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Protagonist Veteran

Protagonists are shining beacons of hope. Veterans are masters of the Crypt, having
None doubt the nobility and honour of these spent plenty of time below the earth, digging
knights and general do-gooders. for exotic treasures.
Saving the Day: Twice per Adventuring Years of Experience: Veterans have seen a
Day, while engaging in feats of heroism, fair share of unutterable terrors. Before
you can re-roll one die used in a Stat Check play, decide with your Doomsayer which
or Attack. creatures you might have experience fight-
Saviour of the People: The common folk ing. When fighting these creatures, their
adore Protagonists, granting the Upper first Attack of each combat has the Upper Zini 2: Character Archetypes
Hand on Wit Checks when convincing Hand. They also have the Upper Hand on Published by SoulMuppet Publishing (www.soulmuppet.co.uk)
Observation Checks to notice the crea- Written by Zachary Cox and Nicholas Spence | Art by Ben Brown | Layout by Lone Archivist
friendly NPCs to aid in heroic deeds. Editing by Vi Huntsman (MRC), Fiona Geist (MRC), and James M Hewitt
tures, or any omens they are present.
No Stain on My Honour: Heroes never lie. wilderness or a city’s dangerous area. An
Protagonists and are Against The Odds on Danger Sense: Veterans have learned to
spot the Crypt’s many dangers, gaining the Adventuring Day ends when characters rest
Wit Checks to deceive an NPC. If they suc- for 4+ hours. Abilities usable during ‘An
ceed, they take a Grip Check. Upper Hand on Observation Checks to de-
tect potential dangers, such as traps or am- Adventuring Day’ should never be used in a
I Shall Protect Thee!: Protagonists never bushes, in the Crypt and similar environ- camp on the surface.
stand by while their friends die. When an ments.
enemy uses a Finish Them! move on a
downed ally, they must attempt a Heroic Battle-Scarred: Most Veterans have previ-
Rescue if possible regardless of danger. ously suffered a (randomly rolled) Injury
before play begins (Zini 5). If this Injury re-
Scholar sults in death, re-roll it. Believer Cabalist
Scholars are invested in accumulating arcane Holy folk, guided by gods’ voices and putting Cultists or wizards’ apprentices whose un‐
and esoteric knowledge. their faith in some higher being. pleasant, terrifying or otherworldly past expe‐
Forbidden Knowledge: Once per Adventur- Holy Mission: Each Believer has a Holy riences allow them to handle the underworld
ing Day, you can ask the Doomsayer a Mission. Once per Adventuring Day, if en- better than most adventurers.
question to which the Scholar might have acting their Holy Mission the player can re- Been There Done That: Cabalists’ strange
uncovered the answer while researching roll one die used in a Stat Check or Attack. experiences allow them to shrug off what
forgotten tomes, the wisdom of elders or This mission could be destroying heathens, terrifies others. The first time each Adven-
obscure libraries. The Doomsayer names a evangelizing or gathering funds for temple turing Day a Cabalist would spend or lose 1
price in Grip—steeper for chthonic, archaic construction. The Holy Mission may be Grip, they keep that point.
or unanswerable questions—which the dictated by the religion’s tenets, a leader’s I’ve Seen Things: Experts at sacrilege,
Scholar can pay to receive the answer. instructions, or saintly visions. most Cabalists have seen many awful
Pendulum Sanity: The secrets of esoteric I Am No Preacher, I Am A Prophet: Believ- things. Cabalists have the Upper Hand on
knowledge lead to Scholars developing ers have the Upper Hand on Wit or Will Grip Checks.
coping mechanisms. When taking an Checks to spread their god’s word or per- Already Slightly Gone: Cabalists are a little
Affliction, they reset their Grip to 11. suade fellow practitioners. unhinged, beginning play with an Afflic-
Mindcracked: Scholars are susceptible to a Hand of the Holy: Believers act with surety tion, either chosen or rolled randomly (Zini
thirst for secrets. The first time each Ad- of divine guidance, beginning play with the 5).
venturing Day they spend or lose 1 Grip, Affliction: Guided by the Gods, or another
they lose an additional point. Affliction (Zini 5) that fits better.
Cut-Throat Everyman Travellers Outcast
Cut-Throats are criminals and unsavoury folk: Not every Cryptdigger fits an Archetype. Not Wanderers who seek adventure in Lendal util‐ Outcasts adventure because they don’t fit in
thugs, ruffians, thieves, assassins or general everyone is a glorious hero, professional thief ising the skills learn on the way. While some anywhere else including: hedge knights, lone
lowlifes. They will lie, cheat and murder to get or sinister cultist. Sometimes, you’re an Every‐ may be Lendalians on a long journey, some wizards, brooding rangers or asocial hermits—
whatever they want—and do even worse for man. may be from foreign lands. uniformly grim, fiercely capable survivors.
what they need. Probably Good at Something: Everymen They Were Lucky To Get This Far: Travel- True Grit: Outcasts are grizzled folk used to
Silver Tongue: Cut-Throats have the Upper have a niche skill from their prior life and ling halfway around the world only to die in the worst the world offers. The first time
Hand on Wit Checks to deceive. have the Upper Hand attempting it or a Crypt is an awful shame. Up to twice per each Adventuring Day an Outcast would
Tricks of the Trade: Cut-Throats excel something involving it. Adventuring Day, while the character is at spend or lose 1 Grip, they keep that point.
outside the traditional legal sphere. Once Probably Bad at Something Else: Every- less than half their Maximum Vigour, re- Home In The Wild: Outcasts are skilled
per Adventuring Day, while engaging in il- men have a skill, vice, drawback or negative roll one die used in a Stat Check or Attack. survivalists, gaining the Upper Hand on
legal activities—such as scaling a sheer personality trait that makes actions involv- Well Travelled: Agree on a speciality with Will Checks to forage or navigate wilder-
surface, breaking a lock or performing leg- ing it Against The Odds. your Doomsayer. The character has the Up- ness.
erdemain—you can re-roll one die used in Examples per Hand on Stat Checks or Observation Not A People Person: Most Outcasts live
a Wit Check. Checks related to it. outside society’s boundaries and are
Poacher: Good at tracking and navigating
Honour Amongst Thieves: Cut-Throats in woodland. Bad at interacting with Nobil- Sense of Wonder: Travellers are sometimes Against The Odds on Wit Checks when in-
are unlikely to stick their necks out for oth- ity and Landowners. Against The Odds on Observation Checks teracting with NPCs.
ers but even the worst criminals adhere to and potentially some Stat Checks when
the Code. Cut-Throats can only attempt a Town Drunk: Good at resisting the effects visiting a new settlement or experiencing
Heroic Rescue when saving another Cut- of ingested Alcohol and Poisons. Bad at try- an unfamiliar culture for the first time.
Throat. ing to move carefully or balancing.

Dastards
Freeblade Physiker
Dastards are charlatans, tricksters and fast-
talkers: mountebanks, bastards of a noble Freeblades are heroes of a financial bent— Physikers are medical folks who somehow en‐
house, swashbucklers or pirates—all charis‐ rather than saving the world or watching it listed in a Cryptdigging company: disgraced
matic and flamboyant. burn, they desire payment as mercenaries, barber-surgeons, medical researchers or mili‐
professional soldiers, assassins for hire or tary field doctors.
You Magnificent Dastard: Up to three spell-swords.
times per Adventuring Day, while employ- I’m A Doctor, Not A...: Once per Adventur-
ing an obnoxiously daring solution to a po- Soldier of Fortune: Freeblades constantly ing Day, you can re-roll one die used in a
tentially simple problem (swinging from risk all for pay. Once per Adventuring Day, Stat Check where medical experience is
chandeliers, elaborate blackmail schemes, if it results in immediate financial gain (ex- relevant.
anything involving disguise), you can re- ample: quest completion, treasure acquisi- Field Surgery: With 4 hours of uninter-
roll one die used in a Wit Check or Wit tion or bounty capture), you can re-roll one rupted work, the Physiker may make one
based Attack. die used in a Stat Check or Attack. attempt to heal another character’s recent
Lovable Rogue: Dastards possess a certain I’m A Professional: Freeblades navigate Injury. If the Physiker passes a Wit Check
ineffable charm, granting the Upper Hand the job market adroitly, gaining the Upper and the patient passes a Brawn Check, the
for Wit Checks interacting with non-hos- Hand on Wit Checks related to seeking (or Injury is healed. If both fail, the Patient
tile NPCs. negotiating with) a potential employer. rolls a second Injury. Regardless of out-
Heart of Gold: Freeblades cannot resist the come, both characters lose 1 Grip.
At Home In The City: Most Dastards lived
comfortable lives and are not hardened for glint of coin and are Against The Odds on Do No Harm: Physikers aren’t skilled com-
the Crypt. Dastards are Against The Odds Will Checks resisting bribery. batants and their first Attack each combat
on Grip Checks. is Against The Odds.

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