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 Corwin novels nor the flavor of the campaign. Shapeshifting items will be closely scrutinized.

 

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 Amber rank.  Chaos-ranked Brawn would still cost 2 points.

 

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.

 

Powering your artifacts:

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.


QUALITIES

QUALITY

COST

C?

TIME

K?

NOTES

POWER

Shadow Power

1

Y

1:40

N

Bestows Human-rank Power. No need to purchase for sentient creatures

Chaos Power

2

Y

3:20

N

Bestows Chaos-rank Power

Amber Power

4

Y

6:40

N

Bestows Amber-rank Power

FINESSE

Shadow Finesse

1

Y

1:40

N

Bestows Human-rank Finesse. No need to purchase for sentient creatures.

Chaos Finesse

2

Y

3:20

N

Bestows Chaos-rank Finesse

Amber Finesse

4

Y

6:40

N

Bestows Amber-rank Finesse

BRAWN

Shadow Brawn

1

Y

1:40

N

Bestows Human-rank Brawn. No need to purchase for most creatures

Chaos Brawn

2

Y

3:20

N

Bestows Chaos-rank Brawn

Amber Brawn

4

Y

6:40

N

Bestows Amber-rank Brawn

FISTICUFFS

Shadow Fisticuffs

1

Y

1:40

N

Bestows Human-rank Fisticuffs. No need to purchase for most creatures

Chaos Fisticuffs

2

Y

3:20

N

Bestows Chaos-rank Fisticuffs

Amber Fisticuffs

4

Y

6:40

N

Bestows Amber-rank Fisticuffs

FORTITUDE

Shadow Stamina

1

Y

1:40

N

Bestows Human-rank Stamina. No need to purchase this for most creatures

Chaos Stamina

2

Y

3:20

N

Bestows Chaos-rank Stamina

Amber Stamina

4

Y

6:40

N

Bestows Amber-rank Stamina

WILLPOWER

Shadow Willpower

1

Y

1:40

N

Bestows Human-rank Willpower. No need to purchase this for sentient creatures

Chaos Willpower

2

Y

3:20

N

Bestows Chaos-rank Willpower

Amber Willpower

4

Y

6:40

N

Bestows Amber-rank Willpower

SWORDPLAY

Shadow Swordplay

1

Y

1:40

N

Bestows Human-rank Swordplay. No need to purchase this for sentient creatures

Chaos Swordplay

2

Y

3:20

N

Bestows Chaos-rank Swordplay

Amber Swordplay

4

Y

6:40

N

Bestows Amber-rank Swordplay

STRATEGY

Shadow Strategy

1

Y

1:40

N

Bestows Human-rank Strategy. No need to purchase this for sentient creatures

Chaos Strategy

2

Y

3:20

N

Bestows Chaos-rank Strategy

Amber Strategy

4

Y

6:40

N

Bestows Amber-rank Strategy

ARMOR / PROTECTION

Resistant Armor

1

Y

1:40

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

3:20

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 Gerard, however. Negates Double Damage.

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 Gerard.  Negates Deadly damage.

MOVEMENT

Mobility

1

Y

1:40

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

3:20

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

6:40

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

1:40

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

1:40

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

1:40

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

3:20

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

1:40

Y

Can mystically communicate with the user on touch.

Psychic Speech

2

Y

3:20

Y

Can mystically communicate psychically within normal speaking range.

Psychic Call

4

Y

6:40

Y

Can mystically communicate psychically over several miles or through very close shadows

Psychic Herald

8

Y

13:20

Y

Can mystically anywhere in one shadow, or across a moderate distance through shadow

CONCEALMENT

Psychic Cloak

1

Y

3:20

Y

You are much harder to mystically detect using Finesse and Powers.

Stealth

2

Y

3:20

Y

You are much harder to physically.

Invisibility

4

Y

6:40

Y

You are nearly impossible to detect physically.

SENSORY CAPABILITY

Enhanced Senses

1

Y

1:40

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

3:20

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

1:40

Depends
on the
property.

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
Quality

-

8:20
per
Quality

Depends
on the
Quality

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.

 


POWERS

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 Amber end of the universe. Travel time is three times longer than that of someone with Pattern using the Shadow Walk ability. GM Permission required to take this for any creature or artifact.

SHADOW MANIPULATION

Mold Shadow Stuff

1

Y

10:00

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

20:00

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

10:00

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

10:00

*

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

20:00

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

10:00

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

20:00

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
Power

-

100:00
per
Power

Depends
on the
Power

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 x5 and x6 levels. Instead, higher multiples simply provide the person finding or creating the thing with more of the thing, rather than providing things spread across all of shadow. This gives, for different multipliers, the following numbers of things:

MULTIPLIER

MAXIMUM NUMBER OF THINGS

x1

1

x2

12

x3

150

x4

2000

x5

25000

x6

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.

 

1

Hosted by www.Geocities.ws

1