Create Your Hero: Character archetypes

  1. Ability scores
  2. Create Your Hero
  3. Moral code

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 apply to the adventurers and to major non-player characters. Most other characters are just their jobs, and have no archetype.

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
Sorceror: Intelligence Reason Charisma
Prophet: Wisdom Willpower Strength
Monk: Charisma Perception Endurance

As your character increases in 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.

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

Character archetypes: Warrior

Joan of Arc Warrior.pngWarriors fight and make war. Their goals may be to avoid fights and make peace, but the skills they use to do this are the fighting arts and their 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, you have the unarmed combat and weapon fluency skills.

Choose one specialty. Choose a moral code if you wish. Choose your character’s motivation.

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

You have starting money equal to your strength.

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

Warrior combat pool

Warriors can use their attack bonuses for more than improving their attack roll. They can also use it to avoid being hit or to hit more than one target at a time. A warrior may move up to twice level attack bonuses into a general combat pool. A 3rd level warrior could move all three of their fighting art bonuses into their combat pool, 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
+1 to throw off surprise 1
+3 to combat movement 1
1 additional attack 4
+1 to quickdraw 1

Warriors may save points across rounds, as long as the total combat points saved and moved in one round never exceed twice their level. 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 pool points are allocated each round, 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 damage bonus and attack bonus apply to both attacks that round.

The bonus to throw off surprise does not apply to the original surprise roll, since the character wasn’t in combat then.

Unarmed combat damage

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 and weapon fluency.

Character archetypes: Sorceror

Wizard Studying at 200dpi.pngThe sorceror is a student of the arcane sciences. 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 create, control, and change the natural world. The sorceror is always seeking 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 if you wish. Choose your character’s motivation.

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

You have starting money equal to your intelligence.

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

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 3rd level sorceror will have six slots (one, plus two, plus three).

Each spell uses 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.

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.

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 a memorized 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 in their spellbook as they can pay for, steal, or find. Mnemonic casters are limited only in the number of spells they may have impressed at one time.

It takes two 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 ten minutes. For example, a sorceror memorizing two first level spells and one 3rd level spell will require twenty minutes total (ten minutes preparation, and five times two minutes for the number of spell levels).

Sorcerors may not memorize spells that are higher level than the sorceror or higher level than the sorceror’s intelligence.

During mediation, spells may be erased from memory to make room for a new spell. Memorizing spells costs one verve, plus the number of spells memorized during that meditation. Sorcerors must have their spellbooks to impress a spell in that book.

Casting a spell costs one verve, and after casting a spell it is no longer memorized.

Sorceror: Spellbooks

Mnemonic sorcerors always begin the game with Inscription in their spellbook. Mark that down now. During your first level, you will use mojo to further fill your character’s spellbook.

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

Character archetypes: Prophet

Ruby Kindles 200dpi.pngThe 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. Prophets must have a moral code.

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 strength as minor contributors.

Choose one specialty. Choose a moral code. Choose your character’s motivation.

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

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

You have starting money equal to your wisdom.

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

Prophet: Spirits

Prophets call upon the spirits of their Gods and hold these spirits until they need to manifest the spirit’s divine power. The prophet must spend twenty minutes in prayer, plus two minutes for each spirit level, when calling spirits. Calling spirits costs one verve, plus one verve for every spirit called. The prophet must have their holy symbol. The prophet prays for the spirits they want, though their deity may provide other spirits; if their god is angered, the prophet may receive no spirits until they atone for their transgression.

The prophet may hold a number of spirits according to the spirit’s calling cost and the caster’s level. A spirit’s calling cost is its level. A first-level prophet has one calling point. At each level advancement, the prophet gains level calling points. A second level prophet will have three calling points, a 3rd level prophet will have six, and so on. A spirit may not be dismissed without manifesting its power.

A prophet cannot call any spirit of higher level than the prophet’s own level, nor of higher level than the prophet’s wisdom. Prophets gain a bonus to spirit calling points according to wisdom as a major contributor.

Each spirit may create one show of divine power. It costs one verve to manifest a spirit’s power.

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 the strength of the spirit.

Every prophet can use the prophet spirit type, and has access to four other spirit types. The player and Guide should choose, based on the character’s deity, which spirit types the prophet can access. The player should choose their four spirit types as they need them, during their first level of experience.

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 manifestation varies with level, the variation is by the spirit’s level, not the prophet’s.

Burning spirits

Prophets can use spirits to protect themselves and their friends if the spirit is relevant. Relevance can be complementary or oppositional. For example, a prophet might use a water spirit to protect against fire or magical fire, or drowning or watery rebuke. After any failed reaction roll, the prophet can choose to burn one of their relevant spirits. The spirit gives the target a bonus of the spirit’s level on the failed reaction roll. If the reaction still fails, the spirit’s level reduces any damage taken by its level, and by the prophet’s wisdom as a major contributor.

The prophet can burn a spirit to protect anyone within their combat movement as long as the prophet can in any way reach that person.

Burning a spirit costs no verve, and doesn’t use up an action or movement. Prophet spirits are always relevant.

Restrictions

Prophets may be limited in armor or weapon use, depending on the requirements of their religion or order. Some prophets will 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

Religions use icons to symbolize the power or cause of their deities. There will be one symbol which is most commonly carried. For Christians, there is the cross, symbol 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 rites of their sect. Where a spirit manifestation mentions a focus but does not describe this focus, it is the prophet’s holy symbol. These symbols must always be blessed by their deity or an authorized representative of their deity, such as another prophet. If you lose yours, you’ll probably have to adventure to replace it.

Character archetypes: Monk

Buddha_with_Naga_(snake).pngThe monk is a master of the powers of the mind, deeply in tune with their own mental and intellectual abilities. Monks train in psychic powers by studying psychic fields and gaining psychic skills within those fields. Examples of monks in modern fiction include Valentine Michael Smith, Kwai Chang Caine, the Jedi of Star Wars, Stephen King’s Charlene McGee and his Gunslinger, and Marvel Comics’ Professor X. In the World of Highland, the Sentar Sentasi of the Kilir are monks. Many monks in modern fiction also have the Multiple Archetype speciality.

Create your first level monk

A monk requires 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 endurance as minor contributors.

Choose one specialty. Choose a moral code if you wish. Choose your character’s motivation.

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

You have starting money equal to your charisma.

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, unless used as part of the character’s psychic pool). Psychic skills also use up the character’s verve. Verve costs are per round (or per use) and are listed in Arcane Lore.

Psychic pool

Monks have a psychic pool with level points in it. This pool can be re-allotted every round if the character has any effects that last more than a round. The monk can also transfer the field bonus of the psychic skill they’re currently using into their psychic pool.

The monk’s psychic pool lets them increase effects and add techniques. See the description of the psychic field and skill in Arcane Lore for the effects and techniques that can be applied. They can also use their pool to increase their chance of success: each point used to increase their success chance gives them a bonus of one to their ability roll.

For example, if the character has Telepathic Art +4 and is level 2, they have six points to play with for telepathic skills. The player might place three levels in range, one level in targets, and two levels in penalize reaction to attempt to read the mind of a single opponent up to six yards away. The target will have a penalty of 2 to any reaction rolls against having their mind read and the monk will need to roll against their charisma with no bonus to successfully read the target’s mind.

Character archetypes: Thief

Captain_Kidd_(Pyle_painting)-large.jpg

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. Thieves are not always criminals: they are also scouts, con men, and 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 if you wish. Choose your character’s motivation.

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

You have starting money equal to your agility.

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

Thieving fields

The thief fields are open only to thieves. Starting thieves have three thief fields at +1, with one initial skill each. They may spend mojo as normal to improve their bonuses and add fields and skills.

Burglary Science: Locks & traps, Search

Impersonation Art: Acting, Disguise, Forgery

Memory Science: Cram, Understand languages

Misdirection Science: Camouflage, Conceal item, Prestidigitation

Murder Craft: Backstab, Poison

Thief Culture: Bribery, Criminal contacts, Thieves’ 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.

  1. Ability scores
  2. Create Your Hero
  3. Moral code