SPENDING POINTS

Allies & Friends (GM Picks):

Friend of Importance (1 point), Friend of the Blood (2 points), Chaos Demon Servant (3 points), Devotee (6 points)

Add +1 to any of the above if the player picks who (GM discretion).

Attributes:

                          Psyche, Strength, Endurance and Warfare can all be raised through
                          study, practice and time.

Items:

Characters may initially purchase up to 4 pt. Powers & Qualities (Up through Confer Quality). Such items purchased initially are considered part of the character’s persona and are represented upon their Trump card. Characters may have as many and as powerful as they can afford (point-wise) within the above constraints. Good Stuff: There are 5 levels of Good Stuff. These indicate the frequency in which one can count on one’s luck as well as how extreme the nature of the luck is. Each Level of Good Stuff costs 5 points. Additionally, each level of Good Stuff gives the character 1 "Hero Point". One or more Hero Points can be used to escape a deadly situation (although even spending 5 Hero Points would not negate the danger from an utterly hopeless situation in which the character has done something stupid to get there…). A character is limited to having 5 levels of Good Stuff total in his/her lifetime. They need not have them all at once, and indeed few do possess that magnitude of good fortune at one time. These levels are further defined as follows by the player:

____Lucky
____Perceived as likable and having high charisma
____Chance encounters will turn out in your favor
____Favorable Amber parent/ancestor (GM option)
____Favorable Chaos parent/ancestor (GM option)
____Particularly beneficial unknown

Powers: Pattern, Sorcery, and Conjuration are all available. Points spent in these vary. Logrus and Shape-Shifting cannot be purchase initially but may be acquired during the game. Shadows:

                    Time Flow (Relative to Amber):

Characters may define this aspect of a personal Shadow for free. The time flow cannot be more than +/- 10:1 unless the purchasing character has the ability through the usage of Pattern or Logrus to alter a Shadow’s time.

Functional Technology of Shadow:

Characters may define this aspect of their personal Shadow for free. The following are the suggested types:

Animal (None), Primitive, Medieval, Engine Power, Gunpowder, Electricity, Anti-Magic, Low Magic, Normal Magic, High Magic, Magic (Doesn’t work with Tech), Magic (with Low Tech), Magic (with High Tech)
 
Shadow Type:

Characters must purchase one of the following types:

Personal Shadow (1 point), Shadow of the Realm (2 points), Primal Plane* (4 points)

Shadow Barriers:

Characters may choose one of the following types of barriers for their Shadow. Lower point versions may be included in the higher at no extra point cost:

Communications Barrier (1 point), Restricted Access (2 points),
Guarded (4 points)
Control of Shadow:

Characters with a Greater Power and sufficient mastery of it may choose the following degrees of control over their Shadow:

Normal Shadows:

Control Contents (1 point), Control Time Flow (2 points), Control Destiny (4 points),
Control Position (8 points), Control Aspects (16 points).

Primal* Shadows:

Control Contents (8 points), Control Time Flow (8 points), Control Destiny (16 points),
Control Position (32 points), Control Aspects (64 points).

 *Starting characters are allowed to buy a single Primal Plane with a proper background. After that, characters may only purchase such a Plane if it is found and otherwise unclaimed.

Magic In Shadow:

Characters may define their knowledge of Magic within their Shadow. This is mostly applicable to those who are not Sorcerors but would like to know the magic of their Shadow.

Minor Shadow Magic (1 point), Shadow Magic (2 points),
Greater Shadow Magic (4 points)
 
If a character with such knowledge later acquires true Sorcery then the points spent on Shadow Magic can be counted toward that purchase.
Unique Trumps: Characters (at time of character creation) can buy up to 5 unique Trumps (for 1 point each). After game-start characters will have to acquire new Trumps via their cunning and ingenuity. Players must write-up complete descriptions of each of these unique Trumps and also sufficiently explain how they acquired them.
 
GETTING POINTS

Attendance:

Players who show up (reasonably on-time) will receive advancement points towards their character’s goals. Bad Stuff: Bad Stuff is limited to 5 levels. Each Level of Bad Stuff gives the character 5 advancement points in which he/she can buy Powers, put towards Attributes, etc. Only Good Stuff may not be purchased in this manner. Bad Stuff will manifest itself in a variety of ways though the character will generally have bad breaks. The greater the amount of Bad Stuff the more frequent and severe the circumstances which will befall the character. Bad Stuff can be paid off through Contributions and/or Attendance. Each level of Bad Stuff is further defined as follows as chosen by the player:

____Unlucky
____Perceived as sinister, generally not liked
____Chance encounters don’t turn out in your favor
____Unfavorable Amber parent/ancestor (GM pick)
____Unfavorable Chaos parent/ancestor (GM pick)
____Particularly baneful unknown

Contributions:

The following contributions will be accepted:
 

Character Diary (1 pg. min.) 1 pt./ typed pg. (5 pages max.)
Trumps Drawn (Non-color) 
(Copy for GM deck required)
1-3 pts. each
Trumps Drawn (Color) 
(Copy for GM deck required)
2-4 pts. each
Session Logs 
(Printed for everyone & emailed to GM)
2 pts. per session
Character Symbol Drawn 1-3 pts.
Character Trump Description 1 pt.
Miscellaneous (Suggest Something…) Varies
 

Selling Back Attributes:

Attributes may only be sold back at Character Creation time and then only if they have not been bid upon. Human Rank (From Amber) gives a character 25 points to spend. Chaos Rank (From Amber) gives a character 10 points to spend.