Archetypes

Archetypes

These are all suggestions from the books, some of them make use of specific Edges or Hindrances to gain things like mystic powers, or the like.

I’ve put variant archetypes under their more generic version, i.e. all the variations on Doomsayer are after the main entry, and slightly indented.

  • Black Hat Defector – Den p.33 – Your hero was one of Throckmorton’s early recruits, you listened to his vision of united America and saw a noble cause; you were deceived. Somehow you’ve managed to dessert without the chip in your head popping your skull open, now you fight the Combine’s corrupt vision.
  • BlessedDPG p.60 – Some divine power still smiles on the Blessed even in these dark days.
  • CyborgCyberware has a few problems, but the recipient being dead solves most of them. Governments created cyborgs from dead soldiers and volunteers for use as elite agents, enforcers, and war machines.
    • Infiltrator – Cy p.64 – Humane looking with only internal cyberware, Infiltrators retain most of their humanity to better blend in.
    • Light Can – Cy p.65 – Blatantly cybernetic, these soldiers are still mostly human with cyberlimb replacements and integrated weapons.
    • Heavy Can – Cy p.66 – The recipients of near full body replacements these walking weapons are nearly inhuman in appearance and thought.
    • Drone – Cy. p.67 – Just a brain and spinal column encased in a war machine, what was once a person is now a virtual slave to their programming.
  • Doomsayer – HoE p.67 – These purple robed heretics still believe that humanity is doomed, and mutant kind will inherit the earth, they simply see exterminating them with atomic fire as needlessly damaging to both sides.
    • Initiate – CotA p.57 – A hero only taking their first steps in the way of the Glow.
    • Lector – CotA p.58 – A Lector is a Doomsayer monster hunter, seeking out monstrosities of the Wastes and finding how to slay them.
    • Outcast – CotA p.59 – Some say your methods are too extrema, you say you only meet the world on an equal footing.
  • Gladiator – IO p.124 – A fighter in the Junkyard’s gladiatorial arenas.
    • Scrapper – IO p.125 – A cyber-augmented veteran of the Junkyard’s gladiatorial arenas.
  • Grundy – CotA p.60 – A child of the atom, born in the radioactive slums of Las Vegas, a Grundy is an idiot giant with terrible strength, but a vastly truncated lifespan.
  • Gunslinger – HoE p.68 – Sometimes all you need is a good gun arm and some ammo.
  • HucksterDPG p.60 – These spell-slinging card sharps play the game of magic According to Hoyle, though only a few of their number still exist in the Wasted West their magic is no less potent.
  • Indian Brave – HoE p.69 – The followers of the Old Ways survived the last war well, no one wanted to use nukes on tents. When the horsemen walked the west they drove them back from their lands with faith and arrows. Now braves wander the Wastes driving out the devils.
  • Junker – HoE p.70 – The successor of the Weird West’s Mad Scientists, the Junkers are able to make almost anything from the right technological scrap and enough duct tape.
    • Body Doc – IO p.123 – A specialist in cyberware.
    • Chamber Initiate – JmC p.52 – A member of a secret tecnomantic order called The Chamber.
    • Repair Man – JmC p.53 – Resident of one of the more established communities of the Wastes, a Repair Man knows how to keep the spirits of everyday machines happy.
    • Tainted One – JmC p.54 – When a Junker spends too much time in the company of Gun Spirits they tend to get a little trigger happy. Trigger happy and equipped with weird and terrifying weapons.
    • * Wanderer* – JmC p.55 – A wandering Junker walks the Wastes trading their technical skills for whatever they need.
  • Kid – tWW P.35 – Born after the Last War, the Wasted West is all you’ve ever known apart from your parents’ tales of the old world.
  • Law Dog – HoE p.71 – “In the ruins of civilisation there can still be Justice.” Is the creed of the Law Dogs, a group of heroic individuals who have taken it upon themselves to bring law to the lawless.
  • Librarian – tWW P.36 – The Librarians wander the Wasted West gathering knowledge new and old to safeguard it for posterity.
    • Veteran Librarian – SC p.77
  • Old Soldier – HoE p.72 – You served your country in the war, no not the Last War, the one before that, and the one before that as well, and then there was that ‘police action’… Some wasters just see an old fogy in fatigues, but people have been trying to kill you professionally for forty years now, and they haven’t managed it yet.
    • Operation Damocles Soldier – WW p.75 – Operation Damocles was the USA’s insurance policy in the event of a nuclear strike, highly trained and well equipped, these soldiers have been frozen for nearly twenty years.
    • Southern Veteran – WW p.76 – Fought in the CSA armed forces in the Last War, somehow they’ve survived this long despite some folks holding a grudge
  • Pit Fighter – tWW P.37 – Your hero was a fighter in the combat pits, but longed for something to truly challenge them, and has been lured into the Wastes by tales of monsters and glory.
  • Ravenite – HoE p.73 – While some of the Natives stayed true to the old ways, others embraced the possibilities western ways, many of them became quite rich on the value of the lands they now saw themselves owning. Of course it’s mostly gone now, but they tend to be well equipped regardless.
  • Postman – tWW P.38 – You and a small group of others offer a valuable service, regular communication between some of the larger settlements, not quite as easy a task as it used to be.
  • Renegade Black Hat – tWW P.39 – A few years back you were just a thug, you and your gang got recruited into Throckmorton’s operation, it seemed like a good deal at the time, you were better equipped and better fed then you’d been in a long while. But even a thug can grow a conscience, you and a couple of mates decided to split, their Headbangers went off, yours hasn’t, yet. You aim to make right while you can.
  • Renegade Sky Pirate – tWW P.41 – You love the flying, but the life of a sky pirate has gotten too dangerous for you, the thought of attacking Black Hat patrols, and Doombringers, and monsters gives you a terrible sense of your own mortality. You just need to do enough to keep your kite flying.
  • Resistance Fighter – Den p.32 – Your hero grew up in Denver, and your damned if you’ll let the Combine keep it.
  • Road Warrior – HoE p.74 – It takes a special kind of hero to try and cross the wastes these days, what with the forces of the Combine, the road gangs, the monsters… With their trusted set of wheels your hero can face all that and more.
    • Courier – RW p.59 – It takes a special sort of crazy to get sensitive messages from one side of the wastes to the other, your hero has that crazy, for a price.
    • Gunner/Mechanic – RW p.60 – You’ve ridden shotgun through some of the meanest badlands the Wasted West has to offer, and can keep the machine running on chewing gum and prayers if you have to.
    • Road Vigilante – RW p.61 – Bringing their own brand of swift law to the lawless roads.
    • Trucker – RW p.62 – Even with the world in tatters people still want to move things from one place to another, only real difference is you truck has a few more guns than it used to.
  • Robohunter – tWW P.40 – For miles around Denver Throckmorton’s robot patrols menace the people, your hero has the tool to do something about them. With their salvaged suit of powered armour your hero hunts the Combine’s robot forces.
  • Savage – HoE p.75 – Born only a few years before the Last War, you’ve grown up surviving in the Wastes with several other feral children. You’ve gained a strong distrust of the technology you see as having destroyed the world.
  • Sawbones – tWW P.42 – Before the War you where a doctor, well very nearly a doctor. Now your surgical skills make you a popular guy, the only problem is to get the best equipment and drugs you have to go into the cities, and there’s only so much you can do before you end up with a case of the glows and some nasty rad-burns to show for it.
  • Scavenger – tWW P.43 – You know where to find all the premium junk that people want, and you know how to survive getting it too.
  • Sky Pirate Scout – IO p.126 – One of the sky pirates who operate out of the Junkyard, your hero scouts out caches to be raided.
  • Steel Knight – Den p.31 – A member of The Order of Steel Knights, your hero is equipped with a suite of advanced powered armour, and is sworn to protect the innocent from the Combine’s ambitions.
  • Syker – HoE p.76 – Trained by the governments of the world to combat the psychic natives of Faraway, you’ve returned to Earth to find it ravaged by the Last War and the Horsemen.
    • Assassin – BB p.56 – “I have only two conditions: No kids, and half payment in advance.” Your ‘hero’ is a psychic assassin either by training, or by choice. A deadly shadow who can cloud the minds of men.
    • Earth Syker – BB p.57 – __
    • Greenie – BB p.58 – __
    • Mind Freak – BB p.59 – __
  • Tale-Teller – HoE p.77 – Your hero has glimpsed a truth of the world, hope hurts the Horsemen! Fighting and killing the monsters is all well and good, but if you do that and live to tell the tale then that’s better, because in the telling you hurt the Horsemen directly.
  • Templar – HoE p.78 – Your hero is one of the Templars, a group who style themselves on the questing knights of old. They travel the Wastes in secret, only revealing themselves to those they feel are worth saving.
    • Companion – tLC p.69
    • Squire – tLC p.70
    • Veteran Templar – tLC p.71
  • Toxic ShamanThese new shamans use the powers of the pollution spirits to try and set right the world.
    • Radiation Shaman – SW p.50
    • Sludge Shaman – SW p.51
    • Smog Shaman – SW p.52
    • Trash Shaman – SW p.53
  • Vengant – CotA p.61 – Silas’ Doombringers took your family to use as shocktroops against some norm community, you’ll have your revenge against those who took everything from you.
  • Witch – tWW P.44 – Your hero has managed to unlock the alchemical secrets in How To Serve Your Man, the power to charm, sooth, and turn skull into fireballs are yours. The skull thing is a little worrying.

Archetypes

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