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Archetypes are broad classifications of philosophy, goals and motivations of the Bound.

Edition Differences[]

In First Edition, Archetypes were specific to individual characters. Acting in accordance with their archetypes as well as the character Vice or Virtue can gain the Bound Plasm, which is used to power Manifestations, but as a result of channeling the energies of death they are sometimes fatigued and dizzy (the next failed roll in the scene is a dramatic failure, regardless of how many dice are rolled).

In Second Edition, Archetypes are a property of entire krewes, not of individual Bound. A krewe's Archetype grants them three Ceremonies at creation.

Archetypes[]

First Edition[]

  • Advocate: Primarily driven by "survivor's guilt", Advocates exist to assist ghosts, even to the detriment of the living.
  • Bonepicker: A Bound who uses their powers to make their new life more comfortable, reasoning they should receive material benefits for the tasks they perform. They may, for example, simply charge the family for exorcising a ghost from a car. Some less scrupulous Bonepickers may even "encourage" the ghost to hang out there for a few days first...
  • Celebrant: Viewing their death as a "wakeup call", Celebrants live their lives as fully as possible. They may also encourage others, with varying degrees of success. They may go to the extreme of causing someone to almost die.
  • Gatekeeper: Bound who protect the barrier between life and death. This means both policing ghosts who interfere with the living as well as stopping mortals who interfere with the dead (e.g. mediums, exorcists).
  • Mourner: A Bound who is more comfortable with the dead, viewing them as having more in common with her then the never-died (living). They may view death as another form of life.
  • Reaper: A Bound who judges who lives and who dies. Usually this does not include such petty things as bad driving, more murderers who have slipped through the cracks or incompetent physicians etc.
  • Necromancer: Bound who study death and the changes it can work on ghosts. They also study the Underworld and the Kerberi, along with the Old Laws they may enforce.
  • Pilgrim: Bound searching for enlightenment or salvation.

Second Edition[]

Sin Eater Archetypes[]

  • Furies: krewes driven to right wrongs and deliver justice, often violently.
  • Mourners: krewes who specialize in recovering lost knowledge from the Underworld
  • Necropolitans: krewes devoted to building solidarity and support networks between the living and the dead
  • Pilgrims: krewes devoted to helping ghosts resolve their attachments and move on past the Underworld.
  • Undertakers: krewes who believe that there will be fewer ghosts if the living are adequately prepared for death.

Other Archetypes[]

  • Elysians: krewes devoted to building an exclusive, comfortable afterlife
  • Bonepickers: krewes concerned mainly with using their powers for profit
  • Thanatologists: krewes with an academic interest in death, but no desire to help the dead.
  • Gatekeepers: krewes who believe death and the Underworld function as they should, and oppose any attempts to change the status quo.

References[]

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