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World of Darkness

Hunter Archetypes

a part of “World of Darkness”, a fictional universe by Crooked Thoughts.

The world isn't what you think. Beneath skyscrapers' leering gargoyles, factories belching smoke, and streets packed with the human throng, lurk things we aren't meant to see. Your darkest fears aren't make-believe... they're real.

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This conversation is an Out Of Character (OOC) part of the roleplay, “World of Darkness”.
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Hunter Archetypes

Tips: 0.00 INK Postby Crooked Thoughts on Fri Dec 21, 2012 11:54 pm

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The purpose of this page is to help with your character's personality. I myself need assistance with this, at least when developing something outside the standard good guy and bad guy. Use these archetypes as foundations for your character's personality or sub them in completely; either is acceptable. Reading the information below is optional, but it will be very beneficial to creating your character. Do not post here under any circumstances. If you have any questions, private message me or post them in OOC.


CONTENTSLINKS
  1. Nature & Demeanor
  1. RP Tab
  2. Announcement
  3. IC
  4. OOC
  5. Races & Classes
  6. Virtue & Creed
  7. Archetypes
  8. Equipment
  9. Skill & Abilities
  10. Dictionary
  11. Power Guide
  12. Summaries
  13. Bestiary
  14. NPC's

Last edited by Crooked Thoughts on Sun Dec 23, 2012 1:09 am, edited 3 times in total.

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Crooked Thoughts
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Re: Hunter Archetypes

Tips: 0.00 INK Postby Crooked Thoughts on Fri Dec 21, 2012 11:58 pm


Nature and Demeanor
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 the places around us, and we choose which parts of ourselves we wish to show.

It's the same with hunters. The concept of Nature and Demeanor corresponds directly to the different masks we wear when we interact. Your hunter's Nature is their true self, their innermost being -- the person they truly are. It's dangerous to show this, though, as it lets others know who we are and what's important to us. Thus, your character also has a Demeanor, a face they show to the world. By choosing how we relate to the world, we're able to choose how it relates to us; we guide the responses others give us.

Nature and Demeanor are usually strikingly different for the imbued. Trying to maintain any semblance of a normal life -- and then confronting the unknown -- makes for a schizophrenic existence. Maintaining contrasting Natures and Demeanors helps draw the lines between identities: Every-day person versus potential killer. And yet there are those who take the hunt so far that it consumes all of their identities. Nothing else has meaning to these people, who develop the same Nature and Demeanor -- and are watched closely by their allies for signs of going too far and becoming a liability.

Even if your character strives to show separate faces to the world, the lines must sometimes blur. The shadows and their agents are everywhere, operating by night and day. They can be at work, on the street, at the gym, or even in the home. The truly wary never let down their guard and frequently wear their hunter face for fear of showing weakness -- which could lead to death.

These archetypes allow you to build a sense of personality for your character, and to define a bit of what makes them tick. Yet Archetypes aren't rigid; characters need not devote to themselves slavishly to their Natures and Demeanors. Rather, your character should act as you reasonably or emotionally believe they would act in a given situation. You can come up with your own Archetypes that more closely define how your character responds to their world. After all, every character is an individual, and customized Archetypes are a logical outgrowth of a well-rounded character. Below are just some basic character Archetypes.

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Re: Hunter Archetypes

Tips: 0.00 INK Postby Crooked Thoughts on Sat Dec 22, 2012 12:00 am

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:Addict:
The Addict simply can't get enough of a good thing. Unlike the Bon Vivant, who finds pleasure where they can, the Addict turns a specific pleasure into an obsession, giving it up only for a stronger urge. Obviously, this may be a narcotic, but it can also be a certain person, place, or activity that has significance. Gamblers, workaholics, and stalkers are all good examples of the Addict Archetype. Addicts gain solidarity when they're able to gorge themselves on their chosen passion.

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:Adviser:
This Archetype is for Visionary characters. An Adviser knows deep down that their sense of the way to do things is correct and most people will understand it to be so, given time and the right guidance. They can't force them into seeing their way, however. Others have to seek it out for themselves when they're ready. When people become aware of the nightmares that lurk in the world and realize that their lives have been lies, it's only a matter of time before they seek direction. Once they ask, the Adviser is more than happy to guide them along the true path. Advisers gain solidarity whenever someone seeks out and then follows their advice in a way that furthers their dream of the future.

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:Analyst:
This Archetype is for Visionary characters. It doesn't matter how bizarre, horrifying, or alien something is, the Analyst knows that it can be understood if the right information is collected and studied. To them, everything is data to be sorted, examined, and used to understand what's really going on. Everything a person does has some possible significance and thus must be cataloged and considered. Once enough data is collected, everything will become clear. The Analyst constantly runs the risk of looking for information when there is none, however, or of spending so much time analyzing that they never comes to any conclusions. Analyst gain solidarity whenever careful study of a subject results in valuable new insights that reinforce or develop their hopes for the future.

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:Architect:


The Architect wishes to be immortalized through a legacy that'll remain long after they pass away. The legacy may be solid like a building or gadget or it may be intangible like a new idea or a prodigy. Pioneers, innovators, and entrepreneurs tend to be this Archetype. Architects gain solidarity whenever they do something for which they know people will remember them.

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:Autocrat:

The Autocrat craves complete control over a situation, for they believes that their leadership is always in the group's best interests. Whether the Autocrat's ideas are truly the best is inconsequential; Power for power's sake is their sole desire. Dictators, corporate raiders, and people who rule by fear are Autocrat Archetypes. Autocrats gain solidarity when they wrest control of a situation from someone else and maintain command afterward.

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:Bon Vivant:

The Bon Vivant knows that their time on Earth is limited, so they try to enjoy it while they can. The Bon Vivant always seeks excess and instant gratification, sometimes to the point of neglecting duty or common sense. Dilettantes, hedonists, and many teenagers are the Bon Vivant Archetypes. Bon Vivants gain solidarity when they shirk responsibilities in order to have a good time, which they feel more than compensates for whatever consequences may result.

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:Bravo:

It doesn't matter how the Bravo gets their way, whether physically or verbally, as long as they get it by knocking someone else down. Bravos take pleasure in displaying their power first-hand to people they don't respect. The Bravo is not necessarily devoid of compassion, they just prefers the strong-arm method of getting things done. Commandos, thugs, and tough-guy cops are all Bravo Archetypes. Bravos gain solidarity when they get their way by cowing an opponent (or an ally).

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:Caregiver:

The Caregiver is a welcome harbor in a sea of evil. They takes pride in being a crutch for others to lean on in times of trouble. Caregivers aren't suckers, however, and won't help people whom they feel don't deserve their aid. Doctors, social workers, and parents are all examples of the Caregiver Archetype. Caregivers gain solidarity when they aid someone who truly needs it, especially at some cost to themselves.



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:Celebrant:
The Celebrant takes joy in their cause. Whether the character's passion is battle, religious fervor, foiling rivals, or reading fine literature, it gives the Celebrant the strength to withstand adversity. Given the chance, the Celebrant indulges in their passion as deeply as possible. Unlike the Fanatic, the Celebrant pursues their passion not out of duty, but out of enthusiasm. Crusaders, hippies, political activists, and art enthusiasts are Celebrant Archetypes. Celebrants gain solidarity whenever they pursue their cause or convert another character to the same passion. Conversely, they feel lost whenever denied their passion or it's completely unavailable to them.

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:Child:
The Child Archetype can show two different faces. On the one hand, he may be the epitome of The Little Prince: innocent, questioning, untouched by the world's pettiness. On the other hand, he may be an immature, selfish creature who demands a sort of dependence on others. Many Child Archetypes such as children and the idle rich show a bit of each face. Children gain solidarity when their unsullied perspective uncovers an answer that more world-weary people have overlooked. Alternatively, they also gain solidarity when they get their way through mulish stubbornness.

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:Conformist:

The Conformist is the backbone of any group -- seldom making any plans themselves, but following those of a competent leader to their completion. Conformists aren't really sheep; they can judge whose plans are worth carrying out. Besides, a situation with too many chiefs and too few Indians leads to the decimation of the tribe. Groupies, high school teachers, and anyone who finds comfort in the masses may be a Conformist Archetype.

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:Conniver:

The Conniver's time is much too precious to waste on things that other people happily do for them. They take pride in getting others to do what they want, and may use any means necessary to accomplish this. Salesmen, con artists, and the intelligent-but-lazy are all Conniver Archetypes. Connivers gain solidarity whenever they get someone else to do their dirty work.

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:Curmudgeon:
The Curmudgeon refuses to hold any delusions about outcomes or ideas, even if it earns them the title "pessimist." nothing ever works out the way it should, and Murphy's Law is sometimes a lot more applicable than the laws of physics. And don't even get them started on people. Curmudgeons can be anyone, from crabby old ladies to disaffected youth. Curmudgeons gain solidarity when someone does something stupid or a plan fails, just like they knew it would.

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: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 most 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 Directory Archetype. Directors gain solidarity when they influence a group in the completion of a difficult task.

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:Dreamer:

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

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:Fanatic:

The Fanatic has a higher goal and their sense of duty requires them to follow it to the utmost. If someone, even the defenseless, gets in the way of this objective, the Fanatic pushes them down and walks over them if they must. The end always justifies the means. Revolutionaries, crackpots, and extremists fall into this mold. Choose a cause. Fanatics gain solidarity every time they take a major stride in support of it.


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:Gallant:

A Gallant wants nothing more than the admiration of others. They showoff and perform, dramatizing a situation if they feel it wins the audience. Sometimes, the Gallant loses track of the goal in their histrionic pursuit of it. Gallants are often actors, single children, and others who base their self-esteem on the approval of others. Gallants gain solidarity when they suitably impress someone.


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:Gambler:

To the Gambler, life is a toss of the dice and there's no greater thrill than beating the odds. Gamblers sometimes get themselves into dangerous situations simply for the affirmation that comes from escaping it. Daredevils, extreme sports fanatics, and stock brokers are good examples of the Gambler Archetype. Gamblers gain solidarity when they triumph against difficult odds, especially when they've stacked them against themselves.

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:Masochist:
The Archetype is for Martyr characters. The Masochist feels that they need to suffer, either as punishment for their failings or as a symbol of their own dedication. This belief is so central to their character that pain is tied to pleasure and satisfaction. Something accomplished without suffering feels hollow, while even pointless self-mutilation has an associated rush. Masochism often has sexual overtones and can lead a Martyr into a sadomasochistic, bondage-and-discipline scene. But that isn't always the case. In fact, pain need not be physical -- a person who constantly does anything unpleasant because they crave it, flirts with masochism. Masochists gain solidarity whenever they suffer grievous harm while accomplishing a goal important to their cause.

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: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 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. Pedagogues gain solidarity whenever they see or learn of someone who benefits from their wisdom.


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:Penitent:
Penitents have a sin, real or imagined, for which they wish to atone. The Penitent themselves determine the sin. Some Penitents have an ever-increasing list of wrongs that they accumulate from day to day, all of which must be ameliorated in different ways. Penitents aren't necessarily religious, they simply feel they must scourge an evil within them. Reformed criminals and persons with low self-esteem are Penitent Archetypes. Penitents gain solidarity when they perform an adequate act of reparation that either removes a lesser sin or is a step toward assuaging a greater one.

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:Perfectionist:

A job worth doing is a job worth doing perfectly, and the Perfectionist accepts nothing less. They spend long hours detailing their plans and isn't satisfied unless they are executed flawlessly. Perfectionists also tend to expect this sort of care from others. Prima donnas, directors, and Olympic trainers are all Perfectionist Archetypes. Perfectionists gain solidarity when they achieve unmitigated success in something important.


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:Rebel:
The Rebel has a need to undermine authority. Whether their grievances against the system are legitimate or simply an outgrowth of some wrong done to them in the past is inconsequential. The Rebel consciously prefers to challenge an authority figure or society's dictates, even if their choice may lead them down a more difficult road. Teenagers, nonconformists, and criminals may all be Rebel Archetypes. Rebels gain solidarity whenever they oppose an authority figure and let them know it, or when they earn others' respect for opposing the status quo.

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:Rogue:
The Rogue relies on no one but them. Their sense of self-sufficiency is strong, and they tend to consider the dependence of others to be weakness. Although they aren't necessarily cold-hearted or cruel, they usually have the best interests of only one person in mind: themselves. The Rogue may work with other hunters in order to survive, but doing so rankles them and they seek every opportunity to go off on their own. Capitalists, slum-dwellers, and smugglers all embody the Rogue Archetype. Rogues gain solidarity when you profit by focusing on yourself only.


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: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 by any unwillingness to better a situation. Outcasts, street folk, and idealists may well be Survivor Archetypes. Survivors gain solidarity whenever they survive a threatening situation through tenacity, or when another persists in spite of adversity thanks to their counsel.

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:Traditionalist:

The Traditionalist is wary of the risks that untested methods present. For them, there's safety in the tried and true. Traditionalists tend to be followers of the status quo; if it works for everyone else, it works for them, too. Conservatives, authorities, and generally anyone who benefits from the System may be a Traditionalist Archetype. Traditionalists gain solidarity whenever they use of proven ways to discredit more radical methods.

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:Trickster:

No matter how grim the situation becomes, the Trickster is able to dredge up a bit of humor from it. Tricksters try to lighten the spirits of everyone around them by using commentary, wit, or physical humor. By putting on a gleeful mask, the Trickster hopes to play the fool for everyone, including themself. Political cartoonists, comedians, and class clowns often have Trickster Archetypes. Tricksters gain solidarity whenever they manage to lighten a dark situation and give others hope.

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