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Carnamagos
Vice Captain

PostPosted: Tue Jul 12, 2011 11:09 pm


[Placeholder]
PostPosted: Sun Jul 24, 2011 9:29 am


Vampire Archetypes

Everyone plays a role, often several, every day. Every individual displays multiple layers of personality, varying from the contrived to the sincere. Each of these roles defines how we interact with the people and places around us, and we choose which parts of ourselves we wish to show.
It is the same with Kindred. The concept of Nature and Demeanor corresponds directly to the different masks we wear when we interact. A Vampire character's Nature is 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 Demeanors, faces they show to the world. By choosing how we relate to the world, we are able to choose how it relates to us as well, as we guide the responses others give us.
Philosophy aside, personality also has an effect on the mechanics of Vampire. A character may regain 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 becomes eligible 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. Eventually, players and Storytellers should come up with their own Archetypes that more closely define 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 basic character Archetypes, suitable for beginning play.

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 — 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.
— Regain a point of Willpower whenever you truly enjoy yourself and can fully express your exultation. At the Storyteller's option, a particularly fabulous revelry 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, thugs and the insecure are all Bravo Archetypes.
— 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.

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.
— 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, religious fervor, foiling her rivals or reading line 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 (p. 114), the Celebrant pursues her passion 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.

CHILD
The Child is still immature in personality and tempera-ment. 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.
— 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 suc-ceed at a test or challenge. 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 achieves one of its goals 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.

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.
— Regain a point of Willpower whenever someone does something stupid, just like you said they would. You must predict this failure aloud (though you may simply whisper it to the Storyteller if you wish).

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.
— Regain a point of Willpower any tune 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 a group in the completion of a difficult task.

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.
— 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 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 to woo and win. Performers, only children and those with low self-esteem are often Gallant Archetypes.
— Regain a Willpower point whenever you successfully impress another person. Ultimately, the Storyteller is the arbiter of when you dazzle someone, even in the case of other players' characters.

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 deduce a mystery by assembling the clues 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. For truly impressive success, or achievement in spite of strong opposition, the Storyteller may choose to let you regain two Willpower points.

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.
— Regain a point of Willpower when you sacrifice yourself or your comfort 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 Mas-ochist 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 two points of Willpower whenever you experience pain in a way you never have before.

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 to own sake, but rather as a means to understand what she has become. Many Sabbat, degenerate Kindred elders and unstable individuals display characteristics of the Monster Archetype.
— Malignant deeds reinforce the Monster's sense of pur-pose. 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.

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 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.
— 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 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 those for whom she is responsible. Prima donnas, artists and conceptual designers exemplify the Perfectionist Archetype.
— Regain a point of Willpower whenever you accomplish your goal without any demonstrable flaw or impediment.

REBEL
The Rebel is a malcontent, never satisfied with the status quo or the system as it is. He hates authority and does every, thing 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.
— Regain a point of Willpower whenever your actions adversely affect your chosen opposition. Rebels may oppose the government, the Church, a vampire prince, whatever. The player should choose whom or what his character rebels against when he adopts this 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.
— Regain a point of Willpower when your self-centered deposition 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.

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 another persists in spite of opposition due to your counsel.

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 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. Conserva-tives, 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 successfully resist change for its own sake.

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 deny 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 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.
— 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.

Carnamagos
Vice Captain


Carnamagos
Vice Captain

PostPosted: Sun Jul 24, 2011 10:02 am


Personality Archetypes: Nature and Demeanor


Everybody adopts roles and masks. We play the parts necessitated by circumstance every day. Depending on the situation, we may be children, lovers, warriors, students or teachers. Even in the underlying principles that make up "you," there's room for change. Are you the same person that you were yesterday? Last month? A year ago? Ten years ago? For that matter, are you the same person when talking to someone you don't like as opposed to enjoying a conversation with friends?
As a way of looking at your mage's personality, we give you personality Archetypes — broad definitions of various motives, beliefs and ways of dealing with the world. A mage typically has a single Nature, representing her innermost emotions, and a Demeanor, the mask that she presents to others.
Archetypes are not designed to limit or pigeonhole your character. Rather, they are ways to get a handle on the character's motives, a sort of "default setting" from which you can play. The Archetypes allow you to play the character without having to fiddle with motive or direction constantly. Instead, you can take a brief look at the character's Nature and Demeanor to come up with a course of action that suits the character. Don't be limited by these conveniences, though. People surprise us all the time, and your character should be more complex than a simple phrase. Each Archetype has a particular strength and weakness.
The strength is essentially a "strength of character," the passion that moves the mage. The mage can draw inspiration from her passion. The weakness is a character flaw that must be overcome if the mage is ever to achieve Ascension, From this flaw, the mage might find a new inner resolve as she fights to overcome her problems, or she may fall to her own hubris.
Because a mage draws strength from her convictions, her Nature can also serve as a means for her to replenish her innermost defenses. A mage who fulfills her Nature in some meaningful fashion (hopefully with strong roleplaying and a great deal of work!) may regain Willpower points, as suggested.

Architect
You desire to leave a mark on the world by building something that lasts. You try to create things of value — objects, buildings, philosophies. Nor only are you a founder and a builder, but you intend to have a legacy that brings strength and a better life to those who follow after you.
Your strength is Purpose. You have a vision that will make the world better (for someone) after you've passed through. Your deeds will hopefully live on and help those around you.
Your weakness is Obsession with your ambitions — you locus blindly on your plans. To Ascend, you must defeat this fixation and open yourself to new possibilities and achievements.
— Regain Willpower whenever you create or establish something of importance or lasting value.

Autocrat
You want control. To this end, you take charge, structure events around you and build in rigid hierarchies and procedures. Firmly convinced that nobody else has what it takes, you step in to guide and direct.
Your strength is Leadership. You have a natural penchant for authority, and this confidence causes others to recognize you as a leader to be respected or feared. You are ready to make the tough choices demanded of a true leader.
Your weakness lies in Dictatorship. Though you have the will to lead others, you do not necessarily have the interests of the group at heart. You lead for the sake of leading, not to any given purpose. You must look without to find a reason to lead — or follow — if your leadership is to mean anything. Before you can master others, you must master yourself.
— Regain Willpower when you take charge over a new group or organization.

Bon Vivant
Hedonist, sybarite, sensualist — these names and more describe you. Since we only live once, you live for the party! You aren't necessarily averse to a little work or waiting, but you want to have fun at the end of it all —a lot of fun. If you can have fun all the time, so much the better, Everyone should enjoy life. You certainly plan to do so.
Love of life is your great strength. You cling so feverishly to the joys of living that you are loath to give them up, and you infect others with your happiness and passion.
Your weakness is Hedonism. As the old saw states, you can resist anything except temptation. If you're not having a good time, you're looking for one, and this desire for gratification can lead you away from duty or enlightenment.
— Regain Willpower whenever you have a really good time and truly enjoy what you're doing, especially if you can get others to share your joy.

Bravo
It's a tough world, but the Bravo got going early. Nobody else will look out for number one, so you cultivate strength and power. With that power, you can do what you want, you can survive and thrive, and you can garner respect. Since the world revolves around the powerful, you respect only those who hold similar views. You might be a thug who roughs up everyone to test their mettle, or you might be a careful manipulator who pits your enemies against one another. Either way, you live by keeping the upper hand.
You have a great reservoir of Strength. Setbacks that would daunt others are just challenges for you to prove yourself. Since you've accepted that it's a hard world, you'll tough it out by whatever means are necessary.
Unfortunately, your Anger often leads you into conflict. Unwilling to help others because you want to get ahead, you alienate people, cause problems and get yourself in a rut. You must learn to compromise and to deal. Life is not a zero-sum game.
—Regain Willpower whenever you gain the upper hand in a long-running conflict, either through personal strength or the accumulation of power.

Caregiver
Since the world is so dangerous and hurtful, you've taken it upon yourself to look out for others' welfare. Perhaps you were once hurt, or you've seen too much suffering. Either way, you never want anyone to have to endure that pain again. You give of yourself to help others, and you mollify pain, take up others' problems and lend a caring shoulder to those in need.
Your Compassion is your strength. Your willingness to share makes a community, so that everyone can draw strength from one another. Even though you can't help everyone, you make a real difference for the few that you do encounter.
Your weakness stems from Smothering. Although you really want to help others, sometimes the best help is to let them take their knocks and overcome their own problems. Unless you learn to let go, you'll keep your charges from making their own meaningful accomplishments, successes and failures.
— Regain Willpower whenever you protect or nurture someone else.

Celebrant
A cause is at the heart of your soul, and that cause gives you joy. True enthusiasm drives you in a love, even a passion, for your chosen expression. You might be an activist or an artist, a scholar or a performer; your calling gives you a deep and abiding satisfaction. From this pleasure you are driven to move ever forward.
Passion is your strength: You love your chosen cause so much that you will push beyond the limits that would stymie others. You truly enjoy and care about your work, and you inspire others as well.
Your weakness comes from Intemperance. Given a choice, you will indulge in your chosen pursuit above others. This immoderation can be unhealthy and distract you from broadening your pursuits and horizons.
— Regain Willpower when you can follow the heart of your passion, especially if you convince another person to see the source of your joy.

Child
In response to the dangerous world out there, you never grew up. You rely on others to take care of you. You might just he incompetent, or perhaps you really are still a child. Immaturity is part of your nature, but so is innocence. You rely on others to care for you, but you also inspire them to be strong for you.
Your strength lies in your Innocence. Unexposed to the depths of the world's depravity, or unwilling to accept it, you are a beacon of what's best in people. Others are attracted to your innocence, often to protect and nurture you. Even hardened souls find that you bring out some measure of their own inner compassion and trust.
Because you do not accept worldliness, your weakness is Immaturity. You can't make up your mind, you take people at face value and you're unprepared to deal with the world if you don't have someone holding your hand. You'll need to stand on your own if you're ever to accomplish things of true merit.
— Regain Willpower when you bring out the caring, nurturing side of someone.

Competitor
Life is a challenge, and you are there to meet every contest. You don't necessarily have to "win" — and you can work with a team or see that everyone benefits — but in the end, you're in it for the excitement of overcoming the challenges. You rush to meet any obstacle, and you strive to succeed — and exceed.
Your strength stems from Striving. You're never satisfied with "enough," you want "newer, faster, better, best." Everything's a chance to stretch your talents, learn something new, adapt and overcome.
However, you have a problem with your Competitiveness. Life is not a game, and there are no winners or losers. You must accept that events can be more than just challenges, and that life experience can be grand just by living instead of fighting for it. Otherwise, you'll fight so hard that you'll never have a chance to breathe.
— Regain Willpower when you succeed at a challenge that requires extended effort on your part.

Conformist
Others have already paved a safe way for you to go, so there's no sense in fighting or risking everything. You'll just take the blazed trail to success, thanks very much. You aren't averse to a little struggle, but you follow the plans and the footsteps already laid out, and you try to fit in with the group. There's no sense being on the outside or losing everything in some pointless exercise in rebellion, after all. You're happy to follow, to rely on the good old ways and to throw in with the group.
Your strength comes from Cooperation. You work well with others, and you encourage people to function in groups. In a community, you can achieve more than any separate individuals.
A Low-Self Esteem is your real problem. You aren't willing to risk going outside the boundaries or against the flow. You'll do what the crowd does, even when it's dangerous or stupid. Sometimes you have to find your own path, and sometimes the group doesn't always show the best way. You need to find the strength of your own convictions instead of relying on someone else's vision.
— Regain Willpower whenever you advance the cause of your group, especially when you get everyone to pull together.

Conniver
There's no sense in doing all the work when someone else can do it for you. As a result, you're adept at planning, manipulation and getting others to do things for you, whether with or without their knowledge and consent. You might play elaborate cons and dodges, or perhaps you just set up situations where you can avoid the hard work or have it all fall into someone else's lap.
It takes a quick and Clever mind to arrange matters as craftily as you do. Though not necessarily a leader, you do manage to keep your side moving, and your elaborate plans can even get your enemies working for you.
You must overcome your weakness of Envy if you're ever to be truly satisfied. You're not really lazy, you just find it easier to get what you want by tricking others. However, doing so gives you no real satisfaction, since you don't achieve anything yourself. You must find that satisfaction by accomplishing something of your own and learning to be happy with what you achieve.
— Regain Willpower whenever you manage to avoid work or problems by tricking someone else.

Curmudgeon
The world isn't good enough for you, and you make that plain. You hold everyone to high standards, and you are quick to task them to greater and greater exertion. Anything can have faults under your scrutiny, and you're not afraid to say so. It's never good enough, dammit!
Your Critical Eye is your greatest strength. You're adept at finding problems or flaws and identifying them. From there, it's possible to improve, to innovate and to make things better.
Your problem is your Lack of Imagination. You're so caught up in finding what's wrong that you don't see what's right, and you don't bother with how it could be better. You fail to acknowledge that problems often indicate places where new growth can occur. You must learn to be open to new possibilities instead of shooting them down.
— Regain Willpower whenever you find a serious flaw or problem in something, especially if it stems from someone doing something really stupid.

Deviant
There's no real way to categorize you; you're a freak, a sideshow and an outcast. Whether by choice or by nature, you fit into no niche. You just don't mesh with the way that everyone else works, and you're unique for it. But it can be lonely, and you risk persecution for being so different.
You have the power to Shatter Boundaries because you aren't held to the limits imposed on everyone else. You do things that other people wouldn't even think of, and you forge new paths as a result.
Your Perversion, though, drives you to test boundaries and walk outside the established norms constantly. Sometimes it's okay to be normal. Instead of beating your head against the wall of society, you need to learn to fit in occasionally.
— Regain a point of Willpower any time you are able to "walk on the wild side" without retribution, and indulge in your truly deviant nature.

Director
You desire order. Whether by taking charge, building organizations or educating others, you seek to eliminate chaos and randomness. You want things under control so that you have a nice, evenly predictable world, where you fit in easily and shape things to your desires. By bringing separate visions together, you unify a group in search of classification.
From Organization you develop a hierarchy and a system under which everyone can prosper. Your aid establishes leadership, clear goals and a concrete means to accomplishment.
In order to really unite a group, though, you must overcome your Lack of Tolerance. Your vision of order isn't the only one, or even necessarily the "correct" one. You must compromise and learn that not everything will go your way, and that a little chaos and creativity is a good thing.
— Regain Willpower whenever you influence a group in the orderly completion of a task.

Fanatic
Duty calls you to a purpose higher than yourself. Out of a sense of love or devotion, you support a cause with total zeal. Your chosen cause occupies your entire life, and everything you do is devoted to furthering that cause.
You draw strength from your incredible Dedication. In pursuit of your cause, you will give up life, hope, morality — anything to achieve your goal.
Your Stubbornness consumes you and keeps you from recognizing the merit in other ways, though. You are so convinced of the correctness of your cause that you can't compromise. You must learn to open yourself to other possibilities, lest you burn yourself out.
— Regain Willpower whenever you accomplish an act that furthers your cause significantly.

Gallant
Flamboyance, artistry and glamour are yours! You seek to be the center of attention, and you're a shameless peacock in pursuit of your amoral gallantry. With word and action, you make yourself noteworthy and you crave the affection and attention of others.
Artistry is your great strength. In the pursuit of attention, you will break boundaries and seek powerful forms of self-expression. You can find what keys into your audience's souls and open the floodgates of adoration.
Your weakness is Flamboyance. In order to get others to notice you, you'll take unnecessary risks, do stupid things and generally make a fool out of yourself. You need to tone it down and let people accept you for who you are.
— Regain Willpower whenever you manage to gain the attentions of others through some significant act, deed or show.

Judge
With careful insight and discernment, you hope to separate truth from the myriad multitudes of experience. Presented with facts, you make careful conclusions, hopefully to improve the system for everyone. By solving problems and cutting through extraneous matters, you get to the heart of disputes, resolve them and help people move on to more important matters. You ensure fairness and, often, justice.
Your strength comes from Justice. When you are truly concerned with the matters at hand, you apply impartial logic and wisdom to seek a true resolution and one that is fair to all concerned.
Because you Lack Vision, though, you must step outside the boundaries. Sometimes there's no clear-cut case of right and wrong. Your logic and objectivism cannot free you of the need for personal experience and subjective development.
— Regain Willpower whenever you manage to put together clues or build an argument that allows you to solve a mystery or problem.

Loner
Whether by choice or design, you stand out from the crowd. Although you're not necessarily any different from anyone else, you just don't find any common ground with other people, or maybe you just don't like them. You're most comfortable when you don't have to deal with others to get your work done.
Self-Reliance is your major strength. You get by just fine, thank you, without help from others. No one can bring another to Ascension. It must come from within.
Your weakness is your Lack of Empathy. All things and people have value. By interacting with others, you can find a rewarding place in the world.
— Regain Willpower whenever you achieve something significant on your own, especially if it helps to forward the goals of your cabal or faction.

Martyr
When matters are so terrible that only the greatest sacrifice can hope to achieve anything, you're there, ready to make that sacrifice. You'll give of yourself to make things better and to save others, without ever a single thought to your own welfare. Discomfort, pain and even possible death do not dissuade you from trying to make a better world, and from trying to lighten the loads of others.
Your strength is Sacrifice. With your devotion to others, you make a better world. You give others opportunities by giving up your own.
This same Self-Deprecation leads you into trouble. You need to develop a sense of your own worth, not just by giving up of yourself. If unchecked, you will give, give, give until you are consumed by others' needs,
— Regain Willpower whenever you manage to sacrifice yourself in a real and positive way to benefit someone else.

Masochist
To heck with helping others through sacrifice — you just need to feel suffering. Perhaps you're overwhelmed with guilt, or maybe you want to push yourself to the ultimate limits. Either way, you exult in striving through personal suffering.
Your strength is Devotion. You will drive yourself to incredible limits to see what you're made of. Better than anyone else, you know your own capabilities, and you will push to your limits and beyond.
You have a problem with Self-Destructiveness, though. If left unchecked, you'll destroy yourself when you finally take on too much. You need to learn that pain isn't your only measure of accomplishment.
— Regain Willpower whenever you push yourself to the limit in a new fashion and discover a new form of pain.

Monster
There is evil in this world — and you are it. You're a beast through and through, and you don't bother with civilized niceties. Your best tools are pain and suffering, and you're not above using them to secure your own base impulses.
Your strength stems from your Mirror of Villainy. As a creature of evil, you showcase the virtue in others by contrast. You drive people to rise above your example and to fight against the evil that you represent.
Your real problem, of course, is your Depravity. You have no conscience, no higher aspirations and no hope, You need to get a vision of a better world, or you'll Fall.
— Regain Willpower whenever you manage to indulge in a specific atrocity.

Pedagogue
Nothing fulfills you like teaching others. You want to raise the young, inform the unworldly and spread knowledge and enlightenment. Through words and writings, you hope to bring the illumination of study to everyone. After all, you know so much and are so well-informed that it would be a disservice not to lend your wisdom to others.
Your strength stems from Knowledge. Even if you're not terribly bright, you are always eager to share, to learn more and to teach others what you know and they don't.
Your weakness is Logorrhea. Once you get started, you don't stop, and you'll bore people to death with useless trivia. Some knowledge is useful, but not everything all the time!
— Regain Willpower when you sec or hear of someone benefiting in a discernable way from the wisdom that you've shared.

Penitent
You are consumed with guilt. To make up for some sin, real or imagined, you take burdens on yourself, try to make up for your miserable existence and generally suffer vociferously while flogging yourself for your slights. Nothing can erase your shame, though, and you strive constantly for some sort of absolution, both in the eyes of others and from your own conscience.
You gain strength from your Responsibility. You take up burdens and accept their weight willingly. When others would shirk blame or duty, you are ready to accept what's come to you.
Obviously, your problem is Contrition. Until you come to terms with your grief, your desperate need to make up for your past will drive you to distraction and prevent you from making gains for the future.
— Regain Willpower whenever you achieve significant absolution for some grievous deed that you did or imagined is wrong. A sufficiently strong redemption may result in a change of Nature.

Perfectionist
There's the best, and then there's everything else. You plan to be the best, and you'll hold for nothing less than that in everything you do, say, and experience. You keep the highest standards, and you make similar demands of the people around you. Exacting attention to detail is your hallmark; constant striving for the top is your way.
Your strength is Exactitude. Because of your unswerving desire to get things absolutely right, you have an incredible attention to detail and a consuming desire to make the best out of every situation that you dive into.
You have a problem, though, with Incompleteness. You are unwilling to let go of a task until it's perfect or totally unsalvageable. You need to learn to accept "good enough" so chat you can move forward instead of working on the same things all the time.
—Regain Willpower whenever you manage to accomplish a significant achievement without the slightest hesitation or flaw.

Rebel
"The system" is your enemy, so you take it upon yourself to break the rules and try to remake society in your image. Walking the fine line between perversity and anarchy, you bring a chaotic viewpoint to life, trying to tear down the old ways so that something better can be done. You may not have a good idea of something better. You just know that you're not satisfied with the status quo, and you plan to change it.
Individuality is your strong point; no one is going to force you into a static mold! Your weakness, however, is your Lack of Direction. Your power has no focus, and it cannot come to fruition without a goal.
— Regain Willpower whenever your rebellion against the status quo turns out to be for the best.

Rogue
You learned one important lesson: Look out for Number One. Nobody else is going to give anything to you, and they're all just as set on getting ahead, so you have to take what you can get. Screw the rest! You're not going to be pushed around or ordered by others. You're going to make sure that you've got your own little piece of the world.
You have a strength of Valor. You'll fight against anyone who tries to control you or jeopardize your survival, and you will struggle against adversity to make your own safe place in the world.
Your problem lies with Selfishness. You're greedy, plain and simple. There's no room in your world for sacrifice or making room for others. You need to open yourself to the worth of others to understand love and community.
— Regain Willpower whenever you manage to gain something significant through your self-centered nature.

Survivor
No matter what, you'll always pull through. You have only a simple goal of survival, and you're good at it. The world can throw anything against you but you'll just keep on going. You don't need anything or anyone; you can get along just fine. When a curve is thrown your way, you just deal with it and get on living.
Few others have your Perseverance. No matter what the odds may be, you come out breathing, if not winning. How many warriors can say the same?
Your weakness if your Lack of Trust. You must open yourself up to the world to transcend it.
— Regain Willpower whenever you survive a difficult situation through your own cunning and perseverance.

Thrill-Seeker
You live for the next high, the adrenaline surge, the tush of victory. Over the next horizon and in the next battle you'll find the exhilaration that comes from challenge and the surge of really feeling alive. Only on the edge can you find real satisfaction, and that's where you live.
You have the strength of Daring. You'll rush in where others fear to tread. Danger? Risk? Life's nothing without them, and you're up to any challenge.
Your weakness is Recklessness. Until you learn to weigh risks, you put it all on the line every day of your life. Some things are too valuable to be wagered so carelessly.
— Regain Willpower whenever you undertake and succeed at some very dangerous task, especially when your life, position or important friends and possessions are at stake.

Traditionalist
You are an orthodox and conservative individual. What was good enough for you when you were young is good enough for you now. You oppose change for the sake of change — what point is there in that? You find the status quo preferable to uncertain risk.
Consistency is good to have. With the world in a state of perpetual flux, someone must hold the center. That someone is you.
Excessive Complacency kills, however. A mage must summon the energy to enact new possibilities, rather than succumb to stasis.
— Regain Willpower whenever you are able to protect the status quo and resist change.

Trickster
The universe has no meaning; life is a comedy, experience a procession of the absurd. You revel in this chaos, drawing humor out of senselessness and bringing a smile to tragedy. You can't face a world without reason or caring, so you invent your own meaning and plaster that leering, grinning face over everything. Better still is when you can convince others to see this artificiality. As much as you try to deny the disorganized truth, you still see it, and you hope that others see it too. You make them laugh, but like any good clown, you make them learn, and you make them cry.
Empathy is your strength; with it, you can cheer up others and find the banana peel in your cabal's path. When you stop joking, this empathy can be put to other more constructive uses.
Your weakness is Hypocrisy. Focusing the attention of others on happiness leaves a deadly potential to ignore the dreadful. You must make sure that your tricks and jokes reach and instruct instead of simply diverting.
— Regain Willpower when you manage to lift others' spirits, especially if you can deny your own pain in the process.

Visionary
Dancing through your head are truly wondrous sights — worlds without name and fantasies beyond number. You can see these strange possibilities and elucidate them, opening the doors for others to live in a better, different world. Perhaps you seek something more than the mundane, or maybe you have a particular idea that resonates with potential. Either way, you give people inspiration for the future, in new and exciting ways that build on (yet differ from) the old. So determined are you to see your vision made reality that you fight to impress it on the world regardless of the cost.
Inner truth is your quest, and Imagination is your strength. With this vision, you may guide others who need such wisdom desperately, Your weakness is your Pride, pride in your ability to see and understand what others cannot. You must learn humility to Ascend.
- Regain Willpower whenever you are able in convince others to believe in your dreams and follow the course of action outlined by your vision of the future.
PostPosted: Wed Jul 27, 2011 6:41 pm


Archetypes


Would you like my mask?
would you like my mirror?
cries the man in the shadowing hood
You can look at yourself,
you can look at each other
or you can look at the face of your god.

— Loreena McKennitt, "Marrakesh Night Market"

Archetypes are rough personality types into which wraiths can fall. They are basic descriptors for the wraith's personality, both her true one and the one she lets the world see. No wraith tits any Archetype exactly, but usually there is one that describes her character concept well. This Archetype should be chosen as the characters Nature, while the one that best fits how she faces the world should be marked down as her Demeanor. The conflict between these two Archetypes helps define the character, as do the actions she will take in order to remain "in character" for both her Nature and Demeanor.
In game terms, Archetypes are important because acting in accordance with her Nature is a way for a wraith to regain precious Willpower points. If the character has just performed an action that the player feels is appropriate for granting her character a point of Willpower, based upon her Nature, she should inform her Storyteller. If he feels that the justification for the request is valid, he can allow the character to regain between one and three points of Willpower. However, Storytellers should always feel free to disagree with players' requests for Willpower if they feel the logic behind the request is flimsy, or if it appears that the character has been performing certain actions solely to regain Willpower. Archetypes should encourage roleplaying, with the Willpower gain serving as a reward for expressing the concept of the character well within the structure of the story.
If players wish, they should feel free to create their own character Archetypes, as the ones listed here are but a small sample of the many faces of humanity.

Architect
Creation is the Architect's focus, the process of creating something out of nothing. He denies Oblivion by continually creating new things, whether they be social structures, actual objects or even just plans for the future. An Architect's driving goal is to create and order the uncoordinated elements that surround him. Chaos drives him to distraction, as does the notion that all of his carefully planned creations will come tumbling down someday. Someday isn't here yet, though, and in the meantime there's so much that needs his hand to order it.
— Regain Willpower every time a plan of yours comes to fruition.

Avant-Garde
The Avant-Garde has an interest only in the new. If it's been done, it's not of interest to her. Order doesn't matter to her so much as discovering or creating what's new, or at least being the first one she knows to discover something. The thrill of experimentation is a major lure to the Avant-Garde, and she's not afraid to take risks to achieve a new effect. Every Avant-Garde dreads the day she falls behind the cutting edge, but each one will also work like mad to make sure that never happens.
— Regain Willpower whenever you find a new approach to something old.

Bon Vivant
The Bon Vivant looks into Oblivion and sees the negation of all things. To avoid confronting this horror, he escapes in the only way he can: by deadening his senses with pleasure. There is nothing immoral about the Bon Vivant's hedonism, as it serves to reaffirm the power of existence in the face of Oblivion. While the Bon Vivant worries about the day when he runs out of new pleasures and is dragged down by ennui, he's got better things to concern himself with in the meantime. Bon Vivants are often short-sighted, focused on nothing more than the next thrill.
— Regain Willpower whenever you have an unadulterated good time.

Bravo
The Bravo reinforces her own self-worth by pumping herself up and denigrating others. Fear is to be faced, and doubt must never be shown in front of the enemy. Failure is not an option for the Bravo, but unfortunately, neither is compromise or strategy. The Bravo is constantly trying to achieve dominance in any situation she encounters, and will keep on pushing for it until she either gets it or is soundly defeated.
— Regain Willpower every time you make someone else back down.

Bureaucrat
The Bureaucrat fits perfectly into the System. It nurtures and protects him, even as he maintains and serves it. Bureaucrats are most often found among Hierarchy ranks, to no one's surprise, and will subvert all other considerations to process. It doesn't matter if a dozen Spectres are camped out on the front steps; the Legionnaires to fight them must be requisitioned properly. While this may seem inefficient, the Bureaucrat knows that order is the key to resisting Oblivion, and he will cling to that order no matter what.
— Regain Willpower every time disaster is averted (or a crisis resolved) by following correct procedures.

Caregiver
The Caregiver is well-loved in the Underworld, as her concern for others bulwarks many wraiths against the pull of Oblivion. She will make sacrifices, but always with a purpose and a clear goal of reducing others' suffering in mind. That doesn't mean that Caregivers are unstintingly generous, naive or impractical; many have a discerning eye for whom they'll make an effort. Just because the Caregiver worries about others doesn't mean that she's blind to their faults.
— Regain Willpower every time you receive tangible proof that you have helped another.

Child
A combination of naiveté and egomania, the Child has a wide-eyed innocence about existence in the Underworld. He also has a steely determination to have things his way no matter what, and will answer the most logical argument for abstaining with, "But I want to!" Wraiths with the Child Archetype are not necessarily children; a great many adults who reach the Shadowlands never matured emotionally while they were alive. While the Child's innocent faith can be inspiring to other wraiths, his narrow vision and stubbornness can be infuriating and even dangerous.
— Regain Willpower whenever you get your way through mulish determination.

Conniver
The Conniver seeks to get ahead through judicious subversion of the System. She may need the System to advance and accrue status, but to her way of thinking, the System is there for her benefit and not the other way around. When the System can help her, she's glad to play along; when it keeps her from doing what she wants, she'll blithely ignore it. The Conniver is excellent at getting others to do what she wants, but lives in terror of the day when no one will listen to her and she must act, inexperienced and unprotected, on her own. Worse, many Connivers know themselves well enough to suspect all other wraiths of behaving the same way, and thus have tremendous difficulties with trust.
— Regain Willpower every time you convince another wraith to take on a difficult or hazardous situation for you.

Critic
The Critic finds purpose in death by revealing weakness and faults in others, whether in artwork, an organization or in a person's habits. He strives to perfect others by pointing out their flaws so that those flaws might be corrected. Of course, some wraiths see him as merely self-aggrandizing, but what he does he does for their good and the personal consequences be damned. Occasionally the Critic will do his job too well and convince others that they are not just flawed but actually worthless; the spate of self-loathing this can inspire in the Critic can have unpleasant repercussions.
—Regain Willpower whenever you point out a flaw in someone or something else that would have been harmful had it not been detected.

Explorer
The Explorer finds her purpose on the road of discovery. The prospect of finding new places, people and things fires her gray existence with excitement, and she will wander from the darkest jungles of the Flayed Lands to the heart of the Labyrinth on her quests. She exists in dread of the day when everything is discovered, but does her part to bring that nearer by searching out the new and exciting whenever she can. This does sometimes get her companions in trouble as they get dragged off, willy-nilly, into a quest for the Lost Treasures of Gorool or some such, but in the Explorer's eyes, it's more than worth it.
— Regain Willpower when you come across something no one else ever has.

Follower
The Follower is a curious Archetype, and a common one in the Shadowlands. The average Follower is not necessarily a Hierarchy citizen; charismatic Heretics and Renegade demagogues need Followers as well. The Follower does recognize, though, that no matter who he follows, his leader knows better than he does. His best bet for survival is to take orders; to demonstrate initiative is to step out of place. This sometimes leads to disaster, as the Follower will stand silent rather than point out to his leader that trouble is looming. On the other hand, in the fractious Underworld there's much to be said for loyalty and obedience from someone besides a barghest.
— Regain Willpower if you survive a hazardous situation by following orders to the letter.

Gambler
The Gambler does things, not for the ends, but for the thrill that the means provides. By risking herself time and again, she energizes and re-affirms her unliving existence. Boredom is Oblivion, and the stakes are never so high that they can't be made higher. A Gambler tends to have a very active Shadow, but sometimes an oddly sympathetic one, as if even her dark side needs an adrenaline-esque rush every now and then. Of course, taking so many risks does have its inevitable price, but to the Gambler, it's more than worth it, just for the thrill.
— Regain Willpower every time you place yourself in an existence-threatening situation and then wriggle your way out of it.

Jester
To the Jester, everything is a joke. And well it should be, because he's dead, so is everyone else, and the only sane reaction to that is humor. While a Jester may not know when to quit, continuing to make jokes at all (and especially at inappropriate) times, his presence and antics serve to lighten the gloom that can easily overwhelm those who dwell in the Underworld.
— Regain Willpower whenever you can lighten the mood and improve a tense situation.

Leader
The Leader is the one who takes up the cause and convinces others to follow her. It doesn't matter if the cause was originally hers or not; what matters is that it's hers now. Getting others to follow her lead isn't an if, it's a when. While there always exists the possibility of leading others to their doom, a Leader is always convinced that she knows the best way into — and out of — any given situation.
— Regain Willpower when others follow you without questioning your orders or decisions.

Martyr
The Martyr is always willing to throw himself into the breach in order to solve the problem. He is ready to put himself at risk in order that others or a cause survive or succeed, even when a sacrifice isn't necessary. Workaholics and perfectionists, Martyrs don't seek rewards, only recognition of their sacrifices. Other wraiths often deride the Martyr as suicidal, but in his heart the only thing that bothers him is the idea of sacrificing himself in vain. Unfortunately, many do.
— Regain Willpower whenever you sacrifice yourself or something of yours to a higher goal.

Mediator
The Mediator focuses on solving the problems of others. She mediates disputes, acts as a friend to help a person get through difficulty, or even serves as an arbitrator or judge. Compromise and unity are vital to a Mediator, and she'll often emulate the Martyr in self-sacrificing to encourage others to reach an agreement. Conflict is abhorrent to a Mediator, especially combat, and she will try every option available before resorting to force. A Mediator's greatest fear is that her failures will sweep up and doom hundreds or thousands of other wraiths. This overdeveloped sense of responsibility gets many Mediators in trouble.
— Regain Willpower anytime you convince others to compromise.

Rebel
The Rebel believes that the current system is in need of replacement, even if he doesn't know what that replacement should be. A force for change and activism, he works instinctively to overthrow authority. The world is black and white to a Rebel; the enemy has no good points and must be destroyed, while his own cause is pure and spotless. Many Rebels do harbor nagging doubts as to whether or not they're doing the right thing, dreading a revelation that they are actually working for Oblivion. Still, those fears only come rarely, and the rest of the time most Rebels can border on fanaticism.
— Regain Willpower whenever you act to overthrow an established authority.

Scientist
The Scientist approaches the world as a riddle to be solved. She takes the world and its problems, breaks them into discrete steps, and solves them in a rational manner using logic and deduction. Her ultimate goal is to understand every detail and mechanism. The process may take some time, though, for she is as likely to get distracted by an interesting tangent as she is to answer the original question. Scientist Archetypes are not always actual scientists; instead the name refers to the analytical approach which this Archetype brings to its perception of the world. Of course, all Scientists know that entropy always increases, but that doesn't stop them from fighting Oblivion anyway. Unless, of course, they get distracted....
— Regain Willpower whenever a rational, scientific approach to a situation helps to solve it.

Survivor
The Survivor has dedicated his afterlife to saving his own Corpus, minimizing his concern for others in order to protect himself. Existence, at any cost, is what the Survivor values, and he will cling to it with a frightening tenacity. On one hand this makes him willing to throw his companions to the wolves to save his own skin, but on the other it makes for a wraith who will never surrender, no matter what. Most Survivors are self-centered and dislike taking risks, but a few are daredevil-types.
—Regain Willpower whenever you escape a situation that threatens your very existence.

Traditionalist
The Traditionalist believes that the solutions for today's problems can be found by the application of the methods of the past. She resists Oblivion by working to preserve old institutions, anchoring herself against entropy's pull by attaching herself to existing structures. Rejecting the new and innovative, the Traditionalist exists in terror that by abandoning tradition, her fellow wraiths are willingly surrendering a potent defense against Oblivion.
— Regain Willpower whenever a tried-and-true method proves effective, especially in thwarting Oblivion.

Visionary
The Visionary has as his goal something that only he can see, something to which he has dedicated his existence. The exact details of this vision are unimportant; it is enough that it has never been done before. It is through the Visionary's efforts that Oblivion can forever be thwarted, for in his dedication to creation he denies the destruction that Oblivion represents. Of course, many Visionaries secretly harbor the fear that their great goal actually serves Oblivion, but they will deny this even to their Pardoners.
— Regain Willpower whenever you take a concrete step toward achieving your overarching goal.

Carnamagos
Vice Captain

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