John's Amber Elder Character Creation Page
Character Creation
All players will recieve 200 character points. Standard Contribution
rules apply. You can sell down attributes, if you're feeling suicidal.
All players must be Amberites, although you can buy Chaos connections
or Chaos blood if you really want it. You don't have to buy Pattern, but
I'd rather strongly suggest it.
If you haven't played Amber before, I suggest you check out my auction
page before continuing.
In addition to the usual attribute auction, and all the other things
you can spend points on, auctions will be held for the following jobs,
items, or goodies:
-
Child Ranking: PCs will be ranked by age; highest bidder is eldest
and on down the line.
-
Oberon's Favorite: Daddy likes you best.
-
Dworkin's Favorite: Grand-Daddy likes you best.
-
Queen Anthy's Favorite: Oberon's current wife favors you. (She's probably
your momma!)
-
Favorite of the Nobility: The nobility of Amber favors you, and thus you
can more easily call upon their resources (wealth, troops, hidey-holes,
the best wine, etc)
-
Rebma's Favorite: The Queen of Rebma likes you, and will support your plots.
-
Sparky's Favorite: Sparky is Oberon's pet riding dragon. You're the only
person besides Oberon he'll let near him. You'll basically inherit him
when Daddy kicks off. He has a stable in the castle.
-
Spymaster: You control the royal spy network.
-
Castellan: You control the palace guard and defenses of Castle Amber.
-
Steward of Amber City: You control the city government, defenses, and militia
of Amber City itself.
-
Marshall of Amber: You have the allegiance of the standing army. Keep in
mind that it's scattered across a large area in border posts for the most
part, however.
-
Admiral of Shalomar: You command the northern fleet of Amber and the Shalomar
Naval Base
-
Admiral of Mystara: You command the southern fleet of Amber and the Mystara
Naval Base
-
Warden of Arden: The Forest of Arden is yours to command and control, along
with its forest guard. You control the main land route to Amber itself.
Be proud and try to not get lost in the woods.
-
Lord High Chamberlain of Amber: In addition to a horde of bureaucrats and
tax collectors, you also control the treasury and thus have keys to the
royal vaults, unlike everyone else. You're also chief judge.
-
Greyswandir and Werewindle: Two pattern blades are up for grabs. They will
be bid on seperately.
-
What's in the Box? You don't know what's in the box, but I promise it will
be something worth having. (A spikard, the Jewel of Judgement, duplicate
Vault keys, the Serpent's other eye, or some other goodie)
You do not have to bid in any of those auctions if you don't want to, and
if no one bids, the role will be assigned to one of your NPC siblings.
These auctions are held in this manner: Opening bids are secret, bids after
that are public. Winner of the auction is announced. Only the winner actually
has to spend the points (since only one person can have each of these things).
There are three special cases: the role of Spymaster will be determined
by the intial secret bid (whoever bids highest right off the bat gets it),
and will not be publically announced. What's in the Box's winner is announced,
but only the winner learns 'what's in the box'. Child Ranking auction--all
points bid are spent, to determine order of succession.
The Cost of the Powers
A brief introduction to the major powers can be found here.
Those familiar
with Amber may wish to use the Partial Powers System 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 Oberon. Anyone who buys Pattern is automatically
an heir to the throne and a child of Oberon 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
+ 25 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 Wielder, 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.
-
Summon Primal Chaos if you want to make a mess and risk annhilation.
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.
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 of Amber: 6 points
You are a child of Oberon, but you have yet to walk the Pattern.
This gives you a claim on the throne without the need to spend the full
50 points for Pattern. You can walk the Pattern during the game if
need be. If you buy Pattern at character creation, it comes along
for free.
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.
Court Ally: 3 points
One of the Court Officials or major Court Servants likes you and will
support your plotting.
Chaos Ties: 5 points
A House of Chaos thinks you're just cool and will tend to support your
plots, but keep in mind that most Amberites react adversely to Chaosians
and their friends... This does not convey Blood of Chaos; they can
like Amberites too, even if it's rare.
Golden Circle Ally: 3 points
One of the Golden Circle kingdoms supports you and your plots. They're
not so powerful as a house of Chaos, but they're also less likely to alienate
the population of Amber if you come to power with their backing.
Sibling Ally: 6 points
One of your siblings will back you to the bitter end. Of course,
the nature of Amber being what it is, you can't be sure that the one who
appears to hate you doesn't actually love you, while the one who seems
to be your friend wants to use you as Pattern Eraser Fluid.
Enemies:
Any of the Allies can be reversed to become an enemy, which gives you
points. You can take up to ten points of enemies.
Shadow Purchase Costs
Shadows have three aspects you can buy up. The first one is obligatory
(Location), while the other two are optional.
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.
Constructs
I am not allowing constructs during character creation because I'm still
trying to really figure out how to properly moderate them. If you
try to build one in play, we'll work something out.
Contributions:
All contributions are worth ten points. Maximum of 30 points for
Contributions plus Enemies.:
-
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
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 January 14, 2000