Ordinary World  

Powers

Players should note that, for the most part, I am not listing out individual powers. When you spend points on powers, you tell me how many points you want to put into a power...without the knowledge of what those points will get you. At character creation, you can tell me what you want to be able to do with a power, and I'll give you an indication of how many points to spend. Past that, it's purely trial and error. You may put 10 more points into Pattern and get nothing. You may put 10 points in and gain a new ability...but be ignorant of it. You may develop abilities very different from other players who have invested the same number of points. Powers in this game will be very individualistic.

Pattern

Pattern is considered a lost power. No one who lives in Amber knows of its existence. As such, players do not have access to full Pattern at character creation. Character can, however, spend some points on Pattern to imply the effect of Amberite blood activated by a lifetime spend in the vicinity of the Pattern.

Trump Artistry

Trump Artistry is no longer known within Amber, but it is still known in some Shadows. Characters who start in Shadow may take Trump Artistry. Trump Artistry does not require the backing of a "major" power.

Shapeshifting

Shapeshifting potential is open to all players, but this power will not manifest for characters who live in Amber proper. The power can only manifest outside the range of the Pattern. Hence any character who has ventured off-world and been seriously injured can have manifested Shapeshifting. Once manifested, the Pattern has no effect on Shapeshifting.

Magic

Sorcery and Conjuration are combined to form one power in this campaign. Magic is unknown in Amber. Only characters who begin in Shadow can choose Magic at character creation. Magic's efficacy tends to vary when travelling among Shadows, but it almost always works in some fashion or other.

Mentalism

Mentalism can be found in a variety of Shadows. It also exists in Amber, but it is not publicly known. Some available mentalist powers are: Telepathy, Empathy, Telekinesis, Pyrokinesis, Cryokinesis, Psychoportation, Astral Projection, Precognition, and Psychometry.

Technology

Technology is the ability to create technological devices that work throughout Shadow. Unforunately, some devices require power sources that work throughout Shadow, and the creation of such power sources requires a great deal of skill in Technology. Most devices operate using the Technologist's personal energy.

Idiosyncratic Powers

Players are encouraged to develop their own powers. Maybe it's just a small ability the character has; maybe you'd like to develop your own Greater Power. The GM welcomes your ideas.

Abyss

Abyss is not available to characters.

Jewel of Judgement

The Jewel of Judgement is not available to characters; don't bother asking.

Logrus

The Courts of Chaos bear no resemblence to the books, and the Logrus has changed over time, as per its nature. This power, should it even still exist, is not available to player characters.