RPG Character Archetypes Guide
RPG Character Archetypes Guide
3 2 2 2 2 1
Brawn Agility Intellect Cunning Willpower Presence
Warnings:
Too many defense options selected.
The maximum recommanded number of skills is 8; you may
discard any unnescessary.
Minion Rival Nemesis Barbarian
Characteristic arrays
Name Caracteristics Power levels Examples
Brawn: 1, Agility: 2, Intellect: 1, Cunning: 3, Willpower: 1,
Small Creature -1 -1 0 Mouse, bird, snake, cat
Presence: 1
Brawn: 4, Agility: 2, Intellect: 1, Cunning: 2, Willpower: 1,
Large Creature 1 -1 0 Bear, ox, horse, cow, ram
Presence: 1
Stealthy Brawn: 2, Agility: 3, Intellect: 1, Cunning: 3, Willpower: 1,
0 -1 0 Puma, deer, shark
Creature Presence: 1
Brawn: 5, Agility: 1, Intellect: 1, Cunning: 1, Willpower: 1,
Huge Creature 1 -1 -1 Elephant, dinosaur
Presence: 1
Brawn: 2, Agility: 2, Intellect: 2, Cunning: 2, Willpower: 2,
Average Person 0 0 0 Any regular person
Presence: 2
Brawn: 3, Agility: 2, Intellect: 2, Cunning: 2, Willpower: 2, Laborer, mob tough,
Tough Person 0 -1 0
Presence: 1 soldier
Brawn: 1, Agility: 2, Intellect: 3, Cunning: 2, Willpower: 2,
Smart Person -1 0 0 Student, medic, hacker
Presence: 2
Brawn: 2, Agility: 2, Intellect: 2, Cunning: 2, Willpower: 1,
Sociable Person 0 0 0 Politician, manager
Presence: 3
Jack of All Brawn: 3, Agility: 3, Intellect: 3, Cunning: 3, Willpower: 3,
1 1 1 Any competent person
Trades Presence: 3
Brawn: 4, Agility: 3, Intellect: 2, Cunning: 2, Willpower: 3,
Skilled Warrior 2 0 0 Knight, berserker, veteran
Presence: 1
Brawn: 2, Agility: 1, Intellect: 5, Cunning: 2, Willpower: 2, Scholar, researcher,
Savant -1 -1 1
Presence: 1 surgeon
Brawn: 2, Agility: 2, Intellect: 2, Cunning: 3, Willpower: 3,
Born Leader 0 2 0 President, ruler, general
Presence: 5
Brawn: 2, Agility: 4, Intellect: 2, Cunning: 4, Willpower: 2, Spy, assassin, military
Cunning Foe 1 0 1
Presence: 2 scout
Brawn: 3, Agility: 3, Intellect: 4, Cunning: 4, Willpower: 5, The main villain in a
Mastermind 1 2 2
Presence: 3 story
Very Tough +10 wound threshold 1 0 0 Rival animals or non-humans and all nemeses
Giant Body +25 wound threshold 2 0 0 Silhouette 3 or higher animal rivals and nemeses
Skill packages
Name Skills Power levels
Basic Creature Athletics: 1, Brawl: 1, Survival: 2, Vigilance: 2 0 0 0
Adversary talents
Talent Description Power levels
Passive; Upgrade the difficulty of all combat checks targeting this character
Adversary 1 0 0 0
once per rank of Adversary.
Passive; Upgrade the difficulty of all combat checks targeting this character
Adversary 2 1 0 0
once per rank of Adversary.
Passive; Upgrade the difficulty of all combat checks targeting this character
Adversary 3 2 0 0
once per rank of Adversary.
Passive; Your character creates a bond with a single animal approved by your
GM. This animal must be silhouette 0 (no larger than a mid-sized dog). The
bond persists as long as your character chooses, although at your GM’s
discretion, the bond may also be broken due to abusive treatment or other
extenuating circumstances. As long as the bond persists, the animal follows
your character, and you dictate the animal’s overall behavior (although, since
the animal is only bonded with the character, not dominated, it may still
perform inconvenient actions such as scratching furniture, consuming rations,
and marking territory). Once per round in structured encounters, your
Animal character may spend one maneuver to direct their animal in performing one
1 0 1
Companion action and one maneuver during your character’s turn. The animal must be
within hearing and visual range of your character (generally medium range) to
do this. Otherwise, the animal does not contribute to the encounter. The
specifics of its behavior are up to you and your GM. For every additional rank
of Animal Companion your character has, increase the allowed silhouette of
the companion by one (this may mean your character gets a new companion,
or their companion grows in size). This talent can also change in flavor
depending on the nature of your game setting. While an animal companion
may make sense in many settings, in a futuristic setting it may make more
sense for the “animal” to be a robot or drone, for example.
Active (Incidental, Out of Turn); Your character can only use this talent while
piloting a starfighter or airplane of Silhouette 3 or less. When your vehicle
suffers a hit from a ranged combat check, after damage is calculated but
Barrel Roll 1 0 0
before armor is applied, your character may have their vehicle suffer 3 system
strain to use this talent. Then, reduce the damage suffered by a number equal
to their ranks in Piloting.
Activation: Active (Maneuver); Once per encounter, your character may use
this talent. Until the end of the encounter or until they are incapacitated, your
character adds ! " " to all melee combat checks they make. However,
Berserk 0 0 0
opponents add ! to all combat checks targeting your character. While
berserk, your character cannot make ranged combat checks. At the end of the
encounter (or when they are incapacitated), your character suffers 6 strain.
Brilliant
Casting
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Clever Active (Incidental, Out of Turn); Once per encounter, your character may use
0 0 0
Retort this talent to add automatic # # to another character’s social skill check
Active (Maneuver); Once per turn, your character may use this talent to have
a number of allies engaged with your character equal to your ranks in
Coordinated
Assault 3
Leadership add " to all combat checks they make until the end of your 1 0 0
character’s next turn. The range of this talent increases by one band per rank
of Coordinated Assault beyond the first.
Active (Incidental); When making a Computers check to hack a system or
break into a secured network, before rolling, your character may use this
Distinctive
Style
talent to add ! ! # # to the results. Tier: 3 If you are using the optional 0 0 1
hacking rules on page 232 and your check generates # #, your GM should
spend it on the I Know You! option in Table I.2-22 on page 234.
Active (Maneuver); Your character may use this talent to decrease the
Dual
Wielder
difficulty of the next combined combat check (see Two-Weapon Combat, on 1 0 0
page 108) they make during the same turn by one.
Passive; Your character adds $ to their melee combat checks while engaged
Duelist with a single opponent. Your character adds $ to their melee combat checks 0 0 0
while engaged with three or more opponents.
Elementalist page 95 0 0 0
Explosive
Casting
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Face of the
Wild
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Active (Action); Your character may use this talent to make an Average (%
%) Leadership check. If successful, a number of allies equal to your
Field
Commander
character’s Presence may immediately suffer 1 strain to perform one 1 0 1
maneuver (out of turn). If there are any questions as to which allies take their
maneuvers first, your character is the final arbiter.
Flicker Step page 97 1 0 1
Active (Incidental); When your character makes a ranged combat check with a
weapon that has the Blast item quality, you may spend one Story Point to use
Grenadier this talent to trigger the weapon’s Blast quality, instead of spending " (even 1 0 0
if the attack misses). In addition, your character treats grenades as having a
range of medium.
Active (Action); Once per round, your character may use this talent to
perform a ranged combat check against one non-vehicle target within range of
Hamstring
Shot
the weapon used. If the check is successful, halve the damage inflicted by the 0 0 0
attack (before reducing damage by the target’s soak). The target is
immobilized until the end of its next turn.
Passive; When your character uses the Field Commander talent, your
Improved
character affects a number of allies equal to twice the character’s Presence. In
Field 2 0 1
Commander addition, you may spend & to allow one ally to suffer 1 strain to perform an
action, instead of a maneuver.
Active (Action); Your character may use this talent to make an Average (%
%) Leadership check. For each ! the check generates, one ally within short
Improved
range heals one strain. For each ", one ally benefiting from Inspiring
Inspiring 0 0 1
Rhetoric Rhetoric heals one additional strain. Allies affected by your character’s
Inspiring Rhetoric add $ to all skill checks they make for a number of rounds
equal to your character's rank in Leadership.
Active (Incidental, Out of Turn); When your character suffers a hit from a
melee combat check and uses Parry to reduce the damage from that hit, after
the attack is resolved, you may spend ' or # # # from the attacker’s
Improved check to use this talent. Then, your character automatically hits the attacker
1 0 0
Parry once with a Brawl or Melee weapon your character is wielding. The hit deals
the weapon’s base damage, plus any damage from applicable talents or
abilities. Your character can’t use this talent if the original attack incapacitates
them.
Active (Action); Your character may use this talent to make an Average (%
%) Coercion check. For each ! the check generates, one enemy within short
Improved
range suffers 1 strain. For each ", one enemy affected by Scathing Tirade
Scathing 0 1 0
Tirade suffers 1 additional strain. Enemies affected by your character’s Scathing
Tirade add $ to all skill checks they make for a number of rounds equal to
your character’s ranks in Coercion.
Active (Incidental, Out of Turn); Once per encounter, when your character
would be incapacitated due to exceeding their wound or strain threshold, you
may spend a Story Point to use this talent. Then, your character is not
Indomitable 1 1 0
incapacitated until the end of their next turn. If your character reduces their
strain or wounds to below their threshold before the end of their next turn,
they are not incapacitated.
Active (Incidental); When your character purchases this talent, choose one
Lucky characteristic. After your character makes a successful combat check, you
1 0 0
Strike may spend one Story Point to use this talent to add damage equal to your
character’s ranks in that characteristic to one hit of the combat check.
Active (Incidental); When you purchase this talent for your character, choose
one skill. Once per round, your character may suffer 2 strain to use this talent
Master 1 1 1
to reduce the difficulty of the next check they make using that skill by two, to
a minimum of Easy (%).
Masterful
Casting
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Active (Incidental); When your character purchases this talent, choose two
Natural skills. Once per session, your character may use this talent to reroll one skill 1 1 1
check that uses one of those two skills.
Active (Incidental, Out of Turn); When your character suffers a hit from a
melee combat check, after damage is calculated but before soak is applied (so
immediately after Step 3 of Perform a Combat check, page 102), your
Parry 3 1 0 0
character may suffer 3 strain to use this talent to reduce the damage of the hit
by two plus their ranks in Parry. This talent can only be used once per hit, and
your character needs to be wielding a Melee weapon.
Active (Incidental); Once per round on your character’s turn, they may use
this talent to draw or holster an easily accessible weapon or item as an
Quick Draw 0 0 0
incidental. Quick Draw also reduces a weapon’s Prepare rating by one, to a
minimum of one.
Active (Action); Once per encounter, your character may use this talent to
make an opposed Charm or Coercion versus Discipline check targeting one
Ruinous
Repartee
character within medium range (or within earshot). If successful, the target 0 2 0
suffers strain equal to twice your character’s Presence, plus one additional
strain per !. Your character heals strain equal to the strain inflicted.
Second Active (Incidental); Once per encounter, your character may use this talent to
0 1 0
Wind 4 heal an amount of strain equal to their ranks in Second Wind.
Strength of
Faith
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Passive; When your character makes a Medicine check to heal wounds, the
Surgeon 2 0 0 1
target heals one additional wound per rank of Surgeon.
This adversary does not need to breathe, eat, or drink, and can Robots,
Mechanical drones, or
(or Undead)
survive in a vacuum and underwater. They are immune to 0 0 2
undead
poisons and toxins. adversaries
Creatures
When exposed to extreme heat, cold, or another environmental adapted to
Environmental
Vulnerability
effect (pick one), this adversary adds $ $ to all skill checks it -1 -1 -1 living in
makes. certain
climates
Large
At the start of the encounter, all opponents must make a Hard monsters,
(% % %) fear check as an out-of-turn incidental, as per page creatures, and
Terrifying 243 of the Genesys Core Rulebook. If there are multiple 1 1 1 individuals
sources of fear in the encounter, the opponents only make one who are
incredibly
fear check against the most terrifying enemy.
frightening
Equipment arrays
Weapons
Name Description Power levels
Equipment
Creatures and wild animals attack Teeth and claws (Brawl; Damage +2; Critical 3; Range
with their claws, teeth, tusks, or [Engaged]; Vicious 1) or hooves and tusks (Brawl; Damage
hooves. We treat these attacks as +2; Critical 4; Range [Engaged]; Knockdown, Stun 2).
Small Beast
equipment, and have provided a 0 0 0
or Creature
few options here. These profiles
represent creatures that are None.
human-sized or smaller.
Large creatures, as with small Gaping maw or razor claws (Brawl; Damage +4; Critical 2;
ones, treat their attacks as Range [Engaged]; Vicious 3), tentacles or thundering hooves
Large Beast equipment. These profiles (Brawl; Damage +5; Critical 4; Range [Engaged];
1 0 0
or Creature represent creatures much larger Knockdown, Concussive 1).
than a human, such as an elephant
or large dinosaur. None.
Manual laborers may be farmers, Large farming implement (Melee [Heavy]; Damage +3;
peasants, or others with access to Critical 5; Range [Engaged]; Cumbersome 3, Inferior).
Manual pitchforks, shovels,
0 0 0
Laborer sledgehammers, or other tools
they can use as improvised Heavy clothes (+1 soak).
weapons.
In every setting, there are Fists (Brawl; Damage +0; Critical 6; Range [Engaged];
multitudes of average people Disorient 1, Knockdown).
simply living out their lives. This
Basic
equipment package is for any 0 0 0
Citizen Clothing appropriate to the specific era, average coin purse or
character who has no reason to
have weapons, armor, or wallet.
specialized gear.
Those who build, repair, work Improvised brawling weapon (Brawl; Damage +1; Critical 5;
outdoors, and work with their Range [Engaged]; Disorient 2, Inferior).
Blue-Collar
hands have access to various tools Heavy clothing (+1 soak), tool belt full of tools (add !to 0 0 1
Worker
or scrap that can be used as a checks this character makes to repair of fix something),
weapon in a pinch. wallet.
Walking staff (Melee [Heavy]; Damage +2; Critical 4; Range
Travelers may be traders, [Engaged]; Defensive 1, Disorient 2).
shepherds, or wanderers who
Traveler Heavy cloak (1 defense), survival pack (removes $ from 0 0 0
spend their time walking and
sleeping outdoors. Survival or Perception checks this character makes), meager
coin purse or wallet.
Concealable melee weapon (Melee [Light]; Damage +1;
Critical 2; Range [Engaged]; Pierce 2).
Muggers, bandits, and thieves are Dark clothing (2 defense, adds $ to Stealth checks this
Criminal 1 0 1
all possible criminals. character makes), thieves’ tools (add " to Skulduggery
checks this character makes to open locks), backpack, rope
with grappling hook.
Sharp medical tool (Melee [Light]; Damage +0; Critical 1;
Range [Engaged]).
This equipment array can be used
for any sort of doctor or medical Clean clothing and face protection (add $ to Resilience
Doctor professional, from ancient barber- checks made by this character to resist disease or airborne 0 0 1
surgeons to modern general toxins), medicine kit (allows this character to perform
practitioners. Medicine checks to heal wounds and critical injuries without
penalty; after this character makes a successful Medicine
check to heal wounds, heal one additional wound), notebook.
Dueling weapon (Melee [Light]; Damage +2; Critical 3;
Range [Engaged]; Defensive 1).
Well-dressed, well-to-do Fancy clothing (adds " to any social skill checks this
Noble members of society, nobles are character makes), signet of authority (adds ! to any social 0 1 0
typical of the aristocracy. checks this character makes when interacting with someone
of a lesser social standing), important documents, full coin
purse or wallet.
Two-handed ranged weapon (Ranged; Damage 8; Critical 3;
The ranged warrior array is ideal Range [Long]), one-handed backup weapon (Melee [Light];
for medieval archers, modern Damage +2; Critical 3; Range [Engaged]; Vicious 1).
Basic
infantry, and futuristic soldiers. It Reinforced uniform or light armor (+1 soak), ammunition
Ranged 2 0 0
can also be used to equip reload (may spend a maneuver to reload their ranged weapon
Warrior
characters who work in the after it runs out of ammo), survival pack (removes $ from
wilderness. Survival or Perception checks this character makes), 1
painkiller.
Heavy rapid-firing ranged weapon (Gunnery; Damage 12;
This equipment array represents Critical 3; Range [Long]; Auto-Fire, Cumbersome 3, Vicious
warriors who use very powerful 2) or powerful single-shot ranged weapon (Gunnery; Damage
Heavy ranged weapons to support their 20; Critical 2; Range [Extreme]; Blast 10, Breach 2,
Ranged fellows. These might be scorpions Cumbersome 4, Limited Ammo 1, Prepare 1). 4 0 0
Warrior or ballista in ancient times,
modern machine guns, or Heavy defensive armor (+3 soak), ammunition reload (may
futuristic rocket weapons. spend a maneuver to reload their ranged weapon after it runs
out of ammo), backpack.
One-handed defensive melee weapon (Melee [Light];
The basic melee warrior array can Damage +2; Critical 4; Range [Engaged]; Defensive 1),
be used to equip the rank-and-file shield (Melee [Light]; Damage +0; Critical 6; Range
Basic Melee
of ancient armies, modern riot [Engaged]; Defensive 1, Deflection 1, Inaccurate 1, 1 0 0
Warrior
cops, or even futuristic soldiers Knockdown).
with powerful defenses.
Medium armor (+2 soak), satchel.
Two-handed powerful melee weapon (Melee [Heavy];
This equips a character who relies Damage +4; Critical 3; Range [Engaged]; Cumbersome 3,
on their armor to get close Pierce 2, Vicious 1) or one-handed versatile melee weapon
Heavy enough to bring heavy melee (Melee [Light]; Damage +3; Critical 2; Range [Engaged];
Melee weapons to bear. This could be Defensive 1) and shield (Melee [Light]; Damage +0; Critical 2 0 0
Warrior used by a brave knight, a noble 6; Range [Engaged]; Defensive 1, Deflection 1, Inaccurate 1,
samurai, or a power-armored Knockdown).
soldier with a plasma axe.
Heavy armor (1 defense, +2 soak).
This equipment array works for One-handed versatile melee weapon (Melee [Light]; Damage
characters who use a combination +3; Critical 2; Range [Engaged]; Defensive 1), one-handed
of melee and ranged weapons. ranged weapon (Ranged [Light]; Damage 5; Critical 3; Range
Versatile This could represent a cavalry [Medium])
1 0 0
Warrior soldier who fights with saber and
pistol, an officer with a sword and
sidearm, or a noble in a militant Reinforced clothing (1 defense, +1 soak).
culture.
One-handed ranged weapon (Ranged [Light]; Damage 6;
Adventurers journey into danger Critical 3; Range [Medium]; Accurate 1), backup brawling
with a smile on their face and a weapon (Brawl; Damage +1; Critical 4; Range [Engaged];
Adventurer torch in their hand. This could Disorient 3). 1 0 0
represent an explorer, an airship
crewmember, or even a pirate. Leather vest (+1 soak), backpack, length of rope, torch or
other light source, and well-worn hat.
In nearly every setting there is a Short-ranged entangling weapon (Ranged [Heavy]; Damage
need for people who hunt down 4; Critical 5; Range [Short]; Disorient 3, Ensnare 3, Limited
Bounty Ammo 1), stunning melee weapon (Melee [Light]; Damage
criminals, escaped prisoners, or 1 0 0
Hunter +3; Critical 5; Range [Engaged]; Stun 4; Stun Damage).
other fugitives. Their equipment
helps them in their task. Medium armor (+2 soak), warrants for bounties, restraints.
Long-ranged hunting weapon (Ranged [Heavy]; Damage 9;
Critical 3; Range [Extreme]; Accurate 1, Limited Ammo 2;
Some individuals hunt from reduce the difficulty of combat checks made at long or
elevated tree-stands or blinds, extreme range by 1).
Game waiting for prey to happen into
Camouflage (2 defense, add $ to Stealth checks made by this 2 0 0
Hunter range. This array could also be
used for a sharpshooter or character), survival pack (removes $ from Survival or
assassin. Perception checks this character makes), ammunition reload
(may spend a maneuver to reload their ranged weapon after it
runs out of ammo).
One-handed ranged weapon (Ranged [Light]; Damage 5;
Law enforcement officials from Critical 3; Range [Medium]) or one-handed bludgeoning
modern cops to ancient town weapon (Melee [Light]; Damage +3; Critical 4; Range
Law
guards typically have some sort [Engaged]; Disorient 2)
Enforcement 1 0 0
of protective clothing and then a
Officer
ranged or melee weapon of some Light armor (+1 soak), badge of authority (adds $ to
sort. Coercion or Leadership checks this character makes),
restraints, torch or other light source.
Combat pilots or operators of air Concealable ranged weapon (Ranged [Light]; Damage 5;
vehicles must always be ready to Critical 4; Range [Short]).
land in hostile territory. In the
Pilot Flight outfit, emergency survival kit (removes $ from 0 0 0
appropriate setting, the flight
outfit can be sealed against Survival or Perception checks this character makes), 1
vacuum. painkiller.
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