AMBER : CREATURES AND ITEMS


Most (but not all) Qualities and Powers can be generated using Empowerment; the 'E?' 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 'C?' 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 Empower 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.


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QUALITIES

QUALITY COST E? TIME C? NOTES
STRENGTH
Animal Vitality 1 Y 1:40 N Animates an Item (Chaos rank Strength).
Double Vitality 2 Y 3:20 N Doubles a creatures normal strength (Amber rank).
Immense Vitality 4 Y 6:40 N Multiplies a creatures strength several times (low-ranked).
MOVEMENT
Mobility 1 Y 1:40 Y Basic movement for an item (includes levitation if desired). Basic movement for an item (includes levitation if desired). For something which is already mobile (e.g. a horse, a car, a wolf) this quality makes it faster than the fastest un-enhanced example of the type, but not much faster. In a long race with a very fast un-enhanced thing of the same type, Endurance would tend to determine the outcome more than speed.
Double Speed 2 Y 3:20 Y Twice normal movement speed; slow flight for normally non-flying things, double speed flight for normally flying things.
Engine Speed 4 Y 6:40 Y Powered vehicle speed; rapid flight for normally non-flying things, very fast flight for normally flying things.
ENDURANCE
Double Stamina 1 Y 1:40 N Chaos rank Endurance
Amber Stamina 2 Y 3:20 N Amber rank Endurance
Ranked Stamina 4 Y 6:40 N Low-ranked Endurance
Self-Charging 4 Y 6:40 N Magical artefacts only; allows them to output energy independently of their user (in the right shadow) and recharge (over several seconds) between uses.
WARFARE
Combat Training 1 Y 1:40 N Chaos rank Warfare
Combat Reflexes 2 Y 3:20 N Amber rank Warfare
Combat Mastery 4 Y 6:40 N Low ranked Warfare
ARMOUR / PROTECTION
Resist Normal Weapons 1 Y 1:40 Y Equivalent to high quality but otherwise normal armour.
Resistant to Firearms 2 Y 3:20 Y Armour which is much tougher, and resistant to more things, than might seem possible.
Invulnerable Armour N/A - N/A - Not available, at least initially; that is not to say that it does not exist as a quality, though. However, even if it should exist, it will be IMPENETRABLE, not Invulnerable. That is, although attacks may not get through it, shock waves and the like will still get through (so Gerard could pound you to death even if his fists couldn't penetrate the armour).
DAMAGE CAUSING ABILITY
Extra Hard 1 Y 1:40 Y Weapon is practically unbreakable and unbluntable, with slightly higher penetration than normal.
Double Damage 2 Y 3:20 Y Due to sharpness or some other quality, weapon does more damage than users strength alone allows.
Deadly Damage N/A - N/A - Not available, at least initially; that is not to say that it does not exist as a quality, though.
INTELLIGENCE
Able to Speak 1 Y 1:40 N Basic item intelligence, less than human average.
Able to Speak and Sing 2 Y 3:20 N Average human intelligence.
PSYCHE
Double Psyche 1 Y 1:40 Y Chaos rank psychic resistance and can psychically communicate with the user on touch.
Ranged Psychic Sensitivity 2 Y 3:20 Y Amber rank psychic resistance and can communicate psychically over several miles in the current shadow.
Psychic Neutral 2 Y 3:20 Y Amber rank psychic resistance and item is much harder to detect with psychic and magical senses.
Psychic Resistance 2 Y 3:20 Y Psychic resistance equivalent to a low-ranked Psyche, but no other special psychic abilities.
Extraordinary Psyche 4 Y 6:40 Y Can communicate over the whole of the current shadow, or alternatively duplicate extra-sensory or scrying powers. Psychic resistance equivalent to a low-ranked Psyche.
PROTECTION FROM MAGIC
Magically Resistant 1 Y 1:40 N Makes it harder to affect the thing with magic of all kinds. This has no effect against being dispelled by Real powers though.
Magically Neutral 2 Y 3:20 Y Makes magical items much harder to detect as magical.
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 armour, or a sword with a transparent blade which becomes invisible underwater.
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 E? TIME C? NOTES
SHADOW MOVEMENT
Follow Shadow Path 1 N - N Can follow an existing shadow path under its own power. Particularly useful around Amber.
Follow Shadow Trail 2 N - N Can follow the trail of someone moving through shadow.
Seek in Shadow 4 N - N Can move through shadow independently, though much less effectively than with Pattern or Logrus. Works better near Chaos and is an extremely rare ability at the Amber end of the universe, as evidenced by the surprise Corwin and Random showed when they learnt that things were following them through shadow.
SHADOW MANIPULATION
Mould Shadow Stuff 1 Y 10:00 Y A catch-all power for minor supernatural effects centred on the thing itself; e.g. a flaming or poisoned weapon, a self-reloading weapon, an always-full flask etc. etc. Will not work in Amber.
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. Will not work in Amber.
Note that this Power can only be Empowered into creatures and items by those who have some sort of cross-shadow power, such as Pattern or Logrus.
HEALING ABILITIES
Self-Healing 1 Y 10:00 N Item heals like a living organism.
Rapid Healing 2 Y 20:00 Y Item heals considerably faster than normal (hours instead of days).
Regeneration 4 Y 40:00 Y Item heals all damage very fast; lost parts will be regenerated in hours.
SELF-ALTERATION ABILITIES
Cosmetic Changes 1 Y 10:00 Y Non-functional aspects of the thing can be changed, e.g. colour 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.
Limited Shapeshift 4 Y 40:00 N The thing has many forms, and can learn more; however, it can not change mass.
SORCEROUS POWERS
Rack a Spell 1 Y 10:00 N Artefacts 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.
Rack Named and Numbered Spells 2 Y 20:00 N Artefacts only (though see above); up to twelve spells can be hung in it.
Hard-Wired Spell 4 Y 40:00 N A single spell is hard-wired into the thing. This can be done in one of two ways:
  • For use in a single shadow it is hard-wired with all lynchpins except for a trigger filled in. This allows it to be used by non-Mages, wardings and so on simply by 'pulling the trigger'.
  • For use across shadows the spell is hard-wired with all lynchpins except for Magic of Shadow and a trigger filled in. In this case only a Real Mage - one who knows how to create and fill in a Magic of Shadow lynchpin - can activate the item.
Both forms of hard-wired spell draw power from the user unless it is Self-Charging. This power can also be used to simulate spell-like abilities (e.g. effectively super-powers), though these will usually only work in a very limited range of shadows.
Spell-Casting Ability 8 N - N Creatures Only; the thing can learn and cast spells in the same way as a Sorcerer, using its own statistics to do so; note that it will require a separately paid for Spell Rack in order to store spells for rapid casting.
POWER WORD ABILITIES
Hard-Wired Power Word 2 Y 20:00 N A single Power Word or Power Word-like effect is hard-wired into the thing, allowing it to be used by non-Mages; this draws power from the user unless it is Self-Charging.
Power Word Casting Ability 4 N - N Creatures Only; the thing knows at least one Power Word which it can cast (and can learn more if it has the intelligence), using its own statistics to do so.
TRUMP CAPABILITIES
Trump Image 1 N - N Artefacts 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 Artefacts only; either a Trump deck or an artefact 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!
Trump Powered 8 N - N Artefacts only; can only be created by someone with Empowerment and Trump Artistry. To create an item with the Trump Powered quality takes around 1000 hours of continuous work (which equates to roughly 125 eight hour days of work) and they cannot be created anything other than individually (that is, no Named And Numbered or higher quantity multipliers). The thing draws energy from Trump rather than (e.g.) magical sources; this can allow magically empowered or technological items to function where they normally could not. It can also power items with Hard-Wired Spells or Hard-Wired Power Words in them. Note that Trump Powered items will function at greatly reduced efficiency in or near Amber. This power does not include a Trump deck as part of it.
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.

More than one of a creature or item can be bought or found. With Empowerment it is only possible to Empower things in groups of twelve or less. However, it is entirely possible to Empower 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:

MULTIPLIERMAXIMUM NUMBER OF THINGS
x11
x212
x3150
x42000
x525000
x6500000

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.

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