Archetypes

Overview

Your character's Archetype is the guiding force of their abilities and advancement. Archetypes are the first stop on the Character Creation train, and are also part of every sample character. Archetypes are primarily an organizational tool. They have a mild mechanical effect, but that doesn't mean they are not important: a character without an archetype may be a chore to play. They might feel ungrounded, or just like "some numbers on a sheet of paper." Having a clear archetype helps you to play your character, and helps you answer the most important question in an RPG: "What do you do?" It also helps you answer perhaps the second most important question: "Why do you do that?"

This list includes some archetypes that the FF games have featured prominently, but it is by no means an exhaustive list. Indeed, part of the non-mechanical power of the archetype is that it is very easy to come up with and play to new ones. Because FF games stretch the idea of "fantasy," it doesn't even necessarily need to conform to any given genre.

If you ever find yourself in need of an archetype, you can either see the list below for inspiration, roll randomly (there are 20 archetypes listed below, so roll 1d20), or go to this page and have fun. Look mostly for an archetype that you think would be fun to play for some reason. Of course, keep in mind the "Be Agreeable" maxim — try not to choose an archetype JUST to antagonize another character or to bog down play by hogging the spotlight or being difficult. If you pick an archetype that is problematic (or find a problem later in play), try to give them some reason to overcome the problem, at least enough to share the story with the rest of the characters. Look for excuses to keep playing, not to stop.

An archetype will give you base stats and a bonus feat. When you choose an archetype, you can alter any one base stat up or down two points (a corresponding +/- 1 adjustment in the related stat) to reflect your own unique take on the archetype.

New Archetypes, No Archetypes, and Tribes

To make a new archetype, or to create a character without a cohesive archetype, first, come up with the concept you want to play. Then, simply assign the following six numbers to any base statistic: 16, 14, 12, 9, 7, and 5. After that, select a bonus feat to associate with the archetype. These stats and the bonus feat should represent what the archetype can accomplish, or what you want your character to be able to accomplish. Without an archetype alone, you may want to slant your character toward particular jobs. Though your job will likely change more than once over the course of your character's life, it is a convenient starting point.

Instead of selecting an archetype from this list, you may select a Tribe. Tribes work basically the same way archetypes do, with the caveat that they are considered an entire species or culture who embody that particular archetype. GMs often exert greater control over the tribes in their worlds than the archetypes, so you're going to want to communicate with your GM about what tribes you can choose. Unless otherwise stated, it is assumed that they are all available, but your GM may want to limit them or even invent new ones for you to select.

The Archetypes

The list of 20 archetypes begins below. Each archetype has an overview, and job advice. While many of the archetypes suggest a gender, it's entirely possible to do a gender-swap for the archetype, perhaps adding an unusual dimension to it.
Customizing: Not all tribe members are the same. If you want to adjust the base statistics that your tribe assigns you, feel free to add one to a score, and subtract one from another. Do this only once.

#1 - The Strong One

200px-Auron_artwork.jpg

Strong Ones are mighty warriors who rely on others to do the thinking for them. They tow the front line, swinging away aggressively each time their turn comes up, and away from combat, they keep their bodies in peak physical condition.

Vigor +2
Agility +0
Vitality +2
Intelligence -2
Mind -1
Spirit -1

#2 - The Tough One

Strong in both willpower and physical endurance, they prioritize defense over all, maintaining a decent attack rating, but generally being slow and magically un-impressive.

Vigor +1
Agility -2
Vitality +2
Intelligence -2
Mind +2
Spirit -1

#3 - The Fast One

Agile, but low in defense, they get many attacks for each one the others get, and emphasize luck and many rolls over assured hits.

Vigor -1
Agility +2
Vitality -2
Intelligence +1
Mind -2
Spirit +2

#4 - The Smart One

Clever and insightful, they use magic instead of physical assaults, tending to be aggressive.

Vigor -2
Agility +1
Vitality -2
Intelligence +2
Mind -1
Spirit +2

#5 - The All-Rounder

Mid-line statistics in everything, they are good at picking up things on the fly, but their stats suffer in specifics. They aren't bad for when going for highly different job-combos (like Berserker/Wizard or somesuch)

Vigor +0
Agility +0
Vitality +0
Intellitence +0
Mind +0
Spirit +0

#6 - The Support Unit

AKA: "Team Mom." Focuses on making others better or debuffing enemies, but doesn't have a lot of aggressive power themselves.

Vigor -2
Agility -2
Vitality +1
Intelligence -1
Mind +2
Spirit +2

#7 - The Dark One

They focus on attack at the expense of defense, honing their deadly arts to the extreme, taking the philosophy that the best defense is a good offense, ending the enemies before the enemies can end them.

Vigor +2
Agility +1
Vitality -1
Intelligence +1
Mind -2
Spirit -1

#8 - The Cute One

The Mascot, the Kid, the Moogle — the Cute One is the adorable addition to the party, usually possessing great and unusual skill in spellcasting, but somewhat lacking in the offensive department.

Vigor -1
Agility -1
Vitality -2
Intelligence +1
Mind +1
Spirit +2

#9 - The Pure Physical

You are kind of a beefcake cliche — physically adept, but mentally, not quite all there.

Vigor +2
Agility +1
Vitality +1
Intelligence -2
Mind -1
Spirit -1

#10 - The Pure Mental

You are kind of a dorky cliche — mentally quick, but physically frail.

Vigor -2
Agility -1
Vitality -1
Intelligence +2
Mind +1
Spirit +1
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