Below is the Power Sheet I've created for this campaign, one that I can't say I'm all that happy with but one I can deal with. After searching the Net and many of my games within my rpg collection, I have yet to find any magic system that is easy enough to use, yet has the necessary favor for a Harry Potter game. So with some retooling, I've beaten the normal ADRP sorcery rules into a framework that could work. Add to that, I not happy with the large number of trump powers, and the lack of more choices. As for cost, I judged more how useful the power was to a player who could be in conflict with another player then a general usefulness.

But all of this is open to player input and suggestions, as well as players being able to submit their own powers. Amber, the game you get back as much as you put into it.

Note: Yes, you may be required to purchase some of the lower powers to gain access to the high powers within the same group (such as trump and spell casting). But it may not always necessary to buy all the powers within a school year to advance to the next year (shape shifting is one example). You even could say that your character got a failing grade in your first year (so you're able to save points by not purchasing any of the powers available that year), and still be able to buy a power in your second year (transfiguration being a example).

Shape Shifting 2nd year.

Shape Shift Body Parts: Cost 1 pts. – As per the ADRPG.
Shape Facial Features: Cost 1 pts. – As per the ADRPG.
Shape Shift Animal Forms: Cost 5 pts. – As per the ADRPG.

Shape Shifting 3rd year.

Shape Shift Wounds: Cost 2 pts. – As per the ADRPG.
Find Form: Cost 5 pts. - As per Shape Natural Forms in ADRPG.
Shape Shift Aura: Cost 1 pts. – As per the ADRPG.

Shape Shifting 4th year.

Shape Shift Persona: Cost 1 pts. – As per the ADRPG.
Shape Shift Features: Cost 2 pts. – As per the ADRPG.
Shape Shift Internal Structures: Cost 2 pts. – As per the ADRPG.
Shape Shift Creatures of Power: Cost 5 pts. – As per the ADRPG.
Shape Shift to Animal Abilities: Cost 2 pts. – As per the ADRPG.
Shape Shift Others: Cost 5 pts. – As per the ADRPG.
Shape Shift Blood: Cost 3 pts. – As per the ADRPG.

Charms-1st year.

Basic Spell Casting: Cost 5 pts. - The barest of basics, requiring both a wand, word, and gesture to perform a spell.

Charms-2nd year.

Adept Spell Casting: Cost 5 pts. - Able to master some of the more difficult spells, yet you’re still learning.
Influence: Cost: 5 pts. – Per the ‘High Compelling’ in Shadow Knight.

Charms-3rd year.

Complex Spell Casting: Cost 5 pts. – While not a fully trained wizard or witches as yet, but you’re on the road to greatness.
Apparation: Cost 5 pts. Able to teleport by magical means within a single world.
Without a Sound: Cost 2pts. – Able to cast spells with only your wand and a gesture.
Plant False Memory: Cost 5 pts. – Per the ‘High Compelling’ in Shadow Knight.

Charms-4th year.

Mastering the Craft: Cost 0 pts. – With the knowledge gained, you’re maturating into a right proper wizard or witch.
Words of Power: Cost 5 pts – Per the ‘Power Words’ in ADRPG.
Artificial Personality: Cost 5 pts. – Per the ‘High Compelling’ in Shadow Knight.


Transfiguration-1st year.

Basic Conjuration: Cost 5 pts. - As per the ‘Conjuration Rules’ from the ADRPG.

Transfiguration-2nd year.

Conjure Shadow Shapes: Cost 5 pts. - As per the ‘Conjuration Rules’ from the ADRPG.

Transfiguration-3rd year.

Empowerment: Cost 5 pts. - As per the ‘Conjuration Rules’ from the ADRPG.

Transfiguration-4th year.

Complex Conjuration: Cost 5 pts. - As per the ‘Conjuration Rules’ from the ADRPG.

Trump – 2nd year.

Use: Cost 1 pts. - The ability to use a trump as normal, with knowledge of their limitations and dangers.

Sketching: Cost 10 pts. - The skills to create a temporary trump that is only good for a few uses. Time required is the same as that of drawing said subject + ten minutes (usually under 20mins).

Trump Armor: Cost 5 pts. - With his or her own card in hand, a trump artist is able to withstand and defend against other forms of energies that wish to inflict themselves upon his/her person (as per ‘Trump Defense’ in the ADRPG).

Calling Card: Cost 1 pts. - Due to your abilities, when someone actives your trump a secondary effect comes into play. It could be a whiff of your favorite perfume, to the feeling of being under observation. This is can only be a ‘harmless’ effect, so to add color to the game.

Getting a Sense: Cost 1 pts. - As per ‘trump identification’ in the ADRPG.

Flickering: Cost 2 pts. - With the target’s trump card in hand, the Artist can do a barely noticeable mental probe to ascertain the target subject’s mood or honest reaction to a question.

Nimble Fingers: Cost 3 pts. - Allows one to be much quicker on the use of any trump image, saving themselves upward to 50% on the time normally required to establish a trump contact.

Scrying: Cost 1 pts. – A per the normal trump scrying rules in the ADRPG.

Trump – 3rd year.

Painting: Cost 15 pts. - Having the necessary skill to paint a trump and empower it with energy. Time spent in its creation is between six hours and several days, depending on the cooperation of the subject and how much a perfectionist the artist is.

Minor Trump Gate: Cost 10 pts. - The weakest of gates, both in size and duration (per the normal ADRPG rules).

False Trumps: Cost 1 pts. - The artist has the ability to create a false trump that will appear as a normal trump even under the most thorough examination. Time required in creation is on par with time normally spent painting the card plus ten minutes.

A Feeling: Cost 5 pts. - A more sophisticate form of ‘trump identification’ that allows the artist to ID the person trying to contact him or her with better certainly without having to go to the trouble of shuffling through a deck at the same time. Also, this ability gives the artist a hint of the frame of mind the person on the other end of the trump is in.

Anchor: Cost 3 pts. - With its place card in hand, the artist is able to strengthen a location against shadow storms or any other type of reality altering power.

Jamming: Cost 5 pts. - As per the normal rules in ADRPG.

Eavesdropping: Cost 5 pts. - As per the normal ‘normal trump spying’ rules in the ADRPG.

Trump Trap: Cost 5 pts. - As a normal ‘trump trap’ in the ADRPG, to which the victim must active as a normal trump card before any effects can come into play.

Password Locked: Cost 3 pts. - Allows the artist upon the card’s creation, to create either a certain thought or action that will prevent anyone else from using the trump without using said password.

Endowed: Cost 10 pts. - Able to enchanted an object with trump energy and create a artifact that utilize the powers and principles of Trump in new and unique ways.

Clarity of the Cards: Cost 5 pts. - While anyone can trump scry after some training, the artist with this ability is able to read the future clearer and attain more accurate answers to their questions.

Trump – 4th year.

Engraving: Cost 2 pts. - Any surface or material are your canvas, to which you may enchant with energy to be come a fully functioning trump. Time required is per normal of the medium used + six hours.

Major Trump Gate: Cost 15 pts. - A stronger and wider trump doorway, large enough for mounted riders or wagons to use. Due to the high demands of energy such a door requires, the trump medium that is used in the creation of this kind of gate is destroyed.

Self-Sustaining Trump Gate: Cost 20 pts. - Like a ‘Major Gate’ in size, this gate draws upon the energies that had been stored within the card and the surrounding area to fuel itself in keeping open. This type of gate is highly dangerous, both to its creator and its users when its power usage outstrips available resources. Once that has happened, it will start draining any source of trump energy nearby, even the life energies of a trump artist.

A Mental Deck: Cost 15 pts. - As the ‘trump memory’ ability in the ADRPG.

Trump Entwined: Cost 3 pts. - The artist is able, during the creation of this trump to designate (or fate) it to fall into hands of whomever he/she desires.

A Corruption Within: Cost 8 pts. - Allows the artist to inflict a ‘viral’ contamination upon a trump he/she is in contact with over a period of time (a few minutes). Once infected, the trump will slowly decay till useless (a week at max). There is also a chance the infection will spread to any neighboring trump cards if allowed to.

Unseen: Cost 2 pts. - Allows the artist to ‘stack’ a weaker trump image upon a card, allowing only one with the knowledge to access the true trump image underneath.

Disconnection: Cost 8 pts. - A more advance form of trump jamming, that allows the artist to use a tenth of the time yet still be able to continue the trump interruption of his or her target. Due to this, the possibilities of a psychic battle are lessened.

Sealing: Cost 12 pts. - An even more advance form of trump disconnection that totally cuts off a person from using any sort of normal trump item (artifacts are another story) for a number of days, and or up to weeks if the artist has sufficient psyche superiority over the target.

Advance Trump Trap: Cost 8 pts. A more complex form of a ‘trump trap’, where a mere look or touch is enough to active the trap.

Fracturing: Cost 5 pts. - The artist with this ability is able to fracture a group trump call and engage any chosen members of the attempt in individual psyche combat while keeping the others at bay a the same time.

A Little Touch-up: Cost 3 pts. - Allows the artist to alter a existing trump image to new person or location, so it no longer contacts the image represented still upon the card or object.

Gestalt: Cost 5 pts. - Allow the Artist to act as ‘trump central’, able to receive and send multiple trump contacts at once.

Demonology –3rd year.

Demon Summoning: Cost 5 pts. – Trained in how to summon and control lesser demons of Shadow.

Demonology 4th year.

Demon Summoning: Cost 10 pts. – Trained in how to summon and control greater demons of Chaos.

Necromancy 3rd year

As yet, no description of this power is available. If the player wishes to purchase this power, they need to submit an outline to the GM for approval.
Variable Cost

Necromancy 4th year.

As yet, no description of this power is available. If the player wishes to purchase this power, they need to submit an outline to the GM for approval.
Variable Cost

Broken Pattern

Somehow your House was able to location one of the remaining pathetic shards of the Amber Pattern and allowed you to attain its power.
Shadow Walk: Cost 10pts. - Per Shadow Knight.
Evoking the Dark Well: Cost 5 pts. - Per Shadow Knight.
Broken Pattern Tendrils: Cost 10pts. - Per Shadow Knight.

Shadow Lore:

Variable Cost - While the Logrus is still inaccessible, you for some reason either by birthright or destiny have one of the abilities listed within ADRPG under Logrus.

Echoes of the Past:

Variable Cost - While the Pattern is still destroyed, you for some reason either by birthright or destiny have one of the abilities listed within ADRPG under Pattern.

Constructs:

Variable Cost - Per the normal rules within Shadow Knight.

Initiate of the Black Road:

Immunity to the Road’s Effects: Cost 2 pts. – Due to the safeguards built into the Road, it has a somewhat negative effect on the area around it. With this ability, you’re immunity to those effects. The Black Grass will part, it’s dark miasma seeming like a pleasant spring day.

Channeling of the Word: Cost 1 pts – Since the Black Road was first constructed as a tool for invasion, it was endowed with the ability to allow its Chaos Masters to command their troops far way in the field. Any person on or near the Black Road may use this special quality to contact and send a message to any other person or group that they know the location of, whom is also near or on a section of the Road no matter the metaphysical distances between the two. The use of a personal trump, allows a two-way communication to take place.

Courtly Way: Cost 3 pts. – Travel time for you is faster upon the Road, the very Road itself helping to secure transportation by providing the necessary means.

Black Threads: Cost 5 pts. - A much weaker version of the Black Tendrils, unable to bind or toss people about. Yet these gossamer threads can be use still to search Shadow and affect small objects or bind small creatures. Given enough time, even form a web strong enough to trap a person.

Dark Moods: Cost 0 pts. – Take any of the Initiate powers above; you automatically gain this one for free. Since the foundations of the Black Road was Logrus and within it lays madness, so too the Black Road has a slight taint of it. So any use of these Black Road powers can at times, bring about a foul or gloomy (some would say even ‘evil’) mood to its user.

Adept of the Black Road:

Manipulate of Near Shadow: Cost 8 pts. – As the Black Road influences the shadow around it, so too can the Adept with this power. But both are more of a localized variety that has limitations in both area and effect. While a Logrus Master or a Pattern User could make large sweeping changes within a shadow, a Black Road Adept is restrictive to smaller manipulations or corruption of Reality’s Laws. An Adept could not turn a river valley into a desert, but he can turn it into a treacherous swamp. While he couldn’t wipe a city clear with a thought, he could cause bandits to attack or even the Dead to awake to feast upon the flesh of its citizens.

Black Tendrils /Lesser Sort: Cost 8 pts. – As per Logrus tendrils in the ADRPG with only one restriction, these tendrils have a far shorter reach. At best, only two to three Shadows away from its initial summoning point.

Servants of the Road: Cost 4 pts. – The Black Road has many unhealthy effects on the areas it inhabits. With its powerful drain upon the local energies and self-defense mechanize, it can turn many places uninhabitable to most of the local life forms. In many cases, this contamination will cause severe mutations in the local animal population and death in the higher life forms (like humans). At times, even the laws of reality of that location may be altered and the dead come back to life or other general weirdness. In all cases, a generally weakening of the will takes place within the subject (be it beast or man), allowing the Adept domination and control these instruments of the Road for his or her own benefit.

Road Weaving: Cost 20 pts. - With this power, you have the ability to forge new branches of the Black Road or even create your own private mini-black road.

Precocious:

Cost 5 pts. - For some reason, you’re able to use powers beyond a normal person of your age. Game Effect - You have the ability to purchase powers at normal cost of a grade level above your own. So say, a Second Year Student, may purchase a limited number powers of a Third Year Student and add them to their character sheet. The number of powers you may purchase is up to GM approval, but likely it won’t be more then five total.

Traveler of the Road:

Cost 1 pts. – You are able to travel on the Black Road safely, and to your desired destination. Just be careful, you don’t wander off or become lost.


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