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===The Feeling===
===The Feeling===
[[File:Feeling.png|right|350px]]
All of the human strains are blessed with a set of senses: some physical, some mental, and some spiritual. While a few additional senses exist in rare individuals, the rarest of these is simply called "The Feeling". The feeling enables a person to sense Ylem.
All of the human strains are blessed with a set of senses: some physical, some mental, and some spiritual. While a few additional senses exist in rare individuals, the rarest of these is simply called "The Feeling". The feeling enables a person to sense Ylem.


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What is Ylem? A sophist can drop a stone from a tall building 1,000 times and measure everything they need to know about gravity. When asked what gravity IS, however, the sophist will be stumped.  Ylem is like gravity. It is a great source of power. It is ubiquitous, and those who can feel it can and often do use it to make themselves more powerful. As far as anyone has been able to determine, there seems to be no end to this supply of power.
What is Ylem? A sophist can drop a stone from a tall building 1,000 times and measure everything they need to know about gravity. When asked what gravity IS, however, the sophist will be stumped.  Ylem is like gravity. It is a great source of power. It is ubiquitous, and those who can feel it can and often do use it to make themselves more powerful. As far as anyone has been able to determine, there seems to be no end to this supply of power.
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==Mind Archetypes==
==Mind Archetypes==
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===[[Bard]]===
===[[Bard]]===
Masters of resonance, psychological manipulation, and interpersonal dynamics, Bards utilize creative expression as a tangible force. They do not view performance as mere entertainment, but as a systematic methodology for altering cognitive states, manipulating memory, and bending social environments to their absolute will. Through harmonic frequency, rhythmic prose, or theatrical presence, a Bard can bolster the morale of entire battalions, disorient enemy lines, or seamlessly navigate the highest, most cutthroat political structures of Otan's metropolitan centers.
Masters of resonance, psychological manipulation, and interpersonal dynamics, Bards utilize creative expression as a tangible force. They do not view performance as mere entertainment, but as a systematic methodology for altering cognitive states, manipulating memory, and bending social environments to their absolute will. Through harmonic frequency, rhythmic prose, or theatrical presence, a Bard can bolster the morale of entire battalions, disorient enemy lines, or seamlessly navigate the highest, most cutthroat political structures of Otan's metropolitan centers.
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==Body Archetypes==
==Body Archetypes==
[[File:Brute.png|right|350px]]
The [[Archetype]]s of the [[Body]] represent the ultimate refinement of physical form, martial discipline, and kinetic execution. These practitioners look inward, transforming their muscles, reflexes, and survival instincts into peerless living weapons.
The [[Archetype]]s of the [[Body]] represent the ultimate refinement of physical form, martial discipline, and kinetic execution. These practitioners look inward, transforming their muscles, reflexes, and survival instincts into peerless living weapons.


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===[[Knight]]===
===[[Knight]]===
The epitome of structured martial defense and disciplined tactical leadership, Knights serve as the unyielding bulwarks of [[Otan]]'s civilizations. Bound by rigid codes, extensive martial training, and heavy armor proficiencies, they specialize in spatial control and perimeter management. A [[Knight]] does not simply fight; they command the geometry of the battlefield, utilizing massive shields, precise defensive parries, and authoritative combat formations to draw enemy aggression entirely away from their fragile allies.
The epitome of structured martial defense and disciplined tactical leadership, Knights serve as the unyielding bulwarks of [[Otan]]'s civilizations. Bound by rigid codes, extensive martial training, and heavy armor proficiencies, they specialize in spatial control and perimeter management. A [[Knight]] does not simply fight; they command the geometry of the battlefield, utilizing massive shields, precise defensive parries, and authoritative combat formations to draw enemy aggression entirely away from their fragile allies.
 
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===[[Hunter]]===
===[[Hunter]]===
[[File:Hunter.png|right|350px]]
The master stalkers of the untamed wilderness, [[Hunter]]s, bridge the gap between human civilization and the predatory wild. Possessing hyper-acute sensory perception and an unparalleled understanding of fauna behavior, they excel at tracking, asymmetric warfare, and resource harvesting. A [[Hunter]] dominates their environment through meticulous preparation, configuring complex mechanical snares, exploiting environmental hazards, and utilizing loyal animal companions to neutralize high-value targets long before a drop of blood is spilled in close combat.
The master stalkers of the untamed wilderness, [[Hunter]]s, bridge the gap between human civilization and the predatory wild. Possessing hyper-acute sensory perception and an unparalleled understanding of fauna behavior, they excel at tracking, asymmetric warfare, and resource harvesting. A [[Hunter]] dominates their environment through meticulous preparation, configuring complex mechanical snares, exploiting environmental hazards, and utilizing loyal animal companions to neutralize high-value targets long before a drop of blood is spilled in close combat.


===[[Rogue]]===
===[[Rogue]]===
Operating within the blind spots of perception and security, [[Rogue]]s are the premier masters of stealth, agility, and precision lethality. They view conventional combat as a failure of positioning, choosing instead to exploit structural vulnerabilities, anatomical weak points, and chaotic environments. Utilizing rapid-fire reflexes, expert acrobatics, and a vast arsenal of concealed gadgets or toxins, a [[Rogue]] can bypass complex security arrays, slip through unbreachable perimeters, and deliver instantaneous, decisive strikes from the shadows.
Operating within the blind spots of perception and security, [[Rogue]]s are the premier masters of stealth, agility, and precision lethality. They view conventional combat as a failure of positioning, choosing instead to exploit structural vulnerabilities, anatomical weak points, and chaotic environments. Utilizing rapid-fire reflexes, expert acrobatics, and a vast arsenal of concealed gadgets or toxins, a [[Rogue]] can bypass complex security arrays, slip through unbreachable perimeters, and deliver instantaneous, decisive strikes from the shadows.
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==Spirit Archetypes==
==Spirit Archetypes==
[[File:Psychic.png|right|350px]]
The [[Archetype]]s of the Spirit pierce the veil of the material plane, communing with extra-planar dimensions, ancestral realms, and the invisible undercurrents of life, death, and cosmic authority.
The [[Archetype]]s of the Spirit pierce the veil of the material plane, communing with extra-planar dimensions, ancestral realms, and the invisible undercurrents of life, death, and cosmic authority.


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===[[Warlock]]===
===[[Warlock]]===
Bound by an obsession with forbidden forces, [[Warlock]]s utilize complex, geometric magic circles to exert absolute control over extra-planar and synthetic entities. Operating across insular, secretive cults, they do not fight their own battles, but instead lead from the rear through proxy armies. Through the mastery of their wrist-bound circles of control, an advanced [[Warlock]] can summon malevolent [[Daemon]]s from dark dimensions, cultivate synthetic [[Homunculi]], or rip the departed back to the material plane to raise tireless legions of the [[Undead]].
Bound by an obsession with forbidden forces, [[Warlock]]s utilize complex, geometric magic circles to exert absolute control over extra-planar and synthetic entities. Operating across insular, secretive cults, they do not fight their own battles, but instead lead from the rear through proxy armies. Through the mastery of their wrist-bound circles of control, an advanced [[Warlock]] can summon malevolent [[Daemon]]s from dark dimensions, cultivate synthetic [[Homunculi]], or rip the departed back to the material plane to raise tireless legions of the [[Undead]].
 
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===[[Divine]]===
===[[Divine]]===
[[File:Divine.png|right|350px]]
Conduits of celestial authority, cosmic order, and absolute conviction, [[Divine]]s channel the immense powers of the upper heavens or specialized archetypal deities. They function as the ultimate moral anchors and spiritual guardians of [[Otan]]'s societies, weaving radiant blessings that bolster allies and casting down blinding, elemental judgements to purge corruption. Their presence on the battlefield brings supernatural fortitude, turning ordinary infantries into unyielding crusades through the pure, radiant manifestation of their faith.
Conduits of celestial authority, cosmic order, and absolute conviction, [[Divine]]s channel the immense powers of the upper heavens or specialized archetypal deities. They function as the ultimate moral anchors and spiritual guardians of [[Otan]]'s societies, weaving radiant blessings that bolster allies and casting down blinding, elemental judgements to purge corruption. Their presence on the battlefield brings supernatural fortitude, turning ordinary infantries into unyielding crusades through the pure, radiant manifestation of their faith.


===[[Shaman]]===
===[[Shaman]]===
The sentinel guardians of [[Otan]]'s natural order, [[Shaman]]s operate as the vital spiritual and agricultural anchors for rural, frontier communities. Rejecting the sterile stone of major cities, they align their internal energies directly with the living ecosystem through three foundational spiritual circles: Attraction, Life, and Regeneration. From their secluded sanctuary groves, a [[Shaman]] can turn the environment itself against intruders, summoning powerful spirit animals, commanding flora, and cultivating customized slimes to heal the sick or aggressively defend the wild spaces they call home.
The sentinel guardians of [[Otan]]'s natural order, [[Shaman]]s operate as the vital spiritual and agricultural anchors for rural, frontier communities. Rejecting the sterile stone of major cities, they align their internal energies directly with the living ecosystem through three foundational spiritual circles: Attraction, Life, and Regeneration. From their secluded sanctuary groves, a [[Shaman]] can turn the environment itself against intruders, summoning powerful spirit animals, commanding flora, and cultivating customized slimes to heal the sick or aggressively defend the wild spaces they call home.
 
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{{Copyright notice}}
{{Copyright notice}}

Latest revision as of 04:10, 30 June 2026

Archetype
Basic Rules
wiki#.png
Player and NPC Archetypes
DescriptionThese archetypes are for the basic rules in the "free-to-play" version of the Will to Power TTRPG. Enjoy!

Overview

The gift of the Archetype is granted by the unseen hand of the Universe seemingly at random to about one in every several hundred individuals in Otan. What is known and well documented by Sophists and others who keep such records is that there are fully twelve Archetypes, and these are distributed at equal percentages among the twelve Strains of people of Otan.

Legends, poems and songs dedicated to the Archetypes invariably point to simpler times, before life on Otan as it is currently known. The twelve Archetypes had kinder origins, not prepossessed with a need for power, but rather as a way to identify types of people needed to make a well-rounded society. While all people are made up of three parts, Mind, Body, and Spirit, the Archetypes are divided amongst these. Thus, there are four Archetypes that make the best use of a strong mind. There are four that make use of the body, and four for the spirit.

The Feeling

All of the human strains are blessed with a set of senses: some physical, some mental, and some spiritual. While a few additional senses exist in rare individuals, the rarest of these is simply called "The Feeling". The feeling enables a person to sense Ylem.

People asked to describe the feeling say that it is strongest when none of their other senses are at play. In a warm, dark room, lying comfortably, with no distracting sounds, a person with The Feeling will describe it as a bubbling sensation. They describe it as something like a heart palpitation followed by an explosion that extends beyond their room.

Ylem

Ylem is not a word that is spoken by all the people of Otan. It is not a tangible substance any more than a feeling might be tangible. One can feel a feeling, and individuals who possess "The Feeling" can sense and make use of Ylem.

What is Ylem? A sophist can drop a stone from a tall building 1,000 times and measure everything they need to know about gravity. When asked what gravity IS, however, the sophist will be stumped. Ylem is like gravity. It is a great source of power. It is ubiquitous, and those who can feel it can and often do use it to make themselves more powerful. As far as anyone has been able to determine, there seems to be no end to this supply of power.

Mind Archetypes

The Archetypes of the Mind unlock the vast, latent potential of consciousness, logic, and creative intellect. Rather than relying on physical brawn or external spiritual entities, these practitioners reshape reality through calculated intent, rigorous study, or the mastery of systemic innovation.

Wizard

The pinnacle of academic discipline, Wizards systematically manipulate the fundamental laws of physics and thermodynamics. Originating from the historical study of specialized organoids found within the skulls of ancient dragons, modern Wizards train across specialized academies to command energy, solids, liquids, and gases. At their highest tiers of study, Aether Wizards transcend draconic mimicry entirely, using pure mathematical deduction to bend space, time, and cosmic energy from the rear guard of a battlefield.

Witch

Considered by many scholars to be the foundational root of all powered disciplines, Witches are the multi-disciplinary pioneers of Otan's magic. Operating from ancestral, generationally preserved kitchens, they possess a vast, highly varied repertoire that balances cosmic aethereal currents with material mediums. A Witch seamlessly transitions between weaving permanent geometric runic wards, amplifying energy through tuned crystals, brewing complex herbal remedies, and animating sympathetic poppets to holistically solve a community's daily problems or fortify its civil defense.

Tinker

Driven by an unrelenting, hyper-advanced spark of kinetic intuition, Tinkers are the master inventors and architects of mechanical progress. Their unique perception allows them to visualize structural stress points and intricate pressure flows in real time, enabling them to fabricate revolutionary technology using wood, metal, stone, and steam. Depending on their personal philosophies, a Tinker might forge heavy mechanized armor to serve as a frontline fighting machine or construct volatile ranged artillery to dictate combat from afar, leaving behind an undeniable trail of towering mechs, airships, and self-shifting fortresses.

Bard

Masters of resonance, psychological manipulation, and interpersonal dynamics, Bards utilize creative expression as a tangible force. They do not view performance as mere entertainment, but as a systematic methodology for altering cognitive states, manipulating memory, and bending social environments to their absolute will. Through harmonic frequency, rhythmic prose, or theatrical presence, a Bard can bolster the morale of entire battalions, disorient enemy lines, or seamlessly navigate the highest, most cutthroat political structures of Otan's metropolitan centers.

Body Archetypes

The Archetypes of the Body represent the ultimate refinement of physical form, martial discipline, and kinetic execution. These practitioners look inward, transforming their muscles, reflexes, and survival instincts into peerless living weapons.

Brute

Fueled by raw, explosive physiology and an unyielding kinetic resilience, Brutes are the undisputed juggernauts of close-quarters combat. They reject the heavy, restrictive armor and complex tactics of conventional soldiers, relying instead on dense muscle mass, accelerated cellular recovery, and overwhelming physical momentum. In the crucible of battle, a Brute absorbs devastating, otherwise lethal trauma only to convert that incoming kinetic energy into terrifying, earth-shaking counter-strikes that shatter enemy lines.

Knight

The epitome of structured martial defense and disciplined tactical leadership, Knights serve as the unyielding bulwarks of Otan's civilizations. Bound by rigid codes, extensive martial training, and heavy armor proficiencies, they specialize in spatial control and perimeter management. A Knight does not simply fight; they command the geometry of the battlefield, utilizing massive shields, precise defensive parries, and authoritative combat formations to draw enemy aggression entirely away from their fragile allies.

Hunter

The master stalkers of the untamed wilderness, Hunters, bridge the gap between human civilization and the predatory wild. Possessing hyper-acute sensory perception and an unparalleled understanding of fauna behavior, they excel at tracking, asymmetric warfare, and resource harvesting. A Hunter dominates their environment through meticulous preparation, configuring complex mechanical snares, exploiting environmental hazards, and utilizing loyal animal companions to neutralize high-value targets long before a drop of blood is spilled in close combat.

Rogue

Operating within the blind spots of perception and security, Rogues are the premier masters of stealth, agility, and precision lethality. They view conventional combat as a failure of positioning, choosing instead to exploit structural vulnerabilities, anatomical weak points, and chaotic environments. Utilizing rapid-fire reflexes, expert acrobatics, and a vast arsenal of concealed gadgets or toxins, a Rogue can bypass complex security arrays, slip through unbreachable perimeters, and deliver instantaneous, decisive strikes from the shadows.

Spirit Archetypes

The Archetypes of the Spirit pierce the veil of the material plane, communing with extra-planar dimensions, ancestral realms, and the invisible undercurrents of life, death, and cosmic authority.

Psychic

Tapping into the raw, unformatted currents of pure mental energy and telepathic resonance, Psychics manipulate the invisible strings of consciousness and spatial positioning. They bypass the physical mechanics of speech and sight, projecting their willpower directly into the minds of others to read thoughts, project illusions, or induce catastrophic psychic shock. Furthermore, their spiritual focus extends to telekinetic mastery, allowing them to lift monolithic objects, deflect physical projectiles, and alter kinetic vectors with a mere thought.

Warlock

Bound by an obsession with forbidden forces, Warlocks utilize complex, geometric magic circles to exert absolute control over extra-planar and synthetic entities. Operating across insular, secretive cults, they do not fight their own battles, but instead lead from the rear through proxy armies. Through the mastery of their wrist-bound circles of control, an advanced Warlock can summon malevolent Daemons from dark dimensions, cultivate synthetic Homunculi, or rip the departed back to the material plane to raise tireless legions of the Undead.

Divine

Conduits of celestial authority, cosmic order, and absolute conviction, Divines channel the immense powers of the upper heavens or specialized archetypal deities. They function as the ultimate moral anchors and spiritual guardians of Otan's societies, weaving radiant blessings that bolster allies and casting down blinding, elemental judgements to purge corruption. Their presence on the battlefield brings supernatural fortitude, turning ordinary infantries into unyielding crusades through the pure, radiant manifestation of their faith.

Shaman

The sentinel guardians of Otan's natural order, Shamans operate as the vital spiritual and agricultural anchors for rural, frontier communities. Rejecting the sterile stone of major cities, they align their internal energies directly with the living ecosystem through three foundational spiritual circles: Attraction, Life, and Regeneration. From their secluded sanctuary groves, a Shaman can turn the environment itself against intruders, summoning powerful spirit animals, commanding flora, and cultivating customized slimes to heal the sick or aggressively defend the wild spaces they call home.