World of Darkness: Tenebris Raptis

This is a OWoD Revised IRC RPG set in the dark future of 2095. On irc.darkmyst.net
 
HomeGallerySearchMemberlistUsergroupsRegisterLog in

Share | 
 

 Natures and Demeanors

View previous topic View next topic Go down 
AuthorMessage
Avy
Admin
avatar

Posts : 421
Join date : 2010-01-30
Age : 40
Location : Australia

PostSubject: Natures and Demeanors   Sun Feb 07, 2010 6:41 am

Introduction

Here is a detailed list of the natures and demeanors you may select upon character creation.  Remember:

*Nature is the true personality of your character.

*Demeanor is the face your character wears for the world.

*Yes, natures and demeanours can be the same in some situations.


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.

Autocrat: You must have complete control of the situation, complete control over those around you, and as much control over fate as you possibly can.  Control is the only thing you understand; it is what you worship.  Authority is what you desire, and it is what you gain when you have control.  The more authority you have, the more control you gain.  One hand feeds the other.  Others may consider you domineering, but they just aren’t up for the job – you are the only one who can do it.

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

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

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 simple predisposed to having a good time along the way. Most Bon Vivants have low Self-Control scores, as they are so given to excess. Hedonists, sybarites and dilettantes are all examples of the Bon Vivant Archetype.

Bravo: The Bravo is a tough and a bully, and often takes perverse pleasure in tormenting the weak. To the Bravo's mind, might make 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 Brave Archetypes.

Capitalist: Why give it away for free when you can sell it? You are the ultimate mercenary, realizing that there is always a market to be developed - anything can be a commodity. You have a keen understanding of how to manipulate both kine and Cainites into thinking that they need specific goods or services. Appearance and influence are everything when it comes to the big sale, though you'll use anything to your advantage. Regain a Willpower whenever you make a significant sucessful "sale" or barter any commodity. Commodities need not be physical items; they may be information, favors, or other such intangibles.

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

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.

Caretaker: You are, indeed, your brother's keeper. Whether you understand it as the will of God, your duty to your ancestors and the spirits or simply as the obligation of a fully aware human being, you know that the most important obligation is providing for others' needs. Not everyone appreciates your effort, as you already know from bitter experience, but rejection and ingratitude do not give you a license to stop doing what you know you should. There can be no rest until the world is at ease, and that's a long way off.

Celebrant: The Celebrant takes joy in her cause. Whether the character's passion is battle, religious fervor, foiling her rivals or reading fine literature, it gives the Celebrant the strength to withstand adversity. Given the chance, the Celebrant will indulge in her passion as deeply as possible. Unlike the Fanatic, the Celebrant pursues her passion not out of duty, but out of enthusiasm. Crusaders, hippies, political activists and art enthusiasts are Celebrant Archetypes.

Child: The Child is still immature in personality and temperament. He wants what he wants now, and often prefers someone to give it to him. Although he can typically care for himself, he would rather have a caretaker-type cater to his bratty desires. Some Child Archetypes are actually innocent rather than immature, ignorant of the cold ways of the real world. Children, spoiled individuals and some drug abusers are Child Archetypes.

Chameleon: Independent and self-reliant, you manage to blend into any situation. You carefully study the behavior and mannerisms of everyone you come in contact with so you can pass yourself off as someone else later. You spend so much time altering your mannerisms and appearance that your own sire may not even recognize you. Regain a Willpower whenever you fool someone into thinking you are someone else for your own or your clan's benefit.


Competitor: You are driven by the need to win at all costs.  The thrill of victory is the only thrill you recognize; it is the thing that drives you.  You see life as a contest and society as a dichotomy of winners and losers.  You believe ‘’all’’ the macho business proverbs – ‘’if you’re not a lead dog the view never changes‘’, ‘’There are no prizes for second place‘’, ‘’eat or be eaten.‘’. You try to turn every situation into a contest of some kind, and it is the only way you can relate to anything.  You are capable of cooperating with others, but only by turning group interactions into another contest:  you must be the leader, or the most productive, or the most indispensable, or the best liked – anything, as long as it means you win in some way or another.

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

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.

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.

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

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

Dabbler: The Dabbler is interested in everything but focuses on nothing. He flits from idea to idea, passion to passion, and project to project without actually finishing anything. Others may get swept up in a Dabbler's enthusiasm, and be left high and dry as a result when he moves on to something else without warning.

Defender: Everything that matters in the world struggles to survive in the face of its enemies. This isn't necessarily a commitment to tradition, though. The thing you defend may be some fragile innovation or the hope of future progress. You may see your role in martial terms, or otherwise; this is an Archetype for healers and priests as well as warriors. You find fulfillment in defending the cause to which you've given your allegiance.

Deviant: The Deviant is a freak, ostracized from society by unique tastes that place her outside the mainstream. Deviants are not indolent rebels or shiftless "unrecognized geniuses"; rather, they are independent thinkers who don't quite fit in the status quo. Deviant Archetypes often feel that the world stands against them, and as such reject traditional morality. Some have bizarre tastes, preferences and ideologies. Extremists, eccentric celebrities and straight-out weirdoes are Deviant Archetypes.

Director: To the Director, nothing is worse than chaos and disorder. The Director seeks to be in charge, adopting a "my way or die 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.

Enigma: Your actions are bizarre, puzzling, and inexplicable to everyone except yourself. Though you may have your own reasons, To the rest of the world, your erratic actions suggest that you are eccentric if not completely crazy.

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

Fanatic: The Fanatic has a purpose, and that purpose consumes his existence. The Fanatic pours himself into his cause; indeed, he may feel guilty for undertaking any objective that deviates from his higher goal. To the Fanatic, the end justifies the means - the cause is more important than those who serve it. Players who choose Fanatic Archetypes must select a cause for their character to further. Revolutionaries, zealots and sincere firebrands are all examples of Fanatic Archetypes.

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.

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

Idealist: The Idealist believes in some higher goal or morality. The object of his idealism may be something as pragmatic as their Clan's eventual triumph or as amorphous as the ultimate good, but the belief is there. Idealist are frequently either very new to the blood or very old. An Idealist tries to reconcile his beliefs with the demands of vampiric existence, often acting contrary to self-interest to do so. An idealist may be idealistic about something "good" or instead may believe in something wholly evil. Please explain to staff what your characters ideals are.

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

Jobsworth: You are dedicated to the unbroken routine of your existence, and refuse to do anything that compromises your routine and established practices.  No matter how urgent or deserving an individual case may be, the preservation of established practices and routines is more important.  Individual decisions and considerations are fallible, whereas routines and established procedures are the distilled wisdom of years or decades of decision-making.  Routines are what separate order from chaos.  Make an exception once, and it sets a dangerous precedent; make an exception twice, and the door to anarchy is opened.

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

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.

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

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.

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

Masochist: You like to push the boundaries and try to see how much you can take – how much pain you can tolerate before you collapse.  You gain a certain amount of satisfaction from suffering humiliation, deprivation and even mutilation, especially when you are the cause of your pain and have some control over it.  You know that your need is somewhat perverse, but you know you aren’t crazy.  This is just the way you are.

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

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 uninflected 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. Many Sabbat, degenerate Kindred elders and unstable individuals display characteristics of the Monster Archetype.

Optimist: Everything always turns out for the best.” '' That is a motto of your life, and you know if you can just stay cheerful and stop worrying, your problems will never be with you forever.  Some call you a fool, but even they have to admit you’re happier than they are.  Certainly you’ll encounter difficulties from time to time, but there’s no sense in worrying yourself to death in advance.  Don’t worry, be happy, and have a nice day.

Pedagogue: You’ve been a few places, seen a few things, and picked up a thing or two along the way – and you like to tell everyone about what you’ve learned.  Teaching is your avocation, if not necessarily your profession.  In your time you’ve seen inexperience and ignorance lead to all kinds of misery and misfortune, and it pains you too much to stand by and watch this occur.  You are dedicated to passing on what you have learned for the benefit of others – not only skills and knowledge, but also the less tangible assets of wisdom and experience.  If given the chance you can lecture others for hours.

Penitent: You are unworthy.  You are sinful.  You are base, vile, and lacking in virtue.  You have no right to exist and are utterly beyond redemption.  Either because of a low self-image or because of a spectacular trauma in your past, you feel compelled to spend your life making up for what you are, what you lack, or what you have done.  You owe it to Creation at large to offer repentance for the crime of your existence.  You struggle nightly to make amends for your weakness, and your nightly dream is to be able, at last, to overcome it.  But you know you are weak and beyond hope.

Perfectionist: You can’t stand imperfection, not in others and certainly not in yourself.  Neither can you tolerate those who do not do everything they can to do their best, to make everything neat and proper and right in their lives.  Though you may be strict with others, it is with yourself that you are most critical – everything must always be in its place, and you must always do the best and be the best.

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

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

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

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

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

Scientist To a scientist, existence is a puzzle which she can reassemble. A Scientist logically and methodically examines her every situation and maneuver, looking for logical outcomes and patterns. This is not to say that the Scientist is always looking for a scientific or rational explanation, but rather that she examines her surroundings rigorously and with a critical eyes. The system a Scientist attempts to impose on the world may be completely ludicrous, but it is a system, and he sticks by it.

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. On the contrary, you are doing a glorious deed for society.

Soldier: The Soldier is not a blindly loyal follower. While he exists for orders, he does not adhere to them unquestioningly. More independent that a Conformist but too tied to the idea of command to be a Loner, the Solider applies his own techniques to others' goals. While he may seek command himself someday, his 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 form the right place.

Survivor: No matter what happens, no matter the odds or opposition, the Survivor always manages to pull through. Whether alone or with a group, the Survivor's utter refusal to accept defeat often makes the difference between success and failure. Survivors are frustrated by others' acceptance of "what fate has in store" or willingness to withstand less than what they can achieve. Outcasts, street folk and idealists may well be Survivor Archetypes.

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

Thrill-Seeker: You live for the moment of danger when the adrenalin kicks in and you feel truly alive.  Skydiving, bungee jumping, and leaping across roofs on a dare are all just par for the course.  As a junkie is addicted to his particular poison, you are addicted to danger.  Unlike most, you go out of your way to place yourself in dangerous situations that test the limits of your abilities.  You train and work to be as ready as you can for these situations, and then you seek them out.  This is what sets you apart from the teeming masses of paranoid dullards who shuffle around, hiding from their own shadows.

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 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.

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.


Note: These Natures and Demeanours were taken either directly from the Vampire: the Masquerade Core Rulebook, or the supplemental Player's Handbook.  Both are owned by White Wolf Studios, and is only restated here for reference purposes.  We own none of this.
Back to top Go down
View user profile
 
Natures and Demeanors
View previous topic View next topic Back to top 
Page 1 of 1
 Similar topics
-
» Arkil Stormfeather
» [A] Natures Grasp
» [K] The Order of Natures Grasp

Permissions in this forum:You cannot reply to topics in this forum
World of Darkness: Tenebris Raptis :: Character Creation :: Psychology-
Jump to: