 9.
Steve (Wargar): I get that this is pretty tough if it were real life, but this is an adventure! What if I perform this as a Stunt? It seems pretty cinematic to me.
Gamemaster: I can see that. Just realize that if you do it this way and roll less than the Difficulty Score, you’ll lose Body Vitality Points equal to the amount you missed by. But if you want to try it, I’m willing to reduce to the DS 6.
Steve (Wargar): Let’s do it! I climb further out onto the cross bar and give the wheels a huge kick! I roll 2d6 again and get…oh, crap. A 5 and a 1. That’s exactly the DS. Glad I did the Stunt.
Gamemaster: The minimum Effect for a successful Action Check is always 1, so you reduce the Challenge Score from 8 to 7.
Steve (Wargar): Well, that’s a start.
Chris (Eldar): I figure it’s time Eldar did his part. I want to cast a spell on the earth under the left wheels of the wagon, shaping the ground to gently guide the wagon to the right.
Gamemaster: Unless you want to lean over the side of the wagon…
Chris (Eldar): I absolutely do not.
Gamemaster: …then the range for this spell is just a bit farther than Reach, so we’ll say Across the Room. That’s DS 3. In addition, you’re on an out-of-control wagon careening down a hill. That’s pretty distracting, so I’m adding a +1 modifier to the Difficulty Score. Your total is DS 4.
Chris (Eldar): Sounds good! I begin chanting the arcane words of the spell and point my wand at the ground under the wheels. I roll 2d6 and get a 2 and 5! That’s 7, so 3 over the DS for Effect 3.
Gamemaster: Not bad. You reduce the Challenge Score from 7 to 4. You’re almost there.
Beth (Altiss): I’ve got a plan. It’s crazy but it just might work.
Abby (Aria): Oh, no.
Beth (Altiss): Trust me! Altiss will grab her rope and tie one end around the wagon, then ready the other end to swing it around and lasso a tree on the right just as we hit the turn. The rope will pull tight and slingshot us around the corner!
Gamemaster: Okay, this is highly improbable but definitely cinematic, so this is going to be a Stunt.
Abby (Aria): Wait, I haven’t gone yet this Round. I want to cast a spell to enhance Altiss’ Coordination the way I did for Wargar’s Strength.
Gamemaster: That’s fine. That’s another Assist, but you are maintaining the Strength spell so that will add +1 to your Spellcasting DS. You’re also casting at Reach, so that’s +2, and with the bouncing wagon that’s another +1 to the DS. Finally, Altiss’ current Coordination is 3, so your total is DS 7.
Abby (Aria): Ug, ok. I roll 2d6 and get a 4 and a 4. Well, that’s Effect 1. Better than nothing.
Beth (Altiss): Okay, so I have Coordination 3 and I get +1 to my Action Score for Aria’s spell. And as a burglar, I regularly need to throw ropes around things when I’m climbing into buildings, so I think I should add my Thief MO Score of 2. Also, you remember from my backstory I grew up on a farm? Well, this probably isn’t my first rodeo. I think Altiss should get +1 for past experience.
Gamemaster: That all makes sense to me. I’m fine with that. So, your Action Score is 7. As for the Difficulty Score, even as a Stunt this is going to be hard. I’ll say DS 8. And with Action Score 7 you’re rolling d6 + d8.
Beth (Altiss): And I need an Effect of 4 to get the Challenge Points to zero, which means I need to roll a 12 or higher. It’ll be tough, but not impossible.
Jeff (Spyder): Hold on! I haven’t gone this Round either. I leap over and help Altiss tie off the rope so she can focus on her lassoing!
Gamemaster: Spyder is just tying a knot, so I’ll say you don’t need to roll for that. That adds an additional +1 modifier to Altiss’ Action Score. Now you have Action Score 8, Beth.
Beth (Altiss): Yes! Action Score 8 is d6 + d10. Don’t worry, guys! I’ve got this.
Steve (Wargar): We’re all going to die.
Gamemaster: Go ahead and roll the dice, Beth. It’s all up to Altiss.
