With experience and some help from others, or by experimentation, one
can learn to use Trumps in a variety of ways beyond their original purposes.
The most commonly known of these is fortune telling, in which one draws
the cards in an oracular rite to answer questions or try to predict the
future. Whether this actually works remains debated among the royal
family of Amber.
The remaining tricks are extrapolations from three basic trump tricks:
- Sensing Trump
- Trump Defense
- Trump Caller ID
Trump Trick Power Break Down
-  Sensing Trump
-  Trump Defense
-  Trump Caller Identification
-  Trump Scrying
-  Trump Gate
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 a few hundred 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.).
Someone who is a Trump Artist is also able to detect the characteristics
of a Trump by careful examination. If the creator has an extreme Psychic
advantage, any ill effects/traps on the Trump might have a chance
to activate. Otherwise, the Artist is informed of the pitfalls.
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, i.e. 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.
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 and/or
Trump Sensing nearly impossible.
Trump defense requires one to have a Trump of oneself. One then
concentrates on the Trump, 'trumping oneself'. This fills the user
with Trump energy, which will ward off Magick, Pattern, Logrus, and Shapeshifting
attacks. It has the disadvantage that one can't do much else while
one is doing this.
It's possible, with intense concentration, to jam any one Trump. 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 there will be a Psychic battle with the person. You can
also cause Trumps of yourself not to show any visual image at all when
in use. Thus a caller can hear your voice but not see what you currently
look like, where you are, etc. This is referred to as a Trump Blackout.
It's possible, with intense concentration, to block several Trumps.
It requires the actual cards of the subject to block. Concentrate
on all cards and none of them will be able to receive calls; their cards
will appear dead (warm) to everyone else. This requires a clear Psyche
advantage over each of the targets.
Can open a contact between any group of Trump images. No Psyche
advantage required, unless the contact is held open against someone's will.
With the advantage, can also push people contacted through to the location
of an activated object Trump.
Trump Caller Identification
This trick 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'
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
Use location Trumps as a tool to scry throughout Shadow, using the subject
of the Trump as the base point for scrying.
Activate person Trumps and get an impression of where in Shadow they
are. Gives enough of an imprint to Teleport or Shadow Walk there.
Trump Gate is the ability to create an open doorway from any one place
to another. It requires the use of a Trump for the destination point.
The Trump is then opened normally, but instead of walking through the Trump
the user 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.
Makes a Trump Gate which stays open two days draining the Trump of its
Power instead of taking energy from the character. Paintings/Cards? are
non-rechargeable, but Etched Trumps can be reactivated by a Trump Artist
through working them over again.