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'''Creator''' (link): Whether weavers or alchemists, blacksmiths or surgeons, tattooists or jewellers - creators are artists who make, repair and more powerful skills.
'''[[Creator]]''': Whether weavers or alchemists, blacksmiths or surgeons, tattooists or jewellers - creators are artists who make, repair and more powerful skills.


'''[[Magician]]''' (link): Spellcasters, enchanters, summoners and necromancers, ritualists and oracles – magicians are scholars who channel magic and work miracles.
'''[[Magician]]''' (link): Spellcasters, enchanters, summoners and necromancers, ritualists and oracles – magicians are scholars who channel magic and work miracles.


'''Scout''' (link): From burglars, assassins and pickpockets, to sappers and siege engineers, to trackers and hunters – scouts rely on wits, skills and guile to survive.
'''[[Scout]]''': From burglars, assassins and pickpockets, to sappers and siege engineers, to trackers and hunters – scouts rely on wits, skills and guile to survive.


'''Warrior''' (link): Thugs and berserkers, duellists and tacticians, monster hunters and warleaders alike – warriors master all the arts and modes of warfare.
'''[[Warrior]]''': Thugs and berserkers, duellists and tacticians, monster hunters and warleaders alike – warriors master all the arts and modes of warfare.


== Cross-Archetype Skills ==
== Cross-Archetype Skills ==

Revision as of 15:21, 23 April 2024

Archetypes

Most characters in the Renewal campaign belong to one of four Archetypes. These are broad character classes that unlock development paths for specialisation and more powerful skills.

The four archetypes in the Renewal campaign are core character types, based around their roles in the game:

  • those who create and refine,
  • those who weave enchantments,
  • those who sneak and investigate, and
  • those fight and defend.

Any character can dabble in any of these areas, but belonging to an archetype unlocks more powerful skills and deeper knowledge. Each archetype provides access to a number of different paths, and characters can make their focus – within their archetype – as narrow or as broad as they like.

The most powerful and specialised skills (those worth 11 points or more) represent the pinnacle of these focused paths, and no character may learn more than one such skill. Other than that, they are free to learn as many skills within their archetype as they will up to the 90 point cap.

A character’s archetype doesn’t need to be chosen until they wish to learn their first archetype skill, among those listed below; but once chosen, their archetype is fixed. They may be able to change skills around within their archetype, but must keep to the same broad career (although see Changing Your Mind).


Creator: Whether weavers or alchemists, blacksmiths or surgeons, tattooists or jewellers - creators are artists who make, repair and more powerful skills.

Magician (link): Spellcasters, enchanters, summoners and necromancers, ritualists and oracles – magicians are scholars who channel magic and work miracles.

Scout: From burglars, assassins and pickpockets, to sappers and siege engineers, to trackers and hunters – scouts rely on wits, skills and guile to survive.

Warrior: Thugs and berserkers, duellists and tacticians, monster hunters and warleaders alike – warriors master all the arts and modes of warfare.

Cross-Archetype Skills

Not everyone fits neatly into these of course – you may wish to play a spellcasting warrior or a crafter trained in siege weaponry. This is fine! Any character can spend up to half as many points on archetype skills (link) from other archetypes as you have on your main archetype.

Skills

Including points spend and skill tree (General, archetype, higher archetype)