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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.

1. Discuss

2. Lineage

3. Background

4. Skills and Talents

Your character starts with a total of 3 Talents and 8 skills (3,3,2,2,1,1,1,1).

5. Health and Energy

Assign your health points [HP].

Assign your Energy Points [EP].

8. Movement, Inventory

9. Items and Money

10. The Fellowship

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Character Advancement

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After they are created, player characters (PCs) in CPA can grow in skills and talents as they gain experience, but they remain free to keep or change their motivations, flaws, goals and personality as fits the fun of the story.

This helps ensure that players always have a good reason to seize the moment and get into trouble in the game's story.

Examples of how to acquire experience points:

Note there is no need for advancement in this game. However, if you do use advancement, keep the following in mind:

How to spend experience points (XP):

  • Burning XP:At any time, a player may spend or "burn" 1 XP to reroll 1 skill check, or add +1 to a check. They must declare to the table when they are doing this.
  • Skill upgrades and new talents may be purchased with XP at any time. However:
    1. The player must declare to the group their intent to spend XP on a skill or talent, when they intend to do so.
    2. The player must give a reasonable an in-game explanation for the increase in the character's abilities.
    3. If the GM asks, and the player can't coherently explain how their stone-age hunter gained computer programming skills in a steaming jungle, or how their bookish scientist learned kung-fu during a bus ride, then it cannot happen, and the player must choose another upgrade or save the points for later.
    4. Once approved, the player must tell the group about how they advanced, and note the advancement spending on their character sheet or log.

    Talent Advancement:

    To acquire a talent, after meeting requirements, declaration and approval, a player simply spends 5 XP and then selects the desired talent from the talent list. Note that each talent may have its own special requirements.

    Statistic Advancement:

    Skill Advancement:

    You can improve skills by spending accumulated experience points. Note:
    1. The maximum level for any skill is 6 - this is the limit of mortal ability.
    2. In order to advance one arcane skill, the player character have the Arcane Initiate talent. To advance two or more, the Arcane Adept talent is required.
    3. Skill advancement costs are as follows:

      New Skill Level XP Cost to Advance by 1 Level to this Level XP Cost TOTAL for this level Description
      Untrained 0 0 Unfamiliar, you have a -2 penalty with this skill
      1 1 1 Basic training. You can do the simplest type of work while calm, but mistakes are likely when pressured, and advanced projects are out of the question.
      2 2 3 Employable worker. You usually succeed with few issues at basic (TN 10) risky challenges, but advanced techniques are beyond your grasp.
      3 3 6 Standard professional. You are cool under pressure for basic tasks, and can attempt advanced techniques while calm.
      4 4 10 An expert that others rely upon. You usually succeed on advanced risky challenges (TN 12).
      5 5 15 Elite skill. You have a slightly above-average chance on difficult challenges (TN 14) and anything below that is usually easy for you.
      6 6 21 Maximum mortal potential. You have a clear advantage (67%) on difficult risks (TN 14) and can attempt great works while unbothered.

      That's it!