ust as the Psyche has Archetypes, the Shadow does as well. Shadow Archetypes, however are warped and distorted. These Archetypes, just like your Psyche’s Nature and Demeanor, define your wraith’s Shadow and help make that part easier to role-play. Your Shadow’s Archetype also suggests the sort of tactics and entreaties it will make of your Psyche, not to mention what it might do if it ever gets to take over.

Choose your Shadow's Archetype:

The Abuser: Hurt terribly once, this impatient and jealous Shadow exists to inflict his pain on others. He scrutinizes the failures of everyone around him, heaping scorn upon them whenever he can. This is done partially in order to bolster his self-image, but primarily to make everyone else hurt just as much as he does. The Abuser will often goad you to attempt the impossible, just to watch you fail so that he can dine upon the self-loathing failure engenders. Chaotic and crazed, the Abuser will lash out at any target other than his favorite one: himself.
When dominant, the Abuser will spew his vitriol in all directions. Any excuse will set him off, and if no excuse is provided, he will create one. Demands for obedience, absurd requests and systematic verbal or physical abuse are this Shadow’s hallmarks.

The Director: Quiet and organized, the Director will take you apart with clockwork precision. Icy in her hatred, she will strip your defenses away layer by layer, taking pleasure in the surgical nature of the torment she inflicts. There’s nothing personal in what the Director does; she’s just setting the record straight by removing any delusions you might have about goodness, sanity or any other worthwhile qualities you thought you had. When your grasp on reality starts to falter, the Director knows just how much pressure to apply in order to push you over.
When in control, the Director likes to lay long-range plans for the next time she is dominant, and to prepare nasty little revelations for you to discover and carefully timed intervals. She also enjoys picking apart your companion, making cutting observations that will poison any friendships you had made on the other side. The fact that the Director is usually quite accurate doesn’t help matters either.

The Freak: Everything that you were ever ashamed of wanting to do is what the Freak lives for. Gleefully preserve, the Freak is an expression of pure self-hatred. It revels in taking each of your imperfections and holding it up to the light, so that the rest of the world can ridicule it. Anything you’re ashamed of doing, the Freak will encourage you to do, and the more you resist the more insistent he’ll become. Once you give in, he’ll turn around and point out how perverted you are. Shame and abandon are the Freak’s favorite weapons, and he uses them as often as he can.
A Freak in control is a frightening thing. He’ll take your darkest desires and play them out for the rest of the world, leaving you to explain when his control fades. Of course, excavating others’ dirty little secrets is almost as much fun, as far as the Freak is concerned.

The Leech: Wearing on the will and nerves like sandpaper, the Leech gets its way through whining and cajoling, begging and throwing tantrums. It’s a black hole for attention and affection, and no matter how often you give into its demands, it’s never enough. Childish and selfish, the Leech can never be satisfied, and every time you give it what it wants, it’s that much harder to say no the next time.
When the Leech takes control, it attempts to work its wiles on others in order to extract whatever sustenance the offer. If permitted, it will drain everyone around it dry, then discard the hunks and set out to look for new victims. As far as the Leech is concerned, everything others have and more is just its rightful due.

The Martyr: Noble self-sacrifice has its place, but what the Martyr offers is a shallow mockery instead. By constantly demanding that you are to give of yourself because you can take pain better than anyone else can, the Martyr cheapens your faith and indulges your arrogance. Claiming your sacrifice will bring about a greater good, the Martyr will then take pleasure in demonstrating that your pain didn’t do anything at all, and that all of your suffering was pointless. Still, that won’t keep it from urging you to give up yourself for others every chance it gets.
When the Martyr takes control, it will attempt to maneuver you into situations where, no matter what, in order to escape you’ll have to give up something important. The Martyr also tries to arrange for witnesses whenever possible, so that its very public sacrifices can be used to shame others into similarly self-destructive acts.

The Monster: Brutally direct, the Monster is all about pain and greed. Whatever it wants, it will command you to take. Whatever it hates, it will command you to destroy. If you refuse, it will try to destroy you as well, for it cannot stand to be balked at in any way. There’s no compromise or subtlety in the Monster, and often it’s the most dignified and delicate wraiths that have a Monster lurking behind their eyes.
To see the Monster dominate is to see a foreshadowing of Spectrehood. It will lay waist to anything in its path, taking what it wants and destroying everything else out of sheer spite. Guttural and vulgar, the Monster rarely has anything to say that isn’t an obscenity.

The Parent: No one else can love you as much, or as well, as the Parent. No one else can take care of you as well, or make you as happy. The Parent even accepts all your little imperfections, which she’ll harp on endlessly in order to prove to you that she loves you despite your nearly infinite flaws. She’ll protect you from people who don’t have your best interests at heart, and only she can decide who those are (usually, it’s everyone else you know).
When in command, the Parent will seek to insulate you from any corrupting or dangerous influences (i.e. anyone and anything else). To accomplish this, it will do and say anything to alienate those who care about you, using the fact that they could be driven off as proof that they weren’t really your friend, anyway.

The Perfectionist: Nothing you do will ever be good enough of the Perfectionist. Any imperfections can serve as a launching point for a tirade; any flaw will be a magnet for withering sarcasm. By playing your inevitable errors, the Perfectionist inspires your self-hatred and saps your confidence in your own abilities. Then, once your confidence is shot, he’ll be more than happy to step in and show you how to make things right. If you had any sense at all, you’d turn things over to him permanently and make sure that everything got done properly the first time.
When in control, the Perfectionist will take every example to criticize whatever or whoever catches his eye. He’ll also take the opportunity to embroil you in impossible scenarios, anxiously awaiting your inevitable failures. Still, at least he doesn’t play favorites. When everyone around him is equally flawed, one target’s as good as the next.

The Pusher: The Pusher will always be glad to help you achieve the impossible. He wants you to think of him as a friend, a friend who you can always ask for help. Of course, the price for the Pusher’s help is always too high, and if you don’t pay, he’ll extract it with interest. Every so often when you’re counting on him, he’ll decide that you need to appreciate him more, and he’ll withhold that support you were counting on so desperately.
When the Pusher is in charge, he’ll do everything he can to put you in situations where you’ll need his help to escape. The quicker he can make you rack up a debt to him, the happier he is. The again, an unhappy Pusher can be unpleasant indeed…

The Rationalist: The Rationalist will give you all the right reasons for all the wrong decisions. Calmly leading you down the path to Oblivion, it offers rationales and explanations for why you should do what it says. It offers proofs for the wisdom of everything it tells you, making all of its suggestions seem so sensible.
When dominant, the Rationalist takes precise, well-ordered steps toward the Void. It will sabotage your long-range plans and set in motion ones that superficially look better; it will systematically make you enemies and alienate or eliminate your friends. There’s no sense in taking one’s time giving in to Oblivion, is there, when it’s assured of winning in the end? The Rationalist is just making the surrender more efficient.