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The Blue Line. Paragons of the Hearth.

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  • Historic Cultural Context and Points of Interest

    Cruxtian(ity) - ~(NOT) Christian
    Dapotholic(ism) - ~(NOT) Catholic
    Dodei - ~(NOT) The Pope (Il Voce Dei - the mortal voice of the lord)
    THE Lord - Cruxtian A/O
    Chievish(ites)(ism) - ~(NOT) Judaism
    Absali(m) - ~(NOT) Islam
    Iega - Absali A/O ("Progenitor of all worship" "Lord of Lords")
    Rom (Rahm) - Mythic ~Rome
    Vertua (Ver-too-ah) - Mythic ~Carthage [Punic Wars]

    Would you like to know more?

    Comment


    • Super CSI Points of Interest

      Necroplasm "Special Chill" - Necrid Black [Ichorous]
      Ectoplasm (Emotionally Charged) - Forest Green [Eery glow]
      Infernoplasm (Sulfuric) - Candy Red
      Viscera (Meat) - Pink/Red/Brown/Green/Blue/Black
      Psychoplasm (Psychic/Psionic Reactant) - Navy Blue/ Violet

      Would you like to know more?

      Comment


      • Character Creation Points of Interest

        PCs - Player Characters
        NPCs - Non-Player Characters
        BPNPCs - Bit-Part Non-Player Characters (Location/Scenario/Association/Random)
        SDNPCs - Skilled-Dependant Non-Player Characters (Friends/Family/Contacts)
        -
        Paragon Seed - Potential Paragons [Game Saves] [Play to Survive]
        Menace Seed - Potential Threats [Menace vs Menace] [Play to Survive]
        -
        Basic Persona - 2-tone personality descriptions [Demeanor and Nature]
        Demeanor - How a characters persona appears
        Nature - A characters inner or hidden persona
        Paragon Motivations - Motives MOST Paragons have in common
        Menace Motivations - Motives MOST Menaces have in common
        -
        "Parents" - Events Parents dealt with during or before your birth
        Background - Economic level you grow up in
        Desires - Wants, usually to an unhealthy level
        Vices - Coping mechanisms, usually unhealthy
        Fears - Fears
        Character Relationships - How allies/family relate to one another
        Relationships & Results - Past Romances & Current State
        Entanglements - Current Romance & Level of involvement
        Relationship Troubles - Challenges for a romance
        Complications - Added peril or drama to situations
        -
        "Worlds Scale" - 3-30 mile radius to the horizon [1-10 stories]
        "Worlds" - Areas of professional employment and personal skill
        Occurences - "Common" adventurous situations / usually less than 5k dead
        Happenstance - Encounters with threats and results
        Locations - Locations
        Crossfire - Missed shots land somewhere
        Nature's Fury - Natural hazzards and Complications
        -
        Dynamic Events - Noteworthy events | Usually over 5k dead
        Involvement - Connection during an event
        Losses - What an event cost you
        Traumas - What affect it had on you
        Event Mandate - What you felt compelled to do after/because of an event
        -
        Degree of Success - How successfull a roll is... [Ordinary/Dynamic/Amazing/Spectacular/Extraordinary]
        Degree of Failure - How unsuccessfull a roll is... [Ordinary/Dynamic/Amazing/Spectacular/Extraordinary]
        -
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        • Gameplay and Character Sheet Points of Interest

          Ability - Base bonus to add to certain checks, reflecting natural ability
          Echelon - Exponential "levels" of power/capability
          Relative Echelon - Maximum Bonuses at each Echelon
          Trade-off Balance - Echelon based balances between Echelons [OFTEN 2xEchelon or 10+Echelon]
          Skills - Training and experience
          Skill Rank Benchmark - How adept/inept a character is with a skill
          Skill DC Benchmark - How hard a task is
          Non Com Skills - Non-combat skills
          Com skills - Combat skills
          Feats - Uncommon abilities
          Improved Feats - Added ranks to a feats range/effect/duration
          Specialties - Special combinations of skills and feats
          Advantage - Reroll - take the higher number
          Disadvantage - Reroll - take the lower number
          Skill Mastery - +10 to any roll of 1-9 [Non-Com skills only]
          Critical Success - Roll 20 ~ 25 [Req +0][^1 Degree]
          Critical Fail - Roll 1 ~ -5
          Specialty Skill Mastery - [Special] +X to any roll < X-1
          Ultimate Skills - [Special] add Ult-Skl ranks to skill Max (above Echelon)
          -
          Toughness - Resistance to Physical Harm [Damage Save balanced vs Dodge / Parry]
          Dodge - Ranged Combat Defense [+10] [balanced vs Toughness]
          Parry - Melee Combat Defense [+10] [balanced vs Toughness]
          Fortitude - Resistance to Systemic Harm [Damage Save balanced vs Ctrl /Conv]
          Control [Ctrl] - Mental Defense (Cour/Will) [+10] [balanced vs Fortitude]
          Conviction [Conv] - Special Defense (Wis/Rslv) [+10] [balanced vs Fortitude]
          -
          Notice - Immediate Range of Notice [Search]
          Awareness - General Field of [Peripheral] Awareness [Seach +10 DC]
          -
          Quickness - Actions Per Round [2 + Ranks]
          Speed - Distance Per Round [Ranks before Fatigue]
          -
          Insight - Observations about people's motives and behavior
          Intuition - OBservations about environment and situation
          -
          Victory Points - Special points to add to certain rolls [Become Plot Points]
          Plot Points - Points the guide uses to increase the drama or risk
          Sync Points - Points any two or more PC's can use to conquer obstacles TOGETHER [Conditional to Cooperation]
          -
          Aid Actions - Any attempt to assist another PC in a roll or check (+1 or +2 per degree)
          Level Balances - Echelon based maximum stats/ability tradeoffs
          -
          Extra Effort - Temporary bonus to action [often x2 - x4] [Fatiguing] [Risks Exhaustion]
          Extreme Effort - Temporary bonus to action [often x8 - x16] [Exhausting] [Risks Incapacitation]

          Would you like to know more?
          Last edited by Demeheron; 03-24-2019, 10:10 PM.

          Comment


          • Not your standard superhero setting Points of Interest

            * Near future fantasy world
            * Numerous types of metas
            * Many threats at every 'level'
            * Mortal peril to the 'people'
            * National superpowers reign
            * Megacorporations benefit & influence
            * Most metas ARE threats & menaces
            * People do bad things for good reasons
            * Few metas rise up to protect people
            * Violence is VIOLENT - often a matter of viscera
            * Power is POWERFUL - often a matter of scale
            * The GLOBE has an active history
            * Many 'good' people 'turn' violent, quick
            * Many reasons to distrust 'paragons'
            * Many competent & capable people
            * Many letter soup agencies (too many cooks)
            * Menacing/Empowered assault and real legal consequences
            * John Smith Acts/ Priveleges
            * Paragons are Unauthorized Non-state actors
            * Enemy agents/combatants - Persistent domestic "non-war"
            * PMA's - a little "everything proof"
            * Dozens of threats per Paragon
            * Any metatypes are subject to Govt capture, encampment, quarantine & sanction (For public health and safety)
            * Paragons SAVE people (re: SHOULD)
            * People PROTECT metas (re: SHOULD)
            * City, State, National, Continental & Global scope threats happen SUDDENLY and without warning
            * MANY of todays threats can be the key to survival LATER

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            Last edited by Demeheron; 03-24-2019, 10:08 PM.

            Comment


            • Campaign Qualities Points of Interest

              Campaign Qualities are points that all players and the GM need to agree upon so that they are all on the same page for any length of time for the game, from a single-Escapade (session) to an arc, to a whole season.
              -------------------------------------
              Escapade - Gameplay session
              Milieu - Social interaction Roleplay
              Adventure - Adventurous situation, often combat
              Event - Serious Event, Potential High-Casualty
              ------------------------------------------------------
              Mittens - Tactics & Combat (X-Com) - Minimal Roleplay
              Deathproof - Olny Roleplay (Prestige TV) - Minimal Combat
              -
              Panoply - Paragon Seeds Gameplay (Meanwhile)
              Menagerie - Menace Seeds Gameplay (Elsewhere)
              Cinematic - Epilogue Scenes (Unbeknownst) - Consequences
              -
              Fracture - Divided loyalties to diverse factions
              Sitcom - Situational comedic misadventures & quirky powers with comedic complications
              -
              Melodramatic - 1 Millieu Per 1 Adventure
              Dramatic - 1 Millieu per Escapade (if even that)
              Feature - Adventure to Adventure to Event
              Curb Your Heroism - No Events, ONLY Adventures
              Finale - One event at the end of the Season
              Crisis - Event to Event
              Chronicle - Day to Day CONTINUOUS story & adventure
              Tales of ... - Individual SEPERATE adventures
              -
              Roleplay - Characteristics (Persona) to Roleplay
              Vicarious - NO Characteristics to Roleplay
              -
              Casual - All New, Strangers in a strange land
              Resident - Native, Rumors come to life
              Familiar - Enthusiast, Headlines come to life
              Seasoned - Lifer; Research, Contacts & Experience
              Life-Interrupted - Milieu NPCs Played by Players
              -
              Naive - No Politics, No Business, Limited Media
              The System - Personally handled Politics & Business
              Savvy - Professionally handled Politics & Business
              -
              Soundstage - Limited range, intimate setting, frequented locations
              Backlot - Whole Borough, Multiple Settings
              Sprawl - Whole City, Multiple Settings
              Global - Whole World
              Realms - Multiple Hearths
              Cosmos - Whole Karayat Galaxy
              BLENDER! - Entire Setting
              -
              Absolutes - Irredemable Evil vs Absolute Good
              Sunday Funnies - Comedic "bad-guys", Pastiche, Gimmicks
              Saturday Morning - Long term, Power-goal "Villains" with Minions
              Message!! - Thoughtful Menacists, with legitimate causes
              Plethora - Enemies of every behavior type
              Diaspora - Enemies of every meta-origin
              Nemesis - Season-long world-class threat
              Roster - Small recurring roster of threats
              Calendar - Numerous disconnected adventure threats
              Syndicate - Season-long Syndicate threat or Nemesis

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              Comment


              • C l o s e r s

                * Contract Closers, called upon to execute tactical contracts on or for exclusive interests
                * Mostly skilled, though many are meta
                * Deniability & Completion are mandatory
                * Blending & Discretion often perfered
                * Since the 90's, as Atomic assets became public and/or protected, closers have been increasing in use
                * Many Renown or Exceptional apotent assets are either closers or get constripted or blackmailed into it
                * If others discover your obejective, the contract is NULL
                * If others discover who your client is, the contract is NULL and you WILL be liquidated
                * MOST contracts are Reconnaissance or Manipulation (Cons)
                * Closers OFTEN hired by a Broker
                * Clients OFTEN seek to manage and silence Closers, with or without pay
                * Brokers provide Cypher levels per day to clients, closers, contracts and themselves
                * Closers HAVE TO trust their Brokers
                * NO ONE wants another PHALLANX (Mouthwash) CONFESSION [2004]
                * Conscripted closers are OFTEN not working for 'THEMSELVES' or money
                * Expecting to be liquidated, conscripted closers often work to secure a benefit for a loved one
                * SOME conscripted closers work to secure revenge contracts on otherwise unassailable targets
                * MANY incarcerated menaces wind up as closers in foriegn nations
                * Paragons, openly fighting closers can often null their contracts & make them targets for liquidation
                * Only SENIOR Paragons or INFORMED Agents can "Intune" a Closer
                * Closer Cells are OFTEN not Crews, Allies or Associates.
                * Closers are OFTEN not known Mercenaries

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                Last edited by Demeheron; 03-24-2019, 10:02 PM.

                Comment


                • C l o s e r s R o l e s

                  > Fish - Tech, Comms, Cypher
                  > Monkey - Gunner, Martial, Soldier
                  > Mouse - Agile, Infiltrator, Climber
                  > Snake - Seductive, Friendly, Unasuming
                  > Octopus - Connected, Informed, Provocateur
                  > Chameleon - Impersonator, Double, Mole
                  > Wolf - Cleaner, Interrogator, Sleuth [Framer]
                  > Badger - Research, Snoop, Bureucratic Investigator
                  > Mamoth - Heavy Weapons, Demolitions, Drones, Engineer
                  > Peacock/Flamingo - Flashy, Loud, Powerful, KNOWN META

                  * The ROLES are more important than the names. It's just a reference point for the Guide to understand the roles of some special characters that populate or complicate their stories or scenes. Keep in mind, revealing Closers can not only null the contract, but it can be cause for the Closers to get liquidated. LET the players use the terminology that works for THEM. Unless the story of Closers were to be revealed to the players, the Guide would NEVER tell the player the Closers' roles names.

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                  Last edited by Demeheron; 03-25-2019, 12:16 AM.

                  Comment


                  • Relative Expanded Echelon Scales

                    Relative Echelons help provide context about the relationships between various TYPES of organizations, persons and situations one may encounter. This context is NOT absolute as there are edge cases that excede this scale both poorly and exceptionally. This context IS a way to guage what to expect for various elements at different scales (even at the same "Category" - the Scale can jump incrementally or even exponentially).

                    RELATIVE ECHELON SCALE

                    FOR EXAMPLE - Category [Description] - |Light |Medium |Serious

                    Miniscule [Domesticated Enclosed Animal] |-5 |-5 |-4
                    Comatose [Infirm] |-5 |-4 |-3
                    Infant [0-4y.o.] |-5 |-4 |-3
                    -
                    Debilitated [Infirm] |-4 |-3 |-2
                    Domesticated [Dependent Rseidence Animal] |-4 |-3 |-2
                    Young Child [5-8y.o.] |-4 |-3 |-2
                    Twilight [Elder] |-4 |-3 |-2
                    -
                    Paraplegic [Infirm] |-3 |-2 |-1
                    Venerable [Elder] |-3 |-2 |-1
                    Child [9-12y.o.] |-3 |-2 |-1
                    -
                    Tamed [Passive service - Ahmin Raised Animal] |-2 |-1 |+0
                    Senior [Elder] |-2 |-1 |+0
                    Monoplegic [Infirm] |-2 |-1 |+0
                    Young Adult [13-16 y.o.] |-2 |-1 |+0
                    Dilettente [Typical or Mundane Adult] |-2 |-1 |+0
                    -
                    Adult [17-20 y.o.] |-1 |+0 |1
                    Untamed [Naturally non-aggressive anima] |-1 |+0 |1
                    Family of 4 Bystanders [2Dilletente/2Dependant] |-1 |+0 |1
                    -
                    Average Adult [Apotent/Capable Unfetered] |+0 |1 |2
                    Practicioner/Challenger[Fighter] |+0 |1 |2
                    Career Criminal |+0 |1 |2
                    Androne |+0 |2 |4
                    -
                    Uncommon Adult [Good/Gifted/Great] |1 |2 |3
                    Commercial Business [Cart/Van/Mobile] |1 |2 |3
                    Infantry [Soldier] |1 |2 |3
                    Church [Local] |1 |2 |3
                    Medical Center [Storefront/Regional Clinic] |1 |2 |3
                    Networker [Amateur Power Broker] |1 |2 |3
                    -
                    TREACHEROUS [Relative Hazzard] |+2 |+3 |+4
                    Wild [Non-Predatory territorialized animal] |2 |3 |4
                    Specialist [Task-Oriented Proficient Soldier] |2 |3 |4
                    Serbot [Industrial/Domestic] |2 |3 |4
                    Gang [Chapter/Cell ] |2 |3 |4
                    Challenger/Competitor [Fighter] |2 |3 |4
                    Sherriff's Dept [Chapterhouse/Local] |2 |3 |4
                    Firehouse Ladder [Local] |2 |3 |4
                    Menacist Cell [3-6] |2 |3 |4
                    Commercial Business [Common Storefront] |2 |3 |4
                    Industrial Manufacturer [Small Scale] |2 |3 |4
                    Church [Community / Central / Stadium] |2 |3 |4
                    Cult [Regional or Demographic] |2 |3 |5
                    Synth [Skin Job] |2 |4 |6
                    Populist/Supremacist Movement |2 |4 |6
                    Fire Team/ Unit [Soldiers] |2 |4 |6
                    -
                    INJURIOUS [Relative Hazzard] |+3 |+4 |+5
                    Noteworthy Adult [Great/Remarkable/Renown] |3 |4 |5
                    Veridian [Public Service / Corporate] |3 |4 |5
                    Champion [Fighter] |3 |4 |5
                    Operator [Advanced Expert Soldier] |3 |4 |5
                    Feral [Significant Threat - Predatory Animal] |3 |4 |5
                    Crew [Skilled Heist Crew] |3 |4 |5
                    Set [Skilled Con] |3 |4 |5
                    Commercial Business [Local/Regional Chain] |3 |4 |5
                    Precinct [Urban] |3 |4 |5
                    Industrial Manufacturer [Int'l Scale] |3 |4 |5
                    Surrogate Androne [Johnny/Janey] |3 |4 |5
                    Fire Company [Urban] |3 |4 |5
                    Valet [Domestic / Luxury] |3 |4 |5
                    Cult [Natl] |3 |4 |6
                    Power Broker [Fixer/Advocate/Facilitator] |3 |4 |6
                    Squad/Force [Military Company] |3 |5 |7
                    Serious Gang [City/State] |3 |5 |7
                    Specialty Business [Cottage Industry / Insular] |3 |5 |7
                    Regional Church [Historic / Mega / Broadcast] |3 |5 |7

                    -
                    PERILOUS [Relative Hazzard] |+4 |+5 |+6
                    Police Dept. [County/Civil] |4 |5 |6
                    Commercial Business [Nat'l/Int'l Chain] |4 |5 |6
                    Fire Dept. [County/Civil] |4 |5 |6
                    Metas [Average Classs] |4 |5 |6
                    Police Dept [City Central] |4 |5 |6
                    Fire Dept [City Central] |4 |5 |6
                    Emergency Dispatch [City Central] |4 |5 |6
                    Industrial Business [Urban/Municipal] |4 |5 |6
                    Small City [Development District] |4 |6 |8
                    Populist Movement [Natl/Intl Political] |4 |6 |8
                    Cabal [Local / Ethnic / Market / New] |4 |6 |8
                    Mencaist / Supremacist Movement [Natl/Ethnic] |4 |6 |8

                    -
                    HEINOUS [Relative Hazzard] |+5 |+6 |+7
                    Dynamic Adult [Beyond Noteworthy - Nigh Meta] |5 |6 |7
                    City Government [Economic Zone / Sprawling] |5 |6 |7
                    Vermillion [Corporate/Military] |5 |6 |7
                    Cartel [Market/Illicit/Ethnic/Regional] |5 |6 |7
                    Criminal Motivator [Rank/Skill/Leadership] |5 |6 |7
                    Selective Service Class [Archon lvl Soldier] |5 |6 |7
                    Religious Magnate HQ [International/Historic] |5 |6 |7
                    Industrial Demanufacturer [Int'l Scale] |5 |6 |7
                    Boss [Fighter] |5 |6 |8
                    Cult [Int'l] |5 |6 |8
                    Corporation [Nat'l] |5 |7 |9
                    Law Enforcement Network [Nat'l/Federal] |5 |7 |9
                    Syndicate [Regional / Non-Trivictum] |5 |7 |9
                    Dire [Predatory/Adapted DANGEROUS Animal] |5 |7 |9
                    Platoon [Militia/PMC/Division - Military] |5 |7 |9
                    Private Intelligence Firm [Intelligence Service] |5 |7 |9
                    Moderate [Wealthy Family Network] |5 |7 |9
                    Cabal - Entrenched [Ethnic / Historic / Religious] |5 |7 |9
                    Power Broker [Network] |5 |7 |9
                    -
                    CALAMITOUS [Relative Hazzard] |+6 |+7 |+8
                    Cartel [Exclusive Int'l] |6 |7 |8
                    Corporation [10's Billions] |6 |7 |8
                    Meta [Noteworthy] |6 |8 |9
                    State Govt / Small Nation [Province/Territory] |6 |8 |9
                    Menacist Movement [Int'l Scope] |6 |8 |9
                    Kaiju [Common/Massive] |6 |8 |9
                    MASTERMIND [Cell Level] |6 |8 |10
                    END BOSS [Fighter] |6 |8 |10
                    Corporation [Int'l SMALL Zaibatsu] |6 |8 |10
                    Nat'l Military [Specialized Armed Force Division] |6 |8 |10
                    Intelligence Service [Nat'l / Int'l] |6 |8 |10
                    Religious Institution [Int'l HQ / Secular HQ] |6 |8 |10
                    -
                    EXTREME [Relative Hazzard] |+7 |+8 |+9
                    Masterful Adult [Beyond Dynamic] |7 |8 |9
                    Cartel [Ethnic / Institutional / Market / Int'l ] |7 |8 |9
                    Ponderously Wealthy [Family Network] |7 |8 |9
                    Combined Force Military [Int'l Scope] |7 |9 |10
                    Market Industry [Int'l Institutional] |7 |9 |11
                    Master [Fighter] |7 |9 |11
                    -
                    ULTIMATE [Relative Hazzard] |+8 |+9 |+10
                    Inordinantly Wealthy [Family Network] |8 |9 |10
                    Meta [Dynamic Class - Promethean Level] |8 |10 |12
                    Large National Government |8 |10 |12
                    Grand Master [Empowered Fighter] |8 |10 |12
                    MASTERMIND [Network Level] |8 |10 |12
                    -
                    NEW Elite [Family Network] |9 |10 |11
                    MegaCorporation [International Grasp] |9 |11 |13
                    MASTERMIND [Rhyzome Level] |9 |11 |13
                    Syndicate Operation [Trivictum C/D/T] |9 |11 |13
                    Cabal [Historic Institutional] |9 |11 |13
                    -
                    Apex Mundi Client Nation [Pyragelium] |10 |11 |12
                    Global SuperPower ["Non Empire" haha] [G8] |10 |12 |14
                    Meta [Masterful Class / Dark Void Level] |10 |12 |14
                    OLD ELITE [Family Network] |10 |12 |14
                    SAGE/SAINT [Evolved Fighter] |10 |12 |14

                    Apex Mundi Member Nation [Chaliceum] |11 |13 |15
                    Meta [Ponderous Class - Vibrato Level] |11 |13 |15

                    More to come... 2 hours of formatting now gone...

                    Would you like to know more?
                    Last edited by Demeheron; 03-27-2019, 12:52 PM.

                    Comment


                    • Apotent Archetype Layouts...

                      While this doesn't show all the mechanical specialties associated with each archetype, these just represent the concept of the archetype - I'm thinking in terms of the players who are not familiar with the game as a whole. The purpose is to make character creation easier. Without having to learn all the rules and feats and powers individually. Please keep in mind that some archetypes ARE more numerically advantageous than others. All Apotent Archetypes range from Good (+1), to Gifted (+2), to Great(+3) Echelons. Wheras some Apotent Archetypes have enough specialties for Remarkable (+4) or even Renown(+5). These layouts do not display the differences between them. It is BEST to just focus on the concept (or concepts) you want.

                      Archetype Layout Format:
                      Archetype - /Proficiencies/ Advanced Proficiency(+) / Incredible Proficiency (+)(+) [Story type, Role]

                      Archetype groupings are not necessarily listed by Story Type or Role, but are grouped together to illustrate the contrast in abilities between archetypes that might otherwise be seen as interchangeable.

                      Would you like to know more?
                      Last edited by Demeheron; 06-17-2019, 08:14 PM.

                      Comment


                      • Action and Combat Archetypes...

                        Melee Combat Archetype Group

                        BRAWLER - Tough(+)(+)/Diehard(+)/Takedown/Instant Up/Fearless/Distract/Intimidate/Knockback(+)[Melee]
                        MARTIAL ARTIST - Unarmed(+)(+)/CounterAttack(+)/Feats/Block/Quick/Grab/Improvized Weapon[Melee, Expert]
                        WEAPON MASTER - Melee Weapon(+)(+)/Disarm(+)/Feint/Sleight of Hand OR Block(+)/Quick/Counter Attack[Armed Melee, Expert]

                        Ranged Combat Archetype Group

                        SOLDIER - Teamwork(+)(+)/Aid(+)/Awareness(+)/Die-hard/Stamina/Tactics/Universal Basic Ranged Weapons/ Basic Melee Weapons[Ranged, Control, Expert]
                        TRIGGER- Mid-Range Arms(+)(+)/Dual Wield(+)/Aim(+)/Ricochet(+)/Precision/Chain Attacks [Ranged, Control]
                        HEAVY - Heavy Weapons(+)(+)/Special Ammo(+)(+)/Artillery(+)/Demolitions(+) [Ranged,Expert]
                        SNIPER - 2-Handed Weapons(+)(+)/Extreme Distance Aim (+)/Stealth(+)/Stamina/Survival/Control/Quick [Ranged, Expert]

                        Leadership Archetype Group

                        COUNTER MENACIST - Insight(+)/Improvized Tools&Weapons(+)(+)/Leadership/Clearance/Melee/Tactics(+)/Track [Ranged, Control, Expert, Intelligence]
                        POINTMAN - Clearance(+)(+)/Law(OR)Bureaucracy(+)/Master Plan(+)/Teamwork(+)/Leadership/Allies/Detect Ambush
                        [Contacts, Control, Expert, Espionage, Intelligence]
                        FACEMAN - Cipher(+)(+)/Charm(+)/Teamwork(+)/Bluff(+)/Diplomacy(+)/Impersonate(+)/Leadership [Control, Espionage, Expert]

                        ... and...

                        TACTICIAN - Master Plan(+)(+)/Tactics(+)(+)/Charm/Contacts(+)/Ambush/Inspire/Leadership/Decieve/Provoke(+)[Intelligence, Control, contacts, Expert]
                        SCHEMER - Traps(+)/Ambush(+)(+)/Provoke(+)/Plan(+)/Insight/Resist Provoke(+)/Contacts/Manipulate[Intelligence, Expert, Control, Contacts]

                        Would you like to know more?
                        Last edited by Demeheron; 06-17-2019, 08:41 PM.

                        Comment


                        • Cinematic Archetypes Set 1

                          Exploration/Terrain/Survival Archetype Group

                          SCOUT- Speed(+)/Stealth(+)(+)/Survival/Coms/Mounted/Pilot/Disarm(+)/Charm/Assessment(+)/Ranged Aim/Stamina[Expert, Espionage]
                          HUNTER/EXPLORER - Survival(+)(+)/Stealth(+)/Pilot(+)/Track(+)/ArchaicTools&Weapons/ImprovisedTools&Weapons(+)/Languages/Cultures/Ambush/Traps[Expert, Contacts, Transport]
                          GUIDE - Diplomacy(+)/Exotic Vehicles(+)/Languages(+)(+)/Escape(+)/Sleight(+)/Track(+)/Insight(+)(+)/RemoteLocales/Charm [Transport, Expert, Contacts]

                          Mobile Archetype Group

                          STREET KNIGHT - Mounted Attack(+)(+)/Stunts(+)/Getaway(+)/Wield&Ride/Aim/Evasion [Ranged, Transport, Expert]
                          WHEELMAN - Evade(+)/Maneuver(+)/Chase(+)/Speed(+)/VehicularDefensiveRoll(+)/Stealth/Charm/Local Terrain Mastery(+)(+) [Transport, Expert]
                          ACE - Pilot(+)(+)/Craft(+)/Chase(+)/Maneuver(+)/Evade (OR)Trap(+) [Transport, Expert, Ranged]
                          TRANSPORTER - Escort(+)/Sleight(+)/Feint(+)(+)/Intuition(+)/Local Terrain Mastery/Search/Interpose(+)/Charm/Disarm/Contacts [Control, Expert, Espionage]
                          STUNTMAN - Athletics(+)(+)/Breakfall(+)/Escape(+)/Vehicles(+)/Defensive Roll(+)/Tumble(+)/Allies/Charm [Control, Transport, Expert]

                          A figure looms in the darkness Archetype Group

                          ENFORCER - Intimidate(+)(+)/Disarm(+)/Diehard(+)/Power Attack(+)/Grab/Throw/DualWield/Lead/ [Expert, Melee, Ranged]
                          CLEANER - Cipher(+)(+)/Intuition(+)/Stealth(+)/Intimidate(+)/Cover-up(+)/Improvized Weapons(+)[Ranged, Expert, Espionage]

                          Detection Specialist Archetype Group

                          SLEUTH - Investigate(+)(+)/Insight(+)/Intuition(+)/Search(+)/Detect(+)/Interrogate(+)/Well-Informed(OR)Contacts(+)[Expert, Contacts]
                          FIELD ANALYST - Forensics(+)(+)/Detect/Search(+)(+)/Clearance(OR)Research(+)/Descipher(OR)Intuition(+)/Academics(+)(+)/ [Expert, Intelligence, Espionage]


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                          Last edited by Demeheron; 06-17-2019, 08:44 PM.

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                          • Cinematic Archetypes Set 2

                            Wealthy and Savvy Archetype Group

                            FIXER - Persuade (+)/Charm(+)/Equipt(+)/Bargain(+)(+)/Wealth(OR)Reputation(+)/Contacts(+)(+) [Contacts, Expert, Espionage]
                            HIGH ROLLER - Wealth(+)(+) - OR - Wealth(+) AND Fame(+)/Master Plan/Clearance/Charm/Publicity [Control, Contacts, Expert]
                            CON ARTIST - Contacts(+)/Bluff(+)/Sleight(+)/Streetwise(+)/Intuition(OR)Cipher(+)/Impersonate/ShortCon(OR) LongCon(+) [Expert, Control, Contact, Espionage]

                            Bureaucracy/Governance/Business Archetype Group

                            ENTREPENEUR - Expertise(+)/Finance(+)(+)/Bargain(+)/Contacts(+)(+)/Politics/Fame [Contacts, Expert, Espionage]
                            ADVOCATE - Law(+)/Bureaucracy(+)/Contacts(+)(+)/Politics(OR)Publicity(+)/Persuade(+) [Contacts, Expert]
                            POLITICO - Politics(+)(+)/Govt(+)/Law(OR)Clearance(+)/Bureaucracy(OR)Publicity(+)/Wealth(OR)Well Informed(+)/Contacts/Expertise [Contacts, Espionage, Intelligence]

                            Intelligence and Technology Archetype Group

                            FORWARD - Drone Op(+)(+)/Drone Mech(+)/Sensors(+)/Coms(+)/HighTech/Surrogate Piloting [Ranged, Expert, Espionage]
                            SNOOP - Insight(+)/Infiltration(+)/Decipher(+)/Gadgets(+)(+)/Coms&Sensors/LipReading OR Languages(+)/Clearance (OR) Cipher(+)/Stealth/Persuade/Diplomacy/Charm [Espionage, Intelligence, Expert]
                            HACKER - Tech(+)(+)/Decipher(+)/Research(+)/Drones(+)/Contacts [Intelligence, Expert]

                            Espionage Agent Archetype Group

                            PROVOCATEUR - Provoke(+)(+)/Guile(+)/Charm(+)/Incite(+)/Manipulate(+)/Diplomacy(+)/Contacts [Control, Espionage, Expert, Intelligence]
                            SABOTEUR - Detect(OR)Disarm(+)(+)/Explosives(+)/Traps(+)/Stealth(+)/NNBC(+)[Espionage, Expert, "Ranged"]
                            MOLE - Infiltrate(+)(+)/Cipher(+)/Sleight(+)/Plant(+)/Escape(+)/NonDescript/Stealth [Expert, Control, Espionage]

                            Some heroes wear uniforms and join unions Archetype Group

                            RESCUER - Treatment(+)/Triage(+)/Survival(+)/Teamwork(+)/Insight(+)/Tech/Hazardous Terrain Mastery [Expert]
                            CONSTABLE - Athletics(+)/Clearance(+)/Command/Contacts/Intimidation/Sidearm-SingleWield(+)/UrbanTracking/Law [Ranged, Expert, Contacts]

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