Archetypes

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An archetype in Swordcraft is a distinct role or class with specific abilities, costuming, and lore-based identity for immersive roleplay. There are 4 archetypes: Artificer, Secular Healer, Mage or Cleric.

Global Rules for Archetypes

Minimum Requirements

To play as an Archetype you need the following:

  • An opaque pouch containing up to 11 Runestones (depending on Archetype), one of which is a failure stone - you can choose the two colours.
  • Casting Item (not required by secular healers).
  • A Grimoire, Prayer Book, or appropriate book of knowledge (must exceed 17cm x 15cm x 5cm)
  • Sand Timer.
  • Costume and props appropriate to your Warhammer Fantasy Roleplay Archetype, including ALL OF THE FOLLOWING:
    • Archetype Appropriate Costuming
5 different elements of kit that have Warhammer lore significance. This is 5 points of obvious high quality unique* items that are specific to the Archetype lore your character belongs to. Each item must be clearly visible* and identifiable from 3m away. Note: this is a serious roleplay requirement - you MUST have researched Warhammer lore*
*Each item must be unique, this means it can not be multiple of the same type of item (eg. 2 necklaces will only count for 1 point of costuming) each item point should also be on a unique part of the body thus visible from different angles.
*Lore symbols must be clearly visible. Even if another person is not aware of the lore, they should be able to see the symbol clearly enough to draw it from 3m away.
*No modern items, No plush toys or other non-immersive props.

Runestones and Runestone Tests

Your pouch of Runestones is used to determine whether your Abilities work or some mishap occurs.

  • Requires the use of an opaque Runestone Pouch, in which Runestones are kept. The stones must:
    • Be identical in all ways other than in colour.
    • Any shape, though unable to stack. (flat card shapes are not suitable)
    • Have the required success stones in one colour and 1 Failure stone in another colour.
    • You can choose the two success and fail colours while also ensuring clear colour differentiation for Green, Red or Pink bargain colours.
  • To determine success, failure or consequences of use of an ability:
  1. Perform the Ability (You must have at least 1 success stone in your pouch to perform an Ability);
  2. Draw a Runestone from your pouch;
  3. Check the Runestone/show it to the patient or summoned monster;
  4. Enact consequences of failure (see specific sections for the ability below).
  • Further, if a failure stone is drawn:
  1. The failure stone is returned to the pouch; and
  2. A success stone is removed from the pouch until either the end of the quarter for a battle game or dawn for a Roleplay event
  • You may end up with 0 success stones. At a Roleplay event, there may be ways to recover success stones and/or make Dark Bargains.
  • If you are struck in combat while attempting to use an ability, it automatically fails and a success stone is lost as if a failure stone had been drawn (this applies even if using the sand timer method).

Wound Points and Armour

Archetypes have lower constitution than the typical front line fighter, all Archetypes have a lower base WP

  • Casters (Clerics and Mages) have a Base of 1 WP
  • Artificers have a Base of 1 WP
  • Secular Healers have a Base of 2 WP

For every Wound Point from armour worn by the Archetype, remove 1 success stone from their Runestone pouch due to encumbrance and interference with their actions.

See Also