Perks:

Perks are special titles, favors or relationships that not only help round out your character, but provide you with a vital edge against your competitors.  All perks require GM approval and a good explanation (which helps with GM approval).  Do not, for example, choose Advisor to the King if you do not play a skilled and politic individual, and have not written up excellent reasons why Eric would trust you. Additionally, just because they are cheap, do not load up on Perks which do not solidly fit your background/concept.

 

PERK

COST

NOTES

TITLES

Heir to the Throne of Amber

4

You are heir to the throne of Amber. While the King is in power, you have a lot of influence throughout Amber and the Golden Circle, but should he or you fall out of favor you might as well call it a day. [Must be a child of Eric]

Heir to the Throne of Rebma

2

You are heir to the throne of Rebma. While Moire is in power you have a lot of influence throughout Rebma and the Coral Circle. [Must be a child of Moire]

Advisor to the King

4

You have a key position at Eric’s ear and he will seriously consider what you say. In Amber your word is pretty much the word of the King in his absence and you wield quite a bit of influence. Eric’s enemies will likely be your own, however. [Must have Eric as a Patron]

Field Marshall of Amber

2

You have a writ from Eric to field an army in the name of Amber. While your forces cannot reside in either Castle Amber or Amber City or Port, they can be garrisoned in Garnath, the Northern Plains or the Southern Hills, or nearby shadow.  You have many privileges as a Field Marshall, and may bear a weapon in the King’s Court, as well as have your own armed and liveried guard inside the Castle and City.  In times of war Eric would likely muster some of the other Royals’ troops under your command. [You must have a Strategy of 30 for this role, the Soldier perk, be an open supporter of Amber, and proven campaign experience]

Admiral of Amber

2

You are a senior fleet officer of Eric’s navy. You report directly to Caine and Gerard, and have about 27 ships under your command. Most of the fleet is engaged around or near Amber, and a Prince(ess) of the blood is feared upon the open seas, where they can traverse shadows at will (rather than shadow paths). You are protected with the defense of Amber’s seas and the defense of the Golden Circle kingdoms. [You must have a Strategy of 10, the Sailor perk and a back story with naval experience, and must be on speaking terms with Caine and Gerard).

Lord-Captain of the Palace Guard

2

You are the commander of the Castle’s military force and the private castle guard Eric has emplaced. You command about 1,800 troops of elite and veteran soldiers who are pledged to guard the king with their life. The role often has administrative duties attached to it, and you would have a very robust understanding of the Castle and how it functions. As Captain, you would have the ability to restrict or grant access to the Pattern Chamber. [You must have Eric as a Patron, either the Courtier or Soldier perks, and a Strategy of at least 25, and a Swordplay of at least 15]

Lord-Chamberlain of the Court

2

You are the master of the Castle, at least as far as the daily administration of the Castle goes. This is a thankless role, but one that is well suited to those who enjoy details and flaunting power. You are in charge of Castle logistics, feeding, supplies, engineering works, servants, court oversight, special events, appointments and the treasury (overseeing the Royal Treasurer and his Treasury). You have much influence among who gets to see whom in the Castle, and knowing what is going on where. Florimel used to have this role, but she is now in Amber’s diplomatic corps. [You must have either the Bon Vivant, Courtier or Menial Patron perks, and have a good relationship with Eric, though he need not be your Patron]

Lord-Warden of Arden

2

You are a senior commander of Julian’s rangers. His troops patrol the many shadows of Arden diligently, and as a Lord-Warden they will follow you in preserving their duties. Any land invasion of Amber will first be blunted on your lance, and thus Julian is very particular about whom he allows to assist him.  [You must have Julian as a Patron, the Outrider perk, and have a Strategy and Swordplay of at least 10 and a Fortitude of 10 or better]

Golden Circle Monarch

1

You are a ruler of a Golden Circle treaty kingdom, albeit a minor one. While your realm is not as important to Amber as Begma or Kashfa, you are still able to flex your political muscles in order to be noticed and make your way around in Amber’s court, more so than just any Princeling without special titles or lands. [You must have purchased a Shadow of the Realm to represent your GC shadow kingdom]

BACKGROUNDS

Bon Vivant

1

You are fully engaged in the social scene in Amber’s court, and find it easier to gain access to the latest tidbits, gossip, fashion trends and so forth. Additionally, all sorts of people are willing to do favors for you, for the right price…

Bravo

1

You are enmeshed in the seedier elements of Amber’s society – no brothel, bawdyhouse or tavern will fail to recognize you if you with it. You will find it easier to gain gossip on skullduggery and misdeeds and you have many contacts among the underworld, particularly in the Port of Amber.

Courtier

1

You are involved in the political scene of Amber’s court, and have ties among the varied noble houses (as well as some enemies). You are versed in the noble pastimes, genealogies and feuds, and will have an easier time to obtain rumors or find some among them to lend you aid.

Merchant

1

You are, despite some trading proscriptions against Royals, deeply involved in the vast merchant marine empire of Amber and her navies. You have contacts among MERLOGH (Merchant League of Great Houses), the Amber Royal Bank, various merchant lines and others among Amber City, particularly in the affluent Vine Street section.

Outrider

1

You are friends of those who live off the land in and near Amber, and are well versed in the back trails of Arden and some of the surrounding GC kingdoms, too. You are likely to have contacts among Julian’s rangers, local wise women, hermits and foresters. If you want to get away from the Castle but stay close to things, you’ll know where to go.

Penitent

1

You are connected and have contacts among the religious hierarchy of the Unicornian Orthodoxists (in Amber), or the Capricornian Heterodoxists (in Rebma).  Although most of the Royals are irreligious, they are by doctrine disclosed as those who rule by Divine Right.  You have an understanding of the structure and doctrines of the Church, and have numerous contacts among their ranks. If you show devotion yourself to the Church’s teachings, you likely are a candidate for sainthood in the eyes of some believers.

Menial Patron

1

While most Royals overlook the teeming multitude of faceless servants in Amber, you take the time to know them well – from the chamber maids to the cooks to the page boys and ostlers. While Amber Castle is so vast that to know everyone would be nearly impossible, you would not have to look hard to find someone willing to lend you a hand or give you the latest gossip, or show you some ill-used secret passage.

Soldier

1

You spend a great deal of your time among the common soldiery of Amber and know many of them well. They will not be adverse to providing you favors or overlooking slights, so long as their loyalty to Eric remains unchallenged. You probably know of many military matters in Amber, and might have the location of a secret passage or two.

Sailor

1

You have spent long periods of time aboard the ships of Amber, as most good Princes and Princesses do, and have a rapport with the seamen that has lasted to this day. You likely have a number of contacts among the crews and captains of many ships and vessels throughout the Golden Circle, and have contacts in the Port for all those who make their living one way or another off the sea trade. You know many minor and even overlooked sea routes in the shadow seas near Amber.

Chaos Courtier

1

The ways of Chaos are strange, Byzantine and duplicitous – even worse than Amber, and yet you have managed to find some connection to certain members of their courts, enough that you are welcomed into their inner circles. You have contacts in Chaos’ court of Thelbane, and you are familiar enough with the strange geometries of that place to not get lost simply looking for your guest suite. You have made sense of the basics of their political landscape and can identify many of the obscure social customs that will get you killed or make a fool of you. You are not sure whom you can truly trust, and many Chaosians may seek to use you for their own purposes.

ALLIES

Elder Patron

4

One of the Elders has taken a deep liking to you for some reason. They may have mentored you, found you amusing, or simply relate to you in a way that they do not share with others.  You can expect their help and protection, but in turn they might require things of you.

Chaos Court Ally

1

You have the (purported) friendship of a Chaosian noble of note, someone important and able to guide and protect you in the confusing miasma of the Courts. You can count on the fact they are using you for some reason.

Amber Ally

1

You have the support of one of Amber’s nobles or other prominent individuals. While they might (or might not) risk their neck for you, they will do what they can to make sure that you prosper. They will also have their own requests you might have to fulfill as part of your relationship.

Shadow Ally

1

You have an ally from a very important shadow personage – perhaps the monarch of a Golden Circle shadow, or a very notable shadow wizard (such as whomever controls the Keep of Four Worlds). Bill Roth would also count, as would any shadow associate of an Elder Amberite.

 

 

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