PARTIAL POWERS SYSTEM, FULL TEXT VERSION, 
BY GIDEON WEINSTEIN

	Many thanks to Roger Zelazny, Erick Wujcik, Kenn Crook, Allan 
Shampine, Peter DeGlopper, Cort Odekirk, Frank T. Sronce, David P. 
Martin, Guy Thomas Rice, "Cor", and all the others who I have 
begged, borrowed, and stolen from producing this work.  And 
special thanks to Chris Bickford, my first Amber GM.

POWER [point cost, stat requirements]
¥	prerequisites outside this power [cost]
	[cost] skills
		[cost] indicates prerequisite skills

PATTERN [50, Amber Psyche, Amber Endurance]
¥	Blood of Amber [6]
[15] Imprint:  Walk one of the Elemental Patterns.  Activates the 
Blood of Amber, so now the Blood Curse of an Amberite can be 
invoked.  The rarest used, yet most feared, of all the powers of 
those of the Blood of Amber is their ability to deliver a Blood 
Curse.  Usually delivered when dying, the curse is an evoking of a 
character's personal relationship with the Pattern, a directing of 
their life energies towards some terrible goal. 
	In game terms a character is trading away ten points (or 
more) of "Stuff".  If, after the curse, the character's life 
continues, this means they will have lost as many Stuff points, 
and gained as many Bad Stuff points, as is needed to make up the 
ten points of the curse.  Of course, if the character actually 
dies, well…  Then it's not a problem that concerns the character 
anymore.  The character issuing the curse may use up to 10% of 
their points in the curse.  
	The subject of the curse, whether person, place, or thing, is 
then invested with the Bad Stuff, all of which will be directed 
toward fulfilling the curse.  It is also, theoretically, possible 
to perform a "Blessing", such as that bestowed by Oberon at the 
end of the Chronicles of Amber. 
	Once performed, there is NO KNOWN WAY of removing a Blood 
Curse.
	[5]  Shadowwalk:  In Shadow, if you stand unmoving, you are 
in the middle of a vast universe.  However, each step forward is 
an opportunity to visit another "next door" universe, another of 
the infinite number of possible variations on a world.  In Shadow, 
so long as an Amberite can move, walking, riding, sailing, 
swimming, flying, driving, or crawling, it is possible to move 
through Shadow.  This is done by changing minor things that lay in 
your path.  The character decides that over the next hill will be 
a patch of blue flowers, around the next corner is a jagged rock 
face, in the next village is a country fair.  Down that alley is a 
shop dealing in obscure weapons.  By such minor changes you move 
closer to what you seek in Shadow.  Shadow Walking is relatively 
easy since you are changing very subtle, very small details.  So, 
for example, in a ride through the woods of Shadow Earth, around 
the corner you might expect to see a greenjay instead of a 
bluejay.  That one detail is an easy change.  Since the changes 
are so minor Shadow Walking is fairly slow.  As long as someone 
can see you, they can follow you through Shadow.  A person of the 
Blood Of Amber can lead any amount of people through Shadow as 
long as there is a visual link, even if indirect (ie. The Amberite 
can be seen by Troop A, Troop A can be seen by Troop B, and so on) 
then all parties involved move through Shadow simultaneously.
	Skipping Forward In Time - The character goes to a place 
where time moves slowly.  While the character is spending a few 
minutes in the "slow time" Shadow, time is speeding hour by hour 
along in Amber.  So a character can leave, spend a few minutes out 
in Shadow, and return days, or weeks later.  It's even possible to 
find a Shadow that moves so slowly that it becomes almost like a 
stasis, and where the character can wait for years to pass in 
Amber.  
	Holding Back Time - The other handy trick of Shadow time is 
going out to a "fast time" Shadow, where hours pass relative to 
minutes ticking in Amber.  A character could go to Shadow Earth, 
sleep 10 hours and return to Amber where only 4 hours have gone 
by.  In faster Shadows it's possible to spend years in 
preparation, while only a day or so passes in Amber.
		[5] Hellride to Artifacts & Creatures/Royal Way:  
Hellriding is a harder and faster way to go than Shadowwalking.  
In Shadow Walking you changed one detail, a bluejay to a greenjay.  
In a Hellride you focus on a detail, and change the whole world 
around it.  Spot a bluejay and you decide to enter another Shadow 
completely different from Shadow Earth, but where bluejays still 
fly.  Hellriding is hard, but fast. 
	Another problem with Hellriding is that generally a certain 
level of speed must be maintained for the Hellride to progress.  
Since things change so quickly in a Hellride most technological 
means of travel (such as cars, planes, and boats) won't work at 
least some of the time, most Amberites tend to use a reliable 
mount, such as a well-trained horse.  Animals which are to 
experience Hellrides must be specially trained or they tend to 
panic and cause the rider difficulties he/she doesn't want during 
such a stressful and concentration-intensive procedure. 
	Hellriding can get you from near Amber to the Courts of Chaos 
in less than a week.  Generally three days of hellriding can get 
you to and from most places in Shadow.  Hellriding can also be 
used to find Creatures and Artifacts with point values.  For 
someone of Amber Psyche, each point takes one day to find; those 
with higher Psyches and more experience will need less time to 
find things.  
	Slower than Shadowwalking is travelling through Shadows where 
everything is to the character's liking.  For example, one can 
choose to walk through the worlds where there will always be 
welcoming faces and rosebuds strewn on the roadway. Or, if you 
choose to travel in a luxurious train, you can stick to those 
Shadows that contain rails.  This is usually known as Selective 
Shadow Walking or the Royal Way, and it is extremely slow but it's 
very comfortable.  Normal Shadow Walking from near Amber to the 
Courts of Chaos would take approximately six weeks, a year if 
Selective Shadow Walking is being used.
			[5] Shadows of Desire:   Hellriding and 
Shadowwalking involve movement with the idea of perceptual changes 
(usually a change in the visual aspect of the environment, but 
sometimes other senses).  The next step is learning to Hellride to 
intangibles, such as setting off in search of "the Shadow of your 
Desire".  This ability also allows for Hellriding to a specific 
person as long as a clear psychic impression of the subject is 
known and kept foremost in mind during the ride.
	[5]  Manipulate Probability:  Out in Shadow, if there is any 
reasonable chance at all of something happening, then a character 
with Pattern can make it happen.  The main limitations are time, 
since using Pattern takes a few moments of concentration, and 
probability.  A character can't make something unlikely happen, 
not without going into an adjacent Shadow. 
	The shadings of one Shadow to the next are vague.  That means 
that small changes can be made without travelling.  Short of 
money?  Imagine a loose floorboard, under which is hidden a 
treasure, look and it will be there.  Those with the imprint of 
Amber's Pattern are endlessly lucky.  What is possible can, with 
time and effort, be made probable, and what is probable can be 
made certain.  While this power is absolute, it always involves 
some movement, a shifting of the variety of Shadow for a 
particular shade.  Any Shadow manipulation is also slightly 
hazardous because of your involuntary movement in Shadow.  With 
enough time it's possible to shift just about anything in Shadow.  
However, there are two important limitations. 
	First, in order to shift Shadow you must move.  Subtle 
changes don't require much movement, but the more drastic the 
change, the more you must move around.  The problem here is that 
you can easily move right out of one Shadow and into its neighbor.  
Be wary that, while shifting, you don't start moving away from 
your objective. 
	Second, shifting Shadow is fairly slow.  Far slower than 
combat time.  If you wish to make use of some Shadow shifting it's 
best if it be prepared before a battle.  A minor change, such as 
the color of a coin, might take as much as a half a minute.  
Something useful, such as weakening a wall, or making a weapon 
brittle, could take a minute or more.
	[5]  Summon the Sign of the Pattern:  You have learned how to 
visualize the Pattern manifesting in front of you.  You have to 
concentrate hard for it not to flicker out of existence.  And you 
can't do anything useful with it until you learn how to either 
bring the image into your body or look through the image.
		[5]  Pattern Defense: (internalize Sign)  Picture the 
Pattern.  Concentrate on this image, and move it into your body.  
This takes a few moments at best, depending on your Psyche and how 
well you can concentrate, but it strengthens your mind, and lends 
strength to your existence.  The main use is defensive, so a 
character with Pattern Defense on is pretty much immune to the 
Logrus, and other Chaos generated forces.  
	Likewise, it's difficult or impossible to use invasive Magic 
on a character who has Pattern brought up like this.  On the other 
hand, keeping the Pattern internalized requires real 
concentration, so the character can't run or fight effectively.  
If the character's attention is broken, then the Pattern instantly 
flickers out.
		[5]  Pattern Sight: (through Sign)  While the Blood Of 
Amber of a Pattern Initiate is a substance that's very obvious to 
anyone with Pattern Sight, unactivated blood is only visible to 
those with more advanced abilites.  Just as someone with Pattern 
is obvious in Shadow, things connected with the Logrus seem to 
radiate a jarring aura.  Just a peek through the Sign of the 
Pattern will reveal any nearby Logrus Master, or any activated 
Logrus artifact. 
	The breaks and distortions in Shadow, caused by those who 
have the Power to move from one Shadow to another, can also be 
detected through the use of Pattern Sight.  The character looks 
for tiny disruptions in Shadow, attempting to find their source 
locations in the Shadow being studied, which other Shadows are 
involved, and what Power was used in the disruption.  How long 
this takes depends on how old the trail and how major the 
disruption.  If a single Hellrider passed through the Shadow just 
minutes before, the traces could be detected in just a minute or 
two. If the passage had taken place the day before, it might take 
an hour to find the traces.  However, if the disturbance was 
major, as is the case if a vast army was led through, then the 
traces will be obvious and easy to find even days later.
ADVANCED PATTERN [75]
[5] Imprint:  Mindwalk the Summoned Sign:  Now you have the 
concentration to be able to keep the Sign of the Pattern 
manifesting as you retrace your path upon it mentally.  This will 
take several minutes, but it empowers the Sign, thus allowing you 
to scry with your Pattern Sight and eventually learn the secrets 
of changing Shadow by direct manipulation of the Sign.  
Mindwalking the Sign is only slightly less difficult than walking 
the actual Pattern, but it can be accomplished much more quickly.  
You also now have the concentration to Manipulate Probability 
without moving, and the power to evoke the Pattern while still 
within Amber.
	[5] Scrying Lens:  Once the Pattern is summoned to your mind 
you can use it as a great lens to peer into Shadow.  Anyone, 
anything can be observed in this way.  And, having found them, you 
may reach through the Pattern to touch mind to mind. 
	Finding a particular item, or person, is, however, not as 
easy as it might sound.  Frankly, there's a lot of ground to 
cover.  Just scanning all of Castle Amber could take hours, 
especially if you include the myriad of dungeon tunnels.  On the 
other hand, if your Psyche is sharp, and if the object of your 
search is not disguised, then things can go much more quickly.  
Likewise, if Pattern is being disturbed, by a Hellride, or by any 
manipulation of Shadow, or even the drawing of a Trump, then the 
source of the disturbance should be easy to locate. 
	Searching out in Shadow is usually a lot easier.  If the 
character knew about Corwin's long-time residence on Shadow Earth, 
and knew how to locate the place, then a search of that entire 
Shadow would take just a couple of minutes.  Why so fast?  Because 
the character wouldn't have to do any kind of place by place 
searching.  Instead the entire Shadow would be observed, and any 
"real" things, stuff originating from Amber or Chaos, would show 
up in contrast to the rest of the Shadow. 
		[5] Teleport:  A character with this Power brings up the 
Pattern Lens and Scrys upon an area and then, through sheer force 
of will and Pattern Mastery, displaces themselves from their 
current location and into the area looked upon.  This requires a 
massive effort of Endurance and will tire even a highly ranked 
individual.  Any place in Shadow may be chosen by the character, 
though they must be able to scry upon it and places which are 
blocked/warded vs. Psyche or Pattern will be off-limits to the 
character via this ability.
		[5]  Shadow Pockets:  On a small scale, it is possible 
to create personal "Pocket Shadows" which can be used for various 
purposes.  A Shadow Pocket would then be an artificial Shadow, 
with just a sliver of Amber's image, brought into existence by a 
character's minute warping of the Sign of the Pattern brought to 
mind.  The power to do so is gained by mindwalking the Sign; to 
attempt such reality manipulation without that power would be so 
taxing as to be deadly to even medium ranked individuals.
	Shadow Pockets can be fixed to a particular location or can 
be moved around by their creator.  The environment inside the 
Shadow Pocket is also entirely up to it's creator.  One drawback 
to Shadow Pockets is their fragility.  As artificial constructs 
they are easily destroyed by others with the strong touch of 
either the Pattern or Logrus. 
	There are three main uses of Shadow Pockets; the Hidey Hole, 
the Portable Hole, and the Personal Retreat. 
	When used as a Hidey Hole, the character creates an immobile 
Shadow Pocket in some area, and then stores something there to 
prevent it's discovery.  While immobile, the Shadow Pocket is 
difficult to locate with the Pattern Lens or with Logrus, and 
impossible to detect by other means. It is also more stable, and 
can withstand all but direct confrontation with such Powers. 
	The second usage of the Shadow Pocket as a Portable Hole is 
similar to the Hidey Hole except it is mobile and travels with the 
character.  He/she need not concentrate on this movement, and the 
Pocket will travel with him/her even through Shadow.  It can be 
used to store things too large to conveniently carry, or to store 
things temporarily.  Since it is mobile, it is more noticeable to 
those with sensitivity to Pattern or Logrus, but can be more 
easily reinforced and protected since it's travelling with it's 
creator. 
	 The third common usage of the Shadow Pocket is the personal 
retreat.  Since the character can design and alter the Shadow 
Pocket at will, using the Pattern, it is a perfect area to quickly 
get away to as a personal sanctuary.  While being within such a 
construct isn't inherently dangerous, if the construct were 
attacked from outside and was destroyed, that which is contained 
within would suffer varying consequences.  Those things which are 
real, such as the Pocket's creator, would merely be thrust into an 
adjacent Shadow, or perhaps thrown several Shadows distant 
(depending on the Power which destroyed the Pocket), those things 
which are of Shadow would likely be destroyed, though highly 
magical items and creatures have a small chance of survival. 
			[5] Edit/Mold/Erase/Gate Shadow:  By bringing the 
Pattern to mind and walking it, you can use the power to change 
Shadow wholesale.  This Power allows you to open Shadow to others, 
putting the changes of the Hellride in the way of those who know 
nothing of it.  Those already Hellriding can be obstructed and/or 
sidetracked as long as you devote your attention to it.  Shift the 
Shadow that lies in their path, and you can make passage smooth or 
rough, as you see fit. 
	The image of the Pattern in your mind can also serve as a 
tool to manipulate whole Shadows and pathways between them. With 
this method you can alter structure of a Shadow or even erase it 
altogether.  Erasing Shadows is not something you would do lightly 
as it seems to have a detrimental effect on the overall 
arrangement of Pattern and Shadow. 
	Doing away with a Shadow, either on purpose, or by accident, 
will upset things in the larger system of Shadow.  Shadow Storms, 
shifting of Shadow barriers, and the displacement of established 
pathways through Shadow can all result from a Shadow being wiped 
out.  An even bigger problem is that elder Amberites and the Lords 
Of Chaos will likely notice this kind of large-scale interference 
in the order of things. 
	Time flow in a Shadow can be altered and with time more 
profound changes (such as the civilization) can be enacted.  The 
basic idea is that all Shadow exists as a reflection of Amber, 
diminished by the distortion of the distant Logrus.
	The last usage of the Sign is a Gateway.  By using the 
Pattern Lens to look through Shadow to another place, and then 
editing the Sign to bridge the gap between where the character is 
and the place viewed, temporary Gates through Shadow can be made.
EXALTED PATTERN [100]
¥	Have at least 10 points of Advanced abilities and walk the 
Primal Pattern
	[5] Double speed shadow manipulation, mindwalking, travel, 
etc.:  Speeds all uses of Pattern.   
		[variable] Further doublings are [5] points each.
	[5] Detect and Disguise Pattern Traces:   Those of the Blood 
of Amber can be identified even if their blood has not been 
activated by Pattern Imprint.  With study and comparison, the 
lineage of the person in question can sometimes be determined.  
Pattern Imprint can be disguised easily, and Blood of Amber can be 
hidden with difficulty.
	[5] Support multiple Scrying Lenses:  Can work and edit 
Shadow in all places observed, and even connect them by Shadow 
Gates.
	[5] Summon Primal Order:  Inflict a complete stasis on an 
area. 
	[5] Shadow Short Cut:  Walk through Shadow with the speed of 
a Hellride, but with the feel of standard movement.


PATTERN NOVICE [25, Amber Psyche, Amber Endurance]
¥	Blood of Amber [6]
[15] Imprint 
	[5]  Shadowwalk
	[5]  Manipulate Probability

FLAWED PATTERN [35, Chaos Psyche, Amber Endurance]
¥	Blood of Amber or Flawed Amber [6 or 3]
5 Bad Stuff when used, Price of the Pattern, etc.
[0] Imprint:  Walk one of the Flawed Patterns.  The lines are 
kinked, chipped or bent, but the pattern is intact, so it is 
walked normally as the Pattern is.  The Flawed reflection of Amber 
is 'beneath' Amber as Amber is 'beneath' Primal Reality, so it is 
not well known to the Amberites.  The imperfections of the Imprint 
manifest themselves as a specialized form of 5 Bad Stuff when the 
Flawed Pattern's powers are being used. The Flaw also exacts the 
Price of the Pattern in Initiates, which is an exaggeration of 
some bad habit or physical imperfection.  See Broken Pattern 
Imprint for more explanation, but make the ill effects milder.  
The Blood Curse of a Flawed Amberite acts just as a normal Blood 
Curse, except that the flaw makes it weaker and so it is 
equivalent to a Curse with 5 less Bad Stuff than points used.  
There are a dozen Shadows around the Flawed version of Amber in 
which conform to the Flawed Patterns so well that the Flaw does 
not manifest itself in those Shadows, but beyond that the Flaw 
begins to show.
(the rest as Pattern)
ADVANCED FLAWED PATTERN [60]
(as Advanced Pattern)
EXALTED FLAWED PATTERN [85]
(as Exalted Pattern)

UNUSABLE PATTERNS [25, Amber Psyche, theoretically]
10 Bad Stuff, theoretically.
	The flaw is large enough that is cuts through the line of the 
pattern, so it can not be walked as for a Flawed Pattern, but the 
break is not large enough to reach the edges so the spaces between 
can't be walked as for a Broken Pattern, either.

BROKEN PATTERN [15, Chaos Psyche]
[0] Imprint:  Walk between the lines of a Broken Pattern to the 
center, since the large flaw reaches from the center clear to the 
edge, so the initiate can reach the center by entering the break 
at the perimeter and walking between the lines..  Those that walk 
the gap within a Broken Pattern have an imperfect image of the 
Pattern imprinted on them.  Every time they use the power of the 
Broken Pattern, that Break in the Pattern is with them.  Treat the 
Break as a specialized form of Bad Stuff, 15 points worth which 
only applies when using Broken Pattern powers.  Finally, the Break 
in the Pattern will show up as a flaw in the initiates mind, 
personality, or body as well.  This flaw is called the Pattern's 
Price.  The Broken Pattern initiate will have one personality 
trait or mental aspect (usually an undesirable one) which is 
magnified several times, or some physical flaw which may never be 
healed or overcome (because the body will revert back to it's 
flawed state, in order to conform to the Broken Pattern).  
Whenever a Broken Pattern initiate fails in the use of a Broken 
Pattern power, the Pattern's Price will manifest itself more 
strongly for a time, as the Break in the Pattern gains strength 
within the initiate. 
	Broken Pattern adepts are able to utter a blood curse, just 
like those with the blood of Amber.  However, the Broken Pattern 
adepts curse is more draining than that of an Amberite, costing 
the Broken Pattern adept her life in all cases.  However, this 
curse is weaker than that of an Amberite, because no matter what 
the curse, the Break in the Pattern manifests itself in the curse 
as well, providing some way for the target of the curse to break 
the curse.  There will always be some action which the target of 
the curse can perform to break the curse. How the target of the 
curse can find out what action is required is up to the GM, who 
probably will have a pretty good idea for a quest before the curse 
is even uttered.
	[3] Shadowwalk:  When Broken Pattern adepts Shadowwalk, the 
Break follows them wherever they go.  Initiates of the Broken 
Pattern are not as good at travelling through Shadow as real 
Pattern adepts, and cannot make even small changes without moving 
a significant distance.  It takes an initiate of the Broken 
Pattern roughly twice as much movement to elicit the same amount 
of changes as someone with Pattern Imprint.  In addition, Shadow 
walking is much more dangerous for initiates of the Broken 
Pattern, as the Break in the Pattern manifests as a physical 
chasm, much like the Abyss, which exists around them wherever they 
travel.  The Break moves around as they travel through Shadows, 
and though they can see the Break, they never know where around 
them the Break in the Pattern will be.  Without warning, the Break 
can show up directly in front of the Broken Pattern initiate, and 
if the initiate steps into the Break, she will be destroyed 
forever - the final death. Thus, initiates of the Broken Pattern 
usually travel much slower among Shadows than those with Pattern 
Imprint.
		[3] Hellride to Artifacts & Creatures:  Broken Pattern 
initiates tend to hit the worst of hellriding routes, and they may 
have to go far out of their way to avoid falling into the Break as 
it accompanies them.  The Break in the Pattern also prevents 
initiates of the Broken Pattern from ever being able to find the 
exact Shadow they want unless they have been to the Shadow before, 
or they follow someone to the Shadow. They can seek whatever 
Shadow they desire, but the Break will manifest itself as an 
imperfection in the Shadow they finally arrive in, where the 
Shadow does not live up to their desires in some way.  All 
Hellriding to intangibles is affected this way, so seeking someone 
in Shadow also doesn't work, instead leading to some flawed shadow 
of the subject.
	[3] Summon the Sign of the Broken Pattern:  As Pattern.  The 
Break will manifest itself as 15 points of Bad Stuff whenever the 
Broken Pattern Adept attempts action with the Broken Pattern Sign 
activated.
		[3]  Broken Pattern Defense: (internalize Sign) This 
works much like Pattern Defense for someone with Pattern Imprint, 
except that the Pattern has a Break in it, making the initiate 
vulnerable to those who can sense the Break.  Anyone who studies 
the initiate with Logrus Sight or Pattern Lens can see the Break, 
and attack through the Broken Pattern Defense with no resistance.  
		[3]  Broken Pattern Sight:  (through Sign) The Break in 
the Pattern manifests itself in a blind spot in the adepts Sight.  
Certain things will simply not be visible to the Broken Pattern 
adept through the Broken Pattern.  There is usually no rhyme or 
reason to what is left out, but the blind spot will sometimes 
manifest to miss things which the adept subconsciously does not 
wish to see (such as things which would be frightening or which 
would conflict with the adepts beliefs).  Even worse, Broken 
Pattern Sight will occasionally show things which are not true, 
such as showing a card to be a Trump, when it is really just a 
regular playing card.  The Broken Pattern also usually takes 
longer to employ than the true Pattern, as the adept has to look 
at things for a few moments before the lens comes fully into 
focus.
ADVANCED  BROKEN PATTERN [30]
[3] Imprint:  Mindwalk the Summoned Sign:  It is possible for the 
Broken Pattern adept to make a mistake, 'stepping' off the Break 
in the Summoned Sign.  This usually only happens when the adept is 
fatigued or distracted, but when it happens, the adept is knocked 
out, and the image of the Broken Pattern falls from the adept's 
mind.  After any walk of a Broken Pattern, the imprint of the 
Broken Pattern will be very strong, and the Pattern's Price will 
manifest very strongly in the initiate.  A succesful mindwalk will 
empower the adept to scry and teleport as a Pattern Initiate, and 
it additionally allows the adept to call forth Logrus-like 
tendrils from the Sign of the Broken Pattern.  It also allows the 
adept to affect probability as a Pattern Initiate, but the Break 
(Bad Stuff) will always manifest itself somehow.
	[3] Scrying Lens:  As Pattern.  The same defects occur as 
with Broken Pattern Sight.
		[3] Teleport:  This is much more dangerous for a Broken 
Pattern adept than for a real Pattern Initiate.  The Broken 
Pattern adept has a chance of transporting directly into the Break 
in her imprint of the Pattern, resulting in the final death.  In 
addition, this transportation leaves the Broken Pattern initiate 
very drained and vulnerable.
	[3] Broken Pattern Tendrils:  As Shadow Knight Rulebook
	[3] Manipulate Probability:  Works as the Pattern Power, 
except that the adept must have Mindwalked the Summoned Sign 
before they can affect probability.  The Break will manifest 
itself in the effect, frustrating the true intent or full effect 
desired by the Broken Pattern Initiate.
EXALTED BROKEN PATTERN [45]
[3] Dodge the Break:  Through practice and familiarity with the 
Break in their Imprint, the adept has learned a bit about how and 
where it manifests.  Shadow travel can now be done at near-normal 
speeds, and the danger of Hellrides is greatly reduced.  The 
blurriness and inaccuracy of Sight and Scrying is mostly cleared 
up.
	[variable] Mend the Break:  The adept has even more control 
over the Break, and is learning how to compensate for it.  The 
cost is [2] points for every point of Bad Stuff manifested by the 
Break the adept is able to avoid.  The Break can never be 
completely avoided (minimum 1 Bad stuff), and this power does not 
do anything to lessen the Price of the Pattern for the adept in 
any way.
[3] Support multiple Scrying Lenses:  As Pattern
[3] Manipulate Probability without the Sign:  This emulates the 
normal Pattern Initiate's ability.  The Broken Pattern adept can 
affect probablility by force of will alone, and no longer needs 
the power of the mindwalked Sign to do so.
	[3] Shadow Pockets:  Very risky business, because the 
manifested Bad Stuff will remain in existence within and near the 
Shadow Pocket as long as it exists.
		[3] Edit/Mold/Erase/Gate Shadow:  As Pattern, with the 
Break adversly affecting the outcome of the characters desires.  
The adept can also Manifest the Break, forcing their imprint of 
the Broken Pattern upon a Shadow.  This has the effect of 
introducing the adepts Break in the Pattern into the Shadow in 
some form.  The Broken Pattern adept can never choose how the 
Break manifests itself; she can only force the Break to manifest, 
causing the Shadow to manifest some flaw.  The Shadow will not 
take on the flaw immediately, but will change to conform over the 
course of one week Amber time (so if the time stream is different, 
the break will take more or less time than a week to manifest).  
	This Breaking of a Shadow is tenuous, though, and anyone with 
Advanced  Pattern Imprint will notice the flaw as soon as the 
Shadow is entered or viewed with the Pattern Lens, and may change 
the Shadow back to normal.  Any influence of Pattern on the Shadow 
for 24 hours or more (such as the presence of someone with Pattern 
Imprint) will cause the Shadow to revert to normal, though the 
change may take some time, as the original warping did.  
	If a Broken Pattern Adept makes a mistake while imposing the 
break, the Shadow will be permanently damaged, but so will the 
adept. The Shadow will have a hole ripped in it, which can only be 
mended by someone with Advanced Pattern Imprint, and the  Broken 
Pattern adept will be physically wounded and the Pattern's Price 
will permanently grow stronger.  The adept can choose to cause 
this permanent rift if desired, and suffer the consequences.   

LOGRUS [45, Chaos Psyche, Chaos Endurance]
¥	Blood of Chaos [4]
¥	Shape Shift [35+]
[15] Imprint:  Traverse the Logrus and recover from the induced 
madness
	[0] Summon the Sign of the Logrus:  Those knowledgeable about 
the Logrus and its inner workings are able to Summon the Sign of 
the  Logrus, which is a shifting, angular, glowing construct 
invisible to the naked eye. 
		[5] Logrus Sight:  (through Sign)  The Summoned Sign of 
the Logrus can be used as a improved sensory organ which one looks 
through.  It provides "sight" in a great many more spectrums than 
are normally available and can be "fine-tuned" by it's user to 
meet the demands of the situation.  The user can see Magic, 
Pattern, Logrus, Trump, as well as things which are hidden.  
He/she can use it to analyze any of the above things to gain 
greater information regarding them.  Things can also be seen to be 
either of Shadow, of Amber, or of the Courts of Chaos.
		[5] Summon and Control the Tendrils of the Logrus:  This 
Power allows one who has brought the Summoned Sign to mind to 
manifest Tendrils from the Logrus.  To use these Tendrils the 
character must then "put his/her arms into the Arms Of The Logrus" 
which takes a minute or so.  The Logrus Master may shape its force 
into useful shapes, extensions far more powerful, and more 
flexible than normal Shadow matter.  These extensions of the 
Logrus operate with a Strength that is equivalent to the Psyche of 
the Logrus Master who wields them.  Combined with Logrus Sight, 
touching of the subject by Logrus tendrils will reveal whether or 
not a character is Shape Shifted, if they are charged with Ambient 
Magic (ie. Power Words), and the general level of the subject's 
Psyche, health, and mental state.  The tendrils of the Logrus can 
also be used to "link" into the delicate web-work of magical 
spells and deactivate them, or it can be used to send a raw-power 
feedback along a mental or magical contact.  Touching things of 
Magic with a Logrus tendril usually will tell what type of spell 
it is, and the exact spell if it is a common one or one known by 
the character.  Logrus tendrils can "pry" open inactive Gates, 
insinuate themselves into a magical "sending" and backtrack it to 
its origin, or spells can be cast out along the tendrils and sent 
into Shadow.
			[10] Tendril Conjuration:  He/she can use Tendrils 
to reach through Shadow, or to reach things at a distance on the 
current Shadow.  When reaching through Shadow, the Logrus tendrils 
can be made to seek anything desired, locate it, grab it and draw 
it back to the Logrus Master.  Searching in Shadow or Chaos for 
something with the Logrus has advantages and disadvantages.  The 
advantage to using Logrus is that you can find generic objects 
fast.  Grabbing any defined object, sword, a plate of food, a 
lantern, anything defined in a general sense comes quickly as the 
Logrus finds the nearest occurrence in Shadow and snaps to it. 
	Unfortunately, the more specific you get, and the further out 
in Shadow you are, the longer it takes the Logrus to locate 
something.  If you are in a Medieval-type Shadow, trying to use a 
Logrus Summoning to get a specific piece of high-tech equipment 
will take a LONG while.  The game mechanic effect is that if the 
player wishes to define the object in terms of points, it takes a 
long time (up to a day per point for items that are not anywhere 
near in Shadow), and the Quantity Multiplier is limited to Named 
and Numbered.  If the player will define the object in general 
terms it takes much less time, but the GM will have full control 
over the results…  
			[5] Shadow Travel:  He/she can use Tendrils to 
reach through Shadow, or to reach things at a distance on the 
current Shadow.  When reaching through Shadow, the Logrus tendrils 
can be made to seek and grab a suitable anchor, and draw him/her 
to the object.  This way is usually the manner in which a Logrus 
Master traverses Shadow.  This is actually easier than Tendril 
Conjuration, because when the undiscerning Logrus Master starts 
pulling objects through Shadow, they can often be the type of 
Shadow object that dissolves when moved across Shadow.
			[5] Logrus Defense:  The Tendrils of the Logrus can 
also be used for defensive purposes.  With the Sign summoned to 
mind you can fill your body with the force of Logrus Tendrils, 
making it resistant to the effects of Pattern, Magic, Psyche, or 
other forces, but providing no physical protection.  Alternately, 
the Logrus Tendrils can be made into a shield of Power, blocking 
in any one direction, which is effective against physical, energy 
and most Magical attacks, but doesn't provide protection against 
Pattern, Logrus, Trump or Psyche.  You cannot use both techniques 
at the same time.
ADVANCED LOGRUS [70]
	[5] Shadowmastery:  Characters with this Power can use the 
Summoned Sign to spot weak areas in the Shadows of Amber and the 
Courts and by using the Logrus Tendrils they are able to create 
"Shadow Veils" or areas which may be stepped through to the next 
Shadow without further manipulation.  This is especially useful in 
the Courts where areas change so drastically from one Shadow to 
the next. 
	Most of the areas of the Courts are strewn with Shadow Veils 
linking the entirety of the Courts together.  This Power also 
enables the character to recognize existing Veils without prior 
knowledge of their existence, and includes all powers associated 
with Shadowmastery as described by Merlin in the novels.
		[5] Mold Shadow:  Using the Logrus, and the Chaos 
resident in any Shadow, it is possible to manipulate the structure 
of that Shadow, altering it to fit your wishes.  In this way, for 
example, the physical laws of the Shadow, or the form of its 
inhabitants, or any simple detail, will be changed.  It takes 
about as long as it takes Pattern initiates to Shift Shadow.  
Eventually, if not tended, the Shadow will drift back to its 
original form.  The closer to Primal Chaos, the easier a Shadow is 
to manipulate, and Shadows near Amber are nearly impossible to 
change.
	Unlike Amberites, who simply Shadow Walk or Hellride to their 
perfect Shadow retreat, those of the Courts of Chaos will find a 
Shadow, and then manipulate it to perfection.  Since Shadows 
modified with Shadow Molding have a tendency to lose their form 
and start continually changing, which is the normal way of Chaos 
Shadows, most Logrus Masters settle on a particular domain as 
home, called a Way (This naming can take one of two forms, either 
the character's first name is included, ie. Mandorways, or, more 
commonly, the family name, such as the Ways Of Sawall).  It is 
then shaped and maintained with a combination of Logrus, Magic, 
and powerful Chaos creature servants.  While the personal realms 
of Shadow will, with precautions in place, survive a long absence, 
very few Chaos Lords ever maintain more than one personal realm at 
a time.
	[5] Logrus Tendril Servants:  It is possible to separate a 
tendril of the Logrus, give it a simple instruction, and leave it, 
unattended, to perform its duty.  
	Logrus servants have Strength and Psyche each equal to Chaos 
Rank, and a Human Level Warfare.  In place of Endurance they have 
tireless Stamina, but can only heal or regenerate in a place where 
Logrus is strong.  They have no "minds" as such, and will simply 
dissolve if attacked by a superior Psyche.  The number of Logrus 
servants on "duty" at any given time depends on the Psyche of 
their creator. 
	[5] Summon and Bind Creatures of Chaos:  (1hr/pt)  As 
detailed in the Shadow Knight rulebook.  This is the only way 
Demons can be conjured.
	[5] Summon Primal Chaos:  This is the final lesson of the 
Logrus Master ONLY taught to those formally in the Shadow Master's 
guild and only with their permission.  Primal Chaos, a force in 
direct connection with the untamed Chaos at the remote center of 
the Courts, will bring total destruction to whatever Shadow it 
occupies.  Once summoned it must be dispelled quickly, or it will 
run amuck, eventually absorbing the entire Shadow back into 
nothingness.  
	 When it is summoned, the tendrils of the Logrus are used to 
keep it in check and contain its area to a small, controllable 
force.  While in this condition it can be moved with the Arms Of 
The Logrus to selected areas, utterly destroying everything of 
Shadow substance it contacts.  This is EXTREMELY taxing on the 
character's Endurance AND Psyche.  Only characters with Amber Rank 
or better in both can hope to contain the Chaos, once summoned, 
and even if more highly Ranked this control can only be maintained 
for a few minutes. After this time, the Logrus Master must either 
attempt to dispel it (using the Logrus tendrils to snuff it out) 
or release it.  Once released, unless halted by some force 
(perhaps some disciplines of the Pattern), Primal Chaos will 
destroy the entire Shadow where it was summoned.
EXALTED LOGRUS [95]
	[5] Create Black Threads:  This Power enables the character 
to "burn" areas of weakness in Shadow to allow for easier 
travelling.  To do this takes a HUGE effort and is usually done by 
groups, such as the Shadow Masters' Guild, when they need one of 
their kind to travel quickly through the Shadows of Amber.  They 
would then extend the Logrus together, meshing it's Tendrils 
together to form a great construct of Power.  This is then thrust 
outward, channelling Chaos and Magical Shadow Manipulation along 
it's length.  The effect is to produce a magical "Express Railway" 
which Demons, Chaos Lords, and other creatures of Chaos can travel 
on very rapidly.  The speed of this travel is actually faster than 
hellriding, and a being travelling along a Black Thread could 
reach anywhere in Shadow (from Chaos) in less than a day!  A 
single character can produce these Threads but they are far more 
limited in range and require huge expenditures of Endurance.  
	Once created, they will remain for 1 day per point of Psyche 
of the creator.  For group created Threads such a construct will 
remain viable for 1 day per point of the highest Psyche in the 
group plus one-half day per point of Psyche in the rest of the 
group.  The nearer to Amber the more this duration is reduced.  A 
Thread, once created, is vulnerable to the effects of Pattern and 
can become 'broken' by someone bringing the Pattern to mind and 
influencing it.  It can also be cancelled from its point of origin 
by those who created it OR someone wielding Pattern in this 
vicinity.  
	Examples of this include the Black Road (which was one hell, 
er, Chaos of a Thread!), and the one created in the Courts for the 
demon Gryll to ride upon when he came and got Merlin for 
Swayvill's funeral.  Note that travel along this pathway is 
relatively safe and can take the form of walking or flying (though 
flying is far quicker).
	[5] Logrus Scry:  The Logrus Master can actually use Logrus 
Sight through the tips of her Logrus Tendrils.  This makes 
searching through Shadow much more reliable, since the Master can 
decide if the item that is latched onto is really what she wanted 
without having to drag it all the way back to herself.  She can 
also engage in combat with the Tendrils at the other end in an 
effective manner, even being able to form the Logrus Shield around 
distant objects, for example.  Logrus Scrying is mostly chaotic, 
as it has to follow the natural swirlings of the Tendrils, at 
least until they latch onto something they were sent to find.  
Then slower continuous extension can be done from that anchor 
point out in Shadow.  
	[5] Control Primal Chaos:  The Logrus Master is able to exert 
fine control over small bits of summoned Primal Chaos.  It can be 
incorporated into Shape Shifting (Fists of Anihilation), Items 
(Sphere of Anihilation), Conjurations, Spells, etc.
	[5] Pit Diving/Abyss Exploration:  The Logrus Master can 
anchor themselves to the Courts of Chaos/Rim of Chaos/Lip of the 
Abyss/etc. with one Tendril and cast themselves into the Pit 
and/or the Abyss while surrounded by a specialized Logrus Shield 
that keeps them from dissolving/ disintegrating/ burning/ etc.  
Pit Divers hope to find objects suitable for refinment or newly 
created Demons to bind, for the Source in the Pit is forever 
chaotically spewing out lumps of matter.  Abyss Explorers search 
the darkness for its nebulous primordial forces and beings.  The 
Abyss in entropic and leveling while the Source is creative and 
chaotic.
	[5]????:  Make it up!  You're the GM  ;-)

LOGRUS NOVICE [25, Chaos Psyche, Chaos Endurance]
¥	Blood of Chaos [4]
¥	Shape Shift [35+]
[15] Imprint
	[5] Summon and Control Tendrils
		[5] Shadow Travel

RIM LOGRUS [30, Amber Psyche, Chaos Endurance]
¥	Blood of Chaos [4]
¥	(Minor) Shape Shift [15+]
[0] Imprint:  Find and traverse the flawed reflection of the 
Logrus.  The Logrus's flaw is manifested as a small, stable, 
unchanging section of its otherwise flowing web.  The stable part 
moves around randomly, and it is impossible to predict what part 
is going to freeze into stability at any given time.  The Rim 
Logrus is called such because it wanders the Rim of Chaos, where 
the Houses of Chaos are.  In fact, the dozen or so places (Rim 
Shadows) where it manifests are hotly contested for by the Great 
Houses of Chaos for the power they can tap from it.  It does shift 
into a different Rim Shadow every dozen weeks or so, thus tipping 
the balance only briefly.  The fixed section's exact location is 
random when the Logrus is invoked, and its effects are 
idiosyncratic upon the power used, but they can be fairly grim.  
The fixed section should be treated as a specialized form of Bad 
Stuff, which applies only when the Fixed Logrus is being used.  
The Rim Logrus fixed section causes 5 Bad Stuff.  
	The specific ways this Bad Stuff will manifest are laid out 
in the individual powers.  For those without shapeshifting there 
is an even more deadly possibility:  only part of the body may be 
frozen, such as the heart.  Shapeshifters will compensate 
automatically, but a nonshapeshifter risks death every time they 
invoke the Fixed Logrus. 
	After walking a fixed Logrus, the temporary madness inflicted 
is identical to that of the full Logrus.  Unfortunately, the 
stability of certain sections of the Logrus means that some degree 
of this madness becomes permanent.  The larger the fixed section, 
the more of the madness becomes permanent, so the effect is rather 
small for the Rim Logrus.  The exact form of the madness is 
idiosyncratic.  It may present itself as a permanent debility, or 
as an occasionally occurring but very serious mental aberration.  
	[0] Summon the Sign of the Logrus:  The following are 
possible manifestations that may occur at any time a Fixed Logrus 
is up:  1) the madness, 2) the stable spot moves inside the Fixed 
Logrus Master --  the result being that the Logrus Master is 
frozen, unable to do anything, until the stable spot moves again.  
In fact, the Logrus Master will be unaware that anything has 
occurred (except that their position may seem to jump).
		[5] Logrus Sight:  (through Sign)  The Logrus lens 
formed by a Fixed Logrus has a flaw in it -- a section with the 
magical scrying power of plain glass.  It is never misleading, but 
it is utterly uninformative, and it is impossible to tell where 
this section is.  Thus when examining an object, if the flawed 
section is in the way, the object will appear completely mundane.  
This is a dead giveaway in some cases that the flawed section is 
in the way, of course.  Using tendrils to determine psychic levels 
can be hazardous if a tendril freezes into position, opening an 
unwanted contact.
		[5] Summon and Control the Tendrils of the Logrus:  
Works as per the normal Logrus, but sections of the Logrus 
extensions will freeze in position.  This leaves the hazard of 
leaving a limb stuck out thirty feet in front of you, waiting for 
someone to touch it and begin psychic combat.  Also, if limbs 
around the Logrus Master freeze up, the Logrus Master's mobility 
may be seriously hampered.  In fact, depending on exactly how 
large the freeze is, an opponent might be able to move the Logrus 
Master around by levering them with frozen tendrils. 
			[10] Tendril Conjuration:  The process will take 
longer, and the object, if found, may be stranded temporarily in 
various locales along the way.  A second hazard of this is that it 
might leave a frozen Logrus tendril hanging attached to the 
object.  Anyone who wished could use that tendril to establish a 
psychic contact with the Logrus Master, and the Logrus Master 
couldn't do anything about it except shut down use of the Logrus 
entirely! 
	They could theoretically send other tendrils out, but it 
would be a time consuming process, and the frozen tendril is an 
easily accessible pipeline into the Logrus Master's mind.
			[5] Shadow Travel:  Works in a fashion similar to 
that of Logrus, but the possibility always exists that the arms 
being used may freeze up.  This means two things.  The first is 
that travel always takes longer.  The second is that the freeze 
may strand the Logrus Master temporarily.  This could be very 
awkward under certain circumstances.  If the Logrus Master is 
pulling him or herself through shadow, having the arms freeze in 
place will temporarily lock the Logrus Master into whatever shadow 
they happen to be in. 
	They could, of course, switch to different arms, but then 
they must find another object to pull towards, and begin the 
process all over again.
			[5] Logrus Defense:  Filling oneself with the 
Logrus will generally work normally, with the proviso that the 
Fixed Logrus is not as powerful as the normal Logrus, but there 
will always be a weak spot in the defense corresponding to the 
fixed section.  Anyone who studies the defense with some version 
of magical sight will be able to detect this as a transparent 
section.  Even worse, if the fixed section spreads the Logrus 
Master may be temporarily frozen into place, completely 
defenseless (the fixed section may also manifest as a small frozen 
spot, like the heart, or liver, or kidney…).
 	Using the Logrus as a shield is a mixed blessing.  On the 
physical level the frozen part is still resistant to attack, 
albeit immobile, preventing rapid changes in direction.  Magical 
attacks, however, will pass through the frozen section as though 
it were not there.  A frozen section may also be used as a direct 
conduit into the Logrus Master's mind.
ADVANCED RIM LOGRUS [55]
¥	In addition to the possible madness, certain ideas may become 
temporarily fixed, or attitudes, or emotions.  The result is 
general emotional instability.
	[5] Shadowmastery:  The Veils are flawed by an impassable 
portion corresponding to the fixed section's size that moves about 
randomly.  The rip has to be ducked around in order to step 
through the Veil.
		[5] Mold Shadow:  The tendency to drift back towards 
original forms is still present, however, and in addition the 
Fixed Logrus Master will be unable to manipulate the totality of 
the shadow.  The fixed section of the Logrus will manifest as 
aspects of the shadow that are resistant to change.  Those aspects 
are NOT fixed over time, however.  Thus, given unlimited time, a 
Fixed Logrus Master could theoretically manipulate a shadow to 
perfection.  However, the backsliding would work to counteract 
this, and the backsliding portions might or might not be covered 
by the fixed section at any given time. 
	The closer to Primal Chaos, the easier a shadow is to 
manipulate, with the proviso that for a Fixed Logrus Master, 
getting near to the Black Zone shadows actually become harder to 
manipulate, as the fixed section begins interfering with the 
nature of the area.  Shadows close to Amber remain as difficult as 
for regular Logrus (Fixed Logrus is slightly more compatible with 
pattern, but it's also inherently less powerful, so the two cancel 
out). 
	Starting with a primal plane is much more difficult for a 
Fixed Logrus Master, since the Fixed Logrus has less power than 
the full Logrus.  On the positive side, however, it's less likely 
to backslide.
	[5] Logrus Tendril Servants:  Logrus servants will also have 
a tendency to freeze up at unpredictable intervals.  In addition, 
Fixed Logrus servants have Strength, Psyche and Warfare each 
ranked lower by as many points of Bad Stuff the flaw is worth.
	[5] Summon and Bind Creatures of Chaos:  When binding and 
controlling a creature, there will always be the possibility that 
the sections of the Logrus being used will freeze up. The result 
could be having the creature present, free and unbound, and 
possibly very annoyed.
	[5] Summon Primal Chaos:  Can be done normally.  Controlling 
it is another matter.  Primal Chaos will pour through a fixed 
section of Logrus as though it were not there.  That means that if 
the Fixed Logrus Master summons Primal Chaos, they always run the 
chance of it running out of control.  And Primal Chaos will 
destroy a Logrus Master just as readily as anyone else. 
EXALTED RIM LOGRUS [95]
	[5] Create Black Threads:  The pathway will be bent, chipped, 
kinked, and likely to break up and get bumpy in sections.  It will 
last a bit longer than true Logrus-created Black Threads, but will 
be of lower quality and slow travel down.
	[5] Logrus Scry:  The Fixed Logrus Master has to deal with 
the cumulative errors that the Fixed portion causes:  frozen 
reaching Tendrils, portions of ineffective sight, flawed Shields, 
etc.
	[5] Control Primal Chaos:  The Fixed Logrus Master has 
learned the trick of juggling the flaw around by repeatedly 
grabbing and releasing the Chaos with their Tendrils, so their 
ordinary control over Chaos is now as good as a regular Logrus 
Master's.  This trick becomes less and less effective as the 
Primal Chaos chunk is restricted more or shrunk, so the Fixed 
Logrus Master again risks the chance of it breaking the hold of 
fine control and spreading into a larger, less specific but more 
controllable form.
	[5] Pit Diving/Abyss Exploration:  The frozen section of the 
shield is still useful for protection, but it is brittle.  If an 
unlucky Diver/Explorer is buffetted by excessive forces, the flaw 
will shatter, letting the forces of Pit or Abyss in to 
crush/burn/snuff out/etc. the Fixed Logrus Master.
	[5]????:  

BLACK ZONE LOGRUS [based on 25, cost varies according to 
prerequisites]
Type 1:  [15 and -10 bodily warping,  Chaos Psyche, Amber 
Endurance]
¥	Blood of Chaos [4]
Type 2:  [25, Chaos Psyche, Chaos Endurance]
¥	Blood of Chaos [4]
¥	(Minor) Shape Shift [15+]
Type 3:  [50, Chaos Psyche, Amber Endurance]  (i.e. one-half 
mortality rate)
¥	Shape Shift [35+]
Type 1 Imprint  [lose 10 points total of Str, End, War during 
Imprint]
Type 2 Imprint  [0] 
Type 3 Imprint  [25] 
	Find and traverse the Logrus reflection that wanders the 
Black Zone near Chaos.  The Black Zone Logrus can be traversed and 
survived by Shadow beings who make it through on the strenght of 
Shape Shifting, but there is still a one-half mortality rate among 
such creatures.  There is a much less violent response to those of 
the Blood of Chaos, so they can survive with the help of Minor 
Shape Shifting.  If a person with Blood of Chaos cannot Shape 
Shift, the stress of the traversal temporarily evokes that power, 
but the experience permanently warps and damages that person. The 
Black Zone Logrus has a substantial fixed section, and stays in 
one place for quite a while (a few years) before randomly passing 
on to another shadow of the Zone.  It manifests 10 Bad Stuff.  
Refer to Rim Logrus, and increase the ill effects of the Fixed 
portion of the Logrus.  
	[0] Summon the Sign of the Logrus
		[4] Logrus Sight (through Sign)
		[4] Summon and Control the Tendrils of the Logrus
			[9] Conjuration (as the Power, fifth speed, small 
defect)
			[4] Shadow Travel
			[4] Logrus Defense (tendril shield)
ADVANCED BLACK ZONE LOGRUS [+20 (45)]
	[4] Shadowmastery
		[4] Mold Shadow
	[4] Logrus Tendril Servants
	[4] Summon and Bind Creatures of Chaos (1hr/pt)
	[4] Summon Primal Chaos
EXALTED BLACK ZONE LOGRUS [+20 (65)]
	[4] Create Black Threads
	[4] Logrus Scry/Spy with Sighted Tendrils
	[4] Control Primal Chaos
	[4] Pit Diving/Abyss Exploration
	[4]????

FIXED LOGRUS [based on 20, cost varies according to prerequisites]
Type 1:  [0 and -20 bodily warping, Chaos Psyche, Chaos Endurance]
¥	Blood of Chaos [4]
Type 2:   [20, Chaos Psyche]
¥	Blood of Chaos [4]
¥	(Minor) Shape Shift [15+]
Type 3:  [30, Chaos Psyche]
¥	Shape Shift [35+] 
Type 4:  [40, Chaos Psyche]
¥	Minor Shape Shift [15+]
15 Bad Stuff when used, etc
Type 1 Imprint  [lose 15 total points of Str, End, War during 
Imprint]
Type 2 Imprint  [0]
Type 3 Imprint  [10]
Type 4 Imprint  [20]
	Traverse the Fixed Logrus, which is far out in Shadow about 
halfway to Ygg.   It is largely nonmoving, and feels very like the 
Pattern in the frozen sections.  The Fixed Logrus can be traversed 
and survived by Shadow beings who make it through on the strenght 
of Shape Shifting, but there is still a one-third death rate among 
such creatures, increasing to one-half for those that have only 
Minor Shape Shifting.  There is a much less violent response to 
those of the Blood of Chaos, so they automatically survive with 
the help of Minor Shape Shifting.  If a person with Blood of Chaos 
cannot Shape Shift, the stress of the traversal temporarily evokes 
that power, but the experience permanently warps and damages that 
person. The Fixed Logrus moves only very rarely, hopping to 
another shadow every several centuries or so.  It manifests 15 Bad 
Stuff.  Refer to Rim Logrus, and increase the ill effects of the 
Fixed portion of the Logrus.
	[0] Summon the Sign of the Logrus
		[3] Logrus Sight (through Sign)
		[3] Summon and Control the Tendrils of the Logrus
			[8] Conjuration (as the Power, sixth speed, medium 
defect)
			[3] Shadow Travel
			[3] Logrus Defense (tendril shield)
ADVANCED FIXED LOGRUS [+15 (35)]
	[3] Shadowmastery
		[3] Mold Shadow
	[3] Logrus Tendril Servants
	[3] Summon and Bind Creatures of Chaos (1hr/pt)
	[3] Summon Primal Chaos
EXALTED FIXED LOGRUS [+ 15 (50)]
	[3] Create Black Threads
	[3] Logrus Scry/Spy with Sighted Tendrils
	[3] Control Primal Chaos
	[3] Pit Diving/Abyss Exploration
	[3]????

BASIC FORMS SHAPE SHIFT [5+]
[0]  First form if it does not affect game mechanics (default 
Human)
	[5]  Enhance first Basic Form:  per 3 points of Item 
Qualities (max 9 points)
	[5]  Other Basic Forms:  per 3 points of Item Qualities (max 
15 points)
	Basic Forms are determined by genes and psychology and do not 
change.
	Amberite [5] optional: Human and a either a latent Demon or 
powerful Animal form
	Chaosian [5] mandatory:  Human (adolescent) and Demon (inborn)
	Black Zone [5+] mandatory: primary Demon Form, some have 
secondary Human or Humanoid forms
	Shadow PC [0+]: Typically humanoid, possible vampires, 
werewolves, tech enhancements, etc.  Could lead to some very 
interesting Shadow PCs with the expenditure of some points
MINOR SHAPE SHIFT [15 + extra Basic Forms points] 
	[5] Shift Body Parts:  You can do some gross manipulation of 
your body structure.  This is far above the cellular level; you 
can do things like shift your weight around or lengthen limbs.  
You cannot create new structures, and your mass must be conserved 
from the last Basic Formyou have taken.
		[5] Shift Wounds:  This lets you concentrate your 
shapeshifting abilities on healing a wound.  The wound usually 
closes and heals in under an hour (a few minutes for scratches), 
but you can't regenerate lost tissue with this, and you can't use 
this during combat - it takes too much concentration.  Healing 
wounds his much slower when not done in a Basic Form. 
		[5] Automatic Shape Shift:  You let your involuntary 
control of shape shift take over.  Your body will change into a 
form which has a greater chance of survival.  Useful for surviving 
a number of awkward situations.
			[0] Involuntary Primal Form Access:  When you are 
in great danger, your unconscious mind takes over and shifts you 
into Primal Form.
SHAPE SHIFT [30 + extra Basic Forms = 35 up]
¥	Must have at least two Basic Forms
	[5] Primal Form:  You can consciously will yourself into 
Primal Form or you can stop your subconscious from forcing you 
into Primal Form.  However, you still h  ave no control over 
yourself while you are in Primal Form.   For all intents
	[5] Shape Shift Features:  You can only accurately substitute 
yourself for another person if you've had close contact and the 
opportunity to practice.  Partial shifting of features, like 
moving your facial proportions around so that you are no longer 
recognizable, is easy.  However, doing this analytically, for 
example, trying to turn your hair red by picturing the color you 
want, doesn't work.  Instead, you should try imagining some other 
red-headed character, someone you know well, concentrate on their 
hair, and then imitate the person.  This ability only works in the 
character's Basic Forms.  
	[5] Shift to Animal Shapes:  You can shape shift into any 
animal form of comparable mass that you have studied, i.e. that 
you have a full Psychic impression of.  In this context, 'animal' 
means an organic non-vegetable form.  These are Named and Numbered 
forms that you practiced in - you will not be clumsy or 
disoriented, so there is no bad effect on Warfare, Psyche, etc.  
You can also get the locomotive abilities of the studied 
animal…flight, swimming, etc.  Other abilities such as poison, 
fire breath, etc. are beyond the scope of this ability and are 
part of Shift Anatomy and to Animal Abilites.
ADVANCED SHAPE SHIFT [65+]
	[5] Shift Anatomy and Structure, Shift to Animal Abilities:  
Instead of having to shift into animal form to gain the animal's 
ability, you can simply change your own form to add the ability.  
For example, you can have your character sprout wings like a bird 
or a bat, or develop claws or armored scales.  In addition, you 
can move around, change, duplicate, and augment the body's 
internal organs.  Aside from the obvious benefits of generating 
two hearts, or a sub-brain, you can use this ability to regenerate 
lost body parts, which takes about a week of total concentration.
	[5] Shift Persona:  Part of the problem with trying to 
imitate someone else, regardless of whether you look, sound, smell 
and feel like them, is that you can still give yourself away by 
not acting like them.  Shape Shift Persona lets you change your 
personality so even slight, subtle mannerisms can be imitated. 
	There are dangers to Shape Shifting Persona.  If you attempt 
to Shape Shift into the personality of a particularly powerful 
mind, you run the risk of it overwhelming you.  In essence, you 
actually become that person, and may totally lose control over 
your character.  Usually this ends with sleep or unconsciousness, 
when your own natural Persona will come back into existence.
		[5] Shift Aura:  This shifts the mind's Mental Structure 
so it takes on a completely different Psychic aura.  Note that it 
doesn't change the ability, the Psyche, or anything else.  It just 
changes the appearance of the mind, so that a Psychic touch will 
not detect the difference.  Some of the possible auras include 
that of a plant or animal, the lesser Psyche of a normal human, or 
the imitation of any person's Psyche known to your character.  
This power can also be used to cloak the presence of the Logrus or 
Pattern in a person, or to make either of them appear in a 
greater/lesser magnitude than is truly the case.
	This is the ability to alter your own Psychic Imprint such 
that existing Trumps of that individual will not work (it will 
seem as if they are 'dead').  Note, however, that any items 
possessed will require re-attunement to the individual (if 
appropriate).  Such items will not function for the character 
until re-attuned.  
	This process usually takes several days.  To enact this 
change requires a ritual meditation of up to an hour for oneself 
and up to a day for another.deflects trumps, temorarily de-atunes 
stuff
	[5] Creatures of Blood:  The blood of such an individual 
possessing this Power has very special properties.  Cut yourself, 
bleed out a few drops, and you can Shape the blood into a creature 
of your desire.  This creature will have a measure of your own 
powers.  So, for example, if you have the Blood of Amber, your 
blood creature will have a bit of power over Pattern as well. 
	Corwin's 'bloodbird' is a prime example of a creature made of 
Shape Shifted blood.  In this case the bird has the power to fly 
through Shadow and has an innate "homing" connection to Corwin.  
It's also important to note that the bloodbird is a non-player 
character.  It operated independently of Corwin, delivering 
Oberon's package, then leaving, then returning to rescue Corwin at 
that moment when his life was in grave danger.
		[5] Shape Shift Others:  Character's who possess this 
ability are able to impose their Shape Shifting on someone else.  
The character must make psychic contact, and if the subject 
resists the subject must be completely dominated by the 
character's Psyche to proceed.  On the other hand, if the subject 
of the Shape Shifting is willing, the process can be quick and 
simple.  Can not do Advanced Shifting abilities on others
	[5] Absorb and Eject Mass:  Many forms cannot be adequately 
done with the mass possessed by a Human sized character.  It is 
for this reason that a character with Shape Shift can use his/her 
power to absorb mundane Shadow Material into him/herself to take 
on sufficient mass for the desired form.  For example, when the 
Demon Servant, Gryll, came to Merlin to take him back to the 
Courts he lacked sufficient mass and size to carry Merlin on his 
back.  Gryll then proceeded to absorb some furniture from Merlin's 
room in order to gain the desired size and mass. 
	The Shadow Material which the character absorbs cannot be 
living material, nor can it be magical.  It must be considered 
generally mundane in the Shadow in which the material exists in 
order for the Shape Shifter to be able to assimilate it into 
themselves.  This process increases the time required to Shape 
Shift greatly, adding up to 15 minutes, and if the Shape Shifter 
wishes to then go to a form with less mass/size he or she will 
have to expel the absorbed matter first, which will take twice as 
long as absorbing it.  Note that the character may not decrease 
their mass less than their smallest Basic Form's original starting 
total.
EXALTED SHAPE SHIFT [95+]
	[5] Plant Forms:  This power allows you to become a plant.  
The definition of what a plant is varies by Shadow, so in this 
context it means a largely non-mobile form that has the ability to 
gain sustenance passively. For example, in a hostile Shadow, take 
the shape of a local tree and you will have food and water enough 
to heal and rest without doing any work.  Plant forms are 
particularly excellent for meditation and mental rejuvenation.  
You also discover your Plant Form, a particularly appropriate 
vegetation Basic Form.
	[5] Elemental/Inorganic Forms:  With this power you can shape 
your body into  totally nonhuman and even inorganic forms.  All 
through Prince of Chaos Mandor and Dara use this, going around as 
pillars of flame, storms, and so on.  The size of the forms you 
can assume is related to your mass; specifics are somewhat messy.  
Turning yourself into stone is not smart, for example, since it 
has a significantly higher density than you do in your human form, 
so you'd end up smaller.  You'd also have a lot of problems 
moving.  If you shapeshift to a rigid or immovable form you're 
still just as rigid.  That's why flexible and amorphous forms are 
favored. Now, while you could use this power to give yourself 
natural attacks, like lightning bolts from a storm, there are a 
lot of simpler ways to do this.  For one thing learning to create 
such attacks would take a lot of practice in each form.  For 
another, projecting energy is VERY tiring.  Amber rank endurance 
would be prostated after two or three such bolts.  Chaos rank 
endurance would last for maybe one.  As an aside or two, you can't 
do this to only part of your body, unlike most forms of 
shapeshifting. It's either all or nothing.  You can't just turn 
your left arm into flame.  Another thing is that your new form 
tends to be cohesive.  Someone with a sword could damage you in an 
elemental form by swinging it through you.  The presence of a 
foreign object would disrupt your body and injure you, albeit 
probably not as much as if you were in human form.  If someone 
manages to detatch part of your body you'd lose that portion of 
your body mass.  And if, for example, you get extinguished while 
in a fire form you're in real trouble.  If your form is totally 
destroyed you're dead.  So sticking in a fire form around a water 
mage is probably a dumb thing to do.  Your face usually appears 
somewhere in the new form, but it doesn't have to.  Thus if you 
were willing to lose the mobility and size you could turn yourself 
into a rock, indistinguishable from any other rock by normal 
means.  However you wouldn't be able to see or hear…you'd be 
limited to your natural psychic sense and  whatever senses rocks 
have…You can use this power to make yourself less vulnerable to 
certain dangers, but there are usually concurrent risks from the 
form itself.  You also discover how to access to an new Basic 
Form, your Avatar Form, which is an especially flashy Elemental 
Form (details of what it is, and who decides, to be negotiated 
with the GM).
	[10] Advanced Shape Shift Others:  Such as Shift Other Auras 
and form Creatures of Blood of others.
	[10] Shift to Creatures of Power:  Since some creatures have 
innate powers, it's now possible to Shape Shift into their forms 
and use those powers.  Certain shapes seem very interesting, such 
as the demon shapes and dragon shapes that promise tremendous 
power.  Use the Item and Creature Section as a guide for the 
possibilities. 
	Each GM's campaign can present different creatures of power.  
Dragons, for example, are mentioned in Zelazny's Chronicles of 
Amber, but are never really described.  So dragon the form's 
powers will depend on the campaign.  Likewise, in the minds of 
some Game Masters a dragon's personality could be very powerful, 
or very alien, and cause problems with either perception, or, as 
in the case of the Primal Form, could cause a loss of identity.  
The power of these forms is limited only by the GM's imagination.
	For more mundane forms, you may incorportate incorporate 
Powers and Qualities into your Shape Shifting.  It takes 10 
minutes per point, and you must trade each point for a point of 
Endurance and stay above Amber rank Endurance.  You can even 
temporarily trade Endurance for other attributes in a two-for-one 
ratio.

TRUMP SKETCH ABILITY [15]
	[15] Trump Sketches:  Trump sketches can be drawn in pencil, 
marker, charcoal, etc.  They are relatively 'quick and dirty' 
Trumps which are good for a limited number of uses and do not 
possess the innate indestructibility of real Trumps.  They can be 
made in 30 minutes to an hour, though Dworkin is rumored to be 
able to create one in under 30 seconds!  Trump sketches are good 
for a limited number of uses depending on the creator's Psyche.  
After this usage is complete the sketch will be unempowered and no 
longer viable for either communication or transport.  If the Trump 
Sketch is to reach across Shadow, then the creator must have 
either the ability or the potential to influence shadow (Blood of 
Chaos or Amber, Broken Pattern, etc.).  Otherwise, the Sketch 
works only within the Shadow it was created in.
	At the cost of [10] instead of [15] the Trump Sketches can 
only be used for mental, visual, and verbal contact, and do not 
allow transportation between the places of contact.
TRUMP ARTISTRY [25]
	[10] Create Trump:  This involves creating a card 
representing some particular person, place, thing or object.  When 
the user concentrates on the card there will be a psychic bond 
between the user and the subject of the card.  Creating a Trump 
takes from 4 hours to two days of concentrated work depending upon 
the character's Psyche, Endurance, and relative level of 
experience with making Trumps.  As time passes, the character will 
find that creating such paintings takes less and less time.  
Suhuy, for example, could probably render a fully functional Trump 
in 20-30 minutes of work.  
	The medium used also determines some of the time, ie. 
Painting in oils while better for highest quality Trumps takes 
much longer to dry and become functional whereas Acrylics are 
relatively quick drying albeit not as conducive for that 'ultra-
realistic' look which is the hallmark of quality Trumps.  
	Working from memory, without a live model, will DOUBLE or 
TRIPLE the amount of time to create a card.  Trumps made from 
descriptions, without the Trump Artist ever having observed the 
subject, have a HIGH probability of linking to a Shadow, instead 
of the actual subject. 
	When the Trump Artist first sits down to create a Trump, 
he/she must clear his/her mind, then think upon the subject of the 
Trump they wish to create, and finally bring up the Power of 
Trump.  Once in the empowered state, they then begin drawing the 
lines upon the medium they are using, rendering a life-like 
representation of the subject, and embedding the Power of Trump 
into the image.  Trumps cannot be drawn if there are things to 
distract the Artist, they must have total concentration during the 
entire process, and any interruptions during the Trump creation 
stage will require them to start over.  The Power of Trump makes 
the Trump indestructible while it is activated and the equivalent 
of 4 point armor otherwise.
ADVANCED TRUMP ARTISTRY [40]
	[5] Trump Memory:  In creating a card, either a new one, or 
redrawing an old one, you memorize the image, so it is permanently 
imprinted upon your mind.  That means you can attempt to contact 
an image without an actual card being present.  This is a great 
effort on both the Psyche and Endurance of the Trump Artist, but 
if persistent it can be accomplished.  Note that this is ONLY 
possible with person Trumps not those of places or objects.
	[3] Quick Activation:  A Trump can be specially designed to 
take only moments to activate.  When it is touched and 
concentrated on like a normal Trump, it activates almost 
immediately, popping on without warning.
		[2] Instant Activation:  A Trump can be created to 
activate by sight or touch alone.  When someone looks and 
concentrates, or touches the active face, the Trump instantly 
activates.  
	[5] Quick Transport:  A Trump can be altered or designed so 
that as soon as contact is made, transportation is automatic.  
Note the combination of Quick Transport and Quick Activation makes 
a great Trump Trap.
EXALTED TRUMP ARTISTRY [60]
	[5] Disguised Trump:  The subject or object of the Trump is 
not the true point of contact.  Particularly nasty when combined 
with Quick Activation and Quick Transport.  Combines nicely with 
Etched Trump also.
	[5] Trump Alternate Forms:  Also known as Etched Trump.  
Allows the character to make Trump images in things other than a 
paint/card-stock medium.  They are able to engrave metal, form 
sculptures, make laser etchings, etc. with Trump power.  
Essentially any artistic representation which is conducive for 
concentration and highly vivid in nature (even a written 
description!) can be used for the creation of Trump at this level 
(though the artist would require the appropriate skills for such a 
creation). 
	One of the advantages to these types of Trumps are that while 
they easily recognized as such by a Trump Artist they are not 
necessarily recognized by someone uneducated in the ways of Trump 
creation.  Such Trumps are 'usually' more difficult to 'prime' or 
initiate contact with but function identically to normal Trumps in 
most other respects.  Another advantage to this type of Trump is 
that such images/objects are greater storehouses for power and a 
character can empower them to actually open a Trump Gate when 
activated.  While this will use most of the item's power they may 
be 're- powered' by a Trump Artist at any time subsequent to such 
a usage.
	[5] Trump Mimicry:  The ability to copy the style of another 
Trump Artist.  Forgeries are obvious to the real artist, Trump 
Artists with more points invested in the Power, and others with 
significant Psyche advantages over the counterfeiter.
	[5] True Trump Memory:  Trump anywhere one can remember and 
anyone with whom one has had psychic contact.  

TRUMP TRICKS [15]
¥	The ability to create Trumps is NOT required.  Trump Tricks are 
learned by careful study of how to USE Trump, and does not 
require any facility at making them.
	[5] Sensing Trump:  A character with this ability is able to 
sense the usage of Trumps in his vicinity.  Actual range is 
dependent upon a great many factors and the GM will be the 
ultimate arbiter as to whether the character can sense the usage 
or not. Factors affecting this would include the sensing 
character's Psyche, the proximity to the Trump user, any and all 
intervening barriers (including other people), magical wards and 
the like, etc.  Additionally, the character will be able to sense 
the power used in making Trumps.  When a character is within a few 
hundred feet of a Trump being created they will immediately notice 
this great flux of power (unless the artist has taken special 
precautions using various wards, scry blocks, Psyche dampers, 
etc.). 
	Someone who is a Trump Artist is also able to detect the 
characteristics of a Trump by careful examination.  If the creator 
has an extreme Psychic advantage, any ill effects/traps on the 
Trump might have a chance to activate.  Otherwise, the Artist is 
informed of the pitfalls. 
	[5] Trump Defense:  as rulebook
	[5] Trump Caller Identification:  This Skill/Power enables a 
character to become familiar with the style and magical 'mark' of 
a Trump artist.  Unless purposefully obscured the character should 
be able to recognize a new Trump as either one of several artists 
with which he/she is familiar or as an unknown.  If an unknown 
artist is encountered any subsequent Trumps rendered by the same 
person would be obvious to the character as being from this 
particular 'unknown' artist. 
	Additionally, this power allows the character to tell the 
identity of a caller, without opening to the contact.  Upon 
receiving a Trump Contact check through your Trump Deck. The card 
of whoever is making the call will be psychically active (though 
if another Trump conversation is taking place, this will only 
narrow down the possibilities).  Obviously, this only works it the 
character happens to have a Trump of the caller.  As the character 
becomes greater attuned with this Power he/she will be able to 
merely concentrate upon his/her Trump deck to determine the 
caller's identity.  Note that this effecdt requires that the 
caller has previously been spoken to frequently via Trump so that 
their Psychic image is well known to the character.
ADVANCED TRUMP TRICKS [40]
	[5] Trump Blocking:  It's possible, with intense 
concentration, to block several Trumps.  It requires the actual 
cards of the subject to block.  Concentrate on all cards and none 
of them will be able to receive calls; their cards will appear 
dead (warm) to everyone else.  This requires a clear Psyche 
advantage over each of the targets.
	[5] Trump Jamming:  It's possible, with intense 
concentration, to jam any one Trump.  It requires the actual card 
of the subject to jam.  Concentrate on a single card and the 
victim will be blocked from sending or receiving Trump calls.  
Psyche advantage is not 'required' when using this method if the 
other person simply gives up.  However, should someone "push" the 
contact, then there will be a Psychic battle with the person.  You 
can also cause Trumps of yourself not to show any visual image at 
all when in use.  Thus a caller can hear your voice but not see 
what you currently look like, where you are, etc.  This is refered 
to as a Trump Blackout.
	[5] Trump Spying:  There is another level of concentration 
where you simply observe the operation of Trump.  This allows you 
to overhear conversations as the Trump is being used.  However, 
you must actually touch the specific Trumps.  If you have Trump 
for only one of the participants in a Trump Contact, you will 
overhear only what that person says, and will be unable to "hear" 
the other end of the conversation.  Additionally, if the character 
is in the vicinity of a Trump call, ie. standing on the other side 
of a room while another character attempts to make or receive a 
call, that character's card may be used to "tap" the connection.  
The character simply takes out the card of the person engaged in 
the Trump Contact and applies concentration.  Note that if the 
character doesn't have a Psyche advantage it is possible that the 
nearby character will 'notice' something odd about the call.
		[5] Trump Subterfuge: This Power can be used to cloak 
Trump conversations from those who might be sensitive to such (a 
very distinct Psyche advantage by the opposing party would be 
required to sense such) and make Trump Spying  and/or Trump 
Sensing nearly impossible.
	[5] Trump Gate:  Trump Gate is the ability to create an open 
doorway from any one place to another.  It requires the use of a 
Trump for the destination point.  The Trump is then opened 
normally, but instead of walking through the Trump the user pours 
Psychic energy into the connection and reinforces the bridge 
between the two places.  Finally, a temporary doorway from one 
Shadow to another is created.  At least Amber Rank Psyche and 
Endurance is required to create such a Gate, and the character 
will be totally exhausted from the effort if at that minimum 
Attribute requirement.  Trump Gates only stay open, unattended, 
for 10 minutes or so, though if the character wishes he/she may 
continue to pour more energy into it to maintain it, though even a 
top-ranked individual would be hard pressed to keep one open for 
more than 30 minutes.
EXALTED TRUMP TRICKS [60]
	[5] Trump Scrying:  Use location Trumps as a tool to scry 
throughout Shadow, using the subject of the Trump as the base 
point for scrying.
	[5] Trump Location:  Activate person Trumps and get an 
impression of where in Shadow they are.  Gives enough of an 
imprint to Teleport or Shadowwalk there.
	[5] Trump Pushing:  Can open a contact between any group of 
Trump images.  No Psyche advantage required, unless the contact is 
held open against someone's will.  With the advantage, can also 
push people contacted through to the location of an activated 
object Trump.  Particularly useful when combined with Trump 
Memory.
	[5] Consume Trump:  Makes a Trump Gate which stays open two 
days draining the Trump of its Power instead of taking energy from 
the character.  Paintings/Cards are non-rechargeable, but Etched 
Trumps can be reactivated by a Trump Artis through working them 
over again.

JEWEL OF JUDGEMENT [10/25/50, Ranked Psyche, Amber Endurance] 
[10] Imprint:  Walk through mentally with an initiates assistance 
or alone
after Patternwalking.  This attunement allows someone not of the 
Blood of Chaos to walk the Logrus, and if worn,  allows somone not 
of the Blood of Amber to walk the Pattern.
	[0] Attunement Link and Portable Pattern, Random Temporal 
Effects 
		[5] Weather Control
			[5] Mold Shadow
				[5] Temporal Control
					[25] Ability to create new Icon of Order

POWER WORDS [6+]
[5] Power Word Potential:  The character has the potential to 
develop their own personal Power Words.  Note the advantage of 
Power Words over Sorcery is that they are powered by the 
character, and work regardless of the local Shadow rules about 
Magic.
	[1 each] Power Words:  One point Words as described in the 
Rulebook, and add the following:
	Burst of Strength : Momentarily boosts the character's 
strength, allowing them to land a powerful blow, or lift an object 
heavier than they could normally. 
	 Burst of Speed : Momentarily speeds the character up. Most 
useful when you are trying to escape/outrun someone and a last 
burst of speed would really help. Can be a slight benefit in 
combat by speeding up a swing, but really designed for running, 
dodging and diving for cover.  
	Induce Euphoria : The target feels happy and euphoric for a 
few seconds. An unaggressive target will generally stop noticing 
what is going on around them for the duration. While not as useful 
in combat as a Neural Disrupt, it has the advantage that the 
target may not realize that the happiness was caused by someone 
else.  
	Induce Fear : Fills the target with irrational terror. If the 
user of the Power Word has a superior Psyche, the target will lose 
all concentration and panic for a second. Animals, or creatures of 
similarly low intelligence, will generally bolt and keep running 
even after the fear fades, not realizing that the fear was 
produced by a Power Word.
ADVANCED POWER WORDS [17+]
¥	Ten Power Words
	[2 each] Advanced Power Words:  Advanced Words  are twice as 
taxing to Endurance as normal Power Words.
	Magic Destruction : An extended form of the Magic Negation 
Power Word, this word can damage the magic maintaining a conjured 
item, causing it to decay rapidly. If the item is not destroyed, 
the conjurer can generally repair the damage and prevent further 
decay by spending a minute per point in the item. This has no 
effect on powers and qualities paid for with points, but permanent 
conjured items just decay more slowly than normal ones.  
	Hand of Steel : An extended form of the Burst of Strength 
Power Word, this word both boosts the user's strength and 
momentarily hardens their skin, confering both Extra Hard and 
Resistant to Normal Weapons to them for a moment.
EXALTED POWER WORDS [29+]
¥	Five Advanced Power Words
	[4 each] Exalted Power Words:  Exalted Words are four times 
as taxing to Endurance as normal Power Words.
	Area of Effect Power Words : A normal Power Word (like Resume 
True Shape) can be extended so that it can affect a large (10' 
square) area at once. This can be used as a cone of effect, or 
just affecting everyone near the character using the word. Some of 
these are dealt with individually because of special features. If 
a 2-point version of the Power Word exists as well, this is 
considered an extension of it as well, and enables the character 
to use the 2-point version by forgoing the area of effect.  
	Shield : Creates a momentary barrier, like a Defensive Shield 
Spell. The barrier lasts only a second, but can be useful for 
stopping a charging opponent, or blocking incoming fire long 
enough for the character to dive behind cover safely.  
	Shatter : An extended form of the Weaken Structure Power 
Word, this Power Word can basically destroy any one shadow object 
or Weaken Structure over a large area as for an Area of Effect 
Power Word.
SPECIAL POWER WORDS
¥	Special because of prerequisite powers, which are noted after 
the point cost.
	[1, Blood of Power] Shift Feature: Changes one feature of a 
shadow object almost instantly. Can change coinage into local 
coinage, one color into another, a hostile dog into a friendly 
one, etc. The harder it is to shift shadow in the area, the more 
likely the shifting is to fall short of the desired change.  
	[2, (any) Pattern Imprint] Shadow Hop: A quick, uncontrolled 
shift into an adjacent shadow. Useful for getting away from an 
enemy, but you end up lost, and close enough that a shadow shifter 
can find you in a few seconds.  
	[4, (any) Pattern Imprint] Shadow Step (4 points): The 
expanded form of Shadow Hop, this allows for a controlled hop. The 
character can Step out of combat, run a few feet, and Step back 
into the original shadow, behind their bewildered opponent. 

SORCERY [15] 
[2] Cast and create spells in a single shadow:  This includes the 
spells in the Rulebook as well as any personally created spells 
that use the standard Microspells and Lynchpins.  Additional 
Microspells and Lynchpins are considered part of Advanced Sorcery.  
An example of an original spell that does not require Advanced 
Sorcery would be modifying the Pressurized Lava spell to be a 
burst of flame or a jet of steam or a barrage of ice chips, and so 
on.
	[2] Cast and create spells in nearby named and numbered 
shadows
		[2] Cast and create spells in naturally magical shadows
			[2] Cast and create spells on one side of Ygg 
(specify…)
				[2] Cast and create spells anywhere magic 
works
	[5] Spell Rack:  Named and Numbered spells can be stored in 
the mind or in special items.  
ADVANCED SORCERY [30]
	[3] Spell Stealing:  The Sorcerer can detect and use spells 
racked by other people. This power works as usual for containers; 
the Sorcerer must be in Psychic contact with the container in 
order to access the spells therein. They can spend a few minutes 
of study in order to figure out exactly what the spell does and 
what lynchpins must be specified, or they can be brave and try to 
cast it without knowing what it does.  If the subject resists, the 
Socerer must have the Psychic advantage to cast the spell.
		[3] Bestow Spell:  The Sorcerer can rack a spell in 
another person's mind for that other person to use.  The Sorcerer 
cannot leave any Lynchpins open because non-Sorcerers cannot fill 
them in.
	[3] Personal Spell:  One spell can be racked permanently; it 
is usable over and over without maintenance because it does not 
leave the Sorcerer's memory when cast.  It is usually memorized 
with all Lynchpins open for maximum flexibility, so it is not 
exactly an instant spell.
	[6] New Micro-Spells and Lynchpins:  Can learn and invent 
Micro-Spells and Lynchpins beyond those in the rulebook, such as 
M-S: Measure Substance, Granted Intelligence, Invoke Power, etc.  
and L: Enhanced Duration, Area of Effect, etc.
	Micro-Spell:  Measure Substance - This is used to perform 
"detect" and "analyze" and "locate" spells. The more specific the 
target being searched for, the more detail can be produced. ie- A 
Detect Substance spell could pick out everyone in a crowd with any 
Powers or bit of reality to them, but would not specify between 
Pattern and Logrus, for example. Detect Magic might spot racked 
spells and identify a man as a  sorcerer, but would not notice 
that he had Pattern Imprint. This micro-spell  can be used to 
perform a search for something, but is limited to searching a 
single shadow, since the nature of Magic is usually slightly 
different in other shadows and the spell will not function there. 
	Micro-Spell:  Granted Intelligence - A spell with this micro-
spell will be possessed of a certain degree of intelligence, and 
can guide itself without aid from its caster. It can accept 
complicated commands, such as a ward whose password or list of 
authorized personnel can be updated at will. Spells with this 
micro-spell and Manipulate Shadow can be cast across shadow 
boundries to any shadow in the immediate area (no significant 
differences in the function of magic there). A lightning bolt  
could be crafted that would turn a corner and aim for the largest 
human target, or "the man in red robes," even if the sorcerer was 
unsure of the target's position.
	Micro-Spell:  Invoke Power - This is used to invoke a Power 
as part of a spell.  The Sorcerer must posess the Advanced form of 
that Power as well before they can invoke it. Pattern makes spells 
more solid and difficult to dispel, and makes them slightly 
resistant to the touch of Pattern. Logrus makes the spell more 
powerful and more unpredictable. Shape Shifting can be invoked to 
cast spells that shape-shift the target into something else. Trump 
would probably enable the spell to work in shadows with little or 
no magic and make mental contacts and shadow portals easier to 
open.  The spell is also effectively four ranks higher in Psyche 
for uses appropriate to the Power.
	Trying to invoke two Powers in one spell is a very bad 
idea… As is trying to rack a Pattern or Trump invoking spell in 
the Logrus. If you allow players to draw upon Powers without 
requiring the Advanced form, simply reduce the benefits from those 
of Invoking the Advanced Power.
	Lynchpin:  Area Of Effect - This can replace the Name of 
Subject lynchpin to allow for attacks affecting multiple targets.
 	Lynchpin:  Enhanced Duration - This can allow for extended 
duration of spells and allows the spells to actively draw from the 
ambient magic of the environment in which they are cast.  Spells 
being cast on oneself can draw directly from the Pattern and 
minimally tire the user.  Such spells continue to function 
indefinitely in any one normal-magic Shadow, up to 1 day per point 
of Psyche of the caster in a low-magic Shadow and even 1 minute 
per point of Psyche in a Shadow void of normal 'Shadow' magic!  
Magic cast outside of oneself (such as walls/wards) would be 
permanent (unless dispelled) in a normal-magic Shadow, last 1 hour 
per point of Psyche of the caster in a low-magic Shadow, and 
couldn't withstand the rigors of separation in a non-magic Shadow.  
Note that spells which are considered attacks CANNOT have this 
lynchpin with the following exception:  Magical Traps can be made 
to function with the Enhanced Duration lynchpin but they remain 
dormant until triggered and must be re-cast for each usage.
EXALTED SORCERY [45]
[3] Bestow Spells:  Rack a dozen spells in another person for 
their use.  
	[3] Bestow Sorcery:  Can also give the person the ability to 
fill in Lynchpins.
[3] Personal Sorcery:  Rack a dozen permanent spells.  Can also 
rack a Horde of ordinary spells where only Named and Numbered were 
possible before.
[3] Tap Power:  The caster learns to 'plug-in' to a nearby Power 
Source.  The caster attunes his/her spells so that they draw 
directly from an external Power, such as Constructs and natural 
Shadow Power Sources, instead of himself.  The source of Power 
that is Tapped can be anything not antithetical to the caster's 
magic ie.-  For a character with Pattern Imprint, it wouldn't work 
with something which is primarily Chaos/Logrus-based or draws 
essential energies from this.  Note that the greater the sources 
of Power the correspondingly greater Psyche which is required to 
maintain control.  Loss of control can result in anything from the 
spontaneous and random 'firing' of all the caster's hung spells, 
to an internalization and explosive combustion of the Power.  
	[3] Quick Casting:  This allows the caster to construct a 
spell in minimum time from the raw energy of a Tapped Power.  Most 
effects, especially those related to combat, can be generated in a 
matter of seconds (fast enough to use in combat).  The speed with 
which the caster can generate these effects is based upon his/her 
Psyche and this is compared with attacking Attributes to see who 
goes first.  These spells are more easily dispelled/countered than 
are those properly prepared should be considered a full two ranks 
lower for purposes of affecting another with Psyche. 

MINOR CONJURATION [10]
[5] Conjure Shadow Shape:  The object takes one minute per point 
to build, but it will fade away after a while (several days out in 
Shadow, less time near Pattern, more time near Chaos).  It also 
instantly vanishes if moved across Shadow.  Such items can only be 
created where Shadow is malleable; this will not work in Amber and 
is difficult in the Golden Circle.  On the other hand, Chaos 
Shadow is highly magically charged and easy to manipulate.
	[5] Empowerment:  An object can be temporarily implanted with 
magical power.  Attunement takes an hour, and each point of power 
adds ten minutes.  The power lasts ten times as long as a Conjured 
Shadow Shape would, but it also fades when moved across Shadow.
CONJURATION [20]
[5] Complex Conjuration:  A Conjured Shadow Shape can be designed 
to be permanent within the Shadow it was created in.  This takes 
one hour per point.
	[5] True Conjuration:  This is a permanent magical effect.  
If the Conjurer has the potential or ability to mold Shadow, it 
lasts even through Shadow travel.  The effect can either be an 
Empowerment or a Complex Conjuration, and it takes six hours per 
point.
ADVANCED CONJURATION [40]
[10] Advanced Powers and Qualities:  Up to the 8 point level
[5] Item Analysis:  The character can analyse a conjured item by 
touch, slowly identifying its various abilities. It is possible to 
identify the creator of the item if you have experience with their 
style of conjuration.
[5] High Compelling:  As Shadow Knight Rulebook
EXALTED CONJURATION [60+]
[10] Exalted Powers and Qualities:  Up to the 16 point level
[5+] Quick Conjuration:  Changes the time frame.  Improves the 
unit of time in the rate of Conjuration one step on the following 
list:  six hours - one hour - ten minutes - one minute - ten 
seconds - one second - one-tenth second - etc.  Every five points 
more improves the time per point another step.
[5] Improved Item Analysis:  Analyse conjured items at a distance 
of several yards, enabling the examination of other characters' 
items from across the room without alerting them (unless your 
staring at the item in question is noticed).  Takes several 
minutes by sight, while analysis by touch is now a matter of brief 
moments.


COMBINATION POWERS

SORCERY + EXALTED PATTERN
SORCERY + ADVANCED FLAWED PATTERN
	Every spell a Flawed Pattern initiate casts has the Flaw 
within it.
SORCERY + BROKEN PATTERN
	Every spell a Broken Pattern initiate casts has the Break 
within it.
SORCERY + (any) LOGRUS
	[5] Rack spells in Icon:  Another of the main uses of the 
Summoned Sign deal with Magic.  It can be used as a "rack" for 
hanging spells.  The Initiate can bring up and use the Summoned 
Sign to rack a dozen of his/her spells, although they do decay 
after a while (about of 4 months in the Courts, 4 weeks in Shadow, 
or a week in Amber).  The time required to weave a spell into the 
Icon of Power is the normal spell casting time plus 10 minutes.  
Note that less defective Patterns are harder to rack spells on, 
because the Initiate needs to be more sophisticated to find the 
ÒhooksÓ and ÒedgesÓ to attach the spells onto, since they are 
rarer on more perfect Patterns.

SORCERY + CONJURATION
	[0] Rack Conjurations as one-lynchpin Spells

CONJURATION + POWER WORDS
	[0] Create Items that have and use Power Words
CONJURATION + SORCERY
	[0] Create Items that can rack spells and/or use Sorcery
CONJURATION + ADVANCED SHAPE SHIFT
	Creatures of Blood may have 1pt Qualities and Powers that 
imitate their source at no cost in time or effort.  
CONJURATION + EXALTED SHAPE SHIFT
	Creatures of Blood of Others as above, Blood of self get 2pt 
abilities.
CONJURATION + LOGRUS or RIM LOGRUS
	[10] points are manifested as a Gift of the Logrus if 
Conjuration is learned first, or full Conjuration only costs [10] 
if Logrus is learned first.
CONJURATION + BLACK ZONE LOGRUS
	[9] points are manifested as a Gift of the Logrus if 
Conjuration is learned first, or full Conjuration only costs [11] 
if Logrus is learned first.
CONJURATION + FIXED LOGRUS
	[8] points are manifested as a Gift of the Logrus if 
Conjuration is learned first, or full Conjuration only costs [12] 
if Logrus is learned first.
CONJURATION + PATTERN 
CONJURATION + TRUMP CREATION
	[0] Create items that have Trumps within them.  These Trumps 
cannot be new; they must be copies of Trumps the Trump Artist has 
previously created.
CONJURATION + ADVANCED PATTERN/TRUMP/LOGRUS 
	[5] Power Source Enhancement:  Conjured Item can incorporate 
appropriate Partial Powers at a 1 point cost per 1 partial point 
cost.  This supercedes the ordinary Artifact Creation point costs 
where there is conflict.

BLOOD
#	Blood Of Amber [6] Does not include Blood of Chaos.  The 
character is descended of an Elder Amberite.  There is no 
guarantee that the parent is known, or if known, friendly.   The 
character might not even know they are Real.  For [3] extra 
points, allow the player to choose their parent.
#	Blood Of Flawed Amber [3] The character is descended of the 
Elders of the Flawed pattern, and can walk the Flawed Patterns 
but not the true Pattern.  Usually means the character is 
recognized royalty of the Flawed Realm, but does not 
automatically buy the support of the parent.
#	Blood Of Chaos [4] Not included in Blood of Amber.  The 
character is probably a recognized member of one of the Royal 
Houses of Chaos, but is not necessarily supported by their 
parent or their House.  It is traditional to also buy a [5] 
point Demon Basic Form with Extra Hard body weaponry and 
Firearms resistant hide if the character grew up and is active 
in the Courts (if the Form has not already been bought as part 
of Shape Shift).  For [3] extra points, allow the player to 
choose their parent.
#	Blood of Reality [5]  The character is imbued with the Power of 
a Primal Plane or descended of such a being.  They have 
Substance associated with Reality left over from before the 
Pattern or Logrus, or they are empowered by Flawed or Broken 
versions of them.  In any case, the character is not of 
immaterial Shadow, and cannot be bent to the will of those of 
Power.

ALLIES and ANTAGONISTS
Friends can be bought as follows.
#	Friend of the Blood (Anonymous Elder Amberite or Lord of Chaos) 
[2]
#	Friend of the Blood (Choose an Elder Amberite or Lord of Chaos) 
[3]  If the player wants their parent to be friendly without 
leaving it to the whim of the GM, choosing them as a Friend is a 
good idea.
#	Friend Of the Blood (Choose an NPC Cousin) [2]  Includes the 
likes of Merlin, Martin, Gilva, Despil, Luke, and others of the 
GM's design.  
#	Friend of Importance (Royalty of Shadows of either Realm, 
Retainers of either Court, etc.) [1]  The specifics need to be 
worked out between the player and GM.  Usually the player should 
design someone for the GM to modify and fit into their campaign 
setting.  
#	Demon Friend [cost varies, must have Blood of Chaos] One unique 
Demon may be designed that is under Lifetime Servitude to the 
character, but the point cost is without the Servitude 
Multiplier.  The player should come up with a good story as to 
why and how this friendship/obligation came about.  Further 
Demon Friends can be bought, and they can have any Quantity 
Multiplier, but must also be bought with normal Servitude 
Multipliers.
#	Royal House of Chaos Support [3]  as rulebook
#	Minor House Support [2]  Defined as the support of an Amber City 
noble family, or the support of a Minor House of Chaos, or of a 
powerful guild in either realm.  Fits well with a Friend of 
Importance, ensuring that they are backed up by their 
organization.
Enemies can account for only up to +6 points.  They can replace 
small amounts of Bad Stuff for players who are overextended on 
their character points but don't have a Bad Stuff character 
concept.
#	Enemy of the Blood (Elder Amberite or Lord of Chaos) [+3]  GM 
secretly chooses an Elder who will be implacably against the 
character.  The enmity might be known from the outset, or might 
fester until in manifests itself in the worst of situations.  
The GM might even save it up and decide who it is based on the 
first few sessions of play.  The enmity will probably not be 
mortal in nature, since most Elders can easily kill a player, 
but will be more towards thwarting, discrediting, embarrassing, 
and making the player/character miserable.  (Think of it as 
whole pile of Bad Stuff relating to that person only.)  Enmity 
can only be bought off with exceptionally superior roleplay, not 
just by paying off the points.
#	Enemy of the Blood (NPC Cousin) [+2]  GM secretly chooses an NPC 
Cousin.
#	Enemy of Importance [+1]  GM secretly chooses an important 
person the character has somehow managed to gravely insult.

Initial ARTIFACTS & CREATURES are limited to 4 point Powers and 
Qualities 

BAD STUFF is limited to +10 points.

CONTRIBUTIONS
+1 per session log or diary of a session
+1 per new Trump drawn
+1 more for giving copies to everyone.
 All players may gain extra points through Contributions.  For 
those short on points, up to 15 points of credit is available; 
apply the debit as Bad Stuff in any session that the borrowing 
player does not bring in at least one new contribution.

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