Mithril Maiden
Villager
What I've got here is actually called the Archetype system, which replaces the Species system in my D&D 5.5E setting. The concept of the setting is monster hunting in a magical mid to late 20th Century world. It takes some surface level inspiration from World of Darkness, but is a much tonally lighter game, being better situated in horror comedy, "superheroes with fangs", or "spooky but not scary" as a genre. It's better compared to "Scooby Doo with lethal violence" or early Supernatural or Buffy the Vampire Slayer or the 1999 Mummy movie as a concept, but a lot of the Archetypes are still clearly inspired by WoD game lines. This setting is much more action and goofing off oriented than WoD is, which is why it's rooted in Dungeons and Dragons 5.5E, a system that does "combat heavy shenanigans with a lot of player empowerment" particularly well. These Archetypes are intentionally kept as light on lore as possible at the moment, I'm not aiming for a deep metaplot like World of Darkness has.
Right now there are 15 Archetypes, and they're more powerful than Species are. The assumption is that you reflavor your Class to match your Archetype. This is an important concept, it keeps Archetypes from having to have tons of powers, and makes this game much easier to write. A daywalker Sorcerer would flavor their spellcasting as vampiric power, and a shifter Barbarian would flavor their rage as coming from their werewolf nature. This is why there may be some weird omissions from the ability lists for these Archetypes, those may be things you really should take a Class to achieve.
One thing to know is that any time an Archetype provides spells, the spellcasting stat is whichever is highest between Intelligence, Wisdom, and Charisma.
I also put in photos from movies and TV shows I like to give a little illustration to each Archetype.
Here it is:
Where do I take this draft from here?
Right now there are 15 Archetypes, and they're more powerful than Species are. The assumption is that you reflavor your Class to match your Archetype. This is an important concept, it keeps Archetypes from having to have tons of powers, and makes this game much easier to write. A daywalker Sorcerer would flavor their spellcasting as vampiric power, and a shifter Barbarian would flavor their rage as coming from their werewolf nature. This is why there may be some weird omissions from the ability lists for these Archetypes, those may be things you really should take a Class to achieve.
One thing to know is that any time an Archetype provides spells, the spellcasting stat is whichever is highest between Intelligence, Wisdom, and Charisma.
I also put in photos from movies and TV shows I like to give a little illustration to each Archetype.
Here it is:
Where do I take this draft from here?







