---
title: "Chapter 4: Modus Operandi"
description: "> **noun**: [Modus Operandi](https://openadventurerpg.com/glossary/modus-operandi/); **plural noun**: modi operandi > > > > a particular way or method of doing something, especially one that is characteristic or well-established. > > > > - Oxford Languages What sort of character do you…"
url: "https://openadventurerpg.com/coc/modus-operandi/"
updated: "2025-12-31"
category: Core Rules
---

# Chapter 4: Modus Operandi

> **noun**: [Modus Operandi](https://openadventurerpg.com/glossary/modus-operandi/); **plural noun**: modi operandi
>
>
>
> a particular way or method of doing something, especially one that is characteristic or well-established.
>
>
>
> - Oxford Languages

What sort of character do you want to play? A noble knight trained in the arts of combat? A wily [Wizard](https://openadventurerpg.com/glossary/wizard/) steeped in arcane power? Or perhaps a clever [Thief](https://openadventurerpg.com/glossary/thief/) sneaking through the shadows and helping themself to whichever unguarded baubles catch their eye? Whatever your choice, the package of skills, talents, and abilities your character makes use of while adventuring is called their **[Modus Operandi](https://openadventurerpg.com/glossary/modus-operandi/)** (**[MO](https://openadventurerpg.com/glossary/mo/)**).

## **What is a [Modus Operandi](https://openadventurerpg.com/glossary/modus-operandi/)?**

A character’s [MO](https://openadventurerpg.com/glossary/mo/) tells you what sort of training and experience they possess. It describes where they focused their energy in their preparations to become an adventurer and suggests how they are likely to tackle the Challenges they face.

```
Ezarel has the Wizard MO. It is safe to assume Ezarel is trained in spellcasting and uses magic to overcome most Challenges. Warheart, however, has the Warrior MO. It is a safe bet that Warheart received training in hand-to-hand combat and will resolve many Challenges with his sword.
```

The [MO](https://openadventurerpg.com/glossary/mo/) descriptions found in this chapter are a starting point, not a limit, for understanding what a character is trained to do and how they go about solving their problems. Creating a comprehensive list of everything a character knows and is trained to do could fill an entire book. Just because something is not mentioned in the [MO](https://openadventurerpg.com/glossary/mo/)’s description does not mean the character is not trained in that area. Instead, when a player declares what [Action](https://openadventurerpg.com/glossary/action/) they want their character to perform, it is up to the player and the Adventure Guide to decide if the [Action](https://openadventurerpg.com/glossary/action/) is something the character is trained to do.

```
The characters spot a squad of soldiers marching under a banner marked with the symbol of a roaring lion. Steve wants to see if his character, Warheart, recognizes the symbol. The Warrior MO description doesn’t mention heraldry, but Steve suggests to the Adventure Guide that AS a knight, Warheart’s Warrior MO training likely included memorizing the heraldic symbols of important noble houses. The Adventure Guide agrees and tells Steve it is the banner of Sir Lorthum, a villainous renegade knight from the outlands.
```

Characters with the same [MO](https://openadventurerpg.com/glossary/mo/) have many of the same skills, talents, and abilities, but each character’s training is unique. The backstory, [Culture](https://openadventurerpg.com/glossary/culture/), and [Background](https://openadventurerpg.com/glossary/background/) the player selects for their character will determine the specific collection of skills and abilities they possess.

```
Ezarel is searching the king’s library for information about the monster-infested ruins that lie just south of the Greygorn River. Ezarel’s player, Chris, suggests that how to properly research is something Ezarel likely learned at the wizarding college where he acquired his Wizard MO skills, and the Adventure Guide agrees. If Chris were playing a Self-taught hedge Wizard, however, the character would still have the Wizard MO, but it’s unlikely formal research would have been part of their training.
```

## **[MO](https://openadventurerpg.com/glossary/mo/) Scores**

The score assigned to a character’s [MO](https://openadventurerpg.com/glossary/mo/) measures the scope and quality of their abilities, [AS](https://openadventurerpg.com/glossary/as/) well [AS](https://openadventurerpg.com/glossary/as/) their overall experience. For instance, a score of 1 indicates the character is a novice practitioner of their [MO](https://openadventurerpg.com/glossary/mo/), while a score of 7 indicates the character is a true master of their art. When performing Actions that leverage the skills and training of the [MO](https://openadventurerpg.com/glossary/mo/), the player may add the character’s [MO Score](https://openadventurerpg.com/glossary/mo-score/) to the [Action](https://openadventurerpg.com/glossary/action/) Score. See ***Chapter 10: Actions*** for additional information about adding [MO](https://openadventurerpg.com/glossary/mo/) scores to [Action](https://openadventurerpg.com/glossary/action/) Scores. 

The [MO Score](https://openadventurerpg.com/glossary/mo-score/) Examples table shows the level of expertise represented by different [MO](https://openadventurerpg.com/glossary/mo/) scores.

| **[MO Score](https://openadventurerpg.com/glossary/mo-score/) EXAMPLES** |  |
| --- | --- |
| **Score** | **Level of Expertise** |
| 0 | Unskilled |
| 1 | Novice |
| 2 | Skilled |
| 3 | Professional |
| 5 | Expert |
| 7 | Master |
| 10 | Legendary |

## **[MO](https://openadventurerpg.com/glossary/mo/) Entries**

This section describes nine classic fantasy MOs players can choose from when creating a character.

#### **Reading the Entries**

Each [MO](https://openadventurerpg.com/glossary/mo/) entry includes:

- **Name**: The name of the [MO](https://openadventurerpg.com/glossary/mo/).
- **Description**: A short description of the skills, talents, knowledge, and abilities typically mastered by characters with this [MO](https://openadventurerpg.com/glossary/mo/).
- **Suggested Specializations**: A list of suggested Specializations appropriate for a character with this [MO](https://openadventurerpg.com/glossary/mo/). The grouping of the Specializations (Active, Combat, Craft, Knowledge, Spellcasting, or Strengths) is a tool for organizing the list and does not represent a game mechanic. The listed Specializations are only suggestions, and players are welcome to create their own. See ***Creating New Specializations*** for more information. 
- **Weapon Training**: Weapons that characters with this [MO](https://openadventurerpg.com/glossary/mo/) are trained to use in combat. When the character makes an [Attack](https://openadventurerpg.com/glossary/attack/) Check using one of the listed weapons, the player may add the character’s [MO Score](https://openadventurerpg.com/glossary/mo-score/) to their [Action](https://openadventurerpg.com/glossary/action/) Score. Although not listed, all characters are trained to fight with fist, foot, dagger, club, and simple thrown weapons, regardless of their [MO](https://openadventurerpg.com/glossary/mo/).
- **[Armor Training](https://openadventurerpg.com/glossary/armor-training/)**:A list ofarmor types a character with this [MO](https://openadventurerpg.com/glossary/mo/) is trained to use. If the character wears other types of armor, apply a [Drawback](https://openadventurerpg.com/glossary/drawback/) to Difficulty Scores for any [Action](https://openadventurerpg.com/glossary/action/) Checks involving movement.
- **Defense Training**: A characters with this [MO](https://openadventurerpg.com/glossary/mo/) are trained in these Defenses. Add the character’s [MO Score](https://openadventurerpg.com/glossary/mo-score/) to listed Defense scores.
- **Favored Recovery**: A character with this [MO](https://openadventurerpg.com/glossary/mo/) recovers points of the listed type (Body, Mind, or Spirit) more quickly than characters with other MOs. Add the character’s [MO Score](https://openadventurerpg.com/glossary/mo-score/) to their [Action](https://openadventurerpg.com/glossary/action/) Score when making Recovery Checks to recover points of the listed type. Detailed information about recovering Body, Mind, and Spirit Points is found in ***Chapter 13: Injury, Wounds, and Healing***.
- **[Spellcaster](https://openadventurerpg.com/glossary/spellcaster/)**: This indicates whether a character with this [MO](https://openadventurerpg.com/glossary/mo/) is trained to cast spells and lists their spellcasting [Primary Attribute](https://openadventurerpg.com/glossary/primary-attribute/). To cast spells, characters must also have the Spellcasting [Exceptional Ability](https://openadventurerpg.com/glossary/exceptional-ability/). See ***Chapter 11: Spellcasting*** for more information.
- **Starting Equipment**: A character with this [MO](https://openadventurerpg.com/glossary/mo/) begins the game with the listed equipment.

> ### **[Specialization](https://openadventurerpg.com/glossary/specialization/) Descriptions**
>
>
>
> There are no descriptions for the individual Specializations listed in this chapter. Like the character’s [MO](https://openadventurerpg.com/glossary/mo/), a [Specialization](https://openadventurerpg.com/glossary/specialization/) is a tool for telling a unique and exciting story. It is up to the player and the Adventure Guide to determine when and if a [Specialization](https://openadventurerpg.com/glossary/specialization/) applies to a character’s [Action](https://openadventurerpg.com/glossary/action/). The decision will depend on when, where, and how the player imagines the character acquired their specialized skills and how the player is using the character’s [Specialization](https://openadventurerpg.com/glossary/specialization/) in that particular situation. For more information on using Specializations, see ***Chapter 10: Actions***.

#### **[Cleric](https://openadventurerpg.com/glossary/cleric/)**

You are a [Warrior](https://openadventurerpg.com/glossary/warrior/) priest who seeks to serve their god by courageously defending the followers, ideals, and holy places of their patron deity. Gifted with the ability to harness divine magic, you supplement your [Strength](https://openadventurerpg.com/glossary/strength/) of arms with powerful spells and are [AS](https://openadventurerpg.com/glossary/as/) likely to strike down your foes with a rain of fire from the heavens [AS](https://openadventurerpg.com/glossary/as/) with your mace. You hunt down the enemies of your faith, delving into the darkest and most [Dangerous](https://openadventurerpg.com/glossary/dangerous/) places to confront the forces of evil where they lair. When not engaged in battle, your healing touch brings succor to those deserving of your deity’s blessings, and your sermons inspire courage and [Strength](https://openadventurerpg.com/glossary/strength/).

**Suggested Specializations**

**Active**: Advise, Educate, First [Aid](https://openadventurerpg.com/glossary/aid/), Inspire, Preach, [Treat Wounds](https://openadventurerpg.com/glossary/treat-wounds/)

**Combat**: Block, Clubs, Protect, [Spirit Defense](https://openadventurerpg.com/glossary/spirit-defense/)

**Craft**: Antidotes, Cures

**Knowledge**: Divine Arcana, Herbology, Religious History, Religious Ritual

**Spellcasting**: Healing Spells, [Protection](https://openadventurerpg.com/glossary/protection/) Spells, Undead Spells

**Traits**

| **Weapon Training** | Mace |
| --- | --- |
| **[Armor Training](https://openadventurerpg.com/glossary/armor-training/)** | [Light](https://openadventurerpg.com/glossary/light/) Armor, Medium Armor, Shields |
| **Defense Training** | Body, Spirit |
| **Favored Recovery** | Spirit |
| **[Spellcaster](https://openadventurerpg.com/glossary/spellcaster/)** | Yes ([Presence](https://openadventurerpg.com/glossary/presence/)) |

**Starting Equipment**

- Mace
- [Padded Gambeson](https://openadventurerpg.com/glossary/padded-gambeson/)
- Prayer Book ([Spellbook](https://openadventurerpg.com/glossary/spellbook/))
- Holy symbol ([Spellcasting Talisman](https://openadventurerpg.com/glossary/spellcasting-talisman/))
- Backpack
- Rations (3)
- Vestments
- Waterskin

#### **[Druid](https://openadventurerpg.com/glossary/druid/)**

You are a stalwart guardian of the natural world who defends their charges with powerful spells and secret lore. Using ancient spells passed down through countless generations of Druids, you can commune with nature spirits, command the creatures of the forest, and defend the pristine wilderness from the rapacious appetites of “civilization.” You know the true names of animals and plants, and foretell the future by reading the signs written in the patterns of fallen leaves or the gurgling song of a mountain brook. The seemingly unpredictable patterns of wind and weather hold no secrets from you, and you can harness their power to [Aid](https://openadventurerpg.com/glossary/aid/) an ally or destroy an enemy.

**Suggested Specializations**

- **Active**: Calm, Forage, Foretelling, Hunt, Observe, Sense Change
- **Combat**: Defend, [Parry](https://openadventurerpg.com/glossary/parry/), Staff
- **Knowledge**: Animals, Myths and Legends, Plants, Weather
- **Spellcasting**: Plant Spells, Stone Spells, Water Spells
- **Strengths**: Endure Elements

**Traits**

| **Weapon Training** | Club |
| --- | --- |
| **[Armor Training](https://openadventurerpg.com/glossary/armor-training/)** | [Light](https://openadventurerpg.com/glossary/light/) Armor |
| **Defense Training** | Body, Spirit |
| **Favored Recovery** | Spirit |
| **[Spellcaster](https://openadventurerpg.com/glossary/spellcaster/)** | Yes ([Intuition](https://openadventurerpg.com/glossary/intuition/)) |

**Starting Equipment**

- Dagger
- Yew rod (club, [Spellcasting Talisman](https://openadventurerpg.com/glossary/spellcasting-talisman/))
- Backpack, canvas
- Healer’s kit
- Potion of Heal [Wound](https://openadventurerpg.com/glossary/wound/) (Body)
- [Potion of Recovery](https://openadventurerpg.com/glossary/potion-of-recovery/) (Body)
- Rations (3)
- Waterskin

#### **[Mountebank](https://openadventurerpg.com/glossary/mountebank/)**

You are a quick-witted con artist who manipulates people to get whatever your heart desires. Your most [Dangerous](https://openadventurerpg.com/glossary/dangerous/) weapon is your wit, and your strongest armor is a well-crafted lie. With nothing more than a bit of clever repartee and a smile, you talk your way past the gates of heavily-guarded fortresses, out of deadly traps, or into the good graces of your deadliest enemies. Should your mark see through your verbal glamour, your gleaming rapier and [Weighted Cape](https://openadventurerpg.com/glossary/weighted-cape/) stand ready to flash into [Action](https://openadventurerpg.com/glossary/action/).

**Suggested Specializations**

- **Active**: Acting, Charm, Convince, Deceive, Discern Desires, Entertain, Escape
- **Combat**: Cape, Disarm, [Parry](https://openadventurerpg.com/glossary/parry/), Rapier
- **Craft**: Disguise
- **Knowledge**: Cons, Food and Drink, Poetry, Songs
- **Strengths**: Unbreakable Morale

**Traits**

| **Weapon Training** | Rapier |
| --- | --- |
| **[Armor Training](https://openadventurerpg.com/glossary/armor-training/)** | [Light](https://openadventurerpg.com/glossary/light/) Armor, [Weighted Cape](https://openadventurerpg.com/glossary/weighted-cape/) |
| **Defense Training** | Body, Spirit |
| **Favored Recovery** | Spirit |
| **[Spellcaster](https://openadventurerpg.com/glossary/spellcaster/)** | No |

**Starting Equipment**

- Dagger
- Rapier
- [Weighted Cape](https://openadventurerpg.com/glossary/weighted-cape/)
- Counterfeit gold pieces (10)
- Disguise kit

#### **[Ranger](https://openadventurerpg.com/glossary/ranger/)**

You are the ultimate wilderness survivor and the master of the wild world. [AS](https://openadventurerpg.com/glossary/as/) a hunter, you are the apex predator, and no quarry escapes your relentless pursuit. A bent branch, crushed leaf, or tumbled stone are all you need to track your prey—including the two-legged variety. Mountain or marsh, forest or fen, you can always find ample food, potable water, and safe shelter, and you can start fires in the pouring rain using nothing more than a couple of sticks and a pinch of tinder. 

**Suggested Specializations**

- **Active**: Find Water, Fish, Forage, Stalk, Start Fires, Track
- **Combat**: Bow, Dodge, Wrestle
- **Craft**: Build Shelter, Set Traps
- **Knowledge**: Animals, Plants, Monsters, Weather
- **Strengths**: Direction Sense, Endure Fatigue

**Traits**

| **Weapon Training** | Bows |
| --- | --- |
| **[Armor Training](https://openadventurerpg.com/glossary/armor-training/)** | [Light](https://openadventurerpg.com/glossary/light/) Armor, Medium Armor |
| **Defense Training** | Body, Spirit |
| **Favored Recovery** | Body |
| **[Spellcaster](https://openadventurerpg.com/glossary/spellcaster/)** | No |

**Starting Equipment**

- Dagger
- Longbow
- Quiver with arrows (24)
- Backpack, canvas
- Knife, skinning
- Rations (3)
- Tinderbox
- Torches (3)

#### **[Scholar](https://openadventurerpg.com/glossary/scholar/)**

You are a daring explorer with an insatiable hunger for knowledge, and you will go to any length to acquire it. While other academics are content to sit behind their desks, you [Grab](https://openadventurerpg.com/glossary/grab/) a pack and plunge into the unknown in search of lost wisdom, forgotten secrets, and hidden truths. Whether decoding ancient glyphs inscribed onto deadly traps, deciphering cryptic clues leading to legendary artifacts, or translating treasure maps written in [Long](https://openadventurerpg.com/glossary/long/) dead languages, you are an invaluable addition to any party of adventurers.

**Suggested Specializations**

- **Active**: First [Aid](https://openadventurerpg.com/glossary/aid/), Orate, Persuade, Teach
- **Combat**: [Mind Defense](https://openadventurerpg.com/glossary/mind-defense/)
- **Craft**: Alchemy, Cartography, Research, Writing
- **Knowledge**: Arcana, Astronomy, Biology, Clockwork, Engineering, History, Languages, Mathematics, Navigation
- **Strengths**: Suppress Emotions

**Traits**

| **Weapon Training** | Whip |
| --- | --- |
| **[Armor Training](https://openadventurerpg.com/glossary/armor-training/)** | [Light](https://openadventurerpg.com/glossary/light/) Armor |
| **Defense Training** | Mind, Spirit |
| **Favored Recovery** | Mind |
| **[Spellcaster](https://openadventurerpg.com/glossary/spellcaster/)** | No |

**Starting Equipment**

- Dagger
- Whip
- Shortsword
- Backback, canvas
- Bedroll
- Book, blank
- Book (common subject)
- Ink (vial)
- Quill pen (2)
- Rations (3)
- Tinderbox
- Torches (3)
- Waterskin

#### **[Sorcerer](https://openadventurerpg.com/glossary/sorcerer/)**

You are a natural [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/) who believes magical power is your birthright, and you will risk your immortal soul to realize this destiny. From your earliest memories, the power of magic has been yours to command, and casting spells is [AS](https://openadventurerpg.com/glossary/as/) natural to you [AS](https://openadventurerpg.com/glossary/as/) walking. Through instinct alone you magically summon forth monsters to fight on your behalf, conjure scrying pools to spy on your enemies, and manipulate the will of weak-minded fools who stand in your way. Your mind is a vault of forbidden secrets, from the true names of demons to the arcane workings of curses other spellcasters have willfully forgotten.

**Suggested Specializations**

- **Active**: Identify Magic, [Sense Magic](https://openadventurerpg.com/glossary/sense-magic/)
- **Combat**: [Mind Defense](https://openadventurerpg.com/glossary/mind-defense/)
- **Knowledge**: Demons, Forbidden Magic, Forgotten Lore, Monsters, Undead
- **Spellcasting**: [Control](https://openadventurerpg.com/glossary/control/) Spells, Counterspell, Curse Spells, Dispel Magic, Scrying, Summoning
- **Strengths**: Resist Magic

**Traits**

| **Weapon Training** | Staff |
| --- | --- |
| **[Armor Training](https://openadventurerpg.com/glossary/armor-training/)** | None |
| **Defense Training** | Body, Mind |
| **Favored Recovery** | Mind |
| **[Spellcaster](https://openadventurerpg.com/glossary/spellcaster/)** | Yes ([Deduction](https://openadventurerpg.com/glossary/deduction/)) |

**Starting Equipment**

- Dagger
- Book of Secrets ([Spellbook](https://openadventurerpg.com/glossary/spellbook/))
- Wand ([Spellcasting Talisman](https://openadventurerpg.com/glossary/spellcasting-talisman/))
- Backpack, canvas
- Potion of Heal [Wound](https://openadventurerpg.com/glossary/wound/) (Mind)
- [Potion of Recovery](https://openadventurerpg.com/glossary/potion-of-recovery/) (Mind)
- Rare [Spell Components](https://openadventurerpg.com/glossary/spell-components/) (3)
- Rations (3)
- Waterskin

#### **[Thief](https://openadventurerpg.com/glossary/thief/)**

You are a professional criminal who decided to use their skills and abilities to improve the lives of the common folk by bringing those with wealth and power down a notch. You are a master of stealth, creeping past [Dangerous](https://openadventurerpg.com/glossary/dangerous/) foes like a shadow in the night, and with a swift dagger you silence anyone who discovers your [Presence](https://openadventurerpg.com/glossary/presence/). Pockets and purses are open receptacles for your nimble fingers, and your skill at lockpicking means no portal can bar your way. You see laws [AS](https://openadventurerpg.com/glossary/as/) artificial constraints designed to increase the [Control](https://openadventurerpg.com/glossary/control/) of those in power and freely ignore any that don’t suit you. Despite your reformation, old habits die hard, and every now and then small items of exceptional value or beauty find their way into your pockets. Who could blame you? Making the world a better place isn’t free, after all.

**Suggested Specializations**

- **Active**: Climb, Disable Trap, Disguise, Hide, Pick Locks, Pick Pockets, Sleight of Hand, Stealth
- **Combat**: Dodge, Crossbow, [Parry](https://openadventurerpg.com/glossary/parry/), Sword
- **Craft**: Antidotes, Forge Document, Poisons, Traps
- **Knowledge**: Art, Gems, Security

**Traits**

| **Weapon Training** | Hand Crossbow, Shortsword |
| --- | --- |
| **[Armor Training](https://openadventurerpg.com/glossary/armor-training/)** | [Light](https://openadventurerpg.com/glossary/light/) Armor |
| **Defense Training** | Body, Mind |
| **Favored Recovery** | Body |
| **[Spellcaster](https://openadventurerpg.com/glossary/spellcaster/)** | No |

**Starting Equipment**

- Leather armor
- Dagger
- Shortsword
- Backpack, canvas
- [Grappling Hook](https://openadventurerpg.com/glossary/grappling-hook/)
- Rations (3)
- [Rope](https://openadventurerpg.com/glossary/rope/) (50’)
- Thieves’ Tools
- Tinderbox
- Torches (3)
- Waterskin

#### **[Warrior](https://openadventurerpg.com/glossary/warrior/)**

You are the ultimate [Warrior](https://openadventurerpg.com/glossary/warrior/), only truly alive when locked in battle. Your blade cuts through foes like a scythe, and your fists rain down blows powerful enough to shatter the will of the most determined opponent. Whether you are a chivalric knight bound by ancient codes of honor, or a shrewd mercenary selling their blade to the highest bidder, the siren song of the battlefield rings loud in your ears. You might prefer the deadly edge of a blade, the crushing power of a steel hammer, or the impersonal death from afar allowed by a bow, but whatever your weapon of choice, you are its master, and you work tirelessly to perfect your skills.

**Suggested Specializations**

- **Active**: Climb, First [Aid](https://openadventurerpg.com/glossary/aid/), Inspire, Intimidate, Lead, Leap, Run
- **Combat**: Axes, Block, Bows, Clubs, Dodge, [Parry](https://openadventurerpg.com/glossary/parry/), Swords, Thrown Weapons, Wrestle
- **Craft**: Camp, Defensive Structures
- **Strengths**: Endure Pain

**Traits**

| **Weapon Training** | All |
| --- | --- |
| **[Armor Training](https://openadventurerpg.com/glossary/armor-training/)** | All |
| **Defense Training** | Body |
| **Favored Recovery** | Body |
| **[Spellcaster](https://openadventurerpg.com/glossary/spellcaster/)** | No |

**Starting Equipment**

- Dagger
- Javelin (2)
- Scimitar
- Leather armor
- [Medium Shield](https://openadventurerpg.com/glossary/medium-shield/)
- Backpack, canvas
- Rations (3)
- Tinderbox
- Torches (3)
- Waterskin

#### **[Wizard](https://openadventurerpg.com/glossary/wizard/)**

You are a master of the arcane arts, leveraging your spells and intelligence to pry loose the secrets of magic from the greedy fingers of the universe. Using complex formulas, magical sigils, and runes of power, you harness the base elements of reality and bend them to your will. With your talents you can melt a wall of stone, summon an explosive ball of fire, or freeze the surface of a pond with a touch. You can sense the [Presence](https://openadventurerpg.com/glossary/presence/) of magic and analyze enchantments to discern their purpose. Wizards record everything they learn in their grimoires, huge tomes of spells and lore that are the product of their mystic scholarship.

**Suggested Specializations**

- **Active**: Decipher, Identify Magic, Identify Potion, [Sense Magic](https://openadventurerpg.com/glossary/sense-magic/)
- **Combat**: [Mind Defense](https://openadventurerpg.com/glossary/mind-defense/)
- **Knowledge**: Arcane Lore, Arcane History, Astrology, Monsters
- **Spellcasting**: Air Spells, Earth Spells, Fire Spells, Water Spells
- **Strengths**: Languages, Logic

**Traits**

| **Weapon Training** | Staff |
| --- | --- |
| **[Armor Training](https://openadventurerpg.com/glossary/armor-training/)** | None |
| **Defense Training** | Mind |
| **Favored Recovery** | Mind |
| **[Spellcaster](https://openadventurerpg.com/glossary/spellcaster/)** | Yes ([Intellect](https://openadventurerpg.com/glossary/intellect/)) |

**Starting Equipment**

- Dagger
- Staff (quarterstaff, [Spellcasting Talisman](https://openadventurerpg.com/glossary/spellcasting-talisman/))
- Grimoire ([Spellbook](https://openadventurerpg.com/glossary/spellbook/))
- Backpack, canvas
- Rations (3)
- Ritual candles (5)
- Potion of Heal [Wound](https://openadventurerpg.com/glossary/wound/) (Mind)
- [Potion of Recovery](https://openadventurerpg.com/glossary/potion-of-recovery/) (Mind)
- Rare [Spell Components](https://openadventurerpg.com/glossary/spell-components/) (3)
- Waterskin

## **Creating New MOs**

If none of the MOs provided here describe the character you want to play, you and the Adventure Guide can work together to create a new [MO](https://openadventurerpg.com/glossary/mo/). These are the steps for creating a new [MO](https://openadventurerpg.com/glossary/mo/).

- **Step 1**: Choose a name
- **Step 2**: Describe the [MO](https://openadventurerpg.com/glossary/mo/)
- **Step 3**: Create a [Specialization](https://openadventurerpg.com/glossary/specialization/) list
- **Step 4**: Determine traits
- **Step 5**: Choose starting equipment

> ### **Focus on the Fun **
>
>
>
> Creating MOs and Specializations is more of an art than a science, so focus on what is fun for you and your friends. If you want a world where every [MO](https://openadventurerpg.com/glossary/mo/) uses magic, make every [MO](https://openadventurerpg.com/glossary/mo/) a [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/). If you want a world where Spellcasters wear armor, give every [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/) [Armor Training](https://openadventurerpg.com/glossary/armor-training/). If the choices create the kind of world and game you want to play, there are no wrong answers when it comes to creating your own MOs and Specializations. Remember, this is *Open* Adventure.

#### **Step 1: Choose a Name**

When choosing a name for the new [MO](https://openadventurerpg.com/glossary/mo/), try thinking of an occupation, [Line](https://openadventurerpg.com/glossary/line/) of work, or title that describes the sort of character you want to play. Examples include Sea Captain, Merchant, Paladin, and Explorer. You can always change it later, so don’t worry too much about getting it perfect.

#### **Step 2: Describe the [MO](https://openadventurerpg.com/glossary/mo/)**

When describing the new [MO](https://openadventurerpg.com/glossary/mo/), use the following prompts:

What is the one thing a character with this [MO](https://openadventurerpg.com/glossary/mo/) wants most out of life?

Broadly, how does a character with this [MO](https://openadventurerpg.com/glossary/mo/) go about getting the thing they want?

Give three specific examples of a character with this [MO](https://openadventurerpg.com/glossary/mo/) using one of their signature abilities, skills, or techniques to get the thing they want.

List a specific non-combat way a character with this [MO](https://openadventurerpg.com/glossary/mo/) contributes to the success of their party.

Once you have your responses, you can write up a full prose description, or just call it good and move on to Step 3. If you and the Adventure Guide understand what a character with this [MO](https://openadventurerpg.com/glossary/mo/) does, that’s good enough. Also, [AS](https://openadventurerpg.com/glossary/as/) with the [MO](https://openadventurerpg.com/glossary/mo/) descriptions provided in this book, you only need to provide a general idea of how the character operates when on an adventure. You and the Adventure Guide will fill in the blanks during the game using common sense and creativity.

#### **Step 3: Create a [Specialization](https://openadventurerpg.com/glossary/specialization/) List**

Make a list of skills and abilities a character with this [MO](https://openadventurerpg.com/glossary/mo/) has trained in, and things they might spend extra time perfecting. You only need five, since that is all that is needed for character creation, but coming up with a few extras is a good way to help imagine the way a character with the new [MO](https://openadventurerpg.com/glossary/mo/) operates.

You may find it helpful to think of Specializations in terms of the groupings used in the MOs entries provided in the chapter. The groupings are:

- **Active**: These are verbs that describe something a character with this [MO](https://openadventurerpg.com/glossary/mo/) is likely to *do*. Examples include Inspire, Sneak, Surprise, and Comfort.
- **Combat**: These are specific weapons, types of armor, forms of defense, or combat maneuvers a character with this [MO](https://openadventurerpg.com/glossary/mo/) is known for. Examples include Swords, Dodge, [Spirit Defense](https://openadventurerpg.com/glossary/spirit-defense/), Disarm, and Defend.
- **Craft**: These are crafting skills a character with this [MO](https://openadventurerpg.com/glossary/mo/) is known for or types of objects they are known to build. Examples include Traps, Cooking, Smithing, and Contracts.
- **Knowledge**: These are the areas of expert knowledge expected of a character with this [MO](https://openadventurerpg.com/glossary/mo/). Examples include Plants, Rivers, History, Legends, and Geography.
- **Spellcasting**: If the [MO](https://openadventurerpg.com/glossary/mo/) is a [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/) (see **Step 4: Determine Traits**) these are spell types a character with this [MO](https://openadventurerpg.com/glossary/mo/) might choose to spend extra time perfecting. Examples include Fire Spells, Illusion Spells, [Control](https://openadventurerpg.com/glossary/control/) Spells, and Movement Spells.
- **Strengths**: These are situations where a character with this [MO](https://openadventurerpg.com/glossary/mo/) is especially strong or hardships they are especially good at [Resisting](https://openadventurerpg.com/glossary/resisting/). Examples include Resist Elements, Resist Hunger, Endure Pain, and Suppress Emotions.

For additional information about creating your own Specializations, see the **Creating New Specializations** section.

#### **Step 4: Determine Traits**

Each [MO](https://openadventurerpg.com/glossary/mo/) entry includes a list of Traits. The following provides guidance for setting these traits in your new [MO](https://openadventurerpg.com/glossary/mo/).

##### **Weapon Training**

Select one or two specific weapons a character with this [MO](https://openadventurerpg.com/glossary/mo/) commonly employs. The weapon selected should be something people in the game world automatically imagine a person with this [MO](https://openadventurerpg.com/glossary/mo/) wielding. For instance, if you were creating a classic Swashbuckler [MO](https://openadventurerpg.com/glossary/mo/), you would probably list Rapier or Scimitar for their weapon. You should only select classes of weapons (like “Melee Weapons”) or All weapons if the [MO](https://openadventurerpg.com/glossary/mo/)’s primary focus is armed combat.

##### **[Armor Training](https://openadventurerpg.com/glossary/armor-training/)**

When people think about a person with this [MO](https://openadventurerpg.com/glossary/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](https://openadventurerpg.com/glossary/mo/) (None, [Light](https://openadventurerpg.com/glossary/light/), Medium, or Heavy). You should only select All armors if the [MO](https://openadventurerpg.com/glossary/mo/)’s primary focus is armed combat and people with this [MO](https://openadventurerpg.com/glossary/mo/) wear a wide variety of armor.

##### **Defense Training**

Select one or two types of Defense (Body, Mind, or Spirit) in which characters with this [MO](https://openadventurerpg.com/glossary/mo/) have vigorously trained. 

##### **Favored Recovery**

Select one type of damage (Body, Mind, or Spirit) characters with this [MO](https://openadventurerpg.com/glossary/mo/) are especially good at recovering from.

##### **[Spellcaster](https://openadventurerpg.com/glossary/spellcaster/)**

This indicates whether a character with this [MO](https://openadventurerpg.com/glossary/mo/) is considered a [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/) [AS](https://openadventurerpg.com/glossary/as/) described in ***Chapter 14: Spellcasting*** and lists the [Primary Attribute](https://openadventurerpg.com/glossary/primary-attribute/) the character uses when making Spellcasting Checks. Only choose Yes if the [MO](https://openadventurerpg.com/glossary/mo/) performs the majority of their [Action](https://openadventurerpg.com/glossary/action/) Checks using magic. Wizards and Sorcerers are classic examples of MOs that are considered Spellcasters. If the [MO](https://openadventurerpg.com/glossary/mo/) uses magic but only to supplement their physical abilities, choose No but still include a [Primary Attribute](https://openadventurerpg.com/glossary/primary-attribute/). For instance, you might list **No ([Intellect](https://openadventurerpg.com/glossary/intellect/))** for the [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/) field.

When choosing a [Primary Attribute](https://openadventurerpg.com/glossary/primary-attribute/), select a Mind attribute ([Intellect](https://openadventurerpg.com/glossary/intellect/), [Deduction](https://openadventurerpg.com/glossary/deduction/), [Willpower](https://openadventurerpg.com/glossary/willpower/)) if the [MO](https://openadventurerpg.com/glossary/mo/)’s spellcasting is based on logic, formulas, creativity, or memorization. Select a Spirit attribute ([Presence](https://openadventurerpg.com/glossary/presence/), [Intuition](https://openadventurerpg.com/glossary/intuition/), [Resilience](https://openadventurerpg.com/glossary/resilience/)) if the [MO](https://openadventurerpg.com/glossary/mo/)’s spellcasting is based on faith, emotion, or an external power, like a god.

#### **Step 5: Choose Starting Equipment**

List the equipment a character starts the game with if they choose this [MO](https://openadventurerpg.com/glossary/mo/). The total value of the starting equipment should not exceed 160 [SP](https://openadventurerpg.com/glossary/sp/). Spellbooks for [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/) MOs are free for starting characters. Spellcasting talismans are free if they only serve [AS](https://openadventurerpg.com/glossary/as/) talismans, such [AS](https://openadventurerpg.com/glossary/as/) the [Cleric](https://openadventurerpg.com/glossary/cleric/)’s holy symbol or the [Sorcerer](https://openadventurerpg.com/glossary/sorcerer/)’s wand. If the talisman also acts [AS](https://openadventurerpg.com/glossary/as/) a weapon, use the price of the weapon.

#### **Creating New Specializations**

To create a new [Specialization](https://openadventurerpg.com/glossary/specialization/) and test to see if it makes logical sense, select a name for the [Specialization](https://openadventurerpg.com/glossary/specialization/) and then say the following:

“All <[MO](https://openadventurerpg.com/glossary/mo/) name> learn about <insert the [Specialization](https://openadventurerpg.com/glossary/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](https://openadventurerpg.com/glossary/specialization/). If it does not make sense, it should probably be part of a different [MO](https://openadventurerpg.com/glossary/mo/) or even a new [MO](https://openadventurerpg.com/glossary/mo/).

```
Jeff tells the Adventure Guide he wants to add an Ancient Languages Specialization to his character who has the Thief MO. Jeff tests this idea by saying, “All thieves learn about ancient languages.” Jeff and the Adventure Guide discuss the matter and after some thought they agree this does not make sense for the setting where their adventures take place. Some thieves might learn ancient languages, but it isn’t something all thieves learn.
```

Note that Specializations are narrow areas of study. “Melee Weapons,” for example, is too broad for a [Specialization](https://openadventurerpg.com/glossary/specialization/) since it would apply to every conceivable melee weapon. Swords, however, is an appropriate [Specialization](https://openadventurerpg.com/glossary/specialization/) since it focuses on a narrow type of melee weapons. At the same time, Specializations describing a single specific [Action](https://openadventurerpg.com/glossary/action/) (Break Down Doors) or a specific weapon ([Long](https://openadventurerpg.com/glossary/long/) swords) are a bit *too* narrow. Work together with the Adventure Guide to determine the sweet spot for Specializations that fit the type of game you want to play.
