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- An Archetype, similar to a class from traditional (MMO)RPGs, is a title that is created for your Incarnation based on the abilities the Incarnation has in it. This is useful in forming PUGs (Pick-Up Groups), as it makes it easier to communicate what general type of Incarnation you're using. Listed below are all eight archetypes and characteristics of each. (Click on an Archetype's name to view the abilities it has. From there, click on an ability to view its details.)
- Having trouble with your concept? Need some inspiration? Does your biography start with 'is an orphan'? This page gives a brief and general overview of some popular choices for Independent characters, they are by no means the only options, but aim to give some context to the role and aid you in creating your character.
- An archetype is a specialization of potential roles a player can use when creating a character.
- Magicians use their force of will and the power of their beliefs to manipulate magic and control spirits. Magicians who have similar beliefs oft en gravitate to one another, adopting schools of thought known as traditions. Magicians of all traditions are able to cast spells and summon and bind spirits. Most can also perceive and project into the parallel mystic realm of astral space. Two magical traditions are common:hermetic mages and shamans. Mages (hermetic magicians) are known for using thaumaturgical abilities in a scientific manner. To mages, magic is about knowledge and structure.Shamans are magicians to whom magic is attunement with the forces of nature.
- Archetypes are an attempt to innovate the growing Dice System and add a certain level of depth by giving characters a small edge in their particular field or niche. The point of adding Archetypes was to differentiate between characters that have undergone different forms of training and experiences. The difference between a professional farmer and a soldier is vast and the Archetypes attempt to show this by adding traits that add to a character in a certain field.
- "Archetypes" (also known as "Etos Kosmou 6825") is an alternate history short story by Harry Turtledove, first published in Amazing, November, 1985. It is a story set in the Agent of Byzantium series, and was reprinted in the fix-up novel of the same name in 1987. It has also been reprinted in The Way It Wasn't: Great Science Fiction Stories of Alternate History (Carol Publishing, 1996), edited by Martin H. Greenberg and Robert Silverberg.
- This is a simple "broad-brush" approach for making the foundations of your character, their personality, motivations, traits etc can then stem from these very general starting points. This article shall begin by going right back to basic, general character types namely "Hero" and "Villain" and shall also look at the (increasingly popular) "Anti-Hero" and "Anti-Villain" types, along with links to more specific articles on various other types of character along with information on how they may develop, ideas for personalities etc.
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- Archetypes are an attempt to innovate the growing Dice System and add a certain level of depth by giving characters a small edge in their particular field or niche. The point of adding Archetypes was to differentiate between characters that have undergone different forms of training and experiences. The difference between a professional farmer and a soldier is vast and the Archetypes attempt to show this by adding traits that add to a character in a certain field. There are six Archetypes which are further split into a number of different Classes which each have access to two Traits. The Classes are intended to be somewhat all encompassing, but left vague enough that a character of any type could fit into any one of them. Some Classes cross the borders of two Archetypes; these are called Mixed Classes and are intended to diversify character concepts.
- An Archetype, similar to a class from traditional (MMO)RPGs, is a title that is created for your Incarnation based on the abilities the Incarnation has in it. This is useful in forming PUGs (Pick-Up Groups), as it makes it easier to communicate what general type of Incarnation you're using. Listed below are all eight archetypes and characteristics of each. (Click on an Archetype's name to view the abilities it has. From there, click on an ability to view its details.)
- Having trouble with your concept? Need some inspiration? Does your biography start with 'is an orphan'? This page gives a brief and general overview of some popular choices for Independent characters, they are by no means the only options, but aim to give some context to the role and aid you in creating your character.
- Magicians use their force of will and the power of their beliefs to manipulate magic and control spirits. Magicians who have similar beliefs oft en gravitate to one another, adopting schools of thought known as traditions. Magicians of all traditions are able to cast spells and summon and bind spirits. Most can also perceive and project into the parallel mystic realm of astral space. Two magical traditions are common:hermetic mages and shamans. Mages (hermetic magicians) are known for using thaumaturgical abilities in a scientific manner. To mages, magic is about knowledge and structure.Shamans are magicians to whom magic is attunement with the forces of nature. Adepts are the modern-day ninjas and berserkers, using magic to enhance their body’s abilities. Adepts tend to be athletically oriented, with good stealth and combat skills. Hackers are characters that specialize in computers, and accessing and manipulating data via the Matrix—either using augmented reality or going full-bore and using virtual reality to help them do their dirty work. Most hackers use customized computers called commlinks, often with personally written programs that manipulate the Matrix in ways beyond any sysop’s intention. While illegally logged into the Matrix, hackers can search and sift through information of all kinds, tap phone calls, and disable and enable other systems at will. Most hackers are experts in cybercombat—a battle of skills and programs against other hackers or intrusion countermeasures (IC). Riggers are a subset of hackers who focus on using and manipulating modern vehicles and drones. Many riggers are adept at controlling multiple drones at once and using them as “eyes and ears.” Others excel at “jumping into” vehicles through full virtual reality, effectively operating as if they were extensions of their own bodies. Similarly, security riggers—typically known as spiders—interface with the sim-enhanced security systems built into buildings and facilities. From this “web,” the spider’s reach spans the entire building, allowing him to see through sensors and mentally control security features like locks and hidden weaponry. For riggers looking for work on the sly, good smugglers are always in short supply, and piloting a T-bird across hostile borders or running BTL chips up and down the coast can be profitable shadow-ops. If getting down and dirty with the physical and electronic guts of your ride is more your thing, you can take tech-wiz jobs to modify vehicles according to a client’s (probably illegal) desires—a lucrative biz that also requires less travel. Street samurai are physically enhanced combat monsters. With implanted cyberware, bioware, and combat skills, they attempt to be the quickest, meanest, and strongest killing machines on the streets. Many of them cybernetically boost their reflexes to increase their action and reaction speeds, or boost their strength so that they can inflict more damage. Many are also lethal with firearms, and almost all have a smartlink system installed for increased precision in shooting. Some fight for honor, some because they get paid for it, and others because they are insane enough to go up against anything. Street samurai is a catch-all term—some characters may identify themselves as bodyguards, mercenaries, assassins, or with similar labels, but in general a character based around physical skills and non-magical augmentation can be called a street samurai—even if some of them don’t like the implication.
- This is a simple "broad-brush" approach for making the foundations of your character, their personality, motivations, traits etc can then stem from these very general starting points. This article shall begin by going right back to basic, general character types namely "Hero" and "Villain" and shall also look at the (increasingly popular) "Anti-Hero" and "Anti-Villain" types, along with links to more specific articles on various other types of character along with information on how they may develop, ideas for personalities etc. Thanks go to Varath for pointing out the many flaws in the basic ye olde allignements, thus spurring me to try and contribute something slightly useful to this wiki.
- "Archetypes" (also known as "Etos Kosmou 6825") is an alternate history short story by Harry Turtledove, first published in Amazing, November, 1985. It is a story set in the Agent of Byzantium series, and was reprinted in the fix-up novel of the same name in 1987. It has also been reprinted in The Way It Wasn't: Great Science Fiction Stories of Alternate History (Carol Publishing, 1996), edited by Martin H. Greenberg and Robert Silverberg. It is 1316 and the Persians are trying to sow discord in Mesopotamia. Hundreds of posters appeared overnight in the town of Daras advocating Nestorians and Monophysites to rise up against the oppression of the orthodox faith and change their allegiance to the King of Kings. It would have taken dozens of scribes to produce this many posters but no sign of a conspiracy this large existed. Basil Argyros was sent to investigate.
- An archetype is a specialization of potential roles a player can use when creating a character.
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