Since March 10th, 2004, Shadow Earth Time
These notes are meant for playing in the setting of Roger Zelaznys Chronicles of Amber novels using the Unisystem. They are inspired by the novels themselves; Phage Press Amber Diceless Role-Playing, written by Erick Wujcik; the unofficial Non-Diceless Roleplaying in Limitless Shadows, an excellent resource for GURPS written by Joshua Kubli; theunofficial GURPS Amber; and several other RPG products, mainly Unisyste,.
Originally (2004), these notes were geared for classic Unisystem, but recently (2020) I have moved towards the cinematic version. I began a play-by-post game in the Amber setting a couple of months ago and that got me motivated into expanding this conversion. The result is the Unisystem Amber PDF now available.
Enjoy it! And if you have comments, sugestions or even criticisms, drop me a line at fred AT patchlord DOT com.
UPDATES
April 26th, 2020
Unisystem Amber PDF
March 10th, 2004
POWERS: Pattern Imprint: Walking the Pattern
July 16th, 2003
SKILLS
UNISYTEM AMBER PDF (Cinematic)
ORIGINAL UNISYSTEM AMBER (Classic)
DRAWBACKS
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ALLIES & ARTIFACTS
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MAGICAL ITEMS
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WRITE-UPS
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LINKS
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Starting Amberites and Chaosites are Legendary level characters and should use the Greater Gifted or Supernatural Types. Elder Amberites, like Oberons children, are undoubtedly in the Mythical range.
Characters points
Starting
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Middle
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Elder
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Attributes |
20
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25
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30
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Qualities |
15
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20
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30
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Drawbacks |
Up to 10
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Up to 15
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Up to 20
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Skills |
25
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35
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50
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Powers |
60
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120
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190
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1. Surplus Power points can be distributed among the other categories, if the
player so desires and the GM agrees.
2. I don't include Drama points because I think most of its uses are inappropriate
for an Amber camapign, though certain aspects might be explained as the Amberite's
power over Shadow probability. I suggest using Good and Bad Luck. Since Cast
Members will probably have very high levels in their scores, low levels of Bad
Luck might seem ineficient. However, in this campaign, the GM can accumulate
levels not used in a session and apply them later cumulatively, as long as such
an action wouldn't result in the Cast Member's death.
Racial Qualities
Amberite | Chaosite |
Attributes: +5 STR [5], +3 DEX [3], +3 CON [3], +1 INT [1], +1 PER [1], +2 WILL [2] | Attributes: +3 STR [3], +2 DEX [2], +2 CON [2], +1 WILL [1] |
Essence: +30 [3] | Essence: +10 [1] |
Qualities: Blood of Amber [5], Immortal [0] | Qualities: Blood of Chaos [3], Immortal [0], Shapeshifter 1 [5] |
Total: 22 points | Total: 17 points |
Age
2-point/level Supernatural Quality
For Unisystem Amber, use the Lite version
of this Quality.
Blood of Amber
5-point Supernatural Quality
This is a prerequisite to walking the
Pattern. Characters with this Quality have the ability to cast a Blood Curse.
The Curse may only be cast when the PC is at -10 Life Points and is equivalent
to the Accursed Drawback at level 10. The Curse comes true. Should the Cast
Member survive the experience, they will suffer from the effects of their own
Curse in one way or another, and an enormous sacrifice will be required to expunge
it. This is a powerful tool to take campaigns in new directions, and GMs shouldn't
be afraid to use it, or go with an unexpected Curse. Blood of Amber can be purchased
with points from either the Qualities or Powers categories.
Note
that a Cast Member may have this Quality without having the Amberite package.
In that case, the character is a direct descendant of Oberon, but so far removed
in generations, that he doesnt have the same physical characteristics
of the Royal family.
Blood of Chaos
3-point Supernatural Quality
This is the Chaosite version of the
Blood of Amber Quality. It allows the character to traverse the Logrus (note
that without Shapeshift, he will die), but doesnt give him the ability
to cast a Blood Curse.
Jewel of Judgement Initiation
15-point Supernatural Quality; Prerequisite: Blood of Amber
This allows one to use the Jewel of
Judgement, the traditional symbol of Amberite royalty, and a powerful and dangerous
talisman of weather control.
Resistance (Shadow Editing)
1 point/level Supernatural Quality
This allows a Shadow-Dweller to resist
the effects of Shadow Editing on themselves, and is usually gained by a long
association with an object of Substance. The maximum level that may be bought
is level 20; GMs may restrict Shadow-Dwellers to lesser levels, perhaps to 10
maximum.
Status
1 point/level Quality
Shows the character's position in the
family hierarchy, and their relation to the throne. This gets very confusing,
but can be generalized as follows. Note also that this can change rapidly in
or against your favor (as it did for Random and for Merlin). (While this advantage
is useful for "justifying" your claim to the throne, it is not
likely to be useful in repelling a coup! Thus the low point value).
DRAWBACKS
Besides being immortal, Amberites can easily find a shadow with the appropriate time flow and learn any skill they want. Because of that, Cast Members should buy skills from the cinematic list. They should be treated as Special skills for cost purposes. Players can also buy Regular skills if they want to specialize their characters interests. However, the skill level of the specialty should be based on the cinematic level.
Example: Nei buys 5 levels of the Melee skill for his character, Frederique. This costs 10 points (2/level until level 5 for Special skills). He decides that Freddie has had extensive training with swords in general, so he buys 3 levels of that skill. Since this would effectively be level 8 (5 + 3) of the Hand Weapons (Swords) skill, it costs 9 points (3/level after level 5 for Regular skills). So Frederique has Melee 5: Swords 8, costing a total of 19 points.
If you dont mind the extra bookkeeping, you can also use the Optional Specialties.
Example: Frederique has a thing for rapiers and Nei decides to spend another point and further specialize his character in them. For 20 points, Freddie ends up with Melee 5: Swords (Rapier) 10 (he still has 8 levels with swords, hes just better with rapiers).
* New skill
Pattern
Imprint (Basic)
50-point
Power; Prerequisite:
Blood of Amber
Birthright of every Royal Amberite, the Pattern Imprint is acquired by
assaying the Pattern, not necessarily the one in Castle Amber, an oval design
150 by 100 yards, similar to a Celtic arabesque. This is a grueling process
that is not done lightly.
Walking the Pattern
In order to traverse the Pattern, the Cast
Member must succeed in a series of Constitution or Willpower rolls (whichever
is lower). Failure doesn’t mean immediate death, only that the character
slowed down or didn’t advance. He needs to repeat the roll with an additional
-1. If he fails again, he repeats the roll once more, now with a -2 penalty,
and so on. Each roll made while walking the Pattern also drains the character
of D10 (5) Essence points +/- the penalty/bonus for each section (minimum expenditure
of 1). For example, at the First Steps, Essence cost is equal to D10-2 (3),
while at the Second Veil, it’s D10+3 (8). Successes obtained in the rolls
reduce Essence cost at a 1-to-1 ration (minimum expenditure of 1)
The First Steps: +2
Taking the first step on the Pattern is a frightening process. It
is also difficult to just get started. As one begins blue sparks begin to leap
up around him. These get more intense in the more difficult areas.
The First Veil: 0
This is just the warm up part of the Pattern. It gets worse.
The Second Veil: -3
This is the most difficult region of the Pattern. If you make it
past this reasonably intact you should be able to survive the rest of the procedure.
The Grand Arch: -1
The Grand Arch isn't the most difficult part of the Pattern, but
it is long and strenuous. The character must succeed three times at this roll
in order to pass.
The Final Veil: 0
This is the last roll you need to make. Consider it a cooling down
exercise. Once you succeed at this roll you finish the Pattern walk (this might
cause one to lose consciousness).
Amberites who have already walked the Pattern can give aid by advising
you. Every success in a Intelligence roll grants a +1 bonus to the character.
However, the helper can intentionally mislead someone. This turns the successes
into penalties. Royals can also channel Essence points at a 5-to-1 ratio to
the Pattern walker. By making a Willpower roll, the Amberite can send as many
Essence points as he has successes. Essence can also be used to increase the
roll when crossing more difficult areas. Every 3 points spent this way give
the character a +1 to the roll. Note that all the effects of Essence loss (WitchCraft, p. 154) are applicable when walking the Pattern. So, if
the character’s Essence pool drops to less than half, he incurs an additional
-1 penalty. That’s why Royals try to be fully rested when they do so.
If the character fall unconscious while on the Pattern, he's torn to primordial
shreds.
Sometimes,
a character will not be able to finish the Pattern. His only chance resides
in being physically pulled off it. Physically pulling someone off the Pattern
automatically causes D6 x 5 (15) damage (which bypass defenses) to both the
walker and the helper. In addition, both characters must make a Constitution or Willpower roll (whichever is lower) with a -3 penalty. If either character fails this roll, he
is consumed by the Pattern. If the helper is consumed then the walker must make
a Dexterity roll or also be destroyed. Regardless, the walker is left in place
if his helper does not survive the rescue attempt. These rules assume that the
helper can fly or use some sort of ranged power. They also apply if the helper
walks the Pattern, then physically carries the original walker off the Pattern
(by getting to the center). The original walker does not count as having walked
the Pattern in this case.
One
can also pull someone off the Pattern by using Trumps. This is done by having
the helper roll Willpower + Trump skill. If this roll is successful then the
walker has been pulled free. Both individuals take D6 x 5 (15) damage (as above)
and, moreover, the Trump is destroyed. The walker must also make a Survival
roll. There are no additional penalties on this roll and the helper does not
run the risk of obliteration. If the helper's Trump skill roll fails, then they
both take D6 x 3 (9) damage and the Trump is destroyed but there are no further
side effects.
Finally,
one can Trump off the Pattern. The walker pulls out a Trump and makes a Trump
skill + Constitution or Willpower (whichever
is lower) roll at -2. If this roll fails, he is destroyed.
If it succeeds, he takes D6 x 3 (9) damage , loses 5 Essence points and his
Trump is destroyed.
Example: Paulino, one of Oberon’s many bastards,
is about to walk the Pattern for the first time. His has Constitution 7, Willpower
5 and 70 points in his Essence Pool. Paulino managed to ingratiate himself with
Bleys, who will help him in the ordeal. Bleys makes an Intelligence roll and
gets 2 successes. This gives Paulino +2 throughout the process. He steps into
the Pattern, making his Willpower roll with a total bonus of +4 (+2 for First
Steps, +2 for Bleys’ help), succeeds and loses 2 Essence points. Next,
he gets to the First Veil and rolls again. He succeeds once more and loses 7
Essence points. So far, so good, but now Paulino reaches the Second Veil, the
most difficult part of the Pattern. He rolls with a total penalty of -1 and
gets a final result of 9, making it through (and losing 4 Essence points). All
the while, Bleys is talking to him and advising him on what to do. A little
more confident, Paulino arrives at the Grand Arch. However, here he fails his
roll, stumbling and losing 10 Essence points. Encouraged by Bleys, Paulino keeps
moving. He rolls again, now with a -1 penalty (-1 for the Grand Arch, -2 for
an extra attempt and +2 for Bleys’ advice). He fails again, losing 8 more
points of Essence. Paulino concentrates and summons his inner strength. He spends
9 points of Essence to cancel the penalty (now at -3), plus 6 more to get a
+2 bonus. Unfortunately, this reduces his Essence pool to below half, giving
him another -1. Rolling again, Paulino succeeds and moves on, losing
5 points of Essence. At this point, Bleys decides to boost Paulino’s endurance.
Making a Willpower roll, he scores 3 successes, which give Paulino 3 Essence
points and drains Bleys of 15. Still in the Grand Arch, Paulino spends 3 more
points to get +1. He succeeds, losing 5 Essence points. Bleys channels another
Essence point to him. At the final stage of the Grand Arch, Paulino rolls again
, succeeds and loses only 2 Essence points. At the Final Veil, Paulino succeeds
at his last roll, loses 6 Essence points and finishes the Pattern. Paulino is
drenched in sweat and only has 7 points in his Essence Pool, but he has acquired
the Pattern Imprint Power. He also owes Bleys a big favor, since without his
help, walking the Pattern would have been even more difficult.
Benefits of Walking the Pattern
After
all that work you better get something for this. In walking the Pattern you
are essentially reconstructed. This process cleanses the character of lesser
magical effects, diseases, and poisons. It can also cure some mental defects
such as amnesia and many kinds of insanity. The Pattern is intelligent (like
a sophisticated computer). This means that the Pattern is capable of distinguishing
between a beneficial effect and a harmful one. It will generally not remove
a beneficial effect.
This
cleansing does not apply to injuries themselves. In fact it aggravates them;
the character takes 1 point of damage for every 5 points of damage (or fraction
thereof) he had when he walked the Pattern.
The
second major benefit of walking the Pattern is that it allows the user to transport
himself to virtually any location he chooses. This transport power even works
in Amber and can also be used to transport oneself to one of the other Patterns
such as the one in Tir-na Nog'th or Rebma.
There
may be other uses for walking the Pattern as well. These will likely be discovered
or invented during the game. For example, during the course of the Amber books
Corwin discovered that one needed to walk the Pattern in order to attune oneself
to the Jewel of Judgment.
Last Update: 26-Apr-20