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Archetypes


The Archetype is what amounts to a fighter’s first and biggest headline, containing the broad strokes of their place in any combat scene, and representing their brand of what they bring to a fight. Any character has only a single Archetype, which defines a significant amount of their core style and abilities, as well as informing others as to a great deal of what they’re putting on the table. The Archetype isn’t the sole decider of how a character fights, however, and every one of them is possible to play and customize in a variety of unique ways, letting any character have their own special twist on the broader specialization that first informs a reader about their style. Archetypes are publicly visible information, so that other combatants have a general idea of what it is that your character does, and what to expect.


Powerhouses


Characters under a Powerhouse Archetype typically have a combat style that performs a specific way, very very well. Powerhouses innately have the most total capability of all Archetype classes, and are each built around a specific theme wherein they excel, but cannot assign Prime Quirks. This means that most of their power is built into the Archetype up front, allowing for Powerhouses to be easier to build, and a type of Archetype with "no wrong choices" in combat when it comes to their inherent abilities. Powerhouses are the ideal choice for making a character excel at something in a dramatic way, with a low barrier to achieving it.


All Star - The All Around Powerhouse

Minor bonus to Power, Precision, Endurance, and Mitigation.

Your passive Hype gain is increased by 1.

You begin each battle with 2 Hype instead of 0.

Your passive Drive gain is increased by 5.

Your maximum HP is increased by 60.


Unstoppable - The Power Powerhouse

You cannot make Forceful attacks, but all of your attacks are counted as Forceful in addition to their actual type.

Moderate bonus to Power.

All attacks you make gain the effect of a free Attack I Push.

Consistent Attacks:

Efficient Attacks:

Dramatic Attacks:


Inerrable - The Precision Powerhouse

You cannot make Consistent attacks, but all of your attacks are counted as Consistent in addition to their actual type.

Moderate bonus to Precision.

All attacks you make that Miss are rerolled. This can only happen once per attack.

All attacks you make that initially score a Critical Hit deal a Major amount more damage.

Forceful Attacks:

Efficient Attacks:

Dramatic Attacks:


Immovable - The Endurance Powerhouse

You cannot Guard, but all of your defenses are counted as a Guard action in addition to their actual type.

All attacks made against you deal 20 less damage.

Moderate bonus to Endurance.

Maneuver Defenses:

Bolster or Focus Defenses:

Rally Defenses:


Untouchable - The Mitigation Powerhouse

You cannot Maneuver, but all of your defenses are counted as a Maneuver action in addition to their actual type.

All attacks made against you have a 25% chance to downgrade one hit step.

Moderate bonus to Mitigation.

Guard Defenses:

Bolster or Focus Defenses:

Rally Defenses:


Destroyer - The Offensive Powerhouse

Solid bonus to both Power and Precision.

Your passive Drive gain is increased by 3.

Forceful Attacks:

Consistent Attacks:

Efficient Attacks:

Dramatic Attacks:


Survivor - The Defensive Powerhouse

Solid bonus to both Endurance and Mitigation.

Your maximum HP is increased by 60.

Guard Defenses:

Maneuver Defenses:

Bolster or Focus Defenses:

Rally Defenses:


Aspirant - The Self-Strengthening Powerhouse

Forceful Attacks:

Consistent Attacks:

Efficient Attacks:

Dramatic Attacks:

Guard Defenses:

Maneuver Defenses:

Bolster Defenses:

Focus Defenses:

Rally Defenses:


Demoralizer - The Malus Powerhouse

All attacks you make increase the cost of using Cure by 1 for the target's turn.

Any attack you make that brings an opponent to 10% or less of their maximum HP, or attacks you make on opponents at less than 20% HP, automatically trigger a free Coup de Grace Push.

Moderate bonus to Precision.

Minor bonus to both Endurance and Mitigation.

Forceful Attacks:

Consistent Attacks:

Efficient Attacks:

Dramatic Attacks:


Hero - The Drive Powerhouse

Your maximum Drive is increased to 120 and you begin each battle with 90 Drive.

Your passive Drive gain is increased by 10.

Light Attacks:

Standard - Heavy Attacks:

Deadly - Finishing Attacks:


Arsenal - The Hype Powerhouse

You cannot make Dramatic attacks, but all of your attacks are counted as Dramatic in addition to their actual type.

Your maximum Hype is increased to 20.

Your passive Hype gain is increased by 3.

As long as you use a Push before each attack and defense, you gain a Minor bonus to both Power and Precision on those attacks, and a Minor bonus to both Endurance and Mitigation on those defenses.


Immortal - The Regeneration Powerhouse

You heal a Major amount of the damage you take from all attacks.

Your maximum HP is increased by 100.

Guard or Maneuver Defenses:

Bolster or Focus Defenses:

Rally Defenses:


Icon - The Team Powerhouse

Minor bonus to Power, Precision, Endurance, and Mitigation.

Support:

Guard, Maneuver, Focus, and Bolster Defenses:

Rally Defenses:


Aegis - The Protective Powerhouse

Moderate bonus to Endurance.

Your maximum HP is increased by 60.

You have a 50% chance of resisting one status effect applied to you each turn, starting from the most powerful.

Support:

Rally Defenses:


Panacea - The Healing Powerhouse

Finishing Dramatic Attacks:

Support:


Specialists


Characters under a Specialist Archetype generally have a core combat focus, but significantly more flexibility in how they go about using it, gaining the use of a new, Archetype-specific resource that lets them control how power their abilities turn by turn. Specialist Archetypes allow for more freedom in expression with greater significance on turn to turn decisions, and for more significant customization by allowing the character to equip a Prime Quirk and benefiting from many Quirks and Signatures in a more synergistic way. However, playing a Specialist Archetype expects a certain level of basic game sense, and may be unrewarding without it, and thus should be for those who are reasonably comfortable with combat mechanics and enthusiastic about customizing their character further.


Paragon - The Versatility Specialist

Minor bonus to Power, Precision, Endurance, and Mitigation.

Once you deal damage equal to 25% or more of an enemy's maximum HP or 33% with a Critical Hit, without a Finishing attack, you gain a Power Badge.

Once you take damage equal to 15% or less of your maximum HP, from an attack that isn't a Miss or Light attack, you gain an Endurance Badge.

Once you land a Critical Hit, or two Solid Hits, you gain a Precision Badge.

Once you cause an opponent to Miss you, or you take two Close Calls, you gain a Mitigation Badge.

Once you've spent at least 8 Hype, you gain a Hype Badge.

You can only have one of each Badge at a time. Fighting multiple opponents divides each Badge and its bonus into as many fractions as you have opponents, gaining one fraction instead of one Badge.

Power Badge:

Precision Badge:

Endurance Badge:

Mitigation Badge:

Hype Badge:


Demolisher - The Power Specialist

Significant bonus to Power.

Moderate penalty to Precision.

Minor penalty to both Endurance and Mitigation.

After your attacks, you gain Smash. The amount of Smash you gain is equal to the percentage of your opponent's maximum HP you dealt in damage, minus 8, with a minimum of 3 Smash.

Your maximum Smash is 50.

Forceful Attacks:

Consistent Attacks:

Efficient Attacks:

Dramatic Attacks:


Assassin - The Precision Specialist

Significant bonus to Precision.

Moderate penalty to Power.

Minor penalty to both Endurance and Mitigation.

You naturally have access to the Perfect Strike Signature and it does not use up your Signature slot. You may not equip the Perfect Strike Signature otherwise. Your natural Perfect Strike is activated when you use a Consistent attack.

You begin each battle with a Plan. Each time your attacks result in a Solid Hit, your Plan advances one Step. Each time your attacks result in a Critical Hit, your Plan advances two Steps.

Upon achieving each Step of your Plan you immediately gain the benefit of the Step or Steps.


Juggernaut - The Endurance Specialist

Significant bonus to Endurance.

Moderate penalty to Mitigation.

Minor penalty to both Power and Precision.

At the end of each of your defenses, you build up Steam. The amount of Steam you gain is equal to 125% of the percentage of your HP you ended your defense with, plus 50.

Your maximum Steam is 500.

Steam:

As your Steam crosses total thresholds, you gain stacking bonuses.


Ace - The Mitigation Specialist

Significant bonus to Mitigation.

Moderate penalty to Endurance.

Minor penalty to both Power and Precision.

You naturally have access to the Uncanny Reflex Signature and it does not use up your Signature slot. You may not equip the Uncanny Reflex Signature otherwise. Your natural Uncanny Reflex is activated when you use a Maneuver defense.

When an attack against you results in a Close Call, you gain an Opening. When an attack against you results in a Miss, you gain two instead.

You can store a maximum of 5 Openings.


Blaster - The Offense Specialist

Moderate bonus to both Power and Precision.

Moderate penalty to both Endurance and Mitigation.

Your passive Drive gain is increased by 3.

Your maximum HP is decreased by 50.

Each time you attack, you have the potential to gain a Blast Point. For each 9% of the opponent's maximum HP the attack damages, you gain a Power Blast Point, and if it is a Solid Hit or Critical Hit, you gain a Precision Blast Point, or three for a Critical Hit.

You have a maximum of 9 of each type of Blast Point.


Sentinel - The Defense Specialist

Moderate bonus to both Endurance and Mitigation.

Minor penalty to both Power and Precision.

Your passive Drive gain is decreased by 1.

Each time you are attacked, you generate Grit. The amount of Grit you gain is equal to one tenth of the damage taken rounded down, or five times the level of the attack. Whichever is greater. While you have Armor HP, the latter is six times the level of the attack instead.

Your maximum Grit is 50.


Overcharged - The Powerup Specialist

After each time you complete both an attack and a defense, you advance one Stage along your Power Track. You begin each battle at your Base Stage.

Power Track: While in a particular Stage, you gain the benefits associated with that Stage, and all previous Stages, which stack.


Dominator - The Control Specialist

Moderate bonus to Precision.

You begin each battle with 40 Control. After each defense, you gain 15 Control.

Your maximum Control is 100.

When you spend Control through a Push, both the cost and effect are multiplier by the tier of Push.

Consistent Attacks:

Forceful Attacks:

Efficient Attacks:

Dramatic Attacks:

Guard Defense:

Maneuver Defense:

Rally Defense:

Break Push:

Debuff Push:

Exhaust Push:

Damage Over Time Push:

Tear Push:

Jolt Push:

Coup de Grace Push:


Hot Blooded - The Drive Specialist

Your passive Drive gain is increased by 5.

Moderate bonus to Power.

Whenever you spend Drive, you gain an equal amount of Heat, plus 20.

When you regain Drive, you lose half that much Heat. Losing Drive through a Deplete or Siphon effect or similar counts as spending.

Your maximum Heat is 60. Gaining Heat can exceed this cap, but any excess Heat over the cap will be removed after defending. Heat can be negative.

Heat:


Recombinator - The Build Specialist

Moderate penalty to all attacks and defenses.

You gain one additional Prime Quirk.

You gain three additional Quirks.

You can equip and use a second Signature with >setsig2 and >sig2.

Recombine:


Assists


The Assist is the part of a character's Mantle that embodies how they function when fighting as part of a team, as the ensemble nature of MCM often includes. An Assist doesn't personally empower a character, but represents the contribution they bring to a larger battle when fighting for one side, and how their particular style and methods benefit their allies. The character's Chosen Assist is a bonus that, when the character joins a Party, is applied to all other members of the Party. All Assists stack with all other Assists.


Quirks


Quirks represent the personalized form that each Archetype takes in the hands of any given character. Used in addition to a character’s core Archetype, they allow the player to create an individualized stamp that sets their character apart from others that might have the same basic strokes. A character can use multiple Quirks at a time, and change them relatively freely to best suit their state of preparation. They compound not only on the Archetype, but on each other as well. Certain Quirks are designated as Prime Quirks, which a character can equip a much more limited number of. Prime Quirks are more powerful than other Quirks, but their effectiveness will vary depended on how suited they are to the character and how well they are used, so some reasoning should be used before equipping them.


Offensive Quirks

Offensive Quirks aid the character in dealing damage, some way or another. Stat boosts can be great for rounding out an offensively weak character, or compounding a heavy damage dealing specialist’s basic attack. Effects that change the Hit Levels of attacks can shore up, or take advantage of, accuracy gaps, and others can take advantage of the character's defensive abilities to power their offense. Flat damage boosts are a great help to characters who struggle to deal damage or generate Drive for larger attacks, and discounts to offensive Pushes help conserve Hype while keeping up offensive pressure. Dealing damage with special HP types can be gained from Quirks to augment Pushes or other features, or save Hype and room.


Offensive Prime Quirks


Defensive Quirks

Defensive Quirks are those that primarily serve to keep a character up and fighting. Stat bonuses can shore up weak defenses, including evening out those that have been traded in for higher attack power, as well as help support the specialization of a defense heavy character. Some can alter the Hit Levels of enemy attacks to the character's favor, while others can provide buffers against heavy damage, or static damage reductions to dramatically lessen small damage. Access to defensive special HP can be found here as well, and can be stacked to alter a character's build significantly, as well as steady healing and Hype savers on defensive Pushes, allowing them to be maximized and preserved while conserving Hype.


Defensive Prime Quirks


Utility Quirks

Utility Quirks primarily deal with the character's ability to generate and use resources, gain balanced and flexible benefits, and impede their foes in varied ways. The majority of Utility Quirks have to do with the character's stockpiles of Drive and Hype, increasing their starting amounts and caps to suit fast-paced battles, increasing the rate at which they generate for heavy offenses or flexible counter play, or gathering large amounts at once from hitting certain circumstances, best suiting other playstyles. However, a simple mix of both offensive and defensive utilities can be found here, to maintain a balanced approach while using fewer Quirk slots, and more specific healing and various buffs and debuffs can augment or diversify a character's playstyle, as well as bring their opponent down to a manageable level.


Utility Prime Quirks

Note: this section sometimes breaks the list format for particularly complicated or lengthy Quirks.


Bag of Tricks

Minor penalty to Power, Precision, Endurance, and Mitigation.

After each of your attacks, you gain one stack of Surprise. You can have up to 3 stacks. When you use the Rally Defense, you gain one of the following for each stack:


Experimental Equipment

Each of your attacks benefits from one of the following. 25% of the time the attack benefits from two of the following instead:



Saboteur

Each time you attack and defend, your opponent gains a stack of Sabotage. Only two stacks of Sabotage may be on a single opponent at a time. The newest stack replaces the oldest.

The effect of each stack depends on the action used to apply it.


Star Power

Minor bonus to Forceful and Consistent attacks.

Minor bonus to Bolster, Focus, Guard and Maneuver defenses.

Efficient attacks cost 1 less Drive per attack level.

Dramatic attacks have an additional 40% chance to generate Hype.

Rally defenses are made at no penalty, but gain 2 less Drive.

Your passive Drive gain is increased by 2.


Resuming List Format:

Signatures


A Signature is the crystallization of a character's biggest and most iconic technique, ability, or specialty, encapsulated in a powerful option that is put at the player's fingertips. Signatures are assigned and changed just like Quirks, and in one sense amount to a single "super Quirk" that further defines a character's individual uniqueness and style. Unlike Quirks, most Signatures have a manual activation, or activation component, taking a more hands-on role in the fight. Signatures are activated simply with the >signature or >sig command, the use of which is referred to as an "Activation" here for simplicity's sake. Furthermore, various other components of a character's total Mantle may provide the ability to Reinforce a Signature. Reinforcing provides a one-time powerup or refresh of the Signature's capability, in line with its main purpose. Reinforcing is a great way to get further mileage out of a Signature with extremely high utility to the character.


Active Shields

Minor bonus to both Endurance and Mitigation.

Trade 250 of your normal HP for a 250 Shield HP bar.

Your Shield HP absorbs all incoming attack damage instead of half as usual.

Your Shield HP recharge rate is increased to 50.

Activate while you have Shield HP remaining to cycle your shields, and Activate again to bring them back up. While your shields are cycling, attack damage ignores your shields and you suffer a Solid penalty to Endurance, but your Shield HP recharge rate is increased to 75.

Activate while you have no Shield HP remaining to reboot your shields. You lose 20% of your remaining HP, and regain that much Shield HP.

Reinforce: Gain 75 Shield HP.


Anathema

You begin the battle with a pool of 12 Anathema Points. After each of your attacks, you gain an additional Anathema Point.

When you Activate, your next attack deals a flat amount of extra damage equal to 1% of the target's maximum HP. This damage cannot be increased or reduced, including by Peril or Armor HP, or Pushes like Ultimate Attack or Indomitable. You can only spend as many Anathema Points as twice the level of the attack you use; any excess spent are refunded.

Reinforce: Gain 9 Anathema Points.


Authority

Your maximum HP is increased by 50

Your passive Drive gain is increased by 1.

Use >signature <name>/<Hype/Drive/HP>=<amount> to donate either cap-breaking Hype, Drive, or HP to a target. The maximum you can donate at once is 4 Hype, 20 Drive, or 150 HP. After you donate to a target, you cannot donate to the same target again until both you and they have both attacked and defended since. The target must confirm acceptance of the donation with >confirm <name>.

You have three modes of Authority: Tactics, Assault, and Aid. Activate to switch between them. You begin battle in Tactics Authority.

While using Tactics Authority, your passive Hype gain is increased by 2 and your passive Drive gain is decreased by 2.

While using Assault Authority, your passive Drive gain is increased by 9 and you lose 2% of your maximum HP after your defense.

While using Aid Authority, you heal 3.5% of your maximum HP after your defense, and your passive Hype gain is decreased by 1.

Reinforce: Heal 5% of your maximum HP. Gain 8 Drive.


Badass Normal

You have no Hype and cannot gain Hype by any means.

Your maximum HP is increased by 100.

Your passive Drive gain is increased by 5.

When the accuracy of an attack is randomly generated, the chance for your opponent to roll the minimum possible against you, and the chance for you to roll the maximum possible against your opponent, is increased by a Moderate amount.

Reinforce: Major bonus to both Power and Precision on your next attack. Major bonus to both Endurance and Mitigation on your next defense.


Combo Multiplier

After your attacks, you gain a Combo stack, each providing you with a Solid increase to your attack damage.

Reinforce: Gain 1 Combo stack. For each attacking phase you've already completed, you gain 5 Drive.


Enervation

When you Activate, your next attack applies a Debuff that causes a Superior penalty to Power and Precision if it was a Forceful or Dramatic attack, or a Superior penalty to Endurance and Mitigation if it was a Consistent or Efficient attack, for one round. If the attack results in a Miss, there is a 50% chance the Debuff will be applied regardless. Each type of Debuff can only be activated once per battle, and cannot be cured, stacked, or converted by Coup de Gras.

Reinforce: One spent Debuff can be used again. If both are spent, the Debuff chosen is the one that corresponds to your last attack.


Eradication

When you are attacked, for each full percentage point less than 30% of your maximum HP the damage dealt, and when you attack, for each full percentage point more than 8% of the opponent's maximum HP the damage dealt, your opponent has a 30% chance to gain an Eradication stack.

Activate to switch between Fade mode and Peril mode. You begin each battle in Fade mode.

Whenever your opponent attacks you, after their attack, 8/10 of their HP is converted to Fade HP/Peril HP, for each Eradication stack they have, including those gained from attacking, then their Eradication stacks are reduced by one third and rounded down.

Reinforce: Your next attack or defense applies 6 more Eradication stacks.


EX Action

When you Activate, your next attack or defensive action is enhanced. Can be activated 3 times per battle.

Reinforce: Gain 2 uses of EX Action.


Go Down Swinging

When you are reduced to 0 HP, you are not immediately defeated, unless you were reduced to negative HP at least equal to 15% of your maximum HP.

While at negative HP, you may continue to continue to attack as normal, but you suffer a Major penalty to both Precision and Power. Reaching 0 Drive instantly defeats you.

Reinforce: The damage of your next attack is increased by 55. Major bonus to Precision on your next attack.


Impervious

When you are attacked, for each full percentage point less than 20% of your maximum HP the damage dealt, reduce the final damage of the attack by 5%, then convert your HP to Fade HP equal to half the original damage reduced. For each full percentage point less than 15% of your maximum HP, reduce the final damage by an additional 10%. If you have no HP remaining to convert to Fade, convert HP to Peril instead.

Your Shield HP absorbs 30% incoming attack damage instead of half as usual

The first time you use a Recharge, Recover, or Repair Push, it refunds 5 Hype.

Reinforce: You convert 80 HP to Armor HP.


Just That Good

Moderate bonus to the accuracy and damage of your attacks.

Moderate penalty to the accuracy and damage of attacks against you.

You begin the battle with 3 more Hype and 5 more Drive.

Reinforce: Solid bonus to Power, Precision, Mitigation, and Endurance on your next attack and defense. Gain 1 Hype. Gain 3 Drive.


Killer Move

Each time you complete an attack, you gain 25% Charge. When you have 75 - 100% Charge, the next time you use a Deadly or Finishing attack, you gain a Massive - Extreme bonus to both Power and Precision which lasts until the end of the round, and your Charge is reduced by 100%.

When you Activate, you spend 2 points of Hype and instantly gain 12.5% Charge and 4 Drive. Each additional time you Activate, the Hype cost increases by 1, resetting when you deplete your charge. The Hype cost and Drive gain of Activating is multiplied by the number of opponents.

Reinforce: Instantly gain 12.5% Charge, then gain 12.5% additional Charge at the end of your next natural Charge gain.


Maximum Hype

You begin the battle with a pool of 3 Inspiration Points. Each time after you attack, you gain an additional Inspiration Point. When you Activate, all of your Inspiration Points are converted into 2 Hype each, which can break your maximum Hype limit. You cannot Activate unless you have at least 2 Inspiration Points. You can store a maximum of 6 Inspiration Points.

Reinforce: Gain 2 additional Inspiration Points on your next two attacks.


Multi-Stage Defense

You begin each battle with 5 stacking Layer bonuses that decrease incoming attack damage against you by a Solid amount. Each time you defend against an attack, you lose a Layer stack. If the attack is a Miss, you gain a Major bonus to Endurance on your next defense. The Layer stack is still lost.

Reinforce: Gain 4 stacks of Layer. You now lose one additional stack of Layer each time you defend.


Perfect Strike

You begin the battle with a pool of 4 Targeting Points. After the first time you attack, and every other time you attack after that, you gain an additional Targeting Point. When you Activate, the next attack you use spends Targeting Points equal to the level of the attack. The hit result of the attack automatically upgrades one step, taking place after all other hit result modifiers. If the attack would already be a Critical Hit, you gain an Extreme bonus to Precision for one round instead.

Reinforce: Gain 3 Targeting Points.


Resurrection

Activate once per battle. After your next attack, if you are KOed before your next turn, you recover 70% of the damage you took. Otherwise, recover 5% of your maximum HP.

Reinforce: Recover 30% of the damage you took from the last attack you defended against.


Splatterhouse

When reduced to 0 HP, this Signature can still heal HP on that round. If you regain enough HP to put you back at 5% of your maximum HP or above, you are not defeated, and may continue to fight.

You heal a Solid amount of the damage you take from all attacks, plus 10 HP.

You additionally heal 40% of the damage of attacks that defeat you, plus 40 HP.

Reinforce: Heal 95 HP.


Turbo Overdrive

You begin the battle with a pool of 4 Overdrive Points. Each time after you attack, you gain an additional Overdrive Point. When you Activate, all of your Overdrive Points are converted into 5 Drive each, which can break your maximum Drive limit. You cannot activate unless you have at least 2 Overdrive Points.

Reinforce: Gain 4 Overdrive Points.


Ultimate Defense

When you Activate, spend 4 Drive. The final damage of the next attack against you is reduced by 50. This effect stacks, and may be Activated multiple times against one attack, but may only be Activated 5 times in one battle. If any Activations would apply to an attack of 0 damage, including from this Signature or a Miss, the Drive and Activations spent are refunded.

Reinforce: Gain 3 uses of Ultimate Defense.


Uncanny Reflexes

You begin the battle with a pool of 4 Evasion Points. After the first time you defend, and every other time you defend after that, you gain an additional Evasion Point.

When you Activate, the next attack against you consumes Evasion Points equal to the level of the attack. The hit result of the attack automatically downgrades one step, taking place after all other hit result modifiers. If the attack would already be a Miss, you gain an Extreme bonus to Mitigation for defense instead.

Reinforce: Gain 3 Evasion Points.


Revision Notes

Uploaded here November of 2025.

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