CPA: Character Generation
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The character creation process is simple and straightforward.
To begin, grab a piece of blank paper, or a spreadsheet or .txt file.
- Discuss the setting, party goal, and character limitations with the game group. Then, get some paper or electronic character sheets together where everyone can see -- Google Sheets is a good choice for shared record-keeping.
- If you want to use a pregenerated character, click here. Otherwise, read on.
- Create your character's Lineage, also known as race, species or heritage, if allowed by the GM. This does not usually have any mechanical effect and is usually for roleplay purposes only.
- Races with special powers must earn those special powers by spending talents in step 4, Spend Points. For example:
- If you want to be an aquatic, flying, or digging creature, get GM approval and take the "Water/Air/Earth Affinity" talents respectively.
- If you want to be a metal robot or golem, take the "Robotic Body" talent.
- Talk with the GM to create how your people fit in to the setting. Were these robots former servants who rebelled? Do elves live in trees and hate the cities?
- Next, create for your character a background. This can include a culture or upbringing, and at least three important parts as follows:
- Ally. A relative, friend, business partner, lover, family/team/faction, or mentor. Note their name and how you felt about them with at least 1 word. Add more if you like.
- Enemy. A rival, criminal, bully, evil organization or other antagonist from your past. Note their name and how you felt about them with at least 1 word. Add more if you like.
- Flaw. A part of your character's personality that gets them into trouble. They might be greedy, hot-headed, emotionally cold, or dangerously curious. You must have the consent of all other players for your flaw.
- Ambition. Something your character is strongly motivated to achieve. This is required to explain why they are adventuring. Be as ambitious as you can, even for a short campaign!
- Background and culture also determines what languages, songs, histories and legends your character knows.
- If it's not already established, work together with the GM to develop your characters' peoples' culture.
- Choose only 2 of the Path Talents listed on the Talents page.
- These will be your character's most defining abilities that enhance their archetype.
- In an adventuring party, each member cannot have more than 2 Path Talents.
- Then, take 1 additional free talent from the other categories.
5. Spend 12 XP
- Spend 12 XP on Skills as you wish using the normal Character Advancement rules.
- You must have at least 3 different skills for a new character.
- Regardless of which you choose, record your character's skills and talents by copy-pasting them into your character sheet so that you have a quick reference.
6. Assign Health
- Assign your health points [HP].
- The character's health points determine how much damage they can suffer before being defeated.
- HP is equal to 10 + Resilience + Athletics + bonuses from Combat skills and talents.
- HP regenerates at a base rate of (1 + Resilience skill) per 8 hours of good comfortable rest and healthy food.
- You do not regenerate health if you rest while traveling uncomfortably or in a dungeon.
7. Initiative and Movement
- Assign your Initiative score, equal to [Investigation + Insight + Dodge + Athletics + Combat skills]. This score is used purely to decide who goes first in a combat, chase, evacuation, or other urgent scene.
- Assign your Movement, equal to 3 + your single highest combat or athletics skill. The character's speed represents how many spaces you can move with one Move Action in combat.
8. Energy Points
- If you are an arcane or psionic caster, assign your Energy Points [EP].
- The character's maximum Energy Points are usually equal to 5 points + 1 per arcane skill level.
- For example, if you have level 1 in teleportation and level 2 in pyromancy, you have 5 + (1+2) = 8 maximum Energy Points.
- If you spend your energy points, you recharge them at a base rate of 1 per 4 hours of rest, travel or meditation.
- The Meditation skill and other talents can help you regenerate points faster.
9. The Fellowship
- Agree with the other players on why your character is committing to join them and entrust their life to these specific friends on an Adventure of Cosmic Peril.
- That's it! At this point, the GM will give you your starting equipment and money based on the context, and you can set out to join your party for their adventure!