Story Elements:
Companions, Creatures and Magic Items
Many fantasy characters have special followers, or magical beasts, or mythical weapons that are a part of their history. Your character too can have these things. Corwin's sword Greyswandir is a part of his history.
A sword of power, a steady horse, an enchanted hawk, a cup of magic and power. Anything you like can be ''built'' for your character. The only limitation is the number of points you wish to expend.
However, any story element that you can imagine is also just sitting somewhere out in infinite Shadow. To get it, all you have to do is spend the time to Hellride to it, or, if you've got Logrus, reach for it.
So, why spend points at all?
First, when you spend points on something, it becomes an integral part of your character. Just as Greyswandir, Corwin's sword, is a part of him. So, having spent the points, you can always get it back if it is lost, stolen, or destroyed.
Second, remember the insidious nature of the Amber universe. Anything worth having is likely to have connections with someone, or something, else. By spending points on a story element, you are making sure that the hooks on something are your hooks.
Characters may desire to create shared story elements. Shared elements are 'owned' by more than one character. They each contribute separate concepts and points to the item.
Since the multiplier, Named and Numbered, creates a number of items for merely double the cost, it may be desirable to share some prized objects or beasts.
Story elements can also include places, or Shadows, or your own design. In a universe of infinite Shadow, an Amberite can do more than just locating a perfect world. The world is as much created, or defined, as found.
Although Shadows can be found during the story, without cost, prepared Shadows are often valuable. Note also that characters without Pattern may have no other way to obtain a Shadow of their desires, short of buying it with points.
Each Shadow is constructed using the ideas in the Shadow section. There is no limit to the number of Shadows you can buy.
The most important thing about any magical being or item associated with your character is the description.
The points come second.
A good description is more likely to be granted a special point value by the SG.
For example 'my magic sword' doesn't sound as interesting as 'the sword Robilar, whose blade pierces the hearts of those with evil intention, but cannot harm those of good will'.
Don't allow the points system presented here to limit your story elements.
Consider the example of a shirt with a pocket you could pull a different flower out of every time.
That doesn't easily fit into any of the sample categories, but it's obviously worth only a point or two. At the same time it's a very distinctive element for some character.
Part of the description should include how the item was acquired. This can be pretty vague for items that have always been with a character from the beginning. Many characters will search out, conjure, or otherwise develop story elements during the campaign.
Elements cannot have powers that the character possessing them does not. (Shared elements, of course, are a slightly different story!) The rules for each Power describe how long it takes to find or develop items using that Power.
For found items, the SG will provide a suitable obstacle to be overcome as well, commensurate with the power of the item. After all, if it's that good, it won't just be lying around waiting for you to come and pick it up, will it?
No matter how you put something together with points, there are many ways to get an item in Amber.
Instead of spending points, you can find items in Shadow using Pattern or Logrus. In this case, the points can be used to figure out roughly how long it will take to find the thing. This means you pay no points, but there is no particular connection between you character and the item. It is also a rather time consuming way to get an item.
Hellride
Using Pattern to get something means you go out into Shadow and keep moving until you find exactly the item you seek.
The more complex the item, represented by the number of points required, the longer it will take to find it.
This usually works out to a day of Hellriding for every point of artefact.
Logrus Tendril Search
Using Logrus to get something means extending Logrus Tendrils through Shadow, 'feeling' for the desired item.
Again, the more points it takes to build the item, the longer it will take for the tendrils to locate it.
Since artefacts and creatures are pretty specific, it takes about four hours for every point.
Conjuring
The points determine how long it takes to conjure the item.
While this is the cheapest way to get items, in terms of either points or time, Conjured items are usually fragile, and are more likely to be disrupted or destroyed by your enemies.
The Conjuring Power has 4 ways of building items, from fast, temporary, and fragile; to slow and permanent.
Artefacts of Power
It is also possible to create story elements that contain powers such as Pattern, Logrus, Trump and so forth.
Right off, any character with Trump Artistry can create Trump-based items.
However, creating Pattern and Logrus items requires powers beyond the powers of starting player characters.
It may be possible, in the course of the campaign, to acquire additional powers, or to pay points for items that a character comes across, turning them into personal items.
Sample Element Qualities and Powers
The following is a list of Item Qualities and Powers, up to the 4-point level in each category. Where Attributes are referred to, assume that if there are 20 ranks in each Attribute, then the following jargon applies:
High-Ranked: |
6th to 10th Ranks |
Mid-Ranked: |
11th to 15th Ranks |
Low-Ranked: |
16th to 20th Ranks |
Shadow level status in any Attribute is free (and with a good background, slightly higher than Shadow level: but never Partial level).
8 and 16 point abilities are possible with Advanced and Exalted levels of applicable Powers.
It is not necessary to buy Qualities for elements that normally possess them in Amber (such as Intelligence for people, or Vitality for animals).
Vitality
Physical Strength, without the durability or martial arts knowledge that the Strength Attribute brings. For Artefacts, the measure of life in the item.
- Partial Vitality [1] - Partial-level. Brings an Artefact to life
- Real Vitality [2] - Real-level.
- Ranked Vitality [4] - Low-Ranked in the Strength Auction.
Movement
Enhances the speed of Artefacts and Creatures.
- Item Mobility [1] - Gives an Artefact movement based on its form.
- Double Speed [2] - Doubles the natural speed of a Creature (up to about 60 miles per hour), or allows inanimate objects without other means of movement to move at the pace of a jog. At this level, gliding may be imbued into an Artefact or Creature.
- Engine Speed [4] - Allows Creatures to keep up with powered vehicles. Depending on the creature, speeds range from 60 to 100 miles per hour. Items without other means of locomotion can travel up to 30 miles per hour. Flight may be placed into an Artefact or Creature, although Flight speed will be only half of what Engine Speed would normally imbue.
Stamina
Allows exertion over extended periods. Also used for powering certain Item Powers. Does not grant the healing powers of the Endurance attribute.
- Partial Stamina [1] - Partial-level.
- Real Stamina [2] - Real-level.
- Ranked Stamina [4] - Low to Mid-Ranked.
Aggression
Basic reflexes and combat skills. Does not refer to tactical or strategic training, or other aspects of the Warfare attribute.
- Combat Training [1] - Better than mere humans. Creatures fighting in groups are equal to Partial-level, as are items specialising in a form of combat.
- Combat Reflexes [2] - Partial-level, or Real-level if specialised.
- Combat Adept [4] - Real-level, or Low-Ranked if specialised.
Resistance to Damage
Amber DRPG equivalent of an Armour Rating. Note that a sufficiently-skilled fighter can find the weakness in almost any defence, and even if the armour is not penetrated, the force of the blow (in full or in part) may transfer through.
Resistance is still based on the item's form, so a set of armour with Resistant to Normal Weapons is tougher than a cloth with the same property.
- Resistance to Normal Weapons [1] - Deflects and reduces most normal weapon strikes.
- Resistance to Firearms [2] - Immunity to bullets, explosions, fire, and the like.
- Invulnerable to all Conventional Weapons [4] - Impervious to attacks from normal weapons, including energy based attacks.
Damage Rating
The damaging effects of Items. Tends to cancel out an equal-value defence. Note that the added durability of the item is not protection. It simply prevents the item itself from being destroyed. This can also be used to represent poisonous items, including envenomed weapons.
- Extra-Hard [1] - Can impact with great force without being damaged. These weapons have an easier time penetrating normal armour. If defined as a poison, it is potentially fatal to those of Shadow Endurance (assuming a direct hit or dose).
- Extra Damage [2] - Increases damage done, and gives added durability. Light wounds become serious. Penetrates surfaces that are Resistant to Normal Weapons easily, and with time and skill can penetrate Resistant to Firearms. Poisons are potentially fatal to those of Partial Endurance.
- Serious Damage [4] - All injuries are serious and often fatal. The weapon has exceptional durability. Penetrates surfaces that are Invulnerable to all Conventional Weapons. Sometimes limited in what it can affect. Poisons are potentially fatal to those with an Real Endurance (not ranked).
Intelligence
It is only necessary to buy intelligence for elements that would not have it in the character's usual environment, e.g. swords in Amber.
Not only comprehension, but the ability to communicate with others. Creatures or items with both 4-point (or better) Intelligence and Psychic Quality can initiate Psychic attacks at the level of the Psychic Quality.
- Speak [1] - An Artefact or unintelligent Creature can be given the ability to speak in the language of the creator (usually Thari), but with a limited vocabulary. Intelligence level is the equivalent of a well-trained dog. The item has loyalty to its owner, and will act independently if commanded to do so. Will always attempt to rejoin or assist their owner unless commanded otherwise.
- Speak and Sing [2] - The item can express itself with a full vocabulary in a normal voice, or can hum, sing, whistle, etc. It can understand complex orders, make plans, and operate independently towards a goal. It can be instructed in the arts of numbers, logic and literacy.
- Speak in Tongues and Voices [4] - With average human intelligence, the Artefact or Creature is capable of very complex expressions, learning several languages, and being capable of mimicking others. Can independently consider questions of mathematics, arts, philosophy, science, magic, etc. Will get lonely and distracted if given tasks that are too simple. Can come to hate its owner if betrayed or lied to, but will not try to leave.
Psychic Quality
Confers a limited version of the Psyche attribute, used mainly for powering mental contacts or powers. Higher levels may also be keyed to sensing Psychic phenomena. This Quality alone cannot be used in any offensive sense: however, if combined with at least 4-point intelligence it may do so in a limited fashion. This quality gives no defensive powers, e.g. for resisting Trump contacts.
- Psychic Sensitivity [1] - Partial-rank for purposes of mental contact. For Artefacts with no intelligence, the ability to receive commands and understand specific orders is gained.
- Psychic Awareness [2] - Real-rank for purposes of mental contact, or Partial-rank with the added ability to sense danger. This danger sense is roughly equivalent to what a high Psyche individual would feel, concentrating on the detection of hostile thoughts and emotions directed toward the owner of the Item (or the Item itself).
- Extraordinary Psychic Sense [4] - Low-Ranked for purposes of mental contact, or Real psyche with special sensing capabilities. Flashes of insight will allow the sensing of future events, including when its owner is in danger. Also permits contact through Shadow with the owner, though this is time-consuming and unreliable, and does not allow for physical transferral.
Psychic Defence
Covers general resistance to Psychic attack. No offensive power, or ability to create Psychic links.
- Partial Resistance [1] - Partial-level.
- Psychic Neutral [2] - The item is cloaked versus Psychic detection, although a detailed check by someone with Ranked Psyche will reveal it. Actual defence is Real-level.
- Psychic Barrier [4] - As Psychic Neutral, except with Low to Mid-Ranked resistance. Alternatively, the item can instead have a Psychic Barrier, which makes it resistant to ALL Psychic influence. This is a two-way barrier, preventing the Item from using any Psyche-oriented abilities (including Trump). Such a barrier is easily detectable by those with High Psychic sensitivity.
Shadow Movement
Gives the power of limited movement through Shadow. This movement does not explicitly use Pattern, Logrus, etc., but is based on an innate form of Magic.
- Shadow Trail [1] - Can follow others through Shadow.
- Shadow Path [2] - Can travel to well-known Shadows at normal speeds and Hellride conditions, or to unknown Shadows at Royal Road speeds and Hellride conditions.
- Shadow Seek [4] - Can travel toward a person or item in Shadow. Note that this usually involves travelling through the worst of ''Hellriding'' routes, and often is a hit-or-miss process.
Shadow Manipulation
Limited power over aspects of Shadow. This power works slowly, even slower than Pattern. However, it does not require movement.
- Mould Shadow Stuff [1] - The item can change simple items in a Shadow
- Mould Shadow Creatures [2] - The item can change creatures and inhabitants of Shadow.
- Mould Shadow Reality [4] - The item can change some of the features of a Shadow, such as the 'odds', or slight changes to the magical environment.
Healing
The ability to repair damage to an Artefact or Creature.
- Item Healing [1] - Creatures recover wounds at Partial rate. Items heal at Shadow rate, but can eventually recover from total destruction by natural forces.
- Real Healing [2] - Real-level recovery for items or creatures.
- Rapid Healing [4] - Low to Mid-Ranked recovery. Items can recover at Partial rate from destruction by Magic or other Minor Powers.
Shape Changing
The ability for an Item to alter its form. Qualities and Powers carry over to all forms. Forms must be of a comparable size and mass.
- Alternate Form [1] - One alternate form, described when it is created.
- Named and Numbered Forms [2] - Several forms, not to exceed twelve, chosen when the Item is created.
- Limited Shape Change [4] - Can assume the shape of any animal or item of comparable size and mass. Initially limited to a few forms, the item can gradually learn new ones.
Item Trump Images
Bestows Trump capabilities. Can only be created by Trump Artists. Images with Advanced or Exalted capabilities can be bestowed only if the character has Advanced or Exalted Trump Artistry, for the same cost as a normal Image.
- Contains Trump Image [1] - The item doubles as a Trump, holding a single Trump image. Cannot be installed in a living creature. When the Trump power is active, the item gains Trump invulnerability to Pattern, Logrus, Magic and natural forces.
- Personal Trump Deck [2] - Cards are intimately related to the owner, so can be found in Shadow if lost, but are limited to those personally created by the Trump Artist. Additional images created by the same Artist can be added to the Deck at a later time at no cost.
- Powered By Trump [4] - In addition to being able to hold Trump images, the item is considered directly powered by the energies of Trump.
Power Word Capability
Can use one or more Power Words, powered by the Item's Stamina, and using Psychic Quality to determine the effect. Can only contain Power Words known by the creator. 'Defence' or 'Boost' type Words apply to defending the item, not the user, unless Confer Power is also used.
- Single-Word Capacity [1] - Can hold a single Power Word (Basic Words only).
- Named and Numbered Words [2] - Can hold either named and numbered Power Words, or a single Advanced Power Word.
- Advanced Power Words [4] - Holds either named and numbered Advanced Power Words, or a single Exalted Power Word.
Spell Storage Capability
Allows an Item to ''Rack'' spells. Both Sorcery and Conjuring are required to create these powers. Spells must be loaded into the item by a Sorcerer. Used spells cannot be recast. They can be reloaded, or replaced with different ones, by a Sorcerer. Lynchpins must be provided by the user when any spell is cast.
- Single Spell Capability [1] - Can rack a single spell. Requires a magic wielder to invoke.
- Named and Numbered Spells [2] - Can rack named and numbered spells. Requires a magic wielder to invoke.
- Rack and Use Named and Numbered Spells [4] - Can rack and use named and numbered spells. The effectiveness of any spell cast by the item is based on its Psychic Quality if it has 4 points or more of Intelligence, otherwise cannot cast spells which require Psyche contests.
Transferral
The first multiplier is if the item cannot use the transferred power, while the second is used if the item and the character can both use it. The multiple is applied to the Quality or Power being transferred.
- Confer Quality [x2 / x3].
- Confer Power [x3 /x4].
Implanted Item Qualities or Powers
This basically allows the character to buy an item quality or power as an actual power of the character. It generally cannot be taken away, though this will depend on the specifics of the power and SG fiat. As for transferral, the multiple is applied to the Quality or Power in question.
- Implant Quality [x4].
- Implant Power [x5].
Quantity
Allows the character to have multiples of a certain power. The multiple is applied to the total cost of the item, after all other multipliers have been taken into account. Note that while each item must have the same powers, they can have different, set forms. Thus, a Named and Numbered set of Extra-Hard weapons may include 3 swords, 2 daggers, and an axe.
- Unique [x1] - A single Item.
- Named and Numbered [x2] - Up to a dozen of the Item.
- Horde [x3] - An extremely large number, centred in one location. On short notice, up to 50 or so may be found.
- Shadow-Wide [x4] - Can be found in Horde quantities everywhere in a Shadow.
- Cross-Shadow Environmental [x5] - Found in every Shadow that contains a particular environment.
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