--- /dev/null
+digraph conjuration{
+ size="10,5";
+ layout=dot;
+ splines=true;
+
+ subgraph cluster_conjuration {
+ bgcolor="SpringGreen";
+ "Basic Conjuration";
+ "Conjuration";
+ "High Compelling";
+ }
+
+ "Teacher" -> "Basic Conjuration" -> "Conjuration" -> "High Compelling";
+}
--- /dev/null
+### Conjuration ###
+
+----
+
+[[Conjuration.png]]
+
+----
+
+**Basic Conjuration (10)** (Training is reasonably easily available)
+
+: The player can conjure simple, unempowered, things of a type that
+are natural to the shadow they are in.
+
+**Conjuration (10)** (Basic Conjuration)
+
+: Everything else on page 65 of ADRPG
+
+**High Compelling (5)** (Conjuration)
+
+: Everything on Shadow Knight page 16.
+
+<br>
+
--- /dev/null
+digraph logrus{
+ size="10,5";
+ layout=dot;
+ splines=true;
+
+ subgraph cluster_logrus {
+ bgcolor="MediumPurple1"
+ "Basic Logrus Mastery";
+ "Logrus Sight";
+ "Logrus Defense";
+ "Logrus Spell Storage";
+ "Logrus Combat";
+ }
+
+ "Automatic Shape Shift" -> "Basic Logrus Mastery" -> "Logrus Spell Storage";
+ "Chaosian Grandparent" -> "Basic Logrus Mastery" -> "Logrus Combat";
+ "Basic Logrus Mastery" -> "Logrus Sight";
+ "Basic Logrus Mastery" -> "Logrus Defense";
+ "Lynchpins" -> "Logrus Spell Storage";
+
+ "Lynchpins" [fillcolor=cyan,style=filled]
+ "Automatic Shape Shift" [fillcolor=green,style=filled]
+}
--- /dev/null
+### Logrus ###
+
+----
+
+Logrus can only be taken if you have at least 2 points of Bad Stuff. See [[the note|Notes_on_Powers#logrus]].
+
+----
+
+[[Logrus.png]]
+
+----
+
+**Basic Logrus Mastery (25)** (Automatic Shape Shift, Chaosian Grandparent)
+
+: The Chaosian with this has walked the Logrus and recovered from the
+ensuing madness.
+
+: This covers basic Tendril summoning, searching, and movement of self
+or object through shadow with a Tendril.
+
+**Logrus Combat (5)** (Basic Logrus Mastery)
+
+: The Chaosian with this ability has learned how to use their Logrus
+Tendrils in combat. Logus Tendrils are "Extra Hard" and operate with
+a *Strength* equal to the *Psyche* of the user.
+
+**Logrus Sight (5)** (Basic Logrus Mastery)
+
+: The Chaosian can use the Logrus to augment their vision with a lens
+that reveals magical properties.
+
+**Logrus Spell Storage (5)** (Basic Logrus Mastery, Lynchpins)
+
+: THe Chaosian can use the Logrus to rack spells.
+
+**Logrus Defense (5)** (Basic Logrus Mastery)
+
+: The Chaosian can use the Logrus to defend against either magical or
+physical attacks.
+
+No partials of Advanced Logrus are available.
+
+<br>
--- /dev/null
+digraph pattern{
+ size="10,5";
+ layout=dot;
+ splines=true;
+
+ subgraph cluster_pattern {
+ bgcolor="yellow";
+ "Pattern Imprint";
+ "Access to a Pattern";
+ }
+
+ "Access to a Pattern" -> "Pattern Imprint";
+ "Amberite Grandparent" -> "Pattern Imprint";
+}
--- /dev/null
+### Pattern ###
+
+----
+
+[[Pattern.png]]
+
+----
+
+**Pattern Imprint (50)** (Amberite Grandparent, Access to a Pattern)
+
+: Everything under Pattern Imprint under the ADRP rules. No
+subdivision of this possible, but see [[the note|Notes_on_Powers#pattern]]
+about this.
+
+No partials of Advanced Pattern are available.
+
+<br>
+
--- /dev/null
+digraph powerword {
+ size="10,5";
+ layout=dot;
+ splines=true;
+
+ subgraph cluster_powerword {
+ bgcolor="LightGrey";
+ "Power Words";
+ "Each Power Word";
+ }
+
+ "Teacher" -> "Power Words" -> "Each Power Word";
+}
--- /dev/null
+### Power Words ###
+
+----
+
+[[Power_Words.png]]
+
+----
+
+**Power Words (5)** (Training is readily available)
+
+: The ability to learn and use power words.
+
+: Power words don't need to be *words* but must require a similar
+amount of effort and be as obvious.
+
+**Each Power Word (1)** (Power Words)
+
+: One Power Word
+
+<br>
+
--- /dev/null
+digraph shape{
+ size="10,5";
+ layout=dot;
+ splines=true;
+
+ subgraph cluster_shape {
+ bgcolor=green;
+ "Animal Form";
+ "Basic Forms";
+ "Automatic Shape Shift";
+ "Advanced Animal Forms";
+ "Partial Shift";
+ "Shift Wounds";
+ "Shift Matter";
+ "Shift Others";
+ "Shift Mass";
+ "Shift Anatomy";
+ "Shift Aura";
+ "Shift Persona";
+ "Create Blood Creatures";
+ }
+
+ "Animal Form" -> "Advanced Animal Forms";
+ "Basic Forms" -> "Advanced Animal Forms";
+ "Automatic Shape Shift" -> "Shift Wounds";
+ "Automatic Shape Shift" -> "Shift Others";
+ "Automatic Shape Shift" -> "Shift Mass" -> "Shift Anatomy" -> "Create Blood Creatures";
+ "Automatic Shape Shift" -> "Shift Aura" -> "Shift Persona";
+ "Automatic Shape Shift" -> "Basic Logrus Mastery";
+ "Basic Forms" -> "Partial Shift";
+ "Basic Forms" -> "Shift Matter" -> "Shift Others";
+ "Shift Matter" -> "Shift Mass";
+ "Basic Forms" -> "Shift Aura";
+
+ "Basic Logrus Mastery" [fillcolor=MediumPurple1,style=filled];
+
+}
--- /dev/null
+### Shapeshifting ###
+
+----
+
+[[Shapeshifting.png]]
+
+----
+
+**Animal Form (5)**
+
+: The shifter can shift to a specific animal form and back to human at
+will.
+
+**Basic Forms (10)**
+
+: The shifter has three specific alternative forms they can shift to
+at will: Chaos Form, Avatar Form, and Primal Form.
+
+: Amberite shifters may not know what their Chaos Form is.
+
+: Primal Form involves lost of control of ones actions.
+
+**Automatic Shape Shift (5)**
+
+: The shifter can release control of their shape to their subconsious
+in order to survive danger or environmental hazards.
+
+: Without either of the abilities above they can't intentionally shift
+back to human form and will have to wait for their subconsious to
+appreciate safety.
+
+**Advanced Animal Forms (5)** (Animal Form, Basic Forms)
+
+: The shifter can shift to any animal form they know. Accuracy of the
+form and ability to use it increase with familiarity.
+
+**Partial Shift (5)** (Basic Forms)
+
+: The shifter can shift your body parts or facial features independently of
+the rest of their body. Shifts involving parts of other forms that
+are well known are easier to produce and maintain.
+
+**Shift Wounds (5)** (Automatic Shape Shift)
+
+: The shifter heals automatically and swiftly.
+
+**Shift Matter (5)** (Basic Forms)
+
+: The shifter can shapeshift non-living matter. Only the shape of the matter
+changes, not the material. This includes shifting clothing/armor when
+they change form.
+
+**Shift Others (5)** (Shift Matter, Automatic Shape Shift)
+
+: The shifter can shift the form of anyone they have psychic contact
+with. This is slower than personal shifting and can be resisted.
+
+**Shift Mass (5)** (Shift Matter, Automatic Shape Shift)
+
+: A shifter with this power can become lighter or heavier by taking on
+or shedding matter from the shadow they are in. This is quite slow.
+
+: Once the shifter is back in a Basic form they will slowly gain or
+lose mass in order to regain their natural mass unless they
+concentrate on keeping it.
+
+**Shift Anatomy (10)** (Shift Mass)
+
+: The shifter can change their own internal anatomy and take on
+complex abilities of other forms they know (such as the ability to fly
+with wings or breath underwater with gills).
+
+: Some of these things can also be achieved with Automatic Shape
+Shift, but this power allows them to be done intentionally.
+
+**Shift Aura (5)** (Basic Forms, Automatic Shape Shift)
+
+: This allows the shifter to change the apparent "shape" of their mind
+to match that of anything they could change the shape of their body
+to.
+
+**Shift Persona (5)** (Shift Aura)
+
+: This allows the shifter to take on the persona of anyone else they
+know.
+
+: This risks losing control!
+
+**Create Blood Creatures (5)** (Shift Anatomy)
+
+: This allows you to create independant creatures from your blood.
+
+<br>
--- /dev/null
+digraph sorcery{
+ size="10,5";
+ layout=dot;
+ splines=true;
+
+ subgraph cluster_sorcery {
+ bgcolor="cyan";
+ "Cast Spells";
+ "Create, Memorize, and Rack Spells";
+ "Lynchpins";
+ }
+
+ "Teacher" -> "Cast Spells" -> "Create, Memorize, and Rack Spells" -> "Lynchpins" -> "Logrus Spell Storage";
+
+ "Logrus Spell Storage" [fillcolor="MediumPurple1",style=filled]
+}
--- /dev/null
+### Sorcery ###
+
+----
+
+Note: despite what it says on ADRPG page 71 characters without
+Conjuration can have an item that can rack spells provided they have a
+suitable source for such.
+
+----
+
+[[Sorcery.png]]
+
+----
+
+**Cast Spells (5)** (Training is reasonably easily available)
+
+: The sorceror can cast one spell previously created by another and
+written down. Casting takes as long as creating would and destroys
+the instructions.
+
+**Create, Memorize, and Rack Spells (5)** (Cast Spells)
+
+: The sorceror can create their own spells, can have one spell
+memorized at once, and can rack spells if a suitable target is
+available.
+
+**Lynchpins (5)** (Create, Memorize, and Rack Spells)
+
+: The sorceror can add Lynchpins to their spells.
+
+<br>
+
--- /dev/null
+digraph trump{
+ size="10,5";
+ layout=dot;
+ splines=true;
+
+ subgraph cluster_trump {
+ bgcolor="LightBlue";
+ "Sense Trump";
+ "Trump Identification";
+ "Advanced Trump Identification";
+ "Trump Defence";
+ "Trump Sketches";
+ "Permanent Trumps";
+ "Trump Memory";
+ "Trump Spying";
+ "Trump Jamming";
+ "Trump Gate";
+ "Disguised Trumps";
+ "Trump Traps";
+ "Trump Blackout";
+ }
+
+ "Sense Trump" -> "Trump Identification" -> "Advanced Trump Identification";
+ "Sense Trump" -> "Trump Defence";
+ "Sense Trump" -> "Trump Sketches";
+ "Sense Trump" -> "Permanent Trumps" -> "Advanced Trump Identification";
+ "Permanent Trumps" -> "Trump Memory";
+ "Trump Identification" -> "Trump Spying";
+ "Sense Trump" -> "Trump Jamming";
+ "Trump Sketches" -> "Trump Gate" [style=dashed];
+ "Permanent Trumps" -> "Trump Gate" [style=dashed];
+ "Permanent Trumps" -> "Disguised Trumps";
+ "Permanent Trumps" -> "Trump Traps";
+ "Teacher" -> "Trump Defence";
+ "Teacher" -> "Trump Sketches";
+ "Teacher" -> "Permanent Trumps";
+ "Teacher" -> "Trump Gate";
+}
--- /dev/null
+### Trump ###
+
+----
+
+Some of these abilities can be discovered by experimentation; others
+require teaching. Experimentation will require access to a deck of
+trumps. See [[the note|Notes_on_Powers#trump]] about decks of trumps.
+
+"Going Cold" is a feature of the way trumps work; it does not have any
+predictive power on the contactability of the subject.
+
+----
+
+[[Trump.png]]
+
+----
+
+**Sense Trump (5)**
+
+: The user can detect trump energy in objects and artifacts. This
+usually requires touching the object or observing it in use however
+with higher levels of *Psyche* it may be possible at range. Any user
+with this ability can instill Trump abilities they have in artifacts.
+
+**Trump Identification (5)** (Sense Trump)
+
+: By consulting the trumps in their deck the user can tell which of
+the portrayed people or places are currently using trump power. This
+can be used to give an idea of who might be calling.
+
+**Advanced Trump Identification (5)** (Trump Identification, Permanent Trumps)
+
+: If using trumps that they have created or studied the artist can
+identify which of the active trumps in their deck is the caller during
+a contact.
+
+**Trump Defence (5)** (Sense Trump, Teacher)
+
+: The user can use the power of an active trump as a defense.
+
+**Trump Sketches (5)** (Sense Trump, Teacher)
+
+: The user can make Trump Sketches. Note that sketches have a limited
+lifespan; approximately 10 minutes and 1 use per 10 *Psyche* over
+Chaos. See below for additional notes on Sketches.
+
+**Permanent Trumps (20)** (Sense Trump, Teacher)
+
+: The user can create permanent trumps.
+
+: It is unlikely the user will have time to do so during the game; but
+see [[the notes|Notes_on_Powers]].
+
+**Trump Memory (5)** (Permanent Trumps)
+
+: The artist memorizes any trumps they create or study extensively and
+can use their memory as if it were a trump deck.
+
+**Trump Spying (5)** (Trump Identification)
+
+: While touching a trump the user can overhear anything the depicted
+person is saying over trump. Touching both halves of a conversation
+will give you the entire conversation.
+
+**Trump Jamming (5)** (Sense Trump)
+
+: By concentrating while holding the trump the user can prevent anyone
+else from using a trump of the target. This is at least as exhausting
+as blocking a trump contact to oneself.
+
+**Trump Gate (10)** (Trump Sketches or Permanent Trumps, Teacher)
+
+: Given a trump or sketch that they have created of the destination
+the artist can open a gateway that others can pass through. This is
+exceptionally tiring and gates created from sketches will have a very
+short duration.
+
+**Disguised Trumps (5)** (Permanent Trumps)
+
+: The artist can create Permanent Trumps that depict something other
+than their target.
+
+**Trump Traps (5)** (Permanent Trumps)
+
+: The artist can create Permanent Trumps that activate when picked up
+and suck the user through to their destination.
+
+**Trump Blackout (5)**
+
+: The user can "blackout" a trump contact revealing nothing about
+where they are or what they look like. This requires some
+concentration.
+
+<br>
+
+#### Notes on Trump Sketches
+
+* Basic sketch will take you about 10 minutes; if you spend longer on
+ it then it will last for longer, or though changing shadow. About
+ one day or change of shadow per ten minutes.
+* Each sketch can be *used* for 10 minutes plus an additional 10
+ minutes for every 10 Psyche over Chaos-level; this includes time
+ spent spying.
+* Each sketch can be used to make a trump call once plus an additional
+ time for every 10 Psyche over Chaos-level.
+* Trump Indentification (i.e. telling which trumps are in use) does
+ not wear out the sketch.
+* Sketches need to be handled carefully. Over or poor handling will
+ reduce their lifespan.