Chapter 3- Archetypes

Now that you’ve selected your ability scores it’s time to flesh out your character’s personality.  Shattered Gods provides a framework called an archetype to help you through the process. 

The classic archetypes have been used by writers for centuries to define characters with something called the personality enneagram.  It teaches that all characters fit one of the nine archetypes.  You will select the archetype you feel best fits the character you want to play.

Archetypes are designed to give a reference point for both players and GMs, not to constrain roleplay or limit you in any way.  The archetypes should be used to get a feel for how your character might act, not to restrict the actions can or should take.

Each archetype offers ability bonuses.  These bonuses are added to the abilities you created in the previous section.  Archetypes also grant a class skill.  Class skills receive a special bonus, which is further explained in the skills section.  If you receive a class skill from your archetype that you already gain from a class you gain a +2 bonus to that skill instead.  This bonus stacks with all other bonuses.

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#1- The Reformer

Benefit: +1 Intelligence and Strength, Intimidate is a class skill

Reformers are driven by the need to live their lives properly.  This often leads to a strong drive to improve themselves and the world around them.  They love to influence others, and often like to be the center of attention.

The reformer is never afraid to speak up for what they feel is right.  They are never bashful or shy, and they often enjoy confrontation.  Reformers see it as their job to correct others whenever they are doing something they disagree with.

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#2- The Giver

Benefit: +1 Charisma and Constitution, Diplomacy as a class skill

Givers are motivated by their need to be valued or loved.  They often express positive feelings towards others, and strive to be nurturing and supportive.  Some givers are passive-aggressive, agreeing to do things they don’t want to out of fear of disapproval if they refuse.  Givers can often be indirect, having a difficult time expressing what it is they really want.

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#3- The Achiever

Benefit: +1 Intelligence and Dexterity, Linguistics as a class skill

Achievers are motivated by the need to succeed.  They are always productive, strive for success and fear failure above all else.   They often set and achieve lofty goals and are very active from sun up to sunset.

Even when conversing with others they are often pre-occupied with their current goals.  It’s very difficult for the achiever to relax and they often pursue goals to the point of obsession.

The achiever needs to win at all costs, whether an argument or a combat.  They accept nothing less than perfection from themselves, though they may be tolerant of flaws in others.

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#4- The Artist

Benefit: +1 Wisdom and Dexterity, Craft as a class skill

Artists are both passionate and emotional.  Their greatest fear is being seen as ordinary, so they strive to be seen as special or unique.  They are often focused on themselves to the point of being considered myopic, and are often considered overly dramatic.

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#5- The Observer

Benefit: +1 Wisdom and Constitution, Perception as a class skill

Observers a driven by the hunger for knowledge and understanding.  They pride themselves on being self-suffcient and hate appearing foolish or needy in front of others.  They are rarely the life of the party as most prefer to avoid being the center of attention.

They are often viewed as detached by others, though this is usually only because they like to carefully formulate their responses.  Obversers rarely volunteer knowledge, instead having to be asked for information by more socially active characters.

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#6- The Questioner

Benefit: +1 Intelligence and Constitution, Sense Motive as a class skill

Questioners are motivated by an overpowering drive for security.  They are often considered paranoid, and experience a seemingly endless array of phobias.  The more bold questioners confront these fears, while the more cowardly will run or hide from them.

Questioners will often bring up potential negative consequences whenever considering a plan of action, to the annoyance of more bold characters like the achiever.  Questioners are always worrying about something, and are usually very skeptical of praise or encouragement.

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#7- The Adventurer

Benefit: +1 Charisma and Strength, Athletics as a class skill

Adventurers are driven by the pursuit of happiness.  They are usually very active, and enjoy contributing to the world around them.  They avoid suffering or pain whenever possible, instead chosing to pursue more enjoyable activities like drinking or gambling.

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#8- The Leader

Benefit: +1 Charisma and Constitution, Diplomacy as a class skill

Leaders are open, honest and direct.  They are independent, make their own decisions and hate letting someone else dictate the course of their destiny.  They are assertive, desicive and resourceful.

Others see them as strong, confident and charismatic.  Most leaders enjoy challenges, particularly because they are usually adept at overcoming them.  Leaders enjoy being in a positon of authority, and often chafe when authority is placed over them.

Leaders often go to extremes most people will balk at, and sometimes press a point too far.

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#9- The Peacemaker

Benefit: +1 Charisma and Dexterity, Stealth as a class skill

Peacemakers are accepting, trusting and loyal.  They are usually creative, optomistic to a fault and supportive of others.  They want everything to go smoothly and hate interpersonal conflict.  They can  be complacent and slow to act.

Go to Step 3- Choose Race

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