RPG Other Games Calendar Main Journal

Tales from Space

Archtype Templates & Rules

Archtypes are used to help define the character. Archtypes are essetianlly the skill sets that a character has learned in their lives. Each character has a Primary Archtype (PA), this is their main archtype and it is the core of who the character is. Characters may also select a Secondary Archtype (SA), where the PA tells who/what the character is the SA defines the character even more. Either by focusing on a more specific area of their PA or another area completely, either as a hobby or other interest.

Characters may purchase additional Secondary Archtypes either during the creation process or with XPs. To purchase an additional Secondary Archtypes cost +10 each.

An Archtype Template consists of three things; Skills, Perks and Disadvantages. Perks and Disadvantages still cost the same, however, all skills in a characters Primary Archtype cost 1 for 1 and 1 point per +1. Skills in a Secondary Archtype can be purchased one of two ways. First, they can be bought for 1 point at 8- or 2 points for 9+(CHAR/5). It still costs 1 point per +1. Bonuses can only be added to skills that are based on 9+(CHAR/5). Therefore it would cost 2 points for a SA Skill at 8- to be raised +1. Skills bought out side either of the Archtype Packages are purchased normally.

Existing Skills: When purchasing an SA and it contains skills already purchased by the character, they can not put any points into those skills with the purchasing points. They must only purchase new skills or perks.

Knowledge, Professional and Science Skills:
Knowledge Skills (KS) allow a character to know things but not do things. It is pure text book knowledge. Professional Skills (PS) allow a character to do things but not neccassarily know about what they're doing. Science Skills (SS) allows a character to not only know about things but do things. Science Skills are generally professional skills. e.g. KS: Electrical System means the character knows how the system works but couldn't repair it or install it. PS: Electrictian means that character knows how to install or repair the system but not exactly how it works. Having both the KS and the PS allows the character to know how the system works and install or repair the system. SS: Electrical Engineering is required to create or build the system and thus allows the character to know how it works and how to install or repair it.

Complimentary KS or SS with a PS allows the character to use the best of the skills with no penalty and a +1 bonus. If a character has the KS, SS and PS for a specific area (i.e. Electrical) not only does the character get to use the best of the skills with no penalty they also receive +3 bonus.

Knowledge, Professional and Science skills within an archtype cost .5 points for 11- on the skill or 1 point for 9+(INT/5). Purchasing a KS or SS with the proper PS at the same time makes both skills 9+(INT/5). Purchasing the proper KS, SS and PS at the same time for 2 point makes all three skills 9+(INT/5).

While it is impossible to list all the varitions of KS, SS or PS that can be used within each archtype. A generalized list is given. Adding any type of skills to an archtype is subject to GM approval.

REMEMBER! Skills such as SS: Medicine or KS: Ancient History apply to the characters homeworld only. If a Bethusian surgeon wants to operate on a Taith (someone from Taitha) they must have SS: Xenosurgery(Taith). To denote a skill based on another worldrace follow this format Xeno[skillname](Race). You can assign a whole Xeno race to a SA at the time of purchase making all the skills in that archtype based on that race.

Cyber Archtype

The Cyber Archtype is used for anyone who wishes to have skills in the computer/cyberspace area. Programmers, Sys. Admins, Crackers, Hackers, or anything to do with the software aspect.

Archtype Skills: Cramming, Computer Programming, Concealment, Cryptography, Electronics, Navigation(Cyberspace), Security Systems, Systems Operator, KS: Basic Programs, KS: Quantum Programs, KS: Cyberspace, KS: Hacking, KS: Interface Programs, KS: Bio Programming, PS: Programming, PS: Sys. Admin, PS: Cyber Security, PS: Progam Analyst, PS: Data Specialist, SS: Mathematics, SS: Applied Mathematics, SS: Computer Engineering, SS: Software Engineering, SS: Quantum Programming, SS: Interface Programming, SS: Number Theory, SS: Probability Theory, SS: Hyperspace Theory, SS: Hyperspace Navigation

Perks: GCAC (5), Access (2), Contact (2), Deep Cover 2, Favor 1, Membership: Guild (1), Personal Computer (2), Computer Link (8)

Limitations:
Psych Limitation: Must Code Very Common 15, Moderate +0 TC: -15
Social Limitation: Uneasy Around Non-Cybers: Frequently (11-) 10, Minor +0 TC: -10
Social Limitation: CyberID: Frequently (11-) 10, Major +5 TC: -15
Rivalry: Professional 5 TC: -5

Explorer Archtype

The Explorer Archtype is for anyone who wishes to have the proper skill set to explore the planet, the system or even the galaxy and beyond. Thrill Seekers, Researchers and Treasure Hunters are often the types using this template.

Archtype Skills: Acrobatics, Animal Handling, Bribery, Bureaucratics, Climbing, Concealment, Contortionist, Conversation, Cryptography, Fast Draw, Interrogation, Language(Varies), Lipreading, Lockpicking, Navigation(Varies), Oratory, Persuasion, Riding, Seduction, Stealth, Streetwise, Survival, KS: Planet History, KS: Planet Knowledge, KS: Ancient Planet Knowledge, KS: Caldari System, PS: Explorer, PS: Treasure Hunter, PS: Frontier Specialist, SS: Archaeology, SS: Anthropology, SS: Sociology, SS: Geography, SS: Astronomy, SS: Cosmology

Perks: Contacts (5), Favor (2), Membership: Guild (1), GCAC (3)

Limitations:
Distinctive Feature: Adventurer type clothing Easily Concealed 5, Major +5 TC: -10
Psych Limitation: Always Chasing Adventure Very Common 15, Strong +5 TC: -20
Hunted: Rival Faction/Law/etc Mo Pow 15, NCI +5, Watched Only -10 TC: -10
Rivalry: Professional 5, Seeks to Harm(Embarress) +5 TC: -10

Government Archtype

The Government Archtype is used by anyone who wishes to have the skill set to do anything in the diplomatic and government field. Council Members, Senators, Law Makers, etc make up some of the professions.

Archtype Skills: Acting, Bribery, Bureaucratics, Concealment, Conversation, Cryptopgraphy, Forgery, High Society, Interrogation, Language(Varies), Lipreading, Oratory, Persuasion, Seduction, KS: Local Government, KS: Planet Government, KS: System Government, KS: Galactic Government, KS: Local Laws, KS: Planey Laws, KS: System Laws, PS: Senator, PS: Law Maker, PS: Council Member, PS: Royal Advisor, PS: Advisor, SS: Economics, SS: Sociology, SS: Demographics, SS: Civil Engineering, SS: Governmental Structure, KS: Civil Administration, SS: Accounting

Perks: Membership: Government Area (1), Contacts (2), Favor (1), Security Clearance (3)

Limitations:
Hunted: Own Government Mo Pow 15, NCI +5, Watched Only -10 TC: -10
Hunted: Rival Government Faction/Person As Pow 10, NCI +5, Watched Only -10 TC: -5
Social Limitation: Subject to Orders TC: -20
Rivalry: Professional 5, Seeks to Harm(Discredit) +5 TC: -10

Law Enforcement Archtype

The Law Enforcement Archtype is used by anyone who wished to have the skill set to do anything in regards to police work and other forms of law enforcement (courts, prisons, etc). Police Officers, Lawyers, Judges, Prison Guards, etc are a few examples of professions.

Archtype Skills: Acting, Bribery, Bugging, Concealment, Conversation, Cramming, Cryptography, Deduction +2, Interrogation, Lipreading, Persuasion, Seduction, Shadowing, Stealth, Streetwise, KS: Local Law, KS: Planet Law, KS: System Law, KS: Galactic Law, KS: Prison System, PS: Local Police, PS: Lawyer, PS: Judge, PS: Warden, PS: Prison Guard, SS: Criminology, SS: Foresnical Science, SS: Psychology, KS: Local Area

Perks: Membership: Law Agency (3), Contacts (3), Favor (1), Security Clearance (2), Local Police Powers 1, License to Practice Law, Planetary Police Powers 2, System Police Powers 5

Limitations:
Hunted: Own Government Mo Pow 15, NCI +5, Watched Only -10 TC: -10
Psych Limitation: Obey Laws Very Common 15, Strong +5 TC: -20 Psych Limitation: Protect Innocents Very Common 15, Strong +5 TC: -20 Social Limitation: Subject to Orders TC: -20

Mechanic Archtype

The Mechanic Archtype is perfect for anyone who wishes to have the skill set to work with anything mechanical. This is perfect for Gadgeteers, Mechanics, Inventors, Repair Person, etc.

Archtype Skills: Demolitions, Electronics, Inventor, Mechanics, Security System, Systems Operator, Weaponsmith, KS: General Mechanics, KS: Weaponsmithing KS: Navcoms, KS: Hyperdrives, KS: Shielding, KS: Plasma Welding, KS: General Repair, KS: Thruster Systems, PS: Hyperdrive Mechanic, PS: Shielding, PS: Plasma Welder, PS: Weapons Tech, KS: Blaster Tech, KS: Electrical Systems, SS: Electrical Engineering, SS: Hyper Mechanics, SS: Quantum Mechanics, SS: Antimatter Theory, SS: Singularity Theory

Perks: GCAC (5), Membership: Guild [3], Personal Tool Kit (2)

Limitations:
Psych Limitation: Concern more for equipment than people Very Common 15, Mod. +0 TC: -15 Psych Limitation: Must do Upkeep Very Common 15, Strong +5 TC: -20 Psych Limitation: Rather be with machines Very Common 15, Strong +5 TC: -20

Medical Archtype

The Medical Archtype is perfect for anyone who wishes to has a skill set in the medical profession. Doctors, Nurses, Medics, Surgeons and Researchers are among the broad professions that can be taken.

The following Skills belong to this archtype: Cramming, Forensic Medicine, Paramedics, Teamwork, PS: Doctor, PS: Nurse, PS: Medic, PS: Surgeon, PS: Researcher, PS: Medical Aid, SS: Medicine, SS: Surgery, SS: Emergency Medicine, KS: Field Medic, KS: Combat Surgery, SS: Dentistry, PS: Dentist

Perks: GCAC (3), Membership: Medical Association (1), License to Practice Medicine (1), Membership: Professional Guild (1)

Limitations:
Psych Limitation: Hippocratic Oath Very Common 15, Total +10 TC: -25
Hunted: Medical Association More Powerful 15, NCI +5, Easily Found +5, Watched Only -10 TC: -15
Enraged: Senseless Harming of Others Common 10, Chance 14- +10, Recover 14- +0 TC: -20

Merchant Archtype

Military Archtype

The Military Archtype is for anyone who wishes to have the skill set to perform in a military setting. Soldiers, NCOs, Officers, etc. Archtype Skills: Acrobatics, Autofire Skills, Breakfall, Bugging, Climbing, Combat Driving, Combat Piloting, Combat Skill Levels, Concealment, Defense Maneuver, Demolitions, Fast Draw, Interrogation, Martial Arts, Rapid Attack, Tatics, Tracking, Two-Weapon Fighting, KS: Military History, KS: Military Structure, KS: Military Tatics, PS: Soldier, PS: NCO, PS: Officer, PS: Commander, WF: Military Weapons, TF: Military Transports

Perks: GCAC [3], Membership: Military [4], Membership: Military Subarea (2), Security Clearance [5]

Hunted: Own Military Mo Pow 15, NCI +5, Watched Only -10 TC: -10
Psych Limitation: Obey Military Laws Very Common 15, Strong +5 TC: -20 Psych Limitation: Protect Innocents Very Common 15, Strong +5 TC: -20 Social Limitation: Subject to Orders TC: -20

Scientist Archtype

Scholar Archtype

Scoundrel Archtype

The Scoundrel Archtype is for anyone who wants to live on the edge of society. While not harden criminals, Scoundrel's are always involved in something shady and are known not to be trustworthy. Pirates, Smugglers, Con Artists, etc.

Archtype Skills: Acting, Autofire Skills, Breakfall, Bribery, Bugging, Climbing, Combat Driving, Combat Piloting, Concealment, Conversation, Demolitions, Disguise, Fast Draw, Forgery, Gambling, High Society, Interrogation, Language(Varies), Lipreading, Lockpicking, Mimicry, Oratory, Persausion, Security Systems, Seducation, Shadowing, Sleight of Hand, Stealth, Streetwise, Survial, Tracking, Trading, KS: Laws, PS: Smuggler

Perks: Favor (2), Contacts (8), Starship License 1, Anonymity 3, Computer Link (5), Deep Cover 2

Limitations:
Distinctive Feature: Scoundrel Dress Easily Concealed 5 TC: -5 Hunted: Law/Private Mo Pow 15, NCI +5, Harm(Imprison) TC: -20
Psych Limitation: Avoid Law Enforcement Very Common 15, Strong +5 TC: -20
Psych Limitation: Breaking the Law Common 10, Mod +0 TC: -10
Reputation: Scoundrel, Sometimes 8- TC: -5

Transport Archtype

The Transport Archtype is for anyone who wishes to have the skill set to live on a spacecraft or pilot one. This is for Pilots, Navigators, Comm. Specs., etc.

Archtype Skills: Climbing, Electronics, Navigation(Varies), TF: Merchant/Commercial Craft, Gambling, Trading, Combat Piloting, Systems Operator, KS: Transports, KS: Transport Routes, PS: Navigator, PS: Co-pilot, PS: Cargo Crew, PS: Engine Crew, SS: Astonomy

Perks: Membership: Guild (3), License to Pilot Starship, Money (2), Computer Link (1)

Talent: FTL Pilot 4

Limitations:
Psych Limitation: Prefers to be on ship Very Common 15, Mod +0: TC -20
Social Limitation: Subject to Orders TC: -20

Top of page Mail Main