Archetypes

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This article is subject to a rewrite in the near future. Reasons being that Archetypes may be using attributes that no longer exist (Luck), Skills that have changed or no longer exist, and are due to gain new 'Archetype Perks' to improve the value of the Archetype selection process. Be aware when creating a character to check back to see if the archetype(s) you have chosen function the way you intended them to be, as they may change in the days to come.

Archetypes serve as a type of starter-kit and background for characters to build up their role and experience ready for their 1st level. There are two types: Universal and Racial. Universal Archetypes are centred around traditional careers and roles that any character can take, while Racial Archetypes are only obtainable by specific races as indicated on their race page.

A character must choose one Archetype at creation and may choose a 2nd archetype at 10th level, along with a respecification to reallocate skill points and skill-focuses.

Universal Archetypes

Universal Archetypes are selectable for any Character-Race and usually follows a more typical job and role-based approach than specialised Archetypes. Universal Archetypes often come with Archetype Perks, which are bonuses and abilities to enhance the feeling of the Archetype, to give it more utility.

All Adventurers are able to acquire Archetype perks from Archetypes they do not possess, but will have to meet harsher requirements in comparison to the Origin Archetype, which can get it for free and without any other requirements other than itself.

Adventurers of the relevant Archetype can acquire all their Archetype Perks regardless of their requirements, requirements are only relevant to other Adventurers acquiring the Perk by other means.

Adventurer

The Adventurer is like the number zero, a source of infinite potential, but a blank slate.

Attributes
♦ This character gains a +1 attribute bonus to Perception, Intelligence, Agility and Charisma.

SkillsEludeEscapeAcrobaticsAthletics

Perks

Perk Name Requirements Type Effect
Tricks of the Trade - Meta, Archetype
  • The Adventurer gains a Progression-Point each time they purchase an upgrade via the Progression-Point system.

Fighter

The Fighter excels in martial combat and the use of weapons and armour to attack and defend with stoic determination.

Attributes+1 attribute bonus to Strength, Endurance, Perception and Charisma.

Skill-FocusesWarfareGuardStanceAthletics

Perks

Perk Name Requirements Type Effect
Archetype Perk(s)
Weapon Master Combat, Archetype
  • The Fighter-Archetype Adventurer is treated as Proficient in all Weapon types under the Warfare Skill.
  • If the Adventurer gains Rank 5 in the Warfare skill: The Adventurer is rewarded 10 Progression-Points when this Perk becomes redundant.
Armour Mastery
  • +2 Strength
  • +2 Endurance
Practical, Archetype
  • The Adventurer gains a -10 Load-Point discount on the weight of their worn Outfit/Armour.
  • They also gain a fixed -5 Load-Point discount for each Outfit-Mod applied to their Outfit/Armour.
Tactical Sense
  • +3 Perception
Combat, Archetype
The following effect applies to enemy units that target the Adventurer at any point during combat:
  • The Adventurer gains a +1 bonus to Direct Damage and Spread per Perception point, for attacks against applicable targets.
  • The Adventurer also gains +1 Damage-Reduction against attacks dealt by applicable targets per Perception point.
Bonus Perk(s)
High Pain-Tolerance - Survival
  • The Adventurer now gains 10 base Maximum HP based on their Endurance attribute score (instead of 6).
  • 40 Max-HP at +0 Endurance, +10 Max-HP per Endurance point.

Barbarian

The Barbarian focuses on pure might and aggression in order to fell their foes.

Attributes
♦ This character gains a +1 attribute bonus to Strength and Charisma.
♦ They also gain a +2 attribute bonus to Endurance.

Skill-FocusesWarfareEludeAthletics

PerksBattle-FocusThrill of Battle

Warlock

Warlocks master both magic and martial combat to be formidable foes.

♦ This character gains a +1 attribute bonus to Perception, Charisma and Intelligence.
♦ They also gain a Skill-Focus in all Warfare and Magic skills.

Monk

The Monk practices many forms of Martial Arts and can manifest the metaforce through concentration and the flow of Ki.

* The base Progression-Point cost of increasing Strength, Agility and Perception is reduced by 1.
* Monk Adventurers gain a Skill Focus in Martial Arts, Metaforce, Elude, Escape and Insight skills. 

Perks

Perk Name Requirements Type Effect
Flurry of Blows Combat, Archetype

When the Monk Adventurer performs an Unarmed Strike or other Martial-Arts / Warfare based attack:

  • The Adventurer may follow-up their initial attack with a number of additional attacks as Quick-Actions (25 AP), for as long as their Action-Points remain.

When the Adventurer has at least 50 Skill-Rating in the Martial Arts Skill:

  • The Standard-Action to attack with an Unarmed-Strike or Proficient Weapon is now considered a Quick-Action (25 AP), instead of a Standard Action.

Ki Control Metaforce, Archetype

The Adventurer is now capable of spending 2 Metapoints (MP) in order to augment a number of Martial Arts based actions, as a Quick-Action (25 AP), including:

  • Ki Dash: Gain an additional Move action, once per round. The Adventurer can move in any direction, including vertically through mid-air this way.
  • Ki Strike: Unarmed-Strikes and/or Proficient weapon attacks gains additional non-physical Direct Damage and Spread equal to half the attack's base damage (rounded up).
  • Ki Vanish: Increases the Adventurer's Evasion rate by x3 for one incoming attack, if they avoid the attack, they can reposition within a distance equal to their Move-action.
  • Ki Flow: Until the end of their turn, the Adventurer gains 10 AP after performing every unique action taken that round.

Bonus Perk(s)
Pain-Tolerance +1 Endurance Survival
  • The Adventurer now gains 8 base Maximum HP based on their Endurance attribute score (instead of 6).
  • 32 Max-HP at +0 Endurance, +8 Max-HP per Endurance point.
Weapon-Throw TrainingSwift SprintFlow Training

Ranger

The Ranger's knowledge of the land gives them an edge in survival and hunting, their weapon of choice is whatever does the job best.

♦ This character gains a +2 attribute bonus to Perception and +1 to Agility.
♦ They also gain a Skill-Focus in either Warfare or Firearm skills, plus all Nature skills.

Rogue

The Rogue excels at finding solutions to their problems, illegally or otherwise, they also have ways to manipulate others.

♦ This character gains a +2 attribute bonus to Perception and +1 to Agility.
♦ They also gain a Skill-Focus in all Larceny and Social skills.

Stalker

The Stalker is good at taking down targets and taking advantage of their environment.

♦ This character gains a +1 attribute bonus to Strength, Perception and Agility.
♦ They also gain a Skill-Focus in all Larceny and Nature skills.

Wizard

The Wizard is a practitioner of magic, their research into the arcane also gave them the opportunity to learn other subjects as well.

♦ The base Progression-Point cost of increasing Intelligence and Charisma is reduced by 1.
♦ Wizards gain a Skill-Focus in Metaforce, Arcane, Academics and Linguistics skills.

Perks

Perk Name Requirements Type Effect
Archetype Perk(s)
Arcane Diligence
  • 50 Skill-Rating in Arcane Skill.
Metaforce, Archetype
At 2nd level and every two levels beyond, the Adventurer:
  • Learn a new spell for free.
  • The number of spells retained in memory when preparing spells is increased by 1.
Spell Mastery
  • 50 Skill-Rating in Arcane Skill
Metaforce, Archetype
  • The Adventurer's Spell-level adjustment is reduced by 1 when casting spells modified by Metamagic.
  • When the Adventurer's Arcane Skill-Rating is 50 or higher: Spell-level adjustment is reduced by 1 for each Metamagic modifier applied to the spell cast.

Sorcerer

The Sorcerer has a natural talent for spellcasting, the real magic is in their personality.

♦ This character gains a +2 attribute bonus to Charisma and +1 to Agility.
♦ They also gain a Skill-Focus in all Magic and Social skills.

Paladin

The Paladin is a crusader for their faith and will fight to uphold their tenets.

♦ This character gains a +1 attribute bonus to Strength, Endurance and Perception.
...

Cleric

The Cleric channels energy from a higher power to

♦ This character gains a +2 attribute bonus to Perception and +1 to Intelligence.
...

Druid

Druids have a connection to nature and can use the metaforce to protect it.

♦ This character gains a +1 attribute bonus to Endurance and +2 to Perception.
♦ They also gain a Skill-Focus in all Magic and Nature skills.

Magician

The Magician wows the crowds by night and floors monsters by day.

♦ This character gains a +2 attribute to Agility and +1 to Charisma.
♦ They also gain a Skill-Focus in all Performance and Magic skills.

Gambler

The Gambler takes risks and is able to come out on top when the chips are down.

♦ This character gains a +2 attribute bonus to Perception and +1 to Luck.
♦ They also gain a Skill-Focus in all Defence and Larceny skills.

Warsmith

The Smithy is adept at creating components and wielding them too.'

♦ This character gains a +2 attribute bonus to Strength and +1 to Intelligence.
♦ They also gain a Skill-Focus in all Engineering and Warfare skills.

Locksmith

The Locksmith is adept at manipulating technology and keeping it discreet.

♦ This character gains a +2 attribute bonus to Intelligence and +1 to Agility.
♦ They also gain a Skill-Focus in all Engineering and Larceny skills.

Artificer

The Artificer is an expert on the combination of magic and technology.

♦ This character gains a +2 attribute bonus to Intelligence and +1 to Charisma.
♦ They also gain a Skill-Focus in all Engineering and Magic skills.