Genesys and Amber

By finarvyn, in Genesys

Dworkin is the OP, the Mcguffin of Amber, with powers beyond the norm. He could do anything, for the Pattern is He, and He is the Pattern. Damage one, and you damage the other (which is why he went mad in the novels due to Brand and company). He could easily get the Pattern to appear in Scotland (or what the party still believes is Scotland), or as in the Merlin Tales just be there to help the real Pattern gobble up a Broken Pattern as a power-up.

Here are some quotes from the novels about Corwin's Pattern walk, which I believe at least the Veils should cause Strain rolls to keep from passing-out and dying.

“Then the thing began to curve, abruptly, back upon itself. I took ten more paces, and a certain resistance seemed to arise. It was as if a black barrier had grown before me, of some substance which pushed back upon me with each effort that I made to pass forward. I fought it. It was the First Veil, I suddenly knew.”

“I took six more rapid steps, reaching the end of an arc and coming to the beginning place of a straight line. I set my foot upon it, and with each step that I took, another barrier began to rise against me. It was the Second Veil.”

“Ten turns which left me dizzy, another short arc, a straight line, and the Final Veil.”

“Ten paces, then a swirling filigree of fire confronted me, I essayed it, my sweat vanishing into the water as fast as it sprang forth.”

“I emerged from the filigree, and marched alone the Grand Curve. The forces that shape the universe fell upon me and beat me into their image.”

“I walked three more curves, a straight line, and a series of sharp arcs, and I held within me once again a consciousness of the things which I never really lost; mine was the power over Shadows.”

From a GenCon game where each was a OP pattern sword for the sons and daughters of Prince Corwin (the PCs trapped in Corwin's Pattern).

And another quote to remember from the novels;

“Despite our major hatreds and petty animosities, we Amberites are a very family-conscious bunch, always eager for news of one another, desirous to know everyone’s position in the changing picture. A pause for gossip has doubtless stayed a few death blows among us. I sometimes think of us as a gang of mean little old ladies in a combination rest home and obstacle course.” - Corwin, “ The Guns of Avalon”

Hm, in the light of what you wrote, Dworkin might not be a good choice. I think, a character less powerful would be more appropiate.

My idea is that a as of yet unknown villain found out a means to hurt Amber / Amberites / what have you but for that he/she/it needs something from the children (there blood, yuk?). To save the children from harm the as of yet unknown benefector (which may or may not be connected to the villain) the children were abducted and brought to Earth. To Earth because of Corwin being there for such a long time it became somewhat solid and not easily search- and influanceable, some kind of a save heaven. Why they were not in Amber or brought there I do not yet know.

Up until now the children lived their lives in total ignorance about their heritage, but now the villain tries to capture the characters. His influence on Earth is somewhat week, but in Shadow his influance and abilities will become more dangerous. Nevertheless the characters must walk the Shadows to solve the mystery and fight the villain.

That is my idea for the whole campaign.

Anyway, if you good folks have any idea what could happen during the flight (something shadow related would be great to hint at the supernatural)!!!

If you wish to keep it in Family, I would say;

Villains - Fiona and Llewella, working together to kick whomever is on the throne (Eric or after Patternfall, Random) off. Maybe for Llew its for revenge, since when Oberon dies it also caused the death of Moire the Queen of Rebma (she being a part reflection of Oberon). Fiona is just being Fiona, needing to be in thick of everything even treason (again).

Benefactor - Deirdre (if after Patternfall, she faked her death). She picked Earth because her beloved brother Corwin relished his time there, and annoying Flora lives there.

Neutral - Flora in his matter, but Deirdre just loves to get her sister's underthings in a twist.

8 hours ago, Seam said:

Hello!

I nearly finished the framework for my adventure which can be found here:

https://www.dropbox.com/s/6jcc192enszlqtf/The Court of Amber - Adventure - The Hounds of Hel.docx?dl=0

Any additional advice, ideas and hooks are very much appreciated! (I hope the Link works as I use Dropbox for the first time.)

I do like the general idea of this. The slow discovery of the Amber universe is exciting. I do have to say that as a player, my biggest irritation is why my character's self-agency is taken away. I understand that there is a story the GM is trying to tell, but I think it is important for it to evolve organically, without my character acting in ways they just don't want to, and without my character losing possessions just to stay on the rails.

In this adventure, the character go to Scotland just because the story requires it. To do so, the characters have to spend a good deal of money (more than standard Genesys character creation provides). Surely the players intended to spend that money on gear, but now it is just a tax to play the adventure. Plus they have to leave their weapons behind, perhaps forever. The adventure says that there is a news story about the attack at the Plaza, including several victims, yet the if investigated the Plaza will shows no signs of an attack. The players are going to want to explore that, using the money and gear they have. In the real world, how many pictures of interesting places have you seen? How often does that cause you to give up everything to go to one of those places?

I think the story needs a better motivation to travel, and a way for the characters to do it without losing what little they have. You could, for example, have the host of the Gala be a fellow abductee, who offers to fly the characters to Scotland to investigate via her private jet. You could have them, while investigating the Plaza, find a trump painted on a wall that pulls them to Scotland. Maybe there is a problem with the Pattern that has shadows collapsing on themselves, and they simply end up walking to the castle by accident, as Shadow Earth and a neighboring shadow combine.

Please don't take this as mean-spirited criticism. I think you have a good start here. I just see some potential for player resentment or the story feeling forced.

Edited by TheSapient

I could see a lot of easy fixes about Scotland and getting there, like;

1. Its a 1961 Mercedes-Benz W110 in a the garage in near perfect condition, easily sold to shady car person for $50,000 ( in auction, closer to $250K +).

2. The group finds during their search with the gun, a box of fake passports for Ms. Flaumel and Servant under varies names (and a few blank ones) with a pile of Euros ($10K maybe = $11,111 US dollars). This way gives a advantage of allowing any PC without a passport to make themselves one. And pricing flights, it seems $1,500 per character (one way) seems about right for a plane ticket.

3. Find some keys on the key rack in the kitchen that have 'Westchester County Airport' stamped on the keychain. The keys belong to a 1985 Beechcraft Barong 58P that Flora got to play around with, which has been modified for longer flights (so just able to make it to Scotland). This plane is a twin turbo-prop, and the tower has gotten use for Ms. Evelyn Flaumel doing her own thing (and she has donated a good sum of money for upgrades to the airport).

Just added thoughts;

If you don't want a W110, you could use the 2018 Mercedes-Benz G-Wagen. Its their Land Rover with the price around 124K, and large enough for a party of five.

In Merlin Tales, Flora shows Merlin two grenades in her purse during a family event. It would be funny, if the party found the evidence to that like with shipping boxes or grenade pins.

Great ideas, thank you both! Especially the money in the house, the private jet, and the painted trump!

What I am missing though are one or two interisting encounters which are not (totally) combat oriented. My brain is somehow blocked in that regard (or I am just not creative enough).

Since it's two, I leave one for TheSapient but my encounter would be at Westchester Manor.

1. Flora hounds (one or more) who aren't hostile if approached correctly (Skill checks, Hurrah!).

2. The stable master, left behind taking care of his lady's horses and while not a talkative sort he will still give out some information about the lady of the house. But the PCs with knowledge about animals or woodcraft can tell this guy really knows his stuff. And maybe he's a darn close shadow of Prince Julian with less arrogance due to a war wound or something. Nice setup for a later encounter with the real Julian, when the PCs keep mentioning this guy and Julian be all "I think I need to talk to my sister" once he accepts it.

3. Same as above, but shadow Gerard being Flora's gardener for Westchester Manor.

4. The Unicorn making a quick appearance, add that "Hey guys, I think this is real." vibe to the group's discussion.

5. Same could be said about the tree Ygg if Corwin's brood is involved in this. Maybe the young sentient tree that wards Corwin's Pattern is actually a active player in this whole mess.

6. Depending when you're putting this in the timeline (before or after Patternfall), Dara could be a good choice. She's in the first novels, and she is still feeling-out Amber/Chaos thing. Maybe someone dropped her a clue about a new group of Amberites and she desires a get together to get a read on people like she did with Corwin (especially not the sleeping with part). With shape-shifting, she could be anyone from the college girl at the gas station needing help to the woman taking their order at the diner.

7. Lastly, a teenage Merlin off to see Aunt Flora without his mom's permission. Which thinking about it, would be one strange encounter since Merlin was raised in the traditions of the Courts. It won't be easy to get any straight answers from him, and while likely he would be near their power level, Merlin would know so much more about Patternfall (since Corwin told him -read the novels) and the workings of Amber, Shadow, and the Courts. It would be like hanging out with this super smart kid, who's also well-trained with weapons, and always seem to be holding back something.

Thanks again! I altered the adventure accordingly.

A few things I am still working on:

What could happen during the flight/trip to Scotland (something supernatural maybe?).

What could happen during the way down to the Pattern?

How could Walking the Pattern happen ruleswise? Should there just be three Checks (which exactly?) plus a table with results for positive / negative rolls?

Personally for me, I would just have them move over in Shadows during their flight/trip to Scotland. There isn't a reason why they couldn't had started in another reflection and then move over to Prime Earth, or the opposite. As to the how or why, I would just leave it up in the air for later events to explain. Plus it would give them a taste of shadow travel, and give the GM a chance to go all weird with the minor differences. Maybe have someone get arrested at the passport counter because their double just came in a hour before with the same passport (if its a commercial jet).

My other idea is maybe they hit the fringe of a Shadow Storm and get all sorts of crazy for a minute or two.

As for the walk down, maybe listen to the players and then use their ideas to create the stuff that needs to be overcome. Kinda the Pattern's defense mechanism is the fears of whomever is seeking it. Pattern Ghost of their love ones would also be good, or ghosts of those they that they wronged (past sins, a chance for role-playing about character's background).

And Amber is always about the "Royal Blood", so something blood related would also be good.

First, the Pattern can kill you a multiple of ways even if one is of the Blood. It drains endurance (so Strain), it can lead one to distractions (memories playing in your head or before you eyes, even future possibilities) which could lead to a misstep (one mere slip doesn't seem enough). And to step away or off the lines of the Pattern is instance death according to Royal Family History. So I might throw in a Agility/Athletics roll as they walk, maybe even a Will/Discipline when they hit the each Veil with the possibility of getting Setback dice if they fail.

Because if I remember the novels, its the Veils that have the biggest affects on Corwin's memories. His past, presents, and future, like the Norse Norns but in glowie line form that can kill you if you take a misstep. I won't say you GM-ed wrong if someone took a crit during the walk to the center, because walking the Patter for the first time should be hard.

Add to that, the Veils give the GM a good chance to do some roleplaying about the character's history. Even foreshadow future events or people, which is always a good thing when possible.

Maybe a Walker can get Bonus Dice by their friends cheering him or her on, or them calling forth upon the Unicorn (if you used that earlier in living form or symbol).

Thank you so much!!!

Found some of my early notes, like things the Pattern is known for;

Moving through Shadow , as in shadow walking (actually walking), The Royal Way (on a animal or in a vehicle-slow but sure), and H3llriding (quick and dangerous).

Character Objectives , finding the shadow of the person's description, seeking a single person, object, or situation.

Infinity , leading others through Shadow, finding faster or slower time-wise shadows, or shadow resources to exploit.

Power over Shadow , using Patter to affect probability, finding your Shadow of Desire (like Corwin's Avalon), Pattern Defense against mental attacks, and Blood Curse.

Here is just me playing around with the Tier Powers (real rough).

Tier 1 - Grit, One with Nature, Second Wind, Respected, Swift, Toughened

Tier 2 - Adventurer, Blooded (early moving in Shadow), Time to Go, Unstoppable.

Tier 3 - Blooded/Improved, Bonded Implement (early Grayswandir type coolness), Heroic Resilience, Heroic Will, Natural, Double or Nothing, Outside the Box, Nobody's Fool, Time to Go/Improved.

(Tier 3 is a pain, so many good choices there)

Tier 4 - Defensive, Enduring, Double or Nothing/Improved

Tier 5 - Cursed (the death curse, that all who walked the pattern get- Corwin and Eric both used theirs).

As one can see, Tier 4 and 5 are a tad harder to pick, because by then the Player would have a good idea of what their character knacks where by then. Pattern-wise, there should be another Blooded/Supreme there (at tier 5). The rest maybe boxes for Trump powers and added Sorcery or Mental abilities, and all that cool fighting stuff needed for the Benedict wannabes. Pets/Animal companionship could be a good choice too, since we have creatures like Morgenstern and Flora's hounds.

"What is a H3llride exactly and what does it do: ??? Check"

As I said before, H3llriding trades speed for safety when traveling in Shadow. If one wishes to get somewhere quick, then you get a vehicle or mount and h3llride to wherever. Not to say one couldn't h3llride when walking, but mostly that would be a footrace with another Amberite. So it would be harder then the Royal Way, both on the skill roll, strain drain, and what black dice they could get. Maybe even switch what stat one rolls under, since you're forcing one's will on the whole of shadow (so say Presence instead of Willpower?).

Funny thing is, h3llriding no matter how hard it is usually becomes the default way to travel in Shadow for the PCs since they're always in a rush. lol

And Trumps don't teleport people, they're more like doorways that you step through or reach through if both sides allow the trump to be fully empowered/realized/etc. Now if one side is pushing the contact on a target that's avoiding the trump call or the opening of a full "door", then it becomes a contest of wills with whatever trump skill one may have to help.

Now normal trump calls are just like using FaceTime, with a chance of maybe picking-up on their mental thoughts or mood if one is powerful or skilled enough.

Shape Shifting (?)

Personal Item(s), Construct(s)

I personally would just leave 'Shape-Shifting' for later with the PCs, maybe do some test runs with NPCs first before allowing the PCs to embrace their Chaos roots with earned xp. They got enough on their plate just with Pattern, Trump, and Sorcery, more powers could just dilute the focus with being a member of a royal family, Amber, and the Pattern.

Same with "Constructs", because they can get crazy real quick. Plus if no one has ever read the novels, I doubt it would be worth the effort to explain Ghostwheel.

Must there be a distinction between a Trump and a Trump Deck?

A trump is any single image empowered by trump energies, which can act as a trump (allowing communicating or movement). It can be a painted tarot-like card, etched on a wall with a spoon, weaved into a tapestry, or even a mosaic if one wishes to become truly creative.

Now the official royal "Trump Deck" (given to those that walk the pattern) are like a tarot deck with the royal family members taking the places of varies Major Arcana (even the dead ones). Created by Dworkin (who isn't learned to be family till later in the novels), with a addition of a trump to the Courtyard of the Royal Castle of Amber.

But then, you could also call a number of trump cards a PC has created a "trump deck" as well (even if the Elders might correct them on that).

A trump card is very hard to tear or destroy(it has a tiny bit of the foundation of the Reality within it), and when active becomes a bit chilly.

Shape Shifting (?)

Personal Item(s), Construct(s)

(?)

I need some help with the outcome of dice rolls for Walking a Pattern:

Please see the following table for use of dice roll results (keep in mind that Walking the Pattern should not kill a character, although it was mentioned in the books that is a real possibility):

2 Advantages, Triumph:

3 Advantages, Triumph:

Triumph: The character gets a vision triumphing over a future adversary.

2 Triumph: The character gets a glimpse of a private secure Shadow.

Setback, Dispair: The character gets a Setback die for the next check.

2 Setback, Dispair:

3 Setback, Dispair:

Dispair: The character gets a vision in which he is defeated by a future adversary.

2 Dispair:

What happens on a Pattern walking failure?

In the books it is written that one can die if failing the Walk (but never really described as far as I remember). But that is not the intent of a rpg game I guess. So, something bad is needed, but not a character's death.

8 hours ago, TheSapient said:

What happens on a Pattern walking failure?

I would very much like that answer to the question as well, since in the novels its death. But in the varies games I've been in, that only happened when the GM had a ringer die to put the fear of Pattern in us, or someone (usually a PC) used a weapon or adv. powers to interfere with a walk. I had one PC that always carried a spear or staff on nearly every group walk just for the intimidation factor. Funny thing is we never learned if you could knock someone off the Pattern from the outside, since no walkie was ever foolish enough to push it that far.

But on your list, I might first make up two lists. One for the first time, and one for every time after so to make the first time truly special. Nope of this on the next check crap, which doesn't feel workable because their next check may be on something minor.

Here is my first try on "One's First Pattern Walk";

Then the thing began to curve, abruptly, back upon itself. I took ten more paces, and a certain resistance seemed to arise. It was as if a black barrier had grown before me, of some substance which pushed back upon me with each effort that I made to pass forward. I fought it. It was the First Veil, I suddenly knew.”

Stepping foot on the Pattern: 3 Strain.

Skill Check: Average Difficulty of 2 vs Athletics (extra successes can reduce the Strain cost).

Advantage – G ain more Strain back or a B oost dice for next check per Advantage.

Triumph – Gives all onlookers two free Advantages when they step onto the Pattern.

Threat Caused oneself a pulled muscle or type of damage – 1 Wound.

Despair – The First Veil was too much, roll a Minor Critical Injury and either fall back and off the Pattern or try again to push through like a true Amberite (if having no success, if one did then just take the C rit) .

I took six more rapid steps, reaching the end of an arc and coming to the beginning place of a straight line. I set my foot upon it, and with each step that I took, another barrier began to rise against me. It was the Second Veil.”

To continue on the Pattern – 3 Strain.

Skill Check: Hard Difficulty of 3 vs Cool or Discipline (same as above with extra).

Advantage: G ain Strain back or a B oost dice for next check per Advantage.

Triumph: Heal 3 Strain or Wounds.

Threat: Gain Setback dices for the next check, plus 1 Strain.

Despair: The Second Veil becomes too much, roll for a Minor Critical Injury (or pick).

Ten turns which left me dizzy, another short arc, a straight line, and the Final Veil.”

To continue on the Pattern – 3 Strain.

Skill Check: Hard Difficulty of 3 vs Resilience (same as above with extra).

Advantage: G ain Strain back or a B oost dice for next check per Advantage.

Triumph: Heal 3 Strain and 3 Wounds.

Threat: Gain Setback dices for the rest of the Session, plus 1 Strain.

Despair: The Final Veil becomes too much, roll for a Major Critical Injury (or pick) + 3 wounds .

Ten paces, then a swirling filigree of fire confronted me, I essayed it, my sweat vanishing into the water as fast as it sprang forth. I emerged from the filigree, and marched alone the Grand Curve. The forces that shape the universe fell upon me and beat me into their image. I walked three more curves, a straight line, and a series of sharp arcs, and I held within me once again a consciousness of the things which I never really lost; mine was the power over Shadows.”

To finish the Pattern: 3 Strain

Skill Check: Hard Difficulty of 3 vs Cool or Discipline (extra successes can reduce the Strain cost).

Advantage – G ain more Strain back or a B oost dice for next check per Advantage.

Triumph Heal 5 Strain or Wounds (even make a Crit disappear) + 2 Boost Dice till the start of the next Session.

Threat Gain Setback dices till the end of next Session, plus 1 Wound and 1 Strain.

Despair – The teleport from the Center of the Pattern goes all nutty (and the GM smiles evilly).


I should mention, I don't think that list should be that hard or fast with Triumphs or Advantages. I don't expect to get a PC down to zero wounds, but Strain is a different case for me. Get a PC to zero Strain, and I believe they fall unconscious. From the novels, one only dies if they step-off the glowie lines of the Pattern. So a GM could rule that if the PC dropped to zero Strain, they just fall upon the glowie lines wherever they may be in their walk (as long as they don't have a ton of Despairs) and stay safe.

Again in the novels, they have a chapter where there are more then one person on the Pattern at the same time. So one could follow another PC closely who believes they need help (and the other person can throw some Advantage or Triumphs their way). Even walk up to Sleeping Beauty (my example above) and wake them up, encourage with support Advantages or Triumphs.

As to their second or third walk, I would just do some general rolls and Strain drain and then do all that cool GM stuff with foreshadowing or granting needed resources or information.

I just thought of another Threat result when walking the pattern;

Pantleg starts on fire due to the drifting golden sparks of the Pattern, take one wound.

On 3/12/2019 at 1:22 AM, Seam said:

In the books it is written that one can die if failing the Walk (but never really described as far as I remember). But that is not the intent of a rpg game I guess. So, something bad is needed, but not a character's death.

Honestly, I think the way to handle this is (and I know this won't work for your campaign) to have the Pattern walk be a high-tier talent. If you don't have the talent, you die. If you do, you live. A failure on a pattern walking roll just means you are strained out afterwards and don't get any of the neat bonuses you might expect (like being able to teleport to any shadow).

Actually, you could make this a Hero ability, as per Realms of Terrinoth.

I could see that working as well, since that was pretty much what was done in Amber Diceless. Buy Pattern and you could walk it a thousand times and have no issues as long as there wasn't any exterior factors (family trying to kill you) or one was lacking in endurance (due to near fatal injuries mostly). The ability to teleport wherever in Reality once one was in the center of the Pattern was a powerful tool to get oneself into trouble.

Usually our group consist of five players plus one GM playing FFG’s Star Wars. But at the last agreed on date only two players could make it. So, I got the perfect opportunity to introduce Genesys. After explaining how Story Points work and hinting at the talent pyramid we were good to go and started with character creation. We ended with an oil-well derrick worker and a Scottish (!) aristocrat.

In Flora’s house I forgot to mention the smell of dogs and scratched Carmella altogether as it did not seem appropriate at that moment. The characters defeated two groups of minions without breaking a sweat. Each group consisted of two henchmen. Even beginning players can handle groups of three henchmen just fine, I guess. One lucky swing with the sable dispatched one group entirely!

The players investigated the crime scene and made contact with the police. We had a nice roleplaying scene at a NYPD station.

They sneaked into Westchester County Airport and found the jet. Finally, they hired two pilots to fly them to Scotland. I scratched the shadow storm, as I wanted to leave the players rooted in the “real” world.

In Scotland they did not buy any weapons, so the chase came down to Dangerous Driving mostly. After some years of playing Star Wars we still don’t have a full grasp of the piloting/driving rules.

Finally, they made it into the catacomb. The players were surprised about what happened next. During the Pattern Walk they decided what Fear they have, as we skipped the Fear, Desire etc. thingy during character creation altogether because I wanted the players to familiarize with their characters first.

The Pattern Walk was a real highlight of the session, and the players enjoyed their visions very much.

The players got the new Pattern Imprint skill and the Shadow Walking talent for free plus some XP. I explained that they know now that Earth is just one of many shadows but nothing more.

The players said they enjoyed the session very much. They think the setting is very cool and are eager to play again. Although the next couple of sessions will be Star Wars again.

Now I have to create the next adventure…

Happy to hear that your players enjoyed themselves in your game of Amber, and can't wait to hear how they react to the Elders. Some of my best gm-ing moments came from rpg-ing the varies Amberites. Of course I have my favorites, but its a rare treat when you're playing one of the more unsympathetic elders and the players start agreeing to their viewpoint (usually Corwin or Brand).

Maybe your next session should be that they find a full trump deck of the family, with all the hilarity they could cause. Could be funny if all three redheads show-up to investigate someone new to the family playing with trumps but they all get different members of the pc group.

Like one PC awaking to seeing Fiona brewing tea at their fire, the rest of the group still deep in sleep. Some questions, some advise, and a good dose of shared caution. Bleys, could be the merry sort that takes everything with a wink and a smile. Brand could be the more serious one, with wise counsel to what they could do.

If your group was old D&D players, I might structure the whole session like they were going after a Deck of Many Things in some nearby earthly fantasy realm. In a cave, with a monster guarding them, with traps and enchantments to trap the foolish.

You could even spring a joke on the group, Flora had a trump of the plane they stole. And in their moment of need, it disappears in a flash of rainbow as Flora actives the trump and pulls it through unwittingly.

I totally forgot that I started this thread, then today when I found my Genesys rulebook (where it had fallen behind a bookshelf) I thought, "hey, I should google "Genesys" and "Amber" and was astounded to find that so much cool conversation had happened in my absence. Nice!