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Shadowlands

Mogwai Powers

Powers and Partial Powers

Introduction

The powers presented here are inspired by the concepts of Pokemon™ as outlined on the global wiki page http://en.wikipedia.org/wiki/Pok%C3%A9mon and adapted to fit into the Amber universe. They result from an offhand comment regarding a prospective player playing a Pokemon™ trainer.
The Mogwai in classical oriental mythology are untethered spirits and post the 16th century are often viewed as evil, unhelpful, spiteful, or just a pain-in-the-neck. In the Amber context the Mogwai are just spirits, and like any other entity react according to their treatment and/or environment. They can be found in any place with a high Chi (see also Chi Powers ) by those who firstly believe they exist and who can both Sense Chi and Sense Magic.
Mogwai have two natural forms, either an ethereal, astral, or elemental form (dependent upon their powers) and either a bipedal or animal form. In both cases they appear to be between 18"; and 24" in height and appropriately proportioned to this. In bipedal form they resemble the gremlins from "Gremlins II" with wide variation in skin tones, colouring, and material (scales, spines, fur, etc), whilst in animal form they appear as animals of the appropriate size (pine martins, ferrets, stoats, weasels, rabbits, hares, cats, large birds, lizards, etc).
As per the original concepts Mogwai are first captured, then tamed, and finally trained to use their powers at the behest of their trainer. The downside of this process is that they no-longer draw power from the natural environment but directly from the trainer.

Calculating you Chi

A person has both positive and negative Chi and usually these are in balance, unless the person is ill, stressed, or similar in which case they have an imbalance of negative Chi.

The following table gives the basic amounts of Chi based upon Psyche and Endurance. Add both figures together to give the base Chi.
  Human Chaos Amber Ranked
Psyche 4 12 16 16 + Psyche:General/4
Endurance 2 6 8 8 + Endurance:General/8

Half of this Chi is positive and half negative. For each point of Bad Stuff deduct 4 positive Chi and add 4 negative Chi. Similarly for each point of Good Stuff add 4 positive Chi and deduct 4 negative Chi. Neither positive nor negative Chi can drop below zero.

Recovering Chi

Chi is recovered naturally through rest - either sleep or meditation. The table below give the amount of rest required to replenish one point of Chi.
  Human Chaos Amber Ranked
sleep 24 hours 12 hours 8 hours 480 - 3*Psyche:General/2 minutes
Meditation 16 hours 8 hours 6 hours 360 - Psyche:General minutes

Prerequisites

To acquire Mogwai Powers one must, live in a world where they are prevalent (high Chi), believe in them, be able to Sense Chi and Sense Magic.

Note: To acquire Sense Chi under the Mogwai power the character must have 2 points in one of the following Martial Arts forms Buginkan (Ninjitsu), Shaolin Kung Fu , Tai-Chi Chuan, Aikedo, Tae-Kwon Do or 2 points in Budhism or Taoism .

To acquire any Advanced ability, one must have at least 50 points of Basic abilities and at least 2 Mogwai.

To acquire any Exalted ability, one must have at least 30 points of Advanced abilities, and at least 4 Mogwai, 2 of which must have at least xx points of powers.

Contents

Sense Chi (02 points)

This ability allows a character to read the Chi aura of their surroundings or another person if within 10 feet of them. They can sense whether Chi is in balance, and assess the level of imbalance and in which direction the imbalance occurs.

Magical Initiation (05 points)

The character has the potential to develop skills with power words, sorcery, and conjuration/artificing. The character can now see magical energies, enabling them to detect spells in progress, magical items, and enchantments.  They can also tell if the shadow they are in allows magic and with time can find the sources of magical energy in it.

Sense Mogwai (02 points)

This is the ability to sense a Mogwai in the immediate vicinity of the character. With greater experience the character can determine if the Mogwai is wild, trained, tethered, and what its powers may be.

Construct Waistar (02 points)

This allows the character to builds a container object to hold a tethered Mogwai. Each Waistar must be constructed separately and each is a 1CP object with the following abilities :- Resistant to Normal Weapons, Mould Shadow Stuff. Once tethered the Mogwai can be released or recalled to the Waistar at the will of the controlling entity (subject to the governing laws of the Shadow).

Tether (02 points per Mogwai)

This ability allows a character to bind a wild MogWai to a Waistar. Each Mogwai must be bound separately and each bind costs 2 points; i.e. this ability is selected once for each Mogwai a character has. Mogwai are points entities and are paid for as an item using CP. See Section nn below for details of basic Mogwai and costs.

Train Mogwai (05 points)

This ability allows a character to teach a tethered Mogwai how to utilize its powers and to direct them at his command. The character can train a maximum of 20 points worth of Mogwai and an individual Mogwai can have no more than 10 points worth of abilities.

Enhance Mogwai (05 points)

This ability allows a character to boost the powers of a Mogwai by expending more. A power may be enhanced by a maximum of x points or n % whichever is the greater at a cost of chi.

Heal Mogwai (05 points)

This ability allows a character to heal a Mogwai by expending chi. A character may heal n fatigue points at a cost of c chi.

Advanced Train Mogwai (05 points)

This ability allows a character to teach a tethered Mogwai how to utilize its powers and to direct them at his command. The character can train a maximum of 60 points worth of Mogwai and an individual Mogwai can have no more than 16 points worth of abilities.

Advanced Enhance Mogwai (05 points)

This ability allows a character to boost the powers of a Mogwai by expending more. A power may be enhanced by a maximum of x points or n % whichever is the greater at a cost of chi.

Advanced Heal Mogwai (05 points)

This ability allows a character to heal a Mogwai by expending chi. A character may heal n fatigue points at a cost of c chi.

Exalted Train Mogwai (05 points)

This ability allows a character to teach a tethered Mogwai how to utilize its powers and to direct them at his command. The character can train a maximum of 100+Psyche:Mem/4 points worth of Mogwai.

Exalted Enhance Mogwai (05 points)

This ability allows a character to boost the powers of a Mogwai by expending more. A power may be enhanced by a maximum of x points or n % whichever is the greater at a cost of chi.

Exalted Heal Mogwai (05 points)

This ability allows a character to heal a Mogwai by expending chi. A character may heal n fatigue points at a cost of c chi.

Evolve Mogwai (10 points)

This ability allows a character to add additional powers and abilities to an existing Mogwai by by expending CP

Mogwai

The basic abilities and costs of a Mogwai are as follows Alternate Form (Animal/Ethereal)[1], Combat Reflexes[2], Basic Speed , Animal Intelligence, Normal Toughness, Normal Damage, Psychic Sensitivity[1], Normal Vitality for a cost of 4 points. 

When a Mogwai is purchased its powers must be selected from the following list and must obey the limits for the characters “Train Mogwai” ability. A low level Mogwai can only improve its powers and abilities once it has gained sufficient experience in its own right, the character has the CP to pay for the additional powers/abilities, and they have gained the Evolve Mogwai ability.

When a Mogwai uses its powers it suffers fatigue in the same way a character would. Powers which create spell like effects (Chi powers, Power Words), Spells, or manipulate Shadow require chi to activate. This Chi is drawn directly from the trainer. When the trainer runs out of chi the Mogwai is unable to use its powers. When a Mogwai runs out of fatigue it must return to its Waistar. In shadows where magic does not operate, or Shadows linked to a primary power (Amber, The Golden Circle, Courts of Chaos) Mogwai can neither be invoked from nor return to their Waistars. Mogwai already manifest from their Waistars are forced to their “real” forms (biped or animal form) and may remain active provided they have sufficient fatigue to do so.


Quality/Ability Cost  
Quality/Ability Cost  
Combat Adept +2
Extraordinary Psychic Sense +3
Combat Mastery +6
Chaos Psychic Defense +1
Enhanced Speed +1
Amber Psychic Defense +2
Glide +1
Psychic Barrier +4
Great Speed +3
Chaos Vitality +1
Fly +3
Amber Vitality +2
Human Intelligence +1
Ranked Vitality +4
Enhanced Intelligence +3
Shadow Alteration +1
Resistant to Normal Weapons +1
Amber Healing +1
Resistant to Firearms +2
Ranked Healing +3
Impervious to Normal Weapons +4
Limited Shapeshift +1
Impervious to Firearms +8
Full Shapeshift +3
Extra hard Teeth/Claws +1
Single Basic Chi Power +1
Numbered Basic Chi Powers(4/12/16) +2
Extra Damage Teeth/Claws +2
Serious Damage Teeth/Claws +4
Single Advanced Chi Power +2
Deadly Damage Teeth/Claws +8
Numbered Advanced Chi Powers(4/12/16) +4
Psychic Awareness +1
Magic Ability (Needed to cast spells) +3



Numbered Spells (4 points) +2



Racked Spells(12 points) +4



Single Racked Spell +1

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