[@Gisk] The five archetypes are: [hider=Glaive]Glaives are the elite warriors of the Ninth World, using weapons and armor to fight their enemies. Hunters, guardians, and soldiers could be glaives. Sometimes scouts, warlords, bandits, and even athletes are glaives.[/hider] [hider=Nano]Nanos are sometimes called mages, wizards, sorcerers, or witches by the people of the Ninth World. Nanosorcerer is also a common term, with their abilities referred to as nano-sorcery. Some claim to be the representatives of gods or other supernatural agencies. Whatever they’re called, nanos master the mysteries of the past to the degree that they seem to perform miracles. They tap into the numenera to alter reality or learn things that they couldn’t otherwise know.[/hider] [hider=Jack]Jacks are intrepid explorers and adventurers. They are jacks of all trades—hence the name—although the word also hearkens back to fables involving a wily, resourceful hero who always seems to be named Jack. Used as a verb, “to jack” means to steal, to deceive, or to get out of a tight scrape through ingenuity or luck.[/hider] [hider=Clint]“Glint” is a term used in the Ninth World to describe anyone who’s good with people. This might be a positive thing: a diplomat, salesperson, performer, or charmer. Or it could carry a somewhat more negative connotation: a con artist, swindler, or charlatan.[/hider] [hider=Seeker]Seekers are explorers. When someone travels to an ancient ruin to recover a cache of numenera devices, that someone is very often a Seeker. In a world where most people spend their lives in a village not knowing what lies beyond the nearby hill or on the other side of the river, Seekers travel, explore, and discover.[/hider] [right][i]~ Numenera Core Rulebook & Character Options 2[/i][/right] There are 4 limitations: [list] [*] Characters must be at least somewhat humanoid. Between 3 and 9 feet. (Additional limbs are acceptable) [*] Characters should be experienced and decently competent in their skill set. However, they are not gods. [*] Characters should be no more powerful than a veteran hero or adventurer. You may be impressive, strong enough to tip a carriage with strain, or adept enough to manipulate gravity in your close proximity. [*] Backstory has almost no limitations. As long as it makes sense for you to be in the small town of Omar at the start of things. [/list]