Archetypes

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Archetypes determine where a character's powers come from and helps to limit what the character can do with those types of powers. There are a total of 7 archetypes, listed below.

Contents

Alchemist Mutant

  • As the name implies, Alchemy Mutants have the ability to alter the world around them or even themselves in some way, shape, or form. They may not be able to control the elements around them as dedicatedly as Mental Mutants, but their ability to alter such elements or create such elements is strength enough on its own.
  • Alchemist Mutants generally have abilities which share a common theme: “creating” something or altering the attributes of something else. In terms of creation, the mutant isn’t really creating something; instead they are taking random elements of the world around them (usually unintentionally) and creating something else with them. For instance, Cyclops absorbs ambient energies present in the world, stores them in his body, and his body converts them into blasts of concussive energy that emit from his eyes.
  • Alchemist mutants that alter things are basically doing what the creating type is; instead they just change aspects of themselves or things around them into more useful forms. An example of being able to alter one’s body is Colossus, whom can turn himself into a hard, armored-steel like form. Iceman could be another example, as he is able to lower the temperature of not only his own body, but the area around him as well, allowing him to freeze water particles in the air to create ice.
  • Alchemist Mutants are also called "transmorphs."
  • Only Human Mutants may choose this archetype.

Feral Mutant

  • Feral Mutants have powers that are based on animals. Within this, they adopt traits belonging to that animal species or perhaps an overall kind of animal.
  • All Feral Mutants, by default, have a Healing Factor (24 Hours/1 Year), Enhanced Senses, and athletic-level physical capabilities. Any further powers will tie into what animal species their X-Gene is tuned around.
  • Note that any powers past a Feral mutant’s baseline powers must make sense in regards to the animal in which their mutant powers takes it keys from. For example, having a post-human level of speed when your Feral animal base is a Bear doesn’t make sense and you’re profile would need to be reworked.
  • Feral Mutants have powers which are more natural. Examples of this are Healing Factors, Enhanced Speed/Strength/Agility/Etc, Poisons/Venoms/Toxins/Etc, Claws/Fangs/Etc, and so on and so forth. Giving Telekinetic powers to a Feral Mutant doesn’t make sense and will have a very good chance of having your profile be rejected because of it.
  • Only Human Mutants may choose this archetype.

Mental Mutant

  • Mental Mutants have powers that revolve around their mind, usually powers which focus on the mind or Control-based powers.
  • The most basic power of a Mental mutant is Telepathy, though not all Mental mutants have telepathic powers and by no means should you put Telepathy into your character just because he/she has the Mental archetype.
  • Telekinesis is also a common power shown in Mental Mutants, regardless of the kind of Telekinesis. Some level of Telekinesis usually comes hand-in-hand with Telepathy, though it works like a see-saw, what this means is that the stronger your Telepathy is, the weaker your Telekinesis will be and vice versa.
  • Elemental Control is also common amongst Mental Mutants, though Mental Mutants are not able to create such elements, instead they just manipulate such elements that are nearby their person. For example, Pyro can manipulate fire and even use the air to expand the fire and make it more intense, but he cannot create it.
  • Only Human Mutants may choose this archetype.

Cybernetics

  • This is a non-mutant archetype. The character gets his or her powers from technology, usually in the form of weapons, cybernetic alterations, robotics, suits of powered armor, etc. The character has no mutant powers other than their mechanical prowess and don’t have the extreme skills of the Expert archetype.
  • Only Humans, Aliens, Half-Aliens and Constructs may choose this archetype.

Expert

  • These characters have no mutant powers and no advanced technology to aid them. Instead they use readily available weapons and technology combined with extremely honed skills to get the job done.
  • Only Humans, Aliens and Half-Aliens may choose this archetype.

Science

  • These characters get their power from other scientific, non-cybernetic means. This could be anything from exposure to radiation to secret experimentation.
  • Only Humans, Aliens, and Half-Aliens may choose this archetype.

Alien Powers

  • The character is an alien and has abilities natural to their species. Note that any abilities which would be considered “super human” will be under the microscope of scrutiny.
  • Only Aliens and Half-Aliens may choose this archetype.
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