Partial Powers


I've given my partial powers a serious revision based on the performance of the system in A Tale of Blades. I haven't had the opportunity to test out the revision, yet, so be warned before you use it. And, of course, I retain my dedication to letting you understand the basis behind my decisions with all these powers, so, without further ado, let me present...

The Old

These are the powers I presented to my players in A Tale of Blades. Each power has comments on the modifications I used and what worked, what didn't, plus some of the exalted powers my PC's and NPC's achieved. They all follow my philosophy of how partial powers should work.


The New

These are the revisions I plan to use the next time I GM an Amber game. They're based off the same philosophy as the old powers, and are very similar, but fix (I hope) some of the problems I perceived with the old ones.


Pattern
Logrus
Shapeshifting
Trump
Pattern
Logrus
Shapeshifting
Trump

...And the Weird

I group the magical powers seperately from the other powers because everyone treats them a little differently. I firmly believe that the only way to use magic properly is to remake it for your own game. Here are the rules I used for A Tale of Blades, but for my next game, I may use the exact same ones, totally different ones, or disallow magic altogether.
Sorcery
Conjuration
Finally, here's an alternate version of shadowwalking with Logrus which I intend to use (you'll see it referenced by my new Logrus rules as well).

Black Paths


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