
THE
KEYS
OF
AMBER
A
FABLE FOR AMBERCON 2005

Once upon a time there was an Eternal Kingdom known as Amber. Its King,
Oberon, was also Eternal, but his Queens, always
chosen from Realms of Shadow, were not. One overcast morning Queen Rilga passed into the Lands of the Dead, and the Kingdom
mourned. As her body was laid to rest, Dworkin,
the Court Wizard, spoke to the assemblage:
"Here lies the Last Queen of
Amber.
This I have foreseen: that King Oberon will never again marry, and that
there
will come a day when the Eternal King will no longer rule. On that day
the task
will fall to one of His children. Thus, today, all those Children must
be
tested to prove their worth."
Dworkin then cast a powerful enchantment upon
the Castle of Amber, locking it behind a bespelled barrier,
and proclaimed:
"The Children of Oberon must seek the Keys of Amber, and return
before Sunrise
tomorrow, or the Eternal Throne - and their Birthright - will remain
sealed...forever."

PLAYER
CHARACTERS
SCIONS OF THE ETERNAL KINGDOM

King Oberon + Queen Cymnea
> Finndo & Osric age 19 (identical
twins),
Benedict age 18
King
Oberon + Queen Faiella > Eric age 17,
Corwin age
16, Caine age 15, Deirdre age 14
King
Oberon + Queen Clarissa > Fiona & Bleys
age 13
(fraternal twins), Brand age 11
King
Oberon + Moines, Queen of Rebma > Llewella age 12 (out of wedlock)
King
Oberon + Dybele > Florimel
age 12 (out of wedlock)
King
Oberon + Queen Rilga > Julian age 10, Gérard age 9, Random age 8
Click Here to see a
character
description for each Prince and Princess.

GAME
MECHANICS
THE WAYS OF THE WORLD

Keys
of Amber will be
played by traditional ADRPG rules. Player characters are pregenerated
and have Basic Pattern as well as set point values/Attribute Ranks in
Psyche,
Strength, Endurance and Warfare.
Additionally, each player
character will
have access to Story Points that may be used during the adventure.
The Story
Point System works as follows:
Story Points are a way for a character to rise
above their (un)usual abilities in a dramatic situation. The
duration of
the effect is determined by the GM, but is usually limited to one task
or
“scene.” No more than 3 Story Points may be used at once. Spent Story Points are gone forever, but the GM may award
more later
in the adventure for exceptional role-play.
Story Points may be used in the following manner:
·
They
convert
one-to-one into Good Stuff for your character,
or Bad
Stuff for others.
·
One
Story Point raises an Attribute or Power by ten
points. For example,
Warfare could be raised by 10 points per Story Point spent for the length of one combat, or
10-30 additional points in
Pattern could be gained temporarily to attempt an Advanced
effect.
·
Story Points spent may increase a character’s
attempt at an unfamiliar skill or
extremely difficult task. Examples: one point would allow a
character
unfamiliar with medicine to set a broken limb; two points could let a
character
effectively navigate a ship even though she’d only read books about
sailing;
and three points might help a character complete a task at the extreme
edge of
his abilities, like playing charades while walking the
Pattern…blindfolded.

Chris Home