There are two Primal Powers.
The great Symbol of Order is Pattern. To have its power means being born with the Blood of Amber, to be a descendant of Oberon, to be a member of the ruling family of Amber. It also confers immortality and a few other trifles. Pattern costs 50 points, or the ineffective Novice Pattern costs 25 points.
In opposition to Amber there is the Courts of Chaos, and their Sign, the writhing sigil of the Logrus. To gain this power is also to become one of the sprawling family that reigns in the dark realm. Logrus Wielder costs 45 points, plus the power of Shape Change (another 35 or more points). Logrus Novice costs 25 points.
If there is a third major power, then it is that of the Trump, the art of mystic images. It costs 40 points, or a lesser version can be had for 25 points. The skill of manipulating Trumps, rather than creating them, Trump Tricks, is 15 points.
Shape Changing is not exactly a power, for it enables a character's self-control, but not control of the wider universe. Basic Forms can be bought for a few points, even without further abilities. Minor Shape Change costs 15 points. And full Shape Change, actually just the first step on a stairway of great potential, is another 15 points. Full Shape Change is required for any Logrus user.
Of lesser powers there are many, of which Magical Powers are the most common. A character may choose from three types of Magic.
Power Words, used mostly for defence against other Magic, are but 5 points plus 1 point per Word. Spell casting is known as Sorcery, and costs 15 points. Creating creatures and other things of magic requires Conjuring, a 20 point power. Minor Conjuring, allowing the creation of things with only temporary magic, costs 10 points.
Magical Powers, whether in the form of Power Words, or Magic Spells, or Conjuring, are not primal powers. Instead, Magic is a way of manipulating the stuff of Shadow. Since all Shadow is built of the subtle interplay between Pattern and Logrus, Magic works with, and against, both those Powers.
Second, mechanics prerequisites, where the character's statistics must meet a certain minimum standard before they are able to learn or use the new Power. These prerequisites are much more flexible, as the story is more important then the mechanics.
Every known power has more powerful extensions, and less powerful variations.
There may also be various unknown powers out there.
All of this is available for your character to learn, if they have the desire and can discover how.
Monday, August 25, 1997 | Want more? |