Powers

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Joshua
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Powers

Post by Joshua »

Powers are broken down into 5 point increments to facilitate purchasing. For most of you, this should be enough. Minor changes are listed underneath.

Power List:

Power Words: 10 points for 5 words, +1 per word after 5
  • Power Words, Minor: 5 points for 2 Words
Sorcery: 15 Points (Spellcaster + Theory) (You CAN rack spells without Conjuration.)
  • Theory: 5 points, a basic understanding of underlying magical theory. Good for identifying magical items, or designing spells which should work.
  • Apprentice: 5 points, you can cast spells, but it takes twice as normal.
  • Spellcaster: 10 points, (Apprentice + 5 points), You can cast spells normally.
Conjuration: 20 Points (Includes the 4 below)
  • Basic conjuration: 5 points, creation of mundane items.
  • Complex conjuration: 10 points, (Basic + 5), Creating magic items or mystic creatures out of thin air.
  • Conjure Shadow Shape: 5 points, The character can impart items with energy to make quick and dirty but short lived magic item or creature.
  • Empowerment: 10 points, (Conjure Shadow Shape + 5), long term empowering of an item or creature.
High Compelling: 25 Points, (Conjuration + 5 points)
Note: If the character has 2 full ‘paths’ of conjuring, the third path only costs 5 points.
  • Compelling: 5 points, the ability to implant basic desires and simple memories into a creature
  • High compelling: 10 Points, (Compelling + 5), the ability to implant complex desires or whole new personalities, as well as the ability to alter and plant complex memories.
High Technology: Per Conjuration / Sorcery
Note: Normally, this is a re-skinned version of Conjuration.

Pattern imprint, 50 Points
Note: 5 point discount for taking everything.
  • Follow Shadow Path, 5 Points, follow Amber’s pre-made paths to nearby areas (Or follow a leader through shadow).
  • Walked the Pattern, 25 points, (Follow Paths + 20), You have walked the pattern and gained basic power over shadow.
  • Lead Others, 5 points, lead people through shadow.
  • Shift to Complex Desire, 5 Points
  • Shift to Abstract Desire, 10 Points, (Complex + 5)
  • Walkabout, 5 Points, walk in a circle to shift shadow.
  • Power over Shadow, 10 points, (Walkabout + 5), stand still and shift shadow.
  • Pattern Defense, 5 Points
Advanced Pattern Imprint, 75 pts, (Pattern Imprint + 25)
  • Pattern Lens, 5 Points
  • Pattern Travel, 5 points (Requires Lens)
  • Pattern Editing, 5 points (Requires Lens)
  • Create and destroy Shadow, 10 Points (Editing + 5)
  • Sense pattern ability, 5 points
  • Mask Pattern Ability, 10 points (Sense + 5)
Trump Artistry: 40 Points (All of below, you get a 5 point discount for taking everything.
  • Use Trump 0 points. Existing trump is free to use.
  • Trump Defense, Call, 0 points. Making a trump call charges you with trump.
  • Trump Defense, Yours, 5 points
  • Trump Defense, Any, 10 Points, (Yours + 5)
  • Sense Trump, 5 points
  • Trump ID, 10 points (Sense + 5)
  • Trump Sketch 5 points
  • Lesser Trump 10 points, (Trump Sketch + 5)
  • Create Trump 15 points, (Lesser + 5)
  • Trump Artifact 20 points, (Create + 5)
  • Quick Draw, 5 Points, (Requires Trump Sketch)
Advanced Trump Artistry, 60 points (Trump Artistry + 20)
Note: You get a 5 point discount for talking all below
  • Trump Memory, 5 Points
  • Trump Spying, 5 Points
  • Trump Gate, 5 Points
  • Trump Jamming, 5 Points
  • Trump Trap, 5 Points
Shapeshifting: 35 Points (All of the below, you get a 5 point discount for taking all of the below)
  • Shape Shift Wounds, 5 Points
  • Shape Natural Forms (Avatar Form), 5 Points
  • Shape Facial Features, 5 points
  • Shape Body Parts, 10 points, (Shape Facial + 5)
  • Shape Natural Form (Chaos), 20, (Avatar + Shape body Parts + 5)
  • Shape Shift Animal Forms, 5 (Requires Avatar form)
  • Automatic Shapeshift, 5 points
  • Primal Form, 10 points (Automatic + 5 points)
Advanced Shape Shifting 65 Points (Basic + 30)
Note: These abilities add up to 40 points. If you spend 20 points on them, you get 25 points worth of abilities. 25 points, gets you 30 points of abilities, If you spend 30 you get all 40 points worth.
  • Shape Shift Aura, 5 Points
  • Shape Shift Features, 5 points
  • Shape Shift Persona, 10 Points, (Shape Shift Feature + 5 points)
  • Shape Shift Internal Structures, 5 points
  • Internalize Simple Power: (5 Points)
  • Externalize Simple Power: (5 Points)
  • Shift Complex Power: (5 Points, must have BOTH previous powers.)
Logrus Mastery, 45 points, Requires Shapeshifting.
Note: Logrus powers have a tendency to spontaneously manifest in bouts of madness until you are at the 45 point level. It is recommended you either buy Logrus Mastery at 45 points, or you continually advance it. As always you get a 5 point discount for taking all powers.
Bring Logrus to Mind 5 points (Required for all) (Was part of Logrus Defense)
Logrus Spell Storage, 5 Points
Logrus Manipulation , 5, Slowly Direct Physical Logrus Tendrils, Strength equal to your psyche.
Logrus Combat, 10 (Manipulation + 5), Enhances manipulation so it may be used in combat.
Shadow Penetrating Tendrils, 5 points, Allows your Logrus Tendrils to extend through shadow.
Logrus Summoning, 5 points, after you have grabbed object with Logrus, you may pull them to you or you to them.
Searching with Logrus Tendrils, 5 points, (Requires touch, Manipulation) send tendrils out to look for what you want. Various other aspects enhance/speed this. For example, without Shadow Penetrating Tendrals, you may only search the shadow you’re in and shadows that can be reached via black roads.
Logrus Lens, 5 points, see through the Logrus lens and detect auras etc… (Was part of Logrus Sight)
Logrus Touch, 5 points, Feel what the Logrus feels (Was part of Logrus Sight)
Logrus Defense/Shield. 5 points, a physical shield in one direction. (Was part of Logrus Defense)

Advanced Logrus Mastery, 70 points, (Logrus Mastery + 25 Points).
Note: Again 5 point discount for all
Manipulate Shadow (Simple), 5 points
Manipulate Shadow (Laws), 10 Points (Simple + 5)
Shape Logrus Servants, 5 points
Summon and Control Creatures of Chaos, 5 points
Summon Primal Chaos, 15 (Summon +10 points)

Broken Pattern Initiate, 10 points
Note: Each Broken pattern comes with it’s own madness, free of charge.
Special: Points for Broken Pattern Initiate (not Adept) can be exchanged towards a pattern imprint with GM permission.)
Travelling Through Shadow, 10 points, You can walk through the cracks in shadow. It’s your funeral. Although, even at the basic level, you can try to walk towards abstract concepts or anywhere, so long as you keep moving. The trip is it’s own difficulty.
Leading Others Through Shadow, 0 points, With just a little effort and experience you can now guide others through shadow. Although there is no point cost for this, it does require a little trial and error.

Advanced Broken Pattern Imprint, 25 points, (Initiate + 15)
Broken Pattern Defense, 5 points, You may bring the Broken Pattern to mind. While not an absolute defense, it will at least slow down most attempts to affect you. Prereq. For all other adept powers.
Evoking the Dark Well, 5 Points, (see Logrus lens, only less so)
Broken Pattern Tendrils, 5 Points, Insubstantial but can touch magic or establish mental contact..
Hanging and Casting spells, 5 Points, But better check them afterwards.

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Re: Powers

Post by Joshua »

Power Words: 10 points for 5 words, +1 per word after 5

If you don't want all 5 words, you can take:
Power Words, Minor: 5 points for 2 Words

Further Breakdown: (Requires ST permission.)
1 Word: 3 Points.
2 Words: 5 Points.
3 Words: 7 Points.
4 Words: 9 Points.
+1 Word: +1 Point.

The list of power words is directly from the book. Additional ones are allowed if you can come up with something new and of appropriate power.
An alternate method of advancement would be to take Apprentice from Sorcery. This would allow you to swap out your prepared Power Words, although extra points here would mean you can have more prepared at once.

You do not have to use the ridiculous examples of what the words sound like from the book.
(Seriously... "Spark" is spoken as: AFLAK!!! No, just no...)

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Re: Powers

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Sorcery: 15 Points (Spellcaster + Theory)

Sorcery has been broken up into Theory (figuring out spells to cast) and Apprentice/Spellcaster (being able to cast spells).

Theory: 5 points, a basic understanding of underlying magical theory. Good for identifying magical items, or designing spells which should work.
Many other powers use Theory to come up with formulas. Useful for Conjuration, making new Power words, and Trump Artifacts. (Among other things.)

Apprentice: 5 points, you can cast spells, but it takes twice as normal.
Casting time is still quick, if there are no lynchpins. Casting a spell with lynchpins takes about two or three times as long. (Making combat casting very problematic.) Prep time of a spell, also takes about twice as long.
This allows you to rack spells as well as cast them. You do NOT need Conjuration to rack spells. (Yeah, the book says you do. In this game, you only need conjuration to make an item that racks spells. Technically, you CAN make an item to rack spells with just sorcery, but it won't survive shadow travel.)
With Conjuration, you can not only make items to rack spells, but you can pre-cast conjuration spells and rack them as well. (At twice normal times.)
You can shift power words at this level, but it takes a while.

Spellcaster: 10 points, (Apprentice + 5 points), You can cast spells normally.
You can change out power words as if you were preparing (but not casting) a normal spell. Other casting times go to "Normal".

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Re: Powers

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Conjuration / High Compelling: 25 Points

As a point buy, these are the same power. Divided up into 3 paths. Each path is 10 points, you get a discount of 5 points for taking all 3.
Also, with Apprentice or Spellcaster (from sorcery), you may prepare part of the conjuring beforehand. (It is hung like a normal spell.)
Note: in order to empower or conjure a magical ability, you need Theory from Sorcery. Otherwise each ability must be researched separately. This affects Complex Conjuration, Conjure Shadow Shape, and Empowerment. Other Conjurations (like summoning guns) are affected by personal skill and local laws, although Theory may be a way around that as well.
Other Note: This also works as a super-science power. Instead of casting, you spend time cobbling. Instead of hanging (with sorcery), you have an item bag or portable work-shop you cobble things together from. If you have Conjuration, you already have this version, just take the time to learn science. Usually one or the other is determined by Talents on your character sheet.

Basic conjuration: 5 points, creation of mundane items.
Complex conjuration: 10 points, (Basic + 5), Creating magic items or mystic creatures out of thin air.

Conjure Shadow Shape: 5 points, The character can impart items with energy to make quick and dirty but short lived magic item or creature (built form creature powers). Can also change somethings form. If you have Basic Conjuration you can make the item from scratch, otherwise you need a base item to put the shape into. Per the rulebook, this lasts about 6 hours in Amber, days in most shadows and years in the courts of Chaos.
Empowerment: 10 points, (Conjure Shadow Shape + 5), long term empowering of an item or creature.

Compelling: 5 points, the ability to implant basic desires and simple memories into a creature
High compelling: 10 Points, (Compelling + 5), the ability to implant complex desires or whole new personalities, as well as the ability to alter and plant complex memories.

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Re: Powers

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Pattern imprint, 50 Points
Note: Once you have walked the pattern, it is more than willing to give you access to more and more power. This is accompanied by an equivalent gain in bad stuff. Most people avoid this Faustian bargain, and are unaware it could happen. Most of the time, you can simply use hellride until you gain the appropriate level of skill, or attempt stuff while at the center of a pattern.
Note: Walking the pattern drains your endurance. You need Amber level endurance to survive. There is precedent in the books for surviving with lower, but the method has not been found yet. (Yes, you can find it in game. It's fairly simple, just really dangerous.)

Follow Shadow Path, 5 Points, follow amber’s pre-made paths to nearby areas. You may also follow individuals traveling through Shadow. This counts as a placeholder for "I can eventually walk the pattern".

Walked the Pattern, 25 points, (Follow Paths + 20), You have walked one of the four main patterns and gained basic power over shadow. Normally, this also means you have been accepted by the Court as a full member. When you walk through shadow you can slowly add or remove elements. This takes a long time as each individual element must be added or removed by itself, usually about 1/5 the normal speed. This is like making a Lego elephant from a Lego alligator, one block at a time.
This grants:
  • Hellride, 0 points. Rather than go the slow route. If you have walked a pattern, you may instead hellride, rushing through shadow quickly and allowing things to sort themselves out. You can use this as a substitute for Shift to Complex or even Abstract Desire.
  • "Carry" Others through Shadow, 0 points. You cannot lead others through shadow per se. That being said, someone with mid-ranked strength can physically pick up an ox-cart and carry it. For zero points, you can lead a small group of people through shadow. Basically, take a look at your psyche and pretend it's strength. Could you physically pick up what you're taking through shadow? Then it's small enough for you to drag them along. Also, anyone who has "Follow Shadow Path" can go along, but they are actually using their ability to follow you, you are not taking them.
  • Look Through Pattern Lens, 0 points. When standing at the center of Pattern, you may look through the Pattern lens as if you had the advanced power. Standing still at the center of Pattern does drain your endurance, so... this isn't very safe to do for long periods of time. This is the "glimpse" of the universe and all of shadow your character experienced when they first walked. Without walking multiple times (or being told) it's unlikely you realized you could control what you were looking at.
  • Pattern Teleport, 0 points. When standing at the center of Pattern, you may teleport to any place you see through the Pattern lens. Likely this was the first thing you thought of after walking your pattern. Since most of you barely survived your first walk, it's not commonly used.
  • Pattern Cleansing, 0 points. Another power not commonly known is the fact that when walking the pattern, all artificial changes made to your character, any enchantments, shapeshifting, etc... fade away. (There are exceptions. For example, it won't regenerate lost limbs.)
  • Blood Curse, 0 points, Death Curse, people are not currently aware of this aspect of the power. While some may suspect, not enough pattern users have died for this to have come up. (Actually, none have died as of game start.)
Lead Others, 5 points, lead people who can’t shift shadow, through shadow. If they have "Follow Shadow Path" you don't need this. As a reminder, this allows you to lead armies through shadow. Fleets of warships or similar.
Forge Shadow Trail, 0 Points. In order to make a usable trail, you can simply walk back and forth along it a few times. Anyone with "Follow Shadow Path" can now move along it. Making one that does not require pattern ability would likely need Power Over Shadow as well. Shadow Editing is still a lot faster and easier, but that's an Advanced Power or needs you to be at the center of the pattern.

Shift to Complex Desire, 5 Points, Allows you to imagine where you want to go, and let the details take care of themselves.
Shift to Abstract Desire, 10 Points, (Complex + 5) Allows you to shift to abstract concepts like, “something to help me” or “The cause of my current problems”

Walkabout, 5 Points, Normally you must go from point A to point B when shifting shadow. Now you may walk in a circle, or edit the place you’re at by walking around it.
Power over Shadow, 10 points, (Walkabout + 5), you may now shift shadow while standing still. This is very difficult.

Pattern Defense, 5 Points, Bring the pattern to mind, walk it. You are now charged with Pattern Energy. Don't use trump while doing this.

Advanced Pattern Imprint, 75 pts, (Pattern Imprint + 25)
Note: All of these require you walk the pattern in your mind first... Although, you could do all of them at the center of a pattern.
Pattern Lens, 5 Points, See through the lens of pattern and sift through infinite shadow.

Pattern Travel, 5 points (Requires Lens), Teleport as if you were at the center of pattern, after walking it in your mind.

Pattern Editing, 5 points (Requires Lens), make edits to shadows you can see through the lens.
Create and destroy Shadow, 10 Points (Editing + 5), Create or destroy whole shadows. May cause backlash.

Sense pattern ability, 5 points, See if someone “Has no Pattern”, “Could walk the pattern”. “Has pattern imprint”, or “Has Advanced pattern” with a glance.
Mask Pattern Ability, 10 points (Sense + 5), disguise your level of pattern skill, as well as how ‘real’ you are.

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Re: Powers

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Trump Artistry: 40 Points (All of below, you get a 5 point discount for taking everything.)

Use Trump 0 points. Existing trump is free to use. That includes using them to teleport.
Trump Defense, Call, 0 points. Making a trump call charges you with trump. You can use this as a defense in a pinch.

Trump Defense, Yours, 5 points. You may "trump yourself" to charge yourself with trump.
Trump Defense, Any, 10 Points, (Yours + 5). You no longer need your trump, any trump image will do. (Yours still works best. And in general, you can put up a defense faster and stronger.)

Sense Trump, 5 points. Determine if something is trump. This can also determine the quality of trump and a little bit about the artist. It's also a lot easier to use this than to attempt a trump call with a random object you've picked up.
Trump ID, 10 points (Sense + 5). This requires a trump deck, but if you have the card of the one calling you, you can find them.

Trump Sketch 5 points
  • Takes longer than normal to connect.
  • Connection is very fragile - it breaks if the subject (or the sketch!) moves through shadow, or has a shaving accident, or has a notably altered mental state (some drugs will do this; so will things like learning that your mother just died). It won’t break on just a change of clothes, or from dust gathering in a room, however. A trump sketch of a person thus has a definite time limit: no more than a week, and usually a lot less. A trump sketch of a place or object can, in theory, last forever.
  • Confers no protection to the item the image is on; a portrait can be burned, a clay bust smashed, etc. If you want durability, you'll need to work in things like metal and glass - which can easily make the project take ten times as long.
  • Likewise, when used as a defense the sketch will "burn out" quickly. So hopefully, you're just defending against shadow magic.
  • Take as long as "normal" trump to make. Two days with the subject present, four to six otherwise.
Lesser Trump 10 points, (Trump Sketch + 5)
  • Not as easy to use as regular trump, but at Amber psyche, you can usually compensate.
  • Connection is less fragile - the subject would have to move a significant distance through shadow (away from the image; a trump sketch of yourself that you take with you will never break just from travel), or a major change; this includes most uses of shapeshifting (though a lesser trump could be created that depicts multiple forms of the same subject and thus partially bypasses this restriction), any notable injury, or the like. A lesser trump of a living subject still has a time limit, but - barring serious misfortune - that limit is often measured in years.
  • Confers some minor resistance to damage - until the connection breaks. A portrait will resist a lighter or even a campfire (for a minute or two), but go up in smoke when faced with dragonfire or a blowtorch. A clay bust will bounce off the wall when thrown with human strength, but won’t repel bullets or a sledgehammer.
  • When used as a defense, Lesser Trump can defend against anything, but in pitched psyche to psyche battles, they may shatter.
  • Take as long as "normal" trump to make. Two days with the subject present, four to six otherwise. After you have "Quick Draw" you can make them in half as much time as a normal trump. Usually this shortcut is not worth it.
Create Trump 15 points, (Lesser + 5): Works like the normal trump cards. Takes twice as long to make as normal, unless you take "Quick Draw".

Trump Artifact 20 points, (Create + 5): To create trump artifacts that do more than use trump powers, you either need Theory from Sorcery or spend time to research each use individually.

Quick Draw, 5 Points, (Requires Trump Sketch): Speed up drawings and making normal Trump. (All creation times go to normal.) So, a quick sketch now only takes about 30 minutes.

Advanced Trump Artistry, 60 points (Trump Artistry + 20)
Note: You get a 5 point discount for talking all below
  • Trump Memory, 5 Points
  • Trump Spying, 5 Points
  • Trump Gate, 5 Points
  • Trump Jamming, 5 Points
  • Trump Trap, 5 Points

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Re: Powers

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Shapeshifting: 35 Points (All of the below, you get a 5 point discount for taking all of the below)
Let's start with some basics. This power can be used to mimic a number of non-major powers. For example, a werewolf PC (or someone from Rebma who can turn into a sea-turtle) can simply take Avatar Form for 5 points. The trolls in game effectively have Shapeshift Wounds and/or Shapeshift Internal Structures (only for healing) and/or Shapeshift Blood (Only for animating severed limbs). At 5 - 15 points, it allows for a breadth of abilities without dipping into the weird implant creature powers rules. Such things do require GM permission, but if it fits your character, why not ask? Technically, such powers are not "Shapeshifting" per se... but close enough.

Some endurance powers require concentration. (As do most defenses and things like Pattern lens.) Concentration means you have to "pat your head" while "rubbing your tummy". At Amber level psyche, you can maintain concentration during most activities, although you will be distracted in combat and will have trouble if actually wounded. Multiple things that require concentration gets progressively harder, especially if you're using powers that don't like each other, such as Pattern and Shapeshifting.
Higher levels of shapeshifting require less concentration, and you can resist most physical shocks with endurance instead. So, if you don't have a great psyche, more shapeshifting or more endurance will help you.

Remember: At Human endurance, you can shapeshift once a day, if you're lucky. At Chaos, several times a day. At Amber, as much as you'd like, thought you might get hungry. Endurance helps you shift faster and keep your new forms under control.

Shape Shift Wounds, 5 Points, Stop bleeding and repair, cannot actually regenerate lost limbs. Much faster, easier and safer then other forms of shifting. Typical healing can happen faster than your endurance would suggest, although regrowing things that are completely lost is still problematic.

Shapeshift Forms:
  • Shape Natural Forms (Avatar Form), 5 Points, “natural” form of an avatar animal or elemental. You can chose this to be your normal form, in which case this power is "Human form" for 5 points. (Identical but in reverse.)
  • Shape Facial Features, 5 points, shape basic external disguises at your desire, requires concentration. Not limited to just your face, but again, purely cosmetic.
  • Shape Body Parts, 10 points, (Shape Facial + 5), Shape more complex forms, requires total concentration during shift, and concentration to maintain. Extra limbs, tentacles, any kind of major shape change is possible. If taken out of order, you may do partial transformations into forms you know (such as your avatar form), but cannot make new abstract forms.
  • Shape Natural Form (Chaos), 20, (Avatar + Shape body Parts + 5), basic combat form. We should sit down and design what kinds of abilities it grants you.
  • Shape Shift Animal Forms, 5 (must have avatar form), An add-on to Avatar form, allowing you to change into other animals (or elementals). Please note, that without local magic to draw on, you cannot change mass, nor do you gain the instincts of the new form. (And need Amber Strength to fly.) That being said, with practice you can learn these forms as if they were skills. If you also have Shape Body Parts, you can do partial transformations into learned forms.
    *: New Animal forms work best if you can make psychic contact with an example animal. (Fairly easy to do if you have Walk to Complex Desire from Pattern.)
Automatic Shifting: If you draw your shapeshifting from chaos, you already have these abilities. The points spent make it much more likely you'll retain control and can do them on purpose.
  • Automatic Shapeshift, 5 points, Respond to outward events instinctively, may occur spontaneously. This includes forming armor, reenforcing bones, or making flying-squirrel style glider wings when you fall. As a warning, suffocation causes your body to shut down to conserve oxygen.
  • Primal Form, 10 points (Automatic + 5 points), Throw yourself on the mercy of your shapeshifting, may occur spontaneously. Anyone CAN do this, but having the power makes it much less of a shock.
Advanced Shape Shifting 65 Points (Basic + 30)
Shape Shift Aura, 5 Points, alter your mystic Aura at whim, also what your mind feels like to external mental touch.

The following are updates to the corresponding lower level powers. As such they remove the concentration aspect. Although they do require sufficient psyche to keep your personality separate from what you are mimicking.
Shape Shift Features, 5 points, Mimic another physical appearance, can be done piecemeal, doesn’t require concentration.
Shape Shift Persona, 10 Points, (Shape Shift Feature + 5 points), mimic another’s personality.

Shape Shift Internal Structures, 5 points, add an extra heart or other organ, or move your own. You may also regenerate now.


In order to shapeshift into a form that uses a power you need to have an appropriate level of Sorcery, Conjuration or Power Words. In addition, you must have designed an appropriate spell / ritural using Theory or have a psychic impression of a creature that can do so. Because these are based on Shapeshifting, they are harder to dispel and are based on your endurance instead of psyche. These, likewise, do not require much concentration.

Internalize Simple Power: (5 Points) Without additional powers, you can mimic any basic internal / defensive animal abilities of animal forms you already know. This allows you to shift into a form with functional wings if you know how to turn into a bird, or gain claws or teeth if you know how to turn into a wolf.
In addition, with Basic Conjuration, you can alter your mass when you shapeshift. Shadow Shape or Empowerment allows you to gain armor or other simple physical and internal abilities. (Such as resistance to fire, the ability to breathe methane, hibernation, or razor-sharp retractable claws.)

Externalize Simple Power: (5 Points) Similar to Creatures of Power, you may develop simple offensive abilities. Without additional powers, you can mimic more external powers of forms you know in your human form. Examples include pheromones, spinning spider silk, or the spray of a skunk.
With conjuration or sorcery (even just Theory) you can do more Dragon's Breath, frost auras, electric eel bioshocks, and other simple, physical powers. This requires an appropriate spell, although it need not be identical. So, even something like Power Word: Spark (Aflak!) could be used to create fire breath. You may also summon basic creatures of blood (purely physical creatures). Which is similar to a normal conjuration except the spell will work anywhere shapeshifting does.

Shift Complex Power: (5 Points, must have BOTH previous powers.) By itself, you may mimic any strange powers of your Avatar form (if it's not an animal) or your Chaos Form. In addition, when you use Shape Shift Persona or animal shape, you may mimic any magical abilities of what you are turning into. You may trigger others shapeshifting abilities by touch, such as reverting a shape shifter to human form, through an endurance vs endurance challenge.
With conjuration, you are no longer bound by the limitations of "simple" powers. Your ability to change mass is limited only by your endurance. You can create complex magic effects such as a medusa's gaze, wingless flight, or the ability to travel through Shadow. You may attempt to shapeshift others by touch (either through transformative poison or a mutation-based aura. Remember, this is now Endurance vs Endurance). Creatures of Blood may have other powers, such as Shadow Seeking, and can be built with the creature rules (as if you were conjuring the creature normally).

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