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 folk. However, a character can partake of more than one archetype. Each archetype after the first costs 5 character points.
Archers are experts at inflicting harm while staying wisely out of harm's way. Some archers specialize with a single weapon, such as the longbow, while others master all manner of ranged weaponry. Most archers have Expertise with the Ranged Combat skill, although it's not strictly required for the archetype.
Characters with the archer archetype have the Ranged Lethality gift for free.
Characters with the archer archetype have the Sharpshooter ability.
A character with Sharpshooter is adept at bypassing cover in ranged combat. When a defender has cover, or is prone, they gain a bonus die on their defense roll. A character with the Sharpshooter gift gains a bonus die on their Ranged Combat attack roll when targeting a defender who is prone or has cover.
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 Expertise with the Performance skill, although it's not strictly required for the archetype.
Characters with the bard archetype have the Arcane Caster gift for free.
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.
Druids are keepers of the old ways, the representatives of the natural world in all of its beauty, innocence, and cruelty. A particular druid might devote themselves to a specific grove, or to protecting a valley from axe-wielding intruders. Other druids might roam the world, seeking opportunities restore the balance of nature where it has gone awry. A few druids have a disturbing tendency to sacrifice people they dislike on stone slabs, but most druids recognize that folk are, for better or worse, a part of the natural world, and should be treated with respect, if not affection. Most druids have the Nature and Survival skills, although it's not strictly required for the archetype.
Characters with the druid archetype have the Sacred Caster gift for free.
Characters with the druid archetype have the Unhindered Stride ability.
- Move action
Unhindered Stride allows a character to pass through overgrown terrain (impenetrable brambles, strangling vines, dense thickets, and so on) at their normal pace and without leaving evidence of their passage.
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 Expertise with the Thaumaturgy skill, although it's not strictly required for the archetype.
Characters with the mage archetype have the Arcane Caster gift for free.
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).
Monks travel a path that anyone can follow, but few want to. Monks devote themselves to aligning their minds and bodies with the universe as it actually is, without illusion or deception. Monks do not seek conflict, or to cause harm: their combat abilities are a result of their intensive physical training, the goal of which is not power, but understanding. Most monks live far away from the distractions of the less enlightened world, but some walk among other folk, either by choice or through misfortune. Most importantly, a monk is always learning, always growing toward acceptance of themselves and their place in the universe. Most monks have the Athletics and Perception skills, although it's not strictly required for the archetype.
Characters with the monk archetype have the Lightning Strike gift for free.
Characters with the monk archetype have the Catch Arrows ability.
- Free action
A character with Catch Arrows can use a free action to catch, deflect, or avoid a ranged attack. For example, the character could try to catch an arrow, bat aside a poisoned dart, or avoid a bolt of magical fire. To catch, deflect, or avoid a ranged attack, the character must succeed at a moderately difficult (DV 3) Athletics (Agility + Power Level) roll.
"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 outlander's combat prowess flows from their ferocious nature. Most outlanders have the Hand-to-hand Combat and Survival skills, although it's not strictly required for the archetype.
Characters with the outlander archetype have the Hard Target gift for free.
Characters with the outlander 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.
Paladins are the mailed fist of righteousness in a world beset by evil. Most paladins belong to a religious order, serving as the mortal footsoldiers for a deity or a group of associated deities. Some paladins focus on protecting the innocent and the downtrodden, while others focus more on confronting the malign forces that would prey on them. Young paladins are often humourless and judgemental, but older paladins tend to be kinder, and more forgiving toward those who have made poor decisions. Most paladins have the Hand-to-hand Combat and Theology skills, although it's not strictly required for the archetype.
Characters with the paladin archetype have the Reputation gift for free.
Characters with the paladin archetype have the Healing Touch ability.
- Standard action
A character with Healing Touch may attempt a moderately difficult (DV 3) Medicine (Reason + Power Level) roll to heal the injuries of a person or creature they touch. If the character succeeds at this roll, then one Endurance is restored to the victim.
Healing Touch can remove diseases, pathogens, and poisons from the target. The character with Healing Touch may attempt a moderately difficult (DV 3) Medicine (Reason + Power Level) roll to cure a single disease or purge a single toxin from the victim's system.
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 Expertise with the Theology skill, although it's not strictly required for the archetype.
Characters with the priest archetype have the Sacred Caster gift for free.
Characters with the priest archetype have the Repel Undead ability.
- Standard action
Repel Undead is a short range (10 m) ability which allows a character to drive away all undead within range. Repel Undead requires a successful Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of each undead creature within range. If the priest's roll meets or exceeds the target number for an undead within range, that undead must flee from the priest. The undead will continue to flee from the priest until it is injured or until the end of the scene, whichever happens first.
Any undead which has a Power Level greater than that of the priest is immune to this ability.
Rangers are at home in the untamed places of the world, standing as a bulwark between the warm hearth fires of civilization and the threats that prowl the wilderness. Most rangers have the Ranged Combat and Survival skills, although it's not strictly required for the archetype.
Characters with the ranger archetype have the Animal Empathy gift for free.
Characters with the ranger archetype have the Ambush ability.
A character with Ambush can prepare a specific location for an encounter at that location. The ranger must spend at least ten minutes preparing the site, and the preparations must be complete before the arrival of the expected opponents. The ranger and all of their allies gain a bonus die on their first attack during the encounter, even if their opponents are not surprised by the ambush. The character may only prepare one location per encounter.
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 Sleight Of Hand skills, although it's not strictly required for the archetype.
Characters with the rogue archetype have the Sneak Attack gift for free.
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 does not incur any penalty dice on their defense roll against the attack, even if the character is at a disadvantage. 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.
Warlocks are people who have made a pact with a powerful entity. The warlock's patron might be an infernal power, a capricious faerie prince, or the personification of a place or concept. The warlock might even have contacted a being of the Void, seeking a foothold in our reality. The warlock is granted a fraction of the entity's power, but they will be expected to perform the occasional service for the patron in return. Most warlocks have the Manipulation and Thaumaturgy skills, although it's not strictly required for the archetype.
Characters with the warlock archetype have the Arcane Caster gift for free.
Characters with the warlock archetype are given a Familiar by their patron.
A character with a familiar has a magical bond with a small animal or creature, which serves the character to the best of its ability.
Having a familiar grants the following abilities:
- The character can mentally communicate with the familiar, as long as it is within medium range (100 m).
- The character can use a standard action to know the location of the familiar as long as it is on the same plane of existence.
- Any spell the character casts on herself can simultaneously be cast on the familiar, as long as it is within medium range (100 m).
- The character can use her turn to see through the eyes of the familiar, similar to the Wandering Eye spell.
- The Reason and Presence of the familiar are equal to the character with whom they are bonded.
The familiar will have other abilities, depending on the type of animal or creature it is. If the familiar is killed, it will vanish, but it will reappear the following day.
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 Hand-to-hand Lethality gift for free.
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.