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.
- The best practice guidelines must be adhered to for kits to be used.
- [Some] aptitude (primary) must be at least two (2).
- Only a single kit can be declared. It must be declared when the character is created.
- Any attempt to increase non-primary aptitudes costs double.
- Generalists MUST take a minimum of 8 skills as a starting character.
Benefits
- Primary aptitude is [Chosen].
- Primary attribute is [Chosen].
- Starting characters receive the Equipment trait for free; if this is normally granted through some other means, they receive an additional 1 CP.
- Free familiarity trait to reflect breadth not depth.
- Two (2) starting action points.
- Generalists, unlike any other characters, can exchange action points for characters points at a 2:1 ratio, after character creation.
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: 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
| Attribute | Value | Adj. |
| Coordination | 6 | +1 CS |
| Reactions | 6 | +1 CS |
| Health | 5 | |
| Vitality | 5 | |
| Muscle | 4 | |
| Stamina | 4 | |
| Reason | 3 | |
| Sanity | 3 | |
| Charisma | 3 | |
| Willpower | 3 | |
| Intuition | 4 | |
| Perception | 4 | |
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 Resilience | 50 [not incl. toughness or other modifiers] | |
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.