Tuesday, June 23, 2009

Archetypes by Tami Cowden

The following was found here

Hero Archetypes



The CHIEF
: a dynamic leader, he has time for nothing but work. He might have been born to lead, or perhaps he conquered his way to the top, but either way, he’s tough, decisive, goal-oriented. That means he is also a bit overbearing and inflexible. Think William Shatner in Star Trek; Harrison Ford in Sabrina, or Marlon Brando in The Godfather.

The BAD BOY: dangerous to know, he walks on the wild side. This is the rebel, or the boy from the wrong side of the tracks. He’s bitter and volatile, a crushed idealist, but he's also charismatic and street smart. Think James Dean in Rebel Without a Cause, Matt Damon in Good Will Hunting, Patrick Swayze in Dirty Dancing.

The BEST FRIEND: sweet and safe, he never lets anyone down. He's kind, responsible, decent, a regular Mr. Nice Guy. This man doesn't enjoy confrontation and can sometimes be unassertive because he doesn't want to hurt anyone's feelings. But he'll always be there. Think Jimmy Stewart in It’s a Wonderful Life, Adam Sandler in The Wedding Singer, Hugh Grant in Four Weddings & a Funeral, Kevin Spacey in American Beauty.

The CHARMER: more than a gigolo, he creates fantasies. He’s fun, irresistible, a smooth operator, yet not too responsible or dependable. He might be a playboy or a rogue, but he's doesn’t commit to a woman easily. Think Leonardo DiCaprio in Titanic, James Garner/Mel Gibson in Maverick, Don Johnson in Nash Bridges, Dustin Hoffman in Midnight Cowboy.

The LOST SOUL: a sensitive being, he understands. Tortured, secretive, brooding, and unforgiving. That’s this man. But he's also vulnerable. He might be a wanderer or an outcast. In work he's creative, but probably also a loner. Think Mel Gibson in Lethal Weapon, David Duchovny in The X-Files, Beast in Beauty and the Beast, Shrek.

The PROFESSOR: coolly analytical, he knows every answer. He’s logical, introverted, and inflexible, but genuine about his feelings. At work, he likes cold, hard facts, thank you very much, but he's also honest and faithful, and won’t let you down. Think Leonard Nimoy in Star Trek, Robin Williams in Flubber, Kelsey Gramner in Frasier, Russell Crowe in A Beautiful Mind.

The SWASHBUCKLER: Mr. Excitement, he’s an adventure. This guy is action, action, and more action. He's physical and daring. Fearless, he’s a daredevil, or an explorer. He needs thrills and chills to keep him happy. Think Antonio Banderas in The Mask of Zorro, Michael Douglas in Romancing the Stone, Harrison Ford in Raiders of the Lost Ark.

The WARRIOR: a noble champion, he acts with honor. This man is the reluctant rescuer or the knight in shining armor. He's noble, tenacious, relentless, and he always sticks up for the underdog. If you need a protector, he’s your guy. He doesn’t buckle under to rules, or and he doesn’t go along just to get along. Think Clint Eastwood in Dirty Harry, Russell Crowe in Gladiator, Mel Gibson in Braveheart.

Heroine Archetypes



The BOSS: a real go-getter, she climbs the ladder of success. This is a “take charge” female, who accepts nothing but respect. Reaching her goal post the most important thing in life to her, and she isn’t bothered by a few ruffled feathers along the way. Think Annette Bening in American Beauty, Candice Bergen in Murphy Brown, Cate Blanchett in Elizabeth.
The Seductress: an enchantress, she gets her way. This is a lady who is long accustomed to sizing up everyone in a room the minute she enters. Mysterious and manipulative, she hides a streak of distrust a mile wide and ten miles deep. Cynicism guides her every action, and her tough sense of survival gives her the means to do whatever is necessary to come out ahead. Think Liz Taylor in Cleopatra, Sharon Stone in Basic Instinct, Vivian Leigh in Gone With the Wind, Madonna in Evita.
The SPUNKY KID: gutsy and true, she is loyal to the end. She is a favorite of many writers, and for good reason. You can’t help but root for her. She’s the girl with moxie. She’s not looking to be at the top of the heap; she just wants to be in her own little niche. She’s the team player, the one who is always ready to lend a hand. Think Meg Ryan in Sleepless in Seattle, Melanie Griffith in Working Girl, Mary Tyler Moore in The Mary Tyler Moore Show, Whoopi Goldberg in Sister Act, Fiona in Shrek.
The FREE SPIRIT: eternal optimist, she dances to unheard tunes. Playful and fun-loving, she travels through life with a hop, skip and a jump, always stopping to smell the flowers and admire the pretty colors. She acts on a whim and follows her heart, not her head. Think Jenna Elfman in Dharma & Greg, Lucille Ball in I Love Lucy, Alicia Silverstone in Clueless.
The WAIF: a distressed damsel, she bends with the wind. She’s the original damsel in distress. Her child-like innocence evokes a protective urge in the beastliest of heroes. But don’t be fooled, because the WAIF has tremendous strength of will. She won’t fight back; she’ll endure. Think Judy Garland in the Wizard of Oz, Marilyn Monroe in The Misfits, Peta Wilson in La Femme Nikita, Demi Moore in Ghost, Halle Barry in Monster’s Ball.
The LIBRARIAN: controlled and clever, she holds back. She’s prim and proper, but underneath that tight bun lurks a passionate woman. Dressed to repress, she might be the know-it-all whose hand is always up in class, or maybe she is the shy mouse hiding in the library. Think Kathleen Turner in Romancing the Stone, Ellen Barkin in The Big Easy, Shelley Long in Cheers, Gillian Anderson in The X-Files.
The CRUSADER: a dedicated fighter, she meets her commitments. No shrinking violet, no distressed damsel, here. This lady is on a mission, and she marches right over anyone in her way. Tenacious and headstrong, she brushes off any opposition to her goal. Think Diana Rigg in The Avengers, Sigourney Weaver in Alien, Sarah Michelle Gellar in Buffy, the Vampire Slayer, Lucy Lawless in Xena, Warrior Princess.
The NURTURER: serene and capable, she nourishes the spirit. Not always Suzy Homemaker, this lady takes care of everyone. She is a wonderful listener, and a joy to have around, this heroine takes care of everyone. She’s serene, capable and optimistic. Think Michelle Pfeiffer in Ladyhawke, Alicia Nash in A Beautiful Mind, Julie Andrews in Mary Poppins.

Villain


The TYRANT: the bullying despot, he wants power at any price. He ruthlessly conquers all he surveys, crushing his enemies beneath his feet. People are but pawns to him, and he holds all the power pieces. Hesitate before getting in this man’s way – he’ll think nothing of destroying you.
The BASTARD: the dispossessed son, he burns with resentment. He can’t have what he wants, so he lashes out to hurt those around him. His deeds are often for effect – he wants to provoke action in others. He proudly announces his rebellious dealings. Don’t be fooled by his boyish demeanor – he’s a bundle of hate.
The DEVIL: the charming fiend, he gives people what he thinks they deserve. Charisma allows him to lure his victims to their own destruction. His ability to discover the moral weaknesses in others serves him well. Close your ears to his cajolery – he’ll tempt you to disaster.
The TRAITOR: the double agent, he betrays those who trust him most. No one suspects the evil that lurks in his heart. Despite supportive smiles and sympathetic ears, he plots the destruction of his friends. Never turn your back on him -- he means you harm.
The OUTCAST: the lonely outsider, he wants desperately to belong. Tortured and unforgiving, he has been set off from others, and usually for good cause. He craves redemption, but is willing to gain it by sacrificing others. Waste no sympathy on him - he’ll have none for you.
The EVIL GENIUS: the malevolent mastermind, he loves to show off his superior intelligence. Intellectual inferiors are contemptible to him and that includes just about everyone. Elaborate puzzles and experiments are his trademark. Don’t let him pull your strings – the game is always rigged in his favor.
The SADIST: the savage predator, he enjoys cruelty for its own sake. Violence and psychological brutality are games to this man; and he plays those games with daring and skill. Run, don’t walk, away from this man – he’ll tear out your heart, and laugh while doing it.
The TERRORIST: the dark knight, he serves a warped code of honor. Self-righteous, he believes in his own virtue, and judges all around him by a strict set of laws. The end will always justify his nefarious means, and no conventional morality will give him pause. Don’t try to appeal to his sense of justice – his does not resemble yours.
The BITCH: the abusive autocrat, she lies, cheats, and steals her way to the top. Her climb to success has left many a heel mark on the backs of others. She doesn’t care about the peons around her – only the achievement of her dreams matters. Forget expecting a helping hand from her – she doesn’t help anyone but herself.
The BLACK WIDOW: the beguiling siren, she lures victims into her web. She goes after anyone who has something she wants, and she wants a lot. But she does her best to make the victim want to be deceived. An expert at seduction of every variety, she uses her charms to get her way. Don’t be fooled by her claims of love – it’s all a lie.
The BACKSTABBER: the two-faced friend, she delights in duping the unsuspecting. Her sympathetic smiles enable her to learn her victims’ secrets, which she then uses to feather her nest. Her seemingly helpful advice is just the thing to hinder. Put no faith in her – she’ll betray you every time.
The LUNATIC: the unbalanced madwoman, she draws others into her crazy environment. The drum to which she marches misses many a beat, but to her, it is the rest of the world that is out of step. Don’t even try to understand her logic – she is unfathomable.
The PARASITE: the poisonous vine, she collaborates for her own comfort. She goes along with any atrocity, so long as her own security is assured. She sees herself as a victim who had no choice, and blames others for her crimes. Expect no mercy from her – she won’t lift a finger to save anyone but herself.
The SCHEMER: the lethal plotter, she devises the ruin of others. Like a cat with a mouse, she plays with lives. Elaborate plans, intricate schemes; nothing pleases her more than to trap the unwary. Watch out for her complex designs – she means you no good.
The FANATIC: the uncompromising extremist, she does wrong in the name of good. She justifies hers action by her intent, and merely shrugs her shoulders at collateral damage. Anyone not an ally is an enemy, and therefore, fair game. Give up any hope of showing her the error of her ways – she firmly believes you are wrong, wrong, wrong.
The MATRIARCH: the motherly oppressor, she smothers her loved ones. She knows what’s best and will do all in her power to controls the lives of those who surround her – all for their own good. A classic enabler, she sees no fault with her darlings, unless they don’t follow her dictates. Don’t be lured into her family nest – you’ll never get out alive.



CHARACTER

Screenplay writing is all about three major components - PLOT, THEME and CHARACTER. The following are notes on writing for CHARACTER and getting the best out of your script.

What makes a good character?


1) DRAMATIC NEED - What does he/she want, is going to get or going to achieve?
2) POINT OF VIEW - Ways the character views the world
3) ATTITUDE - Manner of opinion
4) CHANGE - Characters must change

FILM IS BEHAVIOR

The purpose of dialogue in screenplay writing
-Moves story forward
-Communicates facts and information to the reader
-Reveals character
-Establishes character relationships
-Makes your chracters real, natural and spontaneous
-Reveals the conflicts of the story and characters
-Reveals the emotional states of your characters
-Comments on the action
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The CHARACTERS' EMOTIONS define them as who they are; how they respond to things



EMOTIONS FALL INTO FOUR CATEGORIES
Mad, sad, glad, scared

Make sure to check out WILDsound's Screenplay Festival where you can submit your script and get it read in front of hundreds of industry people.



THE MAIN CHARACTER NEEDS A GOAL



CHARACTERS - need motivation - action - goals - a direction

If you don't know why a character is doing something, then it's tough for the AUDIENCE to get involved in the story and tough for you to sell and produce your screenplay.

IN ORDER FOR A GOAL TO FUNCTION WELL, IT HAS TO HAVE THREE MAIN REQUIREMENTS
1) Something must be at stake that convinces the audience that a great deal will be lost if the main character doesn't obtain the goal. Essential to the character's well-being.
2) Opponent - attaining the goal is not easy because someone else is intent on making sure the protagonist (main character, usually) doesn't achieve it.
3) Goal difficult to achieve so that the character changes while moving towards it. TRANSFORMATION - It will make demands of him. Character allows those changes to happen.


CONFLICTS



Characters FIGHT, SCRAP, ARGUE, PERSAUDE and try to force their point of view, their decisions, their actions on people who don't see things the same way.

INNER CONFLICT - Characters are unsure of themselves, or their actions, or even what they want. Can express through voice-over, and through talking with someone else.

SOCIETAL CONFLICT - Character is against a GROUP of people who represent society (political group, team, town leaders).

SITUATIONAL CONFLICT - Something happens suddenly. How to handle it - panic, become a leader. Could be a personal situation.

COSMIC CONFLICT - The character VS the supernatural force

Conflict is always used. It expresses power plays, disagreements, different points of view, different attitudes and philosophies and different overall objectives

Characters have attitudes about life. They take a stand about things.

ACTION is divided into two parts, the decision to act and the act itself

It is the job of the main character to drive the story forward with her actions.

She can SEARCH, INVESTIGATE, UNCOVER, OUTWIT, PLAN STATEGY, TRANSFORM OTHERS AND THEMSELVES, CREATE NEW ENVIRONMENTS, MANIPULATE, AVENGE THE RIGHT AND WRONG



CHARACTER FUNCTIONS


EVERY CHARACTER MUST HAVE A REASON FOR BEING IN THE SCREENPLAY


MAIN CHARACTER
-Does the ACTION
-Is responsible for moving the story along
-Is the focus of the film
-Is who the story is about - the person we're expected to follow

SUPPORTING ROLES
-Main character always needs help and support in accomplishing his goals
-The characters who stand with or against the main character
-THEY LISTEN, ADVISE, PUSH OR PULL, FORCE TO MAKE DECISIONS, CONFRONT, INVESTIGATE
-A confidante, trustworthy character
-A catalyst figure, to push the story and reveal information
-Sends the main character on the journey
-Every story has a catalyst figure
-Important to make them active so they push the story

CHARACTERS WHO ADD OTHER DIMENSIONS
-The characters who add something to the story
-Funny characters - comic relief
-A contrasting character to the lead
-Helps the viewer see the main character more clearly because of differences between the two

THEMATIC CHARACTERS
-Characters who serve to convey and express the theme of the film
-Convey their ideas through attitude, action and occasionally dialogue
-A writer's POINT OF VIEW character

MASS AND WEIGHT CHARACTERS
-The people who surround the powerful people in the script
-The right hand man to the MAIN CHARACTER
BALANCE - don't add too many, but make sure enough are added

MAKE SURE THAT INDIVIDUAL CHARACTERS ARE NOT PERFORMING THE SAME FUNCTION

ANY CHARACTER CONSISTS OF THREE BASIC FACTS

PHYSICAL MAKEUP - age, sex, appearance, disabilities
PERSONALITY - intelligence, emotional makeup and so on
BACKGROUND - everything that happened to the character prior to her appearance in the screenplay



CHARACTER IDENTIFICATION - AUDIENCE IDENTIFICATION



1. CREATE SYMPATHY FOR THE CHARACTER
-The audience feels sorry for the main character by making him the victim

2. PUT THE CHARACTER IN JEOPARDY
-The audience worries about the character by putting her into jeopardy

3. MAKE THE CHARACTER LIKEABLE
Three ways to do this
-Make the character a good or nice person
-Make the character funny
-Make the character good at what he does
Only when this is established can you can develop flaws in the character

4. INTRODUCE THE CHARACTER AS SOON AS POSSIBLE
-An ongoing THEORY in Hollywood is to introduce your hero within the first 10 pages

5. SHOW THE CHARACTER IN TOUCH WITH HIS OR HER OWN POWER
-Power holds a fascination for the audience
-Creates an identification on an almost fantasy level
-Money power, or power of being a leader
-Power to express her feelings no matter what
-Powers of seduction towards the opposite sex
-Audience loves people they wish they can be

6. GIVE THE CHARACTER FAMILIAR FLAWS AND FOIBLES
-The Woody Allen way

7. THE SUPERHERO
-Identifies with the audience on a fantasy level

8. PLACE THE CHARACTER IN A FAMILIAR SETTING

9. USE THE EYES OF THE AUDIENCE
-Audience only learns information as the hero learns it




A CHARACTER IS NOT A HUMAN BEING - A CHARACTER IS A WORK OF ART

A WRITER SHOULD KNOW HER CHARACTER BETTER THAN SHE KNOWS HER FRIENDS

REMEMBER TO LEAVE ROOM FOR THE ACTOR

FALL IN LOVE WITH YOUR CHARACTERS
-If you can't play them, don't write them

CHARACTER IS SELF KNOWLEDGE
-Look at life and take characters from it

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Character Archetypes by diaskeaus

  1. Willing Hero -- King Arthur; Leelu from The Fifth Element; Hercules
  2. Unwilling Hero -- Bilbo Baggins from The Hobbitt, Phillipe Gaston from Ladyhawke
  3. Cynical Anti-hero -- Han Solo from Star Wars
  4. Tragic Anti-hero --Lestat from Ann Rices' Vampire Chronicles; Darth Vader from Star Wars
  5. Group-oriented Hero -- CuChulainn from Irish myth.
  6. Loner Hero --Indiana Jones, Xena from Xena: Warrior Princess
  7. Catalyst Hero -- Any mentor (s/he's the hero of their own stories)
  8. Dark Mentor -- anti-heroic character, the inversion of heroic values
  9. Fallen Mentor -- characters who are having difficulty with their own heroic journey
  10. Continuing Mentor -- recurring characters in a series of stories
  11. Multiple Mentors -- a hero may have more than one Mentor, learning a new skill from each one
  12. Comic Mentor -- often a type of advising sidekick to the Hero
  13. Shaman -- helper who aids the Hero in seeking a guiding vision to help him/her on the journey
  14. The Herald -- Herald characters issue challenges and announce the coming of significant change
  15. The Threshold Guardian -- Threshold Guardians protect the Special World and its secrets from the Hero, and provide essential tests to prove a Hero's commitment and worth
  16. Shapeshifter -- The Shapeshifter's mask misleads the Hero by hiding a character's intentions and loyalties
  17. Trickster -- Tricksters relish the disruption of the status quo, turning the Ordinary World into chaos with their quick turns of phrase and physical antics
  18. Fool -- In Europe, the court jester was not necessarily a simpleton, and in fact, often served to remind the monarch of his own folly and humanity
  19. Shadow -- the Shadow represents the energy of the dark side, the unexpressed, unrealized, or rejected aspects of something
  20. The Anima/Animus -- form generally reflects either the condition or the needs of our soul presently
  21. The Divine Couple -- The opposites of the outer and the inner life are now joined in marriage
  22. The Child -- The Child Archetype is a pattern related to the hope and promise for new beginnings
  23. The Self -- The Spirit descends as a Dove upon Jesus in the wilderness (example), true self
  24. The Magician -- He once was ignorant but through the experience of taking the Fool's "step of faith" over the edge and into the unknown he has made a decision to master the Four Elements and therefore seek to balance his personal Karma
  25. The Virgin/Maiden/High Priestess -- She is the guardian of the Mystery Temple of Solomon; Protectress of the Secret Wisdom that lifts human consciousness from the depths of materialism to the heights of illumination
  26. The Empress -- She is the image of Fertility; the creative Life Force that perpetuates the continuity of life forms on the planet; She is Mother Nature; guardian of the natural process and rhythms of growth and procreation
  27. The Authority/Emperor (King, Chief, Leader) -- He is the representative image of Father Time; in charge of the seed and the withdrawal of the Life Force when the period of Life is done
  28. The Medicine Woman/Hierophant -- This Archetypal Figure represents the external Form and function of the internal Mysteries; The Hierophant stands as a barrier to those who are yet unable to comprehend the True creative Life principles and therefore the External Teaching is all that they receive. However, if they can pass beyond the Form via choice to join the Spirit of Illumination radiating from within their Souls then the High Priestess is waiting to reveal the heretofore hidden Mysteries inscribed in the Scroll she is holding in reserve for those who are truly ready
  29. The Hermit -- His search has led him to the Summit of his own perfection. Now, from this great height he can see 360 degrees without obscuration. His Lantern is held high as an inspiration to all who aspire to attain the Wisdom which he has come to realize during the process of his own Soul journey. The isolation and abstinence image sometimes given to the Hermit is one of the past; a glimpse of his travels through the physical and emotional wasteland where the misrepresentations of life as seen through the perception of the Physical Plane have been experienced and eventually transcended. This Archetype passed through a period of solitude and alienation during this walk through the proverbial "Valley of the Shadow of Death" that could have driven him Mad had it not been for the Light in his Lantern penetrating the Darkness and illuminating his Soul thus granting him hope of deliverance. The Hermit has indeed been carried through this initiatory Journey via his unwavering Faith in the Universal Source who Teaches and Guides all of us internally. The Lantern which he carries symbolizes his inner Vision provided via his "Third Eye" (Candle) which grants this Archetypal traveler a keen sense of Spiritual insight
  30. The Wanderer (aka chariot) -- An invisible barrier stands between the mind of Man and the Mind of God, and this blinds the Charioteer, thus preventing his conscious realization of union with the Source, Victory in the material sense, on all levels. Mastery of the Elements, but not the Spirit which Guides them, therefore the Chariot rides in service to a higher authority even though the driver might presume that he is in complete control
  31. The Hunter/ Strongman (strength) -- The senses of sight, smell, hearing, taste, and touch are directed by the sixth sense, intuition, thus resulting in perfect Harmony
  32. The Judge (law, justice) -- The Dispensation of punishments and rewards according to the precepts of Karmic Law, which is represented on the Physical Plane by external legal systems: lawyers, courts, prisons, etc. However, it is the Spiritual workings of an involuntary nature of which this Archetype speaks
  33. The Weaver -- Temperance, i.e. the balanced management of Life taking all things in moderation, is the means of maintaining steady progress during humanity's long Search through Limitations of material existence for eventual Transformation into Divine Beings of Light
  34. Death (personification) -- Transformation via Dramatic Change, as symbolized by the image of physical Life being terminated and the Afterlife commencing. Therefore, a sudden pole reversal occurs, i.e. orientation or circumstances change is indicated. That which was the order of things has been totally shattered
  35. The Sacred Messenger/ The Giver
  36. The Hanged Man (meditation, suspension) -- Its symbolism points to divinity, linking it to the death of Christ in Christianity and the stories of Osiris (Egyptian mythology) and Mithras (Roman mythology). In all of these stories, the destruction of self brings life to humanity.
  37. The Devil -- The Devil is both the Ur-Adversary, and a tremendous source of strength. He represents nearly an inexhaustible source of energy. Battling him gives us strength. Submitting completely to him is ego-death.
  38. The Unity of the Universe -- continually changing universe. Here is the supreme unity of attainment and joy ruled by that incalculable factor - the element of luck; This ultimately manifests as the spiral progression of the unfolding Universe. The counterbalance of Night and Day, and to a greater extent passage of the Seasons, is indicated. However, more importantly, the Cycle of birth, death, and rebirth is depicted here. This is symbolic of the proverbial "Phoenix Principle."
  39. The Sacrificial Dance
  40. The Tower (Babel, falsity)
  41. The Star(s) -- People have always looked to the stars as a source of inspiration and hope. There is something about their twinkling light that draws us out of ourselves and up into a higher plane. When we turn our eyes heavenward, we no longer feel the distress of earth. The Star reminds one of the clear, high voice of a soprano. There is something otherworldly about it. All the harshness and density of everyday life has been refined away leaving only the purest essence. After being exposed to the Star, we feel uplifted and blessed.
  42. The Moon -- The Moon is the light of this realm - the world of shadow and night. Although this place is awesome, it does not have to be frightening. In the right circumstances, the Moon inspires and enchants. It holds out the promise that all one can imagine can be obtained. The Moon guides one to the unknown so one can allow the unusual into one's life.
  43. The Sun -- Throughout history, people have honored the Sun as the source of light and warmth. In the myths of many cultures, the Sun is a prominent god - full of vigor and courage. He is the vital energy center that makes life on earth possible.
  44. The Spirit World
  45. The World -- The World represents an ending to a cycle of life, a pause in life before the next big cycle beginning with the fool. The figure is at once male and female, above and below, suspended between the heavens and the earth. It is completeness.
  46. Übermensch -- An Übermensch, (sometimes "Overman", or "superman") is a term coined by philosopher Friedrich Nietzsche, in Thus Spoke Zarathustra (in German, Also sprach Zarathustra). He argues that a man can become an Übermensch (homo superior; the common equivalent English translation would be 'super-human'; see below) through the following steps: 1. By his will to power, manifested destructively in the rejection of, and rebellion against, societal ideals and moral codes; 2. By his will to power, manifested creatively in overcoming nihilism and re-evaluating old ideals or creating new ones. 3. By a continual process of self-overcoming.
  47. Wise Old Man -- In works of fiction, this kind of character is typically represented by a kind and wise, older father-type figure who uses personal knowledge of people and the world, to help tell stories and offer guidance, that in a mystical way illuminate to his audience a sense of who they are and who they might become.
  48. The Puer Aeternus -- (Latin for "eternal boy"), e.g. Peter Pan


  49. Enneagrams:minor archetypes
  50. One: Reformer, Critic, Perfectionist [Anger]. This type focuses on integrity. Ones can be wise, discerning and inspiring in their quest for the truth. They also tend to dissociate themselves from their flaws and can become hypocritical and hyper-critical of others, seeking the illusion of virtue to hide their own vices. The One's greatest fear is to be flawed and their ultimate goal is perfection.
  51. Two: Helper, Giver, Caretaker [Pride]. Twos, at their best, are compassionate, thoughtful and astonishingly generous; they can also be prone to passive-aggressive behavior, clinginess and manipulation. Twos want, above all, to be loved and needed and fear being unworthy of love.
  52. Three: Achiever, Performer, Succeeder [Deceit]. Highly adaptable and changeable. Some walk the world with confidence and unstinting authenticity; others wear a series of public masks, acting the way they think will bring them approval and losing track of their true self. Threes fear being worthless and strive to be worthwhile.
  53. Four: Romantic, Individualist, Artist [Envy]. Driven by a fear that they have no identity or personal significance, Fours embrace individualism and are often profoundly creative. However, they have a habit of withdrawing to internalize, searching desperately inside themselves for something they never find and creating a spiral of depression. The angsty musician or tortured artist is often a stereotypical Four.
  54. Five: Observer, Thinker, Investigator [Avarice]. Believing they are only worth what they contribute, Fives have learned to withdraw, to watch with keen eyes and speak only when they can shake the world with their observations. Sometimes they do just that. Often, instead, they withdraw from the world, becoming reclusive hermits and fending off social contact with abrasive cynicism. Fives fear incompetency or uselessness and want to be capable above all else.
  55. Six: Loyalist, Devil's Advocate, Defender [Fear]. Sixes long for stability above all else. They exhibit unwavering loyalty and responsibility, but are prone to extreme anxiety and passive-aggressive behavior. Their greatest fear is to lack support and guidance. There are two types of sixes, phobic and counter phobic. Phobic sixes will have a tendency to run from or hide from what they fear, while a counter phobic six is more likely to attack or confront said fear.
  56. Seven: Enthusiast, Adventurer, Materialist [Gluttony]. Eternal Peter Pans, Sevens flit from one activity to another. Above all they fear being unable to provide for themselves. At their best they embrace life for its varied joys and wonders and truly live in the moment; but at their worst they dash frantically from one new experience to another, being too scared of disappointment to enjoy what they have.
  57. Eight: Leader, Protector, Challenger [Lust]. Eights worry about self-protection and control. Natural leaders, capable and passionate but also manipulative, ruthless and willing to destroy anything and everything in their way. Eights seek control over their own life and their own destiny and fear being harmed or controlled by others.
  58. Nine: Mediator, Peacemaker, Preservationist [Sloth]. Nines are ruled by their empathy. At their best they are perceptive, receptive, gentle, calming and at peace with the world. On the other hand they prefer to dissociate from conflicts and indifferently go along with others' wishes or simply withdraw, acting via inaction. They fear the conflict caused by their ability to simultaneously understand opposing points of view and seek peace of mind above all else.


  59. RPG Archetypes:
  60. (taken from Foxfire and Afira's Guide to Roleplaying, http://www.angelfire.com/tx/afira/archetypes.html)
  61. The Scholar: The scholar is perhaps the most underestimated type of individual that exists in character building. He can be extremely calculating, highly intelligent, rational, an excellent strategist, and extraordinarily... vain. After all, he has all this excess intelligence, why not spend a little on himself? Scholars are guided by the pursuit of knowledge and the usage and implimentation thereof. This can range from the trivial, to the extensive knowledge and inner workings of political culture, computer design, or magic lore. Of course, like the rest of the archetypes, he comes in many forms. Usually the stereotypical scholar spends 10 years in hermitville studying on his choosen craft, he wears the scholarly glasses, the slightly balding head with a bit of wildly unmanagable tufts of hair sticking out, the plain and unassuming clothes of someone living on the edge of financial existance, however, as roleplaying of this character becomes divergent from the typical Hollywood influences, many new types are becomming apparent. Jesters and technology or weapons gurus also fit into this catergory. Jesters for their high levels of intelligence and strong usage of, and technology or weapons gurus for the same reasons.
  62. The Soldier: Strong, willful, and looking for a fight, whether it be for profit, or to avenge the death of a loved one. One type of soldier encompasses those who seek to do justice in an evil and dark world: The rugged heroes who are strong in arm and wit, but have some fatal character flaw (dealing with the death of a loved one, pride or vanity, a weakness for damsels in distress...) that will be the end of them if they don't figure out how to solve it. Another type refers to those who always use sheer force to solve any problem. Big, hairy, and usually extraordinarily stupid, these individuals are almost always hopeless at accomplishing complex tasks. Still others might seek to cause destruction or chaos to appease a higher entity or leader. Persons of action, and extreme calculation, these people tend to make fantastic villains. Overall, the soldier class of characters seek to force their will on the world, directly, or indirectly.
  63. The Politician: The politician archetype usually encompasses the most diverse groupings of individuals: Poets, Rogues, and of course, Politicians. The Poet is the hopeless romantic that is usually more skilled with his instrument of choice, rather than sheer brute force. The instrument can range from musical lyres, lutes, and the like, to the musical sound an axe or gun makes when going through flesh. They are socially capable of holding conversations, but most people tend to view them as lost or dreamy souls. They tend to be stereotyped with the thin, wiry, tall, and dreamy; however, the jovial, heavy-set drunkard leaning on a wall with his mug of ale is just as susceptible to being a Poet. A Rogue is the strongly misunderstood man of the moment. Usually an attention getter striving to better himself at his trade or skill, the rogue is a drifter, never really settling down with someone or something. This could be caused by profession, reputation, or self-inflicted torture. Impulsive activity mixes with the common traits of exceptionally specialized skills in one or more areas, high levels of reflex, agility, and intelligence. They could potentially be very dangerous given the right circumstances, or alignment, for example, the Great Rogue himself-Robin Hood. Politicians are exactly as their name implies-great talkers who love to listen to the sound of their own voice. Rather than facing conflict, they seek to beguile, distract, and utilize words to walk around it. Usually they are highly intelligent with strong social skills, specifically dominate, persuade, or manipulate.
  64. The Priest: Priests, Clerics, Necromancers, Fortune-tellers, Mediums, and anything else dealing with the spiritual and supernatural world fall into this genre. These types of characters usually come in the most unlimited range of styles, body types, and personalities, as the effects of dealing with the spiritual or supernatural may have odd effects on someone's psyche and physical appearence. Your average neighborhood Catholic Priest heavy in the midsection, could mingle with your thin teenage punk kid who has more than a few run-ins with walking zombies-and won. These individuals are either guided, aided, cursed, or replused by an driving force in their lives, and a sense that something bigger than them exists. Hunters that seek out supernatural creatures to kill for their own means portray aspects of the priest as well, as they seek to impose a vision of the world without those creatures. The priest is above all a visionary-he can see something that no one else can, and through his faith-in himself, or something higher-everything he sees will be accomplished.

  65. Combinations: To some extent, gypsies fit all of these profiles and work as a good combination. Very intelligent jesters at heart(Scholar), without a sense of the limits of their own physical property, mixed with a bit of old world swindling, story-telling, and pan-handling(Politician), perhaps guided by an overwhelming guiding force that lets them see the words, "I'm naive, steal from me." in bold letters on someone's forehead(Priest), and take advantage of the situation for their own ends(Soldier).


  66. Chinese Zodiac Animal-types
  67. Rat: Essentially charming. Compassionate. Renowned for thrift and love of family, at times rather superficial.
  68. Ox: Calm, patient, studied character. Takes things slow, steady pace. At times rather dictatorial. Always industrious.
  69. Tiger: Very warm, loving. Independent minded. Pays scant regard for other's feelings while pursuing fun and freedom.
  70. Rabbit: Also know as the Cat or Hare. Very sensitive soul. Loves spending time at home. Although quiet and discreet, still ambitious. Self-indulgent.
  71. Dragon: Charismatic and colorful. Wants to be center of attention. Very arrogant.
  72. Snake: High moral principles, mostly when applied to other. Sophisticated and charming. More than meets the eye.
  73. Horse: Confident and proud. Prone to erratic behavior. Heart is in right place. Scatty.
  74. Goat: Sensitive, creative and multitalented. Eccentric. Much Fortitude. Loves to be loved, hates to be pushed.
  75. Monkey: Wily and cunning. Ignores regimented rules. Free spirit.
  76. Rooster: Brave and enthusiastic. Notoriously picky. Highly intelligent. Rarely has wool pulled over its eyes.
  77. Dog: Honest, loyal, sincere. Believes in justice for all. Fights for principles. Sometimes bad tempered, self-righteous.
  78. Boar: Will do anything for anybody. Model of sincerity and honor. Occasionally fits of rage. Self-sacrificing and altruistic.


  79. Carolyn Myss's Archetypes:
  80. Included are many repeats, but kept for the sake of keeping her list whole
  81. Addict (Conspicuous Consumer, Glutton, Workaholic--see also Gambler)
  82. Advocate (Attorney, Defender, Legislator, Lobbyist, Environmentalist)
  83. Alchemist (Wizard, Magician, Scientist, Inventor--see also Visionary)
  84. Angel (Fairy Godmother/Godfather)
  85. Artist (Artisan, Craftsperson, Sculptor, Weaver)
  86. Athlete (Olympian)
  87. Avenger (Avenging Angel, Savior, Messiah)
  88. Beggar (Homeless person/ Indigent)
  89. Bully (Coward)
  90. Child (Orphan, Wounded, Magical/Innocent, Nature, Divine, Puer/Puella Eternis, or Eternal Boy/Girl)
  91. Clown (Court Jester, Fool, Dummling)
  92. Companion (Friend, Sidekick, Right Arm, Consort)
  93. Damsel (Princess)
  94. Destroyer (Attila, Mad Scientist, Serial Killer, Spoiler)
  95. Detective (Spy, Double Agent, Sleuth, Snoop, Sherlock Holmes, Private Investigator, Profiler--see also Warrior/Crime Fighter)
  96. Dilettante (Amateur)
  97. Don Juan (Casanova, Gigolo, Seducer, Sex Addict)
  98. Engineer (Architect, Builder, Schemer)
  99. Exorcist (Shaman)
  100. Father (Patriarch, Progenitor)
  101. Femme Fatale (Black Widow, Flirt, Siren, Circe, Seductress, Enchantress)
  102. Gambler
  103. God (Adonis, see also Hero)
  104. Gossip (see also Networker)
  105. Guide (Guru, Sage, Crone, Wise Woman, Spiritual Master, Evangelist, Preacher)
  106. Healer (Wounded Healer, Intuitive Healer, Caregiver, Nurse, Therapist, Analyst, Counselor)
  107. Hedonist (Bon Vivant, Chef, Gourmet, Gourmand, Sybarite--see also Mystic)
  108. Hero/Heroine (see also Knight, Warrior)
  109. Judge (Critic, Examiner, Mediator, Arbitrator)
  110. King (Emperor, Ruler, Leader, Chief)
  111. Knight (see also Warrior, Rescuer)
  112. Liberator
  113. Lover
  114. Martyr
  115. Mediator (Ambassador, Diplomat, Go-Between)
  116. Mentor (Master, Counselor, Tutor)
  117. Messiah (Redeemer, Savior)
  118. Midas/Miser
  119. Monk/Nun (Celibate)
  120. Mother (Matriarch, Mother Nature)
  121. Mystic (Renunciate, Anchorite, Hermit)
  122. Networker (Messenger, Herald, Courier, Journalist, Communicator)
  123. Pioneer (Explorer, Settler, Pilgrim, Innovator)
  124. Poet
  125. Priest (Priestess, Minister, Rabbi, Evangelist)
  126. Prince
  127. Prostitute
  128. Queen (Empress)
  129. Rebel (Anarchist, Revolutionary, Political Protester, Nonconformist, Pirate)
  130. Rescuer
  131. Saboteur
  132. Samaritan
  133. Scribe (Copyist, Secretary, Accountant--see also Journalist)
  134. Seeker (Wanderer, Vagabond, Nomad)
  135. Servant (Indentured Servant)
  136. Shape-shifter (Spell-caster--see also Trickster)
  137. Slave
  138. Storyteller (Minstrel, Narrator)
  139. Student (Disciple, Devotee, Follower, Apprentice)
  140. Teacher (Instructor, see also Mentor)
  141. Thief (Swindler, Con Artist, Pickpocket, Burglar, Robin Hood)
  142. Trickster (Puck, Provocateur)
  143. Vampire
  144. Victim
  145. Virgin (see also Celibate)
  146. Visionary (Dreamer, Prophet, Seer--see also Guide, Alchemist)
  147. Warrior (Soldier, Crime Fighter, Amazon, Mercenary, Soldier of Fortune, Gunslinger, Samurai)


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Archetypal Character


Some lit-theories classify archetypes by the role/purpose the character inhabits for the story. These classes are: Protagonist, Antagonist, Reason, Emotion, Sidekick, Skeptic, Guardian, and Contagonist.

Fantasy/Medieval Character Jobs or Occupations

Most people think of themselves in terms of their jobs. "I'm a veterinarian." "I'm a writer." Your characters probably do too. This is the list of medieval/fantasy jobs.
Actor
Advocate (lawyer)
Alchemist
Animal handler
Apothecary
Architect
Archer
Aristocrat
Armorer
Artisan
Artist
Astrologer
Baker
Banker
Barbarian
Barber
Bard
Barkeep
Barmaid
Beekeeper
Beer seller
Beggar
Blacksmith
Boatman
Bookbinder
Bookseller
Brewer
Brothel keeper
Buckle maker
Builder
Butcher
Caravan Leader
Carpenter
Cartographer
Chandler
Charioteer
Chatelaine
Chef
Chieftain
Chirurgeon
Clergy
Clerk
Clock maker
Clothworker
Commander
Concubine
Cook
Cooper
Copyist
Counselor
Courtesan
Courtier
Cowherd
Crossbowman
Cutler
Daimyo
Dairymaid
Diplomat
Distiller
Diver
Diviner
Domestic servant
Emperor/Empress
Eunuch
Explorer
Farmer
Fighter
Fisherman
Fishmonger
Footman
Furrier
Galley slave
Gardener
Geisha
Gladiator
Glovemaker
Groom
Guildmaster
Harness maker
Hatmaker
Hay merchant
Healer
Hearthwitch
Herald
Herbalist
Herder
Hermit
Highwayman
Hunter
Illuminator
Innkeeper
Interpreter
Inventor
Jailer
Jester
Jeweler
Jongleur
Judge
King
Knight
Laborer
Lady
Lady in Waiting
Leatherworker
Locksmith
Longbowman
Lord
Maidservant
Majordomo
Man at Arms
Mason
Masseur
Mercer
Merchant
Messenger
Midwife
Miller
Miner
Minstrel
Monk
Mortician
Mourner
Necromancer
Noble
Nun
Nurse
Old-clothes seller
Page
Painter
Pariah
Pastry cook
Peasant
Perfumer
Philosopher
Physician
Pigkeeper
Pilgrim
Plasterer
Potter
Priest/ess
Prince/ss
Professor
Pursemaker
Queen
Ranger
Ratcatcher
Ronin
Roofer
Ropemaker
Royal Adviser
Rugmaker
Ruler
Sailor
Samurai
Scabbard maker
Sculptor
Saddler
Scavenger
Scholar
Scrivener
Servant
Shaman
Shepherd
Ship's captain
Shoemaker
Silversmith
Slave
Slaver
Smith
Soldier
Sorcerer/Sorceress
Spice Merchant
Squire
Stablehand
Storyteller
Steward
Street kid
Surveyor
Swordsman
Sycophant
Tailor
Tanner
Tavernkeeper
Tax collector
Teamster
Thatcher
Thief
Tinker
Torturer
Town Crier
Trapper
Vendor
Vermin catcher
Village chief
Vintner
Viking
Warlock
Warrior
Water carrier
Weaver
Wetnurse
Wine seller
Witch
Wizard
Woodcarver
Woodcutter
Wood seller
Found Here

Contemporary Character Jobs or Occupations

Most people think of themselves in terms of their jobs. "I'm a veterinarian." "I'm a writer." Your characters probably do too. This is the list of contemporary jobs.
Accountant
Actor
Actress
Actuary
Advertising executive
Airline pilot
Airplane test pilot
Ambassador
Ambulance driver
Anthropologist
Appliance repairman
Archaeologist
Architect
Artist
Astrologer
Astronaut
Astronomer
Athlete
Attorney
Auctioneer
Auditor
Author
Auto mechanic
Babysitter
Baker
Bank president
Bank robber
Barber
Baseball player
Basketball player
Beautician
Bishop
Bookkeeper
Boxer
Bricklayer
Bum
Bus driver
Butcher
Cake decorator
Car salesman
Carpenter
Cartographer
Cashier
Cat burglar
CEO
Chauffeur
Chef
Chemist
Chiropractor
Circus performer
Clerk typist
Clergyman
Clown
College professor
Company President
Computer hacker
Computer programmer
Computer repairman
Construction worker
Cook
Correctional officer
Counselor
Cowboy
Dance teacher
Dancer
Daycare operator
Dental hygienist
Dentist
Designer
Detective
Dictator
Dietitian
Diplomat
Director
Dishwasher
Disk jockey
Ditchdigger
Diver
Doctor
Gynecologist
Pediatrician
Podiatrist
Surgeon
Economist
Editor
Electrician
Elevator operator
Engineer
Aerospace
Chemical
Civil
Electrical
Industrial
Mechanical
Metallurgical
Nuclear
Farmer
FBI Agent
Fighter pilot
Filmmaker
Firefighter
Fisherman
Football player
Forester
Funeral Director
Garbage man (sanitary engineer)
Gardener
Gas station attendant
General
Geographer
Geologist
Geophysicist
Golfer
Government Inspector
Graphic designer
Grocer
Gymnast
Handyman
Helicopter pilot
High school teacher
Historian
Homemaker
Horticulturist
Hotel maid
Housekeeper
Housewife/husband
Infantryman
Insurance Salesman
Interior designer
Inventor
Jailer
Janitor
Judge
Kindergarten teacher
King
Lab assistant
Landscape artist
Lawyer
Librarian
Linguist
Longshoreman
Mail carrier
Maitre' d
Medical technician
Meteorologist
Midwife
Miner
Minister
Model
Monk
Mortician
Movie star
Musician
News announcer
Newspaper reporter
Nun
Nurse
Occupational therapist
Paramedic
Parent
Parking attendant
Pharmacist
Photographer
Physical therapist
Physican Assistant
Physicist
Plumber
Policeman
Porn star
Postal worker
President
Priest/ess
Producer
Professor
Prospector
Prostitute
Publicist
Public Relations Specialist
Queen
Racecar driver
Radio announcer
Radioman
Realtor
Receptionist
Rock star
Rocket scientist
Roofer
Sailor
Sales clerk
Scientist
Sculptor
Secretary
Security Guard
Ski instructor
Skier
Spy
Statistician
Steelworker
Stewardess
Stonemason
Street sweeper
Student
Surveyor
Swimming instructor
Taxi driver
Teacher
Adult Education
Elementary
Secondary
Special Education
Televangelist
Tennis player
Tour guide
Toymaker
Truck driver
TV announcer
Unemployed
Used car salesman
Veterinarian
Waitress
Weatherman
Webmaster
Wrestler
Writer
Found Here

Character Feelings - Intensity

You can describe your character's feelings in more exact terms than just "happy" or "sad." Check these lists for the exact nuance to describe your character's intensity of feelings.
Intensity of
Feelings
HAPPY SAD ANGRY CONFUSED
High Elated
Excited
Overjoyed
Thrilled
Exuberant
Ecstatic
Fired up
Delighted
Depressed
Disappointed
Alone
Hurt
Left out
Dejected
Hopeless
Sorrowful
Crushed
Furious
Enraged
Outraged
Aggrivated
Irate
Seething
Bewildered
Trapped
Troubled
Desperate
Lost
Medium Cheerful
Up
Good
Relieved
Satisfied
Contented
Heartbroken
Down
Upset
Distressed
Regret
Upset
Mad
Annoyed
Frustrated
Agitated
Hot
Disgusted
Disorganized
Foggy
Misplaced
Disoriented
Mixed up
Mild Glad
Content
Satisfied
Pleasant
Fine
Mellow
Pleased
Unhappy
Moody
Blue
Sorry
Lost
Bad
Dissatisfied
Perturbed
Uptight
Dismayed
Put out
Irritated
Touchy
Unsure
Puzzled
Bothered
Uncomfortable
Undecided
Baffled
Perplexed
Intensity of
Feelings
AFRAID WEAK STRONG GUILTY
High Terrified
Horrified
Scared stiff
Petrified
Fearful
Panicky
Helpless
Hopeless
Beat
Overwhelmed
Impotent
Small
Exhausted
Drained
Powerful
Aggressive
Gung ho
Potent
Super
Forceful
Proud
Determined
Sorrowful
Remorseful
Ashamed
Unworthy
Worthless
Medium Scared
Frightened
Threatened
Insecure
Uneasy
Shocked
Dependent
Incapable
Lifeless
Tired
Rundown
Lazy
Insecure
Shy
Energetic
Capable
Confident
Persuasive
Sure
Sorry
Lowdown
Sneaky
Mild Apprehensive
Nervous
Worried
Timid
Unsure
Anxious
Unsatisfied
Under par
Shaky
Unsure
Soft
Lethargic
Inadequate
Secure
Durable
Adequate
Able
Capable
Embarrassed
Found Here

Character Moods or Emotions

Your character can be more than just "happy" or "sad." Check these lists for emotions that are stronger, more exact, or just plain more interesting than overused emotional tags. If you want to compare intensity of emotions, from high to mild, try this feelings table.
Happy: festive, contented, relaxed, calm, complacent, satisfied, serene, comfortable, peaceful, optimistic, joyous, ecstatic, enthusiastic, inspired, glad, pleased, grateful, cheerful, excited, optimistic, lighthearted, carefree, playful, elated, jubilant, thrilled
Sad: depressed, low, dismal, dreary, dull, moody, sulky, defeated, pessimistic, hopeless, melancholy, somber, despairing, miserable
Hurt: offended, upset, disappointed, heartbroken, crushed
Angry: annoyed, irritated, cross, frustrated, grumpy, angry, provoked, offended, indignant, hostile, irate, furious, fuming, enraged
Afraid: fearful, frightened, timid, cautious, concerned, apprehensive, alarmed, nervous, anxious, worried, hesitant, threatened, scared, petrified, terrified
Loving: accepting, understanding, sharing, affectionate, close, warm, tender, passionate
Interested: eager, enthusiastic, intrigued, absorbed, excited, inquisitive, intent, earnest, fascinated, engrossed
Confident: calm, secure, independent, brave, loyal, courageous, strong, respected, empowered
Doubtful: uncertain, hesitant, indecisive, wavering, insecure, skeptical, dubious, suspicious, distrustful
Shame: uncomfortable, embarrassed, humiliated, dependent, weak
Miscellaneous: puzzled, confused, torn, jealous, envious, distant, evasive, stubborn, impulsive, cruel, preoccupied, bored, powerless, helpless, humble, shocked, uninformed, disregarded
Physical Indicators of Strong Emotion: tense, breathless, nauseated, fatigue, shaky, cold or hot, fast heartbeat, headaches, lack of appetite

---
list from:

Death Quaker's Big List of Character Archetypes

Analyst: Anything can be explained rationally, and you will explain it. Regain willpower when your rational/scientific method helps solve a major problem. (A)
Architect (aka Maker and Builder): You desire to leave a legacy, tangible or intangible. This could be anything from an artistic masterpiece to a successful organization you founded to a new tradition you started.. Regain Willpower when you create something of great importance and/or lasting value (G, WPG2).
Autist: You live inside your shell. Revealing the 'real' you could be the worst thing that could ever happen. Regain Willpower when you manage to keep someone entirely out. (WPG)
Autocrat: You must be in control in all times of all situations. RegainWillpower when you maintain control during a situation and success is guaranteed. (VPG2)
Avant-Garde: You must be the first to know everything. Nothing is established, no gossip is spread without you having known it first. A good nature for irritating Torries. Regain Willpower when you make an exciting discovery regarding the society in which you're involved. (VPG2)
Benefactor: You have a bounty of riches or some other resources which you feel compelled to share. Regain Willpower when you help someone by providing something no one else around you can.(MtSC)
Bon Vivant (aka Hedonist and Reveler): Live for today, 'cos buddy, tomorrow may never happen. Regain Willpower when you have a rock-n-rollin time, or manage to fully express your enthusiasm for life.(G, WPG2)
Bravo: You have little tolerance for weakness, especially in yourself. You could be a proud warrior or a just plain bully. Regain Willpower when you intimidate or physically force someone to do what you want or back down.(G)
Bureaucrat: You follow the rules no matter what. Regain Willpower when you solve a situation by the book, getting others around you to do so as well. (A)
Caregiver: You desire to take care of others, ease their pain, and heal them. Regain Willpower whenever you successfully protect or nurture someone else.(G)
Cavalier: You are the hero, the gallant defender of truth, justice, and all that is good. Regain Willpower when you accomplish a significant task for the better of the group (or the world as a whole, for that matter). (VPG2)
Child (aka Cub): Whether you are one or not age-wise, you haven't grown up emotionally and prefer to let someone else take care of you. Regain Willpower when someone helps you with no apparent gain to herself. (WPG2)
Competitor: There is no greater thrill than the thrill of victory, and you'll do anything to feel it. Regain Willpower when you win a contest, formal or informal. (Many)
Confidant: You like and understand people and like to give advice-and you're usually good at it too. Regain Willpower when someone confides in you on a personal level. (WPG2)
Conniver: You like to manipulate your way through the sticky bits of life, preferring to let some sucker do the dirty work for you. Regain Willpower whenever you trick someone into doing what you want. (G)
Crackerjack: Whatever it is you do, you're the best, and people can't help but be impressed. Regain Willpower whenever you pull off an impressive stunt in the face of incredible odds (this may include making a roll of 4 successes or more on something). (S)
Critic: Everything has a fault and you will find it. Regain Willpower when you point out a significant flaw in something that would have caused disaster if overlooked. (A)
Curmudgeon: You're irascible and cynical and vocally so. Joy and laughter? Bah, humbug! Regain Willpower when someone does something stupid, as you predicted. (WPG2)
Decoder: You thrive on puzzles and riddles, be they the obvious sort, found in books and games, or hidden within seemingly benign texts or even a person's face. Regain Willpower when you solve a particularly challenging puzzle or mystery. (As far as I know, I made this one up)
Deviant: Whether it's because of your ethics, beliefs, or general view of people and society, you just plain don't fit in. Regain Willpower whenever you blatantly defy social codes without getting punished. (G)
Director/Leader: You always know the best way to go about doing something, and it only makes sense that persons follow your lead. Regain Willpower when you are able to lead a group in accomplishing a significant task. (G)
Explorer: The world is full of wonder, and you've got to see it all. Regain Willpower when you make a significant discovery, such as finding a special place or artifact, or making a profound insight about yourself or a friend. (M, MtsC)
Fanatic: You have a cause, or maybe the cause has you... You live, eat, breathe this cause (of course, if you pick this one, you have to define what that cause is). Regain Willpower when you accomplish something that furthers your cause. (G)
Follower: You're happy to help the leaders accomplish their goals, and stabilize the group with your support. Regain Willpower when your group accomplishes something due to your support. (G)
Gallant: You are flamboyant as hell, and love to be the center of attention. Regain Willpower when you dazzle or impress another person. (Most)
Guardian: You have the strength, be it inner, physical, or both, to handle this hostile world, and desire to use that strength to protect the weaker folk around you. Regain Willpower when you successfully shield some worthy party from great harm. (MtsC)
Honest Abe: Honesty is the best policy; integrity is the greatest virtue. You are true to your values and to everyone around you- all the time. Regain Willpower when you remain completely honest through a situation where it seems dishonesty would have worked better-and then it turns out your way was for the best. (VPG2)
Jester: You are the fool, the comic, the smartass, always looking for the humor in a situation. Regain Willpower when you lift someone's spirits/ease their pain with your humor. (G)
Jobsworth: A bit similar to bureaucrat, you always stick to your routine. Routine is safe and efficient. Regain Willpower when your insistence on sticking to your routine turns out for the best. (VPG2) (What an insipidly boring Nature to play...)
Judge (Mediator): You are an arbitrator and peacemaker, acting as a fair voice in conflictual situations. Regain Willpower when you separate truth from lies (without supernatural aid) or successfully mediate a conflict. (G)
Loner (aka Lone Wolf): You have your own path and no desire to share it with anyone else. Regain Willpower when you manage to achieve a significant task without anyone else's help. (G)
Manipulator: People fascinate you, and you love to see the many ways they react to the situation you've so carefully set up for them. Regain Willpower when you gain some new insight about people from some "experiment" you've performed on them without their realizing it. (VPG2)
Martyr: You would rather suffer or even die than sacrifice your values or your friends' needs. Regain Willpower when you do that.(G)
Masochist: You're always trying to see just how much more trauma you can take before you collapse. Regain Willpower when you make it through a new and interesting painful experience. (VPG2)
Masquerader: You enjoy pretending what you're not, and may be doing so to hide from others-or yourself. Particularly, you try to hide your true supernatural identity. Regain Willpower when you resolve a situation without anyone finding out that you're a supernatural being (or, depending on the situation, the true supernatural being you are, rather than the one you're pretending to be). (M)
Monster: You are depraved, villainous scum. Regain Willpower when you manage to indulge in suffering that you've produced. (M3)
Optimist: You can always see that silver lining despite that icky dark cloud looming in front of it. Regain Willpower when your conviction that all will turn out for the best gets the group through-and it turns out you're right! (VPG2)
Pedagogue: You are the ultimate teacher, living to pass on your knowledge so everyone might benefit from the wisdom of your experiences. Regain Willpower when someone really learns a great lesson from you.
Penitent: What ever it was you did, it was bad, and you devote all your energy to atoning for your sin. Regain Willpower when you perform a feat that significantly alleviates your guilt or is a step in achieving the goal that will make up for your crime. If you roleplay out a feat that so frees you from your guilt that you are really no longer penitent, the ST may allow you to gain one permanent point of Willpower and then you must change your nature. (VPG2)
Perfectionist: Everything you do, say, are... must be without flaw. Regain Willpower when you do something without a hint of mistake. (VPG2)
Plotter: Everything you do must be planned out to the last detail. Regain Willpower when you/the group accomplishes something by following your plan to the letter. (VPG2)
Poltroon: Running away may be cowardly, but you're alive, aren't you? Why deal with something potentially unpleasant and possibly fatal when you can just avoid it? Regain Willpower when you manage to escape a particularly nasty situation without having to deal with it at all. (VPG2)
Praise-Seeker: You absolutely crave the approval of your comrades. Regain Willpower when you are praised genuinely for a feat you accomplished by yourself.(VPG2)
Predator: The fittest survive, and you're pretty damn fit. Regain Willpower when you single-handedly hunt and kill another creature to ensure your survival. (WPG2)
Rebel: You will do as you will, and ultimately desire freedom from unpleasant societal bonds. Regain Willpower when your rebellion against authority or the status quo turns out for the best. (G)
Recognition Seeker: The opposite of the Masquerader, you love being the supernatural being you are, and despite the danger, long to let other people know about it. Regain Willpower when someone realizes for the first time that you are more than merely mortal. (M)
Reluctant Supernatural: Garou, vampire, mage, whatever strange thing you are-you don't want to be it. You long for your "normal" life, before whatever changed you into this thing you can't understand. Gain one point of Permanent Willpower when you discover your place in the new world you've entered and found some kind of peace with yourself. Choose a new Nature after this epiphany. (WPG2, M, etc.)
Renunciate: For some reason, you want to leave your past far, far behind you; though as hard as you try to forget it, the past will forever haunt you. Regain Willpower when you shake aside someone/something that reminds you of your past, and do so without consequences. (S, MtSC)
Revolutionary: You hold freedom dearly and desire justice, and will do whatever is necessary to hold on to these precious liberties. Unlike the Rebel, your urge is not to resist ALL authority, but rather to fight corruption in the system where you find it. Regain Willpower when your questioning or resisting leadership or the status quo turns out to be best for you/your party/or those you are trying to protect. (Original; created for my Exalted character)
Rogue: Screw the world! You do what you need to look out for yourself and get done what has to get done. If someone else suffers in the process, that's just too bad. Regain Willpower when your self-centered methods gain you something of significant value. (M3)
Sage: Knowledge is your treasure and your joy, and you enjoy both learning as well as teaching others your wisdom. Regain Willpower when you help someone through your vast knowledge or uncover an obscure piece of lore. (S, MtSC)
Sensualist: Sensation is your addiction, and you'll do anything to experience a new one. Regain Willpower when you experience a new, exciting sensation and live to tell about it. (S)
Show-Off: You need approval and praise and will do anything to get it. Regain Willpower when your antics earn you that praise you so crave.
Supplicant: Whatever you do, it is in the service of the Divine Being which you honor, fear, and/or love. Regain Willpower when you significantly advance the aims of your Benefactor (M:tSC says, "Without endangering yourself in the process," but that doesn't really make sense to me...). Remember, of course, that the deity you follow does not necessarily have to be nice. (S, MtSC)
Survivor: No matter what happens, you'll pull through it somehow. You're one tough cookie, and don't understand it when others give up so easily. Regain Willpower when you survive a difficult situation by the skin of your teeth. (G)
Sycophant: You're the perfect yes-man, doing whatever you can to please the more powerful forces that be so they'll protect you. That silly Arab guy from The Mummy is a good example. Regain Willpower when you... I dunno, I didn't write it down. (VPG2)
Theorist: The world around you is something to try and explain, and your theories drive your purpose for being. Regain Willpower when an observation based on your theory comes to pass. This has to be a well-thought-out, complex theory, not something that's already blatantly obvious. (S)
Thrillseeker: The stakes are just never high enough. More adrenaline, please! Regain Willpower every time you willingly enter a life-threatening situation and then escape it. (Can we say, "ST Bait," children? I knew you could...) (A)
Traditionalist: Why change what's worked for ages? You're the ultimate conservative. Regain Willpower when your old-fashioned methods prove to be the best solution. (G)
Trickster: Your antics do more than amuse; your pranks and tricks have a point of teaching someone a lesson, or humorously but deftly reveal some wisdom. Regain Willpower when your acts reveal wisdom that would not have been realized by more traditional means. (M:tSC, which does not describe a Willpower award, so I had to make one up.)
Visionary: You have the drive and imagination to keep aiming for the sky and beyond. Regain Willpower when you convince others to believe in your dreams and follow your vision. (G)
Waif: Whether you are or not, you have the appearance of being innocent and weak, and you haven't quite learned to act on your own without relying on others' pity. Regain Willpower when you accomplish something important without anyone's help. (MtSC)
Wanderer: Settling down just is not your thing-whether you're running away from something or simply longing to see new places, the road is your home. Regain Willpower when you complete your purpose in one place and move on, leaving no loose ends or attachments behind. (M)
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List thanks to: http://www.deathquaker.org
*This is a compilation of character archetypes (Natures and Demeanors) found in the various original World of Darkness books. These are largely from 1st, 2nd, and Revised edition sourcebooks from what is now called the "old" World of Darkness. They will also work with Exalted; I am not sure how compatible they are with the "new" World of Darkness. I doubt the list is complete, but it does compile from quite a number of sources. Listed are the names (with alternates in parentheses), a brief description, and the willpower gain. If you want the full "real" descriptions, you'll have to read the sourcebooks. These archetypes have been found in one or more of the following books: Vampire: The Masquerade (V:tM); Mage: the Ascension (M:TA or M3 for 3rd Ed.); Wraith: the Oblivion (noted in the text as G); The Werewolf Player's Guide, 1st and 2nd Ed.(WPG and WPG2); The Vampire Player's Guide, 2nd Ed. (VPG2); Mage: the Sorcerer's Crusade (MtSC); WoD: Sorcerer (S); and WoD: Mummy(M). I also got a few from the ÆON (Trinity) Sourcebook (A).

Tuesday, June 9, 2009

Basic Passions of Each Personality

Basic Desire and Avoidance
When creating a character it is good to know what is operating at the very heart of what they do. Sometimes it is manifested in an unusual way but then on closer inspection it is clear that a certian desire is driving people in most everything they do. Often people do the same thing for different reasons. the following came from ptypes.com

Personality Type

Basic Desire/
Pleasure

Basic Fear/
Distress






Conscientiousachievementlack of achievement
Sensitiveacceptancerejection
Vigilantautonomybeing subordinated
Dramaticattentionbeing ignored




Aggressivedominancesubmission
Idiosyncraticnon-conformityconformity
Inventiverecognitionobscurity
Solitarysolitudeintimacy




Leisurelyfreedom to do as one pleasescompulsory activity
Seriousduties and responsibilitiesnot having duties and responsibilities
Self-Sacrificingbeing neededbeing unappreciated
Devotedbeing taken care ofhaving to act independently




Self-Confidentbeing specialbeing ordinary
Adventurousexcitementboredom
Mercurialrelationshipbeing alone
Exuberantcreativitybeing unable to create





How the different personality type systems correspond




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Creating Compelling Characters - Temparments

When we create characters it is easy to make them like ourselves. Which it not necessarily bad. But to create and dictate the actions of characters in a dynamic and believable way we need to understand how others think differently than ourselves.

You can accomplish this by first assigning to a character one of four temperaments. There are several different names for these four temperaments but they are still the same. You can visit the following links to learn more about these:

P-Type Temperaments
Keirsey Temperaments


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A Pirate Crew

I find this to be a good resource not only for a group of characters on a ship but how a group of characters would organize themselves to make the best of a situation in which they were all stuck together and had to depend on each other to survive.


Pirate Crew *


A pirate crew could be made up of many various positions, and it could also have people with different skill levels and reasons for being a crew member. Some of the crew could be hard core pirates from a young age; some could be recently unemployed sailors, and others might be forced into the pirate crew against their will. The size of the crew might vary, based on the ship size, the success of their piracy, and how well they fight.

Captain

The background of many pirates was as a sailor in one of the European navies, and from their service under autocratic commanders, they developed a strong hatred of their incompetent and abusive style.

A pirate captain had to be cut from a different mold, because previous experience had taught most that life at sea was harsh enough without an inexperienced or cruel leader making it worse. He was elected as a sort of president of this shaky democracy, someone already respected for their leadership and navigation skills who would be level-headed and decisive with the pirate crew in the heat of battle.

It was during engagements that this pirate of pirates would be expected to rise above and help bring victory, but in most other occasions on ship, he was more or less another voting member in the pirate crew, delegating most of the everyday tasks to the quartermaster or other junior officer. In these times, he was to be an even-tempered father who maintained the barest level of discipline necessary to hold the family venture together. This father could be voted out and even thrown off if he became passive or wavering, went against the majority vote, became too brutal, or simply no longer performed his duties to the liking of the pirate ship crew.

First Mate
A pirate crew sometimes had this position as the captain's right-hand man and the one who would assume his role if he were killed in battle or could no longer perform his duties. This was often considered the job of a lieutenant in a regular navy, and most pirate crews chose a quartermaster instead of a First Mate.

Quartermaster
Out of their distrust of dictatorial rule, pirates of the Golden Age placed a large portion of the captain's traditional role and power into the hands of an elected quartermaster who became second-in-command and almost a co-captain through his representing the best interests of the crew.

the captain watches as the quartermaster punishes As a foreman, he was in charge of maintaining order, distributing rations and supplies, delegating work, and guarding and dividing plunder. In fighting, the quartermaster decided what ships were worth it and often led any boarding party, ultimately deciding what loot to keep. When discipline or punishment was necessary, only he could give it, but even then it was with the agreement of the captain or the vote of the pirate crew.

In the worst of situations, he was a sheriff enforcing fairness in duels or a judge presiding over jury trials for serious crimes committed among the crew. For all his hard work, the quartermaster received a larger portion of any plunder and would often be asked to command any highly valued ship taken in battle.

Boatswain (bos'n)
This position may be compared to the modern chief petty officer. A ship of any size would require the boatswain to oversee several junior officers who would share his responsibility for the crew's morale and work efficiency as well as the maintenance and repair of the hull, rigging, lines, cables, sails, and anchors.

Gunner
A gunner would be the leader of any separate group manning the artillery. His special skill would be in aiming, but he would oversee the four to six men required to take the gun through the steps of loading, aiming, firing, resetting, and swabbing for the next load. He would also work to ensure the gun crew's safety in avoiding dangerous overheating or excessive recoiling of the weapon. A master gunner would help to coordinate the timing and accuracy of the individual crews, especially when a broadside was ordered.

Powder Monkey
This term was first used in the British Navy for the very young men who made up most gun crews in the 17th century. In contrast to a pirate officer who was elected, these poor souls were forced to perform what was some of the most dangerous work on the ship. They were harshly treated and rarely paid, and if they avoided being mortally wounded in their service, desertion was probably as attractive as having very little hope of being promoted in the pirate crew.

Carpenter
There could probably be no more highly regarded artisan in a pirate crew when your life and livelihood depended on the soundness of the wood around and beneath you. A person in this apprenticed trade would use their skill to not only repair battle damage to masts, yards, hatches, and the hull, but to keep the ship's leaky seams in check with wooden plugs and oakum fibers. He would often have separate quarters combined with a workspace. Each carpenter would usually have an assistant in apprenticeship.

Surgeons, Cooks
Yet another highly valued position, surgeons would often be grabbed from crews of captured ships, although they would not be ordinarily be asked to sign the articles. He would be expected to deal with colds, fevers, or sexual diseases with an assortment of mercurial medicines or other current treatments, and the carnage of battle often required amputations in hopes of saving the wounded.

It seems that the ship was possibly more valued than life or limb when there is no mention of substitute carpenters, but for lack of a surgeon, a carpenter or even a cook would be asked to fill in. A carpenter would be certain to have the similar tools and cutting experience, but a cook as a surgeon would be quite a stretch.

the stew for the crew More often than not, a cook would be a disabled pirate who was allowed to stay on ship if he could make food that didn't kill the pirate crew. Perhaps it was felt that if a pirate crew survived his cooking, he could make something to help heal as a stand-in surgeon.

Cooper
If a pirate captain was fortunate enough to have a prosperous career, perhaps he could afford the services of a cooper, a barrel maker. Most everything not in a crate or canvas bag was in a barrel. Using steel hoops and strong wood, the cooper would make containers to keep gunpowder dry, food free of pests, and water and spirits from leaking into the bilge. With a changing environment and the constant shifting of the cargo, the hoops and staves of the barrels required constant upkeep to remain intact and tight.

Musicians

pirate musicians, Those who could play drums, bagpipes, trumpets, accordions, fiddles, and other instruments were so well liked that they escaped torture if captured by pirates. With entertainment at a premium on most uneventful days at sea, they would be expected to play a jig to dance to, lead a shanty for work tempo, or provide dinner music. Musicians would usually play prior to and during a battle, blaring out martial tunes, nautical favorites, or simple loud noise to inspire the crew. Bartholomew Roberts wrote a provision in his articles stating that regular Sabbath rest should be provided for his musicians. Roberts was known for his good treatment of his pirate crew.

*All of this was found at The Pirate Realm

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