Difference between revisions of "Archetypes"

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All characters play as one of several archetypes. Each archetype offers specific advantages and disadvantages to gameplay. Each archetype also has three [[Sub-type|sub-types]], but sub-types can be used with any archetype.  
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Along with [[Traits]] and [[Influence]], '''Archetypes''' are one of the core components of characters in Rainwall. They offer a baseline “type” of character that is known to thrive in the apocalypse. From this basic type you can then continue fine-tuning to get the exact character configuration you want. But each Archetype provides unique upgrades, special abilities ([[Tricks]]), [[skills]], and flavor. There are six basic Archetypes to choose from, but we will also show you a larger selection to demonstrate the possibilities. You can also create new Archetypes that are based on the base six, which are called [[Sub-types]].
  
 
==[[Medic]]==  
 
==[[Medic]]==  
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*Medics automatically get a 4 skill rating in [[Medical]] and start with an [[Apothecary]] skill of 1.  
 
*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 [[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.
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*can upgrade [[Life Points]] at a cost of 1000 [[Experience Points]] for 5 LP
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*can upgrade [[Mental Resilience]] at a cost of 1000 XP for 1 mental resilience point.
  
 
===Medic Tricks===
 
===Medic Tricks===
*[[Action Share]] - allows them to give some or all of their own action points to other players
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*[[Action Share]] - allows them to give some or all of their own action points to other players during a round
*[[Heal Share]] - allows them to split up [[Health Points]] from [[consumables]] among multiple players
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*[[Antibiotic Master]] - players in the party gain +2 to Immunity when rolling to fight off infection or disease
*[[Rejuvenate]] - naturally self-generates 1 HP per level per turn without needing rest or consumables
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*[[Antidote]] - slows the effects of poison by 50%
*[[Revive]] - can revive incapacitated players for less with [[consumables]]
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*[[Blood Donor]] - can heal other characters by donating their own Life Points
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*[[Bone Setter]] - broken bones heal 50% faster
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*[[Divine Protection]] - +1 Character Difficulty Rating to hit while tending to any wounded comrade
 +
*[[Heal Share]] - allows them to distribute (split) Life Points from medical supplies amongst multiple characters
 +
*[[Miracle Worker]] - has a 50% chance per level of preventing permanent effects on self or others (roll 2d10)
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*[[Rejuvenate]] - naturally self-generates 1 Life Point per turn without needing to use a consumable
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*[[Suture Master]] - can stop bleeding by using a standard sewing kit
  
 
==[[Charmer]]==  
 
==[[Charmer]]==  
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*Charmers automatically get a 4 skill rating in [[Performing]] and start with a [[Brewing]] skill of 1.
 
*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.
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*can upgrade [[Toxic Resistance]] at a cost of 1000 [[Experience Points]] for 1 toxic resistance point.
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*can upgrade [[Influence]] skills at a cost of 2000 XP for 1 skill point.
  
 
===Charmer Tricks===
 
===Charmer Tricks===
*[[Drunken Master]] - allows them to reap the benefits of alcoholic [[consumables]] while limiting negative effects
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*[[Angelic Appeal]] - other people will only attack the Charmer after another in their party has been attacked first
*[[Recruiter]] - gives a bonus when recruiting [[goons]]
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*[[Drunken Master]] - allows them to reap the full benefits of alcoholic consumables while limiting the negative effects by 1
*[[Rock Star Confidence]] - gives a bonus when performing or using a disguise
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*[[Lullaby]] - can sing people to sleep except during combat
*[[Sex Machine]] - gives a bonus to [[Faction Reputation]] when seducing faction members
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*[[Pants on Fire]] - +2 Luck points toward any rolls while attempting to lie or bluff
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*[[Rapid Fire]] - can fire off 2 arrows for 1 Action Point during combat
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*[[Recruiter]] - +1 Luck point toward any rolls while attempting to hire goons
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*[[Rock Star Confidence]] - +1 Luck point toward any rolls while performing
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*[[Roll Cameras]] - +1 Charisma score while acting in situations where getting caught would result in a high likelihood of death
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*[[Sex Machine]] - +1 Luck point toward any rolls while seducing
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*[[Yield to Me]] - +2 Luck points toward any rolls while attempting to persuade enemy combatants to surrender
  
 
==[[Outlaw]]==  
 
==[[Outlaw]]==  
 
[[File:outlaw_icon.png|right|100px]]
 
[[File:outlaw_icon.png|right|100px]]
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]].   
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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 [[Hustler]], [[Smuggler]], and [[Spy]].   
  
 
*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.  
*Outlaws also have a bonus in upgrading [[Reflex]] at a cost of 1000 [[Experience Points]] for 1 reflex point.
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*can upgrade [[Reflex]] at a cost of 1000 [[Experience Points]] for 1 reflex point.
 +
*can purchase an additional [[Archetype Trick]] for 2000 XP.
  
 
===Outlaw Tricks===
 
===Outlaw Tricks===
*[[Coward's Boon]] - harder to hit while taking cover
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*[[Black Market]] - gains a 10% bonus when buying and selling items (buying is 10% less, selling is 10% more)
*[[Lawless]] - bonus when dealing with [[Regulator]] type characters
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*[[Bladeslinger]] - +3 Luck points toward throwing their blade during combat (range 3x Strength in feet)
*[[Rogue's Choice]] - can choose how to spend action points each turn instead of being tied to the default
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*[[Coward's Boon]] - +1 Character Difficulty Rating while taking cover (in addition to the automatic one)
*[[Snake Oil Salesman]] - Outlaws can sell basic water as other substances
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*[[Disarmer]] - +2 Luck points toward any rolls during combat when attempting to disarm an enemy combatant
*[[Sneak Attack]] - gains a bonus to attacks while sneaking
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*[[Double Wielder]] - can do two attacks for 1 Action Point when dual-wielding edged weapons
 
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*[[Ghost Mode]] - can hide completely in night or other visually challenging environments until they give away their position
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*[[Lawless]] - +1 Luck point toward any rolls when interacting with a Regulator type character
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*[[Locksmith]] - reduces all lock and safe DR by 1
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*[[Rogue's Choice]] - can choose how to spend Action Points during combat instead of being tied to the defaults
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*[[Sneak Attack]] - +2 Luck points toward any rolls when attacking while sneaking
  
 
==[[Hunter]]==  
 
==[[Hunter]]==  
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*Hunters automatically get a 4 skill rating in [[Hunting]] and start with a [[Cooking]] skill of 1.
 
*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.
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*can upgrade [[Immunity]] at a cost of 1000 [[Experience Points]] for 1 immunity point
 
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*can upgrade [[Life Points]] at a cost of 1200 XP for 5 LP
  
 
===Hunter Tricks===
 
===Hunter Tricks===
*[[Ammo Finder]] - finds more ammunition than usual when scavenging
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*[[Ammo Finder]] - finds 50% more ammunition when scavenging
*[[Culinary Master]] - gains more [[Health Points]] from consuming food items
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*[[Animal Magnetism]] - catches fish or traps animals 10% faster while camping
*[[Night Vision]] - gains a perception bonus during nighttime or in dark areas
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*[[Breath Control]] - +3 Luck points on rolls toward sniping if 2 combat action points are used
*[[Pacify]] - makes it less likely to be attacked by creatures (not [[cybrids]])
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*[[Culinary Master]] - every food consumable they make by cooking also provides 1 Life Point per Cooking Skill Level
*[[Quick Draw]] - can fire two arrows for the cost of 1 combat action when using a bow (not a crossbow)
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*[[Feel the Herd]] - if the Hunter can see at least 1 NPC during recon, they can sense if there are others with them, but never how many or where
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*[[Harvester]] - can obtain 50% more plants from foraging
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*[[Night Vision]] - does not suffer from negative perception effects of night
 +
*[[Pacify]] - +2 Character Difficulty Rating while being attacked by creatures other than cybrids
 +
*[[Prepper's Boon]] - can use the next pack size without needing the corresponding Strength stat
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*[[Sixth Sense]] - can sense when a wild animal is somewhere within 100 meters, but will have to use recon to try to determine where it is
  
 
==[[Fixer]]==
 
==[[Fixer]]==
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*Fixers automatically get a 4 skill rating in [[Repair]] and start with an [[Armorsmithing]] skill of 1.
 
*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.
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*can upgrade [[Crafting]] Skill level for a 30% XP discount.
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*can upgrade [[Physical Resistance]] at a cost of 1000 XP for 1 physical resistance point.
  
 
===Fixer Tricks===
 
===Fixer Tricks===
*[[Arsonist]] - deals extra damage when using any weapon with fire-based effects
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*[[Armormaster]] - has automatic access to all armorsmithing recipes without having to find them from scavenging or trading
*[[Incite]] - attracts enemy attention onto them from someone else
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*[[Arsonist]] - +2 damage bonus to any weapons that deal fire damage
*[[Maintainer]] - item condition degrades at a lower rate than normal
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*[[Commo Specialist]] - can automatically fix and use any piece of communications equipment
*[[Power Miser]] - extends the usage of any item require fuel or battery power
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*[[Fool for Tools]] - can use the next pack size without needing the corresponding Strength stat, but only to carry tool items
*[[Rigged]] - deals electricity damage when attacked with unarmed or metallic melee weapons
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*[[Incite]] - can spend 1 combat action point to draw an attack away from another player onto themselves
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*[[Maintainer]] - apparel items degrade in condition at half the normal rate
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*[[Power Miser]] - get an extra 2 uses from any battery or fuel powered item
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*[[Rigged]] - armor and apparel deals 2 automatic damage to characters that inflict damage using unarmed combat
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*[[Sledger]] - +2 damage bonus when attacking with any tool
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*[[Unbreakable]] - can repair items that were broken
  
 
==[[Merc]]==  
 
==[[Merc]]==  
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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.
 
*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.
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*can upgrade [[Combat Skills]] at a cost of 2000 [[Experience Points]] for 1 skill point
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*can upgrade [[Speed]] at a cost of 1000 XP for 1 speed point.
  
 
===Merc Tricks===
 
===Merc Tricks===
*[[Avenger]] - gains a damage bonus when attacking an enemy that just injured another player
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*[[Angel of Death]] - +1 action point per turn until combat is over whenever Merc damage results in death
*[[Fast Reload]] - can reload without using any non-combat action points
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*[[Avenger]] - +1 damage when attacking a character that has damaged another player in the party
*[[Last Stand]] - gains a damage bonus when their [[Health Points]] are low
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*[[Blood Sacrifice]] - can deal 1 extra damage point per own Life Point sacrificed during a successful hit
*[[Rally]] - all party members get a once-per-combat encounter bonus to attack
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*[[Fast Reload]] - can reload during combat without spending an action point
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*[[Gunslinger]] - can roll a Reflex Check when first being shot at for a chance to get the first shot
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*[[Hand of Justice]] - +1 damage when attacking any Blueback or lawless character
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*[[Intimidating Presence]] - increases the Merc’s Character Difficulty Rating by 1 during surprise attacks
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*[[Last Stand]] - +2 damage whenever the Merc’s life points drop below 10
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*[[Legendary Precision]] - can choose where attacks hit in lieu of the dice roll
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*[[Rally]] - all party members gain a once-per-combat encounter +1 Luck point bonus to attack
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[[Category:Archetypes]]

Latest revision as of 06:41, 20 December 2021

Along with Traits and Influence, Archetypes are one of the core components of characters in Rainwall. They offer a baseline “type” of character that is known to thrive in the apocalypse. From this basic type you can then continue fine-tuning to get the exact character configuration you want. But each Archetype provides unique upgrades, special abilities (Tricks), skills, and flavor. There are six basic Archetypes to choose from, but we will also show you a larger selection to demonstrate the possibilities. You can also create new Archetypes that are based on the base six, which are called Sub-types.

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.

  • 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 1000 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 during a round
  • Antibiotic Master - players in the party gain +2 to Immunity when rolling to fight off infection or disease
  • Antidote - slows the effects of poison by 50%
  • Blood Donor - can heal other characters by donating their own Life Points
  • Bone Setter - broken bones heal 50% faster
  • Divine Protection - +1 Character Difficulty Rating to hit while tending to any wounded comrade
  • Heal Share - allows them to distribute (split) Life Points from medical supplies amongst multiple characters
  • Miracle Worker - has a 50% chance per level of preventing permanent effects on self or others (roll 2d10)
  • Rejuvenate - naturally self-generates 1 Life Point per turn without needing to use a consumable
  • Suture Master - can stop bleeding by using a standard sewing kit

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.
  • can upgrade Toxic Resistance at a cost of 1000 Experience Points for 1 toxic resistance point.
  • can upgrade Influence skills at a cost of 2000 XP for 1 skill point.

Charmer Tricks

  • Angelic Appeal - other people will only attack the Charmer after another in their party has been attacked first
  • Drunken Master - allows them to reap the full benefits of alcoholic consumables while limiting the negative effects by 1
  • Lullaby - can sing people to sleep except during combat
  • Pants on Fire - +2 Luck points toward any rolls while attempting to lie or bluff
  • Rapid Fire - can fire off 2 arrows for 1 Action Point during combat
  • Recruiter - +1 Luck point toward any rolls while attempting to hire goons
  • Rock Star Confidence - +1 Luck point toward any rolls while performing
  • Roll Cameras - +1 Charisma score while acting in situations where getting caught would result in a high likelihood of death
  • Sex Machine - +1 Luck point toward any rolls while seducing
  • Yield to Me - +2 Luck points toward any rolls while attempting to persuade enemy combatants to surrender

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 Hustler, Smuggler, and Spy.

  • 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.
  • can purchase an additional Archetype Trick for 2000 XP.

Outlaw Tricks

  • Black Market - gains a 10% bonus when buying and selling items (buying is 10% less, selling is 10% more)
  • Bladeslinger - +3 Luck points toward throwing their blade during combat (range 3x Strength in feet)
  • Coward's Boon - +1 Character Difficulty Rating while taking cover (in addition to the automatic one)
  • Disarmer - +2 Luck points toward any rolls during combat when attempting to disarm an enemy combatant
  • Double Wielder - can do two attacks for 1 Action Point when dual-wielding edged weapons
  • Ghost Mode - can hide completely in night or other visually challenging environments until they give away their position
  • Lawless - +1 Luck point toward any rolls when interacting with a Regulator type character
  • Locksmith - reduces all lock and safe DR by 1
  • Rogue's Choice - can choose how to spend Action Points during combat instead of being tied to the defaults
  • Sneak Attack - +2 Luck points toward any rolls when attacking while sneaking

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.
  • can upgrade Immunity at a cost of 1000 Experience Points for 1 immunity point
  • can upgrade Life Points at a cost of 1200 XP for 5 LP

Hunter Tricks

  • Ammo Finder - finds 50% more ammunition when scavenging
  • Animal Magnetism - catches fish or traps animals 10% faster while camping
  • Breath Control - +3 Luck points on rolls toward sniping if 2 combat action points are used
  • Culinary Master - every food consumable they make by cooking also provides 1 Life Point per Cooking Skill Level
  • Feel the Herd - if the Hunter can see at least 1 NPC during recon, they can sense if there are others with them, but never how many or where
  • Harvester - can obtain 50% more plants from foraging
  • Night Vision - does not suffer from negative perception effects of night
  • Pacify - +2 Character Difficulty Rating while being attacked by creatures other than cybrids
  • Prepper's Boon - can use the next pack size without needing the corresponding Strength stat
  • Sixth Sense - can sense when a wild animal is somewhere within 100 meters, but will have to use recon to try to determine where it is

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.
  • can upgrade Crafting Skill level for a 30% XP discount.
  • can upgrade Physical Resistance at a cost of 1000 XP for 1 physical resistance point.

Fixer Tricks

  • Armormaster - has automatic access to all armorsmithing recipes without having to find them from scavenging or trading
  • Arsonist - +2 damage bonus to any weapons that deal fire damage
  • Commo Specialist - can automatically fix and use any piece of communications equipment
  • Fool for Tools - can use the next pack size without needing the corresponding Strength stat, but only to carry tool items
  • Incite - can spend 1 combat action point to draw an attack away from another player onto themselves
  • Maintainer - apparel items degrade in condition at half the normal rate
  • Power Miser - get an extra 2 uses from any battery or fuel powered item
  • Rigged - armor and apparel deals 2 automatic damage to characters that inflict damage using unarmed combat
  • Sledger - +2 damage bonus when attacking with any tool
  • Unbreakable - can repair items that were broken

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

  • Angel of Death - +1 action point per turn until combat is over whenever Merc damage results in death
  • Avenger - +1 damage when attacking a character that has damaged another player in the party
  • Blood Sacrifice - can deal 1 extra damage point per own Life Point sacrificed during a successful hit
  • Fast Reload - can reload during combat without spending an action point
  • Gunslinger - can roll a Reflex Check when first being shot at for a chance to get the first shot
  • Hand of Justice - +1 damage when attacking any Blueback or lawless character
  • Intimidating Presence - increases the Merc’s Character Difficulty Rating by 1 during surprise attacks
  • Last Stand - +2 damage whenever the Merc’s life points drop below 10
  • Legendary Precision - can choose where attacks hit in lieu of the dice roll
  • Rally - all party members gain a once-per-combat encounter +1 Luck point bonus to attack