The following article represents a set of new Pattern-based powers for the Amber DRPG. These powers are not directly represented in either set of books by Roger Zelazny but are merely extrapolations of what 'might be'. Use all or part of them as you will or ignore them entirely...
[Refer to pp. 64-67, Prince Of Chaos]
To become a champion of the Pattern one must have already acquired
API (or 75 points in Pattern if partial points are used) and be dedicated
to the spread of Order and banishment of Chaos. The being must then negotiate
one of the 3 lesser Patterns and pledge his/her
loyalty and servitude to it. Generally there is only one such Champion
per Pattern. If accepted, the Champion will gain the following powers based
upon the Pattern he/she has pledged him/herself to:
Tir-na Nog'th (Cost: 15)
Dream Travel- Dream travel allows the champion to shadow shift
or hellride in a spirit-form. While travelling in this fashion he/she will
be immune to nearly any forces (either physical or mental) which might
be encountered (though he/she also cannot interact
with creatures in this state nor can the champion be detected through
any means short of API). If the champion reaches an area where he/she would
like to physically be present he/she need merely command the body to awaken
and it will be transported to the area where the spirit has gone.
Dream Curse- This power allows the champion to place a curse upon a creature such that it will be physically transported (Shadow shifted) into its own nightmares. Requires eye contact for the initial curse.
Enter Dream- This power allows the champion to enter the realm
of Dreams and thus gain knowledge from others. Beings of Substance
are subject to this power when sleeping but those with API will be able
to detect the intrusion and if they possess an equal or greater Psyche
they may cast out the champion. While within a creature's dreams
the champion is
able to alter reality at will. A good example of this would be the
Nightmare on Elm Street movies. Note that things which occur
to the creature in dreams will physically manifest themselves if the champion
has a Psyche advantage. Requires a psychic link to the target by spells,
Trump or touch.
Prophesy- A champion of this Pattern will gain powers of Prophesy and Dreams. He/she will be able to do extremely accurate Trump castings to determine future events. He/she will be able to use Amber's Hallway of Mirrors for divination as well and will know when and where it is likely to appear. He/she will also be able to enter Tir-na Nog'th with fear of falling through if the moon would become occulted or losing track of time.
Kolvir (Cost: 25)
Extended Shadow Powers- This gives the champion the ability to Shadow Walk while in Amber. He/she may manipulate probability, mold Shadow, or other such powers which are normally impossible within the environs of Amber proper.
Loremastering- This works sort of like danger sense in that
it will warn of impending attack or danger but if one concentrates on this
power it will give the champion information about the area they are in
that is beyond the range of senses, ie. If in a room with a desk, several
cabinets, and two doors, the champion might know that the desk contains
mundane or unimportant papers and some money, one cabinet is empty, the
other is full of old clothes,
the third has weapons in it (one being somewhat unusual), and that
no one is outside of either door but the area beyond one of these is lit.
The power of this ability decreases proportional to the range in which
it is used, ie. in a city the info might be limited to "over there's a
good place to eat" or other such non-detailed information. Size of area
is a function of Psyche, detail of information is dependent upon Endurance
for time concentrated.
Magic Resistance- This gives the champion a superior form of magical resistance. No magic which is solely Shadow based can affect such a champion and the effects of those based upon a true Power are greatly reduced. Spells which require a Psyche advantage will require a more extreme Psyche advantage to have an effect, those which cause physical damage act as if the champion wore 8 pt. armor, and most barriers will part before him/her.
Rebma (Cost: 20)
Damage Resistance- All non-magical weapons will pass completely
through the champion as if he/she were made of water. Magical weapons of
4 pt. (deadly damage) power and under inflict minimal damage as they also
pass through the champion. 8 pt. (destructive damage) weapons become equivalent
to 4 pt. ones and even 16 pt. (primal) weapons
are reduced to 8 pt. destructive damage level.
Environmental Adaptation- This allows the champion to exist
in Shadow environments which would normally be deadly. The champion will
instantly adapt to worlds of methane gas, liquid hydrogen and the like.
No change of shape is induced due to this adaptation. Note that this protection
only extends to things innate and common to the environment of the Shadow.
It would not, for example, make the champion immune to the effects of liquid
hydrogen while on Shadow Earth.
Healing- This allows the champion to renew his/her physical structure or that of another Real being when damage has been sustained. The amount of damage which can be healed in this manner is a function of the champion's Endurance while the speed of the healing is based upon Psyche. Through this method even lost limbs or other such injuries may be healed, sicknesses cured, memories restored, curses removed, etc. Upon creatures of Shadow this power can even raise the dead or cure any ailment or injury.
All actions of a Champion of the Pattern will be constantly monitored
by the Pattern in question. Killing of an Amberite (except one who is attempting
to thwart Order in some major respect) is forbidden to such a Champion
(as Amberites are tools of Order and the
Pattern and their existence spreads the Pattern's influence) and
punishment for such is both swift and harsh.
It is rumored that if a being manages to become Champion of all three Patterns that there is another level of Power which might be gained by pledging oneself to the Primal Pattern. The powers of the Champion of the Four Patterns are as follows:
Primal (Cost: 25)
Ride Shadow Storm- This allows the Great Champion to pass through Shadow storms without harm. Additionally, he/she may control their speed and direction through Shadow and ride upon them (singly or with others) if desired. Entire armies can be transported in this way at speeds surpassing that of a hellride.
Summon Pattern Storm- This allows the Great Champion to invoke
the destructive power of the Pattern. A spinning vortex of energy will
form over the designated area and destroy whatever is there utterly. This
power will even negate the effects of Primal Chaos. This
power is highly draining upon the Champion and its duration is a
function of the Champion's Endurance. Size of the Storm is a function of
the Champion's Psyche. This effect is similar to the 'tornado' which destroyed
the horse, Iago, upon the Primal Pattern.
Temporal Manipulation- This power allows the Great Champion
to manipulate the flow of time in Reality. This power must be used
with extreme caution as one's actions can cause
unforseen and even drastic events to manifest. This is what Oberon
used when summoning the mechanical hand for Benedict in the Chronicles.
That artifact was destroyed long ago but Oberon brought it back into existence
for a short time to fulfill his needs.
Project Self- This allows the Great Champion to project his/her image instantaneously to any place desired (even to Chaos and beyond). He/she will be able to observe, speak, cast spells, and interact with beings normally on a Psychic level. The image of Oberon in the sky over Chaos at the Patternfall war was an extension of this power set upon a temporal trigger.
Kenn Crook
© 1993
kcrook@indiana.edu