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.

WHAT KINDS OF ARCHETYPES ARE THERE?

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.
HOW DO I KNOW HOW TRAINED I AM?

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
CHANNELING FOR FUN AND PROFIT

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.

THE GIFTS OF THE MAGUS

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
THE GIFTS OF THE MAGUS

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
YOUR NATURAL TALENT

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.

THE GIFTS OF THE MAGUS

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.

THE MOMENT YOU TRAINED FOR

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.

WHAT’S YOURS IS MINE

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.

TACTICS AND STRATEGY

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.

BARBARIAN: THE DEFIANT CHAMPION

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
PEERLESS MASTER

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
WEARY MERCENARY

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
JUST REDEEMER

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
SEASONED VETERAN

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
RELENTLESS PURSUER

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.