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Posted: 8/14/2008 15:55
Last Updated: 9/24/2023 17:57

Appendix: Fantasy Archetypes

Super Awesome Action Heroes is easily adapted to Fantasy settings. Most archetypes and rules are easily moved to this setting unaltered, but for those wanting a more "traditional" feel, the following has been written. It should be noted that in this document the "Guns" statistic has been relabeled "Range" for flavor. The actual statistic serves the same purpose so (honestly) it doesn't matter which it's called.

SAAH doesn't take race into account. A fodder Orc has the same stats as a fodder human, and there are no limits on what "race" can be what class. Limitations and the like are entirely up to the GM.

Disallowed Archetypes:
The Following Archetypes are disallowed from a fantasy setting (Presuming you aren't doing modern fantasy):
  • Military
  • Scientist


New Archetypes:
The following Archetypes have been created specifically for running Fantasy campaigns:
Prestige Archetypes:


Soldier:
Replaces Military from classic SAAH, they are the typical fighting man.

Soldier's Abilities:
-Inspire (Give Me Five Minutes)-
If a Soldier chooses to "Inspire" the troops prior to combat, all party members get a +1 to Sweetness for the next immediate combat.

-General Sweet Move-
They go all "Big Sword -- whoosh whoosh" and stuff.

Combat Modifiers:
+1 Melee

Thief:
Call them a rogue, call them a sleight of hand artist, call them... the Pompatus of love... this person is still a thief no matter how they try to change their stripes. They have a wide variety of skills (some only unlocked at level 3), but remember -- sometimes a sweet move will be just as effective for these tasks.

Thief's Abilities:
-General Sweet Move-

-Pick Pocket (Sweet Move Point - no test)-
Pick Someone's pocket. If you can't do that, you just aren't a thief.

-Hide (Give Me Five Minutes)-
A less effective form of "Totally Disappear." Roll a 1d10. The resulting score is the n/10 chance of not being seen by another character (they must beat your roll to see you).

(At Level 2 They Gain)
-Bullshit (Sweet Move Point)-
Talk your way out of any situation... but make it good. Sweet move rules apply.

(At Level 3 They Gain)
-Disarm Trap/Device (Give Me Five Minutes OR Sweet Move Point)-
Disarm a trap, device, pick a lock, or whatever. Either roll a d10 against the difficulty of the device OR use a Sweet Move Point, and give a good description about how badass your disarming is.

Combat Modifiers:
+1 Range

Alchemist
Better Living Through Alchemy. This Archetype replaces The Scientist. Okay, so they are EXACTLY the scientist, only with a different name. Exact same skills and rules apply.

Alchemist's Abilities:
-Research (Give Me Five Minutes)-
Only with LIBRARIES.

-Tech Solution (Sweet Move Point)-
-Miracle Cure (Sweet Move Point)-
-Build Something Out of Nowhere (Sweet Move Point)-

Combat Modifiers:
-1 Range
-1 Melee
-1 Barehands

Magic User:
Mages, Sorcerers, Illusionists, Druids (although those could be Mystics), Wizards... all really the same thing. They call upon some magic, and use it. At first level they get two spells, and at each level they can add another spell to their "Spell Book." This isn't a literal Spell Book -- just a game term to simplify explaining it.

-SpellChuck (Sweet Move Point - No Test)-
Use a spell from your character's spell book. You must come up with a very good description of what happens when you cast said spell, along with a decent name for it.

-Research (Give Me Five Minutes)-

-Flourish (Give Me Five Minutes)-
Little tricks that can't hurt anyone -- like an orb of light, a (tiny) flame over the finger, or a tiny jingle. Must be small scale, and at the GM's discretion.

-Magic Zap! (Special)
Sometimes your magic user needs to attack and they're out of spells. All this is is the ability of your Magic User to use a basic "spell" to attack their enemies at range. It's like attacking with a gun, only no guns exist. Because I got tired of magic users having to bring guns with for after they ran out of spells.
SPELLS:

Heal
This will Heal damage done to another character. Will heal another character 1d6 + Caster's Level.

Attack Spell
Shoots a bolt/stream/missle of SOMETHING at another character. Give it a nifty name and description that sounds really cool. Does a normal Sweet Move's Amount of Damage.

Shield
Improves target Fitness By 3 for length of combat.

Immobilize
Stop an opponent(s) in his/her/their tracks using magic, wind, etc. (ie: If there are surrounding plants, they will wrap around a target). This has a good chance of immobilizing (but not directly hurting) the target (Target must beat a roll of 1d10 + Caster's Level with a D10 to escape). Can effect one non-fodder character, or up to three fodder characters. On their turn the immobilized character can still cast spells and take limited actions (based on the form of the immobilization described), or they can choose to roll again to beat the immobilize roll. If they choose to challenge the roll again they cannot take any other actions on that turn.

Blinding Light
Flashes a blinding light that blinds all characters (who didn't close their eyes) for two combat rounds.

Jimmy Joe's Levitating Circular Platform
It's a circular platform for hauling things. You'll never use this unless you're exceptionally creative and/or bored. This platform is a disk that's six feet in diameter, and floats a constant three feet off the ground. If the caster moves more than fifteen feet away from the disk, it will follow them, though anyone can give it a good shove and it'll slide like an air hockey puck (stopping only when it hits something OR reaches its distance limit... where it will then continue to bounce until someone stops it). (If there is no ground level immediately around the caster, it will drop to the lowest height still within 15 feet of the caster)

(Only available at Level 5)
Summon Fodder Creature
Summons Creature with Level 1 Fodder Statistics to aid in combat.



Combat Modifiers:
-1 Barehands



Psychic
Psychic energy is like magic, except it's different. How is it different? Uh, maybe crystals are involved? Look, don't think too hard about it. At level one, they can choose two psychic skills. As the character levels up, they gain an additional psychic skill from the list.

-Detect Spooky (Give Me Five Minutes)-
Psychic's can instinctively detect supernatural, magical, divine, and other spookiness. An object/person/etc. in the immediate vicinity will be detectable by the Psychic. How specific this can be is determined by the GM, and a D10 challenge may be asked for. But, if something spooky is nearby, no matter what the Psychic can tell if they make sure to look for it.

-Use Psychic Skill (Sweet Move Point)-
Use one of your character's psychic skills.

Psychic Skills:
Psychic Pulse
An offensive wave of psychic energy you can direct at an opponent. Does the damage of a ranged sweet move.

Read Minds
Read a target's surface thoughts. For fodder characters this is an instant success. For non-fodder characters, if the target isn't consenting, it is done as a D10 challenge where the psychic must match or beat their target's role.

Second Sight
A psychic can use this to see and hear through the eyes and ears of a consenting target for up to an hour. For a non-consenting target, the psychic must roll 1D10 + Their Level to beat 1D10 + Their Target's Level.

Forget That Happened
Wipe the last "five minutes" from your target's mind. Auto-succeed on Fodder characters, D10 challenge for non-Fodder.

Psychic Radio
Two directional psychic communication within one mile for up to five characters for four hours. Does not require consent, so yes you can just start talking in some random person's head. But they can choose to talk back into yours.

Brain Grab
Psychically grab an object you can see weighing up to 50 x Your Level pounds. You can then move the object grabbed as fast as your movement speed.


Combat Modifiers:
-1 Melee




Prestige Archetypes
Prestige archetypes are archetypes that require a character to have already completed levels 1-5 of another archetype and can only be taken when re-archetyping.


Arch-Mage
Prerequisite: Must Have Previously Been a "Magic User"
There are Magic Users and then there are Magic Users. Like maybe they switched from wearing gray robes to white ones. At first level they get two Arch-Mage spells, and add another for each level they advance (if they want to grab the remaining Magic User spell as one of these, that's alright too).

-Detect Spooky (Give Me Five Minutes)-
An Arch-Mage can instinctively detect supernatural, magical, divine, and other spookiness.

-SpellChuck (Sweet Move Point)-
Use a spell from your character's spell book. You must come up with a very good description of what happens when you cast said spell, along with a decent name for it.

New spells
Magical Disguise
You can disguise yourself (or another character) with magic. People may be able to see through this though, so the player will roll a D10 upon casting to determine the effectiveness. People passing by won't see through the disguise, but anyone who directly interacts with the character can roll a D10 to see if they can tell something is wrong. They will not be able to see your real identity, but will know you aren't who you're pretending to be.

Dispell
You can undo a spell of another character, or remove magic cast on an object. You know, like remove someone's magical disguise, get rid of their platform, remove their magic shield, or disrupt their ward. This is done with a D10 challenge.

Stevie's Slapping Hand
It's a giant slapping hand. It's like "Attack Spell" but can use Barehands statistics instead of Range statistics for a distant attack.

Restore Life
Is a character dead? Well not anymore! If Restore life is cast within the same combat that a character is killed (or immediately following it) that character returns to life with nine damage points (or two if you want to bring back Fodder for some reason)

Animal Besties
Want to talk to animals? Well guess what, you can. Neat! Got tell that moth to bug that eagle about that thing, okay?

Imposing Presence
You get scary as all get out. Your eyes might glow, you might look ten feet tall, whatever. Make it scary. The people you're trying to scare must roll 1d10 and beat your level plus three to avoid it. If they fail, they will be compelled to run away.

(Only available at level 5)
React!
If another character casts a spell on you, attacks you, uses a sweet move on you, or does any other direct action on you during combat and you have this in your spell book, you can immediately cast a spell from your spell book (like Dispell to cancel the spell being cast on you - or just shoot a fireball in the face of the jerk who shot you).


Combat Modifiers:
-1 Melee




Ward-Smith
Prerequisite: Must Have Previously Been a "Magic User," "Haxor," "Scientist," "Alchemist," or "Thief."

The Ward-Smith practices a type of magic that uses runes, sigils and other physical symbols to cast their magic. It's an advanced type of magic that is less flash-boom, and more preparation based.

-Detect Spooky (Give Me Five Minutes)-
An Arch-Mage can instinctively detect supernatural, magical, divine, and other spookiness.

-Technomancy (Give Me Five Minutes/Only if character was previously Haxor)-
Technology can be used to achieve any Spell Chuck or Ward based skill.

-Create Ward (Sweet Move Point*)-
A character can create a magical ward. To do so they must physically produce the symbols/objects/etc. Outside of combat, these wards only require a single sweet move point to create -- inside combat producing wards is more complicated. In combat, Creating and Using a Ward takes at least two rounds of combat and the player must spend two sweet move points use them. On the first round, the player must spend a sweet move point to create the initial ward. To actually use the ward, on a later round of combat the player must spend an additional sweet move point to activate it. The Ward-Smith starts with two wards, and then gains an additional ward at each level.

Wards:
Protection against [THING]
This rune can be used to prevent something from crossing into an area. The caster must declare what they are protecting against (be it against monsters, specific groups, or individual people), and for that target to cross they have to use a D10 to beat a roll of 1d10 + Caster's Level to cross.

If an additional sweet move point is invested into the spell, it will do 1d6 damage to anyone who fails their roll to resist it.

Destructive Wave
This destroys an object with explosive force. Any characters on top of/touching the object will individually take a Melee Sweet Move's Damage. The size of the explosion is at the GM's discretion.

Field of Silence
Creates a room sized bubble where no sound can pass outside of it. Sound still exists in the field, but anyone outside it cannot hear that sound.

Sleep
If this ward is created or activated, all characters affected will lose consciousness for one hour (or until they are physically attacked). Fodder characters are immediately knocked out, and all other characters targeted must use a D10 to beat a roll of 1D10 plus the caster's level.

Tracking
This ward will allow you to locate a person or object with relative precision. To use the ward the Ward-Smith must have a physical object touched by the target. To use, roll 1d10 to determine how well it works. If you roll 1-3 the Wardsmith can just determine direction from their current position at that exact moment. 4-6 means the Wardsmith can track the target for an hour. 7-9 means the Wardsmith can continuously track the target until they dismiss it. 10 means the Wardsmith can not only continuously track the target, but also knows the exact location.

Plot Armor
If a character has an object with this ward on their person, they gain the same ability of the Main Character where they cannot be technically killed in combat and will just become unconscious when they hit maximum damage. Try casting it on a room and shooting your friends for fun!

(Only available at Level 5)
Gateway
The Ward-Smith can create a teleportation gateway. This will create a door that is open for as long as the Ward-Smith holds it. Of course, this isn't an easy exit -- a Gateway can only open to another location where the caster has already created a Gateway to cross to. When a Gateway is activated by Wardsmith they can take one additional person with them. To take more, they must spend an additional sweet move point per person. The wardsmith must also indicate whether or not the gateway they create can only be used by them or whether or not it is open to all other wardsmiths.


Combat Modifiers:
-1 Range



True Mystic
Prerequisite: Any previous Archetype
The Mystic is the hero who has searched for deeper meaning, and come out with some enlightenment. The Mystic is deep. Very, very deep. The Mystic is so deep, that he or she may in fact be played by Steven Seagal - and man, that's deep.

True Mystic's Abilities
-Detect Spooky (Give Me Five Minutes)-
The True Mystic can instinctively detect supernatural, magical, divine, and other spookiness.

-Heal Wounds (Sweet Move Point)-
While wounds naturally heal in this system, a Mystic can channel their personal energy to heal another character to full health. This requires the use of a Sweet Move point.

-General Sweet Move-
The True Mystic can use General Sweet Moves

Combat Modifiers:
+1 Melee
+1 Barehands



Warcaster
Prerequisite: Magic User
The Warcaster is a magic user who has taken a path towards combat. This is a unique “magic” archetype in that a Warcaster can add two of the Warcaster spells at level one, but never gets any other ones. If they want to learn all four, they will need to cycle through and re-archetype as a Warcaster a second time.

Warcaster Abilities
-Detect Spooky (Give Me Five Minutes)-
An important skill to have for any advanced magic archetypes

-Spellchuck-

-General Sweet Move-

Warcaster Spells:
Sneak
More powerful than the Thief’s Hide, not as effective as the Ninja’s totally disappear. Sneak must be cast outside of combat, but the caster rolls 1d10 + the Caster’s level. Their opponent must beat that roll with 1d10 alone to notice the person Sneak has been cast on. Like Hide and Totally Disappear, once they attack someone they become visible

Fly
When Fly is cast, the practicioner can, well, fly. They can fly in any direction at their regular movement speed. They can sustain flight for up to an hour. Casting fly is an action, but once flying works as their movement.

Tank
When another person in the viscinity of the Warcaster takes damage or has a spell cast on them, a Warcaster can cast “Tank” — where their spirit can intercept the attack or spell, and the Warcaster will instead recieve the damage or effect of the spell. This can be cast like a React spell, but with no additional cost.

Coerce
A warcaster can compell a target to follow their commands. It's a D10+Level challenge to see if the other character is controlled (ties going to the defending character), and it lasts for 1d6 minutes outside of combat or 1d6 rounds in combat (explained through adrenaline). While the coerced character will follow basic commands, and can be commanded to attack allies, any command to self harm will be met with an additional D10+Level challenge. A target can only be coerced once per day, and is immune to any additional attempts after the first try (including failed attempts).


Combat Modifiers:
None


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