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19:58, 24th April 2024 (GMT+0)

Powers.

Posted by ShadowgmFor group 0
Shadowgm
GM, 5 posts
Mon 24 May 2021
at 06:58
  • msg #1

Powers

POWERS

   PATTERN IMPRINT (50) is the primary power for Amberites. It is what gives them the ability to travel through and manipulate Shadow. You must be moving to shift Shadow, and it is impossible to shift Shadow in Amber. You may call the Pattern to mind as a defensive shield against intrusive magics and other powers, but this requires your complete concentration. In a similar manner, walking the Pattern will remove any curse,  spell (harmful or benign), or magical effect.
   You can travel through Shadow to find a place, a person, or a thing. Looking for ‘a good Thai restaurant,’ ‘the guy who flipped me off,’ or ‘a sharp stick’? Take a walk. Normally, this can be a literal walk, where you’re shifting details slowly until you find what you want, but if you’re in a hurry, it’s called a hellride, where you don’t particularly care about traveling in comfort or grace. You’re typically moving fast (on horseback, hence the name) and slamming everything into place. Hellrides are more demanding and potentially dangerous, because you have more variables in play.
   You can also alter situations and influence probability. Being chased by four thugs? Move quickly, and you can make that two, or one, or even none. (However, the very perceptive person or magical being may be able to follow a Shadow-walker.)

   LOGRUS MASTERY (45) is the antithetical power to Pattern, wielded by the denizens of the Courts of Chaos. It’s described as an ever-changing maze, disturbing to the eye and mind; those who traverse its depths are often rendered insane for a time. Using the Logrus isn’t quite the same as using the Pattern, though there are similarities. Logrus initiates call the Logrus to mind and summon things to them (the time required depending on how unique the object is), or pull themselves towards it.
   Logrus Mastery requires a character to have Shape Shifting, and is not recommended for newer players.

   SHAPE SHIFTING (35) is the ability to alter one’s form to one of equivalent mass, but does not include mimicking inanimate objects. The process is more demanding the faster you make the shift, and those with Amber-rank Endurance will only be able to manage one or two shifts within a short time.

   TRUMP ARTISTRY (40) involves the Tarot-like cards called Trumps, the greater Trumps depicting people or places. Anyone can use a Trump – by concentrating on a person’s Trump, you can establish mind-to-mind contact for immediate communication with them. Or, for Trumps depicting places, you can travel to that place. But only those with Trump Artistry may create new Trumps, capturing the image and essence of a person.
   You also become physically proximate – it is possible to stab someone through their Trump. During a battle, Eric held Corwin immobile in a contest of Psyche; Brand did the same to a younger relative when he required the blood of Amber for a magical working.
   Trumps are generally indestructible, and distinguishable from other cards by being ice-cold to the touch. Theoretically, a Trump doesn’t need to be the size of a card; one could make a full-sized painting (which would be generally indestructible and ice-cold to the touch).

   CONJURATION (20) is the ability to take a piece of shadow and form objects or creatures and empower them. Normal objects can be literally pulled out of thin air, while more complex and powerful creations take longer. However, such creations are closely bound to the Shadow in which they were created; you can journey to Camelot and create Excalibur, but if you travel to New York City, its power will fade and eventually vanish.

   HIGH COMPELLING (25, or, if you previously bought Conjuration, 5) is the ability to conjure feelings, urges, desires, implant false memories, and other personality modifications.

   SORCERY (15) is the art of crafting and casting spells. Custom spells are built by breaking things down into a combination of three ‘micro-spells’.
   - Create a shadow opening. Used for teleportation, scrying, and sendings.
   - Manipulate shadow. Used for transformations and other enchantments.
   - Energy conduit. Used for attack spells and elemental workings.

   Spells are not quick affairs. A spell may be held at the ready, requiring only the use of lynchpins to complete: the name of a target, the type of elemental force, and so on. A magician may hold one such spell to mind, but any significant interruption to their concentration risks losing the spell. Most sorcerers prefer to ‘rack’ spells in magical objects such as swords, rings, and pendants.
   Generally, even the best of magicians only have a handful of spells ready to go at any moment (even if you’re racking a spell, you’re spending time preparing it beforehand), and then you’re reduced to flinging raw power around.

   POWER WORDS (10) are ‘instant’ magical effects, that only last a few seconds. A flash to stun, a short (but painful) electrical shock, a virtual banana peel for an enemy to slip on. Using <power word> <name> will enhance the effect slightly.

    There are advanced forms of most powers that are available for a cost, but reduce avaialble points. (Advanced Pattern Mastery costs an additional 25 points, leaving you 25 points for Attributes, Shadows, and Artifacts/Creatures.)

This message was last updated by the GM at 09:10, Wed 26 May 2021.
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