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Archetypes

Ex-Chaplain
Traits & Aptitudes Personality
Deftness 1d6 After 8 years, you get tired of war, even if
Throwin’ 2 you’re not really fightin’. I seen my share of
Nimbleness 3d6 death and dyin’, and to tell the truth, I’m not
Climbin’ 1 sure what good any of it did. I suppose if a
Dodge 3 man’s going to risk his life for anything, it
Fightin’: brawlin’ 4 probably ought to be something he
Quickness 3d8 thinks is important. I’d stopped thinking
Strength 1d8 the War was important a long time ago,
Vigor 2d10 so I resigned my position and moved out
Cognition 4d6 West.
Search 1 That’s when I learned there’s evil loose in
Knowledge 3d6 the world. Not the petty evil defined
Area knowledge 2 by men’s laws or ideals, but real
Medicine: general 3 evil. I thought my fightin’ days
Native tongue 2 were over, but it looks like
Professional: theology 5 they’ve just begun.
Mien 4d10
Overawe 3 Quote: “You think that’s bad?
Persuasion 2 Why I remember back in my
Tale-tellin’ 4 Army days…”
Smarts 2d6
Survival: any 2
Spirit 2d12
Faith 5
Guts 2
Wind: 22
Edges:
Arcane background: blessed 3
Brave 2
Nerves o’ steel 1
Veteran o’ the Weird West 0
Hindrances:
Habit –1
One-armed bandit –3
Loyal –3
Pacifist –3
Miracles: Battle hymn, last rites,
lay on hands, protection.
Gifts: Guardian angel, hardy.
Gear: Hickory walking stick
(STR+1d6 damage), Bible, cross,
horse and tack, $65 dollars.

Posse: 30
Archetypes

Hermit
Traits & Aptitudes Personality
Deftness 3d6 I moved up here to the mountains a long time
Throwin’ 2 ago to get away from folks like you. All you
Nimbleness 3d8 people in them big cities think about is money
Climbin’ 3 this and money that. You’ve all lost sight of
Fightin’: brawlin 2 what’s really important.
Sneak 3 You need help? Well, the Lord helps them
Quickness 4d6 what helps themselves, I always say.
Strength 1d8 Still, it don’t seem right to let people suffer,
Vigor 4d10 even if they are a bunch of city folk. Sure, I
Cognition 2d10 reckon I’ll help you.
Search 1 But don’t be
Trackin’ 4 gettin’ the idea
Knowledge 2d6 I’m goin’ soft—I
Area knowledge 3 ain’t partakin’
Native tongue 2 in none of them
Professional: theology 1 sinful practices
Mien 1d6 you folks hold
Smarts 3d6 to, like bathin’!
Survival: any one 4
Spirit 2d12 Quote: “Move
Faith 5 upwind of me. I
Guts 2 can’t smell
Wind: 22 nothin’ with all
Edges: that perfumed
Arcane background: soap yer wearin!”
blessed 3
Eagle eyes 1
Light sleeper 1
Sense o’ direction 1
Hindrances
Habit –2
Pacifism –3
Poverty –3
Stubborn –2
Miracles: Cloak, lion’s den,
protection, snake handlin’.
Gifts: Beast friend, manna.
Gear: Mule, worn-out Bible,
wooden cross, and a good
supply of throwing rocks
(STR+1d4).

Posse: 31
Archetypes

Monster Slayer
Traits & Aptitudes Personality
Deftness 1d8 I’ve been hunting things like this for years
Shootin’: shotgun 4 now. There’s things running around nowadays
Nimbleness 2d10 that’d sooner kill you than look at you. That
Climbin’ 2 little six-shooter you’re holding won’t do more
Fightin’: brawlin’ 4 than make ’em madder.
Sneak 3 And the only thing between you and them is
Quickness 3d8 me and the powers of the Good.
Strength 3d6 In some ways, I’m grateful for the Reckoning. I
Vigor 4d6 never was much into philosophy and so on—but
Cognition 2d12 I’ve always been a good fighter. Now, I can put
Scrutinize 2 my own special talents to use for the right
Search 3 reason.
Knowledge 2d6 If you’ll excuse me, I’ve got some preparing to
Academia: occult 4 do. That and a whole lot of praying.
Area knowledge 2
Native tongue 2 Quote: “You’d better
Mien 1d6 let me handle this.”
Tale-tellin’ 2
Smarts 3d6
Bluff 3
Streetwise 2
Spirit 4d10
Faith 5
Guts 4
Wind: 16
Edges:
Arcane background:
blessed 3
Level-headed 5
Nerves o’ steel 1
Veteran o’ the Weird West
Hindrances:
Night Terrors –5
Pacifism –3
Superstitious –2
Miracles: Consecrate
armament, last rites,
protection, sentinel,
wrath.
Gifts: Lion-hearted.
Gear: Scattergun, box
of 20 shells, Bible,
cross, wooden
stakes, knife.

Posse: 32
Archetypes

Witch Hunter
Traits & Aptitudes Personality
Deftness 3d8 My path would have been easier had I chosen
Shootin’: pistol 2 to fight the obvious enemy. But it’s the subtle
Nimbleness 2d6 foe that’s the most dangerous.
Climbin’ 1 For instance, if a ravening beast charged into
Fightin’: brawlin’ 3 town, I’m sure the good folk would join together
Quickness 4d6 and gun it down in the street. On the other hand,
Strength 3d6 if a honey-tongued stranger
Vigor 3d6 rode in, most people would
Cognition 4d10 likely at least listen to what he
Scrutinize 5 had to say.
Search 3 That’s where the real danger
Knowledge 2d10 lies, hidden in the deceit of our
Academia: occult 4 fellow man. Insidious followers
Area knowledge 2 of wicked cults undermine
Native tongue 2 our trust in each other and
Professional: theology 4 spread among us like a disease.
Mien 1d8 It’s my chosen calling to
Overawe 3 find these hidden vipers and
Persuasion 2 root them out of their
Smarts 1d6 nests. You don’t think
Spirit 2d12 they’re here? Let me tell
Faith 5 you, brother, they’re
Guts 2 everywhere. You just
Wind: 18 don’t know
Edges: what you’re
Arcane background: blessed 3 looking for.
Keen 2
“The stare” 1 Quote: “Evil
Hindrances withers when
Enemy –3 exposed to the
Oath –4: Hunt down and light of Truth.”
expose witches and
cults wherever they
hide.
Self-righteous –3
Miracles: Chastise,
confession, dispel, protection,
strike blind.
Gifts: Magic resistant.
Gear: Bible, gilded crucifix,
notebook and pen, occult
references (four books in a
valise), Peacemaker, box of
ammo, $203.

Posse: 33

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