Archetypes II

   For today it’s a few more Archetypes. While I intend to extend the list a bit more, next time I’ll try and put in some more detailed explanations about how to use them.

   The Broken Spirit has walked too often with death and awaits its final visit as one awaits a friend who will assume a grievous burden. An undercurrent of more-than-physical exhaustion, despair, and misery taints his every action, he cannot be consoled. He smiles not, his vestments are the withered remnants of joyful celebrations, and his weapons are worn. He sees little difference between one more death at his hands – and the death of another tiny portion of his spirit – and his own physical end.

  • Immunity/The need for formal instruction (Uncommon/Major/Major, 6 CP): Intimate with death and the dead, the Broken Spirit may be easily filled by any strength. Given a chance to observe an ability or spell in action, the Broken Spirit may spend CP to purchase it without further instruction.
  • Trick/Death Attack (6 CP): The Broken Spirit has seen many defenses fail and all too many friends fall, and each such death has added to his store of tricks.
  • Immunity/Penalties to his base defenses: the Broken Spirit can have his bonuses and enhancements stripped away, but – for example – his saves can never be reduced before his basic purchased bonus (Uncommon/Major/Great, 6 CP). An awareness of death and destruction all around has set the Broken Spirit on guard – however uninterestedly – against all their manifestations.
  • Inherent Spell (L2 Spell 2/Day: a ranged Curse with Arcanum Minimus II/inflicts 3d6 damage to the caster when used, 6 CP): Intimate with death, the Broken Spirit can let the energies of the dark realms flow through his unresisting spirit, inflicting them upon some target while yielding up a portion of his life force to the dark realms.
  • Some broken spirits also develop an immunity to emotional manipulation – but such characters are not so much awaiting death as dead already.

   The Brute values dominance over logic, making senseless demands and enforcing obedience with an iron hand, ruthlessly crushing any defiance. The brute wears a uniform, his fists are scarred, and his features battered. He often shows traces of his victim’s blood or terrified resistance. He shows no reluctance to undertake necessary, but unpleasant, tasks or to make callously expedient decisions.

  • Occult Sense/Fear (6 CP): The Brute instinctively knows who is frightened, and what they are frightened of, and to what degree. He will use that knowledge without compunction.
  • Professional/Intimidation (6 CP): The Brute is a master of getting his way through intimidation, whether by demonstrations of physical might or by subtle insinuations.
  • Inherent Spell/Curse with +10 Bonus Uses and Reflex Action/May release this inherent spell with blow (Specialized: may not be used more than three times per encounter, may not be used except with a blatant physical attack, only to inflict long-term injuries which are appropriately curable, 12 CP): The Brutes blows can break bones, create scars, and otherwise inflict a variety of long-term injuries.

   The Elder is worn and gnarled by care and carries a keepsake of something precious and lost. He is filled with proverbs and folk sayings, but is healthy and vigorous for his age. He is suspicious of strangers, but does not hesitate to take advantage of them as long as they are none of his. He has folk wisdom, but does not know what parts of it are false.

  • Innate Enchantment (4x constant-effect L1 Spells, 6 CP): Unseen Servant and Supervisor (grants a +4 Assistance bonus on Craft Skills, Heal skills used in an emergency, and physically-oriented Profession skills or Use Rope checks and allows the user to accomplish four times as much work in a given time), +3 Competence Bonus to all Craft and Profession skills, and gains a +1 Luck Bonus to his AC and Saves (Ward of Heaven).
  • Occult Sense/Scams and Exploitation (6 CP): The Elder has seen every scam, and heard every tale of woe, under the sun. He will invariably spot any attempt to take advantage of him or his.
  • 3d6 Mana with the Reality Editing Option: Specialized: only to produce Charms and Talismans, Corrupted: such charms are never good for more than a single adventure and cannot be sold (6 CP): The Elder can always produce small items of folk magic to help out his friends.
  • Lore/Local Rumors, History, and Geography (6 CP).

   The Great Leader is decisive and trenchant. He bears a trademark and speaks with distinctive turns of phrase. He passes among his men, and stops to speak to those who have served him well. He is fearless, leads from the front lines, and does not change his mind. He inspires legends and tales and is strikingly clad. He gives others the respect that they are due, and demands it in his turn, but is ruthless with his enemies. His plans are simple and easily summed up, the better to communicate them to those who must carry them out.

  • Dominion (6 CP) and Voice of Command (6 CP): The Great Leader is favored by destiny. He can inspire thousands and is capable of heroic feats. When he speaks, people listen. (Note that, if Dominion is acquired on a temporary basis, a character must adopt a local legend to represent and starts off with (Chr Mod) Dominion Points).
  • Mystic Artist/Oratory (6 CP): While not all Great Leaders are gifted in oratory, those who are can manipulate those around them in a wide variety of ways.
  • Inherent Spell (Specialized: Takes hours or days to take effect, Corrupted: Requires a use of Mystic Artist to cast, total triple effect)/Address the Multitude (L9, allows the user to make a brief speech which will be heard throughout the land – a nation or even small continent) (6 CP): The words of a Great Leader will be passed across the land, and his deeds rumored. Given time, even the remotest vales and crags will hear the whispers of the word.

   The Official is a powerful and slightly seedy figure who demands deference and bribes in equal measure. He is arrogant, ambitious, and concerned only with his own sphere of responsibility. He has selective hearing, some things he hears well, others pass by when shouted.

   While “honest” officials may expect no more than food and drink, the less ethical are unmerciful in their demands. Where there is trouble and disaster, the Official brings welcome assistance. Where things are running smoothly, the Official is an unwelcome impediment.

  • Major Favors/Official Intervention (6 CP): The Official may call for the assistance, a blind eye from, or even the formal intervention, of whatever organization he works for. If a full intervention was truly needed, his competence will be recognized and rewarded. If not, he will be censured for such a waste of time and resources.
  • Inherent Spell/Filing a Report (L2, usable 2/Day, 6 CP): The Official may file a report with his superiors or an appropriate destination at any time, whether due to having sent off a letter covering his suspicions and requests “some time ago” or via supernatural means.
  • Occult Sense/Rules Violations (Specialized: Only covers those in the officials area of responsibility, 3 CP): The Official has a sixth sense, when someone or some organization he is dealing with is evading the regulations for which he is responsible, somehow he will always know.
  • Privilege/Sinecure (3 CP) plus Spell/Power Resistance (Specialized: Only versus attempts to reach or investigate the user while he is engaged in official business, 3 CP): The Official may always involve himself in local matters, becoming entangled in a web of meetings, luncheons, and other pointless official activities. As long as the Official opts to spend the vast majority of his time on such pointless bureaucratic entanglements, any attempt to reach or investigate him – regardless of the importance of the matter – must contend with the entire bureau in question. Even supernatural attempts to do so are often useless.
  • Occult Sense/Detect Scrutiny (Specialized: requires several minutes of concentration, 3 CP): When the Official carefully considers an action, his vast experience with the bureaucracy will easily let him determine how likely it is to attract official attention or investigation.

   The Scholar is well-educated. He carries pens, ink, and paper and keeps extensive notes. His conversation is filled with quotations and citations from learned sources. He s quick-witted and versatile, filled with ideas and skilled in many things, but is meddlesome, unaware of the virtues of silence and acceptance. If he must use a weapon, he inscribes sigla of power upon missiles, the better to exploit the weaknesses of his enemies.

  • Luck with +4 Bonus Uses: Specialized in Social and Intellectual Checks (6 CP)
  • Focused Imbuement: Specialized (Spell Storing only. Corrupted: Never progresses to higher-order effects. 4 CP): The scholar may prepare up to 50 missiles of his or her chosen variety in advance, imbuing each of them with an arcane spell effect of up to L3.
  • Inherent Spell with +4 Bonus Uses totaling 5/day (Specialized: Requires at least ten minutes to cast, double effect, Corrupted, requires drawing complex symbols in the item to be affected, 2/3’rds cost, 8 CP)/L6 Greater Invocation produces any L3 or below arcane spell effect: The magic of the scholar is slow, but versatile, as the complex symbols of his art channel the energies of magic.
  • Innate Enchantment (6 CP): Moment of Insight (+20 Insight bonus to Social or Intellectual Skill checks only, only to negate penalties for rushing, 3/day, 840 GP), Detect Weakness (detects a single unknown weakness of the target if it fails a willpower save, 2000 GP), +3 Competence Bonus on all Intelligence-Based Skills (1400 GP), +3 Competence Bonus on all Charisma-Based Skills (1400 GP), and Comprehend Languages 1/Day (400 GP).

   The Shaman is a spirit guide and intermediary between men and the otherworlds. He wears fur and feathers and carries the skulls and bones of animals. He is unnerving, looking past or through those to whom he speaks. He is clever and values obscure fragments of lore and tokens of favor from those he has known or dealt with above impersonal wealth.

  • Major Privilege/May arrange a peaceful (or terrible) passing and a smooth transition into a (desirable or undesirable) afterlife or superior (inferior) reincarnation for those under his care (6 CP): The Shaman has power over the spirits of the dying and the dead, whether to bind, guide, or release them into the otherworlds. He stands at the gates of death, directing those who pass through.
  • Shapeshift(6 CP): The Shaman may call on the animal spirits to grant him their forms and powers
  • Major Favors/Spirits with +2 Bonus Uses (Corrupted: requires lengthy rituals and minor offerings, 6 CP): The Shaman can call on the spirits of nature and the dead for magic and information.
  • Innate Enchantment (4x L1 Spells, 6 CP): Moment of Insight/+20 Insight bonus to Slight Of Hand, only to avoid being noticed 5/Day, Detect Spirits, Detect Illusion (+6 to relevant saves), Protection from Evil (or Good as appropriate): The spirits grant the Shaman many gifts, but to whom much is given, much shall be expected.