Character Creation

Backgrounds. All Characters are to be grandchildren of Oberon. At the start of the game they will be unaware of their heritage and living in the Shadow that they grew up in. If you have put any points into Attributes then your level of ability will be at least amongst the top ten individuals in your known world, if you put more than just a few points in an Attribute your level of ability will be well beyond any known individual in the history of your world.

Characters should be at least of legal drinking age in the Players jurisdiction with a maximum age of 60 years, though they may appear younger than their years. Maximum time flow for Shadows Characters grew up in is double Amber time flow. Players may like to indicate who they would like to be their Amber Parent, the GM's may or may not chose to take any notice of such indication.

Character Creation. All PCs will be based on 100 points. Pattern Imprint will not be available in initial Character Creation, but it ,or an equal value of points, will be provided for free when the Characters reach Amber, Rebma or Corwin's Pattern.

Players should note that the GM's take point investment as an indication of areas the player is interested in, a high Attribute indicates interest in the sort of action that Attribute covers, a large investment in a Shadow means that Shadow will figure strongly in the Character's part of the overall Campaign plot.

Attributes and Aptitudes. We are using a three Attribute system; using Warfare, Psyche and combining Strength and Endurance into Body. We would like players to indicate one Area of Expertise, Natural Talent or Aptitude that they would like to be considered proficient in for each Attribute. This is to ensure that the Players and GM's can confirm mutual understanding of what is covered by an Attribute and to allow additional differentiation between Characters.

We would also like Players to indicate another three Aptitudes or Natural Talents they would like their Character to have that might not be Attribute related and two areas in which their Character has a substantial lack of ability.

Powers. We will be using a Partial Powers System. Initially Basic powers of Trump Artistry, Shape Shift, Sorcery, Conjuration and Power Words will be available. Pattern Imprint will become available to the Characters when they are introduced to Amber, Rebma, or Corwin's Pattern.

More on Trump Artistry.
More on Shape Shift.
More on Sorcery.
More on Conjuration.
More on Power Words.
More on Pattern Imprint.

Creatures and Artefacts will as per the standard ADRP rules. Munchkinisms will not be tolerated, attempts to do interesting and creative things will be viewed sympathetically and flexibly by the GM's.

Friends and Allies will use a slightly simplified system.

More on Friends and Allies.

Stuff will be handled as the pairs of related factors; Luck, Reactions and Morals.

More on Stuff.

Personal Shadows. We will be using an alternate set of rules for Personal Shadows allowing greater investment in points and getting rid of things the GM's don't like. Personal Shadows need not be the Shadow the Character starts in, but any Personal Shadow will be squarely in the main area of Campaign action and therefore will be subject to a wide variety of interesting and entertaining internal and external threats.

More on Personal Shadows.

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