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Amber and chaos powers

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More: ​http://www.darkshire.net/~jhkim/rpg/amber/powers.html

POWER DESCRIPTIONS:

-=PATTERN=-

Imprint: Blood Curse, Danger Sense, Magic Resistance-

Blood Curse-
The rarest, 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. For instance, a character who is 300
points could make a 30 point 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.

​Danger Sense- (Psyche​)


This ability gives an Amberite who has walked the Pattern an
innate "feel" for a dangerous situation. While not always 100%
accurate it has saved the lives of many of the Blood of Amber.
Sometimes this can function as an obscure, premonitory dream days or
weeks before the danger, sometimes it will function only moments
before the hazard as a "bad" feeling. The player can always ASK if
they have a feeling about a situation, but generally the GM will tell
the player if their Danger Sense is active (though they may not
realize that is what it is).

​Magic Resistance- (Psyche & Endurance)


This ability makes an Amberite especially difficult to affect
through Shadow Magic. Though not immune by any means, it will be more
difficult to ensorcel an Amberite who has walked the Pattern as the
Shadow essence of the magic tends to dissipate when exposed to the
Amberites reality. Even when an Amberite is affected by a Shadow
Magic spell it is never permanent (except in the case of death, of
course) and tends to weaken rather quickly with time. The closer to
Amber, the more quickly the spell will dissipate. Logrus Sorcery and
other Chaos generated powers are also at an even more distinct
disadvantage when trying to affect an Amberite. Consider the power
behind the spell or power to be halved when affecting one of the Blood
of Amber, it will function at three-quarters power if the Amberite is
in the Courts when the spell is cast.

Power Words-

Power Words (Psyche & Endurance)


Power Words are a limited form of magic, used mostly in a
defensive way. Power Words are easy to cast, instantaneous in effect,
but have no lasting effect. Because all Power Words involve channeling
a burst of Psyche, they are always noticeable, and cannot be concealed.
More important than anything in the use of Power Words is Psyche. The
higher the character's Psyche, the more powerful impact the Power Word
will have. This is especially important in battling Spell Casters,
where an adequate Psyche, weakly driving a Power Word, may not be
enough to break their concentration. Endurance is also very important,
since EACH USE of a Power Word is a drain on the character's life
force.
Power Words don't really 'have' to be WORDS, they could easily be
gestures, signs, whistles, finger snaps, or whatever the character
likes. However, they should be defined as such when they are chosen
and the character should stick to it. Unlike other forms of Magic,
which use the power of Shadow, Power Words are based on the power of
the character who uses them. While this does limit them, as stated
above, it also makes them potentially more powerful than most magic
since its power is derived from a REAL source, not a Shadow one. Power
Words even function is areas that are Non-Magic.
Range, duration and the effects of Power Words are all restricted
to the immediate time and place of the caster. Each character is
initially limited to exactly 5 Power Words. It is possible to
increase this number at a later time, at a cost of 1 point per added
Power Word. Once the initial 5 are selected they may not be
exchanged, switched about, or otherwise substituted.
The Power Words listed below are the ones that are well known.
Players can use the "word" listed, or invent their own. It's also
possible to invent new Power Words. Bear in mind that, like all other
Power Words, they must have an instantaneous effect. The new ones can
substitutes for this first 5, or at a cost of a point each they can be
added later. New Power Words must be approved by the GM.
One drawback of Power Words is that they are fairly simple and
routine. If an opponent is prepared, it's possible to overcome them.
However, counteracting Power Words requires specific measures. For
example, the most common Power Word, Magic Negation, breaks up a spell
in mid-casting, while the Sorcerer is invoking the Lynchpins of the
spell. The Magic Negation Power Word wouldn't work against an
instantaneous spell, one that is completely prepared, requiring no
time-consuming lynchpins. It's also possible for a Sorcerer to be
prepared in advance for a Power Word, and to defend against it. The
preparation would require that the Sorcerer would have had to come to
the conflict prepared with a protective spell. Such a spell would
only be good against the Power Words the Sorcerer knows. Since Power
Words are unique to each character, a Sorcerer can't make any sort of
general or "all purpose" magical defense vs. Power Words. For this
reason characters with Power Words tend to be rather secretive. They
only use them in genuine emergencies. That way they greatly reduce
the chance of being observed and of having their Power Words countered
by others.
So long as the restrictions are followed, players are allowed, or
even encouraged, to make up their own Power Words. In general terms,
Power Words have to be fast and easy. Fast, in that what they do
should happen in a flash. Easy means they can't do anything
complicated or that requires explaining or defining conditions. For
example, most Sorcerer's spells are complex enough to require several
parts or phases, something impossible with a Power Word for each Power
Word created by the player, the character must spend 1 week in research
and contemplation. After the time has passed, the points spent, and
the new Power Word okayed by the GM, it then is part of that
character's repertoire. Power Words cannot really be taught, per se,
they are unique to the character and are arrived at through a process
of self-discovery.
Since Power Words use the energy of the character, rather than
magical energies, they tend to be rather draining. For most Amberites,
most of the time, this is no particular problem. However, any
character with less than Amber Rank Endurance will be tired by EACH
USE of a Power Word. A character of greater Endurance, while not
usually troubled, should be aware of using Power Words when engaged in
some other difficult task, like using the Jewel Of Judgement, Walking
the Pattern, or engaging in a Psychic Duel. Other factors which play a
part in this is general health, whether the character is wounded, tired
from physical exertion, etc. Overuse of Power Words tends to make the
character dizzy, light-headed, and eventually pass out.

Common Power Words-


1. Nogtz! Magic Negation
This spell allows the disruption of gathering magical energies.
As a Sorcerer casts a spell, or releases a stored spell, the Power
Word disrupts the elegant structure of a spell and renders it
useless. If used fast enough (based on the character's Warfare)
it can be used to fizzle trap spells or wards before they are
unleashed. The more powerful the Psyche of the invoker of the
Power Word, relative to that of the source of Magic, the more
effective it will be. It can also be used to neutralize active
magic, including shields and wards, and other things charged with
magical energies.

2. Polrz! Chaos Negation


Used only against yourself. It works internally, inside your own
body, as self protection. Defends against destructive changes to
your person that might be rendered by the Logrus, or by other
damaging Chaos attacks.

3. Shagsk! Psychic Defense


Creates a burst of internal Psyche, enough to disrupt any contact
that you are involved in. Also works great against the pressure
of other trying to break into your mind. Lasts only for a second
but very useful against unexpected attacks during times of psychic
contact, or, for example, during a Trump call.

4. Askiir! Psychic Disrupt


Directly affects the creature. Naming the target especially with
it's "true name" ("Merlin Askiir!") makes it much more effective.
It works to disrupt the concentration of the victim. So, someone
with the Logrus or Pattern brought to mind, or someone in a
tenuous Trump contact, would lose their focus and have to start
over again. Likewise someone casting magic would be disrupted.
Against a "named" target it will work no matter what the
difference in Psyche. Used without a name, it is possible that
the object of the Psychic Disrupt, if superior in Psyche, will be
unaffected. Repeated use of the Psychic Disrupt Power Word,
against the same opponent, will become less and less effective.
Having once felt its effect, the victim can brace themselves for
subsequent attacks.

5. Krolak! Neural Disrupt


Directly affects a creature, throwing off their coordination, and
causing them to twitch or flinch involuntarily. This is best used
in a critical moment of battle, changing the Warfare situation for
a moment. Out of combat it works if you need to grab something
away from somebody, knock them over, or do something where a
momentary break in their coordination comes in handy. Naming the
target, like "Oberon Krolak!" makes it effective against that
opponent. If the target is unnamed, then the user of the Power
Word must have a superior Psyche. After the first time, it's
possible for victims to steel their mind against the Power Word,
and resist it's effects.
6. Lievz! Lifeforce
This Power Word generates a burst of living energy in the target.
Doesn't actually have enough time to do any healing, but does
break destructive anti-life energies. Also functions well as a
"wake-up call" for those who are sleeping or unconscious. It's
also useful in certain medical emergencies, where the heart,
lungs, or brain may have "seized" up momentarily. The target
will feel "good" briefly, as if they were in the peak of health,
regardless of their true condition.

7. Schang! Resume True Form


This is a command that forces a person or thing to go back to
their true form. It is only effective on things that are not
currently in their proper shape. It's really useful in
dispelling magical alterations in just about anything. Shape
Shifters, and things with the power of Shape Shifting, can resist
the effects, but with effort. If used on an unnamed target the
caster will need a Psyche advantage. However, even if the Power
Word fails, it is likely that any shape-shifted subject will have
reacted in some way. Repeated use against the same opponent will
be gradually less and less effective.

8. Fortz! Defensive Luck


Creates an instant of fortunate karma, sort of like a small dose
of "Good Stuff". Results will either be fortunate events for the
caster, or minor accidents befalling the opposition. It can only
be used once in any given combat location. It is best used when
some events seem to be dependant on chance. For example, it's
timely to use it just as the enemy's foot is about to touch down
on a patch of ice.

9. Legant! Pattern Negation


As with Chaos Negation, it's something you cast against yourself.
Works internally as protection against the influence of Pattern.

10. Voile! Pain Attack


Gives a "jolt" of pain to the person or creature at which it is
directed. The momentary pain is a distraction, but does no real
damage. Named victims are affected, regardless of Psyche.
However, if the victim is not named, the resisting is possible for
opponents with a superior Psyche. The main effect is one of
surprise, so using it more than once against a tough opponent is
pretty useless. On the other hand, wimpy or cowardly victims can
be driven into helpless terror by repeated uses.

11. Jask! Trump Disrupt


Can be cast against a Trump card, instantly blocking any active
connection. Used either against a card in the caster's hand, or,
by pointing, at a nearby card. If the caster is receiving a
Trump contact, where the other party is holding the card, it can
be cast through the contact. In this latter case, it will succeed
only if the caster has Psychic superiority. Only works against a
card that is currently in use, not a similar card in another deck.

12. Magique! Process Surge


In any process (fire, magic, Pattern, etc.) this adds an extra
burst or push. For example, casting it on a working auto engine
would give it a quickie burst of extra power. A campfire would
briefly flare up. The most it can do is double the energy
exchange rate of the normal reaction.

13. Quimk! Process Snuff


Momentarily dampens whatever is affected. Throwing it at a car's
engine would cause it to slow slightly, or even stall out. A
campfire would dim, but a flickering candle would likely go out
all together. The effect is to dampen the reaction rate down
temporarily.

14. Ombre! Shade


Adds to the darkness of all shadows in an area. The effects are
spooky, frightening, scary and forbidding, but no real effect.
Basically used to disorient and confuse.

15. Luum! Light Strobe


Releases a bright "strobe" of burst of white light. Can emit from
the character speaking the Power Word, or from an object that is
being touched. Useful to temporarily blind an opponent (at least
the first time), but pretty useless for illumination.

16. Aflak! Spark


Creates a single spark, like that generated when a match is first
struck. Only lasts a moment, but it's enough to start a fire,
ignite something, or, against a living creature, cause a bit of
pain. Spark must be generated at a fingertip, or somewhere on
the caster's body.

17. Hurg! Burst Of Magic


Generates a "pulse" of magical energy, either inside the caster's
body, or at some point outside of it (the fingertip, for example).
Sometimes useful for activating magical items. Definitely visible
as a "flare" of magic for anyone observing with mystic Logrus
sight or by other means of detection.

18. Marsk! Weaken Structure


Temporarily weakens the molecular structure of an object. Works
best on rigid objects made of metal, stone, glass, and plastic.
It's ineffective against organic material, including flesh, bone,
wood, cotton or wool cloth, and most rope. Won't work against
magic or mystic items. Timing is important when using this Power
Word, as it is best used at the exact moment of impact. For
example, so an enemy's weapon or armor might shatter when struck.

19. Haggk! Thunder


The Power Word, as spoken, is transformed into the sound of a
thunder bolt, just as if a stroke of lightning banged right from
the caster's mouth. Loud, with a sound that carries, and
startling. About the worst damage possible is temporary deafness
if shouted directly into the ear of the victim.

20. Zzaaq! Burst Of Psyche


The caster's Psyche is boosted, just for an instant. This may be
enough to assist at a critical moment of an attempted Trump call,
or during a Psychic battle. It also serves to brighten the
character's Psyche, so that an observer will notice the character.

21. Zzuum! 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.

22. Urggh! 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.

23. Rfrrh! 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.

24. Bouh! 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.

25. Stapf! Halt Action


This causes the target to hesitate in the action he/she is taking.
This is similar to Process Snuff but applies only to sentient
creatures.

Advanced Power Words may only be purchased if the character


already has 10 of the Common Power Words. Also, if the Advanced Power
Word mentions one of the Common Power Words in its description as a
lesser form then that is a pre-requisite for buying the advanced
version.

Advanced Power Words- (2 point cost)


1. Disjunc! 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.

2. Fihst! Iron Hand


An extended form of the Burst of Strength Power Word, this word
both boosts the user's strength and momentarily hardens their
skin, conferring both Extra Hard and Resistant to Normal Weapons
to
them for a moment.

3. Jiihmp! 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. Mutah! 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.

Greater Advanced Power Words- (4 points cost)


1. Ahul! Area Effect
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.
2. Cohvr! 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.

3. Sklak! 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.

Shadow Walking-

Shadow Walking (Psyche)


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. Even
slower still 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 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 months, a year if Selective Shadow
Walking is being used.
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.
One of the most useful aspects of Shadow is that it can be used as
a handy time machine. While it's impossible to go backwards in time it
can be used for skipping forward in time, or slowing time down
altogether.

​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.

Certain places are easier to manipulate, such as those Shadows


closest to Chaos. Manipulating Shadow is harder the closer you get to
Amber, until, in Amber itself, it cannot be changed at all. Pattern,
in Amber, or anywhere near the center of things, is nearly worthless.
Amber is just too fixed, too real, to be manipulated. Characters can
use Pattern to get away from Amber, gradually moving out into Shadow,
but it may take many hours before even subtle changes start to take
effect.
Some places are difficult to get to, barred by monsters, hazards
or whatever. Finally, following a traveller through Shadow is always
easier than taking your own path.

Pattern Defense-

Pattern Defense (Psyche, Endurance To Maintain)


Picture the Pattern and walking it in your mind. Concentrate on
this image. This takes a few minutes, 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 to mind 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 in mind 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.

Hellride-
Hellride (Psyche & Endurance)
This is the harder way to go. 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.

Probability Alteration-

Probability Alteration (Psyche)


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 much 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.

Pattern Lens-

Pattern Lens (Psyche, Endurance To Maintain)


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, or even physically.
This Power also 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.
Finding a particular item, or person, is, however, not as easy as
it might be. 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.
While the Blood Of Amber is a substance that's very obvious to
anyone with Pattern Lens, highly activated blood, such as is the case
with those who have 70 or more points spent in Pattern is obvious at
range. Less activated blood can be detected at a touch or through the
Pattern Lens.
Just as someone with Pattern is obvious in Shadow, things
connected with the Logrus seem to radiate a malevolent stench. Just a
peek through the activated Pattern Lens will reveal any nearby Logrus
Master, or any activated Logrus artifact.
Someone in the process of making a Trump is also quite obvious.
While that is being done, Trump radiations are at their peak. Also, if
someone is using a Trump, while less noticeable, it is still
significant enough to locate with a fairly detailed search.
The breaks in Shadow, caused by those who have the Power to move
from one Shadow to another, can also be detected through the Pattern
Lens. 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.

Minor Shadow Manipulation: Hidey Hole, Portable Hole, Personal Retreat-

Minor Shadow Manipulation (Psyche & Endurance)


With this power it is possible to create personal "Pocket Shadows"
which can be used for various purposes. The basic idea is that all
Shadow exists as a reflection of Amber, diminished by the distortion of
the distant Logrus. 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 Pattern.
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.

Alter Shadow Time-

Alter Shadow Time (Psyche)


Time flow in a Shadow can be altered and with time more profound
changes (such as the civilization) can be enacted. Generally, the
further from Amber the easier it is to manipulate the flow of a
Shadow's time. Nearby Shadows will also tend to speed up or slow down
in relation to the alteration. Such a change will last until the
character leaves the Shadow at which time it will begin to revert to
its previous time flow. More permanent changes can be enacted if the
Shadow is Edited while the time flow is altered.

Edit/Erase/Mold Shadow-

Edit/Erase/Mold Shadow (Psyche)


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.
Editing Shadow allows the character to change any of its features, such
as its ability to Block Trump, set up Barriers or Restrict Access to it
through various means, manipulate/change the Shadows technology, magic
or just about anything else. The only thing that cannot be done it
make it more or less resistant to the influence of the Pattern.
Erasing Shadows is also possible thought not something you would do
lightly as it seems to have a detrimental effect on the overall
arrangement of Pattern and Shadow, creating Shadow Storms and
increasing the amount of Chaos in the area.
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.

Pattern Cloaking -

Pattern Cloaking (Psyche)


A person with this Power has the ability to alter his/her Aura and
appear to have either a lessened level of Pattern activation in their
blood (as would be visible via the Pattern Lens) or no Pattern at all.
Additionally, 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 nearly impossible.

Pattern Scrying-

Pattern Scrying (Psyche, Endurance To Maintain)


This Power enables the character to bring up the Pattern Lens and
use it as a Scrying device. The character merely thinks of the person,
place or thing desired and then within a few minutes (or longer
depending upon distance) a dynamic image of that desired will appear
within the Lens. This person or place may then be viewed (even if
travelling in Shadow) as if the character were present with them. This
will not work on anyone who has set up specific wards vs. Scrying,
those who have altered their Psychic auras in some way (such as with
Trump Invalidation or Pattern Cloaking), or with an individual/place
which is not known in sufficient detail. If it is a person then the
character must have had sufficient exposure to them (or a Trump of
them) in order to successfully Scry. Attempting to do so without such
exposure will usually result in a Shadow copy of the nearest
'reasonable' facsimile. Places are usually easier (unless warded vs.
Psyche, Pattern or Scrying) and yield satisfactory results from
detailed descriptions. Items, especially unique ones are more
difficult to pinpoint and those which contain a true Power must abide
by the same limitations as people.

Gate-

Gate (Psyche, Endurance To Maintain)


By using Pattern Scrying to look through Shadow to another place,
and then making a Shadow Pocket which bridges the gap between where the
character is and the place viewed, temporary Gates through Shadow can
be made.

Advanced Shadow Walking-

Advanced Shadow Walking (Psyche)


This allows the character to Shadow Walk with the speed normally
associated with Hellriding. It also allows the character to shift to
and from Amber directly, and even allows travel to the realm of the
Primal Pattern.

Personal Pattern Teleport-

Personal Pattern Teleport (Psyche & Endurance)


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,
displace 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 spell.

Sense Trump-

Sense Trump (Psyche)


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 an area of
10x their Psyche in 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.).

Trump Gate-

Trump Gate (Psyche & Endurance)


Trump Gate is the ability to create an open doorway from any one
place to another. It requires the use of a place Trump for the
destination point. The Trump is then opened normally, but instead of
walking through the Trump the character 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.

Trump Identification-

Trump Identification (Psyche)


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 requires that the
caller has previously been spoken to frequently via Trump so that
their Psychic image is well known to the character.

Trump Spying-

Trump Spying (Psyche)


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.

Advanced Trump Blocking-

Advanced Trump Blocking (Psyche, Endurance)


This ability allows the character to ignore Trump calls with a
minimum of effort. He/she will be able to go about other tasks which
require his/her Psyche with only minor reduction in effectiveness.
This ability also allows such a character to, if in Trump contact,
more easily break the contact despite the other's Psyche.
Additionally, if in a 'Contest Of Wills' such a character will be
considered to have a Psyche equal to his/her normal level + any and all
points spent in Trump-related abilities, this ability included.

Trump Sketch-

Trump Sketch (Psyche)


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 1 use per 5 points of the creator's Psyche
(rounding in the creator's favor). After this usage is complete the
sketch will be unempowered and no longer viable for either
communication or transport.

Draw Trump-

Draw Trump (Psyche)


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. Fiona,
for example, could probably render a fully functional Trump in 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 to mind the Pattern and channel it's
energies through their work. 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.

Etch Trump-

Etch Trump (Psyche)


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-empowered' by a Trump Artist at any
time subsequent to such a usage.

F​ast Activation-

Fast Activation (Psyche)


This ability allows the character to open a near instantaneous
Trump contact to any willing and receptive individual or place. The
character need only touch and look at the card for the contact to be
established.

Fast Transport-

Fast Transport (Psyche)


A character with this power can touch a Trump and in one action
activate it and be through to the other side. Note that this transport
is slowed down if the contact is with a person who is not 'ready' to
receive the character.

Blackout Trump-

Blackout Trump (Psyche, Endurance To Maintain)


This allows the character to both initiate and answer Trump
contacts with his/her visual image being transmitted. Psyche contact
is established but the character (or party on the other side) can NOT
be transported through such a connection. The character can turn the
blackout on and off at will, even during an active connection if
he/she so desires.

Rapid Mental Communication-

Rapid Mental Communication- (Psyche)


This power allows the character to communicate via Trump with
another being without the need to speak. Additionally, the character
is able to send mental images to the other party as well as convey a
tremendous amount of information in only a short period of time. If
both parties are willing, even Psychic impressions can be shared
through such a link. Such impressions are necessary when Teleporting
to a specific place or creating Trump of an individual.
Trump Sorcery-

Trump Sorcery- (Psyche, Requires Advanced Magics)


This allows a character with Advanced Magics to cast spells
through an active Trump connection without personally crossing over.
Additionally, the character is able to cast enhanced Divination spells
using the Trump deck or information spells about specific individuals.
Such a character is also able to create a mental link to specified
cards such that Trump Spying can be done without need of laying the
cards... the mental link will activate as soon as the subject of
linked Trump begins their call.

Trump Jamming-

Trump Jamming (Psyche, Endurance To Maintain)


It's possible, with intense concentration, to jam any one, or any
number, of Trumps. It requires the actual card of the subject to jam.
This can work one of two ways. The first can be done on several
targets, just concentrate on all cards and none of them will be able
to receive calls (note this requires a clear Psyche advantage over
each of the targets). Another possibility is to 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 the Trump Artist will be involved in a Psychic
battle with the person.

Trump Trap-

Trump Trap (Psyche)


The ability to capture others in Trumps, or project them to other
places against their wills. There are a wide range of possibilities,
from Trump that work nearly automatically, so they are activated by the
merest touch or glance, to Trumps that, when activated, automatically
transport the wielder to the place they depict. Trump Trap also
allows the Trump Artist to create "disguised" Trump, where the image
that appears on the card is not the true subject of the Trump. This
ability can be combined with Trump Etching if desired.

Trump Memory-

Trump Memory (Psyche & Endurance)


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.

Trump Conjuration-

Trump Conjuration (Psyche)


This Power enables the character to create duplicate Trumps of
ones he/she has already made normally. This process is very quick,
taking only a minute or so to conjure a single card and up to 30
minutes to re-conjure an entire deck. This Power can also be used to
incorporate item-type effects within the Trump. Most common effects
are Psychic Neutral which allows the person to make 'anonymous' Trump
calls, Improved Psychic Barrier, and Mold Shadow Reality which can do
things like change a person's clothes/money to something appropriate
while passing through the Trump. Additionally, Trump Conjuration
allows the use of Quantity Multipliers to be used for the conjuration
of Trump.

Trump Invalidation-

Trump Invalidation (Psyche)


This is the ability to alter your own (or another willing
target's) 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). To enact this change requires a ritual meditation
of up to an hour for oneself and up to a day for another.

-=LOGRUS=-

The Summoned Sign-

The Summoned Sign (Psyche, Endurance To Maintain)


Those knowledgeable about the Logrus and its inner workings are
able to Summon the Sign Of Logrus, which is a shifting, angular,
glowing red construct invisible to the naked eye.
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.

Summon Minor Creatures Of Chaos-

Summon Minor Creatures Of Chaos (Psyche, Endurance)


This Power allows the summoning and control of minor Chaos demons
and creatures. The character will be able to summon one or two of
these creatures in a very short time (under 5 minutes), Named &
Numbered Quantity in less than an hour, and a Horde Quantity in about
a day. The more summoned the less control over them the character
has, dependent upon his/her Psyche. The creatures summoned by this
Power can have Item Qualities and Powers up to the 3 pt. level (see
Creatures & Artifacts and Conjuration Addendum) and can individually be
up to 15 pts. The greater the quantity, the less points the individual
creatures/demons will have.

Spell Rack-

Spell Rack (Psyche)


Another of the main uses of the Summoned Sign deal with Magic. It
can be used as a "rack" for hanging spells. The Chaos Lord can bring
up use the Summoned Sign to rack all of his/her spells, allowing a
nearly an infinite storage capacity (although they do decay normally
in the Courts, quicker in Shadow and quicker still in Amber). The time
required to weave a spell into the Logrus is the normal spell casting
time plus 10 minutes per spell.

Sense Trump-

Sense Trump (Psyche)


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 an area of
10x their Psyche in 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.).

Imprint-

Imprint (Psyche & Endurance)


Not a power per se, this reflects the fact that you have
successfully essayed the Logrus of Chaos.

"Gift" Of The Logrus-

"Gift" Of The Logrus (N/A)


Those who walk the Logrus may have an item created for them by the
Logrus. The Logrus will look at the Initiate and based on what it (The
GM) thinks would be appropriate based on the character's conception,
player suggestion, etc. it creates the item from raw Chaos. This item
initially starts out at 15 points and can be increased by the player
with points as time goes by, and as approved by the GM. This IS
considered a personal item and is generally Impervious To Damage.
This CAN be a single item, or up to Named & Numbered. Merlin's
strangle cord, Frakir, is an example of such a "gift" as are the 3
metal balls wielded by Mandor. Normally, this item could have 4 pt.
Qualities and Powers and could, perhaps, confer one or more of the
Qualities (5 pt. Conferral). It won't contain anything higher than
this initially. The character may opt to add powers to it (with
points) at a later time and, if approved by the GM, this will increase
the item's overall power. These new powers must be enchanted into the
item by the character and cannot be done by another being.

Tendrils-

Tendrils (Psyche, Endurance)


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. When this is accomplished he/she can use it to reach
through Shadow, or to reach things at a distance on the current Shadow.
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 the Summoned Sign touching of the subject by Logrus
tendrils, it 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.
When reaching through Shadow, the Logrus tendrils can be made to
seek anything desired, locate it, grab it and either draw it back to
the area of the Logrus Master or draw him/her to the object. The
latter way is usually the manner in which a Logrus Master traverses
Shadow.
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 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, if Advanced Magic is possessed spells can be cast out along
the tendrils and sent into Shadow.

Summon Greater Creatures Of Chaos-

Summon Greater Creatures Of Chaos (Psyche, Endurance)


This Power allows the summoning and control of minor Chaos demons
and creatures. The character will be able to summon one or two of
these creatures in a very short time (under 5 minutes), Named &
Numbered Quantity in an hour or two, and a Horde Quantity in a couple
days. The more summoned the less control over them the character has,
dependent upon his/her Psyche. The creatures summoned by this Power
can have Item Qualities and Powers up to the 4* pt. level (see
Conjuration) and can individually be up to 30 pts. The greater the
quantity, the less points the individual creatures/demons will have.
*Note: The one exception to this is that the 8 pt. Movement Quality,
Flight is allowed for such creatures.

Minor Logrus Conjuration-

Minor Logrus Conjuration (Psyche)


This Power functions identically to normal Conjuration as listed
in the ADRPG with the following additions/modifications:
Characters can create any effect which is of 5 or less point cost.
Ie., they may enchant/conjure 4 pt. Psychic Barrier items as well as
Confer such a Quality for 5 more points. No single item may exceed a
total point cost greater than 9 plus the character's Psyche in points,
ie. Amber rank Psyche allows items of 9 points total. Chaos rank in
Psyche would allow only 4 points. Human rank Psyche (ick!) cannot use
this power at all. Also, characters with this Power are able to create
items in up to Horde Quantity, (a x3 multiplier) with GM approval.

Create Shadow Veils-

Create Shadow Veils (Psyche)


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.

Minor Logrus Healing Technique-

Minor Logrus Healing Technique (Endurance, Psyche)


Characters who possess this power may attempt to Shape Shift the
wounds of others by extending the Shape Shift power through a Logrus
tendril and into the body of the wounded person. This form healing
cannot be performed on an unwilling target, if the target is conscious
at all. Ultimately, the wounded subject's Endurance and the
character's Psyche will determine the results of the healing attempt.

Greater Logrus Healing Technique-

Greater Logrus Healing Technique (Endurance, Psyche)


Characters who possess Greater Logrus Healing Technique allows the
character to heal nearly any wound, poisoning, loss of limbs, etc.
They are able to "optimize" the subject such that whatever healing
needs to take place will do so at the maximum rate. For the
regeneration of lost body parts, the character must concentrate for
1-3 weeks depending upon the part lost.

Mold Shadow-

Mold Shadow (Psyche)


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.

Logrus Conjuration-

Logrus Conjuration (Psyche, Endurance)


This allows the creation and empowerment of REAL items. It
functions identically to Minor Logrus Conjuration with the following
additions/modifications:
Characters are now able to make 10 pt. effects maximum. Ie., they
could create an item which uses the Quality: Improved Psychic Barrier
and Confer this Power. This would cost 18 points (8 pts. for the
Improved Psychic Barrier and 10 points to Confer this Quality to the
wearer/wielder). Note that characters must still abide by the Psyche
limitations stated in Minor Logrus Conjuration so that a character of
Amber Rank Psyche would be unable to make the aforementioned item while
someone with at least 9 additional points in Psyche could. Characters
are also able to make items in Shadow Wide (x4 multiplier) Quantity
with GM approval.

Summon Creatures Of Power-

Summon Creatures Of Power (Psyche, Endurance... perhaps Warfare :) )


This is the knowledge, skill, and ability to Summon powerful
creatures of Chaos. This Power does not confer the ability to Control
such beings and binding them to one's will is up to the Psyche,
Spell-Casting, and quick wits of the Summoner. Generally, only one
such creature may be summoned at a time (it is generally BEST to
devote one's full attention to just one...) but it is 'possible' to
summon up to Named & Numbered beings. These beings should be built
with the Conjuration rules and very little is absolutely 'restricted'
in what you could potentially get. Beings such as these may only be
summoned near exceedingly Powerful areas of Chaos (such as the Pit
of the Great Abyss) and these places themselves are quite dangerous to
spend time in. This major act of Summoning will usually take at
'least' a day and usually much longer. If the attempt is made it the
player should inform the GM "I want to get a creature with X ability"
and the GM would then design the creature and tell the player what
they know about it (this can range to absolute knowledge, which is
usually rare, to very vague references to such a being in dusty
tomes...). The character then proceeds with the summons and hopes
that he/she has the proper sacrifices to appease, or Psyche to bind
such a being. NOTE: Some of these beings pre-date the existence of
either Pattern or Logrus and are exceedingly dangerous to deal with.

Create Creatures Of Power-

Create Creatures Of Power (Psyche, Endurance)


This is the Power to duplicate a well-known and currently present
creature of Power (see Summon Creatures of Power for more information).
Once a being is in the character's thrall he/she can use this Power to
replicate them. They must travel to an area where the forces of Chaos
are extremely strong and then from this matter they can form 'copies'
of the being. It is possible to attain a Horde Quantity of such
beings, though not usually advised.
Additionally, this Power can be used to create hybrid creatures
and to meld Powers and Abilities of various beings. The results can
be 'guessed' at but, ultimately, these things are unknown prior to
experimentation and many times even to seemingly exact experiments
yield strikingly different results.

Create Black Threads-

Create Black Threads (Psyche)


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).

Advanced Shadow Molding: Hidey Hole, Portable Hole, Personal Retreat-

Advanced Shadow Molding (Psyche, Endurance)


The Tendrils of the Logrus can also serve as a tool to manipulate
whole Shadows and pathways between them. With this method you can
alter structure of a Shadow.
Time flow in a Shadow can be altered and with time more profound
changes (such as the civilization) can be enacted. On a smaller scale,
it is possible to create personal "Pocket Shadows" which can be used
for various purposes. These "Pockets" are minute warpings in the
fabric of space and time by the Power of the Logrus, thus causing an
extra-dimensional fold to occur.
Shadow Pockets can be fixed to a particular location, or may serve
as gateways from one Shadow to a distant other, 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 the
strong touch of either Pattern or Logrus energies.
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' Summoned Sign, 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 the forces of 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 Logrus Tendrils, 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.

Shadow Gate-

Shadow Gate (Psyche, Endurance To Maintain)


By using the Logrus Tendrils to search through Shadow to another
place, and then making a Shadow Pocket which bridges the gap between
where the character is and the place viewed, temporary Gates through
Shadow can be made.

Create "Way"-

Create "Way" (Psyche)


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 created
with Advanced 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.

Summon Primal Chaos-

Summon Primal Chaos (Psyche, Endurance)


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.

Trump Gate-

Trump Gate (Psyche, Endurance To Maintain)


Trump Gate is the ability to create an open doorway from any one
place to another. It requires the usage of a place Trump for the
destination point. The Trump is then opened normally, but instead of
walking through the Trump the character 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.

Trump Identification-

Trump Identification (Psyche)


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 requires
that the caller has previously been spoken to frequently via Trump so
that their Psychic image is well known to the character.

Trump Spying-

Trump Spying (Psyche)


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.

Advanced Trump Blocking-

Advanced Trump Blocking (Psyche, Endurance)


This ability allows the character to ignore Trump calls with a
minimum of effort. He/she will be able to go about other tasks which
require his/her Psyche with only minor reduction in effectiveness.
This ability also allows such a character to, if in Trump contact,
more easily break the contact despite the other's Psyche.
Additionally, if in a 'Contest Of Wills' such a character will be
considered to have a Psyche equal to his/her normal level + any and all
points spent in Trump-related abilities, this ability included.
Trump Sketch-

Trump Sketch (Psyche)


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 maximum of 1 use per 5 points of the
creator's Psyche (rounding in the creator's favor). After this usage
is complete the sketch will be unempowered and no longer viable for
either communication or transport.

Draw Trump-

Draw Trump (Psyche)


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 summoned sign and channel the
power of the Logrus through one's work. 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.

Etch Trump-

Etch Trump (Psyche)


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-empowered' by a Trump Artist at any
time subsequent to such a usage.

Fast Activation-

Fast Activation (Psyche)


This ability allows the character to open a near instantaneous
Trump contact to any willing and receptive individual or place. The
character need only touch and look at the card for the contact to be
established.

Fast Transport-

Fast Transport (Psyche)


A character with this power can touch a Trump and in one action
activate it and be through to the other side. Note that this transport
is slowed down if the contact is with a person who is not 'ready' to
receive the character.

Blackout Trump-

Blackout Trump (Psyche, Endurance To Maintain)


This allows the character to both initiate and answer Trump
contacts with his/her visual image being transmitted. Psyche contact
is established but the character (or party on the other side) can NOT
be transported through such a connection. The character can turn the
blackout on and off at will, even during an active connection if
he/she so desires.

Rapid Mental Communication-

Rapid Mental Communication- (Psyche)


This power allows the character to communicate via Trump with
another being without the need to speak. Additionally, the character
is able to send mental images to the other party as well as convey a
tremendous amount of information in only a short period of time. If
both parties are willing, even Psychic impressions can be shared
through such a link. Such impressions are necessary when Teleporting
to a specific place or creating Trump of an individual.

Trump Sorcery-

Trump Sorcery- (Psyche, Requires Advanced Magics)


This allows a character with Advanced Magics to cast spells
through an active Trump connection without personally crossing over.
Additionally, the character is able to cast enhanced Divination spells
using the Trump deck or information spells about specific individuals.
Such a character is also able to create a mental link to specified
cards such that Trump Spying can be done without need of laying the
cards... the mental link will activate as soon as the subject of
linked Trump begins their call.

Trump Jamming-

Trump Jamming (Psyche, Endurance To Maintain)


It's possible, with intense concentration, to jam any one, or any
number, of Trumps. It requires the actual card of the subject to jam.
This can work one of two ways. The first can be done on several
targets, just concentrate on all cards and none of them will be able
to receive calls (note this requires a clear Psyche advantage over
each of the targets). Another possibility is to 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 the Trump Artist will be involved in a Psychic battle
with the person.

Trump Trap-

Trump Trap (Psyche)


The ability to capture others in Trumps, or project them to other
places against their wills. There are a wide range of possibilities,
from Trump that work nearly automatically, so they are activated by the
merest touch or glance, to Trumps that, when activated, automatically
transport the wielder to the place they depict. Trump Trap also allows
the Trump Artist to create "disguised" Trump, where the image that
appears on the card is not the true subject of the Trump. This ability
can be combined with Trump Etching if desired.

Trump Memory-

Trump Memory (Psyche & Endurance)


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.

Trump Conjuration-

Trump Conjuration (Psyche)


This Power enables the character to create duplicate Trumps of
ones he/she has already made normally. This process is very quick,
taking only a minute or so to conjure a single card and up to 30
minutes to re-conjure an entire deck. This Power can also be used to
incorporate item-type effects within the Trump. Most common effects
are Psychic Neutral which allows the person to make 'anonymous' Trump
calls, Improved Psychic Barrier, and Mold Shadow Reality which can do
things like change a person's clothes/money to something appropriate
while passing through the Trump. Additionally, Trump Conjuration
allows the use of Quantity Multipliers to be used for the conjuration
of Trump.

Trump Invalidation-

Trump Invalidation (Psyche)


This is the ability to alter your own (or another willing
target's) 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). To enact this change requires a ritual meditation
of up to an hour for oneself and up to a day for another.

-=SHAPE SHIFT=-

Natural Forms-

Natural Forms (Endurance)

Human Form-
The primary form for any player character will be human. In
this form the character has no bonuses, no particular advantages,
but there are no drawbacks either. While in Human Form the Lords
of Chaos will be considerably more resistant to Pattern.

Combat Natural Form-


Combat in a combat form the character has the following
advantages and disadvantages: Psyche -1 Rank, Strength +2 Ranks,
Endurance Unmodified, Warfare +1 Rank. (For example, a character
in Human Form with the following Attributes: Psyche = Amber Rank,
Strength = Chaos Rank, Endurance = Amber Rank 4, Warfare = Amber
Rank 3. When this character takes on Demon Form their Attributes
would change to this: Psyche = Chaos Rank, Strength = Above Amber
base Rank to last in the Attribute Auction, Endurance = Amber Rank
4, Warfare = Amber Rank 2.5). The character may also have up to 4
points of 'Item Qualities' in such a form. The character will
only have one Combat Natural Form.

Other Natural Forms-


All Shape-Shifters have one or more alternate 'natural forms'
which they can shift to easily and quickly. These are their base
forms and the ones with which they are most familiar. Such
additional forms, while not providing the Stat increases that
Combat Form does, can include up to 10 points of 'Item Qualities
OR Powers" with GM approval.

Alter Mass-

Alter Mass (Endurance)


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 Human Form's original
starting total.

Avatar Form-

Avatar Form (Psyche)


The Avatar differs depending on whether the character is from
Amber or the Courts of Chaos. If from Amber the Avatar form will be
some animal (or animal hybrid, like a centaur for example), usually of
a size comparable to the player character. Chaos Dwellers have Avatar
forms that are much more dramatic, sometimes causing the body to turn
into living fire, stone, air or water. Elemental Avatar forms are
suited to their particular environments, common near the Courts of
Chaos, but difficult to maintain in many Shadow's based on Amber's
Pattern. Avatar Forms although not armored, per se, are Resistant To
Normal Weapons And Firearms, and inflict Double Damage with their
natural attacks. They do not, however, have any Attribute advantages
or disadvantages.

Shift to Animal Shapes-

Shift To Animal Shapes (Endurance)


Visualizing the persona of an animal allows you to take that
animal's form. This works best if you have first made a Psychic
contact with one of the animals. Once the form is "learned" the
character can accurately copy it at any time. You can Shape Shift
claws, teeth, hooves and horns, and armor like scales or plate. You
can shape-shift to a bird, or a bat, capable of flight, but will only
be able to fly if your character has sufficient Strength (Amber Rank or
better). After all, unless your character is really small, you're
trying to fly with a pretty hefty load.
While it is pretty easy to change into animal forms, it can be
difficult to learn to use their various abilities. The first time in
bird form, for example, the character will know nothing at all about
flying, and will have quite a difficult time of it.

Shift To Animal Abilities-

Shift To Animal Abilities (Endurance)


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.

Shift Others-

Shift Others (Psyche, Endurance)


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.

Shift Body Parts-

Shift Body Parts (Endurance)


The changes you make depend on the parts of the body. It's easier
to manipulate soft tissue, then cartilage, then bone. The most
difficult things to change are nerves. Holding a change requires
concentration, as your body always prefers one of its familiar forms.

Shift Features-

Shift Features (Psyche)


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.

Shift Wounds-

Shift Wounds (Psyche & Endurance)


Once wounded, you don't just heal quickly, you shape shift the
body to repair itself. Open wounds can be closed quickly, even during
combat. Repairing flesh, knitting bones, and, worst of all, regrowing
nerves, takes more time. Shape Shifting drastically increases healing
time, but at a cost of the body's energy. If you've actually lost
something, a part of your body, like an eye, or an arm, they you have
to go through the long, slow process of regeneration controlled by
your Endurance Attribute. In the meantime, that feature will be
missing, no matter what shape you take.

Automatic Shape Shift-

Automatic Shape Shift (Endurance)


Responding to the sometimes rapid changes of your environment
means developing the ability to "let go" and allowing the body to
Shape Shift automatically in response to dangers or changes in the
area. This also includes the ability to Shape Shift defensively, in
response to where various kinds of attacks, including those of Magic,
Logrus, Pattern, and Trump.
While dangerous, there are times when there is no choice but to
rely on an Automatic Shift. When a character is falling, drowning,
strangling, being poisoned, bleeding to death, or otherwise threatened
with immediate death, there's just no time to do a careful, well
thought out Shape Shift. In these cases you just take your foot off
the brake and hope for the best.
What happens is that the subconscious part of the brain takes
over, linking directly into the body's Shape Shifting function, and
changing to the form best suited for surviving the current threat.
The character can try to resist to Automatic Shape Shift, and success
is usually determined by the character's Psyche. This becomes very
difficult if the body has been conditioned, by a lot of previous use,
so there's no time left for the character to try to resist.

Examples Of Automatic Shape Shift-


Here are some of the possible stresses that can trigger an
Automatic Shape Shift, and how the body will likely respond. this
is not an exhaustive list, and certainly there are other
possibilities:

Falling-
The response of the body's Shape Shift to falling is two
fold. First, the body tries to catch as much wind as
possible, in an effort to break the fall. Even in a short
fall vestigial wings, or underarm flaps, will ripple out from
the character (provided that the character's clothing or
armor isn't too tough or too constrictive). Second, the hard
parts of the body soften, while the body's internal organs
develop layers of muscle. Having hit, the body will continue
in the Automatic Shift mode, proceeding with repair and
letting the changes slip back to normal.

Drowning-
The first Automatic response is to cut down on the
body's need for oxygen. Unless the player character
overrides this impulse, the character will end up comatose,
but well preserved. Survival in this form is indefinite.
It's possible for the character to continue changing, slowly,
even while in a coma, to Shape Shift into a form that can
breathe water.

Poisoning-
On Automatic the character's body will go through
incredible contortions and internal shifts, attempting to
isolate and expel the foreign substance. The character will
ooze from every opening in the body, including the sweat
glands. Poisoning a Shape Shifter is extremely difficult,
but not impossible. For members of the Courts of Chaos,
poisons that interfere with a character's ability to Shape
Shift, or force a Shape Shifter to take on a particular form,
are pretty common knowledge.

Mortal Wound-
The Shape Shifter's version of Shock is to shut down the
body and devote all the Shape Shifting power to fixing the
character's vital organs. In this state it is possible for
the character to stop all signs of life, so that no
breathing, heartbeat, or even brain-waves are active.
Pursuit-
With the panicky reaction of flight from danger the
Shape Shifter can automatically start to shift to a body more
suited for running. The legs lengthen, with an increase in
muscle and tendons. Even more significant are the effects on
the brain of the character. The character's personality will
undergo a subtle change, giving the character a relentless
desire to keep running.

Battle-
There is a tendency for the body to automatically move
into Chaos form when wounds and exhaustion start to take
their toll. While common enough for those from the Courts,
Amberite Shape Shifters sometimes discover their Chaos form
in this way, but only when the stress is enormous.

Burning-
The heat and sensations from burning throw the Automatic
Shape Shift into compensating for the heat. The character's
skin and exposed parts will grow a heat-resistant layer of
armor, and the body will devote more of its energy to air
conditioning, while at the same time acclimating to operating
at a higher temperature.

Primal Form (Involuntary Access)-

Primal Form (Psyche)


The most dangerous, yet most durable form is that of the Primal
Form. When a character takes this state they become totally wired
into their Shape Shifting ability, so that they instantly react and
change to accommodate anything threatening in their environment. This
means always being able to escape a predator, overcome prey, and
survive nearly anything. Each character's Primal Form is different, a
reflection of their deepest hopes, fears and drives. Some characters
will become vicious and dangerous predators, attacking madly any
vulnerable living thing. Others will be more flight oriented, fleeing
from any and all possible threats. Any Primal Form can instantly
adapt to changes in atmosphere, environment, temperature, or gravity.
Adapting to breathing underwater or in any liquid medium is also
automatic.
No character is ever "conscious" while in Primal Form. The danger
is that a Primal Form isn't really intelligent. The character's
personality, while it may survive in some dormant form, is no longer in
control of the character's body. For this reason a Primal Form is
usually a measure of last resort.
Another problem is that Primal Forms may never sleep or rest.
Driven by their pure urge for survival, they may never let down their
guard long enough for the player character's personality to resume
control. It's possible that the only way out is for the character's
friends to capture the Primal Form and force it to change. Or the
character may wake up in some incredibly distant Shadow, the only
place where the Primal Form felt "safe" enough to nap. Another
possibility is that the character's personality will only become
conscious when the Primal Form is threatened or trapped and can't get
out with just raw fury and Shape Shifting.

Primal Form (Controlled Access)-

Primal Form (Controlled Access)


This allows the character to either inhibit switching to Primal
Form or to initiate a change to Primal Form. The character does not
gain any more control over his/her actions when in Primal Form, only
control over whether or not to enter such a state.

Shift Aura-

Shift Aura (Psyche)


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 of a
greater/lesser magnitude than is truly the case.

Shift Other's Aura-

Shift Other's Aura (Psyche)


This allows the character to enmesh a Logrus Tendril within the
Aura of a willing or unconscious subject and alter the Aura. This will
have the effect of rendering the person unable to receive Trump Calls
with previously made Trumps, being 'unattuned' to any items he/she may
possess, as well as paving the way for a major personality change in
the individual (though the outcome of this is never predictable, ie.
up to the GM :). Walking the Pattern or Logrus will remove such
a forced shift unless the individual has remained in the shifted state
for a year or more (in which case the shift is considered permanent).

Shift Persona-

Shift Persona (Psyche, Endurance)


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.

Shift to Creatures Of Power-

Shift To Creatures Of Power (Psyche, Endurance)


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.
Dragon, 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.

Shift Internal Structures-

Shift Internal Structures (Endurance)


Your character 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. Regeneration of lost body parts takes about a week of
total concentration, using this ability.

Creatures Of Own Blood-

Creatures Of Own Blood (Psyche)


Additionally, the Logrus itself, either in part, or in whole, can
be brought to life and manipulated as a servant of the Logrus Master,
but only so long as full concentration is devoted to the task. In
addition, 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.
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.

Creatures Of Another's Blood-

Creatures Of Another's Blood (Psyche)


This allows the character to create creatures from the fresh blood
of another being of power, thus bestowing some of that creature's
power to the creation. See 'Creatures Of Own Blood' above for more
details.

-=SORCERY=-

(See Treatise On Sorcery For More Details)

Simple Magic-

Simple Magic
These are the little things that allow a mage or wizard to do all
of the 'window dressing' effects which show him/her to be learned in
the arts. With this knowledge the character can manipulate the forces
around him/her with minimal effort and create minor effects such as
lighting candles in a room with a single word, opening an unlocked door
with a mere gesture, and the like. Nothing which causes more than
very minor harm (let's say equivalent to a shaving cut just for
example) can be accomplished with this degree of mastery. While still
utilized by more advanced mages, this is the level of training which an
Initiate of magic will have.

Complex Magic-

Complex Magic (Psyche & Endurance)


This is the knowledge of spells and how to hang them. Pretty much
any spell effect desired can be accomplished with this degree of
mastery. Since the caster is drawing the magical power directly from
his/her own Endurance it is very draining. This is the main reason
that such spells are cast slowly and 'hung' so that the caster can
recuperate from such efforts. Such spells are 'pre-powered' and thus
allow the caster to release them without suffering ill effect at the
moment of usage. The number of spells which can be hung in this
manner is mainly dependent upon the caster's Psyche. The potency of
these spells with regards to damage potential, area of effect, and the
like is determined by caster's Endurance as this is the limiting
factor on how much energy was supplied each spell when it was
originally hung. Such spells require weekly maintenance as the energy
supplied them tends to 'bleed off'. This maintenance consists of
entering a meditative state in which each of the spells hung are
contemplated and any depleted energies are restored.
This level of mastery does allow the caster to use spontaneous
magic, but this is usually a last ditch effort as it drains the
caster's Endurance directly and causes various adverse effects from
dizziness to passing out and in extreme circumstances death. The GM
should consider the power and scope of the effect attempted by the
caster and weigh this against his/her Endurance score. Usually a
caster will know what they can safely perform but sometimes
circumstances draw upon them to 'test' themselves in certain life or
death situations.
Note that this is what most Shadow mages will possess. While this
is 'generally' less potent than an Amberite or Chaosite's magic due to
lower stats, this is not always the case. A powerful Shadow mage of
this skill level can rival or possibly exceed his/her 'Real'
counterpart, depending upon the Shadow mage's craftiness and ingenuity.
This is the level of a magical Adept.

Ceremonial/Ritual Magic-

Ceremonial/Ritual Magic (Endurance & Psyche)


This is the 'bridge' towards Advanced Magics. With such skill the
mage now begins to augment his/her own energies with other sources for
even more powerful spells. Using rare materials, sacrifices, special
equipment, places of power, special times/celestial cycles of the year,
or whatever may be determined by the GM and/or player, he/she is able
to generate more powerful results than before. The usage of Circles
or other symbology, drawn or etched upon the floor/ground, is often
associated with such Ritual Magic. Using this level of magical mastery
the caster is able to create permanently enchanted items or spell
effects. This is the level of a Master of magic.

Advanced Magics-

Advanced Magics (Psyche)


At this point the caster has learned how to tap an outside power
source for his/her magical effects. He/she may cast these spells with
only minimal expenditure of personal Endurance and therefore makes far
more use of spontaneous magic and less of 'hung' spells. Power sources
vary in both their range, power, and general utility.
Some sources may be specific to a single Shadow or a group of
nearby ones, other sources such as Pattern or Logrus are far more
omnipresent in their range than most other power sources. In general,
the closer the caster is to the power source tapped the greater his/her
spells will be.
The potency of the source can also vary widely, despite proximity.
In general, the Greater Powers such as Pattern and Logrus are better
than those of Shadow all things being equal... the trick is, things
seldom are that simple. Take the Fount Of Power, for example. This
is a source of Shadow power which was sought out by Brand, an
accomplished master of Pattern Magics. Why? It would seem likely for
several reasons: 1.) The Fount seemed to have the peculiar trait of
instilling its energies within the subject. Thus, it would be as if
the caster were standing atop his/her power source no matter what the
proximity. 2.) He sought to bring about the Pattern's downfall and
during this period when the Pattern was 'offline' he probably wanted a
potent source to draw upon. 3.) Since he was going to be travelling
far from the Pattern and even into Chaos the Fount's energies probably
provided him with a more potent source that even the Pattern could
have. I would speculate that there is a 'half-way' point between the
Pattern and Logrus in which each respective power begins to wain and
near the edges of each extreme the opposite power, while still active,
is greatly diminished.
While the Greater Powers are fairly utilitarian in the energy
which they provide, this is not true with all power sources. Indeed,
some sources may be good for a very narrow scope of magic. For
example, let's assume that there is a Shadow world which contains very
powerful Undead and that this place has a usable power source for the
caster. While it may have good range and potency, its utility is
limited in that the energy is generally only useful for Necromantic or
Black-type magics. Other spells which the caster would attempt to cast
using such a source would be corrupted and twisted, possibly causing
both failure and injury to the caster.

Advanced Complex Magic-

Advanced Complex Magic (Psyche)


Generally, this is used by casters who plan on travelling a
significant distance away from their source of power or by those whose
source has a fairly limited range. As before, the caster 'hangs' the
spells desired but this time they are generally held within a matrix
of energy provided by the source. For Pattern or Logrus users, this
would be within their personal Pattern/Logrus, ie. the Pattern Lens or
Sign Of The Logrus. Maintaining such spells is generally taken care of
by the source as long as the caster remains within the range of his/her
source. For those travelling beyond the range of their source the
spells will decay as per normal Complex Magic, and will eventually
revert back to that power level of spell as the caster will be unable
to equal the energy potential of the source on his/her own.

Advanced Ceremonies/Rituals-

Advanced Ceremonies/Rituals (Psyche & Endurance)


With this level of mastery the caster has begun to learn how to
instill some of the forces of his/her source within an item or
creature, or create spells even beyond the scope of power of those
which he/she could cast spontaneously. This too will generally
require special materials, times, and the like but additionally
requires that the caster be at the heart of his/her power source. I
would postulate that this was the level of mastery required to enchant
the Pattern blades... Created from special materials, forged in
specific places of power (Greyswandir upon the steps of Tir-na Nog'th
for example) and then enchanted upon the Primal Pattern (or perhaps
using the Jewel of Judgement itself). Instilling such forces within
living creatures is a dangerous task fraught with the possibility of
death or madness at every turn... as this will replace the creature's
own aura with a new, more powerful, and yet alien one. Brand's
deepened madness after his ritual at the Keep of Four Worlds may be
due to the instilling of such strange energies within him by the Fount.
Real creatures cannot be permanently enchanted in this respect (as they
will eventually revert back as they use up the power) but temporary
benefits can be achieved in this manner.

-=CONJURATION=-

What Is Conjuration?
Conjuration is the ability to conjure up items or creatures. It can
also be used to "empower" or ensorcel" people, places, and things. It is
really using Magic to shape Shadow, and to give that Shadow a bit of power.
Conjuration, in addition to allowing for the creation of artifacts and
creatures of power, and for the investment of existing items with magical
powers, also allows for the combination of magic with other powers.
Conjuration doesn't require Sorcery. However, in order to use Magical
Spells with conjuring, the character MUST have Sorcery. Also, any item or
creature capable of storing magical spells can only be created by a
character with both Conjuration AND Sorcery.

Conjuration And Stats-


Endurance is the prime attribute for Conjuration since it determines
how long the character can conjure for (and therefore how powerful an item
he/she can make). Psyche is the limiting factor on how many times a person
may Re-Conjure or Re-Empower a particular object. Amber Rank Psyche and
below may only Conjure/Empower an item once while every 10 full points of
Psyche allows the character to Conjure/Empower it yet another time, thus
allowing more powers and qualities to be added.
A person of Human Endurance can conjure for 6 hours without rest, Chaos
Endurance allows one without rest, and Amber Rank Endurance allows one to
conjure for 36 hours straight. For every point above Amber Rank consider
the character able to conjure for another full hour.
Example: A character with a 12 Endurance and a 20 Psyche could Conjure
for 48 hours in a single sitting (36 + 12) and could do so up
to 3 times (1 + 20/2) on a particular item/creature for a
total of 144 hours spent on that item or creature.

Creating Items with Conjuration-


Conjuration can also be used to put together artifacts and creatures.
For Conjured items, the points determine how long it takes to conjure the
item. While this is the cheapest way to get items, in terms of either
points or time, Conjured items are fragile, and are more likely to be
disrupted or destroyed by your enemies. They also don't travel well through
Shadow, often losing their powers or vanishing altogether.
The time required for a Conjurer to "build" an item from Shadow Shaping
is only 1 minute per construction point for the first 7 points, and 5
minutes per point thereafter. Shadow Shape items will not survive very far
from the Shadow where they were created. They will also fade away 6 hours
later in Amber or a non-magical Shadow realm.

Empowered Item-
Starting with a natural item or creature, qualities and powers, and/or
a quantity multiplier, are added by the Conjurer. After a period of basic
preparation, about 30 minutes, each Quality Construction Point takes 10
minutes, and each Power Construction Point takes 1 hour. So long as the
Empowered Item isn't moved through Shadow, it will retain all the Conjured
changes. If the Conjurer spends the extra time, ten times as long, then the
item becomes permanent and can be moved through most Shadows without loss of
powers or abilities.

Artifacts of Power-
It is also possible to create items, both artifacts and creatures, that
contain Powers such as Pattern, Logrus, Trump, and so forth. Right off, any
character with Trump Artistry can create Trump-based items. However,
creating Pattern and Logrus items requires powers beyond those of starting
player characters. It may be possible, in the course of a campaign, to
acquire additional powers, or to pay points for items that a character comes
across, thus turning them into personal items.

Combining Conjuration with Power Words-


If a character has BOTH Conjuration and Power Words, it's possible to
conjure items containing Power Words. The only Power Words available will
be those known by the character, however.
A drawback is that the items will use identical Power Words. This
means that a Sorcerer witnessing the use of a Power Word by a Conjurer's
creation would subsequently be able to construct a defense against that
Power Word, even if used by the Conjurer himself.
There is a difference between how creatures (anything living or
intelligent) and artifacts (other stuff) use Power Words. Creatures with
Power Words can use them independently, while Artifacts with Power Words are
used by their wielders.

Combining Conjuration with Sorcery-


Without the spell casting ability of a Sorcerer, a character can only
perform Conjuration in a methodical, step-by-step process. In other words,
if a thing is to take 4 hours to conjure, there's no way the Conjurer can do
it in less than 4 hours.
However, if a character has both Conjuration and Sorcery, it's possible
to create "Spells of Conjuration". These spells don't do anything
differently than any other kind of Conjuration, the difference is that they
can be prepared, stored, and released as other spells.
For example, the 4 hour Conjuration described above could be stored in
a spell. It would still take 4 hours to cast, but could be defined with
various lynchpins. Then the spell could be cast at the caster's whim.

Creating Items with Magical Powers-


The other cross-over effect of having both Conjuration and Sorcery is
that it's possible to Conjure items capable of storing, maintaining and
activating spells. Artifacts and Creatures may be set up to contain a
Sorcerer's magic spells. As with any Conjurer's creation, or with items
created with points, these powers are installed in the items themselves.
Note that such spells cannot be conferred upon a user or wielder.

Rules For Constructing Items-

1. Start with a normal item.


Any normal artifact or creature will do. Typical artifacts are
swords, rings, suits of armor, or amulets. Creatures are often dogs or
horses, but can be anything at all, from humans, to vultures, to
lizards, to elephants. The basic artifact or creature is free, no
matter how weird or exotic.

2. Add in Qualities.
Qualities are the item equivalent of character Attributes.
Qualities give the item things like strength, speed, stamina, improved
armor and weapons, plus the item's intelligence and psychic potency.
Inanimate objects can be brought to life with qualities, while
creatures can be augmented physically and mentally.
Note that both Intelligence and Psychic Sensitivity, for otherwise
inert objects, make such things vulnerable. A sword, for example,
would be immune from Psychic manipulation. Give that sword the ability
to Speak, or any form of Psychic Sensitivity, and it becomes vulnerable
to Psychic attack and manipulation.
3. Add in Powers.
Powers give items extraordinary command over the universe.
Control over Shadow, over the substance of the item itself, are
examples of item Power. Additional item powers, such as those of
Trump and Magic, and be added only if the character has the related
Power.

4. Transferrals.
There are items that work best if they can confer, or transfer,
their abilities unto whoever wields them. Each Quality and each
Power, must be separately transferred. Transferrals count as either
Qualities or Powers (depending upon what they are meant to confer) for
purposes of Conjuring times.

5. Quantity Multiplier.
Take the total number needed to make the item, including Physical
Qualities, Psychic Qualities, Powers and Transferals. Then, depending
on how many of the item you'd like, figure out the multiplier. If you
want just the one, then multiply by one. For Conjuring times multiply
Powers and Qualities separately to determine total time necessary.

QUALITIES-

VITALITY: Vitality can be compared to the Strength attribute. Inanimate


objects given movement start out with only feeble strength, much
less than a normal human. Remember that stamina determines how
long an item can exert itself.

Human Vitality [1 Point]


Confers vitality equal to that of a normal human.
Chaos Vitality [2 Points]
Confers vitality equal to that of a Chaosite.
Amber Vitality [4 Points]
Confers vitality equal to that of base Amber Rank.
Immense Vitality [5 Points]
Confers vitality equal to the lower levels of the attribute
auction.
Stupendous Vitality [8 Points]
Confers vitality equal to the middle level of the attribute
auction.
Exalted Vitality [16 Points]
Confers vitality equal to the top level of the attribute auction.
Beyond Amber Vitality [32 Points]
Confers vitality greater than that possessed by any Amberite.

MOVEMENT: Remember that stamina determines how long an item can exert
itself. The higher the cost of the movement quality, the more
stamina is drained by its use.

Mobility [1 Point]
For those items which are usually immobile. The movement speed
depends on the item's physical apparatus. If there are wheels,
legs or other means of locomotion, terrain permitting, the speed
is roughly equal to a walk. Items without movement equipment
(like Merlin's strangle cord) have to slither or creep along.
Even then, if the item lacks Human Vitality it will move slowly
and will be too feeble to climb, push, or pull.
Double Speed [2 Points]
Creatures who already have the power of movement, like deer, dogs
and horses, have double their usual speed. This usually works out
to something like 30 miles per hour. Objects that start without
movement, but legs or wheels, will manage similar speeds. Items
without means of locomotion will slither or creep quickly, at
about the pace of a run. This Quality also stacks once with the
higher level of ground movement to double it.
Levitation [2 Points]
Allows an item or creature not normally capable of vertical motion
the ability to levitate up and down. Movement rate is about 3
miles per hour up and double that for downward motion.
Minor Flight [3 Points]
Brings flight to a non-winged item or creature. Inanimate objects
with this power will be able to fly at a rate of about 20 miles
per hour. If bestowed to a creature already capable of flight
this works to double their normal speed and increase their
maneuverability.
Engine Speed [4 Points]
For creatures and items with a good running speed, like tigers and
bicycles, this accelerates them enough to keep up with powered
vehicles (cars, motorcycles). Dogs and wolves can get up to 60
miles per hour, and horses can manage 75 miles per hour or more.
Items that start out without means of locomotion will wiggle at
speeds of up to 20 miles per hour.
Flying Speed [8 Points]
Increases the level of a non-winged creature or item's flight to
the rate of the fastest of birds. This works out to be around 60
miles an hour. For a creature normally able to fly at a good
rate, such as falcons, pegasai, griffins, etc. this enables them
to keep up with single engine airplanes (around 300-400 miles per
hour). Things which fly very quickly, such as jets have their
flight speeds increased to triple their normal Mach. Can be
applied as Double Engine Speed for ground movement if desired.
Unlimited Movement [16 Points]
The item can travel through anything mundane, but can be blocked
by a Power. A horse with this ability could ride through a wall,
for example. Unless the item is an enclosed vehicle, transferal
would be required to keep the rider on.
Teleportation [32 Points]
The item can teleport from place to place within a shadow. An
item without Amber Stamina or better can do this only once a day.

STAMINA: Stamina can be compared with the Endurance attribute, but does not
confer healing powers nor magical energies used for conjuration or
spells; it only defines the limits of physical exertion.
Inanimate objects that are given vitality or movement start out
with only feeble stamina, and tire quickly.

Human Stamina [1 Point]


Confers stamina equivalent to a normal human.
Chaos Stamina [2 Points]
Confers stamina equivalent to a Chaosite.
Amber Stamina [4 Points]
Confers stamina equivalent to base Amber Rank Endurance.
Immense Stamina [8 Points]
Confers stamina equal to the lower levels of the attribute
auction.
Stupendous Stamina [8 Points]
Confers stamina equal to the middle level of the attribute
auction.
Exalted Stamina [16 Points]
Confers stamina equal to the top level of the attribute auction.
Beyond Amber Stamina [32 Points]
Confers stamina greater than that possessed by any Amberite.
Endless Stamina [64 Points]
Perpetual motion without need for rest.

AGGRESSION: Similar to the Warfare attribute, but only covers forms of


combat natural to the creature or item, and does not confer
abilities in things like chess or military strategy, except
perhaps at higher point costs at the GM's discretion.

Combat Training [1 Point]


When conferred on a creature, or a number of creatures, this gives
them the training to work together as a team, with intelligence
enough to use practical combat tactics. In addition, the
creatures will be expert in their weapons (natural or
artificial), and quicker than any normal human. Items with Combat
Training have a specific expertise of up to a Chaos level of
Warfare.
Combat Reflexes [2 Points]
Creatures with Combat Reflexes are trained to work intelligently,
but also with extraordinary speed, making them faster and more
adept than opponents on a Warfare level of Chaos. An item, or a
human, will be improved to the point where they are quick enough
to compete with someone of Chaos Rank in Warfare. If the item or
creature is devoted to a specific type of combat, then the skill
will improve to equal to Amber Rank in Warfare.
Combat Mastery [4 Points]
Living things with Combat Mastery have an intuitive grasp of any
tactical situation, are aware of ambush and other bad combat
situation, and will quickly adapt to new weapons and other
threats. Their speed is comparable to someone with Amber Rank
Warfare. Items or creatures specializing in a particular combat
will surpass the reaction time of an Amberite, reaching into the
lower ranks of the Attribute Auction.
Stupendous Warfare [8 Points]
Confers warfare equal to the middle level of the attribute
auction.
Exalted Warfare [16 Points]
Confers warfare equal to the top level of the attribute auction.
Beyond Amber Warfare [32 Points]
Confers warfare greater than that possessed by any Amberite.

RESISTANCE TO DAMAGE: Depending on the item or creature, this can be


considered as an armor rating, or as an ability to

dodge attacks, whichever is more appropriate.

Resistant To Normal Weapons [1 Point]


Normal swords, arrows, spear points, and most weapons will be
deflected by the armored surface. Even weapons that penetrate
will have reduced effect.
Resistant To Firearms [2 Points]
In addition to protection pointed and edged weapons, the artifacts
or creature is also immune to gunfire, explosions, and fire.
Invulnerable To all Conventional Weapons [4 Points]
Cannot be damaged by any normal means. This includes edged and
pointed weapons, firearms, and energy based attacks.
Impervious To Damage [8 Points]
No natural force or material can damage the item or creature, nor
can it be affected by Magic or any lesser Power.
Impenetrable [16 Points]
This can ONLY be applied to an item and cannot be transferred.
Such an item contains either the Pattern or some other major Power
which makes it immune to damage by any lesser Power. Known
Powers, in order of least to greatest are Logrus, Trump, Pattern.
Resistant To Major Powers [32 Points]
Not only is this item Impenetrable (as above) it is resistant to
destruction by Primal Damage Weapons. Though it can be penetrated
if the Primal Weapon contains a greater power, it will not be
destroyed.
WEAPON DAMAGE: These are the damaging effects installed in an item,
especially weapons and items with edged or pointed surfaces,
or in the natural weapons in a creature's biological arsenal
such as teeth or claws.

Extra Hard [1 Point]


For an item, this gives the striking surface the capacity to
impact with great force without being damaged. Extra Hard
Weapons, applied to animals, means that the natural "hard points"
of the creature, whether fangs, or claws, or horns, or hooves,
won't be damaged when they try attacking something solid or
impenetrable. For example, normal claws raking a concrete
building might become damaged, and would be unlikely to do much
damage. If the claws were Extra Hard, they wouldn't be damaged
and the would make some kind of impression on the concrete.
Extra Hard weapons have an easier time penetrating armor.
Double Damage [2 Points]
As with Extra Hard, these weapons give both durability and an
extra measure of target penetration. Double Damage also
increases the amount of damage done, so, where a sword would
usually inflict a light wound, a sword of Doubling Damage would
inflict a serious wound. Double Damage Weapons can easily
penetrate armor "Resistant To Normal Weapons", and with time and
skill, can break through armor "Resistant To Firearms".
Deadly Damage [4 Points]
The teeth or claws or weapon, in addition to having extraordinary
durability, can do severe damage to a target. Wounds inflicted by
Deadly Damage Weapons are always serious and often fatal. Easily
Penetrates armor which is "Invulnerable To Conventional Weapons".
Destructive Force [8 Points]
Rips through opponents, causing massive damage. Ignores all armor
less than "Impervious To Damage" and can break through that given
sufficient skill and force behind the weapon.
Primal Damage [16 Points]
Damage from this weapon cannot be regenerated from or shape
shifted away. It will heal only after a great period of time.
This can ONLY be applied to an item and cannot be transferred.
Such an item contains either the Pattern or Logrus which makes it
the bane of its opposite. Primal Damage weapons literally destroy
those they oppose by igniting their blood. Wounds from such a
weapon are always fatal unless the consuming damage is stopped.
Against other opponents, it inflicts Destructive Damage which
cannot be regenerated by anything less than the absolute upper
ranks of Amber Endurance. Ignores Armor under Impenetrable. If a
Primal Damage weapon strikes such a set of Armor and they are of
opposing types then the item with the greater Power will succeed.
For example, if someone with a Primal Damage Pattern sword struck
someone with Impenetrable Armor of the Logrus, the armor would be
destroyed ultimately (since Pattern is a greater Power than
Logrus), but the armor would have protected the wearer for that
first blow.
Greater Primal Damage [32 Points]
A weapon of this caliber ignores all Armor under 16 Points of
value. It will kill/destroy any being it strikes unless they are
protected in some manner. Such a weapon must be enchanted
directly with one of the Serpent's Eyes, ie. The Jewel Of
Judgement or its Chaos counterpart.

INTELLIGENCE AND COMMUNICATION SKILLS: Most items, including both artifacts


&nb
sp; and creatures, can be made with a
&nb
sp; range of intelligence.

Able to Speak [1 Point]


The item can speak in the language of the user, usually Thari, but
with a limited vocabulary. If applied to an inanimate object,
this means the item can understand and obey commands. In either
case, the item will act as the equivalent of a very clever animal,
such as a well-trained dog. The item has loyalty to its owner,
and will operate independently if commanded to do so. Items with
the Ability To Speak, unless commanded otherwise, will always
attempt to rejoin or assist their owners.
Able to Speak and Sing [2 Points]
Beyond simple speech, the item can speak with a normal voice,
sing, hum, whistle, and otherwise express itself. Clever enough
to understand complex orders, to make plans, and to operate
independently toward a goal. It has a good memory, can handle
numbers, and literacy, but only if instructed in these arts.
Able to Speak in Tongues and Voices [4 Points]
The item has intelligence the equal to a normal human, capable of
feats of mathematics, literacy, and philosophy. Capable of
learning a wide range of languages, and the ability to "mimic" the
speech of others.
Mainframe AI [8 Points]
Able to perform lightning quick calculation, store information on
a large scale and access it with minimum time requirements.
Mega-Computer AI [16 Points]
Able to store information comparable to a 'world database'.
Instant retrieval of information for even complex searches.
God-Like Intelligence [32 Points]
Intelligence beyond the realm of a single world. The ability to
instantly absorb any amount of information given it and have near-
perfect correlation of it.
SENSES: This will confer one or more senses upon a creature or item, or
augment what senses they already possess.

Normal Sense [1 Point]


Provides one of the senses in the human-normal range.
Enhanced Sense [2 Points]
Vision is in the ultra-violet and infra-red spectrums, telescopic
or microscopic sight can be used. Similar to various gun-type
sights or normal-light microscopes. Hearing would include
ultra-sonic frequencies as well as those below human threshold.
Smell and taste would be equivalent to a bloodhound or similar
animal.
Extraordinary Sense [4 Points]
Vision is extended in both range and power. Ability to see in all
types of light, thermal imaging, field of vision now 270 degrees.
Hearing will pick up normal broadcast transmissions. Smell and
taste similar to the top-end of the animal kingdom. Able to smell
food/water for miles, detect pheremones, etc.
Immense Sense [8 Points]
Vision in multitudinous spectrums at various magnifications (ala
Geordi LaForge), can see the emanations of magical items/spells
with no detailed analysis, allows vision equivalent to Pattern/
Logrus sight for purposes of seeing 'True Powers' though no
analysis of viewed Power is possible. Hearing of radio
frequencies and other EM band wavelengths. Smell and taste will
be similar to chemical air analysis and will be able to detect
1 particle per 10 million in content.
Exalted Sense [16 Points]
Vision as above but allows detailed analysis of all Powers, active
infra-red or x-ray (character produces such emissions), 360 degree
field of vision. Hearing includes all wavelengths with greater
degree of discrimination. Smell and taste is as above with
instant analysis of content up to 1 particle per billion.

PSYCHIC QUALITY: Confers a limited version of the Psychic Attribute, but


only that portion dealing with sensing Psychic
phenomena. For example, a human, normally void of
psychic sensitivity, given Psychic Sensitivity, would be
able to sense the "coolness" of a Trump, but would have
no particular resistance to Trump contact.

Psychic Sensitivity [1 Point]


Equal to Chaos Rank. The item can communicate with anyone it
touches, by a mind to mind contact. It would have only the basic
intelligence of a normal version of the creature, or, if given
some form of speech (as above), that level of intelligence.
Inanimate artifacts, with no speech modifications, become
receptive to commands and can obey specific orders.
Sensitivity to Danger [2 Points]
Gives the ability to sense danger, but not in any specific way.
The item can pick up on the general distance and direction of
hostile thoughts and emotions. This does not mean the item can
detect inanimate traps or threats. Also includes the same
abilities and limitations as Psychic Sensitivity.
Linked Remote Psychic Sensitivity [3 Points]
This allows any of a number of items to all be in constant Psychic
communication despite distances in Shadow. Only a Psychic Barrier
or a Shadow Barrier vs. Psyche will sever the contact.
Extraordinary Psychic Sense [4 Points]
Flashes of insight into what is coming means the item can sense
potential future events. Regardless of distance, the item will
always "sense" when its owner is in danger. In addition to being
able to establish mental contact with anyone in the immediate
area, the item can reach through Shadow in an attempt to contact
any known mind. This takes a lot longer than a Trump contact, and
is nowhere near as reliable, and does NOT allow for any physical
transferral. Items with Extraordinary Psychic Sense will, if
lost, usually attempt to contact their owner. Intelligence is no
more than the basic creature, or, if an artifact, that of
something barely capable of communication. Has no Psychic "power"
that can be used in Psyche battles.
Immense Psyche [8 Points]
Confers psyche equal to the lower levels of the attribute auction
and has the above abilities.
Augmented Psychic Force (Offensive) [8 Points]
This allows a sudden boost to the user's Psyche for purposes of
Offense. The main difference between this and the Power Word,
Burst Of Psyche, is that the effects are more dramatic and
continue for a longer period of time. It otherwise functions
identically to that Power Word.
Stupendous Psyche [16 Points]
Confers psyche equal to the middle level of the attribute auction
and has the above abilities.
Exalted Psyche [16 Points]
Confers psyche equal to the top level of the attribute auction and
has the above abilities.
Beyond Amber Psyche [32 Points]
Confers psyche greater than that possessed by any Amberite.

PSYCHIC DEFENSE: Although artifacts and creatures with Psychic Defense


operate against Psyche contacts and attacks, they do so
without any offensive Psychic power, or any power to
create Psychic links.

Psychic Resistance [1 Point]


The item is resistant to most Psychic attack or tampering. Its
defenses can be overcome, but doing so would be the equivalent of
Psychically overwhelming a character of Chaos Psyche.
Psychic Neutral [2 Points]
Has the ability to "cloak" itself, so it's Psyche will not be
detected. It also covers the Psychic emanations of intelligence
(speech), mental powers (Psychic Sensitivity) or any other powers
the artifact may possess. Of course, if a Psyche attack
succeeds, or if a mental contact is established, the disguise will
be penetrated. Actual defense is equal to someone of an Amber
level of Psyche.
Psychic Barrier [4 Points]
The item will be resistant to ALL Psyche attack first strikes.
The initial assault of any Psychic Attack will be absorbed by the
Barrier, but if an assault continues the Barrier will degrade and
finally drop. This amount of time for this to occur is dependent
upon the Psyche of the Attacker, the higher this is the less time
the Barrier will stay intact. Note that this is incompatible with
any Psychic sensitivity or communication. In other words, while
the item cannot be affected by psychic attack, neither can it use
psychic communication (including Trump), nor can it be psychically
sensitive. It is possible to build and artifact or creature with
a Psychic Barrier that can be turned on and off, but there must
either be a mechanism (a switch), or enough intelligence to obey a
spoken or tactile command. Anyone protected by an active Psychic
Barrier artifact will also be blocked from using Psyche, including
Trump, and will also be unable to "scan" with Psyche. An
artifact, or creature, with a Psychic Barrier, is quite obvious to
those with high Psychic sensitivity. While an artifact that
confers such a power to its wearer will not be obvious, it will be
obvious that the person has a Psychic Barrier but not where it
originated from.
Augmented Psychic Force (Defensive) [8 Points]
This allows a sudden boost to the user's Psyche for purposes of

Defense. The main difference between this and the Power Word,
Burst Of Psyche, is that the effects are more dramatic and
continue for a longer period of time. It otherwise functions
identically to that Power Word.
Improved Psychic Barrier [8 Points]
Functions identically to Psychic Barrier (above) with the
exception that it normally remains switched off, but if it senses
a Psychic Attack then it will automatically switch to the on
position.
Immunity to Psychic Links [16 Points]
The item will not allow links between psyches, but does not negate
psychic sensitivity. An item with this and transferal would allow
the user to do things that require psyche, but not allow mind to
mind contacts such as Trump, Invasive spells, etc.
POWERS-

ITEM MOVEMENT THROUGH SHADOW: These powers allow for a limited amount of
movement through Shadow. In most cases
&nb
sp; the artifact or creature uses an innate
&nb
sp; form of magic to perform the feat, rather
&nb
sp; than Pattern, Logrus or Trump.

Shadow Trail [1 Point]


The item can follow the path left by someone else moving through
Shadow.
Shadow Path [2 Points]
The item can find a path to any Shadow it knows well. If the item
is just backtracking, that is, going back along a route it has
taken before, the speed is equivalent of a Hellride. However, if
the item is stranded somewhere unfamiliar, and doesn't know the
specific way back, it could take a very long time, bumbling
around, to arrive at the Shadow destination.
Shadow Seek [4 Points]
The item can travel in Shadow towards a specific person or item.
Note that this is not the same as being able to move freely
through shadow, because the item can only move in the direction of
the subject. The item must have had previous contact with the
person or item, or must receive a psychic impression of the
subject from someone who has.
Greater Shadow Movement [8 Points]
Functions as Shadow Seek, except the routes encountered are more
of the item's choosing, and much of the worst encounters can be
avoided or side-tracked. Nearly equal to an Amberite's ability to
Shadow Walk, but takes up to 10 times as long. The item must have
at least the equivalent of Amber Rank in Endurance.
Shadow Walk [16 Points]
Allows the ability of Shadow Walking equal to an Initiate of the
Pattern, and the Blood of Amber. The item must have at least the
equivalent of Amber Rank in Endurance.
Hellride [16 Points]
The item can hellride freely. Note that this does not confer the
Shadow Walk ability, which must be purchased as well if you want
both.
Teleportation [32 Points]
The item can Teleport cross Shadow barriers. Requires at least
Amber Stamina (which will allow only one Teleport per day).

ITEM CONTROL OF SHADOW: Power over various aspects of Shadow. Each level
includes the powers
of the lesser forms. Note that
these abilities are
much less effective in Amber or
any Primal Plane.

Able to Mold Shadow Stuff [1 Point]


The item can change simple Shadow items and features. For
example, coins can be shifted to match the current environment.
Able to Mold Shadow Creatures [2 Points]
The item can affect creatures and inhabitants of Shadow. For
example, a dog can be friendly rather than hostile, or a person
could be informative instead of mercenary.
Able to Mold Shadow Reality [4 Points]
The item can change some of the features, including the "odds" of
the current Shadow. For example, the magical environment of the
Shadow could be changed slightly, making it difficult for the
resident Sorcerers.
Control Shadow Contents [8 Points]
The item can manipulate the Shadow's material, creatures, society,
history, reality, and physical laws. For example, the item can
decide that magic will cease to function within the Shadow. Or,
as another example, the royal family of a kingdom will not have
existed, and another form of government will takes its place.
Control Shadow Time Flow [16 Points]
The item is able to influence the Shadow's "clock" either speeding
it up, or slowing it down to the universe's only absolute; Amber.
For example, if a character, fleeing some threat, needs a few
hours to heal and recover it's possible to speed up the Shadow.
That way the hours of healing can take place while only a few
minutes pass in Amber.
Control Shadow Destiny [32 Points]
The item can cause a Shadow to exert influence over those who walk
through infinite Shadow, putting itself in the way of a person or
class of creatures. For example, it's possible for the Shadow to
become part of Martin's destiny, so the next time he Hellrides,
he'll find himself entering the Shadow.
Ultimate Shadow Control [64 Points]
Gives ultimate control of many Shadows at once, with the ability
to control, shape, and direct Shadow Storms. The Jewel Of
Judgement is an example of an item with this great a control over
Shadow.

ITEM HEALING: If applied to an inanimate object, any type of healing


gives the item a self-repairing ability. Even if totally
destroyed, the item will eventually pull itself back
together. For creatures, healing powers accelerate their
normal process of mending and restoration. Note that
these powers work far less effectively on 'Real' things
such as Pattern weapons, Amberites, etc. Consider such
things as down one on the list, ie. Rapid Healing works
like Self Healing, etc. for those creatures/items of
reality.

Self Healing [1 Point]


For an inanimate object, this allows for a slow, gradual,
self-repair, at about the same rate that normal creatures heal
from comparable wounds. Creatures with Self-Healing recover from
wounds at twice their normal rate.
Rapid Healing [2 Points]
Any item, artifact or creature, will heal like someone of Amber
Rank Endurance, recovering from slight wounds within a day, and
healing even the most severe damage over the period of weeks.
Missing parts will gradually be regenerated, even though it may
take years.
Regeneration [4 Points]
The item will heal slight wounds in minutes, serious wounds in
hours, and regrow lost parts in weeks.
Rapid Regeneration [8 Points]
The item will heal slight wounds in seconds, serious wounds in
minutes, and regrow lost parts in days or a week at most.
Total Regeneration [16 Points]
The item will ignore slight wounds, serious wounds heal in
seconds, and regrow lost parts in hours or a day at most.
Resurrection [32 Points]
The item will regenerate even from lethal wounds, coming back to
life as the wounds heal. The only way to kill the item is with
Primal Damage, Raw Chaos, or similarly drastic measures.

ITEM SHAPE SHIFTING: Remember that items are subject to the same
limitations as playe
rs with regards to shape
shifting and enduran
ce (stamina). An item infected
with primal chaos ma
y malfunction, cease to work
entirely, or turn in
to a formless blob. Conjured
items may simply boi
l away into chaos. Note that
item shape shifting
does not confer healing
abilities. For
any shape an item takes, it will
have all the normal
attributes and instincts of
that shape. Fo
r example, if shifted into a flying
creature, the item w
ill be able to fly normally.
Also, any Qualities
and Powers of the item will be
carried over into al
l of its shapes (unless
inappropriate).
; So a sword with Deadly Damage,
changed into a cat,
will have Deadly Damage claws
and teeth. Exo
tic Shape Shifts allow for items to
gain seemingly magic
al properties. For example,
an item could shift
to a transparent material,
rendering it invisib
le. Or and item could shift to
a very hard substanc
e, giving it resistance to some
weapon attacks.

Alternate Form [1 Point]


The item has an alternate form that it can change into. The
alternate shape must be described in detail when the item is first
created.
Named And Numbered Forms [2 Points]
Up to a dozen alternate forms, determined when item was created.
Limited Shape Shift [4 Points]
The item can take the shape of any animal or item of comparable
size and mass. Initially this is limited to those creatures or
things that the item has already practiced, but the item has the
capacity to learn new shapes. Shape Shifting powers or persona is
impossible. Limited Shape Shift is useless for healing or
repairing damage. Learning a new form requires 24 hours divided
by the number of points spent on the item's intelligence and
psyche (cannot learn new forms without some intelligence).
Mimic [8 Points]
The item can instantly shape shift into any form it sees or comes
in contact with (for items without vision).
Shape Shift [16 Points]
Item can shape shift freely. Note that this still does not confer
healing abilities or other shape shifting powers beyond simply
changing shape.
Greater Shape Shift [32 Points]
The item can shift into any form, take on and expel mass, as well
as shift wounds for healing.
Unlimited Shape Shift [64 Points]
Not only can the item shift instantaneously to any form desired,
but wounds close immediately and the item is able to use options
such as multiple/added organs or appendages as desired.

TRUMP IMAGES: Artifacts and Creatures can be created with "built-in" Trump
images. However, Only characters with the power of trump
artistry can create such items! Trump artifacts and
creatures are never sought and "found" in Shadow or Conjured,
but can only be created by Trump Artists. Also note that
none of the following may be use with Transferral.

Contains a Trump Image [1 Points]


The item doubles as a Trump, containing a unique image drawn by
the Trump Artist. The item also has the innate durability of
Trump, and a Trump's resistance to the manipulation of Pattern,
Logrus or Magic. The Trump Image can be painted on a card in the
usual way, or embroidered on a piece of cloth, or inscribed on
metal. This power CANNOT be installed in a creature.
Contains Named And Numbered Trump Images [2 Points]
For a personal trump deck, this is limited only by the number of
cards. For other items, only a dozen images may be contained.
Personal Trump Deck [2 Points]
This is the only thing which may be purchased by a non-Trump
Artist. This allows the owner of the deck to seek and find it in
Shadow if it becomes lost.
Contains Imbedded Trump Images [4 Points]
Allows the Trump Artist to create a single card or item which can
contain multiple images each accessible via command (if
intelligent) or by some specified means. Must also buy "Contains
N & N Trump Images" or the like to provide the multiple images.
Contains Horde Of Trump Images [8 Points]
Allows an item to have up to 50 Trump Images upon/within it.
Virtual Trump Ability [16 Points]
Gives the ability of a Virtual Trump, where the item need only
think of a well-known place or person and a Trump contact is
established with them/it. Similar to Trump Memory ability.
Exalted Virtual Trump [32 Points]
This gives the item the ability to imagine any place or person and
instantly transport themselves there. The center of the Pattern,
or the Jewel of Judgement are examples of Exalted Virtual Trumps.

POWER WORDS: You must have power words to create or hellride to items
with these abilities. You may not use transferal with any
of these abilities. Each Power Word contained in an item
can be cast numerous times. Some Power Words depend on the
Psyche of the caster. Power Words in items depend on the
item's Psychic Quality. If the item does not have either
Psychic Sensitivity (Chaos Rank), Sensitivity To Danger
(also Chaos Rank), or Extraordinary Psychic Sense (Amber
Rank), then the item operates Power Words at Human Rank.
Item intelligence or Psychic Defenses do not affect an
item's operation of Power Words. A character wielding an
item with a Power Word normally casts the Power Word from
the item. So an artifact speaking a Psychic Defense will
protect the Psyche of the item, not the wielder.

Contains a Power Word [1 Point]


The item has a single Power Word, which must be identical to one
of the Conjurer's Power Words.
Contains Power Words [2 Points]
The item may contain any or all of the power words known to the
creator of the item.

SPELL STORAGE & USE: You must have Sorcery to create or hellride to
items with these abi
lities. You may not use
transferal with any
of these abilities. "Racking"
or "Hanging" spells
in items requires special
power. Once a
spell is stored in a Creature or
Artifact it can be c
ast using the required
lynchpins. Spe
lls must be "loaded" by someone
who knows Complex Ma
gic. Each time the spell is
used, it is consider
ed gone from the item and must
be re-cast into the
item all over again unless it
has the power to cre
ate spell(s).

Rack a Spell [1 Point]


The item is capable of having a spell stored within it. Note that
the spell is incomplete, and will require the services of a magic
wielder to invoke and cast it forth.
Rack Spells [2 Points]
The item can rack up to 12 spells. Note that the spells are
incomplete, and will require the services of a magic wielder to
invoke and cast it forth.
Rack & Use a Spell [3 Points]
Aside from being the mere container for a spell, the item is
itself capable of casting the stored spell. Creatures, or
anything "alive" (with intelligence or psyche) will cast the spell
independently. For inanimate, unintelligent items, this power
means that the wielder of the artifact can command the triggering
of the spell without taking the effort of casting.
Rack & Use Spells [4 Points]
As above with a dozen racked spells.
Rack, Maintain, & Use Spells [8 Points]
As above but also draws power for the spells on a constant basis
therefore eliminating the need for weekly maintenance for the
stored spells.
Rack Horde Of Spells [8 Points]
Up to fifty spells may be racked in the item.
Create a Spell [16 Points]
Can create a spell. NOTE: The item simply delivers the completed
construct to the user, who must then rack or cast the spell
him/herself, unless the item also has the power to Rack, Maintain,
& Use Spells.
Rack & Use Horde Of Spells [20 Points]
As Rack & Use Spell with up to 50 spells stored.
Create Named Spells [32 Points]
Can create up to a dozen spells, determined when the item was
created.
Rack, Maintain & Use Horde Of Spells [32 Points]
The item can maintain and cast up to 50 stored spells.
Spell Processor [64 Points]
Can create any spell given the parameters and the desired result.
(See _Prince of Chaos_, p. 137.) It is fairly quick for simple
spells but may require time for more complex ones.

TRANSFERAL: Sometimes items are created to lend Qualities or Powers to


their owner. A player character, having sold down Strength
to Human level, may want an item to make up for the loss.
Creating a "Belt of Strength" with Amber Rank Strength costs
4 points, and Confer Quality costs 5 points, would end up
costing 9 points. Wearing the belt would give the wearer the
equivalent of Amber Strength. It's important to note that
the effects of transferal is not additive. In other words,
if the character has Amber Strength, and is using an item
with Confer Amber Strength, the character gets no improvement
in Strength. In fact, nothing really happens. Conferring a
Quality substitutes for the character's abilities, and
doesn't add to what the character already has. So, for
example, using a sword with "Combat Reflexes" would give the
wielder that level of Warfare, even if the character were
Ranked more highly.
Confer Quality On Wearer/Owner/User [variable]
A quality may be conferred upon a user for a cost equal to the
cost of the quality, rounded up to the nearest multiple of 5. For
example, a 4 point quality would cost 5 points to confer, an 8
point quality would cost 10 points to confer, a 16 point quality
would cost 20 points to confer, etc.
Confer Power On Wearer/Owner/User [variable]
A power may be conferred upon a user for a cost equal to double
the cost of the power, rounded up to the nearest multiple of 10.
For example, a 4 point power would cost 10 points to confer, an 8
point power would cost 20 points to confer, a 16 point power would
cost 40 points to confer, etc.

QUANTITY MULTIPLIERS: Any item, no matter what form or shape, must also
be defined by Quanti
ty. The total points spent on
the item, including
Qualities, Powers, and
Conferrals, is subje
ct to a multiplier that varies
according to the des
ired Quantity of the item.

Unique [cost is x1 total points]


There is but one of the artifact or creature. No additional cost,
since the multiplier is 1.
Named And Numbered [cost is x2 total points]
If you want more than one of a particular item, without paying for
each separately, then use a simple multiplier of 2 times the
original cost. Named and Numbered means giving either an
individual name to each of the duplicates, or identifying each one
by a number. The number depends on what makes sense for the item
and the character. For example, a character might get four
duplicate daggers, one for each sleeve, one for a boot, and one to
wear on the belt. Or seven dwarves. No matter what explanation,
Named and Numbered is limited to 12 or so items.
Variable Named And Numbered [cost is x3 total points]
As above except the items/creatures can vary somewhat in the
powers which they contain. For example, the daggers mentioned
above might all have double damage and combat mastery, but each
have a couple of unique qualities of their own. All such items
must have at least 3/4 of the same powers and qualities.
Horde [cost is x3 total points]
A horde is a large number of the item. They usually are found
around a particular location, in a particular Shadow. Julian's
Hellhounds are a horde that infest Forest Arden. At short
notice, in the right place, the character will only be able to
gather 50 or more members of the Horde. Given time, many more can
be gathered. Double the initial numbers in the first hour, double
again in the next eight hours, double again after a full day's
summoning. After that, gathering more of the horde slows down,
because of the limitations of distance and numbers.
Shadow Wide [cost is x4 total points]
Within a particular Shadow, the item is everywhere. Regardless of
where you go in that Shadow, you'll find the item in Horde
quantities.
Cross-Shadow Environment [cost is x6 total points]
Found in every one of the infinite Shadows that contain the
particular environment. For example, if a warm-water swamp
creature is Cross-Shadow Environmental, then the creature will be
found in every warm-water swamp throughout Shadow. A limitation
is that the item must have a natural appearance. So alligator
creatures will have to blend in with the natural alligators of
each Shadow's swamp. Another example might be a sword that will
be found in any middling size armory, regardless of where it might
be in Shadow. There will be a Named and Numbered Quantity of the
item in any given place.
Ubiquitous In Shadow [cost is 8x total points]
They're everywhere, they're everywhere! Anywhere, throughout all
of Shadow, the item is always waiting to be found. The only
exception to their ubiquitous appearance is at the 2 poles of
reality, Amber and the Courts of Chaos. Outside of those places,
one of the item can always be found in just a few minutes. As
with Cross-Shadow Environmental, the items must be things that
appear normal, and, moreover, they should appear to be really
commonplace.
Infinite Quantity [cost is 10x total points]
A couple of steps up from Ubiquitous, and not an accessible
Quantity Multiplier normally, this is a couple of steps up from
ubiquitous and represents the infinite number of Shadows
connected to a Pattern.

Created By: Kenn Crook

Credits: Peter Deglopper, Guy Rice, Frank Sronce, Martin Terman,


Gideon Weinstein

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