Heritage Heritage Heritage
Heritage reflects the characters ancestry and defines what, if any powers the character may buy based on ancestry. It does not necessarily mean they have the Power in the Blood to be able to buy the powers since over the generations the Power in the Blood can become diluted.

All Player Characters will have Heritage of Pattern. They may also have other Heritages which grant them further options.

Heritage of the Logrus [0]:
The character is descended from the first king of Chaos who inscribed the Logrus. Thousands of generations have passed since then and untold numbers possess this heritage. Anyone with this heritage may assail the Logrus and become activated.

Those with Heritage of Logrus are natrual shapeshifters.

    Base Attributes: Chaos Level (-10)
    Basic Appearance: Varies by House of Chaos, generally in the human to demon range.
    Starting Power in the Blood: 50
    Starting Points: 50
    Max Attributes: 90% top ranked Amberites
    Activation: Assail the Logrus.
    Free Powers: Use Trump, Common Shape shifting (Pattern Inf Shape shifting)
    Buyable Powers
      Preactivation only: None
      Preactivation: Magic, Trump Tricks, Adv. Trump Tricks, True Shape shifting
      Postactivation: Trump Artistry, Adv. Trump Artistry
Heritage of the Pattern [0]:
The character is descended from someone who inscribed a Pattern after that Pattern was inscribed and is less than 3 generations removed from a Pattern Walker. In cases where a character is descended from two such individuals only the closest one counts. For example Merlin, born before Corwin inscribed his Pattern has Heritage of Dworkin's Pattern, any children born after Corwin inscribed his Pattern would have Heritage of Corwin's Pattern. The character must specify which Pattern is in their Heritage at character creation which should always be Dworkin's at this time.

Since Dworkin is a descendant of Chaos so are his children and they have all the benefits of Heritage of Logrus until the Heritage of Pattern is activated.

Heritage of Pattern can be activated by walking the Pattern. To do so they must have an Endurance of Amber level, and a Power in the Heritage of at least 77.

    Base Attributes: Amber Level (0)
    Basic Appearance: Human
    Starting Power in the Blood: Varies
    Starting Points: 100
    Max Attributes: None
    Activation: Walk the Pattern
    Free Powers: Use Trump, Shadow Path, Strengthen Shadow
    Buyable Powers
      Preactivation only: Common Shape shifting
      Preactivation: Magic, Trump Tricks, Adv. Trump Tricks, Jewel of Judgment
      Postactivation: Pattern, Adv. Pattern, Trump Artistry, Adv. Trump Artistry, Orderly Shape shifting, Dreams, Pattern Conjuration

Heritage of the Diluted Pattern[0]:
After 3 generations of breeding with lesser Heritages the Heritage of the Pattern begins to become diluted. This only occurs if it is not "refreshed" by walking the Pattern. There are several lines of diluted Pattern

Rebma: Oberon* -> Minna[X] ->1[X] -> 2[X] -> Lir[Y] -> Dau[Y] -> Dau[Y] -> Moins[Y]
Siwah: Oberon* -> Cerimon[X] ->1[X] -> 2[X] -> 1st Pharaoh of Siwah[Y]

X: Has Heritage of the Pattern, and did not walk the Pattern
Y: Had Heritage of Diluted Pattern

    Heritage of the Rebman Reflection[0]:
    When Oberon created the Pattern in Amber (not the Primal one), one of his distant descendants, by the name of Moins, was at the spot that would become the Pattern in Rebma and became his reflection. The line descended from her roughly parallels that of Oberon as the Royal House of Rebma. When their counterpart in Amber walks the Pattern their Blood becomes activated and the Rebman can use a number of additional powers previously unavailable.

    Characters born of both Amberite and Rebman Royal parents can have their Heritage of the Rebman Reflection activated if the person they are a reflection of walks the Pattern before they walk the Pattern themselves. Once the Heritage of Pattern is activated the Heritage of the Rebman Reflection is effectively subsumed and new powers can not be learned based on it. Which doesn't really matter since Amberites can do everything Rebmans can.

    If one of them could find a way to increase their Power in the Blood to 77 they could potentially walk the Pattern.

    A character with Heritage of Rebman Reflection also have Heritage of Rebma.

      Base Attributes: Reflection Level (-5)
      Basic Appearance: Human
      Starting Power in the Blood: typically < 62
      Starting Points: 100
      Max Attributes: None
      Activation: Reflection Walks the Pattern
      Free Powers: Use Trump, Shadow Path, Strengthen Shadow
      Buyable Powers
        Preactivation only: Common Shape shifting
        Preactivation: Magic, Trump Tricks, Adv. Trump Tricks, Jewel of Judgment
        Postactivation: Trump Artistry, Adv. Trump Artistry, Dreams

    Heritage of the Siwah Dilution[0]:
    The Pharaohs and Queens of Siwah are descended from Oberon through Cerimon and son who wandered off into Pattern and was lost. The tend to marry each other so the Power in the Blood is quite strong (71).

    Anyone with this heritage that voluntarily sacrifices themselves and change the shadow of Siwah as if the had Advanced Pattern or owned Siwah (12pt). This can not be a long term change (like Siwah can never be invaded again) but it could be something as grand as to eliminate all of Siwah's enemies in the borders at once, or changing the time flow, making it restricted access...

      Base Attributes: Chaos Level (-10)
      Basic Appearance: Human
      Starting Power in the Blood: 71
      Starting Points: 100
      Max Attributes: None
      Activation: Voluntary death
      Free Powers: Use Trump, Shadow Path, Strengthen Shadow
      Buyable Powers
        Preactivation only: Common Shape shifting
        Preactivation: Jewel of Judgment, Magic, Trump Tricks, Adv. Trump Tricks
        Postactivation: None

Heritage of Rebma[0]:
By interbreeding with refugees from Chaos, and several specific lines of Shadowlings the people of the Eastern Islands developed their own form of shape shifting that is their basic form, over time they were pushed off the islands into the sea to be come the general population of Rebma.

    Base Attributes: Chaos Level (-10)
    Basic Appearance: Rebman
    Starting Power in the Blood: 71
    Starting Points: 100
    Max Attributes: None
    Activation: None
    Free Powers: None
    Buyable Powers
      Preactivation only: None
      Preactivation: Rebman Shape shifting, Magic
      Postactivation: None
    Rebman Form
    This is a limited shape shift from human form to Rebman form, and can not be done partially. This form is useless on land mainly because of the breathing change. The conditions for the change require the shape shifter to be in the ocean. Anyone born with Rebman blood can buy this package. Including those with Heritage of Pattern, as long as they do it before walking a Pattern. For PCs the cost is 15 points.
  • Gills: In addition to the normal lungs the character has gills along the neck that allow for underwater breathing. When the gills exist the esophagus is closed and breathing normally is impossible.
  • Immunity to Cold: The character is immune to the cold found at in the ocean down to about 500m (5 Celsius)
  • Resistance to Pressure: The character is immune to the pressure down to a depth of about 500m (22 ATM or 1500ft)
  • Enhanced Touch/Hearing: The character hearing and sensitivity to vibration in the water is increased. A lateral line develops along their sides to pick up this info.
  • Enhanced Vision: The eyes become more spherical to focus better underwater. Pupils gain a greater range of size.
  • Swimming: Webbing grows between the fingers, the feet grow larger and flatter to enhance swimming. Musculature also changes so that dolphin style swimming is more efficient that the standard crawl.

Heritage of a Pattern Sliver [0]:
The character is descended from a native inhabitant of one of the Shadows just outside those with Patterns. Shadows like Arden, Nedra, Garnath, or Gavera. These tend to be Golden Circle shadows. They can not walk the Pattern but can become powerful Magicians and Trump users.
    Base Attributes: Chaos Level (-10)
    Basic Form: Humanoid. May have Limited Shape Shifting
    Available Powers: Varies by Power in the Blood. No powers which require Heritage of Pattern, or Logrus.
    Available Extras: Allies, Contributions, Items, Shadows
    Free Powers: Use Magic in shadows dominated by 1 power (Pattern) .
The Rebman form package above is one example of a group of Heritage of Sliver Shadowlings with Limited Shape shifting: Alternate Form.

Heritage of a Pattern Realm [0]:
The character is descended from a native inhabitant of one of the Shadows with a Reflection of the Pattern, or the royal line of a number of other shadows. These tend to be Golden Circle shadows. They can not walk the Pattern but can become powerful Magicians and Trump users.

    Base Attributes: Chaos Level (-10)
    Basic Form: Humanoid. May have Limited Shape Shifting
    Available Powers: Varies by Power in the Blood. No powers which require Heritage of Pattern, or Logrus.
    Available Extras: Allies, Contributions, Items, Shadows
    Free Powers: Use Magic in shadows dominated by 1 power (Pattern) .
The Rebman form package above is one example of a group of Heritage of Sliver Shadowlings with Limited Shape shifting: Alternate Form.

Heritage of Shadow [0]:
The character is a creature of Shadow. Lifespan varies considerably by Shadow.

    Base Attributes: Human Level (-25)
    Basic Form: Static Form: Human
    Available Powers: No powers which require Heritage of Pattern or Heritage of Logrus.
    Shape shifting: Varies by shadow. Non-shifters or Limited Shifters.
    Available Extras: Allies, Contributions, Items (Varies by Shadow)

On to Attributes


Teuse.net
Page by Shawn Moore
Last modified: 01/18/2005 09:18:03.