Character Archetypes: The Bully
Character Archetypes: The Bully
Character Archetypes
CHAPTER ONE
The Bully
I’m gonna pound you into next week, shrimp!
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and sometimes even violence. However, when push Additionally, the target character must fulfill at least
comes to shove, he’s as scared as anyone else and will one of the following three requirements:
follow orders if it means surviving. Surprisingly, the
Bully can become a stalwart protector of the group. On 1. Has a lower personal grade than the Bully
one hand, such heroism distracts him from his own fear,
so no one else can see that he’s shaking in his boots. On 2. Has a lower Muscle trait than the Bully
the other hand, even if that Nerd with the runny nose is
3. Is of a smaller stature than the Bully
the same kid he gave wedgies to on a daily basis, he’s
his Nerd with the runny nose, and no one but the Bully
If the Bully wins an opposed test, he receives an
is going to pick on him without his say-so!
advantage on his Scrap tests against the target for this
Bullies are strong, and fairly resilient, making them
scene. The advantage is equal to +1 for each grade by
good characters to stand in front and Scrap with attack-
which the Bully wins the test.
ing monsters of their own size. However, they are at a
distinct disadvantage when their foe is bigger than they
Example: Bubba, the Bully, wants to beat up
are, and aren’t terribly well equipped intellectually; or
Georgie, the Nerd who keeps challenging his authority.
socially, or creatively, or in any way at all, really, other
In the first action round, Bubba spends his turn making
than being strong and intimidating. But sometimes,
a Cool test. Bubba has Cool 3rd grade, but his
that’s enough.
Intimidating ability gives him an effective grade of 5th
for this test, since he’s threatening violence. He rolls the
Specialty, Flaw, and dice and gets a 3, for a result of Cool 5th grade.
Georgie now makes a Pluck test to oppose Bubba’s
Beginning Archetype intimidation. Georgie has Pluck 3rd grade and rolls a
5, for a result of Pluck 3rd grade. Bubba wins the
Ability opposed test by two grades, so his Scrap tests against
Specialty: Bullies are well-practiced in the art of Georgie will receive an advantage of +2.
brawling. Bullies always rolls an extra die on the initial
roll of their Scrap tests. Archetype Abilities
Flaw: The Bully’s key weakness is he is only com-
fortable when he has the upper hand, hence the classic Each time a Bully advances to an even-numbered
aphorism that most Bullies back down when you stand personal grade beyond 3rd, he may choose one of the
up to them. Each time the Bully suffers a wound, he abilities below. Each ability may only be taken once.
must make a Pluck test with a difficulty of one grade Gang Up: Characters ordinarily receive +1 die
per his total number of wounds (including the just-suf- when others use teamwork to help them on Scrap tests.
fered wound). If he fails, he becomes scared (see page Bullies are used to having toadies to back them up,
22), and continues to be scared until the wound has though, so Bullies with this ability gain +2 dice per
been healed or the source of his injury is neutralized or character using teamwork to help him on Scrap tests.
no longer present. Intimidating: Bullies are accomplished at playing
Threats: The Bully is especially adept at pushing nice, kissing ass, and outright lying when they need to
around those who are smaller or weaker than him. He get out of trouble. But their social skills are most impres-
may spend a turn making an opposed Cool test against sive when they are using violence or the threat of vio-
a character within a stone’s throw who can see or hear lence to persuade or manipulate others. In these situa-
the Bully. The target characters need not understand the tions, a Bully gains a +2 advantage to Cool.
Bully’s language, so long as he is intelligent enough to
read the Bully’s body language or tone of voice.
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control over her imagination. While the rest of the Happy Thoughts: To a Dreamer, anything can be
group is desperately trying to remember what it takes to fixed with the power of belief, even dire wounds. When
pacify a troll, the Dreamer is intimately familiar with a Dreamer heals her own wounds by expending
the world they are trapped in. In small groups, she Imagination, she heals two wounds for every 1
sometimes rises to a position of leadership, as she, and Imagination expended. When she heals others’ wounds
she alone, truly understands the world of Grimm. by expending Imagination, she heals one wound for
every 1 Imagination expended.
Observant: Dreamers are so in touch with the stuff
Specialty, Flaw, and that makes up the Grimm Lands that they have almost
superhuman awareness of their surroundings. A
Beginning Archetype Dreamer may expend 1 Imagination to ignore any envi-
Ability ronmental or conditional penalties to visibility, hearing,
etc., for the rest of the scene. The Dreamer can use this
Specialty: A Dreamer’s flightiness in the Real ability, for example, to more easily spot a monster lurk-
World is inversely proportional to her ability to under- ing in the dark or hear a whisper in the midst of a
stand, embrace, and even manipulate the Grimm Lands. cacophony.
Dreamers always roll an extra die on the initial roll of Rapid Recovery: Imagination is the cornerstone
Imagination tests. of the Dreamer, and as such she may recover spent
Flaw: Dreamers tend to lose themselves in their Imagination more rapidly than normal. Once per story,
thoughts and imaginings…and their nightmares. by spending half an hour doing nothing but enjoying
Dreamers are therefore more susceptible to illusions idle daydreaming, the Dreamer may recover half of her
and charms than other characters. The Dreamer suffers expended Imagination (round down).
a -1 to all tests made against charm spells, illusions, and Spontaneous Spellslinger: While most kids must
similar abilities that toy with the mind. be taught magic spells in order to use them, the
I Think I Can: By believing in herself, the Dreamer Dreamer seems to have an inherent ability to manipu-
can accomplish nearly anything. Dreamers may choose late arcane energies by harnessing them with the power
two iconic Core traits, one of which is automatically of her Imagination. By expending Imagination equal to
Imagination. Alternatively, if a Dreamer wishes, she may the magic spell’s circle level, she may spontaneously
choose Imagination as her only iconic Core trait. For recreate the effect of any magic spell she has witnessed
each single Imagination that such a Dreamer expends, during this story. She does not suffer any estrangement
she may generate an imagining as if she had expended or weakening (see page 76), but she is not considered to
two Imagination (see “Imaginings,” page 71). have learned the spell, either.
True Hero (8th grade or higher): When her need
is great and a true hero is called for, the Dreamer can
Archetype Abilities become the hero she always imagined herself to be. By
Each time a Dreamer advances to an even-num- spending her turn and expending half (round up) of her
bered personal grade beyond 3rd, she may choose one maximum Imagination, she may transform into a shin-
of the abilities below. Each ability may only be taken ing figure of power and grace, such as a knight, a
once. hunter, or a guardian angel. The effect lasts for one
Bonus Keepsake: The Dreamer’s Imagination scene, and may only be called upon during appropriate-
imbues a mundane item with power, manifesting as a ly dramatic circumstances, as decided by the narrator.
new keepsake (see page 66), designed by the Dreamer’s The Dreamer gains a special ability appropriate for
player and the narrator. her avatar, as designed by the narrator:
An angel might be able to fly,
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Bonus Talent: Jocks have what is these days called Winner’s Mindset (8th grade or higher):
“physical intelligence.” That means that they’re good at Successful Jocks not only perform on a physical level,
anything involving using their bodies, and can pick they also constantly apply their minds to the situation at
things up pretty quickly. The Jock may select any talent hand. They can mentally psych themselves up to an
that has either a Playground trait or Muscle as a upcoming task, run scenarios through their heads, and
requirement; he must still meet all of the talent’s so on. Each turn during an action scene, a Jock may
requirements. focus on a Playground trait in addition to spending his
Competitive: Some Jocks thrive on spectators and turn in other ways. He may focus on different traits as
proving that they’re the best there is at what they do. he wishes, switching back and forth, but as soon as he
Whenever performing opposed tests while in a contest, makes a test in a focused-on trait, it resets to its normal
and particularly while in front of a group of watchers boost range.
who are doing nothing but watching the contest
between the Jock and the other character, the Jock
receives +2 grades on all Playground tests and on
Muscle tests. This advantage cannot be applied to
attack or defense tests, unless the Jock is in a gladiato-
The Nerd
rial combat or the like. Actually, it is quite possible that the rules of our
Fearless: Jocks are tough, focused, and not very world do not apply to this one…allow me to make a few
smart. They’re either too brave or too dumb to be wor- calculations…
ried about the danger a monster represents, or maybe
have so much confidence in their abilities that they Some call you a prodigy. Some call you a geek.
don’t think it matters. In any case, once an action scene Some don’t call you anything at all, because they forget
starts (including during an ambush round), the Jock that you’re there. You can name the first 50 elements on
receives +2 grades on all Pluck tests. the periodic table, you’re good at algebra, geography,
Sport Specialization: When using a single piece history, civics, and…sports? Well no, you don’t play
of equipment appropriate for one of his favorite sports, any, really. But you do like games! You’ve read the
the Jock gains a special benefit. If the equipment could Traps & Trolls handbook more times than you can
be used as a weapon (like a Louisville slugger or a dis- count, and you’re a shoo-in for the pro tour of Sorcery:
cus), the Jock inflicts +1 wound when wielding it. If the The Assemblage, as soon as you’re old enough.
equipment is protective, like a helmet, shoulder pads, or Now that you’re in the Grimm Lands, your so-
shin guards, the Jock gains protection 1. If the equip- called “book learning” has come in quite useful. You’ve
ment is something else, the narrator may develop a managed to astound everyone from the simple peasant
physical benefit as appropriate. Running shoes might who wants to keep his well from freezing, to the grand
increase the Jock’s speed by one level, for instance. duke and his simpleton of a sage. Of course, half of the
Team Spirit: The Jock, being a team player, bene- people here accuse you of witchcraft when you’re just
fits when working with others. His friendly intentions using the basic tenets of science, or of reading their
also encourage others to do their best. Even when he minds just because you’ve memorized Table 3-7:
spends his turn doing something other than providing Random Non-Player Motivations from the Traps &
teamwork, the Jock may grant a bonus teamwork die to Trolls narrator’s guide. And unfortunately for you, these
a character within a cricket’s hop, so long as that char- people have mastered the art of building fires and tying
acter is spending his turn doing the same thing as the people to posts just fine.
Jock.
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Archetype Abilities
Each time a Normal Kid advances to an
even-numbered personal grade beyond 3rd, he
may choose one of the abilities below. Except
for the Bonus Talent ability, each ability may only
be taken once.
Bonus Talent: The Normal Kid can select a
talent for which he qualifies.
I’m Special, Too!: In defiance of the general
perception that others have of Normal Kids,
they can be special…or at least, their traits can
be. The Normal Kid can expend a single grade
in a Core trait other than his iconic Core trait,
with benefits as described under that trait in
Chapter 3: Traits and Talents. A Normal Kid
may do this once per story per Core trait.
Social Chameleon: Normal Kids, having
not much personality of their own, tend to blend in with
the crowd. Their predisposition to this kind of behavior
has an unusual result in the Grimm Lands. Once per
scene, the Normal Kid temporarily gains the beginning
archetype ability of any other archetype. So for instance, heritage that is far from normal. The exact effects of this
he might imitate the Bully’s Threats ability, the Jock’s ability are decided by the narrator, but several examples
Winning Play ability, or even temporarily receive an are presented below. Each heritage should be unique.
increase to his Study traits (two +1 increases per person-
al grade beyond 3rd, divided evenly among all of his
Study traits) in emulation of the Nerd’s Studious ability. Sample Unusual Heritages
Survivor: Say what you will about the Normal Kid, Descended from Kings: As a child, you wandered
but he’s resilient. A Normal Kid’s health is one higher from your parents’ royal garden and into the mundane
than his personal grade. world. Now, through accident or fate, you have found
Understudy: Some Normal Kids are always wish- your way back into the Grimm Lands. After many
ing they could be the ones in the spotlight. Others adventures and several strange clues, you’ve finally
couldn’t care less, but spend so little time specializing learned the truth about your birthright, unlocking all of
in any one thing that they accidentally pick up and the responsibility it entails. You are accepted back into
learn what others are doing. And when someone is the loving arms of your true family, and become the heir
hurt, it’s time to show the world what a Normal Kid to one of the Checkerboard Kingdoms. This means that
can do. Any time one of the Normal Kid’s fellow chil- you have access to troops, wealth, and a safe haven. It
dren is knocked out, the Normal Kid can choose one of also means, however, that you have new responsibili-
that kid’s traits, talents, archetype abilities, or known ties, potentially restrictive parents, and of course, the
spells. Until the child wakes up, the Normal Kid can special attention of anyone who wishes to harm or con-
use that aspect of the kid in his stead. quer your kingdom, such as the Rotten King.
Unusual Heritage (8th grade or higher): Not all Fairy Kin: Unbeknownst to you, you were a
Normal Kids are destined to remain bland forever. changeling, a fairy infant left in place of a stolen mun-
Some discover, upon adventuring for a time in the dane baby. Now that you have returned to a place much
Grimm Lands, that they have a closer to the fay lands, your latent blood has awakened.
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Perhaps you are recognized by all fairies as one of their languages while in wolf form, but whether in wolf or
nobility, and are given special treatment and subtle aid human form you can communicate with canines.
throughout your travels. Or it may be a profound
change: You disappear into a chrysalis one night, and
emerge as a cat-sized elfin kid with butterfly or dragon-
fly wings sprouting from your back, which give you a
speed of fast when flying. You gain the ability to fly at
The Outcast
your normal speed and instantly learn three 1st-circle You don’t know me! You don’t know what it’s like to
magical spells from among the artisan, enchanter, and be me…
guardian lists. You may now use magical powers with-
out fear of weakening or estrangement. However, by Your life sucks. Your family hates you, when they
becoming a fairy, you forsake the Real World and may bother to notice you. No one understands you, so you
never leave the Grimm Lands. don’t bother trying to explain. Besides, you don’t need
Moonstruck: You’ve always had disturbing dreams friends. You like not fitting in. You wear whatever
of hunting down prey and rending it with your teeth; clothes you want to, listen to music they’ve never heard
now you know why. You are a wolf in kid’s clothing, of, and spend as much time as far away from
banished from the Grimm Lands by the Big everyone else as possible, unmissed and
Bad Wolf for challenging his domi- unnoticed. You like it that way, really.
nance. Half of the wolves, dogs, and Now that you’re stuck in this
other canines you encounter will place, maybe your parents and
roll over for you automatically, everyone else will finally miss
accepting your dominance of you. But that doesn’t much
the pack; the other half main- matter, now. You’re stuck
tain their allegiance to the Big with a bunch of norms, and
Bad Wolf, and are automati- they’re all “Go team!” or
cally antagonistic towards “Somebody save me!”
you (the narrator will Nothing’s changed. You still
determine which side a don’t need them, and they still
canine takes by rolling don’t know who you are. At
randomly or deciding least your luck seems to have
based on the story needs). improved…or maybe it’s just
Additionally, you that everyone else’s luck has
manifest your heritage. You gotten so much worse.
become obsessed with the
moon, have a tendency to
growl and even bark at
those who alarm you, and
The Outcast’s
you gain a dog’s Sniffer abili- Role
ty. Finally, every morning you
Outcasts are depressed children who
must decide whether you’d like
believe, in some cases correctly, that
to spend the day as a wolf or as
no one cares for them. Their des-
a human. If you choose to be a
perate lives have left them little
wolf, you gain all of a wolf’s physical
room to develop their imaginations
features (its teeth, protective hide, speed,
or believe in much
and scent). You can’t speak any human
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of anything. Thanks to their isolated existence, howev- gang is attacked in an action scene, the Outcast is the
er, they have developed strong coping skills that make last person in the gang to be targeted by foes on the first
them excellent survivors in the Grimm Lands. Since no round. For instance, if the gang is ambushed by a pack
one notices them anyway, they find that it is easier for of pirate slavers with nets, only after every other gang
them to sneak around and go to forbidden places. Most member is wrapped in a net will the Outcast be attacked.
Outcasts are good at stealing, having learned that it gets Additionally, when presented with several equally
them attention in the Real World. In the Grimm Lands, tasty targets at any other point in a combat (i.e., when-
the Outcast’s ability to pick a pocket may mean the dif- ever the narrator would randomly determine a creature’s
ference between all of the kids getting out of a dungeon target from among several adjacent kids), a creature
alive, and all of them having the flesh flayed from their never chooses to attack the Outcast.
bones. Outcasts that save the day in Grimm may end up Finally, in situations where a harmful effect like a
being appreciated and accepted, after all. The tricky part spell or a widespread attack could just as easily include
is getting them to believe it. the Outcast in its area as not include him, the attack does
not include him.
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Confidence: The Popular Kid wouldn’t stay that anymore.” The Popular Kid may then immediately pick
way if she didn’t have the confidence to succeed. She another kid to go with, provided the kid is even less
may re-roll one die any time she rolls one or more 1s. mature, more clingy, has less in common with her, etc.
Fascinate: Popular Kids are great at winning over A kid who has been dumped receives a –1 disadvantage
crowds and fascinating others. Each creature to be fas- to all tests for one day, but also retains the increase to his
cinated must be within a stone’s throw of the Popular Imagination for that day (as he imagines his life is over).
Kid, able to see and hear her, and able to pay attention In any case, kids are resilient and not terribly emotion-
to her. The Popular Kid must also be able to see each ally vested at this young age, so the dumped kid returns
creature. The distraction of a nearby combat, or other to normal after one day.
dangers, prevents the ability from working. Ridicule, Advanced: If the Popular Kid wishes to
To use the ability, the Popular Kid makes a Cool cause an advanced ridicule result, she must declare this
test (or a 4-H test if the target is an animal); viewers may before making the opposed test, and only succeeds at
make an opposed Pluck test. Creatures who fail the test causing any result at all if she wins the opposed test by
sit quietly and listen to the Popular Kid talk (or watch 3 or more grades. Alternatively, immediately upon caus-
her dance, or listen to her sing, etc.), taking no other ing a ridicule result, the Popular Kid may expend one
actions for as long as the Popular Kid continues. While Imagination to elevate the result.
fascinated, a target suffers a –2 disadvantage on Seek If the Popular Kid achieves an advanced ridicule
and Cool tests. Any potential threat requires the Popular result, then in addition to suffering the disadvantage on
Kid to make another Cool test and allows the creatures all trait tests, the target feels the urge to change what it’s
new Pluck tests. Any obvious threat, such as someone doing for that round, even if its current actions seem to
drawing or aiming a weapon or casting a spell, automat- be successful. So if the target was attacking one kid with
ically breaks the effect. a weapon, it may switch to attacking another one with
Go With: The most coveted position in school is to magic; if the target was successfully bashing down a
be the boyfriend or girlfriend of a Popular Kid. “Going door, it may decide to try to find another way into the
with” is a kind of platonic girlfriend/boyfriend relation- house.
ship children use once they get over the revulsion of the Ridicule, Master (8th grade or higher): Only a
opposite gender, but before the complications of puber- Popular Kid with the Advanced Ridicule ability may
ty fully sink in. The Popular Kid can select one other select this ability. If the Popular Kid wishes to cause a
child (a player character or a story character) to go with. master ridicule result, she must declare this before mak-
The selected child’s Imagination temporarily increases ing the opposed test, and only succeeds at causing any
by 1, and he receives +1 grade on all Pluck tests while result at all if she wins the opposed test by six or more
the Popular Kid is present. However, the Popular Kid grades. Alternatively, immediately upon causing an
may rely on her boyfriend to save her if she’s in trouble. advanced ridicule result, the Popular Kid may expend
Any time the Popular Kid takes wounds, she may cause two Imagination to elevate the result.
the wounds to be inflicted on the kid she’s going with If the Popular Kid achieves a master ridicule result,
instead. To do so, she must expend one Imagination per then in addition to suffering the disadvantage on all trait
wound she wishes to transfer. tests and changing what it’s doing for that round, the tar-
The Popular Kid may end this relationship at any get becomes so uncertain as a result of the Popular Kid’s
time, dumping her boyfriend with such worldly phrases mockery that it does nothing but stand still in confusion
as “I need someone more mature,” “I need some time to and doubt during its next turn.
myself,” and “we don’t have anything in common
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