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Archetypes

These archetypes are designed to help give inspiration to the players of the RPG, as well as to indicate what skills, et cetra they should get depending on what type of character they want to create. Althought I don't recommend it, you could use one of the archetypes as your character in the game.

All of the archetypes in this section were created with the official character creation rules, and are therefore viable for use in the game.
 
 

Current Archetypes

Soldier

Tactician

Double Agent

Saboteur

Sniper

Commander

Builder

Anti-Intelligence Operative


Soldier

 

 
 
 
 
 

Attributes:

Build: 5
Reflexes: 6
Intuition: 4
Learn: 3
Charisma: 2
Characteristics (you want these as low as possible):
Athletic: 7+
Physical: 8+
Mental: 11+
Social: 12+
Skills:
 
Skill Level Base Roll
Aim 3 4+
Evasion 3 4+
Running 1 7+
Sprinting 1 6+
Sniping 3 8+
Stealth 2 6+
Quickdraw 1 7+
Tracking 1 10+
Perception: Sight  2 9+
Navigation 1 10+
Climbing 1 6+
Jumping 1 6+
Protocol 1 11+
Advantages:
Ambidextrous
Physical Description:
The soldier is tall, fast, strong, and reasonably intelligent. The command's favorite choice for combat-oriented missions.
Character History:
The soldier was given his first Super Soaker when he was 5, and had a great time soaking everyone on the block. Water fighting at a very young age, the soldier has become quite adept at it and knows his way around the battlefield. Although the soldier has a somewhat abrasive personality and doesn't get along particularly well with peers or his superiors, they have to learn to like the soldier because of his skill in battle. Anyone planning a fight with this guy had better brush up on their evasion beforehand.

Tactician

 

 
 
 
 
 

Attributes:

Build: 3
Reflexes: 4
Intuition: 5
Learn: 4
Charisma: 3
Characteristics (you want these as low as possible):
Athletic: 11+
Physical: 9+
Mental: 9+
Social: 10+
Skills:
 
Skill Level Base Roll
Aim 2 7+
Evasion 3 6+
Sniping 1 8+
Quickdraw 1 8+
Running 1 8+
Sprinting 1 10+
Stealth 2 7+
Cryptography 1 8+
Perception: Sight  2 7+
Perception: Hearing  1 8+
Tinker 1 8+
Persuasion 1 9+
Special Interest: Military History  1 8+
Advantages:
Sixth Sense
Physical Description:
Like the soldier, the tactician is not a foe to take lightly. However, rather than relying on brute strength and skill, the tactician is very aware of his/her surroundings and can come up with a good plan to even the odds against a much more skilled foe. Also has an knack for knowing when to get the heck out of there.
Character History:
The tactician was not introduced to water fights until relatively recently, but played a lot of turn-based combat-oriented computer and board games growing up. He/she now applies the skills learned there to the water fight, analyzing the situation with a stunning impersonality. Although not particularly strong and lacking an especially magnetic personality, many people still pay him/her respect.

Double Agent

 

 
 
 
 
 

Attributes:

Build: 4
Reflexes: 5
Intuition: 6
Learn: 5
Charisma: 1
Characteristics (you want these as low as possible):
Athletic: 9+
Physical: 7+
Mental: 7+
Social: 11+
Skills:
 
Skill Level Base Roll
Aim 1 6+
Evasion 1 6+
Sniping 2 5+
Running 1 6+
Sprinting 2 7+
Swimming 1 8+
Stealth 3 4+
Quickdraw 1 6+
Escape Artist 1 6+
Cryptography 1 6+
Disguise 1 6+
Forgery 2 5+
Tinker 1 6+
Tracking 1 6+
Perception: Sight  2 5+
Perception: Hearing  2 5+
Special Interest: Lip Reading  1 6+
Advantages:
none
Physical Description:
The double agent has a vast repertoir of skills to help him/her prevent detection, or carry out "illegal" activities right under the noses of opponents. Extremely good at paying attention and combining bits of information to get the big picture, the double agent is one person you don't want to have anywhere near you -- unless, of course, you're sure he/she is on your side.
Character History:
The double agent watched one too many spy movies when he/she was young and picked up several useful tricks from watching them. Extremely aware of his/her environment, the double agent practiced and honed skills useful in the field as a hobby. Capable of fooling almost any casual observer.

Commander

 

 
 
 
 
 

Attributes:

Build: 4
Reflexes: 5
Intuition: 5
Learn: 5
Charisma: 6
Characteristics (you want these as low as possible):
Athletic: 9+
Physical: 8+
Mental: 8+
Social: 7+
Skills:
 
Skill Level Base Roll
Aim 2 6+
Evasion 3 5+
Sniping 1 7+
Stealth 1 7+
Leadership 2 5+
Negotiation 1 6+
Persuasion 1 6+
Protocol 2 5+
Running 1 7+
Sprinting 1 8+
Navigation 1 7+
Quickdraw 1 7+
Perception: Sight  1 7+
Advantages:
Rank (1): Sergeant
Physical Description:
The commander doesn't technically bear the rank of "Commander" yet, but he/she has all the necessary skills to attain it and is already in command of a small force, which makes promotion for command skills much easier. Possesses both practiced battle skills and an ability to take command over a large group in a crisis or convince his/her superior to take a recommended course of action. A young officer on his/her way to the top.
Character History:
A natural leader, the commander participates fiercely in debates at school, tends to take charge in any group activity, and likes to feel like he/she is in power. Has the occasionally unfortunate habit of presuming to be in charge in many situations, but the commander still knows the rules he/she is bound by and follows them to the letter. Usually stays away from using any slang terms when speaking.

Anti-Intelligence Operative

 

 
 
 
 
 

Attributes:

Build: 1
Reflexes: 3
Intuition: 7
Learn: 6
Charisma: 3
Characteristics (you want these as low as possible):
Athletic: 14+
Physical: 8+
Mental: 5+
Social: 8+
Skills:
 
Skill Level Base Roll
Aim 1 7+
Evasion 2 6+
Running 1 7+
Quickdraw 1 7+
Stealth 1 7+
Appraisal 2 3+
Cryptography 2 3+
Disguise 2 3+
Forgery 2 3+
Perception: Sight  2 3+
Perception: Hearing  2 3+
Tinker 2 3+
Interrogation 2 6+
Protocol 1 7+
Advantages:
Exceptional Attribute: Intuition (INT)
Physical Description:
Physically weak, but very mentally astute. Cares little about target practice, but has had reason to learn to dodge fairly well. Familiar with the rules, but cares very little about them except as they apply to the enemy. Intensely aware of everything that goes on around him/her, and pokes his/her nose into just about everything, often in direct violation of an order or protocol. Convinced that the darkest threat the army faces is subversion and sabotage and does everything in his/her power to prevent that. Firmly believes that the ends always justify the means. Very good at seeing through disguises and and easily spots forgery or subtle sabotage of equipment or defensive structures. Many people have learned to hold their tongue around the anti-intelligence operative because his/her keen hearing allows him/her to hear most comments that people mutter under their breath. Doesn't care much what everyone else thinks of him/her. Tends to correct others on even the most minor details.
Character History:
Liked to solve mazes and mental puzzles when little, and has always liked science and math over P.E. Once tried to write a persuasive essay to show that James Bond was actually the bad guy. Likes characters in Star Trek from the Federation's Seciton 31, the Romulans' Tal Shiar, and the Cardassians' Obsidian Order. Called in a favor from an officer to bypass basic training and proceed immediately into the field of counter-intelligence.