Generalist Archetype

If this is the sort of character framework you are looking for, you can find all the linked material you need. Otherwise, if you are still undecided or need help with a character concept, see the Getting Started guide. Archetypes are very useful to envision a 'typical' character of a particular type; especially for GM's to consult instead of having to create each NPC individually. Archetypes define the nature of a character, their inherent level of drive and commitment to the path their label describes. Their definition reflects typical starting character values; values for PC's do not have to correlate exactly. Archetypes grant a set of enhancements and set the lifetime direction for your character. Enhanced rules make use of these, granting further gains and abilities.

Overview

The generalist comes in many, many forms. Some are suited to physical situations, others to social, and others still to will and survival. The generalist does not specialize, relying on their breadth of experience to survive any encounter rather than a deep knowledge applying to a niche. They often possess knowledge and ancillary skills normally reserved for other aptitudes which may not seem to make sense, but which only goes to bolster the generalist's usefuleness as a backup character in multiple scenarios.

Flexibility is all important. This character constantly takes in details and their mind is typically limber and open. While they may have chosen a focus of a vocation or trade, for them it is a matter of work and necessity - driven by practicality. This does not channel all their energy and drive, they prefer to remain diverse and open to all possibilities. These characters disdain the strict parameters, stereotypes, and cliches that govern other archetypes.

Requirements

The requirements follow nearly all the usual requirements for archetype kits.

Benefits

Starting Items

If the generalist choses repair as a skill, they receive a enhanced repair kit which gives them a +1 CS. A generalist always starts with an enhanced transport - a decent horse instead of a mule, a high performance or car or utility vehicle, etc.

A Generalist Character Example

[Template Image] (Template: Explorer [Contemporary])

The explorer is a jack of all trades. Their skills cover a broad range of situations that, they are flexible and adaptable to many environments and situations.Physical explorers are hardy, focusingon survivability through physical capability.

(Size: 10)

Aptitudes

Faith = 0 / Kinetic = 4 / Magic = 0 / Psychic = 0

Attributes

AttributeValueAdj.
Coordination6+1 CS
Reactions6+1 CS
Health5
Vitality5
Muscle4
Stamina4
Reason3
Sanity3
Charisma3
Willpower3
Intuition4
Perception4

Skills

Core: Language (4; primary), Mobility [Type] (native at +X)
Other: Botany (1), Electrical: Interfacing (2), Evade (2), Grapple (1), Language (2; secondary), Literacy (2), Mathematics (1), Melee (1), Physics (1), Propel (1), Ride Mount (1), Shoot (1), Survival (2; primary), Survival (1; secondary), Zoology (1)

Traits

Good Luck, Light Sleeper

Combat

Base Resilience50 [not incl. toughness or other modifiers]

Tools of the Trade

In that the nature of generalists is non specific, the tools they employe will vary greatly. They are usually usefull in several scenarios, tend to aim at lowest common denomenator - things that will be guaranteed to work in any climate or environment. They may not be the best, but they will always work.

Toolkits: Workshops are not portable, so the generalist learns to adapt their tools to a minimal amount of required resources - this usually means toolkits are very portable.

Reference: Like academics, generalists rely strongly on knowledge. Having handy reference materials frees up the generalist from having to have extensive knowledge when they can just look it up. However, portability is again the key - generalists may have a base of operations with extensive works for planning, but rarely carry any bulky reference items into the field.

Contacts: The generalist relies on their wits in the field, and often part of a strategy is employing contacts for information and services. Generalists spend time cultivating this as opposed to doing their own deep research. Bargaining may also be in the repertoire of the generalist, as such skills may be used universally to get localized informations and goods.

Weapons: The weapons of a generalist tend to be common and easy to use. They tend to focus on a broad familiarity as opposed to specializing. the generalist mind set gravitates towards them ensuring that the items they use can be found or acquired with ease in order to not be caught flat footed.

Armor: Armor is typically light and free of encumberance. The generalist never knows when their abilities may be called upon, and prefer armor which can easily be disabled, shed or cast aside if needed. This is not to say that when prepared, they are not skilled at wearing heavier armor - they simply would not wear it into most scenarios unlike their more militant warrior archetypes.

Acquiring Items

This is typically an area that generalists excel in. Adaptability is one their key ideals, and as such the discovery and knowledge of where to get localized items is of critical value since the skills of a generalist are not typically suited to a specific locale.

The generalist can employ persuade and other skills to bargain for items. Money, specifically portable wealth is important for the generalist - ensuring that they can get what they need no matter the currency. Jewelry, rare items, luxury goods, and base precious metals and stones are common for generalists to carry in addition to local currency.

Equipment Trait

The equipment trait is very common for the generalist. This enhances their usefulness in the field. The generalist, in taking this trait along with a great multitude of skills comes very prepared for many situations.

Creating Items

Generalists can typically reapir near anything they know about directly, and even things they don't have familiarity with in some cases. Actually crafting items, especially quality ones, is usually outside their ability - though crude items - clothes, weapons, improvised goods, cover, wood or stone structures/containers... their broad spectrum of experience often allows thew to have knowledge of basic functional fabrication - not built to last or well, but only to functiona temporarilty. In absence of trade type skills from the core mechanics, the GM may improvise when dealing with such skills.

Incarna Game System by Kelly Berger is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. ; 1998 - 2012 (see Our Facebook page for more info)

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