Player Character Archetypes

Following my previous botched attempt at character generation advice, I'm thinking about character archetypes. What character archetypes are often picked as player character concepts? Obviously, every character is unique - but still, I think there are some "archetypes" that are common choices. Here is my attempt at listing them, but I'm sure I'm missing some and wrecking others.

It's part of a larger article on character generation; this is the first chapter, on using templates to create your first magus character.

Templates and Archetypes

The core [[ArM5]] book offers twelve [[template|templates]] of [[magi]] that can be simply adopted as your starting player character. This is, by far, the swiftest way to create a character - adopting a ready-made one. Each template has customization notes, giving advice on how to easily modify it. Of course, you can also make more extensive changes, but that requires more familiarity with the game rules. Ready-made characters can also be created by more experienced players in your group, or you could adopt one of the starting-characters created by [[Atlas Games]] or the fans (see [[Published Starting Characters]]).

Each of the core templates belongs to a certain [[House]] of the [[Order of Hermes]], and presents a more-or-less typical member of that House. For this reason, it is recommended you read them to familiarize yourself with the magi that are typical in the setting.

Some core-book magus templates, however, are less typical for their House, and certain defining House stereotypes are missing. There are also archetypes that may not be common in the Order, but are common choices for player characters. For this reason, we present here an extended list of archetypes that you can choose from. Like the core templates, each comes with notes on customization. We also provide roleplaying advice on each template, directed at more Narrativist players. All templates use only the rules from the core-book, but notes on alternatives from [[supplement|supplements]] are added when relevant.

  • [[Wolf Child (Template)]]: Left to die of exposure, this child was nursed by a she-wolf and raised as one of the pack. In time, he was adopted into [[House Bjornaer]], but still feels more at home in nature. He has a strong affinity to wolves, and a feral spirit that frightens and drives away [[mundanes]]. This archetype is based on the Bjornaer template in the core book. While it stays with the wolf [[heartbeast]], a bear heartbeast variant is offered too, and is a popular pick. It is important to note that the standard Bjornaer is not this feral, and is more refined and civilized, more in line with traditional Hermetic magic. The feral magus archetype, however, is a common stereotype of House Bjornaer, and is represented here by this template.
  • [[Corporeal Necromancer]]: This magus is fascinated by the human body, and conducts eerie and gross experiments on his subject-matter. His ultimate purpose is to accomplish some extraordinary magical feat - perhaps creating a new Adam by magic, for example. A specialist in [[Creo]] [[Corpus]], he is often sought after for medicine and antisense. This archetype is based on the core book Bonisagus template, but specialized in a more typical area (instead of [[Auram]]).
  • [[Storm Witch]]: This maga hails from a tradition of storm witches, and is working on recovering her tradition and integrating it into [[Hermetic Magic|Hermetic magi]]. It is a variant of the [[Bonisagus]] template, tailored to better fit the House background presented in [[Houses of Hermes: True Lineages]]. It works best with alternatives offered in supplements.
  • [[Trianoma Politician]]: This maga strives to preserve peace in the [[Order of Hermes]], acting to maintain unity and increase cooperation. She also works to contain the ramifications of its more rash members, especially in regards to [[mundane]] society. This is an alternate defining archetype of [[House Bonisagus]] that is missing from the core book, and is thus supplied here.
  • [[The Blind Seer]]: This magus is endowed with great prophetic powers, and has a special understanding of time and fate. This is an alternative archetype of [[House Criamon]], combined here with the classical blind-seer motif. It is more in line with the vision of the House given in the [[Houses of Hermes: Mystery Cults]] supplement, and advice is given for altering the template to accommodate supplementary content. Note that the core-book Criamon (the Incomprehensible Mystic) is a perfectly fine Criamon archetype too.
  • [[Hedge Wizard]]: This magus descends from a tradition of petty folk witches that is looked-down upon by the modern [[Order of Hermes]]. His magic is severely limited in some ways, but he also wields unique supernatural powers [[Hermetic Magic|Hermetic magic]] cannot reproduce. This is the stereotypical member of [[House Ex Miscellanea]], more typical than the Stone Giant archetype presented in the core book. However, it is difficult to create using only the core book; alternatives utilizing supplements are highly recommended. Note that House Ex Miscellanea is a collection of many small traditions, many of them (including the officially dominant ones) are described on [[Houses of Hermes: Societates]].
  • [[Death]]: This sinister emaciated figure is fascinated by death and decay, and is a master at the art of [[Perdo]]. It is very similar to the character of [[Darius]] in the core book, or [[?]] from Guardian of the Forest. This is a defining archetype of [[House Flambeau]]. (The fire-throwing wizard archetype is well represented by the core book template, while this figure represents a magus from the school of [[Apromor]].)
  • [[Frost Queen]]: A maga that feels at home in the cold tundra of the far north, she is a master at [[Perdo]] [[Ignem]] and related to the Faerie Snow Queen of Winter. It is a member of [[House Flambeau]], that combines the interest of the school of [[Apromor]] and the [[Flambeau the Founder|Founder]].
  • [[Earth Wizard]]: Another archetype of [[House Guernicus]], this magus practices earth-magic in the ancient tradition of [[Mercurian Magic]]. While still a [[Quaesitor]], he is more an expert at law than an investigator. (This is a less-common player choice than the Inquisitor stereotype offered by the core book template, but the background of the House suggests it is a common archetype for actual Guernicus magi.)
  • [[Noble Noble]]: Blessed with noble blood, this character exemplifies leadership and nobility. This may actually be a problem, since he is torn between his duties to the [[Order of Hermes]] and to [[mundane]] society. This is another archetype of [[House Jerbiton]], in some ways more typical than the Magical Artist the core book template offers.
  • [[Pious Magus]]: A pious Christian, this magus works hard to maintain good relations between the [[Church]] and the [[Order of Hermes]]. This is another archetype of [[House Jerbiton]], that works best with some use of supplements.
  • [[Muto Specialist]]: A master of change and transmutation, this magus is a member of [[House Mercere]] descending directly from its [[Mercere the Founder|Founder]]. It differs from the Stormy Wanderer archetype suggested by the core book template in that it is less related to the [[Redcap]] tradition. This archetype is suggested by the House's background, and works best with material from the [[Houses of Hermes: True Lineages]] supplement.
  • [[Faerie-Blooded Illusionist]]: This is the same template as offered in the core book for [[House Merinitia]], but we added some suggestions for alternatives and roleplaying.
  • [[Spirit Necromancer]]: A forbidding figure, this magus summons the spirits of the dead and commands them. He is also skilled at bargaining or coercing other spirits or beings into his service. It is an archetype of [[House Tremere]], and works best with the [[Houses of Hermes: True Lineages]] supplement.
  • [[The Puppeteer]]: This is the same template as the core book [[Tytalus]] template, but we offer advice on focusing it more.

Note the core book templates offer two more archetypes: the [[Tremere]] warrior, and the Dwarven Artificer from [[House Verditius]].

If one of these archetypes appeals to you, you can just adopt the template, perhaps make a few changes, and you're good to go.

Personally, I don't think it's botched. Your text just strictly propagates optimized, powerful characters, that's all.

I'd probably add

[]A magus related to nature, maybe following Merinita's original teachings, instead of Quendalon's approach.[/]
[]An elementalist dedicated to water (you already covered Ignem, Auram, and Terram). Water is sometimes regarded to be connected to wisdom and mysticism. It continuously flows and adapts, but also rests and perceives. Not only cold ashes, but also watery bodies can talk volumes.[/]
[]A mentalist/mind bender. According to canon, this might be a Tremere, following this House's preference for Rego and Mentem. Or it could be any other House.[/]
[]The counterpart of the necromancer could be a healer, specialized in healing as well as longevity rituals (CrCo). Such a magus could be good-hearted, or creedy. Certain players may find this type of character unsatisfactory to play, considering it mere supportive cast rather than pro active.[/]
[]Sometimes, you have wayfarers, magi specialized in traveling and/or covering distances (ReCo). Extending generic spells to target Group would simplify any troupe's matters a lot.[/]

The list above is the spontaneous result of thinking in terms of Arts and abilities, rather than specific Houses. I would like to note, though, that I like your idea of thinking in terms of attitude/personality of characters, as well as conceptual and background-related.

Looks pretty good.

Not botched, somewhat flawed but still good attempts at something not at all easy to codify into text.
Make sure you include all of what in the other thread you call "classic builds"(and not just those you listed there i mean).

For each archetype´s page a list of required, desired and flavour Virtues and Flaws; then a listing of preferable, possible and flavour Spells.

Perhaps an additional page with "Spells that any character would like to have and perhaps even should have from start"?
I always find picking a good combination of spells the hardest part. A listing of commonly and generally useful ones combined with a list of good spells for each archetype means making it easy to put a character together quickly if you need/want to.

Some more possible archetypes to add:
Assasin: High enough Perdo and/or Imagonem to always be able to sneak around unnoticed, if high Perdo then combined with Corpus to have a powerful attack spell, but my preference is to have just enough Creo and Ignem to be able to use standard PoF reliably with a Touch ranged but more damaging version as your "kill-spell", having a better Creo allows creating good illusions which is never bad for someone sneaking around.

Scrying specialist: High Intellego and high Imagonem. Very useful character but often weak in direct conflict.
The high imagonem is often enough to allow stealth spells though.

Medic: Very high Corpus with Creo as 2nd priority. Fighting against anything that isnt a person is the big weakness.

Generalist: More or less equal scores in most Techs and Forms, preferably with focus on Techs, but even scores all over isnt bad. Should start out able to cast level 15 spells in most or all combinations. Can make useful characters even though often fairly weak. If strongly focused on Techs at start they have the advantage of needing only 1-2 seasons of study on any form to allow casting level 20 spells with that Form instead.

Creo and Rego specialists are both very useful.

Isn't this represented by the Wolf Child/Feral Bjornaer archetype? I was thinking of suggesting applying Merinita's Nature Mysteries there, or switching Houses, as variants.

I'm having a bit of a hard time separating out the Civilized Bjornaer from the Feral Bjornaer archetypes. The "Civilized" (more Roman, not feral) one isn't too different from the hedge-wizard feral one, really.

An interesting option, to be sure. Ex Misc from the lineage of the last Prima sounds right, doesn't it? I seem to remember her passing into final twilight while staring at a lake... It does collide a bit with the Blind Seer archetype, but se la vi.

I think this role is already present in the Puppeteer. Adding a note about a Tremere variant, however, is certainly required.

Technically true, but I'm having a hard time imagining this character. The Pharmacepoeians [sp? From HoHS Ex Misc] come to mind, as do Unaging longevity specialists....

This is kinda there in the Stormy Wanderer [core-book Mercere] template, isn't it? But not quite there, no. Hmm.

Writing them well from both perspectives at once would be the real challenge...

I will try, although there are significant overlaps with other archetypes.

The standard templates list a complete sheet, essentially, and then suggests variants. I think this approach is superior for beginning players, that can just adopt the template, no? Dividing things like you suggest can be done in an Analysis and Customization Notes section following the template or something, perhaps.

Quite right. I don't think it belongs in the Templates chapter, though.

I think the Perdo guy (school of Apromor) would pretty much cover this angle, no? Do you think a separate assasin-specific concept is in order?

Hmm. Yes, something like that is missing.

I think the Corporeal Necromancer already pretty much goes there, but perhaps indeed a separate healer is appropriate.

Yes, definitely missing.

Yes, but there are already some of those around.

Another missing archetype: the Pagan. Probably Faerie-Blooded Merinita, with some power-channeling flavor and, optionally, mysteries.

This is the only template I'd look askance at. I'm trying to follow it, and am failing. So the maga had her arts opened at some point before she joined the Order, and learned in a particular tradition. And now, that maga has joined the Order, and rather than being a member Ex Miscellanea, she has been accepted into a True Lineage? How does that work? Her arts can't be reopened; did she just agree to go through a full 15 year apprenticeship under a Bonisagus magus?

Bad phrasing. This is supposed to mirror the idea that Trianoma came from a line of Tempestraii, Germanic weather witches. So the template is supposed to represent someone whose lineage stretched back to these weather witches, but is a fully Hermetic lineage for some generations now, with only little remaining of the original mystic powers of the witches of old.

It means using identical archetypes, which i think is a negative for most new players. Wether it IS better or worse i dont know.

That will hopefully allow what i wanted yes.

Absolutely! A Perdo specialist CAN BE an ok assasin of the same sort, but the most effective(and fun) assasin style characters i have made only had just enough Perdo to effectively use stealth spells while using CrIg for killspells and CrIm illusions to be far more effective than a Perdo specialist can ever reach.
And to kill effectively with Perdo, you need a decent amount of Corpus as well, but if you then need to kill an animal or any kind of non-Corpus you ALSO need high score in yet another Form. You can substitute with PeIg if specialised enough, but then you have a much less flexible character at start.
So the Perdo guy can do the job, but an assasin from start to end will be more capable and still be more all round, while never starting with the same kind of Perdo score.

Totally appropriate i think. A healer and necromancer may both have high Corpus and perhaps high Creo as well, but their other arts(and certainly abilities) are likely to be different and their set of spells most certainly will be very different.

Good enough? And even if there is, making a list of desirable V/F and spells(and possibly a short discussion on Art selections) would probably still be a good idea.

It certainly is. Maybe that's why so many Merinita converted to House Bjornaer.

Given the affinity with wolves, I suppose I associated the feral Wolf Child mainly with animalism (Animal), whereas I pictured nature as such primarily as Herbam — rough, but less feral/ferocious. Both probably deal with various types of nature spirits, and thus the realm of animism (An, He, Me?), or even elementalism (Aq, Au, Ig, Te). The feral type would probably try to seek understanding and harmony by understanding himself first, that is, his heartbeast, his very nature, whereas the holistic type would withdraw the own self in favor of the big picture, if not exclude it entirely. But that's becoming metaphysical.

It might help if you stuck to the distinction of concepts on the upper level, and then fan out by exemplifying different Houses and/or Arts. That way, House Bjornaer could appear multiple times, once as the civilized type, and once in the feral section.

It's probably a matter of style, the way of covering the distance.

One way is to improve oneself (or others), to become more suitable to perform a task, which, technically, probably results in Muto or Creo, like MuCo(An): transform a human into a raven and allow him to fly, or transform him into a camel, able to cross the desert where the human would be doomed to fail. That's the Wanderer.

The other way would be to ignore the distance, to bend it, or to shorten it. This is usually ReCo, as per Seven League Stride, Leap of Homecoming, or smaller variants thereof. It “undefines” obstacles by making them disappear: the river, less than 50 paces across, ceases to exist as an obstacle as one takes the Group across instead of turning them temporarily into ducks. That's the tools of trade of the Wayfarer.

Demon Hunter?

While I would love to see a better template for one of the Tremere "we are ready for anything" warriors, I have to go in a different direction.

A Tytalus hunter of Flambeau, who used spells to enhance himself and his defenses against magic and then relied on martial prowess to overcome others. I imagine her a agitator in that little tete a tete the two Houses had in Normandy.

Perhaps a bit two dimensional but a concept I do believe the Tytalus could appreciate, especially if he were quite the successful combat monkey.

Yes, I feel the core-book Tremere template is not the best, too.

It's an interesting build... but is it really an archetype? I don't think it's that common. I think the martial-warrior, that bolsters himself through magic but fights with the sword, is common, but belongs in House Flambeau (as the school of Ramius IIRC) or Jerbiton (as a noble), IMO.

Definitely missing. The Ex-Misc Donatores feels appropriate, but if not... a Flambeau? Guernicus? Tytalus?

This is a very nice perspective. I think I'll use it to separate out my Civilzed/Feral Bjornaer.

The problem is that I want to present ready-made templates for play. I agree of course such broader-scale divisions are applicable, but I feel they'd be less useful as, well, templates.

That does clarify the difference, and yes - it does seem to involve different archetypes.

I can see the advantages of being broad and using Imaginem, sure, but I can't see the whole assasiny-thingie.

Imagine the Perdo guy as an assasin - he approaches the guard unseen and unheared, gives him a Touch of Death, and the guard collapses without a sound.

Not the Imaginem guy: he approaches the guard unseen and unheard, gives him a Touch of Hellfire, and the guard screams and flails as he is burned alive by unnaturally hot fire. The guard tower catches fire too, and an alarm is sound as the whole camp awakens and gathers their weapons.

I just don't see it.

True, true. Although in actual play, both will doubtless pick up some of the others' aspects.

Good enough? And even if there is, making a list of desirable V/F and spells(and possibly a short discussion on Art selections) would probably still be a good idea.
[/quote]
Perhaps.

Expanded list; some of these probably deserve tweaking, and perhaps switching Houses.

  • [[Civilized Bjornaer (Template)]]: This is the Bjornaer template offered in the core book. We offer advice on choosing your [[heartbeast]] and related variants.
  • [[Wolf Child (Template)]] (or Feral Bjornaer): Left to die of exposure, this child was nursed by a she-wolf and raised as one of the pack. In time, he was adopted into [[House Bjornaer]], but still feels more at home in nature. He has a strong affinity to wolves, and a feral spirit that frightens and drives away [[mundanes]]. This archetype is based on the Bjornaer template in the core book. It is important to note that the standard Bjornaer is not feral, and is more refined and civilized, more in line with traditional Hermetic magic. The feral magus archetype, however, is a common stereotype of House Bjornaer, and is represented here by this template.
  • [[Storm Witch (Template)]]: This maga ancestry stretches back to an ancient tradition of storm witches, and is working on recovering her forgotten tradition and integrating it into [[Hermetic Magic|Hermetic magi]]. It is a variant of the core-book [[Bonisagus]] template, tailored to better fit the House background presented in [[Houses of Hermes: True Lineages]]. It works best with alternatives offered in supplements.
  • [[Corporeal Necromancer (Template)]]: This magus is fascinated by the human body, and conducts eerie and gross experiments on his subject-matter. His ultimate purpose is to accomplish some extraordinary magical feat - perhaps creating a new Adam by magic, for example. A specialist in [[Creo]] [[Corpus]], he is often sought after for medicine and antisense. This archetype is based on the core book [[Bonisagus]] template, but specialized in a more typical area (instead of [[Auram]]).
  • [[Trianoma Politician (Template)]]: This maga strives to preserve peace in the [[Order of Hermes]], acting to maintain unity and increase cooperation. She also works to contain the ramifications of its more rash members, especially in regards to [[mundane]] society. This is an alternate defining archetype of [[House Bonisagus]] that is missing from the core book, and is thus supplied here.
  • [[Incomprehensible Mystic (Template)]]: This [[House Criamon]] archetype is well-represented by the core-book template. We add notes on relating it to the House background and setting.
  • [[Blind Seer (Template)]]: This magus is endowed with great prophetic powers, and has a special understanding of time and fate. This is an alternative archetype of [[House Criamon]], combined here with the classical blind-seer motif. It is more in line with the vision of the House given in the [[Houses of Hermes: Mystery Cults]] supplement, and advice is given for altering the template to accommodate supplementary content.
  • [[Stone Giant (Template)]]: This is the template offered as an example of an [[House Ex Miscellanea]] tradition in the core book. While an excellent tradition, it should not be seen as common to the House - this is just one of many small traditions that House harbors. Further possible traditions (including the officially dominant ones) are described on [[Houses of Hermes: Societates]].
  • [[[b]Hedge Wizard /b]]: This magus descends from a tradition of petty folk witches that is looked-down upon by the modern [[Order of Hermes]]. His magic is severely limited in some ways, but he also wields unique supernatural powers [[Hermetic Magic|Hermetic magic]] cannot reproduce. This is the stereotypical member of [[House Ex Miscellanea]], more typical than the Stone Giant archetype presented in the core book. However, it is difficult to create using only the core book; alternatives utilizing supplements are highly recommended.
  • [[Pyromaniac (Template)]]: The stereotypical [[Flambeau]] magus, focused intently on throwing fire at his enemies, is well-represented by the core-book's template. Here we only add some more comments and ideas for development.
  • [[Death (Template)]]: This sinister emaciated figure is fascinated by death and decay, and is a master at the art of [[Perdo]]. It is very similar to the character of [[Darius]] in the core book, or [[?]] from Guardian of the Forest. This is a defining archetype of [[House Flambeau]]. (The fire-throwing archetype is well represented by the Pyromaniac template, while this figure represents a magus from the school of [[Apromor]].)
  • [[Frost Queen (Template)]]: A maga that feels at home in the cold tundra of the far north, she is a master at [[Perdo]] [[Ignem]] and related to the Faerie Snow Queen of Winter. It is a member of [[House Flambeau]], that combines the interest of the school of [[Apromor]] and the [[Flambeau the Founder|Founder]].
  • [[Demon Hunter (Template)]]: This magus specializes in hunting demons, a dangerous and subtle line of work. Even his friends give him a wide breadth, as getting associated with him may turn the attention of the Infernal to them.
  • [[Inquisitor (Template)]]: This magus is called in to investigate crimes or question witnesses. The core book [[Guernicus]] template offers an excellent implementation of this very-popular Guernicus stereotype.
  • [[Scrying Specialist]]: Another Intellego specialist, this one focuses on piercing through illusions and perceiving distant things.
  • [[Earth Wizard (Template)]]: Another archetype of [[House Guernicus]], this magus practices earth-magic in the ancient tradition of [[Mercurian Magic]]. While still a [[Quaesitor]], he is more an expert at law than an investigator. This is a less-common player choice than the Inquisitor stereotype offered by the core book template, but the background of the House suggests it is a common archetype for actual Guernicus magi.
  • [[Magical Artist (Template)]]: This is the template offered by the core-book for [[House Bjornaer]], and indeed seems to represent well much of the House. We make some minor notes and observations.
  • [[Noble Noble (Template)]]: Blessed with noble blood, this character exemplifies leadership and nobility. This may actually be a problem, since he is torn between his duties to the [[Order of Hermes]] and to [[mundane]] society. This is another archetype of [[House Jerbiton]], in some ways more typical than the Magical Artist the core book template offers.
  • [[Pious Magus (Template)]]: A pious Christian, this magus works hard to maintain good relations between the [[Church]] and the [[Order of Hermes]]. This is another archetype of [[House Jerbiton]], that works best with some use of supplements.
  • [[Stormy Wanderer (Template)]]: This is a magus from [[House Mercere]] that, influenced by his [[Redcap]] [[sodales]], is taken to wandering. The strong connection to storms seems an idiosyncracy of the build that is not reflected well in the House background.
  • [[Wanderer (Template)]]: This is another wandering magus from [[House Mercere]], that is more focused then the Stormy Wanderer. He uses self-change magic to ease his travels, and his Redcap status to provide him with temporary hospitality.
  • [[Wayfarer (Template)]]: Yet another Mercere magus, he specializes in transporting goods and people through teleportation. He is a merchant, and a key part of the Mercere trading network.
  • [[Muto Specialist (Template)]]: A master of change and transmutation, this magus is a member of [[House Mercere]] descending directly from its [[Mercere the Founder|Founder]]. This archetype is suggested by the House's background, and works best with material from the [[Houses of Hermes: True Lineages]] supplement.
  • [[Faerie-Blooded Illusionist (Template)]]: This is the same template as offered in the core book for [[House Merinitia]], but we added some suggestions for alternatives and roleplaying.
  • [[Pagan (Template)]]: A worshiper of the Old Gods, this character is out of place in medieval Europe, but paganism is still alive and well in some magical and [[Faerie]] places. The pagan's engagement with the mundane and Hermetic society may vary from extreme to nonexistent, depending on the nature of his god - from esoteric struggles that bear little direct relation to Europe (like fighting his god's enemies in faerieland), to encouraging [[mundane]] paganism to increase the power of his weakened god.
  • [[Tremere Warrior (Template)]]: An independent, powerful character, capable of standing on his own both as a wizard and as a warrior. He exemplifies self-sufficiency, while at the same time working well within a hierarchy. This is built on the core-book [[Tremere]] template.
  • [[Spirit Necromancer (Template)]]: A forbidding figure, this magus summons the spirits of the dead and commands them. He is also skilled at bargaining or coercing other spirits or beings into his service. It is an archetype of [[House Tremere]], and works best with the [[Houses of Hermes: True Lineages]] supplement.
  • [[Generalist]]: Another self-sufficient character, the generalist specializes in not specializing, employing a host of minor magics and some ingenuity to solve every problem and surmount any difficulty.
  • [[Puppeteer (Template)]]: This is the same template as the core book [[Tytalus]] template, but we offer advice on focusing it more.
  • [[Healer (Template)]]: This magus focuses on healing others, specializing in Creo Corpus healing magic. This template casts him as a member of House Tytalus, a non-trivial choice but one fonded in the House's background.
  • [[Dwarven Artificer (Template)]]: This is the core-book [[Verditius]] template. We comment on background and possible variants from supplements.
  • [[Knight in Shining Armor (Template)]]: This is a knight-artificer, using his magic to augment himself and his equipment. He fights martially, but enhanced by magic.

Why ever would he kill a guard? Thats why he´s stealthy, to avoid needing such. Once he gets to the target, the fire spell is also there to make sure there is no evidence left of the target once he leaves.
Again sure they overlap, but a Perdo specialist will almost certainly not have the ability scores the same as an assasin(a Perdo specialist doesnt require any particular skills and might just as well be a social schemer or a scholar in his abilities), while for the assasin a decent score in Imagonem means he can also be very effective at seeing ahead(use senses at distance spells).

And why would the guard collapse silently from one spell and not the other? Both are instakill spells.
What if the guard is a faerie that isnt hurt by Corpus? And you cant figure out ahead of time which form will hurt it, or just dont know that its a faerie? If you need to sense if a room ahead of you is empty before going in there, what will the Perdo specialist do?

Lets say you put 7 each in Cr,Pe,Ig,Im and 2 in the other arts, that would allow you level 20 spells from 4 combinations, level 15 spells from 24 combinations and level 10 spells for the rest.
This for example allows very decent ReIg, ReIm, PeMe, CrMe spells and very GOOD CrIm,PeIg among other spells...

Not sure what you're trying for here. "Archetypes" are broader and more universal than "stereotypes", which are what you'd expect within that archetype, and what you seem to be listing.

If you want an example for each House, then they are stereotypes - not as useful. If you want several models, starting points that can be built off of, those are archetypes, but need to be more general and less specific. Your 2nd list seems more approp to that end.

Exactly. The "feral magus" is the archetype. Wolf-raised, or House Bjornaer, is the stereotypical interpretation of that. Make it "raised by crows" or "Guernicus" or "Bonisagus", and you break the stereotype and still could have an archetype.

  • [[Storm Witch]]:
    Stereotype weather archetype. Master of wind, master of rain, master of fog, master of snows - all weather magi who are not as violent as the stereotypical storm mage.

  • [[Trianoma Politician]]:
    Tremere, Guernicus, even Tytalus can all be politicians as well.

  • [[Faerie-Blooded Illusionist]]:
    Enigmatic Illusionists are an archetype - fae-blooded illusionists are a stereotype. Create a Pious Mage of House Guernicus who is an enigmatic illusionist - now you have something!

Archetypes don't have details, they are recognizable from a distance. They are larger than life, they are a mold into which any material can be poured, and that then cast recognizable but distinct characterizations. Alexander, Napoleon and Sun Tzu are all archetypal generals, but the world-conqueror, would-be dictator and the Confucian Chinese general are all stereotypes.