Forth the Nine Riders
Character Creation Page
Table of Contents
The Five Rules of Amber:
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If the GM tells you something is a bad idea, unless someone is controlling
your mind to make you believe that, it usually is the GM's desperate effort
to keep you away from suicide.
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Rule #2 is knowing when to take the risk anyway.
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Trust no one.
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You have to trust some people, because going it alone is usually suicide.
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If you're even slightly unsure about if you can do something or what's
going on, ask me, as incorrect assumptions are a quick road to annihilation.
Character Creation
All players will recieve 75 character points which can be spent on anything
you like, 50 points which can only be spent on packages or the Special
Auctions, and a free Basic Package. This
link jumps to the Contribution rules, which can get you extra points.
You can sell down attributes, if you're feeling suicidal.
There is no attribute auction. Just spend your 75 (+30) points
however you want on attributes; many packages and auction items will then
modify them.. Points from sold down attributes can be added to the
75 point pool or to the 50 point Auction Pool.
Basic Packages:
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Prince(ss) of Amber:
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50 points of Pattern, Magic, Background packages, Occupational packages,
or Special Training: Amberite packages.
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Must take at least 25 points of Pattern
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Can take Special Training: Amberite Royal, Amberite Servant, Amberite Citizen
and Cross-Primal packages at normal cost. Pays normal cost + 1 for
Special Training: Chaosian Noble or Chaosian Citizen
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Shapeshifting is not a common trait in Amber, and these package points
cannot be spent on it. You can, however, choose to buy the 'Non-Chaosian
Shifter Heritage' Background package with these points, or spend 2 points
on Blood of Chaos from these points, if you so desire. You are free
to buy as much Shapeshifting as you like from discretionary points.
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All Stats begin at Amber.
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Psyche cannot be sold down below Chaos, Endurance cannot be sold down below
Amber (or you would have died on the Pattern). Warfare and Strength
may suck as much as you like.
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Child of a major Amberite Royal Servant
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You grew up around Castle Amber, with access to the Royal Family, but not
quite a part of it, though you've had the chance to build ties with many
of its members.
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Free Notable Skills: Knowledge of Castle Amber and the City of Amber,
1 Notable Skill of your Choice
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40 points to spend on either Magick, an Elemental Power, Broken Pattern
or on Background or Occupational or Special Training: Amberite and
Cross-Primal Packages. These points can also be spent on Trump, but
remember that if you don't have Broken Pattern, Pattern, or Logrus, your
trumps won't reach across shadow boundaries, and thus will be only slightly
more useful than a bagel with 16 point Apocalyptic Tastiness.
-
Shapeshifting is not a common trait in Amber, and these package points
cannot be spent on it. You can, however, choose to buy the 'Non-Chaosian
Shifter Heritage' Background package with these points, or spend 2 points
on Blood of Chaos from these points, if you so desire. You are free
to buy as much Shapeshifting as you like from discretionary points.
-
Can take Special Training: Amberite Royal, Amberite Servant, Amberite Citizen
and Cross-Primal packages at normal cost. Pays normal cost +2 for
Special Training: Chaosian Noble or Chaosian Citizen
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All Stats begin at Amber. Sell down as much as you like.
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Denizen of Amber or Golden Circle
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50 points to spend on either Magick, an Elemental Power, Broken Pattern
or on Background or Occupational or Special Training: Amberite Citizen
Packages. These points can also be spent on Trump, but remember that
if you don't have Broken Pattern, Pattern, or Logrus, your trumps won't
reach across shadow boundaries, and thus will be only slightly more useful
than a bagel with 16 point Apocalyptic Tastiness.
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Can take 1 Special Training: Amberite Royal or Amberite Servant package
at normal cost. All beyond that cost double. Cannot buy Special
Training: Chaosian or Cross-Primal unless you come up with a really good
explanation, and you pay double even then.
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Shapeshifting is not a common trait in Amber, and these package points
cannot be spent on it. You can, however, choose to buy the 'Non-Chaosian
Shifter Heritage' Background package with these points, or spend 2 points
on Blood of Chaos from these points, if you so desire. You are free
to buy as much Shapeshifting as you like from discretionary points.
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All Stats begin at Amber. Sell down as much as you like.
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Denizen of Chaos or the Black Zone
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50 points to spend on either Magick or Shapeshifting or on Background or
Occupational or Special Training: Chaosian Citizen Packages.
These points can also be spent on Trump, but remember that if you don't
have Broken Pattern, Pattern, or Logrus, your trumps won't reach across
shadow boundaries, and thus will be only slightly more useful than a bagel
with 16 point Apocalyptic Tastiness.
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Can take 1 Special Training: Chaosian Noble or or Cross-Primal package
at normal cost. All beyond that cost double. Cannot buy Special
Training: Amberite unless you come up with a really good explanation, and
you pay double even then.
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All Stats begin at Chaos, but you get 40 points just to spend on Attributes.
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Lord or Lady of Chaos
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50 points to distribute among Logrus, Shapeshifting, and Magick or Background
packages, Occupational packages, or Special Training: Chaosian packages
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Must take Basic Forms Shifting.
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Can take Special Training: Chaosian Noble or Chaosian Citizen or Cross-Primal
packages at normal cost. Pays normal cost + 1 for Special Training
with Amberites
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All Stats begin at Amber.
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Sell down as much as you like.
If you haven't played Amber before, I suggest you check out my auction
page before continuing.
Amber uses four basic attributes, which are discussed in detail on my
Attributes
Page.
Each attribute has two sub-attributes. After the auction is over,
you double your points you bid on the attribute and split them between
the two sub-attributes.
The Attributes
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Endurance: This attribute determines how much damage you can take
and how long you keep doing stuff before you pass out. In this version
of Amber, either Saionji, Shinobu Major, or Ramon is the Endurance
grand master.
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Mental Endurance: This measures how much of a mental beating
you can take and how long you can keep using your brain before it gives
out, and how fast you heal mental damage. Shinobu Major likely beats
Saionji and Ramon here.
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Physical Endurance: This determines how long you can take
a physical beating, how long you can keep using your body, and how fast
you heal physical damage. Saionji and Ramon's department.
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Psyche: This determines your force of will, charisma, and magical
aptitude. Many powers' effectiveness is determined by your Psyche. Mikage
and Fuyutsuki rule here.
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Psychic Finesse: This measures your psychic agility and fine-control.
This is used to do things like juggle using the Logrus or do psychic surgery.
Mikage has Psychic Finesse out the wazoo.
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Psychic Strength: This determines how much psychic whoopass
you can unleash. It is the raw power of your brain. Fuyutsuki
has goatloads of this.
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Strength: This combines your ability at unarmed combat and your
physical strength. It also measures athletic prowness. And it measures
your ability to do funky stuff like dance up a wall as you fight someone.
Ramon and Saionji are the experts here.
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Martial Arts: This measures your ability to fight unarmed.
Saionji can probably outfight Ramon
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Physical Strength: This is your pure physical power and your
ability to take a punch and not notice (if you do notice, Endurance is
at work). It also measures a lot of your athletic ability.
You run faster, jump further, hammertoss your relatives further, dance
up walls, etc. Ramon is probably stronger than Saionji.
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Warfare: Fighting with weapons, games of strategy, leading and organizing
armies. Drake or Utena is the master.
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Tactics: This measures your skill at leading armies and other
situations of strategy and tactics. This ranges from playing chess
to economic warfare to spotting ambushes. It also measures your reaction
time. Drake knows more about leading armies than you. Trust
me.
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Weapon Skills: This determines how well you chop people into
giblets with hand weapons or shoot them to death with ranged weapons.
Utena will whoop you.
In the Amber RPG, Attributes start at Human (-25), and go up from
there without limit. They are ranked by:
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Human (-25)--The ability of a completely average real world human
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Chaos (-10)--The ability of exceptional real world humans, average
Chaosians, and below average Amberites
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Amber (0)--The best real world human who ever was, an above average
Chaosian, or an an average Amberite
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Ranked (1 or more points)--Better than any real human. Entering
levels of skill found only in anime, comics, books, and movies.
Example:
Roderick has
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Endurance: 13
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Psyche: 47
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Strength: 15
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Warfare: 30
He decides to refine this into
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Endurance: 13.
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Mental Endurance: 16
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Physical Endurance: 10
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Roderick's body gets tired a little faster than his brain does.
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Psyche: 47
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Psychic Finesse: 60
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Psychic Strength: 34
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Roderick learned how to use finesse to overcome a lack of raw power from
his father, Bleys. He is adept at the use of powers, but won't do so well
in direct psychic combat.
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Strength: 15
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Martial Arts: 20
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Physical Strength: 10
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Roderick is no physical powerhouse, but he's trained in martial arts to
help exploit the combat potential of his shapeshifting. .
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Warfare: 30
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Tactics: 20
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Weapon Skills: 40
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The one time we see Bleys lead an army, he gets his ass kicked, but Bleys
could fight his way up a staircase for over an hour by himself. Like
father, like son.
The Special Auctions:
Each of these gives some special benefit. Not all of these auctions
will actually be used for the Nextgen game. I will trim down to about
2-3 auctions * number of players, once we get close in time to actually
running it, based on feedback as to what auctions people actually WANT.
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Abyss Pirate: You've served time on a ship belonging to an
Abyss Pirate. It's a good way to learn a lot about the Abyss without
having to be a deranged freak (unless you WANT to be a deranged freak).
Minimum bid of 5. The more you bid, the more this is worth.
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Apprenticed to Anno: You served as an Apprentice Logrus Keeper
under Anno. This involved a lot of running about, trying to keep
the Sign of the Logrus from causing trouble, in addition to more mundane
duties like sweeping the entrance cave and keeping records of who has taken
the Logrus. At times, you also performed special missions in shadow.
It was exhausting work, but rewarding. Some increased benefit for
higher bids. Minimum bid of 5 points.
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Apprenticed to Fuyutsuki: Yes, you had the joy of spending
some years as Fuyutsuki's apprentice. And you survived with sanity
probably intact. Still, you learned quite a bit of use to go with
your new nervous twitches and the odd reaction you get to cream cheese...the
old man did help create the universe, after all. Minimum bid of 5
points. Fixed benefits.
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Chosen One: You have a high and mighty destiny. As is
typical with such things, you get a lot of power at the price of having
to follow your destiny or be smitten by the fates for abandoning it.
Minimum bid of 5. The more points you put into it, the more it's
worth.
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Destiny-Null: You are a giant cosmic x-factor, whose
actions were unforseen by the prophets and predictors. You have absolutely
no destiny at all, which means the burden is entirely on your shoulders
to make anything at all of yourself. But the universe won't lay any
such burdens on you either. In addition, it's hard to predict what
you're going to do, even for those with high Psyche or Warfare. Minimum
bid of 5. Fixed Benefits.
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Diplomatic Mission with Mikage: Mikage had to try to resolve
the Begman Succession Crisis. And the winner of this auction helped
him out. Minimum bid of 5. The more points invested in this, the more it
will be worth.
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Drake and Sumire's Cyberpunk Adventure: Two people can win
this auction (two unit Vickery Auction). Drake and Sumire want some
help on a dangerous adventure into a high-tech shadow. This is a
great chance to train with a master of warfare, who is also a technological
expert, or with his daughter the expert sorceress and swordswoman.
Minimum bid of 5. The more points invested in this, the more it will
be worth.
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Drink from Ymir's Well: You've drunk from Ymir's Well, and
get to ask the DM two in-character questions of your choice, to which you
will get an answer from the well. Depending on the question, the
answer may require interpretation.
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Elder Lover: One of the Elders is secretly your lover.
Which one it is will be worked out between the GM and the player.
If negotiations on this topic completely break down, you'll get the points
back you spent on it. This doesn't mean the Elder will always agree
with you, etc, but you have a very, very powerful ally on your side.
Elder Lover also confers an amped-up version of the normal training package
for said Elder.
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Fostered with Ishmael: You were fostered at King Ishmael's
Court. This is both a great honor and a great opportunity to
make contacts and learn about rulership (and how to manipulate people).
Minimum bid of 10. Fixed benefits.
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Forestal: You are a Forestal, having trained with the reclusive,
secretive priests of Yig. You know many of Yig's Secrets and their
lore, including power over Plants. This provides Fixed Benefits
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Found Vulcan's Forge: You found Vulcan's Forge. This
will let you craft an item of great power. The more you pay, the
better the item... This is a Dutch Auction starting at 50 points.
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Glory Road: You have spent an obsessional amount of time on
Glory Road, going from Battle to Battle, fighting and refighting every
war you can imagine and some you can't. This is a Japanese auction;
all points bid are spent. Losers of the auction recieve some benefit
for their spent points. The winner gets a special benefit as well
(and some other benefits proportional to how much was spent).
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The Golden Ticket: For whatever reason, some time ago, the
management of Loompaland once again held a 'Golden Ticket' contest (probably
to boost sales of their candy). Whoever found a Golden Ticket in
their candy wrapper got a free tour of Loompaland (specifically of the
Wonka Chocolate Factory). The winner of this auction is the lucky
PC who found one of the seven tickets. Mmmm, chocolatey goodness...
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The Gondola Games: One of the Nine Free Cities of Chaos, Venetia,
is a port city made up of many small islands with canals flowing between
them. Each year, the city of Venetia holds a great gondola race.
People can enter as individuals or as teams, and soup up their gondolas
with as much magical, shapeshifting, and logrusy goodness as they want.
The winners get medals, fame, copious tre-stone, and a year's tuition at
the College of Sea Magi in Venetia. This is a Japanese auction, but
points bid are only spent if you win. Fixed benefits.
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The Great Hunt: At the command of the Serpent, the Great Hunt
was called some years ago. The Serpent took on the form of the Hunted
Serpent, and all and sundry gave chase, for whoever caught the Hunted Serpent
would win much glory, and experience many interesting adventures along
the way. Those who have won the Great Hunt seem to become marked
by destiny. This is a Japanese style auction (all points bid
are spent); losers do, however, gain some benefit for their spent points.
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High Priest of the Haradian Mysteries: The Haradian Mysteries
is a fairly secretive sect based in the plains of Harad, whose members
undergo a series of initiations as they rise in wisdom and spiritual understanding.
The exact nature of these is unknown to those outside the cults, though
the rumors range from ritual austerities to mad sexual orgies. There's
definitely an aspect of nature worship to the sect, that much is clear
to outsiders. The winner of this auction is the High Priest of the sect,
having passed the final initiation. Minimum bid of 10. Benefits
rise
with point expenditure.
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A Journey with Soujiro: You encountered Soujiro, the legendary
wandering Chaosian swordsman, in Shadow, and spent some time wandering
Shadow with him, training and having adventures. This provides more
benefits the more you spent on it.
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King of Fighters Tournament: Some years ago, the Lipunese
government sponsored a martial arts tournament they called 'King of Fighters'.
Everyone who bids on this lot entered the tournament. Everyone who
bids recieves benefits proportional to what they spent on it. Whoever
bids the highest recieves an extra benefit as well. If the person
who wins the auction bid over 25 points, they will actually win the tournament
and recieve another additional benefit as well. This is a Japanese
auction; all points bid are spent.
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King of Pain: Simply put, you've had it rough. Life
has kicked you in the head and handed you your ass on a plate repeatedly.
Still, they say that whatever doesn't kill you makes you stronger, so you
figure you must be getting pretty strong... The more you spend, the
more life has kicked you in the balls.
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Linked Destiny: Two people, linked by fate. Together,
you are strong. Seperately, you are weaker. This is a Vickery
2-Unit Auction. The two highest bidders will be the two people linked
by fate.
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My Summer with Mutsumi: Your parents handed you over to Mutsumi
one summer to take care of while they were busy with other things.
For good or ill, you'll never forget that summer, no matter how hard you
try. Neither will the relative you accidentally trapped in the Partridge
Family shadow... Still you learned quite a bit about music and trump,
and generally it doesn't cause too many nightmares. Fixed
benefits.
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Necronomicon: The Patterns may be restored, the forces of
the Outsiders largely locked out of reality, the Heralds dead, but you
don't care. Perhaps you just want it to say you have it, perhaps
you think you can use the forbidden lore to advance your own needs.
Or perhaps you're a MAD RAVING LUNATIC WHO WANTS TO SEE REALITY BURN!
Or maybe you meant to check out the Metrotelenomicon and got the wrong
book. But whoever wins this gets the big book of Evil Outsidery Goodness
for themselves. This provides fixed benefits.
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Potato Handcrafted by Nanami: Sometimes, things just hit the fan,
and you need something you can use as a weapon of last resort. Well, this
is the potato of last resort. It'll only work once, but whoever gets
hit by it is going to be a very unhappy camper. (Nanami advises that this
doesn't work very well on Advanced Shifters, but anyone else is in trouble...)
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Royal Bodyguard: You've served as Queen Yuriko's bodyguard
(and had special training from Ramon to qualify for the job).
The more points invested in this, the more it will be worth.
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Secret Mission with Touga: You've gone on a secret mission
into shadow with Touga. Only you, he, and the King and Queen know
what really happened, or even that the mission happened at all. Warning:
This will may make you some enemies as well as friends. This is a
blind bids auction. Fixed benefits.
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Sexiest Man or Woman Alive: You are, simply put, the Sexiest
Man or Woman Alive, at least of your generation. If you want to Mack like
a madman, this is the way to go. Fixed benefits.
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Shopping Spree with Keiko: You did Keiko a very large favor,
so she took you on a cross-shadow shopping spree with Tylor footing the
bill (Keiko wrote it off as work expenses. This didn't exactly endear
you to Yuriko when she saw the bill...) The more points invested
in this, the more it will be worth.
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A Stint on the Bebop: You've done a turn on the Bebop, serving
with some of the greatest Bounty Hunters in Shadow, enjoying their exciting,
but penny-pinched Lifestyle. The more you spend on this, the more
it is worth. Minimum bid of 5
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Student of the Elder Gods: You studied with the Elder Gods
in Kadath, learning their secret lore. Fixed benefits.
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Student of Suroth's Lore: You have wandered shadow and searched
out all you could of Suroth's lore, the deep mysteries of Shapeshifting.
The more you spend on this, the more it is worth. Minimum bid of 5
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Tylor's Favorite: The King of Amber likes you quite a bit.
This is useful both for getting stuff (like borrowing the JoJ 'just for
a little while') and for avoiding being raked over the coals if you fail.
The more points invested in this, the more it will be worth.
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Unicorn's Pilgrimage: Dedicating yourself to the study
of the mysteries of the Unicorn, you invested a large amount of time
in visiting the five patterns and seeking to meet with the five avatars
of the Unicorn. This cannot be taken with Great Hunt.
Fixed benefits.
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Wasyuu's Experimental Subject: You foolishly volunteered to
help Wasyuu with an experiment. It's given you some interesting new
abilities, but they have some drawbacks too... Only the victim of
the experiment will find out what really happened. Fixed Benefits.
Background Packages and Special
Training:
Background Packages:
Background Packages cost 5 points each (With a few exceptions).
You have to commit to buying them before I'll reveal what exact benefits
they confer. It's perfectly acceptable to take a background like
this for free as part of your character design; it simply won't convey
the special benefits that point investment will get you. Buying a
Background Package does give you a reputation for having it.
Amber City Naval Academy: You attended the elite ACNA, which
has been training elite naval officers for centuries. This package
costs 10 points, unlike normal ones, and requires you to buy at least one
Occupational package related to military naval endeavours as well, since
all graduates go into Amber's navy.
Chaos Foreign Service Brat: You grew up being hauled all
over creation on diplomatic missions. You've seen just about everywhere
in the Black Zone up close and personal and some strange places beyond
it.
Far-Traveller: You have travelled extensively in shadow.
Foreign Service Brat: You grew up being hauled all over
creation on diplomatic missions. You've seen just about everywhere
in the Golden Circle up close and personal and some strange places beyond
it.
Great School of Magic: You attended the Great School of
Magic in Lemuria, in the Black Zone. If one can avoid turning into
a turnip, there are few better magical educations to be had. This
is a ten point package.
Grew Up or Spent Substantial Time in:
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A Fantasy Shadow:
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A High-Tech Shadow:
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Lucas
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Melnibone
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Mystara
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A Pulp Adventure Shadow:
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A Sentai Shadow
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Shadow Earth:
Harad City War Academy: You attended the Harad City War Academy,
Amber's premier military school. It is a very rigorous program, and
unlike other background packages, costs 10 points. You must purchase
some military service Occupational package as well, as all graduates go
into Amber's military.
House Upbringing: You were raised by one of the Houses
of Chaos, and thus recieved some special education in their specialties.
Unless you have a really good backstory, you can only be raised by one
house.
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House Aesir: House Aesir are noted for perfecting their fighting
skills in endless battles against the giants of Jotunheim. And their
drinking skills too.
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House Alars: House Alars has long been noted for its skills of intrigue
and their ability to winkle out people's secrets, as well as some skill
at sorcery.
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House Danaani: They are artists and creators, playwrights, singers,
entertainers, and architects, making things of beauty.
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House Darios: Possibly the best sailors in Chaos, they maintain an
extensive trade network.
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House Formorian (House Firbolg): They may be superfreaks, but they're
experts at hunting and at knowing how to deal with pain and disabilities
without them being overwhelmed.
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House Helgram: They love the Serpent. They'll teach you to
love the Serpent.
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House Hendrake: The greatest soldiers of Chaos.
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House Ivy (Minor, allied to Nurgal and Tremere): They know more about
plants and the element of wood than just about anyone.
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House Jesby: Possibly the best sailors in Chaos, specializing in
naval combat
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House Nurgal: House Nurgal are noted sorcerors and work wonders with
glass and farming in hostile terrain.
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House Olympus: They seem like drunken, amorous louts because they
are. But for those who would rather be a lover than a fighter, this
is the place to learn those arts.
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House Suroth : They are reknowned as the greatest shifters in Chaos.
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House Tremere: The best sorcerors and artificers of Chaos.
They make things which work.
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House Vanir: Where Jesby does fleet battles, they are naval raiders
and pirates and warriors of some skill.
Non-Chaosian Shifter Heritage: Amberites only (Royal or Non-Royal)
One of your parents was a shifter from Shadow, and you inherited that same
potential.
Ohtori Academy Graduate: You have a degree from Ohtori Academy,
a very fine finishing school.
Panopticon Graduate: You attended Panopticon University
and got a degree.
Streeling University Graduate: You
attended Streeling University in the Shadow of Trantor, where you received
a fine education in everything important to life in High-Tech shadows.
Occupational Packages:
Each of these can be purchased multiple times if one so desires.
-
Alchemist: You've studied the ancient arts of alchemy.
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Amber/ Black Zone/Chaosian/Golden Circle Foreign Service:
You've spent time working for the diplomatic service of some side of reality.
-
Amber/ Black Zone/Chaosian/Golden Circle Governmental Service:
You've served in some branch of government around one of the poles of reality.
-
Amber/ Black Zone/Chaosian/Golden Circle Merchant Marine:
You've served in the sea-going trade around one of the poles of reality.
A sailing we will go!
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Amber Drifter: You spent a lot of time lying around down by
the docks... always meaning to shift into shadow but never quite getting
up the gumption... but you know some really good stories told by the fire
-
Arden Ranger: You have spent time serving as one of the Rangers
of Arden
-
Artistic Training: You have studied some art with a great
master in shadow or at one of the poles of reality. Each time you
buy this represents training in a different art form.
-
Assassin: For a time, you served as a contract killer.
A lot of people don't like you now, but you learned quite a bit.
-
Bandit: You've spent time robbing people in the woods. Perhaps
you robbed the rich and gave to the poor. Or perhaps you robbed everyone
and gave to yourself.
-
Bard: You've spent time as a bard. The more times you
buy this, the more time you've spent.
-
Black Watch: You've served in the Black Watch, who guard the
Black House and the King of Chaos
-
CAFAM Employee: You worked for CAFAM for a while.
-
Castle Guard of Amber: You've served in the Guards of Castle
Amber
-
College Education: You've attended some college around Amber
or Chaos or out in Shadow. Taken once is a Bachelors. Twice
is a Masters. Thrice is a Ph.D. Four times or more, and you
probably became a professor yourself by the end of it.
-
Con Man: You made a living for a time by tricking people.
Hope they don't ever catch you...
-
Courtier: You have spent time at a court, where you have polished
your social graces, attended many parties, gambled a lot, and generally
been a fun fellow to hang around, while being a total social parasite with
no useful purpose. And you made people like it that way. Also
a great way to make social contacts
-
Courtly Lover: You have spent time wooing a lady (or maybe
many ladies if you bought this more than once) in the style of medieval
romances. This means you spent a lot of time grovelling, writing
poetry, and doing heroic deeds just to try to get her to look at you.
And she was probably married, which means you may well have irritated a
few people, whether or not you succeeded. But hey, love is worth
any price, right?
-
Craftsman's Training: This can be taken multiple times, reflecting
study of different crafts and/or increasing mastery in a single craft (Up
to 3 times per craft)
-
Delta Green Operative: You've spent time working for the group
known as Delta Green, who hunt down Outsider Cultists and other threats
to reality.
-
Doctor/Medic: You've spent time training in the art of scientific
medicine and practicing it.
-
Dworkinland Employee: You worked for Dworkinland for a while.
-
Fencing Training: This reflects intense training in weapons
with some shadow or non-royal teacher. You can take it many times
with a single weapon to perfect it, or train with many different weapons.
-
Fugitive: You've spent a lot of time on the run from the law.
Perhaps one shadow you couldn't leave, or cross shadow running from an
organization from Amber or Chaos. Either way you're familiar with
the ins and outs of being hounded constantly and forced to keep moving.
-
General: Perhaps in Shadow, perhaps in Amber or Chaos, you've
spent time leading armies in some capacity, whether as just a low-ranking
officer, or as military leader of an entire Galactic Empire...
-
Healer/Physic/Midwife: You have studied traditional remedies
to bodily ailments, as well as a few related practices, like delivering
babies
-
Historian: You are a student of history in all its many aspects.
-
Horse Nomad: You've spent time living with a tribe of horse
nomads, hunting and making war.
-
Hunter: You've spent a lot of time living in the wilderness,
learning to survive in hostile environments, and how to hunt and make your
own necessities.
-
Laboratory Experiment: At some point in time, you made a major
mistake and ended up as someone's lab rat, voluntarily or involuntarily.
You're not quite the same as you were before, but to quote Nietzsche favorably
just once, whatever does not kill you makes you stronger...
-
Lawyer: You have spent time studying and practicing law in
Amber or Chaos or the Golden Circle or the Black Zone. You can take
this multiple times to specialize in one place's law, or to represent being
qualified as a lawyer in multiple areas.
-
Librarian: You like to read and you like books. You've
worked as a librarian, possibly in Amber or the Courts or maybe just out
in Shadow.
-
Martial Arts Training: This represents training in a martial
art with some shadow or non-royal teacher. You can take it multiple
times, either specializing in one particular art to perfect it, or learning
many different arts.
-
Mental Combat Training: You've visited some shadow where the
arts of psychic combat have been perfected to a high pitch. There,
you studied the arts of mental combat.
-
Merchant: You have spent time as a businessman, buying and
selling and manufacturing.
-
Military Historian: You have studied the history of warfare
in great detail
-
Military Mage Veteran: You've done terms of service as a military
mage. This package can be purchased multiple times; each time you
buy it represents you serving a 5 year term of service.
-
Military Veteran of Amber: This package can be purchased multiple
times; each time you buy it represents you serving a 5 year term of service.
-
Military Veteran of Chaos: This package can be purchased multiple
times; each time you buy it represents you serving a 5 year term of service.
-
Military Veteran of the Psychic Wars: You've done terms of
service in some sort of psychic warfare. This package can be purchased
multiple times; each time you buy it represents you serving a 5 year term
of service.
-
Military Veteran of Shadow: This package can be purchased
multiple times; each time you buy it represents you serving a 5 year term
of service. This can also be used for service in the Black Zone or
Golden Circle
-
Monarch: You have ruled a Kingdom in Shadow, or perhaps an
entire Shadow as an absolute monarch. Or maybe a constitutional one if
you're inclined that way.
-
Negotiator: You're a deal maker and facilitator, a diplomat
for ordinary life. (But no, you don't get a giant robot like the
guy in the Big O)
-
Occult Society: You belong to a society that studied Occult
Lore of many kinds. The more points you invest, the less it was a
hobby and the more it was a way of life.
-
Organized Crime: You've spent time in organized crime.
This may range from being a Yakuza thug in shadow, to being megacorporate
muscle in a cyberpunk shadow to being part of a group of bandits in Oerth.
-
Paramour: You've spent a lot of time chasing the opposite
sex (or maybe the same sex), with good results. This is different
from Courtly Love in that the object of your affection may not have been
connected to any sort of noble courtly setting at all, and for that matter,
you may have just been #1 in One-Night Stands...
-
Paranormal Investigator: You spent some time out in shadow
investigating strange supernatural phenomena. This doesn't necessarily
mean you know any magic, but you know about the strange magical creatures
and how to counter them and where they live.
-
Philosopher: You've spent time studying many different schools
of ethics and metaphysics, seeking to probe the mysteries of the universe.
-
Pirate or Privateer: You've spent some time at sea preying
on the shipping lanes of Shadow. Perhaps you were motivated entirely
by greed, or perhaps you were fighting an enemy of your home state for
fun and profit.
-
Priest of the Serpent: You spent some time as a Priest of
the Serpent.
-
Priest of the Unicorn: You spent some time as a Priest of
the Unicorn
-
Prison Guard: You've spent time guarding Prisoners.
-
Prisoner: Like Corwin, you've spent a while rotting in a deep,
dark, dank cell. Or perhaps you spent time as a guest in the Village.
Or maybe you like going round to all the Atticas of Shadow, stirring up
riots. Or you got sent to the Black Tower in Chaos. Or...
-
Private Investigator: There's a thousand tales in the naked
Eternal City, but this isn't porn, so... You've spent some time working
as a private investigator in Amber or shadow.
-
Professional Athelete: You spent some time (probably in shadow,
as Amber and Chaos are lacking in professional athletics) as a professional
athelete
-
Psychic Expansion Studies: You spent a lot of time doing mental
exercises and building up your brain's powers at the hands of some expert
in such things.
-
Shadow Courier: You've spent a lot of time running messages
through Shadow.
-
Shadowmastery Guild: You've spent time working for the Shadowmastery
Guild, molding shadows and studying mysteries of the Logrus. (This
can be taken a max of 3 times, as the guild only has so much to teach to
apprentices). Character must be from the Chaos side of things.
-
Soldier of Fortune: You've spent time as a mercenary.
-
Sorcerous Training: You trained with a minor sorceror in shadow
or in the Courts or in Amber.
-
Spy: You've been a secret agent man. They gave you a
number and took away your name.
-
Stylite: You spent a long period of time meditating on a pillar
to gain wisdom.
-
Terrorist: You spent a while in a lunatic fringe group (you
may still belong to it if you like).
-
Thief: You spent a while stealing stuff.
-
Unskilled Labor: You spent a lot of time doing unskilled labor,
lifting, toting, carrying, etc.
-
Weight Training: You worked out a lot. A whole Lot.
-
Witch: You've spent time as a witch, learning about herbal cures,
magic, and the very important art of Headology.
-
Witch-King: You've spent time out in shadow, ruling poor shadow
shmucks with your sorcerous powers. Oppression is optional.
Special Training--Amberite:
Some important Amberite trained you. This gives you a closer
relationship to that Amberite, and some special abilities, secrets, extra
attributes, or some other goodie. It's quite possible to be the child
of one Amberite, but specially trained by another.
Special Training--Amberite Royal:
-
Training with Fuyutsuki is an auction item
-
First Generation Elders
-
Anthy: Last of Gendo's Queens and Guardian of Tir'na'nog.
She has unlocked many of its secrets. Studying with her is the best
way to learn them...
-
Second Generation Elders
-
King Tylor: Auction Item
-
Queen Yuriko: Before she was Queen, she was a crack admiral
of the Rebman Navy, the finest fleet in existence. If you want to
know everything there is to know about naval warfare, you won't find a
finer teacher.
-
Touga: Perhaps the smoothest manipulator there is. What's
he been doing out in Shadow all this time anyway? If you want to
use your cousins as pawns to dance for you, this is the man to train with.
Just don't tell anyone.
-
Drake: Drake knows about everything there is to know about
leading armies. And if you take this, he'll pass those secrets on
to you.
-
Van: If you want to be the heroic dragon-slying type, Van's
your man. He's also pretty damn strong. Don't ask him about
history, though...
-
Saionji: Saionji and Corrine have long disputed which of them
is the strongest and toughest of their generation. It remains unsettled,
but if you wish to learn the fine arts of Kendo and unarmed combat, Saionji
is your man. Especially if you're female, but that's another story...
-
Juri: She's back from Cathuria, a thoughtful warrior who spends
much time these days studying philosophy and writing. Those who seek
the wisdom to be found in the way of the Sword would do well to study with
her.
-
Corrine: The Queen of Ember is pretty busy these days, but
if you want to learn the arts of trump, some of the lore of Arden, or how
to be a Queen, she's got sage words of advice on all three. Just
don't mention 'Finndy', whoever she is...
-
Makoto: Makoto remains Castellan, the master of management.
Those who would learn the secrets of Castle Amber or the arts of stewardship
should seek him out.
-
Corey: He's got a big mouth and an even bigger sword, and
he's nigh unkillable. He may be able to teach you how to be nigh-indestructible
too.
-
Nanami: It often takes an iron will to stick close enough
to Nanami to learn from her, but she has much to offer, for she knows the
City of Amber like the back of her hand, has mastered much magic, and moves
among the circles of the nobility as well.
-
Miki: Miki is noted for his skills with music and trump. Those
who would learn of either should study with him.
-
Kozue: Sharp of tongue and quick of wit, Kozue is also a cunning
fighter and skillful in the arts of mental magics. She can teach
either of those to any who seek her out.
-
Utena: Athlete, bodyguard, warrior supreme. If you want
to master sports, bodyguarding, or whacking people in half, she's the person
to go to.
-
Wakaba: Socialite and sorceress, she flits comfortably between
parties and the laboratory. Wakaba is especially noted for her alchemical
skills and her mastery of the power of lightning.
-
Vash: He's a goober, but he knows how to shoot. He's
also a pretty good bodyguard, and he's done a fair amount of wandering
mindlessly around Shadow and Calendar World. He can share his lore
with you...if you can put up with him long enough. Did I mention
he's a goober?
-
Eowyn: Gallant warrior of the Wind, she commands the Air Fleet
of Amber, and can teach much about aerial combat in all its forms.
She's also said to possess certain secrets of Derith's lore...
-
Third Generation Elders
-
Beowulf: Beowulf is a noted archaeologist and investigator
of Shadow. If you want to learn about ancient times and obscure shadows,
he's your man.
-
Kanna: Special agent of the Queen of Ember, heir to that throne.
She can teach you how to kick ass, take a beating, carry out investigations,
and maybe if you're really, really nice, she'll let you touch Beryllina.
Not the sharp bits.
-
Kentaro: He's a smooth operator, a man of grace and charm,
and a skillful conjuror. Unfortunately, he's also a bit of an asshole
at times, but you can learn a lot about how to be noble (for good and ill)
from him.
-
Michelle: Michelle combines music and sorcery to produce interesting
effects. She's also done some exploration of shadow. And she
once slapped Nanami and got away with it.
-
Mikage: Child of Air. Master of Nemuro Hall. Weilder
of the Bag of Winds. One of the three greatest minds of his generation
and a noted artificer. Who knows what secrets he may possess? If
you want to make things and probe eldritch lore, he's the way to go.
-
Mutsumi: She's the premiere trump mistress of her generation,
and she's quite a skillful musician as well. And she likes turtles.
-
Nagisa: Child of Water. Student of the Unicorn's Lore.
Weilder of the Cup of Life. One of the three greatest minds
of his generation and a noted scholar. He has much to teach of the
secrets of the Unicorn and the history of Amber.
-
Ramon: No one takes a beating and keeps going like Ramon does.
If you want to be last man standing, then grab some painkillers and train
with him. He's also a pretty good martial arts instructor.
-
Shinobu: The Terror of Therin and Lipun. Hated by Amber's
enemies, loved by Amber's friends. She's the best at leading armies
of the Third Generation, and she's seen quite a bit of the Golden Circle,
even if it was burning at the time...
-
Shizumaru: Child of Wood. Master of the Keep of the
Five Elements. Weilder of the Seed of Hope. He has delved
deep into the lore of the elements. Married to one who
has power over ice, Shizumaru can help you to delve into the mysteries
of the Elemental powers.
-
Sumire: Sharp of tongue and keen of mind, she now serves as
Amber's ambassador to Ember. She is noted for both fighting and sorcery,
and for her weapon of power she forged herself.
-
Fourth Generation Elders
-
Jacqueline: Bride of the Jewel, sower of Chaos, Child of Shaft.
She knows more about the Jewel of Judgement than almost anyone, and quite
a bit about sorcery. And sex. But she only has a _small_ harem.
-
Naru: Naru is both warrior and intellectual, teaching a mixture
of how to fight and how to think to those who study with her.
-
Nausicaa: Nausicaa is noted for her skills as a wind mage
and as a diplomat. She's also quite a skillful aeriel pilot.
All that and a spikard too!
-
Thoric: Thoric is not the Stuff of which Heroes are Made,
but he is the Stuff of Which Fun People To Be With are made. Thoric
can teach you where to go for a good deal, introduce you to everyone interesting
in the Golden Circle, and he knows how to have fun. And he knows
how to play the Violin, too.
Special Training--Amberite Servant of the Crown:
-
Edith O'Balamor, High Priestess of the Turtle: Once a high-ranking
Blessed of the Unicorn, she has moved to Arcadia and become Jacqui's high
Priestess of the Turtle. She is noted for her Mad Healing Skillz.
-
Lord Franich, Court Historian: He is a noted historical expert
and scholar. But also a bit of a maniac who drags people off into
shadows that duplicate historical situations, so that he can do his history
'hands-on'. Hasn't died...yet.
-
High Priest Geo: Must take Priest of the Unicorn also.
He is the faithful head of the Church of the Unicorn, faithful and dedicated,
but also rather pompous and overblown.
-
Lady Haruna, Royal Tutor: May not be taken by anyone descended
from Yumi. Lady Haruna is one of the Royal Tutors, specializing
in Magic, Music, and Trump.
-
Captain Julie: Some people call her the space cowboy, some
call her the gangster of love... She's one of Amber's top naval captains,
and bears a suspicious resemblance to Princess Juri, except for being extremely
blond. She is noted in both love and war.
-
Keiko: Keiko didn't head the sorcery division of the City
Watch for nothing. (Nor is she Court Mage for nothing). If you have
an interest in investigative sorcery, she's the person to seek out.
Or if you need to kill Makoto the Mad again.
-
Madoka: Court Bard, and noted fighter, especially deadly with
a guitar pick
-
Mario: It's a me, Mario! The Court Plumber of Amber,
he's been jumping on the heads of Fire-breathing Turtles and electrical
crabs for centuries now. He probably knows more about the ins and
outs of Castle Amber than even Fuyutsuki does...
-
Misato: Misato is the brilliant, but often drunken commander of
the Palace Guards who defend Castle Amber and accompany King Tylor and
Queen Yuriko on their travels. It's easy to forget she's a crack
shot with a crossbow and deadly with a sword, until she has to pound someone
flat.
-
Rimururu: Wife of Prince Shizumaru, she's a noted expert in
the power of Elemental Ice.
-
Dread Captain Roberts: Once a pirate, he has since reformed
and become a commander in the Amberite Navy, though he remains a 'Devil-may-care'
roguish type. Some rumors claim he is actually Kozue's love child
by Captain Ruka, though both of them rather fanatically DENY this.
-
Ruka: Captain Ruka commands Shalomar Naval Base under Kozue
(no, not that kind of under Kozue). He's noted for his expertise
in both administration and battle. And his mutant forelock.
Which is not secretly controlling space and time, maybe.
-
Seta: Seta is the other Royal Tutor, specializing in archaeology
and hand-to-hand combat. And surviving car crashes.
-
Travis: Keeper of the Royal Library, scholar, tinker,
gentleman. And he's got a cute cat that sometimes talks. Just
ask Hiko and Nagisa how many times he's helped them prevent Amber being
destroyed. There are many answers to be found in the library, and
he either already has them or knows where they are.
-
Tsuwabuki: One of Amber's great generals, Tsuwabuki knows
all about strategy, tactics, logistics, and administration, having done
them all at one time or another.
-
Wasyuu: Mad Doctor of Amber. If you want to study magical
medical arts, she's your woman.
Special Training--Amberite Citizen or Golden Circle Dweller:
-
Bill Vincent: Bill Vincent is Amber's most noted weaponsmith.
If you want to know how to make weapons and armor both with conjuration
and the mundane way, he's your man.
-
Bumpy the Pimp: The primal pimp of whom all other Pimps are
but Shadows.
-
Bust Rimururu: The primal whore of whom all other whores are
but Shadows. She knows much of the Amberite underworld too, but you'd
best not train with her if you want Shizumaru or Rimururu to like you...
-
Countess Haruka, Ambassador of Begma: Countess Haruka watches
out for Begma's interests with an eagle eye. Her aim is reknowned;
her combat skills in other areas are not so impressive, but she's still
not someone to mess with.
-
Master Horatio Walpole, Guild Master of the Kashmir Trading Collective:
He's hugely rich, and hugely influential, and hugely corrupt, and if you're
his friend, he can hook you up with almost anything you want (No Royals
as your Love Slaves, thoguh...he wants to live).
-
Kaede: Servant of Seiryuu, he has studied the arts of Air
and Fire elementalism. He's also pretty good with a sword.
-
Keitaro: Keitaro is the Prime Minister of Kashfa, and one
of the most noted Trump Artists of the Golden Circle. And he likes
Photo Stickers too.
-
King: King is the barkeep of a small gin joint in the Ward
of the Iron Pot. She's often mistaken for an effeminate man, since
she wears her hair short and has a prediliction for fine men's clothing.
Her unarmed fighting skills are said to be great, dealing with unruly patrons
and foolish robbers bare-handed and always coming out on top. She still
has a massive stock of cheese.
-
Rally Vincent: Bounty Hunter and sometimes Bodyguard.
She's a crack shot, a skillful investigator, and one of the best horsewomen
in Amber.
Special Training--Servants of the Crown of Ember:
-
Ember Court Officials
-
Catherine of Pariseau, Regent of Ember. Born to rule, she
is also a noted sorceress and conjuror.
-
Eowyn Arisugawa, Commander of the Palace Guard. She is not
so potent a warrior as her namesake, but she's pretty good anyway.
-
Johann Pariseau, Castellan of Castle Ember. Artists and guardian,
he can teach the arts of stewardship.
-
Mia Asua, Court Mage. Mistress of the magics of fire and ice.
-
Lady Misaki, Royal Bodyguard to Queen Corrine. A potent warrior
and bodyguard.
-
Priss, Court Bard. She sings like an angel and fights like
a demon.
-
Doctor Tofu, Royal Doctor and Alchemist. In charge of keeping
people alive, and a noted alchemist.
-
Ember Military Officers
-
Haruka Arisugawa, Marshall of Ember. A very strong warrior,
if not up to Drake and Juri levels.
-
Pirotess, Assistant Warden of the Corona. She combines the
arts of sorcery and warfare with great finesse
-
Admiral Ryoko of the Onyx Space Fleet (and owner of da cabbit.).
If you can survive her temper, she has much to teach you of space combat.
-
Admiral Sasami of the Aquamarine Fleet. A leader of the fire-fleets
of Ember.
Special Training--Shadow Folk:
-
Julia Diggers: She's the best swordswoman of Jade. Which
means she pales in comparison to big-name Amberites, but can still whoop
Jacqui's butt with a sword. She also knows quite a bit about how
to hack up those naughty magi...
-
-
Lucien's Ladies
-
Kitiara, warrior from Krynn. She's a notable swordwoman who
once punched out Nausicaa with ONE blow.
-
Morrigan, succubus and childhood friend of Lucien. She has
plumbed mysteries of the Abyss and is a noted 'shifter.
-
Pirotase, dark elf sorceress and exile from Lodoss. Likely shadow
of Pirotess of Ember
-
Naga the White Serpent, a very bouncy sorceress with a limited wardrobe
-
Panopticon Staff:
-
Professor Carter of the Political Science section: A student
of inter-shadow politics, he can teach you all about the politics of Chaos
and Amber (and Shadow too if you care).
-
Professor Morrison of the History Department: A student of
the history of Shadow and of the Pre-Logrus civilization.
-
Professor Watson of the Anthropology Department: CONE PEOPLE
ARE EVERYWHERE! Annadil was a cone people puppet! THE TRUTH
IS OUT THERE!!!!!
-
Spellvis: He's a spell-casting Elvis who can't believe he
didn't die horribly on the Day of the Dead (and neither can the DM...).
-
Thropan: Father of Orien and noted conjuror Furry. He's
strong, too.
-
A Tour with the Corunglain Free Rifle Company: Noted shadow
mercenaries, this huge flock of whackjobs constantly finds high adventure
and high bodycounts.
-
Valar of Beleriand
-
Aule, Artificer of the Valar, Teacher of Moonshade
-
Mandos, Speaker of Dooms, Judge of the Valar
-
Nienna, Comforter of Sorrows, Mother of Moonshade
-
Tulkas, Warrior of the Valar, Trainer of Moonshade
-
Ulmo, Lord of Waters, Valar god (and hunk)
Special Training--Cross-Primal:
A few figures have sufficient ties to both Amber and Chaos that people
from either end of the Universe might have trained under them.
-
Davros the Chaos Priest: The Soul to the Bride of the Dragon,
guardian of the Breath of the Dragon, husband to Motoko of Amber, Priest
of the Serpent, Davros plays many roles and wears many faces. Despite
his Spikard, he's still not noted for his sorcerous skills, but he knows
a lot of the lore of the spikards, and he had studied the arts of shapeshifting
and Logrus quite a bit.
-
Prince Demetrius and Company:
-
Prince Demetrius: Generally believed to be one of the fruit
of Corrine's harem in Shadow, he is a noted Abyss Master and naval commander,
and now commands the Amber City Naval Academy and is the master of the
Radiant, an Abyss-capable cruiser of great power.
-
Bogdozan: Rumored to be a shadow god, he is noted for his
skills at tricking people into destroying themselves for his amusement.
-
T: Rumored to be a shadow god, he is a sorceror of some repute,
a skillful fighter, and looks supiciously like Death.
-
Vaprak: VAPRAK HUNGERS!!!!!!!!!!!!!!!!!!!!!!!
-
Lord Falme the God Tosser: Falme is Mikage's chief retainer,
noted for his flaming head, his shapechanging, and his grabbing very big
things with the Logrus and tossing them. :) If you want to learn
the arts of Logrus (especially how to get ice cream with it), he makes
a good tutor.
-
Countess Lily: Lily is Master of the Revels, and knows a lot
about organizing parties and festivals, about etiquette, and the ambassadors
of Amber. She also knows quite a bit of magic, and she's a Logrus
Initiate.
-
Makoto the Mad: Cannot Take Trained by Keiko. Not
to be confused with Prince Makoto, this lunatic is a young mage who is
utterly infatuated with blowing things up. He seems indestructible,
periodically appearing and wrecking havoc for no discernable reason, then
getting killed in a bloody confrontation with someone. He loves fire
magics.
-
Countess Mature: Noted Logrus Sorceror and shifter, Mature
is Vice's partner (and some say her lover). Once an enemy of Amber,
she has since sworn to service on Justice, and now applies her notable
talents (such as being cunning enough to have outsmarted eight Princes
of Amber at once) FOR GREAT JUSTICE!!!!!
-
Countess Mitsune: Mitsune is one of Amber's top flight diplomats,
although her methods are rather...unorthodox. She's also the most
famous shapeshifter in all of Amber. And one of the best partiers.
-
Moonshade: Her tongue is sharp, but not as sharp as her blade.
You put up with her giving you a hard time to learn quite about how to
whoop people's asses. She can also teach you quite a bit about her
home shadow, assuming you care.
-
Princess Motoko, the Bride of the Dragon: Princess Motoko
is noted for her skills at sorcery, which she combines with her Lipunese
heritage and her swordsmanship to great effect. She also is beloved
of the Serpent of Chaos, and married to Davros the Chaos Stylite.
Those wishing to learn of Lipunese culture, the religion of Chaos, the
lore of the Serpent, or to study her sorcery style will find her a proficient
tutor.
-
Princess Shinobu Minor: Shinobu Minor belongs to House Aesir
as well as to House Rebma in Amber. If you trained with her, she
probably took you giant hunting in Jotunheim. Hopefully, you don't
faint at the sight of blood.
-
Princess Vice: Illegitimate daughter of Princess Jacqueline
(the woman certainly got around), she's generally believed to be a big-wig
in Amber's spy networks, and seems to spend much of her time in shadow
on missions. She's noted for being strong and tough, and for being
a Logrus initiate and shifter of note.
-
Duchess Yumi: Sorceress and Sexiest Woman in Amber.
If you wish to learn the arts of love and magic, especially magics of water
and love, she's your woman.
Special Training--Chaosian Noble:
-
Anji of Helgram: Anji trains people to fight unarmed for House
Helgram. He's rumored to be able to break stone with his fists and
punch through enchanted armor. And said to be looking for something
he hasn't found yet. If you want to break heads, he's your man.
-
Athena of House Olympus: Head of Security for House Olympus,
she's the paradigm of an intelligent fighter.
-
Atleby of Alars: 'The Man Who Saved the Universe'. The
man of whom all braggarts are but paltry, wimpy, loser shadows.
-
Cho of Helgram: Warrior freak with bad hair. Still he's
good at fighting and better at mouthing off.
-
Lady Gilva of Hendrake: Gilva has served as Marshal of Chaos,
and is a noted organizer and leader of men. Those who would learn
to lead armies to victory would do well to serve under her.
-
Hercules of House Olympus: Big. Strong. Stupid.
He is a noted unarmed fighter and very, very strong.
-
Hoji of Helgram: Hoji is perhaps the most derangedly subservient
man in the universe. But he's also a brilliant organizer and manager
of moneys. If you want to know how to make a feudal state run efficiently,he's
your man.
-
Kodachi of Alars: MUST NOT BE DESCENDED FROM JACQUI.
No longer regent of House Alars, she is a sorceress of some note, specializing
in Plant Magics, a Lipunese among Chaosians, loved by some, resented by
others.
-
Kuno of Alars: MUST NOT BE DESCENDED FROM JACQUI. A
noted swordsman and one of the strongest warriors of House Alars.
He bears their Logrusfoil.
-
Lord Loewen of Helgram: Lord Loewen is a deranged freak.
But he's also a death machine. Training with him will make you lots
of enemies on general principle. But it will also make you able to
kill, kill, kill like hardly anyone else can. You also learn about
the weakpoints of Dogs.
-
Suu: Suu likes turtles. Suu likes making things. Suu
is very bouncy and happy and a bit of a maniac. If you want to learn
how to make some interesting things or just like turtles, she's your woman.
-
Dr. Tomoe: Dr. Tomoe is one of the Ten Swords of Helgram,
although he's really much more of an artificer, sorceror, biologist, and
doctor.
-
Usui: He's a paranoid, somewhat turtle-like freak, but he's
also a skilled fighter, and a great Trump-Master.
-
Yuki: One of the most powerful Water Elementalists in all
of creation, wife to Lord Atleby, she can teach you more about water elementalism
than you ever imagined possible. Or she can just teach you how to
beat people to bits with Naginatas.
Special Training--Chaosian Citizen:
-
Captain Derleth: Commander of one of the more notable mercenary
fleet squadrons of Chaos.
-
Ian (Aka "Maraya" as his stage name) of House Danaani: Pop
star. Magician. Close physical duplicate of Prince Moriya.
He's charming and good with the ladies. And good at running away
from their men.
-
Touring With M^2: Pop idols. If you want to be a pop
idol and can handle the fact that they look suspiciously like Motoko and
Moriya, and if J-Pop = Your Life, then they're the ones you want to spend
some time on tour with.
-
Mataka Fillmore: She bears a suspicious resemblance to Motoko,
except for dressing in a rather scanty manner and fighting mainly with
weapons. Fighting very well with weapons. She's also a pop
star (but if you want pop star training, you ought to go Tour with M^2).
-
Millard Fillmore: He thinks he's the Emperor of Chaos.
And he has 41 cats. But if you can handle both those facts, the man
can teach you quite a bit about Trump and about things he's learned in
his deranged adventures in Shadow.
-
High Priest Rural VII: You must buy Priest of the Serpent
to buy this, as this signifies he took an interest in your career.
He's the head of the Church of Chaos, more scholar and lawyer than man
of faith, but honest and well meaning and fairly intelligent.
-
High Priest Taltos: You must buy Stylite to buy this,
as this signifies he took an interest in your career. He's the head
of the Stylite Order, and a notable bad-ass of unarmed combat.
-
Vicious: He heads a criminal gang; one tough, ruthless bastard.
Notable Skills
and Signatures
I must give thanks to Dan for these concepts, though I will use them
slightly differently.
You may pick one notable skill for every ten points you've invested
in Attributes (Ignoring Amber, Chaos and Human ranks). In addition,
you get one notable skill for just being alive. Notable skills are
areas where you have particular expertise. You may make them as broad or
as narrow as you like; the more narrow, the higher the boost they give
to appropriate attributes when you use them. If two people with 30
points of Weapon Skills face off with Rapiers, the one with 'Fencing' will
beat the one with 'Swordsmanship', and either will lose to the one with
'Rapiers' as a speciality. These skills don't cost any points.
Example:
Roderick has
-
Endurance: 13
-
Psyche: 47
-
Strength: 15
-
Warfare: 30
This gives him 105 points of attributes. (He's a 250 point char,
though...) This gives him 11 Notable skills. He decides his
skills will be: Acting, Archery, Etiquette, Fencing, Hang-Gliding,
Horseback Riding, Poetry Writing, Sculpting, Swimming, Style, Tailoring.
You can also choose to take a Signature. This is something you
are especially noted for, the quality for which you are famed. It
might be a job you do, a personality trait, or a simple skill. This
also costs no points, but has the disadvantages which can come with Fame...
I would advise you to make sure you take a signature you can actually
play out. If you take 'Unflappable', then you run away all the time,
howling in fear, you've wasted your Signature.
As with Notable Skills, the more narrow the Signature, the more benefit
conveyed.
Your Signature may change in play, subject to GM/Player agreement, as
characters have been known to evolve in unexpected directions.
Example:
Roderick decides his signature will be 'Look Good At All Times'.
No matter what happens to him, he can at least look graceful and impressive,
even if he's being caught in a Primal Chaos explosion at the time...
Contributions:
Maximum of 30 points for Contributions plus up to 10 points of Enemies
(detailed in the
Allies section).
Ten Point Contributions:
-
Keep and edit a workable log of each session.
-
Produce a trump per week of real time
-
Write up an in-character diary of game events
-
Produce a timeline of your character's activities
Variable Contributions:
-
Stories about your past
-
Writeups of frequently used locations and shadows
-
Producing trumps irregularly as the game progresses
The Powers
A brief introduction to the major powers can be found here.
-
Pattern: 50 points
-
--Advanced Pattern: 25 points more
-
Broken Pattern: 10
-
--Broken Pattern Adept: 15 points more
-
Shapeshifting: 35 points
-
--Advanced Shapeshifting: 30 points more
-
Logrus: 45 points (Plus you need Shapeshifting)
-
--Advanced Logrus: 25 points more
-
Trump Artistry: 40 points
-
--Advanced Trump: 20 points more
-
Power Words: 10 points (Buys you five power words)
-
--More Power Words: 1 each
-
Sorcery: 15 points
-
Conjuration: 20 points
-
--High Compelling: 5 points more
-
--Advanced Conjuration: 15 points more
Pattern (50 points)
Pattern is the fundamental power of the Royal House of Amber.
It is the heritage of King Gendo. Anyone who buys Pattern is automatically
an heir to the throne and a child of Gendo by one of his wives or mistresses.
Pattern gives you several nifty benefits:
-
Walk the Pattern and teleport to anywhere in all of creation.
-
Hit your enemies with Blood Curses (at the cost of ten points of Bad Stuff)
-
Travel through Shadow to anything you can imagine.
-
Manipulate probability
-
Use the Pattern to shield yourself from other Powers
But it does have some flaws:
-
The closer you get to Amber, the more slowly and less effectively it works,
except for when used to protect against other Powers
-
It's not very fast, and you need to be able to see and to move freely in
order to use it.
Advanced Pattern (aka Pattern 2.0):
Pattern + 25 points
You can upgrade your knowledge of Pattern to learn some of the more
obscure arts of Pattern. This enables you to:
-
Move more swiftly through Shadow.
-
Mold Shadows quickly to become whatever you desire.
-
Walk the Pattern in your mind, then use the image of the Pattern to:
-
Scry through Shadow to find things without leaving your chair.
-
Teleport yourself to those locations by force of will
-
Study things through the Pattern lens, to see if they are of Amber or Chaos
or Shadow or whatever.
Broken Pattern (10 points)
The Pattern casts reflections of itself through Shadow. Those
reflections gradually become imperfect, enabling those not of the blood
of Amber to walk them...but they also don't work as well as the real thing.
Broken Pattern gives you several nifty benefits:
-
Walk the Pattern and teleport to anywhere in all of creation.
-
Hit your enemies with Blood Curses (at the cost of ten points of Bad Stuff)
-
Travel through Shadow to anything you can imagine.
But it does have some flaws:
-
If you walk the Pattern, it doesn't aim very well in sending you where
you want to go.
-
When you travel through Shadow, you hit all the worst places, and everything
tends to go horribly wrong.
Broken Pattern Adept: Broken Pattern
+ 15 points
You can upgrade your knowledge of Broken Pattern. This enables
you to:
-
Move more swiftly through Shadow.
-
Mold Shadows, although they never quite work out right.
-
Hang Spells on the Broken Pattern
-
Evoke the Dark Veil, through which you can see Magic, Logrus, and the other
Powers more clearly
-
Summon Broken Pattern Tendrils, which can be used to project magic or establish
Psychic contact or examine things from a distance with the Dark Veil.
Shapeshifting (35 points)
Shapechanging can be learned by any PC, Amber or Chaos, although it's
rare in Amber and common as rocks in Chaos. It is a prerequisite
for learning Logrus. It enables you to:
-
Assume three basic forms:
-
Human form (Your natural body for Amberites)
-
Demon form (Your natural body for Chaosians)
-
Avatar Form (A force of nature for Chaosians, an animal for Amberites)
-
Heal your wounds by shape shifting them shut.
-
Alter your features to impersonate others or disguise yourself. At
this level, disguises as others tend to be not quite perfect.
-
Shapeshift Persona: Become someone else, gaining their abilities
and a perfect impersonation. This is very dangerous, however, because
if their psyche exceeds yours, or you're too tired, you'll take on their
persona completely and lose your identity until you change back.
-
Automatic Shapeshifting: You can set yourself to shapeshift automatically
to respond to sudden changes in your environment, like it bursting into
flames. This is dangerous because you may slip into Primal Form and
begin acting entirely on subconscious survival instincts.
But it does have some flaws:
-
The more you shapeshift, the more you exhaust yourself.
-
You can mess up your own mind using it.
Advanced Shapeshifting (aka Shapeshifting
2.0): Shapeshifting + 30 points
You can upgrade your knowledge of shapeshifting as well. This
enables you to:
-
Carry out perfect impersonations
-
Disguise your aura so high-Psyche people can't see through your impersonation
with their powers so easily.
-
Turn into animals
-
Create extra limbs.
-
Conjure Creatures from your own blood
Shapeshift other people
Logrus: (45 points) + Shapeshifting
Those who have the Blood of Chaos (Free at character creation if you
buy Logrus at that time) can walk the Logrus. Those who also possess
Shapeshifting actually survive walking the Logrus. The eternally
shifting Logrus grants powers to those who walk it:
-
Walk the Logrus and travel anywhere.
-
Summon and control Logrus Tendrils. You can call up the image of
the Logrus and use it to smack people around. This is dangerous if
you hit a Pattern Weilder, who will give you a nasty shock.
-
Break off Logrus tendrils and shape them into simple, not very bright servants.
-
Hang spells on the Logrus.
-
Use the Logrus as a lens to study things and see how they work.
-
Reach through Shadow, find things with the Logrus, and pull them back to
you.
-
Reach through Shadow, find somewhere you want to go, and pull yourself
there.
-
Fill yourself with the Logrus, to defend against other Powers.
But it does have some flaws:
-
You go mad the first time you walk the Logrus.
-
It works poorly near Amber.
-
It tends to respond explosively when encountering Pattern.
Advanced Logrus (aka Logrus pi): Logrus
+ 30 points
You can upgrade your knowledge of Logrus as well. This enables
you to:
-
Use the Logrus to scry through Shadow.
-
Use the Logrus to summon, bind, and shape Creatures of Chaos
-
Mold Shadows into the forms you want.
-
Create Black Roads through Shadow.
Trump Artistry: 40 points
Trump Artistry is the knowledge of how to create Trumps and use them
most effectively. Trump Artists are rare but powerful. To create
Trumps which reach across Shadow, once must either have Logrus or Pattern,
or must have the Blood of Amber or Chaos.
-
Create Trump Sketches, which only work once but can be worked up in 30
minutes to an hour.
-
Create permanent Trumps of anyone you know well, or have gotten a psychic
impression of. You can also create Trumps of places you have been.
This is easiest if you are in the place or have the person handy to model
for you, and harder if you don't have your model handy. This takes
hours to days, double or triple the time if the subject isn't present for
it.
-
Try to create a Trump of something based on psychic impressions gained
from other people. This is very slow, and very, very unreliable,
almost always connecting only to a shadow of what you were seeking.
-
Learn various Trump Tricks:
-
Sense Trump: You can sense the use of Trump near you, and you can
study Trumps to figure out what they do.
-
Trump Defense: You can use a Trump of yourself to 'Trump yourself',
filling yourself with the Power of Trump, which will help to protect you
from psychic attack or other Powers.
-
Trump Caller ID: If you have a trump deck handy, you can use it to
identify who is trying to Trump you. You can also tell who made a
particular Trump card, if you know them or have seen other Trumps by the
same person.
But it does have some flaws:
-
Trumps take time and materials to make.
-
They get lost easily.
-
It's difficult to impossible to use them in combat.
-
Anyone with Amber Psyche or above can easily defend themselves against
involuntary trump contact, unless they get mobbed by a large group of Trump
users.
Advanced Trump (aka Trump 2.0): Trump
Artistry + 20 points
You can upgrade your knowledge of Trump as well. This enables
you to:
-
In creating a card, you can burn the image into your brain, so you can
contact that person without needing to have the Trump yourself. This
only works with people, and using that image is fairly exhausting.
-
Create Trumps which activate very rapidly.
-
Create Trump traps which trigger when looked at or touched, and send the
involuntary user somewhere they won't like.
-
Create disguised Trumps whose appearance masks their true nature or destination.
-
Create etched trumps which take forms like weaving, engraving, etc.
-
Trump Spying: Use a trump of a person to monitor their surface thoughts.
-
Trump Blocking: Jam someone's Trump so they can't be Trump contacted.
The Magickal Powers:
Several Magickal Powers bought in combination with each other are slightly
cheaper. Check out the Partial Powers system for Magick on the
Magick Page or consult with the GM.
Power Words: 10+ points
Power Words are words of power which produce simple magical effects
fueled by the user's Endurance. They work anywhere, but using too
many of them will tire you out.
-
The first ten points gets you five power words.
-
Additional power words cost one point each.
-
Available Power Words:
-
Burst Of Magic, Burst of Psyche, Burst of Strength, Burst of Speed, Chaos
Negation, Defensive Luck, Induce Euphoria, Induce Fear, Light Strobe, Lifeforce,
Magic Negation, Neural Disrupt, Pain Attack, Pattern Negation, Process
Surge, Process Snuff, Psychic Disrupt, Resume True Form, Shade, Spark,
Thunder, Trump Disrupt, Weaken Structure
But it does have some flaws:
-
They're not very powerful
-
They tire you out.
Sorcery: 15 points
Sorcery is the art of creating and casting spells. More details
can be found on my sorcery page.
Conjuration: 20 points
You can create something from nothing, molding Shadow into the forms
you desire. This level of conjuration allows you to create items
with any of the 1-4 point values on the Throne
War Items Page.
-
Basic Conjuration: Use magic to shape shadow to give it a bit of
power. Items are conjured instantaneously, but are extremely fragile
and easily dispelled by others or by travel through Shadow.
-
Conjure Shadow Shape: Shape a shadow object into what is desired.
The enhancement takes about an hour, but it will fade away after a while
(several days out in Shadow, less time near Pattern, more time near Chaos).
It also instantly vanishes if moved across Shadow. This is also vulnerable
to being dispelled.
-
Empowerment: An shadow object can be temporarily implanted with magical
power. Attunement takes a half-hour, each point of a quality adds
ten minutes, and each point of power adds an hour. While vulnerable
to dispelling, it is not easily broken by Shadow Travel.
-
Complex Conjuration: A Conjured Shadow Shape can be designed to be
permanent within the Shadow it was created in. This takes one hour
per point. Any attempt to dispel the conjuration must cross the Psyche
of the conjurer.
But it does have some flaws:
-
Conjuration is generally too slow for use in combat.
-
Conjured items can be dispelled by the use of Sorcery, Logrus, or Pattern
against them.
-
Conjured items only actually work in Shadows that support the principles
they're based on (Your conjured magic wand won't work on Shadow Earth,
your conjured gun doesn't work in Amber).
High Compelling (aka Conjuration 1.5):
Conjuration + 5 points
High Compelling enables you to 'conjure' geases and compulsions into
beings, in order to try to control their minds. You can also plant
geases on objects, which will then compel whoever meets some set condition.
This requires a victory in a psyche battle to succeed.
Advanced Conjuration (aka Conjuration
2.0): High Compelling + 15 points
You can upgrade your knowledge of Conjuration as well. This enables
you to:
-
Conjure more quickly
-
Identify Conjured items and who made them. Especially handy for tracking
down someone who tried to High Compel you.
-
Conjure items with 8 point qualities.
Buying Allies and Blood Ties
Blood Ties
Blood of Amber: 5 points
You are a descendant of Gendo, but you have yet to walk the Pattern.
This makes you a member of the Royal Family without the need to spend the
full 50 points for Pattern.
You can walk the Pattern during the game if need be. This is
probably only an issue for you if plan to be Chaosian, as anyone who takes
the Prince of Amber
package already has this. You are vulnerable to Logrus weapons.
Blood of Chaos: 2 points
You have the heritage of Chaos in your veins. You can learn Shapeshifting
and walk the Logrus, but Pattern Blades will do bad, evil, nasty things
to you.
Allies
Amberite Street Gang: 1 point
You've made friends with one of the many gangs of rowdies in the City
of Amber.
Minor Noble or Merchant Ally: 1 point
A major merchant or a minor noble has taken a liking to you and will
generally help you.
Old Sensei Ally: 1 point
You're still on good terms with someone who trained you in something.
In times of need, he is likely to show up and try to save your butt, while
lecturing you as if
you were a five-year-old. He'll also hide you when you're in trouble
and try to warn you if he expects you're likely to get into some. Which
being a PC, you generally
are...
Significant Shadow Ally: 1 point
Most people in Shadow aren't worth spending points on as allies, but
there are creatures in shadow worth befriending despite their weaknesses
in the face of Primal
Powers. While not as potent as a PC, this conveys an ally from Shadow
significantly better than the average Shadow shmuck.
Third or Forth Generation Elder's Favor: 1 point
One of the third or forth generation Elders has taken a bit of a shine
to you. By spending 1 point, you get a +5 bonus to your Good Stuff
for purposes of their
general reactions to you, and you start out on their good side. This
can also be taken to gain the favor of a junior member of a House of Chaos.
Potent Shadow Ally: 2 points
Most people in Shadow aren't worth spending points on as allies, but
there are creatures in shadow worth befriending despite their weaknesses
in the face of Primal
Powers. A potent Shadow Ally is almost as powerful as a PC, although
like any shadow dweller, they are vulnerable to the use of Primal Powers.
Second Generation Elder's Favor: 2 points
One of the second generation Elders has taken a bit of a shine to you.
By spending 2 points, you get a +5 bonus to your Good Stuff for purposes
of their general
reactions to you, and you start out on their good side. This can also
be taken to gain the favor of the head of a House of Chaos.
Amber City Contact Network: 3 points
Instead of one big ally, you have a network of contacts all over the
City of Amber. None of them are very important, but collectively,
they add up and they know
what's going down in the most real, most important city in all of creation.
This can be extended to represent a contact network elsewhere as well.
Court Ally: 3 points
One of the Court Officials or major Court Servants likes you and will
support your plotting.
Howling Mob of Fans: 3 points
You have in some manner made yourself famous in Amber or Chaos. This
has both good and bad effects, as any celebrity could tell you... For 5
points, you can be
famous and mobbed by groupies at both ends of reality.
Major Amberite Noble Ally: 3 points
One of the major Amberite noble families likes you very much and is
generally willing to help you out.
Total Taxi Platinum Service (3 points)
Not everyone in Chaos is a Logrus initiate. Sometimes those people
may need to get around Shadow fast. That's where Total Taxi comes
in. With this ally, you're a platinum customer, which means they
owe you big favors, so you can get free transportation from one of their
taxis whenever you like, they'll go into danger for you (bitching all the
way), and they give you a panic beeper you can hit to call for a pickup
in an emergency, although the farther you are from the courts, the longer
it'll take for them to get you. (You can also ask to have people
notified when your beeper is activated).
House Support: 4 or 5 points
You have achieved a great deal of influence in one of the Houses of
Chaos. You hold some office in the House, and everyone in the house reacts
to you as if you
had more good stuff than you actually do. You can call upon House resources
to advance your own goals, though excessive abuse of this may result in
you losing
office if your actions seem contrary to House interests. This is open
to both Chaosians and Amberites, but Chaosians only pay 4 points for it.
Golden Circle or Black Zone Ally: 3 points
One of the Golden Circle or Black Zone rulers is a friend of yours and
will try to help you out. This can also be used to buy the support of one
of the minor houses
of Chaos.
Cousin Alliance: 4 points
One of your NPC cousins has taken a liking to you and generally is willing
to support you in your plots, plans, and intrigues. This can also be taken
to get a junior
member of a House of Chaos as an ally.
Amber Devotee: 6 points
One of the Elders really, really likes you and will do his or her best
to protect and guide you. Of course, the nature of Amber being what
it is, this may or may not be
your actual Amber father or mother, and they may act like they hate
you publically, so that no one can tell they like you, but having an Elder
watching out for you
rarely hurts.
Great Lord of Chaos Devotee: 6 points
One of the heads of the Great Houses likes you very much, though he
may or may not show it. It never hurts to have someone with that much power
on your side,
though.
Enemies
Any of the Allies can be reversed to become an enemy, which gives you
points. (Reversed Elder's Favor is called Elder's Disfavor).
You can take up to ten points
of enemies.
Example
Bob is creating a character named Allistaire. He wants nine points
of enemies, so he takes:
-
Hostile Elder Amberite: 6 points
-
Golden Circle Enemy: 3 points
This gives him 9 more points, but now an entire kingdom hates him and one
of the Elders is gunning for his head. This is never a fun thing.
Item Purchase Costs
The system for constructing nifty widgets, magic weapons, servitors,
horses and everything else has its own section.
You will find those rules here on the Items
Page.
Items bought with Character Points become virtually indestructible.
Even if the Pattern and the Logrus team up and eat the item, you will eventually
be able to either duplicate it or get it back. Only your death can
lead to its permanent destruction. It is possible to have it stolen,
though.
You can have lots of stuff not paid for with points, subject to GM approval.
Such items will tend to be ephemeral in one's life, however. Still,
it's easy for Amberites to get money and buy nifty toys.
Shadow Purchase Costs
You can purchase an entire universe of your own design if you so desire.
By spending points on a shadow, you gain control over it and can define
it to your liking. It can be your playground, your refuge, your fortress,
or your prison for your enemies. Spending points on a shadow also makes
it more Real, thus making it harder for your enemies to tinker with it,
and makes it part of your legend, and thus nearly impossible to permanently
destroy without killing you first.
Shadows have three aspects you can buy up. The first one is obligatory
(Location), while the other two are optional. Taking the most expensive
property for Defenses and Communications Barriers properties gives you
all the benefits of the cheaper options as well.
Location
-
1 point: Somewhere in Shadow. You're simply somewhere out in the great
reaches of Shadow.
-
2 points: Golden Circle. You're pretty close to Amber, which makes your
shadow more 'Real'. Alternately, you're in the Black Circle near Chaos.
-
4 points: Primal Plane. Your shadow is infused with Reality in some manner,
such as possessing a Broken Pattern, which makes it very resistant to manipulation
by anyone but you, its owner.
Defenses
-
1 point: Communications Barrier. You can prevent other powers reaching
into or out of it or both. (Such as one where people can use Pattern to
get in, but not OUT)
-
2 point: Restricted Access. It can only be accessed at certain places or
by knowing a specific 'key' of some kind.
-
4 point: Guarded. Any intruders have to get past some sort of guardian.
Control of Contents
-
1 point: You can reshape the contents of the Shadow very quickly at will.
-
2 point: Alter time flow. You can speed up or slow down the flow of time
in your shadow.
-
4 point: Control of Destiny. You can 'move' your Shadow around Shadow,
placing it in the path of those moving through shadow.
Example of Shadow Design:
Patty decides she wants to have her own Shadow. She decides to
model it after seventeenth century France as seen in the Three Musketeers.
She names it Aquitania. After considering her choices, she decides
it's a place her character mostly goes to for fun, so she doesn't want
to sink a lot of points into it. She spends a single point, making
it a Personal Shadow.
Melvin is creating a prison shadow used by his Amberite, Mandrake.
He takes the following properties:
-
Location: Personal Shadow--1
-
Defenses: Guarded--4
-
Control of Contents: Alter Time Flow--2
The shadow will cost him 7 points. He decides it is a shadow of zero gravity
breathable wine. Anyone who enters it will swiftly become drunk.
It is guarded by a horde of mermen who prevent people coming in and out
freely without his permission (Guarded), and it can only be entered through
a great coral archway (Restricted Access). Magic does not work in
it, nor does high technology. Logrus cannot get in or out (Communications
Barrier). He has altered the time flow so that a year passes in Amber
for every day a person spends trapped in it.
Constructs
I am not allowing constructs during character creation because you're
all going to be pretty junior. In some cases, I may allow you to
buy a manifestation from a construct owned by a Parent.
Determining Parentage:
The GM will determine who your Amber parent was, depending on your abilities,
appearance, and amount of good or bad stuff, but I'm always open to suggestions.
Example Characters and Examples
of Play
For some examples of what can be done with 200 points, you can find
some sample characters on my Throne War Sample
Characters Page. For some examples of how various things are
played out in practice:
Other Links on this Site
Last Update February 3, 2002