While Amberites tend to think of the Logrus as 'The Chaos Pattern', it is not. The Logrus is ancient, and if Chaosians are to be believed, predates the Pattern. Whether or not this is actually true, it certainly wasn't made in the same way the Pattern was. In fact, the way in which it was made remains unknown, though some Chaosians claim it is the shed skin of the ever-changing serpent, continuing to ever change, allowing those who walk through it to be reborn by passing through the holy flesh of the Serpent. Others just say it's a Construct with Delusions of Grandeur.
Whatever its origins, it's now a large maze which twists and bends around, drifting round the Abyss from Shadow to Shadow following some path which is either random or follows a pattern so deep that no one can comprehend it. The Courts of Chaos move with it, although they continue to touch the Abyss wherever the Logrus roams. The opening to the Logrus itself always remains in the Ways of the Keeper of the Logrus... at least, that's the official line.
Whoever walks the Logrus and lives gains power over shadow and a vastly extended lifespan, assuming they don't die horribly during the initial fit of madness...
Initiation into the LogrusWalking the Logrus is fairly easy. All you absolutely need is the Ability to Shapeshift. Of course, it helps if you have the Blood of Chaos, as non-Chaosian Shapeshifters frequently freeze up and die in the process, but you can survive a Logrus walk without the Blood. Of course, Amberites can survive having all their limbs hacked off too...
Summoning The Sign of the Logrus
This is the first thing everyone learns to do with the Logrus, as it's needed for practically every power in Logrus Mastery.You learn to call the Sign up before you, a twisty disk with many tendrils radiating out from it. The Sign is invisible to the naked eye, although its presense will give anyone with any psychic sensitivity a creepy feeling. By waving your arms about, you can 'put on' and guide the tendrils of the Logrus about. Both the Sign and the Tendrils are invisible and have no substance, and about all you can do with them at this point is use them to make psychic contact with people who are within eyesight of you by touching them with a tendril.
Logrus SightThe Summoned Sign of the Logrus can be used as a improved sensory organ which one looks through. It provides "sight" in a great many more spectrums than are normally available and can be "fine-tuned" by it's user to meet the demands of the situation. The user can see Magic, Pattern, Logrus, Trump, as well as many things which are hidden. He/she can use it to analyze any of the above things to gain greater information regarding them. (This is most insightful if he possesses the power to be analyzed). Things can also be seen to be either of Shadow, of Amber, or of the Courts of Chaos.
The Logrus Master can actually use Logrus Sight through the tips of her Logrus Tendrils. This makes searching through Shadow much more reliable, since the Master can decide if the item that is latched onto is really what she wanted without having to drag it all the way back to herself. She can also engage in combat with the Tendrils at the other end in an effective manner. Logrus Scrying is mostly chaotic, as it has to follow the natural swirling of the Tendrils, at least until they latch onto something they were sent to find. Then slower continuous extension can be done from that anchor point out in Shadow.
Logrus Scrying gets harder the closer one gets to Amber. It also has the problem of Shadows; often the Logrus will find something that LOOKS like what you wanted to spy on, but which is really just a close copy.
Multiple Logrus Scry
The Logrus Master can now scan several locations at once with the Logrus,
which can be very far seperate in shadow. Once a scrying tendril
is set in place, if one possesses Tendril Servants, one can instruct it
to just keep an eye out on things and alert you when some set of conditions
is fulfilled. The more Psyche you have, the more places you can handle
scrying at once.
Logrus DefenseWith the Sign summoned to mind you can fill your body with the power of the Logrus, making it resistant to the effects of Pattern, Magic, Psyche, or other forces, but providing no physical protection. This can provoke feedback, but is generally better than whatever you were calling it up to protect yourself against. It requires concentration, although not total.
Extended Logrus Defense
One can now form a small dome or sphere with the Logrus to deflect attacks, keeping in mind that the dome will prevent you attacking out except with Logrus Tendrils as much as it will prevent things getting in.
If the Logrus Initiate also possesses Tendril Conduit, one can use this
to extend the sign of the Logrus into other people if they are willing
to accept you sticking a logrus tendril into them, so that they can be
protected against Pattern, Magic, Psyche, and other invasive effects.
The Logrus Master now becomes adept at confusing any use of Logrus
against himself. He can feed false information to Logrus Sight
and Logrus Scrying if he is of superior Psyche. He can make
himself or others appear to have as much, little, or none of Blood of
Chaos or Logrus Imprint as he desires. He can craft Logrus
Tendril Servants (Well, assuming he knows how to make Logrus Tendril
Servants at all) which don't radiate any Logrus energy to
observors. He can also deflect any use of Logrus to try to travel
towards him or his location. Finally he can render the 'anchor' points
of his Logrus travel tendrils unnoticable to those of lesser or roughly
equal Psychic Finesse.
He can also work these arts against Pattern Users, but it requires a Psyche advantage.
Solidify TendrilsOne can now turn one's Logrus tendrils visible and solid, allowing them to be used for grappling physical objects. They are guided by Psychic Finesse, and possess Physical Strength dependant on (but not equal to) one's Psychic Power. Solid tendrils cannot be used to initiate psychic combat by either side.
This power allows one to use non-tendril Logrus powers (Warping Shadow, etc) from a distance, using a non-material Logrus tendril as a remote terminal to do so. Magicians can also cast their spells through it. The Logrus Master can now attempt to force mental contact through a solidified tendril as if he were trying to force a trump.
Logrus Tendril Servants
This power allows the Logrus Master to separate a Logrus tendril,
solid or dematerialized, and leave it to perform simple tasks. These
can include housekeeping, labor, sentry duty, etc. They are not very
good at combat and can have trouble making decisions, but are very good
at doing repetitive tasks or following predefined choice paths.
The Logrus Master can also implant such a tendril into a Shadow person, making them an obedient slave. This cannot be done to Real people. Such minions fight and perform tasks at a somewhat enhanced level from their previous condition, but tend to have the sort of slack features and mindless stare one generally expects from shambling zombies; don't expect them to serve as infiltrators. If the tendrils are left in for longer than a few days, the minion will tend to develop many interesting mutations and possibily random fits of psychosis.
You can have as many Logrus Servants as you like, although the more there are at one time the less effective they tend to be, so most Logrus Masters limit the number to between 20 and 100.
The Logrus Master can now extend a sort of psychic fog out from his
body filled with mental Chaos. Ordinary Shadow folk will have their
minds snap, becoming gibbering madmen. Real people will start hearing
voices, seeing delusions, and having their senses play tricks on them.
Logrus Initiates will just get an aggravating buzzing in their heads.
Extremely skilled Logrus Masters can use this power in more subtle and controlled ways.
Like most things that affect the mind, the various primal forms of mental defense will help against it.
Logrus SeekThe Logrus Master can now extend Logrus tendrils beyond his range of vision and into Shadow, homing in on the people or things he desires. Once he locates it to his satisfaction, he can pull it back to him. Searching in Shadow or Chaos for something with the Logrus has advantages and disadvantages. The advantage to using Logrus is that you can find generic objects fast. Grabbing any defined object, sword, a plate of food, a lantern, anything defined in a general sense comes quickly as the Logrus finds the nearest occurrence in Shadow and snaps to it. Unfortunately, the more specific you get, and the further out in Shadow you are, the longer it takes the Logrus to locate something. If you are in a Medieval-type Shadow, trying to use a Logrus Summoning to get a specific piece of high-tech equipment will take a LONG while.
Shadow TravelThe Logrus Master can now seek for a particular place with tendrils, and then pull himself or herself through Shadow to get there, like a fish being reeled in on a line. This gets one where one wishes to go, but has problems. First, you have to actually find the place with your tendril before you can get moving, which means that journeys actually have two parts; first standing around getting your tendril to your destination, and then pulling yourself to it. Not the best for quick escapes. Second, the Logrus Master has little to no control over what Shadow is like between him and his destination; this would be more of a problem without Shapeshifting, but can still sometimes be fatal. Third, if there are hostile people on the other end with the power to percieve Logrus, they will have time to prepare a warm reception for you.
Rapid Shadow Travel
This is the Logrus equivalent of Hellriding; you can now travel at seven times normal shadow travel speeds. Your tendrils will now automatically try to flow through places the Logrus feels you can live through.
Hostile Environment Exploration/Adaptation
This power has several applications. First of all, during Shadow Travel, the Logrus protects the Logrus Master from the effects of his environment. This enables passage through hideously deadly environments so long as the Logrus master keeps moving. This can be extended to other people, but will slow down travel as the Logrus Master has to divert his attention.
Secondly, the Logrus Master's gear and that of anyone who travels with him adapts to suit the shadows he is passing through.
Thirdly, the Logrus Master can now travel into environments normally poorly suited for Logrus travel with greater chances of success and survival. This chiefly consists of two situations: the Abyss and the vicinity of the Pattern. By tying a tendril to something near the Abyss, the master can use the tendril as a lifeline to escape the Abyss after diving into it. This is commonly done either to find things which have fallen in/been thrown in or to explore if you're fairly insane, as all sorts of odd flotsam and jetsam can be found there. Secondly, Logrus travel close to the Pattern normally slows to a hideous crawl. This improves things markedly.
Finally, this power helps in surviving Primal Chaos if one is exposed to it.
Spending any amount of time on a Black Thread is very unpleasant to
those not bound to Chaos, causing mutations in Shadow folk and
weakness, disease, fits of madness and depression in others.
Open Black RoadThis allows the Logrus Master to create a fixed highway, a Black Road, through Shadow. The Road does not require constant attention, although periodic repairs may be needed far from Chaos. It is otherwise similar to a Black Thread.
Control Primal Chaos
You can now use your Logrus tendrils to contain and push back Primal
Chaos, limiting its flow or banishing it altogether. This is easier to
do the closer you get to Amber, where Primal Chaos is weaker, more
sluggish, and less unstable. It requires a fair bit of concentration.
Bear in mind that Primal Chaos, by its very definition, is unstable stuff and can never really be reliably controlled or harnessed.
Logrus and Amber
The Logrus and most of its powers can be used in and around Amber. However, the closer to a Pattern one gets in Shadow, the weaker the Logrus becomes. No Logrus Master is going to relish pitting his Primal Power against that of a Prince of Amber within the very realm of the Pattern, as the Amberite is going to have an advantage in how easily the Pattern will slap down the Logrus.
Only a very suicidal or very desperate Logrus Master would actually
try to call up the Logrus within the Pattern Chamber itself, as this is
not only pretty ineffectual, but also a bit like taking a lit candle
into a gunpowder mill.
LOGRUS IMPRINT [Chaos Psyche, Chaos Endurance]
* Blood of Chaos
* Shape Shift: Control Primal Form
Master Logrus--108 (Cannot start with, but can acquire during play)
Exalted Logrus--108+ (As it is NPC only, there's no reason you should be seeing the powers you get)
Last Update April 8, 2006