STEP 3: ARCHETYPE in Straalara | World Anvil
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STEP 3: ARCHETYPE

It is during this step that you will start to develop what your character is all about and what their strengths are going to be. This is the beginning of what you path will be. The Foundation gives your character the most essential Attributes and Skills as well as an initial rating for each one.

First, Roll a D10 on the Foundation Table. Next, roll a D10 on the resulting table. This will give you the archetype you will start with. Each Archetype has a set of points allocated for Attributes and Skills. Don't worry, you will still be responsible for assigning additional points in each area later on. This whole process isn't automated or random! Alternatively, if you already have an archetype that you want, you may just chose the archetype and move to the next section.

Roll a D10: FOUNDATION TABLE:
1-2 Clever Table
3-4 Courtly Table
5-6 Soldier Table
7-8 Outsiders Table
9-10 You Pick the Table


Roll a D10: CLEVER TABLE:
1-2 Prowler
3-4 Tracker*
5-6 Marksperson
7-8 Swashbuckler
9-10 Enforcer


Roll a D10: COURTLY TABLE:
1-2 Noble
3-4 Sage
5-6 Knight
7-8 Spy
9-10 Wizard*


Roll a D10: SOLDIER TABLE:
1-2 Leader
3-4 Priest*
5-6 Warrior
7-8 Scout
9-10 Battle Mage*


Roll a D10: OUTSIDERS TABLE:
1-2 Barbarian
3-4 Gadgeteer
5-6 Mystic*
7-8 Adventurer
9-10 Entertainer

* Reroll if the character is a Construct

Adventurer


The Adventurer thrills in taking risk for personal gain. You start with the Merit Seldom Sleeps (2pt.).
STARTING ATTRIBUTES:
Priorities 3 5 4
Intelligence 0 Strength 1 Presence 0
Wits 1 Dexterity 1 Manipulation 1
Resolve 0 Stamina 0 Composure 0
STARTING SKILLS: +1 in each skill Investigation, Medicine, Occult, Archery, Survival, Animal Ken


Barbarian

  The Barbarian uses size and strength to overcome. You start with the Merit Physically Impressive (2pt.).
STARTING ATTRIBUTES:
Priorities 3 5 4
Intelligence 0 Strength 1 Presence 0
Wits 0 Dexterity 0 Manipulation 0
Resolve 1 Stamina 1 Composure 1
STARTING SKILLS: +1 in each skill Crafts, Athletics, Brawl, Survival, Animal Ken, Intimidation


Battle Mage

  This Battle Mage concentrates solely on spells for combat. You start with the Merit Magic Ability 4.
STARTING ATTRIBUTES:
Priorities 4 5 3
Intelligence 0 Strength 1 Presence 0
Wits 1 Dexterity 1 Manipulation 0
Resolve 0 Stamina 0 Composure 1
STARTING SKILLS: +1 in each skill Enigmas, Occult, Archery, Athletics, Weaponry, Empathy


Enforcer

  The Enforcer is a lawperson or criminal thug enforcing their bosses will. You start with the Merit Intimidation (3pt.).
STARTING ATTRIBUTES:
Priorities 3 4 5
Intelligence 0 Strength 0 Presence 0
Wits 1 Dexterity 1 Manipulation 1
Resolve 0 Stamina 0 Composure 1
STARTING SKILLS: +1 in each skill Investigation, Brawl, Larceny, Weaponry, Intimidation, Streetwise


Entertainer

  The Entertainer lives to entertain an audience and woo crowds. You start with the Merit Enchanting Voice (2pt.).
STARTING ATTRIBUTES:
Priorities 3 4 5
Intelligence 0 Strength 0 Presence 1
Wits 1 Dexterity 1 Manipulation 1
Resolve 0 Stamina 0 Composure 0
STARTING SKILLS: +1 in each skill Academics, Politics, Athletics, Empathy, Expression, Socialize


Gadgeteer

The character utilizes gadgets for a variety of situations. You start with the Merit Mechanical Aptitude (1pt.).
STARTING ATTRIBUTES:
Priorities 5 4 3
Intelligence 1 Strength 0 Presence 0
Wits 1 Dexterity 0 Manipulation 0
Resolve 0 Stamina 1 Composure 1
STARTING SKILLS: +1 in each skill: Crafts, Investigation, Science, Larceny, Streetwise, Subterfuge


Knight

  The Knight is a warrior in service to a kingdom. You start with the Merit Expert Rider (1pt.).
STARTING ATTRIBUTES:
Priorities 3 4 5
Intelligence 0 Strength 1 Presence 0
Wits 0 Dexterity Manipulation 1
Resolve 1 Stamina 0 Composure 1
STARTING SKILLS: +1 in each skill Politics, Ride, Weaponry, Animal Ken, Intimidation, Socialize


Leader

  The Leader commands others and makes tactical and strategic decisions. You start with the Merit Supporter (2pt.).
STARTING ATTRIBUTES:
Priorities 3 4 5
Intelligence 1 Strength 0 Presence 0
Wits 0 Dexterity 0 Manipulation 1
Resolve 0 Stamina 1 Composure 1
STARTING SKILLS: +1 in each skill Academics, Science, Ride, Expression, Intimidation, Persuasion


Marksperson

  The Marksperson is a ranged combat specialist. You start with the Merit Crack Shot (2pt.).
STARTING ATTRIBUTES:
Priorities 4 5 3
Intelligence 0 Strength 0 Presence 0
Wits 0 Dexterity 1 Manipulation 0
Resolve 1 Stamina 1 Composure 1
STARTING SKILLS: +1 in each skill Crafts, Medicine, Archery, Brawl, Stealth, Animal Ken


Mystic

  Mystics use magic and the occult to understand the universe. You start with the Merit Magic Ability 7.
STARTING ATTRIBUTES:
Priorities 5 3 4
Intelligence 1 Strength 0 Presence 0
Wits 1 Dexterity 0 Manipulation 1
Resolve 0 Stamina 1 Composure 0
STARTING SKILLS: +1 in each skill Crafts, Enigmas, Occult, Survival, Expression, Persuasion


Noble

  The Noble belongs to the ruling class or aristocracy. You start with the Merit Socially Aware (2pt.).
STARTING ATTRIBUTES:
Priorities 4 3 5
Intelligence 1 Strength 0 Presence 1
Wits 0 Dexterity 1 Manipulation 1
Resolve 0 Stamina 0 Composure 0
STARTING SKILLS: +1 in each skill Politics, Ride, Weaponry, Persuasion, Socialize, Subterfuge


Priest*


The Healer mends wounds and aids in combat, martially and magically. You start with the Merit Magic Ability 4.
STARTING ATTRIBUTES:
Priorities 5 3 4
Intelligence 0 Strength 0 Presence 0
Wits 1 Dexterity 1 Manipulation 0
Resolve 1 Stamina 0 Composure 1
STARTING SKILLS: +1 in each skill Medicine, Occult, Science, Survival, Expression, Socialize


Prowler

  The Prowler clings to shadows, silently climbing walls. You start with the Merit Catlike Balance (1pt.).
STARTING ATTRIBUTES:
Priorities 3 5 4
Intelligence 0 Strength 0 Presence 0
Wits 1 Dexterity 1 Manipulation 1
Resolve 0 Stamina 1 Composure 0
STARTING SKILLS: +1 in each skill Enigmas, Athletics, Larceny, Stealth, Streetwise, Subterfuge


Sage

  The Sage’s weapon is knowledge and wisdom. You start with the Merit Occult Library (2pt.).
STARTING ATTRIBUTES:
Priorities 5 3 4
Intelligence 1 Strength 0 Presence 1
Wits 1 Dexterity 0 Manipulation 0
Resolve 0 Stamina 1 Composure 0
STARTING SKILLS: +1 in each skill Academics, Politics, Science, Ride, Expression, Subterfuge


Scout

  The Scout forges ahead of his comrades to gather information. You start with the Merit Good Night Vision (2pt.).
STARTING ATTRIBUTES:
Priorities 4 5 3
Intelligence 0 Strength 0 Presence 0
Wits 0 Dexterity 1 Manipulation 0
Resolve 1 Stamina 1 Composure 1
STARTING SKILLS: +1 in each skill Investigation, Medicine, Archery, Larceny, Stealth, Empathy


Spy

  The Spy utilizes subterfuge and deceit to gain information from anyone. You start with the Merit Gifted Liar (3pt.).
STARTING ATTRIBUTES:
Priorities 4 3 5
Intelligence 0 Strength 0 Presence 0
Wits 1 Dexterity 1 Manipulation 1
Resolve 0 Stamina 0 Composure 1
STARTING SKILLS: +1 in each skill Academics, Politics, Stealth, Persuasion, Socialize, Subterfuge


Swashbuckler

  The Swashbuckler is an idealistic sword fighter who tend to be flamboyant. You start with the Merit Flirt (2pt.).
STARTING ATTRIBUTES:
Priorities 3 5 4
Intelligence 0 Strength 1 Presence 1
Wits 1 Dexterity 1 Manipulation 0
Resolve 0 Stamina 0 Composure 0
STARTING SKILLS: +1 in each skill Crafts, Athletics, Brawl, Larceny, Expression, Persuasion


Tracker

  The Tracker can follow the trail of anyone or anything, even cold trails. You start with the Merit Acute Sense (1pt.).
STARTING ATTRIBUTES:
Priorities 5 4 3
Intelligence 0 Strength 0 Presence 1
Wits 1 Dexterity 0 Manipulation 0
Resolve 1 Stamina 1 Composure 0
STARTING SKILLS: +1 in each skill Enigmas, Investigation, Science, Archery, Survival, Streetwise


Warrior

  The Warrior is a fighter through and through. Warfare is their life. You start with the Merit Unflappable (3pt.).
STARTING ATTRIBUTES:
Priorities 3 5 4
Intelligence 0 Strength 1 Presence 1
Wits 0 Dexterity 0 Manipulation 0
Resolve 1 Stamina 1 Composure 0
STARTING SKILLS: +1 in each skill Medicine, Brawl, Ride, Weaponry, Animal Ken, Intimidation


Wizard

  The Wizard controls magic to cast a variety of different spells. You start with the Merit Magic Ability 7.
STARTING ATTRIBUTES:
Priorities 5 4 3
Intelligence 1 Strength 0 Presence 1
Wits 1 Dexterity 1 Manipulation 0
Resolve 0 Stamina 0 Composure 0
STARTING SKILLS: +1 in each skill Academics, Enigmas, Occult, Stealth, Empathy, Subterfuge

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