About Powers

Powers in Shadow Wars are dramatic tools to assist characters with their goals. Some Powers, like Magic, are very useful in a variety of scenes to add personal touches if nothing else, while the use of Pattern may actually influence the game by influencing the outcome of events in Shadow that will affect other characters later in the campaign.



Endurance Point Recovery Table
Rank 1 heals Endurance pts, 1/ hour
Rank 2 heals Endurance pts, 2/hour
Rank 3 heals Endurance pts, 3/hour
Rank 4 heals Endurance pts, 4/hour
Rank 5 heals Endurance pts, 5/hour
Rank 6 heals Endurance pts, 6/hour
Rank 7 heals Endurance pts, 7/hour

Note: Advanced versions of certain Power abilities drain Endurance more efficiently, so points are drained instead of Ranks (which take longer to heal).



Spells NOT Allowed in Shadow Wars

For purposes of the game I am not allowing certain spells because it may offset certain other elements that are important to the crossover genre. I will add others as they come up in play. If you still feel the need to try these spells then your PC will experience interesting results.

Detect People. Pattern Imprint already allows for this to some degree. I will allow things like detect poison, but success rates may be variable if the mage is unfamiliar with the poison.

Healing. We never see anyone use a healing spell in the Corwin books, or really in the Merlin books since Shape Shifting and Logrus were about. In the game there are things like medpacks and bacta-tanks available in the Republic. Lots of doctors too.

Nullification of Weapon Damage. Barriers and Shields are perfectly acceptable alternatives to this.

Teleportation. There is a huge emphasis on using vehicles to travel in the game and teleportation would detract from this theme.


Powers Overview


Pattern Is a Good Thing

Pattern Imprint is the key power to have. A character can learn Magic, and maybe even Shape Shifting, but without Pattern Imprint you cannot easily move through Shadow and must rely upon expensive transports with their own schedules or debt-ridden smugglers to haul you around the universe.


Trumping Around

Normally, characters would rely on Trump for transportation. However, it isn't that easy any longer. Over the centuries Trump Artistry has changed into a complicated communication network called TrumpNet that uses arcane coding embedded into specific Tir-na Nog'th components. What this has done is made the original artwork of drawing Trumps more or less obsolete and extinct. TrumpNet communication systems are found in all modern shadowships and is used by all Republic Shadow Systems. TrumpNet allows long distance communication and even displays three dimensional holographic images. Transportation by Trump is very draining on the system and on any who perform this feat. It is also worth noting that many TrumpNet systems have failed when attempting to transport individuals through while in Hypershadowspace. Only rare specialists who work in the Mt. Kolvir manufacturing facilities seem to know how to repair TrumpNet systems, and they always attach large pricetags. Also, the art of creating Trump cards and traditional Artifacts seems to have more or less died out with the fall of the Courts of Chaos (i.e. no PCs can begin play with Trump Artistry), and the rise of Force Users.


Forced Open

Force Users are potentially quite powerful. However, in comparison to the power of Pattern Imprint, a Force User's effects can be pushed aside as reality changes. Note: Force Users who use the Force to cause fear, pain, anger, and/or death automatically earn Dark Side Points (which may instead erase Light Side Points) each time used in this manner.

A character possessing both Pattern Imprint and Force Use makes the Force more real and more powerful. In fact, some of the effects created by Magic and Shape Shifting may be duplicated with the Force/Pattern power combination, though usually only temporarily. Anyone who is a descendant of Master Dworkin might survive walking a Pattern and may also be Force sensitive. Shadow beings (Humans and Aliens) can be sensitive to the Force, but rarely have the blood line for surviving and using the Pattern. Most Shadow beings who have Powers have training in Magic or have a natural gift in Shape Shifting.


Morphing Rules

Shape Shifting on its own is generally considered a mutation, or something that aliens may need in order to survive in hostile environments. Most characters from an Amber background will not likely know how to unlock their Chaosian genetic power, but it is not impossible. Rebmian characters have a little more access to Shape Shifting, but will retain some Rebmian characteristics in whatever form they assume until reaching Advanced Mastery in Shape Shifting. In general, unless you have a fantastic idea about why your character should have Shape Shifting, the Gamemaster is only going to allow this power to Alien characters. Humans, for example, are generally restricted to either Force or Magic use, which may provide for a wide range of results, some of which may imitate other Powers.


Magical Limitations

Magic varies from Shadow to Shadow. What this could mean is that a Shadow's Magic Level, or ambient energy available for using Magic, will change depending on the ones Shadow location. This can be offset through the use of Pattern Imprint. Magic is a versatile Power and potentially quite useful in conjunction with other Powers.

Shadow Wars Magic is a combination of Sorcery (spellcasting), and Conjuration (creating things). Players must decide if they want to have one or both abilities for their Character at start of play.


Logrusless

Note: Logrus Mastery is not available with the fall of the Courts of Chaos.


Power Cost Table

Power Cost Table
Mastery Level Magic Shape Shifting Force Use Pattern Imprint
Sensitive 10pts 15pts 20pts 25pts
Basic 20pts 30pts 40pts 50pts
Advanced 40pts 60pts 80pts 100pts
Exalted 80pts 120pts 160pts 200pts

The following table lists the costs for each power at their mastery levels. Beginning characters generally never start play with powers higher than Basic mastery level. Note on Pattern Imprint: You must buy the Sensitive or Basic mastery level at character creation in order for your character to ever have or use the Pattern power in the game. In order to advance in Power Mastery Level, your character must find either an NPC, or more preferably, another PC who will instruct your character through some kind of arrangement. This may involve a brief summary of the training or some actual role-playing of training threads.

Questions and Answers: Magic

A: The raw power would come from the caster's Psyche. With a character's Psyche you have X (the amount of points or Rank in Psyche) to affect everything, one target, or several targets. Multiple targets means that X has to be divided between all of the targets. Some mages seek out Artifacts or Constructs of Power that will enhance their magical capabilities, but this generally leads to catastrophic ends for either the Artifact, or the mage.

Also, Shadow Magic Laws affect the outcome of a spell, since Magic is Shadow specific. An exception is if a character has at least Basic Pattern Imprint. Pattern may act as a guide for Magic in many Shadows by slightly Shifting the Magic Laws to accommodate the Pattern-using mage's needs. This is not always possible. However, to really alter Magic Rules a mage should have at least Advanced Pattern Imprint. An example of this is if your character learned Magic in Shadow Amber. In this case, the Magic will work best in Amber and nearby Shadows, such as Rebma, and the former Golden Circle Kingdoms. If your character also had at least Basic Pattern Imprint, then it is very likely that the character could also cast spells and conjure items successfully farther away from Shadow Amber.

Q: Casting each spell takes the Basic Magician down one Endurance level. For how long?

A: Casting spells and Conjuring things tends to drain Endurance fairly quickly. Spending extra time hanging spells and conjuring items beforehand is generally safer for a mage to do. Here is an Endurance table that explains how quickly Endurance points recover.

Q: A Basic user with an Endurance of 20 can cast 3 spells before hitting an Endurance of 0. What happens then? What happens if you try to cast another spell then?

A: Hitting 0 means falling unconscious. You can't cast spells while unconscious. With an Endurance of 20 a character will remain unconscious for about 20 minutes and then the character will be quite weak for a while longer. It is wise to never reach 0, but sometimes it happens.

Q: A Basic Magic user can memorize 20 spells. Is that at a time, or for all? That is, can you swap out some spells and carry others depending upon what you are doing?

A: You can swap spells. It takes time to do, to empty out the old and input the new spell, but by all means it is possible. This is the number that your character can carry with them. There is also the option of hanging spells on Artifacts too.

Q: Can a basic Magic user cast a spell that is effectively permanent, or that lasts "until dispelled" (I.e., paralyzing someone to use as a hayrack, for example). Can a spell have a long enough duration that one can cast a spell of, say, protection on one's self, and then recover endurance before continuing with a full clip?

A: "Permanent" spells are generally classified in the Advanced or Exalted levels of Magic for this game. At Basic level you can maintain a spell so that it acts permanent, however, your character would have to provide energy to the spell either from Endurance, or another's Endurance, in order to keep the spell going.

This is where things like Blood Magic get used by the Baddies who don't want to use their own energy in Magic. At Basic level Magic, a character could cast a Self-protection spell and rest up from the original casting, but in order to keep the spell going a character would have to keep spending a point of Endurance per hour to maintain the spell. An alternative to this might be to conjure a ring of conferred protection. Once the ring was created your character would not have to maintain a protection spell since the item would be doing the work for your character. Of course you should always put points into anything conjured if you want it to last when crossing over to other Shadows with varying Magic Laws.

Magic Laws are generally tied to the core reality behind a Shadow and how that Shadow interacts with bodies of Power nearby. Here is a list of Magic Class for the game.


Shadow Magic Class Table
Magic Class Explanation Example
M0 Magic Does Not Work Shadow Hoth
M1 Limited Magic Use (1/2x) Shadow Earth
M2 Most Magic Works Normally Shadow Amber
M4 Magic Works Better than Normal (2x) Shadow Rebma
M5 Magic is a Way of Life (3x) Courts of Chaos

 

Power Abilities Tables


Magic
SENSITIVE
  • Abilities: Sense Magic.
  • Endurance Drain: None.
BASIC
  • Memorize: Up to 20 spells / conjurations at a time.
  • Endurance Drain: 1 Endurance Rank per use.
  • Racking: Use of Artifact Rules may bypass Endurance Rank Drain.
ADVANCED
  • Memorize: Up to 40 spells / conjurations at a time.
  • Endurance Drain: Endurance Points equal to Magic energy used.
  • Racking: Same as Basic.
EXALTED
  • Memorize: Up to 80 spells / conjurations at a time.
  • Endurance Drain: One Endurance Point for each use.
  • Racking: Same as Basic.

Shape Shifting
SENSITIVE
  • Abilities: Automatic shape shifting and healing wounds.
  • Endurance Drain: 2 Endurance Ranks per use.
BASIC
  • Abilities: Shifting Body Parts, Shifting Facial Features, Natural Forms, and Animal Forms.
  • Endurance Drain: 1+ Endurance Rank per use.
ADVANCED
  • Abilities: Shifting Aura, Shifting Persona, Shifting Body Features, Shifting Internal Structures, Creatures of Power, Animal Abilities, Shifting Others, and Shifting Blood.
  • Endurance Drain: Endurance Points equal to Shape Shifting energy used.
EXALTED
  • Abilities: Feats Beyond.
  • Endurance Drain: Endurance Points equal to Shape Shifting energy used.

Force Use
SENSITIVE
  • Abilities: Sense the Force.
  • Notes: Sensitive Force Users are generally unable to actively use the Force.
BASIC
  • Abilities: Receptive to empathy, telepathy, and visions. May also "feel" the strange aura of Magic. Telekinesis in short bursts to push or pull things with little control.
  • Endurance Drain: 1+ Endurance Rank per use.
  • Notes: Basic Force Users are generally in training with a mentor or via documents.
ADVANCED
  • Abilities: Projective empathy, telepathy, and visions. May also "visualize" magical energy. May let the Force guide one's body with its will to react to an environment, to heal faster than normal, or attempt to heal others. Also, stronger telekinesis.
  • Endurance Drain: Endurance Points equal to Force Use energy used.
  • Notes: GM will not hand over plot-lines to someone with Advanced Force Use. Treat similar to a Trump/Tarot Card reading.
EXALTED
  • Abilities: Feats beyond. May interact in Astral Space. May use the Force to change ones body as needed as a limited form of Shape Shifting. Strange new abilities may be possible from this level forward.
  • Endurance Drain: Endurance Points equal to Force Use energy used.

Pattern Imprint
SENSITIVE
  • Abilities: May survive walking a Pattern.
  • Endurance Drain: 3 Endurance Ranks per use.
  • Notes: Pattern Imprint is the only Power that a Player must buy at Sensitive or Basic level at character creation in order for their character to ever have access to it in the game. Note: In order for a character to have survived the Pattern a character must have 40 points in both Endurance and Psyche. Abilities: Has the potential to walk a Pattern and survive, but has not yet walked a Pattern.
BASIC
  • Abilities: Move through Shadow (Shadow Walking, The Royal Way, or Hellriding), Find "Things" in Shadow or Shadows of Desire, Affect Probability, and Pattern Defense.
  • Endurance Drain: 1+ Endurance Ranks per use.
ADVANCED
  • Abilities: Pattern Lens, Pattern Mind-Walking, Altering Shadow Rules, Creating Shadow Pockets, Detecting/Disguising Traces of Pattern, Editing Shadow Rules, and Erasing Shadows.
  • Endurance Drain: Endurance Points equal to Pattern Imprint energy used.
EXALTED
  • Abilities: Feats beyond, such as Altering Patterns.
  • Endurance Drain: Endurance Points equal to Pattern Imprint energy used.
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