======Character Archetypes, AKA: Classes====== Certain characters fit an archetype - some are action heroes (Captain Kirk, John McClain, Conan the Barbarian) - others are uncannily lucky (Han Solo, Domino, Gladstone Gander) - yet others may have abilities that are vastly different, but just as extraordinary. The following classes are meant to support building characters that fit such archetypes. ---- ====Generalist==== You can have two perks for every rank you have, instead of one. In other words: For every rank you have, you may have two perks instead of one. ---- ====Hero==== You may perform two actions per turn instead of one. ---- ====Inspiring==== Whenever you spend an inspiration point, one other character you choose may also gain the effects of inspiration without having to spend an inspiration point themselves. ---- ====Invincible==== You cannot die from injuries. Debilitating effects from scars disappear over the course of a few months. You can still die of old age.((probably too powerful for standard play)) In other words: Mortal wounds will never aggravate into Death. ---- ====Lucky==== You never suffer disadvantage, and opponents can never have an advantage over you. Additionally, you gain one luck point per scene and may store up to three luck points total. You can use luck points in the same way as inspiration points, with the following exceptions: * You may not share or transfer luck points to another character. * Luck points do not count towards, nor can be used for, character progression. ---- ====Multi-tasker==== In other words: You have two concentration streams instead of one. In other words: You start your turn with two concentration points instead of one. ---- ====Paragon==== When you push (take injury to increase the degree of success)((consider including spending inspiration)), you increase the degree of success by two (2) steps instead of one (1). Attack: No damage to severe injury - light injury to mortal injury - mortal injury to death Attempt: Critical failure to success - failure to critical success - success to critical success Also consider: When you Push, you may Push to any degree to gain an equivalent degree of success. Where one would have been limited to taking a light injury to increase the degree of success by one, you may take on a mortal injury to increase the degree of success by three. For example, without 'Paragon', one would be allowed to take on a Light injury to turn a Critical Failure into a Failure - but with 'Paragon', one may take on a Mortal injury to turn a Critical Failure into a Critical Success. See table: ^ Pushing Injury ^ Degree of Success Increases by ^ Failure ^ Success ^ Critical Success ^ ^ None to Light | +1 | | | | ^ None to Severe | +2 | | | | ^ None to Mortal | +3 | | | | ^ None to Death | +3 | | | | ^ Light to Severe | +1 | | | | ^ Light to Mortal | +2 | | | | ^ Light to Death | +3 | | | | ^ Severe to Mortal | +1 | | | | ^ Severe to Death | +2 | | | | ^ Mortal to Death | +1 | | | | FIXME: ALTERNATIVE WORDING: Push increases its effect by 2. Failures become success at +1 rank, successes become +2 successes. Push: Take a severe injury to gain then immediately spend inspiration - changing a failure into a success, or increasing success by +1 rank. ---- ====Prodigy==== You may start a character with an additional rank 5 ability. In other words: When creating your character, you may build your character with five additional ranks. These ranks must be in a single ability, and as usual, no ability may increase beyond five ranks. ---- ====Specialist==== Choose one ranked ability. While most characters cannot increase a ranked ability past rank 5, you may increase your chosen ranked ability beyond rank 5, without limit. ---- =====Dev Notes===== //**Quick Study**//\\ The experience cost of new features is reduced by 20% (rounded down, minimum 1 experience point).((This will require balancing. Revisit after development is near completion. Another option: You gain an additional 3 experience points per session. Maybe instead: Whenever you gain a rank, you gain two instead. (This would also obviate 'Wizard'))) //**Wizard**//\\ You begin play with one free Rank 1 magical ability. When you learn Rank 4 in any magical ability, you automatically and immediately learn Rank 5 in that ability for free. //**GM Notes on Character Classes:**//\\ These classes are meant to help your players build heroic characters. If you wish to run a "realistic" or "gritty" story, you may veto the use of these entirely. For stories involving superheroic player-characters, consider allowing your players to pick two of the above. However, doing so will make their characters VERY powerful!