The Rules: Difference between revisions
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== Archetypes == |
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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. |
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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. |
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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. |
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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. |
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'''[[Magician]]''' (link): Spellcasters, enchanters, summoners and necromancers, ritualists and oracles – magicians are scholars who channel magic and work miracles. |
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== ARCHETYPES == |
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A character’s archetype doesn’t need to be chosen until they learn their first archetype skill (listed below), but once chosen, their archetype is fixed. They may be able to change skills around within their archetype (p. 00), but must keep to the same broad career. If a player needs to change archetype for out of character reasons – e.g. because the player can no longer safely take part in combat – they can discuss the issue with the Game Organisation Desk. |
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Every character can only have one archetype, but some cross-discipline training is possible: a character can learn archetype skills from other archetypes worth a total of up to half as many points as they have skills in their own archetype (p. 00). |
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'''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. |
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== ARCHETYPES == |
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A character’s archetype doesn’t need to be chosen until they learn their first archetype skill (listed below), but once chosen, their archetype is fixed. They may be able to change skills around within their archetype (p. 00), but must keep to the same broad career. If a player needs to change archetype for out of character reasons – e.g. because the player can no longer safely take part in combat – they can discuss the issue with the Game Organisation Desk. |
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Every character can only have one archetype, but some cross-discipline training is possible: a character can learn archetype skills from other archetypes worth a total of up to half as many points as they have skills in their own archetype (p. 00). |
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'''Warrior''' (link): Thugs and berserkers, duellists and tacticians, monster hunters and warleaders alike – warriors master all the arts and modes of warfare. |
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== ARCHETYPES == |
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A character’s archetype doesn’t need to be chosen until they learn their first archetype skill (listed below), but once chosen, their archetype is fixed. They may be able to change skills around within their archetype (p. 00), but must keep to the same broad career. If a player needs to change archetype for out of character reasons – e.g. because the player can no longer safely take part in combat – they can discuss the issue with the Game Organisation Desk. |
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Every character can only have one archetype, but some cross-discipline training is possible: a character can learn archetype skills from other archetypes worth a total of up to half as many points as they have skills in their own archetype (p. 00). |
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== Cross-Archetype Skills == |
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__TOC__ |
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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. |
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== Skills == |
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Including points spend and skill tree (General, archetype, higher archetype) |
Revision as of 11:27, 12 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.
Creator (link): 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 (link): 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.
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)