Archetypes
Archetypes are a way of helping players get settled in playing a particular kind of character. There are 8 main archetypes, with mottoes, goals, fears, and other archetypes they like and dislike. They are not meant to pigeonhole or shoehorn anyone into a particular style, but instead give players idea of where their characters ideals are.
Archetypes also are doubly important within social scenes, where being a particular kind of archetype can lend an NPC to favor or dislike you--article is linked for further reading.
If you have trouble deciding which Archetype to choose or want fate or plastics manufacturing to choose for you, grab a d10 and roll for it:
Click For Table
Mentor. Favors the Hero, Dislikes the Explorer. "All we have to decide is what to do with the time we are given." - Gandalf the Grey, Lord of the Rings: The Fellowship of the Ring
A Mentor's goal is to learn and share knowledge, and they fear being ignorant and repetitive.
Save Bonus: Add +1 to your mind attribute's mental save
Lancer. Favors the Mentor, Dislikes the Caregiver. "I will prove myself." - Brigitte, Overwatch
The Lancer's goal is to be the best, and they fear stagnation.
Save Bonus: Add +1 to your mind attribute's mental saveArtisan. Favors the Trickster, Dislikes the Artisan. "Inspiration unlocks the future." - Giovanni B. Caproni, The Wind Rises
An Artisan's goal is to create and invent, but they fear being mediocre.
Save Bonus: Add +1 to your heart attribute's social save
Explorer. Favors the Artisan, Dislikes the Mentor. "Whatever happens, happens." - Spike Spiegle, Cowboy Bebop
An Explorer's goal is to be free to discover, and they fear being imprisoned or trapped.
Save Bonus: Add +1 to your body attribute's physical save
1d10 | Archetype |
---|---|
0 | Reroll. Take next applicable option |
1 | Hero |
2 | Everyman |
3 | Trickster |
4 | Caregiver |
5 | Mentor |
6 | Lancer |
7 | Artisan |
8 | Explorer |
9 | Roll Twice. Pick between two applicable options. |
List of Archetypes
- Hero. Favors the Everyman, Dislikes the Lancer. "Someone has to do something!" - Winston, Overwatch
A Hero's goal is to make a difference, but they fear they may be too weak or may not be enough to make a difference.
Save Bonus: Add +1 to your body attribute's physical save - Everyman. Favors the Caregiver, Dislikes the Hero. "There is no secret ingredient. It's just you." - Po, Kung Fu Panda
An Everyman's goal is to belong, and they fear standing out.
Save Bonus: Add +1 to your heart attribute's social save - Trickster. Favors the Lancer, Dislikes the Everyman. "And I aim to misbehave." - Cpt. Malcom Reynolds, Firefly
A Trickster's goal is to instigate change, but they fear being like everyone else.
Save Bonus: Add +1 to your spirit attribute's will save - Caregiver. Favors the Explorer, Dislikes the Trickster. "I just wanted to save everyone." - Steven Universe, Steven Universe
A Caregiver's goal is to support others, and they fear being a burden.
Save Bonus: Add +1 to your spirit attribute's will save
A Mentor's goal is to learn and share knowledge, and they fear being ignorant and repetitive.
Save Bonus: Add +1 to your mind attribute's mental save
The Lancer's goal is to be the best, and they fear stagnation.
Save Bonus: Add +1 to your mind attribute's mental save
An Artisan's goal is to create and invent, but they fear being mediocre.
Save Bonus: Add +1 to your heart attribute's social save
An Explorer's goal is to be free to discover, and they fear being imprisoned or trapped.
Save Bonus: Add +1 to your body attribute's physical save
Can all you D&D fans see how desperately I am trying to get away from the Alignment System here? Is it super obvious?
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