Character Archetypes

An archetype is the character’s role in the story. It is not the character’s profession or vocation. The character might well have been a smith, miner, or scholar before becoming involved in the adventure. Their community will probably still consider them a smith, miner, or scholar. But their role in the story is warrior, thief, sorceror, prophet, or monk.

Archetypes only apply to the adventurers and other major characters. Most other people are just their jobs, with no archetype at all.

There are five archetypes, each associated with one of the six ability scores and one of the six reactions.

Character Archetype

Archetypal Ability

Archetypal Reaction

Verve Contributor

Fighting Art

Warrior:

Strength

Fortitude

Intelligence

1

Thief:

Agility

Evasion

Wisdom

0

Sorceror:

Intelligence

Learning

Charisma

0

Prophet:

Wisdom

Willpower

Agility

0

Monk:

Charisma

Perception

Strength

0

As your character increases level, their archetypal reaction will improve faster than their other reactions.

* The character must have an ability score of at least 9 in their archetypal ability to become that archetype.

* Warriors begin the game with Fighting Art at +1 to the field. Everyone else begins with Fighting Art at zero.

* A character’s verve is affected by their archetypal ability and their verve contributor (see later).

After you go through your archetype’s checklist, you’ll also gain some initial resources for your character, such as skills and money.

Warrior

Warriors fight and make war. Their goals may be to avoid fights and make peace, but the skills they use to do this are their fighting skills and battlefield prowess.

Create Your First Level Warrior

A Warrior must have a strength of at least 9. Your Warrior begins the game with five survival points modified by endurance as a major contributor, and five verve points modified by strength and intelligence as minor contributors.

Your Warrior has the Fighting Arts field at +1. Within the Fighting Arts, your character knows the unarmed combat and unfamiliar weapons skills.

Choose one specialty. Choose a moral code. Choose one to three goals for your character.

Determine any other statistics you need to know about your character, such as reactions, surprise, defense, age, height, weight, movement, and carry.

If you have not already done so, create a backstory for your character.

Warrior Combat Bonus

Warriors may use their attack bonuses for more than just increasing their attack roll. They can also use it to avoid being hit, to hit first, or to hit more than one target at a time. A warrior may convert up to twice level attack bonuses into more general combat bonuses. A third level warrior could convert all three of their warrior attack bonuses into combat bonus points, as well as up to three other attack bonuses (such as attacking from higher ground or attacking an unaware opponent).

Combat Bonus Use

Cost

(+1 to attack)

(1)

+1 to damage

1

+1 to defense

1

+2 to act first

1

+1 to throw off surprise

1

+1 to combat movement

1

+1 to quickdraw

1

1 additional attack

4

Warriors may “save up” points across rounds, as long as the total combat points saved and converted in one round never exceed twice their level (if it does, the extras are lost). A second level warrior might save their two points due to level in order to have four points every other round and gain an extra attack every other round. Saved points are lost when combat ends.

Combat bonus points are allocated on a per-round basis, and apply to all attacks that round. If a ninth level warrior applies four points to gain an additional attack, two points to increase damage, and leaves an attack bonus of three, the additional damage and bonus to the attack roll apply to both attacks that round.

The bonus to throw off surprise does not apply to the original surprise roll, since there was no opportunity to convert combat bonus points before being surprised.

Combat bonus points applied to damage with unarmed combat styles (such as simple unarmed combat or martial arts combat) do not directly increase damage. They increase the size of the die used for damage. For each damage bonus, the die is increased along the damage progression chart, starting from d2 or d3 to d4, from d4 to d6, d6 to d8, d8 to d10, or d10 to d12. Beyond d12, damage bonuses are applied as normal: modifiers to the damage rolled on the dice.

Fighting Arts

Warriors begin the game with the Fighting Art field at +1. They have the Fighting Art skills unarmed combat, all weapons, and unfamiliar weapons.

Thief

Thieves are masters of stealth, pilfering, and misdirection. Some thieves may specialize in one area or another, but all rely on their agility and cunning. Archetypal thieves are not always criminals: they might be scouts or spies.

Create Your First Level Thief

A Thief must have an agility of at least 9. Your Thief begins the game with five survival points modified by endurance as a major contributor, and five verve points modified by agility and wisdom as minor contributors.

Choose one specialty. Choose a moral code. Choose one to three goals.

Determine any other statistics, such as reactions, surprise, defense, age, height, weight, movement, and carry.

If you have not already done so, create a backstory for your character.

Thieving Fields

There are several special fields open only to Thieves. Starting thieves gain three Thief fields at +1, with one initial skill each. They gain one additional field bonus or skill each level, and may spend mojo as normal to improve their field bonuses and to add fields and skills.

Burglary Science: Locks & Traps, Search

Impersonation Art: Acting, Disguise, Forgery

Memory Science: Cram, Understand Languages

Misdirection Science: Camouflage, Concealed Item, Prestidigitation

Murder Craft: Backstab, Poison

Thief Culture: Bribery, Criminal contacts, thief’s cant, Underworld etiquette

Scaling Craft: Climb Walls, Tightrope

Stealth Art: Hide, Silence, Pick Pockets

Fighting Arts

Thieves begin the game with the Fighting Art skill basic weapons.

Sorceror

The Sorceror is a student of the arcane arts. Whether through intense study, bargain with strange powers, or natural aptitude, the sorceror can control magical energies and shape these energies to the sorceror’s will. The sorceror’s spells can create, control, and change the natural world. The sorceror is always seeking out new spells to advance their knowledge and power.

Create Your First Level Sorceror

A Sorceror must have an intelligence of at least 9. Your Sorceror begins the game with five survival points modified by endurance as a major contributor, and five verve points modified by intelligence and charisma as minor contributors.

Choose one specialty. Choose a moral code. Choose one to three goals for your character.

Determine any other statistics you need to know about your character, such as reactions, surprise, defense, age, height, weight, movement, and carry.

If you have not already done so, create a backstory for your character.

Choose the spells that your Sorceror already knows. Your Adventure Guide may limit, suggest, or require certain spells.

Number of Memorized Spells

Sorcerors must memorize spells before they can use them. The sorceror starts at level one with one spell slot. At each level advancement, they gain a number of slots equal to their new level. A second level sorceror will have three slots (one plus two), a third level sorceror will have six slots (one, plus two, plus three).

Each spell “costs” level slots. A first level sorceror may memorize one first level spell. A second level sorceror could memorize three first level spells (three spell slots), or one second level spell and one first level spell.

The sorceror gains a bonus to their total spell slots according to their intelligence as a major contributor.

Sorcerors may not memorize spells that are higher level than the sorceror.

For example, a first level sorceror with a 17 intelligence gains a bonus of three to their total spell slots, for a total of four spell slots. At second level, a sorceror with a 17 intelligence will have six spell slots, and could memorize six first level spells, four first level spells and one second level spell, two first level spells and two second level spells, or three second level spells.

Casting a spell costs two verve.

Mnemonic Magic

Magic in Gods & Monsters is mnemonic. Mnemonic sorcerors keep a spell book with all of their spells in it. In order to cast a spell, the mnemonic sorceror must first memorize the spell by impressing the spell formula into their mind. Once an impressed spell is used, it is gone and cannot be used again until it is impressed again. However, a Mnemonic sorceror may understand any number of spells and have as many spells as they can pay for, steal, or find in their spellbook. Mnemonic casters are limited only in the number of spells they may have impressed at one time.

It takes three minutes times the level of the spell to impress the spell into the sorceror’s mind. The mnemonic sorceror must prepare for memorizing spells by first meditating for ten minutes. For example, a sorceror memorizing two first level spells and one third level spell will require twenty-five minutes total (ten minutes preparation, and five times three minutes for the number of spell levels).

Memorizing a spell also costs verve equal to the level of the spell, plus two.

Spellbooks

Mnemonic Sorcerors always begin the game with Inscription in their spellbook.

Spellbooks will have a bulk of one, plus .05 per spell level of all spells in the book.

Prophet

The prophet is one favored or chosen by a god, demigod, or pantheon. Their patron’s favor comes in the form of spiritual aid. These spirits can be used to heal, aid, and protect worshippers, conquer unbelievers, and sometimes even to convince unbelievers to become believers.

Create Your First Level Prophet

A Prophet must have a wisdom of at least 9. Your Prophet begins the game with five survival points modified by endurance as a major contributor, and five verve points modified by wisdom and agility as minor contributors.

Choose one specialty. Choose a moral code. Choose one to three goals.

Choose the pantheon, deity, or power that has favored your Prophet.

Determine any other statistics, such as reactions, surprise, defense, age, height, weight, movement, and carry.

If you have not already done so, create a backstory for your character.

Spirits

Prophets call upon the spirits of their Gods. Once called, the prophet holds the spirit(s) until they need that spirit to manifest. It takes two minutes per level of the spirit to call on a spirit, and one verve per level of the spirit. Each spirit may create one a show of divine power. It costs one verve to manifest a spirit’s power.

The prophet must spend twenty minutes in prayer before calling any spirits, and the prophet must have their holy symbol.

The prophet may call a number of spirits according to the spirit’s calling cost and the caster’s level. Each spirit’s calling cost is the spirit’s level. The prophet begins at first level with one calling point. At each level advancement, the prophet gains a number of calling points equal to their new level. A second level prophet will have three calling points, a third level prophet will have six, and so on.

A prophet cannot call any spirit of higher level than the prophet’s own level, nor of higher level than the prophet’s wisdom.

Once called, a spirit may not be dismissed without manifesting the spirit’s power, except on special dispensation.

Prophets gain a bonus to “spirit calling points” according to wisdom as a minor contributor.

Spirit Types

Each deity and pantheon has a specific sphere of influence. Prophets of Poseidon might call on the spirits of wind and sea. Prophets of Ares the spirits of war, and so on. Spirits have “levels” that denote their power. A prophet may call on spirits of level equal to the prophet’s own level or less.

Every prophet can use the prophet spirit type automatically. Access to other spirit types will be acquired by spending mojo through the first level.

Within their sphere of influence, a spirit can manifest numerous powers. A first level Charm spirit, for example, could manifest the powers of Command, Animal Companion, Remove Fear, and any other first level charm manifestations. A second level Charm spirit could manifest those powers, as well as Enthrall, Hold Person, and any other second level charm manifestations. Where a spirit’s manifestations vary with level, the variation is by the spirit’s level, not the prophet’s.

Restrictions

Prophets may be limited in armor usage or weapon usage, depending on the requirements of their religion or order. Some prophets might also have special restrictions placed on them at ordination or at their calling, or at other important points in their service to their deity or deities.

Religious Symbols

Most, if not all, religions invoke symbols, special objects that symbolize the power or cause of their god or gods. Often, there will be one symbol which is most commonly carried. For Christians, there is the cross, symbolic of Christ’s sacrifice. Some Christians also carry the rosary, to remember and invoke the mother of their god. For ancient Egyptians, it might have been the ankh. For Druids, the mistletoe or holly. Prophets of Thor might carry a hammer, prophets of Ra a sun-like disc. The prophet will use this holy symbol to perform the important rites of their sect. And, where a spirit manifestation mentions a focus but does not describe this focus, it is the prophet’s holy symbol.

Symbols for such use are always blessed, and there are often more symbols that are less commonly carried but also have special purposes. The bread that is the body of Christ is an example of such a blessed symbol that must be carefully guarded, and many good religions will use blessed (or “holy”) water; water is the symbol of life.

Relics are similar to symbols, and are blessed by virtue of their existence. They are generally individual items that cannot be reproduced. The shroud of Turin is an example of a relic, created from the sweat of a dying avatar and the compassion of one of his most devoted followers. Often the bones or prized belongings of avatars or prophets will be considered relics to a religion. Some relics may have special powers, although they do not have to.

Monk

The Monk is a master of the powers of the mind. Monks are deeply in tune with their own mental and intellectual abilities. Monks train in psychic powers much as sorcerors train in spell casting. Examples of Monks in modern fiction include Marvel Comics’ Professor X. In the World of Highland, the Sentar Sentasi of the Kilir are Monks.

Create Your First Level Monk

A Monk must have a charisma of at least 9. Your Monk begins the game with five survival points modified by endurance as a major contributor, and five verve points modified by charisma and strength as minor contributors.

Choose one specialty. Choose a moral code.

Determine any other statistics you need to know about your character, such as reactions, surprise, defense, age, height, weight, movement, and carry.

If you have not already done so, make up a backstory for your character.

Using Psychic Fields

There are five psychic fields, each with a variety of available skills. Monks start the game with one psychic field at +0. They gain three field bonuses or skills within that field, modified by Charisma as a major contributor.

Psychic Field

Ability Roll

Skills

Corporeal Art

Charisma

Healing, Self-Control, Morphinesis

Dimensional Science

Intelligence

Sensitive, Dimensional Shift, Temporal Shift

Psychokinetic Craft

Wisdom

Pyrokinesis, Telekinesis

Spiritual Art

Charisma

Sensitive, Spirit Host, Spirit Summons, Spirit Travel

Telepathic Art

Charisma

Catalyst, Domination, Empathy, Illusion, Telepathy

To use a psychic power, the player must make an ability roll as noted above, with their field bonus as a bonus (as normal for fields and skills).

Monks have a psychic pool with level points in it. This base pool can be re-allotted very round if the character has any effects that last more than a round. The monk can also transfer their field bonus into their psychic pool for that field.

The Monk’s psychic pool lets them add effects and increase the chance of success. One point can give them a bonus of one to their ability roll. Points can also be used to add or increase effects.

For example, if the character has Telepathic Science +4 and is level 2, they have six points to play with. The player might place three levels in ‘range’, one level in ‘targets’, and two levels in ‘reduce reaction’ to attempt to read the mind of a single opponent up to 40 yards away. The target will have a penalty of 2 to any reaction rolls against having their mind read.

Psychic skill use will also use up the character’s verve or survival. Verve costs are per round (or per use) and are listed in Arcane Lore.