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ARCHON

TYPES

AN ARCHETYPE SUPPLEMENT BY
FOR DURF HR_AM
An archetype supplement for DURF, by hr_am.

Everything in this supplement is licensed under Creative


Commons (CC-BY 4.0) so you can share and adapt this
material for any purpose, as long as you give attribution.

Thanks to Emiel Boven, for creating DURF, Nate Treme, for


creating the Names & Titles generator which helped with
some of the archetypes and names found here and also
Peter Eijk, whose KLAS supplement was of great inspiration
for this one.
ARCHONSIA
LANDS OF THE ARCHONS
Also known as the Land of the Old Gods, the Last Stop of the
Continent and New Old Home of Humankind, Archonsia is a region
believed to once be the lair of ancient beings known as Archons,
Old Gods once revered by people, but now lost to time and tide.

This land is home for 4 characteristic regions: The north is where


you find the Black Forest of Beenkia, a dense and vast forest where
the trees (and some say, the animals) get bigger the farther you go.
In the west is the Len’Saa Desert, the cold desert, followed by the
Gaoshan Plateau, the highest in all continent and where travel is
difficult, but some say there are paths constructed long ago where
the journey is way easier.

In the south you find the Quarzep Red Woods, where the space
between the white trunks and red leafed trees are filled with weird
magic, relics of a forgotten past and people who take care of the
woods like they are a good friend. In the east is the Last Coast, and
under it the biggest reef rests on top of a wet cave. Inside it, across
the sea water cascade, you find the Deep Reef and if you go even
further, the Deeper Reef awaits you, where the Abyss lies and it is
believed the Archons take their rest.

This region is a place of many different cultures and people.


Maybe you are one of them, maybe you are meeting them for the
first time. Who knows. This is a land of mystery, after all, and not
knowing what comes next is the fun part.
WORST TROUBADOUR
Your voice is terrible/your rhymes are poor
You certainly are/The Worst Troubadour
The Gods would do anything for you to just stop, please.

Maybe This Will Make Them Stop - Once per day you can pour your heart,
sweat and soul into a song. It's horrible. You can cast any spell that exists or
use the effect of any magic weapon you have heard of (or can justify
knowing about). Effects last 3 rounds max. Everyone makes a WIL roll or else
takes a Stress (enemies take a Wound). Everytime you try to sing or even
speak again before a full rest, someone, or something, shuts you up.

D12 BELONGINGS
1. Longsword
2. Light Armor
3. Out of tune Lute
4. Medium Armor
5. Sharp Recorder (3 dmg if used as a weapon)
6. Ring of Idko Valgo, the Arch-Orator (can project your voice 10m towards you,
making anyone in that range fall asleep if they fail a WIL save)
7. Bow + Ammo
8. Acordeon (+2 slots, 3 dmg if used as a weapon)
9. You know a Spell
10. Choker of Elokia Nimler, the Rebel Leader (can project your voice 10m
towards you, giving a Buff to any ally in that range)
11. Hard Leather Cape (+1 armor)
12. Salomé Hekfia’s Tome of Ballads From All Over the World and Beyond:
Collector’s Edition (make a list of 20 spells and roll a d20. You can cast that
spell for the rest of the day when playing an instrument)
ROOT HEALER
Your job is to take care of the trees, from the Black Forest of Beenkia to the Quarzep Red
Woods, but you know a thing or two about healing the human body too. The moss that
grows on your skin is a side-effect that many didn’t expect when they first got into the
position, but many embrace it and say it does wonders for the aesthetic.

Where does it hurt? - Spend a Supply and take a Stress to heal either 2 Stress
or 2 Wounds of anyone. The healing takes 2 Exploration Turns: one to
prepare the concoction or balm, the other to apply and for it to take effect.

D12 BELONGINGS
1. Staff
2. Light Armor
3. Entangling Roots Spell (A creature must make a STR save or are grabbed by
roots and held in place for 1d6 rounds)
4. Blowpipe
5. Vial of Rotting Root (any creature who gets in contact with it directly must
make a STR save or take 2 Wounds. Can be applied to weapons)
6. Bark Skin Spell
7. Axe
8. Forester Garments (2 Armor)
9. Atufel’s Map (take a Stress to know the way out of any place. Map needs to
be kept away from sunlight for 2 full days before it can be used again)
10. Bark Shield
11. 3 Small Vials and enough materials to make 1 Rotting Root poison, 1
Invisibility Potion (become invisible for 2d4 turns) and 1 Healing Root (heals
1d6 Wounds). Takes a full Watch to prepare each
12. Horned Owl (Skill 2, HD 1 (1 Armor), Talons 3 dmg)
SELACHII HEARTED
Be it by a freaky experiment, a magic mishap, a blessing or a curse, you were given or was
born with the heart, and soul, of a great white shark. This gave you fangs and a new
relationship with blood, for better (for your allies) or for worse (for everyone else).

The Blood Seeker - You have sharp teeth that deal 4 dmg but you lose them
all for a whole day. You can smell blood in an area and knows some
characteristics from the entity it belongs to (species, age, weight, if they are
sick or poisoned). Also, everytime someone bleeds or gets a Wound, you can
attack again, once per round.

D12 BELONGINGS
1. 3 Waterskins (can be used before spending Supply)
2. Curved Sword
3. Shark Dog (the size of a Dachshund)(Skill 3, HD 1 (2 Armor), Bite 4 dmg,
needs to be soaked in the full contents of a waterskin once every Watch else
gets a Wound for each hour without it)
4. Mandolin
5. Yi Sao’s Eyepatch (gives the covered eye Night Vision for a full Watch if it is
wore for a whole day)
6. Light Armor
7. Pistol + Ammo
8. Marked Card Deck and Loaded Dice Set
9. Grappling Hook
10. Reef Steel Knuckles (3 dmg, spend a Stress to release a gush of water that
pushes the opponent away)
11. Map for a treasure somewhere in the Deeper Reef
12. Medium Armor
TOOTH RIPPER
A lot of people mistook your title as being that of a dentist. But they soon learned that
your job is collecting teeth for an unknown purpose to an unknown god. You also help
retrieve gold teeth from those who can’t pay debts. And sometimes work as a dentist. It’s
a many-sided job.

Scary Aura - Whenever you first hit a creature in close combat, they must
make a Morale roll. All enemies should also make a morale roll the first time
you deal a Wound to any creature during an encounter.

D12 BELONGINGS
1. Heavy Armor
2. Very Big Pliers (5 dmg, two hands, +1 slot)
3. Warhammer
4. Bag of human teeth
5. Bloody Garments (1 Armor)
6. Bag of a lot of human teeth
7. Light Armor
8. Badukron’s Gauntlets (4 dmg if used to attack directly, two handed, +1 slot,
deals 1 direct Wound if the STR roll is higher than 18)
9. Medium Armor
10. Rutglut’s Magical Bear Trap
11. Spiked Shield, deals 1 dmg to the attacker
12. 3 gold teeth (10xd6 GP each, roll for each one)
FOREST FIEND
“Pyromancer is too fancy of a name for you”, said the Root Healers, “you are a menace to
all forests and woodlands”. Your arsonist tendencies exiled you but there’s always
someone in need of something to burn and boy, do you know how to do that.

Arsonist's Lullabye - You know the Blaze spell (Throw X balls of magical fire,
each one deals 3 damage and burns the surface it hits). Everytime you
succeed in burning something with a spell, make another WIL roll and get no
stress if you succeed again.

D12 BELONGINGS
1. Dao (4 dmg, +1 slot)
2. 2 Bombs
3. Light Armor
4. Hatchet
5. Medium Armor
6. Dragonskin Mantle, halves the damage taken from fire and cold
7. A pipe and high-quality smokeleaf, enough for 10 uses
8. Flaming Sickle (can be lit up with fire that lasts 5 rounds and turns the
weapon into +1 weapon)
9. Bow + ammo that can be lit up with fire for +1 dmg
10. Pet Salamander (Skill 2, HD 1 (1 Armor), Bomb Spit 4 dmg in a small area)
11. Violet Incense, burning it grants those who inhale it a Buff when casting
spells for 2 turns
12. Lerzar & Melpia, The Sword Melters (gloves that can melt stone, iron and
steel by pressing the palms against it. Don’t work on other materials, be
them organic or inorganic)
GUN WITCH
At some point, a coven of witches told the first of your coven that to cast a more powerful
spell, a catalyst was necessary. That first member, Huo Yao, then said “Cool, could this be
a catalyst?” while showing a loaded pistol. Everyone shrugged. That day, the Coven of The
Gun Witches was founded.

This is my Boomstick - You have an Arcane Shotgun (6 dmg if close, 3 if far,


reload after 2 shots, loud, +2 slot). Before each reload, get a stress to roll a d6.
Your next 2 ammo have one of the following attributes, depending on the
result:

- 1,2 - Bolt Shot (Does dmg and throws X bolts of magical lightning, each bolt deals 2 damage)
- 3,4 - Slumber Shot (Does half the dmg and the target and 2 nearby opponents near it, with a
combined HD total of no more than X+2, fall asleep)
- 5,6 - Explosion Shot (7 dmg in a small area. Anything flammable in the area is set on fire)

D12 BELONGINGS
1. Light Armor
2. Medium Armor
3. Sabre (4 dmg, +1 slot)
4. Black Cat (Skill 3, 1 HD (2 Armor), scratch 2 dmg, knows the spell Levitate,
somehow)
5. Witch or Cowboy Hat
6. Rifle + Ammo (6 dmg, round to reload, loud, +2 slots)
7. Smythe & Weasel's Guide of Magic Thingamabobs and Arcane Thingamajigs
(Allows the owner to know what a magical item do without having to use it)
8. Pistol + Ammo
9. 5 bags of gunpowder
10. Poncho do Loirinho (a battered poncho said to belong to a legendary
gunslinger. Gives a Buff to attempts of aiming and Ranged Combat)
11. You know a spell
12. Scroll of Blinding Light (everyone who doesn't close their eyes in time can't
see for X turns)
BEETLE KEEPER
Of the professions said to exist since the beginning of history, one is often forgotten: the
beetle keepers. Your profession. Said to be the first animals to be used as cattle, their
“meat” is surprisingly nutritive and with curative properties too boost. Taste really good
but smell pretty bad, weirdly.

Battle Beetle - You have one Stag Beetle (Skill 2, 1 HD (3 Armor), pincers 3
dmg). When they die, you can use their remains to make either 2 days of
rations or a Balm of Beetle Meat (heals 4 Wounds). You also get a new beetle
who takes 3 days to mature and can be used in combat. You are too fond of
them, so if you kill them yourselves for their meat you take 6 Stress and 1
Wound.

D12 BELONGINGS
1. Crossbow + Ammo
2. Medium Armor
3. Giant Rhino Beetle (Skill 2, 1 HD (4 Armor), horn 2 dmg; gives 4 days of
rations or 3 Balm of Beetle Meat instead,can be used asampunt) Replaced
your other Battle Beetle
4. Bottle filled with living bees
5. Heavy Armor
6. Heracles Hands (take a Stress to gain 1 STR and be able to lift a object over
your head that weighs Your STR x Your Weight)
7. Halberd
8. Piece of Soap that grows back each morning
9. 2 Scarabs (Skill 1, 0 HD (1 Armor), tackle 1 dmg; gives 1 day of rations and a
Lesser Balm of Beetle Meat (Heals 2 Wounds); can fly but can't carry you)
10. 2 uses of Balm of Beetle Meat
11. Rifle + Ammo (6 dmg, round to reload, loud, +2 slots)
12. Van Der Waals' Wall Climbers (must be worn on both hands and feet. You
can climb any surface for a 2 Watches but they must be soaked in water for a
full day to work again, +2 slots)

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