The Bids are over. Warfare went HIGH. For those of you with low warfare, just remember, they don't have many powers, and probably low endurances. RUN!

Now comes the part that promises to not be fun at all (for me.) Haggleing with you, the players. No Dan, you can't have the @#$%ing dragons.

Check this page (and the entire Amber site, as I am not 100% sure that I will be posting updates here.) For those of you who are done with your characters (or almost so.) good luck.

Some important rules.

1. No starting with an advanced form of any power.
2. No more than 15 points of stuff. (Good or Bad)
3. As all of you are going to do whatever it is that
Curt asks you to for the web-page, you all have
an additional 5 points to play with (not an extra
if you already knew about that.)
4. The more you interact with me, the more likely
you are to recieve extra points to play with.
5. Expect some (not too much) draconian GMing.
6. Your character can die.
7. A devotee in either court costs 6
8. No constructs (you can do any of the construct
things with the item rules any way.
9. The same goes for Demons. You CAN buy a
Demon friend as detaled in Shadow Night.
10. If you want a specific parent, tell me. If I don't
have plans in that department, (based off of
my whim, your character description/the survey,
and my impression of you as a roleplayer,) the
odds are better than even that you will get what
you asked for...
11. caveat emptor (Thank's John.)
12. For character Diaries, they are worth 10 points
if either hand written or typed. They are worth
13 points if they are typed, and you give me
2 editions of each. The real one and an edited
version that clips anything that you wouldn't want
the other players to see. A character diary entry
is due before the beginning of each adventure.
if it is typed, then I want the file, not the paper copy.
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A quick (And stolen) overview of the powers avaliable in the campaign