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Forever Amber?

I thought good stuff costed 10 point each. But if it only costs 1 each then I want 10 :)
? I have no idea. There are several characters with good stuff 1-3-5 or bad staff something, so I thought you can buy as much as you want. Correct me if I'm wrong.

Besides, that good stuff is going to be spent in powers later on.
 

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My sincere apologies for apparently dropping off of the face of the internet for about a week or so. My trusty laptop hasn't been lately and I have been forced to do what I can on the work computer (when the boss isn't watching). Please don't think I have lost interest and please give me just a few more days to scrape my data together... :)
 


This sounds interesting, and I'd like to play. Unfortunately, I have absolutely no clue at all. If you are willing to hold my hand through it for a while, I'll take the spot of the girl cousing Jensen on the island.

Being ignorant of the rules, I'll opt to play a new 'amberite'. I'm not exactly sure what the stats mean, so I'll do that later.

For the concept of the teen. I'll be a fairly shy girl (for aristocracy anyway) who feels eclipsed by her cousin. Possessing no special talents, save a slight knack for writing, she is still home schooled on the island. Her brother and sister are both exceptional in their own right, so its fairly rare that she does something noteworthy. Nevertheless, she tries to win the family's approval at anything she does. She acts formally, in addition to her jealousy, towards her entire family. Secretly, she has a supressed crush/hero worship toward the cousin that is everything she isn't.

I'm not sure how the points work for now, so I won't do that. If someone could please explain that, I would appreciate it.
 

Basically, in normal amber games, you have 100 points to distribute on your character. There is extreme flexibility on what you can buy with those points, from ranks in one of the four main attributes (psyche, endurance, strength, warfare), to powers (design attunement, logrus attunement, trump mastery, sorcery, power words, conjuration), magic items, personal shadows (worlds), allies, etc. Infact, there are so many things you can buy that you are forced to chose a scant few of them.

The rules are very interpretation-based. In the sense that there are no actual rules for battle: it is very descriptive, and while generally, if going for straight sword combat, the character with superior warfare stat wins, with creative use of the environment, or by shifting the combat to a stat where you have supremacy (go for grappling after a feint), you can win.

As for the stats...it is up to you on how much to invest in them. I have no actual experience of amber games, but feel like you have to find that nice balance that leaves you capable of facing opponents, but at the same time doesn't eat up too much points that you can spend on powers. And creative use of powers and magic items counts a lot (but they are additions to combat. the heart of combat is about the 4 stats, and about warfare mostly). Several characters, however, in the second series of amber, are focused on spellcasting (merlin, mandor, jasra), and they can kick ass pretty seriously (especially merlin with the spikard...cheater... and mandor with his steel spheres).

Also, you should know that even one point in those skills sets you far above a general human...you can think of humans as having -25 in each skill, with -10 for the greatest achievers in the world. But those points we distributed are just hypotetical. At the beginning of the game, everybody is a human...a very successful human, or an unsuccessful one, but still human.
 

Hi,

Just found this thread today. I'm a little pressed for time so I haven't read all the details up-thread. But I'm definately interested in joining (I have the Amber RPG book and have read all the books). The premises for the campaign that I've seen so far seem very interesting. Hopefully I can dig more into the ideas above and come up with some character thoughts in the next few days. (Although my internet has been wonky for some time . . .)

As for most of the background details, I have to say surprises can be the best here. The learning process is the most can be the mos interesting part. In someways I'd rather be surprised what my parentage/the current state of affairs is. Other then stating my characters 'current' position . . .

Anyway, more when I've thought/read more.

I must enquire as to whether the premise assumes that we have one of Logurus / Pattern/ Shapechange already?
 

So, how horrible of an idea would it be to put a single point in each main stat, and spend the rest on powers? Also, what non-stat powers are available at creation. (I saw something about item and allies, but I'm not sure what that means...)
 

As far as I know, you should have at least one good stat. Sorcery, magic words and conjuration all depend on psyche. Shape shifting depends on something too, and so on. So you need at least one good stat. If you manage to get your hands on the manuals, they explain everything.
 


Had nice long post and lost it.

In brief

Xander
Psyche: High but not highest
Strength: Amber
Warfare: Low
Endurance: High

Logurus, possibly shapeshifting and spellcasting
Artifact:
Leather coat, chainmail, tech-bodyarmor, cloak, undergarments, gloves perhaps other forms (especially for possible alternate forms)
Alternate named and numbered forms/shapes (2 points)
Invulnerable to all conventional weapons (4 points)
Extra hard (1point)

Decendant of Amber, grew up partially at Courts of Chaos 'in hiding'.
Young when force into current state.

overconfident. believes he can always decern a weakness that will allow him to better practically any situation/person.

hope this game gets on track.
 

Into the Woods

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