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[[Version 1/Notes/Background Skills/Skills/Acrobatics|Acrobatics]]
[[Version 1/Notes/Background Skills/Skills/Maneuver Vehicle|Maneuver Vehicle]]
[[Version 1/Notes/Background Skills/Skills/Stealth|Stealth]]
[[Slight of Hand]]
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[[Version 1/Notes/Background Skills/Skills/Insight|Insight]]
[[Survival]]
[[Version 1/Notes/Background Skills/Skills/Perception|Perception]]
[[Version 1/Notes/Background Skills/Skills/Animal Handling|Animal Handling]]
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[[Version 1/Notes/Background Skills/Skills/Engineering|Engineering]]
[[Version 1/Notes/Background Skills/Skills/Investigation|Investigation]]
[[Version 1/Notes/Background Skills/Skills/Tactics|Tactics]]
[[Version 1/Notes/Background Skills/Skills/Science|Science]]
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[[Version 1/Notes/Background Skills/Skills/Arcana|Arcana]]
[[Version 1/Notes/Background Skills/Skills/Medicine|Medicine]]
[[Version 1/Notes/Background Skills/Skills/Environment|Environment]]
[[Version 1/Notes/Background Skills/Skills/Crafting|Crafting]]
[[Version 1/Notes/Background Skills/Skills/History|History]]
[[Politics]]
[[Version 1/Notes/Background Skills/Skills/Religion|Religion]]
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[[Version 1/Notes/Background Skills/Skills/Performance|Performance]]
[[Version 1/Notes/Background Skills/Skills/Deception|Deception]]
[[Version 1/Notes/Background Skills/Skills/Persuasion|Persuasion]]
[[Version 1/Notes/Background Skills/Skills/Culture|Culture]]
[[Version 1/Notes/Background Skills/Skills/Intimidation|Intimidation]]
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[[Version 1/Notes/Background Skills/Skills/Athletics|Athletics]]
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[[Outcast]]
[[Soldier]]
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[[Adherent]]
[[Soldier]]
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[[Artist]]
[[Maker]]
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[[Homesteader]]
[[Outcast]]
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[[Homesteader]]
[[Rustic]]
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[[Scholar]]
[[Artist]]
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[[Politician]]
[[Soldier]]
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[[Homesteader]]
[[Artist]]
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[[Soldier]]
[[Outcast]]
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[[Maker]]
[[Adherent]]
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[[Politician]]
[[Maker]]
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[[Criminal]]
[[Politician]]
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[[Criminal]]
[[Politician]]
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[[Rustic]]
[[Politician]]
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[[Rustic]]
[[Soldier]]
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[[Criminal]]
[[Homesteader]]
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[[Adherent]]
[[Maker]]
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[[Scholar]]
[[Adherent]]
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[[Adherent]]
[[Scholar]]
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[[Scholar]]
[[Rustic]]
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[[Artist]]
[[Maker]]
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[[Outcast]]
[[Artist]]
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[[Homesteader]]
[[Rustic]]
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[[Outcast]]
[[Criminal]]
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[[Scholar]]
[[Criminal]]
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# Current Options
## Artisan (Might need a different name)
Artisans love to take stuff apart and put it back together again but better, most of the time. They are responsible for inventing new technologies and equipment to help move the party forward even if they aren't always the best at using it themselves.
## Barbarian
Barbarians are known for their savage attacks and ability to sustain large amounts of damage. They are often the first line of offense in battle but aren't particularly savvy when it comes to socializing.
## Bard
Bards are found wherever there are stories to tell or tales to learn. They excel at performing and pretending but are often most known for their ability to remember knowledge.
## Fighter
Fighters are all around combat characters. They focus on being able to use a variety of weapon and armor types and improving their prowess with that equipment.
## Manipulator
Manipulator are often the face of a party. They know who to talk to and when to talk to them. They're typically charismatic and quick witted in social situations but require support in combat situations.
## Knight
Knights are known for their gleaming armor that allows them to stroll through a battlefield without fear of taking damage.
## Medic
Medics are the ones that keep everyone else alive. They are experts at healing wounds and curing diseases. If you plan on taking a lot of damage make sure you bring your medic along to save you once the fighting is done.
## Monk
Monks focus on mastering their body and mind and turning them into razer sharp weapons to deal with any threat.
## Ranger
Sometimes nature is better than society. Rangers excel at navigating through wilderness and surviving harsh environments.
## Researcher
Researchers are the ones that discover long forgotten lore, corporate secrets, and scientific breakthroughs. This archetype includes scientists, priests, and even spies (sometimes).
## Rogue
Rogues are the dastardly individuals that excel at going where they aren't wanted and taking what isn't theirs.
## Tactician
Tacticians know the strengths of their companions, the weaknesses of their targets, and the best way to match those up to guarantee success.
# Combinations
Some of the current archetypes are very similar and might be difficult to create separate trees for each archetype that feels distinct. These similar concepts can be combined and then have specializations within the feature tree.
- Rogue + Manipulator
- Knight + Barbarian + Fighter
- Researcher + Medic + Artisan
# Ideas
Make one tree for each of the 6 "rolling" attributes.
- Strength
- Fighter/Knight/Barbarian
- Agility
- Rogue/Monk
- Logic
- Tactician/Investigator/Artisan
- Memory
- Researcher/Driver/Medic
- Awareness
- Ranger/Envoy (Diplomat)/Agent
- Presence
- Bard/Leader
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# 5e
## Artificer
## Barbarian
## Bard
## Cleric
## Druid
## Fighter
## Monk
## Paladin
## Ranger
## Rogue
## Sorcerer
## Warlock
## Wizard
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Ability Features are similar to Feats in 5e. They can be unlocked by spending xp but they can not be upgraded or unlocked multiple times.
Possible features
- Opportune Attack, can attack a creature moving out of melee range
- Sentinel, can attack a creature that attacks an ally
- Survival expert
- Evasive footwork, better at avoiding aoe attacks
- Adept Researcher
- Stalwart, better at resisting social influence
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Archetypal features are the key feature for an archetype of character. This feature can be upgraded throughout the game to increase its 'potency'. The difference between an Archetypal feature and an Ability feature is that archetypal features can be upgraded while ability features can not.
The price of archetypal features increase as you unlock them. Unlocking a level 1 feature will raise the price of all other level 1 features.
Examples:
- 5e Sneak Attack, number of dice increase as the player levels up
- 5e Rage, number of charges increase as the player levels up
- 5e Second wind, number of charges increase as the player levels up
- 5e Bardic Inspiration, size and number of the dice increase as player levels up
Possible Features
- Combat Related
- Precision Attacks, similar to 5e sneak attack
- Rage, similar to 5e rage
- Master of Body, similar to 5e focus points
- Fighting Style, better at a specific type of fighting
- Number of fighting styles can increase
- Social Related
- Charismatic aura, allies within range get a bonus to social checks
- Number of uses and range can increase
- Social Understanding, learn an intimacy of the target
- Number of uses, number of targets, and level of intimacy can increase
- Exploration Related
- Studied Terrain/Enemy, similar to 5e favored terrain/enemy
- Universal
- Inspiring Speech, similar to bardic inspiration
- Down Time
- Engineer, better at crafting and studying?
- Field Medic, healing stuff?
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- Armor Proficiency
- Unlocking armor proficiency decreases negative effects imposed by the armor
- Armor proficiency is based on weight class (probably)
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Awareness is wisdom and connection to the world. It represents the ability to sense the surroundings and connect to others.
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# Long vs Short
- Long rests are when players take at least 8 hours of down time and at least 6 of those hours are spent sleeping
- Short rests require 4 hours of downtime but don't require any sleep
# Comfortable vs Uncomfortable
- Only long rests can be comfortable or uncomfortable
- Comfortable rests decrease levels of [[Exhaustion]]
- One long comfortable rest decreases [[Exhaustion]] by one level
- Sequential uncomfortable rests increase level of [[Exhaustion]]
- After each uncomfortable long rest players make an [[Exhaustion Check]]
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While journeying days are split into 4 quarters. Each player may only take one journey action during each quarter. Most actions can be taken by multiple people but a few require a single pc to be selected.