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Spis treci

Personality Archetypes.........................................................................................................................5
Addict...............................................................................................................................................5
Adherent...........................................................................................................................................5
Adjucator.........................................................................................................................................6
Advisor.............................................................................................................................................6
Alpha................................................................................................................................................6
Analyst.............................................................................................................................................6
Arbitrator.........................................................................................................................................7
Architect...........................................................................................................................................7
Artist................................................................................................................................................7
Artiste...............................................................................................................................................7
Autocrat...........................................................................................................................................8
Au Courant.......................................................................................................................................8
Autist................................................................................................................................................8
Avant-Garde.....................................................................................................................................8
Barbarian..........................................................................................................................................8
Barterer............................................................................................................................................9
Benefactor........................................................................................................................................9
Beta..................................................................................................................................................9
Big Bad Wolf...................................................................................................................................9
Bon Vivant.....................................................................................................................................10
Bravo..............................................................................................................................................10
Builder...........................................................................................................................................10
Bureaucrat......................................................................................................................................10
Capitalist........................................................................................................................................11
Caregiver........................................................................................................................................11
Caretaker........................................................................................................................................11
Cavalier..........................................................................................................................................11
Celebrant........................................................................................................................................12
Chameleon.....................................................................................................................................12
Child...............................................................................................................................................12
Commando.....................................................................................................................................12
Competitor.....................................................................................................................................13
Conformist.....................................................................................................................................13
Confidant.......................................................................................................................................13
Conniver.........................................................................................................................................13
Contrary.........................................................................................................................................14
Coward...........................................................................................................................................14
Crackerjack....................................................................................................................................14
Creep Show....................................................................................................................................14
Critic..............................................................................................................................................15
Crusader.........................................................................................................................................15
Crusader.........................................................................................................................................15
Cub.................................................................................................................................................15
Curmudgeon...................................................................................................................................16
Dabbler...........................................................................................................................................16
Defender.........................................................................................................................................16
Demagogue....................................................................................................................................16
Dependent......................................................................................................................................17
Deputy............................................................................................................................................17
Deviant...........................................................................................................................................17
Devil's Advocate............................................................................................................................17
Director..........................................................................................................................................18
Dreamer.........................................................................................................................................18
Drifter.............................................................................................................................................18
Driven............................................................................................................................................18
Eccentric........................................................................................................................................19
Elitist..............................................................................................................................................19
Engine............................................................................................................................................19
Enigma...........................................................................................................................................19
Entertainer......................................................................................................................................20
Entrepreneur...................................................................................................................................20
Evangelist.......................................................................................................................................20
Explorer.........................................................................................................................................20
Eye of the Storm............................................................................................................................21
Fanatic............................................................................................................................................21
Fatalist............................................................................................................................................21
Follower.........................................................................................................................................21
Futurist...........................................................................................................................................22
Gallant............................................................................................................................................22
Gambler.........................................................................................................................................22
Guardian.........................................................................................................................................22
Guru...............................................................................................................................................23
Hacker............................................................................................................................................23
Healer.............................................................................................................................................23
Hedonist.........................................................................................................................................23
Honest-Abe....................................................................................................................................24
Hunter............................................................................................................................................24
Idealist............................................................................................................................................24
Innovator........................................................................................................................................25
Investigator....................................................................................................................................25
Jester..............................................................................................................................................25
Jobsworth.......................................................................................................................................26
Judge..............................................................................................................................................26
Leader............................................................................................................................................26
Leech..............................................................................................................................................26
Loner..............................................................................................................................................27
Loyalist..........................................................................................................................................27
Machine.........................................................................................................................................27
Mad Scientist.................................................................................................................................27
Manager.........................................................................................................................................28
Maniac...........................................................................................................................................28
Manipulator....................................................................................................................................29
Martyr............................................................................................................................................29
Masochist.......................................................................................................................................29
Masquerader...................................................................................................................................29
Melancholic...................................................................................................................................30
Megalomaniac................................................................................................................................30
Mercenary......................................................................................................................................30
Meddler..........................................................................................................................................30
Mediator.........................................................................................................................................31
Misfit..............................................................................................................................................31
Monger...........................................................................................................................................31
Monster..........................................................................................................................................32
Nonpartisan....................................................................................................................................32
Omega............................................................................................................................................32
Optimist.........................................................................................................................................33
Outsider..........................................................................................................................................33
Packmate........................................................................................................................................33
Paragon..........................................................................................................................................33
Patrician.........................................................................................................................................33
Patron.............................................................................................................................................34
Pedagogue......................................................................................................................................34
Penitent..........................................................................................................................................34
Perfectionist...................................................................................................................................34
Plotter.............................................................................................................................................35
Poltroon..........................................................................................................................................35
Pragmatist......................................................................................................................................35
Praise-seeker..................................................................................................................................35
Predator..........................................................................................................................................36
Provider..........................................................................................................................................36
Quester...........................................................................................................................................36
Questor...........................................................................................................................................36
Rebel..............................................................................................................................................37
Recognition-seeker........................................................................................................................37
Reformist.......................................................................................................................................37
Reluctant Garou.............................................................................................................................37
Renunciate.....................................................................................................................................38
Rogue.............................................................................................................................................38
Rumormonger................................................................................................................................38
Sadist..............................................................................................................................................39
Sage................................................................................................................................................39
Scientist..........................................................................................................................................39
Scoundrel.......................................................................................................................................39
Seer................................................................................................................................................40
Sensualist.......................................................................................................................................40
Show-off........................................................................................................................................40
Sneak..............................................................................................................................................41
Sociopath.......................................................................................................................................41
Soldier............................................................................................................................................41
Stoic...............................................................................................................................................41
Supplicant......................................................................................................................................42
Survivor.........................................................................................................................................42
Swindler.........................................................................................................................................42
Sycophant.......................................................................................................................................43
Teacher...........................................................................................................................................43
Theorist..........................................................................................................................................43
Thrill-Seeker..................................................................................................................................43
Traditionalist..................................................................................................................................44
Trickster.........................................................................................................................................44
True Believer.................................................................................................................................44
Tycoon...........................................................................................................................................44
Waif................................................................................................................................................45
Wanderer........................................................................................................................................45
Warrior...........................................................................................................................................45
Vigilante.........................................................................................................................................46
Visionary........................................................................................................................................46
ARCHTYPES:...............................................................................................................................46
ARCHITECT............................................................................................................................46
AUTOCRAT.............................................................................................................................47
AUTIST....................................................................................................................................47
ASCETIC..................................................................................................................................47
AVANT GARDE.......................................................................................................................47
BARBARIAN...........................................................................................................................48
BON VIVANT...........................................................................................................................48
BRAVO.....................................................................................................................................48
CAVALIER................................................................................................................................48
CALIGULAN...........................................................................................................................49
CAMELEON............................................................................................................................49
CAPITALIST............................................................................................................................49
CAREGIVER............................................................................................................................49
CELEBRANT...........................................................................................................................49
CHILD......................................................................................................................................50
COMPETITOR.........................................................................................................................50
CONFORMIST.........................................................................................................................50
CONFIDANT............................................................................................................................50
CONNIVER..............................................................................................................................50
CREEP SHOW..........................................................................................................................51
CRITIC......................................................................................................................................51
CURMUDGEON......................................................................................................................51
DABBLER................................................................................................................................51
DEVIANT.................................................................................................................................51
DIRECTOR...............................................................................................................................52
DEFENDER..............................................................................................................................52
ENIGMA...................................................................................................................................52
EYE OF THE STORM.............................................................................................................52
FANATIC..................................................................................................................................52
EPICUREAN............................................................................................................................53
GALLANT................................................................................................................................53
GURU.......................................................................................................................................53
HONEST-ABE..........................................................................................................................53
HUMANIST..............................................................................................................................53
INNOVATOR............................................................................................................................54
IDEALIST.................................................................................................................................54
JESTER.....................................................................................................................................54
JOBSWORTH...........................................................................................................................54
JUDGE......................................................................................................................................55
LONER.....................................................................................................................................55
MANIPULATOR......................................................................................................................55
MARTYR..................................................................................................................................55
MASOCHIST............................................................................................................................55
MEDIATOR..............................................................................................................................56
MERCENARY..........................................................................................................................56
MONSTER................................................................................................................................56
OPTIMIST................................................................................................................................56
PATRON....................................................................................................................................56
PEDAGOGUE..........................................................................................................................57
PENITENT................................................................................................................................57
PERFECTIONIST....................................................................................................................57
PLOTTER.................................................................................................................................57
POLTROON..............................................................................................................................58
PRAISE SEEKER.....................................................................................................................58
REBEL......................................................................................................................................58
ROGUE.....................................................................................................................................58
SADIST.....................................................................................................................................58
SCIENTIST...............................................................................................................................59
SOCIOPATH.............................................................................................................................59
SOLDIER..................................................................................................................................59
SURVIVOR...............................................................................................................................59
SYCOPHANT...........................................................................................................................60
THRILL SEEKER.....................................................................................................................60
TRADITIONALIST..................................................................................................................60
TRICKSTER.............................................................................................................................60
TYRANT..................................................................................................................................60
VISIONARY.............................................................................................................................61

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

Regain Willpower when you give in completely to your addiction and sate it.

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

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

Regain Willpower whenever you provide a solution to a problem which results in an immediate
resolution.

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

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

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

Regain Willpower when your leadership provides the correct solution to a situation and your
entitlement to lead becomes apparent. When your leadership proves invalid, or youre just plain wrong
and you are challenged for it, a lost challenge results in the loss of a willpower point.

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

Regain Willpower whenever careful study of a subject results in valuable new insights that reinforce
or develop your hopes for the future.

Arbitrator
The world is harsh enough, and too many people are looking to make it worse. You try to go that extra
mile and work out others grievances before folks come to blows. You cant please all the people all the
time, but you can do your best to find the most equitable solution to any conflict. You believe that
bargaining and compromise can solve any problem. Even when your advice isnt solicited, you actively
attempt to smooth over peoples differences with advice and negotiation. Many Philodox adopt this
archetype.

Regain Willpower when you guide others through a dispute and forestall a confrontation.

Architect
The Architect has a sense of purpose even greater than herself. She is truly happy only when creating
something of lasting value for others. People will always need things, and the Architect strives to
provide at least one necessity. Inventors, pioneers, town founders, entrepreneurs, and the like are all
Architect Archetypes. 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.

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

Regain Willpower whenever a person gains something useful - knowledge, a warning, resolve - from
a piece of your work

Artiste
The artiste is interested in art for arts 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 her art and
usually the acceptance of it as well. Poets, playwrights, painters, composers and other such romantic
demonstrative sorts are artiste archetypes. They can typically be found in Parisian and Budapest coffee
or absinthe houses, university quads and dilapidated brothels or hostels serving as communes.

Regain a point of Willpower whenever you manage to reach an audience through something youve
created. If the audience is unreceptive or unmoved, you regain nothing.
Autocrat
The Autocrat wants to be in charge. He seeks prominence for its own sake, not because he has an
operations 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.

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

Regain Willpower when you discover an innovative spin on an old idea.

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

Regain one Willpower point whenever another character confesses he is unable to understand you,
or whenever someone makes a false assumption about you that gives you an advantage.

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

Regain one Willpower point whenever you are first with a piece of news or some other significant
discovery.

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

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

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.

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

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

The flip-side of generosity is Obligation, and you often feel obligated to help someone whether she
wants it or notor 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.

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

Regain willpower whenever your counsel or aid is the direct cause for your packs success.
Conversely, you lose one point of Willpower whenever your counsel results in a loss, or when the alpha
you have been blindly following and supporting is proven unfit for his role.

Big Bad Wolf


The Big Bad Wolf craves fear. Not her own: the fear of others. She may delight in stalking humans,
intimidating 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
Bon Vivant
The Bon Vivant knows that life and unlife is shallow and meaningless. As such, the Bon Vivant
decides to enjoy her time on Earth. The Bon Vivant is not necessarily irresponsible. Rather, she is
simply predisposed to having a good time along the way. Most Bon Vivants have low Self-Control
ratings, as they are so given to excess. Hedonists, sybarites, and dilettantes are all examples of the
Bon Vivant Archetype. A Kindred Bon Vivant may sire a brood of fawning 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 Storytellers option, a particularly fabulous revel may yield multiple Willpower points.

Bravo
The Bravo is a tough and a bully, and often takes perverse pleasure in tormenting the weak. To the
Bravos 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. Hes 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.

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

Regain Willpower whenever your actions result in something of lasting worth and importance.
Conversely, lose one point of willpower when something you invested blood, swear, and tears in is
haphazardly destroyed.

Bureaucrat
Laws are meant to be followed, or else utter chaos will rule and the Wyrm will win for sure. You follow
and advocate all the rules of Garou society to the letter. Not only the Litany, but also the unspoken laws
of the wild have merit, as do the rules and regulations of humans. Only by playing by the rules can the
Wyrm be beaten.

Regain Willpower whenever you manage to convey your sense of duty to others, and situations are
solved by the book as a result of your advocacy. On the flipside, lose one point of Willpower when
going by the book proves to be the wrong approach.
Capitalist
You are the ultimate mercenary, realizing that there is always a market to be developed anything can
be a commodity. You have a keen understanding of how to manipulate both 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 youll use anything to your advantage. Sales-men, 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
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
theyve 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.

Caretaker
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 mankinds 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.

Cavalier
You are as bold, intrepid, valiant and fearless as you need to be to complete your duty. You are the hero
who tries to live up to glorious ideals and codes of justice. By protecting that which is good, you seek to
preserve the society that made you what you are. If your Nature is Cavalier, and your Humanity ever
falls below four, you have to choose a new Nature. You probably hate Deviants, though you may not
always recognize them.

Regain three Willpower points when you manage to accomplish a significant task that positively
affects the group to which you belong.

Celebrant
The Celebrant takes joy in her cause. Whether the characters 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.

Chameleon
Independent and self-reliant, you carefully study the behavior and mannerisms of everyone you come in
contact with so you can pass yourself off as someone else later. You spend so much time altering your
mannerisms and appearance that your own sire may not even recognize you. Spies, con artists, drag
queens, and impostors best represent the Chameleon.

Regain a point of Willpower whenever you fool someone into thinking youre someone else for your
own (or your pack or coteries) benefit.

Child
The Child is still immature in personality and temperament. He wants what he wants now, and often
prefers someone to give it to him. Although he can typically care for himself, he would rather have
someone cater to his capricious desires. Some Child Archetypes are actually innocent rather than
immature, ignorant of the cold ways of the real world. Actual children, spoiled individuals, and some
drug abusers are Child Archetypes. Kindred with the Child Archetype might have not yet fully reached
an understanding of the world and have some characteristic such as cruelty, entitlement, sympathy, or
hunger that is out of balance with their other personality aspects, as they havent 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.

Commando
Whether anyone appreciates it or not, youre the one who gets the job done the tougher, the better.
Youre no stranger to pain, and youll never let it distract you from the task at hand. Your willingness to
charge ahead can sometimes cause headaches for the group, however, as you dont like to slow down
so others can catch up.
Regain Willpower whenever you accomplish a task at great risk to yourself.

Competitor
The Competitor takes great excitement in the pursuit of victory. To the Competitor, every task is a new
challenge to meet and a new contest to win. Indeed, the Competitor sees all interactions as some sort
of opportunity for her to be the best the best leader, the most productive, the most valuable, or
whatever. Corporate raiders, professional athletes, and impassioned researchers are all examples of
Competitor Archetypes. Kindred Competitors have any number of resources and accomplishments over
which to assert themselves, from mortal herds and creature comforts to titles and prestige in Kindred
society.

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; its an entire dramatic situation. Especially difficult victories may,
at the Storytellers discretion, allow you to regain multiple Willpower points.

Conformist
The Conformist is a follower, taking anothers 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
support.

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

Regain Willpower whenever people come to you for your confidence and advice. Conversely, lose
Willpower whenever you use these confessions for personal gain and get caught

Conniver
Why work for something when you can trick somebody else into getting it for you? The Conniver always
tries to find the easy way, the fast track to success and wealth. Some people call him a thief, a swindler,
or less pleasant terms, but he knows that everybody in the world would do unto him if they could. He
just does it first, and better. Criminals, con artists, salespeople, urchins, and entrepreneurs might be
Connivers. Some would argue that all Kindred are Connivers in some sense, but those that have the
Conniver archetype maybe 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.

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

Regain Willpower whenever your contrary actions cause another person to question a previous
assumption

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

Crackerjack
Damn, youre good! Youre so good at whatever it is you do that people cant help but be impressed.
Flamboyant and extroverted, youre the center of attention. Its important, of course, that you live up to
your reputation. So polish up those skills and smile! In the chandelier of life, you are the halogen bulb.
Make sure everyone can see your light!

Regain Willpower whenever you make an especially successful die roll (four successes or more
against a difficulty of 7 or higher) or pull off some impressive stunt in spite of devastating odds.

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

Regain one Willpower point whenever you are able to discover a significant imperfection that has
escaped the attention of others.

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

Regain Willpower when your actions inspire others to adopt your beliefs.

Crusader
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 research scientist, a facilitator or a literal solider, 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. Crusaders beliefs are not bound by convenience.

Cub
The Cub isnt ready to take responsibility. Hes 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..

Curmudgeon
A Curmudgeon is bitter and cynical, finding flaws in everything and seeing little humor in life or unlife.
He is often fatalistic or pessimistic, and has very little esteem for others. To the Curmudgeon, the glass
is never more than half-full, though it may be damn near empty when other people are involved. Many
Internet junkies, pop-culture fans, and Generation X- ers are Curmudgeons. Kindred Curmudgeons see
elder oppression or spoiled neonates running amok behind every development in undead society, and
may or may not rise beyond acerbic grumbling to change any problems they perceive.

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 Malkavians 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
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
Dabblers 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.

Defender
Everything that matters in the world struggles to survive in the face of its enemies. This isnt 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 youve given
your allegiance.

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

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

Regain Willpower when you convince others to act by preying on their fears or dislikes.
Dependent
The Dependent needs people. She feels worthless if others arent showing her how much they care. A
wraith with this Nature gets involved in activities (even dangerous ones)or learns new skills just to look
good to her friends. Shes afraid to disagree with the people she respects, and she alters her opinion to
match theirs. The Dependent has a great deal of difficulty standing up to anyone, and she is often taken
advantage of by people who pick up on this failing.

Regain Willpower when you get someone to show approval of you or your accomplishments.

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

Regain Willpower whenever you complete a difficult task and someone else takes the credit.

Deviant
The Deviant is a freak, ostracized from society by unique tastes or beliefs that place her outside the
mainstream. Deviants are not indolent rebels or shiftless unrecognized geniuses; rather, they are
independent thinkers who dont 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.

Devil's Advocate
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 really 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.

Director
To the Director, nothing is worse than chaos and disorder. The Director seeks to be in charge, adopting
a my way or the highway attitude on matters of decision-making. The Director is more concerned with
bringing order out of strife, however, and need not be truly in control of a group to guide it. Coaches,
teachers, and many political figures exemplify the Director Archetype. 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
You are horribly detached from reality, and spend large amounts of time imagining a better world
around you. Sometimes you stare off into space for long periods of time just thinking, or even spend
time in the Tempest hoping to ride on the waves of the dreams of others. Odds are you have Argos to
help you survive on your journeys. You are only happy as events get stranger and more unusual.

You are fortunately easy to get along with, as long as people dont depend on you. In a crisis situation,
you may try to imagine you are somewhere else, or come up with brilliant but impossible solutions.

Regain Willpower whenever you are in a surreal situation, or encounter something completely out of
the norm.

Drifter
You drifted through your life, taking everything in stride. You prefer to let things happen to you, and wait
until events sort themselves out without

your interference. You strongly avoid making the decisions, and tend to rely on your companions to
make them for you. Sometimes you try to postpone making a choice long enough for one of your
options to go away.

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

Regain Willpower when you weasel your way around making a decision by stalling, forcing it on
someone else, or some other means.

Driven
You are out to prove yourself to everyone and everything. Regardless of how hard you try, you cannot
turn back from a challenge, no matter how great. You convince yourself that once you make it a little bit,
youll be able to relax and reap the benefits of all your hard work. Of course, that day will never come;
once you reach a plateau, you can only see a higher one to conquer.
Your dealings with others are often somewhat strained you know that they can be sacrificed to aid
your success. They should work as hard as they can if they want to even come close to your level of
achievement, and you can always lead them to complete your ends.

Regain Willpower upon accomplishing a particularly difficult task.

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

Regain Willpower whenever an eccentricity of yours accidentally provides critical information, an early
warning, an escape route, or otherwise saves the day.

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

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

Regain Willpower when anyone not of your particular persuasion fails miserably.

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

Regain Willpower when your character is able to bulldoze through or persevere beyond a seemingly
insurmountable situation.

Enigma
Your actions are bizarre, puzzling, and inexplicable to everyone except yourself. Your strangeness may
be 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 youre 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.

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

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

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

Regain Willpower when your work makes some lasting or significant change in the people around
you.

Entrepreneur
You understand that one day theyll run out of frontier, and youre going to be the one to profit from your
foresight. You may be a land-friendly developer, an inventor, or just a lowly tinhorn, but you know your
fortune awaits. For every person who sets foot in the West, theres one new idea; youll take the best
ideas and turn them into cash. This Archetype is common among Iron Riders.

Regain Willpower whenever one of your farsighted ventures succeeds.

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

Regain Willpower when you are able to convince someone that one of the foundational points of your
belief is legitimate.

Explorer
You have an inquisitive mind that causes you to unveil the secrets of the world around you. Whether
youre searching through uncharted wilderness or exploring the inner workings of a new social circle, it
is the thrill of discovery that fuels your ambition. The frontier provides a never-ending supply of new
experiences, as well as a constant influx of fresh personalities.
Regain Willpower whenever you successfully discover something truly unique or uncover some
hidden truth.

Eye of the Storm


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.

Fanatic
The Fanatic has a purpose, and that purpose consumes his existence. The Fanatic pours himself into
his cause, and he may even feel guilty for undertaking any objective that deviates from his higher goal.
To the Fanatic, the end justifies the means the cause is more important than those who serve it.
Players who choose Fanatic Archetypes must select a cause for their character to further.
Revolutionaries, zealots, and sincere firebrands are all examples of Fanatic Archetypes. 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
The Fatalist believes in an inescapable force of destiny. The Positive Fatalist believes that life must be
lived, even though the outcome is fixed. There is no point in shying away from your existence, since
what happens, happens. The Negative Fatalist feels the crushing weight of the universe on him and
knows there is no escape. All of the modern technology, the social reform, and the artistic crusades are
pointless. The Fatalist finds a boundless freedom or an unavoidable prison in his 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 storytellers discretion, you may also regain a point of Willpower whenever you
gain new insight into the infinite simplicity of the universe through hardship.

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

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

Regain a point of Willpower whenever you first come upon some progressive device or concept.
Reading about such things isnt enough. You have to meet people and touch things. At the Storytellers
discretion, you may regain two Willpower points whenever you actually contribute to the creation of
some futuristic development.

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

Gambler
Life is risk. It involves taking a chance; perhaps even a leap of faith, hoping things will turn out for the
best. People who are afraid to take chances lead simple, dull lives, but youre not like that. Youre willing
to risk it all for the hope of something better. Youre not foolhardy, but youre willing to take chances
some people call foolish, if thats what it takes.

Regain Willpower when you take a chance and come out ahead.

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

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

Rage may undo you if you're not careful. It's hard to use yourself as a shield without getting angry with
the attackers or occasionally resenting those under your protection. Even the calmest soul may grow
disgusted, and in a moment of anger, destroy all that she defends.
Regain a point of Willpower when you successfully shield some worthy parry from great harm.

Guru
Your enlightenment draws others to you. You may be a mentor of a particular Path of Enlightenment, a
priest with the Church, or merely an idealist. 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.

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

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

Sometimes though, you go too far. This perversity forces you to screw with things better left alone.
Even when you know you really shouldn't hack into the Matriarch's data base 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 had left alone,
or when you figure out some way to drastically improve something you've been tinkering with.

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

Regain Willpower when you are able to heal grievous wounds of anothers' mind or body.

Hedonist
The Apocalypse is coming so have as good a time as possible. A human would call you a bon vivant,
sensualist, epicure, or voluptuary but your fellow Garou call you idler, loafer, layabout and
irresponsible pleasure-seeker. You are quite the party animal, though: The words austerity, self-denial,
and self- discipline have no place in your life. Still, you dont mind a little hard work, so long as a good
time awaits you upon its completion.
Regain Willpower whenever you have a truly good time and can fully express your exaltation (or
perhaps even more points if you enjoy an especially boisterous night)

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

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

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

The hunter and prey axiom is not necessarily a violent one. You do not deliberately hunt after your
companions, but you make it a point of knowing their strengths and weaknesses should the time come.
In fact, youre 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 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
The Idealist believes truly, madly, deeply in some higher goal or morality. The object of his
idealism may be something as pragmatic as the Camarillas 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.
Innovator
Theres 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 way of
doing things, and turning them into the new reality. Past achievements are always good, but theyre 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.

Youre 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 breakthrough; a new Procedure, a new device,
a brilliant tactic or even a promotion.

Investigator
Things happen for a reason, and you want to know what it is. You could be a detective, a research
scientist, 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
careful how you go about it

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

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

Regain Willpower when a hard investigation turns up something really important. The importance
should go further than a simple 'I'm a detective and I found some Tradition wizards to kill. The harder
the quest, the more rewarding it becomes.

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

Jobsworth
You are dedicated to the unbroken routine of your existence, and refuse to do anything that
compromises your routine and established practices. No matter how urgent or deserving an individual
case may be, the preservation of established practices and routines is more important. Individual
decisions and considerations are fallible, whereas routines and

established procedures are the distilled wisdom of years or decades of decision-making. Routines are
what separate order from chaos. Make an exception once, and it sets a dangerous precedent; make an
exception twice, and the door to anarchy is opened.

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

Judge
The Judge perpetually seeks to improve the system. A Judge takes pleasure in her rational nature and
ability to draw the right conclusion when presented with facts. The Judge respects justice, as it is the
most efficient model for resolving issues. Judges, while they pursue the streamlining of problems, are
rarely visionary, as they prefer proven models to insight. Engineers, lawyers, and doctors are often
Judge Archetypes. 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.

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

Regain Willpower when others follow you without questioning your orders or decisions.

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

Regain Willpower whenever others give of themselves to you and you give nothing in return.
Loner
Even in a crowd the Loner sticks out, because he so obviously does not belong. Others view Loners as
pariahs, remote, and isolated, but in truth the Loner prefers his own company to that of others. For
whatever reason, the Loner simply disdains others, and this feeling is often reciprocated. Criminals,
radicals, and free thinkers are all Loner Archetypes. 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.

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

Regain Willpower whenever you successfully maintain loyalty in the face of adversity and at great
personal cost to yourself.

Machine
Flesh is weak. You must be more than human, and you do your damnedest to be just that. Although
you're probably an Exo-Jock from the Clockwork convention, you might take a subtle road to precision -
mad doctors, ice-packs, and cash baskets can be as mechanical as any 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 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.

Mad Scientist
Science is more than the sum of its parts. You see aspects of the greater picture that even your most
gifted colleagues miss. While the Technocracy stresses conformity and solidarity, you pursue the
twisted paths just outside the accepted principles of Enlightened science. 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 captured the future! Let the others laugh. You have a job to do.

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

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 really weird gun isn't enough. You must prove that you are
not mad, merely visionary.

Manager
Without strong hands on 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.

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

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

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

Regain Willpower whenever you manage to set up an incident or situation that allows you to gain new
insight into your subject's psyche.

Martyr
The Martyr suffers for his cause, enduring his trials out of the belief that his discomfort will ultimately
improve others lot. Some Martyrs simply want the attention or sympathy their ordeals engender, while
others are sincere in their cause, greeting their opposition with unfaltering faith. Many revolutionaries,
staunch idealists, and outcasts are Martyr Archetypes. 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 anothers immediate gain.

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

Regain Willpower whenever you suffer grievous harm while accomplishing a goal important to your
cause. The Storyteller can reward you with Willpower for suffering emotional trauma as well.

Masquerader
Life is complicate enough for those who have only one lifetime. For mummies, it can dissolve into chaos
if too many things from too many pasts come home to roost at once. The only way to avoid this is to
leave as little trace of yourself as possible to leave no footprints upon the sands of time. Mortals are
better off never knowing that ancient beings like yourself walk among them and secrecy protects you
and your kind from the unwelcome attention of monster-hunters, curiosity seekers and those misguided
souls who want to live forever.

Regain one Willpower point whenever you resolve a situation without anyone finding out, or even
suspecting that you are more than just an ordinary mortal. Extraordinary circumstances such as
successfully explaining away the use of magic or possession of arcane ancient knowledge may merit
extra points.

Melancholic
Once you knew bliss. You stood at the threshold of life and death and gazed at the face of God. For
once in your life you understood and then, in a painful moment, it all came crashing down. The light
seeped away and all that was left behind was darkness and madness. You are cursed and forsaken.
You do not see visions or feel the presence of the Almighty. Instead you exist in despair, far removed
from both light and forgiveness. And those treasures are what you crave.

You might have been an innocent in life, cruelly chosen, or a king who knew no mercy, or a priest
selling lies instead of salvation. To you the world is a constant reminder of what you have lost. You are a
true harbinger and a prophet of doom. There is no doubt in your mind that you have been cursed, that
all Cainites are forsaken. However, deep within your madness lies a single glimmer of hope the belief
that redemption is possible for those who acknowledge their sins.

Regain Willpower whenever your actions cause others to question their own cursed and damned
natures.

Megalomaniac
The megalomaniac wants pure, unadulterated power. She wants to control her friends, her Circle, her
fellow Legionnaires and her neighbors. Once she realizes what a big, wide world is out there, shell
move on to larger goals. Perhaps shell make a play for an Anacreons post or for a Deathlords mask.
Power is the only goal she has, however, and shell move heaven and earth to get it.

Regain Willpower when your actions result in your gaining control over a person, group, or situation.

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

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

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

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

Regain Willpower whenever you can publically prove that your meddling results directly in positive
ends.

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

Regain one point of Willpower whenever you are able to act as a go-between between two individuals
or groups, and regain another point if you bring things to a satisfactory conclusion. The Storyteller may
award more points for particularly outstanding mediation.

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

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

But alienation takes its toll nonetheless. Other 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.

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

Regain willpower whenever you successfully preserve or reclaim whatever you value.
Monster
The Monster knows she is a creature of darkness and acts like it. Evil and suffering are the Monsters
tools, and she uses them wherever she goes. No villainy is below her, no hurt goes un- inflicted, and no
lie remains untold. The Monster does not commit evil for its own sake, but rather as a means to
understand what she has become. Unstable individuals, those who have been greatly wronged or
harmed, and those defined as sociopaths may come to display characteristics of the Monster
Archetype. 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 Monsters 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 shouldnt 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 ever-refreshing pool of bonus dice.

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

Regain willpower whenever your resistance of popular sentiment or belief is vindicated.

Omega
You know your place, and its at the bottom of the social rank. You can expect no mercy, no
compassion, no nothing. You get the scraps after everyone else has eaten. You get a butter knife when
everyone else has klaives. You struggle to keep up, but hardly manage it, and always with your tail
between your legs. To be the omega is the worst place to be for a Garou, and your ambition is to
someday rise above your station and prove your worth. This archetype is common among metis in
tribes where they are disdained.

Regain Willpower whenever you achieve something that should gain you recognition, even when you
dont receive that recognition. Gain one permanent Willpower when you manage to rise on the social
ladder, and earn a place of acceptance, then choose a new archetype. Since an Omega is pushed
around all the time, she can only have a maximum of five temporary Willpower points at any time. As
such, she does not lose Willpower through her archetype.
Optimist
Even in the face of sheer inhuman horror, the optimist finds a glimmer of hope. That the world is filled
with monsters only means that humans, freed from their bondage, can create a better life for
themselves.. The Optimist has a seemingly bottomless reservoir of cheer and refuses to believe in the
worst- case scenario, to the point of antagonizing more pragmatic acquaintances. A terrifying poltergeist
that can be eased through conversation is evidence that humanity persists among the other side.
Teaching a bloodsucker that it can feed without killing means theres hope for peace between people
and the hidden. The devoutly religious, the downtrodden-yet- undefeated and problem-solvers can be
optimistic.

Regain willpower whenever your optimism is rewarded by an unlikely good act or outcome
(Storyteller's discretion)

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

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

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

Regain Willpower whenever the pack survives a dangerous situation because of your actions.

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

Regain Willpower whenever your straight dealing wins out over subterfuge.

Patrician
Life had been good to you, but thats because you were born with the best gifts. However, youd easily
have made it on your own, and you feel little sympathy for others who cant. These beliefs seldom earn
you any friends, but your greatest fear is that someone might prove you wrong about yourself.
Regain Willpower whenever you manage to stand out among a group of achievers.

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

Regain Willpower when something youve nurtured becomes successful in the eyes of others.

Pedagogue
The Pedagogue knows it all, and desperately wants to inform others. Whether through a sense of
purpose or a genuine desire to help others, the Pedagogue makes sure his message is heard at
length, if necessary. Pedagogue Archetypes may range from well-meaning mentors to verbose
blowhards who love to hear themselves talk. Instructors, the overeducated, and veterans of their field
are all examples of Pedagogue Archetypes. 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.

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

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

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

Regain Willpower when you perform some great act of kindness, valor, or honor.

Perfectionist
Perfectionist Archetypes demand flawless execution. A half-hearted job gives the Perfectionist no
satisfaction, and she expects the same degree of commitment and attention to detail from others that
she demands from herself. Although the Perfectionist may be exacting, the achievement of the end goal
drives her, and often those for whom she is responsible. Prima donnas, artists, and architects exemplify
the Perfectionist Archetype. 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

Plotter
Everything you do is planned. Very little springs from you spontaneously. Your plans are often long and
involved, sometimes extending beyond the lives of the mortals involved in them. Details must be exact,
for you believe any deviation could bring ruin. You try to plan everything in your life; each thing you do
must accomplish something in

the greater scheme. Deviation from routine, however, is bothersome, not traumatic. You are organized,
not deranged. You tend to be neat and precise in everything you do.

You regain three points of Willpower when one of your plots comes to fruition in the exact manner you
planned.

Poltroon
Meeting trouble (or anything else) head-on is the tactic of fools and optimists. The sensible way to deal
with trouble is to deny it a target. While some people might accuse you of sticking your head in the

sand, they do have to admit that it has remained on your shoulders for quite some time, and looks like it
will continue to do so indefinitely. You never confront what you can evade, and never face anything
unless there is no other option. Courage is not high on your list of virtues, but then the line between
courage and folly is virtually nonexistent to your eyes.

Regain one point of Willpower whenever you are able to avoid a problem or situation without dealing
with it.

Pragmatist
Youve got a goal in mind now you must detail all the steps to get from where you are to where you
want to be. The reckless may criticize your slow, methodical approach, but you dont want to fail
because something important wasnt taken into account before you started. Remember: For want of a
nail, the war was lost.

Regain Willpower every time a careful plan of yours produces a result greater than expected.

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

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

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

Regain Willpower when you succeed acting by your survival of the fittest code. Lose Willpower
when your code backfires and you are made to pay by those you see as weaker than yourself.

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

Regain Willpower whenever you preserve your family's well-being, whether physically or emotionally.

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

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

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

Regain Willpower when you discover some clue to your ultimate goal, or do something grand to
achieve it.

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

Regain a point of Willpower whenever you reach some concise life lesson that should become a rule
of thumb. This rule is inevitably disproved, but its just answers you seek, not necessarily the truth.

Rebel
The Rebel is a malcontent, never satisfied with the status quo or the system as it is. He hates the very
idea of authority and does everything in his power to challenge and undermine it. Perhaps the Rebel
truly believes in his ideals, but it is just as likely that he bears authority figures some ill will over a
wrong done to him in the past. A Rebel may hate institutions categorically, or she may be consumed
with opposition toward a single particular authority. Teenagers, insurrectionists, and nonconformists all
exemplify the Rebel Archetype. 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.

Recognition-seeker
You dont want to brag, and it can be dangerous revealing your true nature to all and sundry but still,
every now and then, you long to be recognized: to savor the moment, to see the expression of awe and
wonder as someone realizes he is dealing with a mummy who has lived dozens of lifetimes through
thousands of years. Obviously its far more satisfying when people come to this realization by
themselves, but sometimes you just cant stop yourself from dropping the occasional hint, just to help
things along. Some would call you irresponsible, or a showoff, but you try to be discreet, and you never
confirm or deny; nothing promotes awe like mystery, after all.

Regain one Willpower point whenever anyone realizes for the first time that you are more than just
another mortal.

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

Regain Willpower whenever your actions cause others to question the status quo.

Reluctant Garou
Why you? Out of all six billion people, you had to be the one charged with some mystical, holy duty to
be a hero and save the world. Not to mention the hair problems You never asked to be Garou. You
dont even want to be Garou. Unfortunately for you, there is no cure, no way around it. Youre stuck with
it, and you need to learn to live with it. If homid, youre the stereotypical I only wanted to be normal
kid. If lupus, you only ever wanted to run free in the wild and hunt. Either way, youre screwed.
The Reluctant should roleplay quests of deep soul-searching and try to come to terms with and finally
accept his destiny and condition. If successful, gain one permanent Willpower, and find your place
among the Garou. Then choose a new nature (related to your epiphany.) If the character fails to accept
his fate, lose one permanent Willpower.

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

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

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

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

Rogue
Only one thing matters to the Rogue: herself. To each his own, and if others cannot protect their claims,
they have no right to them. The Rogue is not necessarily a thug or bully, however. She simply refuses to
succumb to the whims of others. Rogues almost universally possess a sense of self-sufficiency. They
have their own best interests in mind at all times. Prostitutes, capitalists, and criminals all embody the
Rogue Archetype. Kindred Rogues include diablerists, Autarkis, and a Primogen who puts his Clans
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 Storytellers 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.

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

Regain Willpower whenever you cause a piece of privileged information to become part of the public
conversation.
Sadist
You exist to inflict pain and suffering upon others. Killing is too easy; torture is the best way to truly
harm a person, and you seek the slowest, most painful means to push others to the ultimate limits. Pain
others pain gives you immense pleasure. Drill sergeants, jilted ex-lovers, and some of the
terminally deranged may all embody the Sadist Archetype at one time or another; sadism is rare
enough to appear only in aberrant cases, rather than reliably in any type or class of person.

Regain a point of Willpower whenever you inflict pain upon someone for no reason other than your
own pleasure.

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

Regain Willpower when you counsel a needy person, help someone through your vast reserves of
knowledge, or uncover some obscure bit of lore.

Scientist
To a Scientist, existence is a puzzle 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 maybe 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.

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

Regain Willpower whenever you gain the upper hand by doing the wrong thing.
Seer
You are an oracle, prophet, or poet of Clan Malkavian. Whatever the source of your visions (or voices),
sight and awareness are your gifts. Madness has opened your eyes to mysteries and truth both
enlightening and damning. You can see past deceptions and have a fluctuating understanding of the
past and future. Sometimes you understand your visions, other times they are nothing more than
constant reminders that you are different blessed and cursed with madness and insight.

In life, you might have been a peasant girl who heard the voices in the woods and went in search of
them; or a noble, bored and jaded who sealed his fate with forbidden knowledge and ancient secrets; or
even a simple parish priest who heard the true voice of God. But it was the Embrace that unlocked your
potential. Regardless of whether you see yourself as damned or enlightened, it is thanks to Malkavs
blood.

To others you seem detached, couched in an otherworldly aura. This is why they come and seek your
advice, to learn what you have to say. It is also why they fear you. This is what gives you power over
others, be they Cainites or mortals. In an age of darkness and superstition, you are a mystic and a
guide.

Regain Willpower whenever you shed light on a mystery or enigma, or whenever you grant somebody
else a greater understanding of themselves, their world, or their actions.

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

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

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

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

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

Regain 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.

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

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

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

Regain Willpower when some covert plan of yours succeeds, gaining great advantages for you and
yours.

Sociopath
All inferior beings both living and undead should be exterminated in order to bring about a harmonious
existence. You likely feel no remorse when you kill (depending upon your Humanity or Path). On the
contrary, you are doing a glorious deed for society. Some vampires are critical of your violent nature,
but you sometimes manage to sway them with arguments like, Darwin would agree that Im 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.

Soldier
The Soldier is not a blindly loyal follower. While she exists for orders, she does not adhere to them
unquestioningly. More independent than a conformist but too tied into the idea of command to be a
Loner, the Soldier applies her own techniques to others goals. While she may seek command herself
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.

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

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

Supplicant
In the service of some other entity (a god, angel, spirit or demon) you ply your trade. Perhaps you
worship the being to which you're pledged; more likely, you have either entered into a bargain with it or
plan to do so at some point in the future. Whatever the circumstances, you're a loyal follower of your
Otherworldly patron. His will be done, as it were.

Dedication is your strength; in the name of your patron, you can literally move mountains. Your duty
may be a secret one; perhaps you follow some forbidden deity, or serve an angel from amidst a darker
flock. You and your Storyteller should define exactly which entity you serve (or at least what you believe
the patron to be), your reasons for doing so, the cost of nor doing so, and the eventual reward you hope
to get out of the bargain.

You are, however, Insignificant compared to your patron; your personality, wants and needs are nothing
next to your cause (or so you believe, at least). Until you can assert yourself amid your duties, you will
always be a pawn a powerful pawn, perhaps, but a cipher compared to your glorious lord.

Regain a Willpower point or two when you advance the aims of your chosen benefactor without
endangering yourself in the process.

Survivor
No matter what happens, no matter the odds or opposition, the Survivor always manages to pull
through. Whether alone or with a group, the Survivors 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 Princes 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

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

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

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

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

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

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

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

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

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

Thrill-Seeker
The Thrill-Seeker lives for the rush of danger. Unlike those of arguably saner disposition, the Thrill-
Seeker actively pursues hazardous and possibly deadly situations. The Thrill-Seeker is not consciously
suicidal or self-destructive he simply seeks the stimulation of imminent disaster. Gangbangers, petty
thieves, and exhibitionists are all examples of the Thrill-Seeker Archetype. Kindred Thrill-Seekers might
habitually break the Masquerade just to see if theyll get caught, they might maintain contacts in a rival
Clan or Sect, or they might actively plot a Princes 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.

Traditionalist
The orthodox ways satisfy the Traditionalist, who prefers to accomplish her goals with time-tested
methods. Why vary your course when what has worked in the past is good enough? The Traditionalist
finds the status quo acceptable, even preferable, to a change that might yield unpredictable results.
Conservatives, judges, and authority figures are all examples of Traditionalist Archetypes. 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
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
leaders policy, they may be glib-tongued devils 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.

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

Regain Willpower when your character completes an arduous task with no assistance beyond your
faith.

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

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

Unfortunately you are unbelievably greedy. Its 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-shit plan of yours pays off in grand style. Not in mere money -
that's too easy - but in something greater like influence, love, or awareness.

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

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

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

Regain a point of Willpower when you stand on your own and accomplish something without help.

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

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

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

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

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

Visionary
The Visionary is strong enough to look beyond the mundane and perceive the truly wondrous.
Visionaries test accepted societal limits, and seek what few others 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.

ARCHTYPES:
Each Archetype describes an essential form of personality. Though a character is
more than a simple set of drives, an Archetype provides a basic springboard from
which the character's motives and behaviors can develop. An Archetypal Nature
shows the underlying elements making up a personality, while archetypal Demeanor
is the face the character shows to the world around him/her. The following list is not a
complete listing but it's a start.

ARCHITECT
The Architect has a sense of purpose even greater then 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. You are the type of
person who makes an effort to build something of value: to found a town, create a
company or in some way leave a lasting legacy. Inventors, pioneers, town founders,
entrepreneurs and the like are all Architect Archetypes.

AUTOCRAT
The Autocrat wants to be in charge. He seeks prominence for its own sake, not
because he has an operations best interest at heart or because he has the best ideas
(though he may certainly think so). You must have complete control of the situation,
complete control over those around you and as much control over fate as you
possibly can. Control is the only thing you understand; it is what you worship.
Authority is what you desire, and it is what you gain when you have control. The
more authority you have, the more control you gain. One hand feeds the other. Others
may consider you domineering, but they just arent up for the job - you are the only
one who can do it. 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.

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

ASCETIC
These are interested in the beauty found in the serenity of their minds surroundings.
Often they are disenchanted with their own kind. Rather than make a futile attempt at
reformation, such disappointed idealists retreat from the world to live in a cave, cell
or some isolated locale. Such a course of action is not taken lightly, if for no other
reason than the logistics of feeding. Assorted rumors claim that Ascetic Cainites train
their bodies to accept only animal blood, or even to go without feeding for several
days at a time. Many believe that the sort of rigorous training that Ascetics
supposedly inflict on themselves is one of the first steps on the path to Golconda;
Salubri often recommend it for those who live in a highly secular society. Ascetics do
not often retreat entirely from the call of their blood, though; a number practice
mysticism, taking instruction from Sufis and hermits and producing remarkable
writings and poetry on the relations
of God and Man. This theological diversion is perhaps the most important reason the
majority of Ascetics do not go insane from boredom in isolation.

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

BARBARIAN
Civilization is for weaklings. Intrigue is for cowards. You know that the only things
that matter are personal strength, honor and bravery, and you live your life by an
unshakable code. No one earns your respect unless hes powerful enough to hold his
own in a straightforward contest. The weak are fit only to serve the strong. Not to say
that you only respect physical violence; you may be very intelligent, caring and
merciful. You cannot, however, abide weaklings or craven bastards who die behind
pretty words or others bodies. A title means nothing unless it is earned through
personal valor or wisdom, and an oath means nothing unless the one who makes it
will die to uphold it. As for the trappings of civilization, you find them a waste of
time. What was good enough for your forefathers is good enough for you. After all,
the measure of a man (or a woman) is endurance to hardship and honor in the face of
adversity.

BON VIVANT
The Bon Vivant knows that life - and unlife - is shallow and meaningless. As such,
the Bon Vivant decides to enjoy her time on Earth. The Bon Vivant is not necessarily
irresponsible. Rather, she is simply predisposed to having a good time along the way.
Most Bon Vivants have low Self-Control scores, as they are so given to excess.
Hedonists, sybarites, and dilettantes are all examples of the Bon Vivant Archetype.

BRAVO
The Bravo is a tough and a bully, and often takes perverse pleasure in tormenting the
weak. To the Bravo's mind, might makes right; power is what matters, and only those
with power should be respected. Naturally, physical power is the best kind, but any
kind will do. The Bravo sees overt threats as a perfectly reasonable means of gaining
cooperation. The Bravo is not incapable of pity or kindness, he just prefers to do
things his way. Robbers, bigots, thugs and the insecure are all Bravo Archetypes.

CAVALIER
You are bold, intrepid, valiant and fearless as you need to be to complete your duty.
You are the hero who tries to live up to glorious ideals and codes of justice. By
protecting that which is good, you seek to preserve the society that made you what
you are. If your Nature is Cavalier, and your Humanity ever falls below four, you
have to choose a new Nature. You probably hate Deviants, though you may not
always recognize them.
CALIGULAN
Cainites dubbed Caligulans believe not only that vampires are monsters who out to
revel in their monstrosity, but also that "the needs of the blood" must be satisfied
without remorse or pity. They study forbidden arts of torture and experiment with
living subjects, adjusting their works until the pitch of the victims scream reaches a
pleasing note. Such Cainites also bathe in blood (in Roman bath house when they can
find them) in an effort to keep the bloom of mortality, and often flaunt their vampiric
nature before any and all mortals they meet. They use the list of the Seven Deadly Sin
as a checklist of an evenings entertainment, and are prone to murmuring,
"Amusing", "I had not thought of that" or "Imitator" during tales of cruelty.

CAMELEON
Independent and self-reliant, you manage to blend into any situation. 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.

CAPITALIST
Why give it away for free when you can sell it? 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.

CAREGIVER
Everyone needs comfort, a shoulder to cry on. A Caregiver takes her comfort in
consoling others, and people often come to her with their problems. Vampires with
Caregiver Archetypes often attempt, as best they may, to protect the mortals on whom
they feed. Nurses, doctors and psychiatrists are examples of potential Caregivers.

CELEBRANT
The Celebrant takes joy in her cause. Whether the character's obsession is battle,
religious fervor, 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 passion
not out of duty, but out of enthusiasm. Crusaders, hippies, political activists and art
enthusiasts are Celebrant Archetypes.
CHILD
The Child is still immature in personality and temperament. He wants what he wants
now, and often prefers someone to give it to him. Although he can typically care for
himself, he would rather have a caretaker-type cater to his bratty desires. Some Child
Archetypes are actually innocent rather than immature, ignorant of the cold ways of
the real world. Children, spoiled individuals and some drug abusers are Child
Archetypes.

COMPETITOR
The Competitor takes great excitement in the pursuit of victory. To the Competitor,
every task is a new challenge to meet and a new contest to win. Indeed, the
Competitor sees all interactions as some sort of opportunity for her to be the best - the
best leader, the most productive, the most valuable or whatever. Corporate raiders,
professional athletes and impassioned researchers are all examples of Competitor
Archetypes.

CONFORMIST
The Conformist is a follower, taking another's lead and finding security in the
decisions of others. She prefers not to take charge, instead seeking to throw in with
the rest 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.

CONFIDANT
You understand people and, more importantly, you like them. You are a facilitator
who listens and advises. People confess to you and in return you give them advice,
most of which is good (though sometimes your advice is more for your own benefits
than for that of the recipient). You
are very interested in other people, and who and what they are. Personalities fascinate
you, as do the sickness and beauty of human nature.

CONNIVER
Why work for something when you can trick somebody else into getting it for you?
The Conniver always tries to find the easy way, the fast track to success and wealth.
Some people call him a thief, a swindler or less pleasant terms, but he knows that
everybody in the world would do unto him if they could. He just does it first, and
better. Criminals, con artists, salespeople, urchins and entrepreneurs might be
Connivers.
CREEP SHOW
You strive to shock and disgust those around you with gratuitous acts and
ostentatiously "evil" mannerisms. You realize, of course, that it's all show and merely
a way to intimidate and control others. Outsiders, on the other hand, think you are the
Devil incarnate, and you revel in this image. Shock-rockers, rebellious teenagers and
the attention-starved exemplify the Creep Show Archetype.

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

CURMUDGEON
A Curmudgeon is bitter and cynical, finding flaws in everything and seeing little
humor in life or unlife. He is often fatalistic or pessimistic, and has very little esteem
for others. To the Curmudgeon, the glass is always half full, though it may be damn
near empty when other people are involved. Many elder vampires and Generation
Xers are Curmudgeons.

DABBLER
The Dabbler is interested in everything but focuses on nothing. He flits from idea to
idea, passion to passion and project to project without actually finishing anything.
Others may get swept up in
the Dabbler's enthusiasm, and be left high and dry as a result when he moves on to
something else without warning. Most Dabblers have high Intelligence, Charisma and
Manipulation ratings, but not much in the way of Wits or Stamina. Toreador are often
Dabblers, particularly those afflicted with the derisive sobriquet "Poseurs."

DEVIANT
The Deviant is a freak, ostracized from society by unique tastes that place her outside
the mainstream. Deviants are not indolent rebels or shiftless "unrecognized geniuses";
rather, they are independent thinkers who don't quite fit in the status quo. Deviant
Archetypes often feel that the world stands against them, and as such reject
traditional morality. Some have bizarre tastes, preferences and ideologies. Extremists,
eccentric celebrities and straight-out weirdoes are Deviant Archetypes.
DIRECTOR
To the Director, nothing is worse than chaos and disorder. The Director seeks to be in
charge, adopting a "my way or the highway" attitude on matters of decision making.
The Director is more concerned with bringing order out of strife, however, and need
not be truly "in control' of a group to guide it. Coaches, teachers and many political
figures exemplify the Director Archetype.

DEFENDER
Not everyone can be a warrior. You can, however, and whatever your chosen field of
combat may be - warfare, law, medicine, religion, whatever - you bend your efforts
towards defending those who deserve a fighting chance. Perhaps you are (or once
were) a guardian on the road to Damascus, a city watchman or a healer. Maybe you
achieved whatever title you hold (or held) by protecting your vassals, not by favoring
a lord; or turned your sword-arm to Gods will. Whatever history you may have, your
task in life is to defend some patron. Some protect the weak, others protect the
throne.

ENIGMA
Your actions are bizarre, puzzling and inexplicable to everyone except yourself. Your
strangeness may be residual effects from the Creation Rites, or the most effective way
for you to carry out the work of the Sabbat - to see the movements of the
Antediluvians and counter them. To the rest of the world, however, your erratic
actions suggest that you're eccentric if not completely crazy. Conspiracy theorists,
deep-cover agents and jyhad fanatics all live up to the Enigma Archetype.

EYE OF THE STORM


Despite your calm subtle appearance, chaos and havoc seems to follow you. From
burning cities to emotional upheaval, death and destruction circle you like
albatrosses. For you, unlife is a never-ending trial with uncertainty around every
comer. Gang leaders, political figures and other influential individuals exemplify the
Eye of the Storm Archetype.

FANATIC
The Fanatic has a purpose, and that purpose consumes his existence. The Fanatic
pours himself into his cause; indeed, he may feel guilty for undertaking any objective
that deviates from his higher goal. To the Fanatic, the end justifies the means - the
cause is more important than those who serve it. Players who choose Fanatic
Archetypes must select a cause for their character to further. Revolutionaries, zealots
and sincere firebrands are all examples of Fanatic Archetypes.
EPICUREAN
The image of the Epicurean is what most readily comes to mind when one images a
"typical" Toreador: the fops, the temperamental artisans, the snobbish padrones - they
are all Epicureans to one extent or another. Some are actively snobbish, others take
advantage of luxury after living so long without it, and the rest simply believe this
sort of demeanor to be their due as vampires. It is rare to find Epicureans looking
sloppy or untidy, acting without manners (that is, courtly manners - politeness is
another thing), or drinking from slovenly vessels. Many begin as Epicureans and find
other, less stereotypical niches as time passes.

GALLANT
Gallants are flamboyant souls, always seeking attention and the chance to be the
brightest stars. Gallants seek the company of others, if only to earn their adoration.
Attention drives the Gallant, and the chase is often as important as fulfilling that
pursuit. Nothing excites a Gallant so much as a new audience t woo and win.
Performers, only children and those with low self-esteem are often Gallant
Archetypes.

GURU
Your enlightenment draws others to you. You may be a mentor of a particular Path of
Enlightenment, a priest with the Church or merely an idealist in your pack. Whatever
the case, your presence motivates and moves others to engage in spiritual or
ideological pursuits. Your peers view you as calm, centered and "with it" even when
you are preaching about violence as a means to an end. Cult leaders, Zen masters and
pack priests are examples of Gurus.

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

HUMANIST
Humanists believe in mortals - specifically, in their ability to commit great good or
great evil, and in their creativity and their worth. These Cainites do not see humans as
perfect (far from it), but they do not believe that mortals have gifts to give and
Cainites are wrong simply to shove them aside. Humanists struggle to keep their
connections to their own humanity alive, which grants them some empathy with
mortal struggles and fears. The mortals Humanists choose to interact with often come
away less "damaged" than they might in dealing with some other Cainites. Humanists
frequently have their fingers well-placed on the pulse of the mortal community, and
are some of the best-informed Cainites with regards to incipient changes among the
living.

INNOVATOR
There are always better ways to achieve a goal; you will find those better ways.
Inventors, traders, philosophers and strategists are examples of your kind. You are the
path-blazer; the visionary; the critic who is never satisfied, even with seeming
perfection. Tradition, to you, is a snare which binds imagination. Whatever you do,
strive to improve upon what went before.

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

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

JOBSWORTH
You are dedicated to the unbroken routine of your existence, and refuse to do
anything that compromises your routine and established practices. No matter how
urgent or deserving an individual case may be, the preservation of established
practices and routines is more important. Individual decisions and considerations are
fallible, whereas routines and established procedures are the distilled wisdom of years
or decades of decision-making. Routines are what separate order from chaos. Make
an exception once, and it sets a dangerous precedent; make an exception twice, and
the door to anarchy is opened.
JUDGE
The judge perpetually seeks to improve the system. A judge takes pleasure in her
rational nature and ability to draw, the right conclusion when presented with facts.
The judge respects justice, as it is the most efficient model for resolving issues.
Judges, while they pursue the "streamlining" of problems, are rarely visionary, as
they prefer proven models. Engineers, lawyers and doctors are often Judge
Archetypes

LONER
Even in a crowd, the Loner sticks out, because he so obviously does not belong.
0thers view Loners as pariahs, remote and isolated, but in truth, the Loner prefers his
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 at Loner
Archetypes.

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

MARTYR
The Martyr suffers for his cause, enduring his trials out of the belief that his
discomfort will ultimately improve others' lot. Some Martyrs simply want the
attention or sympathy their ordeals engender, while others are sincere in their cause,
greeting their opposition with unfaltering faith in their own beliefs. Many Inquisitors,
staunch idealists and outcasts are Martyr Archetypes.

MASOCHIST
The Masochist exists to test his limits, to see how much pain he can tolerate before he
collapses. He gains satisfaction in humiliation, suffering, denial and even physical
pain. The Masochist defines who he is by his capacity to feel discomfort - he rises
each night only to greet a new pain. Certain extreme athletes, urban tribalists and the
clinically depressed exemplify the Masochist Archetype.
MEDIATOR
The world is full of people who want things, sometimes people want the exact same
thing. Some people have what other people want and would be willing to talk about
working out a deal, but just dont know how to start. These people often have
immense trouble finding and communicating with each other. That is where you
come in. You are dedicated to mediating between people - fulfilling needs, smoothing
over disputes, and generally helping people talk to one another. You are the diplomat,
the middle child, the perpetual person in the middle.

MERCENARY
You are driven by your need to make the best possible deal, to acquire goods or
services that add to your own personal wealth at the least possible cost to yourself.
You avoid quick sales in order to experience the simple joy of bargaining. The contest
itself is often more pleasurable than your inevitable victory. You enjoy the daily
challenges of commerce and watch the fluctuations of your coffers with fascination.
This mercantile attitude influences more than your finances. In fact, it carries over
into every aspect of your unlife. You hunt for victims with the same eye for efficiency
that you turn toward purchasing a new wagon. You avoid waste whenever possible,
taking only what you need and nothing more, unless it can be stored safely or sold.
Arguments and bargaining are, in your opinion, the only way for individuals to
resolve their differences and still maintain respect for one another.

MONSTER
The Monster knows she is a creature of darkness and acts like it. Evil and suffering
are the Monster's tools, and she uses them wherever she goes; no 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. Kindred elders and
unstable individuals and display characteristics of the Monster Archetype.

OPTIMIST
"Everything always turns out for the best." That is the motto of your life, and you
know if you can just stay cheerful and stop worrying, your problems will never be
with you forever. Some call you a fool, but even they have to admit youre happier
than they are. Certainly youll encounter difficulties from time to time, but theres no
sense in worrying yourself to death in advance. Dont worry, be happy and have a
nice day.

PATRON
Patrons enjoy creating people, shaping them and helping them to become their very
best - so that in doing so, they become a credit to their patrons. For these self-
appointed patricians, their art is the shaping of a new personality from old clay. They
take their charges completely under their wings, see to their education, outfit them,
and otherwise transform them. How a patron sports her diamond in the rough varies,
but she will put forth her best efforts to ensure a fine finished product, and the subject
had better put forth the same. Training methods also vary, and some call upon
startling cruelty to make certain the charge learns her lessons. Patrons often call bills
due at some later point in time, expecting recompense from their former "projects"
for services rendered. Wise beneficiaries comply; fools resist and suffer the slings and
arrows of an outraged Cainites wrath. A Patron who feels she has been taken for
granted or wronged is a frightening sight, for she will not stop until she has taken
back her pound of flesh, preferably from her ungrateful protgs heart.

PEDAGOGUE
The Pedagogue knows it all, and desperately wants to inform others. Whether
thorough a sense of purpose or a genuine desire to 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 Pedagogue Archetypes.

PENITENT
The Penitent exists to atone for the grave sin she commits simply by being who she
is. Penitents have either low self-esteem or legitimate, traumatic past experiences,
and feel compelled to "make up" for inflicting themselves upon the world. Penitent
Archetypes are not always religious in outlook; some truly want to scourge the world
of the grief they bring to it. Repentant sinners, persons with low self-esteem and
remorseful criminals are examples of the Penitent Archetype.

PERFECTIONIST
Perfectionist Archetypes simply demand the best. A half hearted job gives the
Perfectionist no satisfaction, and she expects the same degree of commitment and
attention to detail from others that she demands from herself. Although the
Perfectionist may be strict and exacting, the achievement of the end goal drives her -
and often for whom she is responsible. Prima donnas, artist and conceptual designers
exemplify the Perfectionist Archetype.

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

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

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

REBEL
The Rebel is a malcontent, never satisfied with the status quo or the system as it is.
He hates authority and does everything in his power to challenge and undermine it.
Perhaps the Rebel truly believes in his ideals, but it is just as likely that he bears
authority figures some ill will over a misunderstanding or "wrong" done to him in the
past. Teenagers, insurrectionists and nonconformists all exemplify the Rebel
Archetype.

ROGUE
Only one thing matters to the Rogue: herself. To each his own, and if others cannot
protect their claims, they have no right to them. The Rogue is not necessarily a thug
or bully, however. She simply refuses to succumb to the whims of others. Rogues
almost universally possess a sense of self sufficiency. They have their own best
interests in mind at all times. Prostitutes, capitalists and criminals all embody the
Rogue Archetype.

SADIST
Your exist to inflict pain and suffering upon others. Killing is too easy - torture is the
best way to truly harm a person, and you seek the Slowest, most painful means to
push others to the ultimate limits. Pain - others' pain - gives you immense pleasure.
Drill sergeants, jilted ex-lovers and some of the terminally deranged may all display
Sadist Archetypes at one time or another; sadism is rare enough to appear only in
aberrant cases, rather than reliably in one type of person or another.

SCIENTIST
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, that she examines her surroundings
rigorously and with a critical eye. The system a Scientist attempts to impose on the
world may be completely ludicrous, but it is a system, and she sticks by it. Scientists
have high Mental Attributes, and often hold low-ranking positions in Camarilla city
governments.

SOCIOPATH
All inferior beings both living and undead should be exterminated in order to bring
about a harmonious existence. You likely feel no remorse when you kill (depending
upon your Humanity or path). On the contrary, you are doing a glorious deed for
society. Some Sabbat are critical of your violent nature, but you sometimes manage to
sway them with arguments like, "Darwin would agree that I'm only helping nature
along!" and, "Only the Sabbat shall survive!"

SOLDIER
The Soldier is not a blindly loyal follower. While she exists for orders, she does not
adhere to them unquestioningly. More independent than a Conformist but too tied
into the idea of command to be a Loner, the Soldier applies her own techniques to
others' goals. While she may seek command herself 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.

SURVIVOR
No matter what happens, no matter the odds or opposition, the Survivor always
manages to pull through. Whether alone or with a group, the Survivor's utter refusal
to accept defeat often makes the difference between success and failure. Survivors are
frustrated by others' acceptance of "what fate has in store" or willingness to withstand
less than what they can achieve. Out- casts, street folk and idealists may well he
Survivor Archetypes.
SYCOPHANT
In the grand scheme of things, you are small and weak and unfit for survival. Your
best hope is to find someone who is more powerful than you are and persuade her to
take care of you. In return you will serve, admire and follow her. You will do
anything she says, unless it puts you in great risk. In any type of uncertain situation,
you will attach yourself to the strongest-seeming person, siding with her, performing
various barely necessary services and generally trying to ingratiate yourself. Thereby
you hope to earn some kind of protection. There is no limit to the depths to which
you will lower yourself in order to be accepted, and you have no pride.

THRILL SEEKER
The Thrill-Seeker lives for the rush brought on by danger. Unlike those of arguably
saner disposition, the Thrill-Seeker actively pursues hazardous and possibly deadly
situations. The Thrill-Seeker is not consciously suicidal or self-destructive - he
simply seeks the stimulation of imminent disaster. Gangbangers, petty thieves and
exhibitionist are all examples of the Thrill-Seeker Archetype.

TRADITIONALIST
The orthodox ways satisfy the Traditionalist, who prefers to accomplish her goals
with time tested methods. Why vary your course when what has worked in the past is
good enough? The Traditionalist finds the status quo acceptable, even preferable, to a
change that might yield unpredictable results. Conservatives, judges and authority
figures are all examples of traditionalist Archetypes.

TRICKSTER
The Trickster finds the absurd in everything. No matter how grim life (or unlife) may
become, the Trickster always uncovers a kernel of humor within it. Tricksters cannot
abide sorrow or pain, and so they strive to lighten the spirits of those around them.
Some Tricksters have even higher ideals, challenging static dogma by exposing its
failures in humorous ways. Comedians, satirists and social critics are examples of
Trickster Archetypes.

TYRANT
No one can do anything right except you. Whenever you leave something in someone
elses care, that person fouls it up. Therefore, you must watch over those you care for,
and take matters into your own hands whenever possible. You may have been an
innkeeper before your embrace, or a knight whose squires simply couldnt achieve
the chivalric ideals. Perhaps you oversee your ghouls the way you once commanded
your household servants. Whatever you do, make sure that no one make a mess of it.
People may not like you for it, but at least things will be done right, this time.
VISIONARY
The Visionary is strong enough to look beyond the mundane and perceive the truly wondrous.
Visionaries test accepted societal limits, and seek what few others have the courage to imagine. The
Visionary rarely takes satisfaction in what society has to offer; she prefers to encourage society to offer
what it could instead of what it does. Typically, society responds poorly to Visionaries, though it is they
who are responsible for bringing about progress and change. Philosophers, inventors and the most
inspired artists often have Visionary Archetypes.

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