In Amber, characters make their own luck. | An update on Stuff |
Or, to be more accurate, they buy their own luck.
As a player, you use Stuff to determine the character's luck and karma. Stuff works in three ways.
First, Stuff determines the character's luck. Good Stuff makes the character lucky, Bad Stuff unlucky, and, with Zero Stuff, the character has no particular advantage or disadvantage.
Second, Stuff is used as a way of declaring the 'karma' or 'alignment' of a character's personality. This is mostly manifested in terms of a character's perceptions, especially for characters with large amounts of Stuff (either Bad or Good).
Third, Stuff can be used by players to adjust their character's points. Extra points can be spent on Good Stuff, while point shortages can be made up by accepting Bad Stuff.
Good Stuff characters are in harmony with the universe, and tend to be friendly and loyal to their families.
Bad Stuff characters are self-centred and tend to use those people who care about them.
Zero Stuff characters are neutral, walking a middle way.
If you take all the players' Stuff scores, and end up with an average of six points of Good Stuff, then five points of Bad Stuff will be a lot, but eight points of Good Stuff might be only a relatively small amount.
Don't forget that Bad Stuff is also an indicator of how bad a wound can be. Enough Bad Stuff, at the wrong time in a combat, and the character could end up dead.
First, the story is more exciting, because the Story Guide throws more surprises, traps and attacks at folks with Bad Stuff.
Second, a character with Bad Stuff has a sinister, evil appearance, just the right kinda guy for some players!
Third, those extra points can be used for making a more powerful character.
All well and good, but remember that Zero Stuff characters have also set themselves up with a certain attitude, a kind of 'wait and see' approach.
SG: The hounds are behind you, and the hunters with the spears are getting pretty close. Looking down over the edge of the cliff, you see a tiny ledge, obviously ice covered like the rest of the mountain side. What are you doing?
Player: I'll take the chance, I jump down.
What happens next can depend on the character's Stuff. Here, ranging from lots of Good Stuff, to lots of Bad Stuff, are five options.
To Harick, a character with a lot of Good Stuff:
SG: Slipping forward, you stagger, miraculously slipping under the spear point. That bit of fortunate missed footing has put you in easy range of the enemy's belly. You can strike with your sword, punch him right in the gut, or toss him over the edge. What are you doing?
To Dorell, with a little bit of Good Stuff:
SG: You land on the ledge, sliding a bit as one foot goes off the edge, but you catch hold of a solid bit of rock. What are you doing?
To Ariel, a character with Zero Stuff:
SG: You sprawl down on the ice-covered ledge, your feet going out from under you, one boot goes over the edge, but your hand brushes a tip of stone, catching just a finger on the slippery ice. Your grip won't last another second! What are you doing?
To Morgan, a character with a bit of Bad Stuff:
SG: You land on the ledge, but your feet slide over the edge, twisting you and knocking you flat on your stomach. You are continuing to slide off, your legs flailing in empty space, watching the ice slide by. Frantic, your fingers find no purchase on the slippery ice. You're a man on his way to oblivion, what are you doing about it?
To Edward, a character just loaded with Bad Stuff:
SG: Oops! You land hard on your left, and a spasm of pain from your ankle reaches you just as you slide clear off the ledge, your palms and fingers go bloody from trying to get a handhold on the jagged rock edge. You are making the long fall down toward the noisy water. What are you doing before you hit?
SG: Stepping through the mysterious Trump, you feel that there was some kind of barrier in the place, a barrier that may have just been dispelled by the use of the card. Looking around, across the room you see an armoured man, seated on an iron chair.
Player: I'll cautiously step closer.
SG: Without opening his eyes, the man brushes away cobwebs from his face. He uses the back of his left hand to do this, and you get a good look at the palm side of the hand. Strong, blunt fingers, badly in need of a manicure, and the centre of his palm is stained with a blotch of something dark and brown and spidery. What are you doing?
Player: I'll say, 'Who are you?'
SG: He opens his eyes, which are bright and hard, and young and green. He looks you over. His voice is deep and scratchy when he repeats your question. 'Who are you?' he says.
Player: I give him my name, 'I'm a scion of Amber', I say, 'and I would have your name.'
Now the response to the character's question would vary, and here are the variations, ranging from a lot of Good Stuff, to a lot of Bad Stuff.
To Harick, a character with a lot of Good Stuff:
SG: He chuckles. Green eyes twinkle. 'It has been a long time since I've seen such a brash youngling. Yvonne, I am Darcy, a servant of your kinsman Finndo. If you would have my favour, tell me of Amber.'
To Dorell, with a little bit of Good Stuff:
SG: His features ease a touch, the green eyes lose a bit of their hard glare. He says, 'Long ago I was known as Darcy. You may call me that, if you wish.'
To Ariel, a character with Zero Stuff:
SG: He answers slowly, cautiously, his green eyes neutral. 'I am an old man, but not an Amberite. Why do you ask?'
To Morgan, a character with a bit of Bad Stuff:
SG: The green eyes glow hard. 'Never heard of you', he says. And he says nothing more.
To Edward, a character just loaded with Bad Stuff.
SG: He squints. His sword slides noisily out of its scabbard, green sparks flickering as metal scrapes metal. 'You go too far, and you remind me of ancient days, and the betrayal of my master by his kinsman.'
Here is an example of what our five sample characters might see in the same situation, this time where the non-player character only reacts to the player character's actions.
SG: The smells, sights and sounds of this part of Amber all tell you that the sea is nearby, and that here is a place for the common sailor to relax informally. In other words, there are more brothels and bars than you can shake a stick at.
Player: This looks like the right place to ask about the Goldenrod. I'll walk into the nearest bar.
SG: Okay, once inside, after the moment it takes your eyes to adjust to the gloom and the tobacco smoke, you see three sailors seated at a table, an old man in merchant's robes off by himself in the far corner. A woman sits behind the bar, her face hidden by the book she seems to be reading. In a back room you can hear the sounds of water sloshing around. What are you doing?
Player: I'll walk up to the bar, and throw a coin on the counter, and ask for a beer.
Now what each player character sees varies according to their perceptions. In this case the woman behind the bar is a customer, and someone of importance, just filling in for the real barmaid who is doing some washing in the back room.
The sailors are no threat, just a jolly bunch out for a good time.
They'll fight if insulted, but will be friendly to anyone who treats them well. The merchant in the corner is a mage, hostile to Amber, and a danger to any player character. The closer to Zero Stuff a character has, the clearer the true picture of what is happening.
To Harick, a character with a lot of Good Stuff:
SG: The woman puts down her book, and gives you a sultry look as she reaches for a glass. You realise that she is as out of place here as a thoroughbred champion in a glue factory.
The sailors seem happy, friendly guys.
'Light beer or dark?' the woman asks, in an inviting tone. What are you doing?
To Dorell, with a little bit of Good Stuff:
SG: The woman puts down her book, looking at you thoughtfully as she reaches for a glass. She seems kind of high class for this joint.
Behind you the sailors are sharing some joke, and the robed figure off in the corner seems impressed with you.
'Light beer or dark?' the woman asks, in a pleasant tone of voice. What are you doing?
To Ariel, a character with Zero Stuff:
SG: The woman puts down her book, looks at you perceptively, and reaches for a glass. She doesn't seem the barmaid type.
The sailors are acting a bit rowdy, and the robed figure off in the corner is looking you over.
'Light beer or dark?' the woman asks. She has a familiar look about her, like she's one of the family. What are you doing?
To Morgan, a character with a bit of Bad Stuff:
SG: The woman lowers her book, looks coolly at you, and reaches for a glass. She looks suspiciously familiar.
A couple of the sailors look over at you, point, and the group erupts in noisy laughter.
'Light beer or dark?' the woman asks, disrespectfully.
You notice she didn't bother calling you sir. What are you doing?
To Edward, a character just loaded with Bad Stuff:
SG: The barmaid, still holding her book, gives you a surly look, and slowly reaches for a glass. Obviously the service around here leaves something to be desired.
'Light beer or dark?' she asks, in a haughty tone, as if you were some scum off the street. As she says it the sailors erupt into laughter, obviously sharing a joke at your expense. What are you doing?
Monday, August 25, 1997 | Want more? |