Archetypes are traits that help define a character and aid in roleplay. Every character has four picked at character creation: a Vice, a Virtue, a Nature, and a Demeanor.
Virtues
This is an aspect of your character that is the most admirable. Below are example virtues, though you can work with the Storyteller to create a unique virtue.
Charity: True Charity comes from sharing gifts with others, be it money or possessions, or simply giving time to help another in need. A charitable character is guided by her compassion to share what she has in order to improve the plight of those around her. Charitable individuals are guided by the principle of treating others as they would be treated themselves. By sharing gifts and taking on the role of the Samaritan, they hope to cultivate goodwill in others, and the gifts they give will eventually return to them in their hour of need. Your character regains all spent Willpower points whenever she helps another at the risk of loss or harm to herself. It isn't enough to share what your character has in abundance. She must make a real sacrifice in terms of time, possessions or energy, or she must risk life and limb to help another.
Faith: Those with Faith know that the universe is not random, meaningless chaos, but ordered by a higher power. No matter how horrifying the world might be, everything has its place in the Plan and ultimately serves that Purpose. This Virtue does not necessarily involve belief in a personified deity. It might involve belief in a Grand Unified Theory whereby the seeming randomness of the universe is ultimately an expression of mathematical precision. Or it might be a view that everything is One and that even evil is indistinguishable from good when all discriminating illusions are overcome. Your character regains all spent Willpower points whenever he is able to forge meaning from chaos and tragedy.
Fortitude: A person's ideals are meaningless unless they're tested. When it seems as though the entire world is arrayed against him because of his beliefs, a person possessing Fortitude weathers the storm and emerges with his convictions intact. Fortitude is about standing up for one's beliefs and holding the course no matter how tempting it may be to relent or give up. By staying the course -- regardless of the cost -- he proves the worth of his ideals. Your character regains all spent Willpower points whenever he withstands overwhelming or tempting pressure to alter his goals. This does not include temporary distractions from his course of action, only pressure that might cause him to abandon or change his goals altogether.
Hope: Being hopeful means believing that evil and misfortune cannot prevail, no matter how grim things become. Not only do the hopeful believe in the ultimate triumph of morality and decency over malevolence, they maintain steadfast belief in a greater sense of cosmic justice -- whether it's Karma or the idea of an all-knowing, all-seeing God who waits to punish the wicked. All will turn out right in the end, and the hopeful mean to be around when it happens. Your character regains all spent Willpower points whenever she refuses to let others give in to despair, even though doing so risks harming her own goals or well-being. This is similar to Fortitude, above, except that your character tries to prevent others from losing hope in their goals. She need not share those goals herself or even be successful in upholding them, but there must be a risk involved.
Justice: Wrongs cannot go unpunished. This is the central tenet of the just, who believe that protecting the innocent and confronting inequity is the responsibility of every decent person, even in the face of great personal danger. The just believe that evil cannot prosper so long as one good person strives to do what is right, regardless of the consequences. Your character regains all spent Willpower points whenever he does the right thing at risk of personal loss or setback. The “right thing” can be defined by the letter or spirit of a particular code of conduct, whether it be the United States penal code or a biblical Commandment.
Prudence: The Virtue of Prudence places wisdom and restraint above rash action and thoughtless behavior. One maintains integrity and principles by moderating actions and avoiding unnecessary risks. While that means a prudent person might never take big gambles that bring huge rewards, neither is his life ruined by a bad roll of the dice. By choosing wisely and avoiding the easy road he prospers slowly but surely. Your character regains all spent Willpower points whenever he refuses a tempting course of action by which he could gain significantly. The temptation must involve some reward that, by refusing it, might cost him later on.
Temperance: Moderation in all things is the secret to happiness, so says the doctrine of Temperance. It's all about balance. Everything has its place in a person's life, from anger to forgiveness, lust to chastity. The temperate do not believe in denying their urges, as none of it is unnatural or unholy. The trouble comes when things are taken to excess, whether it's a noble or base impulse. Too much righteousness can be just as bad as too much wickedness. Your character regains all spent Willpower when he resists a temptation to indulge in an excess of any behavior, whether good or bad, despite the obvious rewards it might offer.
Loving: Your character is defined by a great love, perhaps for an ideal or an institution, but usually for a person or group of people. Regain Willpower when your character puts himself in danger for the object of his love.
Honest: Your character’s defining duty is to the truth. Although the World of Darkness puts every pressure on her to dissemble or tell white lies, her sense of self is built on fundamental honesty. Regain Willpower when your character puts herself in danger by refusing to lie.
Humble: Your character doesn't want power or status. Even if he earns a position of authority, he sees himself as one of the guys. Putting himself above others would deny the importance of their lives. Regain Willpower when your character turns down the opportunity for power that would solve his problems.
Trustworthy: When your character makes a promise, she keeps it. Her sense of self relies on others being able to trust and believe in her. Regain Willpower when she keeps a promise, even only an implied one, despite keeping it putting her at risk.
Loyal: Your character is loyal to a group, possibly the other player’s characters. His loyalty isn't blind — he’s capable of seeing the flaws in whatever cause he’s signed up to — but once given it’s unshakable. Regain Willpower when he puts himself in danger by refusing to act against the group’s interests.
Ambitious: Your character is going places. She has goals she wants to accomplish, and the drive to achieve them. In some people who don't deserve the accolades they seek, ambition is a Vice — for her it’s a guiding mission. Regain Willpower when your character puts herself at risk for the sake of following her long-term goal.
Peaceful: Your character is a pacifist in a dirty, dangerous world. Whether it’s because of deeply-held religious beliefs, philosophical decision or simple lack of stomach for violence, he can’t bring himself to hurt another human being. Regain Willpower when your character resolves a conflict that puts him at risk without the use of bloodshed.
Courageous: Your character is simply straight-up brave. She gets a thrill from meeting and overcoming challenges, whether they're physical or social. She’s not necessarily stubborn or even especially confident — true bravery is the willingness to carry on despite being afraid, not the absence of fear. Regain Willpower when your character’s bravery causes or prolongs risk or danger to her.
Patient: Your character doesn't believe in rushing in half-cocked or unaware. She wants to plan every course of action and bides her time when investigating, waiting for situations to develop and play out for a while before she intervenes. The World of Darkness doesn't wait on anyone, however, and her preparations are often overtaken by events. Regain Willpower when your character is caught wrong-footed because she was too busy planning to properly react to events.
Vices
This is the worst trait of your character, something foul that none the less fulfill him when they indulge in it.
Envy: An envious person is never satisfied with what she has. No matter her wealth, status or accomplishments, there is always someone else who seems to have more, and it's coveted. Envious characters are never secure or content with their place in life. They always measure themselves against their rivals and look for ways to get what they deserve. They might be considered paranoid or just consumed by a self-loathing that they project onto others. Your character regains one Willpower point whenever she gains something important from a rival or has a hand in harming that rival's well-being.
Gluttony: Gluttony is about indulging appetites to the exclusion of everything else. It's about dedicating oneself to sensual pleasures or chasing the next high. A glutton makes any sacrifice to feed his insatiable appetite for pleasure, regardless of the cost to himself or those around him. He might be considered a junky or even a kleptomaniac (he steals things he doesn't need just for the thrill of it). Your character regains one spent Willpower point whenever he indulges in his addiction or appetites at some risk to himself or a loved one.
Greed: Like the envious, the greedy are never satisfied with what they have. They want more -- more money, a bigger house, more status or influence -- no matter that they may already have more than they can possibly handle. Everything is taken to excess. To the greedy, there is no such thing as having too much. If that means snatching someone else's hard-earned reward just to feather one's own nest, well, that's the way it goes. Your character regains one Willpower point whenever he acquires something at the expense of another. Gaining it must come at some potential risk (of assault, arrest or simple loss of peer respect).
Lust: The Vice of Lust is the sin of uncontrolled desire. A lusty individual is driven by a passion for something (usually sex, but it can be a craving for virtually any experience or activity) that he acts upon without consideration for the needs or feelings of others. A lusty individual uses any means at his disposal to indulge his desires, from deception to manipulation to acts of violence. Your character is consumed by a passion for something. He regains one Willpower point whenever he satisfies his lust or compulsion in a way that victimizes others.
Pride: Pride is the Vice of self-confidence run amok. It is the belief that one's every action is inherently right, even when it should be obvious that it is anything but. A prideful person refuses to back down when his decision or reputation is called into question, even when the evidence is clear that he is in the wrong. His ego does not accept any outcome that suggests fallibility, and he is willing to see others suffer rather than admit that he's wrong. Your character regains one Willpower point whenever he exerts his own wants (not needs) over others at some potential risk to himself. This is most commonly the desire for adulation, but it could be the desire to make others do as he commands.
Sloth: The Vice of Sloth is about avoiding work until someone else has to step in to get the job done. Rather than put in the effort -- and possibly risk failure -- in a difficult situation, the slothful person simply refuses to do anything, knowing that someone else will step in and fix the problem sooner or later. The fact that people might needlessly suffer while the slothful person sits on his thumbs doesn't matter one bit. Your character regains one Willpower point whenever he successfully avoids a difficult task but achieves the same goal nonetheless
.
Wrath: The Vice of Wrath is the sin of uncontrolled anger. The wrathful look for ways to vent their anger and frustration on people or objects at the slightest provocation. In most cases the reaction is far out of proportion to the perceived slight. A wrathful person cut off on the freeway might try to force another driver off the road, or a wrathful cop might delight in beating each and every person he arrests, regardless of the offense.
Pessimistic: Your character has a tendency to wallow in bad situations, vocally bemoaning his lot and believing that everything is hopeless. Regain a Willpower point when he refuses to act in a scene because he believes anything he does will be fruitless.
Hateful: Your character is blinded by hatred for something — a person, a group, a belief or even God himself. His antipathy is so strong it prevents him from seeing clearly and leads him into fruitless attacks on the source of his hatred. Regain a Willpower point when he spends time in a scene persecuting the object of his hate.
Deceitful: Your character can’t tell the truth to save her life. She might be in the habit of telling little white lies or be covering up one major secret, but deception is the cornerstone of her personality. Regain a Willpower point when she successfully maintains a lie despite others having the opportunity to see through it.
Arrogant: For your character, self-image becomes self aggrandizement. He defines himself by being “better” than other people, whether that’s by lording his superiority in an Attribute or Skill, expressing dominance in a social situation or basking in other characters looking up to him. Regain a
Willpower point when he takes an opportunity to express his greater worth relative to someone else.
Untrustworthy: Your character can’t be relied on. She might mean well and even keep promises when it costs her nothing, but when the stakes are raised and there’s a choice between her own self-interest and keeping her word, her word loses. Regain a Willpower point when your character break a promise for her own sake.
Treacherous: Your character’s loyalties are defined by what’s convenient, not for any sentiment towards loyalty itself. He will turn on allies if given a better offer or simply walk away from responsibilities if he finds them too difficult. Regain a Willpower point when your character betrays person or group.
Ambitious: Your character wants to get ahead, above and beyond the respect that she receives for her action. She craves advancement — not necessarily to lead, but in some measure of rank. Regain a Willpower point when you character attempts to increase her social standing instead of pursuing more useful activity.
Cruel: Your character has a mean streak, an instinct to twist the knife and inflict pain once he has someone at his mercy. He might habitually refuse surrender in combat or be the bastard boss who humiliates employees just because it makes him feel better. Regain a Willpower point when your character needlessly victimizes someone in his power.
Violent: Your character loves getting her way by means of physical force. Goes for blood to settle conflict. Regain a Willpower point when your character resolves a scene by using needless violence.
Corrupt: The world may be a system run by the God Machine, but your character is an expert at getting what she wants out of systems. A habitual abuser of institution once she’s in a position of authority she turns that office to furthering either her own ends or those of the highest bidder. Regain a Willpower point when your character misuses status or influence over a group on behalf of herself or another interested party.
Cowardly: Your character shies away from danger, going beyond simple caution to true cowardice. If danger must be faced, he would much rather someone else face it — regain point of Willpower when your character persuades or tricks another character into a risky situation instead of doing it himself
Hasty: Your character doesn't have the patience for long convoluted plans, but prefers to improvise as she goes. She frequently enters situations she doesn’t fully understand — but this Vice isn’t the measure of how well she copes when rushing in, only that she acts before thinking. Being able to quickly adapt, as many Hasty characters are, is determined by the Wits Attribute. Regain a point of Willpower when you character forces a scene to start by taking decisive action.
Nature and Demeanor
The concept of Nature and Demeanor corresponds directly to the different masks we wear when we interact. A character's Nature is her true self, her innermost being -- the person she truly is. It is dangerous to show this, though, as it lets others know who we are and what is important to us. Thus, characters also have Demeanor's, faces they show to the world. By choosing how we relate to the world, we are able to choose how it relates to us as well, as we guide the responses others give us. However these two traits can be the same. Philosophy aside, personality also has an effect on the mechanics of the game. A character may regain her drive and sense of purpose by acting in accordance with her Nature.
Every time a character fulfills the requirement of her Nature Archetype (see below), that character has the opportunity to regain a point of spent Willpower. If the Storyteller allows, the character regains the point. Archetypes allow players to build a sense of personality for their characters, and to define a bit of what makes the character tick. It is worth noting that Archetypes are not rigid; characters need not slavishly devote themselves to their Natures and Demeanors. Rather, the character should act as the player reasonably or emotionally believes she would act in a given situation. Players and Storytellers may wish to define their own Archetypes that more closely exemplify how the character in question responds to her surroundings. After all, every character is an individual, and customized Archetypes should be a logical outgrowth of a well-rounded character.
Here are some example character Archetypes for a wide variety of characters.
Anarchist
The Anarchist believes that the world would be a better place if every individual took responsibility for her own destiny and stayed out of everyone else's business. She lives her own rules and refuses to bend to higher powers or society. Regain a point of Willpower whenever you reject unnecessary rules, laws, or social norms and achieve success because of it.
Architect
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. Regain a point of Willpower whenever you establish something of importance or lasting value.
Autocrat
The Autocrat wants to be in charge. He seeks prominence for its own sake, not because he has an operation's best interests at heart or because he has the best ideas (though he may certainly think so). He may genuinely believe others are incompetent, but ultimately he craves power and control. Dictators, gang leaders, bullies, corporate raiders, and their ilk are Autocrat Archetypes. Regain a point of Willpower when you achieve control over a group or organization involving other individuals.
Bon Vivant
The Bon Vivant knows that life 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 are given to excess. Hedonists, sybarites, and dilettantes are all examples of the Bon Vivant Archetype. Regain a point of Willpower whenever you truly enjoy yourself and can fully express your exultation. At the Storyteller's option, a particularly fabulous revel may yield multiple Willpower points.
Bravo
The Bravo is a tough and a bully, and often takes perverse pleasure in tormenting the weak. To the Bravo's mind, might makes right. Power is what matters, and only those with power should be respected. Naturally, physical power is the best kind, but any kind will do. The Bravo sees overt threats as a perfectly reasonable means of gaining cooperation. The Bravo is not incapable of pity or kindness; he just prefers to do things his way. Robbers, bigots, and thugs are all Bravo Archetypes. He's almost certainly an asshole. Regain a point of Willpower any time you achieve your agenda through brutishness or intimidation. This need not be physical, as many Bravos verbally or socially cow their victims.
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 people into thinking that they need specific goods or services. Appearance and influence are everything when it comes to the big sale, though you'll use anything to your advantage. Salesmen, soldiers of fortune, and bootlickers all adhere to the Capitalist Archetype. Regain a point of Willpower whenever you make a successful "sale" of any commodity. Commodities need not be physical items; they may be bits of information, favors, or other intangibles.
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. Regain a point of Willpower whenever you successfully protect or nurture someone else.
Celebrant
The Celebrant takes joy in her cause. Whether the character's passion is battle, religion, foiling her rivals, or reading fine literature, it gives the Celebrant the strength to withstand adversity. Given the chance, the Celebrant will indulge in her passion as deeply as possible. Unlike the Fanatic, the Celebrant pursues her cause not out of duty, but out of enthusiasm. Crusaders, hippies, political activists, and art enthusiasts are Celebrant Archetypes. 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 mother may not even recognize you. Spies, con artists, drag queens, and impostors best represent the Chameleon. Regain a point of Willpower whenever you fool someone into thinking you're someone else for your own (or your pack or coterie's) benefit.
Child
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. People with the Child Archetype might have not yet fully reached an understanding of the world and have some characteristic such as cruelty, entitlement, sympathy, or hunger that is out of balance with their other personality aspects, as they haven't yet reached the "rounded" state of adulthood. Note that a Child Archetype need not be a physical, literal child. 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.
Competitor
The Competitor takes great excitement in the pursuit of victory. To the Competitor, every task is a new challenge to meet and a new contest to win. Indeed, the Competitor sees all interactions as some sort of opportunity for her to be the best -- the best leader, the most productive, the most valuable, or whatever. Corporate raiders, professional athletes, and impassioned researchers are all examples of Competitor Archetypes. Regain one point of Willpower whenever you succeed at a test or challenge. Note that a test or challenge is more than just a dice roll; it's an entire dramatic situation. Especially difficult victories may, at the Storyteller's discretion, allow you to regain multiple Willpower points.
Conformist
The Conformist is a follower, taking another's lead and finding security in the decisions of others. She prefers not to take charge, instead seeking to throw in with the rest of the group and lend her own unique aid. The Conformist is drawn to the most dynamic personality or the individual she perceives to be the "best." Being a Conformist is not necessarily a bad thing -- every group needs followers to lend stability to their causes. Groupies, party voters, and "the masses" are Conformist Archetypes. Regain a point of Willpower whenever the group or your supported leader achieves a goal due to your support.
Conniver
Why work for something when you can trick somebody else into getting it for you? The Conniver always tries to find the easy way, the fast track to success and wealth. Some people call him a thief, a swindler, or less pleasant terms, but he knows that everybody in the world would do unto him if they could. He just does it first, and better. Criminals, con artists, salespeople, urchins, and entrepreneurs might be Connivers. Regain a point of Willpower whenever you trick someone into doing something for you, or when you convince someone to help you against their own best interests.
Creep Show
You strive to shock and disgust those around you with gratuitous acts and ostentatiously "evil" mannerisms. You realize, of course, that it's all show and merely a way to intimidate and control others. Outsiders, on the other hand, think you are the Devil incarnate, and you revel in this image. Shock-rockers, rebellious teenagers, circus freaks, and the attention-starved exemplify the Creep Show Archetype. -- Regain a point of Willpower whenever someone recoils from you in horror or otherwise reacts in fear.
Critic
The Critic observes the world around her with a jaundiced eye, seeking out flaws and deficiencies. She experiences a special satisfaction in exploiting these weaknesses publicly so that eventually the design will improve. Some critics feel it is their duty to push the world to be better. Regain a point of Willpower whenever you find a flaw in a design or plan and then improve upon it.
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 Xers are Curmudgeons. Regain a point of Willpower whenever someone does something specific and negative, just like you said they would. You must predict and quantify this failure aloud, such as by warning, "The Prince is going to fuck us on this one," or "Just watch, that Malkavian's ghoul is going to do something really reckless." You may simply whisper your prophecy of grief to the Storyteller if you wish, instead of announcing it to the whole troupe.
Dabbler
The Dabbler is interested in everything but focuses on nothing. He flits from idea to idea, passion to passion, and project to project without actually finishing anything. Others may get swept up in the Dabbler's enthusiasm, and be left high and dry when he moves on to something else without warning. Most Dabblers have high Intelligence, Presence, and Manipulation ratings, but not much in the way of Wits or Stamina. Regain Willpower whenever you find a new enthusiasm and drop your old one completely.
Deviant
The Deviant is a freak, ostracized from society by unique tastes or beliefs that place her outside the mainstream. Deviants are not indolent rebels or shiftless "unrecognized geniuses"; rather, they are independent thinkers who don't quite fit in the status quo. Deviant Archetypes often feel that the world stands against them, and as such reject traditional morality. Some have bizarre tastes, preferences, and ideologies. Extremists, eccentric celebrities, and straight-up weirdoes are Deviant Archetypes. Regain a point of Willpower any time you are able to flout social mores without retribution.
Director
To the Director, nothing is worse than chaos and disorder. The Director seeks to be in charge, adopting a "my way or the highway" attitude on matters of decision-making. The Director is more concerned with bringing order out of strife, however, and need not be truly "in control" of a group to guide it. Coaches, teachers, and many political figures exemplify the Director Archetype. Regain a point of Willpower when you influence or aid a group or influential individual in the completion of a difficult task.
Enigma
Your actions are bizarre, puzzling, and inexplicable to everyone except yourself. Your strangeness may be a residual effect from your Embrace, or the most effective way for you to carry out your work. To the rest of the world, however, your erratic actions suggest that you're eccentric if not completely crazy. Conspiracy theorists, deep-cover agents, and Jyhad fanatics all live up to the Enigma Archetype. Regain a point of Willpower whenever someone is completely perplexed or baffled by one of your actions that later turns out to be a fruitful endeavor.
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. Regain a point of Willpower whenever you accomplish some task that directly relates to your cause.
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 so much as a new audience to woo. Performers, only children, and those with low self-esteem often embody the Gallant Archetype. 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.
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.
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 eventual triumph of the U.S. army over dem brown people or as amorphous as the ultimate good, but the belief is there. Regain a point of Willpower any time an action in pursuit of your ideals furthers your goals and brings your ideal closer to fruition.
Judge
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. Regain a point of Willpower whenever you correctly solve a problem by considering the evidence presented, or when one of your arguments unites dissenting parties.
Loner
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. Regain a point of Willpower when you accomplish something by yourself, yet which still benefits the coterie in some way.
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. Regain a point of Willpower when you suffer some amount of damage or loss of a definable resource for your ideals or another's immediate gain.
Masochist
The Masochist exists to test his limits, to see how much pain he can tolerate before he collapses. He gains satisfaction in humiliation, suffering, denial, and even physical pain. The Masochist defines who he is by his capacity to feel discomfort -- he rises each night only to greet a new pain. Certain extreme athletes, urban tribalists, and the clinically depressed exemplify the Masochist Archetype. Regain one point of Willpower when your own suffering leads to some tangible gain for you, and two points of Willpower whenever you experience pain in a truly unique way.
Monster
The Monster knows she is a creature of darkness and acts like it. Evil and suffering are the Monster's tools, and she uses them wherever she goes. No villainy is below her, no hurt goes uninflicted, and no lie remains untold. The Monster does not commit evil for its own sake, but rather as a means to understand what she has become. Unstable individuals, those who have been greatly wronged or harmed, and those defined as sociopaths may come to display characteristics of the Monster Archetype. Malignant deeds reinforce the Monster's sense of purpose. Monster characters should pick a specific atrocity, regaining Willpower whenever they indulge that urge. For example, a tempter regains Willpower for luring someone into wickedness, while an apostate earns back Willpower for causing another to doubt her faith. Pick a destiny and fulfill it. Storytellers, be careful with how you reward this Archetype. For example, a player who chooses violence as an atrocity shouldn't recoup Willpower in every combat, but perhaps only in those that involve wanton destruction, or even cause degeneration checks due to their gruesomeness. Monster is a difficult Archetype for which to offer rewards, and those rewards should come as a result of the character challenging his own descent into the Beast, not rampaging ungovernably because he gains an ever-refreshing pool of bonus dice.
Nihilist
The Nihilist believes that life is without objective purpose or intrinsic value. Since nothing matters, the Nihilist feels morally free to indulge in whatever destructive passions she might crave at the moment. Regain a point of Willpower whenever you engage in self-destructive behavior.
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. Regain one point of Willpower whenever you see or learn of someone who has benefited from the wisdom you shared with them.
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 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. Regain a point of Willpower whenever you feel that you have achieved absolution for a given grievance. This redemption should be of the same magnitude as the transgression -- the greater the crime, the greater the penance. The Storyteller is the ultimate arbiter of what constitutes a reasonable act of reparation.
Perfectionist
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. 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.
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. 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.
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. Regain a point of Willpower when your self-centered disposition leads you to profit, materially or otherwise. At the Storyteller's discretion, accumulating gain without exposing your own weaknesses may let you regain two points of Willpower. As well, you may regain a point of Willpower when your efforts benefit the group to which you belong when that benefit comes at the expense of another group.
Sadist
You exist to inflict pain and suffering upon others. Killing is too easy; torture is the best way to truly harm a person, and you seek the slowest, most painful means to push others to the ultimate limits. Pain -- others' pain -- gives you immense pleasure. Drill sergeants, jilted ex-lovers, and some of the terminally deranged may all embody the Sadist Archetype at one time or another; sadism is rare enough to appear only in aberrant cases, rather than reliably in any type or class of person. Regain a point of Willpower whenever you inflict pain upon someone for no reason other than your own pleasure.
Scientist
To a Scientist, existence is a puzzle which she can help to reassemble. A Scientist logically and methodically examines her every situation and maneuver, looking for logical outcomes and patterns. This is not to say that the Scientist is always looking for a scientific or rational explanation, but rather she examines her surroundings rigorously and with a critical eye. The system a Scientist attempts to impose on the world may be completely ludicrous, but it is a system, and she sticks by it. Regain Willpower any time a logical, systematic approach to a problem helps you solve it, or information gathered logically is of use in another, similar situation.
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 Morality). On the contrary, you are doing a glorious deed for society. Some people are critical of your violent nature, but you sometimes manage to sway them with arguments like, "Darwin would agree that I'm only helping nature along!" and, "Only the strongest shall survive!" Regain Willpower whenever you are the greatest contributor to a body count after everything has settled down. This count includes times when you are the only killer, and it needs not result from a massive combat -- like killing every member of a movie audience or gunning down defenseless patrons in a bank robbery.
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.
Survivor
No matter what happens, no matter the odds or opposition, the Survivor always manages to pull through. Whether alone or with a group, the Survivor's utter refusal to accept defeat often makes the difference between success and failure. Survivors are frustrated by others' acceptance of "what fate has in store" or willingness to withstand less than what they can achieve. Outcasts, street folk, and idealists may well be Survivor Archetypes. 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.
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. 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. 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. 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.
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. 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.