Creatures & Artifacts:
This page owes its existence
to the Tony Jones Amber
Page, from which I borrowed most of the rules.
While you are free to create
items for your character, realize that all creatures and artifacts are subject
to the approval of the GM. Please do not create artifacts that are as
multi-purposed as a Swiss army knife, or as Uber-powerful
as Iron Man’s suit of armor. It neither fits the
All purchased Creatures and
Artifacts are considered Real,
though they are not necessarily Empowered
(see the Cosmology section on Reality). Most of the time this is due to their
association with an Empowered being (such as an Amberite),
but occasionally it is due to its inherent nature (such as Grayswandir,
or by being a True Demon of Chaos).
Creatures:
Creatures do not need to
purchase Qualities or Powers which would be inherent to their natural state.
That is, an eagle doesn’t have to buy Flight, nor does a human guard need to
purchase Shadow-Rank Strength. Non-sentient creatures often need to buy up
their mental facilities, however. Unless
otherwise noted by a GM, all Creatures have the following Qualities:
Shadow Brawn
Shadow Fisticuffs
Shadow Endurance
Mobility
In addition, Sentient creatures (such as humans) have:
Shadow Power
Shadow Finesse
Shadow Willpower
Shadow Swordplay
Shadow Strategy
When deciding if something
is Sentient or not, to start, think of it in the terms of our world. You can’t get
a sentient wolf for free by claiming he comes from a shadow where all wolves
are of human intellect – to do that you still must buy those qualities. On the other hand, you don’t have to buy
natural armaments or good sense of smell and hearing for him.
There is no point break if
you wish to improve these Qualities to Chaos or
Artifacts:
Artifacts have the advantage
of not having many living frailties (such as eating, or breathing), but they do
not have many of the default Qualities and Powers of a Creature. You must buy anything you wish for your
artifact to have.
All artifacts are run by magic.
Technology is not a given from shadow to shadow, but as all shadows have
magic of some sort, magic is the basis by which all artifacts for players are
fashioned. Like Sorcery, Artifacts
require the maker to be Empowered (ie,
having a Power, like Pattern or Logrus). Artifacts
created by an Empowered being are capable of working across shadow, though
there are places where their effects might be muted or inoperable for a
time.
You do not have to have a lab or a forge to make artifacts. You may
create them from shadow by seeking it, if you wish. Your will and the power of
Pattern within you will bring out of shadow an object that is Empowered.
Trump is not a power source, and so there are no Trump-powered objects.
Trump itself, like any other Artifact, is powered by Pattern or Logrus.
Table notes:
Most (but not all) Qualities
and Powers can be generated using Conjuration; the 'C?' column of the table
below indicates this by a Y or N (Yes or No). Only some Powers and Qualities
can be Conferred. Again the 'K?' column of the table
indicates this with a Y or N (Yes or No).
The 'TIME' column lists how long it takes, in hours
and minutes, to Conjure something with that particular
Power or Quality (where this is possible) so that it lasts across shadow.
Creatures and items can also be found by shadow shifting with the Pattern or searching
with the Logrus. To shadow shift to an item takes one
day per point of Quality and six days per point of Power. Logrus
searching takes four hours per point of Quality and one day per point of Power.
It is possible for non-Trump Artists to buy items
with Trump Images in them, or Trump Decks, as personal items if they wish. They
just need to be able to justify having them in the first place.
Likewise, people can buy items and creatures with
powers and abilities they could not create themselves; this too needs
justification, though 'I found it in shadow' will usually do in this case.
As usual, higher level qualities and powers in the
same group generally include lower-level abilities too.
|
QUALITY |
COST |
C? |
TIME |
K? |
NOTES |
|
POWER |
|||||
|
Shadow Power |
1 |
Y |
|
N |
Bestows Human-rank Power. No need to purchase for
sentient creatures |
|
Chaos Power |
2 |
Y |
|
N |
Bestows Chaos-rank Power |
|
|
4 |
Y |
|
N |
Bestows Amber-rank Power |
|
FINESSE |
|||||
|
Shadow Finesse |
1 |
Y |
|
N |
Bestows Human-rank Finesse. No need to purchase
for sentient creatures. |
|
Chaos Finesse |
2 |
Y |
|
N |
Bestows Chaos-rank Finesse |
|
|
4 |
Y |
|
N |
Bestows Amber-rank Finesse |
|
BRAWN |
|||||
|
Shadow
Brawn |
1 |
Y |
|
N |
Bestows
Human-rank Brawn. No need to purchase for most creatures |
|
Chaos
Brawn |
2 |
Y |
|
N |
Bestows
Chaos-rank Brawn |
|
|
4 |
Y |
|
N |
Bestows
Amber-rank Brawn |
|
FISTICUFFS |
|||||
|
Shadow
Fisticuffs |
1 |
Y |
|
N |
Bestows
Human-rank Fisticuffs. No need to purchase for most creatures |
|
Chaos
Fisticuffs |
2 |
Y |
|
N |
Bestows
Chaos-rank Fisticuffs |
|
|
4 |
Y |
|
N |
Bestows
Amber-rank Fisticuffs |
|
FORTITUDE |
|||||
|
Shadow
Stamina |
1 |
Y |
|
N |
Bestows
Human-rank Stamina. No need to purchase this for most creatures |
|
Chaos
Stamina |
2 |
Y |
|
N |
Bestows
Chaos-rank Stamina |
|
|
4 |
Y |
|
N |
Bestows
Amber-rank Stamina |
|
WILLPOWER |
|||||
|
Shadow
Willpower |
1 |
Y |
|
N |
Bestows
Human-rank Willpower. No need to purchase this for sentient creatures |
|
Chaos
Willpower |
2 |
Y |
|
N |
Bestows
Chaos-rank Willpower |
|
|
4 |
Y |
|
N |
Bestows
Amber-rank Willpower |
|
SWORDPLAY |
|||||
|
Shadow
Swordplay |
1 |
Y |
|
N |
Bestows
Human-rank Swordplay. No need to purchase this for sentient creatures |
|
Chaos
Swordplay |
2 |
Y |
|
N |
Bestows
Chaos-rank Swordplay |
|
|
4 |
Y |
|
N |
Bestows
Amber-rank Swordplay |
|
STRATEGY |
|||||
|
Shadow
Strategy |
1 |
Y |
|
N |
Bestows
Human-rank Strategy. No need to purchase this for sentient creatures |
|
Chaos
Strategy |
2 |
Y |
|
N |
Bestows
Chaos-rank Strategy |
|
|
4 |
Y |
|
N |
Bestows
Amber-rank Strategy |
|
ARMOR / PROTECTION |
|||||
|
Resistant
Armor |
1 |
Y |
|
Y |
Bestows
additional protection on top any armoring. I.E., Resistant Armor Chainmail will protect better than Resistant Armor
T-shirts. Will negate most Human-rank damage and will help reduce damage from
most Chaos-rank damage. Not much use against Amber-rank damage. Negates Extra-Hard damage. |
|
Defiant
Armor |
2 |
Y |
|
Y |
Bestows
additional protection on top any armoring. I.E., Defiant Armor Chainmail will protect better than Defiant Armor
T-shirts. Armor which is much tougher, and resistant to more things, than
might seem possible. Immune to Human-rank damage. Will negate most Chaos-rank
damage and will help reduce damage from most Amber-rank damage. Only of
slight use against |
|
Impervious Armor |
4 |
- |
N/A |
- |
Bestows
additional protection on top any armoring. I.E., Impervious Armor Chainmail will protect better than Impervious Armor
T-shirts. Immune to Chaos-rank
damage, and will negate most Amber-rank damage. Will also help reduce damage
from most blows by something as strong or powerful as |
|
MOVEMENT |
|||||
|
Mobility |
1 |
Y |
|
Y |
Bestows
basic Human-rank surface movement for an artifact with no apparent means of
locomotion (such as a strangling cord). Has only a minor effect on a living
creature or artifacts that are already designed for travel (such as a car or
golem) – given roughly equal speeds, they will win a race with another
comparable artifact/creature. |
|
Double
Speed |
2 |
Y |
|
Y |
Bestows
fast movement. A human could keep pace with a horse, a horse could keep pace
with a car, a car could keep pace with a performance
racer. |
|
Engine
Speed |
4 |
Y |
|
Y |
Bestows
very fast movement. A human could keep pace with a car, a horse could keep
pace with a performance racer, and a car could keep pace with an aircraft. |
|
Levitation |
1 |
Y |
|
Y |
Bestows
basic levitation as a movement power. You can hover in place and travel along
the vertical axis. This does not confer horizontal movement by itself.
Something with inherent levitation (like a hummingbird) does not need to
purchase this power. |
|
Flight |
1 |
Y |
|
Y |
Bestows
flight as a movement power. Something
with inherent levitation (like an eagle) does not need to purchase this
power. |
|
DAMAGE CAUSING ABILITY |
|||||
|
Extra
Hard |
1 |
Y |
|
Y |
Your
weapon isn’t any deadlier, but it is pretty much unbreakable and can
score/cut/pierce/bash through most armors with ease.
Negates Resistant Armor. |
|
Double
Damage |
4 |
Y |
|
Y |
Your
weapon does more damage than is typical. Negates Defiant Armor. |
|
Deadly
Damage |
N/A |
- |
N/A |
- |
Your
weapon does much more damage than is typical. Negates Impervious Armor. Not
available at the start of play. |
|
COMMUNICATION |
|||||
|
Psychic
Touch |
1 |
Y |
|
Y |
Can
mystically communicate with the user on touch. |
|
Psychic
Speech |
2 |
Y |
|
Y |
Can mystically
communicate psychically within normal speaking range. |
|
Psychic
Call |
4 |
Y |
|
Y |
Can
mystically communicate psychically over several miles or through very close
shadows |
|
Psychic
Herald |
8 |
Y |
|
Y |
Can mystically
anywhere in one shadow, or across a moderate distance through shadow |
|
CONCEALMENT |
|||||
|
Psychic
Cloak |
1 |
Y |
|
Y |
You are
much harder to mystically detect using Finesse and Powers. |
|
Stealth |
2 |
Y |
|
Y |
You are
much harder to physically. |
|
Invisibility |
4 |
Y |
|
Y |
You are
nearly impossible to detect physically. |
|
SENSORY CAPABILITY |
|||||
|
Enhanced
Senses |
1 |
Y |
|
Y |
The thing
has a physical (rather than psychic) sense beyond the norm with which
it can detect things others would not; for example sonar, tracking by scent,
electric field senses, etc. |
|
Enhanced Sensorium |
2 |
Y |
|
Y |
The thing
has a number of physical (rather than psychic) senses beyond the norm with
which it can detect things that others would not. These can include those
above (for Enhanced Senses) and more. |
|
OTHER PROPERTIES |
|||||
|
Unusual
Property |
1 |
Y |
|
Depends |
Item or
creature has some useful property which a normal item of its kind could not
have, for example, buoyant plate armor, or a decanter of smoke which can emit
it upon demand. |
|
|
|||||
|
Conferral |
5 per |
- |
|
Depends |
Makes the
Quality something which applies to the user not just the creature or item.
Note that conferred damage resistance will not generally be invisible, but
will have some kind of visible aura effect, and be obvious on touch; however
it will have the advantage of possessing no weak points. |
|
POWER |
COST |
C? |
TIME |
K? |
NOTES |
|
SHADOW MOVEMENT |
|||||
|
Follow
Shadow Trail |
1 |
N |
- |
N |
Can follow
the trail of someone moving through shadow. This is the only method they have
of traveling through shadow other than along a shadow path (which anyone
knowledgeable enough can do). |
|
Seek in Shadow |
4 |
N |
- |
N |
Can move through shadow independently,
though much less effectively than someone with Pattern. Works better near Chaos and is an extremely rare ability at the
|
|
SHADOW MANIPULATION |
|||||
|
Mold
Shadow Stuff |
1 |
Y |
|
Y |
A catch-all
power for minor supernatural effects centered on the thing itself; e.g. a
flaming or poisoned weapon, a self-reloading weapon, an always-full flask
etc. etc. |
|
Mould Shadow Environment |
2 |
Y |
|
Y |
A catch-all power to affect the
area around the thing; e.g. control of the weather, a field of darkness or
silence, making the local air breathable, allowing a gun to work in shadows
where it normally could not etc. etc. GM Permission required to take this for any creature or artifact. |
|
SELF-ALTERATION ABILITIES |
|||||
|
Cosmetic
Changes |
1 |
Y |
|
Y |
Non-functional
aspects of the thing can be changed, e.g. color and pattern; it must be
'taught' all changes. |
|
Alternate
Form |
1 |
Y |
|
* |
The thing
can have one specific additional form or state (either another shape, or
something like invisibility). This allows mass changes. * This Power may or may not be conferrable
on Amberites depending upon the alternate form;
non-physical changes such as invisibility can be conferred, actual
shape-changing cannot. |
|
Named and
Numbered Forms |
2 |
Y |
|
N |
The thing
has up to twelve additional forms or states, including ones of different
mass. * This Power may or may
not be conferrable on Amberites depending upon the
alternate form; non-physical changes such as invisibility can be conferred,
actual shape-changing cannot. Requires GM Approval. |
|
Limited Shapeshift |
4 |
Y |
40:00 |
N |
The thing has many forms, and can
learn more; however, it can not change mass. Not conferrable to Amberites. Requires GM Permission. |
|
SORCEROUS POWERS |
|||||
|
Rack a
Spell |
1 |
Y |
|
N |
Artifacts
only (though a creature could have a spell-racking jewel which it could not
use implanted in it, for example); a single spell can be hung in it. Spells
in a spell rack do not decay rapidly as in Pattern or Logrus,
and thus, do not need a micro-spell. |
|
Rack
Named and Numbered Spells |
2 |
Y |
|
N |
Artifacts
only (though see above); up to twelve spells can be hung in it. |
|
Rack and
Cast Named and Numbered Spells |
4 |
Y |
40:00 |
N |
Artifacts
only (through see above); can cast (but not create) any spells stored in it,
independently of the owner, though they can only do so upon command, unless
they are sentient. |
|
Sorcerous Talent |
1 |
Y |
N |
N |
Creatures
only; have magical powers, but are not capable of Power-based magic. You may
pick any number of Named and Numbered shadows where they can exercise magical
spells, however. |
|
TRUMP CAPABILITIES |
|||||
|
Trump
Image |
1 |
N |
- |
N |
Artifacts only; contains a single Trump image. It is
possible for a creature to posses this power, but in that case it means that
it has an actual physical Trump, given it by someone else, and which it can
use as it wishes. Obviously in this case it is more effective if possessed by
a sentient creature! |
|
Trump
Deck |
2 |
N |
- |
N |
Artifacts
only; either a Trump deck or an artifact with up to twelve Trump images. Trump Tricksters and
Trump Artists have this included as part of the cost of their powers. It is
possible for a creature to posses this power, but in that case it means that
it has an actual physical Trump deck, given it by someone else, and which it
can use as it wishes. Obviously in this case it is more effective if
possessed by a sentient creature! |
|
|
|||||
|
Conferral |
10 per |
- |
100:00 |
Depends |
Makes the
Power something which applies to the user not just the creature or item. |
Quantity:
More than one of a creature or item can be bought or
found. With Conjuration it is only possible to Imbue
things in groups of twelve or less. However, it is entirely possible to Imbue
multiple groups, or to use the Pattern (or whatever) to find things in larger
groups than that. I do not really agree with the way the ADRP rulebook handles
multiples, particularly at the
|
MULTIPLIER |
MAXIMUM NUMBER OF THINGS |
|
|
1 |
|
|
12 |
|
|
150 |
|
|
2000 |
|
|
25000 |
|
|
500000 |
It is entirely possible that higher multipliers (x7
and higher) would also be possible; for each extra multiple multiply the number
given by the multiple below it by twelve and round the result upwards for
generosity.
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