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Powers System

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A Power...

...represents a supernatural gift, an unusual natural ability or a special item. Seeing in the dark, owning a magic spear or talking to the dead would all be powers. Powers are specific in effect and limited in scope. More comprehensive and efficacious supernatural abilities fall under the magic rules.

Power Costs - Powers are bought during character creation. There are three key questions. Each yes answer costs you a point. That means if you get three nos, your power is free.

Here's a list of all the powers actually chosen by Amberway PCs so far. It gives you a good idea of the scope and cost of different gifts.

0-Point Powers

  • Wind Friend (Limited precognition of air movements)
  • Water's Friend - can breathe underwater.
  • Universal Reading - Delve can read "The Tongue" in any alphabet.
  • Bird Tongue - Peregrine can talk to birds (if they feel like talking).
  • Slow Aging - The hero ages at 1/4 normal rate after reaching maturity.
  • Environmental Comfort - He is as comfortable in all climates and environments as anyone else would be if they were correctly clothed. He still feels the heat and cold, it may be nicer to be in front of fire on a cold winter's night but it would not adversely affect him to remain outside. He is still subject to other effects of the environment though, he will get soaked in a rainstorm, can be struck by lightning, bashed by hailstones etc.
  • Temperature tolerance - Seeker seems oblivious to heat and cold, being equally at home in a desert inferno, steamy jungle, or wind whipped arctic tundra in his leather jacket and fedora. He is as vulnerable to unnatural extremes of temperature as everyone else.
  • Night vision - Can see in natural darkness, so long as there is some light source. e.g. can see outdoors at night but not in a pitch-dark cave.
  • Unaging - The hero never gets physically older.
  • Minor Transformation - In times of danger or rage Tempest undergoes a subtle transformation. Aura goes fiery and chaotic, mind becomes more callous, skin becomes leathery and tough, eyes flicker with firelight and mild increase in Strength and natural weaponry.
  • Digeridoo - Turtle carries a very old digeridoo. The sounds from this instrument will attract the attention of spirits connected to earth and water.

1-Point Powers

  • Conjure Flowers - Behemoth has the ability to conjure forth all manner of flowers. Unfortunately, he's always trying to conjure something else.
  • Open Locks - He also has the ability to open non-magical locks with a touch.
  • Create Light - The ability to create a soft light suitable for illumination. A poofball of light that floats around at his will.
  • Tunnel Vision - Delve can see underground or in the dead of night as well as he can see in a clear dusk, even with no light source.
  • Ability to climb any surface (or at least any vaguely 'climbable' surface - which for example glass isn't while any house-wall is)

2-Point Powers

  • Hide in Shadow - while wearing some dark suit, at night and in shadows Swallow can't be seen while hiding.
  • Mastery of Creatures of the Air - The hero may speak with, understand, and command creatures of the air. Powerful creatures like dragons and griffons can resist commands if their earth scores are equal or higher than the hero's fire score. In most cases must make eye contact - gestures enhance control and power.

3-Point Powers

  • Transparent to Metal - His body is completely immaterial to the touch of all metals, including magically enhanced versions. It is only his body that is insubstantial, anything carried or worn is still solid. The wearing of a shirt or armour could actually be dangerous to him, as a strike with the flat of the blade would not cut the cloth and he would feel the full effect.) He can not pick up coins in his hands, but has learnt to use a small piece of cloth to do so. If naked he could actually walk through a metal door or prison bars.

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powers by the Amberway Players

The Links

A selective, and we do mean selective

set of links - cool Everway pages, cool Amber pages, cool related or relatable pages by our participants.

The Fine Print

Everway is © 1996-1999 by Rubicon Games. Everway and Spherewalker are trademarks of Rubicon Games. None of the materials found herein are intended as challenges to the trademarks and/or copyrights of Rubicon Games. That goes for Amber and Phage Press too, by the way. Fred Wolke owns all other contents of the Amberway campaign site unless stated otherwise. Characters found on this site are the sole property of the players who have created them. Images found on this site are the property of their creators. The site design is © 1999 by Jim Henley, for what that's worth. Same for the Amberway logo and the trumps.