CRY HAVOC
CHARACTER CONCEPTS
You are some of the mightiest people in Shadow. Think Aragorn, Elminster, Xena, James Bond, Beowulf, Siegfried, Galadriel. (Gerard runs about 300 points. Suhuy runs about 400 points.) One parent is an Amberite. You are either a valued child in training or hidden away for safety, or you were abandoned, rejected or never known to your progenitor. You may not be aware of your heritage but the spies of Amber or Rebma are. Regent Gerard has read your file and has some reason to believe that you would be of use in the war with Chaos.
POINTS: 125, with basic (substandard, = 25 points) Pattern free when you finish a Pattern walk. (Important Note: points in Broken Pattern will add to your free Pattern points.) Plus 10 points that can only be used for Shadows, Allies, Influence, Resources or Banked Points. (Other points can be used for those things too.)
ATTRIBUTES
NO BIDDING WAR. Put the points where you want them
You cant sell anything down because you be bad.
Limit: 70 points in any one Attribute.
Im using a modified Holistic system:
-Psychic combat --- Psyche + Endurance
-Melee --- Strength + Warfare
-Hand to hand or very short weapons --- Strength + ½ Warfare
-Combat with armies/ navies --- Warfare + ½ Psyche
-Muscle-powered missile combat --- Warfare + ½ Strength
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Gun Combat --- WarfareStrength and lifting: you can easily lift (your Strength x 10) + 300 pounds. You cant be super-strong and tiny. Tough noogies.
NOTE ON PSYCHIC COMBAT: It requires a solid, sustained touch or sustained eyelock to enable a try. Then think of it as the equivalent of Melee, with Full Defensive, All Out Attack and so on. You can strike each other with rage and hate or grapple and try to crush. Strength and Warfare are faster, usually. Mindraping is rather like beating information out of someone, one painful question at a time.
POWERS Major powers work everywhere. Magic works most places but varies in strength.
BROKEN PATTERN Absorbed by and adds to basic Pattern Imprint
10 Walk through Shadow towards simple, concrete goals. Mildly dangerous. Very dangerous for passengers. Sense shadowwalker trails and Shadow Paths..
+5 Add the ability to hex things and people. Very effective against spells and high tech gadgetry.
+10 Shadowwalking now reasonably safe for groups of 20 30. Add Broken Pattern Sight.
+10 Power Words 5 Words for 10 points.
PATTERN You cant start with it but if you walk it the initial imprint is free.
LOGRUS You need a great backstory to explain why Gerard wont tear off your head and piss down your neck. Unless you come up with one, Logrus is secret except for one thing: L-Tendril contact is not psychic contact.
SHAPESHIFTING
25 Basic Shapeshifting Combat Form, SS Wounds (equivalent to good first aid), SS Animal Forms, SS Features & Parts (difficult to maintain), Automatic. THERE IS NO AVATAR OR PRIMAL FORM. [A really fast change (humanform >< demonform) takes 10 15 seconds.]
+5 Increased Mass and Strength (+15) in Combat Form
+5 SS Disguise Features & Parts at useful, maintainable, levels.
+5 SS Internal Structures & Regeneration (Regeneration involves trancing out for several hours/days.
+10 SS Blood & Others Make creatures out of your blood. SS others, which involves feeding them some of your blood, and includes the ability to heal them via Regenerative trance.
+10 SS Aura & Persona Does not let you mimic Powers or change Attributes.
+5 SS Animal Abilities
+x SS to one particular Creature of Power A reasonable creature of power. Cost varies according to the particular creature. [Example: common unicorn Engine Speed, Mold Shadow Stuff (neutralize poison), Double Damage horn, Shadow Paths = + 9 points.]
shapeshifting variants:
15 Were Shapeshifting One Combat Form and SS Wounds (= good first aid), like a werewolf or werepanther.
+5 Increased Mass and Strength (+15) in Combat Form
15 Blood of the Beast Initiation As Were Shapeshifting
+5 Increased Mass and Strength (+15) in Combat Form
+5 Regeneration Must trance out.
+10 Shapeshift or Heal Others Must feed them some of your blood.
+10 SS Carnivore Forms and Animal Abilities
+x SS Creature of Power As above.
TRUMP
Important note: the only Trump Artists around are Rebmans of the royal family (including a couple of exiles) and possibly children of certain royal Amberites.
25 Trump Artistry Sense, ID, make Sketches, make Trumps, expert Trump usage. No Defense, no Trump Artifacts. Trumps are tougher than they should be. Sketches work once. Trumps take 1 day to make on-site, or 3 days off-site.
+10 Trump Tricks Gate, Jam, Spy and Trick Trumps. There are no automatic Trumps because they require willpower to function.
+10 Trump Memory
MAGIC Spells or enchantments are easily twisted or disrupted by Pattern (probability control), Logrus tendrils or Broken Pattern hexes while being cast. Set magic, especially permanent enchantments, take more time to foul up. Simple magic works most places.
5/ 10/ 15 Sorcery Minor/ moderate/ major power spells. Hanging a major spell takes about 3 hours and considerable effort. Moderate spells take 1 hour to hang, minor spells take 10 minutes. Invoking a spell without hanging it takes 1/6 the time. Standard Spell Racks hang 12 major spells, or 3 times as many moderate ones. Major spells drain lots of Endurance to cast.
5/ 10 Conjuration 1-point/ 2-point Qualities & Powers with the usual (see below) A&C limits. Conjuring stuff out of nothing only works in Normal Magic or better Shadows.
MINOR POWER SOURCES All MPSes give a modest benefit and work cross-shadow. For example, bonuses to types of Magic (fire, air, transformation, healing), the ability to make friends with animals, amazing sexual appeal (only a mild effect on people with Powers, alas), and things like that.
10 Minor Power
PERSONAL SHADOWS
Theres no such animal, really. Control of shadows is limited to what you can do with Probability and personal effort. Powers, except for Magic, work everywhere. On the other hand the ability to seek particular people out in Shadow is extremely limited.
1 pt Define a Shadow
2 pts Define an Extraordinary Shadow (fast, slow, high magic, high tech, shadow power source, major shadow path nexus )
ARTIFACTS & CREATURES
Limits: One- or Two-point effects only. No Transferal, Conferring or Implantation. Buying a thing means that you can find more, not necessarily get the original back, and not summon the thing to you. Only Pattern swords are summonable --- not that your characters know that.
Multipliers are limited to 3x, which equates to 144 or less for mobile forces.
NOTES
The base mundane creature or item is free. (If you want a dragon, start with a tiger.)
VITALITY is relative to a normal animal of that size. A Double Vitality elephant is a scary thing.
MOVEMENT adding flight to an animal that normally cant means adding Movement. Flight without wings levitation is half as fast as winged flight and will not work some places.
STAMINA is only iffy when you get to Endless, because it aint.
AGGRESSION gives, for one point, skill and speed equivalent to top of the line Special Forces or better than that if its specialized. At two points youre talking world-class or low-action-hero level skill and speed.
ARMOR, if it isnt rigid, protects only itself. No armor spandex, please.
DAMAGE applies mainly to breaking through magical defenses, and to not breaking in combat. Greyswandir didnt cut armor like cheese, so neither can your stuff. BUT you can define it as added energy damage to model flaming swords, freezing lances or electrical axes. Stamina defines how long it can keep flaming/ freezing.
INTELLIGENCE generally means theres a bound spirit inside it.
PSYCHIC SENSITIVITY there is no Danger Sense. Things can have magical senses of some, defined, sort instead.
PSYCHIC RESISTANCE even at the Barrier level, isnt absolute.
SHADOW MOVEMENT is a Creature power, not an Item power. Both Trail and Path vastly increase the range of your sensitivity to Shadow Paths. Seek In Shadow is a very rare ability limited to some magical creatures like (not that your characters know it) fire angels and tyigas.
SHADOW MANIPULATION is generally limited to one tightly defined effect, or two minor ones. Mold Shadow Reality is not Editing.
HEALING effects dont work very well on Pattern Initiates
ITEM SHAPE CHANGING does not alter the item or creatures mass. Magical Shape Changing is far more dangerous than Shapeshifting.
TRUMP POWERS you can forget.
MAGIC POWERS, outside of spell racks, are better bought as Shadow Manipulation.
ALLIES, INFLUENCE AND RESOURCES
1 pt Useful Examples: Friends with a knowledgeable shadow wizard, minor Amber noble, Rebman spy; member of a trans-shadow wizard organization, Amber mercantile company; influential in a powerful Golden Circle kingdom; rich in the GC; widely traveled in the Shadow Path network
2 pts Very Useful Examples: Friends with a major Amber noble or Rebman royal, Amber crown agent, head of the Rebman secret service; high ranking member of a major trans-shadow wizard group, owner of a cross-shadow trading company; filthy rich in the GC; expert on the Shadow Path networks
Feel free to make stuff up and run it by me.
STUFF Limit of 5 points Good or Bad. You can, if you want, be a Bad Stuff character with banked points for Pattern walking, Regenerating, etc. There is no limit on banked points.
BANKED POINTS No limit.
NOTE ON THE GOLDEN CIRCLE AND SHADOW PATHS:
Golden Circle shadows are scattered all over, not just close to Amber. There are over a hundred of them but only 20-30 of them are important to Amber. Each Shadow Path will pass through a dozen or so shadows between each port of call. (Example: between GC Shadows Begma and Wandrei are a dozen shadow shifts to commercially unimportant shadows, one or more of which might contain a supply depot or port good only for food or water.) On top of that, Natural Shadow Tracks branch out erratically from most shadows. Rebma has a similar network of trade partners and Shadow Paths. Its a big, tangled network and most of the users try to keep their trade routes secret.
Using a Shadow Path is mostly a matter of knowing that its there; magic makes it easier to find them and Broken Pattern makes it a lot easier.
Amber rarely bothers to govern shadow nations directly, though they have many enclaves (sort of like Hong Kong) and vassal kingdoms.
HOW SUPER ARE YOU? HOW DO YOU COMPARE?
Numbers count. Corwin never played around when faced with groups of people waving sharp, pointy things at him and you cant afford to either.
Despite keeping the traditional Human > Chaos > Amber > Ranked scale, the way Im really looking at things is: -30 = zero. So if you have 30 points in an Attribute thats twice as good as Amber level and three times as good as Chaos level.
Amber level Warfare is action hero territory. Cinematic Jackie Chan is up around 20 30 points of Warfare. Amber has a few soldiers or crown agents in that range. The entire royal guard, before they were posted all over the place for the war, was Amber+ Warfare and Chaos or better Strength and Endurance. The captains are better still.
All the Castle staff end up with Chaos Endurance.