Warlords Of Kruhl 3e EN:Archetypes
Archetypes represent the core identity of the character: the niche they fill in the game. The character's first archetype is free: simply choose it, like choosing the character's race. However, a character can partake of more than one archetype. Each archetype after the first costs 5 character points.
"Barbarian" is a pejorative term used by soft city dwellers to refer to those outlanders who embrace brute strength and raw fury. Rather than the honed skills of the warrior or the precision of the monk, the barbarian's combat prowess flows from their ferocious nature. Most barbarians have the Hand-to-hand Combat and Survival skills, although it's not strictly required for the archetype.
Characters with the barbarian archetype have the Berserker ability.
- Quick action
A character with Berserker can use a quick action to fly into a terrifying rage. For one minute, the character gains a bonus die on all combat skill rolls and all skill rolls based on Agility, Brawn, or Presence, but they incur a penalty die on all skill rolls based on Reason. After the berserker rage ends, the character incurs a penalty die on all skill rolls for ten minutes.
Bards are wanderers and performers, historians and entertainers. A bard lives by their wits and their ability to enthrall an audience. Bards typically focus on at least one performing art, whether it is dance, storytelling, song, or a musical instrument. Most bards have the Culture and Performance skills, although it's not strictly required for the archetype.
Characters with the bard archetype have the Bardic Lore ability.
- Free action
A character with Bardic Lore gains a bonus die on all Culture and Performance rolls. Additionally, the first time a character with Bardic Lore encounters a new place, object, or noteworthy person, they may attempt a Culture skill roll to remember a story with relevant useful detailed information.
Mages are students of the arcane forces which permeate the material world. A particular mage might concentrate their studies on the occult qualities behind ordinary material substances, while other mages spend their time deciphering the incomprehensible formulae which define seemingly mundane phenomena. Some mages are reclusive and interested only in theory, while others are adventurous and seek to test their arcane powers in the "laboratory of the world". Most mages have the Thaumaturgy skill, although it's not strictly required for the archetype.
Characters with the mage archetype have the Mage Sight ability.
- Standard action
A character with Assess Opponent can use a standard action to sense the presence of magic and those who can wield it. To perceive a source of magic, the character must succeed at a moderately difficult (DV 3) Perception (Reason + Power Level) roll. If the target of the sorcerer's attention is another magic-using being, the sorcerer knows their opponent's Power Level and the number of magical objects on their person. If the target of the sorcerer's attention is a magical object, the sorcerer learns the general purpose of the object's magic, and has a rough idea how to activate it.
Mage Sight has other uses, as well. For example, if a character with Mage Sight is being spied upon using a scrying spell, they may use a reaction to attempt a moderately difficult (DV 3) Perception (Reason + Power Level) roll to notice the fact (a person without Mage Sight does not have the ability to notice when they are being magically spied upon).
Priests are the representatives for the deities and metaphysical entities that have a proprietary interest in the mortal world. A particular priest might devote themselves to a specific deity, or to a collection of associated deities. Some priests focus entirely on serving their gods, while others place primary importance on the well-being of their deity's worshipers. Most priests have the Theology skill, although it's not strictly required for the archetype.
Characters with the priest archetype have the Sense Aura ability.
- Standard action
Sense Aura is a short range (10 m) ability which permits the priest to use a standard action to see the invisible emanations around people and things. The character may attempt a moderately difficult (DV 3) Perception (Reason + Power Level) roll to determine the color of the aura of a person or object (see the "Typical aura colors" table). The character may attempt a remarkably difficult (DV 6) Perception (Reason + Power Level) roll to sense whether the person or object has actively been in league with entities from beyond the mortal world, and whether the aura is "warm" (positive, life affirming) or "cold" (negative, life negating). A typical person's aura is slightly "warm", but even a person with a "cold" aura is not necessarily wicked: they could just be having a bad day.
The aura of a character with Mental Resistance is not able to be read. Their aura isn't missing: from the aura-sensing character's point of view, it has the same impression as a failed Perception (Reason + Power Level) roll.
|Red||In a positive light, red indicates a healthy ego: someone powerful, sensual, passionate, and energetic. In a negative light, red indicates anger, an unforgiving nature, or anxiety.|
|Orange||In a positive light, orange indicates productivity and creativity: someone sociable, detail oriented, and courageous. In a negative light, it can indicate stress and addictions.|
|Yellow||Indicates optimism, and easy-going nature, inspiration, and intelligence.|
|Green||Indicates balance, growth, and a willingness to change. It is a strong indication of a love of people, animals, and nature.|
|Turquoise||Indicates a sensitive, compassionate nature, that of a healer or a counselor.|
|Blue||Indicates calm and focus. It is a strong indication of clarity, truthfulness, and an intuitive nature.|
|Indigo||Indicates deep feeling: someone of profound intuition and sensitivity.|
|Violet||Indicates a sensitive nature and greater than average psychic potential. May also indicate an artistic temperament.|
|Lavender||Indicates great vision and imagination.|
Rogues are experts in going where they are unwelcome and obtaining information or objects that others don't want them to have. Some rogues serve as part of a larger organization or in the service of some patron, while others are interested in the pursuit of their profession as an end in itself. Most rogues have the Lockpicking and Ranged Combat skills, although it's not strictly required for the archetype.
Characters with the rogue archetype have the Sense Danger ability.
Sense Danger permits a character to use a reaction to sense an imminent attack and avoid being surprised, even if there is no way for the character to see the attack coming. To perceive a source of danger, the character must succeed at a moderately difficult (DV 3) Perception (Reason) roll. If the Sense Danger roll is successful, the character gains a bonus die on their defense roll against the attack. Sense Danger is a reaction: a character with Sense Danger may attempt to predict as many attacks as they like, as often as they like.
Warriors are experts in the many ways that people have found to hurt one another. A particular warrior might focus on mastering a specific type of weapon, while another might seek to be proficient in every possible form of combat. Some warriors serve as part of a larger unit or in the service of some patron, while others are interested in the martial arts as an end in itself. Most warriors have the Hand-to-hand Combat and Ranged Combat skills, although it's not strictly required for the archetype.
Characters with the warrior archetype have the Assess Opponent ability.
- Standard action
A character with Assess Opponent can use a standard action to evaluate the combat prowess of someone they can observe. To evaluate an opponent, the character must succeed at a moderately difficult (DV 3) Perception (Reason) roll. With a successful roll, the soldier knows their opponent's Brawn and Agility, whether the subject has the Hand-to-hand Combat and Ranged Combat skills, and whether the subject has expertise in either of those skills.