TEXT: Nobles of Amber
  YORIC, QUISAR and AWEN at dixsous.org
  25th October 2004
  1
  About
  The Amber Diceless Role-playing Game1 offers great role-playing in the setting of the Chron-
  icles of Amber, by Roger Zelazny, without any random agent (i.e. neither dice nor cards) and
  with little to no rules. Although this game offers a great deal of freedom to players and
  gamemasters alike, it also makes the GM’s jobs of keeping track of an “objective” difﬁculty
  scale quite difﬁcult: let’s face it, at 3 A.M., when you are focusing on the plot, it is quite
  easy to be overwhelmed by a power player, just because he can role-play a situation to his
  advantage and/or can argue the GM to death, even when the character should deﬁnitely not
  be able to achieve such feats.
  A more recent game, Nobilis2, offers equally great role-playing in a setting close to that
  of Sandman, by Neil Gaimann. The rules are also diceless and they provide a much more
  precise deﬁnition of characters, although they manage to leave much freedom to players
  and gamemasters alike.
  The purpose of this document is to present a possible adaptation of the rules of Nobilis
  to the setting of Amber, as designed during a French Amber micro-convention, during the
  month of August 2004. They have not been thoroughly play-tested yet. If you have any
  remark or contribution, please feel free to send them to the authors. We believe that this
  document does not infringe on any copyright. Please let us know in case of any problem.
  2
  Core Rules
  2.1
  Actions
  Any action has a Difﬁculty and a possible Resistance. Difﬁculty is related to the nature of
  the action, while Resistance is related to additional obstacles created, voluntarily or not, by
  either the character itself or other characters. Difﬁculties scale from 0 to 9 while Resistance
  is not bounded.
  For instance, climbing a mountain has a Difﬁculty of 1. If a Prince has set a great number
  of traps on the mountain, the Resistance might be 2.
  Characters are deﬁned by a number of Attributes and Gifts. Supposing there is no Gift
  involved, in order to perform an action without Resistance, the character must be able to
  1written by Eric Wucjick, previously edited by Phage Press, and now bought by Guardians of Order.
  2written by Rebecca Sean Borgstrom, previously edited by Hogshead Publishing and also bought by
  Guardians of Order.
  1
  
  match the Difﬁculty of the action using an appropriate Attribute. If the action has a Resis-
  tance, the character (or the GM) must split the appropriate Attribute between the Difﬁculty
  and the Resistance and match both.
  If our character wishes to climb the aforementioned mountain (with or without traps),
  he could use his Aspect Attribute (explained later). If his total Aspect Level is 1 or more,
  he can climb the mountain without traps. If his total Aspect Level is 3 or more, and if the
  situation is appropriately role-played/if the player splits his Aspect correctly, he may match
  both the Difﬁculty (of 1) and the Resistance (of 4). If the role-play is inappropriate/if the
  player splits incorrectly or if the Aspect Level is not sufﬁcient, then there may be a problem.
  If the Difﬁculty is matched but not the Resistance, the character has successfully climbed the
  mountain but has fell into a trap. On the other hand, if the Resistance is matched but not the
  Difﬁculty, the character has successfully avoided the traps but could not reach the top.
  The rules are slightly different when a Gift is used. Each Gift is equivalent to an Attribute
  Level and, optionally, a Penetration Level. The equivalent Attribute Level of the Gift must
  match the Difﬁculty of the action while the equivalent Penetration Level must match the
  Difﬁculty (if any).
  A character may also impose a Resistance to someone else’s action. The rules are the
  same except for the fact that the Attribute Level must be split between the (counter-)action
  and the added Resistance. If a Gift is used, the equivalent Attribute Level and an equivalent
  Resistance Level may be used.
  For instance, let us now consider the character who has placed the traps on the mountain
  in the ﬁrst place. Let us assume that the method used to place traps on a mountain has a
  Difﬁculty of 3 and the character uses his Pattern Attribute to do so. With a total of 5 Pattern
  Levels or more, if the situation is role-played appropriately/if the player splits his points
  correctly, he may match both 3 Difﬁculty Levels and 2 Resistance Levels. He can achieve
  the same purpose with a Bobby-Trapping Mountains Using the Pattern Gift with an equivalent
  Pattern Level of 3 or more and an equivalent Resistance of 2 or more.
  2.2
  Confrontations
  Confrontations, whether they mean ﬁghting, playing chess, dancing, seducing, negotiating,
  running, betting. . . are only successions of actions. In general, the highest Attribute wins.
  Two characters with the same level in an Attribute are evenly matched and must be un-
  tied through role-playing. Unless there is a difference of one Level or more, however, the
  confrontation will probably not be decisive.
  In general, two different Attributes with the same level are also considered balanced.
  A confrontation is a role-playing opportunity and should never degenerate to a slug-fest
  of numbers. For more details on how to run a roleplay-based ﬁght, see the ADRPG rulebook.
  2.3
  Attributes and Feat Points
  Each character has a number of Attributes. The scale for each Attribute ranges from 0 to 9,
  although most Attributes are limited to 5. Each Attribute is linked to a number of Attribute
  Feat Points, ranging from 0 to 10, with the most common value being 5.
  The Attribute Level itself represents the actions which the character can perform without
  having to exert himself. Whenever an action is too complex to be performed by the At-
  tribute Level, the character can exert himself, by using 1, 2, 4 or 8 Feat Points for the related
  2
  
  Attribute, hence increasing temporarily the total Attribute Level by as many Levels. Using 8
  Feat Points is a way of pushing past the boundaries of one’s body/mind and always causes
  a Fatal Wound, whether this wound is physical, mental or metaphysical.
  Attribute Feat Points may be recovered eventually but never exceed their original value.
  2.4
  Cooperation
  Whenever a second character wishes to help another perform an action, he must match the
  total Attribute Level produced by the ﬁrst character. This will increase the effective Attribute
  Level of the group by 1.
  Similarly, more characters may cooperate, by matching all the Attribute Level produced
  by the ﬁrst character. Each additional character grants a bonus, within the limits of 1, 2, 4 or
  8 Levels. In other words, a group of two persons has a bonus of 1, a group of 3 or 4 persons
  has a bonus of 2, a group of 5, 6, 7 or 8 persons has a bonus of 4 and a greater group has a
  bonus of 8. As usual, at level 8, something goes wrong.
  If a character pretends to help but actually sabotages the action, this character must
  match the total Attribute Level, as the others, but he can also use additional levels to im-
  pose an opposing Resistance.
  3
  Character Creation
  The process of Character Creation should start by a detailed description of the character and
  his background story. This is much more important than in most role playing games as the
  character sheet will reﬂect a number of subtle points. For example, a gifted youngster and
  an experienced artist who both can create Trumps of similar quality will probably not have
  the same Trumps attribute: while the beginner might draw with ease, the veteran might
  have more difﬁculties but know some more tricks which allow him to paint faster whenever
  the need arises, just as one of them might have a limited understanding behind Trumps and
  might not be able to draw Trump sketches.
  We will use as running examples a possible Prince Corwin of Amber before his amne-
  sia, a possible Julia before she became important to anyone but Merlin, and a possible Duke
  Merlin before the succession of events related by the second cycle of books. Note that these
  particular versions of Corwin, Julia or Merlin are by no mean canonical, these are just exam-
  ples.
  In most campaigns, beginning characters are expected to
  start with 30 Character Creation Points. Elder Princes will
  be created with 50 to 65 Character Creation Points.
  Characters are deﬁned by their background, their Attributes and their Gifts. Some crea-
  tures, on the other hands, are deﬁned as if they were Gifts.
  3
  
  3.1
  Attributes
  The four Attributes are Aspect (human skills and super-human extension of these skills),
  Fortune (supernatural luck), Pillar (Pattern or Logrus) and Wizardry (Trumps, Conjuration,
  Sorcery. . . ). Attributes range from 0 to 9 although there is a maximal level that Princes of
  Amber (or Chaos) cannot cross. Whether some other kind of creature can be more powerful
  than Princes in this domain is left to the appreciation of the GM. Each Attribute point costs 3
  Character Creation Points. The Attribute level of a character represents what this character
  can do without any difﬁculty.
  With each Attribute comes a Level of Feats, ranging from 0 to 10. The Feats are used
  whenever a character attempts to perform difﬁcult actions. If the character undertakes an
  action without having enough Feat Points to match the difﬁculty of that action, it just fails.
  More examples later. Increasing the maximal number of Feat Points costs One Character
  Creation Point per additional Level of Feats.
  3.1.1
  Aspect
  Princes, both of Amber and of Chaos, are superior to human beings. They are no super-
  heroes, no mythological heroes or semi-gods (at least not on a daily basis). They are just
  better. That is the Aspect.
  Aspect Level
  Aspect governs everything a human being can do. Dancing, writing, playing
  chess, ﬁghting, programming, running for President, playing music, you name it, creating
  a nuclear bomb. If a human being can do it and if it is not supernatural with respect to the
  place, your level is given by your background and Aspect (in that order).
  A Prince cannot have more than 2 in Aspect.
  Corwin
  Aspect Level
  Corwin is a top athlete, able to move a heavy car effortlessly with the help of his brother. He
  is also an musician whose melodies are remembered centuries after his disappearance. He
  is also a charismatic leader, an excellent lover and a competent strategist. . . However, none
  of this is superhuman. His Aspect is 2 (= 6 Points). He can do all of this without any effort.
  He never learnt mathematics, so he can’t actually use mathematics at all. However, should
  he decide to, he could learn mathematics as fast as any human.
  Corwin’s Swordplay, on the other hand, is supernatural and will be treated later.
  Julia
  Aspect Level
  Although she is smart and learns some magic, for most things, Julia is just a regular girl. Her
  Aspect is 0 (= 0 Points).
  4
  
  0 Most humans can do this, on a good day.
  1 Only a well-trained human can do this.
  2 Only top athletes (or researchers, artists, politicians. . . ) can do this.
  3 It is technically possible for a human being but it has probably never been done.
  4 It might be physically possible for a human being, but it is probably not.
  5 Some creatures or machines can do this.
  6 It is physically possible that some creature or machine, some day, might do this.
  7 Physically impossible, with local effects.
  8 Physically impossible, with distant effects.
  9 Anything else.
  Note
  The scale is almost identical to that of Nobilis’ Aspect. For more details, get a copy
  of the rules or Nobilis.
  Figure 1: Mostly universal scale of difﬁculty.
  Merlin
  Aspect Level
  Merlin is well-trained in computer science, mathematics, physics, athleticism, swordplay. . . He
  is also charismatic, good at asking questions, at seducing every single girl he meets. . . On the
  other hand, he does not display a super-human intelligence, running at Olympic-level is not
  something he can do without being somewhat tired. . . His Aspect is 1 (= 3 Points).
  Aspect Feat Points
  A Prince starts with 5 Aspect Feat Points.
  Additional Aspect Feat Points can be bought at the price of 1 Character Creation Point
  each. The GM may allow young Princes and Shadow-dwellers to sell some or all Aspect
  Feat Points at the same price or to transfer them to their Fortune. Most non-Princes do not
  have any Aspect Feat Point.
  While the Aspect represents things a character can do without difﬁculties and without
  getting tired, the Feat Points are used whenever the character wishes to undertake a more
  difﬁcult action. The action might be quite short (running to the phone before it stops ringing,
  mimicking a voice. . . ) or quite long (inventing a new technology). However, it is only one
  5
  
  speciﬁc action.
  A character can use none, 1, 2, 4 or 8 Aspect Feat Points to
  improve their level during an Aspect-based action. Using
  8 Feat Points causes a Fatal Wound, either physical or
  mental.
  No matter how many Feat Points a character uses, the
  maximal Difﬁculty an Aspect can match is equal to his
  Aspect Level+2.
  Situation : Merlin runs for the Olympic title
  GM:
  Okay, all the athletes are ready. How do you wish to play this ?
  MERLIN:
  Am I able to run at Olympic-level ?
  GM:
  (checks : Merlin’s Aspect is 1. With 1 Aspect Feat Point, he can reach level 2,
  which is the Olympic level. With 2 Aspect Feat Points, he could beat the world
  record. Although he has more than 2 Aspect Feat Points, using them would
  not help him improve his speed past the level of a top athlete.) Of course you
  are. You’re pretty sure you can beat the world record if you try as hard
  as you can.
  MERLIN:
  (ponders a little) Nah, too much bother. I’ll just go for the Olympic-level.
  Just tell me if Luke is faster than me. I might try and outrun him. (For
  instance, if Merlin had used 4 Aspect Feat Points, totalling a Level 6 Aspect,
  he could have split them between matching a Difﬁculty of 3 and adding a
  Resistance of 3 to prevent Luke from outrunning him.)
  GM:
  (crosses one of Merlin’s Aspect Feat Points) Okay, I’ll do this. So far, you’re
  somewhat tired but that’s nothing a good night’s sleep can’t cure.
  Situation : Julia learning Shadow-Earth’s magic
  Julia has found a master of magic. The GM has decided that this magic will work on Shadow-Earth
  and nowhere else. As this is a human magic, learning it is an Aspect-based action. Only people with
  some training can learn this magic.
  6
  
  JULIA:
  I learn everything !
  GM:
  After a few days, you start realising that it is not as easy as it looked at
  ﬁrst. The language your master is quite arcane and he keeps referring
  to the Kaballah, which you do not know.
  JULIA:
  I try as hard as I can.
  GM:
  (crosses two of Julia’s Aspect Feat Points – she did not learn the Kaballah all
  of a sudden but for the task of understanding she is now as good as if she had
  mastered it) Sure thing. After a few months, you’re as tired as you have
  ever been but it seems you have understood all the bases of his art.
  JULIA:
  Only the bases ?
  GM:
  Yes, only the bases. But that’s something almost no human being could
  have done so fast. Are you complaining ?
  A good night’s sleep is sufﬁcient to recover 1 Aspect Feat
  Point, without exceeding the number of Points bought
  during character creation.
  Corwin
  Aspect Feat Points Corwin keeps pushing further his limits. Considering the amount of
  human-like prowesses he performs without much rest, Corwin probably has 10 Aspect Feat
  Points (5 “free” + 5 “bought” = 5 Points).
  Situation : Jasra vs. Merlin
  Once again, Jasra is trying to kill Merlin. She knows that Merlin is supernaturally lucky which
  makes killing him very hard, but she does not know exactly how lucky he is. Actually, his luck is
  equivalent to an Aspect of 5 (cf. section 3.1.2) when it comes to preventing him from getting into
  harm. For this situation, we will assume that Jasra has an Aspect of 1.
  JASRA:
  I’ll get him this time.
  GM:
  Sure. How ?
  JASRA:
  I don’t know. Let’s say I hire a pair of cold-blooded killers to shoot him
  down from a distance. And I do choose them well.
  GM:
  Let me think. (Jasra is probably able to ﬁnd a pair of good killers. As she does
  not spend much time on Shadow-Earth, however, she probably does not know
  them yet. Let’s see the total level of Jasra’s attack.) Okay, could you detail
  the plan ?
  JASRA:
  I handle the strategy personally. I spend two weeks carefully monitor-
  ing the place and ﬁnding the best possible spots.
  7
  
  GM:
  (Two weeks ? Jasra’s Aspect is 1, let’s be nice and pretend that, in two weeks,
  she can invest 4 or 8 Feat Points. Let us say 4 Points as she has no reason to
  work herself to death. As Jasra used two weeks, it seems coherent to believe that
  she has already recovered these points so there is no need to cross them from
  her sheet. That’s a total of 5 Points, which must be split between matching
  Merlin’s luck – which she cannot evaluate yet – and actually beating Merlin.
  Jasra does not stand a chance.)
  JASRA:
  This time, Merlin dies.
  GM:
  Of course he does.
  JASRA:
  Really ?
  GM:
  (Seeing that Jasra spent most of her time trying to prevent Merlin from getting
  away through sheer luck, these 5 levels have been used to match Merlin’s luck.
  Hence, the attack can proceed as planned. However, as there are no points
  left to beat Merlin’s Aspect, he will be either smart enough or fast enough not
  to fall into the trap.) So far, the ambush proceeds as you have planned.
  Merlin comes right on cue. He seems suspicious, however. [description
  skipped] Eventually, he manages to run away.
  JASRA:
  Shit. Someday, I’ll get him.
  GM:
  Sure you will.
  Situation : Fiona reading a book
  For this situation, we will assume that Fiona’s Aspect is 1.
  FIONA:
  I hide myself.
  GM:
  What ?
  FIONA:
  I hide as well as I can to read that book.
  GM:
  It’s just a novel.
  FIONA:
  I know that. I just do not want people to be able to predict when I am
  doing something nasty.
  GM:
  As you wish. Do you use any supernatural means ?
  FIONA:
  Let us not overdo it. They might want my head if they get too suspi-
  cious. But I do hide as well as I can within natural means.
  GM:
  Can’t say I understand your strategy but alright. You take so many
  counter-measures by having people believe you are just about any-
  where that you can barely think straight and remember all your lies.
  Additionally, you read in a hall of distorting mirrors where people
  might looking at you might even believe you are not yourself. Is this
  sufﬁcient to your taste ? (The GM crosses 4 Aspect Feat Points from Fiona’s
  sheet. As reading this book does not require any speciﬁc skill, with her Aspect
  of 1, she has a Resistance of 5 to being spied upon. For a spy to look at the
  book itself is not a difﬁcult task, provided he can reach the book through this
  Resistance. The spy needs to use the equivalent of 5 Aspect Points against her
  Resistance, just to be able to look at the book.)
  FIONA:
  Exactly what I want. How is the book ?
  GM:
  Boring.
  8
  
  More details on this in the section on confrontations 5.
  Notes
  Do note that the Aspect is not sufﬁcient to explain Benedict’s strategic skills or
  swordplay, Corwin’s endurance or Gerard’s strength. They will be treated as Gifts, in section
  3.2.
  Also note that some creatures might have an Aspect of 9, or some specialisation of this
  Attribute equivalent to 9. No sane Prince would want to cross the path of such a creature.
  3.1.2
  Fortune
  Princes do not die in car accidents. They do not catch the ﬂu. They do not die on Napoleon’s
  battleﬁelds. They do not even die of the Plague. They are, somehow, protected. Not totally
  immune to death but, well, of all the Princes who have died, none have met their fate in
  Shadow. All of this because of Fortune.
  Fortune governs a form of supernatural luck that protects Princes in Shadow. Not the
  kind of luck that makes you win in a lottery. The kind of luck that saves your life when a
  truck tries to kill you somewhere in Shadow. The kind of luck that saves your life when a
  bomb explodes in your mailbox in Shadow. Not in Amber. Not in Chaos.
  As a rule of thumb, if somebody wants to kill you while you are in Shadow, the total
  Level of the attack (whether Aspect Level, Pillar Level, or Wizardry Level) must exceed
  your Fortune Level just to have a chance of wounding you lightly. Even then, you (or, more
  likely, the GM) may use some of your Fortune Feat Points to increase your Fortune Level
  against the attack.
  A Prince cannot have more than 5 in Fortune.
  A character may use 0, 1, 2, 4 or 8 Fortune Feat Points to
  increase his Fortune Level against the attack. If 8 points
  are used, for some reason, the character also receives a
  Fatal Wound, as fully escaping the attack is not physically
  possible.
  Princes start with 5 Fortune Feat Points.
  9
  
  Additional Fortune Feat Points can be bought at the price of 1 Character Creation Point
  each. The GM may allow old Princes and Shadow-dwellers to sell some or all Fortune Feat
  Points at the same price. Most non-Princes do not have any Fortune Feat Point.
  Fortune Feat Points are recovered at the GM’s discretion, depending on campaign-dependent
  criteria. Some possible criteria are :
  • at the end of a session
  • whenever the character makes new friends
  • whenever the character manages to bring down enemies
  • whenever the cause of Amber/Chaos is furthered
  • whenever the character is surrounded by people who actually wish to see him live
  • whenever Dworkin/Suhuy decides the character is useful
  • whenever the character learns from his mistakes
  • never, but one Fortune Level can be “burned up” to reﬁll the Fortune Feat Points
  • at the price of one Character Improvement Point each
  • whenever the Code of Conduct of the character is actively followed
  • . . .
  Similarly, the GM may decide to lower either the Fortune Level or the number of Fortune
  Feat Points of a character or of all Princes of Amber/Chaos. Some possible criteria are :
  • whenever the character learns and grows wiser
  • whenever the Pattern/the Logrus is somehow weakened
  • whenever the character makes new enemies
  • whenever the character acts in contradiction with his Code of Conduct
  • . . .
  Corwin
  Fortune Level
  By sheer luck, Corwin survives being dumped dying in the middle of the Plague, the de-
  struction of London by ﬁre, as well as countless battleﬁelds. Corwin’s Fortune Level might
  be 3 (= 9 Points).
  10
  
  Julia
  Fortune Level
  If we consider that Julia is not a Prince, the GM might decide that she has no Fortune. How-
  ever, for some reason, although she does have extremely dangerous associates (Merlin, Luke,
  Victor Melmann, Jasra, Jurt) and she plays with dangerous forces (Wizardry, the Fountain,
  a Creature from Primal Chaos, possibly others), she seems to ﬂoat above petty problems
  such as backstabbing, being branded enemy of the crown of Amber or that of Chaos. Julia’s
  Fortune Level might be 3 (= 9 Points).
  Merlin
  Fortune Level
  Merlin’s behaviour could be considered a wish of death. He escapes assassination attempts
  due to sheer luck (including the incompetence of the would-be killer), he meets creatures
  only he can beat, his crazy creation ends up considering him a father. . . Merlin’s Fortune
  Level is 5 (= 15 Points).
  Situation : Corwin on a battleﬁeld
  The scene takes place on a Napoleonic battleﬁeld.
  GM:
  You just received the news that the section of your friend, Lieutenant
  Chanard, is being trapped not far from here.
  CORWIN:
  I look quickly at the maps. Do they stand a chance ?
  GM:
  (Corwin has an Aspect of 2, he can analyse strategic situations very well.
  However, he is not Benedict and he cannot turn such a disaster in a brilliant
  victory) They have been used as bait. The strategy is brilliant but they
  are going to be sacriﬁced if your army is to win the day.
  CORWIN:
  Can I do something to help them out ?
  GM:
  Without leaving your position, you mean ?
  CORWIN:
  Yes, can I send, say, a dozen men to help them out ?
  GM:
  You can send them to death, this will weaken your position but not
  help them.
  CORWIN:
  I get it. I will go myself, guns blazing, and try and rescue Chanard. Can
  I do this ?
  GM:
  Except for the blazing part, yes.
  CORWIN:
  I give my orders and go.
  GM:
  You do realise you are going to walk on a Napoleonic battleﬁeld, do
  you ?
  CORWIN:
  I have survived worse things.
  11
  
  GM:
  Sure you have. (Walking on a Napoleonic battleﬁeld is comparable to an
  Aspect action. The GM decides that, no creature can be sure to do this but that
  someday, some kind of armoured vehicle might be able to do it. This is a level 6
  Aspect difﬁculty. The GM decides that Corwin must match this difﬁculty with
  his Fortune. Since Corwin has 3 in Fortune and can use only 0, 1, 2, 4 or 8
  points, the GM crosses 4 Fortune Feat Points from Corwin’s character sheet.)
  After almost half an hour of walking and running through smoke and
  charging lines, through craters and explosions, you do reach Chanard’s
  section.
  CORWIN:
  ’t wasn’t that hard.
  GM:
  Well. . . the part of you that still remembers about self-preservation
  might decide not to do such a stupid thing everyday. You do realise
  you should not have survived this, do you ?
  CORWIN:
  Well. . .
  3.1.3
  Pillar(s)
  Order and Chaos shape this Universe. Order itself is shaped by the Pattern, the power of ma-
  nipulation, while Chaos is shaped by the Logrus, the power of swords and sorcery. Masters
  of the Pattern or of the Logrus can bend the Universe to their will. At a risk. At a price.
  In most campaigns, only descendants of Dworkin can walk the Pattern and only shape-
  shifter Princes of Chaos can cross the Logrus. In most campaigns, the Pattern kills those
  who are unﬁt, while the Logrus renders mad all those who attempt it. As always, the ﬁnal
  decision rests on the GM.
  Pattern
  Logrus
  1
  Minor Pattern Survival
  Focus
  Walking the Pattern is a dangerous
  task, deadly sometimes even for those
  who have already walked it.
  At this level of skill, the Initiate has a
  chance to survive walking the Pattern.
  If the Initiate has used or lost Pattern
  Feat Points, either before walking the
  Pattern or during the ordeal, Aspect
  Feat Points are converted during the
  walk to reﬁll the Pattern Feat Points.
  If the Initiate does not have enough
  Aspect Feat Points, he fails and, most
  likely, dies.
  At this level, the Initiate has sur-
  vived the Logrus and may have been
  granted a gift. This gift is usually an
  intelligent artifact which serves also as
  Focus.
  Artifacts creation will be de-
  tailed later.
  12
  
  2
  Minor Travel
  Minor Sign
  At this level, the Initiate can walk
  Shadows from a known place to an-
  other known place, by modifying visi-
  ble details, one at a time.
  At this level, the Initiate can summon
  the Sign of the Logrus in front of his
  eyes.
  The Sign extends perceptions
  and makes the invisible visible – in-
  cluding magic spells. The Initiate can
  also recover a Magic Spell previously
  stored in the Sign.
  3
  Minor Research/Alteration
  Minor Manipulation
  By moving in Shadow, the Initiate can
  now search for generic objects, ani-
  mals, people or events in Shadow. He
  can now ﬁnd “one horse” or, with
  more time, “a war-trained horse” but
  not “my horse”, unless the horse has
  been speciﬁcally bound to him (i.e. if
  the horse is a Gift).
  He can ﬁnd “a
  good brawler” but not “Gerard”. He
  can also ﬁnd an event such as “I win
  the lottery” or “I have euros in my
  back-pocket”.
  As a rule of thumb, when looking for
  something important which could be
  considered equivalent to a Gift, during
  the search, the Initiate will need to “in-
  vest” as many additional (i.e. higher
  than 3) Pattern Points as the price of
  the Gift. More details on the invest-
  ment in examples and in confronta-
  tion rules. As another rule of thumb,
  in case of doubt, investing a Pattern
  Point takes about as much time as re-
  covering a Pattern Feat Point.
  Many Gifts cannot be found at all. As
  always, the GM decides which ones.
  In many campaigns, “a Trump” can-
  not be found. In most campaigns, “a
  Jewel of Judgement” cannot be found
  – unless it is an impure reﬂection of
  the Jewel, and even then, it is proba-
  bly well-kept.
  At this level, the Initiate can extend
  Tendrils and use them to manipulate
  distant objects as if they were arms or
  weapons – Tendrils cannot reach into
  Shadow (yet).
  The strength, speed and resistance of
  a Tendril are roughly equivalent to an
  Aspect of 3, while the dexterity and
  ﬁghting skill is equivalent to that of
  the Initiate. Tendrils can be destroyed
  by physical force equivalent to an As-
  pect of 3 or by supernatural means.
  Tendrils are physically visible.
  13
  
  4
  Major Survival
  Minor Protection
  At this level, the Initiate will survive
  the Pattern for sure, short of external
  problems.
  In terms of points, the Initiate can con-
  vert Aspect Feat Points into Pattern
  Feat Points but does not have to.
  At this level, the Initiate can summon
  Chaos into his mind as a (Level 4) pro-
  tection against Trump contacts, men-
  tal attacks or Sorcery but not against
  physical attacks.
  Minor Protection
  At this level, the Initiate can summon
  Order into his mind as a (Level 4) pro-
  tection against Trump contacts, men-
  tal attacks or Sorcery but not against
  physical attacks.
  5
  Major Travel
  Major Sign
  At this level, the Initiate can control his
  Path in Shadow, making travel with-
  out danger.
  The Initiate can now use the Sign of
  the Logrus to store a spell for future
  reuse. Spells stored in the Logrus de-
  cay in about one week unless they are
  carefully monitored and ﬁxed every
  day. On the other hand, when the need
  arises, they can be triggered almost in-
  stantaneously.
  Minor Path Mastery
  Minor Roads
  Leading Shadow-dwellers in Shad-
  ows without accidents or preventing
  them from following you by accident
  are difﬁcult tasks, grouped under the
  name of Path Mastery, as they require
  altering the Shadow Path behind the
  Initiate.
  The Initiate is now able to use the
  Logrus as a mean of transportation –
  one that does work in Chaos but not
  in Shadow yet. To move, the Initiate
  must, somehow, extend a Tendril to
  his destination, anchor the Tendril and
  turn it into a form of road. From that
  moment, and until it is destroyed by
  decay or some external intervention,
  the road is a supernatural shortcut,
  which can be used by anyone, unless
  it is somehow hidden or protected.
  The Road may be destroyed by phys-
  ical or supernatural means and its ro-
  bustness of the Road is roughly equiv-
  alent to an Aspect of 5. The owner can
  also remove the Road easily by a Mi-
  nor Manipulation.
  14
  
  6
  Major Research/Alteration
  Major Manipulation
  At this level, the Initiate may ﬁnd
  speciﬁc persons, concepts, places or
  events. He can now look for “Caine”,
  “A battle initiated by Benedict” or “A
  better brawler than Gerard”. If the tar-
  get actually exists and if it is not some-
  how hidden, the Initiate will ﬁnd it.
  Speciﬁc persons and places can usu-
  ally be found in a matter of days. Lo-
  cating more complex concepts, such as
  “A better brawler than Gerard”, takes
  more time, on the same scale as that of
  Minor Research.
  All
  sorts
  of
  possible
  events
  can
  also
  be
  triggered
  by
  Major
  Re-
  search/Alteration.
  For instance, a
  gifted Pattern Master may use the
  Pattern to improve the efﬁciency of an
  army or cause a sudden coup d’´etat in
  a Shadow.
  At this level,
  the Initiate can ex-
  tend the Tendrils in Shadow and use
  them to search generic persons, con-
  cepts, places or events, to place Roads,
  to catch the target, to manipulate it
  and/or to bring it back to him.
  Although the Tendrils cannot “see” or
  “hear”, they can “touch” and they can
  be used for some forms of spying. As
  they are visible, however, and as their
  touch can be felt, this use is limited.
  Although the strength and robustness
  of a Tendril are roughly equivalent to
  an Aspect of 6, the ﬁghting skill of
  the Tendril is still equivalent to that of
  the user. Finding in Shadow takes an
  amount of time comparable to a Minor
  Research with the Pattern.
  Minor Sign3
  Minor Chaos
  The Pattern may also be used as a
  mean of observation. At this level, the
  Initiate can use the Pattern to guess
  what happens in another Shadow.
  Typically, this involves some form of
  divination, such as looking in a pool
  of water and having the water reﬂect a
  distant discussion between Princes, or
  scrying – not necessarily with Trumps.
  Whenever the target is actively try-
  ing to hide, whether through physical
  means or using some form of magic,
  this observation is more difﬁcult and
  requires a confrontation.
  Just as the Sign of Chaos can be used
  to protect the Initiate, it can serve as
  a channel to summon the uncontrol-
  lable force of Primal Chaos. Although
  Primal Chaos, by essence, is almost
  impossible close to Amber, where it
  is summoned, it will bring a terrify-
  ing force, made of pure, insane, de-
  struction. Depending on the proxim-
  ity to Order and on the possible inter-
  vention of Masters of Logrus or Pat-
  tern – quite likely close to the Pillars or
  in the Domains of the Major Families
  of Chaos– this storm may consume a
  whole Shadow or reach some balance
  point.
  At this level, the Initiate can attempt
  to prevent Primal Chaos from expand-
  ing but cannot even hope to banish it
  alone.
  3This power is non-canonical. Feel free to replace it with something equivalent – possibly the summoning of
  the Pattern Sign for magical sight and storage, as described by Jasra.
  15
  
  7
  Major Protection
  Major Protection
  At this level, the Initiate can summon
  Order into his mind as a (Level 7) pro-
  tection against Trump contacts, men-
  tal attacks or Sorcery but not against
  physical attacks.
  In addition to protecting the Initiate,
  Order also imposes its mark on the at-
  tacker. When the attacker is unaware
  or when the confrontation indicates he
  is on the losing side, he will receive a
  Level 7 wound from the shock on this
  shield.
  At this level, the Initiate can summon
  Chaos into his mind as a (Level 7) pro-
  tection against Trump contacts, men-
  tal attacks or Sorcery but not against
  physical attacks.
  In addition to protecting the Initiate,
  Chaos also imposes its mark on the at-
  tacker. When the attacker is unaware
  or when the confrontation indicates he
  is on the losing side, he will receive a
  Level 7 wound from the shock on this
  shield.
  8
  Major Path Mastery
  Major Roads
  Through Major Path Creation, an Ini-
  tiate of the Pattern can create or alter
  paths for other Initiates. This skill may
  be used to put car-eating monsters on
  the way of a Pattern user, to defend
  the entry in a given Shadow (includ-
  ing the Golden Circle) as well as to
  meet someone “by accident”.
  Through Major Roads, an Initiate of
  the Logrus can create the equivalent
  of the Black Road: a Road reaching
  into Shadow, wide enough to get an
  army marching on it, strong enough
  to reﬂect itself on other Shadows so as
  not to be destroyed should some part
  of it be cut, chaotic enough to convey
  the willpower of its creator and make
  it, effectively, a little bit of personal
  Shadow split among many Shadows.
  Roads do not have to be black or de-
  structive. As far as the rules are con-
  cerned, they are created just like any
  other Shadow.
  Of course, it is quite
  hard to create a Road reaching to Am-
  ber, as long as Amber is protected by
  the Pattern.
  16
  
  9
  Major Sign4
  Major Chaos
  The strongest Initiates of the Pattern
  can see the imprint of the Pattern ev-
  erywhere in the universe.
  Through
  their training and their willpower,
  they can make this image stronger,
  strong enough that they can walk it as
  they would with the real Pattern, and
  use it for reaching through Shadow.
  Indeed, alert witnesses may notice
  that grass and the water, more than
  one hundred yards around the target
  of the Initiate, change subtly, form-
  ing an interwoven path leading to the
  heart of this Pattern.
  As the Pattern itself, this path may be
  quite deadly. As the Pattern itself, it
  can lead you anywhere you want it to.
  Or anywhere your subconscious dic-
  tates you shall go.
  The strongest Initiates of the Logrus
  can master Primal Chaos.
  They can
  summon it at will, in a matter of sec-
  onds, give it form or banish it. Primal
  Chaos can can be used as a Shadow-
  destroying typhoon, as a swarm of
  man-eating creatures, as a contagious
  mind-disease or as an all-powerful
  barrier.
  Primal Chaos can also be forged in ter-
  rifying artifacts by those who are crazy
  enough to attempt binding it within
  matter and strong enough to achieve
  this feat.
  Primal
  Chaos
  is
  the
  ultimate
  weapon,
  be
  it
  for
  destruction
  or
  self-destruction. Whenever a fool who
  thinks he can control it dies, few waste
  any tear on the madman. He had been
  warned.
  In term of rules, whenever
  an Initiate who cannot actually reach
  level 9 by summing his Logrus Level
  and his remaining Logrus Feat Points,
  expect a major catastrophe.
  Feat Points
  Princes start with 5 Pillars Feat Points which must be split
  between Logrus and Pattern during the creation process.
  Additional Logrus/Pattern Feat Points can be bought at the price of 1 Character Creation
  Point each. The GM may allow young Princes and Shadow-dwellers to sell some or all Pillars
  Feat Points at the same price. Most non-Princes do not have any Pillars Feat Point.
  Of course, a character who has not crossed the Pattern cannot have any Pattern Level.
  Similarly, a character who has not crossed the Logrus cannot have any Logrus Level. For a
  character uninitiated to Pattern, surviving the Pattern requires at least 1 Pattern Feat Point.
  4This power is non-canonical, as is its counterpart in the ADRPG rule-book, Walking the Mind Pattern. Once
  again, feel free to replace it with something more adapted to your campaign. It might be a bad idea to let players
  customise this level of power, as customisation is more adapted to Wizardry or Gifts.
  17
  
  The matter of Logrus survival depends on the campaign but could be considered free for
  characters who have already had some level of Shape-shifting and that none can cross the
  Logrus more than once. Logrus Feat Points, on the other hand, may be used to make the
  journey through the Logrus less mind-breaking, hence reducing the time spent recovering
  afterwards. Each Logrus Feat Point spent walking the Logrus divides by two this amount of
  time. The base amount of time is of the order of 10 years.
  Note that a character who has not crossed the does not have 1 Pattern Feat Point cannot
  Recovering 1 Pillar Feat Point requires spending 1 week
  near the corresponding Pillar.
  Note that the time spent recovering Pillar Feat Points is spent without protective Fortune.
  Also note that Princes who wish to spend time using the Pattern in Shadow must practise
  their social skills every so often.
  Corwin
  Pattern Level and Feat Points
  The most complex feats that Corwin seems to achieve using the Pattern seem to be creating
  an army to take the throne of Amber, leading this army to Amber and, later, erasing a bit of
  the Black Road. Assembling the army is little more than a Minor Research, leading the army
  is a complex Minor Path Mastery, while erasing the Black Road is a Major Protection. This
  indicates that Corwin can achieve at least a level 7. As Corwin seems quite exhausted by
  the ﬁght against the Black Road (not physically, though), it seems quite likely that he used 4
  Pattern Feat Points. Our Corwin has a Pattern Level of 3 (= 9 Character Creation Points) and
  5 Pattern Feat Points (=0 Character Creation Points).
  Merlin
  Pattern Level and Feat Points
  Merlin uses the Pattern only for some Minor Travels. Pattern Level 2 (= 4 Character Creation
  Points) and 2 Pattern Feat Points (=0 Character Creation Points) seem sufﬁcient.
  Merlin
  Logrus Level and Feat Points
  In Blood of Amber, Merlin explains how Suhuy taught him how to summon Primal Chaos but
  it is unsure whether he can completely control it without Suhuy’s help. On the other hand,
  he summons the Sign for Minor Protection quite often. His Logrus Level is 4 (= 12 Character
  Creation Points), which means that he can beneﬁt the Minor Protection as much as he wants
  but that he cannot control Primal Chaos without Suhuy’s help. He also has 4 Logrus Feat
  Points (= 1 Character Creation Point).
  18
  
  An action can be undertaken when the character does not
  have the number of points. It will fail.
  Typically, the Logrus misused in Shadows of Order will somehow be caught by the rules,
  whereas the Pattern misused in Shadows of Chaos will become uncontrollable.
  Using additional Pillars Points
  As with Aspect, a character might wish (or have) to use
  additional levels of a Pillar to create or beat a Resistance in addition to beating a Difﬁculty.
  The mechanism is the same as the one presented for Aspect. Do note that places resist some
  uses of the powers.
  Order and Chaos resist many actions.
  Achieving success requires beating the resistance of Order/Chaosto that action. In a Uni-
  verse with more than one Primal Pattern, each Order Realm may either accept or resist ac-
  tions of the other Pattern, depending on the cosmology. Here are a few Resistances :
  Using or drawing a Trump in Amber
  0
  Using the Pattern in Amber
  10
  Using the Logrus in Amber
  20
  Using Conjuration in Amber
  0
  Using the Pattern near Amber
  0
  Using the Logrus in Shadows of Order
  5
  Using the Pattern in Shadows of Chaos
  5
  Performing an action twice faster
  1
  Marching against Amber
  2
  Using technology in Amber
  9
  ...
  More details on this in the section on confrontations 5.
  Broken Patterns
  The rules can be applied to the Primal Pattern and the ﬁrst circle of Pat-
  terns (Amber, Rebma, Tir). For the following circles of Patterns (Broken Patterns), the use of
  the power is more dangerous. Each usage of a Broken Pattern of the ﬁrst circle bring dan-
  gers equivalent to an Aspect of 1, hence making it difﬁcult to use. Each usage of the Broken
  Pattern of the second circle brings dangers equivalent to an Aspect of 2, hence making it
  almost impossible for a human being to survive, and so on. Though some Princes could
  probably survive using Broken Patterns of the Fourth Circle, few Shadow-Dwellers can use
  the Second Circle.
  The same system could apply to a Logrus equivalent of Broken Pattern (typically, Frozen
  Logrus). The Broken Pattern is considered a Limitation (see section 4.1) and grants free
  19
  
  Pattern Feat Points to the character.
  Julia
  Broken Pattern Level and Feat Points
  Julia is an Initiate of the Broken Pattern. Though we know she uses the Sign of the Broken
  Pattern to design and hang spells – a form of Broken Pattern Sorcery – we do not know how
  strong she is with the Broken Pattern. Let us suppose she is a more than competent user of
  the Broken Pattern with 3 Levels (= 9 Character Creation Points) and 5 Broken Pattern Feat
  Points (= 0 Character Creation Points).
  Situation : Corwin assembling an army
  CORWIN:
  I need an army.
  GM:
  Possibly.
  CORWIN:
  Well, I go and fetch it. How long does it take ?
  GM:
  Slow down. What kind of an army ?
  CORWIN:
  Decent ﬁghters. I do not need much more.
  GM:
  (As per the rules explained in section 3.2, an army of decent ﬁghters is equiv-
  alent to a 4 points Gift. It can be found in a succession of Minor Researches
  – that’s a level 3 Difﬁculty. With Corwin’s level 3 in Pattern, he can’t ﬁnd
  anything complex “for free”. For Corwin, investing 4 points in this Gift is
  equivalent to spending 4 Pattern Feat Points.) Well, you could get a decent
  army in a matter of days. But this would leave you exhausted and ripe
  for a Shadow attack by Eric.
  CORWIN:
  I see. What can I do ?
  GM:
  Well, rather than ﬁnding an army, you can assemble one.
  CORWIN:
  What is the difference ?
  GM:
  Instead of ﬁnding a Shadow with an army waiting for you, you choose
  a Shadow with a decent army and then you proceed with propaganda
  and small-scale manipulations to convince people to follow you. There
  are many Princes-friendly Shadows with decent army, more than there
  are Shadows containing your army.
  CORWIN:
  I like that. Let’s do propaganda !
  GM:
  (The Shadow is equivalent to a Gift of level 1. The Gm crosses one Pattern
  Feat Point from Corwin’s character sheet.) After a few days, you ﬁnd a
  suitable Shadow. How many men do you want and how long do you
  give yourself ?
  CORWIN:
  Let’s say I want a few hundred thousands in two weeks.
  GM:
  (That’s mostly a question of Aspect. Using a few Pattern manipulations to
  appear as a hero, this is “only” Level 4 Aspect Difﬁculty. Well, that’s two
  Aspect Feat Points points crossed from Corwin’s sheet.) You do have a high
  opinion of yourself, don’t you ?
  20
  
  Situation : Merlin looking for a Power Source
  MERLIN:
  I start working.
  GM:
  Wait a minute.
  MERLIN:
  What ?
  GM:
  Are you sure you have not forgotten anything ?
  MERLIN:
  Such as ?
  GM:
  Where to plug your miracle computer.
  MERLIN:
  Well, in the Shadow I’m going to put it in.
  GM:
  Which means you have to ﬁnd the appropriate Shadow.
  MERLIN:
  Can’t I do this later ?
  GM:
  Not if you wish to know how to design the alimentation.
  MERLIN:
  I see what you mean. Well, I go into Shadow, to ﬁnd a Power Source.
  GM:
  Where and how ?
  MERLIN:
  What do you mean ?
  GM:
  Shadows of Order or Chaos ? Logrus or Pattern ?
  MERLIN:
  Let’s say Order and Pattern. Should be faster.
  GM:
  As you wish. You do realise this is going to take time, do you ? (A
  Shadow with a cross-Shadow Power Source and protected against intrusion is
  a 12 points gift. As Merlin can have a total Pattern level of 4 for this search,
  and as the Difﬁculty of Minor Research is 3, he can invest at most 1 point
  before having to return to Amber for one-week reloads. That’s 12 trips which
  the GM dictates to be about one-week long and 12 one-week stays in Amber,
  resulting in 28 weeks, rounded up to 7 months.)
  MERLIN:
  Yep. Tell me if I have not found after one year.
  GM:
  Actually, it takes you more than six months to ﬁnd such a Shadow but
  you are rather happy with the result.
  MERLIN:
  I know what ! I should have walked the Pattern to get a better result,
  faster.
  GM:
  And possibly die trying.
  MERLIN:
  Well. . . You would not kill me, would you ?
  GM:
  Sometimes, I wish I could.
  3.1.4
  Wizardry
  While Initiation to the Pillars is reserved to Princes, Wizardry is a relatively common practice
  in Shadow. Between Chaos and Order, many a mage can draw Trumps or conjure Shadow
  beasts, mold blood into creatures or forge powerful swords. In some campaigns, wizards
  exist only in Chaos. In some, they have fortresses in the very Golden Circle, if they are not
  advisors to the Court of Amber. After all, it is rumoured that the mad painter Dworkin has
  been a wizard in a distant past. Or was he a psychoanalyst ? Or a priest ?
  The three main Ways of Wizardry are Trumps, Conjuration and Sorcery. While Trumps
  and Conjuration are typically in the style of Corwin’s Chronicles, Sorcery is closer to what
  can be witnessed in Merlin’s Chronicles. Also note that the following rules describe the
  21
  
  effects which may be achieved through Wizardry but not necessarily how these effects can
  be achieved. Quite likely, different Wizards use different styles: think Dworkin engraving
  Trumps while Vialle my quite possibly cut them as statues, Corwin summoning birds while
  Merlin uses electricity and electronics to power its creations. . .
  Trump Artistry
  Conjuration
  1
  Trump Sketches
  Grotesque Conjuration
  A Trump Sketch is a powerful but
  fragile link between an image and a
  mind. As any Trump, the Sketch may
  take many forms, depending on the
  style of the artist. It can be a pencil-
  drawn representation as well as a po-
  etic description, a clay doll, a statue, a
  wooden mask or a tune.
  As any Trump, a Trump Sketch may
  be used to touch the mind of the per-
  son or a place. At this level, personal
  knowledge of the person or place is
  important to create the Sketch.
  The base time to create a Trump Sketch
  is a few hours.
  A typical Trump
  Sketch, even handled with precaution,
  cannot withstand the will necessary
  for a mind-to-mind confrontation or
  to force contact. Additionally, the ef-
  fectiveness of a Trump Sketch will not
  last much longer than a few hours. As
  usual, one additional point divides by
  two the time it takes to complete the
  Sketch or increases by one the Resis-
  tance of the Sketch.
  A Grotesque Conjuration is a power-
  ful but fragile expression of the will of
  its Master. As other Conjurations, it
  may take many forms, depending on
  the style of the Master. It can be as-
  sembled from bits of metal or folded
  as Origami, summoned from the near-
  est forest or animated from wool cape.
  Grotesque Conjuration can create ob-
  jects or creatures of any form com-
  patible with the style of the Wizard.
  Although these Grotesques will lack
  intelligence, resistance and longevity,
  they can be useful, say, to provide the
  key to open this door, the rope to climb
  down this precipice or the block of ice
  to keep that body intact.
  The base time to create a Grotesque
  Conjuration is a few hours. Even used
  with precaution, the Grotesque will
  not resist the slightest exposure to the
  Pillars or Princes. Additionally, after a
  few hours, the Grotesque will return to
  an inanimate state. As usual, one ad-
  ditional point divides by two the time
  it takes to complete the Grotesque or
  increases by one its Resistance.
  2
  Minor Expertise
  Minor Expertise
  At this level, a Trump Artist is able to
  recognize that an object is a Trump, as
  well as the style of the author, if he is
  somewhat familiar with that style.
  Making sure that an object is a Trump
  is the matter of a few minutes of atten-
  tive examination while asserting the
  style of the author takes typically a
  few dozens of minutes.
  At this level, a Conjurator is able to
  recognize a conjured object or crea-
  ture, as well as the style of the au-
  thor, if he is somewhat familiar with
  that style, and the ”source” of the ob-
  ject or creature (another Shadow, pa-
  per, wood...), provided he know that
  source.
  22
  
  3
  Minor Craft
  Minor Craft
  At this level, the Artist can start work-
  ing on a Trump. Although he cannot
  create a proper working Trump yet,
  he can facilitate the work of another
  Artist, by creating better Sketches, or
  by preparing part of the Trump. He
  can also rework Sketches or broken
  Trumps to restore their efﬁciency.
  Typically, the task of repairing a bro-
  ken Sketch or Trump requires giving
  it some Resistance, which requires ad-
  ditional levels. Adding one point of
  Resistance takes about as much time
  as recovering one Trump Feat Point.
  Note that an Artist can succeed in this
  task only if he is somewhat familiar
  with the style of the Trump he is try-
  ing to repair.
  With a Minor Craft, the Conjurator
  may infuse additional power in a con-
  jured creature or object so as to keep it
  in existence. He can also try to repair
  broken artifacts/creatures even when
  they have not been created through
  conjuration.
  This task typically requires giving
  some Resistance to the target, which
  requires additional levels.
  Adding
  one point of Resistance takes about as
  much time as recovering one Conjura-
  tion Feat Point. Note that the Conjura-
  tor can succeed in this task only if he is
  somewhat familiar with the technique
  which was used in the ﬁrst place to
  Conjure the target. Also note that any
  attempt at resurrecting a non-conjured
  object is likely to produce an abomina-
  tion rather than what was intended.
  23
  
  4
  Minor Artistry
  Minor Conjuration
  Through Minor Artistry, an Artist may
  create a Trump of a person or a
  place, provided the Artist has enough
  knowledge of that person/place.
  Additionally, the Trump may be de-
  signed so as to have or channel one
  (and only one) Gift-like property (i.e.
  ”weapons cannot pass this Trump”, ”I
  can use the Pattern through this . . . )
  In this case, the equivalent Gift must
  be ”bought” with additional levels of
  Trump Artistry. The Artist must com-
  prehend that property before he can
  try to give it to the Trump. As usual,
  adding one point of Gift takes about as
  much time as recovering one Artistry
  Feat Point.
  Note that the indestructibility of a
  Trump is a Gift-like property equiva-
  lent to a high Aspect, which the Artist
  must decide to give the Trump. Also
  note that Trumps created with Mi-
  nor Artistry do not have any scrying
  power.
  The base time to draw a Trump is one
  week.
  Through Minor Conjuration, a Conju-
  rator may create or summon actual ob-
  jects and creatures.
  These objects may contain one (and
  only one) Gift-like property.
  In this
  case,
  the equivalent Gift must be
  ”bought” with additional levels of
  Conjuration.
  As usual, adding one
  point of Gift takes about as much time
  as recovering one Conjuration Feat
  Point. The Conjurator must compre-
  hend that property before he can try to
  embue an object with it.
  The base time for a Minor Conjuration
  is one week.
  5
  Minor Disruption
  Minor Disruption
  Through Minor Disruption, an Artist
  can disrupt the weakest workings of
  Trump around him. This allows him to
  destroy a Trump Sketch by looking at
  it or touching it, to render inoperative
  a Trump drawn by oneself or to block a
  contact attempted by someone close to
  him. If the Sketch/Trump/contact has
  additional levels of Resistance, these
  levels must be matched by additional
  levels of Trump Artistry.
  Through Minor Disruption, a Conjura-
  tor can banish or destroy the weakest
  conjurations around him. Each Conju-
  rator has a different Disruption style.
  Some utter secret names, while others
  brandish sacred symbols, some shed
  their blood while others draw swords
  and rush at their target.
  No matter what style they use, they
  can destroy a Grotesque without ef-
  fort, or one of their own conjurations,
  and they can deactivate other conjured
  objects – at this level, they cannot de-
  stroy them yet.
  If the conjured object has additional
  levels of Resistance, these levels must
  be matched by additional levels of
  Conjuration.
  24
  
  Major Expertise
  Major Expertise
  A Major Expert of Trump can recog-
  nize Trumps of any style, understand
  if any property has been given to the
  Trump, and intuitively understand the
  style one person would adopt if draw-
  ing a Trump. He can also recognize
  foreign Trumps in a Trump Deck.
  If Gift-like properties have been given
  to the Trump, the Expert can under-
  stand the properties only if he has
  enough knowledge of that speciﬁc
  ﬁeld.
  For a Major Expert, recognizing a
  Trump is nearly instantaneous.
  Un-
  derstanding properties, however, re-
  quires in average one day per Gift
  level for the property.
  If additional
  levels of Resistance have been given
  to the Trump to avoid detection, these
  levels must also be matched by addi-
  tional levels of Trump Artistry.
  A Major Expert of Conjuration can rec-
  ognize conjured objects of any style,
  understand if any property has been
  given to the object, and intuitively un-
  derstand the style one person would
  adopt if conjuring an object. Among a
  forest of conjured trees or a museum
  of conjured artifacts, he can also sort
  the sources of the objects and pinpoint
  intruders.
  If Gift-like properties have been given
  to the object, the Expert can under-
  stand the properties only if he has
  enough knowledge of that speciﬁc
  ﬁeld.
  For a Major Expert, recognizing a con-
  jured object is nearly instantaneous.
  Understanding properties, however,
  requires in average one day per Gift
  level for the property.
  If additional
  levels of Resistance have been given to
  the object to avoid detection, these lev-
  els must also be matched by additional
  levels of Conjuration.
  6
  Minor Alteration
  Minor Alteration
  Major Alteration allows the Artist to
  rework Trumps of any style and any
  author so as to add or remove prop-
  erties. At this level, the Artist is still
  limited to one property.
  Major Alteration allows the Conjura-
  tor to rework objects of any style and
  any author so as to add or remove
  properties. At this level, the Conjura-
  tor is still limited to one property.
  Major Craft
  Major Craft
  Just as a Minor Craftsman can help an
  Artist with one Trump or repair one
  Trump, a Major Craftsman can handle
  whole Decks. For instance, if a com-
  plete Deck is damaged, he can repair
  it or draw a Sketch to replace the miss-
  ing cards, the time of one scrying. He
  can also draw a whold deck of scrying
  sketches for his own use.
  A Major Craftsman can also draw
  Trumps from memory.
  Just as a Minor Craftsman can help a
  Conjurator with one Conjuration or re-
  pair one object, a Major Craftsman can
  help with or repair great numbers of
  objects, such as forests or armies.
  25
  
  7
  Major Artistry
  Major Conjuration
  A
  Major
  Artist
  can
  create
  whole
  Trump Decks, Trumps with any num-
  ber of properties and/or Trumps of
  several persons at once.
  Note that scrying is a Trump Deck
  property equivalent to the Minor Sign
  of the Pattern, hence not accessible to
  non-Pattern users.
  A Major Conjurator can create whole
  armies in one conjuration, as well as
  embue objects with any nomber of
  properties.
  8
  Major Disruption
  Major Disruption
  Through Major Disruption, an Artist
  may destroy Trumps, have scryings
  misﬁre and jam or block contacts.
  Through Major Disruption, a Conju-
  rator may destroy conjured objects or
  neutralize whole armies of conjured
  objects.
  9
  Major Alteration
  Major Alteration
  Through Major Alteration, the Artist
  may change the way he creates and
  uses Trumps. With Major Alteration,
  one can use any image as a Trump or
  any memory, one can draw the Trump
  of one person with the face of an-
  other. . .
  Uses of Major Alteration should be ne-
  gociated with the GM.
  Through Major Alteration, the Conju-
  rator may change the way he creates
  and uses objects. Create artifacts link-
  ing several Shadows. . .
  Uses of Major Alteration should be ne-
  gociated with the GM.
  Other Ways follow the same schema.
  Sorcery is the art of learning the names of Effects so as to invoke them later as Spells.
  An Effect can only be invoked in a place where it is possible. Hence, it is easy to recreate
  the Effect light a cigarette in Amber but next to impossible to recreate the Effect cannon ball in
  Amber, as the True City resists technology. It is up to each GM to decide which effects can
  be applied in Amber, Shadow and Chaos, noting that, in Corwin’s chronicle, Effects with
  special effects (i.e. ﬁreballs, earthquakes . . . ) seem unheard of.
  Glamour is one example of a non-standard Way, based on the evocation of emotions, and
  which might be given to Fiona or Flora or to Faerical creatures such as the Unicorn.
  Here is a short summary
  Sorcery
  Glamour
  1
  Spell Sketches
  Grotesque Emotions
  Incomplete spells.
  Use the circumstances (i.e. a song, a
  performace. . . )
  to evoke the carrica-
  ture of one emotion.
  26
  
  2
  Minor Expertise
  Minor Expertise
  Recognize spells.
  Recognize Glamour.
  3
  Minor Craft
  Minor Craft
  Help writing spells.
  Help with someone else’s Glamour.
  4
  Minor Sorcery
  Minor Glamour
  Actually create a spell. Unless the wiz-
  ard has a way of storing the spell, it
  is cast at once.
  The spell may have
  at most one Gift-like effect. The base
  time to create a spell is one day. As
  usual, adding one Gift point takes
  about as much time as recovering one
  Feat Point.
  Actually create one emotion. It lasts
  until removed or until the death of the
  target. Base time is one hour.
  5
  Minor Disruption
  Minor Disruption
  Remove one of your own’s spells or a
  Spell Sketch.
  Remove one of your Glamours or a
  Glamour Sketch.
  Major Expertise
  Major Expertise
  Recognize and understand spells and
  spell effects.
  Recognize and understand glamour
  and glamour effects.
  6
  Minor Alteration
  Minor Alteration
  Rework spells – not necessarily yours
  – to add or remove properties. At this
  level, only one property.
  Rework Glamours – not necessarily
  yours – to add or remove properties.
  At this level, only one property.
  Major Craft
  Major Craft
  Help with an array of spells. Remem-
  ber one spell.
  Help with an array of emotions. Pre-
  pare one emotion in advance.
  7
  Major Artistry
  Major Conjuration
  Create lots of spells and spells with
  any number of properties.
  Create emotions for lots of people and
  deep emotions with memories.
  8
  Major Disruption
  Major Disruption
  Destroy or delay any spell.
  Destroy any Glamour.
  9
  Major Alteration
  Major Alteration
  Modify spells on the ﬂy. Do anything
  with spells.
  Play with emotions on the ﬂy. Do any-
  thing with emotions.
  27
  
  Wizardry Ways do work on Princes, provided their
  Fortune can be countered !
  If a player wishes to add one or more Ways, do negotiate the exact possibilities of each
  Way during character creation.
  A character can be initiated to several Ways. His level in
  his secondary Ways cannot exceed his level in his primary
  Way.
  Each Level of a secondary Way costs only 1 Character
  Creation Point.
  Corwin
  Conjuration
  Corwin can summon simple Beasts from Shadow – namely, birds – and attempts to banish
  Strygalldwir, the Thing from Chaos. This seems ton indicate a Conjuration Level of 4 (= 12
  Character Creation Points). Corwin does not seem to have any other Way.
  Julia
  Sorcery
  Julia can create spells (Minor Sorcery) and understand the Fire Fountain (Major Expertise).
  A level of 2 (= 6 points) is sufﬁcient to explain these tricks. We will ad a Gift so as to allow
  her to remember the spells.
  Merlin
  Merlin knows everything
  Merlin is a Master of Trump Artistry (4 Levels = 12 CCP, with a classical style), a Master of
  Conjuration (4 Levels = 4 CCP, with a technological style) and gifted in Sorcery (2 Levels = 2
  CCP).
  As usual, investing one point into a Gift (or equivalent) takes about as long as recovering
  one Feat Point. This is true for artifacts, Trump, spells, creatures. . . As for Pattern or Logrus,
  28
  
  it is possible to invest additional points to act faster : one additional point divides by two the
  time it takes to complete the spell/artifact/. . . As we will see later, not all characters recover
  Feat Points at the same speed, depending on Gifts.
  A character starts with 5 Wizardry Feat Points, which must
  be split during creation between the various Ways the
  character is Initiated to.
  As usual, additional Wizardry Feat Points can be bought at the cost of 1 Character Cre-
  ation Point for each Wizardry Feat Point.GMs may decide to allow old Princes to sell these
  points and reuse them as Gifts.
  Any Wizard can recover Wizardry Feat Points at the rate of
  1 per month of study of the appropriate Way. Close to a
  Power Source, a Wizard recovers Feat Points at the rate of
  1 per week. For Shadow-dwellers, Princes are power
  sources.
  These sources may be extremely varied and are considered Gifts.
  Merlin
  Merlin has no experience
  Merlin does not do anything extraordinary when compared to common Wizards. That’s
  1 Trump Feat Point, 4 Sorcery Feat Points and 4 Conjuration Feat Points (for a total of 4
  Character Creation Points).
  Situation : Merlin’s Flower Spell
  Merlin wishes to create a Flower Spell to unload the contents of a ﬂorist shop on Mask. To
  do so, he must ﬁrst visit the corresponding ﬂorist shop, so as to analyse the Secret Names of
  these ﬂowers. The GM decides that this is a trivial step.
  The Flower Spell is equivalent to a level 1 Gift and can be created using Minor Sorcery
  (level 4). Hence, Merlin needs to match a Difﬁculty of 5. As Merlin has 2 levels of Sorcery
  and 4 Sorcery Feat Points, Merlin must use 4 Sorcery Feat Points (remmeber that it is not
  possible to use 3 Feat Points).
  Additionally, for a level 1 Gift, creating this spell takes about as much time as is required
  to recover 1 Sorcery Feat Points. As Merlin regularely goes to Amber, Chaos and other Places
  of Power, the GM decides that this equivalent to one week’s work. Being nice, the GM also
  decides that, since Merlin has spent 4 Feat Points where 3 would have been sufﬁcient, he can
  divide that time by 2. Say 4 days.
  29
  
  After these 4 days, Merlin summons the Logrus to hang the Spell (his Level 4 in Logrus
  + 1 Logrus Feat Point). At a later stage, he can summon the Logrus to trigger the spell (his
  Level 4 in Logrus is more than enough for this Level 2 action).
  Situation : Corwin’s messenger birds
  After years of imprisonment, Corwin has now escaped from the gaols of the Castle and is
  heading into Shadow.
  CORWIN:
  I’m free at last ! Okay, can I do a divination ?
  GM:
  What kind of divination ?
  CORWIN:
  Well, something on the lines of “where should I go ?”
  GM:
  That’s a bit fuzzy. What are you going to do if your divination answers
  “back to the gaols” ?
  CORWIN:
  You’re right. So, let’s rather ﬁnd a nice place to stay.
  GM:
  Deﬁne “nice”.
  CORWIN:
  Somewhere safe, in a place where I can rest and ﬁnd allies.
  GM:
  Okay. how do you do this ?
  CORWIN:
  I’ll send a bird and I won’t stop in Shadow until I have found it.
  GM:
  Wow. (That’s not exactly how the rules are meant to work but, hey, rules are
  meant to be broken !)
  CORWIN:
  I summon a bird of my desire and I tie a note to its leg.
  GM:
  What kind of note ?
  CORWIN:
  “I’m coming !”
  GM:
  The bird arrives. (This is a Minor Conjuration with a Minor Research, in
  other words 4 Levels of Conjuration with 3 Levels of Pattern. With Corwin’s
  Conjuration Level of 4, it would require 4 Conjuration Feat Point, which
  might be a bit too much. The GM ponders one second.) Say, how much
  effort to you put in this divination ?
  CORWIN:
  Why, is it difﬁcult ?
  GM:
  Well, precise divination is always difﬁcult.
  CORWIN:
  I’ll keep my strength for Eric, in case he spots me.
  GM:
  The white bird carrying your message ﬂies away in Shadow. (The GM
  could decide that, just for this time, a slower conjuration would only require 2
  Levels of Pattern, but this would create a precedent. Instead, the GM decided
  that Corwin failed, lacking practice after years in the gaol, and that he only
  invested 2 Conjuration Feat Points, without any tangible result. The GM
  crosses these 2 points from the character sheet.)
  CORWIN:
  Just for the style, I also summon a black bird to send a message to Eric.
  GM:
  Anything special ?
  CORWIN:
  No, an ordinary bird.
  GM:
  Well, not exactly ordinary.
  CORWIN:
  You understand what I mean. (A messenger bird ? Well, this is not much
  of a Gift. Let’s grant it as a 0 points Gift.)
  GM:
  Okay. Pretty fast, the bird arrives. What’s in the message ?
  CORWIN:
  I’m the king of the world !
  30
  
  3.2
  Gifts, Artifacts, Followers and other units of measure...
  A number of speciﬁcities of a character are represented as Gifts. Gerard’s strength, Caine’s
  backstabbing skill, Benedict’s supernatural strategical feats, but also Corwin’s Sword, Julia’s
  attunement to the Fire Fountain or Merlin’s Strangling Cord are Gifts.
  Some are found with Pattern or Logrus, enchanted, created or conjured. Some are birth-
  given or are the product of centuries of training. They make you special. They are your Gifts.
  Even if they are artifacts, pets or followers, they are part of you. Even if you lose them, you
  are bound to them – preventing you from recovering them is a difﬁcult task, if possible at
  all.
  Gifts are also used to measure the difﬁculty of ﬁnding objects and Shadows or creating
  Spells and artifacts.
  3.2.1
  Rules
  Even more than Attributes, Gifts should be concepts put into numbers rather than complex
  optimisations.
  Base Level
  Each Gift does something that some Attribute could do. Some Gifts will be re-
  lated to Aspect, some to Pattern or Logrus, some to Fortune, and some to a Way of Wizardry.
  Describing the effect of a Gift using an Attribute Level does not mean that the Gift can do
  everything that this Attribute Level could do, nor that it can do anything that a lower level
  of the same Attribute could do.
  Note that, just as in the resolution of regular actions, it is possible to create a Gift with
  additional levels of the Attribute, for instance to increase the Resistance of the Gift, its Pene-
  tration, or its speed.
  When using a Gift, Additional Feat Points of the
  appropriate Attribute may be used to increase Resistance,
  Penetration or speed, but not to match a higher Difﬁculty.
  Activation
  Permanent A Gift which is always activated or activates automatically when needed costs
  1 additional point.
  Voluntary A Gift which can be activated easily costs 1 point less.
  Impractical A Gift which must be activated by an action which, in turn, requires 1 Feat
  Point, costs 2 points less.
  Hard A Gift which must be activated by an action which, in turn, requires 2 Feat Points,
  costs 3 points less.
  31
  
  Reach
  Limitless A Gift which is not inﬂuenced by the distance to its user or container costs 1
  additional Point.
  Shadow-bounded The price of a Gift whose effects alter up to one Shadow is not modiﬁed.
  Local A Gift whose effects are local costs 1 Point less.
  Targetted A Gift which can only affect one person at a time costs 2 Points less.
  Self-bounded A Gift which can only affect the user costs 3 Points less.
  Flexibility
  Flexible A Gift which can do everything the Attribute can do at its Base Level costs 1 addi-
  tional Point.
  Adaptable A Gift which can perform a number of the actions possible at this Base Level
  costs 1 Point less.
  Limited A Gift which can perform several of the actions possible at this Base Level costs 2
  Points less.
  Trick A Gift which can perform only one trick costs 3 Points less.
  Note that even a Gift with maximal Flexibility cannot be used to perform actions corre-
  sponding to lower Attribute Levels.
  Rarity
  If such a Gift is rare, it costs one additional point.
  Minimal cost
  No Gift costs less than 1 point, unless the GM considers it as trivial.
  Number of Powers
  Each Pillar and each Way of Wizardry is considered a distinct Power.
  If a Gift is based on a Power and affects the working of more than one Power, its cost is
  multiplied by 2 – even if the Power is affected only for the owner of the Gift. If it affects all
  Powers, its cost is multiplied by 3.
  Multiplicity
  • If the character owns several Named and Numbered occurrences of the Gift (i.e. 2 to
  12), the cost is multiplied by 2.
  • If the character owns many such Gifts (i.e. a few dozens), the cost is multiplied by 3.
  • If the character owns countless such Gifts, the cost is multiplied by 3.
  32
  
  Binding
  All Gifts are part of their owner. Julian’s Morgenstern is no less part of Julian
  than his hunting skills, just as Grayswandir is no less part of Corwin than his knowledge of
  Gunpowder or his Swordplay.
  But some Gifts are not inside your body or your mind. Sure, you can carry your sword
  with you but you can lose it or it can be stolen and used by anyone. They may use it against
  you or your loved ones. They may not even know that they are using a Gift taken away from
  mythical world-walking creature. They will not be lost forever, mind you, as they are bound
  to you. But you will deﬁnitely not be able to use them as long as you do not have it.
  In terms of game, these Gifts, called Foci, contain their own points. For every 3 character
  points invested in them, they also contain one Feat Point, which anyone can use, provided
  that person is the current owner of the Focus.
  Logrus Foci
  Logrus-given Foci are a special case as they may contain a part of the soul of
  their owner. In terms of game, a Logrus-given Focus can also contain any of the points used
  to create the character himself.
  3.2.2
  Examples
  Corwin
  Swordplay
  Base level Corwin’s skill with a sword is governed by Aspect. His highest feat is the ascen-
  sion of the Kolvir against an army. As it is physically possible that some creature or
  machine, some day, might do this, the Aspect Level of this Gift is 6.
  Corwin’s Swordplay does not have any additional Levels, which means that, should
  Corwin meet an enemy protected by Fortune in some Shadow, his Swordplay will be
  useful for defence but not for offence, as it will not penetrate the enemy’s Fortune.
  During such an encounter, however, Corwin can provide Penetration from his Aspect
  Feat Points.
  Note that Corwin can either ﬁght using his Aspect, at levels 0, 1 or 2, using Aspect and
  Feat Points, at levels 3 or 4, or using his Gift, at level 6. He cannot ﬁght at level 5 –
  which is not much of a problem – nor at levels greater than 6.
  Activation Corwin’s sword is always on the ready. Although he might be taken by surprise,
  if he has a sword at hand, he will be able to unsheathe it by the time the ﬁrst blow
  comes.
  That’s an Always Activated Gift: +1.
  Reach Corwin’s Swordplay inﬂuences Corwin’s skills, but also people Corwin around Cor-
  win, at the scale of a whole battleﬁeld: −1.
  Flexibility Far from allowing everything a Level 6 of Aspect could do, Corwin’s Swordplay
  is limited to several actions: −2. Whenever Corwin uses his Swordplay Gift, he can’t
  help ﬁghting brilliantly, better than any human being.
  Rarity Although Corwin’s swordplay is brilliant, Benedict is stronger than him, Bleys and
  Eric have a similar level, Borel is probably not inferior. . .
  33
  
  Total 4 points.
  Corwin
  Grayswandir’s Robustness
  For the sake of this example, and as Corwin does not seem to use Grayswandir as a Spikard,
  we will consider Grayswandir’s Robustness as its sole particularity.
  Base level Grayswandir does not age and does not break. Let’s go further: Grayswandir
  is impossibly robust. Say, as robust as an Aspect of 8. In other words, to destroy
  Grayswandir, it is necessary to match an Aspect with Difﬁculty of 8. Which is probably
  impossible without an appropriate artifact or a custom-tailored Spell.
  Activation Grayswandir is always robust, without any intervention from Corwin: +1.
  Reach Grayswandir’s Robustness inﬂuences only Grayswandir: −3.
  Flexibility Grayswandir’s Robustness only helps Grayswandir staying sharp and unbro-
  ken: −3.
  Rarity There are only few swords comparable to Grayswandir: +1.
  Total 4 points.
  Grayswandir is bound to Corwin but is not physically part of Corwin. During his im-
  prisonment, Grayswandir was taken away from him and he could not use this Gift.
  Grayswandir cost Corwin 4 points. Which means that it also holds 1 Feat Point. Say one
  Pattern Feat Point, as Grayswandir is bound to the Pattern.
  Corwin
  Gunpowder
  Base Level A competent soldier armed with Corwin’s Gunpowder will be much more ef-
  ﬁcient. In the right circumstances, he will perform way better than any creature of
  the Golden Circle. It is actually Physically Impossible (Aspect Level 7) to shoot that
  fast or that often or that far without Gunpowder. Its Base Level is thus 16: Physically
  Impossible (7) + matching Amber’s resistance against technology (9).
  Activation Corwin’s gunpowder is just a tool: −1.
  Reach Corwin’s gunpowder can be used in ﬁrearms, which includes cannons. As it is not
  an atomic bomb, the effects are local: −1.
  Flexibility There are many things one can do with Gunpowder: −1.
  Rarity Corwin is the sole owner of gunpowder: +1.
  Total 14 points
  34
  
  Corwin
  Survival
  Base Level Corwin’s endurance and regeneration prowesses are simply impossible for a
  human being. On the scale of Aspects, this would be equivalent to a level 6.
  Activation Corwin’s survival skill is always active: +1.
  Reach This skill affects only Corwin: −3.
  Flexibility This deﬁnition of Survival is quite broad but not enough to match all possibilities
  of an Aspect of 6: −1.
  Rarity Princes did not expect Corwin to survive all his ordeals. We can deduce that this
  skill is quite rare +1.
  Total 4 points
  Julia
  Storing spells
  We do not really know how Julia manages to store spells. Let us assume that she is just
  gifted.
  Base Level Storing one spell is a Major Craft in Sorcery: level 6.
  Activation To cast a spell, Julia must concentrate: −1.
  Reach A spell can theoretically reach anywhere in one Shadow: +1.
  Flexibility This Gift allows Julia to remember any spell. Hence a cost of −1.
  Rarity Let us assume that many Shadow-dwellers can remember one spell.
  Total 5 points
  Merlin
  Limited shape-shifting
  Merlin can adapt his body to numerous deadly situations, as he has proved by surviving the
  Logrus. On the other hand, we assume that he is only able to perform a few adjustments to
  his shape. At a later stage, we will add one more specialized form.
  Base Level This is equivalent to an Aspect of 6. He cannot turn to something completely
  different, such as ﬁre or glass. Note that these other forms are merely different, not
  faster, or stronger, more intelligent, or magic.
  Activation Merlin’s shape-shifting is not an easy task. Even when he does not try to accel-
  erate the process, it is the matter of 1 Feat Point: −2.
  35
  
  Reach Merlin’s Shape-Shifting affects Merlin only: −3.
  Flexibility Shape-shifting does not alter Merlin’s abilities (except for the Demon Form), only
  give him a few tricks up his sleeve, which help with survival: −2.
  Rarity Most Princes of Chaos can shift shape.
  Total 1 point
  Merlin
  Demon Form
  One of Merlin’s forms is his Demon Form.
  Base Level Merlin’s Demon Form is stronger, faster and more resistant than any human
  being. On this, it is equivalent to Aspect of 3.
  Activation While Merlin is changing form, he can simply decide to take the Demon Form:
  −1.
  Reach Shape-shifting into a Demon Form is enough to open many physical doors but also
  to be accepted in Chaos social circles, not to mention that it may be used in ﬁght, with
  a limited effect: −2.
  Flexibility Although turning in a Demon does not increase Merlin’s charm or guitar skills,
  it improves many of his Aspect-related skills. That’s a −1.
  Rarity Demon forms are common in Chaos.
  Total 1 point
  Merlin
  Frakir’s Intelligence and Danger Sense
  Frakir is intelligent enough to negociate with Flora and sensitive enough to notice most of
  what escapes Merlin (i.e. everything).
  Base Level Frakir’s intelligence is that of an intelligent human being, while its Danger Sense
  is comparable to the intuition of a reasonably trained human being. This is an Aspect
  of 1.
  Activation Frakir’s Intelligence is always active, even when Frakir has been tied to a bed
  and needs to ﬁnd a way back to Merlin: +1.
  Reach Frakir can think ahead and comprehends the notion of Shadows: +1.
  Flexibility Frakir can use its intelligence as a human being. That’s −1.
  Rarity Intelligent items are common in Chaos.
  36
  
  Total 2 points
  Merlin
  Frakir’s Fighting Skills
  Frakir’s Fighting Skills – including intelligence, movement, and the ability to understand
  orders such as “stand guard” – make it able to take Suhuy by surprise on his own domain.
  Base Level Surely, these skills cannot be less than an Aspect of 3. It has no Penetration,
  though, which means that it would not be dangerous against a Prince protected by
  Fortune, in Shadow.
  Activation Frakir does not seem to ﬁght or to stand guard without Merlin’s order: −1.
  Reach Frakir’s Fighting Skills can actually inﬂuence people and creatures around Frakir, by
  killing them for instance: −2.
  Flexibility Frakir’s Fighting skills are limited to a few tricks: −2.
  Rarity Fighting artifacts are common in Chaos.
  Total 1 point
  Merlin
  Frakirs’ Invisibility
  Last but not least, Frakir can quite convincingly turn invisible at will.
  Base Level This is equivalent to an Aspect of 6 with an additional Resistance of 1, which
  means that actually spotting it by any mean must match this Resistance of 1. Total: 7
  Levels.
  Activation Frakir becomes invisible whenever needed: +1.
  Reach As Frakir’s Invisibility can be used for ﬁghting or spying, it does inﬂuence its sur-
  roundings: −2.
  Flexibility It can be either on or turn off: −3.
  Rarity Invisible items are common in Chaos: 2.
  Total 2 points.
  37
  
  Merlin
  Frakir as a Focus
  As Frakir’s intelligence and skills could never be used against Merlin, they are out of the
  Focus equation.
  However, Frakir also contains a part of Merlin’s survival instinct: 2 levels of Fortune and
  3 Fortune Feat Points. This brings Frakir’s Focus cost to 9 points. In turn, these 9 points
  mean that Frakir contains 3 additional free Feat Points, which the GM assigns to Fortune.
  If Merlin loses Frakir, he will also lose 2 level of Fortune and 6 Fortune Feat Points (in-
  cluding the 3 free Feat Points). Any Prince or Shadow-dweller ﬁnding Frakir will then be
  granted 2 level of Fortune and 6 Fortune Feat Points to use as he wishes.
  Merlin
  A Shadow for Ghostwheel, with a Power Source
  Although, technically speaking, it is not a Gift, Merlin must ﬁnd a Shadow in which to build
  Ghostwheel.
  The ﬁrst requirement for this Shadow is that is must contain a generic enough Power
  Source which can be used for Ghostwheel.
  Base Level The Source itself is a Major Craft of Conjuration (or Trump), with Base Level 6.
  How the Power reaches into Shadow will be another problem, which Merlin will solve
  without our help.
  Activation The Power Source is useless as long as Merlin is not here to use it: −1.
  Reach How Merlin manages to tap in the Power Source for Ghostwheel is a problem which
  Merlin will need to solve without our help. However, the Power Source he needs to
  ﬁnd in Shadow must already have some predisposition for Cross-Shadowness: +1.
  Flexibility Ghostwheel’s Power Source can only power Ghostwheel: −2.
  Rarity There are only few Power Sources in Shadow: +1.
  Total 5 points
  Merlin
  A protected Shadow for Ghostwheel
  The Shadow must be protected.
  Base Level This protection a Major Alteration with two additional levels of Resistance, thus
  with a Base Level of 8.
  Activation The protection itself is useless as long as there is nothing in the Shadow: −1.
  Reach The effect of this protection extends to the borders of the Shadow and no further: +0.
  Flexibility Although this Shadow is well-protected, if someone ﬁnds a way to bypass the
  protections once, that person will not be surprised during his next visit, as the Shadow
  has only a few tricks: −2.
  38
  
  Total 5 points
  3.3
  Health & Wounds
  Princes are very solid. It is difﬁcult to ﬁght them, more difﬁcult to to wound them and
  nearly impossible to kill them. Nearly impossible, but not completely.
  Characters have a number of Health Levels divided between Light Wounds, Heavy
  Wounds and Fatal Wounds.
  A character cannot sustain a Light Wound or a Heavy Wound as long as his Health Level
  contains one or more Fatal Wounds. In these circumstances, a character sustaining a Light
  or Heavy Wound will only have been inﬂicted mere scratches or bruises.Similarly, a charac-
  ter cannot sustain a Light Wound as long as his Health Level contains one or more Heavy
  Wounds.
  On the other hand, a character who sustains a Fatal Wound while his Health Level con-
  tains no more Fatal Wounds, dies. A character who sustains a Heavy Wound while his
  Health Level contains no more Heavy Wounds dies.
  A character who sustains a Light
  Wound while his Health Level contains no more Light Wounds dies.
  Health Levels
  Aspect 0 2 Light Wounds, 1 Heavy Wound, 1 Fatal Wound
  Aspect 1 2 Light Wounds, 2 Heavy Wound, 1 Fatal Wound
  Aspect 2 2 Light Wounds, 2 Heavy Wound, 2 Fatal Wound
  Corwin
  Health
  Corwin’s Aspect is 2. He has 2 Light, 2 Heavy and 2 Fatal Wounds.
  Julia
  Health
  With her Aspect of 0, Julia has 2 Light, 1 Heavy and 1 Fatal Wound in her Health Level.
  Merlin
  Health
  Merlin’s Aspect of 1 grants him 2 Light, 2 Heavy and 1 Fatal Wound.
  39
  
  Wounds
  When attacked, an undefended character will typically sustain the following in-
  juries:
  Equivalent Aspect
  Equivalent Weapon
  Typical wound type
  0
  Bare hands
  None
  1
  Knife, claws
  Light Wound
  2-3
  Heavy Sword, Firearm
  Heavy Wound
  4-5
  Fire, Automatic weapon
  Fatal Wound
  6
  Heavy Artillery
  Fatal Wound
  7+
  Nuclear Explosion
  Fatal Wound
  4
  Additional rules
  This section covers additional rules and variants which you might ﬁnd interesting.
  4.1
  Handicaps
  Corwin begins his journey with amnesia. Julia, as a human, will grow old. Benedict cannot
  take the throne. Julia’s Way of the Broken Pattern can be quite deadly for her. Vialle is blind.
  These characters all have limitations. These limitations do not only make their life more
  difﬁcult : they completely change the way the character relates to the Universe.
  A character with a Limitation will have 1 to 3 additional Feat Point Levels, which he
  must add to the number of bought Feat Points for an Attribute of this choice.
  Julia
  Broken Pattern
  Each use of Broken Pattern or Broken Pattern Sorcery by Julia brings about a danger equiv-
  alent to 1 Aspect Point. On the other hand, this is worth 1 additional Broken Pattern Feat
  Point.
  Note
  Nobilis’ rulebook introduces a category of ﬂaws known as Restrictions (a.k.a. Kryp-
  tonite). As the Restrictions are We have not found any satisfactory way of implementing
  Restrictions in Amber, as these do not seem compatible with the “way the universe works”.
  4.2
  Codes
  Corwin cannot live without being a epic hero. Benedict must defend Amber. Brand is a
  cursed artist. . . These Codes of Conduct are both weaknesses, as they force the character’s
  behaviour, and strengths, as they give purpose to the character’s life. They are the Myth
  behind the Prince.
  A typical Code of conduct consists of three rules. Typically, elder Princes may have two
  Codes of Conduct, while younger Princes only have one. Non-Princes often do not have
  any Code. Codes may contradict.
  Actively working towards the goals of one’s Code permits recovering 1 Fortune Feat
  Point. Breaking one of the rules of one’s Code costs 1 Fortune Feat Point.
  Here are a few codes:
  40
  
  Code of the Hero
  (Suggested for Corwin, Merlin. . . )
  • Whatever is not epic is worthless.
  • Of course, you are the main character of this story.
  • Of course, all your acts were heroic.
  Note that “epic” does not apply only to ﬁghting. Your loves must be passionate and
  transcend time, your hates must be rooted deeply into your soul. . .
  Code of Amber’s Defenders
  (Suggested for Corwin, Benedict, Eric, Oberon. . . )
  • Amber shall live forever.
  • The Enemy will come.
  • Make examples out of your ﬁghts.
  Note that Amber does not mean the Amberites.
  Code of the Artist
  (Suggested for Brand, Dworkin, Mandor . . . )
  • Whatever is not perfect is worthless.
  • Your memory will live forever.
  • The Universe is your Garden.
  Code of the Snake
  (Suggested for Caine, Fiona, Brand. . . )
  • You do not have friends, only tools.
  • Smile in the Light, strike in the Darkness.
  • Be ready to wait forever.
  Code of the Light-Headed
  (Suggested for Florimel. . . )
  • Actions have no repercussions.
  • Cultivate emotions around you.
  • Weakness is a weapon.
  Code of the Gambler
  (Suggested for young Random, Bleys)
  • Earnings are meant to be bet again.
  • What you can’t win, steal.
  • There is no tomorrow.
  Feel free to create your own codes and remember that a character can go against his
  Codes – at a price. Remember that a character may change Code if an event has radically
  changed his way of seeing the world.
  41
  
  4.3
  Experience
  After each adventure or session, if a character behaves correctly in terms of role-playing
  and/or success, the GM rewards the character with one to three Experience Points. Success
  is usually measured not how well the scenario was solved but by the Conduct Code of the
  Character.
  During the following sessions, each Experience Point may be used as an additional (tem-
  porary) Fortune Feat Point. Otherwise, four Experience Points may be used as if they were
  one Character Creation Point.
  Most GMs will prefer watching what the characters have been working on during the
  sessions or asking the players to write down some speciﬁc list of things they want to work
  on, and apply the possible improvements without actually letting the player know about the
  mechanisms involved.
  Backstabbing variant
  “Today’s session will be played for Improvement Points. There are
  ten points to be earned today. That is a total. Success will be measured according to your
  Conduct Code. Good luck.”
  And good luck to the GM, too.
  4.4
  Using Tarot
  This additional rule requires at least basic knowledge of Tarot or enough imagination to
  interpret Tarot cards to your liking. The idea is to use Tarot cards instead of Feat Points, and
  to draw inspiration from the result, all in a mostly randomless fashin. Feel free to add or
  remove cards, invent your own interpretation of Tarot or replace some of the Arcanae with
  Amber/Chaos Trumps.
  Each Feat Point reserve is replaced by a pile of Tarot Cards. Whenever a character recov-
  ers one Feat Point of any nature, instead of writing this on a character sheet or having the
  GM write it down, the player picks one random Arcane (i.e. Tarot card) and puts it on the
  corresponding pile.
  Whenever a character uses one (or more) Feat Points of any nature, instead of writing
  this, the player discloses as many Arcanes as he spends Feat Points. The cards must originate
  from the corresponding pile, but the player can decide exactly which of the cards of the pile
  he uses.
  As usual, the action must match some Difﬁculty and, possibly, some Resistance. Success
  or failure of the action is independent of the value of the cards. However, the nature of the
  success or the failure is.
  Whether the action is a success or failure, its outcome is inﬂuenced by the face of the
  cards and how they are placed (i.e. Action, Opposition, Reinforcement or whichever rules
  you decide to use for this ”scrying”). The Tower will bring some form disaster, Death will
  bring change, the Chariot is a form of Victory, the Six of Cups introduces an element related
  to childhood or innocence. . . If the card is actually a Trump, the element will somehow be
  related to that person, even if it is not visible.
  Note that these elements are only here for inspiration and bring no obligations. If the GM
  has an idea of if the player has an interesting interpretation, the GM may wish to take it into
  account when deciding of the consequences of the action.
  42
  
  5
  A few more examples
  Situation : Eric vs Corwin’s Army
  As Corwin marches on Amber with an Army, he meets constant resistance from Eric, using
  the Jewel of Judgement. For this example, we will assume that the Jewel can alter weather in
  Shadow and Amber, as a Major Alteration of Pattern Sorcery with an additional Penetration
  of 11 and an Activation cost of 2 Pattern Feat Points per action.
  CORWIN:
  Inconspicuously, I march with my army through Arden.
  GM:
  Anything I should know ? (Corwin’s Aspect is 2, just as Eric’s Aspect. It
  seems quite likely that Corwin.)
  CORWIN:
  Such as ?
  GM:
  Such as trying to hide your advance from Eric’s agents ?
  CORWIN:
  Yeah, well, I do what I can to stay inconspicuous.
  GM:
  Let me rephrase : do you attempt to use any supernatural means to
  hide your army ? Or just strategy ? And then what is your priority :
  speed or discretion ?
  CORWIN:
  Could I ? I mean, could I use any supernatural mean to hide my army ?
  GM:
  Maybe. (This should be a Minor Protection, with a Difﬁculty of 4 and any
  number of additional Levels to provide Resistance. Corwin has 3 Levels in
  Pattern and 5 Feat Points. He should be able to perform this kind of action.)
  Not without difﬁculty but you should be able to perform some tricks
  so as to make yourself more stealthy.
  CORWIN:
  Let me think. . . Okay, I’ll do some Pattern-based tricks – nothing too
  fancy. Of course, I also put my brilliant mind to work and make the
  army difﬁcult to spot.
  GM:
  Okay. (Combining actions ? There is no rule for this. Well, let us adapt the
  rules on cooperation. The Difﬁculty of Leading the Army is 1.) How much
  effort do you put into this ?
  CORWIN:
  I try hard.
  GM:
  Okay. (Let’s say 2 Aspect Feat Point to bring Corwin’s Aspect to 4, hence
  freeing 3 Levels for Resistance or speed. Doing the same thing with Pattern
  would require increasing Pattern Level to 7 – Difﬁculty 4 for Minor Protection
  and 3 additional Levels for Resistance. As Corwin does not want to put too
  much Pattern-based efforts on the task, he will actually use 1 Pattern Feat
  Point, which is not sufﬁcient to actually improve the Resistance. Well, tough
  luck for Corwin. All in all, the GM crosses 2 Aspect Feat Points and 1 Pattern
  Feat Point from Corwin’s sheet, for a total Resistance of 2.) Using a number
  of tricks you have learnt from your experience with the Pattern, you
  divide your troops, try to move them in small groups, using clothes
  they get from the locals.
  ERIC:
  Well, does my early warning system spot him ? (Eric had taken the nec-
  essary time to put numerous agents in many Shadows. With 2 Aspect Levels
  and 4 additional Aspect Feat Points, he could easily match a Difﬁculty of 0
  and a Penetration of 4. That’s more than enough to spot Corwin’s army.)
  GM:
  Yes.
  43
  
  CORWIN:
  Hey, that’s unfair !
  ERIC:
  I was always better than you at this games, little brother. You can still
  surrender, you know ?
  GM:
  Wait a minute. Are you in some kind of Trump contact ?
  ERIC:
  No.
  GM:
  Just to be sure.
  ERIC:
  Well, I will try and have some fun with Corwin’s little toy army.
  CORWIN:
  It’s not a toy !
  ERIC:
  Anyway. How long do I have before the army arrives ?
  GM:
  At least one week.
  ERIC:
  That’s nice. Well, let’s use that little babble of mine. I’ll ﬁrst make
  weather miserable on the way of the army, so as to slow them down to
  a crawl.
  GM:
  (That is a relatively simple Minor Alteration, which will cost Eric 2 Pattern
  Feat Points to activate the Jewel. As Eric himself does not have any Pattern
  Sorcery Feat Points, he cannot use any to provide additional Penetration. As
  the Jewel already contains 11 Levels of Penetration against Amber’s resistance
  to Pattern Magic, this is more than sufﬁcient.) Corwin, after a few days,
  your army is pinned down by blizzard, hurricanes and thunder. Not
  many losses but this is terribly annoying.
  CORWIN:
  I defend myself as best as I can.
  GM:
  Well, you can advance, but extremely slowly.
  CORWIN:
  I push myself and my men further.
  GM:
  After more than two weeks, you manage to get out of reach of the
  storms. Due to your small groups strategy, you have lost contact with
  many of your men but you can hope they will ﬁnd a way. Not too much
  hope, though, as you are not in the Golden Circle yet.
  ERIC:
  How comes they got out of the storm ?
  GM:
  Well, you can’t spend all your time with the Jewel of the Judgement
  around your neck, can you ?
  ERIC:
  Well, yes, but I have placed the storms strategically so as to make ad-
  vance impossible.
  GM:
  Firstly, you told me you only wanted to slow them down, not to stop
  them, and secondly, whenever you stop actually managing the storms
  yourself, it becomes a contest of strategy, at which Corwin and you are
  rather balanced. (The GM takes this opportunity to cross one of Corwin’s
  Aspect Feat Points to increase his Aspect/strategy to 3, hence making Corwin’s
  Aspect better than Eric’s. Note that if Eric had chosen to involve himself as
  much as he could, he could have Level 4 Aspect to be at least as good as Corwin,
  as well as 2 Levels of Resistance, to make things more difﬁcult for Corwin.) In
  this case, Corwin won.
  CORWIN:
  Gotcha !
  Situation : Merlin vs Luke, part II
  44
  
  GM:
  (Luke has an Aspect of 1 and is using 1 Aspect Feat Point to run at Olympic-
  level). You and Luke are almost at the same level. He start slightly more
  slowly than you but he is catching up. He might end up beating you.
  MERLIN:
  Gasp ! Damned Luke. Okay, I’ll go faster.
  GM:
  How much faster ?
  MERLIN:
  Not world-record yet. Just faster than Luke.
  GM:
  (crosses one of Merlin’s Aspect Feat Points just for the confrontation) Ok. You
  put more of yourself in this, still careful not to attract attention. You are
  going to be tired after this.
  MERLIN:
  No problem. I don’t think there are any Amberites around, I’ll get as
  much sleep as I want during the next few days.
  GM:
  Sure.
  Situation : Caine spying on Fiona
  For this example, we assume that Caine can spy using Trumps and has 1 “Trump Spying” Point left
  which he can use against a Resistance.
  GM:
  Is this all ?
  CAINE:
  No, I haven’t checked on Fiona yet.
  GM:
  Well, you do not know where she is.
  CAINE:
  Well, I know that.
  GM:
  So ?
  CAINE:
  So I take her Trump and I try to spy on her.
  GM:
  (Fiona hid with a Resistance of 5. Caine needs to match this score in order to
  be able to spy on her. If he does, this will include the ability to read her book.
  Yeah.) You get nothing.
  CAINE:
  What ? How ?
  GM:
  You do not know. You have not felt any disturbance on the Trump,
  which might mean that she is not doing anything supernatural, or that
  she has found a new way to counter being spied upon.
  CAINE:
  The witch ! I try harder !
  GM:
  (Between Caine’s 1 “free point” and the Wizardry point that the GM just
  crossed, Caine now has 2 points to counter the Resistance.) Still nothing.
  CAINE:
  Nothing ? At all ?
  GM:
  Well, you do see things to the Trump, but you cannot make any sense
  of the images.
  CAINE:
  She’s in the Logrus ?
  GM:
  In the what ?
  CAINE:
  I give up. I’ll just rat her to Julian. He will feel compelled to investigate.
  GM:
  As you wish.
  45
  
  6
  Misc. Questions
  How long do the effects of a Feat Point last ?
  Conceptually, one action, as long as it seems
  reasonable. If Aspect Feat Points are used for a ﬁght, they may last as long as the ﬁght, or
  possibly less time if the character totally changes strategy during the ﬁght. If they are used
  to plan a guerrilla warfare – an action which may take weeks – they last as long as it takes to
  complete the plans.
  What about the Unicorn ? What are her Attributes ?
  In various campaigns, we have seen
  the Unicorn being Dworkin’s Pet, a reincarnation of a future descendant of Oberon, a whole
  race of supernatural beings, a cursed ancient deity, a shape-shifted alcoholic dog, not to
  mention a player character. Why don’t you choose your Unicorn and create her Attributes
  corresponding to your version ?
  What about Dworkin ?
  Truth is, we consider Dworkin out-of-rules by any standard. Hey,
  the guy created half of the Universe ! On the other hand, if your Dworkin is just a lucky (or
  unlucky) wizard, feel free to create it with as many Character Creation Points as you like.
  What about the Younger Dworkin ?
  Oh, that Dworkin. Well, we might see when the Dawn
  of Amber series is more advanced. So far, it is much too early to deduce anything from the
  books. It is not even sure that the Pattern does not exist yet !
  What about the Logrus-less Logrus ?
  We have no idea what this is. Possibly Logrus Magic
  ? Frozen Logrus ? Something way too complicated for Merlin to comprehend ?
  What about Exalted Pattern ?
  Exalted Pattern is an invention of Eric Wucjick. With this
  version of the rules, Exalted Pattern would be something like Pattern + Pattern Sorcery, both
  at high level.
  What about the Jewel of Judgement ?
  Once again, that’s something quite campaign-speciﬁc.
  With our rules, the Jewel might be “just” a source of Pattern Feats and Pattern Magic Feats.
  Or a third Pillar, quite similar to the Pattern, but with more permanent effects – Major Path
  Mastery being a way to create a Pattern. Or a “bank” you can use to store Pattern Feat points
  and to recover them later. Or a Spikard. Your decision.
  I want a Nobilis-Amber crossover !
  Exercise: considering that Nobles and Amberites are
  Creatures of Power relatively to each other (i.e. Nobles are not Real and may be inﬂuenced
  directly by Pattern or Logrus, not to mention Wizardry, white Amberites have no Auctori-
  tas and may be inﬂuenced directly by Domains or Realms), how many Character Creation
  Points does it take to create a Noble who could wipe out the entire Amber Family ? Or, more
  likely, who would take Spirit+1 Amberites as Anchors ?
  Answer: provided this Noble has found Amber, not many. A well-chosen Virtue would
  provide an overwhelming force, as would 21 Points (Aspect 5 + Immortality). Remember
  that there are several thousands of Nobles on Earth alone, and that a decent portion of these
  will deﬁnitely want a Shadow-walking Anchor.
  46
  
  Nevertheless, I want a Nobilis-Amber crossover !
  Sure. You can have Order be the Imper-
  ator of Amber, while the Unicorn, the Pattern, the Castle, the Hall of Mirrors and Dworkin
  are its Nobles and the Princes are their Anchors or agents. That’s the “Nobles rule Amber”
  strategy.
  You can also make Nobles actually be the agents of Fortune, somehow bound (by the
  Jewel ?) to protect them all.
  Or you can pit the Amberites in a desperate struggle against an almost all-powerful en-
  emy. Which would make Amberites choice candidates for an alliance with Excrucians.
  Magic is too expensive !
  Well, Magic is difﬁcult. But feel free to give more points to the
  characters if you want to run a more magical campaign. You can also reduce the number of
  Wizardry Ways and improve their potential.
  What about dreams ? Mirrors ?
  Sounds like new Ways or Gifts. Feel free to design them.
  You didn’t give a Ghostwheel Gift to Merlin !
  We believe that Ghostwheel is more a (47
  Points) character than a Gift.
  Could you provide the characteristics of the other Princes ?
  Maybe later.
  Who wins ? The Hulk or Gerard ?
  Who cares ?
  Why is shape-shifting not an Attribute ?
  We did not think it was necessary. But feel free
  to make Shape-shifting either a Pillar or a Wizardry Way. Please send us the result !
  What about allies ?
  We have not found any consistent idea to account for Allies into the
  rules. Be sure to tell us if you do.
  Your work is riddled with bugs, typos and spelling mistakes
  Yeah, well, we suspected
  so. Please point us to our mistakes so that we can ﬁx them !
  A
  Changelog
  A.1
  Version 1.1
  General Lots of repagination.
  Codes Modiﬁed the code of the Defender.
  Wizardry Rewritten the section. Less Ways, more concise, more consistent, more thoroughly
  explained.
  Gifts Rewritten the section. The rules stay the same but the examples are handled differ-
  ently, partly because of the changes in Wizardry. Added Corwin’s Survival. Both Julia
  and Merlin now require less points.
  47
  
  Character sheets Removed. I’m currently working on a clean way to create Character Sheets
  in both Html and Pdf.
  48
  
SOURCE: textdata/thevault/Amber/3rd Party/Amber Nobles of Amber.pdf