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.
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
Swamper
Swamps and other water-liminal terrain
switch between all available movement modes seamlessly
ignore difficult terrain (give acrobat something new to compensate)
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
Hydromancer
elemental: water. need some kinda condition
change a target's buoyancy, sink em or float em.
create whirlpool or alter flow
part water
Geas: compel codes of behavior, punish those who break promises, offer redemption, something like that