Character Creation
Posted: Tue Aug 14, 2012 7:50 pm
You start with 100 points. BTW, if you don't have the rulebook, let me know. The system I am using is very rules light. If you're having trouble, I'll run you through a prelude then hand you a complete character. For "I'm late to the game, can I still join?", look at the bottom post.
Attributes: The 4 attributes are unchanged from the book. They are Psyche, Endurance, Strength, and Warfare. The auction is described here. As are the 4 attributes.
I recommend 50 points of attributes and about 50 points of powers. I will make an effort to make all 4 attributes equally important. Still, political savvy is most important.
Powers: Unlike the base game, Powers are broken up into 5 point increments. This breakdown is listed here. The list is probably sufficient if you are familiar with the game or setting. If you have questions, please ask. If you wish to be a member of one of the Amber courts, be prepared to spend 25 points for "Walked the Pattern". In Chaos, you should have some shapeshifting. Trump is fairly rare, as is Logrus. Advanced Pattern does not currently exist. (All are available, but please ask first.)
Allies: Still exist. In Amber, they are much less likely to be relatives, and more likely to be staff and such you get along with. In Chaos, there's relatives, old Clan members, new House members, etc.
Skills: Are free. If you want skills, you can have them. You have all skills appropriate for the background you submit. Per normal rules, don't submit a list of skills, submit the kind of education you received. (10 years aboard a ship. 15 years being trained as the God of a small village. 5 years as an assassin for hire in a Japanese shogun style world.)
Note: Local magic, super-powers, or psychic powers fall in this category. Without Shapeshifting or similar, they tend not to work outside th original shadow. If such powers are intended to work everywhere, you may wish to look at Creatures or Artifacts.
Creatures, Artifacts, Shadows, Constructs: Powerful things you can either conjure, or actually put on your character sheet to have regular access.
Stuff: +10 to -10 points. Represents how lucky or unlucky you are. Unlike the normal game, this CANNOT be turned into XP freely, nor is unspent XP automatically turned into Good Stuff. For an idea of what this does as bad stuff:
-5 means that things tend not to go your way.
-10 means that almost nothing goes your way and some things go out of their way to make your life harder.
-20 means if it can go wrong, it will go wrong.
-30 or higher starts looking like Final Destination, with seemingly harmless events going out of their way to build into life threatening issues.
Attributes: The 4 attributes are unchanged from the book. They are Psyche, Endurance, Strength, and Warfare. The auction is described here. As are the 4 attributes.
I recommend 50 points of attributes and about 50 points of powers. I will make an effort to make all 4 attributes equally important. Still, political savvy is most important.
Powers: Unlike the base game, Powers are broken up into 5 point increments. This breakdown is listed here. The list is probably sufficient if you are familiar with the game or setting. If you have questions, please ask. If you wish to be a member of one of the Amber courts, be prepared to spend 25 points for "Walked the Pattern". In Chaos, you should have some shapeshifting. Trump is fairly rare, as is Logrus. Advanced Pattern does not currently exist. (All are available, but please ask first.)
Allies: Still exist. In Amber, they are much less likely to be relatives, and more likely to be staff and such you get along with. In Chaos, there's relatives, old Clan members, new House members, etc.
Skills: Are free. If you want skills, you can have them. You have all skills appropriate for the background you submit. Per normal rules, don't submit a list of skills, submit the kind of education you received. (10 years aboard a ship. 15 years being trained as the God of a small village. 5 years as an assassin for hire in a Japanese shogun style world.)
Note: Local magic, super-powers, or psychic powers fall in this category. Without Shapeshifting or similar, they tend not to work outside th original shadow. If such powers are intended to work everywhere, you may wish to look at Creatures or Artifacts.
Creatures, Artifacts, Shadows, Constructs: Powerful things you can either conjure, or actually put on your character sheet to have regular access.
Stuff: +10 to -10 points. Represents how lucky or unlucky you are. Unlike the normal game, this CANNOT be turned into XP freely, nor is unspent XP automatically turned into Good Stuff. For an idea of what this does as bad stuff:
-5 means that things tend not to go your way.
-10 means that almost nothing goes your way and some things go out of their way to make your life harder.
-20 means if it can go wrong, it will go wrong.
-30 or higher starts looking like Final Destination, with seemingly harmless events going out of their way to build into life threatening issues.