• Overview
  • Map
  • Areas
  • Points of Interest
  • Characters
  • Races
  • Classes
  • Factions
  • Monsters
  • Items
  • Spells
  • Feats
  • Quests
  • One-Shots
  • Game Master
  1. The Unowned City
  2. Lore

GENERIC ARCHETYPES FOR CHARACTER & NPC GENERATION

GENERIC ARCHETYPES FOR CHARACTER & NPC GENERATION

Ordinary Lives in an Extraordinary City

Not everyone in Commonwealth City interfaces with power in a way that warrants a full role archetype. Most people simply live here.

To reflect that, the City recognizes several non-role archetypes used for character background, NPC generation, and low-escalation play.

These are not classes, not upgrades, and not prerequisites.

They describe how someone exists, not what they can do.


CITIZEN

Baseline Resident Archetype

A Citizen is a standard resident of Commonwealth City.

They:

  • Receive housing and the civic stipend

  • Use public transit

  • Work, study, socialize, or rest

  • Are protected by law and oversight

  • Do not regularly engage with high-risk systems

Most people in the City are Citizens.

Citizens are not weak.
They are unremarkable in ways that protect them.

Use For:

  • New residents

  • Background NPCs

  • Quiet PCs

  • Long-term slice-of-life play


MERCHANT / OPERATOR

Economic Actor Archetype

Merchants operate shops, stalls, services, or trades.

They:

  • Run food spots, clinics, repair shops, data kiosks, markets

  • Interface with Harborline and Stackside systems

  • Care deeply about reputation and continuity

  • Prefer stability over disruption

Merchants rarely seek conflict—but conflict finds them.

Use For:

  • Shopkeepers

  • Market vendors

  • Service providers

  • Economic NPC hubs


LABORER

Infrastructure & Workforce Archetype

Laborers keep the City running.

They:

  • Work transit, utilities, logistics, maintenance

  • Are often union-affiliated

  • Know things they shouldn’t

  • Notice problems early

They are invisible until they stop working.

Use For:

  • Grayline workers

  • Harborline crews

  • Maintenance NPCs


STUDENT / APPRENTICE

Learning & Transition Archetype

Students exist in a liminal state between systems.

They:

  • Learn, train, or study

  • Experiment socially and ideologically

  • Are watched but not constrained

  • Become something else later

Use For:

  • Young adults

  • Academic NPCs

  • Ideological recruits


RETIREE / LONG-TERM RESIDENT

Institutional Memory Archetype

These residents have lived through changes.

They:

  • Remember what used to be true

  • Distrust new systems quietly

  • Know local history better than archives

  • Often anchor communities

Use For:

  • Neighborhood elders

  • Informal advisors

  • Lore delivery without exposition


TRANSIENT

Temporary Presence Archetype

Transients are present, but not rooted.

They:

  • Move between districts

  • Stay briefly

  • Avoid formal ties

  • Disappear easily

Use For:

  • Travelers

  • Refugees

  • Fringe NPCs

  • Short-lived plot vectors


HOW THESE INTERACT WITH THE 13 ROLES

These archetypes can exist:

  • Without a role

  • Before a role

  • Alongside a role

Examples:

  • Citizen → later becomes a Netrunner

  • Merchant who is secretly an Anomaly

  • Laborer who occasionally acts as a Runner

  • Student who never escalates into anything else

No hierarchy.
No pressure.


GM / FRANZ USAGE RULE

Use generic archetypes when:

  • The NPC does not regularly shape systems

  • Conflict is low-level or social

  • The story is about daily life

  • Escalation is not yet warranted

Use roles when:

  • The character meaningfully interfaces with power

  • Their actions ripple across systems

  • The City starts paying attention