Character Creation
The Basics: Begin with a concept. What do you want to play? In this game, it's best to make certain that you have a character you'll enjoy regardless of whether you succeed at everything you attempt. It's a cliche, but you need to find your Corwin - the character you'll enjoy even if you spend half the session blinded and rotting in a jail cell.
You'll want to come up with a few paragraphs of background, a solid personality and an idea of the skills you would like. Given that you have two hundred points, you should be able to make any character you desire, but if you have any trouble, feel free to email me at [email protected] and I'll help.
You may have three additional contribution points for a solid, well-thought out writeup of your character according to the pattern I've used with the Council and the pregenerated characters and two more for equally solid answers to the Character Quiz.
Other contribution points may be available, but you will have to suggest to me what you want to do and I'll tell you what it is worth to me. Taking quotes for the session will be worth contribution points, but to be added to your experience points for the next session.
You'll want to come up with a few paragraphs of background, a solid personality and an idea of the skills you would like. Given that you have two hundred points, you should be able to make any character you desire, but if you have any trouble, feel free to email me at [email protected] and I'll help.
You may have three additional contribution points for a solid, well-thought out writeup of your character according to the pattern I've used with the Council and the pregenerated characters and two more for equally solid answers to the Character Quiz.
Other contribution points may be available, but you will have to suggest to me what you want to do and I'll tell you what it is worth to me. Taking quotes for the session will be worth contribution points, but to be added to your experience points for the next session.
Bloodlines and Powers
Arcadia is a universe long after the destruction of the known Patterns, where the Logrus has been subsumed in living Chaos, unreachable to most. While Arcadia has its own Pattern, none save the Council know its location and it is not necessary to have traversed it in order to unlock the secrets of Shadow and Reality. Likewise, the location of the Jewel of Judgment is unknown, so its affinity is restricted. Trumps have also become a commodity, since only Darkeyed Faith knows how to make them, and it takes so much temporary endurance to make even one that they are very rare.
THE OLD BLOOD: The Old Blood refers to the Blood of Dworkin, though of course almost no one knows this, and most believe it corresponds to the Blood of the Council. It costs 25 points and grants shadowshifting abilities and a certain Reality to all other Powers. Descendents of Arayen may purchase the Royal Old Blood for 35 points. This power is basically a minor upgrade from the Old Blood - you do all the same things, just a little better.
BLOODLINE POWERS: Bloodline powers tend to enhance other powers or abilities or color one's skills. Anyone of the Old Blood may have one bloodline power free of cost. The known bloodlines powers are Divination, Soul Magic, Shadow Magic and Probability Manipulation, but there may be others. Email me if you want to extrapolate on ideas.
****Descendents of Arayen, Leonard and Faith may have Divination powers. Here are some examples of how Divination could work as a bloodline power:
Faith: A sorceress, conjuror and Trump Artist, Divination colors all of Faith's abilities, making her the finest fortune teller and discoverer of secrets in Arcadia.
Arayen: Known as the Knight of Mirrors, few realize that this is partly because Arayen can see shadows of what might come to pass in any reflective surface. These shadows are not always a true foretelling, but are always useful.
Leonard: Given that music is Leonard's obsession and the only one of his many skills which matter to him at all, it is unsurprising that his bloodline power expresses itself here. When he listens to others sing or play a musical instrument, Leonard can often see into their immediate future.
Melaine: Since her interest is mainly in tactics and information gathering, Melaine's bloodline power of Divination helps with her scrying powers, allowing her to use meres and pools to see into various parts of Arcadia.
Diarmuid: Sex is his primary occupation and first interest, so of course, Diarmuid's power manifests itself there - during sex he sees images, a sort of "dream" montage of his future.
****Descendents of Magdalene, Sansovino and Tamora may have Soul Magic. Here are some examples of how Soul Magic might work as a bloodline power:
Magdalene: Magdalene's power means that her sorcery focuses on healing - body, mind, soul and even the land. She has a unique ability to sense wounds and scars and the knowledge to heal them.
Sansovino: His very presence is saturated with Soul Magic, so that it draws people in and fascinates them. He can manipulate without even trying, as no normal person could ever be as fascinating as a man whose Charisma is augmented by Soul Magic.
Tamora: One of the few people in Arcadia who remembers how to shapeshift, Tamora's abilities connect themselves to this power, so that while she will have the ability to change between four shapes in any given part of Arcadia or Shadow, the forms themselves are rooted to the land she is in and change depending on where she finds herself.
Florian: What Florian is good at is reading people. His bloodline power melds with his natural empathy so that he can often tell what a man will do within minutes of laying eyes on him.
Val: Thanks in part to the Jester's training, though her bloodline differs from his, Val is a psychic. She can communicate telepathically with anyone she has met in person to whom she feels comfortable opening her mind.
Octavia: Perhaps because she is a sorceress, Octavia's Soul Magic connects itself with her spells, allowing her a much deeper and more extensive range of spells which interfere with the body and brain's function.
****Descendents of Eris and Melchior may have Shadow Magic. Here are some examples of how Shadow Magic might work as a bloodline power:
Eris: Although she is a sorceress, Eris' bloodline works with her natural Luck, so that it is rumored she must have nine lives, since she has supposedly been seen to die twice.
Melchior: The premier sorcerer of Arcadia, Melchior's bloodline augments and adds to his power, making it so that he doesn't even need lynchpins or other ways to rack his spells, having an ability to rack his spells on the land itself, even in areas where magic is generally weak.
Elfwin: As a warrior by trade, Elfwin's Shadow Magic has fused itself directly to his body, particularly his left hand, which is rumored to have an impossibly strong grip and to be able to punch through Shadows.
****Descendents of the Jester may have Probability Manipulation. Here are some examples of how Probability Manipulation might work as a bloodline power:
The Jester: Not only is he the best known Shadow Shifter and capable of manipulating weather, the Jester has been known to be able to change the outcome of dice while they are still in the air.
Constancy: His guns work everywhere, regardless of technology level or other rules which might apply to any given area. He has no idea why this is the case, but it amuses him.
An additional bloodline power, should you be descended (as is Melaine) from more than one Council Member or from an unknown bloodline, can be purchased for 25 points.
ADDITIONAL POWERS: The following ADRPG powers exist, just as they are in the normal rulebook, save that without bolstering by bloodline powers, they might be weakened in areas where magic is weaker.
Sorcery: 15 points.
Conjuration: 20 points.
Power Words: 10 points, plus extra for more than ten.
Shapeshifting: 35 points. Limited shapeshift is available for 20 points, allowing you only three additional shapes, none of which can be supernatural.
High Compelling: 40 points, or 20 after Conjuration has been bought.
THE OLD BLOOD: The Old Blood refers to the Blood of Dworkin, though of course almost no one knows this, and most believe it corresponds to the Blood of the Council. It costs 25 points and grants shadowshifting abilities and a certain Reality to all other Powers. Descendents of Arayen may purchase the Royal Old Blood for 35 points. This power is basically a minor upgrade from the Old Blood - you do all the same things, just a little better.
BLOODLINE POWERS: Bloodline powers tend to enhance other powers or abilities or color one's skills. Anyone of the Old Blood may have one bloodline power free of cost. The known bloodlines powers are Divination, Soul Magic, Shadow Magic and Probability Manipulation, but there may be others. Email me if you want to extrapolate on ideas.
****Descendents of Arayen, Leonard and Faith may have Divination powers. Here are some examples of how Divination could work as a bloodline power:
Faith: A sorceress, conjuror and Trump Artist, Divination colors all of Faith's abilities, making her the finest fortune teller and discoverer of secrets in Arcadia.
Arayen: Known as the Knight of Mirrors, few realize that this is partly because Arayen can see shadows of what might come to pass in any reflective surface. These shadows are not always a true foretelling, but are always useful.
Leonard: Given that music is Leonard's obsession and the only one of his many skills which matter to him at all, it is unsurprising that his bloodline power expresses itself here. When he listens to others sing or play a musical instrument, Leonard can often see into their immediate future.
Melaine: Since her interest is mainly in tactics and information gathering, Melaine's bloodline power of Divination helps with her scrying powers, allowing her to use meres and pools to see into various parts of Arcadia.
Diarmuid: Sex is his primary occupation and first interest, so of course, Diarmuid's power manifests itself there - during sex he sees images, a sort of "dream" montage of his future.
****Descendents of Magdalene, Sansovino and Tamora may have Soul Magic. Here are some examples of how Soul Magic might work as a bloodline power:
Magdalene: Magdalene's power means that her sorcery focuses on healing - body, mind, soul and even the land. She has a unique ability to sense wounds and scars and the knowledge to heal them.
Sansovino: His very presence is saturated with Soul Magic, so that it draws people in and fascinates them. He can manipulate without even trying, as no normal person could ever be as fascinating as a man whose Charisma is augmented by Soul Magic.
Tamora: One of the few people in Arcadia who remembers how to shapeshift, Tamora's abilities connect themselves to this power, so that while she will have the ability to change between four shapes in any given part of Arcadia or Shadow, the forms themselves are rooted to the land she is in and change depending on where she finds herself.
Florian: What Florian is good at is reading people. His bloodline power melds with his natural empathy so that he can often tell what a man will do within minutes of laying eyes on him.
Val: Thanks in part to the Jester's training, though her bloodline differs from his, Val is a psychic. She can communicate telepathically with anyone she has met in person to whom she feels comfortable opening her mind.
Octavia: Perhaps because she is a sorceress, Octavia's Soul Magic connects itself with her spells, allowing her a much deeper and more extensive range of spells which interfere with the body and brain's function.
****Descendents of Eris and Melchior may have Shadow Magic. Here are some examples of how Shadow Magic might work as a bloodline power:
Eris: Although she is a sorceress, Eris' bloodline works with her natural Luck, so that it is rumored she must have nine lives, since she has supposedly been seen to die twice.
Melchior: The premier sorcerer of Arcadia, Melchior's bloodline augments and adds to his power, making it so that he doesn't even need lynchpins or other ways to rack his spells, having an ability to rack his spells on the land itself, even in areas where magic is generally weak.
Elfwin: As a warrior by trade, Elfwin's Shadow Magic has fused itself directly to his body, particularly his left hand, which is rumored to have an impossibly strong grip and to be able to punch through Shadows.
****Descendents of the Jester may have Probability Manipulation. Here are some examples of how Probability Manipulation might work as a bloodline power:
The Jester: Not only is he the best known Shadow Shifter and capable of manipulating weather, the Jester has been known to be able to change the outcome of dice while they are still in the air.
Constancy: His guns work everywhere, regardless of technology level or other rules which might apply to any given area. He has no idea why this is the case, but it amuses him.
An additional bloodline power, should you be descended (as is Melaine) from more than one Council Member or from an unknown bloodline, can be purchased for 25 points.
ADDITIONAL POWERS: The following ADRPG powers exist, just as they are in the normal rulebook, save that without bolstering by bloodline powers, they might be weakened in areas where magic is weaker.
Sorcery: 15 points.
Conjuration: 20 points.
Power Words: 10 points, plus extra for more than ten.
Shapeshifting: 35 points. Limited shapeshift is available for 20 points, allowing you only three additional shapes, none of which can be supernatural.
High Compelling: 40 points, or 20 after Conjuration has been bought.
Attributes
Rather than the four attributes of the Amber Diceless System, this game will use ten. I know that ten is a lot, but to me it differentiates skills and focuses more cleanly, and since everyone is on the same page, it should not make for weaker characters.
Player characters have 200 points. That is the same as NPC Children of the Council. Servants of the Council worth names tend to have around 150 points. The Council of Nine has anywhere from 400-650 points. Your average Arcadian citizen has 20-25 points, and a shadow dweller would generally range from 10-50 points.
THE ATTRIBUTES
Strength. Strength is the measure of physical fitness, muscle and brawn. It determines how much you can lift, how much you can carry, what you can do with your bare hands, how much damage you can inflict, and greatly influences melee combat. Strength is the most important of the attributes for someone who wants to break things or people, or avoid being broken by others.
In the Amber books, Gerard was the epitome of Strength. In Arcadia, the Jester has the title.
0 pts in Strength: [Weak] You are weak and out of shape. You have trouble bench-pressing the bar.
1 pt in Strength: [Average] You have the strength equivalent to a human male in decent shape. You can lift a hundred pounds without worrying about it much, but you couldn't do much else while carrying it.
5 pts in Strength: [Proficient] You are as strong as a body-builder or a professional athlete or warrior. You can do one handed push-ups or easily carry a normal sized person.
10 pts in Strength: [Expert] You are as strong as strong men in a given Shadow. You can rip a phone book in half or bend an iron bar.
20 pts in Strength: [Impressive] You are as strong as the strongest person in a given Shadow. You can carry a motorcycle or bench press 750 pounds.
50 pts in Strength: [Legendary] Your strength is famous even in Arcadia. You could easily throw a motorcycle, lift a car, or punch through a car door.
The Jester has been seen pushing a semi, throwing a luxury car and making balloon animals out of 4-inch thick stainless steel bars.
Endurance. Endurance measures how long you can go without rest, food or water, how much punishment you can endure, how much alcohol you can imbibe without feeling it, and greatly influences the amount of time you can keep fighting or keep up other highly draining activities such as shadowshifting or sorcery. Endurance is the most important of the attributes for someone constantly on the go, for a jack of all trades, or for a carouser.
In the Amber books, Corwin takes the Endurance medal, though I ought to give a nod to Random. In Arcadia, most consider Diarmuid the champion of Endurance.
0 pts in Endurance: [Weak] You walk more than half of the mile run.
1 pt in Endurance: [Average] You can pull an all-nighter if you have enough caffeine, but you need to sleep about ten hours to make up for it later.
5 pts in Endurance: [Proficient] You could regularly party all night and go to work in the morning, even if you didn't enjoy it, but you need normal amounts of food and water.
10 pts in Endurance: [Expert] You could go for four days without water in non-extreme temperatures and still be able to function.
20 pts in Endurance: [Impressive] You withstand torture, starvation, dehydration and lack of rest at maximum levels for a Shadow person.
50 pts in Endurance: [Legendary] If someone just chopped off your arm, you could still shadow-shift for a few hours if necessary to get away to safety.
Diarmuid has been known to carouse and not sleep for a fortnight on end and still be perfectly capable of winning a fight against three opponents. There is a rumor that he has also shifted back to Asherah after losing three-quarters of the blood in his body, but this is insubstantiated.
Regeneration. Regeneration is simply how quickly you recover from injury and what you are capable of healing. A low regeneration score means you can only heal from normal injuries such as scratches and burns. A high score here might mean you could regenerate lost limbs or nerve damage. Regeneration is the most important attribute for dark characters or those who anticipate having powerful enemies.
In the Amber books, the person we see with the finest Regeneration is Corwin, though others may be able to match him and just never have had to find out. In Arcadia, the same is true - Leonard seems to win but perhaps only because he has been damaged the most of anyone.
0 pts in Regeneration: [Weak] You can be laid up for weeks with the flu.
1 pt in Regeneration: [Average] You get over illnesses and heal broken bones in normal amounts of time.
5 pts in Regeneration: [Proficient] You kick normal sicknesses in a day or two and don't even bother going to the doctor for broken toes or ribs.
10 pts in Regeneration: [Expert] You've never taken a sick day in your life.
20 pts in Regeneration: [Impressive] The doctor said you might be paralyzed for life, but you're competing in marathons.
50 pts in Regeneration: [Legendary] If you lost an eye, you could grow it back in a few years.
It is known that Leonard has had all the bones in his body broken numerous times, and it is rumored that he grew back his tongue and left hand after they had been cut off.
Willpower. Willpower measures a person's mental endurance and strength. It determines your resistance to charms, hypnotism and mental control, as well as your ability to fight psychic domination or mental attacks and fight back in such situations. A high willpower will also aid in fighting curses, shadowshifting through blocks and obstacles, and shapeshifting. Willpower is the most important attribute for anyone who doesn't want to be a pawn of the Council.
I separated Willpower and Psychic Finesse because I believe it possible for a character, like Corwin in Amber, to be good at resisting mental domination through the Trumps or other psychic contact, but not, like Fiona, good at initiating or understanding such attacks. In Arcadia, the person suspected of the highest Willpower is Sansovino.
0 pts in Willpower: [Weak] But it was buy one get one free!
1 pt in Willpower: [Average] You can say no to most people, just not anyone too captivating.
5 pts in Willpower: [Proficient] You cannot be hypnotized by normal means and personal charisma does not affect your decision making.
10 pts in Willpower: [Expert] You could fight the Imperius Curse, you can close a Trump Contact against the instigator's will, and you are mentally capable of shadow-shifting in adverse conditions.
20 pts in Willpower: [Impressive] You are an expert hellrider and can fight your way through blocks equivalent to the Black Road. You could cast a spell even if you were in the middle of a war.
50 pts in Willpower: [Legendary] You are immune to charms and mental curses. You could cast a spell even while you were sword-fighting.
Sansovino, it is said, cannot be held mentally, is immune to illusions, and can shadowshift within Arcadia itself.
Psychic Finesse. Psychic Finesse (PF) determines a person's mental acuity. If Willpower is straight mental strength and endurance, PF is how good you are at using it. It controls your skill in shadowshifting to your desire, your ability to use your mind against or combined with another, such as in a mental attack or through telepathy, and determines to a certain extent your skill and facility with sorcery, conjuration, shapeshifting, etc, though the points you spend in those areas also have an effect. Psychic finesse should not be thought of as intelligence, as many very intelligent people are neither psychic nor wish to know mental powers. PF is for the most part used as a measure of offensive mental capacity and as a determinant between sorcerors of equal levels. Psychic Finesse is the most important attribute for sorcerors and those with powerful and ambitious minds.
Brand had the highest PF in Amber, followed closely by Fiona. In Arcadia, the NPC thought to hold the highest rank here is Melchior.
0 pts in PF: [Weak] You move the Ouija board with your hands.
1 pt in PF: [Average] I'm thinking of a number between one and ten... Six?... Yes!
5 pts in PF: [Proficient] You feel perfectly comfortable attempting to use your mind to paralyze, attack or telepathically communicate with others.
10 pts in PF: [Expert] You can shapeshift subtle things about yourself, you can shadowshift to a specific person or idea, you can create animals or objects of desire.
20 pts in PF: [Impressive] You could be a Disney villain or Queen Bavmorda.
50 pts in PF: [Legendary] You can control another's shadowshift, shapeshift your scent, or hypnotize without making eye contact.
Melchior can not only control the path of another's shadow-shifting, he is capable of shifting to amorphous ideas he could not even verbally describe. He has been known to move other people's bodies like marionettes simply through use of his brain and no one has ever heard of him losing a sorcerous battle.
Arcana. Arcana is one of the two attributes (the other is Tactics) which comes entirely from study rather than partially from the gifts of birth. It measures your knowledge of and facility with Shadows, Substance, magic, artifacts and Powers. Arcana determines what you know of the history of the universe, of the workings of the City, and of all the different powers. It controls your facility with artifacts and the tools of divination. Arcana is the most important attribute for fortune tellers, historians and those who desire knowledge.
In Amber, Fiona, Delwin and Sand had high Arcana, but the master was Dworkin. In Arcadia, the NPC with the highest score is without a doubt Faith.
0 pts in Arcana: [Weak] Why is everyone talking about shadows all the time?
1 pt in Arcana: [Average] You can name all the Council members and you have a pretty good idea what parts of the City to stay out of.
5 pts in Arcana: [Proficient] You are aware of Shadow vs. Substance and you can tell a magical artifact when you see it.
10 pts in Arcana: [Expert] You know how blood and magic works in each different part of the Realm, you understand the differences that the blood makes in Shadow, and you know a few things about the history of the Realm that others do not.
20 pts in Arcana: [Impressive] You have not only heard of Amber or the Courts of Chaos but you know what they were like, you can tell who made an artifact if you have time to study it, and you could make your own artifacts should you so desire.
50 pts in Arcana: [Legendary] You know everything about Arcadia that has been written recently and many secrets from the past. If you start the game here, I will send you some additional information.
Faith is not only aware of all the rituals of Arcadia and able to perform them, she has an unparalleled skill at Divination, and she knows secrets about not only Arcadia and shadow but every single one of the Council members.
Tactics. Tactics determine your skills as a leader and/or a strategist. It controls your ability in games of skill, your skills as a general or a leader of a company, your political expertise and your ability to use your opponent's weaknesses against him. A high enough tactics score will even affect personal combat. Tactics is the most important attribute for warlords, leaders of men and those who like to think six or seven moves ahead.
According to Corwin, the man with the highest Tactics score in Amber was Benedict. Bleys must also have had a high score. The NPC in Arcadia who has the best grasp of Tactics is Arayen.
0 pts in Tactics: [Weak] How does the horse move?
1 pt in Tactics: [Average] You can play strategy games like chess, chinese checkers or poker at an average level.
5 pts in Tactics: [Proficient] You've studied strategy and tactics. You play very well, you've read Sun Tzu, and you've heard of all the famous generals and their tactics.
10 pts in Tactics: [Expert] You can win a national chess competition, command an army adroitly and pick out weaknesses in opponents of equal skill.
20 pts in Tactics: [Impressive] You would win every world chess or poker competition in Shadow and you are an excellent and innovative general.
50 pts in Tactics: [Legendary] You think more than twenty moves ahead, you have pioneered winning strategies and tactics which are now in textbooks and stories, and you can generally tell an opponent's weakness within minutes of meeting him.
Arayen encourages others to cheat when they play chess with him, as otherwise he doesn't have enough challenge. He has never been defeated in a battle in all of recorded history, he seems to know what is happening before it happens, and no Council member will play poker or any other game of skill with him.
Combat. Combat, quite simply, refers to your ability to fight. Martial confrontations can be affected by Strength, Endurance and Tactics, but ultimately unless any of these (or more than one of these) are insanely overmatched and the Combat skills are the same, Combat will determine the outcome of any physical fight, whether it be melee or ranged. Combat is the most important attribute for warriors, thugs and duelists.
The Amberite with the highest Combat score was Benedict. In Arcadia, Tamora is the finest warrior.
0 pts in Combat: [Weak]: You would probably stab yourself in the foot.
1 pt in Combat: [Average]: You put the pointy end in the other guy, right?
5 pts in Combat: [Proficient] You know how to use most martial weapons at a basic level, perhaps one very well. You win most fights that you find yourself in.
10 pts in Combat: [Expert] You've been trained in weaponry as well as fisticuffs or martial arts or both. You might be a Shadow champion or Olympic level fencer. If two or three mooks came at you and you were ready, you'd pretty much always win.
20 pts in Combat: [Impressive] You could be a Gunslinger in the Dark Tower books or a Clerick in Equilibrium. You have little trouble with twenty or more mooks or two bosses.
50 pts in Combat: [Legendary] Aragorn, Captain Navarre, the Dread Pirate Roberts. People know your name and fear to cross you. Even in Arcadia, most people cross to the other side of the street rather than risk fighting you.
Tamora's finesse with any and all weapons, her body, all martial arts and styles of fighting, etc. is famous throughout Arcadia. It is widely believed that if Tamora wants to kill someone, she will, no matter who they are, unless they can somehow escape her.
Charisma. Charisma determines how likeable and influential you are. It is the measure of your personal power, how easy it is for you to get others to do what you want them to do, how much social influence you have in the City and outside of it, and how much others are willing to sacrifice for you or to offer you the benefit of the doubt. Charisma is not how good looking you are, but it certainly does not hurt in romantic situations. Note that while the examples below assume a high Charisma character who wants to be liked, you can also use Charisma for notoriety should you wish to be feared rather than loved. Charisma is the most important attribute for socialites, seducers, those who want to be popular in the City, and those who are harmless or wish to appear that way.
In Amber, Bleys, Florimel and Gerard had high Charisma scores. Magdalene is the NPC with the highest Charisma in Arcadia.
0 pts in Charisma: [Weak] You're that guy that Dane Cook talks about. The guy in the group that nobody likes.
1 pt in Charisma: [Average] You have friends.
5 pts in Charisma: [Proficient] You're popular, you have some influence. You might have some sort of social position - if not, you at least have no difficulty in getting others to see your way of thinking.
10 pts in Charisma: [Expert] People just like you. Sometimes they're not sure why. You are well known and popular in the part of the City you reside. Most people would give you the benefit of the doubt.
20 pts in Charisma: [Impressive] When you enter a room, people notice and appreciate. You are known positively throughout Arcadia. You probably hold a high position. You might have a network.
50 pts in Charisma: [Legendary] If your name is mentioned, no one in the room has never heard of you, and 98 percent like you or want to meet you. You are an idol, a sex symbol, a hero or a role model. If someone tried to ruin you, no one would believe them. You could be King or Queen of Arcadia if it were a popular vote.
Magdalene is not only liked by almost everyone in the Universe, she has the sort of presence which makes her impossible to ignore. She cannot be harmed by another, and it is almost impossible to convince anyone to do something bad to her.
Luck. Luck can be a very useful statistic, as it can often keep you alive in a dangerous or inescapable situation. Luck offers you your dreams when you least expect it, gives you ways out of danger, puts you in the right place at the right time, and offers insights other people might miss. It ought to be taken with a grain of salt, as having a high Luck score does not mean you'll never be hurt or killed and that everything will just fall into your lap without effort, but it does help. Luck is the most important attribute for opportunists, troublemakers, and players who don't trust the GM.
In the Amber books, Merlin and Bleys had high luck scores. In Arcadia, oddly enough, Eris is the one with famous Luck.
0 pts in Luck: [Weak] You can never find a parking space when you want one.
1 pt in Luck: [Average] You usually have an umbrella on you when it rains.
5 pts in Luck: [Proficient] You've won over fifty dollars on a lottery or scratch-it. Things tend to go your way more often than not.
10 pts in Luck: [Expert] You could win the big prize in the lottery. You have been saved by external influences from disaster or injury.
20 pts in Luck: [Impressive] Someone saved my life tonight... sugar bear...
50 pts in Luck: [Legendary] It almost seems impossible to get you down. If you were being hanged by your worst enemy, a cannonball would randomly shoot through the building wall and bury your enemy in rubble so you could escape.
Eris has survived more near-death experiences than you could count, has lived through having some pretty implacable enemies, and always seems to come out of a situation on top.
Player characters have 200 points. That is the same as NPC Children of the Council. Servants of the Council worth names tend to have around 150 points. The Council of Nine has anywhere from 400-650 points. Your average Arcadian citizen has 20-25 points, and a shadow dweller would generally range from 10-50 points.
THE ATTRIBUTES
Strength. Strength is the measure of physical fitness, muscle and brawn. It determines how much you can lift, how much you can carry, what you can do with your bare hands, how much damage you can inflict, and greatly influences melee combat. Strength is the most important of the attributes for someone who wants to break things or people, or avoid being broken by others.
In the Amber books, Gerard was the epitome of Strength. In Arcadia, the Jester has the title.
0 pts in Strength: [Weak] You are weak and out of shape. You have trouble bench-pressing the bar.
1 pt in Strength: [Average] You have the strength equivalent to a human male in decent shape. You can lift a hundred pounds without worrying about it much, but you couldn't do much else while carrying it.
5 pts in Strength: [Proficient] You are as strong as a body-builder or a professional athlete or warrior. You can do one handed push-ups or easily carry a normal sized person.
10 pts in Strength: [Expert] You are as strong as strong men in a given Shadow. You can rip a phone book in half or bend an iron bar.
20 pts in Strength: [Impressive] You are as strong as the strongest person in a given Shadow. You can carry a motorcycle or bench press 750 pounds.
50 pts in Strength: [Legendary] Your strength is famous even in Arcadia. You could easily throw a motorcycle, lift a car, or punch through a car door.
The Jester has been seen pushing a semi, throwing a luxury car and making balloon animals out of 4-inch thick stainless steel bars.
Endurance. Endurance measures how long you can go without rest, food or water, how much punishment you can endure, how much alcohol you can imbibe without feeling it, and greatly influences the amount of time you can keep fighting or keep up other highly draining activities such as shadowshifting or sorcery. Endurance is the most important of the attributes for someone constantly on the go, for a jack of all trades, or for a carouser.
In the Amber books, Corwin takes the Endurance medal, though I ought to give a nod to Random. In Arcadia, most consider Diarmuid the champion of Endurance.
0 pts in Endurance: [Weak] You walk more than half of the mile run.
1 pt in Endurance: [Average] You can pull an all-nighter if you have enough caffeine, but you need to sleep about ten hours to make up for it later.
5 pts in Endurance: [Proficient] You could regularly party all night and go to work in the morning, even if you didn't enjoy it, but you need normal amounts of food and water.
10 pts in Endurance: [Expert] You could go for four days without water in non-extreme temperatures and still be able to function.
20 pts in Endurance: [Impressive] You withstand torture, starvation, dehydration and lack of rest at maximum levels for a Shadow person.
50 pts in Endurance: [Legendary] If someone just chopped off your arm, you could still shadow-shift for a few hours if necessary to get away to safety.
Diarmuid has been known to carouse and not sleep for a fortnight on end and still be perfectly capable of winning a fight against three opponents. There is a rumor that he has also shifted back to Asherah after losing three-quarters of the blood in his body, but this is insubstantiated.
Regeneration. Regeneration is simply how quickly you recover from injury and what you are capable of healing. A low regeneration score means you can only heal from normal injuries such as scratches and burns. A high score here might mean you could regenerate lost limbs or nerve damage. Regeneration is the most important attribute for dark characters or those who anticipate having powerful enemies.
In the Amber books, the person we see with the finest Regeneration is Corwin, though others may be able to match him and just never have had to find out. In Arcadia, the same is true - Leonard seems to win but perhaps only because he has been damaged the most of anyone.
0 pts in Regeneration: [Weak] You can be laid up for weeks with the flu.
1 pt in Regeneration: [Average] You get over illnesses and heal broken bones in normal amounts of time.
5 pts in Regeneration: [Proficient] You kick normal sicknesses in a day or two and don't even bother going to the doctor for broken toes or ribs.
10 pts in Regeneration: [Expert] You've never taken a sick day in your life.
20 pts in Regeneration: [Impressive] The doctor said you might be paralyzed for life, but you're competing in marathons.
50 pts in Regeneration: [Legendary] If you lost an eye, you could grow it back in a few years.
It is known that Leonard has had all the bones in his body broken numerous times, and it is rumored that he grew back his tongue and left hand after they had been cut off.
Willpower. Willpower measures a person's mental endurance and strength. It determines your resistance to charms, hypnotism and mental control, as well as your ability to fight psychic domination or mental attacks and fight back in such situations. A high willpower will also aid in fighting curses, shadowshifting through blocks and obstacles, and shapeshifting. Willpower is the most important attribute for anyone who doesn't want to be a pawn of the Council.
I separated Willpower and Psychic Finesse because I believe it possible for a character, like Corwin in Amber, to be good at resisting mental domination through the Trumps or other psychic contact, but not, like Fiona, good at initiating or understanding such attacks. In Arcadia, the person suspected of the highest Willpower is Sansovino.
0 pts in Willpower: [Weak] But it was buy one get one free!
1 pt in Willpower: [Average] You can say no to most people, just not anyone too captivating.
5 pts in Willpower: [Proficient] You cannot be hypnotized by normal means and personal charisma does not affect your decision making.
10 pts in Willpower: [Expert] You could fight the Imperius Curse, you can close a Trump Contact against the instigator's will, and you are mentally capable of shadow-shifting in adverse conditions.
20 pts in Willpower: [Impressive] You are an expert hellrider and can fight your way through blocks equivalent to the Black Road. You could cast a spell even if you were in the middle of a war.
50 pts in Willpower: [Legendary] You are immune to charms and mental curses. You could cast a spell even while you were sword-fighting.
Sansovino, it is said, cannot be held mentally, is immune to illusions, and can shadowshift within Arcadia itself.
Psychic Finesse. Psychic Finesse (PF) determines a person's mental acuity. If Willpower is straight mental strength and endurance, PF is how good you are at using it. It controls your skill in shadowshifting to your desire, your ability to use your mind against or combined with another, such as in a mental attack or through telepathy, and determines to a certain extent your skill and facility with sorcery, conjuration, shapeshifting, etc, though the points you spend in those areas also have an effect. Psychic finesse should not be thought of as intelligence, as many very intelligent people are neither psychic nor wish to know mental powers. PF is for the most part used as a measure of offensive mental capacity and as a determinant between sorcerors of equal levels. Psychic Finesse is the most important attribute for sorcerors and those with powerful and ambitious minds.
Brand had the highest PF in Amber, followed closely by Fiona. In Arcadia, the NPC thought to hold the highest rank here is Melchior.
0 pts in PF: [Weak] You move the Ouija board with your hands.
1 pt in PF: [Average] I'm thinking of a number between one and ten... Six?... Yes!
5 pts in PF: [Proficient] You feel perfectly comfortable attempting to use your mind to paralyze, attack or telepathically communicate with others.
10 pts in PF: [Expert] You can shapeshift subtle things about yourself, you can shadowshift to a specific person or idea, you can create animals or objects of desire.
20 pts in PF: [Impressive] You could be a Disney villain or Queen Bavmorda.
50 pts in PF: [Legendary] You can control another's shadowshift, shapeshift your scent, or hypnotize without making eye contact.
Melchior can not only control the path of another's shadow-shifting, he is capable of shifting to amorphous ideas he could not even verbally describe. He has been known to move other people's bodies like marionettes simply through use of his brain and no one has ever heard of him losing a sorcerous battle.
Arcana. Arcana is one of the two attributes (the other is Tactics) which comes entirely from study rather than partially from the gifts of birth. It measures your knowledge of and facility with Shadows, Substance, magic, artifacts and Powers. Arcana determines what you know of the history of the universe, of the workings of the City, and of all the different powers. It controls your facility with artifacts and the tools of divination. Arcana is the most important attribute for fortune tellers, historians and those who desire knowledge.
In Amber, Fiona, Delwin and Sand had high Arcana, but the master was Dworkin. In Arcadia, the NPC with the highest score is without a doubt Faith.
0 pts in Arcana: [Weak] Why is everyone talking about shadows all the time?
1 pt in Arcana: [Average] You can name all the Council members and you have a pretty good idea what parts of the City to stay out of.
5 pts in Arcana: [Proficient] You are aware of Shadow vs. Substance and you can tell a magical artifact when you see it.
10 pts in Arcana: [Expert] You know how blood and magic works in each different part of the Realm, you understand the differences that the blood makes in Shadow, and you know a few things about the history of the Realm that others do not.
20 pts in Arcana: [Impressive] You have not only heard of Amber or the Courts of Chaos but you know what they were like, you can tell who made an artifact if you have time to study it, and you could make your own artifacts should you so desire.
50 pts in Arcana: [Legendary] You know everything about Arcadia that has been written recently and many secrets from the past. If you start the game here, I will send you some additional information.
Faith is not only aware of all the rituals of Arcadia and able to perform them, she has an unparalleled skill at Divination, and she knows secrets about not only Arcadia and shadow but every single one of the Council members.
Tactics. Tactics determine your skills as a leader and/or a strategist. It controls your ability in games of skill, your skills as a general or a leader of a company, your political expertise and your ability to use your opponent's weaknesses against him. A high enough tactics score will even affect personal combat. Tactics is the most important attribute for warlords, leaders of men and those who like to think six or seven moves ahead.
According to Corwin, the man with the highest Tactics score in Amber was Benedict. Bleys must also have had a high score. The NPC in Arcadia who has the best grasp of Tactics is Arayen.
0 pts in Tactics: [Weak] How does the horse move?
1 pt in Tactics: [Average] You can play strategy games like chess, chinese checkers or poker at an average level.
5 pts in Tactics: [Proficient] You've studied strategy and tactics. You play very well, you've read Sun Tzu, and you've heard of all the famous generals and their tactics.
10 pts in Tactics: [Expert] You can win a national chess competition, command an army adroitly and pick out weaknesses in opponents of equal skill.
20 pts in Tactics: [Impressive] You would win every world chess or poker competition in Shadow and you are an excellent and innovative general.
50 pts in Tactics: [Legendary] You think more than twenty moves ahead, you have pioneered winning strategies and tactics which are now in textbooks and stories, and you can generally tell an opponent's weakness within minutes of meeting him.
Arayen encourages others to cheat when they play chess with him, as otherwise he doesn't have enough challenge. He has never been defeated in a battle in all of recorded history, he seems to know what is happening before it happens, and no Council member will play poker or any other game of skill with him.
Combat. Combat, quite simply, refers to your ability to fight. Martial confrontations can be affected by Strength, Endurance and Tactics, but ultimately unless any of these (or more than one of these) are insanely overmatched and the Combat skills are the same, Combat will determine the outcome of any physical fight, whether it be melee or ranged. Combat is the most important attribute for warriors, thugs and duelists.
The Amberite with the highest Combat score was Benedict. In Arcadia, Tamora is the finest warrior.
0 pts in Combat: [Weak]: You would probably stab yourself in the foot.
1 pt in Combat: [Average]: You put the pointy end in the other guy, right?
5 pts in Combat: [Proficient] You know how to use most martial weapons at a basic level, perhaps one very well. You win most fights that you find yourself in.
10 pts in Combat: [Expert] You've been trained in weaponry as well as fisticuffs or martial arts or both. You might be a Shadow champion or Olympic level fencer. If two or three mooks came at you and you were ready, you'd pretty much always win.
20 pts in Combat: [Impressive] You could be a Gunslinger in the Dark Tower books or a Clerick in Equilibrium. You have little trouble with twenty or more mooks or two bosses.
50 pts in Combat: [Legendary] Aragorn, Captain Navarre, the Dread Pirate Roberts. People know your name and fear to cross you. Even in Arcadia, most people cross to the other side of the street rather than risk fighting you.
Tamora's finesse with any and all weapons, her body, all martial arts and styles of fighting, etc. is famous throughout Arcadia. It is widely believed that if Tamora wants to kill someone, she will, no matter who they are, unless they can somehow escape her.
Charisma. Charisma determines how likeable and influential you are. It is the measure of your personal power, how easy it is for you to get others to do what you want them to do, how much social influence you have in the City and outside of it, and how much others are willing to sacrifice for you or to offer you the benefit of the doubt. Charisma is not how good looking you are, but it certainly does not hurt in romantic situations. Note that while the examples below assume a high Charisma character who wants to be liked, you can also use Charisma for notoriety should you wish to be feared rather than loved. Charisma is the most important attribute for socialites, seducers, those who want to be popular in the City, and those who are harmless or wish to appear that way.
In Amber, Bleys, Florimel and Gerard had high Charisma scores. Magdalene is the NPC with the highest Charisma in Arcadia.
0 pts in Charisma: [Weak] You're that guy that Dane Cook talks about. The guy in the group that nobody likes.
1 pt in Charisma: [Average] You have friends.
5 pts in Charisma: [Proficient] You're popular, you have some influence. You might have some sort of social position - if not, you at least have no difficulty in getting others to see your way of thinking.
10 pts in Charisma: [Expert] People just like you. Sometimes they're not sure why. You are well known and popular in the part of the City you reside. Most people would give you the benefit of the doubt.
20 pts in Charisma: [Impressive] When you enter a room, people notice and appreciate. You are known positively throughout Arcadia. You probably hold a high position. You might have a network.
50 pts in Charisma: [Legendary] If your name is mentioned, no one in the room has never heard of you, and 98 percent like you or want to meet you. You are an idol, a sex symbol, a hero or a role model. If someone tried to ruin you, no one would believe them. You could be King or Queen of Arcadia if it were a popular vote.
Magdalene is not only liked by almost everyone in the Universe, she has the sort of presence which makes her impossible to ignore. She cannot be harmed by another, and it is almost impossible to convince anyone to do something bad to her.
Luck. Luck can be a very useful statistic, as it can often keep you alive in a dangerous or inescapable situation. Luck offers you your dreams when you least expect it, gives you ways out of danger, puts you in the right place at the right time, and offers insights other people might miss. It ought to be taken with a grain of salt, as having a high Luck score does not mean you'll never be hurt or killed and that everything will just fall into your lap without effort, but it does help. Luck is the most important attribute for opportunists, troublemakers, and players who don't trust the GM.
In the Amber books, Merlin and Bleys had high luck scores. In Arcadia, oddly enough, Eris is the one with famous Luck.
0 pts in Luck: [Weak] You can never find a parking space when you want one.
1 pt in Luck: [Average] You usually have an umbrella on you when it rains.
5 pts in Luck: [Proficient] You've won over fifty dollars on a lottery or scratch-it. Things tend to go your way more often than not.
10 pts in Luck: [Expert] You could win the big prize in the lottery. You have been saved by external influences from disaster or injury.
20 pts in Luck: [Impressive] Someone saved my life tonight... sugar bear...
50 pts in Luck: [Legendary] It almost seems impossible to get you down. If you were being hanged by your worst enemy, a cannonball would randomly shoot through the building wall and bury your enemy in rubble so you could escape.
Eris has survived more near-death experiences than you could count, has lived through having some pretty implacable enemies, and always seems to come out of a situation on top.
Items, Allies and Shadows
These work exactly as in the ADRPG rulebook, with two major exceptions.
1) Trump decks do not exist, and each specific Trump that you have, in addition to needing a reason for your possessing it, costs 1 point.
2) Allies work like this: A 1 point ally is an NPC who might be useful for you, not a member of the Blood, and not someone who actually works for you. This is the kind of person who looks up things for you or might help you in a tight spot. A 2 point ally is someone not of the blood who works for you and will do pretty much whatever you tell him, within reason. A 3 point ally is of the blood, but while they like you, they like themselves more. They'll do what they can for you, but won't stick their necks out. A 4 point ally is someone of the blood who truly loves you and will risk their safety to protect or help you.
1) Trump decks do not exist, and each specific Trump that you have, in addition to needing a reason for your possessing it, costs 1 point.
2) Allies work like this: A 1 point ally is an NPC who might be useful for you, not a member of the Blood, and not someone who actually works for you. This is the kind of person who looks up things for you or might help you in a tight spot. A 2 point ally is someone not of the blood who works for you and will do pretty much whatever you tell him, within reason. A 3 point ally is of the blood, but while they like you, they like themselves more. They'll do what they can for you, but won't stick their necks out. A 4 point ally is someone of the blood who truly loves you and will risk their safety to protect or help you.
Pregenerated Character Options:
Please remember these are offered as an alternative to creating your own character. You do not need to pick one unless you would like to do so. Regardless of whether they are Player Characters and therefore involved in the story, these people do exist within the game world and can be used as parentage options should you so desire, as can Florian.
Constancy
Constancy is the son of the Jester. A generally laid-back man, he is nonetheless a noted assassin and contractor of the most dangerous jobs. He enjoys gambling, loose women and extreme sports. He despises the Council in general and the Jester in particular.
Elfwin Arkain
Elfwin Arkain, son of Melchior, is a noted adventurer and soldier of Arcadia. He spends most of his time traveling through Arcadia, righting what he considers to be wrongs and avoiding being tied down to any particular person. A reserved, laconic man, Elfwin seems most comfortable on his own.
Princess Melaine
Melaine is Arayen's youngest daughter, and her life used to revolve around what he wanted. In a way, it still does. Finally despairing of ever being "good enough" for her father, she now does whatever she feels will be fun (and at the same time annoy him). Known for her tactical skill and her network of spies, Melaine is a scary judge of talent.
Octavia Darkmoore
A noted sorceress and a Goddess of Darkmoore in her own right, Tamora's daughter Octavia is known for her magical talents as well as her ability to fit into almost any company. Sensual, sultry and a bit of a tease, she is without a doubt one of the most intelligent people in Arcadia.
Reno Northcourt
The leader of the Golden Dragons, Eris' elite bodyguard, Northcourt is one of the few Arcadian citizens not of the Blood who can stand toe to toe with them and generally come out ahead. His skills are those of a gunslinger and a wetwork man, but he is intelligent and capable of being subtle. He owes Eris his dreams and is unswervingly loyal to her.
Val Christian
Val is a difficult woman to understand, but an easy one to respect. She is a problem solver, a multi-tasker and a fierce fighter. Skilled in sorcery and arcana as well as tactics, she has no obvious weaknesses except for her noted dislike of her father, Sansovino, and her odd fondness for the Jester.