| Faerie Disc
 Demonology
 Shape Shifting
 Trump
 Logrus
 Pattern
 
 | (As they appear in Outrageous Fortune, with some modifications, some
	omissions, and some unique creations.) 
 A note about magic in Outrageous Fortune:  All magic is
	based on the Hero Fantasy system.  All spells are purchased
	individually in Faerie Magic, Demonology, Wizardry and Witchcraft. 
		Back to the beginning...The Power of Faerie  (40 pts.)
		Faerie is the First Power, the Power that was before the coming
		of the Serpent and the Unicorn. (See: History)  It has only recently been
		returned to its former glory through the destruction of the Orb. 
		To access the Power of Faerie, the Faerie Ring must be walked, but
		the task is not without its perils... The Faerie Ring The Book of Spells Faerie Magic became the only magic when Ygg was destroyed and
		the Plane of Magic was spun off into the Abyss as a result of the
		destruction.  (Most spells based on Hero Fantasy.)  When the Faerie
		Ring is walked, 20 points worth of spells become available to the
		walker.  (Spells are purchased individually in this
		system.) 
 
		Back to the beginning...The Powers of the Disc
		(Which can be blamed, entirely, on Prince Ishmael...)Wizardry (cost per spell) While Faerie Magic deals with the flora and fauna of the
		magical world, Wizardry gets down to the chemistry and physics of
		magic.  Here you will find transmutation spells, teleports,
		telekinesis, and anything else that would bore a Faerie to
		tears... The Book of SpellsWitchcraft (cost per spell) The art of sympathetic magic, and another avenue where curses,
		or hexes in this case, can be laid and removed.  Wards and sigils
		and dolls are popular, along with herbalism and healing.  And
		every witch has her broomstick and familiar... The Book of Spells 
 
		Back to the beginning...Demonology (10 pts. plus cost per
		demon)(See also Demons.)
 A very dire and perilous practice at its best, Demonology is
		the magic of summoning and binding noncorporeal demons.  It is a
		costly affair, for one is enslaving a truly powerful, and
		understandably bitter, entity. Demonology does not have a standard spell book per se, but each
		sorcerer is want to keep his or her own, extensive notebooks.  To
		summon a demon, the sorcerer must make two, finely crafted rings;
		one for himself and one for his slave.  When the rings are done,
		the sorcerer then casts the summoning spell and the summoned demon
		inscribes its name on its ring.  The demon is then enslaved to the
		sorcerer for the duration of the sorcerer's life, or until the
		sorcerer gives the demon its freedom.  The more powerful the
		demon, the more time, energy (and points) the sorcerer has to
		invest in the rings.  All demons bound in this fashion must
		obey their master's commands.  Also, the demons will have no
		corporeal form until their master makes one for them.  This form
		is usually fashioned out of clay and is destroyed once the demon
		enters it. Corporeal demons can be summoned, but they cannot be enslaved. 
		They can, however, be bribed into doing favors or tasks for the
		sorcerer, if the price is right. 
 
		Back to the beginning...The Power of Shape Shifting
		Shape Shifting was born of the union of the Serpent and an
		UnSeelie maid.  Only the children of the Serpent can change their
		shape without first casting a spell, but the change is imperfect. 
		Unlike their Faerie forebears, the children of the Serpent cannot
		change their mass, nor can they truly imitate their subjects
		without many, many years of practice.*Basic Shape Shifting (30 pts.) As per the Amber DRPG rulebook, by Phage Press.**Advanced Shape Shifting (35 pts.) As per the Amber DRPG rulebook, by Phage Press, with the
		following exception:  While Advanced Shape Shifters can change
		their mass, they can do so only by adding biological material to
		their forms.  This mass is expelled when they return to their true
		form. Basic and Advanced Shape Shifting can also be learned by
		degrees, and in the following order: *Basic Shape Shift (purchased for 5 pts. each) 
			Shape shift wounds 
			The ability to close open flesh wounds, burns and
			punctures.  (Note: broken bones cannot be mended with this
			ability.  See 'Shape body parts'.)Shape body parts
			The ability to shape hard, bony parts of the body, grow
			nails, claws, hair, etc.Shape facial features
			The ability to shift cartilaginous tissues in fine
			detail.Shape animal forms
			The ability to mimic animal shapes.  (Note: the shape
			shifter's mass cannot be changed, nor does the shifter gain
			the animal's abilities.)Automatic shape shift
			The ability to shift and adapt without concentration. 
			Literally, the shifter's form will take care of itself
			independently of the shifter's mind.  If conscious, the
			shifter can place himself or herself into this 'mode' and
			remain there until the mental switch is turned off.Involuntary shape shift
			Automatic shape shift taken to the next step, and mostly
			for defensive purposes.  Involuntary shape shift is the
			shifter's form preserving itself at all costs.  There is no
			switch that can be turned on or off.  Involuntary shape shift
			will work whether the shifter is conscious or not.  The
			shifter is at the mercy of his or her form until the form is
			no longer in danger. **Advanced Shape Shifting  (purchased for 5 pts. each
		and in the following order:) 
			Shape shift internal structures
			This allows the shape shifter to change their internal
			structure, adding an extra heart, brain, etc., or changing
			their location within the body.  It also gives the shape
			shifter fine control, to the cellular level, allowing
			for...interesting biological outcomes.Shape shift animal abilities
			This ability allows the shape shifter to fly without
			growing wings, run exceptionally fast, breath water without
			growing gills, etc.  (Reader's of the comic, "Animal Man",
			will be well-versed when using this power.)Shape shift to creatures of power
			This ability allows the shape shifter to assume the form,
			and magical abilities of mythical beasts.  For example, the
			shape shifter could assume the form of a dragon, and be able
			to breath fire, or the form of a Faerie and be able to move
			through the 'Tween.Shape shift aura
			The ability to shape the psychic self, without changing the
			physical form.  Allows the shifter to psychically
			hide.Shape shift persona
			Allows the shifter to literally become what they are
			shifting into.  This is a very dangerous practice, as the
			shifter is sometimes unable to get back to
			themselves.Shape shift other
			This skill allows the shape shifter to apply all of their
			knowledge of the skill, to date, on another living being,
			provided, of course, that said being's psyche can be overcome
			by the attacking shape shifter.Shape shift blood
			This allows the shape shifter, by using their own blood, to
			create living beings to which any or all of the above
			abilities can be ascribed. 
 
		Back to the beginning...The Power of Trump
		As per the Amber DRPG Sourcebook, with the following exception:
		With the joining of the two planes of Trump, and the destruction
		of the Orb, Trump has become one of the most potent of the powers,
		distance no longer hinders contact, nor time flow, nor can Trump
		be barred from any Shadow.  Allowing a card to fall into the wrong
		hands can now be quite dangerous...*Trump Artistry  (40 pts.) Trump Artistry can also be learned in stages, in the following
		order (8 pts. each): 
			Sensing Trump
			This is the ability to determine whether or not a card,
			painting, mural, etc., is imbued with the power of
			Trump.Trump identification
			This ability allows the artist to shuffle quickly through
			their deck to determine who is Trumping them (the card in
			question will be cold).  This can also be combined with Trump
			memory at a later date.  Until then, for this ability to work,
			the artist must have their cards within reach.Trump defense
			The ability to stare at one's own card, invoking the power
			of Trump as a defense or shield against all other powers. 
			(Note:  Contrary to the Sourcebook, not just anyone can stare
			at their own Trump and defend themselves.  This ability is
			open only to Trump artists, or Trump artists in
			training.)Trump sketches
			The ability to make impermanent Trumps quickly.  The sketch
			is destroyed with the first use.Creating Trump
			Self-explanatory.  Trump are indestructible in Outrageous
			Fortune. **Advanced Trump Artistry (20 pts.) Which can also be learned in stages in the following order (4
		points each): 
			Trump memory
			This ability allows the artist to Trump anyone or where
			they have made a card for previously.  Without a
			previously made card, this ability will not function.Trump spying
			An expansion of Trump identification which allows the
			artist to not only determine which cards in their deck are
			currently active, but to subtlely listen in on the ongoing
			conversations.Trump jamming
			The ability to stop Trump calls from going through.  This
			is best used with Trump spying to stop others' calls from
			going through, but can also be used to stop incoming calls to
			the artist.Trump gate
			The ability to create large portals imbued with Trump
			power, and generally to a fixed location.Trump trap
			The ability to contain a viewer within a Trump, make a
			false face on a card, or otherwise do something nasty to
			someone else.  (There are as many individual Trump traps as
			there are Trump artists...) Back to the beginning...
 Back to the beginning...
 
 Please Note:  Conjuration and Advanced Pattern and Logrus no
	longer function in the world of Outrageous Fortune.  They were
	destroyed along with the Orb. 
  "Outrageous Fortune"
 GM's Homepage
 Text and artwork © Wendi Strang-Frost, 1999, unless otherwise
	noted.
 This page was last updated on July 30, 1999.
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