Pattern

Check out the revamped Pattern powers!

The Great Pattern of Amber is a blue-white glowing spiral shaped pattern on the floor of a dungeon room under the palace of Amber. It is said that if anyone not of royal blood steps onto it, they instantly die horribly. However, if one of the blood of Amber walks the length of the Pattern (a demanding task, both physically and psychically), they gain great power over Shadow.

Modifications and Changes:

What I did: I removed the 'Pattern Teleportation' power entirely. It is my feeling that this is the single most-prone to abuse power given in the Amber DRPG, and I see no indication of its availibility in the Zelazny books. The powers associated with the Pattern Lens are, in my opinion, more than enough reason to purchase Advanced Pattern powers, without the Munchkin-like ability to teleport.

What I would do if I were doing it over again: While in this version of the power, I left Basic Pattern alone at 50 points, I'll probably change that the next time I GM. While I do think that there should be a fairly large point commitment to a basic Pattern ability, I think I'd prefer to see it at about 30 or 35 points, and then I'd seperate out the ability to Shadowwalk towards things which weren't specifically defined (that is, you could, with the 30 point version, walk towards 'Uncle Bleys,' but you couldn't Shadowwalk towards 'The owner of this sword' or 'The solution to my problem'). Pattern Defense might also leave the basic ability.

Basic Pattern

requires: Nothing
costs: 50 points

As the description in the AmberDRPG. It is considered (under the current system) to be relatively trivial to use all these powers immediately following the first time one walks the Pattern.

Pattern Sensing

requires: Basic Pattern
costs: 5 points

This is the same as the power given under Advanced Pattern in the DRPG. However, it does not include the power to create a Pattern lens. Pattern sensing can only show you areas you can currently see with your own eyes.

Pattern Lens

requires: Pattern Sensing
costs: 7 points

As the book.

Altering Rules

requires: Basic Pattern
costs: 3 poitns

Altering the rules is as the book describes. In this case, we are speaking solely of temporary changes to Shadow, which disappear as soon as the Pattern Initiate stops concentrating.

Editing Shadow

requires: Altering Rules
costs: 5 points

Permenant alteration of Shadows, including the ability to bar an area from Trump or casual Shadowwalking.

Shadow Pockets

requires: Editing Shadow
costs: 2 points

As the book.

Shadow Erasure

requires: Shadow Pockets
costs: 3 points

To make this power fair, I usually require it to take some time and be obvious to those in the Shadow. That is, no 'nuking the site from orbit.'

Exalted Powers

Some exalted Pattern abilities my PC's and NPC's had:
This is a rework of the Pattern Initiating powers originally published (and copyrighted) by Phage Press. The original work on this page is copyright 1998, Epoch. Permission to copy, but not distribute, this material for personal game purposes only is granted. Comments or questions can be directed to the maintainer at msulliva@wso.williams.edu