These step-by-step instructions walk you through the process of creating your Cool Name RPG character. The order of the steps here is what works best for most players, but you are not required to follow the steps in order. You can just as easily start by assigning points to your Primary Attributes or end with choosing an MO. Whatever you choose, it will not break the game.
Step 1: Choose Your MO and Specializations #
Your MO represents the package of skills, tricks, and talents your character uses to survive their adventures. Your Specializations, represent aspects of your MO where you have spent extra time training and perfecting your abilities.
You set your MO Score and add Specializations by spending Training Points. Each player gets 10 Training Points. The costs are shown in the table below:
| MO AND SPECIALIZATION COSTS | |
| If you want to… | It costs… |
| Add a new MO with Score 1 | 5 Training Points |
| Increase an existing MO Score by 1 | 4 Training Points |
| Add a Specialization | 1 Training Point |
In addition:
- Your character may have more than one MO.
- You may only add or Specialization if you have a Score of at least 1 in an appropriate MO or you selected the Unusual Specialization Exceptional Ability.
For more information about MOs and Specializations, and for a list of MOs and suggested Specializations, see Chapter 4: Modus Operandi.
MO and Specialization Examples
Matt is creating a wandering knight named Hawk. He wants Hawk to have the skills of a warrior, but he also wants Hawk to be an expert at surviving in the wilderness. He decides to spend 5 Training Points to add the Warrior MO with a Score of 1. He also spends 5 Training Points to add the Outlander MO with a Score of 1. Matt also imagines Hawk as known far and wide for his skill with a bow. Unfortunately, he used up all his initial Training Points adding his MOs, but Matt selects Advanced Training as Hawk’s Primary Exceptional Ability which gives him 3 extra Training Points. He spends 1 Training Point to add Bows as a Specialization to his Warrior MO. To represent his wilderness skills Matt spends 2 points to add Hunting and Forest Survival Specializations to his Outlander MO.
When Matt is finished, Hawk has:
Warrior MO 1
Specialization: Bow
Outlander MO 1
Specialization: Hunting, Forest Survival
Melanie, meanwhile, is creating a Sorcerer. She considers spending 5 Training Points to select the Sorcerer MO with Score 1 and then spend 4 additional Training Points to increase her Sorcerer MO Score to 2. Instead, she decides to spend 5 Training Points for Sorcerer MO 1 and saves her remaining Training Points for Specializations.
Melanie imagines that her Sorcerer is a bit of an anti-hero and is known for their skills with spells that curse and control their victims. To represent this, she spends 1 Training Point to add a Specialization in Curse Spells and 1 Training Point to add a Specialization in Control Spells.
She now has:
Sorcerer 1
Specializations: Control Spells, Curse
Spells
Melanie is happy with this start, and she still has 3 Training Points left to add additional Specializations.
Step 2: Select Exceptional Abilities #
Characters in a Cool Name RPG game are down-to-earth heroes with a handful of exceptional abilities. This is the point in character creation when you get to choose your character’s Exceptional Abilities.
At the end of this chapter is a list of Exceptional Abilities and the game benefits your character gets when you choose that Ability. Choose two Exceptional Abilities for your character: one Primary Exceptional Ability and one Secondary Exceptional Ability.
For your character’s Primary Exceptional Ability they get the game benefit listed in the Primary column. For their Secondary Exceptional Ability, they get the game benefit listed in the Secondary column.
You may not choose the same Exceptional Ability for both your Primary and Secondary Exceptional Abilities.
Step 3: Set Primary Attribute Scores #
You have 20 Attribute Points to distribute between your character’s nine Primary Attributes. Each Attribute Point increases one of your Primary Attributes Scores by 1. For instance, if you wanted a Strength Score of 3 and a Coordination Score of 2, that would use up 5 of your 20 Attribute Points.
No Primary Attribute may start with a Score higher than 3 unless you have the Exceptional Ability called Exceptional Attributes. In addition, no Primary Attribute may start with a Score lower than 1.
To give you a sense of what a “good” different Primary Attribute Scores are, we’ve included a list of Primary Attribute Scores and what that Score represents for humans.
Step 4: Select a Lineage #
Choose a Lineage for your character from the list of lineages available in your Adventure’s setting, and add the lineage’s special traits and abilities to your character sheet. In Chapter 13: Lineages you will find a selection of classic fantasy lineages, including Human, Dwarf, Elf, and Halfling.
Primary Attribute Minimums and Maximums
Some Lineages require minimum Scores for certain Primary Attributes. This means you must have a Score for that Attribute of no less than the listed amount (before applying Lineage modifiers) to select that Lineage.
Other Lineages list a maximum Score for certain Attributes. This means you must have a Score for that Attribute of no greater than the listed amount (before applying Lineage modifiers) to select that Lineage.
Attribute Requirement Example
Luc wants to create an Elven archer. He checks the requirements for an Elf and sees Elves have a minimum Attribute Score of 2 for both Coordination and Awareness. This means that after he spends his 20 Attribute Points (but before he applies the Lineage modifiers) his character must have Scores of no less than 2 for both Coordination of Awareness.
He also notes that Elves have a Strength Maximum of 2. That means when he’s spending Attribute Points, he can’t raise his Strength Score above a 2 if he wishes to play an Elf.
The reason for minimums and maximums is to help tell a certain type of story for the setting. For instance, things get a bit silly if a Fairy has the Strength of an Ogre or an Ogre has the Toughness of a squirrel. As with all things, however, your Gamemaster may allow you to ignore these rules if they feel it is appropriate.
Primary Attribute Adjustments #
Some Lineages include adjustments to your Primary Attribute Scores. These adjustments represent traits of the Lineage you selected. Typically, any Attribute increase comes with some sort of negative trade-off in terms of Attributes or abilities.
Apply any Primary Attribute adjustments listed for your Lineage to the appropriate Primary Attributes. These adjustments are “free,” meaning they do not require you to use Attribute Points.
Step 5: Equipment #
There are two options for selecting your character’s equipment: MO Equipment Packages and Shopping for Equipment.
MO Equipment Packages #
Each MO lists a package of equipment characters who start with that MO receive. This includes basic armor, weapons, adventuring gear, and some pocket money should they want to buy an ale at the tavern. If your character has more than one MO, you only get the equipment from one of your MOs (your choice.)
Shopping for Equipment #
If you prefer to pick out your own gear, you can always shop for your equipment by purchasing from the equipment lists in Chapter 14: Equipment. If you choose to shop for your equipment, you begin the game with 250 sp to buy gear and do not receive the starting equipment package for your MO.
Step 6: Calculate Secondary Attributes #
The last step for your character is to calculate their Secondary Attributes. The calculations are as follows:
| Secondary Attribute | Calculation |
| Body Vitality | Strength + Coordination + Toughness |
| Mind Vitality | Intellect + Creativity + Willpower |
| Spirit Vitality | Presence + Awareness + Resilience |
| Initiative | Coordination + Creativity + Awareness |
Defenses #
Defenses start with Scores equal to one of your Primary Attributes. The Primary Attribute you use is different for each Defense Score:
| Defense | Primary Attribute |
| Dodge | Coordination |
| Parry | Strength |
| Block | Toughness |
| Mind | Creativity |
| Spirit | Awareness |
In addition, the following modifiers may be added to the character’s Defense scores:
- You may add your MO Score to any Defenses listed under Defenses in the MO description. If you have more than one MO with the same Defense, you may only add one MO Score to each Defense.
- Characters with Defense Specializations may add a +1 modifier to the appropriate Defense Score.
- Some weapons modify Parry.
- Some shields modify Block.
Exceptional Ability List #
| Exceptional Ability | Primary | Secondary |
| Advanced Training | +3 Training Points. | +1 Training Points. |
| Exceptional Attributes | Attribute Maximum during character creation raised to 5. | Attribute maximum during character creation raised to 4. |
| Follower | You have a torchbearer. They will not engage in combat, participate in Challenges, or perform Actions Checks. They will perform mundane tasks such as handing you arrows, readying a potion, holding your spellbook, or setting up camp. Your follower will accompany you into dangerous situations. | You have a valet. They will not engage in combat, participate in Challenges, or perform Actions Checks. They will perform whatever mundane tasks you like, although they will not accompany you into dangerous situations. For example, a torchbearer will enter the dungeon, but a valet waits for you back at camp. |
| Hard to Kill | +1 to Death Check Action Scores and + 2 Rounds to stabilize when Dying. | +2 Rounds to stabilize when Dying. |
| Increased Vitality | +3 to Body, Mind, or Spirit Maximum Vitality Points and +1 to Recovery Action Checks to restore that type of Vitality Points. | +2 to Body, Mind, or Spirit Maximum Vitality Points. |
| Natural Armor | +1 Armor Score of a Type (Body, Mind, or Spirit) you choose. | Not available as a Secondary Exceptional Ability. |
| Reputation | +2 to social interaction Action Scores when dealing with individuals who appreciate your reputation. | +1 to social interaction Action Scores when dealing with individuals who appreciate your reputation. |
| Spellcaster | Your character can cast spells. | Your character can cast spells, but Vitality Loss from Spellcasting Action Check failures is doubled. |
| Unusual Specialization | You may spend up to 2 of your Training Points on Specializations not related to your MO. | You may spend 1 of your Training Points on a Specialization not related to your MO. |
