Difference between revisions of "Archetypes"

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Medics are best at patching people up. These people are healers at heart, selfless. They operate best with high [[Aptitude]] and [[Psychological Influence]] scores. The three [[sub-types]] for the Medic are [[Healer]], [[Herbalist]], and [[Shaman]].  
 
Medics are best at patching people up. These people are healers at heart, selfless. They operate best with high [[Aptitude]] and [[Psychological Influence]] scores. The three [[sub-types]] for the Medic are [[Healer]], [[Herbalist]], and [[Shaman]].  
  
*Medics get a +3 bonus to put into their Aptitude skills and a +1 bonus to [[Unarmed Combat]] skill.  
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*Medics automatically get a 4 skill rating in [[Medical]] and start with an [[Apothecary]] skill of 1.  
 
*They also get 4 non-combat actions and 1 combat action per turn during combat.  
 
*They also get 4 non-combat actions and 1 combat action per turn during combat.  
*Medics also have a bonus in upgrading [[Health Points]] at a cost of 1200 [[Experience Points]] for 5 HP, and can upgrade [[Mental Resilience]] at a cost of 1200 [[Experience Points]] for 1 mental resilience point.
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*Medics also have a bonus in upgrading [[Life Points]] at a cost of 1200 [[Experience Points]] for 5 HP, and can upgrade [[Mental Resilience]] at a cost of 1200 [[Experience Points]] for 1 mental resilience point.
  
 
===Medic Tricks===
 
===Medic Tricks===
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Charmers are best at persuasion and negotiating. They love people, and like being the center of attention. They are salesmen. They operate best with high [[Charisma]] and [[Social Influence]] scores. The three [[sub-types]] for the Charmer are [[Ambassador]], [[Courtesan]], and [[Priest]].  
 
Charmers are best at persuasion and negotiating. They love people, and like being the center of attention. They are salesmen. They operate best with high [[Charisma]] and [[Social Influence]] scores. The three [[sub-types]] for the Charmer are [[Ambassador]], [[Courtesan]], and [[Priest]].  
  
*Charmers get a +3 bonus to put into their Charisma skills and a +1 bonus to [[Melee Weapons]] skill.  
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*Charmers automatically get a 4 skill rating in [[Performing]] and start with a [[Brewing]] skill of 1.
 
*They also get 3 non-combat actions and 2 combat actions per turn during combat.  
 
*They also get 3 non-combat actions and 2 combat actions per turn during combat.  
 
*Charmers also have a bonus in upgrading [[Mental Resilience]] at a cost of 1000 [[Experience Points]] for 1 mental resilience point.
 
*Charmers also have a bonus in upgrading [[Mental Resilience]] at a cost of 1000 [[Experience Points]] for 1 mental resilience point.
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Outlaws are best at robbing and stealing. These people take full advantage of the fact that law and order has gone out the window. They operate best with high [[Dexterity]] and [[Economic Influence]] scores. The three [[sub-types]] for the Outlaw are [[Smuggler]], [[Spy]], and [[Thief]].   
 
Outlaws are best at robbing and stealing. These people take full advantage of the fact that law and order has gone out the window. They operate best with high [[Dexterity]] and [[Economic Influence]] scores. The three [[sub-types]] for the Outlaw are [[Smuggler]], [[Spy]], and [[Thief]].   
  
*Outlaws get a +3 bonus to put into their Dexterity skills and a +1 bonus to [[Edged Weapons]] skill.  
+
*Outlaws automatically get a 4 skill rating in [[Stealing]] and start with a [[Poisonry]] skill of 1.
 
*They also get 2 non-combat actions and 3 combat action per turn during combat.  
 
*They also get 2 non-combat actions and 3 combat action per turn during combat.  
 
*Outlaws also have a bonus in upgrading [[Reflex]] at a cost of 1000 [[Experience Points]] for 1 reflex point.
 
*Outlaws also have a bonus in upgrading [[Reflex]] at a cost of 1000 [[Experience Points]] for 1 reflex point.
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Hunters are best at surviving in the wild. These people are at home in nature. They operate best with high [[Perception]] and [[Mystical Influence]] scores. The three [[sub-types]] for the Hunter are [[Prepper]], [[Ranger]], and [[Scout]].  
 
Hunters are best at surviving in the wild. These people are at home in nature. They operate best with high [[Perception]] and [[Mystical Influence]] scores. The three [[sub-types]] for the Hunter are [[Prepper]], [[Ranger]], and [[Scout]].  
  
*Hunters get a +3 bonus to put into their Perception skills and a +1 bonus to [[Ranged Weapons]] skill.  
+
*Hunters automatically get a 4 skill rating in [[Hunting]] and start with a [[Cooking]] skill of 1.
 
*They also get 2 non-combat actions and 3 combat action per turn during combat.  
 
*They also get 2 non-combat actions and 3 combat action per turn during combat.  
 
*Hunters also have a bonus in upgrading [[Reflex]] at a cost of 1200 [[Experience Points]] for 1 reflex point, and can purchase an additional [[Archetype Trick]] for 2000 XP.
 
*Hunters also have a bonus in upgrading [[Reflex]] at a cost of 1200 [[Experience Points]] for 1 reflex point, and can purchase an additional [[Archetype Trick]] for 2000 XP.
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Fixers are best at fixing things and inventing new ones. These are the tinkerers and engineers. They can make anything. They operate best with high [[Fortitude]] and [[Cultural Influence]] scores. The three [[sub-types]] for the Fixer are [[Curator]], [[Driver]], and [[Hacker]].  
 
Fixers are best at fixing things and inventing new ones. These are the tinkerers and engineers. They can make anything. They operate best with high [[Fortitude]] and [[Cultural Influence]] scores. The three [[sub-types]] for the Fixer are [[Curator]], [[Driver]], and [[Hacker]].  
  
*Fixers get a +3 bonus to put into their Fortitude skills and a +1 bonus to [[Explosive Weapons]] skill.  
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*Fixers automatically get a 4 skill rating in [[Repair]] and start with an [[Armorsmithing]] skill of 1.
 
*They also get 3 non-combat actions and 2 combat action per turn during combat.  
 
*They also get 3 non-combat actions and 2 combat action per turn during combat.  
 
*Fixers also have a bonus in upgrading [[Health Points]] at a cost of 1000 [[Experience Points]] for 5 HP, and they can upgrade [[Physical Resistance]] at a cost of 1200 XP for 1 physical resistance point.
 
*Fixers also have a bonus in upgrading [[Health Points]] at a cost of 1000 [[Experience Points]] for 5 HP, and they can upgrade [[Physical Resistance]] at a cost of 1200 XP for 1 physical resistance point.
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Mercs are best at fighting and killing. These people are natural soldiers, living the way of the gun. They operate best with high [[Strength]] and [[Force Influence]] scores. The three [[sub-types]] for the Merc are [[Assassin]], [[Bounty Hunter]], and [[Warlord]].  
 
Mercs are best at fighting and killing. These people are natural soldiers, living the way of the gun. They operate best with high [[Strength]] and [[Force Influence]] scores. The three [[sub-types]] for the Merc are [[Assassin]], [[Bounty Hunter]], and [[Warlord]].  
  
*Mercs get a +2 bonus to put into their Strength skills and a +1 bonus to [[Thrown Combat]] skill, as well as a +1 bonus to any other combat skill.  
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*Mercs automatically get a 4 skill rating in two [[Combat Skills]] and start with an [[Ammosmithing]] or [[Weaponsmithing]] skill of 1.
 
*They also get 1 non-combat actions and 4 combat actions per turn during combat.  
 
*They also get 1 non-combat actions and 4 combat actions per turn during combat.  
 
*Mercs also have a bonus in upgrading [[Combat Skills]] at a cost of 1000 [[Experience Points]] for 1 skill point, and they can upgrade [[Physical Resistance]] at a cost of 1000 XP for 1 physical resistance point.
 
*Mercs also have a bonus in upgrading [[Combat Skills]] at a cost of 1000 [[Experience Points]] for 1 skill point, and they can upgrade [[Physical Resistance]] at a cost of 1000 XP for 1 physical resistance point.

Revision as of 03:08, 31 December 2020

All characters play as one of several archetypes. Each archetype offers specific advantages and disadvantages to gameplay. Each archetype also has three sub-types, but sub-types can be used with any archetype.

Medic

Medic icon.png

Medics are best at patching people up. These people are healers at heart, selfless. They operate best with high Aptitude and Psychological Influence scores. The three sub-types for the Medic are Healer, Herbalist, and Shaman.

Medic Tricks

Charmer

Charmer icon.png

Charmers are best at persuasion and negotiating. They love people, and like being the center of attention. They are salesmen. They operate best with high Charisma and Social Influence scores. The three sub-types for the Charmer are Ambassador, Courtesan, and Priest.

  • Charmers automatically get a 4 skill rating in Performing and start with a Brewing skill of 1.
  • They also get 3 non-combat actions and 2 combat actions per turn during combat.
  • Charmers also have a bonus in upgrading Mental Resilience at a cost of 1000 Experience Points for 1 mental resilience point.

Charmer Tricks

Outlaw

Outlaw icon.png

Outlaws are best at robbing and stealing. These people take full advantage of the fact that law and order has gone out the window. They operate best with high Dexterity and Economic Influence scores. The three sub-types for the Outlaw are Smuggler, Spy, and Thief.

  • Outlaws automatically get a 4 skill rating in Stealing and start with a Poisonry skill of 1.
  • They also get 2 non-combat actions and 3 combat action per turn during combat.
  • Outlaws also have a bonus in upgrading Reflex at a cost of 1000 Experience Points for 1 reflex point.

Outlaw Tricks


Hunter

Hunter icon.png

Hunters are best at surviving in the wild. These people are at home in nature. They operate best with high Perception and Mystical Influence scores. The three sub-types for the Hunter are Prepper, Ranger, and Scout.

  • Hunters automatically get a 4 skill rating in Hunting and start with a Cooking skill of 1.
  • They also get 2 non-combat actions and 3 combat action per turn during combat.
  • Hunters also have a bonus in upgrading Reflex at a cost of 1200 Experience Points for 1 reflex point, and can purchase an additional Archetype Trick for 2000 XP.


Hunter Tricks

  • Ammo Finder - finds more ammunition than usual when scavenging
  • Culinary Master - gains more Health Points from consuming food items
  • Night Vision - gains a perception bonus during nighttime or in dark areas
  • Pacify - makes it less likely to be attacked by creatures (not cybrids)
  • Quick Draw - can fire two arrows for the cost of 1 combat action when using a bow (not a crossbow)

Fixer

Fixer icon.png

Fixers are best at fixing things and inventing new ones. These are the tinkerers and engineers. They can make anything. They operate best with high Fortitude and Cultural Influence scores. The three sub-types for the Fixer are Curator, Driver, and Hacker.

  • Fixers automatically get a 4 skill rating in Repair and start with an Armorsmithing skill of 1.
  • They also get 3 non-combat actions and 2 combat action per turn during combat.
  • Fixers also have a bonus in upgrading Health Points at a cost of 1000 Experience Points for 5 HP, and they can upgrade Physical Resistance at a cost of 1200 XP for 1 physical resistance point.

Fixer Tricks

  • Arsonist - deals extra damage when using any weapon with fire-based effects
  • Incite - attracts enemy attention onto them from someone else
  • Maintainer - item condition degrades at a lower rate than normal
  • Power Miser - extends the usage of any item require fuel or battery power
  • Rigged - deals electricity damage when attacked with unarmed or metallic melee weapons

Merc

Merc icon.png

Mercs are best at fighting and killing. These people are natural soldiers, living the way of the gun. They operate best with high Strength and Force Influence scores. The three sub-types for the Merc are Assassin, Bounty Hunter, and Warlord.

Merc Tricks

  • Avenger - gains a damage bonus when attacking an enemy that just injured another player
  • Fast Reload - can reload without using any non-combat action points
  • Last Stand - gains a damage bonus when their Health Points are low
  • Rally - all party members get a once-per-combat encounter bonus to attack