CREATURES AND ITEMS

People can buy items and creatures with powers and abilities they could not create themselves; this too needs justification, though 'I found it in shadow' will usually do in this case. In most cases the items can not be improved once created. Some creatures breed true some do not. A highly pointed horse might father normal offspring unless 'horde' is paid for.

QUALITIES

QUALITY

COST

NOTES

STRENGTH

Animal Vitality

1

Animates an Item (Chaos rank Strength).

Double Vitality

2

Doubles a creatures normal strength (Amber rank).

Immense Vitality

4

Multiplies a creatures strength several times (low-ranked).

MOVEMENT

Mobility

1

Basic movement for an item (includes levitation if desired). Basic movement for an item (includes levitation if desired). For something which is already mobile (e.g. a horse, a car, a wolf) this quality makes it faster than the fastest un-enhanced example of the type, but not much faster. In a long race with a very fast un-enhanced thing of the same type, Endurance would tend to determine the outcome more than speed.

Double Speed

2

Twice normal movement speed; slow flight for normally non-flying things, double speed flight for normally flying things.

Engine Speed

4

Powered vehicle speed; rapid flight for normally non-flying things, very fast flight for normally flying things.

ENDURANCE

Double Stamina

1

Chaos rank Endurance

Amber Stamina

2

Amber rank Endurance

Ranked Stamina

4

Low-ranked Endurance

WARFARE

Combat Training

1

Chaos rank Warfare

Combat Reflexes

2

Amber rank Warfare

Combat Mastery

4

Low ranked Warfare

ARMOUR / PROTECTION

Resist Normal Weapons

1

Equivalent to high quality but otherwise normal armour.

Resistant to Firearms

2

Armour which is much tougher, and resistant to more things, than might seem possible.

Invulnerable Armour

4

Not available, at least initially; that is not to say that it does not exist as a quality, though. However, even if it should exist, it will be IMPENETRABLE, not Invulnerable. That is, although attacks may not get through it, shock waves and the like will still get through (so Gerard could pound you to death even if his fists couldn't penetrate the armour).

DAMAGE CAUSING ABILITY

Extra Hard

1

Weapon is practically unbreakable and unbluntable, with slightly higher penetration than normal.

Double Damage

2

Due to sharpness or some other quality, weapon does more damage than users strength alone allows.

Deadly Damage

4

Not available, at least initially; that is not to say that it does not exist as a quality, though.

Mighty Damage

8

This means the pattern has a basic pattern, Logrus, mark or squiggle inscription or other empowerment of a great sort. Inscribed by someone with a Master Level imprint of a Real Power. This differs from Mold Shadow stuff or abilities in that these work in Real places.

Primal Damage

16

Item bears a master's inscription of a mighty, usually Real, Power. Pattern Blades made by Dworkin, Oberon, Corwin, Suhey, Adrian.

VARIED ABILITIES. The advantage of imbuing an item with special abilities is to avoid the costly transferal costs. It is limited and is frequently nullified in various shadows.

Easy

1

Simple detects, immunity, protections, cleanliness.

Difficult

2

Sharpness, return, call to hand, user-bond,

Great

4

Defender, Banes, mighty effects. Wounding(this abilitiy causes the description: Drips with malice)

INTELLIGENCE

Able to Speak

1

Basic item intelligence, less than human average. This allows an item with mobility the inteligence to know where to go. Usually to its owner.

Able to Speak and Sing

2

Average human intelligence.

Tounges

4

Advanced human intelligence. Problem solving, creative, mimic, memory.

PSYCHE

Double Psyche

1

Chaos rank psychic resistance and can communicate with the user on touch.

Psychic Neutral

2

Amber rank psychic resistance and item is much harder to detect with psychic and magical senses.

Extraordinary Psyche

4

Can communicate over the whole of the current shadow, or alternatively duplicate extra-sensory or scrying powers. Psychic resistance equivalent to a low-ranked Psyche.

PROTECTION FROM MAGIC

Magically Resistant

1

Makes it harder to affect the thing with magic of all kinds. This has no effect against being dispelled by Real powers though.

Magically Neutral

2

Makes magical items much harder to detect as magical.

SENSORY CAPABILITY

Enhanced Senses

1

The thing has a physical (rather than psychic) sense beyond the norm with which it can detect things others would not; for example sonar, tracking by scent, electric field senses, etc.

Enhanced Sensorium

2

The thing has a number of physical (rather than psychic) senses beyond the norm with which it can detect things that others would not. These can include those above (for Enhanced Senses) and more.

OTHER PROPERTIES

Unusual Property

1

Item or creature has some useful property which a normal item of its kind could not have, for example, buoyant plate armour, or a sword with a transparent blade which becomes invisible underwater.

 

Conferral

5 per
Quality

Makes the Quality something which applies to the user not just the creature or item. Note that conferred damage resistance will not generally be invisible, but will have some kind of visible aura effect, and be obvious on touch; however it will have the advantage of possessing no weak points.

 


POWERS

POWER

COST

NOTES

SHADOW MOVEMENT

Follow Shadow Path

1

Can follow an existing shadow path under its own power.

Follow Shadow Trail

2

Can follow the trail of someone moving through shadow.

Seek in Shadow

4

Can move through shadow independently, though much less effectively than with Pattern or Logrus. Works better near Chaos.

SHADOW MANIPULATION

Mould Shadow Stuff

1

A catch-all power for minor supernatural effects centred on the thing itself; e.g. a flaming or poisoned weapon, a self-reloading weapon, an always-full flask etc. etc. Will not work in Amber.

Mould Shadow Environment

2

A catch-all power to affect the area around the thing; e.g. control of the weather, a field of darkness or silence, making the local air breathable, allowing a gun to work in shadows where it normally could not etc. etc. Will not work in Amber.

HEALING ABILITIES

Self-Healing

1

Item heals like a living organism.

Rapid Healing

2

Item heals considerably faster than normal (hours instead of days).

Regeneration

4

Item heals all damage very fast; lost parts will be regenerated in hours.

SELF-ALTERATION ABILITIES

Cosmetic Changes

1

Non-functional aspects of the thing can be changed, e.g. colour and pattern; it must be 'taught' all changes.

Alternate Form

1

The thing can have one specific additional form or state (either another shape, or something like invisibility). This allows mass changes.

Named and Numbered Forms

2

The thing has up to twelve additional forms or states, including ones of different mass.

Limited Shapeshift

4

The thing has many forms, and can learn more; however, it can not change mass.

SORCEROUS POWERS

Rack a Spell

1

Artefacts only (though a creature could have a spell-racking jewel which it could not use implanted in it, for example); a single spell can be hung in it.

Rack Named and Numbered Spells

2

Artefacts only (though see above); up to twelve spells can be hung in it.

Hard-Wired Spell

4

A single spell is hard-wired into the thing with all lynchpins except a trigger filled in, allowing it to be used by non-Mages; draws power from the user unless it is Self-Charging. Can also be used to simulate spell-like abilities (e.g. effectively super-powers), though these will usually only work in a very limited range of shadows.

Spell-Casting Ability

8

Creatures Only; the thing can learn and cast spells in the same way as a Sorcerer, using its own statistics to do so; note that it will require a spell rack in order to store spells for rapid casting.

POWER WORD ABILITIES

Hard-Wired Power Word

2

A single Power Word or Power Word-like effect is hard-wired into the thing, allowing it to be used by non-Mages; draws power from the user unless it is Self-Charging.

Power Word Casting Ability

4

Creatures Only; the thing knows at least one Power Word which it can cast (and can learn more if it has the intelligence), using its own statistics to do so.

TRUMP CAPABILITIES

Trump Image

1

Artefacts only; contains a single Trump image. It is possible for a creature to posses this power, but in that case it means that it has an actual physical Trump, given it by someone else, and which it can use as it wishes. Obviously in this case it is more effective if possessed by a sentient creature!

Trump Deck

2

Artefacts only; either a Trump deck or an artefact with up to twelve Trump images. Trump Tricksters and Trump Artists have this included as part of the cost of their powers. It is possible for a creature to posses this power, but in that case it means that it has an actual physical Trump deck, given it by someone else, and which it can use as it wishes. Obviously in this case it is more effective if possessed by a sentient creature!

 

Conferral

10 per
Power

Makes the Power something which applies to the user not just the creature or item.

 

Quantity Modifier

 

Unique

x1

Item is unique and distinct.

Named & Numbered

x2

There are up to 12 of the item. Complex systems might require additional points.

Horde

x3

A large number of this item. Groups of creatures. Jullian's hounds, morgansterns. In a short time, in the right place up to fifty can be found. Given time many more can be assembled. An elite corp, a Guard unit, banners, etc. Also might denote the establishment of a process of creating the item.

Shadow Wide

X4

The item can be easily found in one particular shadow.

Cross Shadow

X5

The item can be found in a wide variety of shadows in similar settings. IE: bic lighters can be found in any high-tech shadow. Vivian's Rose can be found in any stand of redwood trees. Jewels of Mandalay can be found embedded in natural spruce.

Ubiquitous

X6

Item is common throughout shadow. Horses, birds, fish, swords, etc