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A Woven [[Logrus]] is a shadow of the Logrus. | A Woven [[Logrus]] is a shadow of the Logrus. | ||
− | Like Broken | + | Like Broken patterns of Amber, which include a little less Order then the Pattern, a woven Logrus contains a little less Chaos then the Logrus. |
− | The Logrus is a constantly moving initiation that requires excellent skill at shapehanging to assay. Different shapes being required for different moments in the passage through the construct. | + | The Logrus is a constantly moving initiation that requires excellent skill at shapehanging to assay. Different shapes being required for different moments in the passage through the construct. a Woven Logrus has sections of the construct that are stable, not requiring constant shapeshifting to effect. the percent of divergence from the true chaos of the Logrus is called its degree of "Knotting" or how "Knotted" it is. |
− | There are few items with Logrus Inscriptions, the very immutable nature of the perfectly chaotic logrus works against them. However, Woven Logrus items are more common, as inscribing the woven section is more possible to retain its powers on an artifact. The greater amount of woven section the more powerful the artifact. | + | There are extremely few items with Logrus Inscriptions, the very immutable nature of the perfectly chaotic logrus works against them. However, Woven Logrus items, are more common, as inscribing the woven section is more possible to retain its powers on an artifact. The greater amount of woven section the more powerful the artifact. |
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− | Gutsedvem has the best known Woven Logrus. It is 88% "Knotted" and can be assayed by someone skillfully using a shapeshifting artifact since the construct does not attempt to effect items carried by the walker. | + | Gutsedvem has the best known Woven Logrus. It is 88% "Knotted" and can be assayed by someone skillfully using a shapeshifting artifact since the construct does not attempt to effect items carried by the walker. Spells must be crafted specifically for this Woven Lohgrus since it differs from the regular logrus so dramatically. |
-'''Powers of the Woven Logrus'''- | -'''Powers of the Woven Logrus'''- | ||
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*'''''80 Pips Master's Woven Logrus Imprint''''': Frame can hold 24 spells of any power level with great power. | *'''''80 Pips Master's Woven Logrus Imprint''''': Frame can hold 24 spells of any power level with great power. | ||
− | *To assay for a '''Basic Imprint'' one must have have the power of shape-change in order react to the changing nature of the construct. Using an artifact | + | *To assay for a '''Basic Imprint'' one must have have the power of shape-change in order react to the changing nature of the construct. Using an artifact does not work since the artifacts would be disassembled by the experience. |
*To assay for an ''Advanced Imprint'' one must have the power of shape-change at an ''advanced'' level. | *To assay for an ''Advanced Imprint'' one must have the power of shape-change at an ''advanced'' level. | ||
*To assay for a ''Master's Imprint'' one must have shape-change at a ''Master'' level. | *To assay for a ''Master's Imprint'' one must have shape-change at a ''Master'' level. | ||
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===<big>Skill System</big>=== | ===<big>Skill System</big>=== | ||
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'''Example-Guitar''' | '''Example-Guitar''' | ||
− | Learning how to play the guitar, even spending a couple years in shadow getting good with it, doing shows even, does not make even an Amberite able to show up Jimmy Page on stage. Nor Carlos Santana, Brian May, Muddy Waters, or Johnny Lee Hooker. Certainly not either Jimi Hendrix | + | Learning how to play the guitar, even spending a couple years in shadow getting good with it, doing shows even, does not make even an Amberite able to show up Jimmy Page on stage. Nor Carlos Santana, Brian May, Muddy Waters, or Johnny Lee Hooker. Certainly not either Jimi Hendrix. |
*Rolling Stone published a list of the 100 greatest guitarists of all time. The list is daunting. So call anyone on that list having at least 3 pips in Guitar. This would translate to playing most stringed instruments similar to a guitar, like mandolins, balalaika, Sitars and ukuleles at a 2 pip level, and probably even pianos and harpsichords at a 1 pip level. Familiarity and expertise might also translate to being able to play any musical instrument at least a little. So i'd call anyone on the list at least 3 pips. | *Rolling Stone published a list of the 100 greatest guitarists of all time. The list is daunting. So call anyone on that list having at least 3 pips in Guitar. This would translate to playing most stringed instruments similar to a guitar, like mandolins, balalaika, Sitars and ukuleles at a 2 pip level, and probably even pianos and harpsichords at a 1 pip level. Familiarity and expertise might also translate to being able to play any musical instrument at least a little. So i'd call anyone on the list at least 3 pips. | ||
**Anyone in the top 20 might be 4 pip guitarists. | **Anyone in the top 20 might be 4 pip guitarists. | ||
**5 Pip Players: Jimmy Page, Jimi Hendricx, Eric Clapton, Kieth Richards, B.B. King, and George Harrison are all 5 pip players. | **5 Pip Players: Jimmy Page, Jimi Hendricx, Eric Clapton, Kieth Richards, B.B. King, and George Harrison are all 5 pip players. | ||
− | **Carlos Santana is # 20 on that list | + | **Carlos Santana is # 20 on that list but I would put him in the 5 pip zone personally but maybe he is a 4 pip player, a nudge away from being a 5 pip players. Just waiting for one more perfect solo to join the 5 pip players. |
'''Example-Horsemanship''' | '''Example-Horsemanship''' | ||
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*In my games Benedict may be the best warrior but Julian has 5 pips in horsemanship. He spends a great deal of time in the saddle every day. He is amazing at managing breeding for the horses his rangers use. Benedict comes to him for advice on horse and animals. Julian has melded his combat style firmly into treating his horse as a partner as well as a weapon. And most of all, he found and befriended the greatest horse in shadow. | *In my games Benedict may be the best warrior but Julian has 5 pips in horsemanship. He spends a great deal of time in the saddle every day. He is amazing at managing breeding for the horses his rangers use. Benedict comes to him for advice on horse and animals. Julian has melded his combat style firmly into treating his horse as a partner as well as a weapon. And most of all, he found and befriended the greatest horse in shadow. | ||
− | + | '''Languages''' | |
− | Thari is the base language of Amber as well as Chaos. As Amberites travel they pick up languages pretty easily. If they spend a significant amount of time in a shadow they can | + | Thari is the base language of Amber as well as Chaos. As Amberites travel they pick up languages pretty easily. If they spend a significant amount of time in a shadow they can pick up languages easily. But even a few years does not make them experts in nuance and the history of the development of a language. |
− | *1 pip makes a person an expert in dialects, accents, | + | *1 pip makes a person an expert in dialects, accents, variations, slang, and jargon come easy to them. |
− | *2 pips makes one speak like a native. Few detect their speech as learned | + | *2 pips makes one speak like a native. Few detect their speech as learned |
*3 pips is a scholarly understanding of the language in it historical context. Able to to expound on the detail of the language with native scholars. | *3 pips is a scholarly understanding of the language in it historical context. Able to to expound on the detail of the language with native scholars. | ||
− | + | '''Skills & Roleplaying''' | |
The thing I impress on players though is that the more pips they put in a skill the more it needs to be represented in their role playing. The higher the points, the greater the obsession. | The thing I impress on players though is that the more pips they put in a skill the more it needs to be represented in their role playing. The higher the points, the greater the obsession. | ||
*1 Pip in a skill like card magic/poker tricks, means the character probably always has a deck of cards on him. | *1 Pip in a skill like card magic/poker tricks, means the character probably always has a deck of cards on him. | ||
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Random nearly always has a deck of cards or a set of drum sticks in his hands. He has 4 pips in card tricks/card magic and 3 pips in Drums. | Random nearly always has a deck of cards or a set of drum sticks in his hands. He has 4 pips in card tricks/card magic and 3 pips in Drums. | ||
− | + | '''Skills from the GM point of view''' | |
The other thing the skills are good for, '''from a GM point of view''', is it tells me what kind of scenes and scenarios a PC might be interested in. | The other thing the skills are good for, '''from a GM point of view''', is it tells me what kind of scenes and scenarios a PC might be interested in. | ||
*1 pip in motorcycles means down the line they run afoul of a biker gang. | *1 pip in motorcycles means down the line they run afoul of a biker gang. | ||
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*3 Pips in Sculpture means their home will be filled with their work. They will be fiercely protective of their work space. They might be interested in a series of games to find powerful materials to work or powerful tools. Also, they might have to deal with powerful thieves stealing their favorite creations. | *3 Pips in Sculpture means their home will be filled with their work. They will be fiercely protective of their work space. They might be interested in a series of games to find powerful materials to work or powerful tools. Also, they might have to deal with powerful thieves stealing their favorite creations. | ||
− | Since as a GM i have a general idea what skills the elders have it gives me a hook for getting the PCs involved. A PC is fanatical about horses with a 3 pip skill, then he might work well with Julian. 2 pips in cooking? Maybe she and Flora would get along. A pip in guitar, maybe she and Corwin can sing duets. So i learn a bit about the player's interests in what they hope to see in what | + | Since as a GM i have a general idea what skills the elders have it gives me a hook for getting the PCs involved. A PC is fanatical about horses with a 3 pip skill, then he might work well with Julian. 2 pips in cooking? Maybe she and Flora would get along. A pip in guitar, maybe she and Corwin can sing duets. So i learn a bit about the player's interests in what they hope to see in what i their game too. |
− | + | '''Skill Examples''' | |
'''1 Pip Skill''' ''Skilled Amateur'' | '''1 Pip Skill''' ''Skilled Amateur'' | ||
''An expert in a particular activity.'' | ''An expert in a particular activity.'' | ||
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* Mathematics/Phyics/Psychohistory-Tolknor Scripter | * Mathematics/Phyics/Psychohistory-Tolknor Scripter | ||
− | + | '''Shadow Shaving''' | |
− | + | The basic premise of ''Skills'' in an Amber setting is that knowing how to do something does not make one an expert. An amberite can wander off into shadow, spend a few months and gain the ability to practice an activity. But if they spend decades at it they gain a Point in it and become an experienced expert. | |
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− | + | Shadow Walking is an extremely specialized ability. It is the ability to concentrate on a very precise set of shadow parameters including details such as time ratios, minor changes in the time-line, addition or elimination of particular events, minor changes in details of places and individuals. | |
− | + | <span style=color:blue>'''''The greater the pattern imprint allows for reaching a chosen destination at a quicker rate.''''' <span> | |
− | + | <span style=color:blue>'''''The more skill points a shadow walker has in <span><span style=color:green>Shadow Shaving<span><span style=color:blue>, the greater amount of detail that can be added to arrive at a more precise place in the same amount of time.'''''<span> | |
− | + | '''''Example''''' | |
+ | '''Normal Shadow Walker and a Normal Destination''' | ||
+ | *I walk to a water rich world with blue skies and warm weather. | ||
+ | *It should be well populated with humans of my size and shape so i can blend in. | ||
+ | *Magic should function as it does in Amber and the natural laws should function as in Amber. | ||
+ | *The technological age should be a sword age. | ||
− | + | Now clearly these 4 terms would not be the only things the walker considered in the course of getting there. And this assumes that the person is not going somewhere they are familiar with and that little changes are made along the way. "A yellow flower on the right, a darker sky, a bird of gray and green lands on the tree with blue flowers, "etc,etc. These little changes are all part of the process of shadow walking compacted into the 4 above statements. The faster one takes the path the more strain. So walking the 9 hours would be a slow and careful choice. Zooming around at 90 mph would be hard and mentally taxing. | |
− | + | Normal shadow walkers using a faster mode of travel,a "Hellride", is forcing great amounts of detail into short periods of time. However, taking longer to reach a spot, adding distance, breaks up the amount of change required in each step. | |
− | + | When Random asks Corwin to stop for him. He then concentrates while stopped, sorting out which changes in a long series so that in a short distance later a safe place to get gas exists. He need time not traveling at vehicle speed to get all the changes he needed sorted out in his mind so that when forward motion began he could smoothly make a lot of changes in a short distance. | |
− | + | '''<span style=color:blue>Basic Imprint: Distance 36 miles. | |
+ | *'''<span style=color:blue>9 hours of walking at 4 miles per hour''' | ||
+ | *'''<span style=color:blue>3 hours of riding a horse at a cantor of 12 miles per hour''' | ||
+ | *'''<span style=color:blue>1 hour and 12 minutes of riding a horse at a gallop of 30 mph''' | ||
+ | *'''<span style=color:blue>24 minutes riding a motorcycle at 90 mph'''</span> | ||
− | + | '''<span style=color:red>Advanced Imprint: Distance 18 miles. | |
+ | *'''<span style=color:red>4 hours & 30 minutes of walking at 4 miles per hour | ||
+ | *'''<span style=color:red>90 minutes of riding a horse at a cantor of 12 miles per hour | ||
+ | *'''<span style=color:red>1 hour and 12 minutes of riding a horse at a gallop of 30 mph | ||
+ | *'''<span style=color:red>12 minutes riding a motorcycle at 90 mph</span> | ||
− | + | '''<span style=color:Green>Master Imprint: Distance 9 miles. | |
+ | *'''<span style=color:Green>2 hours & 15 minutes of walking at 4 miles per hour | ||
+ | *'''<span style=color:Green>45 minutes of riding a horse at a cantor of 12 miles per hour | ||
+ | *'''<span style=color:Green>36 minutes of riding a horse at a gallop of 30 mph | ||
+ | *'''<span style=color:Green>6 minutes riding a motorcycle at 90 mph)</span> | ||
− | + | In the first example a person walking for 9 hour to cover 36 miles is walking at a good pace but not straining themselves and are able to make changes in a reasonable rate. They will arrive at their destination tired but not mentally frazzled. If they had driven 90 MPH they might get there faster but their head would be really pounding and it might be hard for them to focus. If they took longer to get there, in distance and time, they would recover quicker and have arrived in better condition. | |
− | + | So, a person with skill in Shadow Shaving has practiced the method of delivering greater detail in the same amount of time and distance then those without such skill. An experienced shadow walker can expect at least 1 Pip in Shaving expertise but only one who has spent many years specifically practicing the methods would raise their skill to 2 pips. Like other skills, the greater the points dedicated the more it is a part of the person's character, expressed in their outlook and their role playing. | |
− | I | + | '''1 Pip in Shadow Shaving''': |
+ | *I walk to a water rich world with blue skies and warm weather. | ||
+ | *It should be well populated with humans of my size and shape so i can blend in. | ||
+ | *Magic should function as it does in Amber and the natural laws should function as in Amber. | ||
+ | *In this realm should be 5 combative nations with long histories of conflict. | ||
+ | *Horse riding is common. | ||
+ | *The level of technology places it in a sword age with iron rich weaponry, recurved and long bows. | ||
+ | *There should be dragons that are trainable and can be ridden. | ||
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− | + | '''2 Pips in Shadow Shaving''': | |
+ | *I walk to a water rich world with blue skies and warm weather. | ||
+ | *It should be well populated with humans of my size and shape so i can blend in. | ||
+ | *Magic should function as it does in Amber and the natural laws should function as in Amber. | ||
+ | *In this realm should be 5 combative nations with long histories of conflict. | ||
+ | *Horse riding is common in the English manner with some using Thelusian cross-leg styles. | ||
+ | *One of the nations uses the bow in a Mongolian style. | ||
+ | *The level of technology places it in a sword age with iron rich weaponry, advanced steels, recurved and long bows. | ||
+ | *There should be dragons that are trainable and can be ridden and have intelligences ranging from horse level to spoken and able to use magic. | ||
+ | *While the world is racially human the dragons and bugbears of sufficient intelligence are allowed to participate in normal social, commercial, and military activities. Most kingdom will have dragons and bugbear forces in their military. | ||
+ | *The languages should have a developmental tree from two distinct origins. Gold, silver, and copper are the common monetary styles with a rich trade in cut and uncut stones. | ||
+ | *A vibrant artistic element exists in each of the countries with one being famous for scrimshaw and another being famous for silk weaving and painting The musical styles differ in each kingdom with one fond of strings instruments and one using wind instruments. There are no drums. | ||
+ | *Clothes styles vary from realm to realm with the warmer regions favoring silks and the cold ones wear wool not furs. | ||
+ | *Foods span the nations and there is an active fusion of food styles despite the nationalities that amounts to a peaceful exchange even among warring nations. Keeping of pets is common and one nation is reviled for its practice of using pet animals as a food source. | ||
+ | *Variations in time relation to Amber can be found in adjacent shadows. | ||
− | + | '''3 Pips in Shadow Shaving''': | |
+ | *I walk to a water rich world with blue skies and warm weather. | ||
+ | *It should be well populated with humans of my size and shape so i can blend in with a variety of distinct racial characteristics including ear shapes, hair colors, skin colors and dominant hand sides. | ||
+ | *Magic should function as it does in Amber and the natural laws should function as in Amber. Wizardry and Magery should be able to be practiced after assaying a power construct. | ||
+ | *In this realm should be five combative nations with long histories of conflict. Drunas, Pantar, Segara, Gandolin, and Shuntas | ||
+ | *Horse riding is common in the English manner in Drunas, Pantar, and Shuntas with some using Thelusian cross-leg styles used in Segara and Gandolin. | ||
+ | *Pantar uses the bow in a Mongolian style. Drunas uses nets in combat. | ||
+ | *Shuntas has a tradition of using assassins and has a robust Assassin's secret society. | ||
+ | *The level of technology is a sword age with iron rich weaponry, advanced steels, recurved and long bows. Extensive decorative is used in weaponry. | ||
+ | *There should be dragons that are trainable and can be ridden and have intelligences ranging from horse level to spoken and able to use magic. | ||
+ | *While the world is racially human the dragons and bugbears of sufficient intelligence are allowed to participate in normal social, commercial, and military activities. Most kingdom will have dragons and bugbear forces in their military. Dragons and Bugbears have achieved high ranks in Segara. | ||
+ | *The languages should have a developmental tree from two distinct origins. | ||
+ | *Gold, silver, and copper are the common monetary styles with a rich trade in cut and uncut stones. Each realm has a distinctive style of coinage except Pantar which uses the coinage of Drunus having once been a subject nation. | ||
+ | *A vibrant artistic element exists in each of the countries with one being famous for scrimshaw and another being famous for silk weaving and painting The musical styles differ in each kingdom with one fond of strings instruments and one using wind instruments. Drums are only used in religious ceremonies. | ||
+ | *All the nations except Segara follow the same religion. Segara is bitterly atheistic and practices non-divine ancestor veneration. | ||
+ | *Clothes styles vary from realm to realm with the warmer regions favoring silks and the cold ones wear wool not furs. | ||
+ | **Men in Pantera wear kilts. | ||
+ | **Gandolin, a warm tropical nation uses silks extensively and nudity is common for men and women. | ||
+ | **In Shuntas children wear an identical outfits in gray till they reach the age of 12, at which point they wear identical outfits of green for girls and red for boys. They | ||
+ | *Foods span the nations and there is an active fusion of food styles despite the nationalities that amounts to a peaceful exchange even among warring nations. Keeping of pets is common and one nation is reviled for its practice of using pet animals as a food source. | ||
+ | *Specific Time relations available in adjacent shadows. | ||
− | + | '''4 Pips in Shadow Shaving''': | |
+ | *All the above but specific social trends can be altered | ||
+ | *All the above but people can have dramatically different lives. | ||
+ | *All the above but weather patterns can be changed. | ||
+ | *All the above and individual events can have different outcomes. (This is how Benedict watches the same battle over and over with different variables) | ||
+ | *Walker has vast experience in the use of detailed shadow shaving. | ||
+ | *Walker can find identical shadows in vastly separated positions in shadow. IE: a shadow east of Mandalay and an identical one in the Chaos Sway. | ||
− | + | '''5 Pips in Shadow Shaving''': | |
+ | The Devil is in the Details | ||
+ | ==This Space Available-a== | ||
==This Space Available-b== | ==This Space Available-b== | ||
==This Space Available-c== | ==This Space Available-c== | ||
==This Space Available-d== | ==This Space Available-d== |