Architect
Mentality Jack
Mark Description
"I trained for years to defend my dreams, my walls were tall and wide with my keep build out of the strongest material I could imagine. All this for some Jack to create 5 doors and walk straight in."
Overview
The Architect uses their control over dream worlds to modify objects and environments, making them benefit the Jacks and making them easier to traverse. The Architect much be creative and use the environment to their advantage to get ahead in most situations.
They have some combat capabilities but tend to try to navigate over under or around most obstacles.
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Passives
Level 1
Level 2
Level 3
Level 4
Level 5
The Architect can easily make minor adjustments to any object to have it better suit your needs.
Dream Weaving related to objects or furnishings are one difficulty easier. Note, this is in addition to being one easier for being related to your specialisation.
Dream Weaving is a decisive roll that is made when a Jack tries to do anything that would not be normally possible in the real world.
The Architect has figured out how to move things with their mind.
Move a nearby small or medium sized object without needing to touch it up to 25 DU per round for small objects, and 10 DU per round for medium objects.
A small object would be anything you could hold easily in one hand and a medium object would be something that takes up a 1 DU cube.
Larger changes to scenery are now second nature.
Dream Weaving to change rooms, structures, or buildings are one difficulty easier. Note, this is in addition to being one easier for being related to your specialisation.
The Architect has figured out how to levitate objects and ride them around.
Choose an object, it now has flying move distance of 25 DU and can be ridden by up to 2 people.
The Architect has branched out into other forms of scenery.
Dream Weaving to do with any scenery is one difficult easier.
Abilities
Level 1 - Passage
Level 2 - Catapult
Level 3 - Portal
Level 4 - Trap
Level 5 - Full Metal Architect
The Architect can create functional structure for getting from one place to the next.
Make a staircase, tunnel or bridge up to 100DU long and half a 10DU wide. It starts crumbling after 5 rounds and collapses after 10 rounds.
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Chaos Effect
It twists and turns in chaotic and unpredictable ways.
The length of the architecture's path doubles to cover the same distance.
Order Effect
The staircase matches the world in theme to the point where it no longer crumbles away.
Does not crumble of collapse.
Fling a large object at a target.
Apply Bleeding, Broken, Pinned, Burning, Wet, Cold, Pushed or Zapped condition depending on the object (GM Chosen), to a nearby target and anything adjacent to it.
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When making weapon attacks, use a die one size smaller for each stack of broken. Shatters Frozen or Petrified Occupants. Stacks
Cannot move. Stacks can be removed by using an interaction during a round. Stacks.
Burning applies a random Basic Condition per stack at the end of each round. Cancels one Frozen stack. Cancels Wet. Stacks. Fades.
Cancels Burning. Applies Loose Footing while moving.
The dream's hostility scale is at 6 or below.
The dream's hostility scale is at 6 or below.
The dream's hostility scale is at 6 or below.
Bleeding applies 1 Pained per stack at the end of each round. Stacks. Fades.
Chaos Effect
There is something inside the object. Add an additional d8
Chaos Condition to those effected.
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Chaos conditions are rolled on a list. The die roll determines the elemental condition that is applied.
1. Hot
2. Cold
3. Wet
4. Zapped
5. Grounded
6. Burning
7. Charged
8. Fugued
9. Shifted
10. Frozen
11. Paralysed
12. Petrified
Order Effect
You may change the object while it flies through the air. Choose the condition applied.
The Architect can create a doorway through any dream material, the other end of the door doesn't need to make sense.
A doorway appears and acts like a portal between a nearby point you can see and a point you can picture that is at most 50DU away, if the point is more that 50DU away the doorway appears as close as it can get to that point.
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Chaos Effect
The door leads somewhere unexpected.
The other end of the door can be anywhere chosen by the GM.
Order Effect
"You can't just put a door anywhere."
Reorienting the rooms attached to the doors so that the door is now a normal door.
The Architect Creates a large trap on a path.
Create a half DU by half a DU trap. Occupants, Auras and other Jacks must make a decisive roll to see the trap, where the roll's difficulty is hard plus a difficulty for each of the Architect's positive Mentality. On triggering, apply 3 stacks of; Bleeding, Broken, Pinned, Burning, Wet, Cold, Pushed or Zapped to anything on or adjacent to the trap.
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When making weapon attacks, use a die one size smaller for each stack of broken. Shatters Frozen or Petrified Occupants. Stacks
Cannot move. Stacks can be removed by using an interaction during a round. Stacks.
Burning applies a random Basic Condition per stack at the end of each round. Cancels one Frozen stack. Cancels Wet. Stacks. Fades.
Cancels Burning. Applies Loose Footing while moving.
The dream's hostility scale is at 6 or below.
The dream's hostility scale is at 6 or below.
The dream's hostility scale is at 6 or below.
Bleeding applies 1 Pained per stack at the end of each round. Stacks. Fades.
Chaos Effect
"I swear I set a different trap."
Roll a d8 to decide the condition applied by the trap when it is triggered.
Order Effect
The trap blends perfectly into the scenery.
The trap in Invisible.
Cannot be seen.
The Architect uses all their focus to take control of the dream changing the setting and scenery at will and however they choose for a short time.
The Architect can change anything related to the scenery for 5 rounds. These changes will affect the Chaos Scale depending on what the Architect decides to do.
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Chaos Effect
All changes lead to Chaos.
The dream increases the Chaos Scale by 1 each round.
Order Effect
All changes lead to Order.
The dream decreases the Chaos Scale by 1 each round
Tips for playing as The Architect.
The Architect is very reliant on Dream Weaving to get the environment to work with the Jacks. Don't be afraid to modify the GMs world to help you pass through it as this is your main strength and without it you will struggle to be useful to the party.
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The GM may decide to move the chaos scale around if you start changing things to many different themes so think about how your Dream Weaving can still fit the scene.