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THE PATTERN |
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BASIC PATTERN IMPRINT |
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Prerequisites:
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Overview |
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ABILITIES |
PTS |
Allows Re-Walking of the Pattern. Activates Blood Curse. Activates Sliver of Reality. |
10 |
Includes Leading Others Through Shadow, Manipulation of Shadow Time, Locating General Persons {i.e. Blacksmith}, Known Places {i.e. Amber, Kashfa}, and Mundane Items {i.e. a Horse, a Sword, a Hunting Dog, etc.}. |
+5 |
Increases Speed of Shadow Walking. Adds Locating Specific Persons (Through Psychic Impression) {i.e. Gerard, a Close Friend}, Places {i.e. The Shadow Where I was Held Prisoner}, and Items or Creatures {Using the Artifact Creation Sheet}. |
++5 |
Decreases Speed, Yet Increases Control Of Shadow Walking. Allows Control Of What Shadows Are Moved Through {In terms of Features}. Adds Locating Shadows of Desire and Abstract Situations. |
+++5 |
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+5 |
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+10 |
Boosts Psyche and Protects Against the Touch or Effect of Other Powers. |
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Detect Activated Blood of Pattern, Logrus In Use, Artifact Quality Items or Creatures, and Disruptions in Shadow. |
++5 |
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Total: |
50pts |
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ADVANCED INITIATE |
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Prerequisites:
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Overview |
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ABILITIES |
PTS |
Allows Manipulation of Probability Without Movement. Allows Disguising of Pattern Potential. |
5 |
Examine Locations in Shadow, Articles in Shadow, or Search Entire Shadows for: Pattern, Logrus, Trump, Chaos Origin, Sliver of Reality and / or Disruptions in Shadow. |
+5 |
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++5 |
Allows Manipulation of the Mindwalked Pattern, for Effect {Rather than using Movement Through Shadow}. Allows Minor Changes, Localised "Breaking of Rules" and Creation of Shadow Pockets. |
++5 |
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+++5 |
Total: |
25 pt |
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THE PATTERN DESCRIPTIONS OF ABILITIES |
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BASIC PATTERN INITIATE |
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Prerequisites: |
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The locations of the Pattern(s) of Amber, have always been a closely guarded secret of the Royal Family, and will continue to be in the New Dawn. To the heirs of Dworkin and the Unicorn, this powerful symbol of Order is their birthright. It has been stated that only those with the Blood of Amber, can set foot upon the great symbol, and traverse its twists and turns. Upon reaching the center for the first time a child of Amber is forever changed, and on the path to becoming a master of all reality. |
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To Walk the Pattern, is also said to be one of the greatest trials in a young Royal's life. To attempt to succeed at such a test, unaided, requires advanced qualities of Stamina and Willpower. Although one of the other Royal Family members may assist an Initiate in their first attempt to gain the powers of the Pattern, it is usual for one to wait until they meet the bare minimum requirements for safe passage to the Great Wheel's center. |
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To attempt to make the journey alone, one would need the minimum of Amber Level Stamina. Even at this ranking, if the Initiate is tired, or otherwise below their peak of health, they will surely perish before completing their Walk. Those of Ranked status, have the ability to attempt a Walk, at less than peak condition. |
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Along with physical conditioning, a student of the Pattern is also required to maintain a great degree of concentration. In fact, an average being of Shadow could not disregard the various hallucinations, manifestations and other distractions that occur during the Walk. A Character needs a minimum of Chaos Level Willpower, to survive the Walk to the center of the Pattern. |
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PATTERN IMPRINT |
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The Initiate has completed the task; walked to the center of the great Pattern of Amber. Immediately, the Initiate will feel the difference that such an undertaking has granted them. The Blood of Dworkin and the Unicorn, which courses in their veins, has now become activated. They have become attuned to the Pattern and it to them. Their next attempt to travel its lines and curves will be easier for the experience. |
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The Pattern holds the True Kingdom of Amber in its orderly place and appearance in Shadow. Once a Character has become an Initiate, that Character's body and blood emulate some of the stabilizing influences of the Pattern. The Initiate will find that those items that they keep closest to them will begin to gain a resistance to the changing influences of Shadow. Although this effect is fairly weak on the Amber side of Ygg, it becomes more pronounced the closer one comes to the Courts of Chaos. |
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This Sliver of Reality that an object or piece of clothing begins to exhibit, will prevent that article from conforming completely, to the environment of Shadow. A Pattern Initiate, who normally carries a sword, travelling to Shadow Earth where such things are not common place, would keep his weapon upon arrival. If travelling to a world where the Technology level is primitive, the Initiate may have an obsidian blade, at the high end of that Shadow's level of development. Of course, it may not be beneficial for a Character's Item to retain its form, if travelling up the level of Technology. A flintlock pistol with a powerful Sliver of Reality may not convert to a high powered laser-blaster, as other pistols may, upon entrance to a high tech Shadow. |
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The other drawback to this "attuning" of objects, is that this Sliver of Reality can be perceived by those of Power. Both the Pattern Lens and the Logrus Lens allow a User to detect items, which are of Amber or Chaos origin. Spells of Divination are also capable of detecting "real" items. Each Pattern Initiate will need to decide how they wish to interact with the items of Shadow around them. |
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The amount of resistance, shown by these items, will be directly proportionate to the amount of time that a Pattern Initiate has interacted with said article. The degree of Pattern malleability in a particular Shadow also plays an important role in determining if an item will retain its appearance and form. Finally, those objects, which are created from the natural resources of Amber or the Courts of Chaos, may exhibit a natural Sliver of Reality due to their close proximity to these centers of power. |
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The Initiate will also have access to one of the most feared, and seldom used of the Pattern abilities: The Blood Curse. Usually delivered at the time of the Royal Family member's death, the Blood Curse calls upon the Pattern itself, to take the life energies of the Initiate, and direct them toward the downfall of the target. |
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In game terms, the Character accepts ten or more points of Bad Stuff, in exchange for inflicting a similar amount of negative Stuff on the target, whether a Person, Place, or Thing. The Pattern Initiate may inflict a measure of Stuff, equal to one tenth the total amount of points they are constructed upon. (For example, a 150pt Character may call upon a maximum 15 pt. Blood Curse). This makes the Blood Curse of an Elder Amberite, all the more powerful and deadly. |
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There is no known way to remove the effects of the Curse, once it has been placed. It is rumored that a Blood Blessing is also possible, bestowing positive Stuff on a Person, Place or Thing, in exchange for a Personality's life energy. |
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SHADOW WALKING |
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Usually the first and most sought after talent for a newly initiated student of the Pattern is the ability to move among the myriad of reflections, cast by the Pattern. Excusing the pun, Shadow Walking is the first step in exploring these kingdoms, and seeking targets within the Amberverse. |
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Most Initiates, if they are lucky enough to have a tutor, are taken far away from the True Kingdom, to begin their first Shadow Walk. The reason for this is simple. Shadow is very difficult to manipulate, close to Amber. In fact, the farther one travels from Dworkin's Domain, the easier travel between Shadow becomes. In some Ways, closest to the Courts of Chaos, even those without power, may find themselves slipping between worlds. |
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Though the name suggests moving by foot, Shadow Walking requires only three things: Pattern Imprint, experience (+5pts), and any kind of movement. Walking, riding swimming, sailing, flying, driving, even crawling can all allow a character to move through Shadow. A Character's speed is more dependent upon their personal Willpower than it is their method of travel. The most common method, utilized by the Amberites, remains on horseback, using mounts from the Royal Stables, specially trained to ignore the many oddities that can be encountered during a trip through the Amberverse. |
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To begin a Shadow Walk an Initiate need only find a starting point, and begin to move. As they travel, the Character uses their innate connection to Dworkin's Pattern to make small changes in their environment. Start in a lush green field. Over the next hill envision wild flowers peppering the field. As you reach the top of the hill you may have effected your first change and moved from one Shadow to another. As you travel through the wild flowers imagine a mountain range appearing over the horizon. As you continue to move those mountains will come into view. With each additional change the Initiate moves farther from their starting point, through additional Shadows, and closer to their objective. |
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At this level of experience the changes that can be made are very minor. Because of this Shadow Walking can be very slow; but it does offer some subtle benefits. Since the transition to a new Shadow is slow, a person with the blood of Amber can lead any amount of people through Shadow, as long as there is a visual link. This link does not need to be direct. If Character C can keep Character B in sight and Character B watches Character A and Character A follows the Shadow Walker, all four can move from Shadow to Shadow. |
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The target of the Shadow Walk is fairly limited. People can be sought but only in a general sense. The Initiate could search for a farmer, a lawyer, an arms dealer, or even a native of Amber or someone with the blood of Oberon. The Initiate cannot be more precise than this, but eventually they will arrive at the person they seek. |
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Destinations can also be the target of a Shadow Walk. At this level of experience the initiate can only locate those places that they have visited before and have spent a reasonable amount of time in. An Initiate in Shadow can find their way back to Amber or locate a Golden Circle Kingdom that they spent a summer vacation in. They could not locate a Shadow that they camped in one night or a place that is merely described by one of their companions. If an Initiate attempts to find a named Shadow (i.e. Karm) based upon a scholarly study or a number of second hand descriptions there is no guarantee that they will find that particular Shadow or will even recognize it when they arrive. |
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Items are fairly easy to locate in Shadow. The length of time needed to locate any mundane, unpowered object is restricted only by the number of steps in technology level needed to arrive in a Shadow that is likely to contain that item. If a Character were already in a modern setting it would take a small amount of movement to find a hammer or an abandoned car. To find an abandoned firearm may take a little more movement, since the chance of stumbling upon such an item would be much slimmer. An Initiate's Psyche: Willpower plays an important role in determining this length of time. At this level of skill a Character cannot pinpoint specific items, such as their lost horse. Only general examples of an item can be sought. |
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Finally, and perhaps most importantly, a Character that learns to Shadow Walk learns to manipulate Shadow time. An Initiate can actively seek a Shadow where time passes at a different rate than in the True Kingdom. A Character can find a fast time Shadow where hours pass relative to minutes ticking by in Amber. A Character could sleep in this Shadow for 10 hours while only 10 minutes passed at home. The opposite is true in slow time Shadows, a 10 hours rest in this Shadow could mean that a Character is missing in Amber for a week. Once again a Character's Psyche: Willpower plays an important role in how precise an Initiate's control is. It is also worth mentioning that often a Character will not know exactly how much time has passes in Amber without the use of another power or ability. (i.e. Pattern Sight) |
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HELLRIDING |
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Once the Initiate has learned to make minor changes in Shadow the next step is to speed up the process. Hellriding is a harder and faster way to move through Shadow. Rather than making single, minor changes to the environment the Initiate picks one feature, holds it in their mind's eye, and allows everything else to change, as they rush into a new Shadow. |
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Hellriding is inherently dangerous. The Initiate needs to maintain a rapid pace and has no control over the changes that occur. A Character could find themselves in a lush green forest one moment, speeding down paved streets of a thriving city next and rushing across sun baked salt flats moments later. For this reason most technological means of travel will fail, more often than not. A car may get the Character a certain distance through Shadow but will eventually reach an environment that it is not suited for. Once again most Amberites tend to rely on the specially trained mounts of the Royal stables. |
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The pace necessary for Hellriding can also lead a Character into a dangerous situation, more rapidly than one would prefer. Attacks, ambushes and obstructions are commonplace for Hellrides but barring unforeseen circumstances, it remains a faster means of travel across the Amberverse than either Shadow Walking or The Royal Way. It has been known to take approximately twenty days, to travel from the True Kingdom, to the Courts of Chaos. |
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At this level of experience, the initiate can now make the target of their Shadow Walking & Hellriding a little more focused. Any person that the Character has formed a Psychic impression of can be sought in Shadow. It is not necessary for the Initiate to have formed a Mind to Mind bond with the target. Anyone, with whom the Character has spent a reasonable amount of time, (Approximately 36hrs or more), in close proximity to, can be sought. |
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The Initiate can also find their way back to any Shadow, which they have previously visited, for a minimum amount of time. This excludes those Shadows that are merely passed through on previous journeys, but would include any place where a memorable event occurred. A Character could return to a spot where they were attacked, while on a previous Hellride, for instance. |
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More detailed Items and Artifacts, can now be the target of a trip into Shadow. An Initiate has now learned how to find specific articles, among the countless wisps of Shadow-stuff. A Personality could locate Caine's Galleon, or Llewella's Trident, or even "the sword that I slay the dragon of Shadow Greyhawk with". |
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In addition, the Initiate gains the ability to locate objects, creatures and constructs of exceptional quality. The Artifact and Creature Worksheet represent these. For an Initiate of Amber Level Psyche: Willpower, these items take approximately one day, per point the target is constructed with, to locate. This time is also dependent upon the starting point of the Initiate, with regards to that Shadow's similarity to where such an item would be found. As previously mentioned, a Character's subconscious will often play a part in the type of article found, to best meet the required criteria. To reiterate: If a Character has a "theme" which slants toward an "archer", the Deadly Damage, Extra Hard weapon that they would find, would likely be a bow, and the Resistant to Normal Weapons armor could be an enchanted jerkin or cape. The Character will need to put extra effort into finding an Artifact, which is outside their normal field of operations. |
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THE ROYAL WAY |
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At this point in an Initiate's training, they have learned the highest degree of control over their Pattern-borne ability to move through Shadow. A Character can be highly selective, with regard to what they seek in Shadow, and the features of the Shadows that they move through. |
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Also referred to as Selective Shadow Walking, The Royal Way involves moving only through those Shadows, which meet the Initiate's precise description. The Personality can travel by luxurious train car, passing through only those Shadows that contain rails. Or a Character can choose to move only in worlds that contains no one, or no thing, which is hazardous to travelers. As can be expected, The Royal Way is extremely safe but also very slow. To move from just outside Amber, to very near the Courts of Chaos could take six weeks or more. |
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In game terms, the Player Character can use a Shadow Creation Worksheet to describe the types of Shadows that they wish to include in their travels. The Initiate can designate any feature contained in the boxed section at the top of the sheet: those that do not cost points. In this way, an Initiate could only visit those worlds in which Pattern is malleable, or those where Trump is totally blocked, or those with a Tech level of "animal" or those devoid of native, sentient life, etc. |
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It is at this level of conditioning that an Initiate can make use of the full power of the Pattern, to literally seek anything in Shadow. It is at this point that they can seek out a Shadow of Desire; a place that meets all of their wishes and expectations. Seeking a Shadow of Desire is a little like turning yourself completely over to the Pattern's interpretation of your wildest dreams. A Character will find a place that most closely matches their heart's desire. Occasionally, they will need to discover what is really in their heart. The subconscious of the Initiate often shows itself in a Shadow of Desire. |
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A Character can also seek abstract situations in their travels. Having discovered a dead body in a remote Shadow the Pattern User can set out to Shadow Walk or Hellride to the murderer. The Character may not know who that felon is, but the Pattern does! It will guide the Initiate to their chosen target. The real trick is to recognize your quarry when you reach it. |
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MANIPULATE PROBABILITY |
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The Initiate with this ability has learned to make small alterations to the "stuff of Shadows". The lines between the infinite number of similar Shadows are blurred ones. A Pattern User can use their gift to make minor alterations to their surroundings, without moving entirely to another place. Most often this appears to be an event of good fortune, on the Initiate's behalf. |
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Anything that is "likely" can be made to occur. For example, many people lose jewelry at the beach. A Pattern Initiate on a sandy shore could walk a short distance, while concentrating on the Pattern and change the area they are standing upon. They could, in one of the infinite Shadows that resemble the one they are in, find an exact duplicate of the beach, with a wristwatch just below the surface of the sand. After their short walk, the Initiate thrusts their hand into the sand, and "finds" a wristwatch; how fortunate! |
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In this example, as with most uses of this ability, the User would appear to be very lucky to the Uninitiated. It is important to clarify that this Power has little to do with chance. It is the conscious effort of the user, and their bond with the Pattern, which creates results. It is the first step in an Initiate's ability to Manipulate the "stuff" of Shadow. |
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Fortune and "the odds" do come into play, when using this Ability. The chance of the Initiate's desire coming to pass, is a measurement of the amount of effort and movement they must put into the Manipulation. The more likely that an event will occur, the smaller the amount of movement and time that is required. Hence one of the dangers of using this particular ability. If the Initiate attempts to make too drastic a change, tries to make the truly unlikely occur; they may find themselves moving to an entirely dissimilar Shadow in the undertaking. |
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This shifting of Shadow is usually too slow a process to be effective in Combat. Something useful, such as weakening a wall or making a sword blade brittle, could take a minute or more. The Opponent can also increase the odds, which the Initiate must manipulate. For example, if the Adversary is a creature of "Reality" with a high Ranking in Warfare: Combat it is less likely that a defect in their blade would have escaped their detection. The change will take far longer, and is likely to move the Initiate to a completely different Shadow, facing a completely different Opponent. |
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SUMMONING THE SIGN |
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This ability is the prerequisite for an Initiate's advancement to the greater powers of the Pattern. At this point, the Initiate has learned to visualize the Pattern, manifesting in front of them. Each Character will see something a little different based upon their interpretation of the great Symbol of Order. Since this sign is invisible to normal sight, it will only appear in the Initiate's mind's eye. Only those with another of the Powers of the Amberverse, or exceptionally high Psyche: Psionics will realize what has been brought into their presence. |
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Summoning the Sign requires a great deal of concentration. If that attention is somehow diverted, the sign will flicker out of existence. Once the Character has learned to produce the sign, they may move on to developing one of its Basic Level uses: |
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PATTERN DEFENSE: |
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After Summoning the Sign of the Pattern the Initiate learns to pull it into their own body, energizing their Psyche and strengthening their Reality. The time required is largely dependent upon the User's Psyche: Willpower, and the nature of Pattern in the Shadow that they are in (Malleable, Resistant, etc.). It takes a few moments at best. |
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Once the Pattern has been pulled inside, the Character needs to continue to concentrate upon it, to reap the benefits of its defense. The Initiate cannot fight, use most other Powers, or otherwise distract themselves too greatly. On the other hand, the Character will have their Psyche boosted beyond its normal Rank, and will generally be immune to the touch of the other Powers. |
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The Pattern within them will make contact with the Logrus (usually through tendril) produce a backlash in the Chaos Lord, with debilitating effects. Forced Trump contact will be impossible. Invasive Magic will not effect the Initiate, etc. |
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PATTERN SIGHT |
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Once the Pattern is summoned into the Initiate's presence, it can also be used as a magnifying device, for the Character's senses (usually visual). By looking through the summoned sign, the initiate will be able to recognize the following: |
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ADVANCED PATTERN INITIATE |
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PREREQUISITES |
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To begin training in the advanced abilities of the Pattern, the Initiate will need to possess mastery in a number of the basic capabilities. At the very minimum, a Character is required to have learned to Summon the Sign of the Pattern. In game terms, this is at least a 20-point expenditure: 10 points to Walk the Pattern, and an additional 10 points to Summon the Sign. |
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In addition, the Character will need to have a greater control of their personal concentration. A minimum of Amber Rank in Psyche: Willpower is required to use any of the Advanced Abilities. |
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MINDWALK THE SUMMONED SIGN |
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Having learned to hold an image of the Pattern in their mind's eye, the Initiate next studies how to draw it internally, and walk it as if it were the true Pattern of Amber. With this mental exercise, the Initiate reenergizes their Pattern activated blood, and reestablishes their relationship with the Symbol of Order. This exercise is a prerequisite for the use of all of the other Advance Powers. These other actions are performed with the Character "mentally" standing at the center of the Pattern. |
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Since the character is not actually walking the Pattern, but instead retracing their path in their mind's eye, the process is not as physically demanding (though still strenuous) as an actual Pattern Walk. It does take time however. The process of Mindwalking the Pattern will take several minutes. Those with high rankings in Psyche: Willpower might accomplish this in approximately two minutes. Concentration must be absolute, while this is occurring. The Initiate cannot talk, ride, listen or defend themselves during the Mindwalk and if distracted during the attempt, will need to start over from the beginning, once again. |
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Once the Mindwalk is complete, and the Initiate is mentally standing at the center of their Summoned Pattern, less concentration is necessary to maintain this Sign. The Personality is still unable to conduct any other strenuous activity but may walk and talk normally. |
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At this point, if the Initiate is trained in Manipulating Probability they will be able to make these subtle changes, without the necessity to move. Slightly less likely events can be made to occur, without fear of moving to a nearby Shadow. |
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An Advance Initiate will also be able to completely disguise the Pattern Potential in their blood. While standing at the center of their Summoned Sign, the Character can make themselves appear, to other sensing Powers, as being without Pattern, of Inactivated Blood, Activated Blood, or may allow their true Advanced Potential to be realized. |
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THE SCRYING LENS |
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If the Initiate experience in peering through the Summoned Sign of the Pattern, and attempts to do so after a successful Mindwalk, they will find this ability greatly enhanced. The Character will now be able to peer into any location in Shadow, which is not blocked to this particular power. |
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Locating targets in Shadow is not an automatic process. The initiate must mentally direct the lens to show them the location they wish to see. This can be a long and tiring process. A search of a place as large as Castle Amber could take a number of hours, if searching behind every door, in every corner, down every tunnel and around every other blockage to vision. The Scrying Lens is best envisioned as a free floating, inter-dimensional, close circuit camera, that will show the user whatever it is "pointed at". |
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Sometimes, if the Initiate has a starting point for their search, such as a place that their target has visited often, it is easier to search by looking at the entire Shadow rather than places within it. When viewing an entire Shadow the Scrying Lens will show the user, any disruption generally associated with the use of the Major Powers of the Amberverse. The Lens will reveal the passage of a Hellrider, or a tendril of the Logrus. It would indicate if Trump is currently being manifested, or if a large buildup or release of Magic is present. Target's can be tracked through Shadow by following the trail of the disturbances left in their wake. (i.e. the disruptions of a hellrider) |
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In a Shadow that primarily exists without reality, those with this unique trait would stand out like colored marbles on a plate of sand. By viewing the entire Shadow, the Initiate could detect beings of Amber or Chaos origin, as well as those items that contain a Sliver of Reality. By then "zooming in" to those targets, the Initiate could attempt to identify them. |
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Once again, it is important to note that to attempt a "blind search" in Shadow could take many lifetimes to lead to successful discovery. To just randomly choose a place and start searching for an adversary would be almost futile. With an infinite number of reflections between Amber and the Courts, one could successfully remain hidden from the Scrying Lens by remaining away from one's "usual haunts" in Shadow. |
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Similar to searching entire Shadows, those things viewed through the Scrying Lens can be examined for the presence of Pattern, Logrus, Trump, Empowerment, Magic or a Sliver of Reality. Unless blocked by another Power, these qualities will be revealed to the initiate. |
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In addition, anything viewed by the Scrying Lens can be touched by it. Most often, this is used to establish Mind to Mind Psionic contact with a distant being. In some circumstances, this can be an offensive act, if the target has avoidance for the Pattern. |
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A character's Psyche: Willpower influences the quality of the information gained by the Scrying Lens. Those with higher rankings could detect fainter disruption trails, and more rapidly locate a being of power within a largely populated Shadow |
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PATTERN TELEPORT |
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After an Initiate has learned to use the Scrying Lens to view a location in Shadow, they may learn to draw upon the true Pattern's ability to move them there. Just as reaching the center of the true Pattern can be used to move to a distance location, the Mindwalked Pattern can place the Character at a location being seen through the Scrying Lens. |
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This type of movement is extremely strenuous. It is theorized that the Initiate makes mental contact with the "stuff" of Shadow surrounding the Scrying Lens, then projects their consciousness there. The Pattern absorbs the Pattern Activated Blood left behind, and recreates the being, where the Psychic presence has been relocated. In any case, when the Initiate arrives, the Mindwalked Pattern will be gone. Only those with very high Rankings in Stamina and Willpower will be able to react quickly to their new environment. Most Initiates will be disoriented for at least two minutes, upon arrival. |
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ADVANCED SHADOW MANIPULATION |
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Standing at the center of the Summoned Sign, the Initiate has a unique connection with the true Pattern of Amber. With proper training, the Initiate can learn to utilize this bond to make changes in the Shadow "stuff" that they encounter. At this point in their training, the Initiate has realized the true power of Dworkin's Pattern. |
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The Character is now able to display true mastery over Shadow. With no need for movement, and little fear of mistakenly moving to a nearby Shadow, the Initiate can make alterations to the Shadow around them. By conveying their wishes to Dworkin's masterpiece, the Pattern responds to the Blood of Amber and temporarily makes the desired change. Literally anything in Shadow can be altered, given enough time and effort. |
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The Character no longer needs to concern themselves with the probability of such changes. The "stuff" of Shadow can be completely changed to a new form. Like a sculptor with clay, the Initiate completely reworks the shape and composition of the Shadow "stuff". This manipulation becomes easier, the closer one travels to the Courts of Chaos. Inversely, the changes tend to last longer, when on the Amber side of Ygg, since Pattern holds more sway in this area. |
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Since the Advanced Manipulator will often ignore the "rules" of a particular Shadow, while making their change, a Shadow Pocket will be created around their new creation. This area contains the converted item(s) and prevents immediate reversion to a form that is accepted by the given Shadow. It allows the User to break the rules of technology and magic. Though certain materials may not exist in a given Shadow, the pocket allows their existence, without disrupting the entire Shadow. |
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An Initiate should remember that in circumstances when the change is too unusual, and a Shadow Pocket is necessary, this will be extremely obvious to anyone of power. Magic, Logrus and other Pattern Users will quickly be able to recognize the converted item(s) for what they are. In fact, since the transformed area or item will be so strange, often residents of that particular Shadow will treat them with awe or superstition. If an Initiate wishes to make undetectable changes, they must stay within the "rules" or the Shadow that they are within. |
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Inanimate objects, are the easiest to convert. With concentration and Willpower, a rock can be transformed to a brick, an adobe shack to a mansion, and a frontier town to a modern metropolis. The length of time required for such a change, is dependent upon the Initiate's Psyche: Willpower, the scope of the change (i.e. a brick is far easier than an entire home), the degree of "rule breaking" (i.e. in terms of tech level) the size or the Shadow Pocket created and the location of the Shadow (with relation to Amber and the Courts of Chaos). |
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More difficult, are the living creatures within a Shadow. The innate Life-Force within every living thing, tends to resist any change, especially those in grand scope. As intelligence increases in a being, the resistance to change also increases, making the resident population of a Shadow, the most difficult to transform. This is not to say that minor changes are extremely difficult. The general feelings and attitudes of a Shadow being is easy prey for the Initiate, as are changes that return the being to a more natural state, (i.e. Healing, age reversal, etc.) A difficult change would involve complete removal of the resident population, or turning an animate being, into an inanimate object, or into a far different creature, (i.e. changing a tiger into a statue, or a man to a frog). |
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Finally, the items and creatures that contain a Sliver of Reality or make use of the Powers of the Amberverse are the most resistant to manipulation. Personal Artifacts, Creatures of Chaos, Magic Creatures and Items, Trump Cards and Artifacts etc. will resist transformation by the Pattern but will eventually be converted by the most powerful Advanced Manipulators. |
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SHADOW POCKETS: |
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The Initiate also learns how to create Shadow Pockets for a variety of other uses. If the desire of the User is to make a pocket rather than to surround a manipulation of Shadow the area takes on different properties. These Pockets tend to be longer lasting, and more difficult to detect with the various Powers of the Amberverse. |
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The first type of Shadow Pocket is the "Shadow Vault". The Initiate creates a stationary micro Shadow in which to hide some item or Artifact. While the Vault is stationary, it is difficult to detect with either Pattern or Logrus, and impossible with any other Powers. The Vault is fairly fragile, and upon discovery can be destroyed by the touch of one of the other Powers. This is normally created in the Initiate's "home" Shadow to hide those things that may reveal their Amber heritage to the population at large, or other items of "value". |
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Next, the Initiate is able to create a mobile Shadow Pocket that closely resembles the "portable hole" presented in other RPG's. This hole travels with the Character, without the necessity of concentration even through Shadow. It is used to store things that are too large to conveniently carry (i.e. a number of changes of clothes), that would exceed the tech level of the Shadow (i.e. a portable computer, a gun, etc.) or that the Character would otherwise prefer to keep hidden (i.e. something of Amber origin). Because this pocket is mobile, it is easier for Pattern and Logrus Users to detect but is easier to reinforce and protect, since it is in close connection to the Character. This type of Pocket may occasionally need maintenance by the Initiate, depending upon the types of Shadows moved to or through, (i.e. those that are Resistant to Pattern). |
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The Initiate may also create a Pocket that is tied to a particular item. This is extremely useful when a Character wishes to use an item, regardless of the rules of the Shadow that they are in. The initiate could create a High Tech Shadow Pocket around their gun, allowing it to function in places where gunpowder will not normally function. This type of pocket is fairly easy to detect, with any of the Amberverse Powers, although the User is better able to resist against attempts to disrupt it. |
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Finally, the Initiate is able to create "Pocket Shadows" within another Shadow. This is most often used in the Character's "home" Shadow to allow them to create laboratories and retreats. For example, the Initiate could create a room-sized Shadow in their "core earth" Shadow, and allow Magic to work freely within that pocket. This would allow them to experiment with and cast spells, without the necessity of moving to another Shadow. Other uses would include a firearm testing range in a medieval area, a computer room in a frontier town, etc. |
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As previously mentioned all Shadow Manipulations and Shadow Pockets are influenced by their proximity to Amber. Those places that are in close proximity to Chaos tend to be easier to manipulate, just as they are easier to effect with Basic Manipulation. Unfortunately, these changes tend to "drift back" to their previous states under the influence of Chaos. This is the reason why those changes made on the Amber side of Ygg, tend to remain in place for a longer length of time, without further effort from the Initiate. |
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EDIT / MOLD / ERASE SHADOW |
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Now that the Initiate has learned to effect the "stuff" of Shadow they may go on to gain the ability to make grand and sweeping changes to the Shadow as a whole. These types of changes are described in three forms. Editing a Shadow involves changing those properties recorded within the boxed section of the Shadow Worksheet. Molding a Shadow concerns those characteristics that normally require point expenditure on the Shadow Worksheet. And finally, Erasing a Shadow involves its complete and utter destruction; as if it never existed. |
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All three types are dependent upon a number of factors including:
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While standing within the center of the Summoned Sign, and using the Scrying Lens to view the Shadow as a whole, the Initiate may make alterations that effect the entire area, regardless of the size of the Shadow. |
The Pattern User may Edit the following:
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The Initiate may Mold the following:
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Once again, these Edits and Molds are subject to the influence of the Pattern and the Logrus. Those changes made close to the Courts tend to drift back quickly; yet are easier to perform. Those in the vicinity of the True Kingdom can required great effort and a greater amount of time but will tend to remain for a longer duration. |
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Finally, the Initiate may display their ultimate mastery over Shadow by partially or completely erasing a Shadow. Such an act will most definitely require Ranked levels in Psyche: Willpower and Endurance: Stamina. Initiates may also find that certain factors make some Shadows beyond their ability to Erase. |
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Utter destruction of a Shadow in this manner, is extremely likely to draw the attention of other powerful beings in the Amberverse. As it is a very slow process, many signs will be evident to other beings, as the Erasure is carried out. The Psyche and Life Force of the inhabitants will cry out, possibly reaching the attention of those with high Stats or attuned powers. Shadow Storms will ring out from the targeted location, wreaking havoc to nearby Shadows. The great focusing of the Pattern’s power will draw the ire of those who can sense it at work. Such a disruption is unlikely to go unnoticed, but is not guaranteed to be prevented by those members of the royal Houses of Chaos, or the Blood of Amber. Circumstance will dictate the involvement of these major players. |
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