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.  
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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.  
  
 
==[[Medic]]==  
 
==[[Medic]]==  

Revision as of 20:43, 22 April 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.

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.

  • Charmers get a +3 bonus to put into their Charisma skills and a +1 bonus to Melee Weapons skill.
  • 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.

  • Outlaws get a +3 bonus to put into their Dexterity skills and a +1 bonus to Edged Weapons skill.
  • 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.

  • Hunters get a +3 bonus to put into their Perception skills and a +1 bonus to Ranged Weapons skill.
  • 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.

  • Fixers get a +3 bonus to put into their Fortitude skills and a +1 bonus to Explosive Weapons skill.
  • 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.

  • 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.
  • 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.

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