# 9 thematic patterns — System A (D-050) # NPC archetype patterns for character generation and narrative role name: patterns decision_ref: D-050 description: > Thematic patterns (System A) define an NPC's narrative archetype — their structural role in the story. Combined with functional motivations (System B) to produce the full NPC generation model. Patterns are uppercase enum values referenced by npc-profile.schema.json. values: - value: FRIEND description: > Production-level complex NPC bonded to a playable character (D-034). Full 10-axis depth, contradiction arc, multi-phase relationship. One per playable character in v0.1. - value: MIRROR description: > Reflects the player character's situation from a different angle. What the player could become, or what they might have been. - value: ANCHOR description: > Stabilizing presence in the community. The person everyone knows, who provides continuity and normalcy. The bar owner, the shift lead. - value: GHOST description: > Absent or barely-present figure whose influence is felt through others. Referenced in dialogue, effects visible, person rarely seen. - value: CATALYST description: > Triggers change in others. Their actions or arrival destabilize existing equilibria. The new hire, the returning contact. - value: THRESHOLD description: > Gatekeeper between social worlds. Controls access to information, spaces, or people. Their cooperation or opposition shapes player options. - value: REMNANT description: > Carries the past. Remembers how things were before the current situation. Provides historical context and perspective. - value: SYSTEM description: > Represents institutional power. Their actions reflect organizational priorities, not personal ones. The Commission agent, the inspector. - value: NOBODY description: > Deliberately flat. Social wallpaper with one memorable trait. Part of the 30% truly flat population (D-029). Provides the noise floor that makes investigation signal meaningful.