Classification: Union // Open

Archetypes

72 records

Random
Name ▲ Source
ActivistM20
AlphaW20
ArchitectBoS, V20, W20
ArtistBoS
AutocratV20
BartererW20
BenefactorM20
Big Bad WolfW20
Bon VivantBoS, V20, W20
BravoV20, W20
CapitalistV20
CaregiverBoS, V20, W20
CelebrantV20, W20
ChameleonV20
ChildV20
CompetitorV20, W20
ConformistBoS, V20, W20
ConniverV20, W20
ContraryM20, W20
Creep ShowV20
CrusaderM20
CubW20
CurmudgeonV20
DabblerV20
DeviantV20
DirectorBoS, V20, W20
DynamicM20
EnigmaV20
EntertainerBoS
Eye of the StormV20
FanaticV20, W20
FatalistW20
GallantV20, W20
GuardianBoS
GuruV20, W20
HackerM20
HereticBoS
IdealistV20, M20, W20
InnovatorM20
JudgeV20, W20
KidM20
LonerV20, M20, W20
MachineM20
Mad ScientistM20
MartyrV20, M20, W20
MasochistV20
MentorBoS
MonsterV20, M20
ParanoiaW20
PatternM20
PedagogueV20, W20
PenitentV20, W20
PerfectionistV20, W20
PrimordialM20
ProphetM20
QuestingM20
RebelV20, W20
RogueV20, M20, W20
RomanticBoS
SadistV20
SchizophreniaW20
ScientistV20, W20
SensualistM20
SociopathV20
SoldierV20, W20
SurvivorV20, M20, W20
Thrill-SeekerV20, W20
TraditionalistV20, M20
TricksterV20, M20
TycoonBoS
VigilanteBoS
ZealotBoS
Classification: Union // Open Ref shared/trait/archetype/monster

Monster

Archetype

Shared

The Monster knows she is a creature of darkness and acts like it. Evil and suffering are the Monster’s tools, and she uses them wherever she goes. No villainy is below her, no hurt goes uninflicted, and no lie remains untold. The Monster does not commit evil for its own sake, but rather as a means to understand what she has become. Unstable individuals, those who have been greatly wronged or harmed, and those defined as sociopaths may come to display characteristics of the Monster Archetype. Kindred Monsters include many Sabbat, degenerate Kindred elders, and those who never adjust properly to what they have become after the Embrace.

— Malignant deeds reinforce the Monster’s sense of purpose. Monster characters should pick a specific atrocity, regaining Willpower whenever they indulge that urge. For example, a tempter regains Willpower for luring someone into wickedness, while an apostate earns back Willpower for causing another to doubt her faith. Pick a destiny and fulfill it. Storytellers, be careful with how you reward this Archetype. For example,

a player who chooses violence as an atrocity shouldn’t recoup Willpower in every combat, but perhaps only in those that involve wanton destruction, or even cause degeneration checks due to their gruesomeness. Monster is a difficult Archetype for which to offer rewards, and those rewards should come as a result of the character challenging his own descent into the Beast, not rampaging ungovernably because he gains an ever-refreshing pool of bonus dice.

Also in M20 p. 272 — text differs from V20 (48%)

Heaven lacks glory without the threat of Hell. It’s your noble chore, then, to be the Agent of Infamy. An obvious choice for Nephandic mages (though not, by a long shot, exclusive to their kind), this Archetype embodies unapologetic villainy. As Voltaire (the singer, not the philosopher) put it, “It’s so easy when you’re evil”… easy, fun, and satisfying!

You Reveal Dark Truths that many people are afraid to face. When you show up, Pollyanna runs screaming for the hills. Your existence undercuts the comfortable lies of polite society. Anyone can play a hero, but a memorable villain is worth his weight in blood.

The problem, of course, is that you’re Depraved. There might be a heroic heel-turn in your future, but that’s unlikely. Chances are, you’re headed for the Cauls; if you haven’t Fallen with the Nephandi already, you probably will soon enough.

– Regain Willpower by performing spectacular acts of heartlessness and ruin.

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