Nobles of Amber
Yoric, Quisar and Awen at
dixsous.org
1 About
The Amber Diceless Role-playing
Game1
offers great role-playing in the setting of the Chronicles of
Amber, by Roger Zelazny, without any random agent (i.e.
neither dice nor cards) and with little to no rules. Although
this game offers a great deal of freedom to players and
gamemasters alike, it also makes the Gm's
jobs of keeping track of an ``objective'' difficulty scale quite
difficult: let's face it, at 3 A.M., when you are focusing on the
plot, it is quite easy to be overwhelmed by a power player, just
because he can role-play a situation to his advantage and/or can
argue the Gm to death, even when the
character should definitely not be able to achieve such
feats.
A more recent game, Nobilis2, offers equally
great role-playing in a setting close to that of
Sandman, by Neil Gaimann. The rules are also diceless
and they provide a much more precise definition of characters,
although they manage to leave much freedom to players and
gamemasters alike.
The purpose of this document is to present a possible adaptation
of the rules of Nobilis to the setting
of Amber, as designed during a French
Amber micro-convention, during the month of August 2004. They
have not been thoroughly play-tested yet. If you have any remark
or contribution, please feel free to send them to the authors. We
believe that this document does not infringe on any copyright.
Please let us know in case of any problem.
2 Core Rules
2.1 Actions
Any action has a Difficulty and a possible Resistance. Difficulty
is related to the nature of the action, while Resistance is
related to additional obstacles created, voluntarily or not, by
either the character itself or other characters. Difficulties
scale from 0 to 9 while Resistance is not bounded.
For instance, climbing a mountain has a Difficulty of 1. If a
Prince has set a great number of traps
on the mountain, the Resistance might be 2.
Characters are defined by a number of Attributes and Gifts.
Supposing there is no Gift involved, in order to perform an
action without Resistance, the character must be able to match
the Difficulty of the action using an appropriate Attribute. If
the action has a Resistance, the character (or the Gm) must split the appropriate Attribute between the
Difficulty and the Resistance and match both.
If our character wishes to climb the aforementioned mountain
(with or without traps), he could use his Aspect Attribute
(explained later). If his total Aspect Level is 1 or more, he can
climb the mountain without traps. If his total Aspect Level is 3
or more, and if the situation is appropriately role-played/if the
player splits his Aspect correctly, he may match both the
Difficulty (of 1) and the Resistance (of 4). If the role-play is
inappropriate/if the player splits incorrectly or if the Aspect
Level is not sufficient, then there may be a problem. If the
Difficulty is matched but not the Resistance, the character has
successfully climbed the mountain but has fell into a trap. On
the other hand, if the Resistance is matched but not the
Difficulty, the character has successfully avoided the traps but
could not reach the top.
The rules are slightly different when a Gift is used. Each Gift
is equivalent to an Attribute Level and, optionally, a
Penetration Level. The equivalent Attribute Level of the Gift
must match the Difficulty of the action while the equivalent
Penetration Level must match the Difficulty (if any).
A character may also impose a Resistance to someone else's
action. The rules are the same except for the fact that the
Attribute Level must be split between the (counter-)action and
the added Resistance. If a Gift is used, the equivalent Attribute
Level and an equivalent Resistance Level may be used.
For instance, let us now consider the character who has placed
the traps on the mountain in the first place. Let us assume that
the method used to place traps on a mountain has a Difficulty of
3 and the character uses his Pattern Attribute to do so. With a
total of 5 Pattern Levels or more, if the situation is
role-played appropriately/if the player splits his points
correctly, he may match both 3 Difficulty Levels and 2 Resistance
Levels. He can achieve the same purpose with a Bobby-Trapping
Mountains Using the Pattern Gift with an equivalent Pattern
Level of 3 or more and an equivalent Resistance of 2 or
more.
2.2 Confrontations
Confrontations, whether they mean fighting, playing chess,
dancing, seducing, negotiating, running, betting...are only
successions of actions. In general, the highest Attribute wins.
Two characters with the same level in an Attribute are evenly
matched and must be untied through role-playing. Unless there is
a difference of one Level or more, however, the confrontation
will probably not be decisive.
In general, two different Attributes with the same level are also
considered balanced.
A confrontation is a role-playing opportunity and should never
degenerate to a slug-fest of numbers. For more details on how to
run a roleplay-based fight, see the Adrpg
rulebook.
2.3 Attributes and
Feat Points
Each character has a number of Attributes. The scale for each
Attribute ranges from 0 to 9, although most Attributes are
limited to 5. Each Attribute is linked to a number of Attribute
Feat Points, ranging from 0 to 10, with the most common value
being 5.
The Attribute Level itself represents the actions which the
character can perform without having to exert himself. Whenever
an action is too complex to be performed by the Attribute Level,
the character can exert himself, by using 1, 2, 4 or 8 Feat
Points for the related Attribute, hence increasing temporarily
the total Attribute Level by as many Levels. Using 8 Feat Points
is a way of pushing past the boundaries of one's body/mind and
always causes a Fatal Wound, whether this wound is physical,
mental or metaphysical.
Attribute Feat Points may be recovered eventually but never
exceed their original value.
2.4 Cooperation
Whenever a second character wishes to help another perform an
action, he must match the total Attribute Level produced by the
first character. This will increase the effective Attribute Level
of the group by 1.
Similarly, more characters may cooperate, by matching all the
Attribute Level produced by the first character. Each additional
character grants a bonus, within the limits of 1, 2, 4 or 8
Levels. In other words, a group of two persons has a bonus of 1,
a group of 3 or 4 persons has a bonus of 2, a group of 5, 6, 7 or
8 persons has a bonus of 4 and a greater group has a bonus of 8.
As usual, at level 8, something goes wrong.
If a character pretends to help but actually sabotages the
action, this character must match the total Attribute Level, as
the others, but he can also use additional levels to impose an
opposing Resistance.
3 Character
Creation
The process of Character Creation should start by a detailed
description of the character and his background story. This is
much more important than in most role playing games as the
character sheet will reflect a number of subtle points. For
example, a gifted youngster and an experienced artist who both
can create Trumps of similar quality will probably not have the
same Trumps attribute: while the beginner might draw with ease,
the veteran might have more difficulties but know some more
tricks which allow him to paint faster whenever the need arises,
just as one of them might have a limited understanding behind
Trumps and might not be able to draw Trump sketches.
We will use as running examples a possible Prince Corwin of Amber
before his amnesia, a possible Julia before she became important
to anyone but Merlin, and a possible Duke Merlin before the
succession of events related by the second cycle of books. Note
that these particular versions of Corwin, Julia or Merlin are by
no mean canonical, these are just examples.
In most campaigns, beginning characters are expected to start
with 30 Character Creation Points. Elder Princes will be created with 50 to 65 Character
Creation Points.
Characters are defined by their background, their Attributes and
their Gifts. Some creatures, on the other hands, are defined as
if they were Gifts.
3.1 Attributes
The four Attributes are Aspect (human skills and super-human
extension of these skills), Fortune (supernatural luck), Pillar
(Pattern or Logrus) and Wizardry (Trumps, Conjuration,
Sorcery...). Attributes range from 0 to 9 although there is a
maximal level that Princes of Amber (or
Chaos) cannot cross. Whether some other
kind of creature can be more powerful than Princes in this domain
is left to the appreciation of the Gm.
Each Attribute point costs 3 Character Creation Points. The
Attribute level of a character represents what this character can
do without any difficulty.
With each Attribute comes a Level of Feats, ranging from 0 to 10.
The Feats are used whenever a character attempts to perform
difficult actions. If the character undertakes an action without
having enough Feat Points to match the difficulty of that action,
it just fails. More examples later. Increasing the maximal number
of Feat Points costs One Character Creation Point per additional
Level of Feats.
Princes, both of Amber and of Chaos, are
superior to human beings. They are no super-heroes, no
mythological heroes or semi-gods (at least not on a daily basis).
They are just better. That is the Aspect.
Aspect Level
Aspect governs everything a human being can do. Dancing, writing,
playing chess, fighting, programming, running for President,
playing music, you name it, creating a nuclear bomb. If a human
being can do it and if it is not supernatural with respect to the
place, your level is given by your background and Aspect (in that
order).
- 0
- Most humans can do this, on a good day.
- 1
- Only a well-trained human can do this.
- 2
- Only top athletes (or researchers, artists,
politicians...) can do this.
- 3
- It is technically possible for a human being but it has
probably never been done.
- 4
- It might be physically possible for a human being, but it
is probably not.
- 5
- Some creatures or machines can do this.
- 6
- It is physically possible that some creature or machine,
some day, might do this.
- 7
- Physically impossible, with local effects.
- 8
- Physically impossible, with distant effects.
- 9
- Anything else.
Note
The scale is almost identical to that of Nobilis' Aspect. For more details, get a copy of
the rules or Nobilis.
Figure 1:
Mostly universal scale of
difficulty.
A Prince cannot have more than 2 in
Aspect.
Corwin
Aspect Level
Corwin is a top athlete, able to move a heavy car effortlessly
with the help of his brother. He is also an musician whose
melodies are remembered centuries after his disappearance. He
is also a charismatic leader, an excellent lover and a
competent strategist...However, none of this is superhuman. His
Aspect is 2 (= 6 Points). He can do all of this without any
effort. He never learnt mathematics, so he can't actually use
mathematics at all. However, should he decide to, he could
learn mathematics as fast as any human.
Corwin's Swordplay, on the other hand, is supernatural and will
be treated later.
Julia
Aspect Level
Although she is smart and learns some magic, for most things,
Julia is just a regular girl. Her Aspect is 0 (= 0 Points).
Merlin
Aspect Level
Merlin is well-trained in computer science, mathematics,
physics, athleticism, swordplay...He is also charismatic, good
at asking questions, at seducing every single girl he
meets...On the other hand, he does not display a super-human
intelligence, running at Olympic-level is not something he can
do without being somewhat tired...His Aspect is 1 (= 3 Points).
Aspect Feat Points
A Prince starts with 5 Aspect Feat
Points.
Additional Aspect Feat Points can be bought at the price of 1
Character Creation Point each. The Gm may
allow young Princes and Shadow-dwellers
to sell some or all Aspect Feat Points at the same price or to
transfer them to their Fortune. Most non-Princes do not have any Aspect Feat Point.
While the Aspect represents things a character can do without
difficulties and without getting tired, the Feat Points are used
whenever the character wishes to undertake a more difficult
action. The action might be quite short (running to the phone
before it stops ringing, mimicking a voice...) or quite long
(inventing a new technology). However, it is only one specific
action.
A character can use none, 1, 2, 4 or 8 Aspect Feat Points to
improve their level during an Aspect-based action. Using 8 Feat
Points causes a Fatal Wound, either physical or mental.
No matter how many Feat Points a character uses, the maximal
Difficulty an Aspect can match is equal to his Aspect Level+2.
Situation : Merlin runs for the Olympic title
- Gm :
- Okay, all the athletes are ready. How do
you wish to play this ?
- Merlin :
- Am I able to run at Olympic-level ?
- Gm :
- (checks :
Merlin's Aspect is 1. With 1 Aspect Feat Point, he can reach
level 2, which is the Olympic level. With 2 Aspect Feat Points,
he could beat the world record. Although he has more than 2
Aspect Feat Points, using them would not help him improve his
speed past the level of a top athlete.) Of course you
are. You're pretty sure you can beat the world record if you
try as hard as you can.
- Merlin :
- (ponders a
little) Nah, too much bother. I'll just go for the
Olympic-level. Just tell me if Luke is faster than me. I might
try and outrun him. (For instance, if
Merlin had used 4 Aspect Feat Points, totalling a Level 6
Aspect, he could have split them between matching a Difficulty
of 3 and adding a Resistance of 3 to prevent Luke from
outrunning him.)
- Gm :
- (crosses one of
Merlin's Aspect Feat Points) Okay, I'll do this. So far,
you're somewhat tired but that's nothing a good night's sleep
can't cure.
Situation : Julia learning Shadow-Earth's magic
Julia has found a master of magic. The Gm has decided that this magic will work on
Shadow-Earth and nowhere else. As this is a human magic, learning
it is an Aspect-based action. Only people with some training can
learn this magic.
- Julia :
- I learn everything !
- Gm :
- After a few days, you start realising that
it is not as easy as it looked at first. The language your
master is quite arcane and he keeps referring to the Kaballah,
which you do not know.
- Julia :
- I try as hard as I can.
- Gm :
- (crosses two of
Julia's Aspect Feat Points -- she did not learn the Kaballah
all of a sudden but for the task of understanding she is now as
good as if she had mastered it) Sure thing. After a few
months, you're as tired as you have ever been but it seems you
have understood all the bases of his art.
- Julia :
- Only the bases ?
- Gm :
- Yes, only the bases. But that's something
almost no human being could have done so fast. Are you
complaining ?
A good night's sleep is sufficient to recover 1 Aspect Feat
Point, without exceeding the number of Points bought during
character creation.
Corwin
Aspect Feat Points Corwin keeps pushing further his limits.
Considering the amount of human-like prowesses he performs
without much rest, Corwin probably has 10 Aspect Feat Points (5
``free'' + 5 ``bought'' = 5 Points).
Situation : Jasra vs. Merlin
Once again, Jasra is trying to kill Merlin. She knows that
Merlin is supernaturally lucky which makes killing him very hard,
but she does not know exactly how lucky he is. Actually, his luck
is equivalent to an Aspect of 5 (cf. section ??) when it comes to preventing
him from getting into harm. For this situation, we will assume
that Jasra has an Aspect of 1.
- Jasra :
- I'll get him this time.
- Gm :
- Sure. How ?
- Jasra :
- I don't know. Let's say I hire a pair of
cold-blooded killers to shoot him down from a distance. And I
do choose them well.
- Gm :
- Let me think. (Jasra is probably able to find a pair of good
killers. As she does not spend much time on Shadow-Earth,
however, she probably does not know them yet. Let's see the
total level of Jasra's attack.) Okay, could you detail
the plan ?
- Jasra :
- I handle the strategy personally. I spend
two weeks carefully monitoring the place and finding the best
possible spots.
- Gm :
- (Two weeks ?
Jasra's Aspect is 1, let's be nice and pretend that, in two
weeks, she can invest 4 or 8 Feat Points. Let us say 4 Points
as she has no reason to work herself to death. As Jasra used
two weeks, it seems coherent to believe that she has already
recovered these points so there is no need to cross them from
her sheet. That's a total of 5 Points, which must be split
between matching Merlin's luck -- which she cannot evaluate yet
-- and actually beating Merlin. Jasra does not stand a
chance.)
- Jasra :
- This time, Merlin dies.
- Gm :
- Of course he does.
- Jasra :
- Really ?
- Gm :
- (Seeing that
Jasra spent most of her time trying to prevent Merlin from
getting away through sheer luck, these 5 levels have been used
to match Merlin's luck. Hence, the attack can proceed as
planned. However, as there are no points left to beat Merlin's
Aspect, he will be either smart enough or fast enough not to
fall into the trap.) So far, the ambush proceeds as you
have planned. Merlin comes right on cue. He seems suspicious,
however. [description skipped] Eventually, he manages to run
away.
- Jasra :
- Shit. Someday, I'll get him.
- Gm :
- Sure you will.
Situation : Fiona reading a book
For this situation, we will assume that Fiona's Aspect is
1.
- Fiona :
- I hide myself.
- Gm :
- What ?
- Fiona :
- I hide as well as I can to read that
book.
- Gm :
- It's just a novel.
- Fiona :
- I know that. I just do not want people to
be able to predict when I am doing something nasty.
- Gm :
- As you wish. Do you use any supernatural
means ?
- Fiona :
- Let us not overdo it. They might want my
head if they get too suspicious. But I do hide as well as I can
within natural means.
- Gm :
- Can't say I understand your strategy but
alright. You take so many counter-measures by having people
believe you are just about anywhere that you can barely think
straight and remember all your lies. Additionally, you read in
a hall of distorting mirrors where people might looking at you
might even believe you are not yourself. Is this sufficient to
your taste ? (The Gm crosses 4 Aspect Feat Points from Fiona's sheet.
As reading this book does not require any specific skill, with
her Aspect of 1, she has a Resistance of 5 to being spied upon.
For a spy to look at the book itself is not a difficult task,
provided he can reach the book through this Resistance. The spy
needs to use the equivalent of 5 Aspect Points against her
Resistance, just to be able to look at the book.)
- Fiona :
- Exactly what I want. How is the book
?
- Gm :
- Boring.
More details on this in the section on confrontations ??.
Notes
Do note that the Aspect is not sufficient to explain Benedict's
strategic skills or swordplay, Corwin's endurance or Gerard's
strength. They will be treated as Gifts, in section ??.
Also note that some creatures might have an Aspect of 9, or some
specialisation of this Attribute equivalent to 9. No sane
Prince would want to cross the path of
such a creature.
Princes do not die in car accidents. They do not
catch the flu. They do not die on Napoleon's battlefields. They
do not even die of the Plague. They are, somehow, protected. Not
totally immune to death but, well, of all the Princes who have died, none have met their fate in
Shadow. All of this because of Fortune.
Fortune governs a form of supernatural luck that protects
Princes in Shadow. Not the kind of luck
that makes you win in a lottery. The kind of luck that saves your
life when a truck tries to kill you somewhere in Shadow. The kind
of luck that saves your life when a bomb explodes in your mailbox
in Shadow. Not in Amber. Not in Chaos.
As a rule of thumb, if somebody wants to kill you while you are
in Shadow, the total Level of the attack (whether Aspect Level,
Pillar Level, or Wizardry Level) must exceed your Fortune Level
just to have a chance of wounding you lightly. Even then, you
(or, more likely, the Gm) may use some of
your Fortune Feat Points to increase your Fortune Level against
the attack.
A Prince cannot have more than 5 in
Fortune.
A character may use 0, 1, 2, 4 or 8 Fortune Feat Points to
increase his Fortune Level against the attack. If 8 points are
used, for some reason, the character also receives a Fatal
Wound, as fully escaping the attack is not physically possible.
Princes start with 5 Fortune Feat
Points.
Additional Fortune Feat Points can be bought at the price of 1
Character Creation Point each. The Gm may
allow old Princes and Shadow-dwellers to
sell some or all Fortune Feat Points at the same price. Most
non-Princes do not have any Fortune Feat
Point.
Fortune Feat Points are recovered at the Gm's discretion, depending on campaign-dependent
criteria. Some possible criteria are :
- at the end of a session
- whenever the character makes new friends
- whenever the character manages to bring down enemies
- whenever the cause of Amber/Chaos is
furthered
- whenever the character is surrounded by people who actually
wish to see him live
- whenever Dworkin/Suhuy decides the character is useful
- whenever the character learns from his mistakes
- never, but one Fortune Level can be ``burned up'' to refill
the Fortune Feat Points
- at the price of one Character Improvement Point each
- whenever the Code of Conduct of the character is actively
followed
- ...
Similarly, the Gm may decide to
lower either the Fortune Level or the number of Fortune Feat
Points of a character or of all Princes
of Amber/Chaos.
Some possible criteria are :
- whenever the character learns and grows wiser
- whenever the Pattern/the Logrus is somehow weakened
- whenever the character makes new enemies
- whenever the character acts in contradiction with his Code
of Conduct
- ...
Corwin
Fortune Level
By sheer luck, Corwin survives being dumped dying in the middle
of the Plague, the destruction of London by fire, as well as
countless battlefields. Corwin's Fortune Level might be 3 (= 9
Points).
Julia
Fortune Level
If we consider that Julia is not a Prince, the Gm might
decide that she has no Fortune. However, for some reason,
although she does have extremely dangerous associates (Merlin,
Luke, Victor Melmann, Jasra, Jurt) and she plays with dangerous
forces (Wizardry, the Fountain, a Creature from Primal Chaos,
possibly others), she seems to float above petty problems such
as backstabbing, being branded enemy of the crown of
Amber or that of Chaos. Julia's Fortune Level might be 3 (= 9
Points).
Merlin
Fortune Level
Merlin's behaviour could be considered a wish of death. He
escapes assassination attempts due to sheer luck (including the
incompetence of the would-be killer), he meets creatures only
he can beat, his crazy creation ends up considering him a
father...Merlin's Fortune Level is 5 (= 15 Points).
Situation : Corwin on a battlefield
The scene takes place on a Napoleonic battlefield.
- Gm :
- You just received the news that the
section of your friend, Lieutenant Chanard, is being trapped
not far from here.
- Corwin :
- I look quickly at the maps. Do they stand
a chance ?
- Gm :
- (Corwin has an
Aspect of 2, he can analyse strategic situations very well.
However, he is not Benedict and he cannot turn such a disaster
in a brilliant victory) They have been used as bait. The
strategy is brilliant but they are going to be sacrificed if
your army is to win the day.
- Corwin :
- Can I do something to help them out ?
- Gm :
- Without leaving your position, you mean
?
- Corwin :
- Yes, can I send, say, a dozen men to help
them out ?
- Gm :
- You can send them to death, this will
weaken your position but not help them.
- Corwin :
- I get it. I will go myself, guns blazing,
and try and rescue Chanard. Can I do this ?
- Gm :
- Except for the blazing part, yes.
- Corwin :
- I give my orders and go.
- Gm :
- You do realise you are going to walk on a
Napoleonic battlefield, do you ?
- Corwin :
- I have survived worse things.
- Gm :
- Sure you have. (Walking on a Napoleonic battlefield is comparable
to an Aspect action. The Gm decides
that, no creature can be sure to do this but that someday, some
kind of armoured vehicle might be able to do it. This is a
level 6 Aspect difficulty. The Gm
decides that Corwin must match this difficulty with his
Fortune. Since Corwin has 3 in Fortune and can use only 0, 1,
2, 4 or 8 points, the Gm crosses 4
Fortune Feat Points from Corwin's character sheet.)
After almost half an hour of walking and running through smoke
and charging lines, through craters and explosions, you do
reach Chanard's section.
- Corwin :
- 't wasn't that hard.
- Gm :
- Well...the part of you that still
remembers about self-preservation might decide not to do such a
stupid thing everyday. You do realise you should not have
survived this, do you ?
- Corwin :
- Well...
Order and Chaos
shape this Universe. Order itself is
shaped by the Pattern, the power of manipulation, while
Chaos is shaped by the Logrus, the power
of swords and sorcery. Masters of the Pattern or of the Logrus
can bend the Universe to their will. At a risk. At a price.
In most campaigns, only descendants of Dworkin can walk the
Pattern and only shape-shifter Princes
of Chaos can cross the Logrus. In most
campaigns, the Pattern kills those who are unfit, while the
Logrus renders mad all those who attempt it. As always, the final
decision rests on the Gm.
| |
Pattern |
Logrus |
| * 1 |
Minor Pattern
Survival |
Focus |
| * |
Walking the Pattern is a dangerous task, deadly sometimes
even for those who have already walked it.
At this level of skill, the Initiate has a chance to survive
walking the Pattern. If the Initiate has used or lost Pattern
Feat Points, either before walking the Pattern or during the
ordeal, Aspect Feat Points are converted during the walk to
refill the Pattern Feat Points. If the Initiate does not have
enough Aspect Feat Points, he fails and, most likely,
dies. |
At this level, the Initiate has survived the Logrus and may
have been granted a gift. This gift is usually an intelligent
artifact which serves also as Focus. Artifacts creation will
be detailed later. |
| 2 |
Minor Travel |
Minor Sign |
| * |
At this level, the Initiate can walk Shadows from a known
place to another known place, by modifying visible details,
one at a time. |
At this level, the Initiate can summon the Sign of the Logrus
in front of his eyes. The Sign extends perceptions and makes
the invisible visible -- including magic spells. The Initiate
can also recover a Magic Spell previously stored in the
Sign. |
| 3 |
Minor
Research/Alteration |
Minor Manipulation |
| * |
By moving in Shadow, the Initiate can now search for generic
objects, animals, people or events in Shadow. He can now find
``one horse'' or, with more time, ``a war-trained horse'' but
not ``my horse'', unless the horse has been specifically
bound to him (i.e. if the horse is a Gift). He can find ``a
good brawler'' but not ``Gerard''. He can also find an event
such as ``I win the lottery'' or ``I have euros in my
back-pocket''.
As a rule of thumb, when looking for something important
which could be considered equivalent to a Gift, during the
search, the Initiate will need to ``invest'' as many
additional (i.e. higher than 3) Pattern Points as the price
of the Gift. More details on the investment in examples and
in confrontation rules. As another rule of thumb, in case of
doubt, investing a Pattern Point takes about as much time as
recovering a Pattern Feat Point.
Many Gifts cannot be found at all. As always, the
Gm decides which ones. In many
campaigns, ``a Trump'' cannot be found. In most campaigns,
``a Jewel of Judgement'' cannot be found -- unless it is an
impure reflection of the Jewel, and even then, it is probably
well-kept. |
At this level, the Initiate can extend Tendrils and use them
to manipulate distant objects as if they were arms or weapons
-- Tendrils cannot reach into Shadow (yet).
The strength, speed and resistance of a Tendril are roughly
equivalent to an Aspect of 3, while the dexterity and
fighting skill is equivalent to that of the Initiate.
Tendrils can be destroyed by physical force equivalent to an
Aspect of 3 or by supernatural means. Tendrils are physically
visible. |
| 4 |
Major Survival |
Minor Protection |
| * |
At this level, the Initiate
will survive the Pattern for sure, short of external
problems.
In terms of points, the Initiate can convert Aspect
Feat Points into Pattern Feat Points but does not have
to. |
At this level, the Initiate can summon Chaos into his mind as a (Level 4) protection
against Trump contacts, mental attacks or Sorcery but not
against physical attacks. |
| |
Minor Protection |
| * |
At this level, the Initiate can summon Order into his mind as a (Level 4) protection
against Trump contacts, mental attacks or Sorcery but not
against physical attacks. |
|
| 5 |
Major Travel |
Major Sign |
| * |
At this level, the Initiate can control his Path in Shadow,
making travel without danger. |
The Initiate can now use the Sign of the Logrus to store a
spell for future reuse. Spells stored in the Logrus decay in
about one week unless they are carefully monitored and fixed
every day. On the other hand, when the need arises, they can
be triggered almost instantaneously. |
| |
Minor Path Mastery |
Minor Roads |
| * |
Leading Shadow-dwellers in
Shadows without accidents or preventing them from following
you by accident are difficult tasks, grouped under the name
of Path Mastery, as they require altering the Shadow Path
behind the Initiate. |
The Initiate is now able to use
the Logrus as a mean of transportation -- one that does work
in Chaos but not in Shadow yet. To
move, the Initiate must, somehow, extend a Tendril to his
destination, anchor the Tendril and turn it into a form of
road. From that moment, and until it is destroyed by decay or
some external intervention, the road is a supernatural
shortcut, which can be used by anyone, unless it is somehow
hidden or protected.
The Road may be destroyed by physical or supernatural means
and its robustness of the Road is roughly equivalent to an
Aspect of 5. The owner can also remove the Road easily by a
Minor Manipulation. |
| 6 |
Major
Research/Alteration |
Major Manipulation |
| * |
At this level, the Initiate may find specific persons,
concepts, places or events. He can now look for ``Caine'',
``A battle initiated by Benedict'' or ``A better brawler than
Gerard''. If the target actually exists and if it is not
somehow hidden, the Initiate will find it. Specific persons
and places can usually be found in a matter of days. Locating
more complex concepts, such as ``A better brawler than
Gerard'', takes more time, on the same scale as that of Minor
Research.
All sorts of possible events can also be triggered by Major
Research/Alteration. For instance, a gifted Pattern Master
may use the Pattern to improve the efficiency of an army or
cause a sudden coup d'état in a Shadow. |
At this level, the Initiate can extend the Tendrils in Shadow
and use them to search generic persons, concepts, places or
events, to place Roads, to catch the target, to manipulate it
and/or to bring it back to him.
Although the Tendrils cannot ``see'' or ``hear'', they can
``touch'' and they can be used for some forms of spying. As
they are visible, however, and as their touch can be felt,
this use is limited.
Although the strength and robustness of a Tendril are roughly
equivalent to an Aspect of 6, the fighting skill of the
Tendril is still equivalent to that of the user. Finding in
Shadow takes an amount of time comparable to a Minor Research
with the Pattern. |
| |
Minor Sign3 |
Minor Chaos |
| * |
The Pattern may also be used as
a mean of observation. At this level, the Initiate can use
the Pattern to guess what happens in another Shadow.
Typically, this involves some form of divination, such as
looking in a pool of water and having the water reflect a
distant discussion between Princes,
or scrying -- not necessarily with Trumps.
Whenever the target is actively trying to hide, whether
through physical means or using some form of magic, this
observation is more difficult and requires a
confrontation. |
Just as the Sign of Chaos can be used to protect the
Initiate, it can serve as a channel to summon the
uncontrollable force of Primal Chaos. Although Primal Chaos, by essence, is almost impossible close to
Amber, where it is summoned, it will
bring a terrifying force, made of pure, insane, destruction.
Depending on the proximity to Order
and on the possible intervention of Masters of Logrus or
Pattern -- quite likely close to the Pillars or in the
Domains of the Major Families of Chaos-- this storm may consume a whole Shadow or
reach some balance point.
At this level, the Initiate can attempt to prevent Primal
Chaos from expanding but cannot even
hope to banish it alone. |
| 7 |
Major Protection |
Major Protection |
| * |
At this level, the Initiate can summon Order into his mind as a (Level 7) protection
against Trump contacts, mental attacks or Sorcery but not
against physical attacks.
In addition to protecting the Initiate, Order also imposes its mark on the attacker.
When the attacker is unaware or when the confrontation
indicates he is on the losing side, he will receive a Level 7
wound from the shock on this shield. |
At this level, the Initiate can
summon Chaos into his mind as a
(Level 7) protection against Trump contacts, mental attacks
or Sorcery but not against physical attacks.
In addition to protecting the Initiate, Chaos also imposes its mark on the attacker.
When the attacker is unaware or when the confrontation
indicates he is on the losing side, he will receive a Level 7
wound from the shock on this shield. |
| 8 |
Major Path Mastery |
Major Roads |
| * |
Through Major Path Creation, an Initiate of the Pattern can
create or alter paths for other Initiates. This skill may be
used to put car-eating monsters on the way of a Pattern user,
to defend the entry in a given Shadow (including the Golden
Circle) as well as to meet someone ``by accident''. |
Through Major Roads, an
Initiate of the Logrus can create the equivalent of the Black
Road: a Road reaching into Shadow, wide enough to get an army
marching on it, strong enough to reflect itself on other
Shadows so as not to be destroyed should some part of it be
cut, chaotic enough to convey the willpower of its creator
and make it, effectively, a little bit of personal Shadow
split among many Shadows.
Roads do not have to be black or destructive. As far as the
rules are concerned, they are created just like any other
Shadow. Of course, it is quite hard to create a Road reaching
to Amber, as long as Amber is protected by the Pattern. |
| 9 |
Major Sign4 |
Major Chaos |
| * |
The strongest Initiates of the Pattern can see the imprint of
the Pattern everywhere in the universe. Through their
training and their willpower, they can make this image
stronger, strong enough that they can walk it as they would
with the real Pattern, and use it for reaching through
Shadow. Indeed, alert witnesses may notice that grass and the
water, more than one hundred yards around the target of the
Initiate, change subtly, forming an interwoven path leading
to the heart of this Pattern.
As the Pattern itself, this path may be quite deadly. As the
Pattern itself, it can lead you anywhere you want it to. Or
anywhere your subconscious dictates you shall go. |
The strongest Initiates of the Logrus can master Primal
Chaos. They can summon it at will,
in a matter of seconds, give it form or banish it. Primal
Chaos can can be used as a
Shadow-destroying typhoon, as a swarm of man-eating
creatures, as a contagious mind-disease or as an all-powerful
barrier.
Primal Chaos can also be forged in
terrifying artifacts by those who are crazy enough to attempt
binding it within matter and strong enough to achieve this
feat.
Primal Chaos is the ultimate weapon,
be it for destruction or self-destruction. Whenever a fool
who thinks he can control it dies, few waste any tear on the
madman. He had been warned. In term of rules, whenever an
Initiate who cannot actually reach level 9 by summing his
Logrus Level and his remaining Logrus Feat Points, expect a
major catastrophe. |
Feat Points
Princes start with 5 Pillars Feat
Points which must be split between Logrus and Pattern during
the creation process.
Additional Logrus/Pattern Feat Points can be bought at the price
of 1 Character Creation Point each. The Gm may allow young Princes
and Shadow-dwellers to sell some or all Pillars Feat Points at
the same price. Most non-Princes do not
have any Pillars Feat Point.
Of course, a character who has not crossed the Pattern cannot
have any Pattern Level. Similarly, a character who has not
crossed the Logrus cannot have any Logrus Level. For a character
uninitiated to Pattern, surviving the Pattern requires at least 1
Pattern Feat Point.
The matter of Logrus survival depends on the campaign but could
be considered free for characters who have already had some level
of Shape-shifting and that none can cross the Logrus more than
once. Logrus Feat Points, on the other hand, may be used to make
the journey through the Logrus less mind-breaking, hence reducing
the time spent recovering afterwards. Each Logrus Feat Point
spent walking the Logrus divides by two this amount of time. The
base amount of time is of the order of 10 years.
Note that a character who has not crossed the does not have 1
Pattern Feat Point cannot
Recovering 1 Pillar Feat Point requires spending 1 week near
the corresponding Pillar.
Note that the time spent recovering Pillar Feat Points is spent
without protective Fortune. Also note that Princes who wish to spend time using the Pattern in
Shadow must practise their social skills every so often.
Corwin
Pattern Level and Feat Points
The most complex feats that Corwin seems to achieve using the
Pattern seem to be creating an army to take the throne of
Amber, leading this army to Amber and, later, erasing a bit of
the Black Road. Assembling the army is little more than a Minor
Research, leading the army is a complex Minor Path Mastery,
while erasing the Black Road is a Major Protection. This
indicates that Corwin can achieve at least a level 7. As Corwin
seems quite exhausted by the fight against the Black Road (not
physically, though), it seems quite likely that he used 4
Pattern Feat Points. Our Corwin has a Pattern Level of 3 (= 9
Character Creation Points) and 5 Pattern Feat Points (=0
Character Creation Points).
Merlin
Pattern Level and Feat Points
Merlin uses the Pattern only for some Minor Travels. Pattern
Level 2 (= 4 Character Creation Points) and 2 Pattern Feat
Points (=0 Character Creation Points) seem sufficient.
Merlin
Logrus Level and Feat Points
In Blood of Amber, Merlin explains how Suhuy taught
him how to summon Primal Chaos but it
is unsure whether he can completely control it without Suhuy's
help. On the other hand, he summons the Sign for Minor
Protection quite often. His Logrus Level is 4 (= 12 Character
Creation Points), which means that he can benefit the Minor
Protection as much as he wants but that he cannot control
Primal Chaos without Suhuy's help. He
also has 4 Logrus Feat Points (= 1 Character Creation Point).
An action can be undertaken when the character does not have
the number of points. It will fail.
Typically, the Logrus misused in Shadows of Order will somehow be caught by the rules, whereas
the Pattern misused in Shadows of Chaos
will become uncontrollable.
Using additional Pillars Points
As with Aspect, a character might wish (or have) to use
additional levels of a Pillar to create or beat a Resistance in
addition to beating a Difficulty. The mechanism is the same as
the one presented for Aspect. Do note that places resist some
uses of the powers.
Order and Chaos resist many actions.
Achieving success requires beating the resistance of Order/Chaosto that action.
In a Universe with more than one Primal Pattern, each
Order Realm may either accept or resist
actions of the other Pattern, depending on the cosmology. Here
are a few Resistances :
|
|
| Using or drawing a Trump in
Amber |
0 |
| Using the Pattern in
Amber |
10 |
| Using the Logrus in
Amber |
20 |
| Using Conjuration in
Amber |
0 |
| Using the Pattern near
Amber |
0 |
| Using the Logrus in Shadows
of Order |
5 |
| Using the Pattern in Shadows
of Chaos |
5 |
| Performing an action twice
faster |
1 |
| Marching against Amber |
2 |
| Using technology in
Amber |
9 |
| : |
|
|
|
More details on this in the section on confrontations ??.
Broken Patterns
The rules can be applied to the Primal Pattern and the first
circle of Patterns (Amber, Rebma, Tir). For the following circles
of Patterns (Broken Patterns), the use of the power is more
dangerous. Each usage of a Broken Pattern of the first circle
bring dangers equivalent to an Aspect of 1, hence making it
difficult to use. Each usage of the Broken Pattern of the second
circle brings dangers equivalent to an Aspect of 2, hence making
it almost impossible for a human being to survive, and so on.
Though some Princes could probably
survive using Broken Patterns of the Fourth Circle, few
Shadow-Dwellers can use the Second Circle.
The same system could apply to a Logrus equivalent of Broken
Pattern (typically, Frozen Logrus). The Broken Pattern is
considered a Limitation (see section ??) and grants free Pattern Feat
Points to the character.
Julia
Broken Pattern Level and Feat Points
Julia is an Initiate of the Broken Pattern. Though we know she
uses the Sign of the Broken Pattern to design and hang spells
-- a form of Broken Pattern Sorcery -- we do not know how
strong she is with the Broken Pattern. Let us suppose she is a
more than competent user of the Broken Pattern with 3 Levels (=
9 Character Creation Points) and 5 Broken Pattern Feat Points
(= 0 Character Creation Points).
Situation : Corwin assembling an army
- Corwin :
- I need an army.
- Gm :
- Possibly.
- Corwin :
- Well, I go and fetch it. How long does it
take ?
- Gm :
- Slow down. What kind of an army ?
- Corwin :
- Decent fighters. I do not need much
more.
- Gm :
- (As per the rules
explained in section ??, an army
of decent fighters is equivalent to a 4 points Gift. It can be
found in a succession of Minor Researches -- that's a level 3
Difficulty. With Corwin's level 3 in Pattern, he can't find
anything complex ``for free''. For Corwin, investing 4 points
in this Gift is equivalent to spending 4 Pattern Feat
Points.) Well, you could get a decent army in a matter
of days. But this would leave you exhausted and ripe for a
Shadow attack by Eric.
- Corwin :
- I see. What can I do ?
- Gm :
- Well, rather than finding an army, you can
assemble one.
- Corwin :
- What is the difference ?
- Gm :
- Instead of finding a Shadow with an army
waiting for you, you choose a Shadow with a decent army and
then you proceed with propaganda and small-scale manipulations
to convince people to follow you. There are many Princes-friendly Shadows with decent army, more
than there are Shadows containing your army.
- Corwin :
- I like that. Let's do propaganda !
- Gm :
- (The Shadow is
equivalent to a Gift of level 1. The Gm crosses one Pattern
Feat Point from Corwin's character sheet.) After a few
days, you find a suitable Shadow. How many men do you want and
how long do you give yourself ?
- Corwin :
- Let's say I want a few hundred thousands
in two weeks.
- Gm :
- (That's mostly a
question of Aspect. Using a few Pattern manipulations to appear
as a hero, this is ``only'' Level 4 Aspect Difficulty. Well,
that's two Aspect Feat Points points crossed from Corwin's
sheet.) You do have a high opinion of yourself, don't
you ?
Situation : Merlin looking for a Power Source
- Merlin :
- I start working.
- Gm :
- Wait a minute.
- Merlin :
- What ?
- Gm :
- Are you sure you have not forgotten
anything ?
- Merlin :
- Such as ?
- Gm :
- Where to plug your miracle computer.
- Merlin :
- Well, in the Shadow I'm going to put it
in.
- Gm :
- Which means you have to find the
appropriate Shadow.
- Merlin :
- Can't I do this later ?
- Gm :
- Not if you wish to know how to design the
alimentation.
- Merlin :
- I see what you mean. Well, I go into
Shadow, to find a Power Source.
- Gm :
- Where and how ?
- Merlin :
- What do you mean ?
- Gm :
- Shadows of Order
or Chaos ? Logrus or Pattern ?
- Merlin :
- Let's say Order
and Pattern. Should be faster.
- Gm :
- As you wish. You do realise this is going
to take time, do you ? (A Shadow with
a cross-Shadow Power Source and protected against intrusion is
a 12 points gift. As Merlin can have a total Pattern level of 4
for this search, and as the Difficulty of Minor Research is 3,
he can invest at most 1 point before having to return to Amber
for one-week reloads. That's 12 trips which the Gm dictates to be about one-week long and 12
one-week stays in Amber, resulting in 28 weeks, rounded up to 7
months.)
- Merlin :
- Yep. Tell me if I have not found after one
year.
- Gm :
- Actually, it takes you more than six
months to find such a Shadow but you are rather happy with the
result.
- Merlin :
- I know what ! I should have walked the
Pattern to get a better result, faster.
- Gm :
- And possibly die trying.
- Merlin :
- Well...You would not kill me, would you
?
- Gm :
- Sometimes, I wish I could.
While Initiation to the Pillars is reserved to Princes, Wizardry is a relatively common practice in
Shadow. Between Chaos and Order, many a mage can draw Trumps or conjure Shadow
beasts, mold blood into creatures or forge powerful swords. In
some campaigns, wizards exist only in Chaos. In some, they have fortresses in the very
Golden Circle, if they are not advisors to the Court of
Amber. After all, it is rumoured that
the mad painter Dworkin has been a wizard in a distant past. Or
was he a psychoanalyst ? Or a priest ?
The three main Ways of Wizardry are Trumps, Conjuration and
Sorcery. While Trumps and Conjuration are typically in the style
of Corwin's Chronicles, Sorcery is closer to what can be
witnessed in Merlin's Chronicles. Also note that the following
rules describe the effects which may be achieved through Wizardry
but not necessarily how these effects can be achieved. Quite
likely, different Wizards use different styles: think Dworkin
engraving Trumps while Vialle my quite possibly cut them as
statues, Corwin summoning birds while Merlin uses electricity and
electronics to power its creations...
| |
Trump Artistry |
Conjuration |
| * 1 |
Trump Sketches |
Grotesque
Conjuration |
| * |
A Trump Sketch is a powerful
but fragile link between an image and a mind. As any Trump,
the Sketch may take many forms, depending on the style of the
artist. It can be a pencil-drawn representation as well as a
poetic description, a clay doll, a statue, a wooden mask or a
tune.
As any Trump, a Trump Sketch may be used to touch the mind of
the person or a place. At this level, personal knowledge of
the person or place is important to create the Sketch.
The base time to create a Trump Sketch is a few hours. A
typical Trump Sketch, even handled with precaution, cannot
withstand the will necessary for a mind-to-mind confrontation
or to force contact. Additionally, the effectiveness of a
Trump Sketch will not last much longer than a few hours. As
usual, one additional point divides by two the time it takes
to complete the Sketch or increases by one the Resistance of
the Sketch. |
A Grotesque Conjuration is a powerful but fragile expression
of the will of its Master. As other Conjurations, it may take
many forms, depending on the style of the Master. It can be
assembled from bits of metal or folded as Origami, summoned
from the nearest forest or animated from wool cape.
Grotesque Conjuration can create objects or creatures of any
form compatible with the style of the Wizard. Although these
Grotesques will lack intelligence, resistance and longevity,
they can be useful, say, to provide the key to open this
door, the rope to climb down this precipice or the block of
ice to keep that body intact.
The base time to create a Grotesque Conjuration is a few
hours. Even used with precaution, the Grotesque will not
resist the slightest exposure to the Pillars or Princes. Additionally, after a few hours, the
Grotesque will return to an inanimate state. As usual, one
additional point divides by two the time it takes to complete
the Grotesque or increases by one its Resistance. |
| 2 |
Minor Expertise |
Minor Expertise |
| * |
At this level, a Trump Artist
is able to recognize that an object is a Trump, as well as
the style of the author, if he is somewhat familiar with that
style.
Making sure that an object is a Trump is the matter of a few
minutes of attentive examination while asserting the style of
the author takes typically a few dozens of minutes. |
At this level, a Conjurator is
able to recognize a conjured object or creature, as well as
the style of the author, if he is somewhat familiar with that
style, and the "source" of the object or creature (another
Shadow, paper, wood...), provided he know that source. |
| 3 |
Minor Craft |
Minor Craft |
| * |
At this level, the Artist can
start working on a Trump. Although he cannot create a proper
working Trump yet, he can facilitate the work of another
Artist, by creating better Sketches, or by preparing part of
the Trump. He can also rework Sketches or broken Trumps to
restore their efficiency.
Typically, the task of repairing a broken Sketch or Trump
requires giving it some Resistance, which requires additional
levels. Adding one point of Resistance takes about as much
time as recovering one Trump Feat Point. Note that an Artist
can succeed in this task only if he is somewhat familiar with
the style of the Trump he is trying to repair. |
With a Minor Craft, the Conjurator may infuse additional
power in a conjured creature or object so as to keep it in
existence. He can also try to repair broken
artifacts/creatures even when they have not been created
through conjuration.
This task typically requires giving some Resistance to the
target, which requires additional levels. Adding one point of
Resistance takes about as much time as recovering one
Conjuration Feat Point. Note that the Conjurator can succeed
in this task only if he is somewhat familiar with the
technique which was used in the first place to Conjure the
target. Also note that any attempt at resurrecting a
non-conjured object is likely to produce an abomination
rather than what was intended. |
| 4 |
Minor Artistry |
Minor Conjuration |
| * |
Through Minor Artistry, an
Artist may create a Trump of a person or a place, provided
the Artist has enough knowledge of that person/place.
Additionally, the Trump may be designed so as to have or
channel one (and only one) Gift-like property (i.e. "weapons
cannot pass this Trump", "I can use the Pattern through this
...) In this case, the equivalent Gift must be "bought" with
additional levels of Trump Artistry. The Artist must
comprehend that property before he can try to give it to the
Trump. As usual, adding one point of Gift takes about as much
time as recovering one Artistry Feat Point.
Note that the indestructibility of a Trump is a Gift-like
property equivalent to a high Aspect, which the Artist must
decide to give the Trump. Also note that Trumps created with
Minor Artistry do not have any scrying power.
The base time to draw a Trump is one week. |
Through Minor Conjuration, a
Conjurator may create or summon actual objects and
creatures.
These objects may contain one (and only one) Gift-like
property. In this case, the equivalent Gift must be "bought"
with additional levels of Conjuration. As usual, adding one
point of Gift takes about as much time as recovering one
Conjuration Feat Point. The Conjurator must comprehend that
property before he can try to embue an object with it.
The base time for a Minor Conjuration is one week. |
| 5 |
Minor Disruption |
Minor Disruption |
| * |
Through Minor Disruption, an Artist can disrupt the weakest
workings of Trump around him. This allows him to destroy a
Trump Sketch by looking at it or touching it, to render
inoperative a Trump drawn by oneself or to block a contact
attempted by someone close to him. If the
Sketch/Trump/contact has additional levels of Resistance,
these levels must be matched by additional levels of Trump
Artistry. |
Through Minor Disruption, a Conjurator can banish or destroy
the weakest conjurations around him. Each Conjurator has a
different Disruption style. Some utter secret names, while
others brandish sacred symbols, some shed their blood while
others draw swords and rush at their target.
No matter what style they use, they can destroy a Grotesque
without effort, or one of their own conjurations, and they
can deactivate other conjured objects -- at this level, they
cannot destroy them yet.
If the conjured object has additional levels of Resistance,
these levels must be matched by additional levels of
Conjuration. |
| |
Major Expertise |
Major Expertise |
| * |
A Major Expert of Trump can
recognize Trumps of any style, understand if any property has
been given to the Trump, and intuitively understand the style
one person would adopt if drawing a Trump. He can also
recognize foreign Trumps in a Trump Deck.
If Gift-like properties have been given to the Trump, the
Expert can understand the properties only if he has enough
knowledge of that specific field.
For a Major Expert, recognizing a Trump is nearly
instantaneous. Understanding properties, however, requires in
average one day per Gift level for the property. If
additional levels of Resistance have been given to the Trump
to avoid detection, these levels must also be matched by
additional levels of Trump Artistry. |
A Major Expert of Conjuration
can recognize conjured objects of any style, understand if
any property has been given to the object, and intuitively
understand the style one person would adopt if conjuring an
object. Among a forest of conjured trees or a museum of
conjured artifacts, he can also sort the sources of the
objects and pinpoint intruders.
If Gift-like properties have been given to the object, the
Expert can understand the properties only if he has enough
knowledge of that specific field.
For a Major Expert, recognizing a conjured object is nearly
instantaneous. Understanding properties, however, requires in
average one day per Gift level for the property. If
additional levels of Resistance have been given to the object
to avoid detection, these levels must also be matched by
additional levels of Conjuration. |
| 6 |
Minor Alteration |
Minor Alteration |
| * |
Major Alteration allows the Artist to rework Trumps of any
style and any author so as to add or remove properties. At
this level, the Artist is still limited to one property. |
Major Alteration allows the Conjurator to rework objects of
any style and any author so as to add or remove properties.
At this level, the Conjurator is still limited to one
property. |
| |
Major Craft |
Major Craft |
| * |
Just as a Minor Craftsman can help an Artist with one Trump
or repair one Trump, a Major Craftsman can handle whole
Decks. For instance, if a complete Deck is damaged, he can
repair it or draw a Sketch to replace the missing cards, the
time of one scrying. He can also draw a whold deck of scrying
sketches for his own use.
A Major Craftsman can also draw Trumps from memory. |
Just as a Minor Craftsman can help a Conjurator with one
Conjuration or repair one object, a Major Craftsman can help
with or repair great numbers of objects, such as forests or
armies. |
| 7 |
Major Artistry |
Major Conjuration |
| * |
A Major Artist can create whole Trump Decks, Trumps with any
number of properties and/or Trumps of several persons at
once.
Note that scrying is a Trump Deck property equivalent to the
Minor Sign of the Pattern, hence not accessible to
non-Pattern users. |
A Major Conjurator can create whole armies in one
conjuration, as well as embue objects with any nomber of
properties. |
| 8 |
Major Disruption |
Major Disruption |
| * |
Through Major Disruption, an Artist may destroy Trumps, have
scryings misfire and jam or block contacts. |
Through Major Disruption, a Conjurator may destroy conjured
objects or neutralize whole armies of conjured objects. |
| 9 |
Major Alteration |
Major Alteration |
| * |
Through Major Alteration, the
Artist may change the way he creates and uses Trumps. With
Major Alteration, one can use any image as a Trump or any
memory, one can draw the Trump of one person with the face of
another...
Uses of Major Alteration should be negociated with the
GM. |
Through Major Alteration, the
Conjurator may change the way he creates and uses objects.
Create artifacts linking several Shadows...
Uses of Major Alteration should be negociated with the
GM. |
Other Ways follow the same schema.
Sorcery is the art of learning the names of Effects so as to
invoke them later as Spells. An Effect can only be invoked in a
place where it is possible. Hence, it is easy to recreate the
Effect light a cigarette in Amber but next to impossible to recreate the Effect
cannon ball in Amber, as the
True City resists technology. It is up to each Gm to decide which effects can be applied in
Amber, Shadow and Chaos, noting that, in Corwin's chronicle, Effects
with special effects (i.e. fireballs, earthquakes ...) seem
unheard of.
Glamour is one example of a non-standard Way, based on the
evocation of emotions, and which might be given to Fiona or Flora
or to Faerical creatures such as the Unicorn.
Here is a short summary
| |
Sorcery |
Glamour |
| * 1 |
Spell Sketches |
Grotesque Emotions |
| * |
Incomplete spells. |
Use the circumstances (i.e. a
song, a performace...) to evoke the carricature of one
emotion. |
| 2 |
Minor Expertise |
Minor Expertise |
| * |
Recognize spells. |
Recognize Glamour. |
| 3 |
Minor Craft |
Minor Craft |
| * |
Help writing spells. |
Help with someone else's
Glamour. |
| 4 |
Minor Sorcery |
Minor Glamour |
| * |
Actually create a spell. Unless
the wizard has a way of storing the spell, it is cast at
once. The spell may have at most one Gift-like effect. The
base time to create a spell is one day. As usual, adding one
Gift point takes about as much time as recovering one Feat
Point. |
Actually create one emotion. It
lasts until removed or until the death of the target. Base
time is one hour. |
| 5 |
Minor Disruption |
Minor Disruption |
| * |
Remove one of your own's spells or a Spell Sketch. |
Remove one of your Glamours or a Glamour Sketch. |
| |
Major Expertise |
Major Expertise |
| * |
Recognize and understand spells
and spell effects. |
Recognize and understand
glamour and glamour effects. |
| 6 |
Minor Alteration |
Minor Alteration |
| * |
Rework spells -- not
necessarily yours -- to add or remove properties. At this
level, only one property. |
Rework Glamours -- not
necessarily yours -- to add or remove properties. At this
level, only one property. |
| |
Major Craft |
Major Craft |
| * |
Help with an array of spells.
Remember one spell. |
Help with an array of emotions.
Prepare one emotion in advance. |
| 7 |
Major Artistry |
Major Conjuration |
| * |
Create lots of spells and
spells with any number of properties. |
Create emotions for lots of
people and deep emotions with memories. |
| 8 |
Major Disruption |
Major Disruption |
| * |
Destroy or delay any
spell. |
Destroy any Glamour. |
| 9 |
Major Alteration |
Major Alteration |
| * |
Modify spells on the fly. Do
anything with spells. |
Play with emotions on the fly.
Do anything with emotions. |
Wizardry Ways do work on Princes, provided their Fortune can be countered !
If a player wishes to add one or more Ways, do negotiate the
exact possibilities of each Way during character creation.
A character can be initiated to several Ways. His level in his
secondary Ways cannot exceed his level in his primary Way.
Each Level of a secondary Way costs only 1 Character Creation
Point.
Corwin
Conjuration
Corwin can summon simple Beasts from Shadow -- namely, birds --
and attempts to banish Strygalldwir, the Thing from
Chaos. This seems ton indicate a
Conjuration Level of 4 (= 12 Character Creation Points). Corwin
does not seem to have any other Way.
Julia
Sorcery
Julia can create spells (Minor Sorcery) and understand the Fire
Fountain (Major Expertise). A level of 2 (= 6 points) is
sufficient to explain these tricks. We will ad a Gift so as to
allow her to remember the spells.
Merlin
Merlin knows everything
Merlin is a Master of Trump Artistry (4 Levels = 12 CCP, with a
classical style), a Master of Conjuration (4 Levels = 4 CCP,
with a technological style) and gifted in Sorcery (2 Levels = 2
CCP).
As usual, investing one point into a Gift (or equivalent) takes
about as long as recovering one Feat Point. This is true for
artifacts, Trump, spells, creatures... As for Pattern or Logrus,
it is possible to invest additional points to act faster : one
additional point divides by two the time it takes to complete the
spell/artifact/...As we will see later, not all characters
recover Feat Points at the same speed, depending on Gifts.
A character starts with 5 Wizardry Feat Points, which must be
split during creation between the various Ways the character is
Initiated to.
As usual, additional Wizardry Feat Points can be bought at the
cost of 1 Character Creation Point for each Wizardry Feat
Point.Gms may decide to allow old
Princes to sell these points and reuse
them as Gifts.
Any Wizard can recover Wizardry Feat Points at the rate of 1
per month of study of the appropriate Way. Close to a Power
Source, a Wizard recovers Feat Points at the rate of 1 per
week. For Shadow-dwellers, Princes are
power sources.
These sources may be extremely varied and are considered
Gifts.
Merlin
Merlin has no experience
Merlin does not do anything extraordinary when compared to
common Wizards. That's 1 Trump Feat Point, 4 Sorcery Feat
Points and 4 Conjuration Feat Points (for a total of 4
Character Creation Points).
Situation : Merlin's Flower Spell
Merlin wishes to create a Flower Spell to unload the contents of
a florist shop on Mask. To do so, he must first visit the
corresponding florist shop, so as to analyse the Secret Names of
these flowers. The Gm decides that this
is a trivial step.
The Flower Spell is equivalent to a level 1 Gift and can be
created using Minor Sorcery (level 4). Hence, Merlin needs to
match a Difficulty of 5. As Merlin has 2 levels of Sorcery and 4
Sorcery Feat Points, Merlin must use 4 Sorcery Feat Points
(remmeber that it is not possible to use 3 Feat Points).
Additionally, for a level 1 Gift, creating this spell takes about
as much time as is required to recover 1 Sorcery Feat Points. As
Merlin regularely goes to Amber,
Chaos and other Places of Power, the
Gm decides that this equivalent to one
week's work. Being nice, the Gm also
decides that, since Merlin has spent 4 Feat Points where 3 would
have been sufficient, he can divide that time by 2. Say 4
days.
After these 4 days, Merlin summons the Logrus to hang the Spell
(his Level 4 in Logrus + 1 Logrus Feat Point). At a later stage,
he can summon the Logrus to trigger the spell (his Level 4 in
Logrus is more than enough for this Level 2 action).
Situation : Corwin's messenger birds
After years of imprisonment, Corwin has now escaped from the
gaols of the Castle and is heading into Shadow.
- Corwin :
- I'm free at last ! Okay, can I do a
divination ?
- Gm :
- What kind of divination ?
- Corwin :
- Well, something on the lines of ``where
should I go ?''
- Gm :
- That's a bit fuzzy. What are you going to
do if your divination answers ``back to the gaols'' ?
- Corwin :
- You're right. So, let's rather find a nice
place to stay.
- Gm :
- Define ``nice''.
- Corwin :
- Somewhere safe, in a place where I can
rest and find allies.
- Gm :
- Okay. how do you do this ?
- Corwin :
- I'll send a bird and I won't stop in
Shadow until I have found it.
- Gm :
- Wow. (That's not
exactly how the rules are meant to work but, hey, rules are
meant to be broken !)
- Corwin :
- I summon a bird of my desire and I tie a
note to its leg.
- Gm :
- What kind of note ?
- Corwin :
- ``I'm coming !''
- Gm :
- The bird arrives. (This is a Minor Conjuration with a Minor Research,
in other words 4 Levels of Conjuration with 3 Levels of
Pattern. With Corwin's Conjuration Level of 4, it would require
4 Conjuration Feat Point, which might be a bit too much. The
Gm ponders one second.) Say, how
much effort to you put in this divination ?
- Corwin :
- Why, is it difficult ?
- Gm :
- Well, precise divination is always
difficult.
- Corwin :
- I'll keep my strength for Eric, in case he
spots me.
- Gm :
- The white bird carrying your message flies
away in Shadow. (The Gm could decide that, just for this time, a slower
conjuration would only require 2 Levels of Pattern, but this
would create a precedent. Instead, the Gm decided that Corwin failed, lacking practice
after years in the gaol, and that he only invested 2
Conjuration Feat Points, without any tangible result. The
Gm crosses these 2 points from the
character sheet.)
- Corwin :
- Just for the style, I also summon a black
bird to send a message to Eric.
- Gm :
- Anything special ?
- Corwin :
- No, an ordinary bird.
- Gm :
- Well, not exactly ordinary.
- Corwin :
- You understand what I mean. (A messenger bird ? Well, this is not much of a
Gift. Let's grant it as a 0 points Gift.)
- Gm :
- Okay. Pretty fast, the bird arrives.
What's in the message ?
- Corwin :
- I'm the king of the world !
3.2 Gifts,
Artifacts, Followers and other units of measure...
A number of
specificities of a character are represented as Gifts. Gerard's
strength, Caine's backstabbing skill, Benedict's supernatural
strategical feats, but also Corwin's Sword, Julia's attunement to
the Fire Fountain or Merlin's Strangling Cord are Gifts.
Some are found with Pattern or Logrus, enchanted, created or
conjured. Some are birth-given or are the product of centuries of
training. They make you special. They are your Gifts. Even if
they are artifacts, pets or followers, they are part of you. Even
if you lose them, you are bound to them -- preventing you from
recovering them is a difficult task, if possible at all.
Gifts are also used to measure the difficulty of finding objects
and Shadows or creating Spells and artifacts.
Even more than Attributes, Gifts should be concepts put into
numbers rather than complex optimisations.
Base Level
Each Gift does something that some Attribute could do. Some Gifts
will be related to Aspect, some to Pattern or Logrus, some to
Fortune, and some to a Way of Wizardry.
Describing the effect of a Gift using an Attribute Level does not
mean that the Gift can do everything that this Attribute Level
could do, nor that it can do anything that a lower level of the
same Attribute could do.
Note that, just as in the resolution of regular actions, it is
possible to create a Gift with additional levels of the
Attribute, for instance to increase the Resistance of the Gift,
its Penetration, or its speed.
When using a Gift, Additional Feat Points of the appropriate
Attribute may be used to increase Resistance, Penetration or
speed, but not to match a higher Difficulty.
Activation
- Permanent
- A Gift which is always activated or activates automatically
when needed costs 1 additional point.
- Voluntary
- A Gift which can be activated easily costs 1 point
less.
- Impractical
- A Gift which must be activated by an action which, in turn,
requires 1 Feat Point, costs 2 points less.
- Hard
- A Gift which must be activated by an action which, in turn,
requires 2 Feat Points, costs 3 points less.
Reach
- Limitless
- A Gift which is not influenced by the distance to its user
or container costs 1 additional Point.
- Shadow-bounded
- The price of a Gift whose effects alter up to one Shadow is
not modified.
- Local
- A Gift whose effects are local costs 1 Point less.
- Targetted
- A Gift which can only affect one person at a time costs 2
Points less.
- Self-bounded
- A Gift which can only affect the user costs 3 Points
less.
Flexibility
- Flexible
- A Gift which can do everything the Attribute can do at its
Base Level costs 1 additional Point.
- Adaptable
- A Gift which can perform a number of the actions possible
at this Base Level costs 1 Point less.
- Limited
- A Gift which can perform several of the actions possible at
this Base Level costs 2 Points less.
- Trick
- A Gift which can perform only one trick costs 3 Points
less.
Note that even a Gift with maximal Flexibility cannot be
used to perform actions corresponding to lower Attribute
Levels.
Rarity
If such a Gift is rare, it costs one additional point.
Minimal cost
No Gift costs less than 1 point, unless the Gm considers it as trivial.
Number of Powers
Each Pillar and each Way of Wizardry is considered a distinct
Power. If a Gift is based on a Power and affects the working of
more than one Power, its cost is multiplied by 2 -- even if the
Power is affected only for the owner of the Gift. If it affects
all Powers, its cost is multiplied by 3.
Multiplicity
- If the character owns several Named and Numbered
occurrences of the Gift (i.e. 2 to 12), the cost is multiplied
by 2.
- If the character owns many such Gifts (i.e. a few dozens),
the cost is multiplied by 3.
- If the character owns countless such Gifts, the cost is
multiplied by 3.
Binding
All Gifts are part of their owner. Julian's Morgenstern is no
less part of Julian than his hunting skills, just as Grayswandir
is no less part of Corwin than his knowledge of Gunpowder or his
Swordplay.
But some Gifts are not inside your body or your mind. Sure, you
can carry your sword with you but you can lose it or it can be
stolen and used by anyone. They may use it against you
or your loved ones. They may not even know that they are using a
Gift taken away from mythical world-walking creature. They will
not be lost forever, mind you, as they are bound to you. But you
will definitely not be able to use them as long as you do not
have it.
In terms of game, these Gifts, called Foci, contain their own
points. For every 3 character points invested in them, they also
contain one Feat Point, which anyone can use, provided that
person is the current owner of the Focus.
Logrus Foci
Logrus-given Foci are a special case as they may contain a part
of the soul of their owner. In terms of game, a Logrus-given
Focus can also contain any of the points used to create the
character himself.
Corwin
Swordplay
- Base level
- Corwin's skill with a sword is governed by Aspect. His
highest feat is the ascension of the Kolvir against an army.
As it is physically possible that some creature or machine,
some day, might do this, the Aspect Level of this Gift is
6.
Corwin's Swordplay does not have any additional Levels, which
means that, should Corwin meet an enemy protected by Fortune
in some Shadow, his Swordplay will be useful for defence but
not for offence, as it will not penetrate the enemy's
Fortune. During such an encounter, however, Corwin can
provide Penetration from his Aspect Feat Points.
Note that Corwin can either fight using his Aspect, at levels
0, 1 or 2, using Aspect and Feat Points, at levels 3 or 4, or
using his Gift, at level 6. He cannot fight at level 5 --
which is not much of a problem -- nor at levels greater than
6.
- Activation
- Corwin's sword is always on the ready. Although he might
be taken by surprise, if he has a sword at hand, he will be
able to unsheathe it by the time the first blow comes.
That's an Always Activated Gift: +1.
- Reach
- Corwin's Swordplay influences Corwin's skills, but also
people Corwin around Corwin, at the scale of a whole
battlefield: -1.
- Flexibility
- Far from allowing everything a Level 6 of Aspect could
do, Corwin's Swordplay is limited to several actions: -2.
Whenever Corwin uses his Swordplay Gift, he can't help
fighting brilliantly, better than any human being.
- Rarity
- Although Corwin's swordplay is brilliant, Benedict is
stronger than him, Bleys and Eric have a similar level, Borel
is probably not inferior...
- Total
- 4 points.
Corwin
Grayswandir's Robustness
For the sake of this example, and as Corwin does not seem to
use Grayswandir as a Spikard, we will consider Grayswandir's
Robustness as its sole particularity.
- Base level
- Grayswandir does not age and does not break. Let's go
further: Grayswandir is impossibly robust. Say, as robust as
an Aspect of 8. In other words, to destroy Grayswandir, it is
necessary to match an Aspect with Difficulty of 8. Which is
probably impossible without an appropriate artifact or a
custom-tailored Spell.
- Activation
- Grayswandir is always robust, without any intervention
from Corwin: +1.
- Reach
- Grayswandir's Robustness influences only Grayswandir:
-3.
- Flexibility
- Grayswandir's Robustness only helps Grayswandir staying
sharp and unbroken: -3.
- Rarity
- There are only few swords comparable to Grayswandir:
+1.
- Total
- 4 points.
Grayswandir is bound to Corwin but is not physically part
of Corwin. During his imprisonment, Grayswandir was taken away
from him and he could not use this Gift.
Grayswandir cost Corwin 4 points. Which means that it also
holds 1 Feat Point. Say one Pattern Feat Point, as Grayswandir
is bound to the Pattern.
Corwin
Gunpowder
- Base Level
- A competent soldier armed with Corwin's Gunpowder will be
much more efficient. In the right circumstances, he will
perform way better than any creature of the Golden Circle. It
is actually Physically Impossible (Aspect Level 7) to shoot
that fast or that often or that far without Gunpowder. Its
Base Level is thus 16: Physically Impossible (7) + matching
Amber's resistance against
technology (9).
- Activation
- Corwin's gunpowder is just a tool: -1.
- Reach
- Corwin's gunpowder can be used in firearms, which
includes cannons. As it is not an atomic bomb, the effects
are local: -1.
- Flexibility
- There are many things one can do with Gunpowder: -1.
- Rarity
- Corwin is the sole owner of gunpowder: +1.
- Total
- 14 points
Corwin
Survival
- Base Level
- Corwin's endurance and regeneration prowesses are simply
impossible for a human being. On the scale of Aspects, this
would be equivalent to a level 6.
- Activation
- Corwin's survival skill is always active: +1.
- Reach
- This skill affects only Corwin: -3.
- Flexibility
- This definition of Survival is quite broad but not enough
to match all possibilities of an Aspect of 6: -1.
- Rarity
- Princes did not expect Corwin to
survive all his ordeals. We can deduce that this skill is
quite rare +1.
- Total
- 4 points
Julia
Storing spells
We do not really know how Julia manages to store spells. Let us
assume that she is just gifted.
- Base Level
- Storing one spell is a Major Craft in Sorcery: level
6.
- Activation
- To cast a spell, Julia must concentrate: -1.
- Reach
- A spell can theoretically reach anywhere in one Shadow:
+1.
- Flexibility
- This Gift allows Julia to remember any spell. Hence a
cost of -1.
- Rarity
- Let us assume that many Shadow-dwellers can remember one
spell.
- Total
- 5 points
Merlin
Limited shape-shifting
Merlin can adapt his body to numerous deadly situations, as he
has proved by surviving the Logrus. On the other hand, we
assume that he is only able to perform a few adjustments to his
shape. At a later stage, we will add one more specialized form.
- Base Level
- This is equivalent to an Aspect of 6. He cannot turn to
something completely different, such as fire or glass. Note
that these other forms are merely different, not faster, or
stronger, more intelligent, or magic.
- Activation
- Merlin's shape-shifting is not an easy task. Even when he
does not try to accelerate the process, it is the matter of 1
Feat Point: -2.
- Reach
- Merlin's Shape-Shifting affects Merlin only: -3.
- Flexibility
- Shape-shifting does not alter Merlin's abilities (except
for the Demon Form), only give him a few tricks up his
sleeve, which help with survival: -2.
- Rarity
- Most Princes of Chaos can shift shape.
- Total
- 1 point
Merlin
Demon Form
One of Merlin's forms is his Demon Form.
- Base Level
- Merlin's Demon Form is stronger, faster and more
resistant than any human being. On this, it is equivalent to
Aspect of 3.
- Activation
- While Merlin is changing form, he can simply decide to
take the Demon Form: -1.
- Reach
- Shape-shifting into a Demon Form is enough to open many
physical doors but also to be accepted in Chaos social circles, not to mention that it may
be used in fight, with a limited effect: -2.
- Flexibility
- Although turning in a Demon does not increase Merlin's
charm or guitar skills, it improves many of his
Aspect-related skills. That's a -1.
- Rarity
- Demon forms are common in Chaos.
- Total
- 1 point
Merlin
Frakir's Intelligence and Danger Sense
Frakir is intelligent enough to negociate with Flora and
sensitive enough to notice most of what escapes Merlin (i.e.
everything).
- Base Level
- Frakir's intelligence is that of an intelligent human
being, while its Danger Sense is comparable to the intuition
of a reasonably trained human being. This is an Aspect of
1.
- Activation
- Frakir's Intelligence is always active, even when Frakir
has been tied to a bed and needs to find a way back to
Merlin: +1.
- Reach
- Frakir can think ahead and comprehends the notion of
Shadows: +1.
- Flexibility
- Frakir can use its intelligence as a human being. That's
-1.
- Rarity
- Intelligent items are common in Chaos.
- Total
- 2 points
Merlin
Frakir's Fighting Skills
Frakir's Fighting Skills -- including intelligence, movement,
and the ability to understand orders such as ``stand guard'' --
make it able to take Suhuy by surprise on his own domain.
- Base Level
- Surely, these skills cannot be less than an Aspect of 3.
It has no Penetration, though, which means that it would not
be dangerous against a Prince
protected by Fortune, in Shadow.
- Activation
- Frakir does not seem to fight or to stand guard without
Merlin's order: -1.
- Reach
- Frakir's Fighting Skills can actually influence people
and creatures around Frakir, by killing them for instance:
-2.
- Flexibility
- Frakir's Fighting skills are limited to a few tricks:
-2.
- Rarity
- Fighting artifacts are common in Chaos.
- Total
- 1 point
Merlin
Frakirs' Invisibility
Last but not least, Frakir can quite convincingly turn
invisible at will.
- Base Level
- This is equivalent to an Aspect of 6 with an additional
Resistance of 1, which means that actually spotting it by any
mean must match this Resistance of 1. Total: 7 Levels.
- Activation
- Frakir becomes invisible whenever needed: +1.
- Reach
- As Frakir's Invisibility can be used for fighting or
spying, it does influence its surroundings: -2.
- Flexibility
- It can be either on or turn off: -3.
- Rarity
- Invisible items are common in Chaos: 2.
- Total
- 2 points.
Merlin
Frakir as a Focus
As Frakir's intelligence and skills could never be used against
Merlin, they are out of the Focus equation.
However, Frakir also contains a part of Merlin's survival
instinct: 2 levels of Fortune and 3 Fortune Feat Points. This
brings Frakir's Focus cost to 9 points. In turn, these 9 points
mean that Frakir contains 3 additional free Feat Points, which
the Gm assigns to Fortune.
If Merlin loses Frakir, he will also lose 2 level of Fortune
and 6 Fortune Feat Points (including the 3 free Feat Points).
Any Prince or Shadow-dweller finding
Frakir will then be granted 2 level of Fortune and 6 Fortune
Feat Points to use as he wishes.
Merlin
A Shadow for Ghostwheel, with a Power Source
Although, technically speaking, it is not a Gift, Merlin must
find a Shadow in which to build Ghostwheel.
The first requirement for this Shadow is that is must contain a
generic enough Power Source which can be used for Ghostwheel.
- Base Level
- The Source itself is a Major Craft of Conjuration (or
Trump), with Base Level 6. How the Power reaches into Shadow
will be another problem, which Merlin will solve without our
help.
- Activation
- The Power Source is useless as long as Merlin is not here
to use it: -1.
- Reach
- How Merlin manages to tap in the Power Source for
Ghostwheel is a problem which Merlin will need to solve
without our help. However, the Power Source he needs to find
in Shadow must already have some predisposition for
Cross-Shadowness: +1.
- Flexibility
- Ghostwheel's Power Source can only power Ghostwheel:
-2.
- Rarity
- There are only few Power Sources in Shadow: +1.
- Total
- 5 points
Merlin
A protected Shadow for Ghostwheel
The Shadow must be protected.
- Base Level
- This protection a Major Alteration with two additional
levels of Resistance, thus with a Base Level of 8.
- Activation
- The protection itself is useless as long as there is
nothing in the Shadow: -1.
- Reach
- The effect of this protection extends to the borders of
the Shadow and no further: +0.
- Flexibility
- Although this Shadow is well-protected, if someone finds
a way to bypass the protections once, that person will not be
surprised during his next visit, as the Shadow has only a few
tricks: -2.
- Total
- 5 points
3.3 Health &
Wounds
Princes are very solid. It is difficult
to fight them, more difficult to to wound them and nearly
impossible to kill them. Nearly impossible, but not
completely.
Characters have a number of Health Levels divided between Light
Wounds, Heavy Wounds and Fatal Wounds.
A character cannot sustain a Light Wound or a Heavy Wound as long
as his Health Level contains one or more Fatal Wounds. In these
circumstances, a character sustaining a Light or Heavy Wound will
only have been inflicted mere scratches or bruises.Similarly, a
character cannot sustain a Light Wound as long as his Health
Level contains one or more Heavy Wounds.
On the other hand, a character who sustains a Fatal Wound while
his Health Level contains no more Fatal Wounds, dies. A character
who sustains a Heavy Wound while his Health Level contains no
more Heavy Wounds dies. A character who sustains a Light Wound
while his Health Level contains no more Light Wounds dies.
Health Levels
- Aspect 0
- 2 Light Wounds, 1 Heavy Wound, 1 Fatal Wound
- Aspect 1
- 2 Light Wounds, 2 Heavy Wound, 1 Fatal Wound
- Aspect 2
- 2 Light Wounds, 2 Heavy Wound, 2 Fatal Wound
Corwin
Health
Corwin's Aspect is 2. He has 2 Light, 2 Heavy and 2 Fatal
Wounds.
Julia
Health
With her Aspect of 0, Julia has 2 Light, 1 Heavy and 1 Fatal
Wound in her Health Level.
Merlin
Health
Merlin's Aspect of 1 grants him 2 Light, 2 Heavy and 1 Fatal
Wound.
Wounds
When attacked, an undefended character will typically sustain the
following injuries:
| Equivalent Aspect |
Equivalent Weapon |
Typical wound type |
| 0 |
Bare hands |
None |
| 1 |
Knife, claws |
Light Wound |
| 2-3 |
Heavy Sword, Firearm |
Heavy Wound |
| 4-5 |
Fire, Automatic weapon |
Fatal Wound |
| 6 |
Heavy Artillery |
Fatal Wound |
| 7+ |
Nuclear Explosion |
Fatal Wound |
4 Additional
rules
This section covers additional rules and variants which you might
find interesting.
4.1 Handicaps
Corwin begins his journey with amnesia. Julia, as a human, will
grow old. Benedict cannot take the throne. Julia's Way of the
Broken Pattern can be quite deadly for her. Vialle is blind.
These characters all have limitations. These limitations do not
only make their life more difficult : they completely change the
way the character relates to the Universe.
A character with a Limitation will have 1 to 3 additional Feat
Point Levels, which he must add to the number of bought Feat
Points for an Attribute of this choice.
Julia
Broken Pattern
Each use of Broken Pattern or Broken Pattern Sorcery by Julia
brings about a danger equivalent to 1 Aspect Point. On the
other hand, this is worth 1 additional Broken Pattern Feat
Point.
Note
Nobilis' rulebook introduces a category
of flaws known as Restrictions (a.k.a. Kryptonite). As the
Restrictions are We have not found any satisfactory way of
implementing Restrictions in Amber, as
these do not seem compatible with the ``way the universe
works''.
Corwin cannot live without being a epic hero. Benedict must
defend Amber. Brand is a cursed
artist...These Codes of Conduct are both weaknesses, as they
force the character's behaviour, and strengths, as they give
purpose to the character's life. They are the Myth behind the
Prince.
A typical Code of conduct consists of three rules. Typically,
elder Princes may have two Codes of
Conduct, while younger Princes only have
one. Non-Princes often do not have any
Code. Codes may contradict.
Actively working towards the goals of one's Code permits
recovering 1 Fortune Feat Point. Breaking one of the rules of
one's Code costs 1 Fortune Feat Point.
Here are a few codes:
Code of the Hero
(Suggested for Corwin, Merlin...)
- Whatever is not epic is worthless.
- Of course, you are the main character of this story.
- Of course, all your acts were heroic.
Note that ``epic'' does not apply only to fighting. Your
loves must be passionate and transcend time, your hates must be
rooted deeply into your soul...
Code of Amber's Defenders
(Suggested for Corwin, Benedict, Eric, Oberon...)
- Amber shall live forever.
- The Enemy will come.
- Make examples out of your fights.
Note that Amber does not mean the
Amberites.
Code of the Artist
(Suggested for Brand, Dworkin, Mandor ...)
- Whatever is not perfect is worthless.
- Your memory will live forever.
- The Universe is your Garden.
Code of the Snake
(Suggested for Caine, Fiona, Brand...)
- You do not have friends, only tools.
- Smile in the Light, strike in the Darkness.
- Be ready to wait forever.
Code of the Light-Headed
(Suggested for Florimel...)
- Actions have no repercussions.
- Cultivate emotions around you.
- Weakness is a weapon.
Code of the Gambler
(Suggested for young Random, Bleys)
- Earnings are meant to be bet again.
- What you can't win, steal.
- There is no tomorrow.
Feel free to create your own codes and remember that a
character can go against his Codes -- at a price.
Remember that a character may change Code if an event has
radically changed his way of seeing the world.
4.3 Experience
After each adventure or session, if a character behaves correctly
in terms of role-playing and/or success, the Gm rewards the character with one to three Experience
Points. Success is usually measured not how well the scenario was
solved but by the Conduct Code of the Character.
During the following sessions, each Experience Point may be used
as an additional (temporary) Fortune Feat Point. Otherwise, four
Experience Points may be used as if they were one Character
Creation Point.
Most Gms will prefer watching what the
characters have been working on during the sessions or asking the
players to write down some specific list of things they want to
work on, and apply the possible improvements without actually
letting the player know about the mechanisms involved.
Backstabbing variant
``Today's session will be played for Improvement Points. There
are ten points to be earned today. That is a total. Success will
be measured according to your Conduct Code. Good luck.''
And good luck to the Gm, too.
4.4 Using
Tarot
This additional rule requires at least basic knowledge of Tarot
or enough imagination to interpret Tarot cards to your liking.
The idea is to use Tarot cards instead of Feat Points, and to
draw inspiration from the result, all in a mostly randomless
fashin. Feel free to add or remove cards, invent your own
interpretation of Tarot or replace some of the Arcanae with
Amber/Chaos
Trumps.
Each Feat Point reserve is replaced by a pile of Tarot Cards.
Whenever a character recovers one Feat Point of any nature,
instead of writing this on a character sheet or having the
Gm write it down, the player picks one
random Arcane (i.e. Tarot card) and puts it on the corresponding
pile.
Whenever a character uses one (or more) Feat Points of any
nature, instead of writing this, the player discloses as many
Arcanes as he spends Feat Points. The cards must originate from
the corresponding pile, but the player can decide exactly which
of the cards of the pile he uses.
As usual, the action must match some Difficulty and, possibly,
some Resistance. Success or failure of the action is independent
of the value of the cards. However, the nature of the success or
the failure is.
Whether the action is a success or failure, its outcome is
influenced by the face of the cards and how they are placed (i.e.
Action, Opposition, Reinforcement or whichever rules you decide
to use for this "scrying"). The Tower will bring some form
disaster, Death will bring change, the Chariot is a form of
Victory, the Six of Cups introduces an element related to
childhood or innocence...If the card is actually a Trump, the
element will somehow be related to that person, even if it is not
visible.
Note that these elements are only here for inspiration and bring
no obligations. If the Gm has an idea of
if the player has an interesting interpretation, the Gm may wish to take it into account when deciding of
the consequences of the action.
5 A few more
examples
Situation : Eric vs Corwin's Army
As Corwin marches on Amber with an Army, he meets constant
resistance from Eric, using the Jewel of Judgement. For this
example, we will assume that the Jewel can alter weather in
Shadow and Amber, as a Major Alteration of Pattern Sorcery with
an additional Penetration of 11 and an Activation cost of 2
Pattern Feat Points per action.
- Corwin :
- Inconspicuously, I march with my army
through Arden.
- Gm :
- Anything I should know ? (Corwin's Aspect is 2, just as Eric's Aspect. It
seems quite likely that Corwin.)
- Corwin :
- Such as ?
- Gm :
- Such as trying to hide your advance from
Eric's agents ?
- Corwin :
- Yeah, well, I do what I can to stay
inconspicuous.
- Gm :
- Let me rephrase : do you attempt to use
any supernatural means to hide your army ? Or just strategy ?
And then what is your priority : speed or discretion ?
- Corwin :
- Could I ? I mean, could I use any
supernatural mean to hide my army ?
- Gm :
- Maybe. (This
should be a Minor Protection, with a Difficulty of 4 and any
number of additional Levels to provide Resistance. Corwin has 3
Levels in Pattern and 5 Feat Points. He should be able to
perform this kind of action.) Not without difficulty but
you should be able to perform some tricks so as to make
yourself more stealthy.
- Corwin :
- Let me think...Okay, I'll do some
Pattern-based tricks -- nothing too fancy. Of course, I also
put my brilliant mind to work and make the army difficult to
spot.
- Gm :
- Okay. (Combining
actions ? There is no rule for this. Well, let us adapt the
rules on cooperation. The Difficulty of Leading the Army is
1.) How much effort do you put into this ?
- Corwin :
- I try hard.
- Gm :
- Okay. (Let's say
2 Aspect Feat Point to bring Corwin's Aspect to 4, hence
freeing 3 Levels for Resistance or speed. Doing the same thing
with Pattern would require increasing Pattern Level to 7 --
Difficulty 4 for Minor Protection and 3 additional Levels for
Resistance. As Corwin does not want to put too much
Pattern-based efforts on the task, he will actually use 1
Pattern Feat Point, which is not sufficient to actually improve
the Resistance. Well, tough luck for Corwin. All in all, the
Gm crosses 2 Aspect Feat Points and 1
Pattern Feat Point from Corwin's sheet, for a total Resistance
of 2.) Using a number of tricks you have learnt from
your experience with the Pattern, you divide your troops, try
to move them in small groups, using clothes they get from the
locals.
- Eric :
- Well, does my early warning system spot
him ? (Eric had taken the necessary
time to put numerous agents in many Shadows. With 2 Aspect
Levels and 4 additional Aspect Feat Points, he could easily
match a Difficulty of 0 and a Penetration of 4. That's more
than enough to spot Corwin's army.)
- Gm :
- Yes.
- Corwin :
- Hey, that's unfair !
- Eric :
- I was always better than you at this
games, little brother. You can still surrender, you know ?
- Gm :
- Wait a minute. Are you in some kind of
Trump contact ?
- Eric :
- No.
- Gm :
- Just to be sure.
- Eric :
- Well, I will try and have some fun with
Corwin's little toy army.
- Corwin :
- It's not a toy !
- Eric :
- Anyway. How long do I have before the army
arrives ?
- Gm :
- At least one week.
- Eric :
- That's nice. Well, let's use that little
babble of mine. I'll first make weather miserable on the way of
the army, so as to slow them down to a crawl.
- Gm :
- (That is a
relatively simple Minor Alteration, which will cost Eric 2
Pattern Feat Points to activate the Jewel. As Eric himself does
not have any Pattern Sorcery Feat Points, he cannot use any to
provide additional Penetration. As the Jewel already contains
11 Levels of Penetration against Amber's resistance to Pattern
Magic, this is more than sufficient.) Corwin, after a
few days, your army is pinned down by blizzard, hurricanes and
thunder. Not many losses but this is terribly annoying.
- Corwin :
- I defend myself as best as I can.
- Gm :
- Well, you can advance, but extremely
slowly.
- Corwin :
- I push myself and my men further.
- Gm :
- After more than two weeks, you manage to
get out of reach of the storms. Due to your small groups
strategy, you have lost contact with many of your men but you
can hope they will find a way. Not too much hope, though, as
you are not in the Golden Circle yet.
- Eric :
- How comes they got out of the storm ?
- Gm :
- Well, you can't spend all your time with
the Jewel of the Judgement around your neck, can you ?
- Eric :
- Well, yes, but I have placed the storms
strategically so as to make advance impossible.
- Gm :
- Firstly, you told me you only wanted to
slow them down, not to stop them, and secondly, whenever you
stop actually managing the storms yourself, it becomes a
contest of strategy, at which Corwin and you are rather
balanced. (The Gm takes this opportunity to cross one of Corwin's
Aspect Feat Points to increase his Aspect/strategy to 3, hence
making Corwin's Aspect better than Eric's. Note that if Eric
had chosen to involve himself as much as he could, he could
have Level 4 Aspect to be at least as good as Corwin, as well
as 2 Levels of Resistance, to make things more difficult for
Corwin.) In this case, Corwin won.
- Corwin :
- Gotcha !
Situation : Merlin vs Luke, part II
- Gm :
- (Luke has an
Aspect of 1 and is using 1 Aspect Feat Point to run at
Olympic-level). You and Luke are almost at the same
level. He start slightly more slowly than you but he is
catching up. He might end up beating you.
- Merlin :
- Gasp ! Damned Luke. Okay, I'll go
faster.
- Gm :
- How much faster ?
- Merlin :
- Not world-record yet. Just faster than
Luke.
- Gm :
- (crosses one of
Merlin's Aspect Feat Points just for the confrontation)
Ok. You put more of yourself in this, still careful not to
attract attention. You are going to be tired after this.
- Merlin :
- No problem. I don't think there are any
Amberites around, I'll get as much sleep as I want during the
next few days.
- Gm :
- Sure.
Situation : Caine spying on Fiona
For this example, we assume that Caine can spy using Trumps
and has 1 ``Trump Spying'' Point left which he can use against a
Resistance.
- Gm :
- Is this all ?
- Caine :
- No, I haven't checked on Fiona yet.
- Gm :
- Well, you do not know where she is.
- Caine :
- Well, I know that.
- Gm :
- So ?
- Caine :
- So I take her Trump and I try to spy on
her.
- Gm :
- (Fiona hid with a
Resistance of 5. Caine needs to match this score in order to be
able to spy on her. If he does, this will include the ability
to read her book. Yeah.) You get nothing.
- Caine :
- What ? How ?
- Gm :
- You do not know. You have not felt any
disturbance on the Trump, which might mean that she is not
doing anything supernatural, or that she has found a new way to
counter being spied upon.
- Caine :
- The witch ! I try harder !
- Gm :
- (Between Caine's
1 ``free point'' and the Wizardry point that the Gm just crossed, Caine now has 2 points to counter
the Resistance.) Still nothing.
- Caine :
- Nothing ? At all ?
- Gm :
- Well, you do see things to the Trump, but
you cannot make any sense of the images.
- Caine :
- She's in the Logrus ?
- Gm :
- In the what ?
- Caine :
- I give up. I'll just rat her to Julian. He
will feel compelled to investigate.
- Gm :
- As you wish.
6 Misc.
Questions
How long do the effects of a Feat Point last ?
Conceptually, one action, as long as it seems reasonable. If
Aspect Feat Points are used for a fight, they may last as long as
the fight, or possibly less time if the character totally changes
strategy during the fight. If they are used to plan a guerrilla
warfare -- an action which may take weeks -- they last as long as
it takes to complete the plans.
What about the Unicorn ? What are her Attributes ?
In various campaigns, we have seen the Unicorn being Dworkin's
Pet, a reincarnation of a future descendant of Oberon, a whole
race of supernatural beings, a cursed ancient deity, a
shape-shifted alcoholic dog, not to mention a player character.
Why don't you choose your Unicorn and create her Attributes
corresponding to your version ?
What about Dworkin ?
Truth is, we consider Dworkin out-of-rules by any standard. Hey,
the guy created half of the Universe ! On the other hand, if your
Dworkin is just a lucky (or unlucky) wizard, feel free to create
it with as many Character Creation Points as you like.
What about the Younger Dworkin ?
Oh, that Dworkin. Well, we might see when the Dawn of Amber
series is more advanced. So far, it is much too early to deduce
anything from the books. It is not even sure that the Pattern
does not exist yet !
What about the Logrus-less Logrus ?
We have no idea what this is. Possibly Logrus Magic ? Frozen
Logrus ? Something way too complicated for Merlin to comprehend
?
What about Exalted Pattern ?
Exalted Pattern is an invention of Eric Wucjick. With this
version of the rules, Exalted Pattern would be something like
Pattern + Pattern Sorcery, both at high level.
What about the Jewel of Judgement ?
Once again, that's something quite campaign-specific. With our
rules, the Jewel might be ``just'' a source of Pattern Feats and
Pattern Magic Feats. Or a third Pillar, quite similar to the
Pattern, but with more permanent effects -- Major Path Mastery
being a way to create a Pattern. Or a ``bank'' you can use to
store Pattern Feat points and to recover them later. Or a
Spikard. Your decision.
I want a Nobilis-Amber crossover !
Exercise: considering that Nobles and
Amberites are Creatures of Power
relatively to each other (i.e. Nobles
are not Real and may be influenced directly by Pattern or Logrus,
not to mention Wizardry, white Amberites
have no Auctoritas and may be influenced directly by Domains or
Realms), how many Character Creation Points does it take to
create a Noble who could wipe out the
entire Amber Family ? Or, more likely, who would take Spirit+1
Amberites as Anchors ?
Answer: provided this Noble has found
Amber, not many. A well-chosen Virtue would provide an
overwhelming force, as would 21 Points (Aspect 5 + Immortality).
Remember that there are several thousands of Nobles on Earth alone, and that a decent portion of
these will definitely want a Shadow-walking Anchor.
Nevertheless, I want a Nobilis-Amber crossover
!
Sure. You can have Order be the
Imperator of Amber, while the Unicorn,
the Pattern, the Castle, the Hall of Mirrors and Dworkin are its
Nobles and the Princes are their Anchors or agents. That's the
``Nobles rule Amber'' strategy.
You can also make Nobles actually be the
agents of Fortune, somehow bound (by the Jewel ?) to protect them
all.
Or you can pit the Amberites in a
desperate struggle against an almost all-powerful enemy. Which
would make Amberites choice candidates
for an alliance with Excrucians.
Magic is too expensive !
Well, Magic is difficult. But feel free to give more points to
the characters if you want to run a more magical campaign. You
can also reduce the number of Wizardry Ways and improve their
potential.
What about dreams ? Mirrors ?
Sounds like new Ways or Gifts. Feel free to design them.
You didn't give a Ghostwheel Gift to Merlin !
We believe that Ghostwheel is more a (47 Points) character than a
Gift.
Could you provide the characteristics of the other
Princes ?
Maybe later.
Who wins ? The Hulk or Gerard ?
Who cares ?
Why is shape-shifting not an Attribute ?
We did not think it was necessary. But feel free to make
Shape-shifting either a Pillar or a Wizardry Way. Please send us
the result !
What about allies ?
We have not found any consistent idea to account for Allies into
the rules. Be sure to tell us if you do.
Your work is riddled with bugs, typos and spelling
mistakes
Yeah, well, we suspected so. Please point us to our mistakes so
that we can fix them !
A Changelog
A.1 Version
1.1
- General
- Lots of repagination.
- Codes
- Modified the code of the Defender.
- Wizardry
- Rewritten the section. Less Ways, more concise, more
consistent, more thoroughly explained.
- Gifts
- Rewritten the section. The rules stay the same but the
examples are handled differently, partly because of the changes
in Wizardry. Added Corwin's Survival. Both Julia and Merlin now
require less points.
- Character sheets
- Removed. I'm currently working on a clean way to create
Character Sheets in both Html and Pdf.
- 1
- written by Eric Wucjick, previously edited by Phage Press,
and now bought by Guardians of Order.
- 2
- written by Rebecca Sean Borgstrom, previously edited by
Hogshead Publishing and also bought by Guardians of Order.
- 3
- This power is non-canonical. Feel free to replace it with
something equivalent -- possibly the summoning of the Pattern
Sign for magical sight and storage, as described by Jasra.
- 4
- This power is non-canonical, as is its counterpart in the
Adrpg rule-book, Walking the Mind
Pattern. Once again, feel free to replace it with something
more adapted to your campaign. It might be a bad idea to let
players customise this level of power, as customisation is more
adapted to Wizardry or Gifts.
This document was translated from
LATEX by H
EVEA.