Most rules are, in general, for any game I run, but some
of these are specific for Amber: Homecoming. Those that fall into
the latter category will be marked as such.
1. Character creation [A:Home] - Characters are given a certain
number of Points and/or freebies depending on chosen origin. Players are
then allowed to assign Points however they will. Characters with origins
in Shadow are suggested to reserve 50 Points for Pattern, which would
then be taken once they arrive in Amber. Players then give me their character
sheets, and I make notes in my records. Ranks are not announced, nor are
they privately given to the Players; since none of the characters in this
game grew up together -- and that is the DRPG's reasoning for why Players
know the Ranks of Characters other than their own -- I decided to leave
the Rank structure unknown to the Players, forcing them to find it out
In Character and In Game. At my questioning -- and the Players' agreement
-- I will give out information as regards to certain things about the
game. These are the Game
2. Allies, &c. - Exactly as written in the DRPG. If you
don't remember everything that it says, I suggest you re-read it.
3. Stuff [A:Home] - Generally more relative than depicted in the
DRPG. Per the DRPG, 10 Points of Bad Stuff means that it's a miracle you
can walk down the street without being mugged, sodomized, and sold into
slavery. My rules aren't that extreme. At the game's outset, there is
a limit of 10 Points either way. Afterwards, however, players are allowed
to spend Points as they see fit. So, while a Zero Stuff character with
no Pattern at the outset could walk it later on, s/he would then be at
50 Points of Bad Stuff. This does not mean that only extremely bad things
will happen to that character, but it should be expected by the player
that a high number of unfortunate things will happen in this state.
4. Contributions [A:Home] - This is different from the DRPG. Additional
Contribution Points can be earned as the game progresses. Point Value
will be determined on an individual basis, and the value will not be known
until Advancement. At Advancement, I will give each player a list detailing
Contributions and what value I assigned to them. These Points can be used
in Advancement as per Advancement Rules.
5. Advancement [A:Home] - Considering the vastly different way
I did Character Creation, I posited some options to the players for Advancement.
They chose this one. For Advancement, I will tell the players how many
Advancement Points I am giving out. (I will also give out lists of Contributions
and Points earned for them, if applicable.) The Players then may add their
earned Points however they see fit. Players will then give me their updated
sheets so that I may update my records. If the Players so desire, I will
then announce the new totals, as are detailed on the game
6. Pattern -
7. Logrus [A:Home] - Logrus was non-existant at the start of this
version of Amber: Homecoming. For the Chaos equivalent in this
game, see Tom deMayo's Logrusless Chaos here.
(Currently, Suhuy is the only initiate of Logrus, as he has just developed
8. Trump -
9. Shape-Shifting -
10. Conjuration - As per the DRPG; no changes.
11. Sorcery - Does not require quite as much upkeep as the DRPG
indicates. Lynchpins are still used, however.
12. Power Words - As per the DRPG; no changes.
13. Artifacts/Creatures - As per the DRPG; no changes.
14. Shadows - As per the DRPG; no changes.
15. Partial Powers - Depends on the Power. Basic Pattern can not
be purchased partially. Others, though, can. The Point values vary by
ability, so if you want to purchase a Partial Power, ask me about it.
I'll tell you the Point value for that ability from the DRPG, and we can
talk about how your character discovered that ability. (If you already
have a full Basic Power, advanced abilities can be purchased without additional
explanation; paying for that ability can be attributed to personal discoveries
16. Exalted Powers - These may or may not exist. (Note: this is
not to be taken as "The GM hasn't decided yet"; rather, the GM has
decided, but this is all he's saying on the matter.)
17. Psychic Contact - Trump, as the books indicate, allows for
direct mind-to-mind contact. Eye contact and/or physical contact are NOT
sufficient to initiate full Psychic Contact, unless specific Shadow Laws
dictate such to be the case. (Depending on the situation, however, eye
contact could allow one person to accurately identify another.) A finely
crafted Spell might allow a basic Psychic Contact, but a full Psychic
Contact by way of Sorcery would require more than just knowledge of the
18. Martial Arts - Depends on the style, but usually makes use
of a bit of a blend of Strength, Endurance, and Warfare as the analyzed
Attribute. If you're using an unarmed style, that focuses mostly on Strength.
If it's a fast or flashy style, Endurance. If it's an armed style, Warfare.
If it's a style that makes use of chi and you're in a Shadow that supports
it, that'll even bring Psyche into it.
19. Rank Superiority/Value of Points - Points only
matter in determining where one's Rank is for a given Attribute. Beyond
that, Atribute "comparison" is determined by Rank. If two Amberites
are fencing, skill will be determined by Rank; the Amberite with the higher
Rank will be considered better. If, however, two Amberites who hold a
First Rank are sparring and each of them is using the Attribute in which
he holds First Rank, then both will be considered equally skilled and
the match will not have a definite victor, even if the Point Value of
the given First Ranks are drastically different. (For example, let's say
two martial artists are fighting, one with First Rank in Strength with
20 Points and the other with First Rank in Endurance with 40 Points. If
both make use of styles that rely on the Attribute in which he holds First
Rank, then there will not be a clear victor, and other variables will
need to be introduced.)
20. Twist of Cain - Whenever -- over the game location's sound
system -- a song by Danzig plays, all players are at -5 for their rolls,
and all NPCs are at +5 to their rolls.
This page last updated on
Wednesday, 04-Jun-2003 18:15:49 EDT
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