Thursday, June 1, 2017

USR: Archetypes - Meet the Big Four

In USR, concepts like class and race are found in the form of archetypes, suggestions for ways to simulate character types long-time roleplayers are familiar with. In Halberd, the predecessor to Tequindria, a lot of the classic fantasy archetypes made an appearance. 

Archetypes aren’t a requirement, just a tool to help you visualize your character better. Every USR setting will probably have its own archetypes (Tequindra does). They’re a good way to get a feel for the kind of characters that would appear in that setting, even if your character stands out as someone different. 

Archetypes for elves, wizards and fighters can be found below.
Source: Wizards of the Coast originally, I think.


Since I’m using my Domino Writing-style version of USR, I’m going to make a few changes to better fit my version of the game. Here’s how they break down:

Primary Stat: This is the stat (Action, Wits, Ego) that should be assigned the d10, or d12 if using superhero rules. It’s not a requirement, but emphasizing that stat is the quickest way to simulate most familiar character types. That said, a really buff wizard (with a d10 in Action) would be a unique take on the spellcaster! Some archetypes have a primary stat of “Any” — the archetype doesn’t call for any specific stat to be favored. Just take your pick, like in the normal rules.

Suggested Specialisms: Several common skills, abilities or powers characters of the archetype usually have. You don’t have to take all three, or even any, of your specialisms from this list, but it’s a good starting point. In Domino Writing-style USR, a character’s combat skills are represented with their gear, so combat specialisms won’t be common. For example, an archer will have a Bow weapon rather than a Ranged Attack or Archery specialism. Also, Domino Writing-style USR doesn’t assign Specialisms to stats; you’ll have to do that yourself. I just represented supernatural powers as a Specialism, since USR has several different magic systems, which are worth looking at in another blog post.

Suggested Equipment: This includes weapons and armor, though you’ll have to decide on their value (Light/Medium/Heavy), depending on how you picture your character, and how many Combat Gear points you have available. It also includes signature tools of the trade, such as a spellbook or thief’s tools. It doesn’t include money; assume your character has enough “pocket change” or credit for any ordinary purchase, unless the GM says something different, of course. It also doesn’t include everything a character would be carrying (ordinary clothes, a bedroll, etc.), just the stuff that makes the character a hero.


Here’s a few examples, the classic “Big 4” races and classes, with a lot borrowed from Halberd.

Dwarf
Primary Stat: Action
Suggested Specialisms: Mining, Brewing, Tough, Leadership, Appraise Valuables, Forge Weapons and Armor
Suggested Equipment: Battle Axe or War Hammer, Armor, Repair Tools, Mug of Ale

Elf
Primary Stat: Wits
Suggested Specialisms: Woods Lore, Magic Knowledge, Aloof, Move Silently, Alluring
Suggested Equipment: Long Bow, Cloak of Invisibility

Human
Primary Stat: Any
Suggested Specialisms: Blacksmithing, Inventing, Leadership, Persuasion, Trying New Things, Sailing, Riding, Driving
Suggested Equipment: none

Halfling
Primary Stat: Ego
Suggested Specialisms: Sneak, Hide, Charm, Bargain, Singing
Suggested Equipment: Short Sword, Food

Cleric
Primary Stat: Wits
Suggested Specialisms: Healing, Religion, Nature, Charisma, Inspiration
Suggested Equipment: Holy Symbol, Mace, Armor

Fighter
Primary Stat: Action
Suggested Specialisms: Athletics, Strong, Military Tactics, Leadership, Intimidation, Riding
Suggested Equipment: Sword, Shield, Armor, Dagger, Crossbow

Rogue
Primary Stat: Action
Suggested Specialisms: Sneak, Climb, Escape, Disarm Trap, Pick Lock, Disguise, Charming
Suggested Equipment: Dagger, Thief’s Tools, Poison Vial

Wizard
Primary Stat: Wits
Suggested Specialisms: Spell-casting, Identify Magic Item, Monster Lore, History, Create Magical Item, Research
Suggested Equipment: Staff, Spellbook, Dagger

This is a starting point; there will be more archetypes to come, as we build up the range of settings available for USR.


Which archetypes have you created?

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