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archetypes

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Archetypes

Humans

  • Can't train any power stats without the Cybernetic Augmentation modifier, which only grants access to certain traits.
  • Per our multiplayer policy, a player can play two humans at the same time, or a human character and an empowered character.
  • Cheaper karma cost for Tiers 3-5.
  • Professional Focus Class boosts unique only to humans.

Bystander

  • Tier 1: Bystanders are the only native Tier 1 archetype.
  • Karma Cost: 0. Bystanders will never require Karma to play.
  • Focus Points: Bystanders receive no focus points. However, they get all the shared traits all Professional Focus Classes get at level one, allowing Bystanders to have higher wealth and education stats at Tier One than other Tier One characters, to promote Bystander play.
  • Age Range: 18-80. By request, we'll go as high as 110.
  • Modifiers: None. Changing your Archetype to a Tier 2 Archetype loses you the Karma Battery trait.
  • Advancement: Can become a Regular Human, Rookie Metahuman, Metahuman, Prototype Synthetic or Synthetic.
  • Karma Battery: We believe that the Bystander is the most important archetype in SuperMUD. We would like every player to consider maintaining a Bystander alt, and especially for this Bystander alt to be involved in action scenes in SuperMUD, to serve as witnesses (for court scenes for example), hostages, and most importantly, victims of collateral damage. To reward players, Bystanders will permanently be in our game design as the easiest way to gain karma.

Regular Human

  • Tier 2
  • Karma Cost: 25,000
  • Focus Points: Regular Humans get 1 focus point to spend on a Combat or Professional Focus.
  • Age Range: 18-80. By request, we'll go as high as 110.
  • Negative Modifiers: Addiction, Injury, Crippled, Traumatized, Mentally Ill.
  • Positive Modifiers: Professional Training.
  • Advancement: Can become an Important Local, Rookie Metahuman, or Prototype Synthetic. Requires staff approval.

Important Local

  • Tier 3
  • Karma Cost: 50,000
  • Focus Points: Important Locals get 3 focus points to spend on Combat or Professional Focus classes.
  • Age Range: 18-80. By request, we'll go as high as 110.
  • Negative Modifiers: Addiction, Injury, Illness, Crippled, Traumatized, Mentally Ill.
  • Positive Modifiers: Experimented On, Serum Enhanced, Cybernetic Augmentation, Intensive Training
  • Advancement: If an Important Local is 21+, they can become a Dedicated Human.
  • Empowered: Can become a Rookie Metahuman or Prototype Synthetic. Note that these will lower your effective Tier unless you took a Negative Modifier or are taking a Positive Modifier. Requires staff approval.

Dedicated Human

  • Tier 4: A Dedicated Human should be a human who regularly engages in activity involving the conflict that happens in SuperMUD. This is not a human who lives a simple ordinary life.
  • Karma Cost: 100,000.
  • Focus Points: Dedicated Humans get 5 focus points to spend on Combat or Professional Focus classes.
  • Age Range: 21-80.
  • Negative Modifiers: Addiction, Injury, Crippled. Dedicated Humans notably do not have Trauamtized or Mentally Ill as negative modifiers, as some humans perform at this level because of or in spite of this.
  • Positive Modifiers: Experimented On, Serum Enhanced, Cybernetic Augmentation, Intensive Training
  • Advancement: If a Dedicated Human is 28+, they can become 'Super'human.
  • Empowered: Can become a Rookie Metahuman or Prototype Synthetic. Note that these will lower your effective Tier. Requires staff approval.

'Super'human

  • Tier 5: A 'Super'human should be a human who's whole life is dedicated to the activities involving the conflict that happens in SuperMUD. This human can barely maintain any sort of life that has any semblance of normalcy.
  • Karma Cost: 150,000
  • Focus Points: 'Super'humans get 7 focus points to spend on Combat or Professional Focus classes.
  • Age Range: 28-80.
  • Negative Modifiers: Crippled. Nothing less could affect a 'Super'human.
  • Positive Modifiers: Cybernetic Augmentation. Please note this does raise a 'Super'human's Tier, only allowing them access to certain powers and abilities.
  • Empowered: Can become a Rookie Metahuman or Prototype Synthetic. Note that these will lower your effective Tier. Requires staff approval.

Metahumans

  • Can train Power Focus Classes.
  • Least amount of Defining Powers.
  • No Focus Class restrictions.
  • Bonus experience points to mitigate the loss of available Defining Powers.

Rookie

  • Tier 2
  • Karma Cost: 25,000
  • Focus Points: Rookie Metahumans get 1 focus point.
  • Age Range: 18-21. Rookie Metahumans are new to their power.
  • Negative Modifiers: Addiction, Illness, Crippled, Traumatized, Mentally Ill, Low-Powered. Standard injuries do not usually depower Metahumans
  • Positive Modifiers: Experimented On, Serum Enhanced, Cybernetic Augmentation, Intensive Training
  • Advancement: A Rookie Metahuman can become a Metahuman if they are 21. Staff approval is required.
  • Bonus Experience: A Rookie Metahuman gets 100,000 bonus experience points to help with their concept.

Standard

  • Tier 3
  • Karma Cost: 100,000
  • Focus Points: Metahumans get 3 focus points.
  • Age Range: 21-80. By request, we can go older. Metahumans at this age have grown into their power.
  • Negative Modifiers: Addiction, Illness, Crippled, Traumatized, Mentally Ill, Low-Powered
  • Positive Modifiers: Experimented On, Serum Enhanced, Cybernetic Augmentation, Intensive Training
  • Advancement: A Metahuman can become a Veteran Metahuman if they are 28. Staff approval is required.
  • Bonus Experience: A Metahuman gets 150,000 bonus experience points to help with their concept.

Veteran

  • Tier 4
  • Karma Cost: 200,000
  • Focus Points: Veteran Metahumans get 5 focus points.
  • Age Range: 28-80. By request, we can go older. Metahumans with this archetype have used their power in combat rather often.
  • Negative Modifiers: Addiction, Illness, Crippled, Traumatized, Low-Powered. At this stage metahumans with mental illness may be powerful because of or in spite of their powers.
  • Positive Modifiers: Experimented On, Serum Enhanced, Cybernetic Augmentation. Note that Intensive Training is gone, as no amount of training can boost a Metahuman to Tier 5.
  • Bonus Experience: A Veteran Metahuman gets 200,000 bonus experience points to help with their concept.

Omega-Class

  • Tier 5
  • Karma Cost: 300,000
  • Focus Points: Omega-Class Metahumans get 7 focus points.
  • Age Range: 18-80. By request, we can go older. Metahumans with this archetype have innate metahuman powers at this level of power.
  • Negative Modifiers: Addiction, Illness, Crippled, Traumatized. An Omega-Class Metahuman cannot be low powered.
  • Positive Modifiers: Cybernetic Augmentation. Please note this does raise an Omega-Class Metahuman's Tier, only allowing them access to certain powers and abilities.
  • Bonus Experience: An Omega-Class Metahuman gets 250,000 bonus experience points to help with their concept.

Avalonians

  • Avalon contains important lore information to know about Avalonians.
  • Can train Power Focus Classes.
  • Limited amount of Defining Powers.
  • No Focus Class restrictions.
  • The Medieval Armor discipline gains a significant boost if the Avalonian has no powers granting them defensive disciplines.
  • The Avalonians can summon melee weapons and bows made of magical energy, with significant boosts to damage, at will.
  • An Avalonian gets Strength equal to their Tier for free, although they must still buy previous levels of Strength to raise it further.

Standard

  • Tier 3
  • Karma Cost: 100,000
  • Focus Points: Avalonians get 3 focus points.
  • Age Range: 18-1,570. Avalonians age extremely slowly, with all the first-generation Avalonians being a millennium and a half old. Avalonians can look at most 30, older by request.
  • Negative Modifiers: Addiction, Crippled, Traumatized. Most Avalonians are resilient against mental illness, though there are some in Morgana's Legion who embrace it, making it a strength rather than a weakness. Typical injuries don't depower Avalonians.
  • Positive Modifiers: Serum Enhanced, Cybernetic Augmentation, Intensive Training
  • Advancement: An Avalonian can become an Avalonian Knight if empowered by King Arthur or Morgan le Fay. Staff approval is required.
  • Avalonian Powers: An Avalonian gets Strength 3 for free, as well as a boost to Medieval Armor and weaponry disciplines, and the ability to call a weapon made of magical energy to them for free.

Knight

  • Tier 4: An Avalonian Knight must've been knighted by King Arthur or Morgan le Fay to become this powerful at some point in their history. The ceremony magically empowers Avalonians.
  • Karma Cost: 200,000
  • Focus Points: Avalonian Knights get 5 focus points.
  • Age Range: 21-1,570. Avalonian Knights are typically older, and can look at most 40, older by request.
  • Negative Modifiers: Addiction, Crippled, Traumatized.
  • Positive Modifiers: Serum Enhanced, Cybernetic Augmentation, Intensive Training. An Avalonian Knight skilled enough is a match for an Avalonian Noble.
  • Avalonian Powers: An Avalonian Knight gets Strength 4 for free, as well as a boost to Medieval Armor and weaponry disciplines, and the ability to call a weapon made of magical energy to them for free.

Noble

  • Tier 5: An Avalonian Noble must've been granted land during the founding of the Kingdom of Avalon, or be related to someone who has. Nobles have greater magical abilities than other Avalonians.
  • Karma Cost: 300,000
  • Focus Points: Avalonian Nobles get 7 focus points.
  • Age Range: 18-1,570. Avalonian Nobles can be the children of other Nobles, granting them this level of power. Ruling nobles do tend to age faster than standard Avalonians, allowing them to look up to 50.
  • Negative Modifiers: Addiction, Crippled, Trauamtized.
  • Positive Modifiers: Cybernetic Augmentation. Please note this does raise an Avalonian Noble's Tier, only allowing them access to certain powers and abilities.
  • Avalonian Powers: An Avalonian Noble gets Strength 5 for free, as well as a boost to Medieval Armor and weaponry disciplines, and the ability to call a weapon made of magical energy to them for free.

Aliens

  • Can train Power Focus classes.
  • The highest amount of Defining Powers.
  • No Focus Class restrictions.
  • Absolute freedom in appearance options.
  • Can be from a different planet, dimension, or from Avalon.

Rookie

  • Tier 2
  • Karma Cost: 25,000
  • Focus Points: Rookie Aliens get 1 focus point.
  • Age Range: 18-21. Rookie Aliens are very young.
  • Negative Modifiers: Addiction, Illness, Crippled, Traumatized, Low-Powered. Standard injuries do not usually depower Aliens, and their minds are so different than ours that what's considered mental illness in humans might be standard personality traits of any given alien species.
  • Positive Modifiers: Experimented On, Cybernetic Augmentation, Intensive Training. Alien physiologies are so complex that metachemistry cannot grant them permanent powers.
  • Advancement: A Rookie Alien can become an Alien if they are 21. Staff approval is required.

Standard

  • Tier 3
  • Karma Cost: 100,000
  • Focus Points: Aliens get 3 focus points.
  • Age Range: 21-80. By request, we can go older while making an alien retain youth. Aliens at this age should be considered mature.
  • Negative Modifiers: Addiction, Crippled, Traumatized, Low-Powered. Aliens who are capable of interstellar/interdimensional travel or are capable of living on Earth for extended periods of time have likely advanced medicine or physiologies that prevent them from getting ill, or it doesn't depower them.
  • Positive Modifiers: Experimented On, Cybernetic Augmentation, Intensive Training.
  • Advancement: An Alien can become a Veteran Alien if they are 28. Staff approval is required.

Veteran

  • Tier 4
  • Karma Cost: 200,000
  • Focus Points: Veteran Aliens get 5 focus points.
  • Age Range: 28-5000. Aliens with this archetype have used their power in combat rather often. They can look up to 80 in human years.
  • Negative Modifiers: Addiction, Crippled, Traumatized, Low-Powered.
  • Positive Modifiers: Experimented On, Cybernetic Augmentation. Note that Intensive Training is gone, as no amount of training can boost an Alien to Tier 5.

Higher Lifeform

  • Tier 5
  • Karma Cost: 300,000
  • Focus Points: Higher Lifeforms get 7 focus points.
  • Age Range: 18-5000. Aliens with this archetype belong to species that are significantly more powerful or advanced than humans. They can look up to 80 in human years.
  • Modifiers: None. There is nothing that can make a Higher Lifeform less or more powerful.

Synthetics

  • Typically immune to psychic powers.
  • Unable to take the Psionic Focus Class without Organic Mind, which removes the immunity to psychic abilities.
  • Able to train all other Power Focus Classes.
  • Cannot be tasered, naturalized or neutralized.
  • Access to unique Defining Powers.
  • Free access to Synthetic Body, a powerful defensive discipline.
  • Strength 3 and Nightvision for free.
  • Hacking and Engineering equal to their Tier.
  • Bonuses to Striking by raising other melee disciplines.

Prototype

  • Tier 2
  • Karma Cost: 25,000
  • Focus Points: Prototype Synthetics get 1 focus point.
  • Age Range: 0-5. Prototype technology is either new or still in development. By request, abandoned prototypes can be made older. Human looking synths must look at minimum 18, and can look up to 50, older if requested.
  • Negative Modifiers: Malfunctioning.
  • Positive Modifiers: Upgraded
  • Advancement: A Prototype Synthetic can become a Synthetic. Staff approval is required.
  • Synthetic Powers: A Prototype Synthetic gets access to Synthetic Body, Strength 3, Hacking 2 and Engineering 2 for free.

Standard

  • Tier 3
  • Karma Cost: 100,000
  • Focus Points: Prototype Synthetics get 3 focus points.
  • Age Range: 0-7. These synths can be relatively new or have been out for a short while. By request, they can be made older. Human-looking synths must look at minimum 18, and can look up to 80, older if requested.
  • Negative Modifiers: Malfunctioning.
  • Positive Modifiers: Upgraded
  • Advancement: A Synthetic can become an Advanced Synthetic. Staff approval is required.
  • Synthetic Powers: A Synthetic gets access to Synthetic Body, Strength 3, Hacking 3 and Engineering 3 for free.

Advanced

  • Tier 4
  • Karma Cost: 200,000
  • Focus Points: Advanced Synthetics get 5 focus points.
  • Age Range: 0-10. These synths can be cutting-edge or have been out for a while and frequently updated. By request, they can be made older. Human-looking synths must look at minimum 18, and can look up to 80, older if requested.
  • Negative Modifiers: Malfunctioning.
  • Positive Modifiers: Upgraded
  • Advancement: An Advanced Synthetic can become a Perfect Synthetic. Staff approval is required.
  • Synthetic Powers: An Advanced Synthetic gets access to Synthetic Body, Strength 3, Hacking 4 and Engineering 4 for free.

Perfect

  • Tier 5
  • Karma Cost: 300,000
  • Focus Points: Perfect Synthetics get 7 focus points.
  • Age Range: 0-13. These synths can be experimental and incredibly powerful technology that has just been patented, or technology that has been updated so much that it has reached a state where it can be considered a masterpiece. By request, they can be made older. Human-looking synths must look at minimum 18, and can look up to 80, older if requested.
  • Modifiers: None. Perfect Synthetics cannot malfunction.
  • Synthetic Powers: A Perfect Synthetic gets access to Synthetic Body, Strength 3, Hacking 5 and Engineering 5 for free.

Magickers

  • Unable to take the Powerhouse or Speedster Focus Classes.
  • Able to take all other Power Class Focuses.
  • Free access to unique powerful disciplines.
  • The ability to astrally project and see into the astral plane.

Dabbler

  • Tier 2
  • Karma Cost: 25,000
  • Focus Points: Dabblers get 1 focus point.
  • Age Range: 18-80. Dabblers are only just learning about magic and what it's capable of. An older Dabbler might still be low-tier.
  • Negative Modifiers: Addiction, Injury, Illness, Crippled, Traumatized, Mentally Ill.
  • Positive Modifiers: Serum Enhanced, Cybernetic Augmentation, Intensive Training. Magickers don't typically gain their powers from being experimented on.
  • Advancement: A Dabbler can become a Practitioner if they are 21. Staff approval is required.
  • Magical Powers A Dabbler gains free access to Fate's Protection and Combat Magic, as well as the ability to interact with the Astral Plane.

Practitioner

  • Tier 3
  • Karma Cost: 100,000
  • Focus Points: Practitioners get 3 focus points.
  • Age Range: 21-80. Practitioners still require years of practice to have any tangible power.
  • Negative Modifiers: Addiction, Injury, Crippled, Traumatized, Mentally Ill
  • Positive Modifiers: Serum Enhanced, Cybernetic Augmentation, Intensive Training
  • Advancement: A Practitioner can become a Magician if they are 28. Staff approval is required.
  • Magical Powers A Practitioner gains free access to Fate's Protection and Combat Magic, as well as the ability to interact with the Astral Plane.

Magician

  • Tier 4
  • Karma Cost: 200,000
  • Focus Points: Magicians get 5 focus points.
  • Age Range: 28-80. Magicians can request higher ages and to look younger (as low as 18) to represent life-extending magic.
  • Negative Modifiers: Addiction. Magicians have otherwise seen so much at this stage that it's hard to traumatize one, and physical injuries typically do not depower a magician.
  • Positive Modifiers: Serum Enhanced, Cybernetic Augmentation, Intensive Training
  • Advancement: A Magician can become a Sorcerer Supreme if they are 31. Staff approval is required.
  • Magical Powers A Magician gains free access to Fate's Protection and Combat Magic, as well as the ability to interact with the Astral Plane.

Sorcerer Supreme

  • Tier 5
  • Karma Cost: 300,000
  • Focus Points: Sorcerer Supremes get 7 focus points.
  • Age Range: 31-5000. Sorcerer Supremes can look as young as 18 and as old as 80, or older by request. It has taken a lifetime of magical education to become this powerful.
  • Negative Modifiers: Addiction.
  • Positive Modifiers: Cybernetic Augmentation. Please note this does raise a Sorcerer Supreme's Tier, only allowing them access to certain powers and abilities.
  • Magical Powers A Sorcerer Supreme gains free access to Fate's Protection and Combat Magic, as well as the ability to interact with the Astral Plane.

Divers

  • Divers contains important lore information about the eponymous species.
  • Only able to take the Powerhouse and Speedster Focus Classes as Power Focus Classes.
  • Able to take Professional and Combat Focus Classes like everyone else.
  • Strength and Running equal to their Tier. Note they still must pay for previous levels to raise them higher otherwse.
  • Superhuman Vision and Hearing, including Night Vision.
  • Free access to Flight and Natural Toughness.
  • Free access to Laser Eyes, one of the most powerful disciplines in the game.
  • Bonuses to Striking by raising other melee disciplines.

Rookie

  • Tier 3
  • Karma Cost: 100,000
  • Focus Points: Rookie Divers get 3 focus points.
  • Age Range: 18-21. At this age, Divers are very young and untested.
  • Negative Modifiers: Crippled, Traumatized, Mentally Ill. Divers are extremely resistant to injury or illness, although lack of discipline might make a young Diver less powerful.
  • Positive Modifiers: Cybernetic Augmentation, Intensive Training
  • Advancement: A Rookie Diver can become a Diver if they are 21. Staff approval is required.
  • Diver Powers: A Rookie Diver gets Strength and Running 3 for free, as well as significant boosts to Natural Toughness, free access to the Laser Eyes discipline, and the power to fly. They also receive multiple powers to enhance their senses.

Standard

  • Tier 4
  • Karma Cost: 200,000
  • Focus Points: Divers get 5 focus points.
  • Age Range: 21-250. Divers live incredibly long lives, with Divers at this level able to look up to 30.
  • Negative Modifiers: Crippled. Any mental issues a Diver at this level is going through doesn't really hinder their abilities.
  • Positive Modifiers: Cybernetic Augmentation. No amount of training can raise a Diver to Tier 5.
  • Advancement: A Diver can become a Veteran Diver if they are 250. Staff approval is required.
  • Diver Powers: A Diver gets Strength and Running 4 for free, as well as significant boosts to Natural Toughness, free access to the Laser Eyes discipline, and the power to fly. They also receive multiple powers to enhance their senses.

Veteran

  • Tier 5
  • Karma Cost: 300,000
  • Focus Points: Veteran Divers get 7 focus points.
  • Age Range: 250-5000. Veteran Divers are extremely old and can ask to be even older. Veteran Divers are able to look up to 50.
  • Positive Modifiers: Cybernetic Augmentation. Please note this does raise a Veteran Diver's Tier, only allowing them access to certain powers and abilities.
  • Diver Powers: A Veteran Diver gets Strength and Running 5 for free, as well as significant boosts to Natural Toughness, free access to the Laser Eyes discipline, and the power to fly. They also receive multiple powers to enhance their senses.
archetypes.1697454448.txt.gz · Last modified: by editor

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