Best Left Buried: Weird West Archetypes

Behold! Here is a slew of Archetypes you can use to portray Weird West characters in Best Left Buried. Just like before most of this is untested but unlike before I'm fairly certain these are more powerful than the base archetypes so use your own best judgement if using them at your own table. I tried to take the Weird West tropes and modify them a bit to function in a dungeon crawl centric game rather than something more akin to Deadlands. I believe that they succeed for the most part but I'll keep tweaking as my game goes on. 

Weird West Archetypes



Gambler 

Gamblers are hotshots, addicts, and thrill-seekers for whom the cards table was too tame to keep their interest. The only game worth playing now is down in the Crypt where the Monsters play for their lives.

Bet The House 

Gamblers know the odds always swing back around in their favor eventually. When making a check the Gambler can bet on the result of one of their dice before they roll, if they are correct add the number bet to their result. If they fail, they lose 1 Grip.

Call Bluff

A lifetime of trying to read people helps the Gambler see through the illusions of the Crypt. Gamblers have the Upper Hand at seeing through illusions whether they be magical deceptions, a foe's bluff, or a hidden entrance. 

No Risk No Reward

Life is a game to the Gambler; and they are all in. Gains the Gambler's Folly Affliction. (Can be found HERE.)


Grifter 

Cheats and con artists who unsuccessfully plied their trade until run out of any proper establishment forced to plumb the depths for coin. To the Grifter their current state of affairs is only a temporary fall until they can scheme their way back into the Surface's good graces.

Street Salesman

A Grifter knows how to make a mark dance to whatever tune they play. You have the Upper Hand on Wits checks to bargain, swindle, or captivate a non-hostile NPC.

Fair Market Value

Everybody wants something; and the Grifter knows how to give it to them. Once per adventuring day you can spend Affluence to improve the result on a Monster Mood check. Every point is 1 step in your favor. 

 Circumspect Conviction

The Grifter is no hero. When using Exertion it costs 2 Grip to reroll a die instead of 1.  


The Shootist

Circus performers, ex-lawmen, and deserters turned mercenary find themselves as Shootists for hire. Though down in the Crypt their honor is worth even less than above ground.

Hell of a Shot: 

When it comes to marksmanship the Shootist is without peer. Once per Adventuring Day the Shootist can attempt an attack with a firearm that would otherwise be Impossible making it Against The Odds instead.

Mercenary Tendencies:

The Shootist knows their worth. The Cryptdigger has the Upper Hand on Wits checks when negotiating payment for bounties, quests, and other services rendered. 

'Slinger's Creed

A Shootist has to have a code else their just another desperado on the range. The Cryptdigger and Doomsayer should work together to create three tenets that the Shootist must abide by. (I.E. Don't steal. Don't shoot someone in the back. No hurting innocents etc...) If the Shootist breaks one of their tenets they lose 1 Grip and are Against The Odds on Will checks until they redeem themselves. 


Antiquarian 

Antique dealers and disinherited nobles that seek the treasures of the Crypt not out of necessity but due to their hunger for the unknowable. Every good Company of Cryptdiggers has at least one Antiquarian in their service to properly appraise their spoils.  

Masterful Appraiser

The Antiquarian's knowledge of relics allows others to see past their flaws. Once per Adventuring Day the Antiquarian can remove negative words from a piece of treasure up to their Wits thereby increasing its Experience value.

Artisan's Sense: 

Everything in the Crypt has a price; whether it be gemstones to loyalty. An Antiquarian has the Upper Hand when using an Observation check to determine the value of something. (A treasure, a tool, a person's word.)

Delves Too Deeply

The Antiquarian's curiosity for forbidden or dangerous items cannot be quenched. The Cryptdigger must make a Grip check to refuse taking a cursed or forbidden object. 


Bounty Hunter

Bounty Hunters come from all walks of life but each share a knack at finding what does not wish to be found by any means necessary. Most Bounty Hunters court a savage reputation which strikes fear into the locals but leads them to live short, solitary lives.

Tracker: 

You know the signs and can read them better than most. Once per adventuring day you can study an Omen left by a Monster to determine its type (Bandit, Aberration, Cinderbeast, etc...). When entering combat with a Monster you have tracked in this way you roll Initiative with the Upper Hand.

Bully

The stories they tell about you behind your back? They were right. You have the Upper Hand on Will checks when trying to intimidator, coerce, or frighten non-hostile NPC's.

Brooding

They just won't understand the thing's you've seen. Nobody can. All Growing Afflictions begin on their second stage for this Cryptdigger. 


Cowboy

Ranch-hands and cattle drivers looking for adventure bring their favored mounts with them. Though a Cowboy is married to their saddle and there are far more dangerous places in the Crypt than on the range.

Rope Trick

You can tie a knot so well not even you know how to undo it. Three times per adventuring day, tie a knot with rope, wire, or anything lying around that is Impossible to untie but can be cut. 

Stablemaster

A might steed and a loyal friend. Gain a Follower that is your mount. You do not need to pay weekly to maintain your mount. You have the Upper Hand to give orders to your mount, do tricks, or calm them down. Your mount can be replaced by purchasing a new one like any other follower.

Saddle-bound: 

You're more than allies, your partners. You are Against The Odds on Grip checks when not near your mount. If your mount dies you lose 1 Grip. 


Conclusion

So, now we got Guns, Injuries, Afflictions, and Archetypes to play around with. I have to say I'm pretty happy with how all of this has come together though there are a few more things I'd like to cover before I call this project finished. Going forward, the plan is to fill the rest of the gaps such as Advancements, magic items, and maybe even spruce up my dungeon for a more visible release. Those of you who have stuck with me this long: thank you. I hope some of this has been useful for you or at least entertaining. 

Before I go here I'd like to point out I now have a ko-fi page where you can choose to support me moving forward. The first goal is to help me get Affinity which is a wonderful tool I see Indie RPG make wonderful zines and books with. It's a bit of a dream of mine to get something like that together and any help reaching that would be greatly appreciated. Was thinking I could polish up all of these articles, add some more stuff, get some actual art, and have a whole supplement done. But that's just me dreaming.


Thanks for reading! 

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