conversations.from: system
conversations.value: **SITE**
  https://sites.google.com/site/ambertitanwitchwargod/
  
  **AMBER**
  
  The Eternal City, the Forever Kingdom, the Realm Immortal.   Amber is the one true city of which all others are a mere *shadow*.  It cast countless reflections through all of the universe.   A ubiquity of realities, but all of which are mere reflections of the one true realm.  All are bit images cast on the waves of eternity by the Forever City... Amber.
  
  *This is where you were born...*
  
  **SHADOW**
  
  Endless, countless reflections of the one true city, scattered about forever, like islands on an endless sea.  Shadow is home to all things dreamed, and imagined.  Each shadow is infinitely similar, and dissimilar to the countless ones adjacent it.  It is eternal, and endless, and all things that can be imagined exists in shadow.
  
  *This is your playground*
  
  **PATTERN**
  
  The sigil of order, and the inscription of reality.  It is the giver of might and magic, to those of the blood, like you.   Though it's might, the royal family of Amber are able to move, about shadow, molding it to the whims of their minds, thoughts, dreams and desires.   The pattern is eternal, and unmarred order.  The only thing that stands between all that is... and utter, implacable chaos.   Pattern is power, life and immortality.
  
  *This is your legacy*
  
  **CHAOS**
  
  The Antipodes, and realm of eternal change, and destruction.  The denizens of this realm, known as lords and demons of Chaos, are the bitter and arch enemy of all that is Order, all that is real... all that is... Amber.
  
  *This is your struggle*
  
  --
  
  Welcome to Amber: The Titan, The Witch, and The War God
  
  In this game you will be playing one of the ultra powerful Scions of Amber, Children of Oberon, and the Masters of the eternal universe.  
  
  As Princes and Princesses of Amber you are privy to a myriad of powers, and abilities that make you several cuts above nearly any and all things in existence.  Reality is malleable to your whim, will and thought.  Magic, and Technology are the frail play things of shadows, yours at the whim.  The pattern grants you access to countless worlds... endless realities, containing anything that your heart and mind want.
  
  But the greatest threat each of you face... are each other.   For the blood of Amber is cursed.  Those of the blood are un-trusting, and untrustworthy.  They all greed for power, and the only true power is that which can be lorded over the others of your kind.
  
  -----------------------------------------
  
  To those familliar with the Chronicles Of Amber, by Roger Zelazney, this game takes place in an alternate version of that world, where the elders (Save for Oberon, and Dworkin) never existed, and the players take on the rolls Oberon's children.
  
  The game will have many nuances of the original series, and promises to introduce a number of the same plots.   If you love Zelazney, and want the chance to take on the role of some of the elders... join this game.
  
  -----------------------------------------
  
  **CHARACTER RULES**
  
  1. **ABSOLUTELY NO CHAOSITES**.  
  
  That means no history with chaos, no knowledge of the Courts, and NO Logurs, or Way Mastery. Shapeshifting is fine, but otherwise no Chaos powers.
  
  2.**EVERYONE HAS PATTERN**
  
  Yep, all you players start off as the children of Oberon, who is a powerful, dominant, and sometimes unforgiving father.   That means that you have the blood of Amber, and either have taken the Pattern, or are Nearing the time when you will be forced to walk it.
  
  3. **CHOOSE UP TO 3 POWERS**
  
  But be warned... the number of powers you take will suffer the potency of your Warfare, Strength, Endurance, Psyche. (If these don't mean much to you, we'll talk about them later)
  
  The powers are:
  - Trump Artistry = The ability to draw special images that link places and people. Useful as portals and communications devices
  
  -Shape shifting = The ability to literally mold your flesh and bones into new and interesting shapes.  The capabilities of that form, however, are subject to the restrictions of the characters attributes.
  
  - Sorcery = Spell casting ability.  While very potent, it's also very time consuming.  Not to be done in combat, or by someone without pretty potent Psyche and/or Endurance.
  
  - Conjuration = The ability to draw Shadow into any form you like.  Again, this is time consuming, but is very good for making something out of nothing.
  
  - Power words = Simple, instantaneous magics, channeled through passion desire, and spoken word.  
  
  **ATTRIBUTES**
  
  There are 4 attributes, covered by your nature.  They are: 
  
  **Strength** which represents your characters phisical power, and his ability to apply that power.   In any hand to hand situation, your strength will reign.  A typical Amberite could lift about a ton in a dead lift.  A ranked Amberite could probably lift a car.
  
  **Endurance** which represents how resolved, tough, and resilient you are.  A typical Amberite can run, non stop for several hours without tiring.  A ranked Amberite can do so for days.
  
  **Psyche** represents your mental capabilities, which are always quite potent when of the blood.  This attribute opens the mind up to the outside world with eye, or physical contact.  A typical Amberite can sense powerful minds, and force even the most willful human to his will with but a touch.  A Ranked Amberite is aware of the minds around him, and could destroy the minds of a typical human with but a touch and a thought.
  
  **Warfare** represents the characters standing in the arts of war, including the use of all weapons, and the training and commanding of troops.  A typical Amberite could match tactics with Tsun Tus, and barring any treachery typically win.  A ranked Amberite... well you get the picture.
  
  **CHARACTER SUBMISSIONS**
  
  Along with your normal character creation, please tell me which powers (up to 3) your character will be initiated in.
  
  The cards here represent guidelines, and ideas.  The lists are not exaustive.  If you decide that you want to come up with your own nature... say, you want to call it... umm... Harlequin, and it's focus is on Strength (In the form of acrobatics), and ahve fairly low Endurance, War, and Psyche...  GO FOR IT.    Just give me something in the blurb so I know what were doing.
  
  If you have suggestions for other cards... let me know.  I may gift you with extra assets as reward for really great ideas.
  
  In any case... Let's have some fun.
conversations.from: human
conversations.value: Arden: You are the warden of one of the two entrances to the Realm of Amber.  This means you also control a
conversations.from: gpt
conversations.value: Matron/Patron of Rebma: You are a fixture in the Underwater Reflection of Amber (Rebma), and as such enjoy rights and privileges there of.
conversations.from: human
conversations.value: Tir-Na Nog'th Touched: You are somehow irrevocably tied to the dream city above Amber.  This tends to grant you great portents, and oracular knowledge, but often leaves others wary of you.
conversations.from: gpt
conversations.value: Secrets: You are privy to a number of mundane, but influential secrets that can often be leveraged, to turn things in your favor.
  
  Example: Corwin's knowledge of Jewelers Rouge. 
conversations.from: human
conversations.value: Intelligence Network: You have a spy network bringing you crucial information about everything.
  
  Example: Jasra's spies kept tabs on Merlin allowing her to try and kill him every year.
conversations.from: gpt
conversations.value: Golden Circle Influence: You have some influence in a golden circle realm, be you a king, emperor, god, hero, or guardian.
  
  Example: Luke became king of Kashfa.
conversations.from: human
conversations.value: Singularium: Singulariums are artifacts of decided power, and influence that you have some kind of connection to or control over.
  
  Example: Merlin's Ghostwheel is such a Singularium
conversations.from: gpt
conversations.value: Cunning: You have combination of underhandedness, foresight and ingenuity that makes you oddly prepared for most situations.
  
  Example: Oberon was a prime example of Oberon's Cunning.
conversations.from: human
conversations.value: Shadow Force: You are somehow tied to a major force of shadow, be it an army, a faction or some other such thing.  They can be called on to aid you in times of trouble.
  
  Example: Bleys's red army.
conversations.from: gpt
conversations.value: Soft Hearted: You have some vestiges of humanity in you.  You are perhaps a killer, but you tend to shy away from it when it's not absolutely necessary.
  
  Example: Gerard
conversations.from: human
conversations.value: Primal Shadow: Primal Shadow is a shadow with some sort of important element that gives it more reality than others.
  
  Example: Luke's Crystal Caves.
conversations.from: gpt
conversations.value: Mentor: You have a being of some capability who is teaching you the ways of the world, or magic, or some other knowledge.
  
  Example: Fiona was a student of Dworken.
conversations.from: human
conversations.value: Audacious Children: You have given birth do at least one troublesome child, who is everything you've never been.  You love them, but they are trouble makers.
  
  Example: Osric, Finndo, Delwin, Sand, Dalt (Most of oberon's Children).
conversations.from: gpt
conversations.value: Reputation: You have a reputation for something that is neither good, nor beneficial to you. Sad thing is... it's probably true.
  
  Example: Random was a Homicidal little rat fink.
  
conversations.from: human
conversations.value: Affliction: Something happened to you that you haven't quite recovered, and may never recover from.
  
  Example: Corwin had Amnesia and was blinded, Gerard Lost an arm, Brand was bat shit crazy.
conversations.from: gpt
conversations.value: Inexperienced: Perhaps you are young, or perhaps you are sheltered. For some reason you haven't had the exposure to Amber, the Universe and everything in it.
  
  Example: Martin was left so out of the loop, he trusted BRAND...
  
conversations.from: human
conversations.value: Badstuff: Trouble tends to follow you, and you have to work extra hard to keep your head above water.
conversations.from: gpt
conversations.value: Human Ranked [Attribute]: You just never developed in one of the attributes, are are extremely impotent in that area.  You chose which, and change the card to reflect this [Psyche, Strength, Endurance or Warfare]
conversations.from: human
conversations.value: Goodstuff: For some reason the universe shines upon you.  Good things are a lot more likely to happen to you than bad.
conversations.from: gpt
conversations.value: Crazy Roger: This mad man has been in the dungeons for as long as anyone cares remember... He rants constantly about the universe and Amber being his creation.  No one takes him seriously.  Who would?
conversations.from: human
conversations.value: A Strange Symbol: There are strange markings on the back of The Three (The solid steps that form the stairs to Tier Na' Nogth when the moon is full)
conversations.from: gpt
conversations.value: Illusive Prey: A strange beast loose in Arden.  No greater challenge for a hunter than to hunt prey she is utterly unfamiliar with.
conversations.from: human
conversations.value: Vail Annes - Oberon's Eyes: Vail has been assigned to consult Nix in the ordering, and streamline of the Guard.  In reality... she's a hopped up baby sitter.
conversations.from: gpt
conversations.value: Things that should not be: Clockwork War Machines, last seen during the Ghennesh Wars Centuries before most of the Sons and Daughters of Amber were born.
conversations.from: human
conversations.value: Into the storm: This strange storm grew completely out of nowhere, and seems determined to overtake the Robin's ships.
conversations.from: gpt
conversations.value: The Nurdan: The nurdan is a strange being, humanoid, perhas four feet tall, carrying a sputtering torch, addorned in a thick black cloak with strange mask like trinkets on it's shoulders. It's nose is massive, but the rest of it's face is obscured by the cloak.
conversations.from: human
conversations.value: Long Live The King: The sounds of struggle beyond the door are obvious, but the question is... with what Oberon was doing, do you barge in and possibly save his life...?
conversations.from: gpt
conversations.value: Duel - The Family Game: We must learn to live together as brothers or perish together as fools. -Dr. Martin Luther King
  
  The heat of the moment has drawn the full attention of those gathered...
conversations.from: human
conversations.value: Wargod: You have dedicated your life to the pursuit of martial perfection.  You have trained in combat, and in the arts of war extensively, and probably command several shadow armies.
  
  Your attributes are:
  
  Focus: Warfare
  
conversations.from: gpt
conversations.value: Titan: Your focus has always been on physical power, and strength.  Perhaps you have become a martial artist without compare, or just a strong man. There are few who can stand against you.
  
  
  Your attributes are:
  
  Focus: Strength
  
  
conversations.from: human
conversations.value: Oracle: You have a gift for all things mental.  Your gifts are myriad, and great.  With a glare you can with the spirits of even the most staunch willed men.  your abilities are unnerving.
  
  Your attributes are:
  
  Focus: Psyche
  
  
conversations.from: gpt
conversations.value: Juggarnaught: You are a being of unknowable depth, and capacity.  Nothing can turn you from your chosen path.  You shrug off pain, and harm  with little effort, and cheat death regularly.  All wounds will heal in time.
  
  Focus: Endurance 
  
conversations.from: human
conversations.value: Witch: The witch need not have any skill at magical arts what so ever, for what s/he does have is a potency and an uncannny resilliance that makes him/her quite formidable in the realms of mysticism, and power use.
  
  Your attributes are:
  
  Focus: Psyche and Endurance
conversations.from: gpt
conversations.value: Soldier: You are a man of action, who knows how to fight, command, and take orders.  You are capable of extreme acts of  grace, and uncanny bouts of savagery, but sometimes killing is a part of life.
  
  
  Focus: Warfare, and Strength
conversations.from: human
conversations.value: Adventurer: The universe is an infinite place, and you have garnered all that is needed to survive in the ubiquity of shadow. Your are versed in the ways of the mind, and the blade, and together these skills have kept your head soundly on your shoulders more than a few times.
  
  Focus:  Warfare, Psyche
conversations.from: gpt
conversations.value: Warden of Arden: Arden is the forest real that is one of two entrances to Amber.  As warden you control what ever forces protect the forrest and the realm (The description is up to you).
conversations.from: human
conversations.value: Admiral of the East Navy: There are two Admiralty of Amber.  The East navy is the larger of the two, and is tasked with protecting Amber from it's second shadow access point, the ocean.  This sub plot grants you an entire fleet of naval ships.
conversations.from: gpt
conversations.value: Captain of the Guard: Amber has a standing guard that would put most armies to shame.  These men are fiercely loyal, and at your disposal.
conversations.from: human
conversations.value: Generalisimo: The Amber Standing army is commanded by you.  While mostly marshaled in and around the City proper, a formidable force can be mustered in no time and brought to amber to reinforce the small contingent stationed there.
conversations.from: gpt
conversations.value: The Warrens: The castle is a place of secrets, and mysteries.  The warrens are the secret passages that lead all over the castle, and even to parts of the city.  These warrens are yours... you know them like the back of your hand.
conversations.from: human
conversations.value: Admiral of the West Navy : There are two Admiralty of Amber.  The West navy is the smaller of the two, and is tasked with the security of the naval ways, and the shipping routes.  Most of it's duty's revolve around fighting the pirates and coastal bandits on the routes..
conversations.from: gpt
conversations.value: Keeper: You are the keeper of one of the grand secrets of Amber.  What that secret is, will be revealed to you once the game starts.   There are 4 secrets, so this subplot can be taken 4 times.
conversations.from: human
conversations.value: Pattern: There are many means of shadow walking through pattern: The royal way (safe slow way), Hellriding (Fast and dangerous), and many points between. Your focus is what determines where you end up.  Lock something, someone or even a concept in mind, and you'll get there.
conversations.from: gpt
conversations.value: Shape Shifting: Your body is modular, and malleable.  The only restriction on your ability are the constraints of mass conservation (Can't make more, or shed any without dire consequence).  Any form you can imagine is possible.
conversations.from: human
conversations.value: Sorcery: The ability to forge magic that is effective in specific shadows.  Magic takes time, and concentration.  Magic replenish when the character takes time IC to reset them. About an hour per card.
conversations.from: gpt
conversations.value: Conjuration: The ability to forge objects and creatures of power.  This can be done swiftly with preexisting materials and is more time consuming bringing things into being from nothing, or non essential elements.
conversations.from: human
conversations.value: Trump Artistry: One of the foundation of universal power, Trump artistry allows one to create trump images allowing communication and travel across space and shadow.
conversations.from: gpt
conversations.value: Monk: Perhaps you have found focus on the spiritual through the physical perfection.  Perhaps the best complement to strong body is a sharp mind. You are person of both ephemeral, and physical capability.
  
  Focus: Strength, Psyche
conversations.from: human
conversations.value: Power words: Instantanious, short lived bursts of magical power.  These aren't very powerful, and must be predetermined before play.  (Each card representing one power word)
conversations.from: gpt
conversations.value: Mad Dworkin: Strange and illusive, Dworkin is the anchient friend, and Jester of Oberon.   This alone makes him completely safe, though his madness tends to carry him into some odd, and at times unseemly interactions with the world around him.
conversations.from: human
conversations.value: King Oberon: Father of the blood of Amber, king of all reality, and among the most powerful men alive.  Oberon is a strong and a harsh father.  
conversations.from: gpt
conversations.value: Droppa M'Pants: The court Jester, and fool, condemned to a life time of service to the Kingdom.  Drooppa is witty, scathing, and very very odd at time, but much like Dworkin, he is fairly safe under the wing of the king.
conversations.from: human
conversations.value: Adventurer: The universe is an infinite place, and you have garnered all that is needed to survive in the ubiquity of shadow. Your are versed in the ways of the mind, and the blade, and together these skills have kept your head soundly on your shoulders more than a few times.
  
  Focus:  Warfare, Psyche
conversations.from: gpt
conversations.value: Golden Circle Influence: You have some influence in a golden circle realm, be you a king, emperor, god, hero, or guardian.
  
  Example: Luke became king of Kashfa.
conversations.from: gpt
conversations.value: Reputation: You have a reputation for something that is neither good, nor beneficial to you. Sad thing is... it's probably true.
  
  Example: Random was a Homicidal little rat fink.
  
conversations.from: gpt
conversations.value: Admiral of the West Navy : There are two Admiralty of Amber.  The West navy is the smaller of the two, and is tasked with the security of the naval ways, and the shipping routes.  Most of it's duty's revolve around fighting the pirates and coastal bandits on the routes..
conversations.from: gpt
conversations.value: Human Ranked Strength: You just never developed in one of the attributes, are are extremely impotent in that area.  
conversations.from: gpt
conversations.value: Primal Hunter: You have dedicated your life to the Hunt. You have trained in combat, tracking, and the weaknesses of all creatures -- man included.
  
  Your attributes are:
  
  Focus: Warfare and Endurance.
  
conversations.from: gpt
conversations.value: Savage: You are merciless and cold. Human company holds little attraction to you and you subscribe to the belief that the strong do what they can and the weak suffer what they must.
conversations.from: gpt
conversations.value: Executioner: Soldier, Killer, Spy.
  These have always been your calling. An order is given and someone dies, that is the way of it, you don't question (at least not aloud.) Skill and knowledge guide your hand. 
  
  Your attributes are:
  
  Focus: Warfare and Psyche
conversations.from: human
conversations.value: Insouciant: Because why should a princess care so much?
conversations.from: gpt
conversations.value: Temper, Temper.: Milton is a patient man, but there is only so much a person can take before he snaps and takes it out on the wrong person.
conversations.from: human
conversations.value: Vigilant: "Just because your Paranoid, doesn't mean they're not out to get you."
  
  Your mind must be sharp and aware of your environs at all times, to fail in that is to die.
conversations.from: gpt
conversations.value: Advanced Tactical Planning: There are several sets of pre-arranged maneuvers and codes to go along with them in order to make moving any number of ships much easier.
conversations.from: human
conversations.value: Patience: When divining the mysteries of the universe, Linz knows it pays to sit through a crazy man's speech.
conversations.from: gpt
conversations.value: Opportunistic: When it knocks, you answer!
conversations.from: human
conversations.value: Taciturn: You are often reserved in speech, preferring to let your actions speak for you.
conversations.from: gpt
conversations.value: Something More.: Milton has heard Dworkins ramblings for a long time and has gleaned that he is more, much more than he seems, although the the nature escapes him.
conversations.from: human
conversations.value: Instigator: You have a knack for getting under peoples skin.  Is it a gift, or a curse?