The Artifacts Game

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The Artifacts Game, by Keri King

Introduction (from Keri's email for ACN2004 players)

Greetings willing victims, er, I mean *Players* in the Artifacts of Amber game!

Please note that since getting the schedules out took longer than was originally planned (since 2 week pre-Con is only two days from now), I am allowing you the extra points for having a character to me by Sept. 17th.

If you have any questions, feel free to e-mail me.

I look forward to an extremely interesting game! -Keri

P.S. I love character backgrounds! Backgrounds are fun! Backgrounds are your friend! Did I mention you also get extra points for backgrounds? :)

Rules

These are the character creation rules. You can also Download the rules (PDF, 24KB).

Abilities are grouped in three ways:

  • Statistics (used to determine the outcome of a contest),
  • Attributes (abilities that are always on or functional), and
  • Triggered (powers requiring internal or external
  • means to trigger or activate, as well as, being dependent on statistics. (the owner's or the item's)

Your artifact can consist of multiple items, have relationships, obligations, own or consist of shadows and you can make contributions:

STATISTICS

STRENGTH

1Human ranked
2Chaos ranked
4Amber Ranked
8Younger mid ranked
12Younger top rank
16Elder Mid ranked

WARFARE

1Human ranked
2Chaos ranked
4Amber Ranked
8Younger mid ranked
12Younger top rank
16Elder Mid ranked

ENDURANCE

1Human ranked
2Chaos ranked
4Amber Ranked
8Younger mid ranked
12Younger top rank
16Elder Mid ranked

DEXTERITY

1Human ranked
2Chaos ranked
4Amber Ranked
8Younger mid ranked
12Younger top rank
16Elder Mid ranked

PSYCHE

1Human ranked
2Chaos ranked
4Amber Ranked
8Younger mid ranked
12Younger top rank
16Elder Mid ranked

PSYCHE DEFENSE / SHIELDING

1Human ranked
2Chaos ranked
4Amber Ranked
8Younger mid ranked
12Younger top rank
16Elder Mid ranked

INTELLIGENCE / SENTIENCE

1Human ranked
2Chaos ranked
4Amber Ranked
8Younger mid ranked
12Younger top rank
16Elder Mid ranked

ATTRIBUTES

DAMAGE ABILITY

1Extra hard - will not break/dull, become unbalanced etc. in ordinary use
2Double damage - weapon doubles the damage it would normally cause with a strike
4Double damage with Deadly damage to a specific type of creature/environment (shape shifters, by the light of the moon, against Amberites, sorcerers, etc)
8Deadly Damage
12Deadly damage with Destructive damage to a specific type of creature/environment ( shape shifters, by the light of the moon, against Amberites, sorcerers, etc)
16Destructive damage

ARMOR/SHIELDING

1Resist normal weapons (halves damage) - clubs, swords, claws, teeth, etc. (Not energy weapons/attacks)
2Resist Normal weapons (halves damage) With invulnerability versus one specific type (firearms, arrows, physical attacks etc.)
4Invulnerability versus normal weapons
8Invulnerability versus normal weapons with resistance versus one specific type (fire, cold, magic bolts, radiation etc.)
12Resist energy attacks (halves all attack types)
16Invulnerability to energy attacks of most natures.

HEALING

1Item can heal at double normal rate (Chaos Level)
2Item can heal at Amber rank.
4Regeneration within hours
8Regeneration within hours and possibility to reattach limbs/parts severed.
12Regeneration within minutes and possibility to regrow limbs/parts severed in days.
16Regeneration within minutes and possibility to regrow limbs/parts severed in hours.

TRIGGERED

SHADOW TRAVEL

1Follow fresh shadow trail
2Follow normal/set shadow trail
4Can seek in shadow equal to a Hell ride
8Can seek in shadow but smoother trail (shadow trail)
12Can seek little known objects but not shadows/items of desire
16Can make leaps/gates/teleports through shadow to known places

SHADOW MOLD

1Shadow alteration - change one aspect - (currency, weapons, tech, etc)
2Shadow mold -shape simple items
4Shadow shift - change one aspect (shadow wide) slightly from original (magic, tech, barriers, society, people etc.)
8Shadow shift - change several aspects shadow wide slightly from original (magic, tech, barriers, society, people etc.)
12Major Shadow shift - Change one aspect far from original (magic, tech, barriers, society, people etc.)
16Major Shadow shift - Change several aspects far from original (magic, tech, barriers, society, people etc.)

MOVEMENT

(speed through shadow is also dependent on shadow travel ability)

1Olympic speed - high end of human speed
2Chaos speed - high end of animal speed (jaguar, cheetah etc.) (Can levitate if could not before)
4Engine speed - fast as a tech vehicle (car, jeep) (actual flight if not normally possessed)
8Jet speed - fast as a tech vehicle (lear jet, rocket)
12Atmospheric speed - Escape velocity (high end of what can be used in an atmosphere)
16Immense speed - warp speed / light speed travel through space within a shadow

FORMS

1Alternate form/state
2Named and numbered forms/states
4Limited shape shift (12 forms and ability to learn more or one category of forms such as low tech weapons, felines, ground vehicles, etc)
8Limited shape shift (one category with greater range (any weapon type, any vehicle, animals, inorganics, elementals) (requires Endurance (2))
12Shape shift (Not equal to char. SS. No healing, full forms only, no partial shapes) (requires endurance (4)
16Shape shift as above with specialty - partial shifts, add/lose mass easily, subdivide components, etc. (Requires endurance (4))

TRUMP POWERS

1Single Trump image (any original creator can make and can be switched/changed by trump creator)
2Named and numbered Trump images (any original creator can make and can be switched/changed by trump creator)
4Trump deck (any original creator can make)
8Trump link - can handle several contacts at once (requires Psyche (2))
12Trump processor - can handle several contacts, can also put contact on hold, open gates, detect trump energy. Id callers etc. (Requires psyche (4) )
16Trump computer - can create trump sketches (psyche (4) and with sufficient psyche (8) trumps)

POWER WORDS

1Single Word
2Named and numbered Words
4Power Word dictionary (can use whatever words creator provides)
8alter/direct Power Words - use true name or attack specific points etc. (requires psyche (2))
12Power Words linking - can use power words in quick succession to create specific affects, can channel Power Words through sources of power if possessed (pattern, trump etc.) (requires psyche (4))
16Can create new Power Words given sufficient time and psyche (4)

SORCERY

1Hang one spell
2Hang named and numbered spells
4Hang and cast named and numbered spells
8Can rehang own spells (only the ones originally hung) (requires psyche (2))
12Can rehang own spells from spells practiced and known by caster (requires psyche (2))
16Can create and hang new spells based on psyche and intelligence. (requires psyche (4))

CONJURATION

1Conjure Single item (within a shadow, May have points within that shadow only not cross shadow capable)
2Conjure Named and numbered items (within a shadow, May have points within that shadow only not cross shadow capable)
4Conjure Shadow Items of a single class type (within a shadow, May have points within that shadow only not cross shadow capable)
8Conjure Cross shadow 0 Point items
12Conjure Cross shadow up to 2 point quality items
16Conjure Cross Shadow up to 4 point quality items

QUANTITY MULTIPLIERS

UniqueTimes One
Named and NumberedTimes Two
HordeTimes Four
Shadow WideTimes Eight
Cross Shadow EnvironmentTimes Twelve
Ubiquitous in ShadowTimes Sixteen

RELATIONSHIPS

DEVOTEES

Any former allegiance or relationship one can call on for aid / information. A trusted source of influence / insight. A devotee is more or less looking out for the Character and will continue to do so provided they are well treated. They will not sacrifice themselves for the characters, they are just good friends or trusted sources who for whatever reason have proven to work in your favor.

1-5 pointsDevotee (describe position and relationship.)

OBLIGATIONS

A single person or group that the character feels they owe allegiance. A superior or master that is obeyed usually without question. This is much like a Devotee but in reverse. You are someone else's devotee and work toward their betterment.

+1-5 pointsObligations (describe position and relationship)

CONTRIBUTIONS

Includes diaries, stories, poems, web-site pages, spell list, logs, trumps, and anything else that contributes to the character's development or the game overall. The amount of points depends not on the quality of work as much as the effort put into it.

+1-4 points per contribution PresentedContributions

SHADOWS

SHADOWS

A Shadow's cost depends on the shadow's potential and level of reality. Amber / Chaos

1A standard shadow just personalized to the character's taste / a personal ways with up to six connected shadow pockets
2A shadow of the realm (being close to Amber not quite as definable but more real) or the reflection of a Primal shadow (though subject to changes from the Primal Shadow it reflects). /Family ways connection - a personal ways of up to twelve pockets connected to the Family ways, personal, but under House scrutiny and protection.
4Primal shadow / Primal Ways - a stabilized primal pocket with up to twelve shadow pockets connected to it.
8Primal Shadow with shadow Power source (source has some very limited cross shadow survivability) / Primal Estate ways - A much larger primal shadow pocket with several smaller primal shadow pockets (up to six) attached as well as up to twelve more standard shadow pockets
12Primal shadow with the reflection of a Primal Source / Primal Shadow Estate - holder of the largest possible primal shadow in the courts, Equal to a Minor House's main house ways.
16Primal Shadow with a Primal source (broken Pattern, fixed Logrus etc...)

SHADOW CONDITIONS

Each shadow condition is bought separately. The Shadow's condition cost is added to the base cost of the shadow type listed above. If any are bought for a Chaos Ways the control/access may be set at different levels in each pocket but control/access is bought for the entire Ways. The stronger the base shadow the stronger the shadow conditions. Shadow conditions can be changed within a shadow purchased by an individual without purchasing that level of control or access though these changes will slowly shift back to the original over time without reinforcement. By paying for it the conditions can be altered quickly with minimal effort. Otherwise it takes the normal time and effort to shift but it can be done. Any shadow manipulation of a purchased shadow is even more difficult for anyone other than the purchaser.

SHADOW CONTROL

+1Contents - Control over the people places and nature of the shadow, including tech and magic levels.
+1Time Flow - Adjust relative time flow compared to Amber.
+1Destiny - Allows the user to place the shadow along someone else's path.
+1Shadow paths rearrangement / changing of shadow conduits in a Ways - forces those entering a shadow to arrive at a set place, also allows shifting of restricted access paths easily.

ACCESS

+1Communications block - Prevents communication through power means to and from the shadow.
+1Restricted access/travel - restricts access to a specific path and/or conditions.
+1Hidden/Concealed - shadow blends well with others including its own reflections.
+1Guardians - an army to a single guardian that protects the shadow from intruders.

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Site Update Dec 12, 2002
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Underworld is now ShadowWorld
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It was moved to its own website.
Removed MCSNet References
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Added a Wireless LAN
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DirecTV/TiVo/Digital Video Recorders
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