Legal disclaimer: None of the following is intended as a challenge to any
copyrights or licenses held by Phage Press, the Amber Corporation, Arkham House,
or Chaosium, Incorporated. So there!
I didn't put this up on a Web page earlier because there were still
players in my game who had Abyss Power. They've both left now, so I don't think
it will hurt if I post this.
The Abyss and the Amberverse
Back at the beginning of the game, when a long-gone player set up his Shadow,
he asked that it be inhabited by evil cults of Trump Artists. I always love it
when players give me evil ideas, and the evil idea that ran through my head was
this: Trump Artists open Gates, don't they? Who's the Key and Guardian of the
Gate? IA YOG-SOTHOTH!
I decided that eons ago, there wasn't even pre-Logrus Shadow. I can't even
conceive of what the Amberverse, which then was part of a greater whole of
dimensions, was like. There was one region of somewhat lesser randomness. Lesser
enough that one might actually be able to observe chaotic (as opposed to
completely random) behavior, with the faint hope of something actually
When this was found, Those Beyond weren't certain what to do with it. Well,
most of Them weren't certain. The being later known as the Serpent decided to
lay claim to it, aided by the being later known as the Unicorn. To keep everyone
else OUT, the Serpent created a barrier almost as chaotic as the beings it
guarded against: the Logrus.
For eons, Those Beyond beat at the barrier, getting nowhere. Even the weak
points of the Logrus were too strong. Then another power was created. The two of
them interacted, of course, sometimes cancelling each other out. Even in the
nodes, though, the barriers were too strong.
Then one day, some fool of a Trump Artist reached through from the other
Abyss Power - The Points
I'd like to thank James R. Palmer and Semion R. Sellers IV for helping me
with the design of this power. Help yourself to a copy, but remember to give us
the credit. Fans of Gideon Weinstein's partial powers lists will recognize this
format. For those of you who aren't used to it, I'll explain as I write. Costs
of powers are given in square brackets.
# Shapeshifting - 35 points , Chaos Psyche, Chaos Endurance. These things are
absolutely required to purchase any Abyss Power at all. The Abyss is so mutable
that one would not survive it without Shapeshifting. Chaos-ranked Psyche and
Endurance are required to survive the stresses of Shapeshifting.
[15 ] Attunement to the Abyss - Allows one to survive immersion in the Abyss
as well as be nourished by it. An absolute prerequisite for purchasing any other
Now, we have four branches of the power: Trump of the Mind, Summon Abyss,
Abyssal Influence, and Instill Abyssal Energies . Trump of the Mind covers the
powers the creatures of the Abyss use to move through it. Summon Abyss allows a
character to open tiny holes in the Amberverse to the Abyss, with various
results. Abyssal Influence applies the characteristics of the Abyss to other
things. Instill Abyssal Energies should be obvious. A character could buy powers
from only one branch of Abyss Power, or it could buy powers from all four
branches, or some other mixture.
Trump of the Mind - these powers allow one to move through the Abyss,
perceive it more clearly, and alter some of the energies perceived.
-  Summon Trump Of the Mind - Allows one to "draw" Trumps by imagination
alone while in the Abyss, no physical form needed. Inside the Amberverse,
normal Trump Sketches and Trumps can be created. None of the other abilities
of Trump Artistry are conferred. You must take this before taking the
further Trump-related powers.
-  Trumps of Desire - Works much like Shadows of Desire, but travel is
not required. All one would need to do is think very hard about the desired
- [5 ] Trump Defense - Works exactly like Trump Defense for Trump Artists,
but one's mental Trump would be used.
-  Abyss Sight - See the influences of other powers and currents of Abyss
power. It's easiest to analyze Abyss power, of course.
-  Trump Disconnect - The character has the ability to reach into Shadow
and disconnect a Trump contact. This occurs by breaking the mystic link
between two Trumps using Abyssal energy. If a character is caught in the Trump
stream when this occurs they are ejected on either side with an amount of
damage determined by the GM.
Summon Entropy - Allows one to call forth the powers of the Abyss. This is
only the stepping stone to the later powers.
- [5 ] Entropic Breach - Allows one to open holes to the Abyss. These are
small holes. Many things can be done with an Entropic Breach and the
-  Summon Abyssal Creatures - Once the breach has been made, you can now
summon beings from the Abyss. If the summoner wants creatures with any sort of
qualities, this call can take up to 1 hour/point of quality.
-  Summon Flotsam of the Abyss - Now one can grab from the Abyss items
that have been lost within it. Finding junk is easy. Finding anything really
worthwhile could take a long time.
-  Item Storage - The ability to store items that are useful to the
character. They are brought back through an Abyssal Conduit or Entropic
Breach. Items can be anything from a sword to hanging spells in the Abyss. The
character has an idea on where to open the portal, but anyone can access the
items who has Abyssal Power. However the Abyss is a vast place and the chances
of someone else finding your items are slim.
Entropic Influencing - By calling forth the power of Entropy you can now use
its destructive nature to influence Shadow, create pathways between Shadows, and
destroy whole regions of Shadow.
-  Taint of Entropy - Like how the Broken Pattern influences on a Shadow
create areas of disease, death, mire, and destruction, so too does the power
of entropy work. Once infested in the Shadow the taint grows, devouring the
shadow into a mire of misery and annihilation as it slowly tries to rejoin the
- [10, or Taint of Entropy +5] Mold Shadow - Through gentle manipulations of
the entropic forces one can mold Shadow much like a Logrus master can, or can,
to an extent, fuse Shadows together, creating a world of two possibiltiies or
-  Create Abyssal Tunnel - Here one can rend holes through Shadows to the
Abyss, then connect them to other worlds. Whole networks of these tunnels can
exist, working in much the same manner as a Way in the Courts of Chaos.
-  Call the Abyss - This final power of influence allows one to create a
direct link to the Abyss, allowing it to run amok in the Shadow. Given any
time at all, the Abyss will appear to behave just like a black hole. If not
contained, it can swell to immense size devouring whole worlds, whole Shadows,
and creating Shadow storms. The Abyss could be banished by the correct
application of either Pattern or Logrus (NOT an easy task). On the other hand,
the called Abyss is the only thing known that not only can definitely
stand up to Primal Chaos, but can devour it.
Instill Abyssal Energies - At this level one can call forth the powers of the
Abyss and instill them within oneself for defense and attack.
-  Abyssal Well - Once summoned, this hole through eternity siphons off
any effects of magic or lesser powers. The Well is a pretty good physical
defense, too. It works as defense against Pattern and Logrus forces as well,
although it will be weaker against them. The user must position the Abyssal
- [10, or Abyssal Well +5] Soul Of Oblivion - Once summoned the Abyss Master
can now bring the powers of the Abyss within themselves. All creatures of the
Amberverse (who do not have Abyss Powers) cannot comprehend this and risk
madness (check Psyche versus the wielder's Psyche for degree of madness, then
look at Endurance for physical effects)
If one wants this broken up into Basic and Advanced Abyss, I think it would
Basic Abyss Powers:
- Attunement to the Abyss
- Summon Trump of the Mind
- Abyss Sight
- Entropic Breach
- Summon Flotsam
- Item Storage
- Taint of Entropy
- Abyssal Well
Advanced Abyss Powers:
- Trumps of Desire
- Trump Defense
- Trump Disconnect
- Summon Abyssal Creatures
- Mold Shadow
- Create Abyssal Tunnel
- Call the Abyss
- Soul of Oblivion
Abyss and Other Powers
Back to the AmberLinks
- Broken Pattern Imprint - It can be difficult to tell the difference
between the side effects of Broken Pattern and the side effects of Abyss. The
Game Master might decide that Broken Pattern Tendrils can reach right through
an Abyssal Well to strike the Abyssal creature behind it. The Game Master
might also create a new Abyssal Power: Manipulate the Break. An initiate of a
Broken Pattern could advance to Abyss Power, delving into the secrets of the
break. In that case, the points invested in Broken Pattern should be used as a
discount on Abyss.
- Conjuration - It's hard to imagine a fight between these two powers. Given
enough time, Called Abyss can eat, and destroy, anything a Conjuror could
conjure. An Abyssal character normally would find desired objects rather than
create them. Such a character could learn Conjuration inside the Amberverse.
- Logrus Mastery - The Logrus is one of the two great barriers keeping the
Abyss out of the Amberverse. Abyss Power will be at a disadvantage fighting
Logrus. As already noted, Advanced Logrus Masters can actually banish Called
Abyss. This does require a Psyche contest with the Abyss wielder, however. An
Advanced Logrus Master can also attempt to undo the damage done by Taint of
Entropy and Mold Shadow. Viewed through the Sign of the Logrus, an initiate of
the Abyss will have a very disturbing and distinctive aura. I honestly cannot
conceive of a character bearing both an attunement to the Abyss and the
- Pattern Imprint - The Pattern is the other great barrier keeping the Abyss
out of the Amberverse. Abyss Power will be at a disadvantage fighting Pattern.
As already noted, Advanced Pattern Initiates can actually banish Called Abyss.
This does require a Psyche contest with the Abyss wielder, however. An
Advanced Pattern Initiate can also attempt to undo the damage done by Taint of
Entropy and Mold Shadow. Viewed through the Pattern lens, an initiate of the
Abyss will have a very disturbing aura, if the character looking is examining
auras. I honestly cannot conceive of a character bearing both an attunement to
the Abyss and the Pattern.
- Power Words - Power Words are usually too feeble to fight the Abyss. A
character with Abyss would need to find Power Words inside the Amberverse, but
should have little trouble using them.
- Shapeshifting - Shapeshifting is required for Abyss Power. A Shapeshifter
can shrug off the effects of Taint of Entropy. A kind Game Master might give a
Shapeshifter swallowed by Called Abyss the opportunity to acquire Attunement
to the Abyss, probably losing other powers in the process.
- Sorcery - Sorcerors will need to do some creative targeting to hit anyone
who can summon an Abyssal Well. On the other hand, an Abyss Master can't alter
Shadow quickly enough to turn off Sorcery during a fight, either. Denizens of
the Abyss are unlikely to begin the game with Sorcery, but they may learn it.
If they do, the Game Master may allow them to rack spells with Item Storage.
The Game Master might also have the Abyss alter the racked spells.
- Trump Artistry - Trump is distantly related to the energies of the Abyss.
In my campaign, Trumps work just fine in the Abyss. A character with Trump
Disconnect can give a Trump Artist problems, but then a Trump Artist can do
more. Trump Defense can soften or negate the effects of Soul of Oblivion. A
character could easily possess both Abyss and full Trump Artistry. A Trump
Artist using her ability to detect Trump energies on an Abyss wielder with
Trump of the Mind will sense Trump energies, but the energies will seem warped