Character Archetypes

Archetypes are what define you as a character. They provide a base level of skills, and indicate your chosen career/profession/path.

All Archetypes start with [Wealth:1], and 10 Skill Points to customize their character with.

Leader - This character is a leader of men, someone who makes the plans, organizes the heists, or rallies the population of the town against the Reaver Attack. They are skilled in a variety of abilities designed to get their way.
Skills: Willpower:5, Intimidation:4, Shooting:3, Persuasion:3, Perception:3, Melee:2, Cortex:1

Soldier - Trained by the Alliance, or the Rebellion, this character fought in the War. Trained to use a variety of weapons, they start off with good Combat Skills, including Armor:.
Skills: Shooting:5, Armor:4, Melee:3, Thrown:3, Willpower:3, Cortex:2, Medical:1

Mercenary - A general jack-of-all trades when it comes to weapons, this character is equally home on the ground or up in the Black. This Archetype trades off training with Armor: for more weapons skills.
Skills: Shooting:5, Melee:4, Thrown:3, Gunnery:3, Stealth:3, Willpower:2, Cortex:1

SpecOps - Perhaps an Operative for the Alliance, perhaps a simple Thief. Whatever their calling, their skills are designed to get into and out of places. Probably places they don't rightly belong.
Skills: Stealth:5, Security:4, Willpower:3, Shooting:3, Perception:3, Cortex:2, Electronics:1

Pilot: - If it has controls, she can make it go. Skilled in all forms of vehicles and large weapons, the Pilot is probably the most important person on a Spaceship.
Skills: Navigation:5, Pilot:4, Drive:3, Gunnery:3, Cortex:3, Willpower:2, Mechanic:1

Medic - This Archetype covers anything from a field medic from the War, to a skilled Alliance Surgeon in the Core Worlds. He starts the game with the skills to get him into places other people can't, because, hey. He's a DOCTOR.
Skills: Medical:5, Perception:4, Cortex:3, Notoriety:3, Influence:3, Willpower:2, Persuasion:1

Mechanic: - Oh, you want something fixed? Better find yourself a good Mechanic:! Skilled with all sorts of technical systems, some even have an understanding of machines that seems downright unnerving.
Skills: Mechanic:5, Electronics:4, Cortex:3, Barter:3, Perception:3, Willpower:2, Drive:1

Merchant - Skilled with getting the best deal, a Merchant may own their own ship, or work from a base of operations on a moon or planet. A wide variety of skills, focussed on the art of the deal. Also covers Ship Cargomasters.
Skills: Barter:5, Cortex:4, Willpower:3, Gambling:3, Perception:3, Persuasion:2, Drive:1

Tech - She's got a Databox in her right hand, and a Spanner in her left. Her workspace is filled with toolkits and spare parts. She's the Whiz with the Cortex:, and can make it dance to her will, along with any other Electronics projects.
Skills: Cortex:5, Electronics:4, Security:3, Perception:3, Barter:3, Willpower:2, Mechanic:1

Gambler - Working from Cruise Ship to Cruise Ship, appearing in Salons, Saloons, and Dive Bars, he is the professional Gambler, a man who makes his living by his wits, skills, and perhaps a deck of marked cards.
Skills: Gambling:5, Perception:4, Willpower:3, Shooting:3, Persuasion:3, Barter:2, Cortex:1

Citizen - This is the average citizen of the 'Verse. Not highly trained, but a wide variety of skills, picked up along the way. This Archetype gets 30 Skillpoints to train up skills, instead of 10. Good for dockworkers, teachers, professors, or anyone else who doesn't fit into the other Archetypes.
Skills: Melee:2, Drive:2, Medical:2, Cortex:2, Gambling:2, Perception:2, Stealth:2, Dodge:2, Barter:2, Willpower:2, Thrown:1, Cooking:1, Research:1, Languages:1, Bureaucracy:1

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