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Like every other Amber game out there, Cry of the
unicorn has it's own interpretation of how the various
powers work. Since I've thrown out Logrus, there are
some new powers for Chaosians as well.
Powers
Pattern
50 pts. As ADRPG. Pattern is very hard to use near Chaos,
but not impossible.
If a PC wants to take the
pattern, but doesn't have the points at the start of the
game, the Blood of Amber is available for 10 pts. These
10 pts are considered a down payment on Pattern. Having
the Blood of Amber allows the PC to walk the Pattern and
live.
Advanced: +25 pts.
Black Channel
40 pts.
Like Blood of Amber, a PC
can make a down payment against Black Channel for 10 pts,
allowing the PC to survive the initiation when it comes
in-game. For Chaos, the Mark can also be applied against
shapeshifting, though it can only be spent this way once;
a PC with both powers still pays full price.
The
Black Channel is the power that Lords of Chaos use to get
around in Shadow with. It is impossible to get near Amber
with it, unless someone uses Pattern to open the way
(cf. Corwin's blood curse or the stain on the
Pattern).
The black channel is a
slow acting power; it's slower than pattern at moving
through Shadow, unless a channel has already been
established. In direct confrontation, it will usually
lose to pattern; Corwin was able to destroy a stretch of
black road by holding the pattern in mind while walking
it.
The Black Road of the Patternfall War was a
large scale application of the black channel power. The
uses of the power are outlined
below:
- Bind to Abyss:
A black channel initiate is exposed briefly to the raw
stuff of the abyss, and is able to move unahrmed
through a black channel, and can survive brief brushes
with abyss susbstance.
- Walk Black Channel: The initiate
can walk through
Shadow. A black discolouration on the ground spreads
around the initiate's feet, and extends both forwards
and backwards along the initiate's path through Shadow.
The initiate can walk quickly, in which case the path
doesn't last long, but fades behind him. Alternately,
the initiate can take his time, leaving a more stable
path. How long it lasts is dependant on the proximity
to Chaos, the time spent, and the Psyche of the
wielder.
Essentially, a black channel is
pervesrion of the stuff of Shadow, a thin taint of Chaos
bridging the gap between Shadows. Once a channel is
formed, anyone can walk along it, though the tainted
space is hostile to those without the mark of Chaos. It
is very easy to track an initiate of the black channel.
Even after the channel has faded, it leaves a mark on
the Shadows it has disturbed.
An initiate of the
Black Channel can use the power to find Shadows of his
desire, though more complex Shadow manipulation, like
controlling probability or finding "a black bird of his
desire" are beyond his control.
Once a channel
has been established, movement along it is very fast,
even faster than a hellriding
Amberite.
- Control Tainted Shadow: Once a
section of Shadow has been
tainted by the black channel, the initiate can exert a
measure of control over the tainted area. This means
that he can cause grasses to ensnare ankles, dogs to
bite, or waters to turn toxic at will. This affects
only the normal stuff of Shadow, not creatures or
objects of Power.
- Summon and Control Creatures of
Chaos: Once a black channel is
established, the initiate can call Creatures of Chaos
along the channel. The channel must be of the more
permanent sort, since calling creatures of chaos
requires enough attention that the inititate can't focus
on mainitaining the channel at the same time. Summoning
and binding a creature of Chaos takes one hour per point
of the creature. Creatures of Chaos are unlikely to be
mistaken for anything but what they
are.
- Abyss Defense: The
initiate can relax his mind, and become a conduit to the
Abyss. Psychic and magical attacks are diverted alogn
the conduit where they are enveloped by the Abyss. This
can be used against magcial attacks, trump and psyche
attacks. If the adept devotres his entire attention to
this defense, it can block pattern attacks as well, if
his psyche is good
enough.
- Communicate through Black
Channel: The initiate can "use a
reverberation effect" of the black channel to send and
recieve messages along the length of the channel. Both
the sender and reciever must be on the channel for this
to work. This communication is not psychic contact and
cannot be used to launch psychic or magical
attacks.
Advanced: +25 pts. Advancing to this level
requires a second, psychic
exposure to the Abyss. The survival rates for this are
not high.
- Black Circle:
Given time, the Channel Master can claim large
sections of a Shadow, even an entire Shadow. This is
what was occurring in Lorraine when Corwin arrived.
The entire afflicted area is considered in the same
way as one of the master's black channels. She can
use any of ehr black channel powers anywhere within
the circle. The master can grow the circle by long
concentration. A black circle will last as long as
the master stays in its boundaries. It will begin to
fade if she leaves the
Shadow.
- Scry along Black
Channel: The master can extend her vision
along a black channel or black circle, seeing those
within her territory. The master can then use her
control over the channel as
usual.
- Detect Black
Channel: The Master can feel the taint of the
Abyss on Shadow, and can tell when she is near another
black channel.
- Edit and Shape Black
circle: Once the master has established a
black circle, she can edit and manipulate the shadow in
a manner similar to advanced pattern. This is a long,
slow process, and is obvious to anyone in the
area.
- Sacrifice Black Circle to the
Abyss: Any black channel or circle the
master has established (i.e., long term) can be turned
over to the Abyss, effectively destroying it. This
effect stops at the border of the black channel or
circle. The Shadow will eventually heal around the
tear, but anything in the sacrificed area will be lost
to the Abyss, and the fabric of the Shadow will always
bear the scars.
- Extend Channel by
will: the master no longer needs to walk the
length of a black channel when it is created. By
focusing her will, she can cause a channel to form
between her and her destination. Note that during this
process, anyone or anything can walk onto the forming
channel and either follow it to the destination, or back
along to the source, and the channel
master.
Trump
40 pts.
As ADRPG
Advanced: +20 pts.
Shapeshifting
35 pts.
Advanced: +30 pts.
Shapeshifting is very different for an Amberite and a Chaosian.
First off, Shapeshifters have only one natural form.
For Amberites, this is thier human form. For Chaosians,
this is generally a demonic shape, unless there is
Amberite heritage present as well.
The Blood of Amber and the Mark of Chaos effect the
nature of a character's interaction with the universe.
Thanks to the Pattern, someone with the Mark of Chaos
and the Pattern imprint will be considered an Amberite
first.
Basically, I'm looking at the two main uses of shape
shifting as a) combat applications, and b) deception.
Chaos has an edge with the first, Amber with the second.
Amberite shifters: Shapeshifting for
an Amberite is pretty close to that outlined in the game
book. It's slow, and painful. New shapes are hard to
learn. An Amberite with basic level shape shifting
will slowly slip back to his natural form if he stops
concentrating on the form, though "slow" can be measured
in hours if the PC is in a
place of Order, like Amber or the Golden Circle.
Learning a new form is easiest if the PC can make
psychic contact with an example of the new form. With
advanced shapeshifting, the form
holds much longer, and can be maintained without direct
concentration. This is how Oberon holds the shape of
Ganelon for so long without slipping.
Amberite shifting lasts an order of magnitude longer
than Chaosian shifting. So where a basic chaosian
shifter starts to have trouble after an hour, the
Amberite might have to start being careful around 9 or
10 hours. This difference is more pronounced in advanced
shifters; Oberon spent months as Ganelon. He may have
had to check his form every couple days, but it wasn't a
big deal. Advanced Chaosians might have three or four
hours. While I'm going to be a bit loose with Chaosian
mass limits, and ability t oshift internal organs, I'm
going to be pretty strict with thier ability to imitate
auras and personae. It's hard for a Chaosian to think in
a static manner, and Chaosians just aren't as good at
mimicing something as specific as a single person's
persona or aura.
Chaos shifters: For a creature of
Chaos, shapeshifting is as natural as breathing. The
Chaosian shifter can slip between forms quickly and
naturally. A basic level Chaosian shifter is about
twice as fast as an Amberite, all other things being
equal. This can work against the shifter, though;
in anything other than the PC's natural form, the PC
will tend to shift constantly. Perhaps her hair colour
will change, horns or claws lengthen or shrink, etc.
Such is the nature of Chaos. This means that, when the
shifter has assumed a specific form, (say, a trusted
aide of an Amberite), it requires a great deal of effort
to keep the shape from sliding into something else that
would reveal the PC's nature. IT's sort of liek holding
a sword out at arm's length. It's easy, for a little
while. On the level of hours, it's a stressful test of
endurance. When sleeping or unconscious, it's
practically impossible. Losing your concentration often
manifests first in little, subtle shifts. Think of most
of the movies you've seen with shapeshifters in them;
there are usually little visual hints. Things like
Mystique's eyes in X-Men. Or a sudden unexplained
sharpness to the PC's teeth. A forked tongue darting
out. Consider this a warning to hopeful assasins; be
quick.
An advanced Chaosian shape shifter can be pretty scary.
She can shift through forms like lightning, so the small
girl in front of you might suddenly lash out with
tentacles she didn't possess a second ago. The mass of
an advanced Chaosain shapeshifter is less fixed than
that of an Amberite one. It's sound advice to keep a
safe distance from A Chaosian Advanced Shifter. Though,
figuring out what "safe" is can be difficult...
All that said, I'm going to be fairly picky about what a
shifter cna do, especially those with only basic
shifting. An amberite who's seen birds can't spout
wings and fly; he'd have to shift into a bird. Even
then, unless he made psychic contact with a bird, he'd
have to learn to fly. An advanced shifter can pick up
animal features wherever he wants. "Animals" for the
purpose of shifting to animal forms is anything that has
a 0 pt. cost. A "Creature of Power" is anything that
costs points. Even for an advanced shifter, shifting to
a creature of power means adopting a completely new
shape; dragon, manticore, etc. The shifter can't simply
pick up, say, 4 pts of armour on her natural form.
When it comes to the limitations of "animal form",
there's some leeway in "shift to animal form" vs. "adopt
animal abilities". It comes down to how different or odd
to the PC's mind it is. so, claws and fangs aren't a big
deal, even for a basic shifter, but extra legs, wings
and the like would force a basic shifter to assume the
entire form of the animal instead of just sprouting
wings.
Power Words
As in ADPRG, standard costs.
Conjuration
As in ADPRG, standard costs.
Sorcery
15 pts.
Like shapshifting, I'm going to be pretty picky about
what can be done with sorcery. It takes along time to
prepare, and lynchpins are predictable and obvious
during casting.
Advanced - Abyss Sorcery: +15 pts Requires Mark
of Chaos (comes with black channel or chaosian shape
shifting) as well as sorcery.
Available to those bearing the Mark of Chaos. In Chaos,
the arts of magic have been raised to a higher level. By
tapping into the Abyss, the Abyss Sorceror is able to
overcome some of the typical limitations on sorcery.
- Arcane Sight: The sorceror can
shift his vision to the arcane, granting most of the
powers of ADRPG's Logrus sight, though the PC has to
logrus tendril to use for remote sensing. The PC can
see things that are charged with trump, pattern or
abyss. Objects of Power are also clear. Anything
that contains hung spells can be seen. A general idea
of the power of a being's psyche can be seen. As an
added benefit, the sorceror can see invisble
creatures, and see in the dark without any source of
light. The range on this vision is no better than the
PC's normal sight.
- Abyss Powered Spells: The
sorceror's spells are backed by the force of the
Abyss, and as such have the ring of Reality to them.
Such spells are not as easy to resist or turn aside
with other powers. Abyss powered spells do not
require a "magic of Shadow" lynchpin, since the Abyss
is the same everywhere.
- Hang Spells on Psyche: The Abyss
sorceror no longer needs to use a device to hang his
spells. He can hold a dozen spells within his own
mind. This can be seen clearly by another PC with
Arcane Sight or a Pattern lens. Someone in psychic
contact with the PC conducting a deep scan will be
able to see the spells hung there.
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