Personal Artifacts, Creatures, and Shadows
Table of Contents
Introduction
Point items and creatures are an important asset to most characters,
and often their trademark. After all, everyone in the family may have Pattern,
but only you have the Singing Blade of Ghenesh...
Items and creatures are built in the exact same way: simply choose a
basic form and slap Item Qualities and Item Powers on it. The basic form
can be anything you want. A dagger, a greataxe, a gecko, an elephant, a
ten-mile-long starship. Just remember that ten-mile-long starships don't
work in most Shadows, so keeping your ambitions in check will give you
a more broadly useful item.
What's the difference between Qualities and Powers? Not much. From the
player's point of view, they work exactly the same except that Powers cost
more to Confer or Implant on yourself. If you don't plan on Conferring
or Implanting, and most people don't, then the two work exactly the same.
In most campaigns, you can buy items and Shadows with up to 4-point
qualities and powers.
In my throne wars, you can buy items and Shadows with up to 8 point
properties freely.
The cost of an item or Shadow in points is simply the sum of all of
its properties. If you want to buy many of a single kind of object,
you can use the quantity multipliers to calculate
the appropriate cost.
Examples of Item Construction:
Ryo wants a powerful gun. He spends 4 points and buys the 'Deadly
Damage' property for it.
Heidi wants a weapon she can take anywhere, which can change shape to
match the shadow she's in and the technology of that shadow. She
buys the following properties for her weapon:
- Double Damage--2
- Limited Shapeshifting--4
- Mold Shadow Stuff-1
Her weapon can change shape into many sorts of weapons, and manufacture
its own ammunition when it's a gun (mold shadow stuff). It does double
damge and only cost her seven points.
Fred spent too many points and can't afford full regular Pattern.
He decides he wants a van he can cruise around shadow in. He also
wants it to shapeshift so it can take on an appropriate form in shadows
where cars don't work--a horse. That works just about everywhere.
- Seek in Shadow (conveyed on its wielder, since it hasn't got enough
mind to use the power itself): 14
- Shapeshift--one form, horse: 1
- Engine Speed: 4
- Amber Stamina: 2
The total cost is 21 points. Fairly hefty, but now he doesn't
have to hitch rides with people.
Quincy decides to create a squad of 12 guardian golems for his fortress.
- Amber Vitality: 4
- Tireless Stamina: 4
- Minor Flight: 3
- Combat Mastery: 4
- Resistant to Firearms: 2
- Deadly Damage: 4
- Self-Healing: 1
- Speak and Sing: 2
- Psychic Barrier: 4
The total cost is 28. He has 12, so that costs *2 on the quantity
multiplier table, which means a total cost of 56. If he wanted a
horde of them, he could spend 84 points.
Seeking Items in Shadow:
In addition to buying items with points, you can also seek them in shadow
using Pattern or Logrus. It takes about one day per point using the
Pattern, and about 4 hours per point using Logrus tendrils. Note that these
items are not Real, which means they're more fragile and subject to manipulation
by people with the appropriate power, and also can't just be retrieved
by turning a corner and deciding to find them.
Conjuring Items:
In addition to buying items with points or seeking them in shadow, you
can conjure or empower them if you have the Conjuration power. Conjured
items are fragile, however.
Normal conjuration can imbue up to 4 point properties, advanced does
8, and exalted does 16. Please see the Magic page for a detailed discussion
of Conjuration.
Item Qualities
Vitality
- [1] Animal Vitality: Gives an object the same strength as a normal
animal of the same size.
- [2] Chaos Vitality: Enables an animal to lift double it's normal weight
allowance, when conferred on a human it grants Chaos level strength.
- [4] Amber Vitality: Grants an animal the ability to lift several times
it's own body mass, and confers a human with Amber level strength.
- [4] Adrenalin Surge: The creature is capable of brief bursts
of enhanced strength. While normally only possessing Chaos level
strength, the creature can, for a few seconds, scream loudly and boost
its strength up into the mid-range of the Strength attribute scale.
This isn't sustained enough to be too much use in combat, but is great
for breaking things (Up to 1 point armor), lifting heavy things off people,
throwing someone you've already grabbed a LONG way, bursting out of bonds,
etc.
- [8] Stupendous Vitality: Confers a strength beyond that of any natural
creature. Humans with Stupendous Vitality have their Strength raised to
above Amber Rank, to somewhere in the mid to lower ranges of the Strength
Attribute scale. You can break things with ease if they have one
point of armor, and given enough time, you can bash through 2 point armor
as well.
- [8] Hulk Smash!: The creature is capable of brief bursts of enhanced
strength. While normally only possessing slightly above Amber level
strength, the creature can, for a few seconds, scream loudly and boost
its strength up into the high range of the Strength attribute scale.
This isn't sustained enough to be too much use in combat, but is great
for breaking things (Up to 4 point armor), lifting heavy things off people,
throwing someone you've already grabbed a LONG way, bursting out of bonds,
etc.
- [16] Exalted Vitality: Nearly the level of a Gerard, capable of defeating
virtually anyone in a contest of strength. It's strong enough to
simply punch through 4 point armor as if it wasn't there. (Something
with Exalted Vitality AND enhanced damage may well slice through just about
anything...). Given enough time, you can pound a hole in 8 point
armor, although probably the target won't be willing to GIVE you that kind
of time.
Mobility
- [1] Confers Mobility: Allows a normally no-mobile object the ability
to move, it will tire quickly unless granted extra stamina. Objects with
legs may walk normally, other objects must slither along the ground at
a relatively slow pace. Objects with wings can flap them and fly,
but not very well or fast.
- [1] Feather Fall: This is a defensive measure. If the item is
free falling, its rate of falling will be slowed when it gets close to
the ground, enabling it to drift safely to the ground and land gently.
- [2] Double Speed: Doubles the normal movement rate of a creature, or
allows objects which have no limbs to move as fast as a normal creature.
- [2] Levitation: Allows an item or creature not normally capable of
vertical motion the ability to levitate up and down. Movement rate is about
3 miles per hour up and double that for downward motion.
- [3] Minor Flight: Brings flight to a non-winged item or creature. Inanimate
objects with this power will be able to fly at a rate of about 20 miles
per hour. If bestowed to a creature already capable of flight this
works to double their normal speed and increase their maneuverability.
- [4] Engine Speed. Allows a creature to keep up with powered vehicles,
roughly increasing their movement rate by a factor of four, or two for
a slithering object. Actual powered vehicles with this power will
triple their speed.
- [8] Racing Speed: Raises the speed to far faster than Engine Speed.
A creature with racing speed easily outrun any normal vehicle, reaching
speeds of over 200 mph for horses and 150 mph for wolves and dogs. Actual
land and sea vehicles will rise to five times normal speed.
At least Chaos level Endurance and Strength are required to ride a creature
with Racing Speed unless in a vehicle form such as a car.
- [8] Flight: Increases the level of a non-winged creature or item's
flight to the rate of the fastest of birds. This works out to be
around 60 miles an hour. For a creature normally able to fly at a
good rate, such as falcons, pegasai, griffins, etc. this enables them to
keep up with single engine airplanes (around 300-400 miles per hour).
Things which fly very quickly, such as jets have their flight speeds increased
to triple their normal speed.
- [16] Warp Speed Now, Mr. Sulu! :)
Stamina
- [1] Double Stamina: Grants a creature the same stamina as that bestowed
by Chaos endurance, this does not grant any of the other endurance related
abilities, i.e.: no healing or regeneration.
- [2] Amber Stamina: Grants the stamina equivalent to someone of Amber
rank endurance.
- [4] Tireless Stamina: The creature or object will simply never get
tired. This does not imply an unlimited source of energy, i.e.: a running
horse will never tire but will eventually collapse due to having nothing
left to give, up until then however the horse will suffer no ill effects.
A perfect example of keeping going until you drop dead in your tracks.
- [4] Enhanced Energy Reserves: The creature or object has stamina
equivalent to someone placed low in the Endurance Auction.
- [8] Outstanding Stamina: Not only will the creature never grow tired,
they are no longer hindered by wounds. Only injuries that physically dismember
the creature can impair its efficiency.
- [8] Superior Energy Reserves: The creature or object has stamina
equivalent to someone placed mid-ranked in the Endurance Auction.
- [16] Awe-Inspiring Stamina: The item has as much endurance as
the most tireless person in creation, and will keep going until obliterated.
Combat/Martial Arts
- [1] White Belt: Grants the unarmed combat abilities of someone with
Human Strength. Mainly useful for things like ropes which normally
couldn't attack under their own power.
- [2] Brown Belt: Grants the unarmed combat abilities of someone with
Chaos Strength. May have up to Amber in some specialty.
- [4] Black Belt: Grants the unarmed combat abilities of someone of Amber
Strength, and may have specialties which place them in the lower ranks
of the Strength scale in that specialty.
- [8] Combat Supremacy: Items or creatures with this level of Martial
Arts will be on par with someone in the lower ranks of the Strength Attribute
scale, whereas if they specialize in a particular type of combat (punches,
kicks, locks, throws) they will be equal to someone in the mid ranks of
the Attribute scale.
- [16] Iron Fist: Items or creatures with this level of Martial Arts
will be on a par with someone in the middle ranks of the Strength Attribute
scale, if they specialize in a particular type of combat they may be able
to force Gerard to exert himself.
Combat/Tactical Skills
- [1] Combat Training: This grants the tactical skills of Human level
warfare, and is generally only useful for enabling things which normally
have no combat skills (such as toasters) to have some sense of tactics,
and thus be able to cooperate at least marginally with other beings in
combat.
- [2] Noncom: The creature is now qualified to lead small units, and
has the tactical skills of someone with Chaos Warfare. They may possess
specialties where they reach Amber rank.
- [4]Officer: The creature or item can now match the tactical skill of
Joe Amberite. It may possess specialties where it operates at a par
with those low-ranked in Warfare.
- [8] General: Items or creatures with this level of Tactical Skills
will be on par with someone in the lower ranks of the Warfare Attribute
scale, whereas if they specialize in a particular type of tactics, they
will be equal to someone in the mid ranks of the Attribute scale.
- [16] Marshal: Items or creatures with this level of Tactical Skills
will be on a par with someone in the middle ranks of the Warfare Attribute
scale, if they specialize in a particular type of combat they may be able
to force Benedict to exert himself.
Combat/Weapon Skills
- [1] Combat Training: Grants the same combat skill in all weapons as
someone of Human warfare, generally only used on items that would normally
not have any combat skill, specializing in a particular weapon may enable
the creature to exceed the abilities of Human rank.
- [2] Combat Reflexes: Grants the same combat skill in all weapons as
someone of Chaos warfare, specializing in a particular weapon may enable
the creature to exceed the abilities of Chaos rank.
- [4] Combat Mastery: Grants the same combat skill in all weapons as
someone of Amber warfare, specializing in a particular weapon may enable
the creature to exceed the abilities of Amber rank.
- [8] Combat Supremacy: Items or creatures with this level of Combat
will be on par with someone in the lower ranks of the Warfare Attribute
scale, whereas if they specialize in a particular type of combat (2-handed
sword, claws, etc.) they will be equal to someone in the mid ranks of the
Attribute scale.
- [16] Exalted Combat Mastery: Items or creatures with this level of
Combat will be on a par with someone in the middle ranks of the Warfare
Attribute scale, if they specialize in a particular type of combat they
may be able to force Benedict to exert himself.
Resistance To Damage
These are, it should be noted, enhancement qualities. One can
get perfectly mundane, 0 point armor, which will stop non-enhanced weapons,
and even slow down 1 and 2 point enhanced damage weapons. Weapon
and armor qualities are roughly equivalent, a four point weapon will nullify
most to all of the benefit of four point armor...at the same time, the
armor is effectively knocking down the amount of damage the four point
weapon inflicts to that of a more normal weapon of that type. A weapon
one step weaker than the armor it faces will require a serious warfare
advantage, a weapon two steps weaker will take a severe one to get through,
and if it's three steps weaker, you'll probably never hurt them.
[For example, trying to use a mundane, 0 point weapon to get through 4
point armor, you can probably forget about it. Or a 1 point weapon
vs 8 point armor.] Weapons higher ranked than armor will simply slice
through armor as if it wasn't there.
Offensive magic (fireballs, lightning, etc) will be reduced or stopped
entirely by armor, dependent on the psyche of the user and the nature of
the attack vs. the nature of the armor (Metal armor won't stop lightning
very well, for example)
- [1] Resistant To Weapons: Makes the material more resistant to weapons
than it would normally be, i.e.: A T-shirt can be made to give some protection
vs. knives but little against a sword. Usually applied to armor, making
penetration by normal weapons very difficult.
- [2] Resistant To Guns: Confers the item with a degree of 'bulletproof-ness',
mundane firearms will have a difficult time piercing the armor, unless
the opponent has a significant warfare advantage.
- [4] Invulnerable To Conventional Weapons: Resistant to all mundane
weapons, a high warfare advantage will be needed to penetrate the armor
with anything less than a 'deadly damage' weapon, which can penetrate this
armor relatively quickly.
- [8] Impervious To Damage: Mundane weaponry short of artillery bounces
off. So do 1 point weapons. Even two point weapons are unlikely
to hurt you, unless Benedict is using them. Four point weapons are
seriously slowed down.
- [16] Impenetrable: This can ONLY be applied to an item and cannot be
transferred. Such an item contains either the Pattern or some other
major Power which makes it almost immune to damage by any lesser Power.
Two point weapons bounce off. Four point and eight point weapons
can't hurt you much. Known Powers, in order of least to greatest
are Trump, Logrus, Pattern.
Weapon Damage
- [1] Extra Hard: The material of the weapon is hardened to a degree
that it will suffer no ill effects on striking hard surfaces, i.e.: Armor.
This hardening also allows greater armor penetration.
- [2] Double Damage: Capable of inflicting wounds of a significance greater
than initially apparent, these types of weapons are also capable of cutting
through almost any mundane armor without difficulty.
- [4] Deadly Damage: A wound that would be minor when inflicted by a
normal weapon, will be much more dangerous when inflicted by a weapon of
deadly damage. A simple thrust will has a tendency to tear flesh, causing
blood loss and tissue damage mush more significant that would seem appropriate.
- [8] Destructive Damage: Rips through opponents, causing massive damage.
Ignores all armor less than "Invulnerable To Conventional Weapons"
which it will penetrate fairly quickly, and can break through "Impervious
To Damage" given sufficient skill behind the weapon.
- [16] Primal Damage: This can ONLY be applied to an item and cannot
be transferred. Such an item contains either the Pattern or Logrus
which makes it the bane of its opposite. Primal Damage weapons literally
destroy those they oppose by igniting their blood. Wounds from such
a weapon are eventually fatal, unless the victim has some way to shed the
flaming blood in time. Against other opponents, it inflicts very
hard to heal Destructive Damage. Ignores Armor under Impenetrable.
If a Primal Damage weapon strikes an Impenetrable Armor and they are of
opposing types then the item with the greater Power will succeed.
For example, if someone with a Primal Damage Pattern sword struck someone
with Impenetrable Armor of the Logrus, the armor would be destroyed ultimately
(since Pattern is a greater Power than Logrus), but the armor would have
protected the wearer for that first blow.
- [16] Apocalyptic Damage: Penetrates virtually any kind of armor
with ease, and produces nasty, nasty wounds. Those of Amber or less
Endurance probably die from a nick, let alone a serious blow.
Weapon Stun Damage
- [1] Taser: The item delivers a jolt sufficient to knock out anyone
of Chaos Physical Endurance, and disorient anyone of Amber Physical Endurance.
Anyone higher will largely ignore it.
- [2] Shock Prod: The item delivers a jolt sufficient to knock out anyone
of AmberPhysical Endurance, and disorient anyone with 1-5 Physical Endurance.
Anyone higher will largely ignore it.
- [4] Charged Weapon: Visibly crackling with energy, the item delivers
a shock sufficient to knock out anyone with 1-5 Physical Endurance, and
disorient anyone with less than 20 Physical Endurance. Anyone higher will
suffer mild spasms or ignore it.
- [8] Tame Lightning: Visibly crackling with energy, the item delivers
a shock sufficient to knock out anyone with 1-10 Physical Endurance, and
disorient anyone with less than 30 Physical Endurance. Anyone higher will
suffer mild spasms or ignore it, although repeated strikes will have a
stronger effect. Hits from the item actually leave a lingering energy field
in the target, which will inflict lesser hits on them until removed.
- [16] Tesla Device: The item pulses with barely-contained energy, frequently
shorting out electronic devices nearby and killing passing birds. Hits
from the item will knock out anyone with less than 20 Physical Endurance,
and disorient everyone else to some degree. The item leaves victims entangled
in a crackling field of energy, which continues of shock them until somehow
removed.
Intelligence / Communication
- [1] Able To Speak: The creature or object may speak one language, usually
Thari, and understand simple orders. It is generally considered to have
the intelligence of a well trained dog, it will not act on it's own initiative
unless told to do so, and even then will be unpredictable.
- [1] Notable Skill: The Item contains knowledge of some particular
skill; this can be conveyed or implanted.
- [2] Able To Speak & Sing: May speak one language, and make other
noises, i.e.: laughter. Equivalent to the intelligence of a young child,
capable of simple problem solving.
- [4] Speaks In Tongues And Voices: Equivalent to intelligence found
in a adult, capable of acting on its own initiative to complete orders
to the best of it's abilities. The creature may speak one language initially,
though it may be taught more latter, it can also imitate the voices of
others.
- [8] Highly Intelligent: The creature is smarter than most people
and has a wide array of skills, speaking many languages. It excels
at long-range planning and analytical thought.
- [16] Super Genius: Brilliant beyond measure.
Psychic Quality
- [1] Psychic Sensitivity. The item or creature gains the equivalent
of Chaos Psyche for sensory and offensive
- [2] Amber Sensitivity. The item or creature gains the equivalent
of Amber Psyche for sensory and offensive purposes
- [2] Sensitivity To Danger. The item has the ability to sense
when danger is imminent. Creatures shielded by Psychic Neutral/Screen/Void
may not set off this sense of danger if the item or creature's Psyche is
too weak to pierce it. Powers can also be used, with a sufficient
Psyche advantage, to avoid setting this off as well.
- [2] Detect Lies. The item can attempt to tell if someone is lying.
The item needs a Psyche advantage to succeed at this. Psychic Resistances
and Barriers can screen against this. Psychic Neutral/Screen/Void
is of less use, but still resists with its psychic defense level.
- [3] Linked Remote Psychic Sensitivity: This allows any of a number
of items to all be in constant Psychic communication despite distances
in Shadow. Only a Psychic Barrier or a Shadow Barrier vs. Psyche
will sever the contact.
- [4] Extraordinary Psychic Sense. In shadows especially attuned
to Psychic powers, the item can reach out and contact other minds by pure
Psychic force. In other shadows, the item is limited to the normal
functioning of Psyche. Still, it possess Psyche equal to someone
ranked low in the attribute auction for offensive and sensory purposes.
- [8] Psychic Might: Such an item possesses mid-ranked psyche for
offensive and sensory purposes.
- [8] Augmented Offensive Psychic Force: This allows a sudden boost to
the user's Psyche for purposes of Offense. The main difference between
this and the Power Word, Burst Of Psyche, is that the effects are more
dramatic and continue for a longer period of time.
- [16] Immense Psychic Sense: Gives a Psychic equivalent to a very high
rank in Psyche. Nearly unbeatable by any Psychic force.
Psychic Defense
Psychic Defense items can be built with a special modifier: Automatic
On/Off Switch. This costs 4 extra points, and can be added by anyone
who has any level of Conjuration at all. Items with Automatic On/Off
Switches click on automatically as soon as a Psychic Attack starts to brush
your defenses. However, such items are vulnerable to being hacked
by a Psyche expert if he has time to study the defenses, enabling him to
suddenly just turn the item off if he succeeds.
- [1] Chaos Resistance: Has the same resistance to attack as a creature
of Chaos Psyche. It provides a small boost to anyone who possesses
naturally greater Psyche, if Conveyed or Implanted. It does not hamper
the use of Psyche at all.
- [1] Light Psychic Barrier: A light psychic barrier will repel any intrusion
by those of Amber Psyche or less, will slow those of slightly higher Psyche
down, and will only make those of mid-ranked to high Psyche laugh at you.
Any user who does not have above Amber Psyche will find themselves unable
to use Psyche-reliant abilities (shadow walking, initiating trump calls,
etc), except for those that only affect the self (Calling up Pattern Defense,
shapeshifting against self only, etc). Those of Psyche Amber or lower,
unless they are themselves Trump Artists, won't even notice that someone
is trying to trump them, but the barrier will continue to protect their
brain against any forced Trump Contact. Those of higher psyche
may find themselves somewhat hampered, depending on Psyche. True-Name backed
Power Words will go through it like a hot knife through butter.
- [2] Amber Resistance: Has the same resistance to attack as a
creature of Amber Psyche. It provides a small boost to anyone who possesses
naturally greater Psyche, if Conveyed or Implanted. It does
not hamper the use of Psyche at all.
- [2] Medium Psychic Barrier: A medium psychic barrier will repel any
intrusion by those of fairly low, but ranked Psyche, will slow those of
low to medium Psyche down, will slightly slow down those of medium to high
psyche, and will only make those of really high Psyche laugh at you.
Any user who has under ten points of Psyche will find themselves unable
to use Psyche-reliant abilities (shadow walking, initiating trump calls,
etc), except for those that only affect the self (Calling up Pattern Defense,
shapeshifting against self only, etc). Those of Psyche below 10,
unless they are themselves Trump Artists, won't even notice that someone
is trying to trump them, but the barrier will continue to protect their
brain against any forced Trump Contact. Those of higher
psyche may find themselves somewhat hampered, depending on Psyche. True-Name
backed Power Words will go through it like a hot knife through butter.
- [2] Psychic Neutral: The item's mind is not easily detected, and has
the same resistance to attack as a creature of Chaos Psyche. It provides
a small boost to anyone who possesses naturally greater Psyche, if Conveyed
or Implanted. Any use of Psyche will void this defense for
the duration of its use, but it does not hamper such use.
- [4] Improved Psychic Resistance: Has the same resistance to attack
as someone placed low in the Psyche attribute auction. It provides
a small boost to anyone who possesses naturally greater Psyche, if Conveyed
or Implanted. It does not hamper the use of Psyche at all.
- [4] Strong Psychic Barrier: A strong psychic barrier will repel any
intrusion by those of low to medium Psyche, will slow those of medium
to high Psyche down, will slightly slow down those of high psyche, and
will only make those of extremely high Psyche laugh at you. Any user
who has under thirty points of Psyche will find themselves unable to use
Psyche-reliant abilities (shadow walking, initiating trump calls, etc),
except for those that only affect the self (Calling up Pattern Defense,
shapeshifting against self only, etc). Those of Psyche below
30, unless they are themselves Trump Artists, won't even notice that someone
is trying to trump them, but the barrier will continue to protect their
brain against any forced Trump Contact. Those of higher psyche find
themselves somewhat hampered, depending on Psyche. Even True-Name backed
Power Words are hampered; the user must have at least 75% of the Defender's
Psyche, or the Power word is repelled anyway. True-Name backed Advanced
Power Words go right through it.
- [4] Psychic Screen: Provides strong defense against your mind
being detected, and has the same resistance to attack as a creature of
Amber Psyche. It provides a small boost to anyone who possesses naturally
greater Psyche, if Conveyed or Implanted. Any use of Psyche
will void this defense for the duration of its use, but it does not hamper
such use.
- [8] Advanced Psychic Resistance: It provides defense equivalent
to mid-ranked Psyche. It provides a small boost to anyone who possesses
naturally greater Psyche, if Conveyed or Implanted. It does not hamper
the use of Psyche at all.
- [8] Advanced Psychic Barrier: A advanced psychic barrier will
repel any intrusion by those of medium to high Psyche, will slow those
of high Psyche down, and will slightly slow down those of very high
psyche. Any user who has under fifty-one points of Psyche will find
themselves unable to use Psyche-reliant abilities (shadow walking, initiating
trump calls, etc), except for those that only affect the self (Calling
up Pattern Defense, shapeshifting against self only, etc). Those
of Psyche below 51, unless they are themselves Trump Artists, won't even
notice that someone is trying to trump them, but the barrier will continue
to protect their brain against any forced Trump Contact. Those of
higher psyche find themselves somewhat hampered, depending on Psyche. Normal
Power Words backed by insufficient Psyche to penetrate the barrier, even
if you know the target's True Name, will bounce off. Even Advanced
True-Name backed Power Words are hampered; the user must have at least
75% of the Defender's Psyche, or the Power word is repelled anyway.
True-Name backed Exalted Power Words go right through it.
- [8] Psychic Void: Even the use of powers to detect the mind of the
target will tend to fail unless the power user has fairly high Psyche .
Also confers psychic resistance equal to that of someone placed low in
the Psyche attribute auction. It provides a small boost to anyone
who possesses naturally greater Psyche, if Conveyed or Implanted.
Any use of Psyche will void this defense for the duration of its use, but
it does not hamper such use.
- [8] Augmented Defensive Psychic Force: This allows a sudden boost to
the user's Psyche for purposes of Defense. The main difference between
this and the Power Word, Burst Of Psyche, is that the effects are more
dramatic and continue for a longer period of time. It otherwise functions
identically to that Power Word.
- [16] Exalted Psychic Resistance: The item possesses Psychic Defenses
equivalent to those of high ranked Psyche. It provides a small boost
to anyone who possesses naturally greater Psyche, if Conveyed or Implanted.
It does not hamper the use of Psyche at all.
Item Powers
Item Movement Through Shadow
- [1] Sense Shadow Trail--The item is able to identify Unicorn Tracks
and Black Roads, and it can sense the trails left through Shadow by shadowtravellers,
enabling its bearer to follow those trails if they are fairly fresh (The
higher the item's psyche, the older the trails can be). Such beings
are also harder to lose if they're following someone through shadow, since
they can quickly get onto the trail you left behind. Beings with
this level of power can also walk through shadow to their master if seperated
from him.
- [2] Seek Visited Locations: The item can shadowwalk to any location
it's been taken to before, or which its creator has visited and programmed
into it.
- [4] Seek In Shadow: The item can travel in Shadow towards a specific
person, location, or item. Note that this is not the same as being able
to move freely through shadow, because the item can only move in the direction
of the subject. The item need not have encountered its target before,
though obviously it somehow needs to know the thing exists.
- [8] Seek Desires in Shadow: The item can now seek abstractions in shadow,
such as 'A shadow where I can get a really good curry'.
- [8] Forge Shadow Highway: While this property does not of itself
convey shadow travelling ability, if this property is used while walking
through shadow (this doubles travel time), the item forges a highway through
shadow which can be used by anyone to walk through shadow, even complete
Human Psyche shadow schmucks. The path allows transit at normal shadow
walking speeds.
- [16] Shadow Teleportation: With several minutes preparatory time, the
item can teleport to any location in shadow it has visited before.
- [16] Create Shadow Expressway: While this property does not of
itself convey shadow travelling ability, if this property is used while
walking through shadow (this doubles travel time), the item forges a highway
through shadow which can be used by anyone to walk through shadow, even
complete Human Psyche shadow schmucks. The expressway allows transit
at hellriding speeds.
- [+0] Slow Shadow Movement: The item is slower than a Primal Power
User, moving at about 2/3rds the speed of someone with equivalent Psyche.
- [+2] Matches Use of Primal Powers for Speed
- [+4] Matches Hellriding Speeds
- [+8] Matches Shadow Shortcut Speeds
Item Shadow Senses
- [1] SPS--Shadow Position Sense: The item always knows where it
is in Shadow relative to some fixed point chosen at item creation or when
the property is imbued.
- [1] Sense Reality--The item is able to detect if someone encountered
is Real or a Shadow
- [2] Assess Reality--The item is able to tell if someone encountered
possesses Pattern or Logrus
- [2] Analyze Local Reality--The object is able to examine a shadow and
assess what the local laws are, what the local laws of reality are, any
flaws in the shadow, Veils if near the Courts, etc.
- [4] Reality Search Local Shadow--The object can, given enough time,
scan an entire shadow (if it is not a Primal Plane) and eventually locate
all beings and objects of Reality in it. This takes hours to days
depending on the psyche backing the item up.
- [8] Identify Shadow Owner--The object can determine who, if anyone,
controls a shadow and how much control they have over it.
- [16] Search Shadow--The object can slowly search all of shadow and
find where anything you desire is. This takes about 1.5 times as
long as Advanced Pattern use by someone of equivalent Psyche.
Item Control Over Shadow
- [1] 'Mold' Shadow Stuff: Can alter the stuff of shadow, adjusting clothing,
or the face on a coin etc.
- [2] 'Mold' Shadow Folk: Can Alter the behavior of shadow folk, emotions
or actions can be altered to fit the manipulators whim.
- [4] 'Mold' Shadow Reality: May alter the nature of the shadow, i.e.:
A sorcerer in a no magic shadow may temporarily alter the 'reality' so
that magic works.
- [8] Control Shadow Essence: This gives the equivalent control over
a Shadow as someone with Advanced Pattern or Advanced Logrus.
- [16] Ultimate Shadow Manipulation: Gives ultimate control of many Shadows
at once, with the ability to control, shape, and direct Shadow Storms.
The Jewel Of Judgement is an example of an item with this great a control
over Shadow.
Healing
- [1] Self Healing: Allows an inanimate object to heal itself at the
same rate as a normal creature, and doubles the healing rate of living
creatures.
- [2] Quick Healing: Items heal as fast as someone with Amber Endurance.
Living creatures heal at four times the normal rate.
- [4] Fast Healing: Items heal as fast as someone low ranked in Endurance.
Living creatures heal at eight times the normal rate.
- [4] Shift Wounds: Items can close up damage to their casing with
concentration. Living creatures can concentrate and make their wounds
close up fairly quickly. However, this drains your energy reserves
proportionally to the number nd size of wounds.
- [8] Rapid healing: Items heal as fast as someone midranked in
Endurance. Living creatures heal at sixteen times the normal rate.
- [8] Regeneration: Items can eventually heal even completely destroyed
components. Living creatures can eventually regrow limbs if
they lacked the power to do so before, or can do it twice as fast if they
already had this ability.
- [16] Rapid Regeneration: The item regenerates twice as fast as one
with 8 point regeneration. Living creatures regenerate at four times
the normal speed.
- [16] Limb Reattachment: The item or creature can simply pick
up any lost components/body parts and pop them back into place, quickly
reattaching them within a few minutes.
Shape Shifting
- [1] Alternate Form: The Item / Creature has one alternate form.
- [2] Named & Numbered Forms: The item has named and numbered forms,
chosen when the object is created.
- [4] Limited Shape Shifting: Only knows practiced forms, but can learn
new forms. Learning a new form requires 24 hours divided by the number
of points spent on the item's intelligence or psyche (48 hours for items
with none).
- [8] Mimic: The item can shape shift into any form it sees or comes
in contact with.
- [16] Shape Shift: Item can shape shift freely. Note that this
still does not confer healing abilities or other shape shifting powers
beyond simply changing shape.
Item Trump Images
These can only be conjured by people possessing both Trump Artistry and
Conjuration, although anyone can buy this attribute for an item with character
points. Items with Trump images cannot be sought in shadow.
- [1] Contains Trump Image: May not be used on a creature or transferred,
the object contains / is a trump image.
- [2] Trump Deck: A deck of trumps made by the Trump artist.
- [2] Sense Trump: The item can sense the usage of trumps in its
vicinity.
- [2] Trump Caller ID: The item can identify who is trumping it,
if it's been trumped before by that person.
- [4] Trump Powered: The Item draws it's power from Trump, and so may
continue to operate in all shadows.
- [8] Multiple Trump Contact: (Note: you need an Advanced Trump Artist's
powers to create an artifact with this power.) The artifact can open and
maintain up to twelve trump contacts simultaneously for the user if the
contacts are made through the object. These calls can be patched
together to allow 'conference' calls. The object can contain up to
Named and Numbered Trumps as part of its being.
- [8] Trump Jammer: The item can attempt to jam the operation of
trump in its vicinity.
- [8] Trump Memory: The item need only think of a place and it is taken
there, provided the item has visited that location at least once before.
A creature with this ability has the power Exalted Trump Artistry: True
Trump Memory.
- [16] Virtual Trump Ability: Gives the ability of a Virtual Trump, where
the item need only think of the place and they are taken there. The
center of the Pattern, or the Jewel of Judgement are examples of Virtual
Trumps. The power may NOT be transferred.
Power Words
One must know the Power Words power to create items that contain Power
Words with conjuration. One can only put Power Words known by the
creator in an item. One can however, seek such items in shadow, or
have such an item at char creation, or use such an item without knowing
squat about Power Words.
If sentient, the item uses the Power Word backed by its own psyche and
endurance. In non-sentient items, the Power Word is backed by the
psyche and endurance of the person using the item, unless the item has
its own Endurance pool. (Which means that if you have a repeating
crossbow that fires power word bolts, you can exhaust yourself eventually)
- [1] Contains A Power Word.
- [2] Contains Named & Numbered Power Words.
- [4] Contains an Advanced Power Word: Contains a single advanced power
word known by the creator.
- [4] Contains a Horde of Power Words
- [4] Power Word Boost: One can choose to put more OOMPH into one's
power words by expending additional life force. It costs five times the
normal life force, but it doubles the effectiveness of a power word.
This is a good way to knock yourself out quick, but sometimes worth it.
- [8] Contains Named & Numbered Advanced Power Words: Contains named
and numbered advanced power words known by the creator. Optionally, may
also contain named & numbered power words.
- [8] Contains hundreds of Power Words.
- [8] Advanced Power Word Boost: Double power not enough?
Invest 20 times the normal life force and you can have five times the normal
effect. This is very flashy, but also very life force costly.
- [8] Area Effect Power Words: Power words normally only effect
one target, although a few basic ones have some area of effect (Light Strobe,
Shade, etc). This enables you to extend the area of effect to about
a 1 yard radius for five times the energy expenditure, or 3 yards radius
for twenty times the energy. This can be combined with PW Boost or
Advanced Power Word Boost if you really need to, though it will knock you
out fast and quite possibly kill you very dead.
- [8] Contains Exalted Power Word: Contains a single exalted power word
known by the creator.
- [16] Named and Numbered Exalted Power Words
- [16] Horde of Advanced Power Words
- [16] Put as many normal Power Words as you like. We'll make more.
Magic Defense
- [1] Resistant to Magic: Items resistant to magic take more effort
to alter with magic than normal items. This cannot be turned on and
off.
- [2] Resistant to Magic with Switch: As Resistant to Magic, but
with an on/off switch
- [4] Spell Breaker: This is most commonly used with weapons--it
enables the item to cut through spells as if they weren't there.
You can carve holes in magical shields, penetrate magical armor, parry
fireballs, etc. Mages with superior Warfare can simply shoot around
your item, however.
- [4] Infused with Reality: The item can be treated as if it had
Logrus/Pattern/Trump Defense with regard to resisting invasive magical
effects.
- [8] Magic Sink: You don't just resist magic, your mere
touch sucks up magical energy, destroying spells by rendering them unable
to function for lack of energy. Magic backed by a real power may
still get through, though. Someone holding or carrying a magic sink
will find themselves unable to cast spells, and any beneficial spells put
on them will tend to be eaten by the Magic Sink. Magic Sinks can
be made with on/off switches. Keep in mind that such switches are
vulnerable to Psyche hacking.
- [8] Magic Reflection: Able to reflect magic back on its source.
It will always reflect at least part of a spell, but requires a psychic
advantage for total reflection.
- [16] Magic Null: Utterly, completely immune to magic unless
it's backed up by a Spikard, the JoJ, or similar artifacts.
Magic Sensing
- [1] Detect Magic: Detects magical energies within several hundred feet
- [2] Detect and Identify Magic: Detects magical energies within several
hundred feet and can tell what sort of magic it is (fire magic, wards,
Logrus sorcery, etc)
- [4] Magical Analysis: Detects magical energies within visual range,
and once within several hundred feet, can tell exactly what they do.
Applied to magical wards, it can identify what is needed to pass it (passcodes,
a particular spell, etc). This may require a psyche advantage against
actively maintained spells. At this level, it also can be used to
examine a shadow and determine its laws of magic, enabling a sorceror to
adjust his magics to local conditions. This takes minutes to hours,
depending on the psyche backing the item up.
- [8] Magical Sage: As Magical Analysis, but can perform these functions
at any range as long as you have some way to extend its senses to the target
area (magical scrying, radio telescopes, trump scrying, etc). It
also assists in penetrating efforts to hide magical energies. At
close range (a hundred feet or less), it can identify who cast a spell,
if it has ever been used to sense magic cast by that person. It can
also scan an entire shadow in about a half hour or less to locate all available
sources of magic.
- [16] Eye of Agamotto: Can scan a hundred mile radius and return a map
of all magical energies in the area, identifying who created them, regardless
of whether the item or its owner has ever heard of the beings involved.
This takes a few seconds. Given enough time, you can scan an entire
shadow, although with some shadows, you'd be spending more time than it's
worth. Attempts to hide magic from its all seeing eye is futile,
unless the person involved is at the very top of the Psyche food chain.
Connected to an item with shadow travelling power, one can direct its gaze
between Shadows as well, scanning a shadow for magic from an adjacent one.
Magic Use
These items can only be made by characters who know Sorcery, or who are
assisted by a Sorceror. They can, however, be sought in shadow, purchased
at character creation, turned into point items if found later, etc.
- [1] Amulet: This item gives a bit of a boost to a single Reliable Spell,
effectively increasing the user's Psyche stats by 10 for the purposes of
casting it.
- [2] Staff: This item gives a boost similar to an Amulet, only to an
entire Science. It does not, however, affect any Reliable Spells, even
ones from that Science.
- [4] Rack & Use Spell: Holds q single spell inside of it, which
can then be instantly cast out of the object. The object has an auto-recharge
time; how long that is being dependant on the spell inside. The spell must
be detailed at item creation and cannot be changed.
- [8] Magic Processor: Capable of creating and using, given enough time
and intelligence, sorcery spells. It creates such spells at normal
speeds. Items which create spells need to possess some degree of
offensive and defensive Psyche, or else they will produce puny Human Psyche
level magics if set to work on their own. (Such an item can be rigged
to allow the item's owner to cast spells with the item using his own Psyche,
which requires adding the ten point cost to Convey the Power.)
- [16] High Speed Magical Processor: Blindingly fast, these items
can create and cast spells at Spikard level Speeds. Typically only
found IN spikards. (This does not convey any links to shadow sources of
power, however, in and of itself). Items which create spells need
to possess some degree of offensive and defensive Psyche, or else they
will produce puny Human Psyche level magics if set to work on their own.
(Such an item can be rigged to allow the item's owner to cast spells with
the item using his own Psyche, which requires adding the ten point cost
to Convey the Power.)
Quantity Multipliers
Quantity Multipliers can also be applied to shadows if you really desperately
need a lot of shadows.
- [*1] Unique.
- [*2] Named & Numbered.
- [*3] Horde.
- [*4] Shadow Wide.
- In a single shadow, you have a horde of them wherever you go.
Useful for things like your invincible robot army that guards your home
base shadow.
- Alternatively, several hundred of an item
- [*5] Environmental.
- In a single shadow, they swarm like mad.
- Across named and numbered shadows, there's a horde of them wherever
you go
- Across a horde of shadows, you have a dozen in each.
- [*6] Ubiquitous.
- In one shadow, you can't kick a rock without finding one.
- Across named and numbered shadows, there's severval hundred of them
- Across a horde of Shadows, there's a horde of them.
- [*10] Infinite Quantity. Not an accessible Quantity Multiplier normally,
this is a couple of steps up from ubiquitous and represents the infinite
number of Shadows connected to a Pattern.
Transferrals and Implants:
Anyone with even the most basic of Conjuration can use these tricks.
Conferral grants an item's power to its wielder. Implant is used
for items which become part of the owner's BODY.
- [5] Confer Quality on Wearer/Owner/User
- [10] Confer Power on Wearer/Owner/User
- [10] Implant Quality in Owner
- [15] Implant Power in Owner
Shadows
All Shadows MUST have at least a point in Class. The other qualities
are optional.
Class
This is the sort of Shadow you have, from a metaphysical and locational
perspective.
- [1] Joe Shadow. This is just another one of the infinite Shadows out
there, a fair distance from Amber and the Courts. It may have picked up
a little extra Reality from your time there, but it's basically nothing
special.
- [2] Shadow of the Realm. The Shadow is very close to Amber, and probably
has a Golden Circle treaty and trade relations with it. In fact, it's so
close that travel to and from Amber can be done along a Unicorn Track -
no shadowshifting power required. Being so close to Amber, it is harder
to mold the Shadow or change things, or to shift Shadow in or out. Citizens
of the Shadow tend to have Chaos in all their stats. Characters with a
tie to Chaos may choose to take Chaos-located Shadows of the Realm instead.
- [4] Primal Shard. Your Shadow has something that makes it innately
Real - a Broken Pattern, Trump Font, Logrus Window, or something weird
predating the Pattern. Regardless, molding the Shadow is EXTREMELY difficult.
Citizens of the Shadow tend to have a mix of Amber and Chaos in all their
stats. You can potentially exploit whatever it is that makes the Shadow
Real somehow, although this may not be entirely safe...
- [8] Primal Plane. The Shadow has a major source of Reality in it, like
a Flawed Pattern, a Trump Font of extraordinary power, an Animal God like
the Unicorn or Serpent, or a secret enterance to the Logrus. Molding it
is next to impossible without a huge amount of Psychic Power or an artifact
like the Jewel of Judgment. Citizens of the Shadow tend to have Amber in
all their stats. Whatever gives the Shadow its reality is probably more
important to you than the Shadow itself.
- [16] Primal Pole. This place has a Pattern or the Logrus in it, or
something of equivalent Reality. Forget molding it unless you have the
Jewel of Judgment or a way to dictate of the Primal Sigil in residence.
Citizens tend to have Amber in most of their stats, and 1-10 points in
a stat or two that they excel in. Don't expect to get a place like this
any time soon.
Defences
Each upward degree of Defence includes all the properties of the previous
one.
- [1] Power Barrier. This lets you decide which Powers can be used to
reach into the Shadow, out of the Shadow, or both. So you can bar your
Shadow against incoming Trump calls, or keep people from walking out of
it using Pattern. This does not actually prevent use of the power inside
of the Shadow, just stops it from crossing the borders in or out. People
with more Psychic Power than you may be able to bull through anyway, although
this will at least slow them down.
- [2] Restricted Access. The Shadow can only be entered or exited through
a specific point, like a brothel in New York or a mountain pass, or in
a particular fashion, like riding a blue horse or singing country songs
as you walk. People with vastly higher Psychic Power or Finesse than you
may be able to either power their way through or manipulate an alternate
way in, although this is not easy.
- [4] Guarded. The Shadow has a group of Real guardians in Horde quanity,
who will automatically move to intercept intruders. You may design the
guardians yourself; they can each have qualities and powers equal to the
total point cost of the Shadow times two. So a Shadow with 8 points in
it total would have a Horde of guardians, each with 16 points worth of
qualities and powers.
- [8] Monitored. You can automatically tell when someone has entered
your Shadow, no matter where you are, unless the intruder is trying to
be sneaky and has enough Psychic Finesse or Tactics to pull it off. You
may choose to either upgrade the Shadow's guardians to 4 times the total
Shadow cost, or add a minor Being of Power to the defences who will be
designed by the GM.
- [16] Supervised. Nothing enters the Shadow without your awareness.
The Shadow is guarded by a Being of Power akin to the Serpent or Unicorn;
good luck getting past it.
Control of Shadow
Each upward degree of Control of Shadow includes all the properties
of the previous one.
- [1] Control of Contents. This lets you reshape the interior of the
Shadow to whatever you like, even if you don't have the powers usually
required for such a stunt. You have an advantage when fighting a shadow-molding
duel there, as the Shadow responds eagerly to your manipulations and sluggishly
to those of other people.
- [2] Alter Time Flow. You can turn the speed of time relative to Amber
and Chaos up or down, allowing years in Amber to pass in a day in the Shadow
or vice versa.
- [4] Control of Powers. You can turn the working powers in a Shadow
on or off, or make the Shadow more conductive to the use of certain powers.
For example, Tim the Trump Artist might wish to make Logrus impossible
to use inside the Shadow, and increase the ease with which Trumps may be
used. People with vastly more Psychic Power than you may be able to override
this by sheer brute force.
- [8] Control of Location. You can sail the place around through Shadow
like a universe-sized ship, relocating it as the mood strikes you.
- [16] Dominion of Shadow. All the various properties of your Shadow
are reflected out into the Shadows around it, in weakened but still potent
form, for a distance dependant on your Psychic Power and the Class of your
Shadow.
Resistance
Each upward degree of Resistance includes all the properties of the
previous one.
- [1] Seekable. People can only wind up in your Shadow if they specifically
ride towards it; no-one will wander in by accident.
- [2] Resisted. People riding towards your Shadow with Pattern or Logrus,
unless led by you or welcomed by you, move through Shadow as if they were
using Broken Pattern. Broken Pattern users will just ride around in circles.
- [4] Strongly Resisted. Riding through Shadow to the place requires
Advanced Shadow Travel for Pattern or Hostile Environment Exploration for
Logrus. Lower-level initiates run into progressively more deadly Shadows
until they reach the sort of things that even Amberites can't live through.
It is impossible to scry into the Shadow with Pattern, Magic, Trump, or
Logrus unless you have a Psyche advantage and art standing one or two Shadows
away.
- [8] Control of Destiny. The Shadow's owner can now not only turn the
Resistance on and off, but actually place the Shadow in the path of someone
moving through Shadow, causing them to stumble into it by accident. People
with higher Psychic Finesse than you are likely to notice this and try
to avoid it.
- [16] Great Sealing. The Shadow is surrounded by an impenetrable barrier.
Nothing can go in, nothing can go out; it is in effect sealed away from
the rest of Reality. The only way to break through is to use something
like the Jewel of Judgment and goatloads of Psyche to bore a hole in (or
out).
Last Update May 20, 2003