Faerie
Disc
Demonology
Shape Shifting
Trump
Logrus
Pattern
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(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.
- 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 Spells
Witchcraft (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...
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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