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Jeffery Keown's Chronicles of Amber


Jkeown

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Big risk, posting this stuff. Saturday, my Urban Fantasy stuff was no where near ready, so I decided to wing it and take mental notes. That ended up not happening. I stumbled across my physical notes for HEROes of Amber. This was supposed to be just a bunch of shadowdwellers who get caught up in some wacky plot to erase the Pattern and end up helping Corwin get some stuff done.

 

Well... my friend Brian wanted some higher powered gaming after The Book of Dragons came out. So I wrote up 3 brothers, all of whom are children of Amber yet Shadow-lost and ignorant of their true birthright and yadda yadda yadda. I did not tell them that this is what we were playing.

 

6 hours later, I had accidently hooked them on Chronicles of Amber: The HERO System Conversion. They had walked a broken pattern, learned of the existance of Amber and now wish to kill their guardian of many years and then, go seek the wider world that is Amber, Shadow and Chaos.

 

They will be exposed to a great many things, power being one of them. Experience will come fast and hard, and learning something you don't have points for will bring interesting people to your door, causing plots to spring up around you and generally making your life miserable until its paid off. This seems to be how its done in the Diceless game, and certainly simulates the novels well enough.

 

Anyway... enough of me... my .hdps:

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Re: Jeffery Keown's Chronicles of Amber

 

More...

 

Juno is a character I was playing about with...just to see what a complete 3rd generation character would look like. She could be built better, methinks.

 

I'm still wrestling with Sorcery, Compelling and Black Channels...

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Re: Jeffery Keown's Chronicles of Amber

 

I hate to serial post...

 

The Extra Time Limitation on the various Shadow Walking abilities represents the full effort of walking from Amber to Chaos. While this might not actually happen in game (too many trumps around for that to be terribly common in most campaigns) I thought perhaps to limit it based on this, and let characters come up with tricks to shorten it, or subtly alter the powers, customizing them as the campaign matures.

 

Everyone starts with the vanilla versions of the powers and hopefully they diversify, such as the tricks Random described in Hand of Oberon.

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Re: Jeffery Keown's Chronicles of Amber

 

Let me echo that request.

The (first) Amber series was one of the first fantasy novels I ever read, and I still love it to this day.

 

I have more than once thought of running a game set in Amber, but haven't made any effort to do any conversions.

I would very much like to see what you have.

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Re: Jeffery Keown's Chronicles of Amber

 

Any plans to incorporate the new tales of young Oberon?

 

Grudgingly. I have my own ideas about where Roger was going after reading Dancing Mountains and Hall of Mirrors. It would seem that Bettancourt is ignoring the previous novels by using the first person narrative to assume that Corwin and Merlin lied through their teeth, so that none of the stuff they talked about actually occurred.

 

They are a frustrating read.

 

Here's the file, feel free to call me out on any stupidity I may have drooled onto the page. Any contributions will go into the final product, HEROWiki and any other media I'm allowed to produce (stage play, hardcore Amber porn, or birthday wrapping paper).

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Re: Jeffery Keown's Chronicles of Amber

 

I'd like some feedback on this. I originally tried using Mind Control, but it didn't seem long-term enough. Transform seemed to have the kind of "permanency" I was looking for. I also think a kind of Entangle could be written with this special effect.

 

 

Compelling

Compelling is the ability of a skilled conversationalist to subtly draw his target out and reveal hidden knowledge through casual talk. The subject matter shifts constantly, as the Compeller uses the relationship between opinion and fact to pull the truth from the target.

 

Truthsaying

At its most basic, a compeller can simply tell if the target is lying. With greater skill comes the Truth of the Matter. Facets of the reality of a line of questioning become clearer, and some can hear the truth with only a few words.

 

Parting the Veil of Lies: Detect Lie 11- (Hearing Group) Real Cost: 3

 

The Truth: Detect Truth 11- (Hearing Group), Discriminatory, Analyze Real Cost: 13

 

...And Nothing But The Truth!: Detect Truth 11- (Hearing Group), Discriminatory, Analyze, Rapid x10 Real Cost: 16

 

High Compelling

Sometimes, after exposure to a Compeller, the target's own memories are compromised. He sees the Compeller as an ally, or recalls facts differently.

 

Only some measure of therapy or physical evidence can reverse the effects of High Compelling.

Edit Memory: Major Transform 4d6 (Unaffected Person to Person with Edited Memories), Works Against EGO, Not BODY (+1/4), Based On EGO Combat Value (Mental Defense; Mental Defense applies; +1) (135 Active Points); Extra Time (1 Hour, -3), Limited Target Humans (-1/2), Requires A Conversation Roll (-1/2), Incantations (-1/4) Real Cost: 26

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