Archetypes
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. Skills ♦ Elude ♦ Escape ♦ Acrobatics ♦ Athletics
Perks
Perk Name | Requirements | Type | Effect |
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Tricks of the Trade | - | Meta, Archetype |
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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-Focuses ♦ Warfare ♦ Guard ♦ Stance ♦ Athletics
Perks
Perk Name | Requirements | Type | Effect | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Archetype Perk(s) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Weapon Master |
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Combat, Archetype |
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Armour Mastery |
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Practical, Archetype |
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Tactical Sense |
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Combat, Archetype |
The following effect applies to enemy units that target the Adventurer at any point during combat:
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Bonus Perk(s) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
High Pain-Tolerance | - | Survival |
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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-Focuses ♦ Warfare ♦ Elude ♦ Athletics Perks ♦ Battle-Focus ♦ Thrill 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 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Flurry of Blows |
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Combat, Archetype |
When the Monk Adventurer performs an Unarmed Strike or other Martial-Arts / Warfare based attack:
When the Adventurer has at least 50 Skill-Rating in the Martial Arts Skill:
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Ki Control |
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Metaforce, Archetype |
The Adventurer is now capable of spending
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Bonus Perk(s) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Pain-Tolerance | +1 Endurance | Survival |
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♦ Weapon-Throw Training ♦ Swift Sprint ♦ Flow 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 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Archetype Perk(s) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Arcane Diligence |
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Metaforce, Archetype |
At 2nd level and every two levels beyond, the Adventurer:
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Spell Mastery |
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Metaforce, Archetype |
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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.