Difference between revisions of "Talk:The Shadow"

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{{Infobox Shadow_Archetypes
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{{Infobox Shadow Archetypes
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  | Gained on Spectredom  = Conditioning
 
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==Introduction==
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The transition process from mortal to wraith is not a simple one, and every wraith born into the shadowlands is born into a battle against Oblivion for their very soul. Oblivion is the ultimate force of destruction, the cold relentless end of all things, seeking to tear down and consume every lingering soul. The mind itself does not survive the transition of death quite as intact as one might hope and thus every wraith ever to walk the shadowlands has a shadow. The shadow is all of the most base and negative aspects of our psyche made manifest and given sentience and personality. They have archetypes that dictate generally how they go about their goals, but in the end they all want the same thing: indulging in your darker appetites and seeking your mind’s eventual destruction and corruption. Shadows are Oblivion's mouthpiece talking in the back of your mind goading you to do the wrong thing and indulge your petty vices. Your relationship with your shadow is deeply personal and unique, as while everyone has a shadow, nobody else has yours. They know your deepest fears, greatest hopes and all your memories of life. While this voice seems to have a personality of its own, it really is just an aspect of your own mind pushing you to engage in your own natural darker influences. As much as a wraith would like to deny it, a shadow is as much a part of them as their own body and learning to live with them is a constant battle for control.
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While a Shadow may be a constant annoyance, they are trapped in the back of a wraith’s mind and unable to physically affect a wraith’s actions. It is comparable to a heckler at a theater who has seen the show a hundred times; they can rattle the actors, but cannot change the plot of the story unless the actors themselves slip up. The only power they have is what power the psyche gives them. Sometimes the psyche can be forced to step aside by an outside influence or simply gets weak or tired enough to just submit. The process of the shadow taking control is known as [[Catharsis]].
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Specters are born when the psyche is broken beyond repair, and only the shadow aspects of the mind are left to control the wraith. A shadow’s strength is determined by an angst rating. A wraith may walk a very fine line with their shadow, but once they have crossed that threshold of 10 angst, there is no return and the specter can never be wraith again. The Psyche is now trapped behind the shadow, only able to come out when the Specter is cathartic. They are given 10 fleeting minutes of torturous sentience before dissolving into chaos once more. You may play out a Specter, but you will likely be hunted and destroyed as soon as the other wraiths find out.
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==Known Shadow Archetypes==
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===Betrayer===
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Betray the Psyche's friends to their enemies. You neither have nor need friends, and you will betray anyone who thinks he is your ally.
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===Bully===
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Push people around, anger, insult and try to cow them.
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===Devourer===
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You must attempt to Absorb other wraiths whenever possible.
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===Glutton===
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Consume as much Pathos as possible, from any source, using any means within the Rules to get it. You may exceed your maximum pool rating while this Shadow is in control.
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===Lunatic===
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You are a stark raving mad lunatic that is absolutely crazy and totally unpredictable. Cause as much chaos as possible. You can be intelligent, conniving, and you can speak.
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===Paranoid===
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Everyone is out to kill you. Run in fear. Trust no one. They all lie. If trapped, kill them. It’s self-defense.
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===Rager===
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You hate everything and everyone. Snarl, growl out words, and use any method within the Rules to attack anyone who comes near you.
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===Torturer===
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Use any method within the Rules to inflict as much physical pain and/or psychological torment as possible to those around. Especially seek out those your Psyche cares about.
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[[Category:Wraith]]
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[[Category:Review Content]]

Latest revision as of 10:37, 7 February 2016

Template:Infobox Archetypes

Introduction[edit]

The transition process from mortal to wraith is not a simple one, and every wraith born into the shadowlands is born into a battle against Oblivion for their very soul. Oblivion is the ultimate force of destruction, the cold relentless end of all things, seeking to tear down and consume every lingering soul. The mind itself does not survive the transition of death quite as intact as one might hope and thus every wraith ever to walk the shadowlands has a shadow. The shadow is all of the most base and negative aspects of our psyche made manifest and given sentience and personality. They have archetypes that dictate generally how they go about their goals, but in the end they all want the same thing: indulging in your darker appetites and seeking your mind’s eventual destruction and corruption. Shadows are Oblivion's mouthpiece talking in the back of your mind goading you to do the wrong thing and indulge your petty vices. Your relationship with your shadow is deeply personal and unique, as while everyone has a shadow, nobody else has yours. They know your deepest fears, greatest hopes and all your memories of life. While this voice seems to have a personality of its own, it really is just an aspect of your own mind pushing you to engage in your own natural darker influences. As much as a wraith would like to deny it, a shadow is as much a part of them as their own body and learning to live with them is a constant battle for control.

While a Shadow may be a constant annoyance, they are trapped in the back of a wraith’s mind and unable to physically affect a wraith’s actions. It is comparable to a heckler at a theater who has seen the show a hundred times; they can rattle the actors, but cannot change the plot of the story unless the actors themselves slip up. The only power they have is what power the psyche gives them. Sometimes the psyche can be forced to step aside by an outside influence or simply gets weak or tired enough to just submit. The process of the shadow taking control is known as Catharsis.

Specters are born when the psyche is broken beyond repair, and only the shadow aspects of the mind are left to control the wraith. A shadow’s strength is determined by an angst rating. A wraith may walk a very fine line with their shadow, but once they have crossed that threshold of 10 angst, there is no return and the specter can never be wraith again. The Psyche is now trapped behind the shadow, only able to come out when the Specter is cathartic. They are given 10 fleeting minutes of torturous sentience before dissolving into chaos once more. You may play out a Specter, but you will likely be hunted and destroyed as soon as the other wraiths find out.

Known Shadow Archetypes[edit]

Betrayer[edit]

Betray the Psyche's friends to their enemies. You neither have nor need friends, and you will betray anyone who thinks he is your ally.

Bully[edit]

Push people around, anger, insult and try to cow them.

Devourer[edit]

You must attempt to Absorb other wraiths whenever possible.

Glutton[edit]

Consume as much Pathos as possible, from any source, using any means within the Rules to get it. You may exceed your maximum pool rating while this Shadow is in control.

Lunatic[edit]

You are a stark raving mad lunatic that is absolutely crazy and totally unpredictable. Cause as much chaos as possible. You can be intelligent, conniving, and you can speak.

Paranoid[edit]

Everyone is out to kill you. Run in fear. Trust no one. They all lie. If trapped, kill them. It’s self-defense.

Rager[edit]

You hate everything and everyone. Snarl, growl out words, and use any method within the Rules to attack anyone who comes near you.

Torturer[edit]

Use any method within the Rules to inflict as much physical pain and/or psychological torment as possible to those around. Especially seek out those your Psyche cares about.