I really like making unique Archetypes for my characters in Best Left Buried.
It's nice because I feel like there's a lot of variety that can be crammed into the relatively simplistic system of the game: there are a lot of subtle elements that can be tweaked in unique ways, especially when looking towards the fringe mechanics of the game. Best Left Buried characters, the poor sods, are not terribly long-lived, and I think it's nice to give them as much life as possible. It makes their successes all the more brilliant and their failures all the more crushing. Brilliant stuff.
this game's really good |
Anyway, I've recently been playing a game called "Slice & Dice". It's a dungeon crawler I picked up on Steam (here's the link), great fun. One thing I love in it are the characters: you watch them grow and change as the run progresses, their abilities getting stronger as a result. I love this.
Look at this chap, isn't he joyous |
All of the characters have a different name, "Fighter", "Thief", "Battlemage" etc... standard stuff for a fantasy game, with standard different abilities as a result. There are a lot of characters here, however, and sometimes their variety gets a bit... stranger. That's something I've tried to capture in my own Best Left Buried Archetypes, showcasing stranger Fantasy character Archetypes that are usually delegated to NPCs, Enemies or Background lore. Everyone has played as a Monk (at one point or another, I'm sure), yet a blind, mad monk? a raving acolyte? I think that's a bit rarer, especially when it stands as an archetype aside from the typical Monk character tree. That's what I tried to do with the Coenobite.
So let's take some inspiration, shall we?
The Eccentric is one of my favourites in the Slice & Dice character catalogue. He's bumbling and weird and - truth be told - quite powerful... but with the drawback that half of the time, he'll stand there and not do anything whilst the rest of your crew is being set upon by monsters. His design almost gives me an impression like that of Don Quixote, somewhat mad and deluded, yet well-meaning nonetheless. Perfect for a Cryptdigger.
Let's make an Archetype to fit this lunatic.
Two of these are useful, often granting the Upper Hand to some check, reroll dice or retain Grip in some manner. The third is often detrimental in some way, perhaps giving the Cryptdigger an Injury or Affliction or otherwise inconveniencing them.
I often like my own Archetypes to follow this format - I think it balances flavour in a good way, granting some marginal power to the Cryptdigger (situational, in most circumstances) whilst providing them a broad detriment as an offset.
For the first ability, I think something to do with unluckiness would be good. Perhaps this leans into the idea of the Eccentric being a bit of a raving lunatic, swinging from emotion to emotion, from inaction to a saviour.
In my time playing Best Left Buried, Critical hits in combat have always come in as saving graces. Let's have something that interacts with them.
On to the next ability. This one is also positive, but let's keep it situational.
One thing often used in these Archetype abilities is Grip. It's a precious resource in the Best Left Buried ecosystem, especially when its misuse can result in an untimely death. So let's do something with that.
One use for spending Grip is Exertion, the mechanic that allows unfortunate rolls to be altered. Leaning into the Eccentric's theme of luck and inconstance, let's alter this.
I wonder how this alteration would impact a Player's spending of Grip. This could, potentially, guarantee almost any roll if Exertion was used, and if at least one die was good. Perhaps they'll burn through Grip quicker than usual as a result, racking up more Afflictions and Injuries. This could be a drawback in and of itself, though the only way to find out would be through play. Perhaps in a future iteration, I will increase the Grip cost of Exertion to 2 for an Eccentric.
Ok, last ability. This one is typically negative, though a negative in a manner similar to how the positives are useful: a detriment, though somewhat situational; activated by something. I feel that the Don Quixote inspiration could shine through here, perhaps surfacing in some sort of vanity or ill=placed belief. I feel that, as a result, there are several avenues that could be explored:
Perhaps this is too tough. But I don't think that's necessarily a bad thing. The player would have to know about it, sure, but perhaps this alteration in combat dynamic could be a good thing, in a roundabout way. Best Left Buried is often very attack-heavy (and for good reason), and the breakneck speed of combat could be altered by an entire Cryptdigger meandering about and doing their own thing.
In my games, the initiative changes round after round. As such, the dynamic of this feature changes, instead being a detriment that must be considered constantly throughout the combat Encounter, lest a player miss their turn.
I'm pretty pleased with this right now - I don't really think it needs more in terms of features, currently, so let's compile what I have.
Eccentric combat brings unpredictable results: if an Eccentric makes an Attack roll that results in all dice showing 1s, the Attack hits automatically and deals 6 Damage + an Injury.
Indecisiveness
Eccentrics will not push themselves to the brink, instead mulling over endless opportunities before something, finally, goes their way. They cannot reroll die when using Exertion. Instead, Eccentrics pick another die in the roll and copy its value to the die Exertion is used upon.
Laissez-Faire
Fighting on their own terms is the true nature of an Eccentric, who decides on a whim whether a battle is honourable or lost. If they place last in the Initiative order of combat they cannot Attack. The fight is rushing too far ahead of them; they have lost all interest.