Difference between revisions of "Archetypes"

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==[[Medic]]==  
 
==[[Medic]]==  
[[File:medic_icon.png|right|thumb]]
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[[File:medic_icon.png|right|100px]]
 
Medics are best at patching people up. These people are healers at heart, selfless. They operate best with high [[Aptitude]] and [[Psychological Influence]] scores. Medics get a +3 bonus to put into their Aptitude skills and a +1 bonus to [[Unarmed Combat]] skill. 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.
 
Medics are best at patching people up. These people are healers at heart, selfless. They operate best with high [[Aptitude]] and [[Psychological Influence]] scores. Medics get a +3 bonus to put into their Aptitude skills and a +1 bonus to [[Unarmed Combat]] skill. 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.
  
 
==[[Charmer]]==  
 
==[[Charmer]]==  
[[File:charmer_icon.png|right|thumb]]
+
[[File:charmer_icon.png|right|100px]]
 
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.
 
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.
  
 
==[[Outlaw]]==  
 
==[[Outlaw]]==  
[[File:outlaw_icon.png|right|thumb]]
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[[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. 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.
 
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.
  
 
==[[Hunter]]==  
 
==[[Hunter]]==  
[[File:hunter_icon.png|right|thumb]]
+
[[File:hunter_icon.png|right|100px]]
 
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.
 
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.
  
 
==[[Fixer]]==
 
==[[Fixer]]==
[[File:fixer_icon.png|right|thumb]]  
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[[File:fixer_icon.png|right|100px]]  
 
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.
 
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.
  
 
==[[Merc]]==  
 
==[[Merc]]==  
[[File:merc_icon.png|right|thumb]]
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[[File:merc_icon.png|right|100px]]
 
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.
 
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.

Revision as of 01:03, 10 April 2020

All characters play as one of several archetypes. Each archetype offers specific advantages and disadvantages to gameplay.

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. Medics get a +3 bonus to put into their Aptitude skills and a +1 bonus to Unarmed Combat skill. 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.

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.

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.

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.

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.

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.