A brief description of character generation in Amber diceless and some commentary on how it went. See the previous blog post for an introduction.
Characters start with 100 points. These are used to buy the following: Attributes, powers and items. The balance remains as good or bad stuff, essentially karma. Powers are expensive: Pattern, the fundamental and very useful power, is described as a bargain for 50 points. Attributes have the following scale: Attribute may be human level (which gives 25 points and is very much discouraged), chaos rank (gives 10 points) which stands for peak human ability, amber level (0 points, default) which is a major improvement over chaos rank. Further, each attribute is auctioned and bids buy ranks. Whoever has the first rank is significantly and permanently better than the other player characters. Only the ranks matter, points spent do not. In theory. In practice, NPCs (of which there are several in default cases) have point values, so ranking player characters with them goes by points. After auction, players can buy up the attributes of their characters so as to provide hidden information and uncertainty.
There is also player contributions: Diary, game reports and drawing trump (tarot) cards of the player characters and other major characters all give 10 character points per commitment. I add: Bringing munchies gives 5.
There are four attributes – Strength, warfare, psyche and endurance. The first three are used directly in conflicts, while endurance breaks ties and works as a sort of battery for powers. Of the attributes strength and sometimes endurance are judged weak, while psyche and warfare are strong. This is not a problem, since the auction nicely balances this. We had the first rank in psyche with 30 points, while first rank in strength was mere 11 points, so it was quite a bargain in comparison.
I set one limit: Everyone is to have at least amber rank endurance. That way they can regrow lost body parts and recover from other injuries in reasonable time and can acquire the pattern power. I did not force them to take pattern to start with and only one character has it (as public knowledge). I did emphasise that it is a good power and highly recommended. I suppose the other powers looked more interesting. Pattern allows one to shift from shadow (reality) to another, to manipulate probabilities, and gives certain other benefits.
Right now one of the characters has frequently used pattern to move from a reality to another, one draws trump cards, which are sort of cell phone-teleporters with extra risk of mental assault when used and allow travel to known locations and to familiar people, though they are slow to use. One has a pollaxe that allow to seek objects in shadow, but which is limited when compared to pattern. One has not demonstrated any significant ability shift through shadows. The trumps have been rarely useful (though there is a reason for this that is not related to their usefulness), pollaxe sometimes and pattern frequently.
So, of four characters, one is shadow-crippled and two have problems. One is as capable as one would assume an amberite to be. Give the players enough rope to hang themselves…
As it happens, the character without ability to travel shadow is separated from the others, in an unknown reality, and with no good means of escaping. There is one risky way, though, and more might be found – but they’ll have a price.