Step One: Inspiration
Contents
Step One: Inspiration
Character Concept
According to Greek mythology, the goddess Athena sprang forth from Zeus’s head, whole and fully formed. While we hope you will find character creation equally simple, you may discover that creating a compelling character requires some back-and-forth with the Storyteller. It’s important that your character is appropriate for the setting, and will complement the other stories in the troupe. Be sure to consider how your character reflects the themes of your Storyteller’s setting, and how she will interact with other characters in your game. A character should be more than a pile of attributes, weapon statistics, and supernatural powers. The best stories come from a character’s dreams, fears, and motivations, things that are greater than mechanical maximization or humorous quips. Playing a vampire should be akin to starring in a Shakespearean tragedy; the character knows that the world is unfair. She realizes that the odds are stacked against her. Although the character might die in the end, it’s how she interacts with others, and how she faces her ultimate doom, that truly makes the character a legend.
It is often best to begin thinking of a character concept by defining who that character was as a mortal. Once you know that, you can move through the character’s life history. Did she reject her mortal life when she was Embraced? Did she cling to it, wishing she could return to mortality? Did the character feel that the Embrace was a gift, or did she feel it stole her life away?
This foundation is important, because it helps a vampire relate to others, and gives her a perspective on both the vampire world and the mortal one. It helps you formulate a base personality for your character, and provides an anchor for the vampire’s attitude and personality.
Here are three simple questions that may help you define your concept:
• Who were you before you became a vampire? Was the character prosperous in her mortal life? Was she destitute? Did she enjoy her mortal life, or hate it? Did the character know anything about vampires before she was Embraced?
• Why were you Embraced? Was the character Embraced because she was considered “worthy?” Was it a mistake? Was the character’s sire acting out of impulse, passion, or some other quick spark of emotion, or was it done after a long period of consideration?
• Who have you become as a vampire? How did the character adapt to the Embrace? Is she still controlled by her sire, or is she independent? Did she accept her sire’s tutelage, or did she rebel?
• Consider How old can I be? - How old do you want the character?
Sample Concepts:
• A rich debutante Embraced to become her sire’s lover: Disgusted by her sire, she’s given up her pampered lifestyle in favor of freedom and has found a place in the Anarch Movement.
• An untrustworthy criminal who was in the wrong place at the wrong time: He’s turned his skills towards “acquiring” mystical artifacts and investigating the occult black market.
• A gifted investigator Embraced to spy on her sire’s enemies: After her sire’s death, she’s used decades of accumulated secrets to blackmail her way into the position of Prince.
Archetypes
Carl Jung proposed the concept of Archetypes, universally understood symbols or prototypes that are common to all cultures. Archetypes communicate truths about the world. Nearly every culture has a word for rain, or recognizes the image of a mother. In MET, selecting an Archetype allows you to easily describe your character’s personality to others in the game. To help, we’ve provided a list of common Archetypes that you may wish to consider as you create your character. Bear in mind that the Archetypes described here are by no means a complete list. Players and Storytellers should feel free to create more, inventing a new Archetype that better describes the character in question.
Each Archetype summarizes a type of character or personality, offering a basic impression of the character. Is your character a Con Artist, or is she more of a Loner? By choosing an Archetype, you tell the Storyteller (and other players) what they should expect to see in this character’s roleplay. It doesn’t mean that your Con Artist can’t occasionally tell the truth; the Archetype only implies the character’s most important, and most prevalent, qualities. Once per hour, when you are performing an action (or resisting an action) that exemplifies your Archetype, you receive a free Willpower retest. This retest doesn’t cost you a Willpower point, but it takes the place of your normal Willpower retest. You cannot use both Archetype and Willpower to retest on the same test.
Sample Archetypes
• Architect – You love physical and social structures, and abhor anyone who works outside the system.
• Artist – You focus on inspiration, emotion, and the creative drive. You exist for your art.
• Bully – You’re proud of your superiority, and everyone knows it. They’d best let you have your way.
• Caregiver –You shelter the weak, tutor the ignorant, and go out of your way for others.
• Child – Your understanding of human nature is naïve and unsophisticated. You have much to learn.
• Competitor – You love a challenge. Victory’s only worthwhile if there is a risk involved.
• Con Artist – You’re a swindler, a liar, and a cheat. Sometimes, it’s a living — and sometimes, it’s an art.
• Conformist – You keep a careful eye on society and work to fit in. Whatever the group wants, you want.
• Curious – You’re inquisitive, even to your own detriment, and can’t walk away from an unsolved puzzle.
• Curmudgeon – Doubt, criticism, and scorn are your weapons. Nothing annoys you so much as trust.
• Cultured – You are refined and accept only the finest. You belong with the elite.
• Enigma – You’re quirky, strange, and often misunderstood. You just don’t relate well to others.
• Fanatic – You have a cause that inspires you. Nothing is more important.
• Fighter – You’re used to difficulty, and you like to face it head-on. Combat is always an option.
• Freak – You like to shock and disgust others, breaking down their comfortable assumptions.
• Free Spirit – You’re uncontrollable and unpredictable, and that’s how you like it. You hate rules.
• Judge – You uphold a standard of behavior; those who don’t conform are punished or cast out.
• Know-It-All – You’re a scholar, a brain, and you like to show it. Others should admire your smarts.
• Introvert – You’re inwardly focused. Thoughtful, shy, and reserved, you prefer to stay quiet.
• Leader – You have drive, energy, and ideas. You want to be in command.
• Loner – You can’t work within the system. You expect rejection and prefer to work alone.
• Loose Cannon – Energetic and over-eager, you’re prone to go off half-cocked.
• Martyr – You prove your worth by suffering and work to gain sympathy of others.
• Mediator – With a natural talent for solving disputes, you’re at your best when negotiating.
• Mercenary – Your loyalty can be bought and sold; you’ll do anything, for the right price.
• Monster – Causing horror through wickedness, cruelty, or vicious acts brings you delight.
• Penitent – You must atone for a wrongdoing in your past; you constantly seek forgiveness.
• Protector – Defending the things you love is the core of your existence; you hold the line.
• Rationalist – Reason and logic guide you. You reject decisions based on emotion.
• Royalty – You are a noble, inherently better than others, and you feel the responsibilities of your station.
• Survivor – You’ll do anything, no matter how debased or who you must betray, to stay alive.
• Type-A Personality – Capable, but self-critical, you demand perfection from yourself and others.
• Teacher – You delight in educating others and expect to be seen as an authority in your field.
• Traditionalist – You adhere to rote and routine, preferring the predictable over anything new.
• Troublemaker – You love to fight authority, inciting rebellion and encouraging defiance.
• Toady – You attach yourself to powerful personalities and siphon advantage from their victories.
• Trickster – You’re a deceiver, a mischievous figure, and you prefer to win through cunning.
• Unflappable – You’re always calm and cool whether facing difficulties or experiencing victory. When you actually feel excitement, you obsess — until that, too, fades away.
• Untrustworthy – Everyone’s out for themselves in the end. Why hide it?