Archetypes - LunarNeil/Call-of-Cthulhu-Campaign GitHub Wiki

The term Archetype refers to a typical example of something or common theme to be found in something, both of which refer to the way a basic model can be used to describe characteristics of a more complex model.

Investigator Archetypes fulfill a similar function. Archetypes are not based on what a character can do, they are not a Class or a Profession in that way. Archetypes are more about personality and ethos, why and how they do what they do, and what role in a group they will tend to occupy.

In this game each Archetype has three Skills, one Short Story, one Long Story, and a small number of Possessions. Occasionally these amounts will differ, but those are the basics.

If you're still confused, don't worry about it! Just pick an Archetype you find interesting.

Choosing Archetypes as a Group

None of the Archetypes has any more power than the rest, but a legitimate question often arises: do players have some responsibility to mix and match their Archetypes so that the group has some of everything?

Fortunately the answer is No. There is no compelling reason everyone should not pick the same Archetype if they want.

Effective groups aren't the ones with the broadest mixture of Archetypes, but the Archetypes most appropriate to the players at the table. Investigator performance is heavily dependent on roleplaying, so players should be more confident when everyone picks Archetypes they are excited to play. Playing against interest will lead to less creative and more defeatist choices, which raises the chances of everyone dying.

The only thing an intentional varying of Archetype brings is Skill and Story variety. Even this is unnecessary though, as each Investigator has a choice of three additional Skills and starts one more Short Story at the end of their Trial Period anyway. Investigators that survive three sessions may look remarkably like individuals even if they were all the same blank Archetype at the beginning of the campaign.

The Investigator Archetypes

Here are the basic Archetypes that come with the Realms of Mythos and Madness core materials. You will also find a printable version of each Archetype, with a character sheet already configured, in the Game Materials Chapter at the end of this book.

The Explorer

Explorers are adventurers, seeking the challenge of the unknown both inside and in the world.

The Detective

Detectives are rationalists, destroying illusions and putting an answer to questions.

The Profiteer

Profiteers are manipulators, turning dangerous things to their profit and seeking indulgence.

The Magician

Magicians are rebels, equally ambitious and destructive in their search for power and freedom.

The Heir

Heirs are traditionalists, torn between the expectations of society and a dark personal secret.

The Inventor

Inventors are creators, standing at the edge of imagination and physical reality.

The Scholar

Scholars are thinkers, pondering the human truths hidden among the tangle of scientific facts.