THE SHADOW On the Nature of the Shadow Within every man and woman is the potential to do good or to do evil. Not only does every person have the freedom to make the choices that will determine not just their future, but also their place in the grand dance of life, their relationships with others, their very alignment, if you will. For every Adolf Hitler and Genghis Khan you find, you will also find a Mother Theresa or Mahatma Ghandi. Within each of us is the seeds of great goodness or debased darkness. The apostle Paul lamented that the things he knew he should not do he often did, and the things he knew that he should do he often neglected. In truth, such drives war within all humanity, and within each and every person is the daily war to do good and noble things or to give in to base impulses and dark desires. At death, the personality that is a wraith fragments into three distinct parts. The seat of consciousness and rational thought becomes what is called the Psyche, and it is this personality that the players of a wraith game will play. The psyche is but a reflection of its former self, forever barred from its full potential. It is a memory of a person, but an incomplete memory at best. Moreover, it has become strangely desensitized to the world around it, with both it's higher and baser drives having fragmented off to other aspects of the personality. What is left, therefore, is an incomplete mind that itself must feed off of the emotional resonance of direct actions and the actions of others. The higher emotions and noble aspects of the wraith become what is called the Eidolon. Many have theorized as to the nature of the eidolon, but few have any concrete answers. What cannot be denied is that most wraiths rarely, if ever, hear anything from their eidolon. Those that do often describe it as a faint nudge or a small whisper that gently attempts to counteract the depravations of the darker half. It is not easily heard, and some have reasoned that this is because good is so much weaker than evil. A few others, however, have suggested that the eidolon is possessed by drives and strategies as foreign to wraiths as the motives of spectres. The darker impulses, of course, are the shadow, the main focus of this chapter. It is the shadow that represents all the base elements and dark desires that torment the wraith. The shadow is evil, wicked, depraved, selfish, and twisted. And it is the wraith. Stygian society has done all that it can to drive the shadow into a far niche, distancing it from the psyche. Truth is, the shadow is just as much a part of the wraith as the psyche is. It was a part of the person before death. It may have been the part that cheated on a test, or shoplifted at the store. But the shadow is so much more than all this. It is repression, guilt, arrogance, and desire. It may have been the first romantic encounter, the proud artist displaying his masterpiece, or the wayward child who confesses a wrong deed. The shadow is unknowable, and each is as unique as the wraith it torments. No discussion, no matter how long, can ever hope to scope the breadth that is the shadow. Each shadow must be crafted with the entire wraith in mind, both history and potential. Each trick and strategy in the shadow's arsenal is unique to it; each tactic is its own. Some shadows are megolomanaical, seeking nothing less than an end to all suffering and the destruction of the world. This may be a noble gesture, to end the pain, or it may be a gesture of hatred, to share the pain. Other shadows may simply want to torment those around them, be it to share the pain of existence, to instruct others, or to simply delight in the torment and agony of others. Ultimately, the shadow is yours as the player. The storytellers will, of course, help you in creating a shadow, but it needs to be something that you can play with. It is, after all, a part of your character. A Brief Word on Nomenclature Technically the term "wraith" refers to an individual whose psyche is dominant and whose shadow is in control less than half of the time. A spectre, on the other hand, is a being whose shadow is dominant and whose psyche is submissive. As the eidolon never takes control, there is no such equivacable term for it. Catharsis can refer to both wraiths and spectres. Any time the ghost's more passive personality takes over, this is called Catharsis. For the sake of this chapter, however, the term psyche and wraith may be used interchangeably, as this chapter does not concern spectres. SHADOW CREATION Shadow creation is a deceptively easy part of the character creation process for wraith - deceptive, in that while it may take but a few minutes, it takes quite a bit longer to actually play it out, and turn the numbers into a truly darker half. All shadows consist of four parts: the archetype, angst, dark passions, and thorns. Archetypes The shadow archetype is the personality of the shadow, it's strategies and it's modus operandi. It is nature and demeanor in one, as well as the guide to an overall scheme that the shadow works under, and a window into potential harrowings. At the end of this chapter is a list of a few shadow archetypes taken from some of the wraith books. This is list is in no way exhaustive, and enterprising players and storytellers can certainly add to the list, or modify existing archetypes. Angst Angst is the measure of the negative energy that fuels the shadow. It is all the negative emotions that feed Oblivion: hatred, fear, jealousy, sorrow, and greed. It is the mark of how far along one has fallen to her shadow, and how close she is to Catharsis. Angst is measured by two attributes: permanent angst and temporary angst. Permanent Angst measures exactly how far one has fallen to her shadow. It is a measure of the hold the shadow has over a wraith, and as a wraith's permanent angst grows, her shadow also gains strength. It is the antithesis of the wraith's willpower. All wraiths begin play with one point of permanent angst, but it can go up from there, both with shadow freebie points and by play. Angst, on the other hand, measures the current strength of the shadow at the moment, not the overall strength of the shadow's hold on the psyche. As such, it is a much more fleeting and transitory measure of the wraith's internal darkness. Temporary angst can ebb and flow on a regular basis. Any time the wraith fulfills a dark passion or uses an arcanos in a "dark" way, her shadow may gain strength from that. Conversely, the shadow may spend temporary angst for a variety of effects, from the activation of thorns to the dreaded Catharsis, and even to gain a level of permanent angst. Unlike permanent angst, temporary angst may be removed by the specialized uses of certain arcanoi, most notably Castigation. All wraiths begin with a point of temporary angst for every point of permanent angst. Dark Passions Just as the wraith is motivated and strengthened by her passions, so, too, is the shadow fueled by it's own dark passions, for the shadow clings to its dark emotions as surely as the psyche clings to its own emotions. The shadow, however, begins game weaker than the psyche; were it not so, the wraith in question would be considered a spectre. Thus, as the wraith receives four passions that fuel her afterlife, the shadow receives two dark passions with which to begin game. Like the shadow, these are to be phrased as an action followed by an emotion, such as destroy the world (hatred). There are a couple of ways at creating a dark passion, both tied to how the shadow is to be viewed. The simplest and most direct way is to consider the shadow the antithesis of the psyche. If the psyche is motivated to protect her husband, then the shadow might have a dark passion that concerns harming or destroying the husband. Similarly, a psyche motivated by fighting injustice might have a shadow who desires nothing less than the absolute collapse of justice. Shadows, however, are not limited to merely acting as the foil for their psyche. Shadows may pursue their own dark agenda, and can grow into separate personalities. Some shadows may have dark passions that reflect this dark independence. For example, a shadow may seek the absolute annihilation of the Hierarchy when the psyche is neither motivated for nor against Stygia. More dark passions may be bought with freebie points or with shadow experience. Shadow Freebie Points Once you have gotten this far in the creation of the shadow, all that remains is to spend the freebie points of he shadow. Like the psyche, the shadow receives five freebie points. These may be spent on angst, dark passions, or thorns. Some shadows may be weakened by their psyche. A player may spend her wraith's freebie points to cancel out the shadow's freebie points on a one for one basis. Thus a player could spend two of the wraiths freebie points to leave the shadow only three remaining shadow freebie points. Conversely, a wraith may gain extra points by strengthening the shadow. No more than three points may be spent in this way, either to strengthen or weaken the shadow. The cost for improving the shadow by freebie points is as follows: Permanent Angst: One permanent level costs three freebie points. Note that permanent angst may not be raised to levels equal to or higher than the psyche's willpower. Freebie points may not be used to raise temporary angst. Dark Passions: One dark passion costs two freebie traits. Shadows may not possess more than four dark passions. Thorns: Cost in freebie points is equal to the level of the thorn. A complete lists of thorns can be found at the end of this chapter. ON PLAYING THE SHADOW Shadows are what make and break a wraith game, and this holds true for a LARP game just as much as it does for any good table-top game. There are a number of little details that need to be considered in playing the shadow, and this sections deals with the most important. First, let it once again be stated that this is only a game. Consideration must be given to those around you. This goes beyond screaming about the destruction of the world in a public setting. Not only do you want to be careful about where and how you play wraith so as not to disturb or offend those not playing, but you also want to take into account the sensibilities of the other players as well. Think very carefully what the shadows are about. This advice applies to both players and storytellers. While the theme of rape or child abuse may not matter all that much to you, and might (in your mind) make for a particularly sinister shadow theme, someone else who has lived through such an experience may find the subject horrifying and offensive, even in a game setting. It would be a good idea to have a meeting with all the players and discuss this subject, perhaps making a list of subjects that will be avoided. Above all, if the game makes you uncomfortable, then stop. Take a break, grab a soft drink, and talk with the other players or storytellers about the situation. The purpose of the game is to have fun, and no one can have fun when they are uncomfortable or offended. As for actually playing the shadow, there are a number of ways that this can be accomplished. Playing the shadows could be left to the storytellers, to incorporate into whatever plots they are running. Or the task could be left to the narrators, who serve as sort of assistant storytellers. Alternately, the players could agree to role-play out their own darker side. A fourth option is to allow other players to play each others' shadows. In truth, any of these options exist, and the successful Oblivion game will probably incorporate a little of each strategy into the mixture. Often storytellers are so busy running the game that they do not necessarily have the time needed to devote to shadowguiding. Narrators can help alleviate the situation, but ultimately it must come down to the players. This is the part that separates the good players from the rest. A mature players can learn to play their character as if there was a dark voice in the back of her head, enticing her to do evil and selfish acts. This has multiple benefits; it lightens the load on the storytelling team, and it provides a level of consistency for the player. A word must also be said on the subject of balance. The shadows are an integral part of wraith. They are not overwhelming, nor are they nonexistent. If the shadowguide is constantly whispering into the player's ear, she will have a hard time getting things done in game, for she will be too distracted by the ministrations of her shadow. Conversely, a player who never gets shadowguided by a storyteller or narrator misses out on the opportunity of actually interacting with the shadow. A balance must therefore be maintained. Another form of balance that must be maintained is in regards to giving in to the shadow. Some players will adamantly resist any offer their shadow gives them. Others will follow their shadow's every suggestion. Both extremes, while possible, should generally be avoided. Unless a player has four or five eidolon traits, chances are her shadow still has some pull over her, and therefore it is still capable of affecting the wraith. This is not to say that some wraiths do not have more control over their shadow than others; many do. However, to ignore everything the shadow offers is to miss out on some of the tragic horror Oblivion provides. On the other hand, players who give in to their shadow constantly are in for a lot of Catharsis, and ultimately should become spectres pretty quickly. And while the descent of a good character towards evil may be a theme worth exploring, take care that such themes are balanced and well thought out. On Challenges A number of times a wraith is called upon to make a challenge against her shadow. This is almost always a willpower vs. angst challenge. Unless otherwise noted, the challenge is permanent willpower vs. permanent angst. Normally, no retests are allowed. There are two exceptions to this. First, the wraith may retest with eidolon, spending a trait for a retest. Only one eidolon trait may be spent per challenge. Second, the shadow may retest, using Being. No overbids of any kind are allowed in these types of challenges (catharsis or thorns). Being The number of being traits available to the shadow are equal to the shadow's permanent angst divided by two (rounded up). These refresh at the start of each game session. For instance if the shadow has three permanent angst he would have 2 retests for the purpose of determining the effect of catharsis attempts or the activation of thorns. On Shadow Bids There is one power all shadows have, a sort of innate thorn. Any time the wraith is engaged in a challenge, the shadowguide may offer the wraith a few bonus traits, anywhere from one to five. These "shadow traits" must be offered by a storyteller or shadowguide; a player cannot declare that her shadow is giving her bonus traits at any given time. These traits help when determining ties only. If a wraith who has accepted these shadow traits wins the challenge, then things proceed as normal. If, however, the wraith loses the challenge, the shadow gains a number of temporary angst traits, equal to the number of shadow traits offered. No more than five traits may be offered at one time. Note that this is different than is presented in the White Wolf book Oblivion, and is more in keeping with the system presented in Wraith: the Oblivion. Gaining and Losing Angst As angst is the antithesis of pathos, a shadow can both gain and lose angst in ways similar to a wraith. In fact, because of the nature of the shadow and its relationship with the psyche, angst may be gained and lost even quicker than pathos. There are a number of ways that a shadow may gain or lose angst. A shadow may gain angst from the use of certain arcanoi, such as Obliviate or Maelstrom Bridge. When using these arts, an amount of angst is gained. The amount of angst gained is listed under the cost of the various arts. A shadow may also gain angst from certain dark arcanoi arts or thorns, such as Larceny or Vampiric Touch. Like arcanoi, the specifics of these arts and thorns is listed with the dark investment. Finally, a wraith may gain angst from fulfilling her dark passions. If the wraith fulfills a dark passion without any of the shadow's coaxing, she makes an extended static challenge. Each success is one point of temporary angst gained. If at any point she ties the challenge, she gains a point of temporary angst but the challenge ends. On the other hand, if the shadow manipulates the wraith in such a way that a dark passion is fulfilled, then a simple challenge is made. If the challenge is won, the shadow gains a point of temporary angst. On a tie, no angst is gained, and a loss indicates that that particular dark passion is numbed for the evening. Note that the shadow cannot gain angst from just the emotion; the entire passion must be fulfilled. Such is the cost of being a back seat driver. But when the shadow is in control (i.e. Catharsis) he gains angst the same way that the psyche gains angst. However, a shadow has a number of ways in which it can lose angst. Castigation and Mnemosynis both have arts that drain angst from a subject. And in the same way that certain dark arcanoi and thorns may give a shadow angst, similar arts may be used to leech the very angst from a shadow. Shadows may also spend five temporary angst to gain a retest on an appropriate challenge against the psyche. But there are two other ways that the shadow may lose angst, both while in Catharsis. The first is that any angst that would normally be gained from using an arcanos is now lost. Thus if the shadow, while in control, used Obliviate, the wraith would lose angst, not gain it. The other way in which the shadow may lose angst is by failing spectacularly while in Catharsis. Any time the storyteller deems that a wraith in Catharsis has failed dramatically (be it a challenge the wraith instigated or a particular task), the storyteller may declare that such a failure cost the shadow a point of temporary angst. The shadow does not like to fail, and never takes such failure well. Temporary and Permanent Angst A shadow begins play with one point (normally) of permanent angst, and an equal amount of temporary angst. After that, angst is assumed to slowly accumulate. Unlike pathos, which normally "refreshes" to a pool of five (+ memoriam), temporary angst does not go away between sessions. If you accumulate eight points of temp angst in a session, you still have it at the next session, unless the storytellers deem otherwise. Like pathos, temporary angst can ebb and flow, and is not limited by the amount of permanent angst. Permanent angst, however, rarely raises, and it never decreases. Certain arcanos (such as Obliterate the Soul) may grant a point of permanent angst, but there is another way in which the shadow may gain permanent angst. When the shadow accumulates ten points of temporary angst, he may convert these into one point of permanent angst. Permanent angst may never be converted into temporary angst. When a wraith's shadow accumulates more permanent angst than the wraith has willpower, that wraith is reborn as a spectre. Wraiths whose willpower and angst are equal are on the verge of becoming spectral, and are much more likely to undergo catharsis. The shadows of such wraiths need not spend five points of temporary angst for a retest; two will suffice. Shadow Experience Just as the psyche may grow and develop over time, so does the shadow grow and learn from its experiences. Indeed, this is part of the tragedy that is Oblivion: the downward spiral as your darker half slowly takes over from within. Oblivion is about maturation, and this applies equally to the shadow. But while the psyche grows at one speed, the shadow grows at another. There are not nearly as many outlets for the shadow to spend experience on; consequently, the shadow does not need nearly as many experience points as the psyche receives. The amount, however, cannot be defined. Some chronicles may award anywhere from five to eight experience points per month to its players; such chronicles are well within their bounds to award a point or two of shadow experience each month. Other chronicles may play but once a month, with their players gaining but one experience point a month. In this case, a shadow experience point should be far more rare. Shadow experience should be given out to those who do the best job of playing their wraith's darker half, or whose shadow has learned something profound from the events of the game. Such experience should not be viewed as a punishment so much as a reward; again, the game is about tragedy, and these shadow experience points help enhance the tragedy. The costs for improving shadow traits are as follows: Thorns - The cost of the thorn Dark Passions - 2 pts. per dark passion (see maximum dark passions below). Angst may not be bought with experience points. It must improve with the flow of the game. Arcanoi - as per thorn. STORYTELLER NOTES As it has been said multiple times in the chapter, let it be said again. Shadows are what defines the game Oblivion. They are an integral part of the game. They are also a very serious aspect of the game, and handled wrong could utterly destroy a game. They must be treated very seriously and very carefully. Above all, storytellers must respect their players. This means getting to know them, and learning what subjects should not be broached with each player. While this may be more work than most live-action role-playing games normally require, the pay-off is well worth it. Handled right, the shadow adds a whole new level of complexity to the game, and creates a rich gaming element that no other game can match. Passions and Dark Passion Maximums Normally wraith begin with four passions and two dark passions. Freebie Points and Experience Points may be spent to raise this amount, while the background age can deduct from this total. The maximum number of passions a wraith may have is six, and the maximum number of dark passions a shadow may have is four. For spectres, the number is reversed. The maximum number of dark passions that a spectre may have is six, and the maximum number of passions that the psyche may have is four. For wraiths who have an equal amount of willpower as angst, or for spectres whose composure has caught up to their being, the numbers change a little. For both of these, the maximum number of passions and dark passions is five. The wraith loses one of her passions and immediately gains a dark passion. Such creatures are straddling the fence between Oblivion and Individuality, and as such are more like their alternate half than they might like to admit. On the Shadows of Other Dark Kingdoms All wraiths have shadows; that which doesn't have a shadow cannot truly be called a wraith anymore. With that in mind, however, a brief word should be said for those playing wraiths from other Dark Kingdoms. Generally, the darker halves of wraiths from other Dark Kingdoms function almost identically as those of Stygian wraiths. Any difference is usually cultural. Strategies may be more culturally appropriate, as might even the basic archetype. Certainly the nomenclature involved will vary (for example, the wraiths of the Orient call their shadow the P'o). Nevertheless, the manner of shadowguiding is virtually identical. If there are any changes that should be made to a foreign wraith's darker half, such changes can be found in the appropriate Dark Kingdoms section of the appendix. CATHARSIS Wraiths have faced (and conquered) the terrors of death. They have seen Oblivion gnawing away at the world they love. They have witnessed their loved ones move on in life without them. In truth, there is truly very little left to fear for them. Catharsis, however, tops the list. Catharsis is the state when the shadow comes to the surface of the wraith's consciousness. When this happens, the psyche is pushed to the back, and the shadow takes over. It is the shadow that now controls the wraith's actions, movements, and very thoughts. This is no possession, however; how can one be possessed by one's very self? No, catharsis is merely the darker impulses given free rein. Is it any wonder why wraiths fear this more than anything else? When a wraith's temporary angst rises to a level equal to or higher than her permanent willpower, her shadow may attempt to usurp the psyche's place as the dominant personality, thus sending the wraith into Catharsis. At this point the shadow spends a point of temporary angst and engages the psyche in an Angst vs. willpower challenge. The wraith may retest with eidolon; the shadow may retest using his being. This retest of the shadows may only be used, however, if the shadow had accumulated more temporary angst traits than the psyche had willpower (equal amounts does not allow for a retest). If the wraith wins, the psyche remains in control, and the shadow may not attempt catharsis for the remainder of the scene. If, however, the shadow wins, then the wraith is in Catharsis. During Catharsis, the player of the wraith continues to play her wraith; at no point does the shadowguide, storyteller, or anyone else ever play someone's character. The player must now, however, play the wraith as if the shadow is in control. The shadow's dark passions are now the primary motivation, although situation may demand certain other behavioral modifications. It is important to remember the shadow's primary motivations are to eventually take permanent control of the wraith by becoming a spectre or failing that to rejoin oblivion. The shadow retains access to all attributes, abilities, and arcanoi, as well as access to any thorns, shadow traits, and shadow arcanoi. Arcanoi still cost pathos to use, and thorns that cost temp angst to use still must be paid. In the rare case where an arcanos costs a permanent angst, during catharsis this does not cost one permanent angst, instead all remaining temp angst are spent instead. The shadow may pursue its dark passions at will, but the rule that a pathos check may only be made once every two hours applies to dark passions as well. The wraith may still spend pathos (fir fueling arcanoi), but cannot acquire any more pathos, nor can it expend the last point of pathos. Wraiths in catharsis may not spend willpower either they can spend their being in place of willpower. As stated earlier, catharsis lasts for a full scene; nothing more, nothing less. The shadow cannot in any way extend this time. But while in catharsis the shadow can manipulate events to cause great harm to the wraith, her friends, or to anybody else who has earned the shadow's ire. Careful use of thorns and arcanoi will allow the shadow to lay great plans for an ultimate catharsis, one the psyche will not return from. As for personality, pay attention to the shadow's archetype. This is a guide for both nature and demeanor. Some shadows may be subtle, not letting others know that they are in Catharsis. Others may overtly try to cause damage and dissent. It is up to the player to decide what strategies are in the best interest of the shadow. However, let it be said that this takes maturity. The shadow will not do anything in the best interest of the wraith; even the merit Good Relationship applies to the communication between the shadow and psyche, not to the shadow's goals. If at anytime the storytellers feel that a player in catharsis are acting too benignly or (worse yet) in the best interest of their wraith, they may take whatever actions are most appropriate to the situation. Oblivion requires a level of sophistication and maturity; the truly advanced players will appreciate the tragedy of having to play their character under dark influence, taking actions that may undoubtedly damn the character. After catharsis, the shadow retains the right to block the events of catharsis from the mind of the wraith. The wraith may have impartial or vague memories, or even an entire lapse of memory, with only the vague feeling that she is missing something. Wraiths with eidolon may spend an eidolon trait to engage the shadow in a willpower vs. angst challenge in an attempt to remember events of catharsis. Wraiths, having already spent an eidolon for the challenge, may not retest; shadows may still spend one of their retests. HARROWINGS Wraiths cling quite tenaciously to what is left of their existence. Unable to leave the world behind them, they are equally loathe to depart the shadowlands now that they are here. Their struggle against oblivion has become such a way of existence for them that even in death they find themselves unable to let go. Nevertheless, even the restless dead may be destroyed, although such a task is much harder to accomplish than it is to destroy most any other creature. And even when it appears that a wraith is destroyed, it may turn out that in truth, she was only harrowed. Wraiths who have lost all of their corpus, by whatever means, undergo a harrowing. So, too, do wraiths whose fetters or subjects of passions have been destroyed undergo a harrowing. This chapter does not address the issues of corpus loss, damage, or resolution of passions and fetters. As such, many of the details for what sends a wraith into a harrowing will not be found here. Once a wraith is sent into a harrowing, however, the fun really begins. Getting There From Here Whatever loss caused the damage, a small nihil opens up directly beneath the wraith and sucks her into its swirling darkness. All those who are standing too near her may have to make a static physical challenge (difficulty determined by storytellers, retest athletics) to get out of the way to also be sucked down. Such victims then undergo their own harrowing, much as if they, too, had lost all their corpus. Occasionally such individuals will end up in the same harrowing. While unlikely, such an event is not unheard of. Once sucked down, the wraith plummets through the layers of the tempest, heading straight for the labyrinth. Due to the nature of events, the wraith's shadow is able to contact those spectres living in the labyrinth and arrange the harrowing. Because of the distortion of time in the labyrinth, the spectres therein have ample time to use their dark acanoi to set up a portion of the labyrinth for the harrowing, shaping both it and each other towards whatever heinous ends the shadow has dictated. Meanwhile, the wraith continues to tumble into the labyrinth. Truth be told, the wraith will be so disoriented and weak that she will rally not be aware of her surroundings, and the seemingly endless fall will not even be remembered afterwards. It should here be noted that doomslayers and other wraiths travelling through the labyrinth do not go into harrowings. If events occur that would normally cause them to undergo a harrowing, they instead plunge into Oblivion, from which there is no return. Let it be clearly stated: doomslaying is dangerous. It should also be said that spectres do not undergo harrowings. The loss of fetters or passions do not send a spectre into a harrowing, while the loss of all corpus utterly destroys a spectre. The servants of oblivion are not far from the focus of their attentions. Setting the Stage While the wraith is heading towards the labyrinth, the shadow taps into the hive-mind of the labyrinth and contacts the denizens therein to lend a few willing hands. By its nature, the harrowing is a passion play, with the shadow as director (actor if necessary), the spectres as actors, the labyrinth as setting and stage, and the wraith as the star. Dredging up memories from the past, with bits of imaginative (and artistic) freedom, the shadow directs a dangerous play that will test the very limits of the wraith's personality and abilities. Moliate allows the spectres to look like whatever they need to; tempest weaving recreates the labyrinth to conform to whatever setting is needed. While in a harrowing, the wraith is at the mercy of her shadow. Interestingly enough, the shadow and its spectral minions play fair during the harrowing. Much debate exists on why spectres do not simply end the miserable wraiths existence right then and there; obliviographers believe that harrowings are as close to a sacred event that the shadow-eaten have, and that they will not profane such a dark event under any circumstances. Nevertheless, the wraith is at the mercy of her shadow. Whatever rules the shadow sets stand; only the light of eidolon may overcome this restriction. The Play Begins In a word, the harrowing is a puzzle. Solve the puzzle, escape the harrowing. The shadow puts the wraith into a position where she must make a conscious decision. One of the choices is the "right" choice. Any other choices are wrong. This is where the shadow does play fair. The right choice always really is the right choice. Invariably the harrowing teaches a lesson, often related to the events that led to the wraith being drug into a harrowing. The lesson is a fair one. Whatever decision is noble, just, good, or wise is the correct decision. Whatever decision is selfish, evil, or pointless is incorrect. That the wise decision is hard to see does not negate the harrowing. Usually the trick to surviving a harrowing is figuring out what the right decision is. Harrowings begin suddenly. The stage is set, the actors cast and in their places. The wraith is thrown into the scene, and the action begins. Whatever memories or abilities the wraith has access to are up to the shadow, and dependant upon the harrowing. Some wraiths may find themselves cast back into a scene from their mortal days, believing they are mortal again. Others may find themselves working behind a hierarchy desk, with full knowledge of their deaths and arcanoi. Others may find themselves in some contrived situation, such as leading a charge on Gettysberg or confronting a giant amount to ravage a quaint fantasy village. The setting only serves as a backdrop for the quandary, the situation the wraith is put into, and the puzzle she must solve. At this point, the action proceeds, and the wraith must assess her situation and make a decision. After the scene ends, the storytellers assess her performance and inform her whether or not she won the harrowing. The Consequences Wraiths return from a harrowing to a fetter. The storytellers may choose which fetter a wraith possesses that she returns to. Domems (wraiths with no fetters) do not return to the shadowlands, but appear somewhere in the tempest. If a wraith wins a harrowing, she returns to her fetter (or the tempest) with one level of corpus. From this point she may slumber in an attempt to gain strength. Weakened by its recent exertion, the shadow will most likely leave the wraith to slumber in peace. Wraiths who lost the harrowing are usually in a similar situation, with one exception. Having lost the harrowing, their tenuous hold on reality is weakened. They have forever lost one level of corpus. Wraiths who lose their final level of corpus undergo what is called a destruction harrowing, from which there is no return. If the storytellers deem that a wraith not just failed but botched a harrowing, they may strike the character a second point of corpus, or send her into a second harrowing. Such spectacular failures are uncommon, however, and should only be used sparingly. For example, a wraith enters a harrowing because of her problems controlling her temper. The harrowing revolves around a meeting with an enemy of hers who is asking for forgiveness or atleast some sort of understanding between them. Instead of talking she pulls out a gun and shoots the enemy. Then when the police arrive she takes an innocent bystander as a hostage, who is shot by police while she attempts to make an escape. Killing her enemy clearly meant that she failed the harrowing taking the hostage constitutes the botch. If a wraith loses a fetter or a passion can no longer be fulfilled then the wraith immediately goes into a harrowing. Loses a fetter generally means that the fetter has either been destroyed or killed. In the case of passions this is a little more subtle. For example if a wraith has the passion Protect my brother (Love) and the brother dies then the passion can no longer be fulfilled. If the wraith wins the harrowing, she successfully resolves (at the last minute) the target. Otherwise, she loses the passion or fetter and one point of corpus. Spectacular loss may result in an additional loss of a point of corpus. A Couple of Examples Jonathon lost all of his corpus while attempting to grab some obili lying around, regardless of the danger. The storytellers decide that his harrowing should focus on the subject of greed, specifically putting greed before common sense and self-preservation. Having recently watched Indiana Jones, they decide to put him in a situation similar to one found in Raiders of the Lost Ark. Jonathon finds himself dressed like Indiana Jones, standing outside a cave entrance with indian runes on it that clearly say something along the lines of "Keep Out! Certain Death!" He even has a companion, Little Haji (played by a spectre, of course). Unable to contain his curiosity, Jonathon narrowly avoids various traps to work his way to the antechamber where the gold statue awaits. Fierce traps (and spiders) hound him, and even Little Haji is destroyed. But finally Jonathon stands before the Golden Statue of Ra. Curiosity settled, Jonathon turns and leaves the statue behind. "I just wanted to see if it was there," says Jonathon. "I'm not dumb enough to try to get it." After conferring, the storytellers decide that Jonathon won his harrowing. While it is true that his curiosity got Little Haji killed, curiosity was not the subject of the harrowing. Since Jonathon turned down wealth for safety, he won the harrowing. Oberon was sent into his harrowing when he attempted to flee the field of combat and was shot in the back. The storytellers decide that such an act of cowardice cannot go unchecked, and that this would make a good subject of a harrowing. Oberon awakes to find himself dressed as a French World War I fighter, complete with fatigues and a rifle. He is sitting in the dirt of a trench somewhere near the Somme, while mortar fire rains down upon him. Around him are the other members of his platoon (all played by spectres, of course). Suddenly the whistle is blown, and his entire company begin to climb the ladders up to the field of battle. From where he is, Oberon can see that it is a suicide run. Everyone who climbs the ladder is being effortlessly killed by enemy fire. To climb the ladders is certain death. Self-preservation kicks in, and Oberon decides to slink further into the trenches, hiding in one of the abandoned barracks rooms. It takes the storytellers very little time to decide that Oberon has failed. Once again, Oberon has abandoned his companions in their hour of need. Some things are more important than life; loyalty to friends is one of them. Final Notes for Storytellers on Harrowings Harrowings are organic. They grow, they evolve, they change. No amount of write-up can prepare a storyteller for running a harrowing. As a storyteller, you simply have to run them, and figure out as you go what makes a successful harrowing. Invariably you will run some pretty bad ones. This is part of the learning process. Hopefully you have players that will understand. The more people that you can involve in a harrowing, the better. Storytellers, narrators, even other players. Visitors who have shown up to watch the game work out really well, too. In the above example of Oberon's harrowing, the part of playing the French soldiers is simple and short, but if those parts can be role-played out, rather than narrated, the harrowing becomes all that much more vivid and intense. But above all, make sure that the harrowing does not offend the players or participants. Harrowings, like anything that has to do with the shadow, are intense. As with other issues of this nature be sensitive to the feelings of the players. That having been said, harrowings present the storyteller with an unparalleled opportunity. Valuable lessons can be taught through the venue of a harrowing. With just a touch of creativity, any situation can be contrived. However, in the early days of the game, a storyteller may want to have on hand a few ready-made harrowings, to keep things moving. After a while a storyteller wont need such assistance, and will be able to customize such encounters with much greater ease. Some of the Wraith books published by White Wolf have some excellent sample harrowings in them. A COMPLETE LIST OF SHADOW ARCHETYPES * The Abuser - Hurt terribly once, the Abuser seeks to make the rest of the world see and feel his pain. He goads the psyche towards feats she will fail at, and then heaps abuse upon her, When in control, the Abuser treats all with the same lack of respect with which he treats the psyche. * The Anarchist - The system is corrupt, as well you know, and we all know that power corrupts. Rage against the machine, and strive to overthrow the system (usually the Hierarchy, but not always). Only in defeating this corrupt enemy can you ever fully know peace. This shadow picks a somewhat noble cause, and then throws the psyche at it with all force, creating a dangerous fanatic. * The Bully - This obnoxious shadow loves to assert its dominance over the psyche that it torments, and with that power then assert its dominance over everyone else. The Bully lords its might over others, and seeks to push its pain and suffering on others around it so that it might forget its own weaknesses. * The Comedian - Nothing is sacred or serious to this shadow, who loves to delight and distract both himself and his psyche from the true pain that is out there. Unlike a jester archetype, however, the Comedian makes light of others around him in an effort to take the attention off of himself, and thus his humor has a wicked barb that cuts both his psyche and those around him. * The Delver - There is a giant conspiracy going on, and the Delver can help you figure the whole thing out. He keeps careful notes on which events are lead by what, and who has orchestrated the entire thing. He'd love to share these with you... after all, it's simply in both your best interests. * The Deserter - Everybody always let you down. It happened in life (which is why you're dead), and it is happening again all around you. Abandon your so-called friends and responsibilities, and move on to safer grounds. This shadow seeks to drive a wedge between the psyche and her circle, and drive the wraith into the cold dark night, all alone..... * The Director - Armed with a terrible sense of purpose, the Director has plans for his psyche, and he knows just what to do to push her over the edge. His methods are slow and methodical if need be, but his plans always bear fruit. In control, his plans quickly embrace others around him. * The Freak - This shadow loves to point out that the very kid who was an outcast growing up and the last pick for the softball team is still the outcast, the misfit among the dead. The freak will do all it can to make the psyche feel vulnerable, and in control will drive her off to loneliness. * The Hypochondriac - You didn't take care of yourself, and now you're dead. At your current rate, you'll embrace Oblivion in just a short time. This annoying shadow points out that your condition is still on a downward spiral. By pointing out your growing weaknesses (whether imagined or not), the Hypochondriac hopes to divert attention from the true threat growing about you. * The Id - You know what you're problem was? You didn't enjoy life. You wasted it. But fate has seen fit to give you another chance. Give in to carnal pleasures and vices. They say you only go around once, but in this case you know Oblivion is waiting around the corner, so you better enjoy what's left to you. * The Innocent - You know what you're problem is? You don't trust any body. That's what's wrong with this world. You don't need weapons. And how do you know that spectre is going to eat you? Why don't you just try talking to it for once. This deceptively passive shadow invariably gets its psyche into trouble by underestimating the danger of a situation and trusting too much. * The Leech - No matter what you give, the Leech wants more. It will whine and complain about everything, and when the wraith finally gives in, the Leech will want still more. There are few who can withstand forever the constant wheedling that the Leech puts its psyche through. * The Lover - No one will ever love you in quite the way that the Lover does. He offers you base attractions and shameful deeds, all to keep you entirely to himself. And when he takes control, those around him are the instant subjects for his attention. This can lead to some interesting scenes, especially if the Lover manages to connive another wraith to help him stay in control. * The Maggot - Oblivion encroaches upon everything. No matter where you look, reality is falling apart. All your best laid plans are just a waste of time, a feeble attempt at hope in a barren and hopeless world. When the Maggot takes control, he does everything within his power to squash the hopes of others around him. * The Martyr - No matter what you give up, the Martyr will point out that you could have given up more. By pushing you beyond your limits, the Martyr hopes to drive you into Oblivion's arms. There is no greater defeat than the sacrifice of a victim who not only willingly goes to his grave, but does so in an effort to do good. * The Merchant - Everything has it's price, and the Merchant can make you such a bargain. Knowledge, forbidden abilities? For just a low cost, it can be yours. He loves to make deals with others just as much, but is a shrewd bargainer, and the merchant never really loses a deal. But he sure likes to make it seem like you are going to win out. * The Monster - This shadow rants and raves and screams abuses at the psyche, goading the psyche into base and vicious acts the likes of which would impress any spectre. None-too-subtle, the Monster can fuel the anger of his psyche, or drive his psyche to distraction with his melodramatic show, causing the psyche to miss a valuable opportunity. * Mr. Adventure - Your current life is too boring. Come to think of it, so was your previous life. What good is existence if you can't have some fun and thrills. Isn't that a wasted life? This shadow loves to push you to greater heights and deeper thrills than you have ever encountered before. But the danger it may put you and your companions in makes it all worth while for the shadow. * The Nurse - The Nurse cares deeply, for he feels that it is his place to help the world deal with its pain, and then to move on. Everybody dies, and everybody eventually goes to Oblivion, but that doesn't mean that the trip has to be unpleasant. The Nurse wants to help others come to grips with their pain, and then to move past that and to accept annihilation. * The Officer - The Officer knows that it is his right to command, be it spectres or legionaries, guilds or heretics. He barks out orders, and insists on following a strict chain of command. His service and loyalty to the army of Oblivion is unquestionable, and he sees himself as the leader who will insure Oblivion's eventual triumph. * The Opium Eater - Even in the afterlife, there are sweet sensations, fixes that can make all that nasty stuff about pain and Oblivion float away. The Opium-Eater will do all that he can to bring on that next rush, that next euphoric state that will help him to forget about all the pain that life caused him. Moreover, he will do all he can to bring the psyche along. The psyche has a lot of paint to forget, too. * The Paranoid - Everyone is out to get you. They mock you behind your back, or even in front of you with subtle innuendoes. They plot your demise. There's no one you can trust; no one but yourself. Luckily your shadow has everything under control. Just let him help discover and deal with your enemies, and your afterlife will go so much better. * The Parent - Your Parent has your very best interests at heart. Sure, you have lots of flaws, but who will love you so unconditionally? The Parent weeks to protect his beloved child and keep her from all harm. Her afterlife would be so much better if she would but listen to the voice of a Parent who cares. * The Patriot - Death didn't end the Patriot's loyalties, be they to country or organization, or even family. The Patriot would gladly give up all concerns in favor of assisting the "home team" out, and if this means creative ways of destroying the opposition, why so much the better. * The Peasant - This whole death thing is far too complex. Maybe some people have got the whole thing figured out, but not you. If it were just a bit simpler. Sit back, let the rough stuff blow on by you, and let the leaders worry about all those pesky little details. You're always so much happier and more content when somebody tells you what to do, anyway. * The Perfectionist - Nothing you ever do will be good enough for the Perfectionist. He will point out everything you have done or are doing wrong, why they are wrong, and where it's likely to lead you. Eroding all confidence, the Perfectionist would love to show you how to properly do things. In fact, he would happily volunteer to stay in charge, given the chance. * The Plague Dog - The Plague Dog loves to point out that all the problems that you had in life are still going to plague you now. After all, you are but a reflection of what you were, and that includes old sicknesses and ailments. Unlike the Hypochondriac, the Plague Dog doesn't have to make anything up; he simply pulls real events from you past, and haunts you with them again. * The Pusher - This shadow loves to offer you all the help he can. Of course, after a bit, that help may come with a bit of a price, but hey! Who can resist such a well-meaning friend. The pusher enjoys placing the wraith in such a position that she will be forced to rely on the Pusher for aide or even rescue. * The Rager - This shadow hates someone, and he isn't afraid to let others know. It may be an ethnic group, or a religious group, but the Rager has a target in mind, and that target will take the blame for all that ails the wraith. It was their fault that everything ended up this way, and they are still seeking your downfall. Don't worry; the Rager will set everything right. * The Rationalist - The Rationalist is the voice of reason in a chaotic and confusing world. He calmly and coolly explains the way reality is, and why you need to alter your views and behaviors. This fearsome shadow can quietly and with clear conscience and sound logic explain why Oblivion should be embraced and the world left to its own devices. * The Revolutionary - Where the Anarchist seeks to overthrow the institution, the Revolutionary has loftier ambitions. He seeks to replace the machine with something better. While this may seem noble on the surface, understand that like the Anarchist, the Revolutionary doesn't care so much about the new institution as much as he does about fueling the psyche's energy towards destruction. * The Scapegoat - The Scapegoat loves to heap trouble upon its head, and sees itself as Atlas, carrying the weight of the world on its shoulders. The Scapegoat will invariably volunteer (or encourage the psyche to volunteer) for far more than it can handle, to the point where the wraith inevitably lets others down. This creates a downward spiral, where the wraith tries to atone and only makes matters worse. The Scapegoat couldn't be more pleased. * The Somnambulist - Life was a blur, and death even more so. This shadow has learned to slow down, maybe a little too much. Nothing interests this shadow, and it cannot be bothered with anything that goes on around it. All the Somnambulist really wants is to be left to its peaceful and lethargic dream-state, and it would love to have the psyche join it. * The Sophomore - This delightful shadow thinks it knows everything, and doesn't need help from anybody. It loves to point out to the psyche that they are just fine without any assistance, and that the psyche would actually be better off without anyone's help. Needless to say, the Sophomore makes few friends when in control. * The Stormcrow - "We're doomed!" is the motto of he Stormcrow, who harbors misgivings about everything and everyone. Eminent destruction lies just around the corner, and this fatalist wants to make sure that you see the signs and know that it is coming. Every plan that could go wrong will be pointed out by the Stormcrow. * The Superego - Opposite of the Id, the Superego desires to restrain the impulses of the psyche. There is no room for joy and happiness, for they are weak and ineffective in getting the job done. The Superego is efficient at restraining the impulses of its psyche, with the claim that it is keeping her "on track." * The Taxonomist - Everything can be quantified and labeled, and everything has a logical and rational explanation and reason. Anything that seems illogical is incorrect, for in reality it is as ordered as everything else. The Taxonomist seeks to quash all vestiges of emotion from the wraith in favor of the higher ideals of logic and reason. Only then can the psyche truly understand the world around her. * The Teacher - This enigmatic shadow loves to teach lessons, and will use any occurrence that the psyche encounters to show the wraith that there are certain lessons to be learned, all invariably pointing towards Oblivion. When in control, this shadow will happily attempt to teach others similar lessons as well. * The Victim - Nothing is your fault. It never has been, and it isn't going to be. All of this is just unfair. After all, anybody else would do what you did if they had been what you'd been through. The Victim can successfully place the blame on anybody else, but none of it is his fault. * The Voice of Hope - You're not dead. You can't have died. Besides, even if you died, this isn't what the afterlife would be. It must be a dream, or maybe a drug trip. Perhaps its some freakish government experiment. Whatever the case, give it time and this fake reality will fade away. When in control, this shadow denies all reality around him. * The Workaholic - There is always too much that must be done. You have things to do, places to go, people to see. Pathos running down? A shame, because you need to keep spending it. Willpower almost out? No time to rest now. This shadow continues to push its wraith well into Oblivion. A COMPLETE LIST OF THORNS Dark Allies (1 pt. per level) - The shadow communicates regularly with a few spectres, laying elaborate traps for the psyche and keeping abreast of information from the labyrinth. This thorn functions as a form of allies and contacts. Death's Sigil (1 to 3 pts.) - The shadow manifests Oblivion's destructive power in the wraith's very nature. The wraith may appear charred, or smoke may billow from her. She may leave footprints wherever she goes, or the sound of rattling chains may follow her. The wraith gains the negative social trait "repugnant" a number of times equal to the cots of this thorn. This thorn is in constant effect, although the wraith may expend a willpower trait to negate Death's Sigil for a scene. A tag should be worn by the player to let other players know what effect of Death's Sigil they perceive. Infamy (1 pt. per level) - The shadow's depravity is not just known, but it is well remembered by others, perhaps in the shadowlands, or perhaps even in the skinlands. This thorn functions as a sort of Memoriam for the shadow. Every time the wraith slumbers, the shadow makes a simple challenge for each level of this thorn to gain angst. With a win or a tie, the shadow gains a temporary angst trait. Shadowed Sight (1 pt.) - The shadow can manipulate the lighting and other visual affects in the area, affecting the sight of everybody present. Such illusions or misrepresentations costs the shadow two temporary angst, plus an additional angst if the affects extend into the skinlands. During Catharsis, however, such effects cost one angst less. All effects thus generated last for the duration of the scene. Shadowed Smell (1 pt.) - As Shadowed Sight, but the sense of smell is affected. Smells such as acrid smoke or rotting meat can be created by the shadow, discernable by all present. Shadowed Sound (1 pt.) - As Shadowed Sight, but the sense of sound is affected. Sounds such as the rattling of chains of the screams of battle can be created by the shadow, discernable to all present. Shadowed Touch (1 pt.) - As Shadowed Sight, but the sense of touch is affected. Feelings such as a cold breeze or spiders crawling on your back may be created by the shadow, discernable to all present. Shadow Traits (1 pt. per trait) - These are extra traits (attributes or abilities) that the shadow possesses that the wraith does not; the shadow has full access to these traits while in Catharsis. The wraith may gain access to these traits, but it grants the shadow a point of temporary angst. Only one category may be gained per temporary angst trait. The categories are physical traits, social traits, mental traits, and each individual ability. The shadow may not possess more than five traits of any category. If the wraith calls upon her shadow, these bonus shadow traits last for only one round. They can, however, be called upon next round, even if lost. For example: Jonathon is in combat, and knows that his shadow is a better fighter than he. Calling on his shadow's might, Jonathon gains access to the shadow's three bonus physical traits and two bonus melee traits. This grants Jonathon's shadow two temporary angst (1 per category). If Jonathon wanted to call upon his shadow's further reserves of 1 mental trait and two dodge traits, this would give him an additional two temp angst traits. Note that this thorn is different from shadow bids, which all wraiths have access to. More on shadow bids is later in the chapter. Spectre Prestige (1 pt. per level) - The wraith (or more appropriately, the shadow) is respected by spectres, and holds a level of status in spectral society equal to the number of points taken in this thorn. Spectre may go to elaborate ends to bring the wraith into Catharsis. More on spectral status may be found in the chapter on spectres. Tainted Relic (1 pt. per level) - The shadow owns a valuable artifact, the power of which depends on the number of points spent on this thorn. This artifact normally only manifests during Catharsis. However, the wraith may spend a point of pathos and gain a point of temp angst to have access to the artifact without going into Catharsis. Aura of Corruption (2 pts.) - The shadow subtly yet surely affects the very aspect of the wraith in a negative manner. Far more potent (if less noticeable) than Death's Sigil, Aura of Corruption may not be "shut off" with willpower. The wraith who bears this thorn is always down a social trait when dealing with others. Idee Fixe' (2 pts.) - The shadow strengthens the pull of a passion, causing the wraith to relentlessly pursue a passion of the shadow's choosing. Thereafter, the wraith must pursue fulfillment of the passion to the best of her ability. The affects of this thorn last until the wraith would normally qualify to gain pathos from her activities (instead, the thorn "wears off" at that point). To activate this thorn, the shadow spends a temp angst trait and makes an angst vs. willpower challenge (no retests). If the wraith does not succeed in pursuing the passion that game session, she is down one temp willpower trait the next session. Mirror, Mirror (2 pts.) - The shadow can alter a wraith's appearance in any reflective service, causing the reflection to look like anything (within reason) that the shadow wants. This image is viewable by anyone who is able to see the reflection. The shadow can even give different views to different people, although he can only alter his wraith's appearance. There is no cost to activate this thorn. Nightmares (2 pts.) - Whenever the wraith slumbers, her shadow afflicts her with horrible nightmares that haunt her in her waking hours. Whether in game or between games, a shadow may enact this thorn by spending a point of temp angst to so afflict the wraith. When she awakens, she must make a simple challenge. If she loses, she gains no benefit from the slumber, be it corpus or willpower. The wraith may spend a point of willpower before slumber to insure a good night's rest. Shadow Call (2 pts.) - The shadow has the ability to summon spectres to her. This manifests to spectres normally as a call for help. The shadow must be near a nihil or in the tempest (or labyrinth or maelstrom) to use this thorn. The shadow spends a point of temp angst and makes a static angst challenge (difficulty is equal to 10 minus the maelstrom level). A spectre arrives shortly thereafter, one per success. Shell Shock (2 pts.) - A feeling of apathy drives the shadow and sometimes affects even the wraith. Any time the wraith goes to make a pathos challenge, the shadow may spend a point of angst to prevent the wraith from gaining pathos. The wraith may counter this by instigating a challenge against the shadow (willpower vs. angst). Wrack (2 pts. per level) - The shadow may express his displeasure with the wraith by wracking her with pain, thereby decreasing her physical traits by a number of levels equal to the number of times this thorn has been bought (to a maximum of five). The shadow may use his in conjunction with a number of strategies, like thereby offering shadow bids thereafter. Use of this thorn costs one temp angst, but only lasts for one round (about five seconds). Bad Luck (3 pts.) - The shadow can adversely affect a wraith's luck by spending a point of temporary angst after the wraith has successfully won a challenge, thus forcing the wraith into another retest. Only one retest can be forced per challenge. Collective Unconscious (3 pts.) - The shadow may communicate with the shadows of other wraiths, but only if the shadows are of the same archetype. This thorn is the cheaper version of Whispers, and this thorn may later be upgraded to Whispers for an additional two shadow experience points. Pact of Doom (3 pts.) - The shadow is a spectre in waiting, and with this thorn the shadow can tap into the hive-mind and access the collected information therein. Pact of Doom allows a shadow to make a devil's bargain with the wraith. In return for a permanent point of angst, the wraith is taught an arcanos art. Any art. Rare, guild, or beyond, the shadow may teach the wraith one art (or the innates) of an arcanos. But it costs a lot. Dark Arcanoi and the arts of other Dark Kingdoms give the shadow two permanent angst. Note that the wraith must possess appropriate prerequisites to purchase an art; thus a level five Argos power cannot be purchased unless the wraith knows the previous four levels of Argos. See note after thorns section for conversion costs for Dark Arcanoi. Shadowed Face (3 pts.) - During Catharsis, the wraith's very appearance changes to a different appearance. This appearance is set; the shadow cannot pick a different appearance each time. A four point version of this thorn exists, in which the shadow can pick which face it wears, whether the shadow's or the psyche's. This thorn may be "upgraded" with shadow experience after some play. Trick of the Light (3 pts.) - The shadow subtly alters and modifies the perceptions of a wraith. Multiple effects may be achieved, but only one sense may be affected per point of temporary angst spent. Instead of reaching for his pen, the centurion may be seen to be reaching for his gun. The sword your are carrying looks rusty and corroded when you draw it. Is that the sound of barghests panting behind you? The effects of this thorn are generally for five minutes. Van Gogh (3 pts.) - The shadow can actively affect the wraith's hearing, in effect turning it off for the duration of a scene. The shadow spends an angst trait and makes an angst vs. corpus challenge. If successful, the wraith loses all hearing for the duration of the scene (anywhere from a half-hour to an hour). On the plus side, the wraith is now immune to most of the Keening arts. Cat Food (4 pts.) - The shadow can actively affect the wraith's speech, causing him to become mute for the duration of the scene. The shadow spends a point of temporary angst and makes an angst vs. corpus challenge. If the shadow wins, the wraith loses his ability to speak for the duration of the scene. Note that this will make the wraith unable to use most of the arts of Keening. Honeyed Tongue (4 pts.) - The shadow is strangely compelling, and the wraith often finds herself wanting to do what the shadow suggests, even if she knows better. The shadow spends a point of temp angst and engages the wraith in an angst vs. social challenge. If the shadow wins, the wraith will obey any one command the shadow gives, although the wraith may spend a point of willpower to counter the urge. Tainted Touch (4 pts.) - The wraith's shadow is very corrupting, and can even exert its influence upon others. Anytime the wraith comes in contact with another wraith, the shadow engages the target wraith in an extended angst vs. willpower challenge. For each success, the target gains a point of temporary angst. The maximum number of angst that the target may gain from this is three traits. Shadow Familiar (5 pts.) - The shadow possesses an active link to the world around it, a small creature of Oblivion that scouts and relays information to the shadow through a mental link. This shadow familiar may be destroyed, but another will take it's place within a week. The shadow may command the familiar at will. The effective stats of the familiar are as follows: Attributes: physical x1, socialx2, mentalx3 Abilities: alertness, awareness, dodge, plus one other as appropriate to form (i.e. flight, climbing, scrounge, investigation) Note: Cannot instigate social challenges Shadow Life (5 pts.) - Every time that the wraith slumbers, her shadow takes over, sending the wraith into Catharsis. Although the wraith gets the benefit of slumber, the shadow gets all the benefits of Catharsis, but for the duration of the slumber (usually about eight hours). This is a dangerous thorn to take, and should be role-played out accordingly. Shadowplay (5 pts.) - The hyper-accelerated nature of many spectres affects your shadow, and you have the chance to draw upon your shadow's kindle nature, if at great cost. You may take an extra action in a round, but your shadow gains a point of temporary angst. The shadowguide must offer the wraith this thorn; the player is not at liberty to use extra actions at whim. Manifestation (6 pts.) - The shadow may spend four points of temporary angst and manifest as a physical entity, separate from the wraith. The shadow is identical to the wraith, except that it uses permanent angst instead of willpower. Any shadow traits or shadow arcanoi that it has access to during Catharsis it now has. Also, if it has Shadow Face, it's appearance will be altered. This thorn lasts for a scene, but using it tires out the shadow, and the shadow must rest for an entire scene afterwards. Others can detect the difference between the shadow and the wraith with a successful mental challenge. Note that with the shadow ousted from the body, even if only temporarily, the wraith may now spend eidolon traits as generic retests, similar to luck traits; without her shadow to weigh her down, she can achieve heights of greatness. Whispers (6 pts.) - The shadow may contact and communicate with other shadows. The wraith must be near the other wraith (same room), but no challenge is necessary. Although the shadow may talk with all other shadows present, and may attempt to coordinate activities with them, other shadows may not talk with each other, but only with the one that has Whispers. This thorn is the advanced version of Collective Unconscious. Devil's Dare (7 pts.) - At the beginning of a game session, the shadow may invest a number of temporary angst into this thorn. The shadowguide then informs the player of the wraith what the dare is. The wraith must at some point during the gaming session perform that dare, no matter how disastrous. If she fails to complete the dare by the end of the session, she is down a number of willpower traits equal to the amount of angst invested into this thorn. Any leftover angst traits are returned to the shadow. Vampiric Nature (7 pts.) - Whenever the wraith touches another ghost, be it spectre or wraith, the shadow may attempt to siphon angst off the target ghost. The shadow engages the target in an extended challenge, angst vs. angst (or being). Each success is one temporary angst trait that is drained from the target and given to the shadow. Note that spectres and shadows who relent to this thorn may only "donate" a maximum of five temporary angst traits. Shadow Arcanoi (2/2/3/5/6/9/15 pts.) - The shadow may learn any arcanoi or dark arcanoi (but not arcanoi of other dark kingdoms). Like shadow traits, these arcanoi are available to the shadow during Catharsis, but can be made available to the wraith. The wraith gains a point of temporary angst (in addition to whatever other costs the arcanos requires) for using the art. Note that either the wraith or the shadow must possess the necessary prerequisites before purchasing an art; thus a shadow could not buy a fifth level Argos power unless it or the wraith (or some combination therein) knew the previous four levels of argos. If a shadow knows an arcanos of a level that the wraith does not posses the wraith must purchase an arcanoi of that level before purchasing one of a higher level. For instance if the shadow knows the Moliate art Martialry and the wraith possesses no other level three art then the wraith can not purchase Rend. Also note that if the wraith later purchases the arcanos, the points spent on this thorn must be spent on another arcanoi of that arcanos (including tempered). This is because no matter how good you are at a particular arcanos the shadow is always better. If no other Arcanoi exists in that arcanos then the storyteller is free to make one up (including tempered arcanoi with Dark Arcanos). Shadows do not pay attention to arcanos restrictions; all arts are considered "common" for them. See note for conversion costs for Dark Arcanoi. Cost Conversions for Dark Arcanoi and regular Arcanoi Since it is possible for wraiths and shadows to cast dark arcanoi and for spectres to cast regular arcanoi there needs to be a conversion for all of this to work. Remember wraiths in catharsis have Being equal to their Permanent Angst divided by two (rounded up) and spectres in catharsis have willpower equal to their permanent composure divided by two (rounded up). The amounts in parenthesis are those listed in the rules. Wraiths Normally In Catharsis Arcanoi Lose PathosGain AngstLose Willpower Lose PathosLose AngstLose Being Dark Arcanoi Lose Pathos (equal to angst)Gain Angst (equal to composure +1)Lose Willpower (equal to being) Lose Pathos (equal to angst)Lose Angst (equal to composure)Lose Willpower (equal to being) Spectres Normally In Catharsis Arcanoi Lose Angst (equal to pathos)Gain Composure (equal to angst)Lose Being (equal to Willpower) Lose Angst (equal to pathos)Gain Composure (equal to angst)Lose Being (equal to willpower) Dark Arcanoi Lose AngstGain ComposureLose Being Lose AngstLose "Composure +1"Lose Willpower Note: The +1, in the case of wraiths and Spectre's in catharsis, penalty is for good guys playing with bad powers. Second note: Any time the cost is listed as one permanent willpower or one permanent being, a permanent angst or a permanent composure are not spent. Rather all of ones temporary angst or temporary composure are spent instead. Shadow Creation Summary Choose Archetype Record Angst Permanent = 1 Temporary = Permanent Choose two dark passions Spend Shadow Freebie points (5 +/- modifiers) Angst: 3 pts. per level, not higher than willpower Dark Passions: 3 pts. per passion, max of 4 Thorns: As per cost of thorn |