The Eternal City, the Forever Kingdom, the Realm Immortal. Amber is the one true city of which all others are a mere shadow. It cast countless reflections through all of the universe. A ubiquity of realities, but all of which are mere reflections of the one true realm. All are bit images cast on the waves of eternity by the Forever City… Amber.
This is where you were born…
Endless, countless reflections of the one true city, scattered about forever, like islands on an endless sea. Shadow is home to all things dreamed, and imagined. Each shadow is infinitely similar, and dissimilar to the countless ones adjacent it. It is eternal, and endless, and all things that can be imagined exists in shadow.
This is your playground
The sigil of order, and the inscription of reality. It is the giver of might and magic, to those of the blood, like you. Though it’s might, the royal family of Amber are able to move, about shadow, molding it to the whims of their minds, thoughts, dreams and desires. The pattern is eternal, and unmarred order. The only thing that stands between all that is… and utter, implacable chaos. Pattern is power, life and immortality.
This is your legacy
The Antipodes, and realm of eternal change, and destruction. The denizens of this realm, known as lords and demons of Chaos, are the bitter and arch enemy of all that is Order, all that is real… all that is… Amber.
This is your struggle
Welcome to Amber: The Titan, The Witch, and The War God
In this game you will be playing one of the ultra powerful Scions of Amber, Children of Oberon, and the Masters of the eternal universe.
As Princes and Princesses of Amber you are privy to a myriad of powers, and abilities that make you several cuts above nearly any and all things in existence. Reality is malleable to your whim, will and thought. Magic, and Technology are the frail play things of shadows, yours at the whim. The pattern grants you access to countless worlds… endless realities, containing anything that your heart and mind want.
But the greatest threat each of you face… are each other. For the blood of Amber is cursed. Those of the blood are un-trusting, and untrustworthy. They all greed for power, and the only true power is that which can be lorded over the others of your kind.
To those familliar with the Chronicles Of Amber, by Roger Zelazney, this game takes place in an alternate version of that world, where the elders (Save for Oberon, and Dworkin) never existed, and the players take on the rolls Oberon’s children.
The game will have many nuances of the original series, and promises to introduce a number of the same plots. If you love Zelazney, and want the chance to take on the role of some of the elders… join this game.
- ABSOLUTELY NO CHAOSITES.
That means no history with chaos, no knowledge of the Courts, and NO Logurs, or Way Mastery. Shapeshifting is fine, but otherwise no Chaos powers.
2.EVERYONE HAS PATTERN
Yep, all you players start off as the children of Oberon, who is a powerful, dominant, and sometimes unforgiving father. That means that you have the blood of Amber, and either have taken the Pattern, or are Nearing the time when you will be forced to walk it.
- CHOOSE UP TO 3 POWERS
But be warned… the number of powers you take will suffer the potency of your Warfare, Strength, Endurance, Psyche. (If these don’t mean much to you, we’ll talk about them later)
The powers are:
- Trump Artistry = The ability to draw special images that link places and people. Useful as portals and communications devices
-Shape shifting = The ability to literally mold your flesh and bones into new and interesting shapes. The capabilities of that form, however, are subject to the restrictions of the characters attributes.
Sorcery = Spell casting ability. While very potent, it’s also very time consuming. Not to be done in combat, or by someone without pretty potent Psyche and/or Endurance.
Conjuration = The ability to draw Shadow into any form you like. Again, this is time consuming, but is very good for making something out of nothing.
Power words = Simple, instantaneous magics, channeled through passion desire, and spoken word.
There are 4 attributes, covered by your nature. They are:
Strength which represents your characters phisical power, and his ability to apply that power. In any hand to hand situation, your strength will reign. A typical Amberite could lift about a ton in a dead lift. A ranked Amberite could probably lift a car.
Endurance which represents how resolved, tough, and resilient you are. A typical Amberite can run, non stop for several hours without tiring. A ranked Amberite can do so for days.
Psyche represents your mental capabilities, which are always quite potent when of the blood. This attribute opens the mind up to the outside world with eye, or physical contact. A typical Amberite can sense powerful minds, and force even the most willful human to his will with but a touch. A Ranked Amberite is aware of the minds around him, and could destroy the minds of a typical human with but a touch and a thought.
Warfare represents the characters standing in the arts of war, including the use of all weapons, and the training and commanding of troops. A typical Amberite could match tactics with Tsun Tus, and barring any treachery typically win. A ranked Amberite… well you get the picture.
Along with your normal character creation, please tell me which powers (up to 3) your character will be initiated in.
The cards here represent guidelines, and ideas. The lists are not exaustive. If you decide that you want to come up with your own nature… say, you want to call it… umm… Harlequin, and it’s focus is on Strength (In the form of acrobatics), and ahve fairly low Endurance, War, and Psyche… GO FOR IT. Just give me something in the blurb so I know what were doing.
If you have suggestions for other cards… let me know. I may gift you with extra assets as reward for really great ideas.
In any case… Let’s have some fun.
Hosted and narrated by:
Cixtian Trybe (Cixtian)
Scenes played: 3
License: Community License