Shadows and Artifacts

SHADOWS

The more definition a player puts into a shadow the less the GM has control over it. A player should have at least a page or so of write up a personal shadow. This includes info on shadow conditions such as relative time stream. Magic level, tech level and major features f the shadow.

AMBER / CHAOS

1 – a standard shadow just personalized to character’s taste / a personal Ways up to six connected shadow pockets, connected to a house
2 – a shadow of the Realm (being closer to Amber, less control but more real) / a personal Ways of up to twelve connected pockets connected to, or not, to a family ways
4 – Primal shadow / Primal Ways with a stabilized Primal pocket with up to twelve additional pockets connected to it.
8 – Primal shadow with a shadow power source (power source holds sway over shadow) / Primal estates a larger Primal pocket with several smaller Primal pockets and many connected shadow pockets.
12 – Primal shadow with a reflection of a Primal source / Primal shadow estate – holder of the largest Primal shadow in the courts, equal to a minor houses ways.
16 – Primal shadow with a Primal source

SHADOW CONDITIONS
Shadow conditions are now bought separately. It is not necessary to buy any lower level ability as each is separate. Shadow cost is in addition to the base shadow above. If bought for a Ways it can be adjusted separately for each pocket but is bought for the whole Ways.
Shadow conditions can be changed by its owner without buying these abilities but by paying for it these conditions can be easily adjusted otherwise it takes time. It also makes those factors harder to be changed by outsiders.

Control
+1 Contents
+1 Time flow
+1 Destiny
+1 Shadow paths rearrangement / changing shadow conduits in a Ways

Access
+1 Communications block
+1 Restricted access / travel
+1 Hidden / Concealed
+1 Guardians

Artifacts may be purchased at character creation without having Conjuration, though abilities over 4 points may not be bought unless the character has backed conjuration.

Abilities are grouped in three ways. Statistics (used to determine the outcome of a contest), Powers (abilities that are always on or functional) and Triggered (powers that require internal or external means to trigger or activate, as well as, sometimes being dependent on statistics of the thing triggering them.)

STATISTICS

STRENGTH
1 – Chaos rank
2 – Chaos rank with Amber in one area of expertise (throwing, lifting, carrying, hitting etc.)
4 – Amber rank
8 – Amber rank with a low rank in one area of expertise (throwing, lifting, carrying, hitting etc.)
12 – Low ranked
16 – Mid ranked

WARFARE
1 – Chaos rank
2 – Chaos rank with Amber in one area of expertise (group attacks, board games, psychic conflict etc.)
4 – Amber rank
8 – Amber rank with a low rank in one area of expertise (group attacks, board games, psychic conflict etc.)
12 – Low ranked
16 – Mid ranked

ENDURANCE
1 – Chaos rank
2 – Chaos rank with Amber in one area of expertise (Movement, fighting, stalking etc.)
4 – Amber rank
8 – Amber rank with a low rank in one area of expertise (Movement, fighting, stalking etc.)
12 – Low ranked
16 – Mid ranked

DEXTERITY
1 – Chaos rank
2 – Chaos rank with Amber in one area of expertise (Dodging, Fighting, Acrobatics, running etc.)
4 – Amber rank
8 – Amber rank with a low rank in one area of expertise (Dodging, Fighting, Acrobatics, running etc.)
12 – Low ranked
16 – Mid ranked

PSYCHE
1 – Chaos rank
2 – Chaos rank with Amber in one area of expertise (Danger sense, Magic, Defense, shadow etc.)
4 – Amber rank
8 – Amber rank with a low rank in one area of expertise (Danger sense, Magic, shadow, Defense etc.)
12 – Low ranked
16 – Mid ranked

INTELLIGENCE
1 – Genius level – High end of human
2 – Genius level as above with a speciality (computers, shadow mechanics, engineering etc.)
4 – Computer level functions
8 – Computer level functions with a specialty (computers, shadow mechanics, engineering etc.)
12 – Omniscient intellect – may not be able to communicate on character’s level any longer
16 – Omniscient intellect – with a specialty (computers, shadow mechanics, engineering etc.)

POWERS

DAMAGE ABILITY
1 – Extra Hard – will not break in ordinary usage
2 – Double Damage – weapon inflicts double the normal damage it would cause
4 – Double Damage with Deadly Damage to a specific type of creature / environment (Shape shifters, by the light of the moon, against Amberite’s, Sorcerers etc.)
8 – Deadly Damage
12 – Deadly Damage with Destructive Damage to a specific type of creature / environment (Shape shifters, by the light of the moon, against Amberite’s, Sorcerers etc.)
16 – Destructive Damage

ARMOR/SHIELDING (has no effect on Psychic assaults) (only works against equivalent and lower Damage Ability)
1 – Resist normal weapons – Halves damage – clubs, swords, claws etc not energy or Imbued weapons.
2 – Resist normal weapons with invulnerability versus one specific type of damage (firearms, arrows, physical attacks etc)
4 – Invulnerability versus Normal weapons not Imbued weapons
8 – Invulnerability versus Normal weapons with invulnerability to one specific type or energy (fire, cold, magical bolts radiation etc.)
12 – Resist energy attack.
16 – Invulnerability to energy attacks of almost all types.

HEALING/SELF REPAIR
1 – Item can heal at double normal rate (Chaos)
2 – Item can heal at Amber rank
4 – Regeneration within hours
8 – Regeneration within hours with Reattachment of limbs/ parts possible.
12 – Regeneration within minutes and regrowth of limbs parts within days (from largest part only, No clones)
16 – Regeneration within minutes and regrowth of limbs parts within hours.

* TRIGGERED*

SHADOW TRAVEL
1 – Follow a fresh shadow trail
2 – Follow a normal/set shadow trail
4 – Can seek in shadow equal to a Hell ride
8 – Can seek in shadow but smooth trail
12 – Can seek little known objects but not Shadows of Desire
16 – Can make gates / leaps / teleports through shadow to known places

SHADOW MOLD
1 – Shadow alteration – change one aspect (currency, weapons, technology etc.)
2 – Shadow mold – Shape simple items
4 – Shadow shift – Change one aspect (shadow wide) slightly from original (Magic, Tech Barriers, Society People etc.)
8 – Shadow Shift – Change several aspects (shadow wide) slightly from original
12 – Major Shadow shift – Change on aspect far from original (Magic, Tech Barriers, Society People etc.)
16 – Major Shadow shift – Change several aspects far from original.

MOVEMENT
1 – Olympic speed – high end of human speed
2 – Chaos speed – High end of animal speeds (Jaguar/cheetah) Can float if could not before.
4 – Engine speed – Fast as a tech vehicle (car, jeep etc) Actual flight if could not before
8 – Jet speed – Fast as tech vehicle (Lear jet, rocket )
12 – Atmospheric speed – Escape velocity (high end of what could be done in an atmosphere)
16 – Immense speed – Warp speed / Light speed travel through space within a shadow

FORMS
1 – Alternate Form/State
2 – Named and Numbered Forms/Shapes (12)
4 – Limited shape shift (12 forms plus ability to learn more or the ability for a specific area of shifting like felines, ground vehicles, low tech weapons, firearms etc.)
8 – Limited shape shift in one category (weapons, animals, vehicles, inorganics, elementals, tools etc.)
12 – Shape Shift ( not equal to character SS; No healing, full forms, no partial shapes)
16 – Shape shift as above with one specialty (Partial shifts, Add/Lose mass, Subdivide components etc.)

TRUMP POWER
1 – Single Trump image (any original creator can make and can be changed by creator)
2vNamed and numbered Trump Images (12)
4 – Trump Deck
8 – Trump Link – Can handle multiple contacts at once
12 – Trump Processor – Can handle several contacts, can also put contact on hold, open gates, detect Trump energy (ID caller) Requires Psyche (4)
16 – Trump Computer – Can create Trump sketches with Psyche (4) or Trumps with Psyche (8)

POWER WORDS
1 – Single word
2 – Named and numbered words (12)
4 – Power word dictionary (can use whatever words creator provides)
8 – Alter / Direct Power words – Use true name attacks or specific targeting
12 – Power Word linking – Can use Power Words in quick succession to create specific affects, Can channel Power words through sources of Power it can access. Requires Psyche (4)
16 – Can create new Power Words given time. Requires Psyche (8)

SORCERY
1 – Hang one spell
2 – Hang named and numbered spells (12)
4 – Hang and cast named and numbered spells
8 – Can Rehang own spells (only from ones originally hung). Requires Psyche (2)
12 – Can Rehang own spells from spells it knows or has practiced. Requires Psyche (4)
16 – Can create and hang spells based on Psyche and Intelligence. Requires Psyche (4) and Intelligence (4)

TRANSFERRALS

Cost times two – Usable only when item is in skin contact with creator

Cost times four – Usable with a time limit or other condition or limit

Cost times eight – Usable at will

QUANTITY (Multipliers)

Unique – Times One
Named and Numbered – Times Two
Horde – Times Four
Shadow Wide – Times Eight
Cross Shadow Environment – Times Twelve
Ubiquitous in Shadow – Times Sixteen

CONSTRUCTS

Constructs only differ from normally conjured items in three ways; They are capable of independent growth, They are non mobile through shadow (but not necessarily within their own), They normal have a Manifestation.
A construct is built by buying a shadow of residence (for multiple shadows use Ways cost) then designing the construct using normal conjuration rules and then designing a Manifestation (if one exist). The total cost is halved (Rounded up). The GM has control over the construct at all times.

Manifestations allow access to the Constructs powers. Manifestation connections vary in ability. Their cost is added into design cost as usual.

1 – Innate – The connection is always open and on. It is detectable and traceable.
2 – Conduit – Some force connects the manifestation to the construct, A Trump, Pattern or whatever. The connection opens and closes as needed by either end. Only traceable or detectable when open.
4 – Hyper Switch – Works like a conduit but is very sensitive and can be opened / closed with little effort. It is difficult to trace even when in use.
8 – Extra Dimensional – The connection exist outside this universe or operates on principles few are aware of and therefore is almost impossible to trace. It can be opened/closed or left open as needed.

Shadows and Artifacts

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