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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
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