An archetype is a job, not a destiny. Gates restrict only the advanced ability pool — a Bruiser with a crossbow is a worse Skirmisher, not an illegal build.

The Starting Six (locked)

ArchetypeRoleSignature
BruiserBurst openerShatterblow — opens the window
WardenProtectorBulwark — takes the hit meant for you
FootpadWindow-exploiterSlip & Backstab — wounds through shields
SkirmisherForce-multiplierCalled Shot — every ally gains a Boon
DevoutCleanse & mendBenediction — Boon plus condition-clear
Hedge-MageRanged attritionEmberbolt — Break plus Burn

The Horizon Twelve (playable — kits bound, numbers unvalidated)

Each carries a kit — a signature plus supporting abilities — written against the real combat vocabulary (Wind/Guard/Vitals, Boons/Banes, conditions, the clock). All twelve now ship as pickable archetypes with executable signatures. Numbers are first-pass; four kits were simplified against the engine as it stands (Envoy’s Parley stalls rather than preventing a fight; the Scrapwright’s contraption and the Straykeeper’s companion are one-shot rather than persistent bodies; the Trapper’s snare triggers on a target rather than waiting on a tile) — see Loose Threads §4.

ArchetypeRole gap it fills
RelicmancerArtifact-channeling caster
TorchbearerLight, vision, and reveal control
EnvoyTalks instead of fights
ScrapwrightJury-rigged contraptions
Tomb SurgeonHorrifying but effective medicine
SquireLogistics and the enormous backpack
GrenadierAoE with friendly-fire stakes
FigureheadParty-wide buffs from an unelected captain
HexbinderManipulates the Boon/Bane pool itself
GamblerWagers their own defenses for burst
TrapperRepurposes the dungeon’s hazards
StraykeeperShared-action companion bond

Character assembly targets under sixty seconds to a playable novice: archetype → attribute array (swap any two) → loadout picks → trait → name and portrait. You are not meant to grow attached.