SETTING
Amber. The city. The kingdom. Those golden Circle Shadows with which it does commerce.

Oberon is King. He always has been. He always will be.

Prince Corwin is dead, lost in Shadow centuries ago. His empty tomb gathers moss high on Kolvir. Prince Benedict has been missing for decades. Some fear he too is dead.

THE GAME
This is a game of intrigues and romances and politics and swashbuckling action.

This is a game in which thieves, assassins, and sorcerous investigators for the Crown of Amber all stalk the foggy moonlit streets of the Eternal City foiling (or perhaps perpetrating) heinous acts against the Crown and each other....

CHARACTERS
Characters are not members of the Royal Family of Amber or of the Courts of Chaos.

Characters are citizens of the city of Amber.

Characters are nobles, knights, ladies, squires or pages, priests and magicians.

Characters are thieves, assassins, mercenaries, and duelists.

Characters are merchants, guards, spies, diplomats and investigators.

Characters are naval officers, rangers, and weir.

ATTRIBUTES
You have 100 points to do with what you will. However, all of your Attributes begin at Chaos Rank. Thus, selling down to Human Rank gives you 15 points and buying up to Amber Rank is 10 points. Any points above and beyond those are your rank. There are Ranks between Chaos and Amber. Characters run the full range of Ranks. Some characters have Human Ranks. Some have Chaos ranks. Some have Ranks between Chaos and Amber. Some have Amber rank. And some are far above Amber Rank.
POWERS
Most characters will not have any magical powers. Those permitted are: Sorcery, Power Words, Conjuration, and Mirror Wrighting. If you want to propose something new - run it by me and we'll see what we can come up with.
CREATURES & ARTIFACTS
These are all fine (and encouraged), with the following restrictions:
  1. Must be in the theme of the swashbuckling noir genre.
  2. No powers above those described in the rulebook on p. 67-72.
  3. Unless you're a sorcerer, you probably don't have anything with Shadow movement/manipulation capabilities.
  4. No Trump Artistry = No Trump Items.
LANDS & TITLES
Landless - 0 Points. You have no real property to speak of. Perhaps you live in an inn or rent a room above a grocer's.

Landed, Minor - 1 Point - This could be the equivalent of a small farm or some property—you describe it. You may have some minor wealth and property.

Landed, Fair - 4 Points - This is the equivalent of a large estate, or sizable parcel of land. You could be quite wealthy and a member of the nobility.

Landed, Great - 6 Points - You're quite wealthy, perhaps even a prominent member of the nobility.

ALLIES
Ally in Amber - 1 Point - Someone important in the realm, or at least someone who is useful to you. This can also include emissaries from Golden Circle kingdoms.

Friend in Court - 2 Points - Someone who is close to the King - or at least has his ear.

House Support - 3 Points - Some Noble House of Amber actively supports the character. The character is likely a member of the House.

Court Devotee - 4 Points - Someone in the Court is very loyal to you—willing to go to extreme lengths to aid you. Friend of the Family - 6 Points - Some member of the Royal Family actually gives a damn about you. Who knows why?

STUFF
Stuff will be used to color your perceptions, your experiences, and the reactions of others.

There is a maximum of 10 Points in Stuff.

CONTRIBUTIONS
Players may choose to submit game contributions, but are not required to do so.

You will receive advancement points for each contribution. Write a Diary. Keep game quotes. Host a WEB page. Write a story. Create an organization or a setting.

This is a game that allows players an enormous opportunity to be creative and influence the game. Want a say in how Amber city's seamy underside works? Pitch me a concept. Want to develop merchant guilds? Submit an idea to me. The players help shape the city and the game. Be creative. Have fun.

BACKGROUND
Describe your character, ranging from physical appearance to personality.

Your character should be able to answer the following questions:
Who are you?
What do you want?
Why are you here?
What do you have that is worth living for?
Who do you serve?
Who do you trust?

This is a game for creative and proactive players. This game is player driven. Have a goal, an agenda, or a plan. Be self-motivated.

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