Zine Version-General artifacts

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Jeweled Amber's Repository of Treasures

This collection is from the Jeweled Amber game but permission is given to use anything in it. There are a few house rule items that should be mentioned.

A point count in parentheses means the item was not created by and is not owned by the character, e.g., (15).

The term {1 Ability.} Is used to pay for an ability the weapon has. The element began as {1 Rack a Spell} meaning a spell causing the effect and it can be listed that was. The most common use I 1 Ability: Call to Hand / Return to Origin. This ability calls the blade to hand if dropped, disarmed, or at some distant location on display or in storage. Return sends it to where it was summoned from.

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Contents

Blades

Common Blades or Weapon

Adledross Marshal's Baton

Carston-baton.jpg

  • 2 Double damage
  • 1 Ability-Stun
  • 1 Abilty-call to Hand

Magically prepared to be improved on.

Known Owners:

  • Sir Carston Brak of Adagalasck

Fighting Blade-5 pips

  • 4 Deadly Damage
  • 1-ability: Return to Hand/Return to Forge on death

A basic and dangerous fighting weapon anyone might have.

Nasty Place Graduate Blade (8)

BenBlade1.jpg

  • 4 Deadly Damage
  • 1 Rack Spell-1 Return to Hand/Return to Forge on death
  • 2 n/n forms; knife, longsword, rapier, cooking knife.
  • Shadow Wide *4 Benedict

Trident Dagger-10

Trident dagger.jpg

Trident Dagger

  • 4} Deadly Damage
  • 4}Invulnerable to Damage
  • 1}Rack a spell-Ink Wound-Causes a black discoloration after healing
  • 1}Rack Spell-Return to hand

The Trident Dagger is a common style of dagger. Its more a defensive weapon then an offensive one.


Knife 21

  • 7} Double Speed 2 -Transfer 5
  • 7} Combat Reflexes 2-Transfer 5
  • 4} Deadly Damage
  • 2) N/N : Rapier, Short Sword(Often Worn), Bowie Knife, carving knife.
  • 1} ability-Return to hand
    • 21

A potent and Verdi tap fighting knife.

War Blade. 9

  • 4 pip Deadly Damage blade.
  • 2 Double Speed due to metal lightness.
  • 1 Pip Combat training specific to this blade.
  • 1 Pip Stamina. Blade's lightness and custom design causes it to wear on wielder half as much as a similar blade.
  • 1 Ability-Call to hand
    • 9 total

Rapier 22

  • 7} Double Speed 2 -Transfer 5
  • 7} Combat Reflexes 2-Transfer 5
  • 4} Deadly Damage
  • 1} Mold Stuff-Find in Shadow if lost.
  • 2) N/N : Rapier, Broadsword, Short Sword(Often Worn), Scramasax, Woodsman Axe,
  • 1} ability-Return to hand

Defender Blades

  • 1 Confers Mobility -Hovers in combat
  • 2 Double Speed. 5 Transfers
  • 2 Vs Guns-Hard to destroy
  • 2 Combat Reflexes-Attack or Defend-Each round it can attack on its own or parry a blow.
  • 2 Shadow Beacon-Shadow Trail.

A well known style of magical weapon popular in Black Zone worlds.

Special Blades

General's Cavalry Blade-16 pips

Mithril Blade (The Cavalry Blade)

A thin, curved, familiar saber used by generals on duty. A horseman's blade with various shapes.

  • 4 Engine Speed-Transfer 5
  • 4 Deadly Damage
  • 1 Mold Stuff-Find in Shadow
  • 1 Alt Form-Bowie knife
  • 1 Ability-Return to hand

Individuals might upgrade N/N form for more utility. A common alternate form is eating knife since most Amberite carry a set of eating utensils. Add 1 pip.

Admiral's Navy Blade -21

Mithril Blade (The Navy Blade)

Used by admirals on duty.

  • 2 Double Speed -Transfer 5
  • 2 Combat Reflexes-Transfer 5
  • 4 Deadly Damage
  • 1 Mold Stuff-Find in Shadow if lost.
  • 1 Alt Form-short knife with serrated back for fish cleaning.
  • 1 ability-Return to hand

Individuals might upgrade N/N form for more utility. A common alternate form is eating knife since most Amberite carry a set of eating utensils. A.

Blade of Rebma

  • 2 Chaos Vitality
  • 2 Double Speed. 5 Transfer
  • 2 Combat Reflexes. 5 Transfer
  • 2 VS Guns
  • 4 Deadly Damage
  • 2 Speak & sing: Has a propensity to be concerned about Heraldry. Espeally about people he kills.
  • 2 Danger Sense. 5 Transfer
  • 2 Follow Shadow Path
  • 4 Regeneration. 10 Transfer
  • 2 N/N:Rebman Great Sword, Dueling Rapier, Long Sword, fencing blade, main gauche
  • 1 Ability: Call to hand/ Return to scabbard
  • 1 Ability: Attack anyone attempting to pick up weapon without permission of owner or Moire
    • 36 Each
    • N/N quantity: 12 Blades: Valhurst, Martin

Musketeer's dueling blades- 21 pips

  • 2 Double Speed-Transfer 5
  • 2 Combat Reflexes-Transfer 5
  • 4 Deadly Damage
  • 1 Mold Stuff-Find in Shadow if lost.
  • 1 Ability-Call to hand/ Return
  • 1 Ability-Cleanse
    • 21

In this weapon's Amber of origin a cadre called the Kolvir Musketeers was created to serve special duties. They tend toward Cavalier styles and carry nail gun muskets.

Musketeer's Greatsword- (11) pips

  • 2 Double Speed-Transfer 5
  • 2 Combat Reflexes.Weapon is extremely well made.
  • 4 Deadly Damage
  • 1 Alt-Form, Poinard.
  • 1 Ability-Call to hand/ Return
    • 12 x3 35 Giovanni

In this weapon's Amber of origin a cadre called the Kolvir Musketeers was created to serve special duties. They tend toward Cavalier styles and carry nail gun muskets.

Blade of Wall

Carstonblade.jpg

  • 4 pip Deadly Damage-Rearden blade.
  • 2 Double Speed due to metal lightness.
  • 1 Pip Combat training specific to this blade.
  • 1 Pip Stamina. blade's lightness and custom design causes it to wear on wielder half as much as a similar blade.
  • 1 Ability-Call to hand
    • 9 total

Known Owners:

  • Sir Carston Brak of Adagalasck
  • Sir Areibah of Ichil

Vance's Blade -Angasrt

    • 2 Chaos Vitality
    • 4 Engine Speed Transfer 5
    • 4 Combat Mastery Transfer 5
    • 4 Deadly Damage
    • 1 Able to Speak
    • 2 Danger Sense Transfer 5
    • 1 Mold Shadow Stuff
    • 4 Limited Shape Shift
    • 4 Rack & Use Spells
    • 2 Ability- Return to Hand
    • 2 Ability-Replay Illusions of events it was present for.
      • Total 30 x 2=60

Gangdis's broadsword

  • 2 Double Speed 5-transfer
  • 1 Stamina-(Fine Construction-light to use) 5-transfer
  • 1 combat mastery- Balanced for throwing.
  • 4 Invulnerable- Mithril
  • 4 Deadly Damage
  • 4 Seek in Shadow-Can be found by Giovanni or Gangdis.
  • 1 Ability-Awkward and unbalanced in the hand of others.
  • 1 Ability-Call to Hand
    • total 18 (18 pips -A gift from Oberon at his Awarding of Valorous Knight)

Blade of Colossal Excavation

Sword Excavation.jpg Sword of colossal excavation.jpg

  • 2 Chaos Vitality-Feels eager to be used
  • 4 Engine Speed-Moves swiftly and exacting.
  • 4 Combat Mastery (Light and easy to use)
  • 8 Extraordinary damage- Digs into flesh as if digging a hole.
  • 4 Tongues- Sense of Purpose. Eager for blood. No actual intellect.
  • Cannot be shapechanged.

Accidentally created by wizard trying to create a Shovel of Colossal Excavation

Alvah's Blade

Vulsar Blade.jpg

  • 4 Engine Speed 5-Transfer
  • 4 Endless Stamina 5-transfer
  • 4 combat mastery
  • 4 Invulnerable
  • 4 Deadly Damage
  • 4 Regeneration
  • 2 N/N Forms-Rapier, Bowie Knife, small knife,
  • 1 Ability-Awkward and unbalanced in the hand of others.
  • 1 Ability-Sense of location if in the same shadow.
  • 1 Ability-Call to Hand
    • total 39

Giovanni's Great sword

  • 4 Engine Speed 5-transfer
  • 4 Endless Stamina 5-transfer
  • 4 combat mastery
  • 4 Invulnerable
  • 4 Deadly Damage
  • 4 Seek in Shadow-Can be found by Giovanni.
  • 1 Ability-Awkward and unbalanced in the hand of others.
  • 1 Ability-Sense of location if in the same shadow.
    • total 37

Galis-King Eric's Blade 49

Galis11.jpg

  • 2 Chaos Vitality
  • 4 Engine Speed. (Fly 120mph)
  • 4 Endless Stamina. Transfer 5
  • 8 points; Invulnerable to all Conventional Weapons.
  • 4 points; IQ 17/Ego 17. Willing partner.
  • 4 points; Psychic Barrier,5 points; Transfer Quality (at the will of the Wearer)
  • 4 points; Shadow Seek
  • 8 points; Extraordinary Regeneration. 5 points; Transfer Half-Power (Regeneration 4 on wearer)
  • 8 points; Special (12 distinct Forms)
  • 2 N/N:broadsword, Gladius, scramasax, greatsword, Javlin,
  • 1 Ability:-Call to Hand
    • 49

Agrom's Bat'lath-(27)

Mithril Blade

Worn as Trident knife

  • 2 Double Vitality
  • 2 Double Speed-Transfer 5
  • 2 Amber stamina
  • 2 Combat Reflexes 2-Transfer 5
  • 4 Deadly Damage
  • 1 Mold Stuff-Find in Shadow if lost.
  • 2 N/N:80 Bat'lath , Trident knife, Klingon long sword, short knife with serrated back for fish cleaning.
  • 1 Ability-Return to hand
  • 1 Ability-Cleanse
    • 27
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Bows

Common Bows or Projection Weapons

Long Bow 12

Bow long.jpg

  • 2 Double Speed
  • 2 Combat Reflexes
  • 2 Vs Guns
  • 1 Summon to Hand.
  • 1 Self Heal.
  • 2 n/n Forms: Recurve Bow, Quarterstaff, Short bow, extra long bow, Olympic balance bow.
  • 2 Ability: Arrows fired by the bow may be summoned back to the wielder
    • 12

A standard magic bow

Arrows 3
  • 2 Vs Guns.
  • 1 Ability: Return to Quiver.

40 Arrows x3 Horde.

Arden Horse bow

Bow-short.jpg

  • 2 Double Speed
  • 2 Combat Reflexes
  • 2 Vs Guns
  • 1 Summon to Hand.
  • 1 Self Heal.
  • 2 n/n Forms: Recurve Bow, Quarterstaff, Short bow, extra long bow, Olympic balance bow.
  • 2 Ability: Arrows fired by the bow may be summoned back to the wielder

War Bow & Quiver-7

    • 4 Deadly Damage
    • 2 Double Speed-Due to bow's ease of movement.
    • 1 Ability of quiver: Recall Arrows 5 at a time. Usually accompanied with a quiver of 40 long yards.

A elite weapon for Archers.

Micholtian Bow

    • 4 Deadly Damage
    • 2 Double Speed-Due to bow's ease of movement.
    • Usually accompanied with a quiver of 40 Micholtian long yards. (Crafted to +2 Arrows)

A elite weapon for Tosian Archers.

Giovanni's Style Crossbow 14 pips

  • 4 Engine Speed-Self Loading. 15 Round Clips for regular quarrels. 4 Round Clip for his Special Quarrels.
  • 4 Invulnerable
  • 4 Deadly Damage-Easy to aim well.
  • 1 Ability-Sense of location if in the same shadow.
  • 1 Ability-Call to Hand/ Return
    • 14 Pips

Giovanni's Style Quarrels 24 Pips

  • 4 Engine Speed-Flight
  • 4 Deadly Damage-Piercing

x3 Hoard.

    • 24 Pips x3 Giovanni. 72 pips

Giovanni would sit around at campfires during singing, teaching young crossbowman to make these exceptional quarrels-Horde effect

Special Bows or Projectile Weapons

Kolvir Musketeer Pistol (16)

Musketeer pistol.jpg

Each Musketeer carries 2 pistols.

  • 2 Vs Gun
  • 2 Double Damage
  • 1 Self-heal
  • 1 Alt-form: Pistol, eating knife. Other pistol is a spoon.
  • 1 Ability: Load in combat.
  • 1 Call to hand/ Return
    • 8 x3 Horde= 24 Doria

The internal capacity of the gun is 50 nails

Duncan's Dragonhorn Recurve Bow.

  • 2 Double Speed
  • 2 Combat Reflexes
  • 2 Vs Guns
  • 2 Summon to Hand.
  • 1 Self Heal.
  • 2 n/n Forms: Recurve Bow, Quarterstaff, Short bow, extra long bow, Olympic balance bow.
  • 2 Ability: Arrows fired by the bow may be summoned back to the wielder
Duncan Arrows 9
  • 2 Vitality
  • 2 Vs guns
  • 2 rapid heal
  • 2 N/N: Manticore tips, bear tips, hunting tips, target tips
  • 1 Ability: Return to quiver cleaned.
    • 12 Main Arrows. Quiver holds,40 arrows

Golden Pistols 14

Salapistol.jpgSalapistol-blackr.jpgSalapistol-silver.jpg

  • 1 Animal Vitality
  • 4 Invulnerable
  • 2 Double Damage. All components are mithril , with different colors, including ammunition.
  • 2 Mold Creatures and stuff. Mainly to make other ammunition fit if needed and to effect people who handle the weapons.
  • 2 N/N: Golden .45, Golden Derringer. Golden 38, Golden 22. Golden BB Gun.
  • 1 Ability: Call to Hand/ Return
  • 1 Ability: Cleanse on Demand
  • 1 Ability: Load while in command.
    • 14 x 3=42. (Sala Tak Alara)
Golden Gun Ammunition 7
  • 1 Mobility:
  • 1 Mold Stuff: Mold Ammunition to a usable powder and primer from shadow to shadow.
  • 4 Deadly Damage
  • 1 Ability. : Call to Hand by box. Return
    • 7. x3 =21 horde.

Giovanni's Special Quarrels 24 Pips

  • 4 Invulnerable to breaking.
  • 2 Speak & Sing. If all 12 are in quiver then they can speak & Sing, remember songs, play games like chess & backgammon. Knows mainly Italian versions of Chess and backgammon. Called "Bastone"
  • 4 Engine Speed-Flight
  • 8 Extraordinary Damage-Piercing, burning. Can't get lodged.
  • 2 N/N: Special Quarrels, Pencils, Ink pens, Spoon, Fork-2 tines.

x3 Hoard.

    • 24 Pips Made by Oberon original as a gift to a young Giovanni. Colorful arrows. Giovanni is very attached to them. He only uses the Special Quarrels & Clip if he thinks its necessary.
Giovanni Crossbow clip-Hold 12 special quarrels 2 Pips
  • 1 Ability-Recall Special Quarrels to Clip. Automatic in combat
  • 1 Ability: Call clip to hand. Autoload on demand/ Return.
    • 2 Pips


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Staves

Araveli Wizard's Staff

Clothes

Boots

Ranger Boots. 18

  • 2 Double Speed. 5 Transfer. Expresses as really easy to run in.
  • 2 VS Guns. Expresses protecting feet from ground debris.
  • 2 Double Damage. When used for kicking.
  • 1 Vs Weapons. 5 Transfer
  • 1 Self Healing. Damage to the boots is easy to repair
  • 1 Alt-form: Ranger boot, Casual camping shoes
    • 18

Agrom's Boots. 12

  • 2 Double Speed. 5 Transfer. Expresses as really easy to run in.
  • 2 VS Guns. Expresses as protecting feet from ground debris.
  • 2 Double Damage. When used for kicking.
  • 1 Self Healing. Damage to the boots is easy to repair

Elayne's Walking Boots (58).

  • 4 Engine Speed-5 Transfer 5
  • 4 Endless Stamina – Transfer 5
  • 4 Invulnerable
  • 4 Deadly damage
  • 4 Regeneration - Transfer 10
  • 2 n/n shapes: Calf Boots(main Form), Ankle Boots, , Thigh High Boot Sneakers, Sandals, Hiking Boot. Dress shoe, dress High heel, Spiked Warboots
  • 8 trump images:
  • 4 rack and use spells. 12 Minor/4 Major
  • 1 Ability- Sticky Boots. (Stone of Skulls) Walk on all solid surfaces without falling except on purpose.
  • 1 Ability-Leaping. (Stone of Skulls) Leap 50 amd land using the sticky function
  • 1 Ability: Call to Don/ Return.
  • 1 Ability: Cleanse boots and up to 6' in Diameter on demand.

Acquired by From the Lagadium Games of Gustevedem. Empowered by the Stone of Skulls[[1]]

War Boots.-10 pips

  • 4 Invulnerable
  • 4 Deadly Damage Steel Toed
  • 2 N/N Forms

Giovanni's Boots.-8 pips

  • 4 Invulnerable
  • 4 Deadly Damage Steel Toed

Henry's Shoes. 13

  • 2 Double Speed. 5 Transfer. Expresses as really easy to run in.
  • 2 VS Guns. Expresses protecting feet from ground debris.
  • 2 Double Damage. When used for kicking.
  • 1 Self Healing. Damage to the boots is easy to repair
  • 4 Limited Shapechange: Allows Henry to shift shoes to the need and the style. Helps him not liik like he is wearing the same shoes all the time.

Melvin's Shoes. 15

  • 4 Double Speed. 5 Transfer. Expresses as really easy to run in and runs magically fast.
  • 2 VS Guns. Expresses protecting feet from ground debris.
  • 2 Double Damage. When used for kicking.
  • 1 Self Healing. Damage to the boots is easy to repair
  • 4 Limited Shapechange: Allows Melvin to shift shoes to the need of terrain. Otherwise look like Amber short sloop boots.

Randon's messenger.

Coats & Suits

Ryba's Coat of Holding-15 pips

  • 6 Pips-Mixed Holding Spaces.
  • 1 Ability-Possessive. People tend not to notice the coat, nor take it from her unless magically compelled to. It is usually overlooked. If he is captured and the prisoners are ordered to strip he is generally allowed to keep his coat for unknown reasons.
  • 4 Limited Shapechange.
  • 1 Ability-Warmth. Comfortable Environment. Keeps him warm and can confer that warmth to 2 others.
  • 1 Appears well-maintained, as if worn and mended.
  • 1 Ability: Call to Don/ Return to last place it was
  • 1 Ability: Clean coat and wearer on demand.

Shaz Far Suit. 33.

  • 4 Amber Vitality 5 transfer
  • 2 Double Speed 5 transfer
  • 2 Amber Stamina 5 transfer
  • 2 Combat Reflexes 5 transfer
  • 4 Invulnerable
  • 1 Ability-Arm/Disarm
  • 2 N/N:
    • 33 Pips

Vek's Suit. 20

  • 2 Vitality
  • 4 Tireless Stamina. 5 Transfer
  • 4 Invulnerable
  • 4 Limited Shapechange. Purple/black shark skin suit. Vietnam era army jacket. Sailing jacket. Medieval doublet
  • 1 Ability: Call to don/Return
  • 1 Ability: 2'x2'x2'
  • 1 Ability: 2'x2'x12'
  • 1 Ability: 8'x8'x8'
  • 1 Ability: 1'x1'x1' Breast pocket
  • 1 Ability: Clean on demand. Coat and wearer
    • 20

Ranger Suit. (42)

  • 4 Amber Vitality 5 transfer
  • 2 Double Speed 5 transfer
  • 2 Amber Stamina 5 transfer
  • 2 Combat Reflexes 5 transfer
  • 4 Invulnerable
  • 1 Ability-Proof vs Drowning.
  • 1 Ability-Arm/Disarm
  • 1 Alt Form-Sleeping bag
  • 1 Ability-Grow to suit the individual owner.
  • 1 Ability-Pouch of holding. 2'x 2'
  • 1 Ability-Pouch of holding. 3'x 7'
  • 1 Ability-Cleanse on Demand. 5 Transfer. Cleanse wearer
  • 1 Ability-Camouflage coloring.
    • 42 Pips

x3 Horde-126-Julian

This is the standard Armor of full service Rangers of Arden.

Bley's Hero Suit(174)

  • 2 Chaos Vitality 5 transfer
  • 2 Double Speed 5 transfer
  • 2 Amber Stamina 5 transfer
  • 2 Combat Reflexes 5 transfer
  • 4 Invulnerable
  • 2 Double Damage
  • 2 Danger Sense 5 transfer
  • 4 Regen 10 transfer
  • 2 N/N Forms Street clothes, hero outfit, Camo, blackout, Change general colors.

58 X3 horde

    • 174

Originally a one off of Bley's creation, these were then produced in Horde quantities as tactical combat suits by the Amber Star Fleet.

Elite Zoues Suit (38)

  • 2 Chaos Vitality
  • 2 Double Speed 5 transfer
  • 4 Invulnerable
  • 2 Danger Sense 5 transfer
  • 4 Regen 10 transfer
  • 2 N/N Forms Street clothes, Formal outfit, Camo, Blackout or Funeral Wear, duty uniform.
  • 2 Shadow Path
    • 38x3 horde Gerard.

Wrote over Kolvir musketeers

Giovanni's Coat of Holding-24 pips

  • 24 Pips-Mixed Holding Spaces. Jewel of Judgment used by Oberon as a focus.
    • People tend not to notice the coat, nor take it from him unless magically compelled to. It is usually overlooked. If he is captured and the prisoners are ordered to strip he is generally allowed to keep his coat for unknown reasons.
    • Changes appearance depending on the shadow and the need. Suits the style of similiar coats. Withput a distinct style he keeps it as a long doublet style coat.
    • Comfortable Environment. Keeps him warm and can confer that warmth to 2 others.
    • Appears well-maintained, as if used, worn and mended.

Other Clothing Articles

Elite's Hat-7 pips

Ranger hat.jpg

  • 4 Pip Invulnerable
  • 1 Ability- Only she can remove it.
  • 1 Alt form sack hat, slouch hat
  • 1 Ability: Call/return
    • 7

War Bracer 6

  • 2 VS Guns- Transfer 5
  • 1 Self Heal
  • 2 N/N: Bracer, Stylish Bracer, Steel Vambrace Clamshell Greaves
  • 1 Ability-Call to don/Return

Dragon Bracer-34

  • 9-Invulnerable- Transfer 5
  • 14-Regeneration-Transfer 10
  • 11 Ability- Immune to Poison-Transfer 10


Greenwhitedrapedsword.gif

Misc

Mithril hair ring (68 +10)

Birdiehairring.jpg

  • 4 Invulnerable Armor, 5 Transfer
  • 2 Double Speed, 5 Transfer
  • 4 Immense Vitality, 5 Transfer
  • 2 Danger Sense, 5 Transfer
  • 4 Regeneration, 10 Transfer
  • 4 Ability-Heal Animal- Regeneration. 10 Transfer
  • 1 Call to Hand.
  • 10 Attuned. If taken it burns the thief till Birdie returns it to her hair. The thief will be scared anyplace they touched it till healed using the Jewel of Judgment,
    • 68

Ring's spike(10)

  • 1 Vitality.
  • 4 engine speed- Flies in an attack pattern stabbing repeatedly if Birdie is attacked in earnest.
  • 4 Deadly Damage.
  • 1 Ability: Return to ring. Call to hand
    • 10

The hair ring and spike were created by Finndo using the Jewel of Judgment on the Primal Pattern. Originally a gift to Dame Margot. He considered the artifact a simple masterpiece, as Margot was. Margot re-gifted it when she took Birdie into her service. Birdie had no idea how powerful it is. It never occurred to her that it might be more then it seems;an incredible simple but gorgeous hair ring. She wears it constantly, even while sleeping. Its only off her when she bathes. She has said it is the most wonderful thing she owns.

When Finndo first discovered it had been re-gifted he was very angry. But when he studied who Birdie was he changed his mind. He repaired the royal bed she was gifted to make it unbreakable.

Musical Instruments

Recorder-5

A 9 hole recorder . perfect pitch

  • 4 Invulnerable-Basically unbreakable.
  • 1 rack a spell-Volume control

(Usable for any style of instrument you find suitable. )

Harp-6 pips

A small stringed lap harp made of walnut and ebony. Mithril strings.

  • 4 Invulnerable
  • 1 Able to Speak -Remembers songs played and can repeat them.
  • 1 Rack a spell-Variable amplification
    • 6 pips

Blue Guitar 3

  • 1 Extra Hard
  • 1 Ability-Molded to Duncan. Always in tune.
  • 1 Ability-Summon to Hand.
  • Spasa of Music-Ufgutha
    • Remember Any Song its played and repeat it at will..

Venki's Lullaby Harps 10

Various descriptions..

  • 4 Invulnerable
  • 1 Able to Speak -Remembers songs played and can repeat them.
  • 4 Ability-Ultra Sleep
  • 1 ability-Variable amplification.
    • 10

Gonzala's Case 33

Gonzala-case.jpg

  • 2 Chaos Vitality
  • 1 Confers movement
  • 4 Invulnerable
  • 2 Deadly Damage
  • 2 Speak and Sing.
    • Operates as heightened personal anticipation rather then speech.
  • 4 Seek in Shadow
    • Operates in the manner Corwin retrieved Grayswandir after his escape
  • 4 Regeneration-10 Transfer
    • Operates on touch to cure wounds, poisoning, indigestion, and intoxication.
  • 2 Alt-Form: Chain. 2 pips representing the complexity of the transformation.
    • Operates as a second chain holding dog tags. Wearer grabs the chain and tugs to make the chain separate and shift to case form.
  • 2 Named and Numbered spells. Holds a rack of 6 spells which once loaded will not deteriorate.
  • 10 Ability: Multi-Level.
  • 1 Ability: Call to Hand/Return
  • 1 Ability: Pack Case.
    • Appearance: The item appears like a thin, light, but extremely sturdy and stylish guitar case.
    • Item operates as 3 separate guitar case levels
      • Main and obvious level: Musical instrument as appropriate to the user. Tool Case. Folder for sheet music.
      • Hidden Level One:Usually general supplies
      • Hidden Level Two.Usually weaponry
    • 33

Cooking Equipment

Stone Soup Kitchens-55 pips

Stone Soup Kitchens.jpg

A camp set. Once it was created, it took on a life of its own. Consists of 20 pieces. Large pot, medium pot, 2 skillets, a griddle, a round grate grill. 4 mixing bowls. 2 lids. Mixing spoon, laddle, fire fork, 3 bar for attaching grill (these enlarge for set up).

  • 4 Amber Vitality.
  • 1 Confers Mobility. Expresses as components moving of their own accord at the desires of the owner.
  • 2 Amber Stamina.
  • 4 Invulnerable.
  • 4 Tongues. Cooks knowledge.
  • 2 Danger Sense. Expresses as the dangers of poisoning, over salty, inedible, overcooking, etc.
  • 4 Mold Reality. Expresses as the ability to shape any matter to the best of its type. A dried, moldy rotted potato can be changed into the best of its type. A tiny fragment of the item can be made to a full pot. Any item that is put in a pot of the set is made into the best of its type. Non-magical items only.
  • 4 Regeneration. All foods made with the set have general healing powers to the consumer. They feel refreshed, invigorated.
  • 4 Limited Shapechange. All items can grow in size. Change shape as needed.
  • 4 Ability. Reassembles. If elements of the kitchen are scattered, even across shadow, they return together when the item is next put to use.
  • 4 Ability. Collapsible. Each item has a True Form that it lives as till in use. Tankards, skillets, Iron bars.
  • 4 Ability. Heat/Chill/Freeze/Boil. Cookware does not technically need fire but works well with it.
  • 2 Named and Numbered Spells. Can hold 12 cooking related spells.

Total 55

Camp Chair

  • 2 Vs Guns: Supports big men in Armor with someone in their lap.
  • 1 Ability: on/off display personal,device
  • 1 Ability: Cleanse on,demand
  • 1 alt form: wood box the size of a deck of cards. Box is unopenable
    • 5 pips

Common among the Rangers

Samovar

Damian's Samovar (46)

Samovar1.jpg

Samovar set in crystal and mithril. 10 glasses come with it. Gift from Dart of Hale to Damian. Dart produces these and the are frequent gifts. They are not all alike.

  • 1 Double Stamina-5 Transfer. When tea is drunk the transfer restores stamina
  • 4 Invulnerable
  • 2 Rapid Healingn- Sam over recovers from use quickly
  • 2 N/N Samovar, 10 glass, Fire Pot-adjustable
  • 1 Ability: Cleanse Samovar & Glasses
    • 10 x3 Horde =30 Dart of Hale

Glasses

  • 2 Vs Guns
  • 1 Ability: Purify Poison
    • 3. X3 horde 9. Dart of Hale

Small Glass Barrel-(23)

Glass barrel.jpg

  • 4 Invulnerable
  • 2 Rapid Heal
  • 1 Ability-Temp Control
  • 1 Ability: Purified poisons
    • 8. x3 horde=24. Dart of Hale

Gift from Dart of Hale

Absynth

Dolkian Syphon Coffee Maker (5 Pips)

A siphon style coffee maker used in the rituals and distinguished homes of members of the Dolkian Following.

Tosian rearden coffee pot.jpgDolkian silver.jpgBonze Coffee maker.jpg

  • 1 Mobility-Speed-Efficient
  • 1 Extra Hard-Unbreakable glass.
  • 1 Alt Form-Upright to brew, Flat to store.
  • 1 Heats to cook or keep. While set up, brew stays hot without going bitter.
  • 1 Ability-Proof against poison.
    • 5 Pips

Some versions have a 2 pip Named and Numbered Forms that makes it change size.

Dolkian homes will usually have a siphon coffee maker. This type is highly prized. There are many metals used for them but the most common are silver and bronze. Rearden siphoned are symbols of wealth or rank.

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Margot's Stuff

Margot's Barrels

These are a series of Barrels made in antiquity, using the Jewel of Judgement originally, that have had many uses and frequently generate new barrels.

  • Armor-4-Invulnerable
  • Intel-1-Understand instructions and convey contents
  • Alt Form-1 -Open or closed.
  • Ability-1-Purify-Removes impurities & poisons
  • Ability-1-Weight-weighs 1/10 of full weight when in use.
  • ability-2-transport-Contents can transfer, whole or in part, from one barrel to another. The range apparently stretches from Amber to Diaga.
  • Horde-*3-The creation of these barrels is a skill Dame Margot has and she alone can fine tune the raw materials into barrels that fit within her Barrel Storage System.

The Jewel of Judgement was used in creating this ability for Margot.

  • 30 pips

Margot's Pots and Pans

  • 4 Armor-Invulnerable to damage
  • 1 Speak :-communicate contents and cooking process
  • 2 N&N Form-2-Each pot in this series has the shape of a small castiron egg pan as well as 11 other forms.

x3 Horde 21 pips Originally created using the Jewel of Judgement. As with the Tools, Margot often gifts these to graduating assistants.

Margot's Cooking Tools

  • 4 Engine Speed. Transfer 5
  • 2 Combat Reflexes. Transfer 5
  • 4 Deadly Damage
  • 2 N&N forms-
  • 1 Ability-destroy poisons

Horde*3 69 Pips Originally created using the Jewel of Judgement. Includes knives, ladles, and other tools. Over the millennia she has often gifted collections of a dozen tools to her assistant who have moved on in careers as head cooks in many royal and noble houses or have started many restaurants throughout the Golden Circle. Having a set of her tools is a sign of high regard and is often a point of pride for the employers who hire those with Dame Margot's instruction and approval.

Most people carry an eating knife and spoon as a normal accouterments. Margot carries 3 of the tools of this set, one of which is always a small paring knife.

Margot's Teaching Platters

  • 4 Invulnerable
  • 1 Agility-Produce Item twice a day. On Demand.

x3 Horde

    • 15

Known Owners:

  • Lady Alvah of Amber: Brownies, Cheese and bacon omelet, Honey Biscuits
  • King Vance:Carne Asada Burritto

Anyone who has spent time in the kitchen with Dame Margot will have at least one of these.


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Party Supplies

Arloxedra's Ashtry

  • ashtray.
    • 4 Invulnerable
    • 4 Deadly Damage
    • 1 Mold Shadow Stuff(findable in shadow)
    • 1 Alt/Form Ashtray/Frisbee of death,
    • 4 Ability-Attracts smoke, scents, ash,
    • 4 Ability-Hold Light-Will keep a lit substance in stasis, not burning till taken from the ashtray,
    • 1 Ability-Call to hand
    • 19


Fire Starters

Fire Stick 3

Fire stick match.jpg

  • 2 Ability- Start fire
  • 1 Ability: Call to hand/Return
    • 3 x3 horde=9 Chaosian Merchant

Lighter 6

Henry lighter.jpg

  • 1 Ability: Create Fire in desired small fashion.
  • 1 Ability: Call to Hand
    • 2 x3 Horde=6 Henry

Cigar Case 5

Henry's Cigar case.jpg

  • 2 VS Guns
  • 1 Mold Stuff: Expresses as sealing the container from environmental effects keeping the contents fresh.
  • 1 Ability: Refill Cigar spaces from the Cigar box at home.
  • 1 Ability: Call to Hand/ Return
    • 5 Henry.

Cigar Box 7

Henry's cigar box.jpg

  • 2 Vs Guns
  • 1 Mold Stuff: Expresses as sealing the container from environmental effects keeping the contents fresh.
  • 1 Ability: Items within can be summoned remotely by the owner.
  • 1 Ability: Keep Contents fresh.
  • 2 Ability: Call to Hand/Return. The second point represents that when called it will almost certain be traveling across Shadow
    • 7 Henry

This item was designed specifically for cigars and other tobaccos. However, it could be used for herbs, spices, and nearly anything a player wanted to keep fresh at all times.

Pipes

Pipe 7

  • 2 Vs Guns
  • 1 Ability: Keep fires despite weather
  • 1 Ability: Call to hand/Return
  • 2 N/N: Briar, Churchwarded, Long Clay, Glass
  • 1 Ability: Clean
    • 7

Clay Pipe. 9

  • 4 Invulnerable to Breaking
  • 2 Double Damage when used to thump someone.
  • 1 Ability: Keeps fire despite weather
  • 1 Ability: Call to hand/Return
  • 1 Ability: Clean
    • 4

This is for a clay pipe but any style pipe could be used.

Pente Plains Smoke Kit. 7

Herb Container and smoking pipe.

Penteplains cig holder.jpg

  • 1 Animal Vitality
  • 1 Double Stamina
  • 2 Vs Guns
  • 1 alt-form-Not a single alternate form. Item's general appearance can be personalized.
    • Changing its looks after the initial customization takes a long time and considerable use of smoking herbs to achieve.
  • 1 Ability-Transfer from connected container.
  • 1 Ability-Light Stick. Will light herb in the pip or light as a flame.
    • 7

Created in the Pente Planes in the realm of Euphoria. A common and easy to attain item that can be easily customized.

Pente Plain-Euphoria Plate 3

Euphoria plate.jpg

  • 1 Animal Vitality. Expresses as anything on the tray will stay fresh and will not rot, decay, mold or dry. Insects and scavengers will stay away from it. Except human scavengers of course.
  • 1 Ability: Clean product. Separates seeds, sticks and other product.
  • 1 Ability: Pipes and other items placed on the plate can be cleaned instantly. Pipe and pipe piece residue will be stacked separately.
    • 3

Tankard & Glasses

Mug of Stealth 4

Gorshtan-alvah.jpg

Assembled races 4

Free Bound.

  • Elemental:(1):Water
  • Spasa:(1):Water, Blending, Cleanliness, Song
  • Avasa:(2):Water, Blending, Speed

Inhabited by an Avasa of Blending (Gorshtan, in possession of tome)

  • 1 Ability: Keep Drink a constant temperature. Water Elemental
  • 1 Ability: Clean. Spasa of Cleanliness
  • 1 Ability: Refill on Demand. Can't start dry. Avasa of Blending
  • 1 Ability: Call on Demand/ Return. Avasa of Speed.
    • 4. Paid by Gorshtan

Giovanni's Tankard-16 pips

  • 4 Invulnerable
  • 4 Deadly Damage
  • 4 Limited Shapeshift: Tin Tankard, Goblet, whatever is locally common.
  • 1 Ability-Never spill.
  • 1 Ability- Neutralize Poison
  • 1 Ability- Temperature control
  • 1 Ability- Summon to hand.

Gangdis's Green Tankard 6

  • 4 Invulnerable
  • 1 Find in Shadow
  • 1 Ability-Everfull with Amber Navy Grog-Gerard's Mix.
    • 6 (6 Pips- Gift from Gerard)

Gangdis's Tin Tankard

  • 4 Invulnerable
  • 4 Deadly Damage
  • 1 Ability-Never spill.
  • 1 Ability- Neutralize Poison
  • 1 Ability- Temperature control
  • 1Ability- Summon to hand.
  • 1 Ability- Fills with whatever is poured in. Only a drop of liquid required.
    • -(12 pips - Gift from Benedict)

Other Items

Van Real Glasses

Glasses.jpg

Much of this product is technological. The frames and glass are made of nearly indestructible materials as suitable for your campaign. In the Jeweled Amber game the lens material is Hull Metal or Transparent Aluminum. The magical improvements make these incredibly expensive.

Design and appearance of the glasses vary wildly but the name remains the same for patent owner's rights. Elayne gets her cut of every one!

Non Magical-2 pips
  • 2 Vs Firearms-Protection from general road damage and effects against the eyes. Multi-spectrum eye protection from incoming effects. Lasers, flash, blinding light, rock, sand, insects, etc
Magical-6 pips
  • 2 Vs Firearms-Protection from general road damage and effects against the eyes as well as specifically aimed firearms
  • 1 ability – See through Invisibly.
  • 1 ability -See through Illusions.
  • 1 ability -X-ray Vision. Thermal Vision, See retained heat signatures.
  • 1 Ability-Binocular/Microscope vision

This is the 6 pip version as,sold commonly. However many versions exist.


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Motorcycles

Gerard's Blue Harley-65

  • 2 Chaos Vitality
  • 16 Extraordinary Movement. Holds its riders to it. May carry 4 humans. Creates a protective sphere against speed effects to the riders
  • 2 Amber Stamina
  • 1 Combat training
  • 8 Armor Ruggedly Invulnerable. Its riders seem to share a general invulnerability to the elements, general fire effect, wind dame, elements of a material nature being cast at it including rocks and bullets while the vehicle is in motion.
  • 2 Speak & Sing. Not quite sentient, more emphatic, it has intelligence enough to adapt to conditions, protect itself and its riders, even if they are inexperienced, and to behave in the manned an experienced rider would choose. Anticipates choices. For its principle companion(Gerard or Carissa) it seems to exude a sense of comfortable companionship and willingness. It may have a sense of protection for them. It has an unspoken, sub-sentience that make accept upgrading.
  • 4 Extraordinary Psyche Sense.
  • 4 Seek in Shadow Will seek its rider if separated
  • 4 Mold Reality Makes its road smoother when needed
  • 8 Item Extraordinary Regeneration. transfer 10-Any rider is treated with Extraordinary Regeneration 4 while in contact to the vehicle
  • 4 Limited Shape shift. It tends to shift to whatever shape a vehicle of its type would be considered stylishly exciting. In realms without such appeal it reverts to its blue early Harley appearance. The tendency to chose a “Stylish” appearance seems to exude a degree of vanity about its own appearance. Its rider may suggest shapes and design and it will nearly always comply, but may revert to its own choice of appearance.

Empowered

  • The source of its power is to be discovered but it seems to function nearly anywhere, even in Amber.

There is a sense when riding it that it is a happy and willing tool. Its almost a sense of faithfulness. There is a sense it has been other things then a motorcycle.. As if it knows what its like to be a bulldozer, or a airplane, or a pizza oven. Brief and infrequent flashes of a mechanical awareness pass to its primary companions ( It will respond favorably to any of Gerard's children)

Corwin's Personal Motorcycle

  • 2 Chaos Vitality
  • 4 Extraordinary Movement.
  • 2 Amber Stamina
  • 8 Armor Ruggedly Invulnerable. While the vehicle itself is extraordinarily rugged and resistant to damage and wear, its riders seem to share a general invulnerability to the elements, general fire effect, wind damage, elements of a material nature being cast at it including rocks, insects, and bullets while the vehicle is in motion.
  • 2 Speak & Sing. Not quite sentient, more emphatic, it has intelligence enough to adapt to conditions, protect itself and its riders, even if they are inexperienced, and to behave in the manner an experienced rider would choose. Anticipates choices. For its principle companion it seems to exude a sense of comfortable companionship and willingness. It may have a sense of protection for them. It has an unspoken, sub-sentience that make accept upgrading.
  • 4 Extraordinary Psyche Sense.
  • 4 Seek in Shadow. Will seek its rider if separated
  • 4 Mold Reality. Makes its road smoother when needed
  • 8 Item Extraordinary Regeneration.
  • 8 Extraordinary Shape shift. 'It tends to shift to whatever shape a vehicle of its type would be considered stylishly exciting. In realms without such appeal it reverts to its blue early Harley appearance. The tendency to chose a “Stylish” appearance seems to exude a degree of vanity about its own appearance. Its rider may suggest shapes and design and it will nearly always comply, but may revert to its own choice of appearance.'

There is a sense when riding it that it is a happy and willing tool. Its almost a sense of faithfulness. There is a sense it has been other things then a motorcycle.. As if it knows what its like to be a bulldozer, or a airplane, or a pizza oven. Brief and infrequent flashes of a mechanical awareness pass to its primary companions


Brand's Personal Motorcycle

  • 2 Chaos Vitality
  • 4 Extraordinary Movement.
  • 2 Amber Stamina
  • 8 Armor Ruggedly Invulnerable. While the vehicle itself is extraordinarily rugged and resistant to damage and wear, its riders seem to share a general invulnerability to the elements, general fire effect, wind damage, elements of a material nature being cast at it including rocks, insects, and bullets while the vehicle is in motion.
  • 2 Speak & Sing. Not quite sentient, more empathic, it has intelligence enough to adapt to conditions, protect itself and its riders, even if they are inexperienced, and to behave in the manner an experienced rider would choose. Anticipates choices. For its principle companion it seems to exude a sense of comfortable companionship and willingness. It may have a sense of protection for them. It has an unspoken, sub-sentience that make accept upgrading.
  • 4 Extraordinary Psyche Sens.
  • 4 Seek in Shadow. Will seek its rider if separated
  • 4 Mold Reality. Makes its road smoother when needed
  • 8 Item Extraordinary Regeneration. transfer 5-Any rider is treated with Extraordinary Regeneration 4 while in contact to the vehicle
  • 8 Extraordinary Shape shift. 'It tends to shift to whatever shape a vehicle of its type would be considered stylishly exciting. In realms without such appeal it reverts to its blue early Harley appearance. The tendency to chose a “Stylish” appearance seems to exude a degree of vanity about its own appearance. Its rider may suggest shapes and design and it will nearly always comply, but may revert to its own choice of appearance.'

There is a sense when riding it that it is a happy and willing tool. Its almost a sense of faithfulness. There is a sense it has been other things then a motorcycle.. As if it knows what its like to be a bulldozer, or a airplane, or a pizza oven. Brief and infrequent flashes of a mechanical awareness pass to its primary companions

Caine's Personal Motorcycle 26

  • 2 Combat Training. Design efficient for a combat Vehicle. Weaponry positions well placed. Primary forward Weapon Pod. 2 secondary side Pods. Rear Pod for liquid dispensers.
  • 4 Invulnerable. Transfer 5 While the vehicle itself is extraordinarily rugged and resistant to damage and wear, its riders seem to share a general invulnerability to the elements, general fire effect, wind damage, elements of a material nature being cast at it including rocks, insects, and bullets while the vehicle is in motion.
  • 2 Speak & Sing. Not quite sentient, more emphatic, it has intelligence enough to adapt to conditions, protect itself and its riders, even if they are inexperienced, and to behave in the manner an experienced rider would choose. Anticipates choices. For its principle companion it seems to exude a sense of comfortable companionship and willingness. It may have a sense of protection for them. It has an unspoken, sub-sentience that make accept upgrading.
  • 1 Mold stuff. Makes its road smoother when needed
  • 4 Regeneration. The Vehicle uses a combination of shapeshift and regenerate to repair dings and weapon damage over time.

x2 n/n 26 total

Animals

Horses

Arden Ranger's Horse 20

  • 2 Vitality Chaos(Hardy-Can go long periods without food and water, Nearly tireless)
  • 2 Double Speed( race horse speeds for long periods of time
  • 2 Combat Reflexives(Combat mount)
  • 2 Armor vs Guns
  • 2 Speak & Sing (extremely well trained with a high animal intelligence.)
  • 2 Danger Sense
  • 2 Resistance (Resistance to the tampering of outside magical elements)
  • 1 Follow Shadow Trail (Bonds with its owner well enough to find them nearly anywhere including following them an recent shadow trails.)
  • 2 Rapid Heal
  • 1 Very limited shape change (Horse can change the coloring of its fur including creating camouflage pattern or brightly colorful designs)
  • 2 Bonds to Owner
  • Subtotal 20
    • Hordex3(Julian)
  • Total-60(Julian)
If Claimed

The Ranger horses have 6 pips to be allocated as they are used and someone decides to keep them. Part of them desperately wants to be claimed

Stable Horses(18)

These are the incredibly resourceful horses Julian and his people trained and donated to the stables of the many stables around the empire. However, the healing skill here is telling. These are the horses that did not reach Regenerate or Rapid- Heal. They did not become Horses for the military of Amber nor for the Rangers. Julian required at least Rapid Heal for horses of the military, as did Benedict. He required Regenerate for any horse to continue training for the rangers. It is what it is.

  • 4 Amber Vitality
  • 2 Double Speed
  • 2 Double Stamina-

Julian has trained lines of horses for stamina, Speed, and Vitality for generations. The Castle stable horse is meant to haul wagons as well as provide a dignitary with a reliable horse for day rides or Journeys. So they better be good.

  • 1 Combat Training-No horse Julian or his people trained would be unfamiliar to battle dangers. By no means an expert, the horse would noy flee around cannon fire or general battle around it.
  • 1 Vs Weapons-Mostly this is used for protection from road hazard like thorn bushes or other things that might hurt them in passing.
  • 1 Able to Speak-These horses understand Thari to the degree a horse can. Iit will do as told in most instances. They are not conversational of course.
  • follow shadow trail- These horses will try to find who ever is riding them if separated. In the end, they will attempt to find their stable in Castle Amber.
  • 1 Self-Heal-The general line of stable horses will heal better then most horse.
  • 2 Good Stuff- Julian's horses come from a line of horses who are smart, clever, and lucky. They have 2 pips of good stuff that may not be spent elsewhere
If Claimed

The stable horses have 6 pips to be allocated as they are used and someone decides to keep them. Part of them desperately wants to be claimed

Ranger Animals

Ranger Master Horse 40

Horses of the line developed by Julian with the assistance of Morganstern.

  • 4 Amber Vitality
  • 4 Engine Speed
  • 2 Amber Stamina
  • 4 Combat Mastery
  • 4 Invulnerable
  • 4 Deadly Damage
  • 4 Tongues:Not actual conversations and generally only with its bonded rider. They have considerable ability to understand plans and act in concert.
  • 2 Danger Sense
  • 4 Seek in Shadow
  • 2 Mold Shadow Folk
  • 4 Regeneration
  • 2 N/N: Coloration camouflage, Draft Horse, Stable Horse
  • 2 Bonds to a Rider.
  • 1 Ability: Cleanse
  • 1 Rack a Spell-use Cantrips. 10 for each Rack allowed to the stats
    • 40

Once the animal bonds there is really no need for a saddle just to ride. Many Rangers enjoy riding bareback. Most Rangers who bond with one of the Julian Horses use a saddle as a pack with many pouches

Ranger Master Dottles 39

Horses of the line developed by Julian with the assistance of Morganstern. Dottles are slower then horses. They are vastly more agile over rough mountainous and rocky terrain.

Dottles are fighters. They have a bad attitude in general. but can be loving to his rider and his friends. It will defend the friends of the rider in it cmes to it. Their claw-like hooves are extremely dangerous. Many dottle riders equip their animals with wicked gaffs for combat.

  • 4 Amber Vitality
  • 2 Double Speed.
  • 2 Amber Stamina
  • 2 Combat Reflexes
  • 4 Invulnerable
  • 4 Deadly Damage.
  • 4 Tongues:Not actual conversations and generally only with its bonded rider.
  • 2 Danger Sense: Dottles, being slightly nervous animals have finely tuned Danger sense
  • 4 Seek in Shadow
  • 2 Mold Shadow Folk
  • 4 Regeneration
  • 1 alt form: Coloration camouflage
  • 2 Bonds to a Rider.
  • 1 Ability: Cleanse
  • 1 Rack a Spell-use Cantrips. 10 for each Rack allowed to the stats
    • 39

Once the animal bonds there is really no need for a saddle just to ride. Many Rangers enjoy riding bareback. Most Rangers who bond with one of the Julian Horses use a saddle as a pack with many pouches

Ranger Master Gattle 48

6 Legs. A far heavier riding horse. Can carry huge burdens. Gattle are not good fighters. But a hit with a hoof will break stone and chains. Having 6 legs they can use the front two, or the back too with deadly force. But they really need to be pissed off. They do not train as war horses usually. They love being draft animals. Horses of the line developed by Julian with the assistance of Morganstern.

They do not shapeshift normally but they change their outward appearance. They can change color to other colors and can shange to a camouflage appearance like other Ranger Horse.

  • 6 Amber Vitality
  • 4 Engine Speed
  • 8 Extraordinary Stamina. Approximate 15 Amber Endurance
  • 2 Combat reflexes. Not naturally good fighters. While they will in combat keep four feet solidly on the ground they can use two other legs, front or back to reluctantly fight.
  • 4 Invulnerable
  • 4 Deadly Damage
  • 4 Tongues:
  • 2 Danger Sense
  • 4 Seek in Shadow
  • 2 Mold Shadow Folk
  • 4 Regeneration
  • 2 N/N: Coloration camouflage, Draft Horse, Stable Horse
  • 2 Bonds to a Rider.
  • 1 Ability: Cleanse
  • 1 Rack a Spell-use Cantrips. 10 for each Rack allowed to the stats

Once the animal bonds there is really no need for a saddle just to ride. Many Rangers enjoy riding bareback. Most Rangers who bond with one of the Julian Horses use a saddle as a pack with many pouches

Arden Horse "Calliope" 24

Calliope belongs to Lord Donovan of Arden

Prince Julian has personally developed the Arden Horse and its the pinnacle of his horsemanship skill. While he has developed individual horses of greater prowess the basic breed of Arden horse has a minimum of these skills.

The Calliope Horse is the standard horse Rangers ride.

  • 2 Vitality Chaos(Hardy-Can go long periods without food and water, Nearly tireless)
  • 2 Double Speed( race horse speeds for long periods of time
  • 4 Combat mastery(Combat mount)
  • 2 Armor vs Guns
  • 2 Speak & Sing (extremely well trained with a high animal intelligence.)
  • 2 Danger Sense
  • 2 Resistance (Resistance to the tampering of outside magical elements)
  • 1 Follow Shadow Trail (Bonds with its owner well enough to find them nearly anywhere including following them an recent shadow trails.)
  • 4 Regen
  • 1 Very limited shape change (Horse can change the coloring of its fur including creating camouflage pattern or brightly colorful designs)
  • 2 Bonds to Owner
  • Subtotal 24 (Julian)

Dottle 32

  • 2 Vitality Chaos (Hardy-Can go long periods without food and water, Nearly tireless)
  • 4 Engine Speed
  • 4 Combat mastery
  • 4 Invulnerable
  • 4 Tounges
  • 2 Danger Sense
  • 2 Resistance (Resistance to the tampering of outside magical elements)
  • 4 Seek in Shadow
  • 4 Regen
  • 2 N/N (Horse can change the coloring of its fur including creating camouflage pattern or brightly coloring.
  • 2 Bonds to Arin
    • Subtotal 32

Arden Horse "Scully"

Scully belongs to Lady Alexandra Mira

    • 2 Vitality Chaos
    • 2 Movement double
    • 4 Endless Stamina
    • 4 Combat mastery (Combat mount)
    • 2 Armor vs Guns
    • 2 Speak & Sing (extremely well trained with a high animal intelligence.)
    • 2 Danger Sense
    • 2 Resistance (Resistance to the tampering of outside magical elements)
    • 4 Seek in Shadow
    • 4 Regen
    • 1 limited shape change (Horse can change the coloring of its fur creating camouflage pattern or brightly colorful patterns)
    • Bonds to Alexandra Mira
  • Subtotal 28


War Saddle 8

  • 2 Danger Sense
  • 1 Retain Rider in combat. Saddle illegal in jousts

Cats & Dogs

Elayne's Cats. (30 pips)

  • 2 Chaos vitality
  • 2 Double Speed
  • 2 Amber Stamina
  • 1 Combat trainingItalic text
  • 1 Vrs Weapon
  • 1 Extra hard Damage
  • 1 Speak & Sing (Psychically connected and able to speak across shadow)
  • 1 Sensitivity
  • 2 Rapid healing
  • 1 alt form-Cat is the basic form. Each has a different Alt-Form.
  • 1 ability blink 30'

x2 N/n

Kiki-Cat/Falcon-Elayne Zaza-Cat/Crow-Elayne Rook-Cat/Ferret-Elayne
Rico-Cat/d- Feral in Alcandar Rusty-Cal/-Feral in Alcandar Trouble-Cat/Hawk-Lives with Flora
Sible-Cat/Puedodragon-Feral in Nenton Tonks-Feral in Nenton Treet-Feral in Nenton
Feral-Cat/Rat-Feral in Castle Amber Feral-Cat/c-Feral in Castle Amber Feral-Cat/c-Feral in Garn

Hound Pack of Mandalay

A typical pack of Mandalay. A pack belongs to Skadi

  • 4 Amber Vitality
  • 4 Engine Speed
  • 4 Endless Stamina
  • 4 Combat Mastery
  • 2 vs Guns
  • 4 Deadly Damage
  • 1 Able to Speak
  • 2 Sensitivity to dangers
  • 1 Chaos Resistance
  • 1 Shadow Trail
  • 4 Regeneration
  • 1 Alt Form

x2 N/N 12 members.


Hound of Arden-"Temper"

Donovan-"Temper" Alexandra-

  • 2 Double Vitality [2 points]
  • 4 Engine Speed [4 points]
  • 2 Amber Stamina [2 points]
  • 1 Combat Training [1 Point]
  • 2 Double Damage Teeth [2 points]
  • 1 psyche Sensitive 1
  • 2 Shadow Path [2 Points]
  • 1 Alt form (Added)
  • 2 Rapid Heal
  • Subtotal-16
    • Hordex3 (rangers)
  • 48 (Rangers)

Cats of Castle Amber

  • 4 Amber Vitality
  • 2 Amber Stamina
  • 2 Vs Weapons
  • 2 Double Damage
  • 1 Psyche Sense
  • 2 Rapid Heal
  • 1 Follow Shadow Trail (always finds Arlo or Birdie or wanders off into shadow)
    • 12, Horde *3 N/N =24. Every so often a new litter of cats shows up, grows up, then wanders off into shadow.

Amber cats become the tough tom cats across shadow.

Hendrake Hunting Cats

Paka1.jpgRoji-hellcat-Despil.jpgJurts-hellcat.jpg

Vek- Paka, Despil- Roji , Jurt- JaJa= All from the same litter.

  • 4 Amber Vitality
  • 2 Double Speed
  • 4 Endless Stamina
  • 4 Combat Mastery
  • 2 Armor vs Guns
  • 4 Deadly Damage
  • 4 Tongues
  • 2 Danger Sense
  • 2 Psyche Neutral
  • 2 Shadow Path
  • 4 Mold Reality
  • 4 Regeneration
  • 4 Limited Shape Shift
  • 4 Abilities: Blink 50', Fire Breath, Detect Poisons, Emotional Bond
    • 46 x4 Shadowwide=(184)House Hendrake.

Hendrake War Cats

  • 4 Amber Vitality
  • 6 Immense Speed
  • 4 Endless Stamina
  • 6 War Mastery
  • 8 Invulnerable with added shell armor
  • 8 Rendingly Deadly Damage
  • 4 Tongues
  • 2 Danger Sense
  • 2 Psyche Neutral
  • 2 Shadow Path
  • 4 Mold Reality
  • 4 Regeneration
  • 8 Full Shape Shift
  • 10 Two Abbysal Marks.
  • 4 Power Words
  • 4 Abilities: Blink 50', Fire Breath, Detect Poisons,
  • 2 Emotional Bond.
    • 82 x 2 N/N Suhey=246. They fight in pacts of 4 .

Some War Cats have greater intelligence, rating a 6, and have assayed the Logrus and learned sorcery. This makes them Lords or Ladies of Hendrake. Most Chaos war houses will have similar creatures, if not cats.

Flora's War Beasts(66)

Flora's Big Dogs-These are dogs that were empowered beyond the normal horde version of her Irish Hounds. These are the pack leaders.

  • 4 Amber Vitality
  • 4 Engine Speed
  • 4 Endless Stamina
  • 4 Combat Mastery
  • 4 Invulnerable
  • 4 Deadly Damage
  • 1 Able to Speak
  • 2 Sensitivity to dangers
  • 1 Chaos Resistance
  • 1 Shadow Trail
  • 4 Regeneration
  • 2 N/n
    • 33

x2 N/N

    • Total 66

Feral Animals of Amber

  • 1 Vitality,
  • 1 Movement,
  • 1 stamina,
  • 1 Combat Training.
  • 1 damage
  • 1 Speak.
  • 1 self heal
  • 2 Danger Sense,
    • 8 x 3 Horde Dworkin=24

These are animals born in Amber or who have somehow arrived in Amber and lived there for a time. These are feral animals.

In many ways they represent a similar racial improvement as native people would. Natives of Amber are born naturally with Chaos ranks. Many improve their stats to Amber rank or better.

In a similar case Feral Animals might improve their own statistics such as combat training, Vitality, Speak, healing.

Ferals and People
  • They may bond as Amber birds. Then a PC may improve them.
  • Brand has Mice.
  • Flora & Margot have cats.
  • Caine has dogs.
  • Birdie has cats, dogs, rabbits, and turtles.
  • Gerard has Dolphins and has improved them in vitality, speed, speak and sing, rapid heal. Horde animals over 3000 years means most dolphins at least adore him.
  • Borlak has tigers. They would be improved in Vitality, speed, combat reflexes, Follow in Shadow, rapid heal. Many would have bonded to members of the Flowing Horde becoming in many ways domesticated.
  • Most feral animals have at least a 1 pip adoration of Birdie.


These animals are not pets of these people but represent a adoration of some sort to them. A deference.


  • Random is developing such a bond with blue jays and is improving some.
  • Vielie is improving some doves.
  • Parrots are known to bond with sailors.

Birds

Scythe the Owl

  • hunting owl (Fea Bird)-Donovan
    • Amber Vitality 4
    • Movement Double 2
    • Stamina Double 1
    • Combat trained 1
    • armor Vs guns 2
    • damage Double 2
    • Speak( responds to commands expertly) 1
    • rapid Heal 2
    • N/N Form 2
    • Ability :blink60'
    • Ability 1
    • Ability 2
    • Ability 4
      • subtotal 14

Trained with the Hawks of Arden that serve the rangers.

Trasidy Hawks

Macsen "Quiet Lightning"

  • 4 Vitality,
  • 4 Movement,
  • 4 stamina,
  • 4 Combat Mastery,
  • 4 Deadly Damage,
  • 4 Tongues
  • 4 Regen.
  • 2 Danger Sense,
  • 2 n/n forms
  • 2 n/n Spells
  • 1 Mold Stuff,
  • 1 Chaos Resistance
    • 36 Dalt & Trasidy Hawksman x3 Horde=108

Small Birds of Amber

  • 1 Vitality,
  • 1 Movement,
  • 1 stamina,
  • 1 Combat Training,
  • 1 Damage,
  • 1 Speak
  • 1 self heal
  • 2 Danger Sense,
  • 2 Ability: May choose to bond and be loyal.
    • 11 x4 shadow wide Dworkin =44

Pigeons,sparrows, blue jays.

A PC that has one bond to them may increase their abilities. Caine has his Parrots and Rooks. Finndo has vultures. Desri has crows. Birdie has pigeons, sparrow and blue jays.

Dragons

Drotots-Finger dragons

Green drotot1.jpeg

Tiny dragons the size of a finger. They bond well with seminars and animals.They breed fast. There are 12 different types of them. They can be very fine hunters of vermin and insects. Some are simply let loose in a household.They are very easy to train

Live ten years or so unless they enjoy their lives. Their lives act like aging in Amber .

Their origins are unknown but they are found on many worlds. On some worlds they are considered great blessings to an individual or to a household. Some worlds consider them pests and they are hunted as a very healthy food.

While true dragons they are easy to kill. A boot will do it. Cats, dogs,ferrets and other small animals will hunt and kill them. However if an animal is told they are not food they never try and eat them again and will even become good friends with them. Th

  • 1 Vitality,
  • 2 Double Speed,
  • 1 Stamina.
  • 1 Damage
  • 2 Danger Sense,
  • 2 Rapid Heal.
  • 1 Abilities: Blink 10',
  • 1 Fire Breath(very small but very hot.)
  • 1 Emotional Bond
    • 12
    • x4=48 (created originally by Finndo)

Other Animals

Basandra Pigs

Basandra.jpg

Basandra Pigs are a violent form of pig.

  • They are slow in general but can be dangerous in short combats. Its as if they have asthma.
  • Their world of origin is unknown but they are hunted in shadows as far as Taxorami.
  • They are considered a delicacy in Tazilwere because of the non-violent nature of the people.
  • Herds are found in Arden occasionally where the rangers take great pride in killing them with sword and knife as a sport.
  • They have tusks like wild boars but smaller.
  • Their method of attack is throwing their weight against enemies and dragging tusks across skin and clothes and armor, rolling their bodies over their foes. They enjoy violence and love knocking people down and rolling their 250 lbs to 650 lbs over their victims.
  • They are not very intelligent compared to regular wild boars. However they are more violent. They have a higher Warfare Skill then regular wild boars. Picking a target and sticking to killing them.
  • Their vision and hearing is very good.
  • When a herd gets to be a certain size they gain the power to run off into shadow. They have no in-born route. They just start running.
  • 2 Double Vitality
  • 2 Double Speed
  • 1 Double Stamina
  • 1 Combat Training
  • 1 Extra Hard
  • 1 Follow Shadow Trail. This is how herds have traveled unwittingly to different shadows.
  • 1 Self-Heal: This makes them have incredibly tasty meat.
    • 9 x4 Shadowide

PNB Perfectly Normal Beasts

PNB.jpg

Originally born in the Restaurant at the End of the Universe shadow. It occurs naturally on tens of thousands of worlds. When they reach a certain age they by nature start following a shadow trail, running at full speed, and shifting from shadow to shadow. They atop occasionally to graze, till startled, when they start running again.

If attacked they do not defend themselves so they must be killed quickly. They stay in the same shadow running for hundreds of miles till they decide to shirt shadow.

Called Perfectly Normal Beasts.

  • They are stupid. If stunned or distracted they will stand quietly making an easy kill.
  • Millions of races across millions and millions of worlds across millions of shadow live off PNBs.
  • They are around 2,000 lbs. They run surprisingly fast.
  • Their bones, when properly treated are used in many different ways. Some primitive cultures use the bones, hides,hooves, teeth, for many uses.
  • Ground PNB has medicinal uses in some shadows.
  • They are used decoratively.
  • They are major religious icons in millions of worlds across shadow.
  • Their hides cure easily and are somewhat thicker then regular cattle hide. Many armorers across shadow prefer PNB hide for leather armor.
  • Dries and reaches the required level of safe preservation twice as fast.
  • Some world base their entire technologies on the PNB.


  • 4 Vitality; Meat is extremely well marbled.
  • 4 Speed
  • 4 Stamina
  • -1 Combat Skills
  • 1 Extra Hard. Excellent meat.
  • 1 Follow Shadow Trail. For some reason, they follow a fixed shadow trail running at full speed. They do not fight. Have no defensive skills.
    • 13 x4 Shadowwide
Worlds they visit
  • Domain of the King
  • Resteraunt at the End of the Universe
  • World of the Sandwhich Maker

Pacifica Line of equipment

Sometimes a concerted effort is made by people to supply a fledgling enterprise. This is the equipment produced by the Druid Council of Pacific. The Pacifica line of items were created by the Druid Council of Pacifica to empower their police and military.

Pacifica Uniform (14)

    • Providing uniforms is expensive especially for a fledgling nation.
  • 1 Animal Vitality
  • 1 Combat Training
  • 4 Invulnerable. 5 Transfer
  • 4 Regenerate. 10 Transfer
  • 2 N/N:Combat, Service, Dress, Pacifica High Dress, Street Clothes A, Street Clothes B, Street Clothes C, Street Clothes D, Mechanic. Black Work
  • 1 Ability: Call to don/ Return
  • 1 Ability: Clean on Demand
    • 14

x4 Shadow-wide

Pacifica Boots (8)

    • Heavy Combat boots.

x

  • 1 Combat Training
  • 1 VS Guns
  • 2 Double Damage
  • 1 Self-Healing
  • 1 Alt-form: Ka-Bar, Swiss army 20 item
  • 1 Ability: Call to foot/Return
  • 1 Ability: Clean on Demand
    • 8

x4

Pacifica Interceptor Body Armor (4)

  • Good Body Armor

x

  • 1 Combat Training
  • 2 Vs Guns
  • 1 Self-Heal
    • 4

x4

Pacifica Weapons

Hand Gun-Sig Sauer M17 (3)

SIG SAUER P320 M17 Full Size 9mm 4.7"

    • Ammo & Spare 10 Rnds Clips 10 Stored. 300 Rnds in Cases
    • Gun Cleaning Kit
    • A fine personal weapon.
  • 1 Ability: Call to hand
  • 1 Ability: Load in Combat
  • 1 Ability: Clean on Demand
    • 3

x4 Shadow-Wide

Pacifica Carbine-M4 (3)2

Assault style

    • Ammo & 10 Spare 30 rnd Clips included
    • Stored-500 rnds in pouches
  • 1 Ability: Call to hand
  • 1 Ability: Load in Combat
  • 1 Ability: Clean on Demand
    • 3

x4 Shadow-Wide

Pacifica Ka-Bar(9)

    • Fighting knife
  • 1 Combat Training
  • 1 VS Guns
  • 2 Double Damage
  • 1 Self-Healing
  • 1 Alt-form: Ka-Bar, Swiss army 20 item
  • 1 Ability: Call to hand
  • 1 Ability: Load in Combat
  • 1 Ability: Clean on Demand
    • 9

x4 Shadow-Wide

Staves

The Staff of Treseil

Laravella-staff1.jpg

The Staff of Treseil is a powerful artifact whose personality is that of a Dufiro of Binding.

  • 4 Chaos Vitality 2
  • 4 Confer Movement 1
  • 4 Invulnerable 4
  • 4 Deadly Damage 4
  • 4 Tongues 4
  • 4 Extraordinary Psychic Sensitivity 4
  • 4 Psychic Resistance 4
  • 4 Seek in shadow 4
  • 4 Mold Reality 4
  • 4 Regeneration 4
  • 2 N/N: Staff, Buckler, Chair-back decoration, 10' Tent pole, steel rose, short fighting knife, long bow
  • Rack and Use spells 4-12 minor spells, 6 major spells.

(39) Unwillingly Bound Dufiro of Binding to hold the Jewel of Treseil

The Jewel of Tresal- A shadow of the Jewel of Judgement.

  • The staff was forged by Brand to harness and protect the Jewel of Treseil. The stone may be detached by requesting the Dufiro to release it and it may or may not upon its own choice.
  • The Dufiro will not give its name. Names are powerful. It responds to "Staff" or "Svyazannyy". The Dufiro is bound but bargaining with it might make it willingly bound.

Tomes

Agrom's Tome 12

  • 2 Vs Guns
  • 4 Tongues. A librarian.
  • 1 Mold Shadow Stuff
  • 1 Self Healing
  • 2 N/N: hard back, large tome, small wooden box with room for a large trump deck. to share with the tome. It keeps in a pouch on his belt.
  • 1 Ability: Immune to Fire
  • 1 Ability: Come to Hand/Return. kept as an open tome in quarters.

When an a book is placed on the open tome the book will be remembered and can be displayed as is.

Tome's personality is formal, polite, but a bit arrogant.

Melvin's Tome

  • 2 Vitality
  • 2 Speed. 5 Transfer**********