Skip to main content

Solar Blades & Cosmic Spells - Archetypes: The Nimble

Artwork by Miller
Continuing the series of posts where I present some parts of the current draft of Solar Blades & Cosmic Spells, today I bring you The Nimble, another one of the 4 Archetypes of the game!

The Nimble


You’re the fastest and most agile person you know, and anyone who sees you in action believe that too. If someone needs an skillful infiltrator they call you. If they need a sharpshoot sniper, that’s you too. Well any job for a fast, flexible, precise and nimble person is perfect for you, and you know that. So you charge accordingly.

The Nimble is a character focused on quick reflexes, precision and nimbleness. They favor tasks where their trained reflexes can shine, be it entering a secure space stealthily, stealing a valuable relic from the ancient Empire, rescuing prisoners from the dungeons of the Galactic Overlords. In combat, they prefer using ranged weapons and are hard targets to read.

Prime Attributes: Agility and Intellect
Recovery Roll: 1d6+1
Special Abilities

  • You Can’t Hit Me: The Nimble’s main ability in combat is avoiding getting hit. The character can impose a number of Negative Dice on attacks against him per combat equal to his Level.
  • That’s an Easy Target: Precision is a trademark of this Archetype. Instead of needing a full combat round to aim a shot, The Nimble can forego his movement in a round to get the same benefit as someone aiming for a full round (see Aiming at Chapter 5: Combat.)
  • Luck is on My Side: For some reason, Luck always favor The Nimble. Well, almost always. Characters from this Archetype can reroll a number of Luck Rolls per adventure equal to his Level.
  • I Know How to Do This: Having a very flexible career (and sometimes even more flexible morals), The Nimble learns many trades and skills. Because of that, they learn an additional “profession” each odd Level, beginning at first. These professions can be used just like Vocations, granting and imposing Positive or Negative Dice.

If you like what you've just read, check out my books over RPGNow and Lulu.

Popular posts from this blog

My RPG Zine Trilogy is on Kickstarter!

 I can't believe I didn't post about it here! The Dead are Coming, Screams Amongst the Stars and Running Out of Time are on Kickstarter right now! These are 3 complete games, made using the system of Electric Bastionland and Mausritter as the basis (and with some modifications to fit my vision for each of them). As with my games, they all come filled with many tools and tables to generate gaming content, adventures, locations, NPCs and much more. They are compact, easy to use, and equipped to provide you with years of entertainment! Here's a brief description of each of the games. The Dead Are Coming The first of them is called The Dead Are Coming, a minimalist, OSR style RPG about survival in a post-apocalyptic world where the dead have risen and other survivors can be much worse than the undead. Characters in this game are common people who have been struggling to survive, find their loved ones, keep them safe and just trying to keep living. They all carry resources like

How to never describe a dungeon!

Artwork by Luigi Castellani I've heard it a thousand times. You probably heard it too. Some people , I don't know why, say that dungeons , especially large ones, are boring . The endless repetitions of rooms and corridors and having to choose to go left, right, north or south depresses them. I don't know why. Actually, I do know why. Because they don't really know how to run a dungeon in play. It seems easy, effortless. Just say what's in the room the PCs are in and where the passages going out of it go. But it's not. They get bored with the "you get to a intersection and there is a door to the north and two passages, one going east and one going west" because that's a terrible way of describing a dungeon environment and gives nothing really useful to the players to choose from. You never describe a dungeon like that . There's a lot more going on that we can initially see. A good referee will take all the context of what the dungeon w

Dark Streets & Darker Secrets - Complete Game Text

November was NaGaDeMon (National Game Design Month), and I decided to create an Action Horror RPG using my system (updated with all the modifications of Solar Blades & Cosmic Spells). Inspired by Buffy the Vampire Slayer, Supernatural, X-Files, The Chilling Tales of Sabrina, Grimm and many more TV Shows, comics and books, I quickly worte Dark Streets & Darker Secrets . It is written in a very direct and simple way, similar to Sharp Swords & Sinister Spells originally was, but with uodated rules and a lot of tools and tables to assist the Referee in creating adventures, NPCs, locations, artifacts, monsters and much more. The book itself will eventually be release in partnership with Gallant Knight Games , but the text is already written and ready to be used, so I am sharing it here with you all! There is no official character sheet yet. I am working on it. But a simple Index Card will work just as well! So here it is:  https://drive.google.com/open?id=1QlFYafvxvJAyk