CREDITS: The costs and description of C&A abilities are Copyright 1994,
1995, 1996 by Casey McGirt, with slight adaptations by The Fixer 2001, 2002, 2003. The Create
(power type) Artifacts and Constructs rules are Copyright 2002 and 2003 by The Fixer.
Usually, one can only create or find artifacts with a maximum of 4 points
in a quality or power. However, there are two ways to have more powerful creatures or artifacts:
one is through the various Create (power type) Artifacts abilities, the
other is through the creation of Constructs. Here are the rules for that.
Also, if you're interested by a slightly different C&A system, you should check
HERE.
The Create (power type) Artifacts ability does not always allow a
greater Quality or Power level, and works in specific ways, which are written down here:
-
Create Pattern Artifacts requires access to a Pattern. The artifact (or,
more rarely, the creature) can be drawn from the Pattern, actually emerging from it,
or an existing item or creature can be suffused with energies drawn from it (if creating
a construct, you need only to extract or suffuse a critical component). A secondary effect
is that a created item will be at least partly composed of silver, and that a improved one
will be at least partly changed to silver. However, Pattern Creatures and artifacts cannot
reach the 8-points level in the following: Shape Shifting, Trump Images, Power Word Capacity
and Spell Storage Capacity. This also lets you create an item with a
Pattern Image upon it (like the Pattern swords).
-
Create Logrus Artifacts (which cannot, of course, be combined with
Create Pattern Artifacts) works in the same way, the differences being that the object
must be drawn from, or suffused at the Logrus, and that there’s no relationship to silver.
The Logrus cannot provide an 8-points level in the following: Shadow Movement, Healing,
Shape Shifting and Trump Images. You also gains the ability to create Creatures or items with a
Logrus Extension linked to it.
-
Create Jewel Artifacts gives you the power to create artifacts or creatures based upon the
Jewel of Judgement. This require either to have them traverse the internal tridimensional
Pattern or to be suffused by JoJ energies at creation. This cannot provide the following
qualities and powers: Vitality, Movement, Stamina, Aggression, Intelligence, Healing,
Shape-Shifting, Trump Images, Power Word Capacity, Spell Storage Capacity. However, the
powers possessed by the Creature or Artifact are slightly stronger than they should be,
which gives it a +5 bonus in any confrontation with it and may allow it to do things they
shouldn’t be able to, most of the times when coupled with the JoJ, and so, even more if it is
a construct which is also attuned to the JoJ (see below, in the Constructs rules section).
-
Create Broken Pattern Artifacts works just as Create Pattern Artifacts, but does not allow
increased powers, nor increased Damage Rating. Nonetheless such an Artefact can have a
Broken Pattern Image upon it.
-
Create Trump Artifacts lets you create an artifact anywhere, but the only capacity
available at the 8-points level are Trump Images, and, if you’ve also got the Create Trump
Rack ability, Power Word and Spell Storage capacity.
-
Create ShapeShifting Artifacts can work anywhere, but the only powers available to the
8-points level is Shape Shifting.
-
Advanced Powers and Qualities (the advanced Conjuration ability) works anywhere, but does
not allow Damage, Psychic quality, Psychic defense, Shadow Movement, Shadow Manipulation at the 8-points level. If you also master Create Logrus or Pattern Artifacts, it allows you to enchant such an item anywhere, suffusing it of Pattern or Logrus energy with your Logrus or Pattern Tendrils.
1.2) Power Images
One with the appropriate Create (power type) Artifacts
ability can imbue an item or creature with the image of a power. While such an image isn't
as strong as the real imprint, it does make the C&A real. So, it will be almost as resistant
to Shadow Manipulation as an Amberite or Chaosite, and will have added benefits. However, it
becomes a NPC, and thus can turn against its creator. So,it is often incorporated in mindless
artifacts, such as weapons, for they have no mind whatsoever. Be careful, though: one can never
know what will happen when you play with the basics of reality, and such an item might very well
devellop its own consciousness,especially if the Power it is based upon wish it so (as happened
to Frakir when it gained the Logrus Image).
The available Imprints, and their powers, are described below:
-
Pattern Image(08 points): This grants the item a partial image of the Pattern, or
the image of a part of the pattern. This makes the item as resistant to Logrus and Chaos forces
as someone who has asseyed the Pattern. Such an image can also be extremely destructive versus
Logrus-charged blood (such as with Chaosites and Chaos Demons), as it ignites their blood (as
Corwin proved time and time again with Grayswandir). It increases the damage rating of the weapon
to the next level (minimum damage is Serious, or 4-pts level). On Amberites and other creatures
without Chaos energy in their blood, this makes the wound much more difficult to heal, as it is
more "real": Shapeshift can't close such wounds, and regeneration is WAY harder, taking at least
10 times the usual duration. Alternatively, it can increase Order in an eight-meters radius,
lessening the influence of Chaos, and weakening Chaos Creatures who don't fare Order very well,
working essentially as a Temporary Pattern Swell.
-
Logrus Image(06 points): This gives the item the power to serve as a Logrus Tendril:
it can extand an extension to search for something through Shadow, it can be used (at half normal
strenght) in combat, and you can store up to twelve spells in it, as you would in the Logrus. On a
weapon, it creates a kind of tumorous wound that is very difficult to heal (thus impending
Shapeshifting wounds) and can even be fatal to those with Amber Endurance.
-
Broken Pattern Image(cost varies depending upon the Broken Pattern it is based upon):
Such an item is real, and can project a Broken Pattern tendril, as well as store up to twelve
spells in it, even if this is no more efficient than storing spells in a real Broken Pattern.
On a weapon, it is dangerous for Chaosites, as blood can be inflamed, so, this incresases by
one level the damage rating of the Weapon, up to a maximum of Serious Damage (04 pts-level).
For Amberites, the wound is difficult to heal: regeberation takes three times as long, and
Shapeshift wounds takes hours instead of seconds.
II) Constructs
2.1) Power Source
Works mostly as in Shadow Knight. You must define the powers upon which
your construct is based. Then, you go on, unless you want it to have some capacities that cannot
be covered by the normal qualities and powers rules (even at the 16-points level), but fall under
the realm of a power it is based upon. You must then pay the following cost:
-Pattern: 16 points.
-Logrus: 12 points.
-Jewel of Judgement: 10 points. This mostly
allows the Construct the same benefits as being attuned to the JoJ.
-Broken Pattern: varies accordingly to the
Broken Pattern it is based upon.
-Trumps: 08 points.
-ShapeShift: 04 points.
-Sorcery: 02 points.
-Shadow Power: 01 point.
This allows the Construct to do some of the things described in Shadow
Knight, or any action possible with this particular power, so long as it is something that its
creator can do. Of course, The Construct can improve later…
2.2) Base Shadow
As in Shadow Knight, save that the quantity multiplier is Unique, Named & Numbered, or Horde, as per a C&A. The Shadow Quantity multiplier also apply to the eventual Power Source cost,
unless the Shadows are defined as one Shadow hosting the Construct, the others serving as energy
sources. In such a case, the mother Shadow is bought separately, with a quantity multiplier of 1,
the other Shadows being paid for as a whole (with quantity modifiers…)
2.3) Construct Powers and Qualities
Every power and quality of the Construct must be bought as per the usual
Artifact and Creature rules. However, the maximum level it can have in a power or quality is
raised by one. So, any Construct can have any power or quality at the 8-points level, and those
created with Create (power type) Artifacts can have some of these at the 16-points level.
In this case, for Logrus an Pattern-based Constructs, you don’t create it at the Pattern or
Logrus site, you only create or suffuse with energy one or more “pieces” that will be integrated
to your Construct.
If you want your Construct to have one or more “brains”, you must apply
a quantity multiplier to its intelligence, psychic quality and psychic defense (although some
brains can have one or more of these at a greater level than the others can). Those multipliers
are valid for all the “brains” in a given Shadow. If your Construct is based on multiple
Shadows (i.e. it is present in multiple Shadows: this does not apply to Energy source Shadows),
it must have “brains” in more than one Shadow, so you must apply an appropriate Quantity
multiplier (x1, x2 or x3). So, yes, it is possible to have a horde of “brains” in every
Shadow of an innumerable series, if you’re not afraid of the cost. This can accelerate the
applications of a power, or allow multiple intellectual tasks at once. It is also possible to
use two different powers at the same time, or the same power on two different things.
2.4) Manifestations
Hum. A manifestation is your link to the construct. It may be almost
anything, a creature or an artifact. So, it MAY have Qualities and Powers, bought as usual.
However, you need a connection between your manifestation and your construct in order for the
former to be linked with the later.
2.5) Connections and Transferals
It is no longer a multiplier, but rather an added cost, which varies
accordingly to the type of link to the manifestation and the eventual transferal of powers or
qualities from the Construct to the manifestation. This can be bought multiple times, if you
want many powers or qualities to be transferred. The first number is for Intrinsic connection,
the second is for Shadow canal, and the third is for the Interrupter type of connection:
-No transferal (There’s only a psychic link
between the manifestation and the Construct): 1/2/3. Note that this psychic link, just as any
such link, allows spellthrowing through it, as well as a psychic attack.
-Transferal of a given quality: 2/4/6: one
quality, always the same, is transferred. It cannot be changed.
-Transferal of a given power: 3/6/9: as with
quality, but with a power.
-Transferal of any one quality: 3/6/9: The
quality transferred can be changed at will, but only one quality can be transferred at a time.
-Transferal of any one power: 4/8/12: as with
transferal of any one quality, but with any one quality or power.
-Transferal of special powers: 5/10/15: this
allows transferal of powers non-covered by the normal C&A rules.
Add +1/2 the above costs per additional quality or power transferred
beyond one. These are transferred to the manifestation. To be transferred to a person would
require either this to person be defined as the manifestation, or an additional transferal to
be made, from the manifestation to someone. I advise GMs to be cool in this matter: these rules
are already making constructs very expensive.
Every transferal MUST be at the same level of connection if they come
from the same Shadow.
2.6) Construct Psyche
It is bought under C&A rules, as intelligence, psychic quality and
psychic defense.
It is however possible to have a power-boosted psyche, as in Shadow
Knight. The Construct’s Brute Psyche is then raised by a number of points equal to twice the
Shadow’s reality level times times the Shadow’s quantity multiplier (from 1 to 3). This costs 2 points.
The Construct cannot canalize more energy without destroying itself. If it chooses to do so, it can
multiply the additional energy by two, but will suffer 10 times the normal Endurance loss, and be
destroyed if it ever reaches the Collapsing level. For Tireless Stamina, this happens after 200 hours.
It will also definitely lose one point (not CPs! C&A points!) in Psychic quality or defense every times
it reaches a new exertion level while doing so.
Also remember that Primal Planes (04) are extremely rare, so it is very
difficult to have them in Named and Numbered quantity. Also, while Shadows of the Realms (02) are
more common, it is almost as difficult to find them in Horde quantity.
ITEM QUALITIES:
VITALITY: Physical Strength, and, for Artifacts, the measure of life
in the item.
-Chaos Vitality [1]: Chaos-level (two Strength
Conflict points). Brings an Artifact to life.
-Amber Vitality [2]: Amber-level (four Strength
Conflict Points).
-Ranked Vitality [4]: Low-Ranked in the Strength
Auction (equivalent to eight Strength Conflict Points).
-Extraordinary Vitality [8]: Mid-Ranked (sixteen
Strength Conflict Points).
-Supreme Vitality [16]: High-Ranked. Would give
Gerard a fight (twenty-four Strength Conflict Points).
MOVEMENT: Enhance the speed of Artifacts and Creatures.
-Item Mobility [1]: Gives an Artifact movement
based on its form.
-Double Speed [2]: Doubles the natural speed of a
Creature (up to about 60 miles per hour), or allows inanimate objects without other means of movement
to move at the pace of a jog. At this level, gliding may be imbued into an Artifact or Creature.
-Engine Speed [4]: Allows Creatures to keep up with
powered vehicles. Depending on the creature, speeds range from 60 to 100 miles per hour (about 96 to
160 kph). Items without other means of locomotion can travel up to 30 miles per hour(48 kph). Flight
may be placed into an Artifact or Creature, although Flight speed will be only half of what Engine
Speed would normally imbue.
-Greater Speed [8]: At this point, the Artifact or
Creature can gain true flight, at Engine Speed, or, less often, a ground level speed exceeding that
of the fastest vehicles . Alternatively, an item without other means of locomotion can now travel at
up to 60 miles per hour (96 kph).
-Immense Speed [16]: Generally only used for
Flying Artifacts or Creatures, this allows movement at incredible speeds, like a plane.
STAMINA: Allows exertion over extended periods. Also used for
powering certain Item Powers.
-Chaos Stamina [1]: Chaos-level (tired in 2
minutes, strained in 20, exhausted in 45, collapsing in 1 hour).
-Amber Stamina [2]: Amber-level (Tired in 40
minutes, Strained in 10 hour, Exhausted in 15 hours, Collapsing in 40 hours).
-Ranked Stamina [4]: Tired in 80 minutes,
Strained in 20 hour, Exhausted in 30 hours, Collapsing in 80 hours.
-Supreme Stamina [8]: Tired in 160 minutes,
Strained in 40 hour, Exhausted in 60 hours, Collapsing in 160 hours.
-Tireless Stamina [16]: The Artifact or
Creature will never get tired.
AGGRESSION: Basic reflexes and combat skills.
-Combat Training [1]: Better than mere humans
(about 1,5 Warfare Conflict Points). Creatures fighting in groups are equal to Chaos-level
(two Warfare Conflict Points), as are items specializing in a form of combat.
-Combat Reflexes [2]: Chaos-level
(two Warfare Conflict Points), or Amber-level if specialized (4 Warfare Conflict Points).
-Combat Adept [4]: Amber-level (4 Warfare Conflict
Points), or Low-Ranked if specialized (8 Warfare Conflict Points).
-Combat Mastery [8]: Low to Mid-Ranked
(8 Warfare Conflict Points), or Mid to High-Ranked if specialized (16 Warfare Conflict Points).
-Combat Supremacy [16]: Mid to High-Ranked
(16 Warfare Conflict Points). If specialized, a near-equal fight for Benedict (24 Warfare Conflict
Points).
RESISTANCE TO DAMAGE: Amber equivalent of an Armor Rating. Note
that a sufficiently-skilled fighter can find the weakness in almost any defense, and even if the
armor is not penetrated, the force of the blow (in full or in part) may transfer through.
Resistance is still based on the item's form, so a set of armor with Resistant to Normal Weapons
is tougher than a cloth with the same property. I consider an armor as being resistant to normal
weapons (01 point), so an armor with resistance to firearms will have a resistance of 2+1 points.
On the other side, the rings of protection and other piece of jewelry protects as if the protection
was lower by one point, even if they resist to damage with their full power. So a ring with
Resistance to Normal Weapons will not protect you, but will resist to damage. With a transferal,
it would grant you an armor of 1-1=0 pts. This would not greatly protect you from a blow, but
could keep away rain and such annoyances…
-Resistance to Normal Weapons [1]: Deflects most
normal weapon strikes.
-Resistance to Firearms [2]: Resistant (but not
invulnerable to) bullets, explosions, fire, and the like.
-Impervious to Normal Weapons [4]: Impervious to
attacks from normal weapons.
-Impervious to Firearms [8]: Cannot be penetrated
by bullets, explosions, fire, etc.
-Invulnerability [16]: Nothing less than a major
power can affect the Item in any fashion.
DAMAGE RATING: The damaging effects of Items. Tends to cancel
out an equal-value defense. Note that the added durability of the item is not protection. It
simply prevents the item itself from being destroyed when striking. This can also be used to
represent poisonous items, including envenomed weapons.
-Extra-Hard [1]: Can impact with great force
without being damaged, and penetrates surfaces that are Resistant to Normal Weapons. If defined
as a poison, it is potentially fatal to those of Human Endurance (assuming a direct hit/dose).
-Extra Damage [2]: Increases damage done, and gives
added durability. Penetrates surfaces that are Resistant to Firearms. Poisons are potentially fatal
to those of Chaos Endurance.
-Serious Damage [4]: Capable of inflicting moderate
damage with even a minor hit, and has exceptional durability. Penetrates surfaces that are Impervious
to Normal Weapons. Poisons are potentially fatal to those with an Amber END (not ranked).
-Deadly Damage [8]: Rips through opponents,
causing serious wounds. Penetrates surfaces that are Impervious to Firearms, and has extraordinary
durability. Poisons are potentially fatal to those with a Low-Ranked END (8 Endurance Conflict Points)
.
-Greater Damage [16]: At this level, every hit
becomes potentially fatal. Can only be damaged by a major Power. Any surface will be penetrated
with ease, regardless of defensive value. If a poison, it is potentially fatal to those with Mid-Ranked
END (16 Endurance Conflict Points).
INTELLIGENCE: Not only comprehension, but also the ability to
communicate with others.
-Animal Intelligence [1]: An Artifact or
unintelligent Creature can be given the ability to speak in the language of the creator
(usually Thari), but with a limited vocabulary. Intelligence level is the equivalent of a
well-trained dog.
-Human Intelligence [2]: The Artifact or
Creature is as intelligent as the average human is, and capable of the full range of human
expression, including speaking, singing, etc.
-Enhanced Intelligence [4]: Better than the
average human, the Artifact or Creature is capable of very complex expression and intelligence,
learning several languages, and otherwise equal to a high-IQ individual.
-Advanced Intelligence [8]: The Item is now
imbued with full expression in any language it knows, can contemplate several lines of thought
at the same time, and otherwise act more intelligent than most beings.
-Quantum Intelligence [16]: The Item now has
near-unlimited comprehension and communication abilities.
PSYCHIC QUALITY: Confers a limited version of the Psyche attribute,
used mainly for powering mental contacts or powers. Higher levels may also be keyed to sensing
Psychic phenomena.
-Psychic Sensitivity [1]: Chaos-rank for purposes of
mental contact (2 Psyche Conflict Points). For Artifacts with no intelligence, the ability to receive
commands and understand specific orders is gained.
-Psychic Awareness [2]: Amber-rank for purposes of
mental contact (4 Psyche CPs), or Chaos-rank with the added ability to sense danger. This danger
sense is roughly equivalent to what a high Psyche individual would feel, concentrating on the
detection of hostile thoughts and emotions directed toward the owner of the Item (or the Item
itself) at a range of 10 meters. Alternatively to the Danger Sense, it can allow psychic
communication up to a hundred meters.
-Extraordinary Psychic Sense [4]: Low-Ranked for
purposes of mental contact (8 Psyche CPs), or Amber psyche with special sensing capabilities.
Danger sense works as below (to a range of 20 meters), but flashes of insight will also allow the
sensing of future events, including when its owner is in danger (up to an 1 hour). Or it can permit
contact through one Shadow with the owner, and even through close Shadows, though this is
time-consuming, and does not allow for physical transferal. Alternatively, has Chaos-level psyche
with the Danger Sense and communication abilities described with Psychic Awareness. Or th GM and
player may agree on yet another ability.
-Psychic Battery [8]: Mid-Ranked for purposes of
mental contact (16 Psyche CPs), or Low-Ranked with special sensing capabilities: Danger Sense at
40 meters with flashes of insight up to 2 hours in the future, or easy communication through close
Shadows, becoming difficult through related Shadows. Alternatively, Amber-level Psyche with all
the abilities of Extraordinary Psychic Sense
-Supernatural Psychic Power [16]: High-Ranked
for purposes of mental contact (24 Psyche CPs), or Mid-Ranked with special sensing capabilities
(Danger sense to 80 meter with insight up to 4 hours, or easy communication through related
Shadows, becoming difficult through Shadow), or Low-ranked psyche with all the abilities of a
Psychic Battery.
PSYCHIC DEFENSE: Covers general resistance to Psychic attack.
-Chaos Resistance [1]: Chaos-level (2 Psyche CPs).
-Psychic Neutral [2]: The Item is cloaked versus
Psychic detection, although a detailed check by someone with Ranked Psyche will reveal it. Actual
defense is Amber-level (4 Psyche CPs).
-Psychic Barrier [4]: As Psychic Neutral, except
with Low to Mid-Ranked resistance (8 Psyche CPs). Optionally, the Item can instead have a Psychic
Barrier, which makes it resistant to ALL Psychic influence. This is a two-way barrier, preventing
the Item from using any Psyche-oriented abilities. While easily detectable by those with high
Psychic sensitivity, breaking through a Psychic barrier requires a great Psyche, or multiple
people with Ranked Psyche working as a group (This is equivalent to 16 Psyche CPs).
-Psychic Shield [8]: Mid to High-Ranked (16 CPs),
or a stronger Psychic Barrier (24 CPs).
-Psychic Block [16]: The Item has a quasi-perfect
Psychic Resistance (24 Psyche CPs) or a near-impregnable Psychic Barrier (36 CPs).
ITEM POWERS:
SHADOW MOVEMENT: Gives the Item limited movement through Shadow.
-Shadow Trail [1]: Can follow others through
Shadow.
-Shadow Path [2]: Can travel to well-known
Shadows.
-Shadow Seek [4]: Can travel toward a person or
item in Shadow. Note that this usually involves traveling through the worst of "Hellriding" routes,
and often is a hit-or-miss process.
-Shadow Walk [8]: Can walk through Shadow like an
Amberite.
-Shadow Transport [16]: Can teleport to known
areas in Shadow. The number of memorized places is equal to twice the Intelligence cost of the
Item if costing under 4 pts, 40 if costing 8 points, infinite if costing 16 pts.
SHADOW MANIPULATION: Limited power over aspects of Shadow. Note
that some uses of this power may require another Item quality or power for full effectiveness
(such as a Damage Rating).
-Shadow Alteration [1]: The Item can change a
single aspect of Shadow. For example, a sword with Shadow Alteration could manifest fire upon the
blade (additional damage should generally be bought with this).
-Minor Shadow Molding [2]: The Item can change a
variety of simple Shadow items and features.
-Shadow Molding [4]: The Item is capable of
altering a wide variety of Shadow items and features, including slight changes in the inhabitants
of the Shadow. Note that this requires great psyche superiority (3 times) and is completely
ineffective against anyone with access to a form of real power, such as Broken Pattern, Chaos or
Amber Blood, etc.
-Advanced Shadow Molding [8]: Can change some of
the major features of a Shadow, such as alteration of probability to a limited extent, the magical
environment, etc.
-Shadowmastery [16]: The Item can manipulate most
features of a Shadow, unless it is under the influence of a major Power, such as Pattern, etc.
HEALING: The ability to repair damage to an Artifact or Creature.
-Item Healing [1]: The item heals as fast as
a normal creature.
-Amber Healing [2]: Heals and regenerates as
Amber-level Endurance.
-Rapid Healing [4]: Heals and regenerates as Low
to Mid-Ranked Endurance.
-Exceptional Healing [8]: Heals and regenerates as
Mid to High-Ranked Endurance.
-Regeneration [16]: Within a matter of minutes,
the Artifact
or Creature will heal any damage done to it. Even regrowing lost parts is quick, requiring less than
an hour. Note that this will take a toll on the Stamina of the Item, generally rendering it
inoperative for a time.
SHAPE-SHIFTING: The ability for an Item to alter its form. Qualities and Powers carry over to all forms.
-Alternate Form/Shape [1]: One alternate form, described when it is created. Must be of comparable size and mass. This cannot give seemingly "magical" abilities, as an invisible form or a flaming form.
-Named and Numbered Forms/Shapes [2]: As Alternate Form, but several forms, not to exceed twelve, are available. These are chosen when the Item is created. Alternatively, one form, with seemingly "magical" abilities, as an invisible form or a flaming form.
-Limited Shape Shift [4]: Can assume the shape of any animal or item of comparable size and mass. Initially limited to a few forms, the Item can gradually learn new ones. Alternatively, Named and Numbered "magical" forms can be available.
-Shape Shift [8]: The item has full Shape Shifting abilities. It can learn a new form with minimal practice, accelerate its healing rate, and absorb/eject mass. Or it can have Limited Shape Shift with the ability to switch to "magical" forms.
-Advanced Shifting [16]: In addition to the above, the Item has additional capabilities in an area. Examples include, but are not limited to: Dimensional Shifting (changing position in space, or even time), Component Shifting (can subdivide into several parts), etc. Or it can have Shape Shift with the ability to switch to "magical" forms.
TRUMP IMAGES: Bestows Trump capabilities. Can only be created by Trump Artists. Any such item is Impervious to normal weapons (4) for free.
-Contains Trump Image [1]: The Item doubles as a Trump, holding a single Trump image.
-Personal Trump Deck [2]: The Item holds several images, but is limited to those personally created by the Trump Artist.
-Powered By Trump [4]: In addition to being able
to hold Trump images, the Item is considered directly powered by the energies of Trump, and can thus
be used as a power source for Trump Sorcery.
-Trump Link [8]: The item is capable of
maintaining a permanent Trump link, which can be used in several ways. For example, a ring could be
made that could transport itself (and the wearer, since Trump is not limited to single-object
transport) to the other end of the link at any time. Note that such a link can be broken just like
any other Trump connection, but the item will constantly try to reconnect. The link can, of course,
be changed at will.
-Trump Icon [16]: The Item is a virtual Trump
computer. It can access any known person or place with the powers of Trump, and do nearly anything
that can be done with Trump images. Ghostwheel's capabilities are an example of this.
POWER WORD CAPACITY: Can use one or more Power Words, powered by the
Item's Stamina, and using Psychic Quality to determine the effect.
-Single-Word Capacity [1]: Can hold a single Power
Word (Basic Words only).
-Named and Numbered Words [2]: Can hold either named
and numbered Power Words, or a single Advanced Power Word.
-Advanced Power Words [4]: Holds either "Named and
Numbered" Advanced Power Words, or a single Exalted Power Word.
-Exalted Power Words [8]: Holds named and numbered
Exalted Power Words.
-Runic Mastery [16]: Holds all the Power Words
possessed by the
creator, and can create new ones if intelligent enough.
SPELL STORAGE CAPACITY: Allows an Item to "Rack" spells.
-Single Spell Capability [1]: Can rack a single spell. Requires a magic wielder to invoke.
-Named and Numbered Spells [2]: Can rack named and numbered spells.
-Rack and Use Spells [4]: Can rack and cast named and numbered spells. The effectiveness of any spell cast by the Item is based on its Psychic Quality.
-Spell Processor [8]: The Item can design spells, using its Psychic Quality, Intelligence, and 5 levels of Magical Expertise. However, it doesn't need to speak, move or else is order to cast a spell. It can use all Magics that it learns from its creator, from someone, or by itself, including Conjuring and Compulsion.
The amount of time needed to create or cast a new spell is calculated as usual (see
Magical Energy and Spells). Items in personal Shadows can also be affected by Control of Contents and/or Control of Time Flow, so, a spell crafted in a fast-time Shadow will seem cast in minutes or even seconds to someone in Amber or a "normal" Shadow. It also has the capability of racking and using spells, as above (i.e. it can hack and rack up to 12 spells).
A Spikard is an example of this, with the main portion in a fast-time Shadow, High Psychic Quality and Low intelligence.
-Spell Library [16]: Holds an extensive collection of spells (about 200). Any spell known by the item can be created and racked in a very short time (Spell Casting time is in SECONDS, not in minutes). Moreso, if the item is in an appropriate Shadow, Control of Contents/Time Flow can, from the point of view of
someone in another Shadow, speed casting so much that it may seem instantaneous, or even that many spells are casts at the same time (A lot like as per Spell Processor, before). It also has the abilities of a Spell Processor, as above, save that it has 10 levels of Magical Expertise.
COST MULTIPLIERS:
TRANSFERAL: The first multiplier is for if the item loses the power when it is transferred, while the second is used if the item retains the power, as well as allowing the character to use it. The multiple is applied to the Quality or Power being transferred. I also include the "normal" point cost, for those who prefer this option.
-Confer Quality [x2/x4 or +05/+10]: Allows the user to use the Quality, in addition to the Item.
-Confer Power [x4/x5 or +10/+15]: Allows the user to user the Power, in addition to the Item.
IMPLANTED ITEM QUALITIES/POWERS: This basically allows the character to buy an item quality or power as an actual power of the character. It generally cannot be taken away, though this will depend on the specifics of the power and GM fiat. As for transferal, the multiple is applied to the Quality or Power in question.
-Implant Quality [x5 or +15]: Gives an Item Quality to a character.
-Implant Power [x6 or +20]: Gives an Item Power to a character.
QUANTITY: Allows the character to have multiples of a certain Artifact, Creature or Contruct. The multiplier is applied to the total cost of the item after all other multipliers have been taken into account. Note that while each item must have the same powers, they can have different, set forms. Thus, a Named and Numbered set of Extra-Hard weapons may include 3 swords, 2 daggers, and an axe.
-Unique [x1]: A single Item.
-Named and Numbered [x2]: Up to a dozen of the Item.
-Horde [x3]: An extremely large number, centered in one location. On short notice, up to 50 or so may be found.
-Shadow-Wide [x4]: Can be found in Horde qualities everywhere in a Shadow.
-Cross-Shadow Environment [x5]: Found in every Shadow that contains a particular environment.
-Ubiquitous [x6]: Found throughout Shadow.