Support the GITP forums on Patreon
Help support GITP's forums (and ongoing server maintenance) via Patreon
Results 1 to 21 of 21
  1. - Top - End - #1
    Halfling in the Playground
     
    SwashbucklerGuy

    Join Date
    May 2016
    Location
    Tbilisi, Georgia
    Gender
    Male

    Default Character Archetypes for a Homebrew System

    I'm in the middle of designing a new game. I have a list of specific skills based on different character archetypes from fantasy literature and myth. So far, my list of skills are:

    Alchemist
    Assassin
    Astrologer
    Beast Master
    Courtier
    Healer
    Marshal (for mass combat warleader types)
    Mechanist
    Ranger
    Seafarer
    Thief

    I'm now looking for a couple more skills to include. Anyone have any ideas?

    Spoiler: Brief Game Rules Info
    Show
    Characters are defined by several things. Those are:

    * Attributes (strength, dexterity, intelligence, willpower, and perception)
    * Weapons skills
    * Adventuring skills (as shown above)
    * College of Magic (College of Fire Magics, College of Illusions; character may belong to one and only one college)


    A Druid, for example, would be considered an Adept from the College of Earth Magics with the ranger and quartrstaff (or some other weapon) skills.

    A dedicated Warrior, for example, would probably have several weapon skills (broad sword, shield, and crossbow, for example) and possible some training in the marshal, ranger, or courtier skills.

    Monk is a skill I've been contemplating, possible giving special martial arts maneuvers, increased speed, or the ability to run on water. I'm not quite sure yet.



    Spoiler: Brief Setting Info
    Show
    As for the setting, I'm bouncing back between a few ideas. If I had to decided right now, a brief outline of the southeastern portion of the continent would go something like this:

    * World is created. Elves, dwarves, giants, etc. fool around, skirmish a little, but everything's relatively dandy.
    * A race of immortal Mages arrives (somehow) - takes over.
    * Men arrive - use technology to destroy the Magi.
    * War begins over whether the world should advance by magic or technology (for political reasons)
    * Both sides basically take each other out.
    * 1,000 years later, adventuring happens.
    Last edited by tombowings; 2016-05-08 at 11:09 AM.
    Check out my blog, the Wayfarers Guide.

    For more 5e homebew, click here!

  2. - Top - End - #2
    Ogre in the Playground
    Join Date
    Mar 2015

    Default Re: Character Archetypes for a Homebrew System

    Well I have lots of ideas (of the top of my head Soldier/Warrior, Monk & Druid) but without more information on the setting (or settings) the game is for I can't do much more than list them off. What did you have in mind?

  3. - Top - End - #3
    Halfling in the Playground
     
    SwashbucklerGuy

    Join Date
    May 2016
    Location
    Tbilisi, Georgia
    Gender
    Male

    Default Re: Character Archetypes for a Homebrew System

    OK. I'll explain a little more about the system in general terms. Characters are defined by several things. Those are

    * Attributes (strength, dexterity, intelligence, willpower, and perception)
    * Weapons skills
    * Adventuring skills (as shown above)
    * College of Magic (College of Fire Magics, College of Illusions; character may belong to one and only one college)



    A Druid, for example, would be considered an Adept from the College of Earth Magics with the ranger and quartrstaff (or some other weapon) skills.

    A dedicated Warrior, for example, would probably have several weapon skills (broad sword, shield, and crossbow, for example) and possible some training in the marshal, ranger, or courtier skills.

    Monk is a skill I've been contemplating, possible giving special martial arts maneuvers, increased speed, or the ability to run on water. I'm not quite sure yet.
    Last edited by tombowings; 2016-05-08 at 09:03 AM.
    Check out my blog, the Wayfarers Guide.

    For more 5e homebew, click here!

  4. - Top - End - #4
    Titan in the Playground
     
    Anonymouswizard's Avatar

    Join Date
    Oct 2009
    Location
    In my library

    Default Re: Character Archetypes for a Homebrew System

    Yeah, we really need more information on the system/setting. Looking at the list, I see the following missing:
    -Shepherd/farm boy
    -Priest/Monk (western scholar-monk)
    -Sage (student of history etc.)

    Of those the latter two are definitely worth considering, although they could just be one skill (which I'd call either Sage or Monk).

    What are skills used for? That might help narrow down what suggestions we give.

    EDIT: voicing my annoyance at how 'monk' is always used to mean 'martial artist' and not 'monk'. I mean, most Buddhist or Taoist monks did not know kung Fu in the time period we're talking about.
    Last edited by Anonymouswizard; 2016-05-08 at 09:16 AM.

  5. - Top - End - #5
    Halfling in the Playground
     
    SwashbucklerGuy

    Join Date
    May 2016
    Location
    Tbilisi, Georgia
    Gender
    Male

    Default Re: Character Archetypes for a Homebrew System

    Ok. So some sort of Scholar skill could be helpful, great!

    As for the setting, I'm bouncing back between a few ideas. If I had to decided right now, a brief outline of the southeastern portion of the continent would go something like this:

    * World is created. Elves, dwarves, giants, etc. fool around, skirmish a little, but everything's relatively dandy.
    * A race of immortal Mages arrives (somehow) - takes over.
    * Men arrive - use technology to destroy the Magi.
    * War begins over whether the world should advance by magic or technology (two opposing forces; mana, the stuff that magic is made from, cannot survive alongside civilization and technology)
    * Both sides basically take each other out.
    * 1,000 years later, adventuring happens.
    Last edited by tombowings; 2016-05-08 at 09:27 AM.
    Check out my blog, the Wayfarers Guide.

    For more 5e homebew, click here!

  6. - Top - End - #6
    Pixie in the Playground
    Join Date
    May 2016

    Default Re: Character Archetypes for a Homebrew System

    Thats a great news. I was waiting for this from long long time. I love this game so much!

  7. - Top - End - #7
    Titan in the Playground
     
    Anonymouswizard's Avatar

    Join Date
    Oct 2009
    Location
    In my library

    Default Re: Character Archetypes for a Homebrew System

    Quote Originally Posted by tombowings View Post
    * War begins over whether the world should advance by magic or technology (two opposing forces; mana, the stuff that magic is made from, cannot survive alongside civilization and technology)
    Okay, pet peeve here, I hate this idea, it rarely ever makes sense. First off, why does technology destroy mana? I want a reason, as if you have to study magic then mages are likely going to either a) be the ones designing all this tech, or b) interested in getting rid of this side effect.

    I'd say more but my spacebar is playing up.
    Snazzy avatar (now back! ) by Honest Tiefling.

    RIP Laser-Snail, may you live on in our hearts forever.

    Spoiler: playground quotes
    Show
    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

  8. - Top - End - #8
    Ettin in the Playground
     
    RangerGuy

    Join Date
    Dec 2014

    Default Re: Character Archetypes for a Homebrew System

    Quote Originally Posted by Anonymouswizard View Post
    Okay, pet peeve here, I hate this idea, it rarely ever makes sense. First off, why does technology destroy mana? I want a reason, as if you have to study magic then mages are likely going to either a) be the ones designing all this tech, or b) interested in getting rid of this side effect.
    Typically in such stories, they're two sides: the 'tech' side that uses science like we do IRL, and the 'magic' side.

    Whenever I see "tech destroys magic", I suspend disbelief having realized that the author just wants tech and magic to be incompatible for the sake of the story. In the Old Kingdom series (the one with Sabriel and Lirael), past a certain point of complexity technology is incompatible with magic, and this causes the world to be split into "magic medieval world" and "techy modern world". Exactly why technology is incompatible with magic is less important than its effects on the plot, such as children from the magic world being sent to the modern world for schooling first.

    The Old Kingdom is full of well-loved fantasy tropes. Go check it out when your spacebar's fixed.

    EDIT:
    Quote Originally Posted by Honest Tiefling View Post
    I don't think you can suspend disbelief on such a vital and tactically advantageous aspect of the setting. It's hard to have a character in the right mindset to truly immerse yourself if you cannot truly understand it or have a way for the character to understand it. Furthermore, players are going to start chucking tech at mages or mages at tech to destroy things. Figure out a reason why no one does this.
    Oh, right. Players in an RPG, not characters in a novel.

    Quote Originally Posted by Anonymouswizard View Post
    I'd say more but my spacebar is playing up.
    Please accept this joke.
    Last edited by goto124; 2016-05-08 at 11:27 AM.

  9. - Top - End - #9
    Ettin in the Playground
     
    Honest Tiefling's Avatar

    Join Date
    Jun 2011

    Default Re: Character Archetypes for a Homebrew System

    Quote Originally Posted by Anonymouswizard View Post
    Okay, pet peeve here, I hate this idea, it rarely ever makes sense. First off, why does technology destroy mana? I want a reason, as if you have to study magic then mages are likely going to either a) be the ones designing all this tech, or b) interested in getting rid of this side effect.

    I'd say more but my spacebar is playing up.
    I think I would have to agree with this. Furthermore, you have an alchemist. Alchemy could be both magical and non-magical. In fact unless you want someone cracking open a chemistry book or fudging things, they have to be both. Scholars are more likely to study and advance both. Study of earth magic, for instance, could reveal what an 'element' is magically as someone tries to cast spells on sulfur for instance. Magic could do things like create superior lenses which could also help science. Why one would and could be advanced would need some work.

    And how does magic destroy civilization and technology? Do household fires no longer work around it? Do dogs and other domesticated creatures revert back to their wild forms? Does it eat laws? Do people just stop speaking language at all? Do houses fall apart as the nails come undone?

    I don't think you can suspend disbelief on such a vital and tactically advantageous aspect of the setting. It's hard to have a character in the right mindset to truly immerse yourself if you cannot truly understand it or have a way for the character to understand it. Furthermore, players are going to start chucking tech at mages or mages at tech to destroy things. Figure out a reason why no one does this.

    I think a better aspect would be that there's group A and group B. Group A has tons of magic, but little technology due to focusing on the magical side of things. Group B has little magic, perhaps due to racial abilities, so they have compensated with technology. The two CAN help each other, but political, racial, and cultural ties makes it difficult. One of the two groups is in charge. To mix things up, I'd put the technocrats in charge and have mages be hunted down or heavily restricted rather then vice versa. The technocrats view magic as an unstable force used by rebels and demon-worshipers who are anarchists seeking power at the cost of stability. The mages might not even have a choice in the matter, but many might side with the populace against the nobles for good or for ill. You have the conflict, but you don't need to explain mana nor will you have fighters smooshing their crossbows in the face of a mage to disable them.

    You could even play with the idea that people THINK this happens, but it doesn't because one side wanted to have a reason to oppress those who had a type of power they couldn't access or control. And then the players find out that it's all just a lie.
    Last edited by Honest Tiefling; 2016-05-08 at 11:28 AM.
    Quote Originally Posted by Oko and Qailee View Post
    Man, I like this tiefling.
    For all of your completely and utterly honest needs. Zaydos made, Tiefling approved.

  10. - Top - End - #10
    Halfling in the Playground
     
    SwashbucklerGuy

    Join Date
    May 2016
    Location
    Tbilisi, Georgia
    Gender
    Male

    Default Re: Character Archetypes for a Homebrew System

    OK. I'm sold. The idea of technology and being cosmically incomparable is a bad idea. Thanks.
    Last edited by tombowings; 2016-05-08 at 11:11 AM.
    Check out my blog, the Wayfarers Guide.

    For more 5e homebew, click here!

  11. - Top - End - #11
    Titan in the Playground
     
    Anonymouswizard's Avatar

    Join Date
    Oct 2009
    Location
    In my library

    Default Re: Character Archetypes for a Homebrew System

    Quote Originally Posted by goto124 View Post
    Typically in such stories, they're two sides: the 'tech' side that uses science like we do IRL, and the 'magic' side.

    Whenever I see "tech destroys magic", I suspend disbelief having realized that the author just wants tech and magic to be incompatible for the sake of the story. In the Old Kingdom series (the one with Sabriel and Lirael), past a certain point of complexity technology is incompatible with magic, and this causes the world to be split into "magic medieval world" and "techy modern world". Exactly why technology is incompatible with magic is less important than its effects on the plot, such as children from the magic world being sent to the modern world for schooling first.

    The Old Kingdom is full of well-loved fantasy tropes. Go check it out when your spacebar's fixed.
    This the Garth Nix books? I love those, but it was also a very different situation to 'magic destroys technology', in the two places were basically different worlds with different laws, with the exception of a relatively small area of cross contamination where magic/tech worked but was weaker. It feels less like 'magic and technology are opposed' and more like 'there's two areas where things just work differently'. There's essentially no danger of the technological world demagicing the magical world or the magical world deteching the modern world because the world works differently, deal with it.

    Quote Originally Posted by Honest Tiefling View Post
    To mix things up, I'd put the technocrats in charge and have mages be hunted down or heavily restricted rather then vice versa. The technocrats view magic as an unstable force used by rebels and demon-worshipers who are anarchists seeking power at the cost of stability.
    Say, I remember something about an ascension. I'll go and check with my etherite friend.
    Snazzy avatar (now back! ) by Honest Tiefling.

    RIP Laser-Snail, may you live on in our hearts forever.

    Spoiler: playground quotes
    Show
    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

  12. - Top - End - #12
    Troll in the Playground
     
    ElfPirate

    Join Date
    Oct 2014

    Default Re: Character Archetypes for a Homebrew System

    Quote Originally Posted by Anonymouswizard View Post
    Okay, pet peeve here, I hate this idea, it rarely ever makes sense. First off, why does technology destroy mana? I want a reason, as if you have to study magic then mages are likely going to either a) be the ones designing all this tech, or b) interested in getting rid of this side effect.

    I'd say more but my spacebar is playing up.
    In Birthright, magic is the power of nature. It's not destroyed by tech per se, but by civilization. Alternatively, in Gaiman's Books of Magic, it's science that is can't mix with magic because they represent two fundamentally incompatible ways of encountering the universe. The Magic sourcebook for the DC Heroes game expands on this a bit, explaining that magic is about forcing the universe to do something that the magician knows is impossible.
    Quote Originally Posted by MaxWilson View Post
    I've tallied up all the points for this thread, and consulted with the debate judges, and the verdict is clear: JoeJ wins the thread.

  13. - Top - End - #13
    Halfling in the Playground
     
    SwashbucklerGuy

    Join Date
    May 2016
    Location
    Tbilisi, Georgia
    Gender
    Male

    Default Re: Character Archetypes for a Homebrew System

    OK, everyone, let's try to stay on topic, please. If you would like, please start a new thread to continued the Magic vs. Technology debate.

    So, in addition to the following skills, what more could I add? Crazy off the wall ideas are perfectly welcome. So far we have:

    Alchemist
    Assassin
    Astrologer
    Beast Master
    Courtier
    Healer
    Marshal
    Martial Artist
    Mechanist
    Ranger
    Scholar
    Seafarer
    Thief
    Last edited by tombowings; 2016-05-08 at 01:57 PM.
    Check out my blog, the Wayfarers Guide.

    For more 5e homebew, click here!

  14. - Top - End - #14
    Ogre in the Playground
    Join Date
    Mar 2015

    Default Re: Character Archetypes for a Homebrew System

    Quote Originally Posted by Honest Tiefling View Post
    Alchemy could be both magical and non-magical. In fact unless you want someone cracking open a chemistry book or fudging things, they have to be both.
    Quote Originally Posted by tombowings View Post
    OK. I'm sold. The idea of technology and being cosmically incomparable is a bad idea. Thanks.
    Not entirely, you just have to define what the two are and why they are apposed to each other. And to do that you have to go outside the standard definitions for technology & magic and give them (or one of them) a different meaning in your setting. But I'm not sure if that is what you want.

    Oh, and then maybe you should add scientist (or mechanist or something) to your list of archetypes depending on the final tech level.

  15. - Top - End - #15
    Ogre in the Playground
     
    Imp

    Join Date
    Jul 2008
    Location
    Sweden
    Gender
    Male

    Default Re: Character Archetypes for a Homebrew System

    Quote Originally Posted by tombowings View Post
    OK, everyone, let's try to stay on topic, please. If you would like, please start a new thread to continued the Magic vs. Technology debate.

    So, in addition to the following skills, what more could I add? Crazy off the wall ideas are perfectly welcome. So far we have:

    Alchemist
    Assassin
    Astrologer
    Beast Master
    Courtier
    Healer
    Marshal
    Martial Artist
    Mechanist
    Ranger
    Scholar
    Seafarer
    Thief
    When you say archetypes it makes me think of things like "Charming scoundrel", "wise sage" and "white knight", not professions.
    An assassin could fit many archetypes, a mafia employed hitman (Godfather style) would be an assassin, so would a state employed secret agent (James bond style). Two assassins of different archetypes.

    I don't really have any archetypes or professions to contribute, but I would strongly advice you to have a more easily understood nomenclature. For instance, I'm genuinely wondering if "Healer" is a skill or a collection of skills or a character who happens to have a collection of skills, it sounds like it should be the last option but the way you present it it's not obvious that it is.
    Black text is for sarcasm, also sincerity. You'll just have to read between the lines and infer from context like an animal

  16. - Top - End - #16
    Halfling in the Playground
     
    SwashbucklerGuy

    Join Date
    May 2016
    Location
    Tbilisi, Georgia
    Gender
    Male

    Default Re: Character Archetypes for a Homebrew System

    Quote Originally Posted by Mastikator View Post
    When you say archetypes it makes me think of things like "Charming scoundrel", "wise sage" and "white knight", not professions.
    An assassin could fit many archetypes, a mafia employed hitman (Godfather style) would be an assassin, so would a state employed secret agent (James bond style). Two assassins of different archetypes.

    I don't really have any archetypes or professions to contribute, but I would strongly advice you to have a more easily understood nomenclature. For instance, I'm genuinely wondering if "Healer" is a skill or a collection of skills or a character who happens to have a collection of skills, it sounds like it should be the last option but the way you present it it's not obvious that it is.
    OK. So I have some clarification to do in terms of terminology! Thanks for letting me know.

    To answer your question, though, each "skill" (for lack of a better word) represents a whole field of expertise. The Astrologer skill, for example, has three uses: "read the night sky," "alter a prediction," and "ask a specific question." Your "Base Chance" for the Astrologer skill is ([2 x Perception] + [10 per Rank])%. Whenever you "read the night sky," "alter a prediction," and "ask a specific question," that is the number you must roll equal to or below in order to succeed.

    So I guess, "skills" are a collection of related skills or a collection of related skills that allows a character to perform a specific role in the party.

    Several skills together, make the character. A tradition D&D paladin is some combination of the courtier, healer, sword, and shield skills. James Body would be some combination of the assassin, courtier, and weapon skills. A pirate captain would have some combination of the seafarer, marshal, and weapons skills.
    Check out my blog, the Wayfarers Guide.

    For more 5e homebew, click here!

  17. - Top - End - #17
    Titan in the Playground
     
    Knaight's Avatar

    Join Date
    Aug 2008

    Default Re: Character Archetypes for a Homebrew System

    Quote Originally Posted by tombowings View Post
    Alchemist
    Assassin
    Astrologer
    Beast Master
    Courtier
    Healer
    Marshal
    Martial Artist
    Mechanist
    Ranger
    Scholar
    Seafarer
    Thief
    I'm seeing a few major gaps here. Notably:
    Merchant
    Farmer
    Artisan
    Investigator
    Spy
    Lawyer
    Statesman (a gender neutral term would be preferred here, but I'm blanking on anything generic).

    Martial artist is also a little bland. I'd split it into different skills:
    Barbarian
    Knight
    Soldier

    Neither list is comprehensive.

    Quote Originally Posted by Mastikator View Post
    I don't really have any archetypes or professions to contribute, but I would strongly advice you to have a more easily understood nomenclature. For instance, I'm genuinely wondering if "Healer" is a skill or a collection of skills or a character who happens to have a collection of skills, it sounds like it should be the last option but the way you present it it's not obvious that it is.
    This is a pretty routine type of design. The use of archetypes as broad collections of skills and characters that are made up from multiple archetypes at different levels is an established standard. See: Barbarians of Lemuria, The Shadow of Yesterday, RISUS.
    Last edited by Knaight; 2016-05-09 at 03:59 AM.
    I would really like to see a game made by Obryn, Kurald Galain, and Knaight from these forums.

    I'm not joking one bit. I would buy the hell out of that.
    -- ChubbyRain

    Current Design Project: Legacy, a game of masters and apprentices for two players and a GM.

  18. - Top - End - #18
    Bugbear in the Playground
     
    Tentreto's Avatar

    Join Date
    May 2015
    Location
    UK
    Gender
    Male

    Default Re: Character Archetypes for a Homebrew System

    Off the top of my head, the FF5 job list has a range of professions that may spark some ideas.
    Also, alchemist seems quite a good candidate for being able to mix magic and tech.
    Ranger seems quite powerful if it is beneficial over all land, so maybe add another to give another aspect such as Explorer.
    Also might be good to have a list of mage schools people follow and why. It might also be prudent to see how many can use magic- if everyone has latent power vs only the select.
    Gets me thinking of that sufficiently advanced tech quote...

    For the setting, a good idea might be for the account of war between magi and techies to be disputed; who started it and who was evil could define a region.
    Avatar by theIncredible Gengy.
    King of Caligonia in Empire 3. Crusaded into the sunset

    Playing as The Whitefeather Kingdom in Empire 4. Flew too close the sun

    Playing as the Dunem in Empire 5



  19. - Top - End - #19
    Halfling in the Playground
     
    SwashbucklerGuy

    Join Date
    May 2016
    Location
    Tbilisi, Georgia
    Gender
    Male

    Default Re: Character Archetypes for a Homebrew System

    The schools of magic (at this point are):

    College of Enchantments and Wizardry (general magic)
    College of Illusions
    College of Shaping Magics (similar to D&D's transmutation)
    College of Naming Incantations (teleportation, mind-control, banishment, and counterspells)
    College of Air Magics
    College of Earth Magics
    College of Fire Magics
    College of Water Magics
    College of Cosmic Magics (stars, shadows, and darkness)
    College of Black Magics
    College of Greater Summonings (summoning of powerful demons)


    All characters have the option of selecting College of Magic during character creation. Beginning character know a handful of (5-6) spells, albeit with a lower chance of success. Electing not to choose a College of Magic grants a character a +20% Magic Resistance [not being attuned to magic].
    Check out my blog, the Wayfarers Guide.

    For more 5e homebew, click here!

  20. - Top - End - #20
    Bugbear in the Playground
     
    TheTeaMustFlow's Avatar

    Join Date
    Feb 2013
    Location
    Perfidious Albion

    Default Re: Character Archetypes for a Homebrew System

    A few potential gaps that haven't been mentioned:

    Bureaucrat (potentially covered by courtier, but those are different things)
    Law Enforcement (could go by many names depending on what society is like, but it's always going to be there in some respect)
    Criminals other than Thieves and Assassins (Con Artists, Smugglers, etc.)
    Entertainer (again, possibly split up)

    Might I suggest that the archetype abilities not be exclusive? That is to say, that there would be overlap between the skills and abilities of the archetypes, e.g. that both a scholar and a mechanist might be able to identify a piece of machinery, but the mechanist would be able to repair it while the scholar couldn't, although he could also identify the coat of arms painted on the side of the machine...

    What kind of technological level were you looking at? Are guns a thing? Electricity? Internal Combustion Engine?

    And what's society and government like?
    Quote Originally Posted by Toby Frost
    `This is just the beginning, Citizens! Today we have boiled a pot who's steam shall be seen across the entire galaxy. The Tea Must Flow, and it shall! The banner of the British Space Empire will be unfurled across a thousand worlds, carried forth by the citizens of Urn, and before them the Tea shall flow like a steaming brown river of shi-*cough*- shimmering moral fibre!`

  21. - Top - End - #21
    Halfling in the Playground
     
    SwashbucklerGuy

    Join Date
    May 2016
    Location
    Tbilisi, Georgia
    Gender
    Male

    Default Re: Character Archetypes for a Homebrew System

    Quote Originally Posted by TheTeaMustFlow View Post
    A few potential gaps that haven't been mentioned:

    Bureaucrat (potentially covered by courtier, but those are different things)
    Law Enforcement (could go by many names depending on what society is like, but it's always going to be there in some respect)
    Criminals other than Thieves and Assassins (Con Artists, Smugglers, etc.)
    Entertainer (again, possibly split up)

    Might I suggest that the archetype abilities not be exclusive? That is to say, that there would be overlap between the skills and abilities of the archetypes, e.g. that both a scholar and a mechanist might be able to identify a piece of machinery, but the mechanist would be able to repair it while the scholar couldn't, although he could also identify the coat of arms painted on the side of the machine...
    Of course, overlap is possible. I have a couple ideas in mind for how to handle this, but, as with everything, it's still a work in progress.


    Quote Originally Posted by TheTeaMustFlow View Post
    What kind of technological level were you looking at? Are guns a thing? Electricity? Internal Combustion Engine?

    And what's society and government like?
    As far as society goes, there are three/four main meta-cultures.

    The first, the Delmorian Alliance is a loose alliance of city states, reminiscent of both ancient Greece and the Italian Renascence. The tech level there is high medieval in terms of weaponry with Renascence style architecture and navy.

    The second, so far unnamed culture, is reminiscent of the North from the Song of Ice and Fire series., known for their stout giant-battling warriors, sturdy fortifications, harsh and wild nature, and strong discipline.

    The other two cultures are even lass fleshed out.

    That being said, high ranking mechanists and alchemists are able to exceed and even raise the normal tech level.
    Check out my blog, the Wayfarers Guide.

    For more 5e homebew, click here!

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •