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.

Description

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.

Acquisition

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).

Element Qualities

Vitality

Physical Strength, without the durability or martial arts knowledge that the Strength Attribute brings. For Artefacts, the measure of life in the item.

Movement

Enhances the speed of Artefacts and Creatures.

Stamina

Allows exertion over extended periods. Also used for powering certain Item Powers. Does not grant the healing powers of the Endurance attribute.

Aggression

Basic reflexes and combat skills. Does not refer to tactical or strategic training, or other aspects of the Warfare attribute.

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.

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.

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.

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 Defence

Covers general resistance to Psychic attack. No offensive power, or ability to create Psychic links.

Element Powers

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 Manipulation

Limited power over aspects of Shadow. This power works slowly, even slower than Pattern. However, it does not require movement.

Healing

The ability to repair damage to an Artefact or Creature.

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.

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.

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.

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.

Element Multipliers

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.

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.

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.

Monday, August 25, 1997

Suhuy

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