Character Creation: Personality and Relationships in Element 133 | World Anvil

Character Creation: Personality and Relationships

Fleshing out your character's backstory and personality is an important part of storytelling regardless of what medium your using. The last section of this article introduces the Personality Archetypes mechanic which is important for gameplay. The other sections detail the NPC relationships web we will develop during Session 0, and some pointers on how to build a good backstory and how to work with your DM to integrate it into the story of the campaign. Let's get creative!

How To Create a Convincing Character

Typically when we create a Character for an RPG or video game we immediately lean towards the coolest or most powerful combination of traits and customizations. While this isn't a bad way to create a badass character or min-max your skills, it may not be the best way to create a believable character in a game about storytelling. One with flaws and strengths that provide for heroic character development and some pretty epic in-game moments.

Now, all of us come from theatre backgrounds and have at least some experience acting as someone else. But I wanted to share my process for creating a character for a novel, play, or D&D. Maybe it'll give you a fun new twist to your character.

  1. Establish a character’s motivations and goals. What's her purpose? Why is she here, now? In D&D it could be as simple as we needed a Healer but try to dig a little deeper. Why does she heal people? What caused her to learn the skills needed. Additionally, where is she on her life journey? Is she just starting? Try to use the parts of the plot; exposition, rising action, climax, and resolution. To figure out where she is in her life endeavors and how it's going.
  2. Choose a voice. This goes beyond an accent or a character voice, which aren't required by any means. Who is your character what do they look like? How do they think of themselves? What personality or character traits make them common or unique? This should be intrinsic to their character, how they are perceived comes later.
  3. Create conflict. What are the struggles he faces? Do these challenges come from inside or outside his circle? Or even from inside his mind? Giving your character challenges and even outlining how he might attempt to resolve them gives your character plenty of motivation and emotional depth. More than anything else providing your character with real success and failure situations grows them from a 2D to a 3D character.
  4. Do a slow reveal. During gameplay slowly reveal your character, do they spill surface value facts almost immediately? Or are they reserved? Is it easy to guess their motivations? This doesn't mean you cannot share your life story. But normal people don't have the patience or the guts to spill it all right away after meeting people. Sometimes the most important part of a character isn't revealed until the last chapter.
  5. Paint a physical picture of your character. Now this doesn't have to mean breaking out the art set from 3rd grade. As much as I'd love to see it. But It means, how does your character present herself, both in-game and out of the game. Is she mean, rude, or kind? What kind of strategy does she use in combat or roleplay? Does this demeanor reflect who she really is? If not, why? How do NPCs, other characters, players, and I see her?
  6. Throw a wrench in it. Now that you have this fully developed character. Break it a little and see how it holds up. This is my favorite thing to do in my plays. Often I'll combine characters, and change their sexuality, their age, or their existence at all. Adding this new complication to your character suddenly makes them extremely real. Because real people aren't just picture-perfect molds of ideals. We're messy, very messy.

That's it! Now go be creative! If this process takes a while for you or if you have a hard time settling on an idea make sure to have a couple of character ideas in the works as we play as they may end up being your next character quicker than you expect.

Keeping the DM in the loop

The worst mistake you can make is to not let me know your backstory ahead of time. I absolutely love including these intrinsic parts of your character in the game. And honestly, it makes you feel like a badass when you defeat your rival. Just let me know what you want to do with your character. And we'll work together to make it happen!

A Web of Lies

It's almost ironic at this point that some of my best D&D inspiration comes from TikTok, but the idea of a web of NPC relationships to connect the party is quite brilliant. So here's how it'll work! While detailing your backstory please include at least two developed NPCs (non-player characters), these needn't be fully fleshed out with backstories of their own but spend some time detailing who they are, and what they're like, what they do, and how they connect to you. A brief description of 150 words or less is perfect. During Session 0 everyone will choose two-player characters or NPCs to create a positive or neutral relationship with. For example, two PCs (player characters) could be friends, A PC could be friends with a PC's father, or a PC could be the boss of another PC's brother. Then everyone will choose one NPC not of their creation to have a negative relationship with. This doesn't have to be violent in nature, maybe they just don't like each other. For example, a PC could have an ex-girlfriend who is another PC's sister, or one PC could owe another PC's father money, one PC might even be the archenemies of another PC's fallen brother. These kinds of relationships will create a web of relationships that connect the party in interesting ways that bring the party together to tell a story about life and the way it weaves together. A note, your NPCs and relationships may not be familial or even close. For example, if your PC is an outcast loner type he may not have family or friends but remembers the bartender who kicked him out of a bar for smelling bad, suddenly that bartender is someone else's best friend. Voila! Plot progression!

Categorizing Personality

"A typical creature in the game world has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral)." - D&D 5E SRD

In Element 133, you will have the option of combining these attributes in any combination you see fit to describe your character's morality (ex. Chaotic Chaotic, Lawful Lawful, Evil Good, etc.) Although, Alignment does not affect gameplay mechanically similar Alignment attributes between Characters or NPCs may constitute a stronger relationship between them. In addition, choosing a balanced Alignment spread or one that leans entirely towards one attribute across the party creates stronger teamwork and shared opinions on how to approach certain challenges and situations.

Personality Archetypes

Archetypes are descriptive personality types used in the Storyteller System and its variants, such as the Revised Storyteller System and Exalted. Characters are usually assigned two Archetype traits: Nature and Demeanor.

Nature and Demeanor

A character's Nature is their basic personality, their fundamental behavior, and perception of the world. In the Storyteller System, when a character acts according to their nature, they regain Willpower (in the Classic World of Darkness, this was the primary method of regaining Willpower). In Element 133, when a character acts according to their nature they receive a Hero Point (see The Rules of Anarchy). Nature is not the only aspect of the character's true personality, merely the most dominant aspect.

In contrast to a character's Nature, Demeanor is the image the character projects to the outside world. It does not impact the character's traits as Nature would, but instead is effectively how the character is perceived, or at least how they want to be perceived.

For example, a character with a nature of a Child and the demeanor of a Celebrant would gain Hero Points in situations where he gets someone to nurture or protect him, but overall acts like someone who enjoys life. His nature could manifest through a high degree of dependency, such as partying until incapacitated and depending on someone to walk him home, provide a ride, or the like.

As a rule, Demeanors can be changed by characters with relatively little effort - they are, after all, surface impressions. Natures can be changed only in response to major events and should require roleplaying. A change in Nature represents a major shift in a character's attitude and outlook.

List of Archetypes

The list of Archetypes is quite expansive, so definitely don't feel the need to read it all! Just peruse until you find what you need.
Addict

There’s something (or maybe someone) that you’ve just got to have. It’s a driving passion – some might say obsession – in your life. It takes precedence over everything else. Your addiction might be drugs, or it could be any other sort of activity. Some fallen become addicted to the various pleasures of the flesh, from eating to drinking to sex. Others are addicted to collecting (everything from occult knowledge to “trophies” of their successes) or obsessed with a particular mortal. Addiction to mortal faith, in particular, is common among the fallen.

– Gain a Hero Point when you give in completely to your addiction and state it.

Adherent

The Adherent devotes herself completely to one or a few purposes or hopes in life and constantly seeks to preserve or remain true to those values. Her primary focus might be a religion and arranging all actions and beliefs around that institution's tenets; a particular lifestyle, embracing certain behaviors and dismissing others; or a goal, such as becoming a professional athlete and recognized performer. The Adherent doesn’t admonish others for behaving differently; she simply refrains from practices that don’t reinforce her focus.

– Gain a Hero Point whenever you remain true to your objective against significant adversity.

Adjucator

The adjudicator is a natural and ready problem-solver. She seeks to resolve issues, differences, and difficulties as a function of personality and identity, not out of any effort to achieve a specific end or to fulfill a greater goal. Her first instinct is to settle a dispute by hearing put the parties involved, or simply by offering advice and counsel. That others petition or welcome her guidance is not her concern just that she tries to solve the problems at hand. Adjudicators can be teachers, parents, business professionals, counselors, ministers, or imply busybodies.

– Gain a Hero Point whenever you provide a solution to a problem that results in an immediate resolution.

Advisor

An Advisor knows deep down that her sense of the way to do things is correct and most people will understand it to be so, given time and the right guidance. She can’t force them into seeing her way, however. Others have to seek it out for themselves when they’re ready. When people become aware of the nightmares that lurk in the world and realize their lives have been lies, it’s only a matter of time before they seek direction. Once they ask, the Advisor is more than happy to guide them along the true path.

– Gain a Hero Point whenever someone seeks out and then follows your advice in a way that furthers your dream of the future.

Alpha

Born to lead, the alpha of a wolf pack has full authority until overthrown. Generally the strongest, fiercest, and bravest wolf, the alpha has all the precedence, such as first rights to mates, game, and trophies of war. Many Garou endorses this practice as the correct way to make sure the leaders are ever vigilant and spry. It is a poor and brief leader who does not sleep with one eye open. You feel it is absolutely necessary to be the pack’s authority, and it is your driving goal as an alpha to reach as far as you can. However, you are aware that many wish to see you deposed for their own benefit, perhaps even your trusted beta.

– Gain a Hero Point when your leadership provides the correct solution to a situation and your entitlement to lead becomes apparent. When your leadership proves invalid, or you’re just plain wrong and you are challenged for it, a lost challenge results in the loss of a Hero Point.

Analyst

It doesn’t matter how bizarre, horrifying, or alien something is, the Analyst knows that it can be understood if the right information is collected and studied. To him, everything is data to be sorted, examined, and used to understand what’s really going on. Everything has some significance and thus must be cataloged and considered. Once enough data is collected, everything will become clear. The Analyst constantly runs the risk of looking for information when there is none, however, or of spending so much time analyzing that he never comes to any conclusions.

– Gain a Hero Point whenever careful study of a subject results in valuable new insights that reinforce or develop your hopes for the future.

Arbitrator

The world is harsh enough, and too many people are looking to make it worse. You try to go that extra mile and work out others’ grievances before folks come to blows. You can’t please all the people all the time, but you can do your best to find the most equitable solution to any conflict. You believe that bargaining and compromise can solve any problem. Even when your advice isn’t solicited, you actively attempt to smooth over people’s differences with advice and negotiation. Many Philodox adopts this archetype.

– Gain a Hero Point when you guide others through a dispute and forestall a confrontation.

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.

– Gain a Hero Point whenever you establish something of importance or lasting value.

Artist

Beauty is in the eye of the beholder. It can be a hard truth to accept, but the Artist quickly learns that something that gives her pleasure doesn’t always please others. But true art isn’t about pleasing others - it’s about challenging them, eliciting a response, and making others think about something bigger than their selves. Her goal is to make people react to her work, one way or another. If a piece inspires someone, that’s all that matters. The actual emotion inspired is utterly irrelevant.

– Gain a Hero Point whenever a person gains something useful - knowledge, a warning, resolve - from a piece of your work

Artiste

The artiste is interested in art for art’s sake. The ability to create is what elevates humans above animals. The Masters knew this and rejoiced not just in the glory of the human form, but in the gift of expression given only to humans. The artiste thrives on the reception and digestion of her art – and usually the acceptance of it as well. Poets, playwrights, painters, composers, and other such romantic demonstrative sorts are artiste archetypes. They can typically be found in Parisian and Budapest coffee or absinthe houses, university quads, and dilapidated brothels or hostels serving as communes.

– Gain a Hero Point whenever you manage to “reach” an audience through something you’ve created. If the audience is unreceptive or unmoved, you gain nothing.

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 may 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. A Kindred Autocrat may crave a title, or he may wish to be recognized as the leader of a coterie.

– Gain a Hero Point when you achieve control over a group or organization involving other individuals.

Au Courant

The Au Courant always feels compelled to push the borders of common taste – if it’s already been done, you’ve already lost interest. A few risks in experimentation are acceptable if they result in something that no one’s seen before. Your greatest fear lies in falling out of step with modernity.

– Gain a Hero Point when you discover an innovative spin on an old idea.

Autist

You hide your secrets from others. Even more importantly, you hide your true self. Anyone who understands you can hurt you, so no one must ever see the real you, or even come close. Give away as little of yourself as possible - adopt a false personality if you like - but just make sure no one discovers the truth about you. Knowledge is power and those who know you can do anything they like to you.

– Gain a Hero Point whenever another character confesses he is unable to understand you, or whenever someone makes a false assumption about you that gives you an advantage.

Avant-Garde

You must always be in the forefront - always the first with a piece of news, a dance or fashion trend, or a discovery in the arts. Nothing pains you more than hearing news secondhand, or someone else telling you about a hot new band. New discoveries are your life, and you devote a great deal of time and effort to keeping up with things. After all, if you’re not in the forefront, you’re nowhere.

– Gain a Hero Point whenever you are first with a piece of news or some other significant discovery.

Barbarian

Civilization is the trap that the clever set for the weak, and in which they end up snaring themselves. Truly intelligent, brave, strong people understand that sedentary existence only brings you that much closer to the grave and that what count is what you achieve as an individual. You respect only actual deeds. Anyone can boast or scheme, but all words vanish in the end. Only deeds remain, having changed the world.

– Gain a Hero Point when you beat “civilized” competition through your barbaric virtues.

Barterer

The art of the deal is the art of life. The Barterer Archetype exults in getting something potent for a low price and takes personal pride in being savvy enough to avoid bad deals and capitalize on good ones.

— Gain a Hero Point whenever you gain a significant commodity at a good price: this must be something potent akin to a fetish or a favor, not simply sniping an online auction for a bauble.

Benefactor

You’re a generous soul. If there’s something that people around you need — money, protection, medicine, or maybe just some kindness — you’ll go out of your way to give it to them. Anybody with your gifts should feel the same way; generosity is a noble calling, and there are plenty of people in the world who need what you offer.

Altruism is all too rare in this day and age. Helping people isn’t just a hobby for you, it’s a personal crusade. As far as you’re concerned, someone in your position can do no less.

The flip-side of generosity is Obligation, and you often feel obligated to help someone whether she wants it or not…or whether you’re even in a position to help at all. You might be a busybody or simply too willing to stretch yourself to martyr-like dimensions trying to save the world. In short, you sometimes go too far.

– Gain a Hero Point when you do something that someone else desperately needs. The key here is “desperately”; simply working at a daycare center will not refresh your Hero Points, although working at a battered children's center probably would.

Beta

Second, to the alpha, the beta is his favored companion and lieutenant. Your place is not to lead but you do not believe in going against the grain. Your strengths are counsel and support, not only to the alpha but also to the rest of the pack. You act as the alpha’s right arm, and the pack is often dependent on the beta’s wisdom before making decisions.

– Gain a Hero Point whenever your counsel or aid is the direct cause for your pack’s success. Conversely, you lose one Hero Point whenever your counsel results in a loss, or when the alpha you have been blindly following and supporting is proven unfit for his role.

Big Bad Wolf

The Big Bad Wolf craves fear. Not her own: the fear of others. She may delight in stalking humans, intimidating or using fear as a weapon against the forces of government

— Gain a Hero Point whenever someone recoils from you in horror or otherwise reacts in fear

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 ratings, as they are so given to excess. Hedonists, sybarites, and dilettantes are all examples of the Bon Vivant Archetype. A Kindred Bon Vivant may sire a brood of fawning children, or he may spend his time gorging on the blood of drug abusers for the contact high.

– Gain a Hero Point whenever you truly enjoy yourself and can fully express your exultation. At the DM’s option, a particularly fabulous revel may yield multiple Hero 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, and thugs are all Bravo Archetypes. A Kindred Bravo may abuse authority the system has granted him, or he may — violently or otherwise - force other Kindred out of his way to get what he wants. He’s almost certainly an asshole.

– Gain a Hero Point any time you achieve your agenda through brutishness or intimidation. This need not be physical, as many Bravos verbally or socially cow their victims.

Builder

Your purpose is to leave something lasting behind, something of significance and usefulness to those who will one day follow you. Whatever you create to aid others, you’ll try to build it as strong as possible. Maybe your destiny is to build a great cairn or found a strong sept, fulfill a prophecy, or unite a tribe. Only the future can show.

– Gain a Hero Point whenever your actions result in something of lasting worth and importance. Conversely, lose one Hero Point when something you invested blood, sweat, and tears in is haphazardly destroyed.

Bureaucrat

Laws are meant to be followed, or else utter chaos will rule. You follow and advocate all the rules of society to the letter.

– Gain a Hero Point whenever you manage to convey your sense of duty to others, and situations are solved “by the book” as a result of your advocacy. On the flipside, lose one Hero Point when going “by the book” proves to be the wrong approach.

Capitalist

You are the ultimate mercenary, realizing that there is always a market to be developed — anything can be a commodity. You have a keen understanding of how to manipulate both kind 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.

– Gain a Hero Point whenever you make a successful “sale” of any commodity. Commodities need not be physical items; they may be bits of information, favors, or other intangibles.

Caregiver

Everyone needs a shoulder to cry on. A Caregiver takes her comfort in consoling others, and people often come to her with their problems. Androids with Caregiver Archetypes often attempt, as best they can, to protect the humans whom they serve. Nurses, doctors, and psychiatrists are examples of potential Caregivers. Caregivers Kindred are often the type who— Tragically — Embrace mortal loves they’ve left behind in hopes of softening their loss, or even those who create situations of grief in order to ease it and thus validate themselves.

– Gain a Hero Point whenever you successfully protect or nurture someone else.

Celebrant

The Celebrant takes joy in her cause. Whether the character’s passion is battle, religion, foiling her rivals, or reading fine literature, it gives the Celebrant the strength to withstand adversity. Given the chance, the Celebrant will indulge in her passion as deeply as possible. Unlike the Fanatic, the Celebrant pursues her cause not out of duty, but out of enthusiasm. Crusaders, hippies, political activists, and art enthusiasts are Celebrant Archetypes. Celebrant Kindred may cleave to mortal ideologies that are incongruous with their new Damned conditions, or they may be the advocates of new trends and causes that move through undead society.

– Gain a Hero Point whenever you pursue your cause or convert another character to the same passion. Conversely, lose a Hero Point whenever you are denied your passion or it is badly lost to you.

Chameleon

Independent and self-reliant, you carefully study the behavior 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 recognize you. Spies, con artists, drag queens, and impostors best represent the Chameleon.

– Gain a Hero Point whenever you fool someone into thinking you’re someone else for your own (or your pack or coterie‘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 someone cater to his capricious desires. Some Child Archetypes are actually innocent rather than immature, ignorant of the cold ways of the real world. Actual children, spoiled individuals, and some drug abusers are Child Archetypes. Kindred with the Child Archetype might have not yet fully reached an understanding of the world and have some characteristic such as cruelty, entitlement, sympathy, or hunger that is out of balance with their other personality aspects, as they haven’t yet reached the “rounded” state of adulthood. Note that a Child Archetype need not be a physical, literal child at the time of the Campaign. Some people simply never grow up.

– Gain a Hero Point whenever you manage to convince someone to help you with no gain to herself, or to nurture you.

Commando

Whether anyone appreciates it or not, you’re the one who gets the job done – the tougher, the better. You’re no stranger to pain, and you’ll never let it distract you from the task at hand. Your willingness to charge ahead can sometimes cause headaches for the group, however, as you don’t like to slow down so others can catch up.

– Gain a Hero Point whenever you accomplish a task at great risk to yourself.

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. Kindred Competitors have any number of resources and accomplishments over which to assert themselves, from mortal herds and creature comforts to titles and prestige in Kindred society.

– Gain one Hero Point whenever you succeed at a test or challenge. Note that a test or challenge is more than just a dice roll; it’s an entire dramatic situation. Especially difficult victories may, at the DM’s discretion, allow you to gain multiple Hero 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.

– Gain a Hero Point whenever the group or your supported leader achieves a goal due to your support.

Confidant

People like you, and you like them. You must have a really friendly face because they come to you with all sorts of problems and dilemmas. You listen to them and give them advice. Sometimes their confessions are completely to your advantage, but mainly you help others on their way. Your interest lies in the fact that people are interesting to you; you study them, you analyze them, and you grow on it.

– Gain a Hero Point whenever people come to you for your confidence and advice. Conversely, lose Hero Points whenever you use these confessions for personal gain – and get caught…

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. Some would argue that all humans are Connivers in some sense, but those that have the Conniver archetype may be abusive to their children and friends, or they may be more persuasive in gaining support for their machinations.

– Gain a Hero Point whenever you trick someone into doing something for you, or when you convince someone to help you against their own best interests.

Contrary

Opposites are necessary to have balance. Without conflict, all life devolves into stagnation. You embody the art of reminding others of the “other” way. You do not disagree simply for the sake of disagreeing; rather, you do so to shake the complacency of others so that they do not act without questioning the truth of their actions or speak without considering the opposite point of view. Your approach to life sometimes takes the form of deliberately acting contrary to the expectations of societal or gender roles. If you are male, you question the standard of maleness by assuming the dress or responsibilities of women. If you are feminine, you challenge the restrictions of your gender by dressing or acting masculine. You may sometimes speak in riddles or say the opposite of what you mean.

– Gain a Hero Point whenever your contrary actions cause another person to question a previous assumption

Coward

The Coward fears himself above all. Whatever it is at the heart of the Coward cannot be revealed, or he will be vulnerable to attack or rejection. This utter separation from the outside world is terrifying, thus the Coward reveals morsels of his own thoughts and feelings in hopes of love and approval. The Coward longs to be validated and accepted. Persons who seek out anonymous positions in the clergy or military and industrial sectors are often of the Coward archetype.

– Gain a Hero Point whenever you reveal something about yourself without being hurt or utterly revealed.

Crackerjack

Damn, you’re good! You’re so good at whatever it is you do that people can’t help but be impressed. Flamboyant and extroverted, you’re the center of attention. It’s important, of course, that you live up to your reputation. So polish up those skills and smile! In the chandelier of life, you are the halogen bulb. Make sure everyone can see your light!

– Gain a Hero Point whenever you make an especially successful die roll (a critical success or four successes or more against a DC of 12 or higher) or pull off some impressive stunt despite devastating odds.

Creep Show

You strive to shock and disgust those around you with gratuitous acts and ostentatiously “evil” mannerisms. You realize, 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 this image. Shock-rockers, rebellious teenagers, circus freaks, and the attention-starved exemplify the Creep Show Archetype.

– Gain a Hero Point whenever someone recoils from you in horror or otherwise reacts in fear.

Critic

Nothing in the world should be accepted without thorough scrutiny and examination. Nothing is ever perfect, and the blemishes must be pointed out in order for the good to be truly known. Your standards are high for everything, and you insist on their being met. You encourage the same ideals in others because laxity and low standards reduce the quality of life for everyone. Others will thank you later, once they discover the purity of your perspective. You seek out and expose the imperfections in every person or thing you encounter. You are never satisfied with anything that is less than perfect unless it is within yourself, after all, you’re not a perfectionist.

– Gain a Hero Point whenever you are able to discover a significant imperfection that has escaped the attention of others.

Crusader

The Crusader has a vision for making the world a better place, be it through something as vast and sweeping as democratic reform or as a pedestrian eliminating jaywalkers from the city streets. These individuals live their ideals instead of merely preaching them, hoping to effect change by actions and example. Social activists, young politicians, rookie cops, and junior reporters often exemplify this archetype.

– Gain a Hero Point when your actions inspire others to adopt your beliefs.

Cub

The Cub isn’t ready to take responsibility. He’s still immature, perhaps innocent, and tries to depend on others for protection and nurturing. Werewolves rarely keep the Cub Archetype for long — it tends to be stripped away by the vicious realities of their constant struggle. Still, some find themselves defaulting back to earlier behavior as a plea for help.

— Gain a Hero Point whenever you manage to convince someone to nurture you or to help you with no gain to herself.

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 never more than half-full, though it may be damn near empty when other people are involved. Many Internet junkies, pop-culture fans, and Generation X-ers are Curmudgeons. Kindred Curmudgeons see elder oppression or spoiled neonates running amok behind every development in undead society, and may or may not rise beyond acerbic grumbling to change any problems they perceive.

– Gain a Hero Point whenever someone does something specific and negative, just like you said they would. You must predict and quantify this failure aloud, such as by warning, “The Prince is going to fuck us on this one,” or “Just watch, that Malkavian’s girlfriend is going to do something really reckless.” You may simply whisper your prophecy of grief to the DM if you wish, instead of announcing it to the whole troupe.

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 when he moves on to something else without warning. Most Dabblers have high Intelligence and Charisma scores, but not much in the way of Wisdom or Constitution.

– Gain a Hero Point whenever you find new enthusiasm and drop your old one completely.

Defender

Everything that matters in the world struggles to survive in the face of its enemies. This isn’t necessarily a commitment to tradition, though. The thing you defend may be some fragile innovation or the hope of future progress. You may see your role in martial terms, or otherwise; this is an archetype for healers and priests as well as warriors. You find your fulfillment in defending the cause to which you’ve given your allegiance.

– Gain a Hero Point whenever you successfully defend your chosen object of loyalty from some outside threat.

Demagogue

The Demagogue affects the world around her by inciting people based on commonly held prejudices, fears, or traditions. She achieves influence by drawing upon peoples’ emotions and then inciting a reaction based on those sentiments, creating a self-image as a charismatic, passionate leader. Demagogues are found among politicians, religious leaders, and media figures.

– Gain a Hero Point when you convince others to act by preying on their fears or dislikes.

Dependent

The Dependent needs people. She feels worthless if others aren’t showing her how much they care. A wraith with this Nature gets involved in activities (even dangerous ones) or learns new skills just to look good to her friends. She’s afraid to disagree with the people she respects, and she alters her opinion to match theirs. The Dependent has a great deal of difficulty standing up to anyone, and she is often taken advantage of by people who pick up on this failing.

– Gain a Hero Point when you get someone to show approval of you or your accomplishments.

Deputy

You may not have all the responsibility, and you may not get all the fame, but you do most of the work. You’re always there to back your comrades, yet you rarely take any of the credit. If there’s a dirty job, you usually sign up second. You wait for another to lead the way, but after that, you jump right on board. You’re good at taking orders and following them to the letter, but you can also take charge – if that’s part of the job.

– Gain a Hero Point whenever you complete a difficult task and someone else takes the credit.

Deviant

The Deviant is a freak, ostracized from society by unique tastes or beliefs 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-up weirdoes are Deviant Archetypes.

– Gain a Hero Point any time you are able to flout social mores without retribution.

Devil’s Advocate

Yes, society indeed advocates conformity. But too much conformity is worse than chaos - it leads to stagnation and decay. Order is necessary, but that order becomes nonsense without questions and challenges. You know all about that “static mages” crap, and you take pains to prove it’s untrue. Question the plans, argue the alternatives, and undercut mindless conformity. After all, nothing that cannot endure scrutiny is strong enough to endure at all, or so it’s been said.

By questioning the status quo, you serve a vital function. Your Skepticism forces others to evaluate what they do, why they do it, and what it will accomplish. Without you, they’d all be mindless drones.

That doesn’t mean they’ll appreciate you, of course. Your Contrariness will drive others - especially supervisors - up the wall. You’ll get your ass kicked thoroughly and often. Occasionally you really will ask too many questions and undercut your effectiveness. A wise person knows when to stop asking questions, make a decision, and act.

– Gain a Hero Point when your questions reveal some serious weakness in a plan or lead to some great victory.

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. Directors may be simple advocates of established codes, or they may prove instrumental in tearing down corrupt existing orders to make way for new leaders or factional movements.

– Gain a Hero Point when you influence or aid a group or influential individual in the completion of a difficult task.

Dreamer

You are horribly detached from reality, and spend large amounts of time imagining a better world around you. Sometimes you stare off into space for long periods of time just thinking, or even spend time in the Tempest hoping to ride on the waves of the dreams of others. Odds are you have Argos to help you survive on your journeys. You are only happy as events get stranger and more unusual.

You are fortunately easy to get along with, as long as people don’t depend on you. In a crisis, you may try to imagine you are somewhere else or come up with brilliant but impossible solutions.

– Gain a Hero Point whenever you are in a surreal situation or encounter something completely out of the norm.

Drifter

You drifted through your life, taking everything in stride. You prefer to let things happen to you, and wait until events sort themselves out without your interference. You strongly avoid making the decisions and tend to rely on your companions to make them for you. Sometimes you try to postpone making a choice long enough for one of your options to go away.

You are very relaxed, mellow, and easy to get along with. You are agreeable to a fault; often you follow another's suggestion rather than make the conscious choice to avoid that person.

– Gain a Hero Point when you weasel your way around making a decision by stalling, forcing it on someone else, or some other means.

Driven

You are out to prove yourself to everyone and everything. Regardless of how hard you try, you cannot turn back from a challenge, no matter how great. You convince yourself that once you make it a little bit, you’ll be able to relax and reap the benefits of all your hard work. Of course, that day will never come; once you reach a plateau, you can only see a higher one to conquer.

Your dealings with others are often somewhat strained – you know that they can be sacrificed to aid your success. They should work as hard as they can if they want to even come close to your level of achievement, and you can always lead them to complete your ends.

– Gain a Hero Point upon accomplishing a particularly difficult task.

Eccentric

Eccentrics are greatly misunderstood. Other people look at an eccentric’s melodramatic behavior, his unusual interests or habits, his flamboyant outfits, and his unpredictable manner and assume the man is a bit mad or a little soft in the head. Nothing could be further from the truth. In a mixed-up, topsy-turvy world, the eccentric knows that being too predictable is dangerous and that sometimes the only way to react to strange events is to be a bit strange yourself. He keeps other people - and himself - on their toes in order to make sure no one is caught flat-footed when the going gets weird.

– Gain a Hero Point whenever an eccentricity of yours accidentally provides critical information, an early warning, an escape route, or otherwise saves the day.

Elitist

No matter what your characters’ tribe, breed, auspice, race, religion, or gender, one of these aspects always makes you better than everyone else. No matter how well others prove themselves, they’re always inferior simply because they are different from you. Your elitism may rest on any of these characteristics, or it could cross all categories, which makes it all the more difficult for others to measure up to your standards.

Elitists can be from any walk of life or any tribe. Even bone Gnawers can look down at the “cultured” tribes and scoff at their wasted efforts towards civility. Elitism is not limited to a certain group. It can flow from any individual.

– Gain a Hero Point when anyone not of your particular persuasion fails miserably.

Engine

People fitting this archetype tend to be unyielding and practically unstoppable. They are thoroughly determined beings - beyond stubborn, beyond immovable. Implacable would be a grand understatement. Engines are often so driven in their purpose that they seem more like machines than human beings. Car accidents, bullets in the chest, arrest warrants… nothing prevents their terrible progress. In many cases, the only thing that can divert a hell-bent Engine from a goal is flat-out death.

– Gain a Hero Point when your character is able to bulldoze through or persevere beyond a seemingly insurmountable situation.

Enigma

Your actions are bizarre, puzzling, and inexplicable to everyone except yourself. Your strangeness may be a residual effect of your upbringing or the most effective way for you to carry out your work. 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 fanatics all live up to the Enigma Archetype

– Gain a Hero Point whenever someone is completely perplexed or baffled by one of your actions that later turns out to be a fruitful endeavor.

Entertainer

Man, the world sucks! Good thing there are people like you to make it brighter. With your considerable talents, you motivate, enlighten, and entertain the people nearby. Maybe you’re an actor, supplying a role model for others or a writer, slipping lessons into entertaining tales, or a jokester whose jests lighten the mood without disrupting things completely. Whatever medium you choose, make sure to leave a serious subtext in your work (people need to think!), but don’t burden your audience. If they have to think too hard, they won’t bother doing it at all.

You’re usually fun and entertaining - important traits to have when you’re fighting against the darkness. Without excitement, the people around you would simply retreat into the shadows until they never came out at all.

But don’t get diverted by ego. It’s too easy to lose yourself in your entertainment, and that’s hazardous to your sanity, your audience, your work, and maybe even your life.

– Gain a Hero Point when your work makes some lasting or significant change in the people around you.

Entrepreneur

You understand that one day they’ll run out of frontier, and you’re going to be the one to profit from your foresight. You may be a land-friendly developer, an inventor, or just a lowly tinhorn, but you know your fortune awaits. For every person who sets foot in your direction, there’s one new idea; you’ll take the best ideas and turn them into cash.

– Gain a Hero Point whenever one of your farsighted ventures succeeds.

Evangelist

The Evangelist believes, and this belief is a shining torch by which his world is illuminated and understood - and to which the world needs to be convinced. He works himself to the bone to convince others of the significance of his beliefs so that as many as possible might be saved. Although Evangelists often believe in a major religion, many do not. Astrology, Vegetarianism, and Psychoanalysis have their Evangelists. Missionaries, Priests, and cult leaders can represent this archetype.

– Gain a Hero Point when you are able to convince someone that one of the foundational points of your belief is legitimate.

Explorer

You have an inquisitive mind that causes you to unveil the secrets of the world around you. Whether you’re searching through the uncharted wilderness or exploring the inner workings of a new social circle, it is the thrill of discovery that fuels your ambition. The frontier provides a never-ending supply of new experiences, as well as a constant influx of fresh personalities.

– Gain a Hero Point whenever you successfully discover something truly unique or uncover some hidden truth.

Eye of the Storm

Despite your calm appearance, chaos and havoc seem to follow you. From burning cities to emotional upheaval, death and destruction circle you like albatrosses. 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.

– Gain a Hero Point whenever a ruckus, riot, or less violent but equally chaotic phenomenon occurs around you.

Fanatic

The Fanatic has a purpose, and that purpose consumes his existence. The Fanatic pours himself into his cause, and he may even 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.

– Gain a Hero Point whenever you accomplish some task that directly relates to your cause.

Fatalist

The Fatalist believes in an inescapable force of destiny. The Positive Fatalist believes that life must be lived, even though the outcome is fixed. There is no point in shying away from your existence since what happens, happens. The Negative Fatalist feels the crushing weight of the universe on him and knows there is no escape. All of the modern technology, the social reform, and the artistic crusades are pointless. The Fatalist finds boundless freedom or an unavoidable prison in his outlook. Fatalists are often the survivors of great hardships, whether internalized or physically experienced.

– Gain a Hero Point whenever someone else experiences your personal interpretation of Fate in your presence. At the DM’s discretion, you may also gain a Hero Point whenever you gain new insight into the infinite simplicity of the universe through hardship.

Follower

All great leaders need followers, and you stand ready for your orders. Taking charge is just not your style. You find it very distasteful to go against the flow or rebel. You work incredibly well with others when you are all trying to reach a common goal. You never aspire to be the alpha of the pack; All you want to do is follow and support your leader. You hate inconsistency and instability, and you know that supporting a strong leader prevents chaos from occurring.

– Gain a Hero Point whenever your pack accomplishes something because of your support and aid.

Futurist

The Futurist revels in the magnificent unknown. Humanity is at the threshold of a wondrous and exciting new age. That which is coming must be embraced. A Futurist might delight in the amazing developments of technology and human endeavor, or he might set out to discover new theories, principles, and practices. Futurism developed from the concept of manifest destiny and is a sister to the science-fiction genre, also born in this era. Scientists, patrons, writers, teachers, or any other forward-looking sort are often of the Futurist archetype.

– Gain a Hero Point whenever you first come upon some progressive device or concept. Reading about such things isn’t enough. You have to meet people and touch things. At the DM’s discretion, you may gain two Hero Points whenever you contribute to the creation of some futuristic development.

Gallant

Gallants are flamboyant souls, always seeking attention and the chance to be the brightest star. Gallants seek the company of others if only to earn their adoration. Attention drives the Gallant, and the chase is often as important as its end. Nothing excites a Gallant as much as a new audience to woo. Performers, only children, and those with low self-esteem often embody the Gallant Archetype.

– Gain a Hero point whenever you successfully impress another person. Ultimately, the DM is the arbiter of how much you dazzle someone, even in the case of other players’ characters.

Gambler

Life is risk. It involves taking a 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 in 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.

– Gain a Hero Point when you take a chance and come out ahead.

Guardian

In this hostile world, the strong must protect the weak. Did God Himself not command as much? You might act out of duty and love, or defend your lord, faith, and family. The weapons you choose could be physical (sword, spell, and machine) mental, or even spiritual. All around, the just are besieged by horrors and calamities. You cannot simply stand by and watch it happen.

Strength is, in fact, your strength. You were born with some talent — physical or otherwise — that gave you an edge over others; it is your duty to use it for the good of all (or at least on your loved ones’ behalf).

Rage may undo you if you’re not careful. It’s hard to use yourself as a shield without getting angry with the attackers — or occasionally resenting those under your protection. Even the calmest soul may grow disgusted, and in a moment of anger, destroy all that she defends.

– Gain a Hero Point when you successfully shield some worthy parry from great harm.

Hacker

You just have to fuck with stuff. Nothing is good enough as-is - you must test, twist, bend, and break whatever it is you work with. Although the label “hacker” usually applies to computer dweebs, you don’t necessarily work with computers at all. Your quest in life is to take things apart, see how they work, and see if you can fix ‘em, break ‘em, or put them back together in new and interesting ways.

Your twisted imagination is essential in a world where people usually do things by rote, pattern, and precedent. By breaking the patterns and redefining them, you notice weak spots, improve the utility, and keep your rivals off-guard.

Sometimes though, you go too far. This perversity forces you to screw with things better left alone. Even when you know you really shouldn’t hack into the Government’s database and try to put fuzzy bunnies on NASA’s screens, you’ll probably try to do it anyway. Someday, your ingenuity might get you killed… or worse.

– Gain a Hero Point when you detect a flaw in something important that everybody else had left alone, or when you figure out some way to drastically improve something you’ve been tinkering with.

Healer

The healer’s driving passion is the alleviate pain and suffering - whatever the cause - from something as small as a graze on a child’s knee to the starvation of a drought-ridden country. She dedicates herself to easing the discomfort of others, regardless of the humanity or inhumanity of any victim. Medical professionals, social workers, psychiatric caregivers, and clergy can embody this archetype.

– Gain a Hero Point when you can heal grievous wounds of another's mind or body.

Hedonist

The Apocalypse is coming – so have as good a time as possible. A human would call you a bon vivant, sensualist, epicure, or voluptuary – but your fellow humans call you idler, loafer, layabout, and irresponsible pleasure-seeker. You are quite the party animal, though: The words austerity, self-denial, and self-discipline have no place in your life. Still, you don’t mind a little hard work, so long as a good time awaits you upon its completion.

– Gain a Hero Point whenever you have a truly good time and can fully express your exaltation (or perhaps even more points if you enjoy an especially boisterous night)

Honest-Abe

You have a moderate temperament and refrain at all costs from telling lies and stealing from others. You were brought up to live honestly and openly, and to be good to others - you have lived your life (and unlife) by these simple truths ever since. You are not a dogmatist and do not insist that others live as you do, nor have you constructed a complicated set of rules for yourself. You are flexible in your behavior, but always carefully evaluate your actions against your beliefs.

– You gain five Hero Points if your honesty harms you or your friends in some way, but later turns out to help you. In other words, your honesty turns out to have been the proper way to do things, even from a pragmatic point of view.

Hunter

The world is filled with danger and two types of people; hunters and prey. You’ve chosen to be the hound, and therefore everything around you must be prey. You assess life by this maxim and spend your time studying everyone’s strengths and weaknesses. Within minutes of meeting people, you’ve already decided whether they are quarry and can easily fall to you in a fight or if they are predators worthy of your attention. You ignore prey, for they provide you with no real interest, but you compete with other hunters to prove yourself better. From seemingly simple tasks like sneaking into a keep to complicated matters like engaging in melee, you must assert your supremacy.

The hunter and prey axiom is not necessarily a violent one. You do not deliberately hunt after your companions, but you make it a point of knowing their strengths and weaknesses should the time come. In fact, you’re patient, with a cold calculating nature and a highly developed competitive streak. Remaining patient, however, is necessary for studying your victims and approaching them without arousing suspicion. You may even believe your own coterie in the ultimate game, and enjoy seeing how close you can get to them without arousing their suspicion.

– Gain a Hero Point whenever you outperform a rival of equal or greater skill than yourself, or when you successfully stalk and snare prey through patience and cunning.

Idealist

The Idealist believes — truly, madly, deeply — in some higher goal or morality. The object of his idealism may be something as pragmatic as Samson’s eventual triumph or as amorphous as the ultimate good, but the belief is there. Idealists are frequently either very new to the ideal or very old, and many seek God as the final expression of their idealism. In the meantime, an Idealist tries to reconcile his beliefs with the demands of monster’s existence, often acting contrary to his self-interest in doing so.

– Gain a Hero Point any time an action in pursuit of your ideals furthers your goals and brings your ideal closer to fruition.

Innovator

There’s always room for improvement, always some secret that’s just out of sight or some puzzle that’s just this close to being solved. You’ve dedicated your life to making things better, finding new ways of doing things, and turning them into the new reality. Past achievements are always good, but they’re just the stepping-stones for something even better. So approach an old situation from a new perspective; try a new method; test a new theory. At worst, you’ll make a mistake and have to start over… but then again, mistakes often yield fascinating new innovations, too!

You’re exceedingly creative - a welcome talent, where the future rides on creativity. While the drones follow their marching orders, you’re drawing up the next set of both drones and marching orders.

You’re way too restless, though, which is not always a good thing when Supervisors are watching. if you’re too creative, they might consider you a dreamer… or a threat. Innovators keep the Union well-oiled, but they get ground between the gears, too. Maintain a balance between innovation and chaos. And always watch your back.

– Gain a Hero Point when inspiration leads to some new breakthrough; a new Procedure, a new device, a brilliant tactic, or even a promotion.

Investigator

Things happen for a reason, and you want to know what it is. You could be a detective, a research scientist, an engineer, or just a guy with an itch to get to the bottom of things. No matter how you satisfy your curiosity, the “need to know” is always back for more. Are you careless, cautious, or canny about how you get your information? At the root of your activities, your itch must be scratched. Just be careful how you go about it…

Inquisitiveness is at the heart of science. If no one wanted to know “why does X happen?” we’d still be living in caves. As a technocrat, you’re methodical and thorough in your inquiries - good traits, especially if you’re a lab rat or a detective.

But we all know what killed the cat, don’t we? A wise person knows when to stop asking questions. The problem is, you’re not very good about that. Your curiosity might get you killed; at best, you might bypass some deeper truth while looking for a dramatic payoff.

– Gain a Hero Point when a hard investigation turns up something really important. The importance should go further than a simple ‘I’m a detective and I found some monsters to kill.” The harder the quest, the more rewarding it becomes.

Jester

You are the fool, idiot, quipster, clown, or comic, forever making fun of both yourself and others. You constantly seek humor in any situation, as you strive always to battle the tide of depression inside yourself. You hate sorrow and pain, and you constantly try to take others’ minds off the dark side of life. Sometimes you’ll do nearly anything to forget that pain exists. Your particular brand of humor might not always impress your friends, but it makes you feel better. Some jesters manage to escape pain and are truly happy, but most never find release.

– Gain a Hero Point when you lift the spirits of persons around you through the device of humor, especially when you are able to escape your own pain in the process.

Jobsworth

You are dedicated to the unbroken routine of your existence and refuse to do anything that compromises your routine and established practices. No matter how urgent or deserving an individual case may be, the preservation of established practices and routines is more important. Individual decisions and considerations are fallible, whereas routines and established procedures are the distilled wisdom of years or decades of decision-making. Routines are what separate order from chaos. Make an exception once, and it sets a dangerous precedent; make an exception twice, and the door to anarchy is opened.

– Gain a Hero point each time you are able to preserve your routine, and each time you avoid reevaluating anything or making a decision about a situation based on its individual merits. At the DM’s option, more points may be awarded for truly impressive feats of generalization.

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. Judges might gravitate toward enforcement roles in local society, or they might be a voice of reason in an otherwise radical coterie.

– Gain a Hero Point whenever you correctly solve a problem by considering the evidence presented, or when one of your arguments unites dissenting parties.

Leader

The Leader is the one who takes up the cause and convinces others to follow her. It doesn’t matter if the cause was originally hers or not; what matters is that it’s hers now. Getting others to follow her lead isn’t an if, it’s a when. While there always exists the possibility of leading others to their doom, a Leader is always convinced that she knows the best way into – and out of – any given situation.

– Gain a Hero Point when others follow you without questioning your orders or decisions.

Leech

The world owes you a living and you’re going to take it. You might sit back and wait for handouts from the rest of the world. On the other hand, you might just take what you want from everybody around you. Either way, you have no compunctions about living off of others to maintain yourself. Packmates, strangers, friends, or enemies – they’re all the same to you, as long as you get what you want.

– Gain a Hero Point whenever others give of themselves to you and you give nothing in return.

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.

– Gain a Hero Point when you accomplish something by yourself, yet which still benefits the coterie in some way.

Loyalist

You stick to your guns no matter how dangerous or unpopular your cause. You are stubborn to a fault and do not allow your loyalty to be bought, shaken, or ignored. You expect a lot from others because of your own high standards. You might not have many friends, but the ones you do make are friends to the bitter end. You tend to make enemies of people who oppose your causes, but all the worse for them. You never give up.

– Gain a Hero Point whenever you successfully maintain loyalty in the face of adversity and at great personal cost to yourself.

Machine

The flesh is weak. You must be more than human, and you do your damnedest to be just that. Although you’re probably an Exo-Jock from the Clockwork convention, you might take a subtle road to precision - mad doctors, ice-packs, and cash baskets can be as mechanical as any Android. As a rule, you never ask for help, rarely take breaks, and push yourself and your comrades to the limit. If society is laying out the next steps in human evolution, it’s up to you to set an example.

You are diligent, stoic, and hard-working. Whatever you do is done with maximum precision and minimal complaint. To most humans, however, you’re relentless, creepy and prone to burn-out. Your flesh has not yet reached the consistency of steel, and even machines have to rest. Unless you ease up, you’ll be one of the first to break.

– Gain a Hero Point when you transcend the limits of the flesh and accomplish something even your comrades could not do.

Mad Scientist

Science is more than the sum of its parts. You see aspects of the greater picture that even your most gifted colleagues miss. While the Technocracy stresses conformity and solidarity, you pursue the twisted paths just outside the accepted principles of Enlightened science. Your ideas are just too unorthodox for many people to handle. Still, without you and your kind exploring the horizons, society would simply grind along a single, dull track while the damned mystics and their renegade friends barreled past and captured the future! Let the others laugh. You have a job to do.

Your vision refuses to be hemmed in by the limitations of others. No matter what the cost, you prefer your strange ways to conformity, and your successes bear you out.

– Gain a Hero Point when you successfully bend the “rules” of conventional tech without breaking them… or yourself. This coup ought to involve some wild feat that shouldn’t work, yet it somehow nets your side a great reward. Just saying “I use a really weird gun” isn’t enough. You must prove that you are not mad, merely visionary.

Manager

Without strong hands on the wheel, society would crash, taking the Earth with it. You are one of those “strong hands,” and you excel at directing resources. You may not be the smartest person in your amalgam - or the strongest, or the best-equipped - but you’re an excellent driver. In your hands, the Earth is safe.

Unlike many of your comrades, you’re cool and efficient. A sense of direction helps you make plans, and a sense of order keeps them together.

Sometimes though, you’re too remote, too engrossed in timetables to notice an urgent matter. Perhaps you’re too centered on your work or yourself. Either way, you can never achieve greatness until you create something of your own.

– Gain a Hero Point when your cool head and quick eye save your group from some disaster or when you achieve a seemingly impossible goal.

Maniac

You hear the voices, not out there in the darkness, but inside you. They are all you can hear. They haunt you. It’s like something deep within you is begging to come out to play. “Why can’t anybody hear them?” you ask yourself, and they answer: “Because we have chosen you.” Sometimes the voices are benevolent. Other times they are vile, tempting, and perverse – and only content when you have embraced depravity. Succumbing to the voices and urges is the only way to silence them. In time, your own voice becomes lost in their cacophony and you recede into the darkness of oblivion while this “new” personality emerges. You grow into nothing but a memory, your body a vehicle for this new voice.

You might have been a crusader blessed in the knowledge that you were God’s soldier or the son or daughter of an Italian merchant who listened to the shadows of your dead uncle wanting revenge. Regardless, you are possessed. Insanity has made you a conduit, a portal, and an agent of powers beyond your comprehension.

– Gain a Hero Point whenever you fulfill a goal of your “inner” voice(s) that goes against your immediate self-interest.

Manipulator

You have always been fascinated by others. Why do people behave as they do? What thoughts and emotions affect their actions? The cognitive processes that influence the choices people make intrigue you. Sometimes just asking people questions about their actions can yield important information, but often people do not truly understand their own motivations and concerns. In these cases, it is far easier to set up situations - experiments, if you will - to see how people behave. You attempt to manipulate these situations for your personal advantage, in order to discover more information about your chosen subjects. Some might call these experiments cruel, but to you, it is a mere scientific necessity.

– Gain a Hero Point whenever you manage to set up an incident or situation that allows you to gain new insight into your subject’s psyche.

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. Many revolutionaries, staunch idealists, and outcasts are Martyr Archetypes. Martyrs are often associated with reform movements among human society, but rarely as figureheads —and they need not necessarily be on the pro-reform side of the issue.

– Gain a Hero Point when you suffer some amount of damage or loss of a definable resource for your ideals or another’s immediate gain.

Masochist

The Masochist feels that he needs to suffer, either as punishment for his failings or as a symbol of his own dedication. This belief is so central to his character that pain is tied to pleasure and satisfaction. Something accomplished without suffering feels hollow, while even pointless self-mutilation has an associated rush. The pain need not be physical; a person who constantly does anything unpleasant because he craves it flirts with masochism.

– Gain a Hero Point whenever you suffer grievous harm while accomplishing a goal important to your cause. The DM can reward you with Hero Points for suffering emotional trauma as well.

Mercenary

You are driven by your need to make the best possible deal, to acquire goods or services that add to your personal wealth at the least possible cost to yourself. You avoid quick sales in order to experience the simple joy of bargaining. The contest itself is often more pleasurable than your inevitable victory. You enjoy the daily challenges of commerce and watch the fluctuations of your coffers with fascination.

This mercantile attitude influences more than your finances. In fact, it carries over into every aspect of your life. You hunt for victims with the same eye for efficiency that you turn toward purchasing a new wagon. You avoid waste whenever possible, taking only what you need and nothing more, unless it can be stored safely or sold. Arguments and bargaining are, in your opinion, the only way for individuals to resolve their differences and still maintain respect for one another.

– Gain a Hero Point whenever you use your bargaining skills to acquire something for much less than it is worth, or whenever a clever investment turns a substantial profit.

Meddler

A Meddler constantly interferes in the business and activities of others, whether invited or not. She may not even know the people whom she intrudes upon, yet she seeks to get involved anyway. Meddlers often believe they know what’s best for others, whether genuinely or not. They often delude themselves into thinking that they interfere to help others to better people’s circumstances, but that rationale is often simply a justification to continue their intrusive ways.

– Gain a Hero Point whenever you can publicly prove that your meddling results directly in positive ends.

Mediator

The world is full of people who want things; sometimes people want the exact same thing. Some people have what other people want and would be willing to talk about working out a deal, but just don’t know how to start. These people often have immense trouble finding and communicating with each other. That is where you come in. You are dedicated to mediating between people - fulfilling needs, smoothing over disputes, and generally helping people talk to one another. You are the diplomat, the middle child, the perpetual person in the middle.

– Gain one Hero Point whenever you are able to act as a go-between between two individuals or groups, and gain another point if you bring things to a satisfactory conclusion. The DM may award more points for particularly outstanding mediation.

Misfit

You’re just plain strange. You’ve never fit in anywhere before, but the Union has a place for you now. Perhaps you’re a freak, an alien, or a former cripple who walks thanks to the miracles of science. You might have been a total fuck-up - a criminal, addict, hacker, or bum - until someone took a chance on you. Now you’ve found purpose and a family of sorts. Do you fit in? Not quite yet, but you’re trying to. Chances are, you’ve got an attitude, but underneath it, you really want to make your mentor proud. You don’t want to be alone again.

Being an outsider has its perks. You’re tough and resilient enough to take a lot of punishment, and you’re resourceful enough to make do with very little.

But alienation takes its toll nonetheless. Other Misfits probably shun you… or maybe you shun them. The world may have a place for you, but you haven’t come to terms with yourself, yet. Until then, you’ll always be a misfit, no matter what.

– Gain a Hero Point when you triumph over wild odds or prove another character wrong through your success.

Monger

Greed rules the life of a monger. She treasures only one thing, be it money, fame, or even a particular object. Such a person does whatever is necessary to protect the object of desire, or to obtain it if it’s lost. A workaholic businessperson, an obsessive collector, or even a street person with painfully limited possessions, are examples of Mongers.

– Gain a Hero Point whenever you successfully preserve or reclaim whatever you value.

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 un-inflicted, 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. Unstable individuals, those who have been greatly wronged or harmed, and those defined as sociopaths may come to display characteristics of the Monster Archetype.

– Malignant deeds reinforce the Monster’s sense of purpose. Monster characters should pick a specific atrocity, gaining Hero Points whenever they indulge that urge. For example, a tempter gains Hero Points for luring someone into wickedness, while an apostate earns Hero Points for causing another to doubt her faith. Pick a destiny and fulfill it. DMs, be careful with how you reward this Archetype. For example, a player who chooses violence as an atrocity shouldn’t gain Hero Points in every combat, but perhaps only in those that involve wanton destruction, or even cause degeneration checks due to their gruesomeness. Monster is a difficult Archetype for which to offer rewards, and those rewards should come as a result of the character challenging his own morals, not rampaging ungovernably because he gains an ever-refreshing pool of bonus points.

Nonpartisan

The Nonpartisan deals with people and information and enters situations without preconceived notions. She measures people on what they say or do, not by their origins, appearances, or mannerisms, allowing all an opportunity to show their stripes before determining how they should be dealt with. Rumor, information, or intelligence is rarely taken at face value unless the source is impeccable. This is not to say that she acts without planning or cannot be impetuous, simply that she accepts few facts without testing them herself.

– Gain a Hero Point whenever your resistance to popular sentiment or belief is vindicated.

Omega

You know your place, and it’s at the bottom of the social rank. You can expect no mercy, no compassion, no nothing. You get the scraps after everyone else has eaten. You get a butter knife when everyone else has glaives. You struggle to keep up, but hardly manage it, and always with your tail between your legs.

– Gain a Hero Point whenever you achieve something that should gain you recognition, even when you don’t receive that recognition. Increase your maximum Hero Points by one and gain one Hero Point when you manage to rise on the social ladder, and earn a place of acceptance, then choose a new archetype. Since an Omega is pushed around all the time, she can only have a maximum of 15 Hero Points at any time. As such, she does not lose Hero Points through her archetype.

Optimist

Even in the face of sheer inhuman horror, the optimist finds a glimmer of hope. That the world is filled with monsters only means that humans, freed from their bondage, can create a better life for themselves. The Optimist has a seemingly bottomless reservoir of cheer and refuses to believe in the worst-case scenario, to the point of antagonizing more pragmatic acquaintances. A terrifying poltergeist that can be eased through conversation is evidence that humanity persists among the other side. Teaching a bloodsucker that it can feed without killing means there’s hope for peace between people and the monsters. The devoutly religious, the downtrodden-yet-undefeated, and problem-solvers can be optimistic.

– Gain a Hero Point whenever your optimism is rewarded by an unlikely good act or outcome (DM’s discretion)

Outsider

The outsider is something of a passive rebel, defining himself by the things he does not participate in. He does not strive to bring down those social structures he disagrees with. Instead, the Outsider examines those structures for some way to reflect and understand himself. Servants, artists, criminals, and vagrants are the most common Outsider archetypes.

– Gain a Hero Point whenever you discover something about yourself through the decisions someone else makes, especially when those decisions are different from those you made.

Packmate

You are one part of a larger organism. The pack is your body. The alpha is your eyes and Gaia is your soul. You have little identity outside the pack. You look to the others, especially the leader, for inspiration and direction. You represent ultimate loyalty, as every member of the pack can depend on you at all times. You could no sooner betray your pack than you could chew off your own leg.

– Gain a Hero Point whenever the pack survives a dangerous situation because of your actions.

Paragon

The Paragon is a straightforward, uncomplicated person with a strong moral and ethical code. Being comfortable with open plans and plain talking, she disapproves of underhanded tactics, lying, and subterfuge. She’s not naive or foolish - just solid and reliable, as good as her world. Farmers, truck drivers, police, and factory workers often fit this archetype.

– Gain a Hero Point whenever your straight dealing wins out over subterfuge.

Patrician

Life had been good to you, but that’s because you were born with the best gifts. However, you’d easily have made it on your own, and you feel little sympathy for others who can’t. These beliefs seldom earn you any friends, but your greatest fear is that someone might prove you wrong about yourself.

– Gain a Hero Point whenever you manage to stand out among a group of achievers.

Patron

You never act out of self-interest; you act only in the best interests of people around you. Whether they’re starving artists bringing culture to the frontier or settlers trying to beat back the wilderness, you support the underdog. You enjoy being sought out for your help, and you relish advising anyone in need. You live for the attention such benevolence brings you. You are, however, jealous of your wards and guard them against the influence of others.

– Gain a Hero Point when something you’ve nurtured becomes successful in the eyes of others.

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.

– Gain one Hero Point whenever you see or learn of someone who has benefited from the wisdom you shared with them.

Penitent

Long ago, you made some horrible mistake. Perhaps you ran amok when enlightenment came knocking, or maybe your arrogance cost innocent people their lives. Were you once a deviant who saw the light or a criminal who put her old ways aside when she discovered the truth? Either way, you have something for which to atone. Whether you admit it or not, everything you do is a step on the road to penance.

Driven by your desire to atone, you are exceedingly helpful. Like a benefactor, you’ll go the extra mile if something needs to be done.

But guilt still drags you down. To transcend yourself, you’ll have to file away your old crimes and take pleasure in what you have become… and what you still have yet to be.

– Gain a Hero Point when you perform some great act of kindness, valor, or honor.

Perfectionist

Perfectionist Archetypes demand flawless execution. 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 exacting, the achievement of the end goal drives her, and often those for whom she is responsible. Prima donnas, artists, and architects exemplify the Perfectionist Archetype.

– Gain a Hero Point whenever you accomplish your goal without any demonstrable flaw or impediment and gain a Hero point whenever you motivate another character to succeed as a result of your own shining example

Plotter

Everything you do is planned. Very little springs from you spontaneously. Your plans are often long and involved, sometimes extending beyond the lives of the mortals involved in them. Details must be exact, for you believe any deviation could bring ruin. You try to plan everything in your life; each thing you do must accomplish something in the greater scheme. Deviation from routine, however, is bothersome, not traumatic. You are organized, not deranged. You tend to be neat and precise in everything you do.

– You gain three Hero Points when one of your plots comes to fruition in the exact manner you planned.

Poltroon

Meeting trouble (or anything else) head-on is the tactic of fools and optimists. The sensible way to deal with trouble is to deny it a target. While some people might accuse you of sticking your head in the sand, they do have to admit that it has remained on your shoulders for quite some time, and looks like it will continue to do so indefinitely. You never confront what you can evade, and never face anything unless there is no other option. Courage is not high on your list of virtues, but then the line between courage and folly is virtually nonexistent to your eyes.

– Gain one Hero Point whenever you are able to avoid a problem or situation without dealing with it.

Pragmatist

You’ve got a goal in mind – now you must detail all the steps to get from where you are to where you want to be. The reckless may criticize your slow, methodical approach, but you don’t want to fail because something important wasn’t taken into account before you started. Remember: For want of a nail, the war was lost.

– Gain a Hero Point every time a careful plan of yours produces a result greater than expected.

Praise-seeker

Your self-worth is based entirely on the opinions of others. You crave approval and praise and will go to extreme lengths to get such - even risking yourself and things you love. Unlike the Sycophant, you do not think of protection, and you have no thought of using others’ good opinions to your own advantage - you simply crave praise and approval for their own sake, so you can feel good about yourself.

– Gain one Hero point whenever another character offers unprompted praise, admiration, or appreciation. If the appreciation is truly great, and/or the other character is powerful or particularly admired, the DM may award extra points.

Predator

You are a killer, or else you would be killed yourself. You live because you are strong, others die because they are weak, and thus must suffer for the strong to live. Your age-old primal instincts are strong, and you sometimes find difficulty in understanding why others act out of “mercy,” “compassion,” and “reason.” Nature is a harsh mother, and you are her tool.

– Gain a Hero Point when you succeed in acting by your “survival of the fittest” code. Lose Hero Points when your code backfires and you are made to pay by those you see as weaker than yourself.

Provider

The provider may prize work, wealth, and friends, but family is paramount to life. When push comes to shove, the welfare of spouses and children comes first. Dedicated parents and loyal sons and daughters are examples of providers.

– Gain a Hero Point whenever you preserve your family’s well-being, whether physically or emotionally.

Quester

Like a knight of the Round Table, you strive for some goal that even you cannot define. Perhaps you’ve had some vision of glory, or you were raised to believe in your own greatness (or you simply feel a restless tugging that leads you toward some lofty goal). In any case, you’re on a mission. Until you achieve your destiny, you’ll be questing; in the meantime, do everything you can to uncover the essence of your quest.

Driven to glory, you perform heroic deeds and hold lofty ideals. The Union was made by people like you, and it provides an admirable vehicle for your destiny. While others take the low road to convenient ends, you uphold a strong moral code. No quest was ever easy, but the legacy of Avalon is worth the sacrifice.

Sadly, heroes die. Sooner or later, you will probably meet a glorious death. Face it - you’re doomed. Once you accept that though, all terrors fall away. A dead hero fears nothing.

– Gain a Hero Point when you discover some clue to your ultimate goal, or do something grand to achieve it.

Questor

The Questor seeks to find the one great answer that will make sense of the world. With so much suffering and confusion all around her, the Questor wants simply to understand. The Questor attempts to boil down all quandaries and dilemmas to their root conflicts and simplify all relationships into something digestible, manageable, and surmountable. The Questor seldom feels at rest and may quietly believe that happiness can come only with an utter understanding of the world. Clergymen, scientists, contemplatives, and spiritualists fulfill the Questor Archetype.

– Gain a Hero Point whenever you reach some concise life lesson that should become a rule of thumb. This rule is inevitably disproved, but it’s just answers you seek, not necessarily the truth.

Rebel

The Rebel is a malcontent, never satisfied with the status quo or the system as it is. He hates the very idea of 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 “wrong” done to him in the past. A Rebel may hate institutions categorically, or she may be consumed with opposition toward a single particular authority. Teenagers, insurrectionists, and nonconformists all exemplify the Rebel Archetype.

– Gain a Hero Point whenever your actions adversely affect your chosen opposition. Rebels may oppose the government, the Church, a Prince, or any other holder of authority. The player should choose whom or what his character rebels against when he adopts this Archetype. DMs should take rebellion against “all authority” with a grain of salt and apply the Hero Point reward for such a broad concept to only greater and greater actions of insurgency.

Recognition-seeker

You don’t want to brag, and it can be dangerous revealing your true nature to all and sundry – but still, now and then, you long to be recognized: to savor the moment, to see the expression of awe and wonder as someone realizes he is dealing with a mummy who has lived dozens of lifetimes through thousands of years. Obviously, it’s far more satisfying when people come to this realization by themselves, but sometimes you just can’t stop yourself from dropping the occasional hint, just to help things along. Some would call you irresponsible, or a showoff, but you try to be discreet, and you never confirm or deny; nothing promotes awe like mystery, after all.

– Gain one Hero Point point whenever anyone realizes for the first time that you are more than just another mortal.

Reformist

Be it unfair social policy or despotic leadership, you seek to eliminate the bastions of oppression around you. Whether you choose unbridled terrorism or less violent means is up to you, but you always seek to make the cure fit the disease. This moral crusading often makes enemies of the ones you seek to change, especially in high places.

– Gain a Hero Point whenever your actions cause others to question the status quo.

Renunciate

For whatever reason, you left behind someone or something that was very important to you. Was it a family, an arcane order, a religious fellowship? Whatever it may have been, you no longer want any part of it — even when it comes back to haunt you (which it often does). You’ve got reasons for leaving; you’ve also got some nagging tie to that old life that just won’t go away. Denounce anything that reminds you of your past, but be ready for a backlash. Whatever you might like to believe, that forsaken lifestyle still shapes your values, reactions, and desires.

Determination is your prime strength. Somehow, you found the courage to move beyond something you held dear. The choice wasn’t easy, but you stuck by it. That strength of purpose often carries you through hard times.

Guilt is your weakness. Despite everything, you still feel as if you belong where you once were. Occasionally, the temptation to return haunts you. You’re not always sure that what you want is right.

– Gain a Hero Point when you shake aside something or someone who reminds you of your former life and do so without consequences. Before the chronicle begins, work out the details of your prior association, the reasons you left, and the nagging items that won’t go away. Someone you abandoned might be just around the corner….

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.

– Gain a Hero Point when your self-centered disposition leads you to profit, materially or otherwise. At the DM’s discretion, accumulating gain without exposing your own weaknesses may let you gain two Hero Points. As well, you may gain a Hero Point when your efforts benefit the group to which you belong when that benefit comes at the expense of another group.

Rumormonger

The best way to spread important information is by word of mouth because it’s so hard to trace back to the source. You enjoy being at the center of things and having wraiths come to you for the latest news. You always know just what to say to ensure that whatever you tell someone gets passed along to others.

– Gain a Hero Point whenever you cause a piece of privileged information to become part of the public conversation.

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 embody the Sadist Archetype at one time or another; sadism is rare enough to appear only in aberrant cases, rather than reliably in any type or class of person.

– Gain a Hero Point whenever you inflict pain upon someone for no reason other than your own pleasure.

Sage

You’re a very wise and learned person. Although the name implies age and experience, it could be that you’re just extraordinarily precocious. Either way, you know a great deal and give the impression of solid common sense. People come to you for advice, and it often pleases you to give it. Learning is a great tool — it’s what separates us from the lower animals. It’s also your greatest strength. Hungry for knowledge, you pore through books, scrolls, and archives on an eternal quest for trivia. If you choose this Archetype, be ready to spend plenty of points on Knowledge Abilities; to you, life is a school and class is always in session. Your wisdom is often handicapped, however, by Distance. To you, everything is abstract; to others, you seem remote, impassive, and clinical. While it seems to strengthen your objectivity, this trait cuts you off from your surroundings. To progress, you’ll have to find something more meaningful than mere Knowledge.

– Gain a Hero Point when you counsel a needy person, help someone through your vast reserves of knowledge, or uncover some obscure bit of lore.

Scientist

To a Scientist, existence is a puzzle that she can help to reassemble. A Scientist logically and methodically examines every situation and maneuver, 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 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.

– Gain a Hero Point any time a logical, systematic approach to a problem helps you solve it, or information gathered logically is of use in another, similar situation.

Scoundrel

You have no time for moral codes or “The law of the West.” You have no scruples against shooting someone in the back or stealing from women and children. To allow some ridiculous ethical code to determine your actions is anathema to you. Beyond that, it could get you killed or sent to prison. You take advantage of every situation, no matter how low or reprehensible. It’s not that you don’t have honor, it’s just that you have more sense than everyone else.

– Gain a Hero Point whenever you gain the upper hand by doing “the wrong thing.”

Sensualist

Sensation is a drug for you. Nothing in the world is better than a life drunk like fine wine and savored like a lover’s caress. You revel in everything you do and everything you feel. Careering from experience to experience, you take just enough time to soak in each tiny sensation before sweeping off to find another thrill.

Joie de vivre (love of life) drives your spirit, and nothing can dampen it. The world is full of intoxicating pleasures and entrancing impressions, but nothing lasts forever; your goal, therefore, is to take life by the throat and leave it gasping on the ground.

Other people call you Irresponsible, Reckless, and Childish, but at least you’re not dead to the world like they are! Life is a ride, love is a gamble and common sense is an excuse to stay home. There’ll be plenty of time to sleep when you’re dead.

– Gain a Hero Point each time you discover, experience and savor some new, exciting sensation and live to tell about it. (Note: The more you do, the harder it becomes to find something novel.)

Show-off

You get your self-worth entirely from others. You crave approval and praise, and you go to extreme lengths to get it – even risking yourself and things you love if necessary. You do not think of protection, and have no compunctions about using others’ good opinions to your own advantage – you simply crave approval for its own sake, so that you can feel good about yourself.

 

– Gain a Hero Point whenever your antics bring you praise, admiration, or appreciation. However, the more points you get, the harder and harder they will be to gain thereafter; your feats must grow increasingly spectacular – and dangerous.

Sneak

This world is devious, and you play by its rules. Keeping one step ahead of your more idealistic comrades, you’ve mastered the arts of stealth, discretion, and doublespeak. It’s not like you’re a coward or anything - you’re simply being realistic. Ours is not a world that rewards valor. A clever word and a silent step can accomplish more than a frontal assault, and at far less risk.

Subtlety is your middle name… and your first name and your last. Never let anyone else know what you’re doing if you can help it; if you must keep someone apprised, never tell them the whole story. Hide your cards until you can build a winning hand.

But as everyone knows, you’re untrustworthy. People may admire your deviousness, but you’ll be the last one they confide in. Most comrades consider you a coward and a backstabber, and they may be right. After all, you’re looking out for Number One.

– Gain a Hero Point when some covert plan of yours succeeds, gaining great advantages for you and yours.

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 vampires 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 strongest shall survive!”

– Gain a Hero Point 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 defenseless 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 techniques to others’ goals. While she may seek to command herself someday, 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.

– Gain a Hero Point when you achieve your orders’ objectives. The more difficult the orders are to fulfill, the better it feels to accomplish them. At the DM's discretion, pulling off a spectacular success or fulfilling a lengthy mission may well be worth additional Hero Points.

Stoic

The Stoic seeks to remain emotionally composed at almost all times. Problems are solved and dilemmas are faced through composure and a cool head, not with hysterics or passion. The stoic deals strictly with the facts before him and tries to not let his own or others’ emotions sway the course of action that reason and calm indicate as the most efficient, economical, or effective. Military men, physicians, and criminals could be stoics.

– Gain a Hero Point whenever you overcome a serious setback or loss without giving in to anger or other strong emotions.

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.

– Gain one Hero Point whenever you survive a threatening situation through tenacity, or when your counsel causes someone else to persist despite opposition

Swindler

It’s not the money, really. It’s not the gold or the property, or even the look of shock when a mark figures out he’s been had. Quite simply, you live for the game itself. Whether you sell snake oil cures for all known ailments or maps to empty gold mines, you make your way on the naïveté of others.

– Gain a Hero Point whenever you “pull the wool over” someone’s eyes.

Sycophant

In the grand scheme of things, you are small and weak and unfit for survival. Your best hope is to find someone who is more powerful than you are and persuade her to take care of you. In return, you will serve, admire and follow her. You will do anything she says unless it puts you at great risk. In any type of uncertain situation, you will attach yourself to the strongest-seeming person, siding with her, performing various barely necessary services, and generally trying to ingratiate yourself. Thereby you hope to earn some kind of protection. There is no limit to the depths to which you will lower yourself in order to be accepted, and you have no pride.

– Gain one Hero point whenever a stronger character to whom you have attached yourself acts in your defense, be it siding with you in an argument or protecting you from physical harm.

Teacher

The teacher derived satisfaction and self-respect from passing knowledge or wisdom on to others. Some demand subservience from their pupils, whereas others work as equals, but all of them feel a burning need to hand down their experience, information, and understanding to the people around them. Some teachers focus on one area of knowledge whereas others are more eclectic. Lecturers, writers, academics, and reformers can exemplify this archetype.

– Gain a Hero Point when you teach someone a useful skill or a vital piece of knowledge or wisdom.

Theorist

No one can explain everything, but you try, God knows. Each enigma is a challenge for you, a chance to prove some new or beloved theory. Perhaps you have some great insight focused through dozens of interconnected ideas; maybe you have a single grand theory that, if it could only be proven, would rock the foundations of the world. Perhaps you’ve already proven your theory, and the magic you possess springs from the answer. Whatever concept you might embrace, never miss a chance to either espouse your theory or concoct a new one that fits in with your existing ideas.

This Grand Idea is your consuming passion, and it drives all other needs before it. Nothing can stop you from discovering the truth! Naturally, you should formulate your grand idea, establish its perimeters and describe it to your DM before the tale begins. This Archetype assumes a character with some wild, esoteric philosophy and the means to prove it, if only in his own mind.

Unfortunately, this Obsession blinds you to everything else around you. To Ascend, you must either satisfy your passion or put it aside in favor of other things,

– Gain a Hero Point whenever some observation based on your theory comes to pass. Note that this should involve an exotic (yet coherent) set of ideas that lead to a conclusion; a simple “See! My theory is that vampires feed on blood and he just proved it! Gimmie my Hero Point!” will not be sufficient.

Thrill-Seeker

The Thrill-Seeker lives for the rush of 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

– Gain a Hero Point any time you succeed at a dangerous task that you have deliberately undertaken. Thrill-Seekers are not stupid, however, and the DM may choose not to reward a player who heedlessly sends her character into danger for the sole intent of harvesting Hero Points.

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.

– Gain a Hero Point any time the proven ways turn out to be the best. Also, gain a Hero Point any time you adhere to one of your previously espoused positions and it proves to be a wise course of action.

Trickster

The Trickster finds the absurd in everything. No matter how grim life (or unlife) may become, the Trickster always uncovers a kernel of humor 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.

– Gain a Hero Point any time you manage to lift others’ spirits, especially if you are able to assuage your own pain in the process.

True Believer

Your faith is unshakable, even under the most stressful of circumstances. Believing in something larger than yourself and surrendering unconditionally to it gives you the freedom to take action in that higher power’s name.

– Gain a Hero Point when your character completes an arduous task with no assistance beyond your faith.

Tycoon

Money makes the world go-'round, and you’re aboard for the ride. Chances are you’re pretty wealthy, with a portfolio bulging with smart investments and vast resources. Power and influence are meat and drink to you, but the game is more interesting than the rewards. It’s not that you don’t enjoy the spoils - the cash, the toys, the women and men who throw themselves at your feet - but your true wealth comes from playing the odds and coming out ahead. Every time.

You’re a savvy bastard, calculating enough to hedge your risks and avoid a major blowout. You know how to get things done, too - who to talk to, how to pull their strings, where to hit them where it hurts or helps the most - and that makes you a valuable ally.

Unfortunately, you are unbelievably greedy. It’s been said that gold blinds men to greater riches, and that’s probably true of you. Until and unless you can learn to appreciate less material things, you’ll miss the greater truths and rewards Enlightenment can offer.

– Gain a Hero Point when some long-shit plan of yours pays off in grand style. Not in mere money - that’s too easy - but in something greater like influence, love, or awareness.

Waif
 

You appear to be lost, discarded, and probably an orphan. People pity you whether you want them to or not. It’s often very useful to be taken care of this way, but it can be irritating, too.

Your strength is your apparent Innocence; true or not, this impression grants you leeway few people enjoy. If you are truly an innocent, God grants you a certain amount of fortune. You may never be taken seriously, but you will be taken care of.

Your weakness is just that: Weakness. Until you learn to stand on your own, shrug off pity, and assert yourself, you’ll be doomed to the role of a child — pitiable, delicate, and, in many ways, contemptible. To survive, you must be strong.

– Gain a Hero Point when you stand on your own and accomplish something without help.

Wanderer

You are driven to keep moving, never staying long in one place and never forming attachments for longer than you have to. Maybe after all these centuries, you can no longer bear to let yourself care for someone only to watch your beloved grow old and die. Maybe you are afraid that if you stay in one place too long, you will attract attention to yourself and your secret will be revealed. Or maybe you feel that there is too much of the world still to see, too many things to experience, to put down roots anywhere.

– Gain one Hero point whenever you are able to complete your purpose and then move on, leaving no loose ends and no attachments behind.

Warrior

Nothing seems more important than pitting your skill as a fighter against someone or something that threatens your pack, your kinfolk, or your duty to the grandmother. You live for battle and direct most of your attention to honing your mind and body into the perfect weapon. You delight in the thrill of combat and the preparations and aftermath of war. You respect others for their fighting prowess and can appreciate a worthy opponent (except in the case of creatures who have no honor). You view other activities as less important or else you tend to see all actions as if they were tactics in a larger war.

– Gain a Hero Point whenever you achieve a decisive victory in single combat with a foe that is at least your equal.

Vigilante

The Vigilante has no faith in the laws of the land, preferring to take matters into his own hands and seek revenge. When confronted by what is clearly an offense against himself or another (even a stranger), the vigilante confronts and punishes the offender, taking care to make the penalty suit the crime. Vigilantes can be found among social activists, cynical cops, and religious figures.

– Gain a Hero Point when you successfully strike back at a person or organization that has wronged you or someone you know.

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 dare to imagine. The Visionary rarely finds 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 Natures.

– Gain a Hero Point each time you are able to convince others to have faith in your dreams and follow the course of action dictated by your vision. Note that gaining support is the key to a Visionary gaining Hero Points. Success need not come to a Visionary, at least not with every step in changing the structures in question. Her greatest successes may indeed come after her Final Death.


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