Powers Available
 

Initiate of Pattern  ( worth 30 pts)

Allows shadow walking
Limited localised probability manipulation
The most important factor is that you get pattern defence.
 

Pattern    ( worth 50,  costs an extra 20)

Pattern as in book.
It should be noted that the strong shadows, and even the firm shadows,  and their populations
have resistance to probability manipulation.  Only in weak shadow can pattern wielders really wreak
havoc.
 

Trump    ( 40 pts)

Because I prefer  to emphasise travel through shadow by means mundane and magical I am being mean
to trump makers.   Basically its going to be a lot harder to make full trumps especially of locations and
trump sketches will also be limited.  Having Trump may still be good as its still a very strong power if
you are the only one with this power.
 

Sorcery   ( 15 pts )

Like the book but  without worrying about the details.  Individual style and creativity are important.
 
 

Conjuration / Alchemy    ( 10 pts)

This has changed signifigantly,  conjuration no longer allows things to be plucked out of thin air.
Magic is a prerequisite for the power.  Conjuration or alchemy is highly useful in making things
flying creatures, golems, healing potions.  Usefull accessories include magical labs and assistants
called Egor.
 

Artefact Master / Master of Conjury

Allows creation of powerfull artefacts.  The time needed for manufacture means the power
is not particularly suited for players.
 

Science    ( 10 pts)

Allows pretty much the same effects as above but with very different methods.  Making things
that will work in any tech friendly shadow.  If you want the stuff to work in any shadow you
need pattern to alter the rules around you're hovercraft or jet boat or whatever.  Usefull
accessories include a big lab and white lab coat.  You can call this power Engineering if that
fits your character better.

Science Mastery  ( 20 pts)

Advanced form of the above
 

Power Words   ( 10 pts)

Silly words and strange gestures are back.  The power below is the same thing but with different
names.
 

Fu Powers    ( 10 pts)

For fans of Feng Shui RPG instead of having power words have martial art powers like Coil of
the Snake,  Unyielding Tiger Strike,  Flying Windmill Kick.  These help you leap, punch and kick
in new exciting ways.  Like Power Words these run off your Psyche or Chi as you stylistically may
prefer to call it.   Detailed here
 

Fu Master  ( 20 pts)

Details here