Re: New Archetypes
Postby easl » Thu Aug 13, 2015 1:15 pm
I think FS and FSII are great games but tend to think the archetype-focused character generation process is somewhat overly restrictive. To that end, instead of inventing new archetypes I just put together a generic template for character generation. Its described below. Feel free to use it or give me feedback if you think its flawed.
Note that I intentionally tried to design it so as not to overshadow the main archetypes. Thus you cannot build a character with the toughness of the Big Bruiser, or the AV of the Old Master, etc. What it's really intended to do is allow you flexibility: maybe you want to be a well educated Supernatural creature or a gun-slinging cyborg.
Step 1: Develop your character concept, catchphrase, juncture, hooks, and fortune subtype (if you plan on having one)
-You may not be a transformed crab or dragon. For those concepts, use the book versions. I would also welcome feedback on whether this generic template is too strong for other transformed animals. If so, suggest ways to modify these rules to make it more balanced.
Step 2: Begin with the following:
-AV 12 (you pick which type; it should be allowable with your fortune subtype)
-Backup AV 11 (it can’t use a different fortune subtype)
-Distribute a 6, 7, and 8 between Toughness, Fortune, and Speed
-Take “working stiff” wealth
Step 3: decide on role. What role does your character play in your party?
-Cannon: you kick butt and take names. Increase AV to 14, and Backup AV to 13
-Tank: you protect the innocent and hold off the big bad. Increase DV to 14 or Toughness by +2, your choice.
-Skill monkey: you solve the puzzles and problems that leave the rest of your party flabbergasted. Take one skill at 15 and two others at 12. You may exchange any one of these regular skills for two Info skills at the same level.
Step 4: flesh out character. Choose six of the following. You may pick the same benefit more than once, unless the text says otherwise.
-Add 1 to both AV and backup AV. You may only take this benefit once, and only if you didn’t take “cannon” as your role.
-Add 1 to DV. You may only take this benefit once.
-Add 1 to Toughness, or Fortune, or Speed. The maximum value of each is 9. If you exceeded toughness 9 in step 3, that is okay you can leave it at 10, but you can’t add any more to it.
-Take a Schtick. You may only take this benefit five times. You may not take Schticks of a different fortune sub-type than the one you have chosen, but you may mix and match schticks between all types allowed by your fortune subtype (so, for example, take any combination of sorcery and monster schticks. or transformed animal and fu schticks). Other standard schtick rules apply, so for example you cannot take transformed animal schticks from different animals or take any schtick without taking its prerequisite(s).
-Add one skill at 15, two skills at 12, or three Info skills at 12
-Take “rich” wealth.
-With the GM’s permission, you may take the “Juncture Adapted” core schtick.
Step 5: Sanity check
-The GM should review the character and veto any character that looks completely mechanically superior to one of the standard archetypes. The generic template is not supposed to do that, but hey, I’m not perfect.
Step 6: add icing on the cake. Once the GM approves your PC, take all of the following.
-One info skill at 12 which is hobby-like or character defining, but unlikely to be that useful. (Info: karaoke!)
-Pick two weapons appropriate to your AV and skill set.
-If you have at least two Vehicle schticks, or a Driving skill of 15, or the rich wealth level, take a car. Work out what is appropriate with your GM
Awesoming up: generic template built characters may awesome up in the following ways:
-Add a new skill at 9
-Increase a current skill to 12
-Increase a current skill by +1, subject to the standard rules.
-Take a schtick of the same type(s) you took during character generation, subject to the standard rules.
...aaaaand, you're done!