----
-*Fluff*
+Each of the powers is given its own page below.
----
-#### Pattern ####
-
-**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]]
-about this.
-
-No partials of Advanced Pattern are available.
-
-<br>
-
-#### Logrus ####
-
-**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>
-
-#### 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]] 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.
-
-**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.
-
-**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>
-
-#### Shapeshifting ####
-
-**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.
-
+* [[Pattern]]
+* [[Logrus]]
+* [[Trump]]
+* [[Shapeshifting]]
+* [[Power Words]]
+* [[Sorcery]]
+* [[Conjuration]]
+* [[Allies]]
--- /dev/null
+#### Shapeshifting ####
+
+**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
+#### 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]] 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.
+
+**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.
+
+**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>
+