ARCHETYPES
Archetypes are universal character patterns, such as The Hero, The Rebel, or the Caregiver. Psychologist Carl Jung believed these patterns live in all of us, shaping the stories we tell and the roles we naturally fall into. In this game, your archetype is your character's role in the story. It answers questions like: How do they see the world? How do they treat other people? How do they relate to their own power? Most archetypes come with a premade character you can check out in the Premade Characters section, which is a great way to see exactly how that archetype plays at the table.
BASE GAME
The Pretender
The outsider trying to belong.
The Pretender is non-psychic or unconventionally skilled. Where others use powers, you use cleverness. You get a +1 bonus whenever you’re faking it, bluffing your way through, or solving a problem in a way nobody expected.
The Vessel
Housing multiple identities or psychic intrusions.
The Vessel is unpredictable. Your power shifts with your internal state. When things destabilize (failed rolls, emotional crises, Strangeness spikes), you unlock abilities others can’t access.
The Conduit
Power tied directly to feelings.
The Conduit surges in high-drama moments. Emotional scenes, relationship stakes, and big confrontations are when you’re the strongest. Your power is volatile, and it spikes under stress.
The Doppelgänger
Fractured identity, mimicry, and transformation.
The Doppelgänger adapts by becoming. You’re the strongest when you’re reflecting someone else back at them through mirroring.
The Architect
Shaping systems, minds, or reality.
The Architect is the one with the plan. High-level psychic influence, manipulation, and control, but always at a cost. You’re strongest when you’ve had time to set things up.
The Caretaker
Holding people and themselves together.
The Caretaker is the emotional glue. Support powers, defensive abilities, and emotional awareness. You absorb a lot, both from enemies and from your team.
THE GREEN ROOM
The Bandleader
The steady rock everyone leans on.
The Bandleader holds the beat when everything else is chaos. You don't need the spotlight to matter! Your power comes from reliability, timing, and showing up exactly when you're needed. You get a +1 bonus whenever you're keeping a scene from falling apart or covering for someone else's mayhem.
The Sidekick
Fierce loyalty wrapped in self-deprecation.
The Sidekick amplifies everyone around them. You're strongest in a duo! This could be feeding off the other's energy, taking the hits, and making someone else look brilliant. Your power grows the longer you stay in someone's orbit, but fades fast when you're cut loose on your own.
The Showman
Big, self-aware, a little desperate for the room's love.
The Showman needs the audience and knows it. You draw power from attention. This could be through performing, escalating a situation, or even turning a bad moment into a bit before anyone can call it a failure. Your power spikes on a stage or in front of a crowd, real or improvised.
THE ROOMMATES
The Schemer
The frontman who can't play or sing.
The Schemer runs on nerve, not skill. You're strongest when you're improvising your way into rooms you don't belong in, spinning a plan on the fly, or talking someone into believing you know what you're doing.
The Enabler
Real talent, permanently on hold.
The Enabler is the one who could actually carry the group, if allowed to. Your powers are strongest when used in support of someone else's scheme, stepping in to save what's about to fail.