Chose one primary and one secondary archetype, or two secondary archetypes. Primary archetypes must be unique among adventurers. ## Primary Archetypes ### Agent Agents are engineers and coordinators that excel at managing problems and getting things done. **Ability** When an agent investigates they reveal all escalations (flip the cards face-up in place) anywhere in the stack. Agents may mitigate escalations anywhere in the stack and others may cooperate with them on those mitigations. - Warden - Saboteur - Scout - Engineer - Investigator ### Crusader Crusaders champion a cause and evangelize a moral code. They are entwined with the gods and fates and their own principles. Choose an ideology, philosophy, or conviction about how you think the world should behave. Your ideology must be specific enough to compel action and broad enough to create difficult choices. **Ability**: You gain a luck token whenever you take a dangerous action to promote or enact your ideology. When you spend luck to promote or enact your ideology you also get the effects of Second Wind (remove stress equal to Tenacity). - Herald - Maestro - Paladin - Prophet - Activist ### Diplomat Diplomats are masters of persuasion and negotiation, diction and body language. They can talk their way into or out of any situation. **Ability**: Diplomats may Declare Parley and present a pact: "We will {action} until {condition} if you {action} until {condition}." Characters will always agree to a pact if they believe it is in their best interest and refuse a pact that would violate a core belief. When in doubt the player makes an action roll. If the adventurers betray the pact then add two cards to their devotion stack and the adventurers lose reputation with that faction. Diplomats can only declare parley with groups that are intelligent enough to negotiate and can understand the diplomat. - Ambassador - Commander - Emissary - Courtier - Minister ### Handler Handlers are animal trainers and drone pilots. They have a special connection to their "pet" and can command it to do things for them. Although any character can have a friendly animal, only handlers can use their pets to take actions. **Ability**: Handlers can use their "pet" to take an action. This counts as the adventurer's action for the turn. Pets are feats with power and scope and the adventurer may have many. A pet can be replaced during downtime. - Beastmaster - Circus Tamer - Drone Pilot - Witch ### Sorcerer Sorcerers think they know the secrets of the universe. They are able to harness supernatural power. Each sorcerer specializes in one elemental domain and they can control that element to create spell-like effects. **Ability**: Specialization in a specific elemental domain and the ability to use sorcery within that domain. You may take a feat "Sorcery: {element}" and use that feats to invent feats related to manipulating that element. The chapter on [[Supernatural Power]] has more information. You may have additional sorcery feats for other elements but they may never be more than half the level of your primary sorcery feat. - Wizard - Mystics - Enchanter - Shaman - Spiritualist ### Tactician Tacticians are highly trained and experienced in the martial arts and strategy of battle. They are able to manipulate the battlefield to get an advantage in any conflict. **Ability**: When a tactician cooperates with other adventurers on an action, reduce the risk level of all adventurers participating in that action, including themselves. Additionally, whenever a tactician uses a support action all other adventurers can benefit from the reduced risk. - Soldier - Swashbuckler - Barbarian - Operative - Bounty Hunter ## Supporting Archetypes ### Paragon Crusaders champion a cause and evangelize a moral code. They are entwined with the gods and fates and their own principles. Choose an ideology, philosophy, or conviction. **Ability**: Gain one additional luck tokens whenever luck tokens refresh. ### Provisioner Provisioners are experts at preparing for an expedition. **Ability**: Provisioners gain an extra equipment slot for their loadout. ### Prodigy A prodigy excels at a specific profession or ability. **Ability**: Choose a trait. Whenever you use that trait you may re-roll some 1s, up to the level of the trait, when making an action roll. Only 1s may be re-rolled. ### Benefactor **Ability**: You may trade luck tokens with other players, one per turn. ### Mutant **Ability**: Gain Wyrdness effects as if your Wyrd was 2 points higher, except for the level 10 effect. ### Beserker **Ability**: Commit completely to doing something reckless and foolhardy. For this action convert all your stress dice into action dice. At the end of the action double your stress dice. ### Jester **Ability**: Gain +2 bonus die to an action based on the suit of the card currently on top of the discard pile. Use the *Suit* table in to determine what kind of action gets a bonus. ### Sentinel **Ability**: Whenever you would gain one or two stress, receive one less stress. When you would gain four or more stress, receive one additional stress. ### Rogue **Ability**: You may interrupt an escalation or other GM description with an action. When you do, you skip your next action and the risk level is at least dangerous. ### Ally **Ability**: Receive one less stress when you cooperate with another adventurer. ## License Asmythe TTRPG is published under the [Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license.](https://creativecommons.org/licenses/by-nc-sa/4.0/)