Another day in Paradise
PATTERN IMPRINT Full cost 50
BLOOD OF AMBER 20
Blood of Amber – Having the blood of Amber gives one certain rights within Amber society. It makes one a member of the royal family of the most powerful beings in the universe. It also insures a longevity that seems without limit and the ability to travel through shadow though without training it can be rather dangerous.
Pattern Defense – By concentrating on the Pattern within oneself you create a barrier against the other powers in the universe. It creates a level of potentially unbreakable reality and proves useful against shadow environmental dangers as well. It ,like most active defenses, is tiring.
Blood Curse – A Blood Curse can be called down as a final act before death or as a desperate act when no other options apply. The curse is a dangerous thing that once unleashed is not within any mortal being’s, even an Amberite’s, control. It is directed at a person, place or concept, if successful it cannot be avoided.
SHADOW TRAVEL 5
This allows relative safe travel through shadow. The Pattern Imprinted person has learned control over their journey and their subconscious mind. There are three primary ways of traveling using the Pattern.
Shadow Walk – The Pattern user shifts one feature at a time to transition to another shadow. This level of shifting requires movement. This is the least taxing and disruptive way, as well as, the slowest.
The Royal Way – Much like Shadow Walking but with the assumption that all the usual royal comforts, such as friendly faces and comfortable rest stops are available. This alters larger elements instead of changing the color of a bird it might also shift the trees from forest to scenic park.
Hell Riding – This is almost the opposite of Shadow Walking. It focuses on a single unchanging factor and tries to shift all other things around it. It is the fastest and most taxing method of travel, as well as, most disruptive to shadow.
LEAD OTHERS THROUGH SHADOW 5
This merely allows the paths that pierce through the barriers of shadow to remain open leaving a trail and therefore a means for non shadow walkers to follow a Pattern Imprinted person. It can leave open a path to several thousand people dependent on skill.
FIND SHADOW ITEMS 5
The Pattern Imprinted can locate simple shadow items when entering a shadow such as a needed gas station or a lost wallet full of money. This works within the same shadow, bending it to the users need if possible.
SHADOW RESOURCES 5
The Pattern Imprinted can locate money, friends, lodging or whatever in shadow, as long as, they have a fairly clear vision of what they need. It is possible to find objects that perform task such as a bird to deliver to transverse shadow and deliver a message.
SHIFT SHADOW PROBABILITY 5
The Pattern Imprinted can shift the likeliness of something happening. From causing a shadow weapon to jam and misfire to making dice roll the same number over and over again. Probability shifts to meet the users needs.
SHADOW OF DESIRE 5
Allows a Pattern Imprinted to search in shadow for items / information / people, whatever. They no longer need a clear idea of what is being sought after so much as a descriptive of the object they desire. They must have some idea and be able to articulate a question with the exactness of the question effecting the answer. Sometimes the answer may not be obvious or clear.
ADVANCED PATTERN IMPRINT Full cost Pattern + 25
MIND WALK PATTERN 10
The Pattern user calls upon the Imprint of the Pattern within their mind. They then may project themselves along it. While they do so they are considered to have an active Pattern defense. Since this is the personal aspect of the Pattern it is not quite as taxing as the real one but requires time and effort to do so. Once this walk is completed the user can now maintain a Pattern defense with little to no concentration. This is the first step to many other Advanced Pattern abilities.
PATTERN MASKING 5
Pattern Lens -Once within the center of the mind walked Pattern they can push the Pattern out before them to create a lens. This ends the benefits of the mind walked Pattern such as Pattern Defense but allows the user to peer through the center focal point and reveal information on what they view. It shows the true reality and interaction of powers, as seen by the Pattern. The Lens may be pushed through shadow, as well, to see other places as they are. It can detect traces of magic and powers. To search shadow it would have to check each shadow in turn or be sent to a specific shadow.
Pattern Detection – Once within the center of the mind walked Pattern the user can look outward and see others, perceiving if the Pattern resonates within them, therefore potentially identifying Amber blood. It also resonates off other Patterns (such as broken ones or Rebma) and possibly detecting powers opposed by it such as the Logrus.
Pattern Masking – Once within the center of the mind walked Pattern the user can also tone down their resonating with the universe, allowing them to conceal their Pattern from detection.
PATTERN TELEPORT 5
Once within the center of the mind walked Pattern the user can use their Pattern to send them wherever they could with the real Pattern. However once teleported the mind walked Pattern collapses and is expended. It is no longer available for use until walked again.
SHADOW POCKET 5
Shadow Manipulation – Normally one has to move through shadow to affect it with Pattern. This ability allows shadow to be molded and shaped by mere thought and effort. It takes more effort than regular Pattern use but is not noticeable by others provided those shifts are not immediately noticeable. This can be used to throw obstacles in others way as well.
Shadow Pocket – The ability to fold a piece of Shadow into a pocket shadow that exist with laws created by the user. The folded piece is of a finite size and places those within it at the mercy of the creator potentially.