Difference between revisions of "Archetypes"

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(Warlock archetype defined, other updates included)
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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.
  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.
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  '''Attributes'''
  '''Attributes'''
  ♦ This character gains a +1 attribute bonus to '''Perception, Intelligence, Agility and Charisma'''.
♦ The Adventurer can choose from these sets of attribute scores: '''<code>Strength + Endurance</code>''', '''<code>Perception + Agility</code>''', '''<code>Intelligence + Charisma</code>'''.
  > The Adventurer can choose one attribute score to recieve a base P-Point cost reduction of '''2 points'''.
  > Then the Adventurer can select one of the attribute score sets above, they gain a base P-Point cost reduction of '''1 point''', for that set.
  ♦ This character gains a +1 attribute bonus to '''all''' attribute scores.
   
   
  '''Skills'''
  '''Skills'''
  ♦ [[Elude]]
  ♦ The Adventurer gains Skill-Focuses in the [[Aegis]], [[Resolve]], [[Acrobatics]], [[Athletics]] and [[Academics]] skills.
[[Escape]]
[[Acrobatics]]
'''Perks'''
[[Athletics]]
The Adventurer gains no Archetype perks.
 
'''Perks'''
{| class="wikitable" style="width:100%; text-align:center; margin:auto;"
|-
! 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==
==Fighter==
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  '''Attributes'''
  '''Attributes'''
  ♦ Fighters can increase their '''Strength, Endurance, Perception and Charisma''' at a '''-1 Progression-point discount'''.
  ♦ The base P-Point cost to increasing their '''Strength''' attribute score is reduced by '''2 points'''.
  ♦ They also gain a '''+2''' attribute bonus to '''Strength, Endurance and Charisma'''.
♦ Their base P-Point cost to increasing '''Endurance''', '''Perception''' and '''Charisma''' is reduced by '''1 point'''.
  ♦ They also gain a '''+2''' attribute bonus to '''Strength''' and ''''Charisma'''.
   
   
  '''Skill-Focuses'''
  '''Skill-Focuses'''
  ♦ [[Warfare]]
  ♦ The Fighter gains a Skill-Focus in the [[Warfare]], [[Aegis]], [[Tactics]] and [[Athletics]] skills.
[[Guard]]
[[Stance]]
[[Athletics]]


'''Perks'''
'''Perks'''
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| '''Armour Mastery'''
| '''Armour Mastery'''
|
|
* +2 Strength
* +2 Strength, AND
* +2 Endurance
* +2 Endurance
| Practical, Archetype
| Practical, Archetype
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  '''Attributes'''
  '''Attributes'''
  ♦ This character gains a +1 attribute bonus to '''Strength and Charisma'''.
  ♦ The base P-Point cost to increase the '''Endurance''' attribute score is reduced by '''2 points'''.
♦ They also gain a +2 attribute bonus to '''Endurance'''.
♦ The cost to increase the '''Strength''' and '''Charisma''' attribute scores is reduced by '''1 point'''.
   
   
  '''Skill-Focuses'''
  '''Skill-Focuses'''
  ♦ [[Warfare]]
  ♦ Barbarians gain a Skill-Focus in the [[Warfare]], [[Aegis]] and [[Athletics]] skills.
[[Elude]]
[[Athletics]]
   
   
  '''Perks'''
  '''Perks'''
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  ♦ [[Thrill of Battle]]
  ♦ [[Thrill of Battle]]


===Warlock===
==Warlock==
''Warlocks master both magic and martial combat to be formidable foes.''
Warlocks master both magic and martial combat to be formidable foes, commonly regarded as a fusion of Fighter and Wizard:
  ♦ This character gains a +1 attribute bonus to Perception, Charisma and Intelligence.
'''Attributes'''
  ♦ They also gain a Skill-Focus in all [[Warfare]] and [[Magic]] skills.
  ♦ The base P-Point cost to increase the '''Strength''', '''Perception''', '''Charisma''' and '''Intelligence''' attribute scores is reduced by '''1 point'''.
'''Skills'''
  ♦ All Warlocks gain a Skill-Focus in the [[Arcana]], [[Aegis]] and [[Resolve]] skills.
♦ Warlocks gain a choice to pick up [[Warfare]], [[Martial Arts]] or [[Firearm]] as a Skill-Focus.
 
{| class="wikitable" style="width:100%; text-align:center; margin:auto;"
|-
! Perk Name !! min-width:300px; | Requirements !! Effect
|-
! colspan=99 | Archetype Perk(s)
|-
| '''Enchant Equipment'''
|
'''Rank 2''' in the [[Warfare]] skill, AND<hr>
'''Rank 2 in the [[Arcana]] skill'''
|
The Warlock can enchant their weapons or armour with their own power to temporarily enhance them:
♦ This ability is a '''Standard-Action (50 AP)''' to activate.
♦ This ability has a '''variable''' Meta-point cost, between '''1 MP''' and a maximum amount dictated below
(The Maximum MP given is an amount equal to the Warlock's '''<code>CharacterLevel / 2</code>''', '''5 maximum'''.)
♦ The target of this ability is any one '''weapon''' or '''armour'''.
♦ The target of this ability becomes '''Enchanted''' for up to '''1 encounter''' or '''12 minutes''' per Character Level.
 
Depending on whether the item is a Weapon or Outfit/armour, the following applies:
♦ The Warlock can grant the targeted item an enhancement bonus equal to their '''<code>CharacterLevel / 2</code>''', to a maximum of +5.
♦ '''Enchanted''' weapons gain a '''+1 bonus''' to their Direct Damage and Spread for each enhancement point it owns.
♦ '''Enchanted''' outfits/armours gain a '''+1 bonus''' to their Damage-Reduction for each enhancement point it owns.
|}


==Monk==
==Monk==
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'''Attributes'''
'''Attributes'''
  ♦ The base Progression-Point cost of increasing '''Strength, Endurance, Agility, Perception and Charisma''' is reduced by '''<code>1</code>'''.
  ♦ The base P-Point cost for increasing '''Strength''', '''Agility''' and '''Perception''' is reduced by '''2 points'''.
♦ The base P-Point cost for increasing '''Charisma''' is reduced by '''1 point'''.
  ♦ They also gain a '''+1''' attribute bonus to '''Strength, Agility, Perception and Charisma.'''
  ♦ They also gain a '''+1''' attribute bonus to '''Strength, Agility, Perception and Charisma.'''


'''Skills'''
'''Skills'''
  ♦ [[Martial Arts]]
  ♦ The Monk gains a Skill-Focus in [[Martial Arts]], [[Metaforce]], [[Aegis]], [[Resolve]], [[Acrobatics]], [[Athletics]] and [[Tactics]] skills.
[[Metaforce]]
[[Aegis]]
[[Determination]]
[[Tactics]]


'''Perks'''
'''Perks'''
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''The Wizard is a practitioner of magic, their research into the arcane also gave them the opportunity to learn other subjects as well.''
''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 '''<code>1</code>'''.
  ♦ The base Progression-Point cost of increasing '''Intelligence''' and '''Charisma''' is reduced by '''<code>2</code>'''.
  ♦ Wizards gain a Skill-Focus in [[Metaforce]], [[Arcane]], [[Academics]] and [[Linguistics]] skills.
  ♦ Wizards gain a Skill-Focus in [[Metaforce]], [[Arcane]], [[Deduction]] and [[Academics]] skills.


'''Perks'''
'''Perks'''

Revision as of 11:04, 12 November 2022

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
♦ The Adventurer can choose from these sets of attribute scores: Strength + Endurance, Perception + Agility, Intelligence + Charisma.
  > The Adventurer can choose one attribute score to recieve a base P-Point cost reduction of 2 points.
  > Then the Adventurer can select one of the attribute score sets above, they gain a base P-Point cost reduction of 1 point, for that set.

♦ This character gains a +1 attribute bonus to all attribute scores.

Skills
♦ The Adventurer gains Skill-Focuses in the Aegis, Resolve, Acrobatics, Athletics and Academics skills.

Perks
♦ The Adventurer gains no Archetype perks.

Fighter

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

Attributes
♦ The base P-Point cost to increasing their Strength attribute score is reduced by 2 points.
♦ Their base P-Point cost to increasing Endurance, Perception and Charisma is reduced by 1 point.
♦ They also gain a +2 attribute bonus to Strength and 'Charisma.

Skill-Focuses
♦ The Fighter gains a Skill-Focus in the Warfare, Aegis, Tactics and Athletics skills.

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, AND
  • +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)
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.

Barbarian

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

Attributes
♦ The base P-Point cost to increase the Endurance attribute score is reduced by 2 points.
♦ The cost to increase the Strength and Charisma attribute scores is reduced by 1 point.

Skill-Focuses
♦ Barbarians gain a Skill-Focus in the Warfare, Aegis and Athletics skills.

PerksBattle-FocusThrill of Battle

Warlock

Warlocks master both magic and martial combat to be formidable foes, commonly regarded as a fusion of Fighter and Wizard:

Attributes
♦ The base P-Point cost to increase the Strength, Perception, Charisma and Intelligence attribute scores is reduced by 1 point.

Skills
♦ All Warlocks gain a Skill-Focus in the Arcana, Aegis and Resolve skills.
♦ Warlocks gain a choice to pick up Warfare, Martial Arts or Firearm as a Skill-Focus.
Perk Name Requirements Effect
Archetype Perk(s)
Enchant Equipment Rank 2 in the Warfare skill, AND

Rank 2 in the Arcana skill

The Warlock can enchant their weapons or armour with their own power to temporarily enhance them:

♦ This ability is a Standard-Action (50 AP) to activate.
♦ This ability has a variable Meta-point cost, between 1 MP and a maximum amount dictated below
(The Maximum MP given is an amount equal to the Warlock's CharacterLevel / 2, 5 maximum.)
♦ The target of this ability is any one weapon or armour.
♦ The target of this ability becomes Enchanted for up to 1 encounter or 12 minutes per Character Level.

Depending on whether the item is a Weapon or Outfit/armour, the following applies:

♦ The Warlock can grant the targeted item an enhancement bonus equal to their CharacterLevel / 2, to a maximum of +5.
♦ Enchanted weapons gain a +1 bonus to their Direct Damage and Spread for each enhancement point it owns.
♦ Enchanted outfits/armours gain a +1 bonus to their Damage-Reduction for each enhancement point it owns.

Monk

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

Attributes

♦ The base P-Point cost for increasing Strength, Agility and Perception is reduced by 2 points.
♦ The base P-Point cost for increasing Charisma is reduced by 1 point.
♦ They also gain a +1 attribute bonus to Strength, Agility, Perception and Charisma.

Skills

♦ The Monk gains a Skill-Focus in Martial Arts, Metaforce, Aegis, Resolve, Acrobatics, Athletics and Tactics 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)
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.
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 2.
♦ Wizards gain a Skill-Focus in Metaforce, Arcane, Deduction and Academics 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 even when the odds are against them. Their luck only seems to get better the more they push it.

Attributes

♦ The Gambler gains a -1 Progression-point discount when increasing their Perception, Intelligence and Charisma attribute scores.
♦ They also gain a +2 attribute bonus to Perception.

Skills

♦ They also gain a Skill-Focus in one Combat Skill of their choice.
Perk Name Requirements Type Effect
Gambler Perks
Cheat Death - Survival, Archetype

The Gambler gains an advantage in succeeding checks which may result in their demise if they failed:

♦ The Gambler gains a +5 bonus to checks made to avoid Dying for every character level they own.
♦ This bonus is doubled if the circumstances necessitating the check were of the Gambler's own choice or volition.

♦ This Perk can only be used once per encounter.
Live Dangerously - Archetype

The moments when the stakes are highest, is when the Gambler shines brightest:

♦ The Gambler gains a +2 bonus per character-level to checks that have a clear penalty for failure.
♦ This bonus is doubled if the circumstances necessitating the check were of the Gambler's own choice or volition.
Called Shot
  • 50 Skill-Rating in appropriate Skill
Combat, Archetype

Calling out the outcome of any event often jinxes the result, but when the Gambler calls it right, it's all the sweeter.

As a Quick-Action (25AP), the Gambler can call out their next attack as a critical hit, when they do:

♦ The roll result required to score a critical hit is quadrupled. (base crit goes from 96 to 81).
♦ However: If the Gambler rolls 50 or lower, the attack will result in a critical failure instead.

Warsmith

The Warsmith is a dedicated fabricator of Weapons and Armour from during the times of war. Their skill and experience makes many of their creations unique and powerful.

Attributes

♦ Warsmiths gain a -1 Progression-point discount when they increase their Strength and Endurance attribute scores.
♦ They also gain a +1 attribute bonus to Strength, Endurance, Intelligence and Charisma.

Skills

♦ Warsmiths gain a Skill-Focus in the Warfare, Aegis, Bypass and Fabrication skills.
Perk Name Requirements Type Effect
Warsmith Perks
Warsmith's Mark 50 Skill-Rating in Fabrication Skill Crafting, Archetype

Warsmiths are so devoted to their craft that the equipment they forge is superior to any you'd find in mass-produced goods.

♦ Weapons created by the Warsmith gain a +2 bonus to Direct Damage and Spread plus 1 for every 4 character-levels they own. (Max +5).
♦ Armours (and Outfits) created by the Warsmith gain a +2 bonus to any Damage-Reduction found on the Armour, plus 1 for every 4 character-levels they own. (Max +5).

♦ These bonuses increase retroactively to any weapon/armour created after this perk was acquired. The appropiate equipment do not need to be reforged/remade to benefit from increased bonuses.
Efficent Crafting 50 Skill-Rating in Fabrication Skill Crafting, Archetype

The Warsmith is often good at producing their wares at high quality with little waste, they can often produce for giants at a discount compared to common vendors.

When the Warsmith creates Weapons or Armour, they may benefit from ONE (1) of the following bonuses per project:

♦ The Warsmith can create and reforge Weapons and Armour/Outfits at a 20% discount for currency and common materials. There is no discount for rare/unique materials.
OR
♦ If the Warsmith creates Weapons and Armour with a Size-Rating of 2 or higher: equipment created is treated as if its Size-Rating is halved for the purposes of calculating cost.

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.