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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.
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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.
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- Pattern
- Logrus
- Shapeshifting
- Trump
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- Pattern
- Logrus
- Shapeshifting
- Trump
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...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.
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Sorcery
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Conjuration
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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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