Home | System | Chargen | NPCs |
Templates | |||
Ability Scores | |||
Classes | |||
Skills | Power Skills | ||
Feats |
Power-Related Skills
Craft Shadow |
Manipulate Pattern Energy |
Manipulate Probability and Shadow |
Manipulate Reality |
Shadowwalk |
Task | DR | Vitality Cost |
Create a Personal Shadow | 10 | 25 |
Create a Shadow of the Realm | 15-20 | 30-40 |
Control of a Primal Plane | 25 | 60 |
Control of a Protean Plane | 40 | ?? |
Add a Communication Barrier | 15 | 15 |
Restrict Access | 20* | 20 |
Hide the Shadow | 20* | 20 |
Set Guardians | 10-40 | 16-?? |
Control Contents (Per event) | 10-??* | 10-?? |
Set Time Flow | 15 | 15 |
Alter existing Time flow | 30* | 60 |
Control Shadows Destiny | 35* | 70+ |
Manipulate Pattern Energy
Task | DR | Vitality Cost |
Pattern Defense | 10* | 4 |
Track Disturbance | 15* | 6 |
Pattern Scrying | 15* | 8 |
Pattern Link | 20* | 16 |
* - Skill check might instead be an opposed roll.
Manipulate Probability & Shadow
A character can't make something unlikely happen, not without great effort. Small changes can be made without great effort. Short of money? Imagine a loose floorboard, under which is hidden a treasure, look and it will be there. Those with this feat are endlessly lucky. What is possible can, with time and effort, be made probable, and what is probable can be made certain. While this power is absolute, it always involves some effort (and, usually, movement).
In order to affect probability you must usually move. Subtle changes don't require much movement, but the more drastic the change, the more effort, and the more you must move around. The problem here is that you can easily move right out of one Shadow and into its neighbor. Second, affecting probability fairly slow; far slower than combat time. If you wish to make use of this feat, it's best if it be prepared before a battle. A minor change, such as the color of a coin, might take as much as a half a minute. Something useful, such as weakening a wall, or making a weapon brittle, could take a minute or more.
The DR for all such efforts are halved when working on one's Personal Shadow (see Craft Shadow, above), and increased by 150% when working on another's Personal Shadow.
Task | DR | Vitality Cost |
Minor change | 10* | 4 |
Medium Change | 15* | 8 |
Major local Change | 20* | 16 |
Minor temporary change to a Shadow | 25* | 32 |
Moderate temporary change to a Shadow | 30* | 64 |
Major temporary change to a Shadow | 35* | 128 |
Permanent Change to a Shadow | See the Power Feat 'Craft Shadow' |
* - Skill check might instead be an opposed roll.
Manipulate Reality
It is possible to create personal Pocket Shadows which can be used for various purposes, brought into existence by a character's warping of Shadow, which can have deadly side effects for the novice. (See Shadow Storms.) Shadow Pockets can be fixed to a particular location or can be moved around by their creator, thus allowing the character to 'bridge' Shadow from one location to another. One drawback to Shadow Pockets is their fragility. As artificial constructs they are easily destroyed by the strong touch of Pattern or Logrus energy.
By bringing the Pattern to mind and walking it, you can use the power to change Shadow wholesale. This Power allows you to open Shadow to others, moving those who know nothing of Shadow. Those already Hellriding can be obstructed and/or sidetracked as long as you devote your attention to it. Shift the Shadow that lies in their path, and you can make passage smooth or rough, as you see fit.
The Pattern can also serve as a tool to manipulate whole Shadows and pathways between them. With this method you can alter structure of a Shadow or even erase it altogether. Erasing Shadows is not something you would do lightly as it seems to have a detrimental effect on the overall arrangement of Pattern and Shadow. (Again, see Shadow Storms.) Doing away with a Shadow either on purpose or by accident will upset things in the larger cosmos. Shadow Storms, shifting of Shadow barriers, and the displacement of established pathways through Shadow can all result from a Shadow being wiped out. An even bigger problem is that Others will likely notice this kind of large-scale interference in the order of things. The difficulty of erasing a Shadow varies: to wipe out a ephemeral wisp of a Shadow near the edge of Chaos is dangerously easy. To eradicate a primordial Shadow that predates Oberon's rule of Amber could very well kill even a skill Master of Shadow.
Task | DR | Vitality Cost |
Creating Pocket Shadow | 10 | 25 |
Creating a Semi-permanent Pocket Shadow | 15 | 30 |
Temporary Changes to Shadow | 10 | 15 |
Semi-permanent changes to Shadow | 20 | 25 |
Move another through Shadow | 25 | 8 |
Obstruct a Hellride | 25* | 16 |
Manipulate Shadow Paths | 25* | 6 |
Erasing a Shadow | 10-40* | 16-160 |
Erasing a Shadow Quietly/Safely | 40-160* | 40-400 |
Finding a Specific Person | 35* | 6 |
Finding a Specific Shadow | 35* | 6 |
Following another's Trail Quickly | 35* | 10 |
* - Skill check might instead be an opposed roll.
Moving through Shadow is done by changing minor things that lay in your path. The character decides that over the next hill will be a patch of blue flowers, around the next corner is a jagged rock face, in the next village is a country fair. Down that alley is a shop dealing in obscure weapons. By such minor changes you move closer to what you seek in Shadow. Shadow Walking is relatively easy since you are changing very subtle, very small details.
As long as someone can see you, you can Lead them through Shadow. A person of the Blood Of Amber can lead any amount of people through Shadow as long as there is a visual link, even if indirect (i.e.: The Amberite can be seen by Troop A, Troop A can be seen by Troop B, and so on) then all parties involved move through Shadow simultaneously.
'Fast and Dangerous: the Hellride' A problem with the Hellride (in which one thing is unchanged and everything ELSE is changed by the Shadowwalker) is that generally a certain level of speed must be maintained for travel to progress. Since things change so quickly using this technique, most technological means of travel (such as cars, planes, and boats) won't work at least some of the time, and many tend to use a reliable mount, such as a well-trained horse. Animals must be specially trained for this activity or they tend to panic and cause the rider difficulties he/she doesn't want during such a stressful and concentration-intensive procedure.
Hellriding can get you from one end of Reality to the other in about a week. Generally three days of Hellriding can get you to and from most places within a Realm. Each new destination takes at least one day to find; those with higher Skill ranks or more experience will need less time to find things.Slower than Shadow walking is traveling through Shadows where everything is to the character's liking. For example, one can choose to walk through the worlds where there will always be welcoming faces and rosebuds strewn on the roadway. Or, if you choose to travel in a luxurious train, you can stick to those Shadows that contain rails. This is usually known as Selective Shadow Walking, and it is extremely slow but it's very comfortable. Normal Shadow Walking from near Amber to the Courts of Chaos would take approximately six weeks, a year if Selective Shadow Walking is being used.
Shadowwalking and Hellriding (but not Selective Movement) can also be used to find Creatures and Artifacts. For someone with an 18 Wisdom & Charisma, basic Artifacts take one day to find; those with higher Attributes and more experience will need less time to find things.
Skipping Forward In Time - The character goes to a place where time moves slowly. While the character is spending a few minutes in the "slow time" Shadow, time is speeding hour by hour along in Amber. So a character can leave, spend a few minutes out in Shadow, and return days, or weeks later. It's even possible to find a Shadow that moves so slowly that it becomes almost like a stasis, and where the character can wait for years to pass in Amber.
Holding Back Time - The other handy trick of Shadow time is going out to a "fast time" Shadow, where hours pass relative to minutes ticking in Amber. A character could go to Shadow Earth, sleep 10 hours and return to Amber where only 4 hours have gone by. In faster Shadows it's possible to spend years in preparation, while only a day or so passes in Amber.
Task DR Vitality Cost Moving through Shadow 10 4 Moving through Shadow Quickly 15 6 Leading Others (Slowly) 20 6 Finding a Specific Object 25 6 Finding a generic person 25 6 Hellride 25 8 Selective Shadow Walking 25 4 Following another's Trail Slowly 30* 6 Leading Others (Quickly) 35 10 Finding a Specific Person 35* 6 Finding a Specific Shadow 35 6 Following another's Trail Quickly 35* 10
* - Skill check might instead be an opposed roll.
Use Logrus Energy
Task | DR | Vitality Cost |
Defense | 10* | 4 |
Track Disturbance | 15* | 6 |
Scrying | 15* | 8 |
Establish Link | 20* | 16 |
* - Skill check might instead be an opposed roll.
Home | System | Chargen | NPCs |
Templates | |||
Ability Scores | |||
Classes | |||
Skills | Power Skills | ||
Feats |