The Alpha wants to be in charge. He demands respect and obedience, even submission. He may convince himself that he wants power for the greater good, or he may simply believe it is his natural birthright. Many leaders, from the streets to the boardroom, exemplify the Alpha Archetype. This Archetype is common among werewolves, from those who consider themselves the best choice for pack leader to those who attempt to rise to command septs or even tribes.
— Regain a point of Willpower when you achieve control over a group or organization involving other individuals, or when you are able to force a rival to submit to your authority.
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. A Kindred Architect might seek to create new laws that affect her fellow undead, or she might aim to establish a new Anarch domain.
— Regain a point of Willpower whenever you establish something of importance or lasting value.
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.
— Regain a point of Willpower when you achieve control over a group or organization involving other individuals.
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. For werewolves, this Archetype is most common among Theurges and others who broker deals with the spirit world, where the dance of chiminage and patronage is so significant.
— Regain a point of Willpower 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.
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 fas 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.
—Regain Willpower when you do something that someone else desperately needs. The key here is "desperately"; simply working at a daycare center will not refresh your Willpower, although working at a battered-children's center probably would
Big Bad WolfEdit
The Big Bad Wolf craves fear. Not her own: the fear of others. She may delight in stalking humans, intimidating other Garou, or using fear as a weapon against the forces of the Wyrm. This Archetype is popular among Ragabash as well as Ahroun, and finds a home in most tribes, from the slasher urban legends of the Bone Gnawers to the righteous avengers of the Red Talons.
— Regain a point of Willpower whenever someone recoils from you in horror or otherwise reacts in fear.
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 childer, or he may spend his time gorging on the blood of drug abusers for the contact high.
— Regain a point of Willpower whenever you truly enjoy yourself and can fully express your exultation. At the Storyteller’s option, a particularly fabulous revel may yield multiple Willpower points.
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.
— Regain a point of Willpower any time you achieve your agenda through brutishness or intimidation. This need not be physical, as many Bravos verbally or socially cow their victims.
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 kine and Cainites into thinking that they need specific goods or services. Appearance and influence are everything when it comes to the big sale, though you’ll use anything to your advantage. Salesmen, soldiers of fortune, and bootlickers all adhere to the Capitalist Archetype.
— Regain a point of Willpower whenever you make a successful “sale” of any commodity. Commodities need not be physical items; they may be bits of information, favors, or other intangibles
Everyone needs a shoulder to cry on. A Caregiver takes her comfort in consoling others, and people often
come to her with their problems. Vampires with Caregiver Archetypes often attempt, as best they can, to protect the mortals on whom they feed. Nurses, doctors, and psychiatrists are examples of potential Caregivers. Caregiver 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.
— Regain a point of Willpower whenever you successfully protect or nurture someone else.
The Union was created to better the lot of the common folk. As a member of that august body, you feel duty-bound to protect and serve. Maybe you're a healer or a cybernetic guardian against the terrors of the night or even an inventor with the genius to create new and necessary tools for mankind's use. No matter what your profession, you find satisfaction in taking care of the Masses. Such service makes you whole.
Your Sense of Duty makes you a dedicated Technocrat and marks you as the best of their best. You are what the Founders had in mind so long ago. Even so, you do get tired of the job. Why can't these idiots take care of themselves once in a while? Your Impatience with the imperfect Masses makes you an edgy protector. To truly advance, you'll need to put it aside.
—Regain Willpower when your actions make some noticeable change for the common good or avert some disaster among the Masses.
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.
— Regain a point of Willpower whenever you pursue your cause or convert another character to the same
passion. Conversely, lose a point of temporary Willpower whenever you are denied your passion or it is
badly lost to you.
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.
— Regain a point of Willpower whenever you fool someone into thinking you’re someone else for your own (or your pack or coterie‘s) benefit.
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 Embrace. Some people simply never grow up.
— Regain a point of Willpower whenever you manage to convince someone to help you with no gain to
herself, or to nurture you.
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.
— Regain one point of Willpower 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 Storyteller’s discretion, allow you to regain multiple Willpower points.
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. Conformist Kindred can take many forms, from the ardent Sabbat pack member, to the Kindred who follows a Clan-first agenda, to the trusted supporters of a titled vampire or rising star.
— Regain a point of Willpower whenever the group or your supported leader achieves a goal due to your
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 Kindred are Connivers in some sense, but those that have the Conniver archetype may be abusive to their childer and ghouls, or they may be more persuasive in gaining support for their machinations.
— Regain a point of Willpower whenever you trick someone into doing something for you, or when you
convince someone to help you against their own best interests.
The Contrary has an innate need to go against the grain and to challenge established social conventions or even laws. Some have a penchant for bizarre behavior such as you’d expect from an eccentric celebrity; others are outright heretics. Many Ragabash play the contrary in a traditional form, defying conventional laws as a way of challenging their relevance.
— Regain a point of Willpower any time you are able to flout social mores without retribution.
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.
— Regain a point of Willpower whenever someone recoils from you in horror or otherwise reacts in fear.
Driven by a higher purpose — faith in science, strong morality, a scientific ideal, even religious faith — you strive for a better world. The Technocracy was created to alleviate suffering, uncover wonders and eradicate the supernatural. As a member of that Union, you're essentially a soldier in an army of change. Hold your banner high, whether you're a research scientist, a facilitator or a literal soldier, and carry it to greatness. The future depends on you!
Your Zeal is admirable. Under the worst of circumstances, it propels you through trials and obstacles that might stop a lesser agent cold. Unfortunately, that zeal can turn to Fanaticism, which can make you ineffective, even dangerous. A MiB who shoots every sorcerer in sight is not only wasting opportunities and potential allies, he's making unnecessary enemies. To truly Ascend, you'll need to temper your resolve with reason.
—Regain Willpower when you do something great in the name of your higher cause. As a player, you must define what that cause is before the game begins, then support it throughout the chronicle...even when it causes you grief. A Crusader's beliefs are not bound by convenience.
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.
— Regain a point of Willpower whenever you manage to convince someone to to nurture you, or to help you with no gain to herself..
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 Xers 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.
— Regain a point of Willpower 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 ghoul is going to do something really reckless.” You may simply whisper your prophecy of grief to the Storyteller if you wish, instead of announcing it to the whole troupe.
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, Charisma, and Manipulation ratings, but not much in the way of Wits or Stamina. Toreador are often Dabblers, particularly those afflicted with the derisive sobriquet “Poseurs.”
— Regain Willpower whenever you find a new enthusiasm and drop your old one completely.
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. Kindred deviants may observe heretical or outlawed habits like diablerie or deference to elders, and they may well go Anarch or Autarkis instead of having to constantly defend their subversion of Traditions or Sect customs.
— Regain a point of Willpower any time you are able to flout social mores without retribution.
Yes, it's true that the Union 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 realy will ask too many questions and undercut your own effectiveness. A wise agent knows when to stop asking questions, make a decision and act.
—Regain Willpower when your questions reveal some serious weakness in a plan, or lead to some great victory.
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. Kindred 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.
— Regain a point of Willpower when you influence or aid a group or influential individual in the completion of a difficult task.
Your actions are bizarre, puzzling, and inexplicable to everyone except yourself. Your strangeness may be a
residual effect from your Embrace, 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 Jyhad fanatics all live up to the Enigma Archetype
— Regain a point of Willpower whenever someone is completely perplexed or baffled by one of your actions
that later turns out to be a fruitful endeavor.
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.
—Regain Willpower when your work makes some lasting or significant change in the people around you.
Eye of the StormEdit
Despite your calm appearance, chaos and havoc seems 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.
— Regain a point of Willpower whenever a ruckus, riot, or less violent but equally chaotic phenomenon
occurs around you.
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. Kindred Fanatics are often champions for or against a particular aspect of undead society, such as equality among all vampires, the extermination of Anarchs, or stamping infernalism out of the Sword of Caine.
— Regain a point of Willpower whenever you accomplish some task that directly relates to your cause.
The Fatalist is relentlessly cynical and pessimistic, always concerned with the cloud rather than the silver lining. He may have once been idealistic, but he has lost those ideals after bitter experience. Many Garou are Fatalists, driven by an unhealthy focus on the inevitable decline of their kind and the looming doom of Apocalypse.
— Regain a point of Willpower 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, “This spirit isn’t going to cooperate,” or “You can’t trust that Glass Walker. He’s got no love for us.” You may simply whisper your prophecy of grief to the Storyteller if you wish, instead of announcing it to the whole troupe.
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 so much as a new audience to woo. Performers,
only children, and those with low self-esteem often embody the Gallant Archetype. Kindred Gallants may
be Harpies, or they may have enormous herds of doting thralls.
— Regain a Willpower point whenever you successfully impress another person. Ultimately, the Storyteller is the arbiter of how much you dazzle someone, even in the case of other players’ characters.
Your enlightenment draws others to you. You may be a mentor of a particular Path of Enlightenment, a priest with the Church, or merely an idealist. Whatever the case, your presence motivates and moves others to engage in spiritual or ideological pursuits. Your peers view you as calm, centered, and “with it,” even when you are preaching violence as a means to an end. Cult leaders, Zen masters, and Pack Priests are examples of Gurus.
— Regain a point of Willpower whenever someone seeks out your help in spiritual matters and your guidance moves that individual to an enlightened action that he normally would not have taken. Also, regain a point of Willpower whenever you achieve an epiphany that relates to your personal philosophy.
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 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 realy shouldn't hack into the Matriarch's database and try to put fuzzy bunnies on MECHA's screens, you'll probably try to do it anyway. Someday, your ingenuity might get you killed...or worse.
—Regain Willpower when you detect a flaw in something important that everybody else has left alone, or when you figure out some way to drastically improve something you've been tinkering with.
The Idealist believes — truly, madly, deeply — in some higher goal or morality. The object of his idealism may be something as pragmatic as the Camarilla’s eventual triumph or as amorphous as the ultimate good, but the belief is there. Idealists are frequently either very new to the Blood or very old, and many seek Golconda as the final expression of their idealism. In the meantime, an Idealist tries to reconcile his beliefs
with the demands of vampiric existence, often acting contrary to his self-interest in doing so.
— Regain a point of Willpower any time an action in pursuit of your ideals furthers your goals and brings
your ideal closer to fruition.
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, to 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 in the Technocracy, 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.
—Regain Willpower when inspiration leads to some new breaththrough; a new Procedure, a new device, a brilliant tactic or even a promotion.
Things happen for a reason, and you want to know what it is. You could be a detective, a research scientist, a Void 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 carefull how you go about it...
Inquisitiveness lies 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 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.
—Regain Willpower when a hard investigation turns up something realy important. This importance should go further than a simple "I'm a detective and I found some Tradition wizards to kill". The harder the quest, the more rewarding it becomes.
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. Kindred Judges might gravitate toward enforcement roles in local society, or they might be a voice of reason in an otherwise radical coterie.
— Regain a point of Willpower whenever you correctly solve a problem by considering the evidence
presented, or when one of your arguments unites dissenting parties.
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. Kindred Loners often hail from one of the rugged individualist Clans like the Gangrel or Ravnos, and they have a proclivity for ending up Autarkis by dint of not giving a shit what some up-his-own-ass Prince or Archbishop says is a law.
— Regain a point of Willpower when you accomplish something by yourself, yet which still benefits the coterie in some way.
Flesh is weak. You must be more than human and you do your damnedest to be just that. ALthough you're probably an ExoJock from the Clockwork Convention, you might take a more subtle road to precision — mad doctors, ice-packs and cash baskets can be as mechanical as any steelskin. As a rule, you never ask for help, rarely take breaks and push yourself and your comrades to the limit. If the Technocracy 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. The Union loves agents like you. To most humans, however, you're Relentless, Creepy and Prone to Burn-out. Flesh has not yet reached the consistency of steel, and even machines have to rest. The stresses of the Time Table and Ascension Conflict tend to chew agents to pieces. Unless you learn to ease up, you'll be one of the first to break.
—Regain Willpower when you transcend the limits of the flesh and accomplish something even your comrades could not do.
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. Oh, you are a loyal Technocrat — more loyal than those turncoat Adepts and insane Etherites anyway! — but your ideas are too unorthodox for many people to handle. Still, without you and your kind exploring the horizons, the Union would simply grind along a single, dull track while the damned mystics and their renegade friends barreled past and cpatured 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. Your unorthodoxy may lead to Madness, though. Many people like you push the boundaries too far and wind up in the laps of Marauders, Nephandi or the thrice-damned Etherites. Don't stray too far off the Technocratic path, lest you fall off the edge into oblivion.
—Regain Willpower when you successfully bend the "rules" of conventional hypertech without breaking them...or yourself. This coup ought to involve some wild feat that shouldn't work, yet it somehow nets your side great reward. Just saying "I use a realy weird gun" isn't enough. You must prove that you are not mad, merely visionary.
Without strong hands at the wheel, the Technocracy would crash, taking reality 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 Union 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 the Time Tables to notice an urgent matter. Perhaps you're too centered on your work or on yourself. Either way, you can never achieve greatness until you create something of your own.
—Regain Willpower when your cool head and quick eye save your group from some disaster, or when you achieve a seemingly impossible goal.
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. Kindred Martyrs are often associated with reform movements among Kindred society, but rarely as figureheads — and they need not necessarily be on the pro-reform side of the issue.
— Regain a point of Willpower when you suffer some amount of damage or loss of a definable resource for your ideals or another’s immediate gain.
The Masochist exists to test his limits, to see how much pain he can tolerate before he collapses. He gains satisfaction in humiliation, suffering, denial, and even physical pain. The Masochist defines who he is by his capacity to feel discomfort — he rises each night only to greet a new pain. Certain extreme athletes, urban tribalists, and the clinically depressed exemplify the Masochist Archetype. Kindred Masochists might be overtly self-mortifying horrors who play to their Beast’s self-destructive whims, or they may be ambitious taskmasters, as with a coterie leader who refuses to accept failure and pushes his own limits in his exacting schemes.
— Regain one point of Willpower when your own suffering leads to some tangible gain for you, and two points of Willpower whenever you experience pain in a truly unique way.
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 Technocratic 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 a 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 realy 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 Technocrats probably shun you...or maybe you shun them. The Union 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.
—Regain Willpower when you triumph over wild odds or prove another character wrong through your success.
The Monster knows she is a creature of darkness and acts like it. Evil and suffering are the Monster’s tools, and she uses them wherever she goes. No villainy is below her, no hurt goes uninflicted, and no lie remains untold. The Monster does not commit evil for its own sake, but rather as a means to understand what she has become. Unstable individuals, those who have been greatly wronged or harmed, and those defined as sociopaths may come to display characteristics of the Monster Archetype. Kindred Monsters include many Sabbat, degenerate Kindred elders, and those who never adjust properly to what they have become after the Embrace.
— Malignant deeds reinforce the Monster’s sense of purpose. Monster characters should pick a specific atrocity, regaining Willpower whenever they indulge that urge. For example, a tempter regains Willpower for luring someone into wickedness, while an apostate earns back Willpower for causing another to doubt her faith. Pick a destiny and fulfill it. Storytellers, be careful with how you reward this Archetype. For example, a player who chooses violence as an atrocity shouldn’t recoup Willpower 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 descent into the Beast, not rampaging ungovernably because he gains an everrefreshing pool of bonus dice.
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. Kindred Pedagogues include watchdogs of the Traditions, ideological Anarchs, and perhaps even that rare soul seeking Golconda who wants company on the journey.
— Regain one point of Willpower whenever you see or learn of someone who has benefited from the wisdom you shared with them.
The Penitent exists to atone for the grave sin she commits simply by being who she is. Penitents have either low self-esteem or traumatic past experiences, and feel compelled to “make up” for inflicting themselves upon the world. Penitent Archetypes are not always religious in outlook; some truly want to scourge the world of the grief they bring to it. Repentant sinners, persons with low self-esteem, and remorseful criminals are examples of the Penitent Archetype. Penitent Kindred include those who scourge themselves of the Beast like medieval monks, vampires who stand up for the rights of mortals, and those who subsist entirely on the vitae of animals.
— Regain a point of Willpower whenever you feel that you have achieved absolution for a given grievance. This redemption should be of the same magnitude as the transgression — the greater the crime, the greater the penance. The Storyteller is the ultimate arbiter of what constitutes a reasonable act of reparation.
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. A Perfectionist Kindred might be a zealous Sabbat member who expects more than his pack can consistently deliver, or she may be a moralist who sometimes applies her own high standards of Humanity to others in her coterie.
— Regain a point of Willpower whenever you accomplish your goal without any demonstrable flaw or impediment, and regain a Willpower point whenever you motivate another character to succeed as a result of your own shining example.
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 (This is an ideal Nature for an agent with the Destiny Background, the Questing Eidolon, or both).
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.
—Regain Willpower when you discover some clue to your ultimate goal, or do something grand to achieve it.
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. Rebel Kindred certainly include the Sabbat, Anarchs, and temperamental Brujah, but also have room for Tremere who chafe at the rigid Clan hierarchy or neonates who deplore their sires.
— Regain a point of Willpower whenever your actions adversely affect your chosen opposition. Rebels may oppose the government, the Church, a vampire Prince, or any other holder of authority. The player should choose whom or what his character rebels against when he adopts this Archetype. Storytellers
should take rebellion against “all authority” with a grain of salt, and apply the Willpower reward for such a broad concept to only greater and greater actions of insurgency.
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. Kindred Rogues include diablerists, Autarkis, and a Primogen who puts his Clan’s opportunities before the supremacy of the Kindred as a whole.
— Regain a point of Willpower when your self-centered disposition leads you to profit, materially or otherwise. At the Storyteller’s discretion, accumulating gain without exposing your own weaknesses may let you regain two points of Willpower. As well, you may regain a point of Willpower when your efforts benefit the group to which you belong when that benefit comes at the expense of another group.
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.
— Regain a point of Willpower whenever you inflict pain upon someone for no reason other than your own pleasure.
To a Scientist, existence is a puzzle which she can help to reassemble. A Scientist logically and methodically examines her 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.
— Regain Willpower any time a logical, systematic approach to a problem helps you solve it, or information gathered logically is of use in another, similar situation.
This world is devious, and you play by its rules. Keeping one step ahead of your more-dealistic 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 or 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 him 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 backstabber, and they may be right. After all, you're looking out for Number One.
—Regain Willpower when some covert plan of yours succeeds, gaining great advantages for you and yours.
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!”
— Regain Willpower whenever you are the greatest contributor to a body count after everything has settled down. This count includes times when you are the only killer, and it needs not result from a massive combat — like killing every member of a movie audience or gunning down defenseless patrons in a bank robbery.
The Soldier is not a blindly loyal follower. While she exists for orders, she does not adhere to them unquestioningly. More independent than a Conformist but too tied into the idea of command to be a Loner, the Soldier applies her own techniques to others’ goals. While she may seek command herself 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.
— Regain a point of Willpower when you achieve your orders’ objectives. The more difficult the orders are to fulfill, the better it feels to accomplish them. At Storyteller discretion, pulling off a spectacular success or fulfilling a lengthy mission may well be worth additional Willpower points.
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. A Kindred Survivor might be a renegade under a Prince’s edict of Blood Hunt, an erstwhile Bishop forced from power, or a lowly Nosferatu who finds himself kicked from hunting ground to hunting ground with no acknowledged claim of domain.
— Regain one point of Willpower whenever you survive a threatening situation through tenacity, or when your counsel causes someone else to persist in spite of opposition.
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. Kindred Thrill-Seekers might habitually break the Masquerade just to see if they’ll get caught, they might maintain contacts in a rival Clan or Sect, or they might actively plot a Prince’s overthrow just to see if they can pull it off.
— Regain a point of Willpower any time you succeed at a dangerous task that you have deliberately undertaken. Thrill-Seekers are not stupid, however, and the Storyteller may choose not to reward a player who heedlessly sends her character into danger for the sole intent of harvesting Willpower.
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. Traditionalist Kindred unsurprisingly look to the Traditions as a behavior model, though a few Anarchs and elders may espouse a “traditionalism” that predates both Camarilla and Sabbat.
— Regain a point of Willpower any time the proven ways turn out to be the best. Also, regain a point of Willpower any time you adhere to one of your previously espoused positions and it proves to be a wise course of action.
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. Kindred Tricksters may call attention to the flaws in a leader’s policy, they may be glib-tongued devil’s advocates who question the Traditions or ritae of their Sect, or they may simply have an acute sense
of the ironies of a world that makes vampiric predator and mortal prey almost indistinguishable physically.
— Regain a point of Willpower any time you manage to lift others’ spirits, especially if you are able to assuage your own pain in the process.
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're 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.
—Regain Willpower when some long-shot 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).
You're a living weapon aimed at your target. Whatever it is "they" did — killing your family, destroying your home or slaughtering innocent children; whatever it is that makes you so vindictive — somebody turned you into a justice machine. Note that your target might not be a Reality Deviant, and it probably isn't a single person, either. The Union itself may be the villain, and you could be waging a secret campaign to bring it down from within. Whoever the object of your hatred might be, you will do whatever it takes to tear them to bits, piss on the pieces and wash the whole mess into the sewer where it belongs. Those bastards must pay!
Single-Minded Lethality is your greatest asset. You won't rest until justice is served. This dedication to a cause keeps you going long after lesser agents would have given up. Delay is acceptable, but compromise is not.
Trouble is, you're Blood-Blind. The hunt drives you beyond caution, beyond reason and far beyond true Enlightenment. You might be able to employ the tools and procedures of hypertech, but you'll never truly Ascend as long as you're on the warpath.
—Regain Willpower when you hurt your target in some noticeable way (Storyteller's Note: That target ought to be some group, conspiracy or species, rather than a single individual. Taking one person down is far to easy to fuel this kind of fervor).
The Visionary is strong enough to look beyond the mundane and perceive the truly wondrous. Visionaries test accepted societal limits, and seek what few others have the courage to imagine. The Visionary rarely 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. Kindred Visionaries may want to plunge all mortals into vampiric thrall, they may adapt technologies that other, more static Kindred fear or overlook, or they may have a “better way” to coexist with other vampires than all of this Prince-and-Regent nonsense.
— Regain a point of Willpower each time you are able to convince others to have faith in your dreams and follow the course of action dictated by your vision. Note that gaining support is the key to a Visionary
regaining Willpower. 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.
Pages in category "Archtypes"
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