Step 8: Nature and Demeanour

Everyone
plays a role, often several, every day. Every individual displays multiple
layers of personality, varying from the contrived to the sincere.
Each of these roles defines how we interact with the people and places around
us, and we choose which parts of ourselves we wish to show.

It
is the same with Kindred. The concept of nature and demeanour corresponds
directly to the different masks we wear when we interact.
A vampire character's nature is her true self, her innermost being - the person
she truly is.

It
is dangerous to show this, though; as it lets others know who we are and what
is important to us.

Thus,
characters also have demeanours, faces they show to the world. By choosing how
we relate to the world, we are able to choose how it relates to us as well, as
we guide the responses others give us.

Philosophy
aside, personality also has an effect on the mechanics of Vampire. A character
may regain her drive and sense of purpose by acting in accordance with her
Nature.
Every time a character fulfils the requirement of her nature archetype (see
below), that character becomes eligible to regain spent traits.

Archetypes
allow players to build a sense of personality for their characters, and to
define a bit of what makes the character "tick."

It
is worth noting that archetypes are not rigid; characters need not slavishly
devote themselves to their natures and demeanours.

Rather,
the character should act as the player reasonably or emotionally believes she
would act in a given situation.

## The Archetypes

***Architect:*** The
Architect often has a great many ideas and is happy to provide them to other
people.

***Autocrat:***
*Someone has to make the decisions and you believe it is your right to*
do so.

***Bon***
Vivant***:* Whatever you do must bring you pleasure somehow.**
*Bully:*
*Whilst some manipulate for control, you use your fists**.***

***Caregiver:***
It’s easier to get what you want if other people are happy.

***Celebrant:***
*Sometimes the world is too dark and you help others blow off a little*
steam

***Child:***
You are quite naïve and need guidance.

***Competitor***:
Its not just taking part that matters, but winning.

***Conformist:***
You are easily swayed and follow orders with little question***.***

C***urmudgeon:***
Its not that you’re unhappy but you quickly find fault with most
situations.

***Deviant:***
You do not feel that society’s laws really apply to you.

***Director:***
It is down to you to ensure that things are done correctly.

***Fanatic:***
Other people are wrong and only you are right***.***

***Gallant:***
Courtesy, modesty and helping those less fortunate are what you are all
about.

***Judge:***
You feel that you have a keen understanding and others can come to you
for arbitration.

***Loner:***
You’ve been hurt in the past and avoid others to avoid being hurt
again.

***Martyr:***
You suffer so that others don’t have to.

***Monster:***
There’s something just not right at all about you by modern standards.

***Pedagogue:***
You enjoy giving people strict lessons they will never forget.

***Penitent:***
You have transgressed the laws of society and now seek redemption

***Perfectionist:***
You are always seeking that which is just beyond reach***.***

***Rebel:***
You have no time for ‘the man’.

***Rogue:***
You don’t care who gets hurt so long as you profit.

***Survivor:***
Despite the amount of times you’ve been hurt you always find something
to live for.

***Thrill***
Seeker: ***You court controversy in all aspects of your life.***

***Traditionalist:***
You are inflexible and predictable in how you do things.

***Trickster:***
You will use cunning and deceit to get what you want***.***

***Visionary:***
You feel you are destined for some higher purpose.

Step 9: The Spark of Unlife