Archetypes

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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.

The concept of Nature and Demeanor corresponds directly to the different masks we wear when we interact. A character's Nature is her true self, her inner most being - the person she truly is. It is dangerous to show this, though, as it lets others know who we are and what it important to us. Thus, characters also have Demeanors, 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 World of Darkness. A character may regain her drive and sense of purpose by acting in accordance with her Nature. Every time a character fulfills the requirement of her Nature Archetype, that character becomes eligible to regain a point of spent Willpower.

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 the Natures and Demeanors. Rather, the character should act as the player reasonably or emotionally believes she would act in a given situation. Made up Archetypes work well. The following are a few basic ones.

The examples given within the various archetypes are NOT a cut and dry, theses are just examples that may make it easier for you to associate the archetype with what kind of person they may resemble.

Some of the following are only applicable to one type of being. Pleases make sure to check the full description and prepared to talk to a Storyteller about new, different or unique Archetypes.


Addict: There’s something you’ve just got to have, no matter what. Regain Willpower when you are able to gorge yourself on your chosen passion. Note: At character creation you MUST state the addiction. If this is not included or stated then you cannot take this Archetype. And because this is an Archetype and not a flaw this is something your character will not be able to overcome in the long run.

Architect: You want to create something lasting. Your unhappy unless you are creating something of lasting value. Regain a point of Willpower whenever you establish something of importance or lasting value.

Autocrat: You get things done. Your way. Regain Willpower when you take control of a situation or group.

Autist: You hide your secrets, most of all your true self from others.

Avant Garde: You must always be in the forefront. A new dance, fashion trend or discovery is no good unless you were among the first to know. Nothing pains you more than hearing second-hand news. New discoveries are your life, and you devote a great deal of time and effort to keeping up with things. If you're not in the front, you're nowhere. Foresight is your strength. Because you seek out the new, you can appreciate radical things long before others do. Your weakness is Pride, the absolute self-assurance that you are better than everyone else. Anything old is held in contempt, and you quickly grow tired of the new. You must aspirer to find something to truly value. Regain one point of Willpower whenever you make some significant discovery.

Bon Vivant: Life is a banquet, and most poor bastards are starving. Life is meaningless, so enjoy it as long as it lasts. Love of Life is your great strength. You cling so feverishly to the joys of living that you are loath to give them up, and you infect others with your happiness and passion. Your weakness is Hedonism. As the old saw states, you can resist anything except temptation. If you're not having a good time, you're looking for one, and this desire for gratification can lead you away from duty or enlightenment. Regain a point of Willpower whenever you truly enjoy yourself and can fully express your exultation.

Bravo: It's a tough world, but the Bravo got going early. Nobody else will look out for number one, so you cultivate strength and power. The Bravo is a tough and a bully, and often takes perverse pleasure in tormenting the weak. To the Bravos mind, might makes right; power is what matters, and only those with power should be respected. With power, he can do what he wants, he can survive and thrive, and he can garner respect. Since the world revolves around the powerful, he respects only those who hold similar views. 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. He might be a thug who roughs up everyone to test their mettle, or he might be a careful manipulator who pits their enemies against one another. Either way, he lives by keeping the upper hand. Robbers, bigots, thugs and the insecure are all Bravo Archetypes. You have a great reservoir of Strength. Setbacks that would daunt others are just challenges fro you to prove yourself. Since you've accepted that it's a hard world, you'll tough it out by whatever means are necessary. Unfortunately, your Anger often leads you into conflict. Unwilling to help others because you want to get ahead, you alienate people, cause problems and get yourself in a rut. You must learn to compromise and to deal. Life is not a zero-sum game. Regain Willpower whenever you gain the upper hand in a long-running conflict, either through personal strength or the accumulation of power.

Bureaucrat: Everything according to proper procedure

Caregiver: Since the world is do dangerous and hurtful, you've take it upon yourself to look out for other's welfare. Perhaps you were once hurt, or you've seen too much suffering. Either way, you never want anyone to have to endure that pain again. You take your comfort in consoling others, and people often come to you with their problems because everyone needs comfort, a shoulder to cry on. You give yourself to help others, and you mollify pain, take up others' problems. Nurses, doctors and psychiatrists are examples of potential Caregivers. Your Compassion is your strength. Your willingness to share makes a community, so that everyone can draw strength from one another. Even though you can't help everyone, you make a real difference for the few that you do encounter. Your weakness stems from Smothering. Although you really want to help others, sometimes the best help is to let them take their knocks nd over come their own problems. Unless you learn to let go, you'll keep your charges from making their own meaningful accomplishments, successes and failures. Regain Willpower whenever you protect or nurture someone else.

Cavalier: You are the hero who does glorious things and you follow a strict code of justice.

Celebrant: A cause is at the heart of your soul, and that cause gives you joy. True enthusiasm drives you in a love, even a passion, for your chosen expression. Whether the passion is battle, religious fervor, foiling your rivals or reading fine literature, its gives you the strength to withstand adversity. You might be an activist or an artists, a scholar or a performer; your calling gives you a deep and abiding satisfaction. Given the chance, you will indulge in your passion as deeply as possible. Unlike the Fanatic, the Celebrant pursues their passion not out of duty, but out of enthusiasm. Crusaders, hippies, political activists and art enthusiasts are Celebrant Archetypes. Passion is your strength: You love your chosen cause so much that you will push beyond the limits that would stymie others. Your truly enjoy and care about your work, and you inspire others as well. Your weakness comes from Intemperance. Given a choice, you will indulge in your chosen pursuit above others. This immoderation can be unhealthy and distract you from broadening your pursuits and horizons. Regain Willpower when you can follow the heart of your passion, especially if you convince another person to see the source of your joy.

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 Storyteller's discretion, allow you to regain multiple Willpower points.


Confidant: You understand people and more importantly you like them. You offer a shoulder and advise.

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 and lends 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.

Critic: Things can always be better. Point out how. You scrutinize and examine and set standards for everything.

Curmudgeon: A Curmudgeon is bitter and cynical, finding flaws in everything and seeing little humor 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 @mail or page it to a Storyteller if you wish.)

Deviant: The Deviant is a freak, ostracized from society by unique tastes that place her outside the mainstream. Deviants are not indolent rebels or shiftless "unrecognized 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 weirdos are Deviant Archetypes. Regain a point of Willpower any time you are able to flout social mores 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. Teachers and many political figures exemplify the Director Archetype. Regain a point of Willpower any time you are able to flout social mores without retribution.

Dreamer: You aspire to lofty heights.

Explorer: New lands, new people, new civilizations...

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 deviates 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.

Follower: You’re happy not making any decisions.

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 Storyteller is the arbiter of when you dazzle someone, even in the case of other players' characters.

Gambler: Life is risk. It involves taking chance; perhaps even a leap of faith, hoping things will turn out for the best. People who are afraid to take chances lead simple, dull lives, but you’re not like that. You’re willing to risk it all for the hope of something better. You’re not foolhardy, but you’re willing to take chances some people call foolish, if that’s what it takes. Regain Willpower when you take a chance and come out ahead.

Honest Abe: You cannot tell a lie, or at least it brings you great anguish to do so. You live honestly.

Jester: Always the clown, you can’t take life (or death) seriously. Help others see the joke in everything.

Jobsworth: You’re dedicated to an unbroken routine and refuse to do anything that compromises you’re routine or practices.

Judge: The Judge perpetually seeks to improve the system. A Judge takes pleasure in her rational nature and ability to draw the right conclusions 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.

Leader: When you speak, you expect others to listen.

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 tot hat of others. For whatever reason, the Loner simply disdains others, and this feeling is often reciprocated. Criminals, radicals and fee thinkers are all Loner Archetypes. Regan a point of Willpower when you accomplish something by yourself, yet which still benefits the coterie in some way. For truly impressive success, or achievement in spite of strong opposition, the Storyteller may choose to let you regain two Willpower points.

Manipulator: You are fascinated by others. You attempt to manipulate situations in order to discover more information about subjects.

Martyr: The Martyr suffers fro 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.

Masquerader: Life is complicated enough without you letting the world know of your supernatural state. They are better off never knowing. That they think you are mortal is enough.

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 whenever you experience pain in a way you never have before.

Mediator: You are the diplomat, the middle man, fulfilling needs and smoothing over disputes.

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 uninflicted 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 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 fulfill it.

Optimist: Everything always turns out for the best. Don’t worry, be happy the day will always get better.

Pedagogue: You know all the answers, and you’re eager to share them. You save others through knowledge.

Penitent: You have sinned and must redeem yourself. Past acts must be atoned for.

Perfectionist: You expect and demand only the best from yourself and others.

Plotter: Everything you do is planned. You do nothing spontaneously. You are organized, neat and precise in everything you do.

Poltroon: Your accused of sticking your head in the sand, all you are doing is giving the enemy a different target.

Praise-Seeker: You crave approval and praise, you will do most anything just to get praise from others.

Recognition Seeker: Every now and then you want to savor the moment, see the expression of awe some call you irresponsible or a showoff you just want to be noticed as different sometimes.

Rebel: Down with the system! Authority must be challenged! No need for a cause; you rebel out of habit and passion.

Reluctant Reborn: Eternal life was thrust upon you and your still trying to come to grips with the eternal days and nights you exist in.

Rogue: You look out for yourself first.

Scientist: You look at the universe rationally.

Survivor: You can handle anything life throws at you. You struggle to survive, no matter what the odds.

Sycophant: You are small and weak; you serve in order to have a protector.

Thrill Seeker: What a rush! You’re all about finding the next big thrill.

Traditionalist: The way it’s always been done is good enough for you. You prefer the orthodox and conservative ways.

Trickster: Humor is your weapon and your shield in life.

Visionary: You see the potential in things, the way they could be. Wisdom is your quest, insight your key.

Wanderer: You are driven to keep moving, never stay put for long. Mostly out of fear of being discovered. Partly to discoverer what you can do in another place before moving on to another task.

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