Remember no advanced powers are allowed until the first round of Experience Points comes out. (The five points some of you got to spend when showing up in Chaos don't count as the "first round.")
Powers are what really drives the system, as opposed to skills, which is why the latter are (more or less) free. A quick listing of the powers, in order of most powerful to least powerful:
Notes on specific powers:
Basic Pattern Imprint
[50 points]
This power lets you travel through shadow by walking there, alter probability, summon a Pattern defense (defense against magic, psyche attacks, Logrus attacks, etc.), walk the Pattern and teleport anywhere, and deliver a blood curse. (If you die, you can make someone's life miserable by issuing a death curse...) Ability with Pattern is determined primarily by psyche.
Prerequisites: Amber level endurance, Amber level psyche, and being "of the blood of Amber" are necessary for walking the Pattern of Amber.
Pattern Novice
[25 points]
You have walked the Pattern, but can't yet manipulate the power well. As a novice, you can shadowwalk and hellride (though perhaps not as well as someone with full Pattern Imprint) as well as throw a blood curse, but you cannot yet do any of the more subtle things, such as alter probability, walk to shadows of desire, etc., nor can take strengths and weaknesses.
Prerequisites: as for full Pattern Imprint
Advanced Pattern Techniques
[+25 points, or special]
You are much more adept than the typical Pattern user, having discovered or been taught skills such as...
Partial Advanced Pattern
You may by the parts of advanced Pattern separately. The first one is 8 points, the second one is 7 points, the third and further ones are 5 points each. Once you have a total of 75 points in Pattern, you are assumed to have all the advanced techniques.
Prerequisites: You must have full Pattern Imprint [50 points] before you can learn any advanced techniques.
Even More Advanced Pattern
[Special]
The truly adept Pattern initiate can perform feats like creating permanent shadow paths such as link the Golden Circle, create shadow short cuts (such as used by Fiona to reach the Primal Pattern from Earth), erect barriers or disconnect shadows from the fabric of reality, and imbue artifacts with the power of the Pattern.
Basic Logrus Mastery
[45 points]
As master of the Logrus, you can travel through shadow by pulling yourself somewhere (or pull things to you), make a wall to block physical attacks, hit people with Logrus tendrils, put up a defense against magic/psyche attacks, and call up an enhanced sight. A particularly useful property of Logrus is that it allows you to pit your psyche against someone else's attribute which is not psyche, for instance, hitting someone with a Logrus tendril is a contest of their endurance vs your psyche to not get knocked out. Psyche is of primary importance, but Endurance is useful as is Warfare, particularly if you want to be able to wield it as a physical weapon.
Prerequisites: Shapeshift [35 points], Chaos level endurance, Chaos level psyche, and "Blood of Chaos" are necessary to be able to safely walk the Logrus.
Logrus Novice
[20 points]
You have walked the Logrus, but not yet mastered the finer techniques. You can call the Logrus to mind, wield Logrus tendrils and use them to travel through shadow, but not do things like use Logrus sight, summon a Logrus defense, or summon artifacts and creatures, and you may be slower or less skilled than those with the full power and equivalent Psyche. You can rack spells in the Logrus if you are a sorceror. You may not take strengths and weaknesses with only novice level.
Prerequisites: as for full Logrus Mastery.
Advanced Logrus Techniques
[+25 points, or special]
You are more skilled than the average Logrus master, having worked out or been taught such skills as...
Partial Advanced Logrus
You may buy the parts of advanced Logrus separately. The first one is 8 points, the second one is 7 points, the third and further ones are 5 points each. Once you have a total of 70 points in Logrus, you are assumed to have all the advanced techniques.
Prerequisites: You must have full Logrus Mastery [45 points] before you can learn any advanced techniques.
Even More Advanced Logrus
[Special]
The truly exceptional Logrus master can also create shadow veils, construct black threads and channels (things like the Black Road, only much smaller - the Black Road was exceptional), spawn off bits of the Logrus for complex tasks, control and contain primal chaos, travel into the pit and the upper reaches of the Abyss ("pit-diving"), and imbue artifacts with the power of Chaos.
Logrus vs. Pattern
Typically Logrus is more adaptable, and often faster than Pattern. It is, however, less predictable and has less lasting effects. For two characters of equal psyche (all other things being equal) the power on the defense will tend to beat the power on the offense. For vastly different psyches, it goes to a contest of psyche.
Basic Trump Artistry
[40 points, or special]
For forty points, you can purchase trump artistry, as described in the book, or you can opt down one of the two trumps paths list below. You must buy all the items marked below (#) as the basic level of that power. Indented powers require the previous ones before you can get them. Powers marked with an asterisk (*) are very advanced and cannot be bought until you have at least 30 points in that branch of trump or 45 points in all trump powers.
Trump Creation
Trump Use (Trump Tricks)
Note: Trumps can only be drawn of places or of people/creatures with at least chaos level psyche. You must have at least chaos level psyche to use a trump.
See also Natural Shapeshift Forms for more information.
Basic Shapeshift
[35 points]
Confers the ability to shapeshift, a prerequisite for being able to walk the Logrus. Gives you ready access to the first three natural forms. (See below) Endurance is the driving attribute for this power.
Prerequisites: None.
Advanced Shapeshift
[+30 points]
You are an extremely skilled shapeshifter, having mastered through experimentation and or training advanced techniques such as...
Partial Advanced Shapeshift
You may buy the parts of advanced shapeshift separately. The first one is 8 points, the second one is 7 points, the third and further skills are 5 points each. Once you have a total of 65 points in shapeshift, you are assumed to have all the advanced techniques.
Prerequisites: You must have Basic Shapeshift [35 points] in order to purchase Advanced Shapeshift.
Sorcery
[15 points]
Magic in the forms of spells. They take a fair bit of time to set up, and need maintenance if they are set up far in advance, but offer the best potential for a variety of out and out attacks. Also, be aware that if you want to "hang" spells, you need a "rack." (The Logrus can be used as a rack.) Nice and flexible, but doesn't really stack up to a "real" power and can involve a lot of tedious work. Characters will be able to only cast spells in their "spellbook" which is initially the basic list in the book plus a few other spells. You can add to your spellbook by either getting someone to teach you new spells, or doing spell research, which is fairly slow. Psyche is of primary importance for this power, but endurance may come into play if you start to have many spells hung, and warfare is required to actually hit your target with certain spells.
Prerequisites: None.
Powered Sorcery
[+5 points]
You have learned to incorporate the power of the Pattern or the Logrus into your sorcery, making it somewhat more reliable at the expense of longer casting time.
Prerequisites: You must have sorcery and at least one advanced Pattern or Logrus technique.
Conjuration
[20 points]
Making things out of nothing. Like sorcery things takes a moderate amount of time, more time if what you're making is impressive (ie points), or if you want it to last for a long time. Conjuring a rock, on the other hand, is pretty fast. :) This is probably the best bargain you can get in a lot of ways. (Though, like any "little" power, it's not as impressive as the big ones: Pattern, Logrus, Trump.) This is an especially effective combination with sorcery, because you can hang spells ahead of time and then produce impressive conjured whatever in a flash...
Prerequisites: None.
High compelling
[+5 points]
This is something you buy on top of conjuration points and it basically lets you have limited mind control. You can "conjure emotions" into people and put compulsions on them. Psyche is very important for this power.
Prerequisites: You must already have conjuration to purchase High Compelling, though this in NOT considered an advanced power and is therefore NOT barred to starting characters./p>
Power Words
[10 points for the first 5 words, +1 per word after that]
Little bursts of magic energy, which have very short duration and vary a great deal from person to person. They rely on suprise as much as magic for their effect, in that if a sorceror (for example) knows your power words, he can fairly easily rework his spell to not be affected by them. Assuming you keep them well guarded and use them sparingly they can often be very effective, even turning a close fight in your favor. Think of them as an ace in the hole, or a little bit of magic for a non-mage. They draw on primarily on your endurance.
Prerequisites: None.
[10 points]
You are attuned to the Jewel of Judgement and may call upon its power (such as weather control, temporal control, molding shadow and more.)
Prequisites: You must be a full Pattern Initiate or have the aid of an attuned, Advanced Pattern initiate to attune the Jewel of Judgement. (The latter must be aquired in world, by means of your role-playing skills.)
[Rules]