COR'S AMBER SYSTEM TABLE OF CONTENTS A) Introduction B) Player Section 1) Character Concepts 2) Attributes 3) Psionics 4) Pattern 5) Shape Shifting 6) Logrus 7) Trump Artistry 8) Magic 9) Mystic Powers 10) Item Creation 11) Shadows 12) Constructs 13) Allies 14) Contributions 15) Character Development C) GM Section 1) Combat 2) GM-ing Powers 3) Designing New Powers D) Campaign Section 1) Tournaments a) Conquest of Rebma b) Unicorn Hunt c) Assault Upon the Keep of Four Worlds 2) NPCS INTRODUCTION Welcome to the Cor System of Amber. While based off of Amber Dice-less Role-Playing, from Phage Press, this system of rules has diverged enough to be considered its own work. Many terms, concepts and names have been taken from the two "Amber" series of books, written by Roger Zelanzy, and he should be creditted where necessary. This 'manaul' has been divided into three sections: the Player's Section, which details character creation; the GM Section, which describes various systems and methods for adjudicating an Amber Campaign; and the Campaign Section, which describes various Tournament-style games as well as the various important NPC's taken from the "Amber" books. All original material is Copyright 1995 by David Coram; Version Oct 1995. I'd like to thank the following people, who introduced me to gaming and influenced the creation of this work: Mike Luciano Bill Thorpe Shad Van Den Hul David Kuhn Mark Mulik Shawn Isenheart PLAYER SECTION CHARACTER CONCEPTS Developing the 'concept' of the character one wishes to create is, perhaps, the most important step in Character Creation. Even if the player does not wish to take the time to flesh out a detailed background and personality, at the very least they must decide on the basics of their characters. Certain questions need to be answered, such as: Is the character a descendant of Amber? Of Chaos? What are the character's priorities in respect to Attributes? To Powers? These questions are enough to develop the mechanics of the character, but the player should really develop their character's personality to a greater degree beforee finalizing the character's mechanics. There is, however, one piece of information that the GM must provide, before the Player can truly plan out their character; and that is How many points are available. While this can vary from campaign to campaign, a suggested value is 175-250 points. These points can be spent in a number of areas: Attributes, Powers, Items, Shadows, Constructs, Allies, etc. Player do have the option of gaining more points by developing Contributions for their GM. Each of these areas will be discussed in greater detail within the pages that follow. While creative and innovative players can come up with unique character ideas, Character Concepts generally fall into four categories: Lords of Chaos; Supernatural Beings, which include Demons and the Fey; Shadow Dwellers; and Scions of Amber. Since most players should be familiar with the works of Roger Zelazny, details on these categories should not be necessary. However, "Supernatural Beings" covers a wide area; from Demons to Faeries, Dragons to Pegasi. Unlike your typical Shadow Dweller, Supernatural Beings tend to have access to more, innate, mystic abilities. A number of these abilities have been designed for this manual, but players may come up with new ones. All of these abilities fall under the category of Mystic Powers, which will be described along with the more standard powers of Pattern, Logrus, Shape Shifting, Trump, and Magic. ATTRIBUTES There are four major areas, or Attributes, within this system that describe a character's physical and mental abilities; Psyche, Strength, Endurance, and Warfare. Each covers a number of different areas in which the character can specialize. Attributes can range in level from Zero(0) to Max(200). Individual GM's may alter the maximum level as needed. PSYCHE Psyche is the rating of a character's Mind, and has little to do with intelligence. In this system, Intelligence is soley determined by player character role-playing. This does limit characters somewhat, as a player can only create a character as intelligent as themselves. However, the character can have many more skills than the player. If a player feels his character's skill(s) should provide information, then the GM should provide the necessary details. This Attributes can cover a number of areas; including Will, Force, Mental Agility, and Perception. Normally, a player puts points into their character's Psyche, and these points cover all possible areas of the Psyche stat. However, by using the Optional Attribute System describe below, the character can specialize in specific areas. This does, however, reduce the effectiveness of all other areas. STRENGTH Strength is the rating of a character's muscles, and covers such areas as Lifting Capacity, Damage Resistance, Damage Capacity, and Grappling. Note also that Strength can play an important part in areas of Combat which do not directly involve Grappling, such as the manneuvers 'beat,' and 'bind.' Player's can use the Optional Attribute System to specialize in various aspects of Strength. ENDURANCE Endurance comes into play in virtual virtually every endeavor. Whether it is extensive combat, long hours travelling through Shadow, Shape Shifting, or any use of a Power; Endurance is a factor. While seemingly not as virsatile an Attribute as the others, Endurance does cover a few specific areas; Stamina, Healing Rate, Constitution, and Fitness. A player can specialize in these areas by using the Optional Attribute System. WARFARE Ah, Warfare. Many players tend to focus on this Attribute, as it governs all aspects of comabt; from tactics to weapons, stradegy to manual dexterity. It can also be a kind of general awarness which allows one to make general assumptions about a given situation. Other areas which fall under Warfare's perview include all games of stradegy, theiving skills, and leadership. As for the other Attributes, the Optional Attribute System may be used to specialize. OPTIONAL ATTRIBUTE SYSTEM Many characters are more specialized in their strengths for various Attributes. This optional system has ben developed to account for this kind of specialization. Basically, a player assigns a set value to the actual Attribute, be it Psyche, Strength, Endurance, or Warfare. Then, they set point levels on various aspects of the stat, including the area "All Others." This average of the points in these areas must round off to the points placed into the actual Attribute. GM's have the right to veto any abuse of this. On can't put 50 points in Warfare and specialize up to 75 by dropping all other areas to 25. Individual GM's can develop a range around the stat in which specializations and weaknesses can fall. A suggest range is plus or minus 10 points. PSIONICS Psionics is widely found, in different forms, in many types of literature; science-fiction, fantasy, mystery, etc. As far as an Amber campaign is concerned, it can either be simply another form of Shadow magic, or it can be something more. Since Psionics is usually a personal power, much like Shape Shifting, it will be treated as such in this system of rules. Individual GM's can decide whether or not to allow it within their campaigns. The only suggested limit is that Psionic powers cannot be extended from one Shadow to another unless the character either has a major power (Trump, Logrus, Pattern), or is willing to spend more points. There are four basic forms, or Disciplines, within Psionics. These are Clairsentience, Psychokinesis, Psychoportation, and Telepathy. Each of these Disciplines has a variety of skills. With experimentation and creativity, other skills may be developed, either at higher levels or through combination of multiple Disciplines. No Psionic Potential(-5) - If, for whatever reason, th eplayer decides that the do not want their character to EVER be able to learn Psionics, they can ake this point break. Telepathy: ----------- Empathy(5) - This is the ability to sense the emotional state of others. Mental Communication(5) - This is essentially the ability to contact another individual's mind, so long as they are not actively blocking such contact. Line of sight is required for use of this ability. This ability can be combined with Clairsentience or Real Power to increase the range or method of sight. Psionic Interference(5) - Also know as Anti-Psi, this is the ability to interfere with the psionic use of another individual or within a vicinity. Generally, this ability only makes concentrating on Psionic Powers harder. The blockage can be overcome, but such pressure against the block will most likely result in a Battle of Wills. (prereq: Mental Communication) Psychometry(10) - This allows the psionicist to gain information about the history of a place or an object. (prereq: Mental Communication, Clairvoy/Audi) Clairsentience: --------------- Clairvoyance/Clairaudience/Astral Sight(5) - Essentially, this is the ability to perceive things which are hidden or at a distance. Clairvoyance equates to sight, Clairaudience equates to hearing, and Astral Sight combines the two with touch and three-dimensional sensing. True Perception(10) - This gives the psionicist a full range of senses no matter the condition of their sensory organs. Senses are also expanded to encompass all directions. This sense is selective; meaning that one could focus on a locket and perceive the picture inside it without opening it. (prereq: Clairvoy/Audi) Shadow Sight(10) - This allows the psionicist to extend their Clairsentient abilities from one Shadow to the next. (prereq: True Perception) Psychoportation: ---------------- Self Teleport(5) - This allows one to teleport themselves from one place to any other well-known place within the same plane. Combining it with a Real power allows one to teleport from one Shadow to another, provided the target Shadow is well-known or a complete psychic image of the location is provided. NOTE - a small field surrounds the Teleporter, allowing them to transport their clothes and personal belongings with them. To teleport something not in contact with the teleporter requires the next level of power. Teleport Other(10) - This allows one to teleport inanimate objects and willing entities in the same manner as one can teleport themselves. (prereq - Self Teleport) Shadow Travel(10) - This enables one to breach the veils on a single Shadow, enabling them to teleport to another well-known Shadow which has no barriers. (prereq: Self Teleport) Psychokinesis: -------------- Levitation(5) - This allows one to lift themselves up off of the ground, effectively granting them the power of flight. One's velocity is dependent on their Psyche. Telekinesis/Hydrokinesis/Aerokinesis(10) - Also known as Telekinesis or TK, this ability allows one to influence the behavior of nearly all forms of matter by an act of will. Pyro/Cryokinesis(10) - A greater degree of Psychokinesis, this allows one to influence the temperature of a given object or area. (prereq: TK) Illusions(5) - This sophisticated form of photokinesis allows one to create complex visual illusions. (prereq: TK) Audiokinesis(5) - This essentially allows one to control sound waves. Note that sound needs to be present in order to alter it, but his ability can also be used to create an area of silence. (prereq: TK) Holograms(10) - This allows one to form seemingly real objects through the combination of illusions and directed force. Such objects will continue to exist only so long as the psionicist maintains them. (prereq: Illusions, Audiokinesis) Electrokinesis(10) - A more powerful version of energy control, this allows one to manipulate nearly all forms of naturally occurring energy including electricity, radiation, and photonics. This control is generally limited to guiding or impeding the energies flow, and some control over the flows direction. (prereq: Illusions, Audiokinesis) Molecular Manipulation(10) - This allows one some control over the molecular structure of inanimate objects. Various effects can be produced using this ability. Practitioners of this form of Psionics should consult the GM for more specific details. (prereq: EK) Atomic Manipulation(10) - This level of psychokinesis allows one to manipulate matter on the atomic level, though it certainly doesn't allow one to split the atom. (prereq: Molecular Manipulation) PATTERN Pattern is the focus of Order in any Amber campaign. Typically, access to its power is limited to a single group. In a standard campaign, this group consists of all descendants of Oberon and/or Dworkin. As merely a force of pure Order, Pattern isn't very useful; but altering its perspective to be Control, it gains a great deal of versatility at different levels. Since walking the Pattern is a very draining experience, Endurance is a prime factor in surviving the initiation. Pattern Initiation(0) - One has walked the pattern and gained access to those abilities which tap into it. (prereq: 25+ END) Shadow Walking(10) - Shadow-walking refers to the ability to gradually ease one's self through Shadow along lines of congruency. (prereq: Initiation) Hellride(5) - Hellriding involves rapid movement and quickly changing Shadows. Such journeys are often very dangerous. (prereq: Shadow Movement) Shadow Short Cuts(5) - Short Cuts shorten the necessary travel time of Shadow- walking and also enables one to pass through certain restricted Shadow Veils. (prereq: Hellride) Pattern Teleport(10) - Pattern Teleportation allows the individual to travel to any place they can envision by a simple act of will; just as if they were at the center of the Pattern. (prereq: Shadow Short Cut) Shadow Sight(10) - Shadow sight covers a number of areas. It allows one to 'read' fluctuations in Shadow to gleen useful information about general happenings and trends. It enables one to perceive the use of Shadow Manipulation and can even be used to sense motion through Shadow in nearby areas. It can also give one the ability to gague the levels of reality in an area, as well as the focus of such energies. (prereq: Initiation) Control Probability(10) - This ability allows the initiate to control the 'odds' of something either occurring or not occurring. (prereq: Initiation) Control Shadow Landscape(5) - This allows the initiate to control various aspects of the inanimate world within a given Shadow. (prereq: Control Probability, Shadow Sight) Control Physical Laws(5) - This allows one to control the basic physical and chemical laws within a vicinity of Shadow. (prereq: Control Shadow Landscape) Pattern Lightning(10) - This allows one to manifest the resistant energies of the Pattern. One focuses the Pattern energies within themselves, and then 'walks' the Pattern in their mind, evoking the sparks which rise up as one proceeds. One then 'twists' reality and expels the built up energy. This can manifest as a single bolt, or as a pattern of bolts. (prereq: Control Physical Laws) Stillness(10) - This invokes all the force of Order, stopping all motion within a vicinity. In practice, this is generally used to paralyze others. (prereq: Control Physical Laws) Control Shadow Composition(5) - This allows one to control the entire fabric of a Shadow, altering it to suit one's wishes. (prereq: Control Physical Laws) Control Temporal Ratio(5) - This allows one to control the relative rate at which time passes in one Shadow with respect to another. (prereq: Control Shadow Composition) Pocket Shadow(5) - This allows one to form a kind of sub-Shadow, contained within a Pattern-based framework. This sub-Shadow can link two Shadows together, be bound to a single place, or be bound to a person. The Shadow Pocket's reality is completely determined by its creator at the time of formation, and the creator has complete control over its makeup. Note that high levels of Shadow Manipulation will disrupt or even destroy such constructs. (prereq: Control Shadow Composition) Personal Items(5) - By walking the Pattern with an item prepared in a special way, it is possible to bind that item to one's self. Afterwards, it can be 'found' in Shadow, either through walking in Shadow a short distance, or manipulating Shadow so that it will appear. (prereq: Initiation) SHAPE SHIFTING Shape Shifting is the art of changing one's own cellular structure through an act of will. Such changes are strictly biological in nature, though it may not seem so in advanced Shifters. Note that all Shape Shifting must be maintained through personal energies, or one will revert to their birth form. No Shape Shifting Potential(-5) - If, for whatever reason, th eplayer decides that the do not want their character to EVER be able to learn Shape Shifting, they can ake this point break. Parts/Wounds(5) - The most preliminary technique of the Shifter is the art of altering portions of their body. For example, altering facial features, changing a hand into a claw or paw, and turning skin into scales. This technique finds wider appeal in its application for healing wounds. Minor and superficial wounds can be knitted back together and healed using this technique. More extensive wounds require the next level of ability to heal properly. (prereq: 25+ END) Internal Structures(5) - The next technique learned is the art of altering, and even augmenting, internal body structures. This can involve the restructuring of bone and muscle, the evolution of new or redundant organs such as the heart or nervous system, or even the rapid regeneration of lost body parts. This last, of course, takes time and a lot of nutrition. (prereq: Parts/Wounds) Animal Forms(5) - Having mastered the art of changing all parts of one's body, the shifter can now learn to reform themself in the image of some other creature, such as a mammal, reptile, or bird. Mass is unchanged, but experience can lead one to learn of ways to absorb or release mass. Once in the new form, the shifter gains all the normal abilities of the creature. They must, however, practice the form for some time before being able to use all of these abilities. One does not learn to fly in a moment. (prereq: Internal Structures) Animal Abilities(5) - As an alternative to becoming an animal, one can learn to add certain animal abilities to one's own form, such as growing large wings while still in humanoid form. (prereq: Internal Structures) Remembered Forms(5) - After a time, a Shifter will become quite familiar with certain forms; forms which they assume often. At times of stress, they can quickly shift between these forms. For gaming purposes, GM's should limit the number of these forms to somewhere between three and five. (prereq: Animal Forms, Animal Abilities) Automatic Shape Shift(5) - Experience has taught the shifter to allow their body's instincts to take over in dangerous situations. Having once learned to deal with a particular situation, the body will respond faster than the mind when encountering it again. Thus gills will almost instantly form if there is the threat of drowning; or gliders will sprout when falling from deadly heights. (prereq: Remembered Forms) Instinct(10) - What this technique involves is allowing one's inner psyche and instincts to completely take over. Naturally, more basic drives are thus released; the most common being fight and flight. The inner psyche is dependant, however, on the experiences of the body. While it will attempt to assume the most appropriate form for the current situation, the body may not have had the right kind of experience to deal with the probleem. It will try to compensate for lack of experience, but side effects are known to result from this. Since this is usually a last resort technique anyway, the Shape Shifter usually has extensive experience with which to deal with the difficult situation. (prereq: Automatic Shape Shift) Creatures of Power(10-50) - Once all other physical techniques of Shape Shifting have been mastered, one can learn to adapt themselves into creatures which have innate special powers. Many levels of power exist using this technique. Common powers gained through this technique include, but are not limited to: Movement through Shadow, Rapid Size/Mass changes, Chameleon effects, Damage Resistance, Increased Damage Capacity, Enhanced Senses, Invisibility, Desolidification, and other interesting abilities. Examples of some types of Creatures of Power can be found below. (prereq: Animal Forms, Animal Abilities) Form Evolution(10) - This allows one to permanently gain one 10 point power available through Creatures of Power. Basically, this implies that the shifter has used the ability so many times, it has become a natural part of them. [Note that this can be purchased multiple times. Note also that assuming Creatures of Power with such abilities becomes easier.] (prereq: Creatures of Power) Shaped Clothing(5) - This skill allows one to shape-shift their skin into the semblance of clothing. This pseudo-clothing can even be removed, but will revert to a protoplasmic state after an extended period, determined by the relative levels of Order and Chaos in the area. (prereq: Internal Structures) Creatures of Blood(5) - Having learned much about their own blood and bone, as it were, a Shifter can learn to reshape quantities of their own blood into new living, and independent, creatures. (prereq: Internal Structures) Shape Shift Aura(5,10) - By shifting the electro-magnetic patterns of one's brain, one can alter their psychic aura. This basically masks an individual from normal psychic searches. One can attempt to mimic the psychic patterns of others, but this is extremely dangerous; often leading to madness. (prereq: Internal Structures) Shape Shift Others(5) - Mastering one's own abilities of Shape Ahifting allows one to help another in their own attempts at Shape Shifting. So long as the entity has even a latent potential to shape-shift, an experienced Shifter can activate their ability. The Shifter can only induce those changes in another which they can produce in themselves. (prereq: Creatures of Blood) CREATURES OF POWER Below are the powers and abilities of various types of Creatures of Power. The point cost listed next to each is the minimum needed in Creatures of Power for a Shifter to assume such a form. The GM may alter them as necessary for the campaign. No Further Shape Shifting(-25) - This modifier indicates a restriction within an assumed form. When this modifier is present, the Shifter cannot use any of their other Shape Shifting abilities. In order to do so, they must release their current form and resume their birth form. They can then utilize any other technique, including taking on a different Creature of Power form. Lycanthropes (25) ------------- Animal Senses(5) - Night vision, Discriminatory Smell, Ultrasonic Hearing,... Rapid shifting between Were forms(5) - forms are human, beast, and hybrid Armor Level 1(5) - indicating toughened hide or other natural damage resistance Enhanced Movement(10) - x2 to Running or swimming; x1.5 Flight or Tunnel Enhanced Regeneration(15) - x1/2 to Healing time Communicate with other animals of same species(5) - a werefox can talk with foxes Damage Level 2(10) - indicating extremely sharp claws and teeth Vulnerability to Silver(-5) - Silver weapons and projectiles ignore the lycanthrope's natural armor. Physical contact with silver can cause burns of up to second degree. And finally, Enhanced Regeneration is ineffective against wounds caused by silver; even normal Regeneration becomes less effective during prolonged contact. No Further Shape Shifting(-25) These are the typical abilities of nearly all types of Lycanthropes. Individual species and those from more unique Shadows may have higher levels of these, or even other, abilities. Vampires (5+) --------- The powers and abilities of vampires vary greatly, and shifting into one is rather difficult, and sometimes dangerous, as one must study them for a time first. In most vampiric societies, there are different clans with different abilities; each clan having a different metabolism. Discuss the nature of the vampires being studied with the GM when learning to become this type of Creature of Power. Below are various abilities used by 'known' vampires. Telepathy(5), Clairsentience(5+), Enhanced speed(5+), Quickness:Enhanced Warfare(10+), Mind control and manipulation(15), Armor(5+), Invisibility(15), Psychic Neutral(10), Identity Impersonation(10), Increased Damage(5+), Increased Strength(5+), Empathic projection(10), Drain emotion(10+), Shape Shifting(5+), Sorcery(5+), Illusions(15), Healing(20) No Further Shape Shifting(-25) One must also ask their GM what effects occur when a Vampire drinks the blood of either a creature or an individual with innate arcane abilities. Dragons (40) -------- Preternatural Senses(5) Supernatural Senses(5) - varies by species Sense Magic(5) Rapid Flight(15) - x2 flight speed Armor Level 3(15) Damage Level 3(15) Ranged Damage(5) No Further Shape Shifting(-25) Shadow Seekers (15) --------------- Shadow Seekers are a category of chaos beast which has the natural ability to move through shadow according to areas of congruence. They come in a variety of different forms; some can even shift into a couple other forms. It is therefore rather easy for an advanced shape shifter to learn how to add the ability of Shadow Movement to their own form. While maintaining this form is a somewhat complex process, most have little trouble; though some lack the concentration to shift into any but their Natural Forms while using the Shadow Walking ability. Shadow Walking-Hellriding(15) Wraith (15) ------- Invisibility(15) - can be turned on and off at will Desolidification(15) - can be turned on and off at will Flight(5) Armor Level 1(5) No Further Shape Shifting(-25) LOGRUS Just as Pattern is the basis of Order, so Logrus is the basis of Chaos. Like Order, Chaos as a basis for power is somewhat useless; after all, there is no basis for controlling Chaos. However, using the perspective of Change instead of true Chaos, the power gained through the Logrus becomes much greater. Since Merlin says the negotiation of the Logrus is mainly a process of staying sane, this system will assume Psyche is the prime requisite for Logrus. If Shape Shifting is to be used as another pre-requisite, it is suggested that only up to Internal Structures be required. Logrus Initiation(0) - One has negotiated the Logrus and gained access to those abilities which tap into it. (prereq: 25+ PSY) Shadow Sight(10) - The Shadow Sight of Logrus differs greatly from that of the Pattern. Pattern's Shadow Sight is more of sixth sense and enhanced perception. The Shadow Sight of Logrus acts more like a lens or filter. The images and perceptions of the normally observed world are changed and enhanced, allowing the Logrus master to discern the deeper and more profound layers of reality. (prereq: Initiation) Extend Tendrils(10) - The manipulation of the quasi-solid manifestations of the summoned Logrus Sign is a fine art. By far the most interesting aspect of Tendril use is the ability to reach through shadow with them to find any desired object. Another major aspect of their power is the ability to lift, move, and otherwise manipulate physical objects. The existence of a Tendril is rather nebulous, and requires a good amount of concentration to maintain; after all, they are extensions of normally uncontrollable Chaos. A Tendril will almost immediately be disrupted and become ineffective if it makes contact with any kind of Greater Power. (prereq: Shadow Sight) Tendril Combat(10) - This is the technique of using the Tendrils of the Logrus in a Combat situation. They can be used as piercing and slashing weapons, or woven into a shield; they can even be energized with unique forms of energy. Normal attacks using this power will fall under the category of Level Three Damage(Deadly Damage); and the defense provided by the shielding is also Level Three. (prereq: Extend Tendrils) Primal Chaos(10) - This is the ability to invoke or dissipate the forces of Primal Chaos. Primal Chaos is a very vague conception, and may vary from one individual to the next. In the Amber books featuring Merlin, its destructive nature is paramount. In the Amber books featuring Coriwn, its effect is only seen within the wave of Chaos which swept from Amber to the Courts after the repair of the Pattern. (prereq: Tendril Combat) Tendril Sensitivity(10) - Another application of Tendril use is the technique of shaping the force of the Logrus into extensions which are far more powerful, and more flexible, than normal Shadow matter. These extensions can also greatly enhance, tune, and expand the senses of touch, taste, and smell. (prereq: Extend Tendrils) Logrus Servants(10) - Another interesting aspect of Logrus Tendrils is their ability to be separated into independent, thinking 'creatures.' These so-called creatures have limited intelligence but will faithfully obey simple commands of the Logrus master who formed them. (prereq: Tendril Sensitivity) Shadow Roads(5) - By extending a Logrus Tendril through Shadow to a desired destination, then focusing it into a kind of pathway, an initiate can travel through Shadow. The greatest manifestation of this ability was seen during the Patternfall War. The Black Road was a massive working, involving several Shadow Roads laid down together. Note that these Shadow Roads have many dangers, though the initiate who formed them has some control over their environment. (prereq: Extend Tendrils) Shadow Holes(10) - This allows one to warp the fabric of Shadow in such a way to open a portal from one place to another. Such holes can also be maintained by Logrus servants. This mode of travel is even more dangerous than the Shadow Roads, and while one can pinpoint a Shadow, they cannot be any more specific. One such a gateway is open, however, it can be maintaied at the same location. (prereq: Shadow Roads) Randomize Probability(10) - This ability allows one to upset the 'odds' of events within a vicinity. Basically, 'chance' becomes the rule rather than the exception. Note that this can cause 'chance' to favor the opponent as well as the initiate. (prereq: Initiation) Disrupt Shadow Landscape(5) - This allows the initiate to change various aspects of the inanimate world within a given Shadow. The Shadow will go through rapid changes, but the initiate can stop when it becomes close to what they wish. Note that Shadows altered in this manner need to be maintained in some fashion, or they will revert back to their original state. (prereq: Randomize Probability, Logrus Sight) Disrupt Physical Laws(5) - This ability interferes with the natural state of physical laws, which are based on some kind of ordered system. While one can focus their attention on what laws are being affected, they cannot control how such laws will change. (prereq: Disrupt Shadow Landscape) Personal Items(5) - By walking the Logrus with an item prepared in a special way, it is possible to bind that item to one's self. Afterwards, it can be 'found' in Shadow, either through walking in Shadow a short distance, or manipulating Shadow so that it will appear. (prereq: Initiation) TRUMP ARTISTRY Trump Artistry is primarily a form of expression which involves the creation and use of 'living art-work.' This 'art-work' has a special tie to the existence of that which it depicts, whether a person or a place. Typically, this expression is done through drawing or painting, though sculpture is not unknown. At the GM's option, other forms of art may also be used as a focus for Trump. The actual power of Trump is actually somewhat independent from how it is focused. Indeed, those with greater understanding of the principles involved can establish a Trump connection without an actual Trump Artifact. So, another aspect of Trump Artistry is the underlying principle of 'connection,' be it person-to-person, person-to-place, or even place-to-place. No Trump Potential(-5) - If, for whatever reason, th eplayer decides that the do not want their character to EVER be able to learn Trump Artistry, they can ake this point break. Sensing Trump Energies(5) - One has the ability to sense Trump Energies. This is required before any other Trump Technique can be learned. Scrying(5) - One has advanced their ability to Sense Trump energies to such an extent that they can use ambient Trump Energies as a sensory device to scry within shadow. Trump Artifacts and Artists will become instantly recognized as such when scrying is attempted. Things of greater reality will also stick out amongst the lesser things of Shadow, due to the increased ambient Trump energy associated with them. The identities of people sensed in such a manner will only be known if the Artist is familiar with them. (prereq: Sense) Identification(5) - Due to past experience, one can deterine the identity of whomever is attempting to contact them via Trump, so long as such contact has been established in the past. Generally, a Trump Artifact of the caller is required in order to identify them, though one with Trump Memory can do so without one. (prereq: Sense) Memory(5) - Due to extensive experience, the Artist has learned to use Personal Trump Energies in such a way that the physical medium of a Trump Artifact is not necessary. This ability, of course, can only be used to Teleport to familiar places, or to contact familiar people. This also allows one to open Trump Gates to these familiar places, and accomplish other effects which normally require artifacts. (prereq: Sense) Jamming(5) - One has learned to disrupt the flow of Trump Energies in regards to another. This tends to block virtually all Trump communications to and from the target. This target can either be a location or an individual. A Trump artifact of the desired target is required unless one is jamming their current location. (prereq: Sense) Blocking(5) - Similar to Jamming, this prevents transportation in the same manner that Jamming prevent communication. (prereq: Sense) Spying(5) - One has advanced their ability to Sense Trumps to such an extent, that they can perceive the use of other Trump techniques and can even tap into conversations between others in Trump contact, provided a Trump Artifact(usually a card) associated with each is available and in physical contact with the Artist. (prereq: Sense) Redirection(10) - An advanced form of Jamming or Blocking becomes possible when one gains more experience. The art of Redirection allows one to change the target of any perceived active Trump Artifact or the utilization of a Trump technique which does not require an Artifact. The new target must be one which is familiar to the Artist. A Trump Artifact of the individual being affected is required unless one has Trump Memory and a very strong mind. (prereq: Jamming OR Blocking; Spying) Surface Contact(10) - Experience has taught the Artist to insinuate their attempt at contact into the Trump Energies which are always associated with an individual. This allows them to contact people via Trump Artifacts or Trump Memory without the possibility of being blocked, although Trump Jamming will still be effective. As soon as the Artist takes any action save 'sensing' with the target's senses or listening to surface thoughts, the target will become aware of them and can take any appropriate action. (prereq: Spying) Create Trump Images(10) - This allows one to create standard Trump artifacts, usually Trump Cards. Those who have other areas of artistic expression, such as sculpting, etching, or weaving, can create Trump images using these art forms. (prereq: Sense, artistic ability) Build Trump Devices(5) - This allows one to create other types of Trump Artifacts. These artifacts can be made to simulate certain Trump techniques; such as Identification, Jamming, and Spying. (prereq: Create Trump Image) Gates(10) - One has learned to focus those Trump Energies associated with a particular place in order to open up a bridge, or portal, to that destination. A specially designed Trump Artifact depicting the destination is required. (prereq: Building Trump Devices) Traps(10) - One has learned to warp Trump Energies in such a way as to make a Trump Artifact activate immediately upon either touch or sight. Such artifacts are keyed, so that the Trump Artist is not affected by their own Traps. (prereq: Building Trump Devices) Prisons(10) - One has advanced the art of Trump traps to the point where they can 'physically' trap an entity within the fabric of the Trump Energies associated with the Trump Trap. The entity is effectively caught in 'limbo.' Such trapped entities can, however, use their own Trump techniques or Trump artifacts in efforts to escape. Moreover, they can speak from within their prison and be heard. (prereq: Traps) MAGIC Basically, Magic is the ability to manipulate localized reality through techniques which are not fully understood. Indeed, what actually constitutes Magic from one place to another depends greatly on perspective. To a primitive, a simple flashlight would seem quite magical. In this system, Magic is essentially a form of energy which can be manipulated through specified means. The 'origin' of this energy and the means to use it tend to vary from Shadow to Shadow, but the basic idea is essentially the same. One draws upon the energy available, focuses their intent in a certain manner, and channels the energy through themselves. The stronger the mind, the more general their specifications need be. For example, a starting mage with an average mind must be specific about the 'type' of magical energy being used and the methods to use it within their current Shadow; while a mage with a powerful mind can generalize the 'type' to be simply 'magic,' and the method to be simply their intent. No Magic Potential(-5) - If, for whatever reason, th eplayer decides that the do not want their character to EVER be able to learn Magic, they can ake this point break. Sense Magic(5) - With this ability, one is able to sense and feel the forces of Magic. Cantrips(5) - This ability allows one to produce very simplistic magical effects. (prereq: Sense Magic) Sorcery(10) - This is the art of casting spells. The complexity and power of spells able to be cast are dependant on the practitioner's Psyche. (prereq: Cantrips) [While individual GM opinion may vary, below is a chart showing one method of categorizing how much different levels of Psyche can accomplish with Sorcery.] Psyche Magic 'type' required Method required --------------------------------------------------------------- 5 Shadow Specific long rituals 10 Shadow Specific daily memorization 15 Shadow Range 'hanging' spells 20 Shadow Range focused intent 25+ All Magical Shadows focused intent Powered Sorcery(5) - This allows one to power their Sorcery with one of the Greater Powers of the system; be it Pattern, Logrus, Trump, or something specific to the campaign. (prereq: Sorcery, Greater Power) Conjuration(10) - This is the art of creating something out of nothing or enchanting something already available. The level of power able to be invested within a creation or enchantment is dependent on the practitioner's Psyche. (prereq: Sense Magic) Powered Conjuration(5) - This allows one to power their Conjuration with one of the Greater Powers of the system; be it Pattern, Logrus, Trump, or something specific to the campaign. (prereq: Conjuration, Greater Power) Notes on Conjuration --------------------- Items and Creatures with powers can have them derived from one of the powers possessed by the Conjurer. A mage is limited to magical effects, while a Pattern initiate can have their creatures' Shadow Movement based on Pattern principles. Also, the permanance of a conjured item or creature is dependent on the amont of time invested in its creation. Complex Magic(10) - This is a specialized form of magical working. The main use of this ability is the creation of Wards; fields of magic energy designed to produce a specific effect when certain conditions are met. This ability also allows the mage to combine their Sorcery and Conjuration in other ways, such as creating spells of conjuration. (prereq: Sorcery and Conjuration) Magic Manipulation(10) - An enhanced ability of the mage is the technique of influencing lines, walls, or areas in which magical energies are already present. (prereq: Complex Magic) Dissipate Magic(15) - A highly experienced mage can essentially absorb and harmlessly dissipate most magical energies which come into contact with them. The amount og energy able to be dissipated safely is dependent on the mage's Psyche. (prereq: Magic Manipulation) Store Magical Energy(10) - An even further application is to store the energies absorbed instead of dissipating them. Such energies can later be used for personal needs. (prereq: Dissipate Magic) Magic Domination(15) - The culmination of magical knowledge. So long as one is not very close to primal energy sources, the mage can warp, dampen or energize nearly all fields of magical power in the vicinity; gaining nearly complete control over all the magical energy in the area; not to mention how it can be used, and by whom. (prereq: Store Magical Energy) MYSTIC POWERS As stated previously, PC's can belong to supernatural races. Following is a list of some unusual 'powers' which members of such races, as well as conjured items and creatures, may posses. Player Characters who take these must come up with a convincing argument which indicates How/Why the character came to possess such abilities. Preternatural Senses(5) - These senses cover a wide area, and the 5 points gives the character any or all of them. They include sight and hearing above and below the norm for Earth-type humans, as well as enhanced senses of smell and touch. Examples include Infa-red and Ultraviolet Vision. Enhanced Senses(5 each) - These senses allow one to perceive things beyond the scope of normal senses. Examples include the ability to sense such things as the force of Order, the force of Chaos, Magic, Temporal ratios between Shadows, the presence of Shadow Veils/Boundaries, the physical laws of a Shadow, etc. Non-Human Movement(5 each) - These methods of movement are those which are not naturally available to normal humans. They include flight, deep water swimming and tunneling. Enhanced Movement(10,15,20) - This is simply an enhancement of the standard moving types of running, swimming, jumping, flying, and tunneling. At the 10 point level, the individual can move up to twice their 'normal' velocity. At the 15 point level, they can move up to five times normal velocity. At 20, this increases to ten times normal velocity. NOTE: Warfare governs how well an individual can control the increase in velocity. Shadow Movement(5-15) - Those from Order and Chaos are not the only beings capable of moving through Shadow. This power represents an innate, non-powered, ability to traverse Shadow. Three levels of this power exist; the ability to Follow Shadow Paths and Trails(5), standard Shadow Walking(10), and Hellriding(15). Damage Protection/Armor(5/level) - 'Armor' is a broad term used to describe an ability to protect one's self from harm. This can typically take such forms as scales, thick hide, plates, force fields, entanglements, and wall manifestations. Each level of armor allows one to treat damage from weapons and attacks of that capacity as if a normal weapon were striking chain mail, lesser weapons will have virtually no effect. Level 1 = Resistance to Normal Weapons(5) - non-magic swords, arrows, etc. Level 2 = Resistance to Firearms(10) - high velocity physical projectiles, low-powered magic arms, etc. Level 3 = Resistance to Energy(15) - direct energy attacks, moderately powered magic arms, etc. Damage Potential(5/level, additional +5 for a ranged attack) - Each level of damage capacity increases the armor category necessary to treat the attack as 'normal.' Level 1 = Exceptional normal Weapons(5) Level 2 = Low powered magic arms or high velocity projectiles(10) Level 3 = Moderately powered magic arms or energy attacks(15) Shadow Manipulation(10) - This indicates the ability to influence reality in a limited area. It allows simple changes such as altering currency or finding 'lost' mundane items. Alternate Forms(5) - One can assume up to three distinct, pre-defined, forms. There is a cost of +5 if one or more of the forms is of different size or mass. Drain(15,30; +5 for ranged) - Each level of this ability allows one to temporarily reduce a target's END by 10 points. Desolidification(10,15) - At the lower level, this fixes an individual in a non- corporeal state. At the higher, it allows an individual to switch their physical body between material and non-corporeal states. So long as barriers and weapons are not enchanted to hinder such a state of being, they will not affect an individual who is non-corporeal. Invisibility(15) - This ability allows one to be undetectable to sight or hearing. This would also include all Preternatural Senses based on sight or hearing. Regeneration(15) - Normal characters already have some form of Regeneration via their Endurance Attribute, but they can halve their healing time by purchasing this power. Items with this ability will mystically repair themselves if damaged in some fashion. Powered by a Greater Power(+5) - The power purchased with this modifier derives its power from one of the Greater Powers of the campaign; generally Pattern, Logrus, and Trump. A Mystic Power can be derived from Magic at no cost. Note that an item can contain a Trump Image for 5 points through this modifier; image of person or place(0), powered by Trump(+5). [Typically, this power only applies to Shadow Movement and Shadow Manipulation. Players should discuss any other areas in which they want to apply the power with their GM.] Luck(up to ñ4) - Basically, this represents the 'luckiness' of the character. Positive points yield Good Luck, and make the character luckier. A player can choose to take Bad Luck, making an unlucky character, if they need a few more points. Each point of Good Luck uses up one character point. Each point of Bad Luck provides the player with one more points to spend. Resistance to Primal Force(-20,-15,-10,-5,0) - Outside their own environment, some Supernatural creatures will quickly sicken and die(-20). Over time, the metabolism of such creatures can change in response to the Force opposite their nature. Those based on Chaos will slow down and eventually turn into statues. Those based on Order will speed up and become unconscious living flames(-15). Other beings can withstand the opposing Force for about a full day before suffering the affects of a changed metabolism, but they may lose some of their powers while under the influence. After about a week of this, the full effects of Order or Chaos will take hold(-10). Many can survive for about of week of exposure before their primary powers become uncomfortable to use; and eventually take up to twice as long. They are otherwise unaffected(-5). The supernatural being suffers no ill effects from exposure to their opposing Force(0). Vulnerable to Summoning(-10) - The character belongs to a race for which the summoning techniques and formulas are well know to Lords of Order and/or Chaos. Vulnerable to Binding(-10) - The character belongs to a race for which the binding techniques and formulas are well know to Lords of Order and/or Chaos. Owed Service(from -5 to -25) - The being is bound to protect, guide, and/or serve; on a permanent basis. This lifetime service is in regards to a specific target, usually a loved one of the one doing the binding. If this 'target' ever dies, the being is free to go its own way(-25). The being accepts the goals and ambitions of its servitude without question. Essentially becomes the ally of the one who bound it(-20). This is a long term deal, where the being works towards more general goals(-15). This involves some specific duty or job which must be performed. This 'geas' is generally limited to obeying the one who bound the being(-10). A single thought is implanted into the being. Whenever faced with the implanted situation, the being will behave according to its 'programming,' otherwise it acts as it normally would(-5). No strings, no compulsions; a free agent(0). Supernatural creatures, are often summoned by wizards, mystics, and Lords of Order or Chaos; to name a few. The time involved in such summoning varies with the being, the purpose of the summoning, and the quantity being summoned. Consult the GM for specifics. ITEM CREATION Items have the potential of being abusive, but they also allows players to create more interesting characters. Putting points into an item is, in a sense, a method of purchasing a unique Power. Such a 'power' can be lost, at least temporarily. Any method of moving through or manipulating Shadow can be used to regain the 'power'. Items can be purchased which have any of the powers or attributes available to characters. If such items are purchased with Psyche and/or Warfare, the player may wish to consider buying they as Allies instead; especially if the 'item' is sentient. The control of items comes in different levels; only the item possesses the power, the item gives the power to its wielder/wearer, the item can only be used by a single individual, the items lends the power to its wielder/wearer and retains the ability as well. Modifiers for each level apply individually to each power possessed by the item. Note also that each Attribute possessed by an item costs the character one fifth the level contained in the item. Characters can also purchase multiple items at a reduced cost. Multipliers apply to the total cost for the item(s) after all modifiers have been taken into account. Individual GM's should set limits on the total number of points players are allowed to invest in their character's items. Modifiers ---------- -10 = Only item possesses power; minimum of 1 (for 5 point powers) or 2 (for 10 point powers) -5 = Item gives power to its wielder/wearer; minimum of 2 0 = Only a single individual canuse the power; psychological focus +5 = Item lends the power to its wielder/wearer, but also retains its use Multipliers ------------ *2 = Several items, up to 10 *3 = Many items, up to 50 *4 = Multitude of items, up to 100 A special power of items is their ability to provide their wielder/wearer some kind of bonus to one or more of the character's Attributes. This bonus costs the character two thirds of the cost for the increase. No modifiers can apply to this power, it automatically applies to whomever the item is currently possessed by. Such items sould, of course, have limits. A bonus to Psyche implies that the Item itself has a Psyche it can meld with the character. Generally, such items have high psyches of their own; possibly even unknown to the character. They may even have their own agendas. Long term use of a Strength Bonus can actually reduce a character's base Strength, since they are not really using their own muscles anymore. Endurance modifiers are essentially energy batteries. As such, they will errode away in time, and then re-energized in some manner. Warfare modifiers essentially control a character's fighting to some extent. While a temporary advantage, opponents with a Warfare rating above that which the character normally has can compensate for the changes given time. The following power can be included under Mystic Powers available only to items. Attribute Bonus(2/3 x Bonus level) SHADOWS At the start of a campaign, players may wish their character to be familiar with well-known or controlled Shadows which they have found or changed during the course of their lives. The types of Shadows and levels of control are described below. Even though others may be able to alter an individual's Shadow using Shadow Manipulation, the character who has 'bought' control over the Shadow can do so very quickly and with little effort. [NOTE: Character's who can alter the reality of their Shadow should have a power, item, or construct which allows them to do so.] Shadow Types ------------- Personal Shadow(1) - This is an entire Shadow, or universe, set to personal tastes. Any inhabitants, any combination of technology and magic, any society. For example, one could "buy" a version of Shadow Earth, but which happens to still be experiencing the Eighteenth Century. Or, if preferred, a fairie Shadow inhabited by elves, dwarves, dragons and magi. Or, just as easily, a high-tech Shadow featuring a galactic empire and ships travelling faster that the speed of light. The possibilities are limitless. Shadow of the Realm(2) - This is like a personal Shadow, but located in close proximity to Order or Chaos. Such a Shadow will be close enough to the center of things so it's only a relatively short trip. It's even possible that the denizens of the Shadow will be capable of moving through the Trade Zones of Order or Chaos. On the down side, some Shadows of the Realm are too close to Order to allow for really free shifting of Shadow. Another drawback is that the royal family of the nearby court will know of the Shadow, and will likely have an interest in what happens there. Naturally, being close to a center of power limits the types of environment and physical laws found within such Shadows. Primal Plane(5) - As with a personal Shadow, the player can describe it in any way. However, this Shadow contains a bit of reality, something left over from the creation of the Pattern and/or Logrus, possibly even pre-dating either of them. Such a Shadow is innately resistant to Shadow Manipulation, and will likely return to its original state if the changes are not maintained. Shadow Barriers (more expensive barriers include the features of the cheaper ---------------- ones) Communication Barrier(1) - The Shadow is barred against certain methods of reaching from one Shadow into another. Pick any or all from Pattern, Logrus, Trump, Magic and Psionics. The barrier can restrict incoming calls(from outside the Shadow), outgoing calls(from inside), or both. Communications barriers are all-inclusive, which means the player can't make a barrier that blocks all Trump except their own. Restricted Access(2) - The Shadow can only be entered through a limited number of means or access paths. The entry points can be limited to a certain geographical feature, say across a great mountain range; or through a particular type of feature, like any rug merchant's shop. Or a character would have to go through an elaborate ritual in order to cross into the Shadow. Guarded(5) - Some guardian, or class of guardians, will be set to intercept any and all who attempt to pass into the Shadow. The instructions given to the guardians are, of course, up to the character 'owning' the Shadow. Control of Shadow Destiny (more expensive ones include the features of the -------------------------- cheaper ones) Contents(1) The character can manipulate the Shadow's material, creatures, society, history, reality, and physical laws. For example, the character can decide that magic will cease to function within the Shadow. Or, as another example, the royal family of a kingdom will not have existed, and another form of government will take its place. (prereq: some means of Shadow Manipulation) Time Flow(2) - The character is able to influence the Shadow's "clock," either speeding it up, or slowing it down, relative to the universe's only absolute; that of the center of Order. For example, if a character, fleeing some threat, needs a few hours to heal and recover, it's possible to speed up the Shadow. That way the hours of healing can take place while only few minutes pass elsewhere. (prereq: some means of Shadow Manipulation, Sense Time Ratio) Shadow's Destiny(5) - A shadow can exert its influence over those who walk through infinite Shadow, putting itself in the way of a person or class of creatures. For example, it's possible for a Shadow to become part of Corwin's destiny, so the next time he moves through Shadow, he'll find himself entering the Shadow. (prereq: some means of Shadow Manipulation) CONSTRUCTS Constructs are artifacts and devices of tremendous power. They can have power sources in one or more Shadows, which must be linked in some way; be it environmental congruency or similarity of natural laws. However, in order for the Construct to be used in a Shadow which is not one of its sources, a Manifestation must be created. These manifestations are generally some kind of item, but are sometimes a type of creature; with different levels of connection to the Construct. The abilities of the Construct, which can be lent to its Manifestation(s), are dependent on those abilities possessed by its creator(s). These can include all levels of Trump, Pattern, Psionics, Logrus, Shape Shifting, Magic, Local Power, Local Technology, and General Mysticism. Since Constructs are so powerful, they will be treated as NPC's. If they are treated badly, or manipulated by another, their creator can permanently lose all control over them. [Note that starting characters must be the creators of those Constructs they own at the time of character creation.] Create Manifestation(s) (v) ----------------------- Manifestations are artifacts that act as a portable extension of a Construct. They should be created as normal items with the following 'Mystic Power. No modifiers apply. Innate Connection(1) - The manifestation is physically connected to the Construct in some way. This means that it has limited mobility, and cannot leave the Construct's Shadow and still maintain its connection. Constant Connection(2) - Some force or energy connects the manifestation to the Construct. This is usually based on one of the powers of the Construct. Either end of this connection can seek to reestablish contact if the link is broken. This link is constant unless broken, and has the possibility of being traced. Variable Connection(5) - The manifestation and Construct have a sophisticated link, one that can be snapped on or off instantly. Usually, such a connection can not be tracked from the manifestation to the shadow of the Construct. Personal Initiation(10) - This is essentially some method by which a character becomes a kind of Manifestation for the Construct. Examples of such could include walking the Pattern, negotiating the Logrus, and the Bath at the Keep of Four Worlds. This level of manifestation is usually only bought by allies of the Construct's creator, as the creator should already possess all the abilities that the Construct provides to initiates and manifestations. Create Shadow(s) of operation(v) ------------------------------ Create as normal Shadows, then apply the modifier found below. Single(*1) - The construct exists in only one Shadow. It must have a manifestation to affect things in other shadows. Multiple(*2) - The construct exists in, or is operational in, a number of shadows; up to ten. These Shadows are generally closely aligned and share some common qualities. EX: Keep of Four Worlds Region(*3) - The construct has access to a large number of power sources in a region of Shadow, and can manifest itself in these shadows if it has the abilities required. Such shadows are similar in respect to the power source the Construct is tapped into. EX: Ghostwheel Degree of Construct Development(v) -------------------------------- Machine(0) - The Construct has no real self-awareness; nor does it possess any kind of morals. It will accept any order delivered by any 'authorized' individual. [Psyche: 0-25; Endurance: 100 * # of Shadows] AI(5) - The Construct, while still just a machine, has an advanced Artificial Intelligence. While its code of conduct will vary with how it was built, and by whom, it has the capacity to make its own decisions. [Psyche: 25-50; Endurance: 150 * # of Shadows] Self-aware(10) - The Construct has some degree of sentience, allowing it to formulate is own values and morals, which may conflict with those of its creator(s). [Psyche: 50-100; Endurance: 200 * # of Shadows] Influential(15) - The Construct is extremely well developed, to such a level that its power equates to that of Greater Powers within its own sphere of influence. [Psyche: 100+; Endurance: 250 * # of Shadows] ALLIES An Ally is a friend, companion, mentor, or some other agent who has the character's best interests in mind. Judicious purchasing of allies can also allow a player to actually choose their character's parents. Allies can be designed by the player or by the GM. Either way, the number of points the character invests in the ally dictates the over-all power level and friendship of the Ally. First, the player should determine approximately how many points the ally is to be based on. Then, they need to determine the political and/or military position of the character. And finally, they must decide how close the relationship between the character and the ally is going to be. Note that these are just guidelines. The GM has final say on how much allies cost. Note that the minimum cost of an ally is one point. Point Range Base Cost -------------------------- 0-100 1 101-200 2 201-300 3 301-400 4 401+ 5 Casual Friend Close Love no significant power -1 0 1 2 minor political or military 0 1 2 3 Major political or military 1 2 3 4 Ruler of Order or Chaos 2 3 4 5 EX: King Random is worth about 500 points, and is the ruler of Order. To have him as a loving father would cost 5+5=10 points. EX: Benedict is worth about 400 points, and represents a major military power. Therefore, to have him as a casual friend would cost 4+1=5 points. EX: Flora is worth about 300 points, and is a minor political figure. Therefore to have her as a close friend would cost 3+2=5 points. CONTRIBUTIONS Contributions are player creations which enhance or at least add to the campaign as a whole. Some common examples are Character Diaries; Game Logs; related short stories, poems, songs; and Trump sketches. Each time a player brings in a single 'page' of a contribution, they get points added to their character. An interesting slant on this is to have the player write a short story or mini-history about what the points are to be used for. Not only would this net the desired points, but it would allow both the player and the GM to become more familiar with who the character is. Depending on the GM's style of play, points from contributions may be immediately added to the character, or may be held off and added to the character during the GM's regular advancement period. It is suggested that no more than 25 points total be added to a character through the use of contributions. CHARACTER DEVELOPMENT Some method for Character Development has to be created, or players will feel as if they are going nowhere. One possible method is the idea of training; no one can get better or learn new things without some kind of training. For expanding existing abilities, this may be self training. However, gaining new abilities requires a teacher of some kind. Obviously, training in new powers has to come from an Elder of come kind; and they aren't going to give up their knowledge for free. Therefore, not only does the character have to convince the Elder to train them, they have to 'pay' for the power. This 'payment' has two aspects: role-playing and game mechanics. The role-playing aspect is simple enough: do whatever the Elder requires and they'll begin teaching. However, what method should be used for the game mechanics? One method is to award 'advancement points' for each session. How many points to award should be based on how quickly the GM will allow characters to advance. A possible suggestion would be something like 2-4 points per session. As a combination of game mechanics and role-playing, the GM can require that the training of new abilities can only occur when there is sufficient 'lull' in the advancement of the plot(s). Well, this is alright for Powers, but what about Attributes. While one can envision Warfare and Psyche being increased, how does an Amberite get stronger or gain more endurance? One possibility is to have players design their character's maximum potential in such areas during character creation. The exact method would have to be up to individual GM's. GM SECTION GM-ING COMBAT Combat is sometimes rather straight forward. One first compares the relative levels of the attribute being used in the combat. Then, whoever has the higher ability wins. Often, however, it is not that simple. By doing unexpected things and changing the situation to be more in their favor, a 'weaker' opponent can win out over a 'stronger' one. For example, when Corwin fought Benedict in "Guns of Avalon," he was able to beat Benedict because he knew about an energy draining grass of which Benedict was unaware. Combat should be just another aspect of the story-telling nature of a campaign, and the degree of detail used to describe a fight should reflect this. Use a low level of detail when dealing with simple combats, ones in which one opponent is completely outclassed and the interaction is not important to the overall story. Use a higher level of detail when the combat is important, and can perhaps go either way. This allows others to learn more about their opponent as the combat progresses, thus giving them a possible increase in their chances of winning. Fighting can occur on a variety of fronts. The most common of which are discussed below. Hand-to-hand and/or Melee - This can be subdivided into armed and unarmed combat. The original rules state that armed combat falls into the province of Warfare, while unarmed combat falls into the province of Strength. The issue is somewhat confused when the rules go on to say that actually making contact with an unarmed attack uses Warfare, and that Strength often plays a large part in armed attacks with such maneuvers as 'Bind' and 'Beat.' Studying the normal practice of Martial Arts, one of the most common and popular forms of unarmed combat, it can be seen that it is primarily skill and concentration, not Strength, which governs effective use of Martial Arts. Therefore, it is suggested that the GM get together with their players and tell them exactly how they deal with melee style combats. Strength should only be considered in those combat situations where it truly applies, primarily in grappling and holding one's opponent(s). Ranged - Strictly the province of Warfare, this aspect of fighting deals with all forms of single target combat at a distance. Standard weapons used would include the bow, crossbow, and guns or other hand-held firearms. The larger the weapon, and wider the effect, the more likely the weapon will fall under the category of a Large Scale Battle type weapon. Large Scale Battles - These include large wars, sieges, and other mass attack and large population conflicts. Normal individual fighting skills take a back seat to the more subtle aspects of Warfare, that of Strategy and Tactics. If a large scale battle occurs in a campaign (it is highly suggested that they be avoided), make sure the characters have experience in such battles if they plan on being the leaders of their forces. Mental - A completely different kind of battle, mental combat pits Psyche against Psyche. So long as there is no interference, and no physical contact, the stronger mind will almost always win. The only case with these conditions in which it would lose is if the two minds are closely matched, and the other possessed more Endurance. The exact nature of how to run Mental conflicts is entirely up to the individual GM. Combat, of course, will invariably lead to some kind of injury, at least in physical conflicts. The degree of such injury is usually governed by the relative levels of the combatants and the damage capacity of their weapons. The exact nature of which type of injury results in any particular combat is up to the individual GM. Injuries can fall into several categories, including Scratches, Bruises, and Scrapes; Cuts, Pricks, and Sprains; Slashes, Stabs, and Serious Blood Loss; Life-Threatening; Maiming; Mortal; and Death. GM-ING POWERS Consistency and fairness in dealing with the use of Powers can be rather difficult at times. Generally, a character can use their powers at any time and in any way which is normally open to them. Sometimes, however, they either use them in unexpected ways, or in situations in which the GM would much rather they did not. It is simplest to say that the power doesn't work in the instance, but there has to be a reason. If all their abilities had been working fine up to that point, and sudden;y stop working, the GM really can't just say that the power doesn't work, unless there is a very good reason why it stopped. The best advice is probably to gp with the flow. Let the characters do whatever they want, until it interferes somehow with the GM's plans. Keep going, and if the player continues to press the matter, go onto another player for a while, telling the 'offended' player that you'll discuss the matter later. This not only keeps the game going, but allows the GM time to retrofit the story and come up with a valid in-game reason for their decision. DESIGNING NEW POWERS Designing new powers is really up to the Players. The GM's job to determine how much the new Power will cost. In general, if the power is similar to one which already exists, but with a different basis, the cost should be similar to that in the power which is available. If the new power has no similarities to the others already described, that's when the GM must go to work. The overall level of power and usefullness are the basis by which the power's cost is determined. Individual GM's may rate new powers differently, so players must consult their new GM if translating their character from one campaign to another. CAMPAIGN SECTION TOURNAMENTS CONQUEST OF REBMA - Uses the basic Amber Diceless Role-Playing System for 6 to 8 players. Queen Moire and all her court have vacated the realm of Rebma, leaving a powerful political base ripe for the taking. You are among the few capable enough, and worthy enough, to assume the Rebman Throne. Now, what to do about your competition? ---------------------------------------------------------------------------- Players should start off with 150 points to spend. Once they make a bid in any particular attribute, they have spent that many points. After the bidding for an attribute is over, the GM will announce the relative rankings of each player. Players can secretly spend more points to match the bids of other players. This would make them a half rank behind that individual in that attribute. If no bid was made, the player can sell down their attribute to Chaos level and gain 10 more points to spend, or sell it down to Human level and gain 25 more points. Human level is very bad, since it means you could be killed instantly by other players. The Attributes will be auctioned in the following order: Warfare, Strength, Psyche, Endurance. Once the auctions are over, players may spend their remaining points on Powers and Items. If Artifacts are to be auctioned off, their quantity would decide where they would fall during the auction. One artifact would fall between STR and PSY; two between STR and PSY AND after END; three between each attribute; and four after each attribute. Possible artifacts to be auctioned can be found below. If a player will accept being unlucky, they may take Bad Stuff. One point of Bad Stuff gives the player one point more to spent. Any unspent points will go into Good Stuff, making the character lucky. "Stuff" will be limited to 9 points in either direction. The job of the GM is to make sure that the created characters total 150 points and to arbitrate all PC conflicts. The only rule of conflicts is: "The person with the higher attributes always wins; unless the other 'cheats' by changing the situation." Coral Scepter ------------- You have always been a close friend and confidant to Queen Moire. This relationship has always been a secret one, and now you may be able to capitalize on it. A short time ago, Moire gave you this scepter, telling you that it would grant you great power in the near future. In retrospect, you believe this occurred shortly before she and her court disappeared. Now, as you make your way towards Rebma, the powers, abilities, and history of the scepter have begun revealing themselves to your mind. This scepter was given to Lir, first King of Rebma, by Oberon himself. Soon after the Kingdom of Amber was established, Lir fell into fighting with Oberon, his own brother. After he disappeared, the scepter passed to his son, Triton. On his death, it was passed on to Moire, his eldest child. Moire has been Queen in Rebma ever since. Well, until recently anyway. While you often saw her using it during religious and political ceremonies, you never gave it's overall significance much thought. Now you know that hidden within its form is the First Shadow of the Jewel of Judgement. The scepter's main power deals with the nature of the water in and around the Kingdom of Rebma. While it can't be used to make the air unbreathable, it can be used to affect the flow, temperature, and current of the waters; much like the Jewel of Judgement controls the weather above the sea. While this is its most spectacular power, it has a few other powers as well. If displaced, you can sense its direction and distance from you; It can alter and/or control the nature of physical laws in a hundred foot radius; It can provide teleportation to any well-known place; and it can greatly slow down an individual in line of sight and within fifty feet. Depending on the victim's endurance, and the amount of concentration put into it, you might be able to completely paralyze someone who is in range. These powers can be used so long as the scepter is within fifty feet. Note that the distances involved above are measured from the scepter, not you. Llewella's Mirror (if from the Courts instead of Rebma, replace Amber with the ----------------- Courts of Chaos in the paragraphs below.) You have long been Llewella's secret eyes and ears in Amber, and you've often wondered how she could always find you, no matter how carefully you were trying to hide; not that you ever tried hiding from HER, but sometimes you wished to work in secret. By your calculations, it was just before Rebma was vacated that she came to you. "I've little time, so pay attention and don't interrupt," she said as she opened a smallish velvet box. Within you saw an intricately designed silver mirror. "Soon, you may have need of this," she went on to say. "This Mirror of Seeing can show you the location and situation of anyone you have previously seen, and any place you have even the briefest descriptions of. With concentration, you will even be able to hear any sounds being made at the location and any conversations being had by the individual you are scrying. Also, because of its nature and powers, it can also be used to reflect energy and magical attacks directly to the one who caused them. You must be careful with this, as the field of deflection only exists in the direction the mirror is facing." She paused, as if listening. "I've told you all I can; the rest is up to you. Use your gifts wisely." With that, she vanished from sight. When you heard of the vacating of Rebma, you knew what to do. Others may wish to control that realm, but you know Llewella's gift meant that you should take it for yourself. UNICORN HUNT - Uses the basic Amber Diceless Role-Playing System for 6-8 players The Unicorn has been sighted quite often of late. You and your siblings will be given the task of learning why. Oberon has put this forth as a test of [wo]manhood, and an opportunity to show that you are fit to be accepted as a True Child of Amber. What dangers or revelations will you discover during your Quest for the Unicorn? (Players will be taking the part of one of the Nine Princes or Four Princesses of the House of Amber.) ADVENTURE OUTLINE Many Unicorn Sightings: Forest of Arden, Valley of Garnath, Lighthouse of Cabra, steps to Tir-na Nog'th, near steps to Rebma... PC's asked to find out why: by Dworkin acting on Oberon's orders Learn that she is being Hunted: by encounters with 12 man-wolves Stop some hunters from killing a unicorn: 8 hunters and 6 man-wolves Discover that the hunters were sent by forces out of chaos: Trump and letter found on bodies or by search of survivors Hunter's liaison with their Chaosian masters tracked through Shadow: Liaison found with approximately a dozen guards Learn of the one behind it all, Alkeron: Trump found with Liaison Alkeron known to be in a Particular Shadow near Arden: gained by interrogating Lundri or further search of Lundri's location Alkeron located: somewhere in Arden Final Battle: fight with Alkeron and whomever he decides to summon Gifts from the Unicorn To start, let the PC's interact together for a while to get a feel for their characters. Then read them the following message which outlines their quest. Dworkin - "Greetings, Children of Amber! I am Dworkin, advisor to the King. I have been instructed to brief you on a quest of great importance. The Unicorn, patron beast of the House of Amber, has been sighted in many places recently. The King wishes you to locate the Unicorn and discover why it has chosen to appear again at this time. "To aid you in your quest, I have created a set of Trumps for each of you." He continues as he passes out a packet of Trumps to each PC. "In each set of Trumps you will find a Trump of this Library, one of each of you, one of the entrance gates to the Castle, and one of the King. You are to use these to keep in contact with each other and to notify the King of anything important which you learn. "If you succeed in this endeavor, you will demonstrate your ability to be worthy of the Crown. Do not doubt that your father Oberon will be watching you all. Good luck in your quest." With this, Dworkin will disappear with flashy special effects. Overview PC's either start with pre-generated characters, or have an Attribute Auction. If pre-generated characters are used, the 250 pt. Elder Amberites from the NPC section can be used. This module is designed for low-level Amber Diceless Role-playing characters. Its purpose is to send the PC's on a quest that will ultimately put them face to face with the Unicorn of Amber. There will be opportunities for role-play as the PC's search for information on the Unicorn; either in the Library itself or from witnesses of Unicorn sightings. There will also be chances for combat once the PC's learn that there are forces trying to kill and/or capture the Unicorn. The first battle should happen the first time any of the PC's inspect one of the wilderness scenes of a Unicorn sighting. A fight with agents of the main individual(s) who are "hunting" the Unicorn could happen at every scene of a sighting, some of them, one of them, or even in other locations such as the place in which a witness is being questioned. Fighting should only be about half of the overall adventure however. A balance of role-playing and combat should be attempted. Adventure Text -------------- Some quotes from Unicorn Sighters: "Bright, she was. Like a shinning star." "It seemed to me as if she was runnin' from somethin'." "The most beauteous thing mine eyes ever beheld." "I don't know what gave me this impression, but she seemed awfully tired and spent-like." "She kept looking over her shoulder, like she was being followed." "I don't know what it was, but some kind of howling made her bolt away out of sight." "I only caught a glimpse of her. But there seemed to be somethin' big and dark hot on her heels." Encounter with man-wolves: Can occur at any location outside of the city. "You are rushed by a group of creatures with a toughly humanoid build. They are over six feet tall, have dark grey fur, and the head of a werewolf. They all seem to be wearing pants and some kind of sash. What will you do?" Encounter with hunters: can occur after a few man-wolf attacks or once the PC's track some man-wolves back to their masters. "You see a group of eight hunters attacking the Unicorn. There are about six man-wolves attacking her from all sides. Four of the hunters are taking aim with bow, three are shouting orders to the man-wolves, and one is shouting arcane sounding words, while a shimmering field of energy is beginning to surround the Unicorn. Them one of the men spots you and shouts. The archers turn to face you, arrows at the ready. What do you do?" The Unicorn Speaks: "Thank you for rescuing me. I don't think I could have held them off much longer. Don't look so surprise. I'm just one of a race of lesser unicorn sent by the Great Unicorn to warn of the danger to her. Forces out of the chaos have been trying to destroy her so that Amber and all of Shadow can be destroyed. These mad beings seek a return to a time before the coming of Order. Please, you must find the one behind this terrible deed. And hurry, there is no telling how close their plans are to a reality!" Converse with Hunters: "We though she was just another dumb animal." "This guy convinced us that there was an overpopulation of unicorns in the area. They needed to be thinned out." "The guy was really convincing. I never questioned him. He just seemed to know what he was talking about." "He gave us this card to notify him when we killed a unicorn." Search of Dead hunter's bodies: "You locate a Trump of an unknown man. You also find a letter. The letter says: 'When you kill off a unicorn, use this to contact me and you'll be well rewarded. This infestation of overpopulated unicorns must be cut down.' It is signed: Lundri. Locating the Man on the Trump: "You find the place which corresponds with the background on the Trump. You see the man from the Trump heading toward a small keep surrounded by a dozen guards. A guard spots you and orders the others to attack. What will you do?" Converse with Lundri: "It wasn't me I tell you! Alkeron is the one you really want. I'm just a lackey. Here, this is his Trump. Use it if you want. No, I don't know where he is, just that he is somewhere in a Shadow of the Forest of Arden. I'll do anything, go to prison if you want, just don't kill me!" Search of Lundri's Body and/or keep: "After a thorough search, you find a Trump of someone. The background of the Trump is really distorted and strange, as if the artist kept changing his mind on what to put there. You also find a message: 'Lundri, once the hunters have killed the Unicorn, join me in the shadow of Arden.' Signed: Lord Alkeron, House Hengrave, CC." Finding Alkeron: "You see the man from the Trump, the one called Alkeron. He is dressed in deep black robes with strange spidery and snakelike symbols upon it. You looks at you and says, 'I've been expecting you. I knew sooner or later Oberon's brats would find out what has been going on. No matter, you won't live to tell anyone about it.' With that he launches a magical attack which knocks you over. He begins to incant another spell. What do you do?" After the death of Alkeron: "A shinning figure enters the clearing. A soft shimmering light encompasses her, as if she were covered in down rather than fur and maning. She has tiny, cloven hooves which are golden, as is the delicate, whorled horn that rises from her narrow head. Her eyes are bright emerald green, and her gaze when it meets one's eyes is penetrating. She nods her head at you and a box bearing your colors and symbol appears at your feet. You feel a wave of love and gratitude wash over you. She rears back, taps her hooves on the ground, turns, and vanishes into the forest." Unicorn gifts(if using pre-generated characters): Benedict: a beautiful katana, a Trump of a Japanese-style Shadow and a letter of introduction to a great warrior/strategist Bleys: a magnificent sword with a filigree pattern design Caine: six bejeweled daggers of magical nature Corwin: a silver rapier baring an image of the Pattern in its blade Deirdre: a suit of black and silver battle armor Eric: a heavy golden sword of fabulous quality Fiona: a letter sending her to Dworkin for more advanced mystical training with magic and the Pattern Brand: a Trump of a Shadow of legendary magic and power Gerard: a big indestructible sword Julian: white enameled armor Monsters/NPC's Unicorn Sighters - These people are simply Amber folk who happen to have seen or glimpsed the Unicorn. All sightings are to be considered valid. No-one would lie about a such a thing since they believe the Unicorn to be a scared beast. Unicorn sighters include such people as peasants, merchants, mercenaries, sailors, barmaids, miscellaneous low-ranking individuals, and a few minor nobles. Exactly where in Amber proper these sightings occurred is up to individual GM's. If the sighting was in or near a town, a small Unicorn shrine will most likely be in the process of being built. If the sighting was in the forests or near the beaches, either a small shrine or a cairn of stones will be in the process of being erected. Fights with the man-wolves (hunters' agents) should only occur in these latter types of areas. Just about anyone a PC might want to question will either be a Unicorn sighter themself or have been told about a sighting directly from a sighter. Such landmarks near sightings include the Valley of Garnath, Lighthouse of Cabra, the steps to Tir-na Nog'th, steps to Rebma and in the Forest of Arden. Hunting party "agents" - These agents have a humanoid build. They stand roughly six feet 4 inches in height. They have fur in shades of grey and a head that is a cross between a man's and a wolf's (your basic werewolf look, but not a werewolf). These agents wear dark black leggings and a sash (choose any color) with a design of a crossbow, long bow, and spear crossing in the center of a badge over their hearts. Because of their minimal intelligence, they will attack anyone who they perceive as interrupting the hunt. Because of their nature, these beasts will fight to the death. Abilities/other notes - Extra-Hard claws and teeth Danger Sense Follow Shadow Trail Rapid Healing Man-wolves generally travel in groups of three. In any encounter with them, however, there should be at least twice as many man-wolves as PC's, but no less than three. Hunters - These consist of four archers, four bare-handed fighters, and two mages. These people are typical Amberites out for a grand ole time and the thrill of the hunt. They wear hunting outfits with their personal design (see above) as a round badge over their hearts. They believe the Unicorn to be just another dumb beast; one of a race of such. They think the reason for all of the recent Unicorn Sightings is because the population of unicorns has gotten out of hand. They are not truly of evil intent, but are mearly being misguided by evil forces from the Courts of Chaos. They will surrender or try to run away (GM discretion) if their lives are seriously threatened. When fighting, they will go for disabling attacks; they will not try to kill people. If a PC has creatures fighting for him/her, the hunter(s) will attempt to kill them quickly and with minimal pain. All hunters will be mounted. The fighters each have a bow with about a dozen arrows, a crossbow with six bolts, a single spear, and a regular sword. The bow will be readied, the crossbow and spear will be attached to their saddle-bags and the sword will be sheathed at their hip. The tough fighters will be equipped with leather armor and daggers. There will also be two mage hunters. These hunters will be trying to use their magic skills to keep the unicorn at bay while the others finish her off. They will begin casting spells at the PC's if they try to interfere. A unicorn - A brilliantly white horse with cloven hooves, a whorled horn and bright eyes. She is an agent sent by the True Unicorn to warn of the threat to Her. This unicorn knows Sorcery. Once rescued, the unicorn will tell the PC's that she is merely one of a race of lesser unicorns sent by the True Unicorn to warn of the plans of a being of Chaos who was seeking the destruction of Amber by destroying Her. Lundri - This individual is merely a lackey; and agent sent to spread the idea that the Unicorn is just another dumb beast. He is somewhat evil in nature, but can be reasoned with. He is out for money and power, and has little idea of the true state of affairs between Amber and Chaos. He will fight to defend himself, but will surrender if things look bad. Lundri knows how to Shape Shift and is a Logrus Master. He will be accompanied by a dozen guards. The guards will be armed with a variety of weapons. Some will have a sword, others will have an axe, war hammer, or spear. They will all be wearing chain mail shirts and leather leggings. Alkeron - This individual is a truly evil chaosian who wishes the utter destruction of the Unicorn, Amber, and Shadow. He wishes a return to the time before the Pattern was created, when only Chaos reigned. He will never give up or surrender. He will continue to fight until all who are in opposition perish. Alkeron is a Shape Shifter, an Advanced Logrus Master, and knows Sorcery and Trump Artistry. The True Unicorn - A soft shimmering light encompasses her, as if she were covered in down rather than fur and maning. She has tiny, cloven hooves which are golden, as is the delicate, whorled horn that rises from her narrow head. Her eyes are bright emerald green, and her gaze when it meets one's eyes is penetrating. An enigma of powers and abilities. The only thing know about her is her ability to move through Shadows, and the fact that she is the Patron beast of the House of Amber. There are rumors that she is much more, and a superstition among the Amberites that harm to her would be very detrimental to everything in Amber. Combat Charts KEY: /B - Psychic barrier E - Endless (Endurance Only) U - Unknown # - # points above Human L - Logrus AL - Advanced Logrus SS - Shape Shifting T - Trump Artistry S - Sorcery EH - Extra Hard "Weapon" SD - Sense Danger ST - Shadow Trail RH - Rapid Healing P S E W Abilities ____________________________________________________________________ Man-wolves(12+) 15/B 31 E 37 SD,EH,ST,RH Mage Hunters(2) 49 31 35 21 S Warrior Hunters(4) 37 38 37 49 Tough Hunters(4) 37 49 37 39 Unicorn 25/B 95 E 100 S Lundri 45 45 45 45 SS,L Lundri's Guards 25 37 37 49 True Unicorn U U E U ? Alkeron 75 40 55 95 SS,AL,S,T ASSAULT ON THE KEEP OF FOUR WORLDS - Uses Amber Diceless Role-Playing System for 6-8 players Knowledge of the Keep has spread, and each PC seeks to take its power for themselves. Standard Throne War style game with a different setting. Control over the Fount will be auctioned off to the highest bidder (minimum bid is 20 points); Sorcery and/or Trump must be purchased by the winner of such an auction. An Attribute Auction will also be held in the following order: Warfare, Psyche, Strength, Endurance. Characters will have 150 points to spend. "Stuff" will be limited to 9 points either way. Since the charisma aspect of Stuff is virtually worthless, and due to the limited time available, Stuff will be used up as time goes on; each time Good Stuff helps you, and each time Bad Stuff hinders you, it will be marked off until one ends up at Zero Stuff. Items are limited to a total of 25 points, whether this is in many items or only one. Shadows are not allowed at all; how can one take over the Keep if they are hiding in Shadow? Conjuration is allowed, but time concerns will be strongly enforced. Those with Sorcery should prepare a list of spells they wish to start the game with, up to 25 pre-hung spells; they get a free item which can hold up to this many. Power Words do not Exist. Fount Control (prereq: win control auction) ============== Sorcery Powers(requires Sorcery) --------------- Mental Sorcery - The culmination of Sorcerous learning is the ability to do Spontaneous Magic, or Mental Sorcery; thus allowing you to cast any spell which you have ever researched in virtually no time at all. Hanging a spell takes but a minute, if you choose to hang any. Magic Manipulation - An enhanced ability of the mage is the technique of influencing lines, walls, or areas in which magical energies are already present. Trump Powers(requires at least Basic Trump) ------------- True Trump Memory - Due to extensive experience, you have mastered the art of identifying the Trump Energies associated with people and places. This allows you to become instantly familiar enough with any place to teleport there, or with a person to contact them. The Living Trump - You have advanced your art of Trump Artistry to such a point that you are constantly filled with large quantities of Trump Energy. This enables you to utilize all other techniques with little effort or thought. As a side effect, Logrus Masters are well advised not to try hitting you with Logrus Tendrils. General Powers --------------- Keep Construction - You can manipulate the material and arrangement of the walls and such within the Keep. People with Advanced Pattern, Advanced Logrus or an item with Mold Shadow will be able to fight you for control of a limited part of the Keep, enabling them to eventually escape from structural traps. Elemental Servants - You have in your service four, and always four, elementals, one of each type. If one is killed during the conflict, you have but to travel to the domain of its element to pick up a new one. Each of these has its advantages. Earth - P:25 S:50 E:25 W:25 Fire - P:25 S:25 E:50 W:25 Air - P:50 S:25 E:25 W:25 Water - P:25 S:25 E:25 W:50 NPCS The following are my versions of the important NPC's found within the standard Amber rules. (L=Logrus, P=Pattern, T=Trump, SS=Shape Shifting, M=Magic, J=Jewel of Judgement Initiation, Psi=Psionics) CHAOSIANS SUHUY (120 75 80 75 ) (SS,L,T,M) "...A large, stooped, grey and red demonic form, horned and half-scaled, regarded [Merlin] with elliptically pupiled eyes. Its fangs were bared in a smile." - Prince of Chaos MANDOR (115 75 75 85 ) (SS,L,T,M) "...[Merlin] held it before [him] and put the others away, studying the blue eyes and the young, hard, slightly sharp features beneath a mass of pure white hair. [Mandor] was dressed all in black, save for a bit of white collar and sleeve showing beneath the glossy tight-fitting jacket. He held three dark steel balls in his right hand." - Sign of Chaos DARA (50 30 70 100) (P,SS) "She stood a dozen paces from [Corwin], a tall, slender girl with dark eyes and close-cropped brown hair. She wore a fencing jacket and held a rapier in her right hand, a mask in her left. She was looking at [Corwin] and laughing. Her teeth were white, even, and a trifle long; a band of freckles crossed her small nose and the upper portions of her well-tanned cheeks." - Guns of Avalon DESPIL: (50 30 40 80 ) (SS,L,M) "[Merlin] has always gotten along reasonably well with Despil, though he tended to take Jurt's side more often than [Merlin's]. But that was understandable. They were full brothers, and Jurt was the baby." - Blood of Amber JURT: (50 50 40 60 ) (SS,L) "Well, he's nasty. But he's kind of clumsy too. At least, he's screwed up whenever we've fought and left a piece of himself behind." - Merlin, in Sign of Chaos AMBERITES DWORKIN (125 80 100 70 ) (P,J,SS,T,M) "He was a small man. Tiny might be an even better word. He was around five feet tall and a hunchback. His hair and beard were as heavy as [Corwin's after four years in prison]. The only distinguishing features in that great mass of fur were his long hook nose and his almost black eyes, now squinted against the light." - Nine Princes in Amber OBERON (100 110 100 115) (P,J,SS,M) "Oberon, Lord of Amber, stood before me in his green and his gold. High, wide, and thick, his beard black and shot with silver, his hair the same. Green rings in gold settings and a blade of golden color." - Nine Princes in Amber BENEDICT (60 65 100 125) (P,M) "Then there was Benedict, tall and dour, thin; thin of body, thin of face, wide of mind. He wore orange and yellow and brown and reminded [Corwin] of haystacks and pumpkins and scarecrows and the Legend of Sleepy Hollow. He had a long, strong jaw and hazel eyes and brown hair that never curled. He stood beside a tan horse and leaned upon a lance about which was twined a rope of flowers. He seldom laughed." - Nine Princes in Amber OSRIC (50 75 60 115) (P,SS) "Painted on a plain white background is the portrait of a tall and well-built man, with thinning blond hair and a trim mustache. His dark green eyes are penetrating, looking out as if he were judging one accused of a serious crime. He weighs his spiked mace in one hand, uncertain yet in a state of readiness. Over a quilted vest of dark blue with white markings, he wears a loose, wide-sleeved garment of some softer, lighter material." - Amber Diceless Role-Playing FINNDO (60 75 70 120) (P) "The card shows a serious man, with a stern look about him, almost puritanical. His eyes are stormy grey, shot with tiny shards of silver. His hair and thick beard are a mix of hot red and cold iron. He is thick of neck and chest, and looks muscular. The steel ring on his left hand has a large, square stone of indeterminate dull color. He holds his heavy, two-hand sword more like an instrument than a bludgeon. He wears an ornate piece of red armor on his right forearm and has a pair of grey gloves on his belt. His dress is formal, in colors of dark red and grey." - Amber Diceless Role-Playing ERIC (60 65 90 110) (P,J) "Then there was Eric. Handsome by anyone's standards, his hair was so dark as to almost be blue. His beard curled around the mouth that always smiled, and he was dressed simply in a leather jacket and leggings, a plain cloak, high black boots, and he wore a red sword belt bearing a long silvery saber and clasped with a ruby, and his high cloak collar round his head was lined with red and the trimmings of his sleeves matched it. His hands, thumbs hooked behind his belt, were terribly strong and prominent. A pair of black gloves jutted from the belt near his right hip." - Nine Princes in Amber CORWIN (77 61 100 112) (P,J) "Green eyes, black hair, dressed in black and silver, yes. [Corwin] had on a cloak and it was slightly furled as by a wind. [He] had on black boots, like Eric's, and [he] bore a blade, only [his] was heavier, though not quite as long as [Eric's]. [He] had [his] gloves on and they were silver and scaled. The clasp at [his] neck was cast in the form of a silver rose." - Nine Princes in Amber DEIRDRE (50 60 95 95 ) (P) "...and then there was a black haired girl with the same blue eyes, and her hair hung long and she was dressed all in black, with a girdle of silver about her waist." - Nine Princes in Amber FIONA (90 60 75 50 ) (P,T,M) "Fiona--five-two, perhaps, in height--green eyes ... hair more than compensating for the vacant hearth, smoldering, reminded [Corwin], as always, of something from which the artists had just drawn back, setting aside his tools, questions slowly forming behind his smile. The place at the base of her throat where his thumb had notched the collarbone always drew [Corwin's] eyes as the mark of a mater craftsmen, especially when she raised her head, quizzical or imperious, to regard [the] taller others." - Sign of the Unicorn BLEYS (65 67 85 108) (P,T,M) "Then came a fiery bearded, flame-crowned man, dressed all in red and orange, mainly of silk stuff, and he held a sword in his right hand and a glass of wine in his left, and the devil himself danced behind his eyes, as blue as Flora's or Eric's. His chin was slight, but the beard covered it. His sword was inlaid with an elaborate filigree of a golden color. he wore two huge rings on his right hand and one on his left: an emerald, a ruby, and a sapphire, respectively." - Nine Princes in Amber BRAND (80 54 76 65 ) (P,T,M) "Then there was a figure both like Bleys and [Corwin]. [Corwin's] features, though smaller, [Corwin's] eyes, Bleys' hair, beardless. He wore a riding suit of green and sat atop a white horse, heading toward the dexter side of the card. There was a quality of both strength and weakness, questing and abandonment about him." - Nine Princes in Amber LLEWELLA (86 58 74 57 ) (Psi,P) "Next was Llewella, whose hair matched her jade-colored eyes, dressed in shimmering gray and green with a lavender belt, and looking moist and sad." - Nine Princes in Amber CAINE (70 66 50 89 ) (P,SS,T) "Then came the swarthy, dark-eyed countenance of Caine, dressed all in satin that was black and green, wearing a dark three-cornered hat set at a rakish angle, a green plume of feathers trailing down the back. He was standing in profile, one arm akimbo, and the toes of his boots curled upwards, and he wore an emerald studded dagger at his belt." - Nine Princes in Amber JULIAN (56 74 60 85 ) (P) "Next there was the passive countenance of Julian, dark hair hanging long, blue eyes containing neither passion nor compassion. He was dressed completely in scaled white armor, not silver or metallic-colored, but looking as if it had been enameled." - Nine Princes in Amber GERARD (50 125 70 80 ) (P) "And a big powerful man regarded [Corwin] from the next [Trump]. he resembled [Corwin] strongly, save that his jaw was heavier, and [Corwin] knew he was bigger than [him], though slower. His strength was a thing out of legend. He wore a dressing gown of blue and gray clasped around the middle with a wide, black belt, and he stood laughing. About his neck, on a heavy cord, there hung a silver hunting horn. He wore a fringe beard and a light mustache. In his right hand he held a goblet of wine." - Nine Princes in Amber FLORA (60 55 55 55 ) (P,SS,M) "The woman behind the desk wore a wide-collared, V-necked dress of blue-green, had long hair and low bangs, all of a cross between sunset clouds and the outer edge of a candle flame in an otherwise dark room, and natural [Corwin] somehow knew, and her eyes behind glasses [Corwin] didn't think she needed were as blue as Lake Erie at three o'clock on a cloudless summer afternoon; and the color of her compressed smile matched her hair." - Nine Princes in Amber CORAL: (60 50 80 60 ) (P,M) "Coral, on the other hand, was taller...slender, her hair reddish brown. When she smiled it seemed less official... [Merlin] approved of her sensible dark green breeches, heavy coppery shirt, and warm brown cloak. Her boots looked fine for walking, and she had on a dark hat that covered most of her hair. There were gloves and a dagger by her belt." - Sign of Chaos RANDOM (80 90 80 75 ) (P,J,M) "... a wily-looking little man, with a sharp nose and a laughing mouth and a shock of straw-colored hair. He was dressed in something like a Renaissance costume of orange, red, and brown. He wore long hose and a tight-fitting embroidered doublet." - Nine Princes in Amber SAND (95 50 95 60 ) (P,M) "The long-lost..." - Blood of Amber DELWIN (90 50 75 60 ) (P,T,M) "[Merlin] halted and stared. The frame was white, the glass was gray. Within was a man [he] had never met. His shirt was black and opened at the neck. He wore a brown leather vest, his hair dark blond, eyes perhaps green." - Prince of Chaos DALT: (60 90 90 110) (P) "His hair looked golden, or even coppery, by what light there was upon it; but [Merlin] remembered it as a kind of dirty blond by natural light. His eyes...were green...Ass the light from [the] torches reached him, [Merlin] saw that he has on a heavy, green sleeveless doublet without a collar, over something black and also heavy, with sleeves that extended down his arms to vanish within green gauntlets. His trousers were black,as were the high boots they entered; his cloak was black and lined with an emerald green that caught [the] light as the cloak furled about him in shifting, oily landscapes of yellow and red. He wore a heavy circular medallion, which looked to be gold, on a chain about his neck; and though [Merlin] could not make out the details of its device, [he] was certain that it bore a Lion rending a Unicorn..." - Sign of Chaos VIALLE (65 50 35 25 ) (Psi,T,M) "Vialle is a little over five feet tall and quite slim. Brunette, fine- featured, very soft-spoken. She was wearing red. Her sightless eyes look through [Corwin], reminding [him] of darkness past, pain." - Hand of Oberon MERLIN (75 25 50 40 ) (P,SS,L,M) "His hair was dark and there was a color in his face. His mount was a properly maned sorrel. He bore a cocked and bolted crossbow... "...He was beardless, slim. Possibly light-eyes within the squint of his aim. He managed his mount well, with just the pressure of his legs. His hands were big, steady. Capable. A peculiar feeling passed over me as I beheld him." - Hand of Oberon RINALDO: (50 30 30 40 ) (P,T,M) "[Called] Lucas Reynard: six feet tall, red-haired, handsome in spite, or perhaps because, of an artistically broken nose, with the voice and manner of the salesman he was." - Trumps of Doom MARTIN (65 50 25 60 ) (P,SS,T,M) "He was several inches taller than Random, but of the same light build. His chin and cheekbones had the same general cut to them, his hair was of a similar texture." - The Hand of Oberon