Difference between revisions of "Archetypes"
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*Outlaws automatically get a 4 skill rating in [[Stealing]] and start with a [[Poisonry]] skill of 1. | *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. | ||
− | * | + | *can upgrade [[Reflex]] at a cost of 1000 [[Experience Points]] for 1 reflex point. |
===Outlaw Tricks=== | ===Outlaw Tricks=== |
Revision as of 05:18, 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
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 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.
- can upgrade Life Points at a cost of 1200 Experience Points for 5 LP
- can upgrade Mental Resilience at a cost of 1000 XP for 1 mental resilience point.
Medic Tricks
- Action Share - allows them to give some or all of their own action points to other players
- Heal Share - allows them to split up Health Points from consumables among multiple players
- Rejuvenate - naturally self-generates 1 HP per level per turn without needing rest or consumables
- Revive - can revive incapacitated players for less with consumables
Charmer
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.
- can upgrade Toxic Resistance at a cost of 1000 Experience Points for 1 toxic resistance point.
Charmer Tricks
- Drunken Master - allows them to reap the benefits of alcoholic consumables while limiting negative effects
- Recruiter - gives a bonus when recruiting goons
- Rock Star Confidence - gives a bonus when performing or using a disguise
- Sex Machine - gives a bonus to Faction Reputation when seducing faction members
Outlaw
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.
- can upgrade Reflex at a cost of 1000 Experience Points for 1 reflex point.
Outlaw Tricks
- Coward's Boon - harder to hit while taking cover
- Lawless - bonus when dealing with Regulator type characters
- Rogue's Choice - can choose how to spend action points each turn instead of being tied to the default
- Snake Oil Salesman - Outlaws can sell basic water as other substances
- Sneak Attack - gains a bonus to attacks while sneaking
Hunter
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.
- can upgrade Immunity at a cost of 1000 Experience Points for 1 immunity point
- 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
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.
- can upgrade Life Points at a cost of 1000 Experience Points for 5 LP
- can upgrade Physical Resistance at a cost of 1000 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
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 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.
- can upgrade Combat Skills at a cost of 2000 Experience Points for 1 skill point
- can upgrade Speed at a cost of 1000 XP for 1 speed point.
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