- General Notes
- Think about your character concept
- Make up a name and come up with a parentage for your PC.
- Go through the Phases (see below) in order, picking two aspects
each phase.
- Assign your skills. You probably will have an idea of these by the time
you finish the phases.
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As laid out, character creation is a group activity, done at the same time,
in addition to the GM. The character creation
process includes a number of built-in ways to establish ties and history
between the characters and the setting. Character creation is designed to allow
everyone to establish a common understanding of each others’ characters. During character creation,
players are encouraged to talk about their characters, make
suggestions to each other, discuss how to make their characters intersect,
talk about relationships and interactions between the characters,
and otherwise establish some of the common background.
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Character Concepts should focus in and around the Amber Royal Family. The
Phases portion of Character Creation is intended to
help refine the history of the character, but it is helpful to know what
kind of character you want in advance. Character concepts are recommended to be
ones which are pulp action-friendly. A bookish librarian who never wants to leave
the library will do less well in this game than, say, someone like Stargate's
Dr. Daniel Jackson, who is a scholar, but is not adverse to handling herself
in the field.
Character Concepts should also be sticky. By sticky, I mean characters who
are inclined to work with others, and have worked with, or dealt with fellow
PCs and common NPCs in the past. This, too, will be refined in the Phases
portion of character creation. However, a martial PC who only practices alone
with the guards and in shadow is less useful of a character than, say, a
diplomat who has had many reasons to interact with his cousins over his lifetime.
There are a couple of special cases which will be discussed on seperate pages.
You will want to read through the entirety of these rules, though and then
read those pages.
So...you want to play a Sorceress?
So...you want to play a Trump Artist?
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Unlike Pulp Games, a pulpish name is not necessary for your character. Whatever
naming conventions you like for your character is fine.
Parentage is up to the player within reason. Any of the Elders listed on the
main TCOA page are viable candidates. If you do select Flora as a parent,
defining your relationship with Asteria is a must.
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- Character creation takes place over five phases.Each phase outlines events
in that character’s life. Each Phases contributes two Aspects to the
character's sheet.
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What was your character's childhood like? Were they Castle Brats or were
they raised in Shadow? If they were raised in Shadow, what was it like and
when and how did they come to Amber?
The character can use one of their Aspects in defining their parentage and the
relation to that parent.
e.g. Black Sheep daughter of Fiona
Loyal son of Caine
Estranged daughter of Gerard
Oberon or Random (Or Gerard) had some things for them to do – what were they,
and how did they impact the character?
Depending on how old you make the character, this phase can be used to
help define what you did in the Patternfall War, or Gerard's Regency.
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Your character decided to go off into Shadow for her own purposes. Where
did she go? What sort of Shadows did she visit? What did she do while there?
What did she learn?
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Your character had an encounter with one of your fellow cousins.
Work with that relative’s player to figure out the nature of the encounter.
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Your character had an encounter with another of your fellow cousins.
Work with that relative’s player to figure out the nature of the encounter.
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Once all players have mapped out their phases and chosen their aspects,
it’s time to pick skills. Each player gets to choose skills as shown here.
Because of the "shape" of this set of skills, this is sometimes
referred to as the character’s skill pyramid.
The character gets:
- 1 skill at Superb (The Apex Skill)
- 2 skills at Great
- 3 skills at Good
- 4 skills at Fair
- 5 skills at Average
Note that any skills that the character does not take default to Mediocre, reflecting
that Amberites have done many things and are generally competent.
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Most things in the system are rated according to the ladder below
(when we say “the ladder” throughout the text, this is what we mean).
Usually, the adjectives are used to describe things – someone might
be a Good Pilot or Poor at Academics. The adjectives and numbers
are interchangeable, so if a player or GM is more comfortable
with numbers, it is equally valid to say Pilot: +3 or Academics: -1.
The best compromise is often to use both, as in a Pilot: Good (+3)
or a Academics: Poor (-1).
On this scale, Average represents the level of
capability that an average shadow dweller who does something regularly
and possibly professionally, but not exceptionally.
Most of your cousins are ranked as you are. Your Elders, generally have
their pyramids ratcheted one step higher, at Fantastic for their "apex" skill, and
the rest of their pyramid to match. The upshot to this is, for example, a PC
who has an apex skill of Gambling (at Superb, +5) can generally outplay, say, Llewella
at a card game, who doesn't have Gambling ranked at that level.
On the other hand, Corwin's Fantastic level skill of Endurance is going to be better
than anything the PC might match in that area.
- +8: Legendary
- +7: Epic
- +6: Fantastic
- +5: Superb
- +4: Great
- +3: Good
- +2: Fair
- +1: Average
- 0: Mediocre
- -1: Poor
- -2: Terrible
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A list of available skills for TCOA is here.
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