Personality Archetypes

Everyone plays a role, often several, every day. Every individual displays multiple layers of personality, varying from the contrived to the sincere. Each of these roles defines how we interact with the people and places around us, and we choose which parts of ourselves we wish to show.

It is the same with Kindred. The concept of Nature and Demeanor corresponds directly to the different masks we wear when we interact. A Vampire character’s Nature is their true self, their innermost being — the person they truly are. It is dangerous to show this, though, as it lets others know who we are and what is important to us. Thus, characters also have Demeanors, faces they show to the world. By choosing how we relate to the world, we are able to choose how it relates to us as well, as we guide the responses others give us.

Philosophy aside, personality also has an effect on the mechanics of Vampire. A character may regain their drive and sense of purpose by acting in accordance with their Nature. Every time a character fulfills the requirement of their Nature Archetype (see below), that character has the opportunity to regain a point of spent Willpower. If the Storyteller allows, the character regains the point.

Archetypes allow players to build a sense of personality for their characters, and to define a bit of what makes the character tick. It is worth noting that Archetypes are not rigid; characters need not slavishly devote themselves to their Natures and Demeanors. Rather, the character should act as the player reasonably or emotionally believes they would act in a given situation. Players and Storytellers may wish to define their own Archetypes that more closely exemplify how the character in question responds to their surroundings. After all, every character is an individual, and customized Archetypes should be a logical outgrowth of a well-rounded character.

Here are some example character Archetypes for a wide variety of characters. Some Archetypes are better suited for certain sects or clans than others.


Addict

Source: Hunter: The Reckoning Rulebook

The Addict simply can’t get enough of a good thing. Unlike the Bon Vivant, who finds pleasure where xe can, the Addict turns a specific pleasure into an obsession, giving it up only for a stronger urge. Obviously, this may be a narcotic, but it can also be a certain person, place, or activity that has significance. Gamblers, workaholics, and stalkers are all good examples of the Addict Archetype.

Regain a point of Willpower when you are able to gorge yourself on your chosen passion.


Adherent

Source: Hunter Book: Defender

The Adherent dedicates zirself completely to one or a few purposes or hopes in life, and constantly seeks to preserve or remain true to those values. Zir 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 or living differently, ze simply refrains from practices that don’t reinforce zir focus. Perhaps only the harsh realities of unlife can distract an Adherent from zir ends, and then only in part.

Regain a point of Willpower whenever you remain true to your objective against significant adversity.


Adjudicator

Source: Hunter Book: Judge

The Adjudicator is a natural and ready problem-solver. Ze 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 fulfill a greater goal. Zir first instinct is to settle a dispute by hearing out the parties involved, or simply by offering advice or counsel. That others petition or welcome zir guidance is not zir concern, just that ze tries to solve the problem at hand. Adjudicators can be teachers, parents, business professionals, counselors, ministers, or simply busybodies.

Regain a point of Willpower whenever you provide a solution to a problem that results in an immediate resolution.


Advisor

Source: Hunter Book: Visionary

An Advisor knows deep down that zir sense of the way to do things is correct and most people will understand it to be so, given time and the right guidance. Ze can’t force them into seeing zir way, however. Others have to seek it out for themselves when they’re ready. Once they ask, the Advisor is more than happy to guide them along the true path.

Regain a point of Willpower whenever someone seeks out and then follows your advice in a way that furthers your dream of the future.


Anarchist

Source: V20 Anarchs Unbound

The Anarchist believes that the world would be a better place if every individual took responsibility for their own destiny and stayed out of everyone else’s business. Ze lives by zir own rules and refuses to bend to higher powers or society.

Regain a point of Willpower whenever you reject unnecessary rules, laws, or social norms and achieve success because of it.


Architect

Source: V20 Core

The Architect has a sense of purpose even greater than zirself. Ze 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 zir fellow undead, or ze might aim to establish a new Anarch domain.

Regain a point of Willpower whenever you establish something of importance or lasting value.


Artiste

Source: V3/Revised Victorian Age

The Artiste is interested in art for art’s sake. The ability to create is what elevates humans above the animals. The Masters knew this and rejoiced not just in the glory of human form, but in the gift of expression given only to humans. The Artiste thrives on the reception and digestion of zir 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.

Regain a point of Willpower whenever you manage to “reach” an audience through something you’ve created. If the audience is unreceptive or unmoved, you regain nothing.


Autocrat

Source: V20 Core

The Autocrat wants to be in charge. Ze seeks prominence for its own sake, not because ze has an operation’s best interests at heart or because ze has the best ideas (though ze may certainly think so). Ze may genuinely believe others are incompetent, but ultimately ze craves power and control. Dictators, gang leaders, bullies, corporate raiders, and their ilk are Autocrat Archetypes. A Kindred Autocrat may crave a title, or ze 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.


Barbarian

Source: V3/Revised Dark Ages Vampire

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 counts 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.

Regain a point of Willpower when you beat “civilized” competition through your barbaric virtues.


Barterer

Source: W20 Core

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.

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.


Bon Vivant

Source: V20 Core

The Bon Vivant knows that life — and unlife — is shallow and meaningless. As such, the Bon Vivant decides to enjoy zir time on Earth. The Bon Vivant is not necessarily irresponsible. Rather, ze 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 ze may spend zir 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 discretion, a particularly fabulous revel may yield multiple Willpower points.


Bravo

Source: V20 Core

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; ze just prefers to do things zir way. Robbers, bigots, and thugs are all Bravo Archetypes. A Kindred Bravo may abuse authority the system has granted zir, or ze may — violently or otherwise — force other Kindred out of zir way to get what ze wants. Ze’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.


Capitalist

Source: V20 Core

The Capitalist is the ultimate mercenary, realizing that there is always a market to be developed — anything can be a commodity. Ze has 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 ze’ll use anything to zir 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.


Caregiver

Source: V20 Core

Everyone needs a shoulder to cry on. A Caregiver takes zir comfort in consoling others, and people often come to zir 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.


Celebrant

Source: V20 Core

The Celebrant takes joy in zir cause. Whether the character’s passion is battle, religion, foiling zir rivals, or reading fine literature, it gives the Celebrant the strength to withstand adversity. Given the chance, the Celebrant will indulge in zir passion as deeply as possible. Unlike the Fanatic, the Celebrant pursues zir 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.


Chameleon

Source: V20 Core

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.


Child

Source: V20 Core

The Child is still immature in personality and temperament. Ze wants what ze wants now, and often prefers someone to give it to zir. Although ze can typically care for zirself, ze would rather have someone cater to zir 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 xemself, or to nurture you.


Competitor

Source: V20 Core

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 them 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 a 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.


Conformist

Source: V20 Core

The Conformist is a follower, taking another’s lead and finding security in the decisions of others. Ze prefers not to take charge, instead seeking to throw in with the rest of the group and lend zir own unique aid. The Conformist is drawn to the most dynamic personality or the individual ze 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 support.


Conniver

Source: V20 Core

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 zir a thief, a swindler, or less pleasant terms, but ze knows that everybody in the world would do unto them if they could. Ze 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 xyr own best interests.


Coward

Source: V3/Revised Victorian Age

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

Regain a point of Willpower whenever you reveal something about yourself without being hurt or utterly revealed.


Creep Show

Source: V20 Core

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.


Critic

Source: V20 Anarchs Unbound

The Critic observes the world around zir with a jaundiced eye, seeking out flaws and deficiencies. Ze experiences a special satisfaction in exploiting these weaknesses publically so that eventually the design will improve. Some Critics feel it is their duty to push the world to be better.

Regain a point of Willpower whenever you find a flaw in a design or plan and then improve upon it.


Crusader

Source: Hunter Book: Avenger

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 pedestrian as eliminating jaywalkers from city streets. These individuals live their ideals instead of merely preaching them, hoping to effect change by actions and examples. Social activists, young politicians, rookie cops, and junior reporters often exemplify the Crusader Archetype.

Regain a point of Willpower hen your actions inspire others to adopt your beliefs.


Curmudgeon

Source: V20 Core

A Curmudgeon is bitter and cynical, finding flaws in everything and seeing little humor in life or unlife. Ze 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 xe 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.


Dabbler

Source: V20 Core

The Dabbler is interested in everything but focuses on nothing. Ze 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 ze 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 a point of Willpower whenever you find a new enthusiasm and drop your old one completely.


Defender

Source: V3/Revised Dark Ages: Vampire

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.

Regain a point of Willpower whenever you successfully defend your chosen object of loyalty from some outside threat.


Deviant

Source: V20 Core

The Deviant is a freak, ostracized from society by unique tastes or beliefs that place them 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 weirdos 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 when


Director

Source: V20 Core

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.


Dreamer

Source: Hunter: The Reckoning Rulebook

Dreamers strive to use their ideas to rise above their surroundings or limitations. They may share their views with others, but seldom have a plan for going from what is to what should be. Thus, Dreamers’ lofty goals are often met with skepticism, but it is these tests of societal boundaries that bring about change in the end. Inventors, artists, and philosophers most closely embody the Dreamer Archetype.

Regain a point of Willpower whenever you convince someone to alter their course of action and follow your vision.


Enigma

Source: V20 Core

The Enigma’s actions are bizarre, puzzling, and inexplicable to everyone except zirself. Zir strangeness may be a residual effect from zir Embrace, or the most effective way for zir to carry out zir work. To the rest of the world, however, zir erratic actions suggest that ze’s 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.


Eye of the Storm

Source: V20 Core

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.


Explorer

Source: V3/Revised Victorian Age

How can we claim to understand the world when so much of it remains undocumented? The Explorer seeks to better zirself through a fuller understanding of zir environs. Ze often quickly grows bored and has little use for large collections of things. The Explorer is not necessarily interested in a physical journey across the globe. Ze may satisfy zir taste for exposure with a trip across the pond, or ze may simply want to sample foreign food (or vitae...) and music. Dilettantes, soldiers, merchants, artists, scientists, and pioneers embody the Explorer Archetype.

Regain a point of Willpower whenever you sample something or someplace new. If you go too long — a week, perhaps — without testing yourself or finding something that thrills you, lose one Willpower point to boredom.


Fanatic

Source: V20 Core

The Fanatic has a purpose, and that purpose consumes zir existence. The Fanatic pours zirself into zir cause, and ze may even feel guilty for undertaking any objective that deviates from zir 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 zir 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.


Fatalist

Source: V3/Revised Victorian Age

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 zir and knows that there is no escape. All of the modern technology, the social reform, and the artistic crusades are pointless. The Fatalist finds a boundless freedom or an unavoidable prison in zir outlook. Fatalists are often the survivors of great hardships, whether internalized or physically experienced.

Regain a point of Willpower whenever someone else experiences your personal interpretation of Fate in your presence. At the Storyteller’s discretion, you may also regain a point of Willpower whenever you gain new insight into the infinite simplicity of the universe through some personal hardship.


Gallant

Source: V20 Core

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 point of Willpower 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.


Gambler

Source: Hunter: The Reckoning Rulebook

To the Gambler, life is a toss of the dice and there is no greater thrill than beating the odds. Gamblers sometimes get themselves into dangerous situations simply for the affirmation that comes from escaping it. Daredevils, extreme-sports fanatics, and stock brokers are good examples of the Gambler Archetype.

Regain a point of Willpower when you triumph against difficult odds, especially when you’ve stacked them against yourself.


Guru

Source: V20 Core

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 xe normally would not have taken. Also, regain a point of Willpower whenever you achieve an epiphany that relates to your personal philosophy.


Heretic

Source: M20 Book of Secrets

Grab your chainsaw and line up the sacred cows! Whatever your companions regard as “orthodox” and proper is, to you, anathema. Perhaps you follow a confrontational approach to your culture’s institutions; or you undermine authorities that you consider to be corrupt. You could introduce a decidedly unconventional change to an established tradition, or revere a path or godhead that most folks consider to be “evil.” Linguistically, heretic combines implications of choice, belief, and the act of taking something valuable. Whether your heresy is religious, philosophical, political, or some mixture of them all, you refuse to accept the popular (and perhaps demanded) creed.

Regain a point of Willpower whenever you challenge a commonly held conviction and manage to change people’s minds about that belief.


Hunter

Source: V2 Dark Ages Libellus Sanguinis IV: Thieves in the Night

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 fortress 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 in studying your victims and approaching them without arousing suspicion. You may even believe your own coterie the ultimate game, and enjoy seeing how close you can get to them without arousing their suspicion.

Regain a point of Willpower 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

Source: V20 Core

The Idealist believes — truly, madly, deeply — in some higher goal or morality. The object of zir 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 zir beliefs with the demands of vampiric existence, often acting contrary to zir 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.


Judge

Source: V20 Core

The Judge perpetually seeks to improve the system. A Judge takes pleasure in zir 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.


Loner

Source: V20

Even in a crowd the Loner sticks out, because ze so obviously does not belong. Others view Loners as pariahs, remote, and isolated, but in truth the Loner prefers zir 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-their-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.


Machine

Source: Hunter Book: Judge

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. Machines are often so driven in their purpose that they seem more like engines 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 Machine from a goal is Final Death.

Regain a point of Willpower when you are able to bulldoze through or persevere beyond a seemingly insurmountable situation.


Martyr

Source: V20

The Martyr suffers for zir cause, enduring zir trials out of the belief that zir discomfort will ultimately improve others’ lot. Some Martyrs simply want the attention or sympathy zir 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.


Masochist

Source: V20 Core

The Masochist exists to test zir limits, to see how much pain ze can tolerate before ze collapses. Ze gains satisfaction in humiliation, suffering, denial, and even physical pain. The Masochist defines who ze is by zir capacity to feel discomfort — ze 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 zir own limits in zir exacting schemes.

Regain a 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.


Monster

Source: V20 Core

The Monster knows ze is a creature of darkness and acts like it. Evil and suffering are the Monster’s tools, and ze uses them wherever ze goes. No villainy is below zir, 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 ze 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 xyr 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 zir own descent into the Beast, not rampaging ungovernably because ze gains an ever refreshing pool of bonus dice.


Nihilist

Source: V20 Anarchs Unbound

The Nihilist believes that life is without objective purpose or intrinsic value. Since nothing matters, the Nihilist feels morally free to indulge in whatever destructive passions ze might crave at the moment.

Regain a point of Willpower whenever you engage in self-destructive behavior.


Nonpartisan

Source: Hunter Book: Judge

The Nonpartisan deals with people and information and enters situations without preconceived notions. Ze measures people on what they say and 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 ze acts without planning or cannot be impetuous, simply that ze accepts few facts without accepting them zirself.

Regain a point of Willpower whenever your resistance of popular sentiment or belief about a creature or situation is vindicated.


Outsider

Source: V3/Revised Victorian Age

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

Regain a point of Willpower whenever you discover something about yourself through the decisions someone else makes, especially when those decisions are different than those you made.


Paragon

Source: Hunter Book: Innocent

The Paragon knows that others watch zir actions, so ze keeps zirself to the strictest code of behavior and morality. For zir, ethics are not immaterial words, but the superstructure of life, the only things that keep zir sane in the face of the missions’ horrors. By acting rightly, ze hopes to inspire others to do the same. This road can be a hard one, especially if others refuse to follow zir example. Leaders, teachers, and the puritanical can be Paragons.

Regain a point of Willpower whenever you inspire ethical behavior in others or resist overwhelming temptation to compromise your morals (Storyteller’s discretion).


Pedagogue

Source: V20 Core

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 zir 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 a point of Willpower whenever you see or learn of someone who has benefited from the wisdom you shared with xem.


Penitent

Source: V20 Core

The Penitent exists to atone for the grave sin ze commits simply by being who ze 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

Source: V20 Core

Perfectionist Archetypes demand flawless execution. A half-hearted job gives the Perfectionist no satisfaction, and ze expects the same degree of commitment and attention to detail from others that ze demands from zirself. Although the Perfectionist may be exacting, the achievement of the end goal drives zir, and often those for whom ze is responsible. Prima donnas, artists, and architects exemplify the Perfectionist Archetype. A Perfectionist Kindred might be a zealous Sabbat member who expects more than zir pack can consistently deliver, or ze may be a moralist who sometimes applies zir own high standards of Humanity to others in zir 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.


Questor

Source: V3/Revised Victorian Age

The Questor seeks to find the one great answer that will make sense of the world. With so much suffering and confusion all around zir, 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.

Regain a point of Willpower whenever you reach some concise life lesson that could become a rule of thumb. This rule is inevitably disproved, but it’s just answers you seek, after all, not necessarily the truth.


Rebel

Source: V20 Core

The Rebel is a malcontent, never satisfied with the status quo or the system as it is. Ze hates the very idea of authority and does everything in zir power to challenge and undermine it. Perhaps the Rebel truly believes in zir ideals, but it is just as likely that ze bears authority figures some ill will over a “wrong” done to zir in the past. A Rebel may hate institutions categorically, or ze 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 zir character rebels against when ze 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.


Rogue

Source: V20 Core

Only one thing matters to the Rogue: zirself. To each their own, and if others cannot protect their claims, they have no right to them. The Rogue is not necessarily a thug or bully, however. Ze 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 zir 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.


Sadist

Source: V20 Core

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.


Scientist

Source: V20 Core

To a Scientist, existence is a puzzle which ze 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 ze examines zir 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 ze sticks by it.

Regain a point of 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.


Show-Off

Source: Werewolf Players Guide

The Show-Off gets zir self-worth entirely from others. Ze craves approval and praise, and goes to extreme lengths to get it — even risking zirself and things ze loves if necessary. Ze does not think of protection and has no compunctions about using others’ good opinions to zir own advantage — ze simply craves approval for its own sake so that ze can feel good about zirself.

Regain a point of Willpower 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.


Sociopath

Source: V20 Core

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 a point of 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 need not result from a massive combat — like killing every member of a movie audience or gunning down defenseless patrons in a bank robbery.


Soldier

Source: V20 Core

The Soldier is not a blindly loyal follower. While ze exists for orders, ze 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 zir own techniques to others’ goals. While ze may seek command zirself someday, zir 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 the Storyteller’s discretion, pulling off a spectacular success or fulfilling a lengthy mission may well be worth additional Willpower points.


Stoic

Source: Hunter Book: Judge

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 zir and tries not to let zir 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 can all be examples of the Stoic Archetype.

Regain a point of Willpower whenever you overcome a serious setback or loss without giving in to anger or other strong emotions.


Survivor

Source: V20 Core

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 zirself kicked from hunting ground to hunting ground with no acknowledged claim of domain.

Regain a point of Willpower whenever you survive a threatening situation through tenacity, or when your counsel causes someone else to persist in spite of opposition.


Teacher

Source: Hunter Book: Redeemer

The Teacher derives 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, while others are more eclectic. Lecturers, writers, academics, and reformers can exemplify the Teacher Archetype.

Regain a point of Willpower when you teach someone a useful skill or a vital piece of knowledge or wisdom.


Thrill-Seeker

Source: V20 Core

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 — ze 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 zir character into danger for the sole intent of harvesting Willpower.


Traditionalist

Source: V20 Core

The orthodox ways satisfy the Traditionalist, who prefers to accomplish zir 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.


Trickster

Source: V20 Core

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.


Vigilante

Source: Hunter Book: Avenger

The Vigilante has no faith in the laws of the land, preferring to take matters into zir own hands and seek revenge. When confronted by what is clearly an offense against zirself 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.

Regain a point of Willpower when you successfully strike back at a person or organization that has wronged you or someone you know.


Visionary

Source: V20 Core

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; ze 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. Zir greatest successes may indeed come after zir Final Death.