Archetypes
Archetypes are templates for characters that allow you to pick up and play with a minimum of fuss. With Archetypes, a beginning player can not only select a character archetype that lets them fill a specific role, but also provides a framework from which they can logically progress.
Players can choose from four overarching categories of Archetypes and drill down from there. Categories are:
| CATEGORY | DESCRIPTION |
|---|---|
| CHANNELER | Experts in the use of magic and the means to acquire it. |
| MANITOU | Beings whose unusual natural gifts have defined their existence. |
| SPECIALIST | Professionals, sages, rogues, and any and all who earn their keep by the skills they’ve learned. |
| WARRIOR | Those who live and die by their swords and their strategies. |
Part of the flexibility of The Lens is that your Referee can decide how difficult or easy it is for your Characters to survive. To simplify matters, each Archetype indicates the Abilities that a Character of that type should possess, as well as a PRIORITY of High, Medium, and Low.
This table tells you how many points to put into each Ability once you select your Archetype, based on your CAMPAIGN TYPE and the PRIORITY of the ABILITY for the given ARCHETYPE:
| CAMPAIGN TYPE | HIGH | MED. | LOW | OPT. |
|---|---|---|---|---|
| DOOMED (6) | 1 | 1 | 1 | 0 |
| NORMAL (10) | 2 | 1 | 1 | 1 |
| AWAKENED (14) | 2 | 2 | 2 | 1 |
| FATED (18) | 3 | 2 | 2 | 2 |
| CHOSEN (22) | 3 | 3 | 3 | 2 |
| MYTHIC (26) | 4 | 3 | 3 | 3 |
Channelers, otherwise known as source-wielders and magic-users, are experts in the methods of tapping into raw magic and shaping it with their force of will. They run the gamut from highly-trained students of the arcane to wild-eyed delvers in the secrets mortals were never meant to know.
While there is as much distinction between the path each channeler follows as there is between the powers they wield, the templates below are provided without bias towards one source of magic or another. While following the path of Wizardry may be more likely to move a caster to the schools of the elements, ultimately any path can acquire power from any School. Consider the below simple templates from which to grow.
Studious, powerful, and prone to digression, Magi have studied ancient tomes, crumbled scrolls, and the accounts of long-forgotten civilizations to find their paths to power. Moreso than most, Magi understand the inherent interconnectedness of things, and are often able to shift themselves, and even magic itself, in both space and time.
| ABILITY | CATEGORY | PRIORITY | PURPOSE |
|---|---|---|---|
| SOURCE | Source | HIGH | The means by which to access magic |
| PATTERNING | Schools | HIGH | Detection, identification, and combination of magics |
| ALTERATION | Schools | MEDIUM | Changing things into other things |
| KINETICS | Schools | MEDIUM | Moving things from where they are to where you want them |
| CONVICTION | Anima | LOW | Regain SPIRIT, your magical fuel, once per scene or combat |
| ENERGY | School | LOW | Creation, manipulation, and destruction of electricity, heat, and cold |
| EIDETIC MEMORY | Gifts | OPTIONAL | Memory with perfect recall |
| SAGE | Skilled | OPTIONAL | Choose an area of knowledge and become an expert in that field |
Studious, powerful, and prone to digression, Magi have studied ancient tomes, crumbled scrolls, and the accounts of long-forgotten civilizations to find their paths to power. Moreso than most, Magi understand the inherent interconnectedness of things, and are often able to shift themselves, and even magic itself, in both space and time.
| ABILITY | CATEGORY | PRIORITY | PURPOSE |
|---|---|---|---|
| SOURCE | Source | HIGH | The means by which to access magic |
| PATTERNING | Schools | HIGH | Detection, identification, and combination of magics |
| ALTERATION | Schools | MEDIUM | Changing things into other things |
| KINETICS | Schools | MEDIUM | Moving things from where they are to where you want them |
| CONVICTION | Anima | LOW | Regain SPIRIT, your magical fuel, once per scene or combat |
| ENERGY | School | LOW | Creation, manipulation, and destruction of electricity, heat, and cold |
| EIDETIC MEMORY | Gifts | OPTIONAL | Memory with perfect recall |
| SAGE | Skilled | OPTIONAL | Choose an area of knowledge and become an expert in that field |
Manitou encompass shapeshifters, intelligent animals, and animal-humanoid hybrids - any whose innate abilities come more from what they were born with than what they’ve learned. From well-adjusted secret neighbors, near-feral inhabitants of the wild, and secret predators in the house down the road, the Manitou are everywhere among us.
Studious, powerful, and prone to digression, Magi have studied ancient tomes, crumbled scrolls, and the accounts of long-forgotten civilizations to find their paths to power. Moreso than most, Magi understand the inherent interconnectedness of things, and are often able to shift themselves, and even magic itself, in both space and time.
| ABILITY | CATEGORY | PRIORITY | PURPOSE |
|---|---|---|---|
| SOURCE | Source | HIGH | The means by which to access magic |
| PATTERNING | Schools | HIGH | Detection, identification, and combination of magics |
| ALTERATION | Schools | MEDIUM | Changing things into other things |
| KINETICS | Schools | MEDIUM | Moving things from where they are to where you want them |
| CONVICTION | Anima | LOW | Regain SPIRIT, your magical fuel, once per scene or combat |
| ENERGY | School | LOW | Creation, manipulation, and destruction of electricity, heat, and cold |
| EIDETIC MEMORY | Gifts | OPTIONAL | Memory with perfect recall |
| SAGE | Skilled | OPTIONAL | Choose an area of knowledge and become an expert in that field |
Bash is for hackers.
Manitou encompass shapeshifters, intelligent animals, and animal-humanoid hybrids - any whose innate abilities come more from what they were born with than what they’ve learned. From well-adjusted secret neighbors, near-feral inhabitants of the wild, and secret predators in the house down the road, the Manitou are everywhere among us.
Bash is for hackers.
Studious, powerful, and prone to digression, Magi have studied ancient tomes, crumbled scrolls, and the accounts of long-forgotten civilizations to find their paths to power. Moreso than most, Magi understand the inherent interconnectedness of things, and are often able to shift themselves, and even magic itself, in both space and time.
| ABILITY | CATEGORY | PRIORITY | PURPOSE |
|---|---|---|---|
| SOURCE | Source | HIGH | The means by which to access magic |
| PATTERNING | Schools | HIGH | Detection, identification, and combination of magics |
| ALTERATION | Schools | MEDIUM | Changing things into other things |
| KINETICS | Schools | MEDIUM | Moving things from where they are to where you want them |
| CONVICTION | Anima | LOW | Regain SPIRIT, your magical fuel, once per scene or combat |
| ENERGY | School | LOW | Creation, manipulation, and destruction of electricity, heat, and cold |
| EIDETIC MEMORY | Gifts | OPTIONAL | Memory with perfect recall |
| SAGE | Skilled | OPTIONAL | Choose an area of knowledge and become an expert in that field |
Bash is for hackers.
Bash is for hackers.
Bash is for hackers.
Manitou encompass shapeshifters, intelligent animals, and animal-humanoid hybrids - any whose innate abilities come more from what they were born with than what they’ve learned. From well-adjusted secret neighbors, near-feral inhabitants of the wild, and secret predators in the house down the road, the Manitou are everywhere among us.
An uncivilized and dangerous warrior, known for ferocity in battle and survival in harsh environments.
| ABILITY | CATEGORY | PRIORITY | PURPOSE |
|---|---|---|---|
| WEAPON USE | Martial | HIGH | Offensive capability - usually 2h |
| RAGE | Gifted | HIGH | Heightened offensive threat |
| MANEUVERING | Martial | MEDIUM | Active defenses |
| FORTITUDE | Anima | MEDIUM | Combat longevity |
| QUICKNESS | Gifted | Low | Additional offensive actions |
| SURVIVOR | Skilled | Low | Subsisting without the aid of civilization |
| DEFIANCE | Anima | Optional | Additional resilience in combat |
| SIXTH SENSE | Gifted | Optional | Enhanced responses and awareness |
| TOOL / CONSUMABLE | QUALITY | COST | PURPOSE |
|---|---|---|---|
| 2-HANDED WEAPON | COMMON | 4 | Offensive capability - waraxe, 2h sword, maul |
| LEATHER ARMOR | COMMON | 1 | Heightened offensive threat |
| RATIONS | COMMON | 1 | 1wk supplies of food/water |
A trained and learned weapons master bar none, focused on the art of combat in the civilized world.
| ABILITY | CATEGORY | PRIORITY | PURPOSE |
|---|---|---|---|
| WEAPON USE | Martial | HIGH | Offensive capability, usually 1h and thrown |
| MANEUVERING | Martial | HIGH | Active defensive capability |
| QUICKNESS | Gifted | MEDIUM | Additional combat actions |
| REFLEXES | Gifted | MEDIUM | Additional combat reactions |
| SCOUNDREL | Skilled | Low | Initiative, battlefield control |
| FORTITUDE | Anima | Low | Combat longevity |
| ACROBAT | Skilled | Optional | Battlefield maneuvering, casual competence |
| DIPLOMAT | Skilled | Optional | Dishing out and taking high society insults |
A warrior for hire, as comfortable in the saddle as on the battlefield.
| ABILITY | CATEGORY | PRIORITY | PURPOSE |
|---|---|---|---|
| WEAPON USE | Martial | HIGH | Offensive and defensive capability - usually cavalry weapons |
| ARMOR USE | Martial | HIGH | Passive damage mitigation |
| SHIELD USE | Martial | MEDIUM | Active damage mitigation |
| HORSEMANSHIP | Skilled | MEDIUM | Mounted attacks, battlefield agility and skill, initiative |
| QUICKNESS | Gifted | Low | Additional combat actions |
| ANIMAL TRAINING | Skilled | Low | Special commands for the mount, independent combat |
| EMPATHY | Gifted | Optional | Precise communications with mount |
| DEFIANCE | Anima | Optional | Combat longevity |
Errant servants of justice sworn to the service of Ardios, Knights wander the land, looking for wrongs to right and heroic deeds to achieve.
| ABILITY | CATEGORY | PRIORITY | PURPOSE |
|---|---|---|---|
| WEAPON USE | Martial | HIGH | Offensive capability, usually 1h |
| ARMOR USE | Martial | HIGH | Passive damage mitigation |
| SHIELD USE | Martial | MEDIUM | Active damage mitigation |
| DIVINITY | Source | MEDIUM | Access to the magic of Ardios |
| DIPLOMACY | Skilled | Low | Relationships with rank and title |
| LIFE | School | Low | Ability to heal physical harm |
| FORTITUDE | Anima | Optional | Longevity in combat |
| DEFIANCE | Anima | Optional | Longevity in combat |
A professional warrior, comfortable in heavy armor, able to command others in the chaos of battle, and deadly in combat.
| ABILITY | CATEGORY | PRIORITY | PURPOSE |
|---|---|---|---|
| WEAPON USE | Martial | HIGH | Offensive capability, usually 1h/reach |
| ARMOR USE | Martial | HIGH | Passive damage mitigation |
| OFFICER | Skilled | MEDIUM | Initiative, battlefield control, buff to others |
| FORTITUDE | Anima | MEDIUM | Combat longevity |
| SHIELD USE | Martial | Low | Active damage mitigation |
| REFLEXES | Gifted | Low | Additional reactive capacity |
| DIPLOMAT | Skilled | Optional | Ability to navigate the military structure |
| SOLDIER | Skilled | Optional | Knowledgeable in military procedure and skills |
Master of the hunt, deadly with a bow and as at home in the wilds as in a tavern, bragging about their latest kill or waiting for their next target.
| ABILITY | CATEGORY | PRIORITY | PURPOSE |
|---|---|---|---|
| WEAPON USE | Martial | HIGH | Offensive capability, usually ranged and 1h |
| MANEUVERING | Martial | HIGH | Active defenses and attack avoidance |
| ENHANCED HEARING | Gifted | MEDIUM | Enhanced responses and awareness to sound |
| HUNTER | Skilled | MEDIUM | Ability to hunt game and survive in the wild |
| FORTITUDE | Anima | Low | Combat longevity |
| SCOUNDREL | Skilled | Low | Lying in wait, sneak attacks, stealthy approaches |
| QUICKNESS | Gifted | Optional | Additional combat actions |
| SURVIVOR | Skilled | Optional | Ability to sustain self alone in harsh environments |
| OVERVIEW | CHANNELERS | MANITOU | SPECIALISTS | WARRIORS |
|---|
OVERVIEW
In the sections that follow there are a number of templates intended to allow a beginning player to select a group of abilities that will let them fill a specific role or archetype without worrying too much about the specifics. Use the navigation menu above, or the sidebar, to choose between the three typical character archetypes:
- Channelers, experts in the use of magic and the means to acquire it.
- Manitou, those whose natural gifts have defined their existence.
- Specialists, including professionals of every stripe, including rogues, sages, diplomats, and tradesfolk.
- Warriors, masters of weaponry and the battlefield,
Since campaigns can come in many flavors, these templates don’t necessarily note which abilities should be trained to what level, but instead will indicate priorities for experience point investment.