Archetypes: Nature and Demeanours.
Everyone plays a role, often several, every day. Every individual
displays multiple layers of personality, varying from the contrived to the sincere. Each of these roles defines how we interact
with the people and places around us, and we choose which parts of ourselves we wish to show.
It is the same with kindred. The concept of Nature and Demeanour
corresponds directly to the different masks we wear when we interact. A character’s Nature is her true self, her innermost
being - the person she truly is. It is dangerous to show this, though, as it lets others know who we are and what is
important to us. Thus, characters also have Demeanours, faces they show to the world. By choosing how we relate to the world,
we are able to choose how it relates to us as well, as we guide the responses others give us.
Philosophy aside, personality also has an effect on the mechanics
of a game. A character may regain his drive and sense of purpose by acting in accordance with his Nature. Every time a character
fulfils the requirement of his Nature Archetype (see below), that character becomes eligible to regain a point of spent Willpower.
If the ST allows, the character regains the point.
Archetypes allow players to build a sense of personality for their
characters, and to define a bit of what makes the character “tick”. It is worth noting that Archetypes are not
rigid; characters need not slavishly devote themselves to their Natures and demeanours. Rather, the character should act as
the player reasonably or emotionally believes she would act in a given situation. Eventually, players and STs should
come up with their own Archetypes that more closely define how the character in question responds to her surroundings. After
all, every character is an individual, and customised Archetypes should be a logical outgrowth of a well-rounded character.
Here are some basic character Archetypes, suitable for beginning
play:
* - Camarilla Archetypes only.
** - Sabbat Archetypes only.
ARCHITECT:
The Architect has a sense of purpose even greater than herself. She
is truly happy only when creating something of lasting value for others. People will always need things, and the Architect
strives to provide at least one necessity. Inventors, pioneers, town founders, entrepreneurs and the like are all Architect
Archetypes.
-- Regain a point of Willpower whenever you establish something of
importance or lasting value.
AUTOCRAT:
The Autocrat wants to be in charge. He seeks prominence for its own
sake, not because he has an operation’s best interests at heart or because he has the best ideas (though he might certainly
think so). He may genuinely believe others are incompetent, but ultimately he craves power and control. Dictators, gang leaders,
bullies, corporate raiders and their ilk are Autocrat Archetypes.
--Regain a point of Willpower when you achieve control over a group
or organisation involving other individuals.
BON VIVANT:
The Bon Vivant knows that life - and unlife - is shallow and meaningless.
As such, the Bon Vivant decides to enjoy her time on Earth. The Bon Vivant is not necessarily irresponsible. Rather, she is
simply predisposed to having a good time along the way. Most Bon Vivants have low Self-Control scores, as they are so given
to excess. Hedonists, sybarites and dilettantes are all examples of the Bon Vivant Archetype.
--Regain a point of Willpower whenever you truly enjoy yourself and
can fully express your exultation. At the ST’s option, a particularly fabulous revelry may yield multiple Willpower
points.
BRAVO:
The Bravo is a tough and a bully, and often takes perverse pleasure
in tormenting the weak. To the Bravo’s mind, might makes right; power is what matters, and only those with power should
be respected. Naturally, physical power is the best kind, but any kind will do. The Bravo sees overt threats as a perfectly
reasonable means of gaining cooperation. The Bravo is not incapable of pity or kindness, he just prefers to do things his
way. Robbers, bigots, thugs and the insecure are all Bravo Archetypes.
--Regain a point of Willpower any time you achieve your agenda through
brutishness or intimidation. This need not be physical, as many Bravos verbally or socially cow their victims.
CAPITALIST: **
Why give it away for free when you can sell it? You are the ultimate
mercenary, realising that there is always a market to be developed - anything can be a commodity. You have a keen understanding
of how to manipulate both kine and Cainites into thinking that they need specific goods or services. Appearance and influence
are everything when it comes to the big sale, though you’ll use anything to your advantage. Salesmen, soldiers of fortune
and bootlickers all adhere to the Capitalist Archetype.
--Regain a point of Willpower whenever you make a successful “sale”
or barter of any commodity. Commodities need not be physical items; they may be bits of information, favours or other such
intangibles.
CAREGIVER:
Everyone needs comfort, a shoulder to cry on. A Caregiver takes her
comfort in consoling others, and people often come to her with their problems. Vampires with Caregiver Archetypes often attempt,
as best they may, to protect the mortals on whom they feed. Nurses, doctors and psychiatrists are examples of potential Caregivers.
--Regain a point of Willpower whenever you successfully protect or
nurture someone else.
CELEBRANT:
The Celebrant takes joy in her cause. Whether the character’s
passion is battle, religious fervour, foiling her rivals or reading fine literature, it gives the Celebrant the strength to
withstand her adversity. Given the chance, the Celebrant will indulge in her passion as deeply as possible. Unlike the Fanatic
(see below), the Celebrant pursues her passion not out of duty, but out of enthusiasm. Crusaders, hippies, political activists
and art enthusiasts are Celebrant Archetypes.
--Regain a point of Willpower whenever you pursue your cause or convert
another character to the same passion. Conversely, lose a point of temporary Willpower whenever you are denied your passion
or it is badly lost to you.
CHAMELEON: **
Independent and self-reliant, you manage to blend into any situation.
You carefully study the behaviour and mannerisms of everyone you come in contact with so you can pass yourself off as someone
else later. You spend so much time altering your mannerisms and appearance that your own sire may not even recognise you.
Spies, con artists, drag queens and impostors best represent the Chameleon.
--Regain a point of Willpower whenever you fool someone into thinking
you’re someone else for your own (or your pack’s) benefit.
CHILD:
The Child is still immature in personality and temperament. He wants
what he wants now, and often prefers someone to give it to him. Although he can typically care for himself, he would
rather have a caretaker-type cater to his bratty desires. Some Child Archetypes are actually innocent rather than immature,
ignorant of the cold ways of the real world. Children, spoiled individuals and some drug abusers are Child Archetypes.
--Regain a point of Willpower whenever you manage to convince someone
to help you with no gain to herself, or to nurture you.
COMPETITOR:
The Competitor takes great excitement in the pursuit of victory.
To the Competitor, every task is a new challenge to meet and a new contest to win. Indeed, the Competitor sees all interactions
as some sort of opportunity for her to be the best - the best leader, the most productive, the most valuable or whatever.
Corporate raiders, professional athletes and impassioned researchers are all examples of Competitor Archetypes.
--Regain one point of Willpower whenever you succeed at a test or
challenge. Especially difficult victories may, at the ST’s discretion, allow you to regain multiple Willpower points.
CONFORMIST:
The Conformist is a follower, taking another’s lead and finding
security in the decisions of others. She prefers not to take charge, instead seeking to throw in with the rest of the group
and lend her own unique aid. The Conformist is drawn to the most dynamic personality or the individual she perceives to be
the “best”. Being a Conformist is not necessarily a bad thing - every group needs followers to lend stability
to their causes. Groupies, party voters and “the masses” are Conformist Archetypes.
--Regain a point of Willpower whenever the group achieves one of
its goals due to your support.
CONNIVER:
Why work for something when you can trick somebody else into getting
it for you? The Conniver always tries to find the easy way, the fast track to success and wealth. Some people call him a thief,
a swindler or less pleasant terms, but he knows that everybody in the world would do unto him if they could. He just does
it first, and better. Criminals, con artists, salespeople, urchins and entrepreneurs might be Connivers.
--Regain a point of Willpower whenever you trick someone into doing
something for you.
CREEP SHOW: **
You strive to shock and disgust those around you with gratuitous
acts and ostentatiously “evil” mannerisms. You realise, of course, that it’s all show and merely a way to
intimidate and control others. Outsiders, on the other hand, think you are the Devil incarnate, and you revel in the image.
Shock-rockers, rebellious teenagers and the attention-starved exemplify the Creep Show Archetype.
--Regain a point of Willpower whenever someone recoils from you in
horror or otherwise reacts in fear.
CURMUDGEON:
A Curmudgeon is bitter and cynical, finding flaws in everything and
seeing little humour in life or unlife. He is often fatalistic or pessimistic, and has very little esteem for others. To the
Curmudgeon, the glass is always half-full, though it may be damn near empty when other people are involved. Many elder vampires
and Generation Xers are Curmudgeons.
--Regain a point of Willpower whenever someone does something stupid,
just like you said they would. You must predict this failure aloud (though you may simply whisper it to the ST if you wish).
DABBLER: *
The Dabbler is interested in everything but focuses on nothing. He
flits from idea to idea, passion to passion and project to project without actually finishing anything. Others may get swept
up in the Dabbler’s enthusiasm, and be left high and dry as a result when he moves on to something else without warning.
Most Dabblers have high Intelligence, Charisma and manipulation ratings, but not much in the way of Wits or Stamina. Toreador
are often Dabblers, particularly those afflicted with the derisive sobriquet “Poseurs”.
--Regain Willpower whenever you find a new enthusiasm and drop your
old one completely.
DEVIANT:
The Deviant is a freak, ostracised from society by unique tastes
that place her outside the mainstream. Deviants are not indolent rebels or shiftless “unrecognised geniuses”;
rather, they are independent thinkers who don’t quite fit in the status quo. Deviant Archetypes often feel that the
world stands against them, and as such reject traditional morality. Some have bizarre tastes, preferences and ideologies.
Extremists, eccentric celebrities and straight-out weirdoes are Deviant Archetypes.
--Regain a point of Willpower any time you are able to flout social
norms without retribution.
DIRECTOR:
To the Director, nothing is worse than chaos and disorder. The Director
seeks to be in charge, adopting a “my way or the highway” attitude on matters of decision-making. The Director
is more concerned with bringing order out of strife, however, and need not be truly “in control” of a group to
guide it. Coaches, teachers and many political figures exemplify the Director Archetype.
--Regain a point of Willpower when you influence a group in the completion
of a difficult task.
ENIGMA: **
Your actions are bizarre, puzzling and inexplicable to everyone except
yourself. Your strangeness may be residual effects from the creation Rites, or the most effective way for you to carry out
the work of the Sabbat - to see the movements of the Antediluvians and counter them. To the rest of the world, however, your
erratic actions suggest that you’re eccentric if not completely crazy. Conspiracy theorists, deep-cover agents and Jyhad
fanatics all live up to the Enigma Archetype.
--Regain a point of Willpower whenever someone is completely perplexed
or baffled by one of your actions that later turns out to be a fruitful endeavour.
EYE OF THE STORM: **
Despite your calm subtle appearance, chaos and havoc seems to follow
you. From burning cities to emotional upheaval, death and destruction circle you like vultures. For you, unlife is a never-ending
trial with uncertainty around every corner. Gang leaders, political figures and other influential individuals exemplify the
Eye of the Storm Archetype.
--Regain a point of Willpower whenever a ruckus, riot or less violent
phenomenon occurs around you.
FANATIC:
The Fanatic has a purpose, and that purpose consumes his existence.
The Fanatic pours himself into his cause; indeed, he may feel guilty for undertaking any objective that deviated from his
higher goal. To the Fanatic, the end justifies the means - the cause is more important than those who serve it. Players who
choose Fanatic Archetypes must select a cause for their character to further. Revolutionaries, zealots and sincere firebrands
are all examples of Fanatic Archetypes.
--Regain a point of Willpower whenever you accomplish some task that
directly relates to your cause.
GALLANT:
Gallants are flamboyant souls, always seeking attention and the chance
to be the brightest stars. Gallants seek the company of others, if only to earn their adoration. Attention drives the Gallant,
and the chase is often as important as fulfilling that pursuit. Nothing excites a Gallant so much as a new audience to woo
and win. Performers, only children and those with low self-esteem are often Gallant Archetypes.
--Regain a Willpower point whenever you successfully impress another
person. Ultimately, the ST is the arbiter of when you dazzle someone, even in the case of other player’s characters.
GURU: **
Your enlightenment draws others to you. You may be a mentor of a
particular Path of Enlightenment, a priest with the Church or merely an idealist in your pack. Whatever the case, your presence
motivates and moves others to engage in spiritual or ideological pursuits. Your peers view you as calm, centered and “with
it”, even when you are preaching about violence as a means to an end. Cult leaders, Zen masters and pack priests are
examples of Gurus.
--Regain a point of Willpower whenever someone seeks out your help
in spiritual matters and your guidance moves that individual to an enlightened action that he normally would not have taken.
Also, regain a point of Willpower whenever you achieve an epiphany that relates to your personal philosophy.
IDEALIST: *
The Idealist believes - truly, madly, deeply - in some higher goal
or morality. The object of his idealism may be something as pragmatic as the Camarilla’s eventual triumph or as amorphous
as the ultimate good, but the belief is there. Idealists are frequently either very new to the Blood or very old, and many
seek after Golconda as the final expression of their idealism. In the meantime, an Idealist tries to reconcile his beliefs
with the demands of vampiric existence, often acting contrary to self-interest to do so.
--Regain a point of Willpower any time an action in pursuit of your
ideals furthers your goals and brings your ideal closer to fruition.
JUDGE:
The Judge perpetually seeks to improve the system. A Judge takes
pleasure in her rational nature and ability to draw the right conclusion when presented with facts. The Judge respects justice,
as it is the most efficient model for resolving issues. Judges, while they pursue the “streamlining” of problems,
are rarely visionary, as they prefer proven models to insight. Engineers, lawyers and doctors are often Judge Archetypes.
--Regain a point of Willpower whenever you correctly deduce a mystery
by assembling the clues presented, or when one of your arguments unites dissenting parties.
LONER:
Even in a crowd, the Loner sticks out, because he so obviously does
not belong. Others view Loners as pariahs, remote and isolated, but in truth, the Loner prefers his own company to that of
others. For whatever reason, the Loner simply disdains others, and this feeling is often reciprocated. Criminals, radicals
and free thinkers are all Loner Archetypes.
--Regain a point of Willpower when you accomplish something by yourself,
yet which still benefit’s the coterie in some way. For truly impressive success, or achievement in spite of strong opposition,
the ST may choose to let you regain multiple Willpower points.
MARTYR:
The Martyr suffers for his cause, enduring his trials out of the
belief that his discomfort will ultimately improve others’ lot. Some Martyrs simply want the attention or sympathy their
ordeals engender, while others are sincere in their cause, greeting their opposition with unfaltering faith in their own beliefs.
Many Inquisitors, staunch idealists and outcasts are Martyr Archetypes.
--Regain a point of Willpower when you sacrifice yourself or your
comfort for your ideals or another’s immediate gain.
MASOCHIST:
The Masochist exists to test his limits, to see how much pain he
can tolerate before he collapses. He gains satisfaction in humiliation, suffering, denial and even physical pain. The Masochist
defines who he is by his capacity to feel discomfort - he rises each night only to greet a new pain. Certain extreme athletes,
urban tribalists and the clinically depressed exemplify the Masochist Archetype.
--Regain two points of Willpower when you experience pain in a way
you never have before.
MONSTER:
The Monster knows she is a creature of darkness and acts like it.
Evil and suffering are the Monster’s tools, and she uses them wherever she goes. No villainy is below her; no hurt goes
uninflected and no lie remains untold. The Monster does not commit evil for its own sake, but rather as a means to understand
what she has become. Many Sabbat, degenerate kindred elders and unstable individuals display characteristics of the Monster
Archetype.
--Malignant deeds reinforce the Monster’s sense of purpose.
Monster characters should pick a specific atrocity, regaining Willpower whenever they indulge that urge. For example, a tempter
regains Willpower for luring someone into wickedness, while an apostate earns back Willpower for causing another to doubt
her faith. Pick a destiny and fulfil it.
PEDAGOGUE:
The Pedagogue knows it all, and desperately wants to inform others.
Whether through a sense of purpose or a genuine desire to help others, the Pedagogue makes sure his message is heard - at
length, if necessary. Pedagogue Archetypes may range from well-meaning mentors to verbose blowhards who love to hear themselves
talk. Instructors, the overeducated and “veterans of their field” are all examples of Pedagogue Archetypes.
--Regain one point of Willpower whenever you see or learn of someone
who has benefited from the wisdom you shared with them.
PENITENT:
The Penitent exists to atone for the grave sin she commits simply
by being who she is. Penitents have either low self-esteem or legitimate, traumatic past experiences, and feel compelled to
“make up” for inflicting themselves upon the world. Penitent Archetypes are not always religious in outlook; some
truly want to scourge the world of the grief they bring to it. Repentant sinners, persons with low self-esteem and remorseful
criminals are examples of the Penitent Archetype.
--Regain a point of Willpower whenever you feel that you have achieved
absolution for a given grievance. This redemption should be of the same magnitude as the transgression - the greater the crime,
the greater the penance. The ST is the ultimate arbiter of what constitutes a reasonable act of reparation.
PERFECTIONIST:
Perfectionist Archetypes simply demand the best. A half-hearted job
gives the Perfectionist no satisfaction, and she expects the same degree of commitment and attention to detail from others
that she demands from herself. Although the Perfectionist may be strict and exacting, the achievement of the end goal drives
her - and often those for whom she is responsible. Prima donnas, artists and conceptual designers exemplify the Perfectionist
Archetype.
--Regain a point of Willpower whenever you accomplish your goal without
any demonstrable flaw or impediment.
REBEL:
The Rebel is a malcontent, never satisfied with the status quo or
the system as it is. He hates authority and does everything in his power to challenge and undermine it. Perhaps the rebel
truly believes in his ideals, but it is just as likely that he bears authority figures some ill will over a misunderstanding
or “wrong” done to him in the past. Teenagers, insurrectionists and nonconformists all exemplify the Rebel Archetype.
--Regain a point of Willpower whenever your actions adversely affect
your chosen opposition. Rebels may oppose the government, the Church, a vampire prince, whatever. The player should choose
whom or what his character rebels against when he adopts this Archetype.
ROGUE:
Only one thing matters to the Rogue: herself. To each his own, and
if others cannot protect their claims, they have no right to them. The Rogue is not necessarily a thug or bully, however.
She simply refuses to succumb to the whims of others. Rogues almost universally possess a sense of self-sufficiency. They
have their own best interests in mind at all times. Prostitutes, capitalists and criminals all embody the Rogue Archetype.
--Regain a point of Willpower when your self-centres disposition
leads you to profit, materially or otherwise. At the ST’s discretion, accumulating gain without exposing your own weaknesses
may let you regain two points of Willpower.
SADIST: **
You exist to inflict pain and suffering upon others. Killing is too
easy - torture is the best way to truly harm a person, and you seek the slowest, most painful means to push others
to the ultimate limits. Pain - others’ pain - gives you immense pleasure. Drill sergeants, jilted ex-lovers and
some of the terminally deranged may all display Sadist Archetypes at one time or another; sadism is rare enough to appear
only in aberrant cases, rather than reliably in one type of person or another.
--Regain a point of Willpower whenever you inflict pain upon someone
for no reason other than your own pleasure.
SCIENTIST: *
To a Scientist, existence is a puzzle which she can help to reassemble.
A Scientist logically and methodically examines her every situation and manoeuvre, looking for logical outcomes and patterns.
This is not to say that the Scientist is always looking for a scientific or rational explanation, but rather, that she examines
her surroundings rigorously and with a critical eye. The system a Scientist attempts to impose on the world may be completely
ludicrous, but it is a system, and she sticks by it. Scientists have high Mental Attributes, and often hold low-ranking positions
in Camarilla city governments.
--Regain Willpower any time a logical, systematic approach to a problem
helps you solve it, or information gathered logically is of use in another, similar situation.
SOCIOPATH: **
All inferior beings both living and undead should be exterminated
in order to bring about a harmonious existence. You likely feel no remorse when you kill (depending upon your Humanity or
path). On the contrary, you are doing a glorious deed for society. Some Sabbat are critical of your violent nature, but you
sometimes manage to sway them with arguments like, “Darwin would agree that I’m only helping nature along!”
and, “Only the Sabbat shall survive!”
--Regain Willpower whenever you are the greatest contributor to a
body count after everything has settled down. This count includes times when you are the only killer, and it needs not result
from a massive combat - like killing every member of a movie audience or gunning down defenceless patrons in a bank robbery.
SOLDIER: *
The Soldier is not a blindly loyal follower. While she exists for
orders, she does not adhere to them unquestioningly. More independent than a Conformist but too tied into the idea of command
to be a Loner, the Soldier applies her own techniques to others’ goals. While she may seek command herself one day,
her ambitions lie within the established hierarchy and structure. The Soldier has no compunctions about using whatever means
necessary to do what needs to be done, so long as the orders to do so came from the right place.
--Regain a point of Willpower when you achieve your orders’
objectives. The more difficult the orders are to fulfil, the better it feels to accomplish them. At the ST’s discretion,
pulling off a spectacular success or fulfilling a lengthy mission may well be worth additional Willpower points.
SURVIVOR:
No matter what happens, no matter the odds or opposition, the Survivor
always manages to pull through. Whether alone or with a group, the Survivor’s utter refusal to accept defeat often makes
the difference between success and failure. Survivors are frustrated by others’ acceptance of “what fate has in
store” or willingness to withstand less than what they can achieve. Outcasts, street folk and idealists may well be
Survivor Archetypes.
--Regain one point of Willpower whenever you survive a threatening
situation through tenacity, or when another persists in spite of opposition due to your counsel.
THRILL-SEEKER:
The Thrill-Seeker lives for the rush brought on by danger. Unlike
those of arguably saner disposition, the Thrill-Seeker actively pursues hazardous and possibly deadly situations. The Thrill-Seeker
is not consciously suicidal or self-destructive - he simply seeks the stimulation of imminent disaster. Gangbangers, petty
thieves and exhibitionists are all examples of the Thrill-Seeker Archetype.
--Regain a point of Willpower any time you succeed at a dangerous
task that you have deliberately undertaken. Thrill-Seekers are not stupid, however, and the ST may choose not to reward a
player who heedlessly sends her character into danger for the sole intent of harvesting Willpower.
TRADITIONALIST:
The orthodox ways satisfy the Traditionalist, who prefers to accomplish
her goals with time-tested methods. Why vary your course when what has worked in the past is good enough? The Traditionalist
finds the status quo acceptable, even preferable, to a change that might yield unpredictable results. Conservatives, judges
and authority figures are all examples of Traditionalist Archetypes.
--Regain a point of Willpower and time the proven ways turn out to
be the best. Also, regain a point of Willpower any time you successfully resist change for its own sake.
TRICKSTER:
The Trickster finds the absurd in everything. No matter how grim
life (or unlife) may become, the trickster always uncovers a kernel of humour within it. Tricksters cannot abide sorrow or
pain, and so they strive to lighten the spirits of those around them. Some tricksters have even higher ideals, challenging
static dogma by exposing its failures in humorous ways. Comedians, satirists and social critics are examples of Trickster
Archetypes.
--Regain a point of Willpower any time you manage to lift other’s
spirits, especially if you are able to deny your own pain in the process.
VISIONARY:
The Visionary is strong enough to look beyond the mundane and perceive
the truly wondrous. Visionaries test accepted societal limits, and seek what few others have the courage to imagine. The Visionary
rarely takes satisfaction in what society has to offer; she prefers to encourage society to offer what it could instead
of what it does. Typically, society responds poorly to Visionaries, though it is they who are responsible for bringing
about progress and change. Philosophers, inventors and the most inspired artists often have Visionary Archetypes.
--Regain a point of Willpower each time you are able to convince
others to have faith in your dreams and follow the course of action dictated by your vision.