====== Archetype Fragments ====== There are more than enough archetypes already, but I might as well write down any other ideas that come up. If you're a player, you can just ignore this page. new generic action: Assist. range 1m, targets an ally. roll a trigger die; target ally can use that die instead of rolling their own. die disappears at beginning of target's next turn. might be kinda broken in operations though. nurturer is especially good at assisting, wastelander has unique ability to assist self. maybe make this nurterer exclusive instead of generic ability * **Chaostician** * Create randomized magical effects. This archetype would require a bigass chart like the mutations one to be fun/function correctly. Unlike mutations, would have to be specific, quickly implementable, highly reuseable, more variable. * Advanced abilities grant more control over chaos or limited shielding from unwanted results * 144 results, 3 columns: bad, good, neutral(ish). roll a third die to determine which category of result you get (1-3 bad, 4-9 neutral, 10+ good). gives immediate feedback/anticipation to the player when they can at least tell right away what kind of thing to expect. all effects dissipate at end of procedural round. * 'turn reality into a grandiose metaphor for itself' for the edwinism * effects can be permanent? not without a significant cost. maybe extend duration to montage round instead of procedural * can reroll results die and take preferred outcome, costs mojo. d144 cannot be rerolled this way * **Voidcaller** * negate a target's sense (usually sight, but could be others) * abomination's revisionist thing * manifestor's removal thing * negate somebody's action as they do it? * **Elementalist** * If you have levels in more than one elemental archetype, combine their functionality (10+ attacks deal all conditions simultaneously, can throw all conditions simultaneously with 1 action) * Deal random elemental conditions * Do weird things when multiple elements combine (make a chart?) * **Alchemist** * Short list of potion types. Can create a potion of any type by spending Supplies (Provisions? Dosh?) Anybody holding a potion can consume it as an action to gain its benefit. Potions spoil at end of session. * Start each new session with some free potions * Batch-brewing: chance to create a second free duplicate when creating any potion * Expanded brewing list? Depends how good the original list is. This is a hard maybe. * Catalysts: Create a potion on demand as a single action. Increased cost, maybe. * Gathering: can find ingredients for random potion types for free sometimes * **Pepster** * Can sprint/double attack/etc by sacrificing 2 Attention instead of 1 Energy. * Talk about anything, forever. Be annoyingly extra about everything. * Manic Pixie Dream Pepster: penchant for dramatic and transformative entry into the lives of strangers. Force them to be your friend even if they don't wanna. * Victory Dance: regain 1 Flesh and instantly clear all damaging conditions at end of battle/immediate danger * **Cartoon** * Can walk straight over nothing so long as you don't look down. Hard to resist looking down, chance each round. * Can hide behind things that are much smaller than you. Overlap with Elusive? * Can enter one door and exit any other nearby door * Amusing injuries (accordion squish, soot-covered after explosion, etc) * Create a big ball of violence when getting into a fight, all participants considered adjacent, draws in bystanders, hard to escape * Important/hidden things are conspicuously lighter than the rest of the background * Hammerspace is more of a dimensionist thing, but big dumb hammer smacks might be a thing * **Dreamwalker** * Mostly needs rules to better define the purpose of going into the dreamworld (what kinds of information are available there, what else can be done there that's directly relevant) and random tables to help generate trippy environments on demand. * Other than that, basic tricks to make travel to/from and manipulation of the dreamworld easier. * **Lawyer** * When making an agreement or contract, can include one ambiguity or loophole to exploit later that nobody else notices. Don't have to decide what it is until you use it. * catch somebody else in a lie or doing something they shouldn't and you gain some kind of leverage? * Chewbacca Defense: confuse a target with legalese. * Objection: interrupt what somebody else is saying, chance to completely undermine them * **Celebrity** * You have a Brand, 1-3 keyword adjectives that describe your public image. gain bonus when acting in accordance with your brand, but penalty when acting in a way that contradicts it * many people have a relationship with the false you that they've constructed in their heads. % chance to treat anyone as an instant Bond if you play to your public persona * place fans/paparazzi/stalkers in any scene where you are? dunno why you'd want this though. maybe useful to have lookalikes everywhere? * agent? they manage your appearances and smooth over anything you do that's off-brand * endorsement: can make anything more popular * your money's no good here: whenever you spend Dosh, random chance to get the thing free * everyone knows who you are. can be both good and bad. * **Native** * you have a specific biome you're a native of. can avoid hazards, etc there * choose your random encounters in that biome * can change/expand biome nativity? * might even be able to expand this into different archetypes for different biomes specifically, like sylvan (brachiate), mountaineer, plainswalker, urbanite, wastelander, boreal, delver, etc. mariner/spacer are already a thing. Dreamwalker would also be in this category. would be more flavorful than just getting generic benefits in a biome of your choice. Might even subsume ranger. * **Eidolonist** * STANDO POWAH. Needs something to set it apart from summoner tho * **Wastelander** * Terrain-specific to deserts. No stress from hot environments * Don't need to drink water? Can get it from food. Not really a mechanical distinction here though. Maybe simply eat less? Kinda verdants thing * sandswim! * quicksand, sandpits, antlions- both avoiding and being * wastelander from radiant, give it something else * kick sand during fights * okay with being alone * defend resources * Navigate- pathfinder from ranger * 'you're standing in quicksand'- retroactively declare spaces around you to be difficult or hazardous once entered * **Sylvan** * Terrain-specific to forests * Brachiate * Always, always have partial concealment when in areas of high natural growth * get where you want to be by getting lost * **Plainswalker** * Terrain-specific to grasslands * marathoner: increase overland travel speed for self and party * **Swamper** * Swamps and other water-liminal terrain * switch between all available movement modes seamlessly * ignore difficult terrain (give acrobat something new to compensate) * **some shit I dunno lol** Condemner? * "Doomed" elemental condition: deals unavoidable unreduceable damage equal to current Escalation at the moment it gets removed. does nothing while you have it. escalation continues to rise round by round while somebody's doomed even if no other dangers are present. * end your doomed on command/automatically if you are killed * take double escalation from gatling, combine with doomed immunity * **Pilebunker** * melee attack * crits treat target's defense as 0 * **unknown whelm attack** * throw out "spires" that can be used to attack targets nearby them (5m) * enhanced effect when multiple spires nearby a target * struck target acts as an extra spire for 1 future attack * more spires at once * automatically attack anybody interacting with a set spire * **Sandman**: put targets to sleep. Maybe combine functionality with psychonaut. performer and chef already do this though * **Hydromancer** * elemental: water. need some kinda condition * change a target's buoyancy, sink em or float em. * create whirlpool or alter flow * part water * **Spawnlord**: "sire"? turn defeated foes into minions like zombie, vampire, werewolf, etc do * minion is friendly * minion gains levels * etc? * **Wretch**: just totally unfortunate gothic villain shit * **Geas**: compel codes of behavior, punish those who break promises, offer redemption, something like that * **Amnesiac**: lose all injuries/curses/etc at the beginning of each montage round? * take Wildcard from Lunatic * cryptic hints from tattoos on body * **Nomad**: treat any base as your home base, change at beginning of session ====== Marathoner ====== ^ ^^^ ^{{ra>footprint?48|Movement}} ||{{fa>plus-circle?24&align=left}}**Traveler:** Your overland traveling speed is increased from 5 regions per day to 10 regions per day. Vehicles and other creatures with non-standard movement rates increase their overland travel speed by 1 step on the 1-> 2-> 5-> 10-> 20-> 50-> etc scale. | ^ ^^^ ^{{ra>footprint?48|Movement}} ||{{fa>plus-circle?24&align=left}}**Unending Pep:** If you are traveling with a group of other creatures that don't have the Marathoner ability that choose to force-march themselves (travel 10 regions instead of 5, but accumulate 1 Stress point in the process) in order to keep up with you, you can keep their spirits up by setting a good example. All non-marathoners in your company can roll a trigger die after forced-marching; if the result is a 7+, then they ignore the Stress point they would normally acquire from it. \\ \\ {{fa>plus-circle?24&align=left}}**Self-Motivated:** If you choose to force-march yourself, you can travel up to 20 regions in a single day instead of 10. You also gain the benefit of the trigger die roll to avoid accumulating Stress when you do this. | ^ ^^^