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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