Waystone
A setting for Amber Diceless RPG/Lords of Gossamer and Shadow
The Setting
A vast
wilderness known as the Marches stretches across existence. In its depths, reality goes thin, travelers
who leave its paths vanish, and malformed things walk. Scattered within the
Marches, there exist enclaves of stability and order. The peoples of these
realms, the diverse descendants of a long-vanished empire, live in scattered
freeholds and petty-kingdoms, defending their precarious lands with rapier and
pike, musket and arquebus. Among them are those born to greater power, in whom
the Essence flows strongly. These gentry
travel the Marches where others cannot tread, masters of spell, of blade, and
of reality itself.
Game Mechanics
This is
a diceless game, inspired by Eric Wujick’s Amber
Diceless Roleplaying, and its descendant Lords of Gossamer and Shadow.
Character Creation
Points
Everybody
starts with 100 points to build their character. Any leftover points become Good Luck for your
character. If you go over 100 points,
your character gains Bad Luck.
Races
In
ancient days, the fourteen Archons bred mortals into a variety of castes for
their empire. Most inhabitants of the
realms are humans, the descendants of the hardy and populous worker caste. Others may be “elves,” “dwarves,” “orcs,”
“trolls,” and others: the descendants of the administrators, builders, soldiers
and heavy laborer castes. There are also
races and beings touched by the wild forces of the Marches – the beastmen and
monsters – who are rarely welcome within the stable realms.
You can
be any type of race you wish, or invent your own. If it has a special power, such as night
vision or regeneration, you may need to pay points for it.
Attributes
You
start with 0 points in each Attribute. An Attribute of 0 is human-average. You
spend points to improve. If you spend at least 10 points you are considered to
be supernaturally-potent in that Attribute.
You may also sell down your Attribute.
At -10 or below, you are considered completely enfeebled in that
Attribute.
·
Will: Used for Mind-to-Mind combat, and
for powering magic. At higher levels, it allows you telepathic insight into
people you meet.
·
Strength: Covers hand-to-hand fighting
and feats of strength. At higher levels,
you become supernaturally strong.
·
Endurance: Allows you to resist adversity
and to recover from injury. At higher
levels it allows you to regenerate.
·
Knowledge: Represents your education and
life knowledge. At higher levels, you
may intuit information directly.
·
Charisma:
Represents your social skills, and is used for social combat. At higher levels, you become supernaturally
inspiring.
·
Melee:
Your skill in using hand weapons in combat. At higher levels, you become supernaturally
agile and skilled.
·
Ranged: Your skill in using ranged
weapons in combat. At higher levels, you
become supernaturally agile and skilled.
For each
of your Attributes, you may pick one Specialty, which must be a fairly narrow
subset of the Attribute. (For example,
your Knowledge Speciality might be Biology.
Your Melee Speciality might be 2-handed swords.) When you are using your Speciality, you gain
a +5 bonus to your Attribute.
Powers
You may
use your points to purchase Powers.
Powers come in different levels: Minor, Basic, Advanced, and maybe
beyond. Advanced levels are not available at start.
Magic: Magic reflects your attunement to
one of eleven Domains. (Or a Domain of
your own creation.) Each Domain is purchased separately.
·
Minor
Magic [5 points] allows you to create Minor effects with your domain. (A spark for fire, for example. Or a glow for Light.) Each Minor effect requires a spell slot. Y
·
Basic
Magic [10 points] allows you to create larger effects with your domain, and to
weaponize them as melee or ranged attacks.
(A firebolt for fire, for example.
Or a blinding burst for Light.) Each
Basic effect requires a spell slot. You
are now sufficiently skilled that you can cast Minor effects at will.
You have
six prepared spell “slots.” You may cast
prepared spells at will. Spells may
combine different Domains. You may swap out and prepare new spells as a short
ritual. You may purchase more “slots” at 1 point each.
You may
also use a long ritual (several hours or days) to prepare an effect at one
level above your own.
The
standard Domains are: Fire, Air, Earth, Water, Light, Dark, Cold, Beasts,
Healing, Mind, Death.
Sigil-Crafting: Sigils are specialized personal
Waystones which you can use to communicate and (at higher levels) travel
instantaneously.
·
Minor
Sigil-Crafting [10 points]: You may craft a Minor Sigil. A Minor Sigil allows communication with any
other linked Sigil or Waystone. You can
sense nearby Sigils.
·
Basic
Sigil-Crafting [25 points]: You may craft a Basic Sigil. A Basic Sigil allows communication and travel
between with any other linked Sigils or Waystones.
Shapeshifting: Shapeshifting allows you to
change shape.
·
Minor
Shapeshifting [10 points] allows you to change into one alternate form via a
short ritual.
·
Basic
Shapeshifting [25 points] allows you to change into your preferred alternate
form at will, and prepare up to six other forms into which you can change after
a short ritual. A long ritual will allow you to swap out and prepare new forms.
Wayfinding: Wayfinding offers control over
the Ways and Waystones that enable travel into and out of Realms and through
the Marches.
·
Minor
Wayfinding [10 points] allows you to sense the presence of nearby Waystones,
and to use existing Waystones to open gates into and out of Realms
·
Basic
Wayfinding [25 points] allows you to enhance or degrade the effects of a
Waystone, to open gates into and out of Realms without a Waystone, to create
temporary Paths, and to survive for longer in low-Essence portions of the
Marches.
Connections
You may
purchase a Connection to one of several organizations. At the Associate level [5 points], you have
contacts in the organization, but are not a member. At the Member level [10 points], you are
considered a member of that organization.
Here are some organizations:
·
The
Church worships the seven loyal Archons who ruled the old Empire. The fear the influence of Wild creatures and
the Shadow Vessels.
·
The
Freefolk venerate the five “traitor” Archons who destroyed the old Empire in
the name of mortal freedom. They have
good relations with many Wild creatures.
·
The
Magi are a mutual-supporting group of those who wield magic. There is a college
for each Domain, and for the arts of Sigil-Crafting and Wayfinding.
·
The
Second Empire is a feudal network of many realms. It attempts to revive the old Empire.
·
The
Warders watch over the Marches and Realms, and try to troubleshoot incursions
from the Wild and the Shadow.
Toybox
You may
purchase retainers, animal companions, magical items, and even entire
Realms. Minor items are 5 points, Basic
items are 10, Advanced items are 15.
Work with the GM in designing your toybox.
You may
have whatever mundane items you wish, provided they fit on your person or in a
small dwelling, subject to GM approval.
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