Pattern Imprint:
The basis of this page was adopted from the Tony Jones Amber Page.
The Pattern is the primary and supreme power
in the
All Amberites who
are known to be Amberites will
have walked the Pattern. It is unlikely that they will have had any choice in
the matter; their parent or any other elder who is concerned for their
well-being will not have let them avoid gaining the one power
which makes them truly a part of the family of Amber, and which makes them much
more able to take care of themselves when out in the shadowlands.
All Amberite characters must purchase it from their
starting points. Walking the Pattern is considered the coming of age for Amberites.
Basic Pattern
Imprint:
Cost : 50 points;
cannot be bought partially
Prerequisites: To survive the walk on the Pattern, one needs at
least an
Notes:
Pattern is
Pattern is tiring: Walking the Pattern is very tiring; anyone,
even
The importance of vision: While having an imprint of the Pattern
inside you lends mystical senses (See below), one's
normal sight is of prime importance in using Pattern to either Shift Shadow or
Manipulate Shadow. Without proper visual cues, either of these two abilities are incapable of being used. Being blinded, near-total
darkness, obscuring mists and other visual hazards can impair or even prevent
their use.
Casting Shadows: Any Basic Pattern initiate will be casting shadows of
themselves while they are out in shadow; this is not something which can be
stopped. The effects
of this depend heavily on the reality of the shadows one passes through, the
time one spends there, and ones Stuff level. A shadow of oneself is not only a
mere body double - they contain a measure of the power of
the original Amberite. A shadow of
Personal shadows of someone with Pattern (ie,
shadows for which points have been paid, or in which one spends significant
time - at least several years
1. Sense
Reality: Possession of
Pattern imprint lets the Amberite feel roughly how Real things are; shadow stuff feels less substantial and
more malleable than that of Argent; shadows that are more Real will feel more
substantial and less malleable. However, while they can sense the overall
Reality of shadow stuff, the Amberite will not be
more than vaguely aware of the properties of any shadow they are in. They can
walk to shadows of specific properties, and will know when they are there, but
they will have essentially no idea if a shadow has a given property if the
given property has not been specified before their arrival.
This sense
allows the Amberite to make his way around shadow and
sense disturbances in shadow through the passage of other travellers
– one uses Finesse to Sense
Reality. This ability is not sensitive enough to deterine
the traits of individual objects within a shadow (ie,
whether the Caine you are meeting is a shadow or not,
or if a nice sword is actually Grayswandir in
disguise or just another weapon).
Amberites
can also sense the "taint of Chaos". Any use of the Logrus nearby (in the same shadow) will cause them to get a
prickling sensation at the nape of their neck and they can see a rippling or
distorting effect on Shadow, like a disturbance in a still pond, which heralds
the use of Logrus manifestations.
2. Shifting
Shadow: The term 'shifting'
shadow always refers to the actual departure from one shadow to another. Simply
put, this is the well-known method of moving and using your powers to 'edit'
shadow, allowing you to slip from one shadow to the next until you arrive at a
suitable destination.
Shadow
Walking, The Royal
Way and Hellriding are all three versions
of the shifting shadow based off of how fast one decides to make these edits.
Speed is not determined by your conveyance, so long as you can maintain a walk
or better - Finesse determines true
shifting speed. While motion is always necessary, the actual speed at which one
shifts through Shadow is determined entirely by your Finesse
(your ability to make the edits); Fortitude determines how long
you can keep moving:
Shadow Walking: can also be done riding a horse, driving
a car, swimming, sailing a boat, whatever. This pace implies you are shifting
only minor details at a time: a greenjay instead of a
bluejay singing in the next tree, for example.
Purposeful Travel: Shadow walking from
Shadow Seeking
Artifact/Creature: 4
days per point of Quality, 24 days per point of Power.
Shadow Seeking Shadow
of Desire: X2
in days (where X = point cost of shadow sought)
Hellriding: This pace implies you are shifting major
details as you progress: the bluejay stays the same,
but the entire world changes around it. Because you are often experiencing
wildly changing and uncontrolled variations in shadow laws, using a car (or
other technological device) or flying carpet (or other magical device) is not
only unreliable, but possibly very dangerous. Hellriding
in a plane could leave you shifting into a shadow where shadow laws won't
support the plane's technology and you'll begin to plummet. For this reason
living creatures work admirably as methods of Hellriding
transportation - all shadows support life, and if they
are well-trained they will be able to react to and negotiate sudden hazards or
sensory confusion. Hellriding must be done fast – not because your physical speed makes you leap through
shadow faster, but because it allows for a quicker succession of visual clues
to use for making the rapid edits required for a sustained Hellride.
For this reason, running on foot is not the best way to perform a Hellride. Trained horses are the favorite method of
transport.
Purposeful Travel:Hellriding from
Shadow Seeking Artifact/Creature: 1 day per point of Quality, 6 days per
point of Power.
Shadow Seeking Shadow of Desire: X2 in hours (where X = point
cost of shadow sought).
Royal Way: This pace implies you are making minor
changes in details, and also making a rather "slow" and
"convoluted" path through shadow in order to retain a certain
desirable (and often comfortable) quality as a constant from one shadow to the
next. Sometimes this is something as staying on a train through shadows that
support train technology. Or it could be that you wish to retain throngs of
adoring rose-tossing fans along your path, or that you wish to travel only
along beautiful tropical beaches. Such a method of travel is pleasing and often
very safe, but it has two problems: 1) it slows down progression to a
destination because you refrain from passing through shadows that do not
conform to whatever standard you require for your travel, and 2) the shadow you
travel to (if it is not a Shadow of Desire) may not be able to accommodate your
details, and so your way may not lead you all the way to the target. I.e., If one wishes to travel to
Purposeful Travel:Taking the
Shadow Seeking Artifact/Creature: not possible – see Hellride above.
Shadow Seeking Shadow of Desire: X2 in weeks (where X = point
cost of shadow sought)
Notes on shadow travel time: While the travel time from one pole of
reality to the other may seem rather short in comparison to seeking something
out in shadow (which can take days, weeks, or even months), try to think of it
this way: It is quite easy to jump on an Interstate Highway in the United
States and jet across the country from New York to Los Angeles...a trip of
perhaps 3 days non-stop. But if you were hunting for a specific house or
person, location mostly unknown ("The Mid-West"), it would take you
much, much more time as you hunted along back roads and local neighborhoods. It
is always faster to shadow travel if you know specifically where you are travelling than if you are seeking something out.
Shadow Seeking: The term 'seeking' means you don't know where the object or
shadow is that you want but that you wish to find it. It is always quicker to find a place you
already know of than one where you have never been before.
Shadow of Desire: A shadow of desire isn't just a generic
shadow – you can pass through those all the time.
Rather, when you state you are looking for a shadow of desire you are looking
for a shadow with certain specifications, criteria that are important to you – standards. That is why it takes longer ("Well, this
place does have pretty beachfront property, but I really hate the
natives!"). It is possible to not know what these standards are, but in yourn "gut" you will know when you finally hit
the right place ("Yes, this place is where I will find true love!").
What you Seek and what you can't: Pattern gives power over Shadow, not the
Real. You can Shadow Seek for shadow places. You can shadow seek for shadow
artifacts and for creatures. You can seek out shadow dwellers. You can seek out
shadow equipment and circumstances. But you cannot directly shadow seek for Amberites or Chaos
Lords, Trumps, or objects that contain the Pattern or Logrus.
If you try, you may run into Shadows of the real thing instead of the desired
person. Most people who rendezvous in shadow do so at a known location and
time, or leave messages for others. Trumps are useful for this very purpose.
Note this is not the same thing as Tracking someone's
path through shadow, which is possible.
Personal Reality: Objects with which Real beings (ie,
Lords of Chaos and Amberites) interact gain a measure
of reality themselves over time. Sometimes these things become so intimately
associated with the Lord or Princess that they can be found very quickly in
shadow, despite circumstances, probability or explanation, because these things
are a part of the Lord or Princess' personal reality (ie, items for which points have been paid). It is even
possible to find Real objects to which one is attuned but which normally could
not be found otherwise (like
The time it takes to shadow seek to these personal items,
creatures or followers is X2 minutes, where X is the number of
points the items costs (irregardless of whether it has Qualities or Powers).
Leading others through shadow: It is possible to shift others who can see you through
shadow along with you.
This can be done in one of two ways; first, if the Pattern user concentrates
they can carry along a number of people or things who are as protected in the
same way as the Pattern user from problems with walking through shadow;
however, this is quite tiring. Secondly, and more easily for the Pattern user,
much larger numbers can be carried along simply by being able to see the
Pattern user and move with them. This works at longer separations too - as long
as someone can see the Pattern user, and others see that person, very large
numbers can be move. However, they are much more vulnerable to hostile shadow
effects than people actively being 'carried' by the Pattern user.
Follow Shadow Trail: While the Pattern cannot be used to walk
towards people (specifically Real people), one can try to find Real people if
there is a fairly recent trail which one can follow as the passage of a Logrus user or Pattern user through shadow leaves a
disturbance that can be sensed. The higher ones Psyche, the older is the trail
which can be followed; trails older than a day or so fade beyond the ability of
a basic Pattern initiate to follow, regardless of Psyche. Obviously, if the
trail is broken (for example, by use of Trump) then it is lost. The faster one
moves through shadow, the more of a disruption one makes, and the easier the
trail is to follow. A trail cannot be broken by movement within a single shadow
(i.e. it is not possible to break ones trail by, for example, shifting to
London on shadow Earth, flying across the Atlantic to New York and continuing
to shift shadow from there).
3. Shadow
Manipulation: The term 'manipulation'
refers to altering things within a single particular shadow without
'shifting' physically from one shadow to another. Shadows are in essence,
probabilities - and there is a certain
'fuzziness' between them which a Pattern lord can use to his advantage.
If something is unknown it is far easier
to change or manipulate than something which is already defined.
Shadow
Manipulation results are determined by your Finesse.
Manipulating
shadow takes too long to be of use in combat in anything other than relatively
trivial ways (for example, it can allow one to find a knife in a
drawer during combat); it does not take much effort, just time.
It also doesn't require much movement – a few
steps or repeated gesture of the hand is often all that's needed.
Shadow
manipulation is limited in that it will not allow near-impossible
events to occur without shadow shifting (if something is not probable in a
given shadow, you will shift to another similar shadow where it is probable) . Example: It is likely that on Shadow Earth you can
find a parking spot, or even avoid getting wet in the rain. It is not likely
that you will find a dragon in the freezer section of the local Piggly Wiggly.
There are two
basic guidelines for whether you can manipulate shadow or if you will end up
shifting to another shadow instead to fulfill the desired change:
If you want to change something you already know to be one thing
to be something else ('The Cadillac I'm driving is now a Corvette'), then one
must shift shadow.
If you are defining
something which is currently unknown (for example, 'I open the drawer. Inside is...') then one does not
need to shift shadow to get the result one desires (so long as said unknown is
not impossible for said shadow).
Shadow Resources: To pull
Pattern
Assist/Obstruction:
The Pattern can be used to put things to assist or obstruct in the path of
other Pattern users; this is effectively a use of probability manipulation.
However, to do this, the Pattern user must know either the destination or the
route of the person whose path they are trying to affect. To use this power
against an Amberite requires the person doing to have
a Finesse advantage, or the person it is being used against to
have no idea that it is being used against them. It is also possible to use the Pattern to
summon up forces to use against ones enemies as one goes.
4. Pattern
Defense: Having taken
the Pattern, one is charged with Pattern energy. Pattern energy is not
measurable by technology or magic, only by Powers (usually advanced), and as it
bleeds out of dead Amberites, so confirmation of a
dead body can be quite perplexing. Having Pattern energy in your body makes you
a tough target for certain Logrus attacks, makes you
immune to invasive non-Power-based magics.
Power-based Sorcery will still work on you, however, as it incorporates a major
Power.
Pattern of Mind: By imagining the Pattern and keeping it in one's mind's
eye, one can protect oneself even further. This type of defense takes too long
for it to be an option in combat, and the concentration it requires makes
keeping it up in combat something which will reduce one's effective Swordplay,
Fisticuffs, and Finesse considerably. However, it totally
protects someone from all invasive magic, Trump assaults, Logrus
attacks, etc.
5. Pattern
Walk Teleport: It is
possible to teleport from the center of the Pattern to anywhere with which one
is reasonably familiar - one cannot Pattern teleport to shadows of desire.
People cannot be teleported to under any circumstances (as there is no
justification whatever for this in the books - think how different they would
have been if it had been possible to Pattern teleport to, for example,
6. Blood
Curse: The Pattern can
also be used to Blood Curse (or Blood Bless) one's enemies. This is generally
done when the Amberites dies (or think they are about
to die), and leads to very serious effects on its object.
However, it also has equally serious (though not necessarily the same) effects
on the person doing the cursing. Also, to carry out the Curse, the Pattern
initiate must be able to formulate the curse in their own mind (so very fast
attacks can kill an Amberite before they can frame a
Curse in their minds, for example, as when Caine
tried to assassinate Corwin); they do not have to speak it.
In order for a
Blood Curse to truly have effect, the one uttering the curse (or blessing) must
believe they are in danger of impending death or grievous harm. This cannot be
self-inflicted. You cannot decide to kill yourself and utter a blood curse. You
cannot cut your arm with a knife and utter a blood curse. Blood curses are not easy to get off, and
they must fit the drama of the story. They are not a cheap way to give others
bad luck.
Even without a
blood curse, those with the skills may well be aware of the death of an Amberite nearby (there is a rippling effect in nearby
reality - more evident in shadow than in
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