Personal Artifacts
and Creatures
In 100-150 point games, I allow purchase of items with properties up
to the four point level without explanation, and up to the 8 point level
with explanations in some cases.
In my throne wars, you can buy items with up to 8 point properties freely.
The cost of an item 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.
Hikaru 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:
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Double Damage--2
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Limited Shapeshifting--4
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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 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.
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Seek in Shadow (conveyed on its weilder, since it hasn't got enough mind
to use the power itself): 14
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Shapeshift--one form, horse: 1
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Engine Speed: 4
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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.
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Amber Vitality: 4
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Tireless Stamina: 4
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Minor Flight: 3
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Combat Mastery: 4
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Resistant to Firearms: 2
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Deadly Damage: 4
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Self-Healing: 1
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Speak and Sing: 2
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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.
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.
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Basic Conjuration: The object takes one minute per point to build,
but it will fade away after a while (several days out in Shadow, less time
near Pattern, more time near Chaos). It also instantly vanishes if moved
across Shadow. Such items can only be created where Shadow is malleable;
this will not work in Amber and is difficult in the Golden Circle. On the
other hand, Chaos Shadow is highly magically charged and easy to manipulate.
An object can be temporarily implanted with magical power. Attunement
takes an hour, and each point of power adds ten minutes. The power lasts
ten times as long as a simple Conjured Shadow Shape would, but it also
fades when moved across Shadow.
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Conjure Shadow Shape: You can create flimsy items that can't
survive leaving the shadow of their creation very easily--1 minute per
point.
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Empowerment: You can empower a pre-existing item with Qualities
and Powers. After thirty minutes preparation, the item can be infused
with Qualities (10 minutes per point) and Powers (1 hour per point).
Such items are fairly durable, but will lose their powers permanently if
taken to null-magic shadows, and may suffer problems in some other shadows.
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Complex Conjuration: One hour per point for Qualities and Powers;
the item can survive in any shadow until it is actively dispelled, although
its powers won't function in null-magic areas. Too much shadow travel
will lead to it disintegrating.
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True Conjuration: This is a permanent magical effect. If the
Conjurer has the potential or ability to mold Shadow, it lasts even through
Shadow travel. The effect can either be an Empowerment or a Complex
Conjuration, and it takes ten times as long to cast. It is still
vulnerable to dispelling.
Qualities
Vitality
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[1] Animal Vitality: Gives an object the same strength as a normal animal
of the same size.
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[2] Chaos Vitality: Enables an animal to lift double it's normal weight
allowance, when conferred on a human it grants Chaos level strength.
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[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.
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[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.
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[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.
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[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.
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[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
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[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.
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[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.
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[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.
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[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.
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[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.
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[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.
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[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.
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[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.
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[16] Warp Speed Now, Mr. Sulu! :)
Stamina
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[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.
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[2] Amber Stamina: Grants the stamina equivalent to someone of Amber rank
endurance.
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[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.
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[4] Enhanced Energy Reserves: The creature or object has stamina
equivalent to someone placed low in the Endurance Auction.
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[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.
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[8] Superior Energy Reserves: The creature or object has stamina
equivalent to someone placed mid-ranked in the Endurance Auction.
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[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
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[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.
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[2] Brown Belt: Grants the unarmed combat abilities of someone with Chaos
Strength. May have up to Amber in some specialty.
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[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.
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[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.
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[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
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[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.
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[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.
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[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.
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[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.
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[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
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[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.
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[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.
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[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.
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[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.
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[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)
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[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.
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[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.
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[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.
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[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.
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[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
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[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.
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[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.
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[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.
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[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.
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[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.
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[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.
Intelligence / Communication
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[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.
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[1] Notable Skill: The Item contains knowledge of some particular
skill; this can be conveyed or implanted.
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[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.
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[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.
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[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.
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[16] Super Genius: Brilliant beyond measure.
Psychic Quality
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[1] Psychic Sensitivity. The item or creature gains the equivalent
of Chaos Psyche for sensory and offensive
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[2] Amber Sensitivity. The item or creature gains the equivalent
of Amber Psyche for sensory and offensive purposes
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[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.
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[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.
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[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.
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[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.
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[8] Psychic Might: Such an item possesses mid-ranked psyche for offensive
and sensory purposes.
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[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.
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[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.
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[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.
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[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.
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[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.
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[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.
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[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.
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[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.
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[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.
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[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.
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[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.
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[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.
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[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.
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[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.
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[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.
Senses
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[1] Extended Sense--This doubles the 'range' of a single already possessed
sense. You can sense things more finely at a further distance.
This is most useful for whatever senses the creature or item already specializes
in (such as Sight and Hearing for a normal human). [This can be applied
to a mechanical sensory device to double its range. For example,
X5 binoculars would become X10 binoculars.]
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[1] Normal Sense--This gives one of the five normal senses to something
which lacks them. (A blind man could be made to see, a rock could
hear, etc). Inanimate objects with intelligence need either this
or Full Suite of Normal Senses or some form of Psychic sensitivity or mechanical
sensors to actually percieve their environment.
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[2] Improved Extended Sense--This quadruples the 'range' of a single already
possessed sense. You can sense things more finely at a further distance.
This is most useful for whatever senses the creature or item already specializes
in (such as Sight and Hearing for a normal human) [This can be applied
to a mechanical sensory device to increase its range. For example,
X5 binoculars would become X20 binoculars.]
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[2] Augmented Sense--This heightens some sense already possessed by the
object or creature to a great degree (A human, for example, could now use
his sense of smell to track people). It does not improve range, but
rather allows for finer sensing of detail within that range.
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[2] Full Suite of Normal Senses--This gives all five senses to something
which lacks one or more of them.
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[4] Greatly Extended Sense--This multiplies the 'range' of a single already
possessed sense by a factor of 16. You can sense things more finely
at a further distance. This is most useful for whatever senses the
creature or item already specializes in (such as Sight and Hearing for
a normal human) [This can be applied to a mechanical sensory device to
increase its range. For example, X5 binoculars would become X80 binoculars.]
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[4] Extraordinary Sense--This enables the recipient to sense something
beyond the normal capacities of living beings. You might be able
to sense motion, or have infrared sight, or see gamma rays, or have x-ray
vision. What is sensed must be some sort of object or physical property.
-
[4] Full Suite of Augmented Senses--This can only be applied to something
which already possesses all five normal senses, augmenting them all to
superhuman levels.
-
[8] Extremely Extended Sense--This multiplies the 'range' of a single already
possessed sense to the point where the sense could be used from orbit to
observe things on the ground. This is most useful for whatever
senses the creature or item already specializes in (such as Sight and Hearing
for a normal human) [This can be applied to a mechanical sensory device.]
-
[16] Exalted Extended Sense--This multiplies the 'range' of a single already
possessed sense to the point where the sense could be used to cross interstellar
distances if you so desired. This is most useful for whatever
senses the creature or item already specializes in (such as Sight and Hearing
for a normal human) [This can be applied to a mechanical sensory device.]
Recording Capabilities:
-
[1] Short Term Memory: The item can store up to an hour of sensory
data and recall it perfectly as desired. This presumes the item already
has some form of senses suitable to the task.
-
[2] Recorder: The item can perfectly record and store up to a day
of sensory data and recall it perfectly as desired. This presumes the item
already has some form of senses suitable to the task.
-
[4] Improved Recorder: The item can perfectly record and store up
to a week of sensory data and recall it perfectly as desired. This presumes
the item already has some form of senses suitable to the task.
-
[8] Advanced Recorder: The item can perfectly record and store up to a
year of sensory data and recall it perfectly as desired. This presumes
the item already has some form of senses suitable to the task.
-
[16] Exalted Recorder: The item can perfectly record and store almost
any amount of sensory data and recall it perfectly as desired. This presumes
the item already has some form of senses suitable to the task.
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 DemiJewel, 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 Conjurors 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] Rack A Spell: Capable of holding a racked spell, implanted in it by
a sorcerer.
-
[2] Rack Named & Numbered Spells.
-
[2] Magical Specialty: Boosts the power of spells cast from this
item in some specialized area, such as 'Fire Magic'.
-
[4] Rack & Use Spells: Holds named & numbered spells, and may also
use them. The item does not know how to actually create any new spells
to rack in itself.
-
[+4] Maintain Spells: The item can maintain spells, refreshing them
periodically. This is a modifier to one of the other properties,
such as Rack or Rack and Use. It requires Advanced Conjuration to
add this modifier to a property.
-
[+4] Quick Casting: The item, if able to cast spells, casts them
at 'Fast Casting Speeds'. It requires Advanced Conjuration to add
this modifier to a property. Item creator must know Quick Casting.
-
[8] Power Magics: The item's spells are automatically boosted by
some Power that the item is linked to, such as Pattern or Logrus.
If the item is capable of creating its own spells, it possesses 'Power
Sorcery' of that type. Item creator must possess the power to be
linked to, and possess 'Power Sorcery' of appropriate type if the item
will be able to cast spells itself.
-
[8] Magic Processor: Capable of racking, 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, rack, 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 weilder. 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
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Last Update December 6, 2001