Character Archetypes Overview
Character Archetypes Overview
"Templates & Inspiration for Your Troubleshooter"
What Are Archetypes?
Archetypes are pre-made character templates that show you how all the pieces—Traits, Aptitudes, Edges, and Hindrances—fit together to create a coherent character concept. Think of them as character recipes.
You don't have to use archetypes. They're here for inspiration and to help you understand what makes a functional character. Feel free to:
- Use an archetype exactly as written
- Modify an archetype to fit your vision
- Use archetypes as examples when building from scratch
- Ignore them completely and create your own unique character
Combat-Focused Archetypes
These characters excel at violence and survival in the dangerous Weird West.
Gunslinger
The iconic Western hero—fast, deadly, and always ready for a showdown.
Key Traits: High Quickness (2d12+), High Deftness (4d10+)
Essential Aptitudes: Shootin': pistol 5, Quick Draw 4+, Dodge 3+
Recommended Edges: Level-Headed (5), Nerves o' Steel (1), "The Stare" (1)
Common Hindrances: Vengeful, Heroic, Mean as a Rattler
Typical Gear: Two Colt Peacemakers, quick-draw holsters, Winchester '73
What They Do: Draw faster, shoot straighter, and survive longer than anyone else. Gunslingers live by their reflexes and their aim. In combat, they dominate—but they're one-dimensional outside of fights unless you invest in social or mental skills.
Playing Tips: Your reputation precedes you. People challenge you to prove themselves. You can end fights before they start with "The Stare" and Overawe. Consider taking some social Aptitudes to avoid being useless between gunfights.
Bounty Hunter
Hunter of men. Tracker. Killer for hire.
Key Traits: High Cognition (3d10+), Good Deftness (3d8+)
Essential Aptitudes: Trackin' 4+, Shootin' 3+, Search 3+, Survival 3+
Recommended Edges: Keen (3), "The Stare" (1), Thick-Skinned (3)
Common Hindrances: Bloodthirsty, Greedy, Outlaw (if they're not picky about warrants)
Typical Gear: Rifle, pistol, rope, handcuffs, horse
What They Do: Track down wanted criminals and bring them in—dead or alive (usually dead, it pays the same). Bounty hunters combine combat skills with investigation and wilderness survival.
Soldier/Veteran
Civil War survivor. Professional warrior. Seen too much.
Key Traits: Balanced combat Traits, Good Vigor (3d8+)
Essential Aptitudes: Shootin': rifle 4+, Fightin': brawlin' 3+, Guts 3+
Recommended Edges: Brave (2), Veteran o' the Weird West (0), Tough as Nails
Common Hindrances: Loyal, Vengeful, Night Terrors, Enemy
Typical Gear: Military weapons (rifle, pistol), uniform remnants
What They Do: Provide tactical thinking and combat experience. They've seen the elephant—both in war and in encountering the supernatural during the conflict.
Arcane Archetypes
These characters wield supernatural power. All require the Arcane Background Edge (3 points).
Blessed (Preacher, Nun, Crusader)
Wielders of divine miracles through faith and prayer.
Key Traits: High Spirit (2d12+), Good Mien (3d10+)
Essential Aptitudes: Faith 5, Guts 2+, often Persuasion or Overawe
Required Edge: Arcane Background: Blessed (3)
Common Hindrances: Heroic, Pacifist (varies), Oath, Self-Righteous
Typical Gear: Bible, cross, hickory club, sometimes a gun
Starting Miracles: Protection, Lay on Hands, Smite, Succor
What They Do: Channel God's power to heal, protect, and smite evil. Blessed characters must maintain their faith through righteous behavior—sin weakens their connection to the divine. Most take Pacifist (won't kill) but some crusading types carry guns and use them.
Variants:
- Preacher: Leadership-focused, high Persuasion, carries weapons
- Nun: Healing-focused, Pacifist, Big Mouth (never lies)
- Crusader: Combat-focused, militant faith, will kill the wicked
Playing Tips: Your power comes from genuine faith and moral behavior. Breaking your principles weakens your miracles. You're the team's healer and moral compass—but don't be insufferable about it.
Huckster
Gambling man who deals with demons for magical power.
Key Traits: High Smarts (3d12+), Good Deftness (2d8+)
Essential Aptitudes: Hexslingin' 4+, Gamblin' 4+, Bluff 3+, Academia: Occult 3+
Required Edge: Arcane Background: Huckster (3)
Common Hindrances: Curious, Bad Luck, Habit (shuffles cards constantly)
Typical Gear: Hoyle's Book of Games, multiple decks of cards, concealed weapon
Starting Hexes: Choose 3-4 from chapter six
What They Do: Cast "hexes" by literally gambling with demons. Draw poker hands to determine success—better hands mean more powerful effects. Hucksters walk a dangerous line between power and damnation.
Playing Tips: You're probably a con artist, gambler, or performer. Sleight of Hand helps disguise your hex-casting. Your power is unpredictable—sometimes you'll dominate, sometimes you'll bust spectacularly. High Gamblin' helps you cheat when needed.
Mad Scientist
Deranged inventor creating impossible devices powered by ghost rock.
Key Traits: High Knowledge (2d12+), High Smarts (4d10+)
Essential Aptitudes: Mad Science 4+, Science 3+ (multiple types), Tinkerin' 4+
Required Edge: Arcane Background: Mad Scientist (3)
Recommended Edges: Mechanically Inclined (1), Dinero
Common Hindrances: Curious, Stubborn, Tinhorn, Loco (comes with the territory)
Typical Gear: Tool kit, weird gizmo (flamethrower, Gatling pistol, etc.)
What They Do: Build impossible inventions that shouldn't work—but do, thanks to ghost rock and "inspiration" from evil spirits called manitous. Your devices are unreliable and dangerous but incredibly powerful.
Playing Tips: You're probably insane (gain "dementia" as you create more devices). You need money and materials constantly. Your inventions malfunction at the worst times. But when they work? You're carrying a flamethrower in 1877.
Shaman
Indian holy person who performs rituals and calls on nature spirits.
Key Traits: High Spirit (3d10+), Good Knowledge or Smarts
Essential Aptitudes: Ritual 4+, often Survival, Medicine, Trackin'
Required Edge: Arcane Background: Shaman (3)
Common Hindrances: Oath (uphold traditions), Obligation (to tribe), Ferner
Typical Gear: Medicine bag, tribal items, traditional weapons
Starting Abilities: Choose rituals and learn to call favors from spirits
What They Do: Perform lengthy rituals and bargain with nature spirits for "favors"—supernatural effects. More flexible than other magic users but requires time and proper ritual components. Deeply connected to tribal traditions.
Playing Tips: Your power requires preparation and ritual. You're often isolated from your tribe but bound by duty. You see the world through spiritual eyes—everything has meaning and connection.
Social & Investigative Archetypes
These characters rely on wit, charm, and cleverness rather than raw violence.
Saloon Gal/Gambler
Information broker, entertainer, card sharp.
Key Traits: High Mien (2d12+), High Smarts (4d10+), High Cognition (4d10+)
Essential Aptitudes: Persuasion 4+, Gamblin' 3+, Scrutinize 3+, Streetwise 3+
Recommended Edges: Purty (1), "The Voice" (1), Light Sleeper (1)
Common Hindrances: Curious, Greedy, Vengeful, Poverty
Typical Gear: Fancy clothes, concealed Derringer, not much else
What They Do: Gather information, manipulate people, win at cards. You hear everything that happens in town. You're underestimated—which is your greatest weapon.
Muckraker (Reporter)
Journalist investigating the strange truth behind supernatural events.
Key Traits: High Cognition (2d12+), Good Mien (3d8+), Good Smarts (4d10+)
Essential Aptitudes: Professional: Journalism 4+, Scrutinize 4+, Persuasion 4+
Recommended Edges: Friends in High Places, Luck o' the Irish, Gift of Gab
Common Hindrances: Curious, Oath (tell the truth), Pacifist
Typical Gear: Notepad, pencil, camera (if wealthy), light weapon
What They Do: Investigate mysteries and document the supernatural for the Tombstone Epitaph. You're civilian investigators who often get in over your heads. Your words can make or break reputations.
Grifter/Con Artist
Fast-talker, swindler, trickster.
Key Traits: High Smarts (4d10+), High Mien (3d10+)
Essential Aptitudes: Bluff 4+, Persuasion 3+, Streetwise 3+, Disguise
Recommended Edges: Gift of Gab (1), Luck o' the Irish (5)
Common Hindrances: Greedy, Outlaw, Enemy, Lyin' Eyes (ironic!)
Typical Gear: Multiple sets of clothes, forged documents, hidden cash
What They Do: Talk your way into and out of trouble. Run scams. Impersonate people. You're the team's face and bullshit artist.
Working-Class Archetypes
Regular folks drawn into extraordinary circumstances.
Prospector
Old-timer who's seen things in the mines he can't explain.
Key Traits: High Strength (2d12+), High Vigor (4d8+)
Essential Aptitudes: Trade: Mining 3+, Search 4+, Demolition (for dynamite)
Common Hindrances: Geezer, Bad Ears, Stubborn
Typical Gear: Pick, shovel, dynamite, mules, shotgun
What They Do: Find ghost rock and deal with what comes out of the earth. Tough, experienced, and surprisingly hard to kill despite being old.
Cowboy/Rancher
Cattle driver, ranch hand, horse wrangler.
Key Traits: Good physical Traits, especially Nimbleness
Essential Aptitudes: Horse Ridin' 4+, Animal Wranglin' 3+, Survival 3+
Typical Gear: Lariat, horse, rifle, pistol
What They Do: Work with animals and survive on the range. Good all-around frontier skills. Solid, dependable characters.
Pony Express Rider
Fast courier delivering mail through dangerous territory.
Key Traits: Very High Nimbleness (4d10+), High Quickness (4d6+)
Essential Aptitudes: Horse Ridin' 5, Dodge 4+, Survival 3+
Recommended Edges: Fleet-Footed (levels), fast horse from Belongin's
Common Hindrances: Scrawny, Obligation (deliver the mail!)
Typical Gear: Fast horse, light weapons, light gear
What They Do: Outrun everything. You're built for speed and evasion, not combat. The mail must get through!
Law & Order Archetypes
Lawman (Marshal, Sheriff, Texas Ranger)
Badge-carrying professional who keeps the peace.
Key Traits: Balanced, with good Deftness and Cognition
Essential Aptitudes: Shootin' 4+, Guts 3+, Search 3+, Professional: Law
Required Edge: Law Man (1-5 depending on jurisdiction)
Common Hindrances: Heroic, Obligation, Law o' the West
Typical Gear: Badge, pistols, rifle, handcuffs
What They Do: Enforce the law and protect civilians. You have authority but also responsibility. People expect you to solve problems.
Agency Operative (Man/Woman in Black)
Secret government agent investigating supernatural threats.
Key Traits: High Cognition (2d12+), High Mien (4d10+)
Essential Aptitudes: Academia: Occult 3+, Scrutinize 3+, Shootin' 3+
Recommended Edges: Belongin's (Gatling pistol), Law Man 1
Common Hindrances: Habit (secretive), Obligation, Enemy
Typical Gear: Gatling pistol, black suit, notepad
What They Do: Investigate and cover up supernatural incidents for the secret government agency. You know the truth—and you're charged with keeping it secret.
Unusual Archetypes
The Kid
Child survivor with nothing to lose.
Key Traits: Very High Nimbleness (2d12+), Low Strength (2d6 or less)
Essential Aptitudes: Sneak 3+, Climbin' 2+, Scroungin' 2+
Required Hindrance: Kid (–2 or –4)
Common Hindrances: Curious, Big Britches, Squeaky
Typical Gear: Whatever they could scrounge, maybe a pistol too big for them
What They Do: Survive through speed, stealth, and scrappiness. Underestimated by everyone—which you use to your advantage. Often has traumatic backstory.
Indian Brave
Tribal warrior venturing into the white man's world.
Key Traits: Good physical Traits, High Spirit
Essential Aptitudes: Sneak 3+, Guts 3+, Survival 4+, Trackin' 3+
Common Hindrances: Ferner, Oath (to tribe), Intolerance
Typical Gear: Traditional weapons (bow, tomahawk), sometimes firearms
What They Do: Bridge two worlds. Fight with honor. Track and survive in wilderness. Often seeking to understand or fight the supernatural threats affecting their people.
Building Your Character
Now that you've seen the archetypes, here's how to build your Troubleshooter:
1. Choose Your Concept
Pick an archetype that interests you or create your own concept. Ask yourself:
- What does my character do?
- Why are they working for Colonel Brennan?
- What makes them interesting?
2. Distribute Your Traits
Use the card draw system (Chapter 2) to assign dice to your 12 Traits. Prioritize based on your concept.
3. Buy Aptitudes
Spend your Aptitude points (Cognition + Knowledge + Smarts die types). Focus on 3-5 core skills rather than spreading yourself thin.
4. Select Edges & Hindrances
Start with 5 Edge points. Take up to 10 points of Hindrances to gain more Edge points. Choose Edges and Hindrances that reinforce your concept.
5. Buy Equipment
Spend your starting $250 (modified by Edges/Hindrances). Get essentials first, then flavor items.
6. Add Personality
Write a brief background. Give your character goals, fears, and quirks. Consider how they'll interact with other Troubleshooters.
Sample Troubleshooter Builds
Here are some character concepts tailored for the Troubleshooters campaign:
"Quick Draw" McGraw - The Gun Hand
Concept: Former Confederate cavalry officer, now hired gun for Brennan
Key Edges: Level-Headed, Veteran o' the Weird West, "The Stare"
Key Hindrances: Vengeful (lost family to Union forces), Loyal, Heroic
Why He Works for Brennan: The Colonel pays well and McGraw has a code—only takes jobs against those who deserve it
Role in Team: Combat specialist, intimidation, protector
Sister Mary Catherine - The Crusading Nun
Concept: Blessed nun who believes Brennan's work serves God's purpose
Key Edges: Arcane Background: Blessed, Brave
Key Hindrances: Oath (serve the Lord), Poverty, Heroic
Why She Works for Brennan: Sees the supernatural evil firsthand and believes she's called to fight it
Role in Team: Healer, moral compass, supernatural expert
"Lucky" Lou Chambers - The Huckster
Concept: Riverboat gambler who learned hex-slinging from Hoyle's book
Key Edges: Arcane Background: Huckster, Gift of Gab, Luck o' the Irish
Key Hindrances: Curious, Greedy, Bad Luck (ironic nickname)
Why He Works for Brennan: Owes gambling debts and the Colonel offered to clear them in exchange for service
Role in Team: Magic user, investigator, smooth talker
Margaret "Meg" Sullivan - The Tombstone Epitaph Reporter
Concept: Female journalist investigating Brennan's operations for a story
Key Edges: Friends in High Places (Epitaph editor), Keen
Key Hindrances: Curious, Oath (publish the truth), Enemy (various people she's exposed)
Why She Works for Brennan: Embedded with the team to write exposés on the supernatural—Brennan allows it for his own mysterious reasons
Role in Team: Investigator, chronicler, face for civilian interactions
James "Iron Horse" Blackfeather - The Sioux Scout
Concept: Tribal scout who works as a bridge between nations
Key Edges: Keen, Fleet-Footed, Kemosabe (understands white culture)
Key Hindrances: Ferner, Oath (report threats to his tribe), Loyal
Why He Works for Brennan: Sees the supernatural threats affecting all people and believes cooperation is necessary
Role in Team: Tracker, wilderness survival, cultural liaison
Important: Discuss your character concept with your Marshal and the other players. Make sure your character fits the campaign and complements the team without duplicating roles.
"In the Weird West, there are no ordinary people—only those who haven't faced their true test yet."
You now know how to create a fully-realized Troubleshooter for Colonel Brennan's crew. When you're ready, Book 4: Game Mechanics will teach you how to actually play—using Traits, Aptitudes, and Fate Chips to overcome challenges in the Weird West.
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