Post by Ginger on Mar 16, 2014 17:08:32 GMT -6
List of Attributes:
Strength
Psyche
Endurance
Warfare
List of powers:
Strength
is pretty self evident. even if you spend no points in endurance at all *no bid*, your average amberite can pick up and toss a small car.
- The best Scyther's character Domri
Psyche
powers most magics, and is useful in battles of the mind, such as a Trump call *remember those calling cards I mentioned light? when you call someone, you contact them directly with your mind* It's very important if you want to be good with a particular power, such as shape-changing or sorcery.
- The best Ginger's character Thiamine
Endurance
is how long you can go without rest, as well as how fast you heal. With No bid, an amberite's endurance is so great they can go days without rest normally, and fight physically for hours without breaking a sweat. Additionally an amberite can regenerate pretty much any wound, though major injuries may take days or a week depending how bad it is.
- The best Syn's character Ananta
Warfare
is how good you are at strategy. this is everything from chess to swordplay, to leading an army. a no bid amberite is good enough to trounce an average professional swordmaster, and is good enough at chess to beat a grandmaster with a blindfold on.
- The best Light's character Justice
List of powers:
- Pattern: 50 points. Walking the Pattern of Amber is your greatest trial, and your greatest triumph. Only someone with Amberite blood can survive walking the pattern, and even then they must be in top physical condition to make it alive. It grants the ability to walk through shadow, as well as a certain amount of manipulating the stuff of shadow, allowing probability manipulation.
Attribute Tips for Pattern: Although Psyche is important for manipulating Pattern and Shadow, remember that your Endurance must be at least Amber level in order to actually walk the Pattern. Those with lower Endurance, either Chaos or Human, must get some kind of assistance or they will die in the attempt. The higher your Endurance the more damaged or exhausted you can be an still be able to walk the Pattern.
List of Pattern Abilities:- Traveling through Shadow: Sometimes called the Hellride. This is done by changing minor things that lay in your path. You, the player, decide that over the next hill will be a patch of blue flowers, around the next corner is a jagged rock face, in the next village is a country fair. down that alley is a shop dealing in obscure weapons. By such minor changes you move closer to what you seek in Shadow. Certain places are easy to manipulate, such as those closest to chaos. Manipulating shadow is harder the closer you get to Amber, until, in Amber itself, it cannot be changed at all. Some places are difficult to get to, barred by monsters, hazards or whatever. Finally, following a traveler through shadow is always easier than taking your own path.
Since the shadows are without number, anything you wish, anything at all, can be found somewhere in shadow. Whether these shadows were always there, or whether they have no existence until you arrive, or whether you create them by your desire, is a question that has not been answered.
Moving through Shadow: In Shadow, if you stand unmoving, you are in the middle of a vast universe. However, each step forward is an opportunity to visit another "next door" universe, another of the infinite number of possible variations on a world. In Shadow, so long as an Amberite can move, walking, riding, sailing, swimming, flying, driving, or crawling, it is possible to move through Shadow.- Shadow Walking is the easy way and is accomplished by changing very sublte, very small details. So, for example, i a ride through the woods of Shadow Earth, around the corner you might expect to see a greenjay instead of a bluejay. That one detail is an easy change. Shadow Walking is easy, but slow.
- The Royal Way. Another way of walking or riding through Shadow is by traveling through only Shadows where everything is to the character's liking. For example, one can choose to walk through the worlds where there will always be welcoming faces and rosebuds strewn on the roadway. Or, if you choose to travel in a luxurious train, you can stick to those Shadows that contain rails. The Royal Way is slow, and the changes are gradual, but it's very comfortable.
- Hellriding is the harder way to go. In Shadow walking you change one detail, a bluejay into a greenjay. In a Hellride you focus on one detail, and change the whole world around it. Spot a bluejay and you decide to enter another Shadow, completely different from Shadow Earth, but where bluejays still fly. Hellriding is hard, but fast.
Character Objectives: Anything and anyone can be found somewhere out in Shadow. What you find depends on what you describe to be your objective. Here are some of the possibilities:- A Shadow of the player's description: "I'm going to a version of Shadow Avalon, but where Morgana is Queen and where they use steam engines instead of horses."
- A character that the player is seeking. "I'm going to set out to find Uncle Bleys."
Most of the time the Game Master will simply respond with the results, taking the player to the alternate Avalon, the Shadow where Bleys is at present, just outside a SCUBA shop, or right into the bar.- Infinity: There are an infinite number of version of every Shadow. For example, there are countless version of Shadow Earth. Sometimes this gets a little confusing. After all, when two characters arrange to "meet at the Savoy Hotel on Shadow Earth," how do they avoid each going to different versions?
Even though there are an infinite number of each Shadow, they all pale compared to those few Shadows that have been "strengthened" by a touch of something real. Whenever someone from Amber visits a Shadow they make it more solid than all of the surrounding Shadows. For an Amberite character an overnight stay makes the particular Shadow into that "place where I slept the night."
Stay for years, and the Shadow becomes correspondingly real and vivid. Shadow Earth was made very real by Corwin's lingering for four hundred years, PLUS the occasional visits of other Amberites. Then, when Corwin left the Jewel of Judgement on Shadow Earth for a time, the Shadow became even more real. - Leading Others through Shadow: When taking others through Shadow, an Amberite has to slow down to allow all of their passengers to cross into the shadow with them before they can move to the next one. This means that any dangers that occur in Shadows you pass through will have more time to actually notice and attack you and your forces.
- Shadow Time. A most useful aspect of Shadow is the way it can be used as a handy time machine. It's impossible to go backwards in time. That leaves skipping forward or holding back time.
- Skipping Forward in Time. The character goes to a place where time moves slowly. While the character is spending a few minutes in the "slow time" Shadow, time is speeding hour by hour along in Amber. So a character can leave, spend a few minutes out in Shadow, and return days, or weeks later. It's even possible to find a Shadow that moves so slowly that it becomes almost like a stasis, and where the character can wait for years to pass in Amber.
- Holding Back Time. The other handy trick of Shadow time is going out to a "fast time" shadows, where hours pass relative to minutes ticking by in Amber. A character could go to Shadow Earth for a ten hour sleep, and return to Amber where only four hours have gone by. IN faster Shadows it's possible to spend years in preparation, while only a day or so passes in Amber.
"As I sailed into Shadow, a white bird of my desire came and sat upon my right shoulder, and I wrote a note and tied it to its leg and sent it on its way. The note said, 'I am coming,' and it was signed by me.
A black bird of my desire came and sat on my left shoulder and I wrote a note and tied it to its leg and sent it off into the west.
It said, 'Eric - I'll be back,' and was signed: 'Corwin, Lord of Amber.' - Skipping Forward in Time. The character goes to a place where time moves slowly. While the character is spending a few minutes in the "slow time" Shadow, time is speeding hour by hour along in Amber. So a character can leave, spend a few minutes out in Shadow, and return days, or weeks later. It's even possible to find a Shadow that moves so slowly that it becomes almost like a stasis, and where the character can wait for years to pass in Amber.
- Shadow Resources: In the passage above, what is Corwin doing? As he moves through Shadow he is also seeking certain things. In this case he first seeks a white bird that will alight on his shoulder and that will, after he has tied a note to its leg, travel through Shadow to the place where he is destine to arrive.
Then he seeks another bird, a black one. The bird will travel through Shadow to Amber and to someone who will take his note to Eric.Sure enough, later on in the story the white bird landed on his shoulder, a signal that he had found the place he was looking for. Likewise Eric got the message carried by the black bird.
Corwin could have easily have found two fish, each destined to be caught, and cut open, at the two destinations. Or two ships, each of which would happen to end up where he wanted them to be. - Using Pattern near Amber: Pattern, in Amber, or anywhere near the center of things, is nearly worthless. Amber is just too fixed, too real, to be manipulated. Characters can use Pattern to get away from Amber, gradually moving out into Shadow, but it may take many hours before even subtle changes start to take effect.
- Power over Shadow: In shadow, the shadings of one shadow to the next are vague. That means that small changes can be made without traveling. Short on money? Imagine a loose floorboard, under which is hidden a treasure, look and it will be there. Those with the imprint of Amber's pattern are endlessly lucky. What is possible can, with time and effort, be made probable, and what is probable can be made certain. While this power is absolute, it always involves some movement, a shifting of the variety of Shadow for a particular shade. Any Shadow manipulation is also slightly hazardous because of your involuntary movement in shadow.
With enough time it's possible to shift just about anything in Shadow. However there are two important limitations:- First, in order to shift Shadow you must move. Subtle changes don't require much movement, but the more drastic the changes, the more you must move around. The problem here is that you can easily move right out of one Shadow and into its neighbor. Be wary that, while shifting, you don't start moving away from your objective.
- Second, shifting Shadow is fairly slow. Far slower than combat time. If you wish to make use of some Shadow shifting it's best if it be prepared before a battle. A minor change, such as the color of a coin, might take as much as half a minute. Something useful, such as a weakened wall, or making a weapon brittle, could take a minute or more.
- Using Pattern to Affect Probability: Out in Shadow, if there is any reasonable chance at all of something happening, then a character with Pattern can make it happen. The main limitations are time, since using Pattern takes a few moments of concentration, and probability. A character can't make something unlikely happen, not without going into an adjacent Shadow.
- Shadows of Desire: Any character can find exactly the Shadow they desire. When this is done by a player character, the game master should get a written description of the Shadow from the player. there's really no limit to what a character's shadow might be, except that the more elaborate it is, the longer it's going to take to get there. Shadows sought by players can have any of the features of "bought" Shadows, except, of course, that their Shadows run the risk of being influenced by elder Amberites, or even by other player characters.
Game Masters should also be aware of the unconscious aspect of a player character's desires. the character's problems, hopes, dreams, fantasies, and feas, all the things that can show up in quizzes or in role-playing, can also show up in a character's Shadow. For example, if a character is having a problem with a particular elder amberite, then one, or more, Shadow version of that character might be found in the Shadow. - Pattern Defense. Picture the Pattern, walk it in your mind. When it is complete, concentrate on the image. This takes a few minutes, depending on your Psyche and how well you can concentrate, but it strengthens your mind, and lends strength to your existence. The main use is defensive, so a character with Pattern to mind is pretty much immune to the Logrus, and other chaos-generated forces. Likewise, it's difficult or impossible to use invasive Magic on a character who has Pattern brought up like this. On the other hand, keeping the Pattern in mind requires real concentration, so the character can't run or fight effectively. If the character's attention is broken, then the Pattern instantly flickers out. Characters with Human rank in Psyche are incapable of picturing the Pattern.
- Advanced Pattern:
75 points *or 25 if you already have basic pattern*. There are many things an expert of pattern can achieve, but I wouldn't advise starting out with it; it's something you should learn over time, as you as a player master the more mundane uses.
- Traveling through Shadow: Sometimes called the Hellride. This is done by changing minor things that lay in your path. You, the player, decide that over the next hill will be a patch of blue flowers, around the next corner is a jagged rock face, in the next village is a country fair. down that alley is a shop dealing in obscure weapons. By such minor changes you move closer to what you seek in Shadow. Certain places are easy to manipulate, such as those closest to chaos. Manipulating shadow is harder the closer you get to Amber, until, in Amber itself, it cannot be changed at all. Some places are difficult to get to, barred by monsters, hazards or whatever. Finally, following a traveler through shadow is always easier than taking your own path.
- Logrus: 45 points. The counterpoint to Pattern, the Logrus is the imbodiment of chaos. It cannot be discribed because it is ever changing, and never takes the same shape twice. Some of it is solid, other parts liquid, or gas, and some still are pure energy. From it extend numerous tendril-like things. To traverse the logrus is to take upon yourself raw chaos. Even if you survive the experience, you are driven mad by the experience and take at least a week before they let you out of the padded cell they keep nearby for the lucky ones.
NOTE: An absolute prerequisite for Logrus is Shape Shifting. Attempting to invoke the Logrus without the ability to Shape SHift to the demands of pure Chaos is sbject to involuntary shifst in both form and persona.
Logrus users tend to regard Pattern users as "flat-landers." That means they think of them as people who have access to a lot of power, but a power that is only effective in a limited area, in and around a pattern. Logrus, by contrast, works everywhere, even in the depths of Castle Amber (although it might be a bit risky to actually use Logrus in Castle Amber, as one of those nasty elder Amberites could take offense).
Attribute Tips: Psyche drives Logrus more than any other Attribute. AMber level is really the minimum for effectively using Logrus. The higher your Psyche Rank, the more powerful will be your control over the Logrus. However, don't neglect Endurance. A character whose Endurane has dropped to Human level will not be able to safely manipulate the Logrus, andrisks being absorbed by its dangerous instability.
Logrus Summoning: You may use the arms of the Logrus to reach out into shadow and chaos for an item or person of your desire. Having found it you may then pull it towards you or pull yourself towards it. The reverse of this process, pulling yourself towards an object, is ow Logrus Masters usually traverse Shadow.
Searching with Logrus Tendrils Locating objects using the tendrils of the Logrus is always dependant on player character choices. Logrus Tendrils can be used to search selectively, at the direction of the Logrus Master, or automatically, relying on the chaotic movement of the Logrus itself.
Logrus Combat and Manipulation You may summon the Logrus and shape its force into useful shapes, extensions that are far more powerful, and more flexible, than normal Shadow matter. These extensions of Logrus operate with a Strength that is equivalent to the Psyche of the Logrus Master who controls them.
Logrus Sight You may use the Logrus as a sensory lens, either "seeing" through its center, or by "touching" a distant place with a Logrus tendril. In this way you can see the aura of Pattern or Logrus, or feel the distinct sensation of Trump or Magic.
Using Logrus as a lens, to examine anything in sight of the Logrus Master, will reveal several things. First off, anyone who is charged with either the Logrus or Pattern will be immediately obvious. Any item can also be seen to be either a thing of Shadow, of Amber, or the Courts of Chaos. Magic, whether from spells, forces, or creatures, is obvious. A careful use of Logrus Sight, combined with touching of Logrus Tendrils, can reveal the general level of a character's Psyche, and whether or not they are charged with ay ambient magic (ie: Power Words)
Logrus Spell Storage You may use the Logrus as a "rack" for the storing of spells. However, it always takes at least ten minutes, plus the normal spell casting time, to "weave" the spell into the Logrus, and any spell will "decay" within days or weeks.
Logrus Defense: Bringing the Logrus to mind, you may then use it to defend yourself in one of two ways. ONe way is to fill your body with the force of Logrus, making it resistant to the effect of Pattern, Magic, Psyche, or other forces, but providing no physical protection (Reminder: Logrus and Pattern react violently when they meet, often to the detriment of both the offensive and defensive sides). Another way of using the Logrus is as a "sheild," blocking in any one direction, which is effective against physical, energy and most Magical attacks, but does not protect against Pattern, Logrus, Trump or Psyche. You cannot use both techniques at the same time.- Advanced Logrus: 70 points (or 25 if you already have basic). much Like Advanced Pattern, there's some cool stuff, but you're better off mastering the use of the basics as players first.
- Trump Artistry: 40 points. Trumps are cards with images on them, usually of people, but they can be made of places or objects. If someone examines a Trump closely, they will make mental contact with the person who the Trump is an image of. All amberites keep a deck of Trump, but a Trump Artist can make new cards, or can make "trump sketches" which don't last long but are much faster, allowing them to communicate with people across shadow. Trump can also be used as transport, as long as the person on the receiving side is willing.
- Advanced Trump: 60 points (20 if you already have basic Trump Artistry). See Advanced Logrus and Advanced Pattern.
- Shapeshifting: 35 points. it's exactly what it says on the tin. You have 3 forms you can take easily, but with time to manipulate yourself, you can achieve whatever form you wish. in fight-or-flight situations you're subconscious can speed up the process for a risk of unwanted changes to your body or mind. a Shapeshifter can also close wounds supernaturally fast, given they have the endurance/energy reserves.
- Advanced Shape Shifting: 65 points, or 30 if you already have basic. You know the drill on advanced stuff...
- Primal Chaos, which is basically shapeshifting cancer: your cells start shapeshifting as though each one is it's own individual shapeshifter.
- Primal Chaos, which is basically shapeshifting cancer: your cells start shapeshifting as though each one is it's own individual shapeshifter.
- Power Words: 10 points. These are super simple magics. a single word that does a single, simple thing. They are mostly defensive in nature, but unlike proper spells don't require being racked, and can be used at a moment's notice. Buying Power Words as a power gives you exactly 5 power words. later on, once gameplay has begun, you can learn more power words at one point per word.
- Example Power Word: Lifeforce *note the actual word varies by caster, lifeforce is the name of the effect* "This power word generates a burst of living energy in the target. Doesn't actually have enough time to do any healing, but does break destructive anti-life energies. Also functions well as a 'wake up call' for those who are sleeping or unconscious. It's also useful in certain medical emergencies, where the heart, lungs or brain may have 'seized' up momentarily. the target will feel 'good' briefly, as if they were in the peak of health, regardless of their true condition.
- Sorcery: 15 points. Sorcery is spellcasting. Spells must be prepared before hand, often taking hours of preparation, because they must be left "open-ended" using lynchpins. a Lynchpin is something the caster doesn't know at the time of preparing the spell, being anything from what shadow the user will be in to the target of the spell. the more lynchpins a spell has, the more useful it is, but also the longer it takes to cast as you have to fill in these lynchpins when you cast it. Spells also degrade over time, and require refreshing about once a week to keep them from falling apart.
- Conjuration: 20 points. Conjuration is creating things out of shadow stuff, or altering a preexisting thing in shadow.This is a very very lengthy process, and depending on what's made it won't work outside of the shadow it's made in, but it can be incredibly useful if one has time to prepare.
- Artifacts and Creatures: highly variable, ranging from an almost worthless 1 point item to a god-like 90 point monstrosity. basically anything is imaginable, and it's much cheaper to make things in batches *if you want a dozen of a particular item, it only costs double making one of them. if you want a horde of monsters, it's only 3 times the cost of making a single example* I'd explain it more, but making artifacts is it's own chapter, so just come up with cool stuff and then when we're building your characters I'll walk you through the cost of it.
- Your own personal Shadows: variable, with a single point for a random shadow *not worth it, anyone with Pattern or Logrus could find the shadow without paying the point* to a 32 point shadow that is all but impenitrable to anyone you don't wnat it to. not to mention greater control over what's in it.
List of Possible Allies:- Ally in Amber: 1 point. you're friends with someone in Amber. probably not one of the actual amberites, but someone with political weight.
- Family Friend: 2 points. you're a friend of the family, which means one of the amberites is willing to lend you some help, or advice, if they can give it.
- Chaos Court Devotee: 4 points. You're related to someone in the courts of chaos, somehow. If you don't have Logrus when you start the game, you must start out with one of these if you intend to get it later. Represent someone who doesn't just like you, but is willing to go out of their way to help you. that doesn't necessarily mean it's your parent, but it probably is.
- Amber Court Devotee: 6 points. You're the kid of an amberite. If you don't start out with pattern, then you better have one of these or you're never getting within a mile of it. Represent someone who doesn't just like you, but is willing to go out of their way to help you. that doesn't necessarily mean it's your parent, but it probably is.
List of Player Contributions: Each one is 10 points [speak with fenny for a chance at more points earned]- Diary: This is your character's diary. All you need is a page or so per session, but the idea is to really figure out what makes your character tick. and how he or she views what's going on
- Campaign Log: exactly what it says on the tin, this is a retelling of what's happened so far, cliff notes of the story. it's mostly for helping everyone remember what's happened thus far. This would be passed out to the whole group.
- Amber Stories: if you like writing, then you can write stories about things that happen in the Amber universe. these might be things your character did, or what other characters did, or it might be characters the party hasn't met yet. *I say yet, because if we like them, then we are probably going to meet them.*
- Poetry: like the amber stories, but with poetry. like with the stories, there would need to be about a page each session, though more is appreciated.