Archetypes are both species or races (called ancestries), and cultural background (simply called Culture). Each provide a set of bonuses to your attributes, and can grant one ability or skill. These are going to be very important to making your character, as it will give you your bonuses to your attributes and special archetype abilities.
Ancestries and Traits
Ancestries are what your character is, its race or species based on the setting. Generally, ancestry only grant your HP, YP, and physical attribute bonuses (strength, dexterity, constitution), and determine your character’s size, vision, and base speed. Some ancestries grant physical abilities, such as mutations or cybernetics.
Human
+ 1 to one physical attribute, humans are very versatile in their abilities
Skilled-humans tend to find a skill to focus on, and may choose one skill to be trained in.
Size-medium
Speed: 25 ft (medium range)
Elf
+1 dex, Elves are dexterous and lithe people, with excellent arcane powers, but are less hardy than most races
Low light vision- elves can see better in lower light quality than humans can, though they can not see in darkness
Elven trance- elves don’t require sleep like normal humans do, instead they enter a trance like state and can become fully rested in four hours instead of eight, they are also immune to sleep affects
Medium-eluvan are medium creatures
Speed-25 ft (medium)
Dwarf
+1 con Dwarves at hardy people, and wiser than most. However magic doesn’t come as naturally to them as other races
Darkvision- dwarves can naturally see in the dark, up to 60 ft, with out aid.
Size- medium
Speed 20 feet (close)
Halfling
+1 dex. Halflings are dexterous people, though physically weaker than many other races.
Hardly Noticable-halflings are often overlooked, and gain a rank to Stealth at first level.
Size- small
Speed: 20ft (close)
Gnomes
+1 dexterity. gnomes are a faery race, similar to halflings, these small colorful creatures are well known tinkers and wanderers. They aren’t as strong as other races, but very cunning.
Low-light vision: gnomes can see better than most in low light vision, but cannot see in total darkness
Size: small
Speed: 20 ft (close)
Wilder (innate magic user)
More of a template, you replace the attribute bonus with innate magic ability.
Innate Magic:you choose a magical tradition and add a +1 to that associated attribute.
You also gain proficiency in the chosen magic skill..
Kayr (giant)
+2 strength, -1 dexterity. Kayrs are large and strong, but because of their size they can be quite clumsy.
Mountain people: kayrn live up in the mountain ranges, often climbing or moving great distances, and gain a rank in athletics.
Size: large
Speed: 25 ft (medium)
Dorsimar (astralborn)
+1 Int. Dorsimars have a greater understanding of science and magyk.
Astral Legacy: Dorsimars can see in the dark up to 60 feet.
Astral powers: dorsimars gain the Move Psion Power at character creation and are considered trained in psionics when using this ability.
Optional Ability- Winged Warrior: Some Dorsimar are born with wings, able to fly with a flight speed of 30 feet.
Size- medium
Orcs
+1 strength. Orkrathi in general are strong entities, however they miss subtlety.
Ferocity- Orkrathi can keep fighting, and can use this ability to gain 5 temporary hp to keep fighting after they go down.
Low-light vision- orkrathi can see in low light conditions, but cannot see in total darkness.
Size-medium
Speed: Medium (30 ft)
Goblin
+1 dexterity, goblins are agile, shrewd creatures, but not very smart.
Iron Guts- goblins can eat just about anything, when they eat rancid or spoiled food they treat the results as one success level higher.
Fast- goblins are surprisingly fast and have a 50 ft speed
Catfolk
+1 Dex
Light on the paws: Nekotos are agile and light on their feet, and gain a rank of Acrobatics at creation.
Claws: Nekotos are armed with a set of claws, they are trained in Brawling when they use their claws, which have the following statistics: Brawling, +3 damage, engaged, slashing, critical: rending
Half-breeds
+1 to one attribute based on their parentage, halfbreeds have a flexibility that many other races do not have.
Below are what the different racial features that half-breeds have.
Some half breeds aren’t human, like a cyborg elf, mutant orc, dwarven Aasimar, or some other combination. If a player wishes to make this type of character, replace the human with the alternate racial type.
You can also use the Fienyr and Sephyr as full races in certain settings, like the Seven Spheres.
Half-elf
Elven blood- half elves are considered both elves and humans for targeting, they also don’t need sleep and have elven immunities
Half-Dwarf
Dwarven Blood: half dwarves are considered both dwarves and human for targeting. Half dwarves also gain dark vision.
Half-orc
Ork blood- half orks are considered both orkrathi and humans for targeting
Sephyr (celestialborn)
Celestial Heritage: Sephyr have innate healing powers, and can use a basic restoration spell once per day.
Fienyr (infernalborn)
Infernal Blood: Thanks to their infernal heritage, Fienyr are naturally frightening, and they gain a +2 to all intimidation checks.
Robot
+1 to any three attributes, -1 to any two. Robots come in all shapes and sizes.
Programmed: Robots are programmed for specific jobs, and may choose one skill to be trained in journeyman. You cannot raise your chosen skill higher than journeyman.
In-organic: robots are inorganic and do not require to eat, breathe, or sleep. They also do not heal using medicine, however androids can be healed using mechanics, as following the rules for repairing an item.
Non-magical: if you use magic in your adventure, robots do not have access to any magic skill. Because of this, certain spells do not affect them (like certain types of illusions, mind effects, and so on), and they gain a +4 resistance to magical effects.
Android
+1 to any two attributes, androids are humanoid like.
Skilled: androids gain an additional skill rank in any two non-career skills of their choosing.
Inorganic: androids do not need to eat, breathe, or sleep like robots. Unlike robots, they can use magic, having a synthesized organic system.
Culture
Culture is where your character grew up in, the society, education, environment, and so on. The cultures listed here are general cultures found among different civilizations. To make your own culture rules, keep in mind the culture grant only the bonus to mental attributes, stamina, and one ability listed.
The listed Cultures cover base cultural differences such as academic, imperialistic, Mercantile, and so forth, as well as a few basic human based cultures, though other ancestries may use these as well. Specific cultures (such as for elven or cluran) can also be found here.
Imperial
Imperial cultures are very disciplined and organized, often militarized. Citizens are required to serve, either in the military or the public
+1 to Will
Public/Military Service:
Passive
You have served your empire, as a citizen of said empire. Choose either diplomacy or tactics, you are trained in that skill. Additionally, when you are within your empire’s territory or with citizens of your empire, you have advantage with social skills.
Borderlands
Between the civilized worlds and the wilds and badlands lie the rural edges, where smaller villages and farmlands lay. The borderlands offer less than the cities, so people make due with the best they can using the local resources they have.
+1 cunning
Border dweller:
Passive
You know the local flora and fauna by heart. You are trained in the nature skill. You also gain advantage on nature skill checks for knowledge of your location.
Republic/democracy
This culture believes in free speech and the people being represented in its government, which lead many particularly educated peoples to debate and discuss ethics, morality, as well as forming political parties that sometimes seem greatly opposed.
+1 Intellect
Intelligent Debator:
Active (free)
You use your knowledge when making debates in a social setting. You may substitute your Intellect bonus for the social skills when in a social encounter.
Cosmopolitan
Large cities into themselves have their own culture, where thousands of people living in tight spaces navigate narrow streets, various vehicles and animals, and avoid threats of their fellow man.
+1 cunning
Streetsmart
Active
You know how to navigate the urban regions and find what or who you need. You’re trained in Streetwise, and once per session you may use a fate point to find someplace or someone to help you.
Capitalist
Currency and trade fuel this culture, its about how much you can make, even if its through less than moral means, and everyone is shrewd, and everyone is always looking for the latest fashion, tech, or good.
+1 Cunning
Shrewd Dealings
Passive
You know how to get the best deal out of a shop, even if it’s underhanded. You’re trained in the Negotiation skill, and when you are bartering or bargaining, you have advantage.
Theocracy/Magiocracy
Fueled by faith, be it the priesthood or the magical aristocracy, these cultures follow the tenants or laws made by those in charge. Theocracies tend to be fanatical worshippers, using their religions tenants as law, and willing to spread it violently. Magiocracy focuses more on magical beings that have power, and often use it for law. Most non magical citizens are seen as second class citizens, though many are treated well.
+1Will
Law of Faith/Law of Magic
Passive
You know the tenants of your faith as laws of the land. Choose the Religion or Lore Arcane or Lore Occult skill. You are trained in that skill. Additionally, it is easier to identify lore related to your culture, and you gain advantage when using these skills.
Wasteland
Surviving the inhospitable lands, this culture often travels place to place, scavenging for supplies and goods.
+1 cunning
Survivalist:
Passive
You know how to get supplies and materials you need without much effort. When you are salvaging or acquiring materials, you get 1.5× the amount you normally would.
Tribal
While specific tribes of different cultures have varying tenants, most follow similar cultural norms as listed here.
+1 Will
Persistent Hunter
Passive
You persistently track your prey, using the teachings of the tribe. You are trained in survival. Additionally, when you use survival to track, you have advantage.
And that is the Archetypes for Project ARS, the next post? Background basics!