Saturday, April 21, 2012

Player's Guide: Archetypes

Here's something from the Player's Guide, so you see how this supplement is shaping up...


Character Archetypes
Roll
Archetype
1-2
Athlete (Keystone Ability: Prowess)
3-4
Blaster (Keystone Ability: Bolt)
5-6
Bruiser (Keystone Ability: Might)
7-8
Freak (No Keystone Ability)
9-10
Shaper (Keystone Ability: Control)
11-12
Weapon Master (Keystone Ability: Weapon)

Keystone Abilities
With an archetype, you have one keystone ability; this is your primary ability, and you must have this ability (at the end of character creation), rated equal to or better than any other ability you possess. As a bruiser, your keystone ability is might; if you have 10 CPs invested in any ability other than might, you must also have 10 CPs (or more) invested in might. Any time you roll for another ability rated better than your might, increase your might rating CP investment to match.