Partial Power List
Thanks to Jeff
for his extensive work on this system, not to mention the creation of
the HTML version. Also, it probably was originally based on the work of
Gideon Weinstein, who pioneered the Amber partial power concept. (I
certainly started from someone else's work, but it was so long ago I've
forgotten whose.)
My modifications for shape-shifting don't seem to be in this file.
Essentially there are two paths in SS, one which allows fine control but
requires conservation of mass, and the other which coarsens the control
but allows radical shifts of mass. For more info,
click here.
This Page:
Pattern Requirements
- Pattern Imprint [5]
- You have walked the Pattern.
- Simple Shadow Walk [10]
- Ability to make major changes in the environment, such as
eliminating mountains, trees, changing the color of the sky, etc.
Finding small items or items of any particular type is out. You
may be able to find a sword, but not a rapier perfectly fitted to
you. Cannot be used to find purchased items. Cannot use the Royal
Way.
- Pattern Defense [5]
- Bringing the image of the Pattern to mind to remove external
influences.
- Sign of Pattern [10]
- Ability to bring up the Pattern before you to look through and hang
spells upon (with the standard sorcery rules). The lens will let
you see items with Logrus, Pattern, Trump, or magic, but will not
let you discern shadow from substance (ie. you can't use to see if
someone has the Blood of Amber).
- Hellriding [5]
- Cannot be taken if Slow Shadow Walk or Intense Concentration taken.
As per rule book.
- Shadow Walk [10]
- The standard family method of travel. Nothing can be purchased
beyond this if Slow Shadow Walk or Intense Concentration taken.
Can change any physical feature of the environment with this power.
- Probability Alteration [5]
- As per rule book.
- Shadow Walk in Amber [10]
- Ability to use your shadow walking powers in Amber. You must have
this if you want to visit the Primal Pattern.
- Advanced Shadow Walk [10]
- Ability to control metaphysical issues of shadow, such as history
and mythos of the shadow, time flow, and proximity to other
shadows. Also allows walker to control factors such as
technology/magic levels.
- Fast Shadow Walk [5]
- Ability to traverse shadow about twice as fast as normal shadow
walking. Very draining physically and mentally. Think of it as
half a hellride. Leaves no larger trail than regular shadow walk.
- Shadow Jump [5]
- Idea I got from the first book where Random would ride into a storm
and when he came out, the environment was much different. You do
just that, find a storm, ride into it, and change a bunch of things
rather than one at a time. Almost impossible to follow, even by
someone else with Shadow Jump.
- Slow Shadow Walk [-5]
- Demonstrates the character's weak understanding of the Powers of
Pattern. You travel through shadow about half as fast as normal,
and leave a better trail to follow (easier to spot, stays around
longer). You may not take Hellriding, Sign of Pattern, or any
Pattern power requiring Shadow Walk if this is taken.
- Intense Concentration [-5]
- Demonstrates the character's weak control of the Powers of Pattern.
While shifting shadow, the character is oblivious to pretty much
everything else in the immediate environment. Also, shadow walking
places a tremendous strain on the character physically. You may
not take Hellriding, Sign of Pattern, or any Pattern power
requiring Shadow Walk if this is taken.
Shapeshift
- First Form [5]
- Ability to change into one other form.
- Extra Form [1]
- Each additional form beyond the first.
- Powers of Form [+1]
- Ability to use the innate power of the chosen form. This does not
increase any of your abilities in terms of game points. It will
give you weaponry and armor against shadow creatures (or unpowered
attacks by relatives). If you really want it, you can add points
to the form from the artifact creation worksheet (at a cost of 1.5
points for 1 point of abilities). You may not add points to your
human form.
- First Template [8]
- May be taken instead of first form. Gives you unlimited shapeshift
within any of the following groups:
- humanoid
- any 2 legged, 2 armed, with a head, vertebrate form.
- inanimate
- any inanimate form (rock, mineral, chair, metal, etc.).
- animal
- any animal form (warm blooded or reptile).
- plant
- any plant form, does not have to be non-movable.
- avian
- any bird form.
- aquatic
- any fish/coral/eel/ray form that lives in the water.
- demon
- forms from the courts.
- elemental
- any form like the phoenix, a stream, a cloud of ash, etc.
- insect
- any instectoid or arachnid form.
- exotic
- anything that does not fit into above forms and does not warrant a
form of its own.
- Extra Template [3]
- Ability to change into one form in a template. May be taken after
first form or first template. You may add points as per the forms,
but 1 point applies to 1 form within a template. You may take the
multiplier Horde, but the particular attribute must be specified
(ie. extra hard claws at Horde(*3) will cost (1*3=)3 points, and
apply to any form within the template that has claws).
- Powers of Template [+2]
- Ability to use the innate abilities of all the forms in your
current template. For example, in the aquatic form, as a shark you
have a viscous bite and are a good swimmer, as an electric eel you
can shock things, etc. You cannot use abilities that fit a
different form within the template if you are not currently in that
form (a shadow earth shark cannot shock).
- Any Form [20]
- The ability to change into any arbitrary form. You must
have at least seen the form somewhere before.
- Quick Shapeshift [10]
- Ability to change between known forms in about a minute. Not
really useful in combat unless you can disengage for that time.
Somewhat more draining than regular shifting. Makes you more
vulnerable to losing control.
- Instant Shapeshift [10]
- Ability to change between known forms in no time. Can be used in
the middle of combat. Very physically draining, though. Makes you
extremely vulnerable to losing control.
- Shape Body Parts [5]
- As per rule book.
- Automatic Shapeshift [5]
- As per rule book.
- No Mass Conservation [10]
- Do not have to keep a constant mass through all of your forms. You
may add or subtract mass as you wish. Making drastic changes in
mass is generally unhealthy and usually a bad idea.
- Shapeshift Aura [4]
- As per rule book.
- Shapeshift Features [5]
- Ability to make yourself appear as a specific individual in a given
form or template.
- Shapeshift Internal Structures [5]
- As per rule book.
- Shapeshift Blood [5]
- As per rule book.
- Shapeshift Wounds [5]
- As per rule book.
- Shapeshift Persona [5]
- As per rule book.
- Shapeshift to Creatures of Power [10]
- Ability to use the innate abilities of any form you take. Again,
real power costs real points, you may not innately have powers that
cost points from the artifact creation worksheet unless you pay for
them (1 point for each power in each form, ie extra hard claws in 2
different forms costs 2 points). You may take the multiplier
Ubiquitous, but the particular attribute must be specified (ie.
invulnerable armor in the form of scales at Ubiquitous(*6) will
cost (4*6=)24 points, and apply to any form that has scales). The
particular attribute must be fairly specific and my not apply to
all forms. No points my be applied to your human form.
- Slow Shapeshift [-3]
- Forms take an hour or more to shift between, and is very physically
draining. Prevents taking any shape shifting power beyond Any
Form.
- Poor Control [-3]
- In moments of extreme emotion (stress, anger, passion, fear, etc)
your body will automatically shape shift. Cannot be taken with
Slow Shapeshift. Prevents taking any shape shifting power beyond
Any Form.
A word on Shapeshifting: Holding a form other than your human form
becomes more difficult as you near Amber. Around the (or a) Pattern, it
is almost impossible to hold a form other than human. The waves of
order that the Pattern emits forces your body to take the most natural
form for the environment around it (human). Things are a bit loser on
the Chaos side of things, but the body still tends to revert to human,
demon, or avatar form. It is fairly easy to hold an arbitrary form in
Chaos.
Trump Creation
Create Trump From:
- Trump Sketch [15]
- As per rule book.
- Create Trump [10]
- As per rule book.
- Fast Draw [5]
- Reduces the time needed to draw a trump to one fifth the normal
time. Sketches take 6-8 minutes, full trumps take about half a
day.
- Really Fast Draw [5]
- Reduces the time needed to draw a trump to one tenth the normal
time. Sketches take 3-4 minutes, full trumps take about 5 hours.
- Trump Anchor [5]
- Ability to link a trump to an object, then move the object around
in shadow (requires some other power over shadow) and trump to it.
Requires that you also pay 4 points for the object to be powered by
trump.
- Etched Trump [5]
- Ability to imprint a trump image into a non-card. Effectively you
create a 1 point "Contains Trump Image" item, but it is not paid
for by anyone. Takes twice the time it takes to draw a normal
trump.
- Fake Trump [5]
- Ability to create a "dead" trump. Trump will cool when touched,
and the image will waver slightly when concentrated upon, but will
never yield a contact to the image depicted because it does not
contain a psychic link to the subject. Individuals with really
high psyches will recognize these.
- Trump Mimicry [5]
- Ability to copy another artist's style. Will be obvious to the
artist himself, as well as anyone intimately familiar with the
artist's work (such as his/her teacher). Quadruples the time it
takes to draw a normal trump.
- Disguised Trump [5]
- Ability to create a trump that will contact a subject different
than that pictured. Doubles the time required to draw the trump.
- Programmed Trump [5]
- Ability to program a 'scene' into a trump. Whenever the trump is
concentrated upon, the scene will be played. The program cannot
respond to questions or any external stimuli. If an attack is
attempted through the trump, its nature will be recognized.
Individuals with really high psyches will also recognize these.
Quadruples the time needed to create the trump.
- Quick Transport [5]
- Transport will come automatically when the trump contact is made.
Can only be used to a person if the person agrees to pose for the
trump. Doubles the time needed to create the trump.
- Quick Activation [3]
- Trump contact comes much quicker than with a normal trump. Can
only be used to a person if the person agrees to pose for the
trump, as it reduces their ability to resist the contact. Doubles
the time needed to create the trump.
- Instant Activation [2]
- Trump contact comes almost immediately when the trump is
concentrated upon.
Create Trump From - Minimum familiarity needed to draw the trump.
Normally, psychic familiarity is required to draw a trump of someone.
Trumps created from these criteria will result in weaker contacts than
normal trumps, making attacks through them easier to defend against, and
contacts easier to block.
- 2nd-Hand Psychic Impression [2]
- Someone else has had psychic contact with the subject, but you
haven't, and they let you see the image of the person in their
mind. Takes double the time to draw the trump.
- Met Subject [2]
- You have only met the subject, gotten a decent image of what they
look, sound, and act like. Triples the time required to draw the
trump.
- Viewed Subject [3]
- You have only seen the subject before, never spoken to them.
Quadruples the time needed to draw the trump.
- Description of Subject [3]
- You have heard only a physical description of the subject.
Quintuples the time needed to draw the trump.
- Imagined Subject [10]
- Only for location trumps. You can draw a trump of any place you
can imagine (I fill in the details after your physical
depiction...). Sextuples the time needed to draw the trump. Can
be used to draw a person if your creative enough.
- Trump Memory [10]
- As per rule book. Can only be used on trumps you have used (you
can't draw a 2nd-hand psychic image trump and have it be in your
memory if you've never actually used it).
NOTE: Trump Trap = Instant Activation + Quick Transport + Disguised Trump
Trump Tricks
- Trump Casting [3]
- Ability to cast the trumps and get a meaningful reading.
- Trump Defense [5]
- As per rule book.
- Trump Gate [5]
- As per rule book.
- Trump Sensitivity [5]
- Ability to detect if trump is being used in the immediate vicinity.
Items with trump in them will be obvious.
- Trump Sense [5]
- Ability to detect if your trump is being used by someone. You may
not be able to tell what they are doing, but you will be able to
tell they are doing something. A high psyche may give some clues,
though.
- Trump Identification [5]
- As per rule book.
- Trump Spying [5]
- As per rule book. A psyche advantage may also reveal surface
thoughts of the subject (but I may not allow this if it is too hard
to do in game play).
- Fake Caller [5]
- Ability to make multiple trumps feel active to mask someone's
identity from Trump Identification.
- Trump Subterfuge [5]
- Ability to cloak your trump conversations to someone who might be
spying. With intense concentration, and if someone is spying, you
can make them see a 'scene' like in trump programming. If the
target has a clear psyche advantage, the attempt to do this will be
easily identified.
- Trump Block [5]
- As per rule book. Only works on one trump at a time.
- Trump Jam [5]
- Ability to prevent someone from using any trumps. Requires that you
have their trump with which to do this. Requires a psyche
advantage.
- Slow Contact [-5]
- Demonstrates a character's weak understanding on the use of trumps.
Contact requires a minimum of a few minutes to initiate a contact,
longer when the character is under stress. Others trumping the
character suffer no penalties. Prevents taking any Trump Trick
ability other than Trump Casting.
- Intense Concentration [-5]
- Demonstrates a character's weak control of Trumps. Character is
oblivious to the outside world when in a trump contact, and all
their words are spoken aloud. Character is more vulnerable to
Trump Spying, Trump Block, Trump Jam, etc., and those with a clear
psyche advantage and Trump Sense may be able to see who is calling
the character and possibly observe the conversation. Character's
ability to resist unwanted trump contacts or defend against mental
attacks through trumps.
Logrus
- Logrus Imprint [5]
- You have essayed the Logrus and lived.
- Logrus Defense [5]
- Bringing the Sign of the Logrus up to remove and keep external
influences out. As per rule book.
- Summon Sign of Logrus [10]
- Ability to bring a physical manifestation of Logrus before you.
You can hang spells on it, and use the tendrils to do very
rudimentary things and manipulate objects they can reach.
- Logrus Combat [5]
- Ability to use the tendrils to defend yourself. They will have
strength and warfare equal to half your psyche. Allows use of
tendrils for more complex tasks.
- Logrus Sight [5]
- Ability to use the Sign of the Logrus as a lens to see items of
power through. The lens will let you see items with Logrus,
Pattern, Trump, or magic, but will not let you discern shadow from
substance (ie. you can't use to see if someone has the Blood of
Amber).
- Logrus Summoning [10]
- Ability to reach out into shadow and get an item matching a general
description. As per rule book.
- Logrus Travel [5]
- Ability to reach out into shadow and pull yourself to a destination.
- Summon Primal Chaos [10]
- As per rule book.
- Enhanced Logrus Tendril 'Feel' [5]
- The tendrils have an improved sense of touch, allowing the
controller to be more specific when searching for items in shadow.
Using the enhanced tendrils takes more time and is more draining
physically.
- Poor Tendril Control [-5]
- Demonstrates the characters inability to properly control the
tendrils. They tend to twitch, knock things over, touch people,
and be generally unpleasant. People with normal control over the
tendrils tend not to like you using yours around them, or looking
at them through their Logrus Sight. The tendrils also have a very
poor 'feel' when searching in shadow. Cannot take Logrus Combat,
Summon Primal Chaos, and rudimentary tendril control is impossible.
- Intense Concentration [-5]
- Demonstrates the character's weak control over the Logrus. When
summoning the Sign of Logrus, the character is oblivious to pretty
much everything else in the immediate environment and the
character's concentration is easily broken. Just keeping the
Logrus up is draining, seeking out in shadow with tendrils is
almost impossible. Character is more susceptible to the madness of
the Logrus. Cannot take Logrus Defense, Logrus Combat, Enhanced
Tendril Feel, or Summon Primal Chaos.
Broken Pattern
- Broken Pattern Imprint [2]
- You have walked the Broken Pattern.
- Simple Shadow Walk [3]
- Ability to make major changes in the environment, such as
eliminating mountains, trees, changing the color of the sky, etc.
Finding small items or items of any particular type is out. You
may be able to find a sword, but not a rapier perfectly fitted to
you. As the rules state, you must use the break to manipulate
shadow, so everywhere you go will be flawed in some manner. Cannot
be used to find purchased items. Cannot use the Royal Way.
- Broken Pattern Defense [4]
- Bringing the image of the Pattern to mind to remove external
influences.
- Sign of Broken Pattern [4]
- Ability to bring up the Broken Pattern before you to look through
and hang spells upon (with the standard sorcery rules). The lens
will let you see items with Logrus, Pattern, Trump, or magic, but
will not let you discern shadow from substance (ie. you can't use
to see if someone has the Blood of Amber). Spells hung on it will
deteriorate more quickly, and have a chance to be flawed when
released due to the break.
- Shadow Walk [4]
- Can change any physical feature of the environment with this power.
Standard Broken Pattern flaws still occur in shadow. Cannot be used
to find purchased items. Cannot use the Royal Way.
- Hellriding [4]
- As per rule book. You tend to hit the worst areas. Very dangerous
and draining.
- Broken Pattern Tendrils [4]
- As per rule book. Cannot manipulate anything physical. Can only
be moved into adjoining shadows. Can be used to establish a
psychic connection and cast spells through.
- Items
- No power transferrals or implants. 8 point items must have a very,
very, very good story and background tie-in behind them to be
allowed (in other words, you should probably forget it...).
Extras
- [1] Ally in Amber [-1] Disliked in Amber
- [1] Demon Friend [-1] Demon Enemy
- [1] Court Friend [-1] Court Enemy
- [3] House Support [-3] House Enmity
- [2] Chaos Devotee [-2] Chaos Enmity
- [2] Cousin Amber Devotee [-2] Cousin Amber Enmity
- [3] Elder Amber Devotee [-3] Elder Amber Enmity
- [2] Blood of Chaos - Applies to Logrus Imprint (must be taken at start).
- [3] Blood of Amber - Applies to Pattern Imprint (must be taken at start).
Have comments, questions, queries, posers, flames, excess money?
Send e-mail to:
colomon@ralf.org.