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Pattern Imprint Pattern Inscription Pattern Weave

The power of Pattern is open to anyone who carries in them the blood of Dworkin and Oberon. Though control over this power is granted only by walking The Pattern itself, it is possible for Amberites who have not taken the fateful walk to use certain of these powers. Anything beyond the Journeyman level is impossible for an Amberite who has not walked the Pattern, and even those abilities are generally beyond such a person except by accident or in desperate circumstances.

Pattern is most useful in and around the realms of Pattern, its power wanes when one goes too far away from the Patterns. That is not to say that it would become ineffective, but once too deep in Chaos, other powers hold more sway. Close to Amber, the power of Pattern is very strong, and those who wield it are mighty indeed.

Pattern Imprint – 35 points

Walk In Shadow: The most basic, and most important power of Pattern is to walk in Shadow, to move from world to world and experiance all that the vast universe has to offer. A Pattern walker can leave enemies behind effortlessly, and find allies within a few steps. Fantastic riches are only a day’s journey away.

To walk from one Shadow to another, the Pattern user must visualize an area or scene that describes what she’s seeking as much as possible. Some examples include, “A medieval court”, “The top of a hill, overlooking a plain with a small town”, “A deep forest, facing a tree cleft by lightning at the fork of a trail”. The more general the scene, the more the Storyteller fills in the details of the Shadow. Some filling-in will occur regardless. No matter how carefully the scene is described, the Shadow walker can never be entirely certain of the destination.

The actual act of walking in Shadow requires two things, some way to break line of sight, and a change in scenery. Turning a corner, cresting a hill, stepping past a tree, coming out of a tunnel are all great ways to see a new vista and change a detail. To Shadow Walk toward a pictured shadow, one begins to change small details so that the current Shadow becomes more and more like the place pictured. Some details cannot be changed in a single step. A sky going from blue to yellow is a huge shift, and some intervening steps through green skies will almost certainly be required. Shadow Walking is not particularly strenuous, and is time consuming in the sense that one must walk to each new point of view in order to make changes.

Hellriding: A more advanced shadow-walking technique, Hellriding is merely compressed Shadow Walking. Instead of taking slow, safe scene switches, such as the aforementioned cresting of a hill, the Amberite seeks a place where vision will be obscured and revealed in rapid succession. Bursts of steam, smoke, falling ceilings, broken terrain and similar circumstances allow for multiple rapid changes of Shadow. Hellriding is dangerous and tiring. Dangerous, because the kinds of places that allow for rapid obscuring of vision are usually dangerous and/or uncomfortable, and tiring because rather than effecting a change of shadow every few minutes or tens of minutes, the Amberite must force a change two or three times a minute.

Gear Manipulation: As an Amberite walks through Shadow, he can mold his personal clothing and gear to better fit in to whatever world he finds himself in. This process requires only a little bit of extra effort when performing a basic Shadow Walk. It’s so easy that most Amberites simply do this as they go without thinking much about it.

Trying for some specific item requires a bit more effort. Anything that can fit in a pants pocket or a very small purse can be created from a piece of shadow stuff of similar size and composition. A small rock can become an item that looks like a pocketwatch, a strip of paper can become a concert ticket. The more complex the item created, the harder it is to do, and the longer it takes. The item must be more or less the same as it was before, and machines or especially delicate items cannot be created this way.

Shadow Manipulation: Small, direct manipulations of a shadow are possible without walking anywhere. These manipulations are time-consuming, and require a fair amount of effort. The manipulations work by ‘merging’ some bit of the Shadow with a neighboring shadow. Little details can be changed, like the tires changing on a car, a window gaining shutters, or a door acquiring a deadbolt. These manipulations cannot cover more than a doorway sized object, nor can they make changes that are too drastic. When finished, the newly manipulated Shadow should still look ‘natural’ to a long time resident of that world.

Bloodcurse: Anyone of Dworkin’s blood may lay a terrible curse on their target. The Bloodcursing individual takes on a large amount of bad stuff, and inflicts the same amount on someone who has harmed or wronged them greatly. The bad stuff on the curser is generalized, but the bad stuff on the cursed party is geared to whatever event the curse indicated. To use a Bloodcurse, an Amberite must be in great danger or pain, and must have some idea of who caused the torment or danger. As an example, ‘Corwin of Amber’ is a perfectly acceptable Bloodcurse target, as is, ‘That man in the black who just stabbed me’. Multiple people can be cursed, such as ‘Florimel of Amber and all her line’, or ‘The Chaos Houses arrayed against me’.

Unacceptable targets include totally general terms like, ‘Whoever hired the man who shot me’, or ‘The individual responsible for placing that bomb’. If the Amberite has no idea at all who is behind his misfortune, then that person cannot be Bloodcursed. It is possible to curse the person that an Amberite thinks is responsible, and if the Amberite is wrong, the innocent party still gets cursed.


The Shroud of Silk Drascus