Powers
PATTERN
Pattern is Fun, Pattern is cool.
It acts as a great defense against anything else powers based, and it lets you be able to go anywhere you darn well would like to go in the multiverse. When it comes to actually bending shadow to your will, it will only give so much depending how much force you have to bear against said shadow, and how gross of a change you are wanting to make. Problem is, it takes a while to bring it to mind as a defense, and usually when you have it up, you can't do much else.
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
SHAPESHIFTING
We're not going to be saying much on shapeshifting, since it's discouraged, yet available. See dealer for details.
MINOR SHAPE SHIFT [15]
[5] Shift Body Parts
[5] Shift Wounds
[5] Automatic Shape Shift
[0] Involuntary Primal Form Access
SHAPE SHIFT [35, Chaos Endurance]
#All of MINOR SHAPE SHIFT
[10] Primal Form
[5] Shape Shift Features
[5] Shift to Animal Shapes
ADVANCED SHAPE SHIFT [65]
#All of SHAPE SHIFT
[5] Shift Anatomy and Structure, Shift to Animal Abilities / Absorb and Eject Mass
[10] Shift Persona / Shift Aura
[5] Creatures of Blood
[5] Shape Shift Others
SORCERY
Full description to be found here.
SORCERY [20+ pts]
[5] Magical School
[5] Cantrips
[5] Enchantment
[5] Sorcery
[5] Additional Schools
ADVANCED SORCERY [35+]
# Requires Full Sorcery, not counting Rack Spells or Additional Schools
[5] Guide Arcane
[5] Imbuing
[5] Summoning
TRUMP
A quick word about Trump.
They are dangerous tools, and shouldn't be used carelessly. They're a great shortcut to getting to someone's Psyche, and occasionally strange things will happen to them depending where you use them and who you contact. Cards are also rare, and are not handed out as party favors to family. Also, people like to steal Trumps... it lets them know where you've been.
TRUMP DECK (For the people without Trump Artistry)
[0, Bad Stuff]Sorry, lost your trumps. Monster ate them?
[0, Zero Stuff]A trump or two of a family member or other important relative close to you, and a general location in the golden circle or Amber itself (and not the Trump-In room, either).
[0, Good Stuff]You've had someone make you some trumps of your good side of the family, and a few locations you like to frequent. Not many chards of things out in shadow, nless you have the ability to go there yourself under another power.
[1] Ah. The family Trumps, and a one-way Trump ticket to Amber itself. Better hold onto them tight.
[2] 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.
TRUMP ARTISTRY [40, Amber Psyche]
[5] Divinitory 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] 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
OTHER STUFF
POWER WORDS [10]
"Muad'Dib!"
[5] Power Word Potential: Words work regardless of the local Shadow.
DEATH WISH [0, Amber Psyche]
# Must die, or else earn 20 points of Bad Stuff
ARTIFACTS and TOYS
Artifacts are neat, but don't go hog-wild. Even though it says in the rules that 4 points of Armor is "Invulnerable", let's face it, it's only 4 piddlin' points. Characters will not be Gods with a spear and magic helmet. If you want to do that, get REAL power. Besides, items have a nasty tendency to break, be stolen, or be ripped from your cold, dead hands when you least expect it.
FRIENDS AND MEAN PEOPLE
Friends can be bought as follows.
#Friend of the Blood (Anonymous Elder Amberite) [2]
#Friend of the Blood (Choose an Elder) [3]
#Friend Of the Blood (Choose an NPC Cousin) [2]
#Friend of Importance [1]
#Minor House Support [2]
Enemies can account for only up to +10 points, unless under special allowance of the GM.
#Enemy of the Blood (Secret Elder Amberite or Lord of Chaos) [+3]
#Enemy of the Blood (NPC Cousin) [+2]
#Enemy of Importance [+1]
BAD STUFF/GOOD STUFF is limited to +/- 10 points.
CONTRIBUTIONS
Okay, hold onto your hats with this one, it's kinda tricky.
You can do as many contributions as you like, whenever and however frequently as you like. Half-points are awarded each session per contribution you submit. Half-points?
Glad you asked. For each submission, you get half a point. Why? Because it's an incentive for you to do the contribution at least twice, and it cuts down on the growth rate of points to a character. (if we did full points, it's conceivable to be able to afford power words after three sessions, or less...)
With the invention of the half-point, we no longer have the looming danger of spontaneously creating "bad stuff magnet" at the beginning of a session, but yet gives the feeling like you're getting your goodies for doing fun things.
Half-Point. The Freshmaker!
Samples:
Website, Food, Trumps, Journals, Quotes, Logs, Readings, Poetry, Prose. Andi likes nummy food, and Glynis likes backrubs. We are susceptible to bribery.
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