edit 7/22/26
Archetypes
Definition: an original model, universal pattern, or perfect example from which other things-like characters, objects, or behaviors - are copied or based.
These Archetypes used throughout all settings. The idea is to give the player an outline to help build the Hero. The Hero can pick and choose based on the outlined information or even go in a different direction. After all, the character that goes against type is often more interesting. Players can pull items from other archetypes as well to help in defining their Hero. The players can interpret these archetypes however they want. Two players may have different views. That’s what makes this interesting. These choices can be made after the initial “tutorial” of the “0” level.
Career Path
Players may move through different archetypes as they develop, such as the Ganger who becomes a Street Samurai. The path can be one or more archetypes. This movement reflects the Hero's progression.
The Information is ordered this way:
Character Archetype
Name/definition:
Scores:
Strengths:
Weaknesses:
Preferred talents:
Personality:
Barbarian - You fight with emotion - rage. You may have some skill, but you rely on the rage to get you through. Typically, you come from a primitive background relative to the setting you are playing in.
Scores:
Strengths: Strength, Attack, Outdoors, Melee Attack
Weaknesses: Education, Technology, Vehicle
Preferred talents: Ferocious Attack, Ablative Armor, Temporary HP
Personality:
-
Quick to take offense - all you have is your reputation. If anyone calls it into doubt, you react quickly and violently.
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Rude- you are blunt and abrupt. Social norms confuse you. You see things in black or white.
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Anti-Tech - You don’t like technology and will do all you can to avoid dealing with it.
Bounty Hunter: You love the chase. You live for the thrill of finding and subduing your quarry, dead or alive.
Scores:
Strengths: Intuition, observation, outdoors, Any Weapon
Weaknesses: Education, Athletics, Vehicle
Preferred Talents: Pathfinder, Heightened Awareness, Ambush
Personality:
-
Relentless - you are focused, on point, and never quit.
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Loner - Bounty Hunters prefer to operate on their own.
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Connected - You rely on contacts to help you with your bounties. You see every social opportunity as an opportunity to cultivate a new contact.
Scientist: Knowledge is power and you know everything. You are a brilliant problem solver and believe you are an expert on everything.
Scores:
Strength: Education, Knowledge, Technology, Any Weapon
Weaknesses: Endurance, Attack, Athletics
Preferred Talents: Hacker, Genius, Detect Talents
Personality:
-
Slow to act - you want to have all the information before you make a decision.
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Elitist - you believe that you are intellectually superior.
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College Educated - you believe that formal education is the only kind of education.
Cleric - These are your healers. They derive power from worshipping their Deities. Many make excellent combatants as well.
Scores:
Strengths: Endurance, Influence, Knowledge, Melee Weapon
Weaknesses: Dexterity, Athletics, Observation
Preferred talents: any Health, Ferocious Attack, Change of Fortune
Personality:
-
True Believer - they are religious and follow the directions of their Deity.
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Compassionate: They care deeply about the world around them and the people who inhabit it.
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Militant: Clerics believe that it is not only enough to heal the world, but also important to fight against their enemies. As such, Clerics make good fighters and use Ferocious Attack to their advantage.
Commando: You were a part of an elite military unit like the SEALs, SAS, or Spetsnaz. You were the best your military had to offer.
Scores:
Strength: Dexterity, Sneak, Attack, Ranged Weapon
Weaknesses: Knowledge, Vehicle, Influence
Preferred Talents: Aim, Shadowstep, Close Quarter Combat
Personality:
-
No man left behind - ever!
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Driven - you don’t know or understand the meaning of quit.
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Self-assured - You know what you can do and how to get it done. You are fully confident in your abilities. You don’t brag or boast because you don’t have to.
Criminal: This is your basic criminal type. They lie, steal, and cheat their way to fame and fortune.
Scores:
Strengths: Dexterity, Technology, Sneak, Any Weapon
Weaknesses: Endurance, Influence, Outdoors
Preferred talents: Ambush, Shadowstep, Find/Remove Traps
Personality:
-
Jailbird - you've done some time and will do more. It's just the cost of doing business.
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Compulsive Liar - You can tell when a criminal lies - their lips move!
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Braggart - criminals always exaggerate their accomplishments.
Druid - You worship nature. You express your worship through your relationship with animals and the natural world, often working with an animal as a simple proxy (animal) or by turning yourself into the animal.
Scores:
Strengths: Intuition, Outdoors, Influence, Melee Weapon
Weaknesses: Education, Technology, Vehicle
Preferred talents: Shapeshift, Pathfinder, Regeneration
Personality:
-
One with nature: you are completely at home in natural settings. You don’t like technology and will do all you can to avoid dealing with it, including using low-tech weapons.
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Militant - Druids tend to be very active in the protection of the natural world.
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Animal Characteristic - Druids tend to use a proxy or shapeshift into one particular animal. When in normal form, their dress and appearance will reflect this: bear - fur, bird - feathers in clothes, wolf - tooth necklace. They often will emulate the favored animal's characteristics.
Eco Terrorist - Our planet is a living thing and you were born to protect it. At any cost. You believe the world is being destroyed by tech and greed. You seek a harmonious balance between tech and nature, but one that favors nature. Your terrorism takes the form of marches, assassinations, and destruction of eco-destroying companies. Your work with your team is just a way to pay the bills and fund your terrorism.
Scores:
Strengths: Intuition, Outdoors, Sneak, Any Weapon
Weaknesses: Education, Vehicle, Technology
Preferred talents: Detect Talents, Ferocious Attack, Disguise Self
Personality:
-
Jailbird - you've done some time and will do more. It's just the cost of doing business.
-
Fanatical - You are right, everyone else is wrong. You believe what you believe and nothing will change that.
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My cause - this is your pet cause; waters, anti-nuke, whatever.
Ex-Company Man - a person who puts the Company above himself. They are very loyal employees and pledge their autonomy to the Company. When a Company Man defects, it is a serious tragedy. What did the employer say or do to destroy such loyalty? These Heroes will retain a great deal of information on how the company functions and who works for it. Ex-company men can fill several roles based on what they did for the company. Intelligence/security work and Negotiators are common.
Scores:
Strengths: Charisma, Education, Technology, Range Weapon
Weaknesses: Strength, Outdoors, Sneak
Talents: Silver Tongue, Concealed Weapon Specialist, Detect Lie
Personality:
1. Loyal - once a Company Man leaves his company, they will become intensely loyal to the team they join. They typically like to work with only one group. Ex-company men can make good leaders, but they view the world in terms of how they can serve their masters. This makes them struggle to figure out what is best for them and the team.
2. Stubborn - They are slow to acknowledge issues with where their loyalties lie. This makes it difficult for them to turn against their corporation and makes them so dangerous when they do.
3. Ego - Company men see their loyalty as a higher calling. They see themselves as superior to the simple wage slaves.
Ex-cop - You served as a peacekeeping officer for a paramilitary force.
Scores:
Strengths: Intuition, Observation, Attack, Range Weapon
Weaknesses: Strength, Sneak, Outdoors
Preferred talents: Push, Trip, Heightened Awareness
Personality:
-
Cog - Your value is in following orders, no matter the consequences.
-
Bad reputation - You are no longer a cop for a reason: corrupt, brutal, incompetent, turned in a fellow cop. Your choice.
-
Plodding - you will usually solve your case, but you move slowly and carefully.
Ex-military - You served in a legitimate military organization for a given country or corporation. People enlist for many reasons: patriotism, poverty, learning useful skills, escaping a particular circumstance, or becoming citizens (for those without a legitimate GRIN). Enlistees learn basic combat skills as well as transferable skill sets (computers, mechanics, communication, ECT). Soldiers train mostly with modern firearms.
Scores:
Strengths: Dexterity, Attack, Athletics, Range Weapon
Weaknesses: Charisma, Influence, Knowledge
Preferred Talents: Aim, Shadowstep, Pathfinder
Personality:
-
Follow orders - military service highlights structure and command. Soldiers learn to work within these command structures.
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Loyal - soldiers form tight-knit units. Often, they are motivated more by intra-unit relationships than by any other factor.
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Mediocrity - soldiers learn to volunteer for nothing, keep their heads down, and stay out of trouble.
Face: This is the con artist, influencer, interrogator, negotiator, and fast talker of the party. The face’s biggest weapon is charm. And they have it in spades. The face will keep you out of combat and then negotiate the surrender.
Scores:
Strengths: Charisma, Influence, Knowledge, Any Weapon
Weaknesses: Strength, Attack, Athletics
Preferred talents: Silver Tongue, Goad, Tactical Commander
Personality:
-
Charming - this is how you manipulate. You believe you can make anyone like you.
-
Slow to the draw - You try so hard to talk your way out of combat that you are slow to react when the fight starts.
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Loud and proud - everything about your personality is overblown. You are a giant neon sign screaming “look at me!”
Fixer: You are the master at getting illicit gear. You have contacts all over and know how to mix and match these assets to get jobs done. You work closely with Operators.
Scores:
Strengths: Charisma, Influence, Observation, Any Melee Weapon
Weaknesses: Strength, Athletics, Sneak
Preferred talents: Silver Tongue, Aim, Detect Lie
Personality:
-
I’ve gotta guy for that! You know people everywhere and love putting together teams.
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In control. Your ability to connect with many different groups of people leaves you with the feeling that you can get out of anything.
-
Charming - this is how you manipulate. You believe you can make anyone like you.
Ganger - you learned early on that to survive on the streets, you couldn't do it alone. The gangs were a natural family. You joined at a young age and we're all in. Gangers typically come from poverty. The gang creates an instant safety net.
Scores:
Strengths: Strength, Attack, Sneak, Melee Weapon
Weaknesses: Education, Knowledge, Outdoors
Preferred Talents: Ferocious Attack, Push, Intimidating Presence
Personality:
-
Life is cheap - you know you won't grow old, so you put it all on the line every day.
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Quick to take offense - all you have is your reputation. If anyone calls it into doubt, you react quickly and violently.
-
Jailbird - you've done some time and will do more. It's just the cost of doing business.
Gonzo Journalist - News is your life. You record everything that happens around you and provide running commentary.
Scores:
Strengths: Charisma, Influence, Knowledge, Melee Weapon
Weaknesses: Attack, Outdoors, Sneak
Preferred talents: Silver Tongue, Alertness, Ki Body
Personality:
-
Loud and proud - everything about your personality is overblown. You are a giant neon sign screaming “look at me!”
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Famous - People notice you when you are in public. You thrill at the recognition, but sometimes this interferes with your mission.
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Connected - your fame has put you in contact with the rich, famous, and powerful. Your contact list reflects this.
Gun Slinger - it's all about the guns. This archetype collects guns. They categorize them. Name them. Have one for every occasion. Even ones they will never use. Guns are a fetish. They are always cleaning them, playing with them, organizing them. And best of all, shooting them. But make no mistake. They could shoot the wings off a fly at 1000 yards.
Scores:
Strengths: Dexterity, Attack, Technology, Range Weapon
Weaknesses: Education, Sneak, Athletics
Preferred talents: Aim, Close Quarters Combat, Concealed Weapon Specialist
Personality:
-
A gun for every occasion; clear a building, sniping, tuxedo, happy mood …
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Have gun will travel - the gun Bunny will always be armed except for security checkpoints. And they will do anything to subvert these checkpoints.
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Calm: they are trained to fire their weapon between breaths for greater accuracy.
Hacker - you are a master of the world of ones and zeros. Mastering the matrix means you understand the code behind how the world works. You believe this knowledge puts you ahead of the rest of humanity. The Private Nets are your home.
Scores:
Strengths: Education, Attack, Technology, Range Weapon
Weaknesses: Strength, Influence, Athletics
Preferred Talents: Alertness, Bring on the Pain, Hacker
Personality:
-
Gloating - you are a master of the universe and not afraid to let the whole world know.
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The real world is a dull grey - you live in VR. The rest of the world is dull, dull, dull.
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Intuitive - You synthesize information quickly.
Mad Bomber: It's all about the boom! You are an expert in demolitions.
Scores:
Strengths: Education, Technology, Attack, Range Weapon (bombs)
Weaknesses: Strength, Influence, Sneak.
Preferred Talents: Technical expertise, Close Quarters Combat, Critical Hit
Personality:
-
Weird - people sense there is just something off about you.
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Ice in your Veins - you are preternaturally calm. You build and dismantle bombs for a living. Very little causes you anxiety.
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Signature - every bomb you make has something that is distinctly you. Maybe it's the wiring harness or a particular part.
Mage: These are your classic spellcasters. They learn their craft through study and use Education. They tend to use items like rings, wands, brooches, and such as magic items. Mages tend to gather in like-minded groups as their magic works uniformly from one Mage to another. Mages tend to have a lot of non-combat talents that they view as “spells”. Mages will buy more talents and expand their energy points.
Scores:
Strengths: Education, Knowledge, Observation, Range Attack (Simple proxy - spirit)
Weaknesses: Endurance, Sneak, Influence
Preferred Talents: any non-combat talent
Personality:
-
Deep thinker - Mages believe that their education is the source of their Talents. They approach problems methodically and consider research an integral part of their process.
-
Combat shy - many mages see combat as a failure on their part to devise a better option. They also see combat as chaotic and an anathema to their ordered lives.
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Superiority Complex - Mages believe that their ability to manipulate the fabric of the universe with spells means they are masters of the universe.
Mercenary - some ex-military move into this archetype. This archetype features combat arms, battle casters, Screamers, medics, and hackers. This archetype is simple - you get paid to fight for someone else's cause.
Scores:
Strengths: Dexterity, Attack, Sneak, Range Weapon
Weaknesses: Education, Knowledge, Influence
Preferred Talents: Bring on the Pain, Heal(minor), Aim
Personality:
-
It's just a job - the merc has no emotional commitment to the job at hand. They can walk away at a moment's notice
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No honor - the only code is money.
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Next best thing - mercs are always convinced that their next contract will set them up for life.
Ninja/Monk: These are heroes who favor stealth. They derive their prowess from magical talents. They prefer attacks that don't compromise their stealth.
Scores:
Strengths: Strength, Sneak, Athletics, Melee
Weaknesses: Education, Technology, Vehicle
Preferred Talents: Ki Body, Parry, Shadowstep
Personality:
-
Calm - Ninjas always act as if they are in full control over what is going on around them.
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Shy - Ninjas live in the shadows. They stay in the background during social situations. They don’t like the spotlight.
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Stealthy - you are a master at hiding.
Performer - Performers are floating entertainers. They can be seen on stage or in your local pub. They tell stories with words and music that focus on historical themes. During missions, Performers are noted for supporting their party members using their own special magic. Performers use their performance to attack and the instrument serves as a weapon.
Scores:
Strengths: Charisma, Influence, Knowledge, Range Weapon
Weaknesses: Endurance, Technology, Sneak
Preferred talents: any Buff, Goad, Tactical Commander
Personality:
-
Loud and proud - everything about your personality is overblown. You are a giant neon sign screaming “look at me!”
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Inquisitive - Performers are constantly seeking out knowledge.
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Selfless - Performers view themselves as successful when the party is successful. As such, they tend to be in a support role.
Private eye/ Investigator - whether you have a police background or are self-taught, you excel in researching and gathering information. You are the classic private eye.
Scores:
Strengths: Charisma, Knowledge, Technology, Range Weapon
Weaknesses: Endurance, Outdoors, Sneak
Preferred talents: Concealed Weapom Specialist, Silver Tongue, Detect Lies
Personality:
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Inquisitive - Private eyes are constantly seeking out knowledge.
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Personable - You are down-to-earth. People tend to like you for it and tell you things they probably shouldn’t.
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World Weary - you are weary from seeing the same terrible things over and over again.
Screamer - you are what you drive. Screamers are masters at operating drones and vehicles. You express yourself in the way you manipulate vehicles. You relate better to tech than to people.
Scores:
Strengths: Dexterity, Vehicles, Technology, Range Attack (simple proxy: Drone)
Weaknesses: Charisma, Influence, Athletics
Preferred Talent: Control Drone, Transporter, Tech Expertise
Personality:
-
Don't touch this - Screamers treat their vehicles and drones like close friends… and they don't want you messing with them.
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Need for speed - Screamers have one speed: fast. This is why they are known as screamers. Take a ride with one and you'll see.
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Rude- You are blunt and abrupt. Social norms confuse you. You see things in black or white.
Smuggler: You are an expert at getting illicit goods from one place to another.
Scores:
Strengths: Dexterity, Sneak, Influence, Range Weapon
Weaknesses: Strength, Knowledge, Outdoors
Preferred Talents: Transporter, Critical Hit, Control Drone
Personality:
-
Cool under pressure - the hairier the situation, the calmer you get.
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Lack of curiosity - You don’t know or even care what you are smuggling.
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Friends in low places - your work tends to come from criminals. Your contacts tend to be from that group.
Sniper: Your brain is a computer. You are constantly looking at the world in terms of sight lines, windage, range, and humidity. You arrive at your perch by slow, patient, quiet movements. You are invisible death. Most come from a military or Paramilitary background. You could combine an ex-cop, ex-military, or merc with a sniper.
Scores:
Strengths: Dexterity, Attack, Sneak, Range Attack
Weaknesses: Charisma, Vehicle, Influence
Preferred Talents: Ambush, Shadowstep, Long Shot
Personality:
-
Patient - You have waited days in place to take your shot.
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Stealthy - You are a master at hiding.
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Accurate - You live by the motto, “One shot, one Kill.” You never multi-attack, preferring accuracy over volume.
Street doc: a generic term for someone who heals Irrelevants, the poor, and the disenfranchised for free. These are people who work either part-time or full-time, rendering aid to those who are poor. Doctors, nurses, medics, magic, self-taught. These people are well respected on the streets because they are desperately needed. Harming a street doc brings down the worst retribution the streets have to offer.
Scores:
Strengths: Education, Technology, Knowledge, Melee Weapon
Weaknesses: Dexterity, Attack, Sneak
Preferred talents: any in Health, Critical Hit, Bring on the Pain
Personality:
-
Compassionate -They care deeply about the world around them and the people who inhabit it.
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Hippocratic oath - Do no harm - this frequently comes in conflict with life on the streets. Do you see the oath as meaning you won't attack others? Or do your vows account for the realities of surviving on the streets?
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Heal the world - You will heal anyone at any time. You would even heal your enemies, but only after defeating them.
Spy - You are all about gathering and leveraging intelligence. You have studied people and understand how to manipulate them. You are good at synthesizing information from diverse sources and discerning the truth behind it.
Scores:
Strengths: Intuition, Influence, Knowledge, Melee Weapon
Weaknesses: Endurance, Sneak, Technology
Preferred Talents: Silver Tongue, Detect Lie, Goad
Personality:
-
Manipulative - you view each person you meet as a potential asset and constantly strive to bend them to your will.
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Charming - this is how you manipulate. You believe you can make anyone like you.
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Ego - you believe you are so charming that you fail to recognize when your charms fail.
Street Samurai—At its core, this is the quintessential fighter class of cyberpunk. Style is just as important as the ability to put your enemies on the ground. The typical Samurai comes from poverty or an Irrelevant background. Street Samurai learn at a very young age that maximum violence is the best defense. Samurai prefer Japanese samurai culture, but this is generally a warped Western view. The Katana is the preferred weapon. Samurai use many Tech Items.
Scores:
Strengths: Strength, Attack, Athletic, Melee Weapon
Weaknesses: Education, Knowledge, Influence
Preferred Talents: Ferocious Attack, Parry, Intimidating Presence
Personality:
-
The Code: courage, honor, loyalty (generally to those who hire them)
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No Fear - Street Samurai believe that they are too tough to be defeated. This leaves them unwilling to back down even in the face of overwhelming opposition.
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Impulsive - Street Samurai tend to act before thinking through a problem.
Warlock - This Archetype has pledged its soul to a powerful being in return for mystic powers.
Scores:
Strengths: Education, Knowledge, Influence, Range Attack
Weaknesses: Strength, Sneak, Athletics
Preferred Talents: Implant Thought, Detect Talents, End Talent.
Personality:
-
Subservient - A Warlock doesn’t ask, “What should I do in this situation?” The Warlock asks, “What would my Master want me to do in this situation?”
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Knowledge is Power - Warlocks are constantly reading and learning about how magic works in order to increase their power.
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Driven - a Warlock will focus on short- and long-term goals and then pursue them intensely without losing sight of the goals.