OAGS PC Archetypes

Low-Power Archetypes

Adventuring Archaeologist
Character Points: 30

Defence: 4
Marksmanship: 4
Melee: 4
Strength: 3
Toughness: 3

Athletics: 4
Intelligence: 5
Perception: 4
Socialize: 3
Willpower: 4

Hit Points: 15
Weapon: Handgun (7 Damage, Quick Draw) or Whip (8 Damage, +4 to Disarm attempts)
Armour: None

Advantages:

  • Expert(Archaeology)
  • Linguist
  • Pilot

Disadvantages:

  • Minor Foible (phobia of snakes)

Con Man
Character Points: 30

Defence: 2
Marksmanship: 2
Melee: 2
Strength: 2
Toughness: 2

Athletics: 2
Intelligence: 5
Perception: 4
Socialize: 5
Willpower: 4

Hit Points: 10
Weapon: Light Handgun(6 Damage, Quick Draw, Subtle)
Armour: None

Advantages:

  • Ally (London organized crime, Moderate)
  • Expert (crime)
  • Hacker
  • Linguist
  • Personal Fortune (£5 million)
  • Spy
  • Thief
  • Unknown True Name

Occult Investigator
Character Points: 30

Defence: 3
Marksmanship: 3
Melee: 2
Strength: 2
Toughness: 2

Athletics: 3(2 in trenchcoat)
Intelligence: 4
Perception: 4
Socialize: 4
Willpower: 5

Hit Points: 10
Weapon: Shotgun(12 Damage, Triples Enemy Soak, Short-Range)
Armour: Leather Trenchcoat(Soak 1)

Advantages:

  • Dabbler
  • Detective
  • Expert(Occult)
  • Minor Magick Item
  • Spy

Disadvantages:

  • Addiction(tobacco)

Monster Hunter
Character Points: 30

Defence: 4
Marksmanship: 2
Melee: 5
Strength: 5
Toughness: 5

Athletics: 4(3 in leather jacket)
Intelligence: 2
Perception: 4
Socialize: 2
Willpower: 5

Hit Points: 25
Weapon: Dual Knives(Damage 6, Quick Draw, Subtle)
Armour: Leather Jacket(Soak 1)

Advantages:

  • Detective
  • Combat Stylist: Knife Nut

Mid-Power Archetypes

Ex-Special Forces Mercenary
Character Points: 40

Defence: 4
Marksmanship: 4
Melee: 4
Strength: 4
Toughness: 4

Athletics: 4
Intelligence: 2
Perception: 4
Socialize: 2
Willpower: 4

Hit Points: 20
Weapon: Assault Rifle with Advanced Sight(8 damage, two shots, +1 to hit) or underslung Grenade Launcher(8 Damage, Area, +1 to hit)
Armour: Full Kevlar Body Armour, including helmet(Soak 4)

Advantages:

  • Armour Training
  • Firearms Training
  • Stealth
  • Pain Resistance
  • Medic

Secret Agent
Character Points: 40

Defence: 4
Marksmanship: 5
Melee: 4
Strength: 4
Toughness: 4

Athletics: 4
Intelligence: 3
Perception: 5
Socialize: 5
Willpower: 4

Hit Points: 20
Weapon: Light Handgun(6 Damage, Quick Draw, Subtle)
Armour: None

Advantages:

  • Ace Driver
  • Medic
  • Pilot
  • Spy
  • Stealth

Disadvantages:

  • Addiction (tobacco)
  • Minor Foible (hypersexuality)

Hardened Sorcerer
Character Points: 40

Defence: 3
Marksmanship: 4
Melee: 2
Strength: 2
Toughness: 2

Athletics: 2
Intelligence: 5
Perception: 4
Socialize: 2
Willpower: 5

Weapon: Lightning Bolt(15 Electrical Damage)
Armour: Steelcloth Jacket(Soak 4)
Hit Points: 10

Advantages:

  • Sorcerer
    • Moderate Supernatural Attack
    • Aura Sight
  • Minor Magick Item(Steelcloth)
  • Minor Magick Item(Protective Talisman(modern))

Disadvantages:

  • Enemy(moderate)

Badass Ninja
Character Points: 40

Defence: 5(8 using Ninjutsu)
Marksmanship: 5
Melee: 5
Strength: 4
Toughness: 4

Athletics: 4
Intelligence: 2
Perception: 4
Socialize: 4
Willpower: 4

Hit Points: 20
Weapon: Ninja-To(Damage 7, +1 to hit, +3 to Defence) or Throwing Knives(Damage 6, +1 to hit, Quick Draw, Subtle)
Armour: None

Advantages:

  • Backstabber
  • Advanced Combat Stylist: Ninjutsu, Jujutsu, Knife Nut
  • Spy
  • Stealth
  • Thief
  • Weapon Specialist(Ninja-To)
  • Weapon Specialist(Throwing knife)

Disadvantages:

  • Major Foible(Code of Honour)

Repentant Vampire
Character Points: 40
Numbers after the slash apply at night.

Defence: 4/6
Marksmanship: 2
Melee: 4/6
Strength: 3/6
Toughness: 3/6

Athletics: 3/5
Intelligence: 3
Perception: 3/6
Socialize: 3
Willpower: 5/8

Hit Points: 15/30
Weapons: Greatsword(10/16 Damage)
Armour: None

Advantages:

  • Immunity(Poison and Disease)
  • Self-Sustaining
  • Vampiric Power
    • Hypnosis(only at night)
    • Lesser Regeneration(only at night)

Disadvantages:

  • Enemy(vampire lord, moderate)
  • Addiction(animal blood)
  • Allergy(garlic)
  • Being of Darkness
  • Weakness(wood)

High Power Archetypes

Hashshashin Warrior
Character Points: 50
Numbers after the slash represent the Hashshashin under the effects of his combat drugs.

Defence: 5/6
Marksmanship: 4
Melee: 5/6
Strength: 5/7
Toughness: 5/7

Athletics: 5/7
Intelligence: 3
Perception: 5
Socialize: 2
Willpower: 5

Weapon: Dual Scimitars(Damage 8/10, +1 to hit.)
Armour: None
Hit Points: 20/30

Advantages:

  • Combat Drugs
  • Expert(Occult)
  • Combat Stylist: Sword of Allah Style
  • Stealth
  • True Faith
  • Weapon Specialist(Scimitar)

Disadvantages:

  • Minor Foible(Halal diet)

Combat Drugs(6cp): Hashshashin combat drugs take a combat action to use and last an hour. They grant a +2 to Athletics, Strength and Toughness and +1 to Defence and Melee. It is not safe to take more than 3 doses in 48 hours.

Ill-Sec Operative
Character Points: 50
An agent of the Illuminati Security Force.

Defence: 6(4)
Marksmanship: 6(4)
Melee: 4
Strength: 4
Toughness: 4

Athletics: 4
Intelligence: 2
Perception: 6(4)
Socialize: 2
Willpower: 5

Hit Points: 20
Weapon: Assault Rifle with Advanced Sights(10 Damage, Two-shots, +1 to hit, Halves Soak) or underslung Grenade Launcher(8 Damage, Area, +1 to hit)
Armour: Full Kevlar Body Armour, including helmet(Soak 4)

Advantages:

  • Armour Training
  • Firearms Training
  • Minor Technological Item(Cloaking Device)
  • Minor Technological Item(HUD Visor)
  • Minor Technological Item(Armour-Cracker Ammo)
  • Stealth
  • Pain Resistance
  • Medic

Clawed Hand Monk
Character Point: 50

Defence: 5
Marksmanship: 2
Melee: 5
Strength: 4
Toughness: 4

Athletics: 5
Intelligence: 2
Perception: 5
Socialize: 2
Willpower: 5

Hit Points: 20
Weapon: Punches(4 Damage, Two attacks) or Kick(8 Damage)
Armour: None

Advantages:

  • Combat Stylist: Clawed Hand Style
  • Controlled Werewolf
    • Allergy(wolfsbane)
    • Weakness(silver)

Wolf Form
As above, except

Defence: 7
Melee: 7
Strength: 9
Toughness: 9

Athletics: 7
Perception: 10

Hit Points: 45
Weapon: Claws(11 Damage, two attacks, +1 Defence) or Bite (22 Damage, Half Soak)
Armour: None

Advantages:

  • Natural Weapon
  • Pain-Resistant
  • Regeneration

Disadvantages:

  • Minor Foible(bloodlust)
  • Missing Hand x2
  • Nonhuman Appearance

Telepathic Investigator
Character Points: 50

Defence: 4
Marksmanship: 4
Melee: 3
Strength: 3
Toughness: 3

Athletics: 3(2 in trenchcoat)
Intelligence: 4
Perception: 5
Socialize: 5
Willpower: 6

Hit Points: 15
Weapon: Handcannon(9 Damage, Quick Draw)
Armour: Leather Trenchcoat(Soak 1)

Advantages:

  • Detective
  • Telepath

Disadvantages:

  • Addiction (alchohol)