Choosing your Archetype

## What is an "Archetype"?

If you have prior experience of Roleplaying games you may be familiar with the concept of choosing a Characters "class" or "role", which describes a set of abilities they will have in much the same way you might expect a person's job may determine their capabilities.

In Freedom Fantasies we describe the Character's "class" in terms of their role within the narrative: their "Archetype".

An Archetype is a set of game mechanics which allow a Player to experience the tropes and fantasies typically associated with Characters associated with that narrative Archetype, as opposed to those associated with a specific Theme. See Themes for how this is achieved.

Archetypes are intended to be very broad in terms of the types of Characters they may represent, and may therefore be introduced to a range of different Settings and Genres.

For example, in a High Fantasy adventure the "Hero" Archetype may represent an unlikely hero who rises from their job as a pig farmer to a legendary knight of the realm who helps end an intercontinental war, while in a Sci-Fi setting it might represent an unlikely hero who rises from their job as a moisture farmer to a legendary star ship pilot who helps end an interstellar war.

As a Character progresses though their story they may gain more abilities consistent with them becoming a more competent and fantastical example of that Archetype. See Levelling Up for more on this.

Alternatively, a Player may feel that their Character would be better represented by a combination of multiple Archetypes*,* and as they Level Up they may wish to acquire features from other Archetypes. See Diversifying for more on this.

## Which Archetype is right for me?

* In Freedom Fantasies there are currently four broad groupings of Archetype: Martial, Expert, Support and Magic.

* The Martial group represent Archetypes whose features are primarily focused on their prowess in physical combat. All Archetypes in this group have a resource called Stamina which they may expend to perform feats of martial prowess. Archetypes include Brute, Hero, Tactician and Warrior.

* The Expert group represent Archetypes whose features are primarily focused on excelling in their competency in Skills. All Archetypes in this group receive a feature called Expertise which allows them to increase the Result of their Skill Checks. Archetypes include Explorer, Inventor, Muse and Trickster.

* The Support group represent Archetypes whose features are primarily focused on connection with others or the world around them. All Archetypes in this group have a resource called Will, which they may expend to better enable them to Support those around them. Archetypes include Champion, Guardian, Paragon and Summoner.

* The Magic group represent Archetypes whose features are primarily focused on the use of Magic. All Archetypes in this group have access to Spellcasting and receive features which make this Spellcasting especially potent. Archetypes include Chosen, Enchanter, Gifted and Scholar
* For each Archetype we briefly describe their Narrative Role, the features they gain and the overall Fantasy they embody.

### Martial Archetypes

#### Brute

* Brutes rely upon on their sheer power and resilience.
* They gain features such as Rage which let them cause more Damage and resist Damage dealt against them, and Intimidating Presence which let's them strike fear into their opponents. Further features they gain tend to boost their Damage and resilience further.

* They are especially well suited to Players who enjoy the fantasy of being a reckless and powerful force on the battlefield.

#### Hero

* Heroes rely upon their determination and ability to succeed against the odds (i.e. they are Action Heroes).
* They gain features such as Grit which allows them to reduce the Damage they've taken, Determination which allows them to excel in Skill Checks, and Bullet Time allows them to perform sudden bursts of activity. They gain the most Major Improvements of all the Archetypes, making them the most versatile Archetype.

* They are especially well suited to Players who are enjoy the fantasy of a Character relying on their grit and determination.

* They are also in many ways the easiest Archetype for New Players to use, while also offering versatility which Veteran players may also enjoy.

#### Tactician

* Tacticians rely upon their mental prowess and ability to help guide the actions of those around them.
* They gain features such as Rally which enable them to help themselves and other reduce their Damage taken, Strategic Action which allows them to grant additional Actions to their allies and Tactical Strike which allows them to outthink their enemies. They gain features which allow them to rely upon their Intelligence to excel in Combat.

* They are especially well suited to Players who are enjoy the fantasy of a Character relying on their intelligence to succeed.

#### Warrior

* Warriors rely upon their discipline and mastery of martial combat.
* They gain features such as Flurry of Blows which enable them to make additional Unarmed Strikes against their enemies, Quick Dodge to better avoid attacks against them, and Targeted Strike which allows them to inflict debilitating conditions on their enemies. They gain features which allow them to rely upon their Focus to excel in Combat.

* They are especially well suited to Players who enjoy the fantasy of a Character who relies upon their mastery and discipline in combat.

### Expert Archetypes

#### Explorer

* Explorers use their inquisitiveness and experiences of the world around them to achieve their goals.
* They gain features such as Favored Foe that better enable them to pursue their quarry. Additionally they have a limited ability to Cast Spells from the Natural Tradition of Magic, and a limited number of Stamina Points with which to fuel their non-magical abilities.

* They are especially well suited to Players who enjoy the fantasy of exploring fantastical worlds, and rely upon a combination of both Spellcasting and martial prowess.

#### Inventor

* Inventors rely upon their ingenuity and skills with tools to achieve their goals.
* They have the ability to Upgrade Objects to grant them additional abilities, many of which are fantastical in nature. They also have a limited ability to effectively Cast Spells from the Creation Tradition of Magic, although the source of these spells is scientific rather than magical in their origins.
* They are especially well suited to Players who enjoy the fantasy of inventing wondrous items and relying upon their intelligence to succeed.

#### Muse

* Muses rely upon their ability to inspire those around them to achieve great things, and use their broad knowledge of lore and reality to Cast Spells from the Creation Tradition of Magic, as well as a range of other traditions
* In addition to being capable Spellcasters, they gain a limited amount of Will Points which they may use to Inspire others.

* They are especially well suited to Players who enjoy the fantasy of being a Charismatic leader or supportive member within a group.

#### Trickster

* Tricksters more than any other Archetype rely upon their Skills, as well as their cunning and their ability to deceive those around them.
* They gain features such as Sneak Attack which allow them to either inflict significant harm on those they have the upper hand against or cause hindering effects against using their Tricks.
* They do rely upon any resources to use their abilities, representing their ever present ability to rely upon their cunning to succeed.

* They are especially well suited to Players who enjoy the fantasy of relying upon their cunning and acts of Trickery.

### Support Archetypes

#### Champion

* Champions rely upon their shared sense of purpose to drive them, and their martial prowess to see that purpose carried out in the world.
* Their profound sense of purpose grants them a limited ability to Cast Spells from the Supernatural Tradition of Magic, and they may use their connection to their purpose to support those around them.
* They are especially well suited to Players who enjoy the fantasy of being driven by a singular purpose, as well as excelling in both spellcasting and martial combat.

#### Guardian

* Guardians rely upon their connection to an aspect of the world around them and their drive to protect it to grant them power from the Natural Tradition of Magic.
* They are capable Spellcasters, and may also use their connection to the world to either transform themselves into an animal, form a magical bond with an animal companion, or draw further power from Nature.

* They are especially well suited to Players who enjoy the fantasy of having a profound connection to an aspect of the Natural World.

#### Paragon

* Paragons rely upon their connection to a singular virtue or ideal which they endeavor to represent to those around them, and use this connection to draw power from the Supernatural Tradition of Magic.
* They are capable Spellcasters, and may use their connection to heal or protect their allies, or take up arms against their enemies.

* They are especially well suited to Players who enjoy the fantasy of having a profound connection to an ideal.

#### Summoner

* Summoners draw power from their connection to Spirits, who serve as protectors and a source of Supernatural power.
* By making a Pact with these Spirits, Summoners are able to Cast Spells from the Supernatural Tradition of Magic.
* In addition to being capable Spellcasters, they may use their connection with Spirits to both protect themselves and cause great harm to those who oppose them.
* They are especially well suited to Players who enjoy the fantasy of summoning other creatures to serve them in a range of encounters.

### Magic Archetypes

#### Chosen

* Chosen draw power from beings with vast Magical Power, who both grant them both magical boons known as Invocations and powerful Arcane Magic.
* By making a Pact with these beings, the Chosen are able to Cast Spells from the Arcane Tradition of Magic.
* In addition to being capable Spellcasters and the magical boons granted by their Patrons, they gain an Object of Power which grants them a physical connection to their magical abilities.
* They are especially well suited to Players who enjoy the fantasy of being granted vast magical powers by Characters who they may come into conflict with.

#### Enchanter

* Enchanters draw power from their ability to bind magic into physical form, and use their mastery of the Words of Power to command the power of Nature.
* By making pacts with magical beings, Enchanters are able to Cast Spells from the Natural Tradition of Magic.
* In addition to being capable Spellcasters, they may create magical Enchantments that may enhance Objects and Characters alike, granting them powerful magical properties.

* They are especially well suited to Players who enjoy the fantasy of a Spellcaster who takes more overt control of their source of magic, and the fantasy of imbuing Objects and Characters of their choosing with magic.

#### Gifted

* Gifted are by circumstances or by heritage gifted with vast magical potential, and an intuitive understanding of how to use magic in way in which Spellcasters who study or are granted magic cannot.
* Gifted may use their own Stamina to transform the Spells they Cast, Cast more Spells, or even draw Stamina out from those Spells.
* As they gain greater control over their gifts, they are able to extend their own influence over Magic beyond themselves, granting Magic to other Characters, transforming the Spells of both allies and enemies alike, and even take the magic from other beings.

* They are especially well suited to Players who enjoy the fantasy of a Spellcaster whose magic is intimately tied with their own being.

#### Scholar

* Scholars are diligent researchers of the magical forces which govern the world, and through this research are unmatched in the depth of scope of their magic.
* Not only are Scholars able to learn magic from the Arcane Tradition of Magic, but by focusing on a specific School of Magic, they may learn Spell from the other traditions of Magic also.
* They are also able to scribe these Spells into a Spellbook, such that they can quickly recall and use these Spells as needed.

* They are especially well suited to Players who enjoy the fantasy of a Spellcaster who masters magic through careful study.

## Adding your Archetype Features

Once you have chosen your Archetype, it is time to add your Archetype features.

Each Archetype includes a brief description of the Archetype Fantasy, the recommended Ability Bonuses for the Archetype and a table and list of Features the Character will gain as they gain experience in that Archetype

At this point, you need only concern yourself with the Level 0 Features.

### Damage Limit

At Level 0 your Character will have a Starting Damage Limit.

This represents how much Damage a Character can take before they become Unstable and begin taking Wounds, which ultimately my lead to their demise.

* Add this to the Damage Limit Section of your Character Sheet

### Skill

They will also gain a Skill, sometimes being able to choose one of multiple choices.

The full list of Skills include Athletics, Creativity, Lore, Medical, Social, Survival, Technology and Trickery

Having a Skill allows you to add your Character's Skill Bonus to Skill Checks when you are attempting a course of action relating to that Skill.

* Add this Skill to the Skills, Tool Skills, Training and Languages Section of your Character Sheet (Page 1)

They will also gain Training in Weapons and Armor. All Archetypes grant Training in Light Armor and Simple Weapons, but some will also grant training in other forms of Weapons, Armor and Shields.

Being Trained in a Weapon allows you to add your Skill Bonus to Attack Rolls using that Weapon, meanwhile being Trained in Armor is required to gain the benefits of wearing that Armor.

* Add your Training to the Skills, Tool Skills, Training and Languages Section of your Character Sheet (Page 1)

They will also become Skilled in two Saving Throws. These represent your Character's ability to resist certain harmful effects relating to those abilities.

When you make a Saving Throw in an Ability which you have the Saving Throw Skill in, you may add your Skill Bonus in addition to your Ability Bonus to the Result of that Check.

* Add your Saving Throw Skills to the Skills, Tool Skills, Training and Languages Section of your Character Sheet (Page 1)

### Cantrips

Some Spellcasting Archetypes will grant you one or more Cantrips at Level 0.

These are Magical Spells which your Character may Cast without expending resources.

The Cantrips granted to your Character may be selected from one of four lists of Spells, also known as "Traditions of Magic".

These Traditions are Arcane, Creation, Natural and Supernatural. To see which Cantrips you may choose, see the Section for each Spell List.

The rules for Spellcasting are described within each Archetype and in the Spellcasting Section.

* Make a note of each Cantrip you choose in the Spells Section of your Character Sheet (Page 4).

## Conclusion

By this point you should have incorporated all of the Level 0 features of your Archetype into your Character Sheet.

The next step of our three As is choosing your Ability Bonuses, so let's proceed onto that step!

## Level Tiers

* Level Tiers represent the different stages a Character's story may take, including their Prologue, Light Fantasy, Fantasy, High Fantasy and Epic Fantasy stages.

* While it is possible for a much longer story to be told over a complete set of 20 levels covered by these Level Tiers, this is not considered a reasonable expectation for most groups.
* The rules instead assume that a story of more manageable duration is told within the confines of each Level Tier, such that a satisfying beginning, middle and conclusion of a story may be explored.
* Groups wishing to tell longer running sagas may of course then link the stories within different Tiers.
* We also anticipate the scale of threat within the narrative, and the level of suspension of disbelief of the abilities of Characters, will be described well by each Level Tier. The Higher the level, the more *Fantastical* the story becomes.

#### Prologue Tier

* Each Archetype includes a description of what a Character gains at Level 0.
* Only a Character who begins their story with that Archetype gains access to the features awarded at Level 0.
* While in theory a Character may be played with only the features granted at Level 0, we anticipate Players are more likely to begin from Level 1, hence we describe Level 0 as the Prologue Tier, representing the Character before their story begins.
* Level 0 can serve as a useful level for Players who are very new to Roleplay Gaming who could become overwhelmed by the number of rules to keep track of.

* Stories told within the Prologue Tier are expected to be very short and have low stakes, though may add some important context to stories.

### Light Fantasy Tier

* The Light Fantasy Tier represents a Character progressing from Levels 1-5.

* The suspension of disbelief demanded by this tier is at it's lowest, consequently we find this Tier is well suited for telling stories within Low Magic settings.

* Stories told within Light Fantasy settings are generally expected to have lower stakes, with threats which may be significant to the fate of a small populace or group of cities.

### Fantasy Tier

* The Fantasy Tier represents a Character progressing from Levels 6-10.

* These Levels are well suited for telling stories within Magical settings with some grounding.

* Stories told within Fantasy settings are generally expected to have medium to high stakes, with threats which may be significant to the fate of larger populaces, or even whole countries.

### High Fantasy Tier

* The High Fantasy Tier represents a Character progressing from Levels 11-15.

* These Levels are well suited for telling stories within Highly Magical settings, and where the capabilities of Characters have grown to extraordinary heights.

* Stories told within High Fantasy settings are generally expected to have extremely high stakes, with threats which may be a significant to the world as a whole.

### Epic Fantasy Tier

* The Epic Fantasy Tier represents a Character progressing from Levels 16-20.

* These Levels are well suited for telling stories within Highly Magical settings, and where the capabilities of Characters have grown to extraordinary heights.

* Stories told within High Fantasy settings are generally expected to have extremely high stakes, with threats which may be a significant to the world as a whole.

### Themes

* The thematic aspects of an Archetype (i.e. flavorful features which may tie a Character more closely to the themes of a Setting or Genre) are introduced in the forms of "Themes" which all Characters may acquire as they gain more Levels from an Archetype.

* Many of these Themes are only available to certain Archetypes, as they are designed to interact with and enhance the features of that Archetype, while some Themes (Generic Themes) are available to multiple Archetypes, allowing many more Characters to utilize the flavor that Theme offers.

* Themes are gained at Level 3 of each Archetype, and additional benefits are granted by those Themes when you reach 6th Level, 10th Level and 14th Level.

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## Copyright Notice

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