Archetypes

Timber Beast

Submitted by Tim Knight from Bournmouth UK

Overview
In the great Northwest there's really only one trade for real outdoor types, and that's logging. Timber Beast's are what these hardened folks call themselves and they spend most of their days out in the woods of Oregon, Washington, and Canada felling Redwoods and brawling with townsfolk. A few have got wits about them and have noticed the odd howls in the forest and creatures a bit too large to be mistaken for bears...

Personality
Ah work ten hours a day and make one dollar, once ah paid for ma food and lodgin', 'course I'm goin' ta let of a bit o steam when ah git ta town. These townies don't un'erstand there ain't room in a bunkhouse fer a fresh pair o clothes, and anyway ah kinda like my sagged ol' pants an' calked boots, tell truth they prob'ly gonna outlive me cos there are some right strange things out in them woods. Spooks the oxen, but not me.

Quote
"Git your hands off ma axe!"

Statistics
DEFTNESS 3d6, NIMBLENESS 2d10, STRENGTH 2d12, QICKNESS 4d6, VIGOUR 3d10
COGNITION 3d6, KNOWLEDGE 1d6, MIEN 3d8, SMARTS 1d10, SPIRIT 3d6

Shootin' Shotgun 1, Throwin' Axe 2, Climb 3, Teamster 2, Sneak 1, Fightin' Brawlin' 3, Fightin' Axe 2, Search 2, Ebglish 2, French 1 (helps with the Canadian-French trappers), Area Knowledge (OR) 2, Overawe 2, Animal Handlin' Oxen 1, Survival Woods 3, Scroungin' 2, Guts 2

WIND=20, PACE=10, SIZE=7

Edges: Tough as Nails 2, Brawny (size 7),
Hindrances: Stubborn, Poverty, Habit 2 (never changes clothes), Intolerance 3 (townsfolk/tinhorns)

Gear: Wood Axe (Speed=2, Defence Bonus=0, Damage=str+1d10), Clothes on yer back, 1 mess kit, 2 days rations, an old scattergun, 10 shotgun shells, half bottle of cheap whiskey, about $5 in cash


Werewolf Loner

Overview
Lycanthropes tend to be solitary creatures, whether outcast Indians or - like this fellow - lonely backwoods type characters, who see it as best that they keep their "curse" away from civilistation and lead a life dedicated to protecting nature and helping lost travellers, with the Reckoning and the arrival of unatural Abominations it's time for these people to come out of hiding and vanquish the evil which threatens the very land itself!

Personality
Please, tell me - where did you see the monsters? I have need to help you track them down, but I've...ah..been hiding for some time, living off the fruits of the forest, but I've noticed changes in the world and it will take more than I to make things right again, even with my special....differences. Come with me...but be sure to set a separate camp at Full Moon...

Quote
"You wouldn't like me when I'm angry....."

Statistics
DEFTNESS 2d8(2d4 were, 1d4 wolf), NIMBLENESS 3d8, QUICKNESS 3d6(3d10 - were), STRENGTH 3d10(3d12+2-were), VIGOR 3d12, COGNITION 2d6, KNOWLEDGE 3d6, MIEN 4d6, SMARTS 1d6, SPIRIT 3d10

Rifle 2, Brawl 4, Fightin' Axe 2, Fightin' Knife 2, Climb 2, Sneak 3, Swim 2, Trackin' 3(6 as wolf), Search 1, Survival Woods 2, Guts 2, Overawe 2(4 as Were) Area Wyoming 2, English 2, Occult 1, Tale Tellin' 1

WIND=22, PACE=8(12 as Were, 20 as Wolf), TERROR 9(as Were), 5(as Wolf), SIZE = 6 (7 as were, 5 as wolf)

Edges: Sense of direction, Brave, Sand 3
Hindrances: Death Wish 5 (maybe it's time to end this curse the easy way!), Hankerin' Raw Meat, Poverty

Gear: Small Axe (as tomahawk), Winchester rifle+ammo, Bowie Knife, Furs, Tooth Necklace, $20


Maze Pirate

Overview
Not all pirates are bad, they just tend to be antisocial. For those of you wanting to base your campaign around the great maze you should give your posse the option of playing this character, whether he be on a ship helping fight the Mexican Armada, plundering coastal ghost rock mines, or hunting for "treasure" in California. Pirates have few morals, although some have been known to help out the starving populace of Lost Angels wit donations of food that they've taken from their enemies. Pireate can be of any origin, oriental, caribean (if they can be bothered to sail around South America to get to the Maze), Mexican, or American.

Personality
The open sea 'as always been the place for me, no laws, no conscription, and always the promise of adventure. 'Course with all these people comin' into The Maze lookin' for fortune you can't blame a man for wantin' to take a "share" of that fortune.
Captain Crook-Eye sure is a fair man, lets us keep what we find and only takes a small percentage 'imself. That's why the crews so damned loyal to 'im, bless his wanderin' eye. Now that don't mean they're ain't talk of desertin', some boys 'ave 'ad it up to 'ere with them damned Dragons, and some of us 'ave heard stories of buried treasure on the mainland. What a cliche! One of us 'as a map though, so we're thinkin' of askin' Crook-Eye for shore leave, that "'askin" will probably be done by pony express once we've left.

Quote
"Ahar! You'll be 'andin' all your gold over as tribute to Captain Crook-Eye! Or we'll feed ye to the Dragons!"

Statistics
DEFTNESS 3d6, NIMBLENESS 3d8, STRENGTH 2d10, QUICKNESS 4d6, VIGOR 2d12, COGNITION 2d8, KNOWLEDGE 1d6, MIEN 3d10, SMARTS 2d6, SPIRIT 1d8

Pistol or Rifle 1, Filchin 1, Fightin' Sabre 3, Sneak 2, Climb 3, Swim 2, Search 2, Artillery Cannon 2, Area Great Maze 2, Language 2, Trade Seamanship 2, Overawe 2, Persuassion 1, Tale tellin' 1, Survival Sea 2, Gamble 1, Guts 2.

Hindrances: Greedy 3, Loyal(to crew and Captain) 3, Illiterate 1, Curious 3 (can't resist following up a rumour about treasure)
Edges: Tough as Nails 2 (+4 wind), Sense of Direction 1, Friends in High Places 1 (The Captain!), The Voice 1 (overawe or ridicule)

Gear: Springfield Musket + Ammo or Army .44 pisol and ammo, Cutlass (STR + 2d8 damage), Trail Rations, Canteen, Small Knife, about $190 in cash or gold.


Oriental Mystic

Overview
Chinamen were invented to build railroads, or so the people of the Old West seemed to believe. But of course the orient has it's own background and culture as diverse as any western civilisation. Oriental Mystics tended to be Holy Men, Buddhists or Japanese Bushido Warrior Monks. All Oriental Mystics have a religion (Taosist, Buddhist, Shinto e.t.c) and used Miracles, all know some form of martial art and all have spent a great deal of their life sitting atop a cloudy mountain trying to unravel the secrets of the world. A few enlightened souls have figured out that demons once again stalk the world and that the key to stopping them lies somewhere in the Weird West...

Personality
I am just a poor holy man who only seeks answers, not violence, so please...put away your guns and hear me. I come looking to cure the disease that grips the world, Buddah has told me that both the cause and the solution lies here, in your land of war and steam. I cannot carry out my duties alone...I will need guidance and help, but I can pay little. The reward would be not money but the assurance that you could sleep more safely at night.

Quote
"By the power of Jin-Dai and his Holy Minions I cast you back into the Hells which spawned you! Infernal Demon!"

Statistics
DEFTNESS 1d6, NIMBLENESS 2d10, STRENGTH 3d6, QUICKNESS 3d8, VIGOR 2d6, COGNITION 4d6, MIEN 2d6, KNOWLEDGE 2d12, SMARTS 2d8, SPIRIT 4d10

Sleight 1, Dodge 3, Martial Arts 3, Fightin' Staff 3, Sneak 1, Search 1, Scrutinize 2, Occult 2, Home COUNTRY 2, English 2, Japanese/Chinese/Tibetan 2, Medicine General 2, Tale Tellin' 2, Scroungin' 2, Survival Mountains 2, Guts 2, Faith 3

Hindrances: Poverty 2, Pacifist 3, Ferner 3, All Thumbs 2
Edges: Arcane Blessed 3, Nerves O Steel 1

Gear: Heavy Staff (STR+1d6 dam), Travelling Robes, Medicinal Herbs (2 mess kits), Holy Symbol of some sort, Mule + weeks worth of rations

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