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Powers List
N/A - PATTERN [50, Amber Psyche, Amber Endurance]
#Walk a Pattern
- [20] Imprint: Walk one of the Patterns.
- [10] Shadowwalk
- [5] Hellride /Royal Way/ to Creatures or Items of Power
- [10] Manipulate Probability/Stretch Shadow Time Beyond Double or Half
- [5] Pattern Defense, Pattern Sight (internalize Sign)
ADVANCED PATTERN [80]
# All of PATTERN
- [0] Imprint: Mindwalk the Summoned Sign
- [5] Detect/Disguise Pattern Traces
- [5] Scrying Lens
- [5] Spell Rack
- [5] Shadow Pockets, Holes, Personal Retreat / Shadow Tunnel (fast move through shadow)
- [5] Gate Shadow/Teleport
- [5] Edit/Mold/Erase Shadow
DYNAMIC SHAPE SHIFT [15, Chaos Endurance]
- [5] Involuntary Shape Shift
- [5] Temporarily Shift Small Body Parts
ORDERLY SHAPE SHIFT [40]
#All of DYNAMIC SHAPE SHIFT
- [10] Primal Form
- [5] Shape Shift Features
- [5] Shift to Animal Shapes
ADVANCED SHAPE SHIFT [65]
#All of ORDERLY SHAPE SHIFT
- [5] Total Shift Control
- [5] Shift Anatomy and Structure, Shift to Animal Abilities / Absorb and Eject Mass
- [10] Shift Persona / Shift Aura
- [5] Shape Shift Others
Dynamic Form -- This is the default for Lords and Ladies of Chaos, the creatures who serve them, and such beasts out of shadow as Werewolves. Any such character will have a large slate of forms they can assume, but little to no control over which shape they are in at any given moment. One you make a character with Dynamic Form, describe roughly a dozen different shapes you want them to be capable of, along with the triggers that send them into that shape. I will have ultimate approval of the shapes and triggers, but here's a few possibilities...
- Emotional Triggers: You could have a form you take when you become angry, and another when you are sad, frightened, proud, aroused, or laughing.
- Celestial Triggers: You change with the phases of the moon, the color of the sky, the arrangement of the stars or your proximity to Amber or to the Abyss.
- Chemical Triggers: Your forms are determined by your diet, hormones, and/or what drugs you imbibe. Watch out for allergic reactions.
- Magical Triggers: It's possible that spells could be created to transform you into a shape of your choice, or hold you in that form once you've achieved it. Alternately, perhaps you could have specific spells whose purpose is to invoke specific shapes. Check with me to get a ruling on what you want done with this sort of thing in conjunction with your character concept.
Dynamic Form doesn't confer any regeneration on its own since the shifting is so uncontrolled. However, your body would be strongly motivated to close up wounds and expunge toxins by taking the quickest shift. So while you'd be out of danger from bleeding to death, you may be in danger from the stress/exhaustion (depending on what's being healed), and the local reaction to a shape changer in their midst.
Orderly Shape Shifting -- This is the power that is in the rulebooks. The pre-requisite for this all of Dynamic Shape Shifting. Resisting triggers does not give you 100% control over spontaneous shifting, but it will keep you from a dynamic shift if the trigger is small to average in size, or you have good stuff. For full control, you need Advanced Shape Shifting...
Advanced Shape Sifting -- With the exception of full control over triggers, this is per the book.
SORCERY [20+]
- [5] Cantrips
- [5] Magical Focus
- [5] Enchantment
- [5] Sorcery
[Add-Ons]
- [5] Additional Foci
- [5] Rack Spells
- [5] Power Binding
ADVANCED SORCERY [35+]
# Requires Full Sorcery, including Racking and Binding
- [5] Guide Arcane
- [5] Summoning
Explanation of Partial Power Structure
Cantrips -- This is the ability to make very small magical effects, like making your eyes glow or making your porridge redish. These effects typically take very little time to create.
Magical Focus -- What it is you specifically studied. What shape, energy, form your magic works through.
Enchantment -- This is the ability to enchant items. The longer you spend at it, the more lasting it will be. Figure at least a day per artifact point. Longer if you want it to actually leave the shadow. If you just want it to be a one-shot effect, like a damaging crossbow bolt, then the time frame is in the neighborhood of hours.
Sorcery -- This is the ability to cast spells. The slow way. It takes hours. Don't use this in combat.
Rack Spells -- This is the ability to hang spells. The sorcerer essentially casts the bulk of the spell into a spell matrix of some sort (Pattern or Logrus lens, relevant artifact, etc). Casting spells on the run is pretty hard. Rack those babies.
Additional Foci -- Everyone needs diversity.
Power Binding -- Power Binding allows you "keys" to racking spells. If you have "binding" as an option, you'll be able to cast your racked spells much more quickly than if you didn't. Racked spells usually come with two to three lynchpins each and each takes 5-10 seconds to evoke. That could be 30 seconds during which you're shot, squashed or run through. With Binding, you're taking the power from another source (blood, stones, plants -- whatever works with your Focus) and priming the lynchpins so that when you speak one, the rest fire off in a domino effect. Ten seconds to fire off a spell gives you much better odds at surviving.
Guide Arcane -- This is low-level, raw manipulation of power. Small telekinetic bursts (about enough to knock over light objects) and sparks of energy are the limits of this power.
Summoning -- This is the summoning of extra-planar creatures/spirits [elementals, demons, enemy's in-laws, etc].
BUYING TRUMP DECKS (For the people without Trump Artistry)
Remember at this time, Trumps don't work the way they're supposed to. So you'll be banking on the idea that they actually come in handy at some point down the road, or that you can find a power source that will actually make them work.
- [5] A few assorted family Trumps, dependent on whom you get them from, plus a couple of locations.
- [7] The standard Amber deck, plus a handful of locations.
- [10] Not only do you have the standard Amber deck, but you also have a nice collection of personal Trumps and
locations within Amber and shadow. These are horrifically hard to come by now, so keep them close to you at all times.
TRUMP ARTISTRY [40, Amber Psyche]
- [5] Divinatory Trumps
- [5] Sense Trump/Trump Defense
- [10] Trump Sketches
- [15] Create Trump (and you get a Trump Deck, since you made it...)
- [5] Trump Caller Identification
ADVANCED TRUMP [70]
#All of TRUMP ARTISTRY
- [5] Trump Gate
- [5] Trump Memory
- [5] Trump Spying
- [5] Trump Blocking/Jamming
- [5] Trumps of Desire
- [5] Trumps of Whim
- [5] Trump Traps
TRUMP TRICKS [35]
Trump tricks are typically reserved for those who want that nifty little edge once in a while. Note that if you are a trump artist, it's less expensive for you to take a trick under Artistry itself than as a trick.
- [5] Divinatory Trumps
- [5] Sense Trump / Trump Defense
- [10] Trump Caller ID
- [10] Trump Spying
PSIONICS [50]
This is based on the Psionics power from Cort's campaign, however it has one major difference. In this version, Psionics has to do with what you can physically experience -- animal, mineral and vegetable. It does NOT allow you to fiddle with the minds of others ... that would be High Compelling (Kath's brand of it). Additional ideas are possible, and should be discussed with Jen or I. A few notes: Like Cort, I believe that the human brain is a human brain and can only handle so much data. You can do some delicate work with TK, but you can't do cellular surgery.
- [10] Psionic Potential
- [3] Kinethetics - Very acute sense of touch, can fight in darkness, etc.
- [3] Telekinesis - weight restrictions roughly equal to Psyche as Strength, weaker at farther range.
- [2] Remote Kinethetics (physical senses at range) - Can feel, hear, etc at long ranges.
- [2] Bioenhancement - Can use mental powers to enhance and heal your own body.
- [5] Energy Manipulation -- Gathering raw energy for some use.
- *[5] Linking - Allows you to link with another, touch or eye contact is not necessary, although it does make things easier.
- [2] Passive Scan - Surface thoughts and emotions, but very hard to detect.
- [5] Active Scan - Rummaging through the brain, the deeper the harder and sifting througha lifetime of experience can take a very long time.
- [3] Empathic Healing - Heal others, but pay the price.
- [3] Sensitivity - You can feel the vibes, the cosmos whispers to you.
- [3] Psychometry - Read imprints of objects
- [2] Create Imprints - Custom create your own imprints, or erase existing ones.
- [2] Projection - Project your spirit away from your body, hope no one does anything
dreadful to it while you're away.
* The ability to Link is dependent on Psyche levels and, possibly, endurance. If the subject is blocking Psyche links, passively or actively, your Psyche must be at least as high as theirs is before you can try to overcome them. If all other things are equal, then Endurance will begin to play a part. Passive scans are non-intrusive, and therefore don't require a check. Just remember, if someone has a Fiona-type Psyche and you have Amber ranked, you wouldn't be able to read her if she were an open book.
HIGH COMPELLING [35]
As per the section on Psionics, High Compelling is the branch of mental powers which is solely concerned with checking out and working with another person's mentality. It's how to win friends, and influence enemies.
- [10] Compelling Potential
- [5] Sway Crowds -- Short term effect over a large amount of people. Tell them what they think they want tohear.
- [5] Linking - Allows you to link with a specific person and touch or eye contact is not necessary, although it does make things easier. The higher the psyche, the easier it is to work. Gives basic information aboutattitudes and emotions.
- [5] Cohesion - Mind control, but only while actively concentrating, very tiring.
- [5] Overt Psyche Alteration - Make your own person, high psyches will heal with time,the more drastic the change the more 2 dimensional the person. This hits like a ton ofbricks, unless they're either asleep, dead or willing.
- [5] Conversational Alteration -- Imbed commands, changes and erasures in your conversations with your subject. Takes anywhere from 15 minutes to 2 hours of "chat" depending on their level of Psyche. This is the subtle way of doing it.
SPECIAL POWERS
Players may put forth whatever sort of special powers/abilities/statuses they wish, with the cost being worked out by between them and GM. As long as it "fits" within the "world" we've envisioned, we'll be pleased to try to work it out with you.
FRIENDS AND ENEMIES
These are already determined, so unless you're really willing to pick up another enemy (who at this point in the game could likely kick your butt) don't go there.
Allies can be bought as follows (up to 10 points):
- [5] Known Powerful Friend (you pitch us an idea)
- [3] Anonymous Powerful Friend
- [2] Friendly Relative
- [2] Known Benefactor, local
- [1] Unknown Benefactor, local
Enemies can account for only up to +10 points, unless under special allowance of the GM.
- [+5] Unknown Powerful Enemy
- [+3] Known Powerful Enemy (pitch us an idea)
- [+2] Unknown Enemy
- [+1] Unknown Enemy, local
BAD STUFF/GOOD STUFF is limited to +/- 10 points.
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