As usual for Amber NPC’s, Theovin comes in several versions; after all, you never know how a given game master may want to use him.
Theovin, of Clan Syindar, is Erin’s (far) older brother or half-brother. He’s a trump artist, with the curious and annoying habit of picking up various “ultra-tech” items and powering them with trump energies – throwing in the powers of Self Healing and Alternate Form and (for robots and vehicles) Shadow Seek. While it does take him several hours to make such items, rather than simply being able to call for them, he can be counted on to have a small arsenal of energy weapons, sensors, computers, tools, and suits of “power armor” on him at any given time – usually disguised as an assortment of small ornaments and talismans. He also usually employs a powerful force field and a psychic screen generator.
That kind of gear won’t necessarily stop a full-out assault by a high-ranked assailant, but it provides a substantial edge – and will usually offer some options for escape.
- Base Attributes: Strength: Chaos (-10 Points), Warfare: Amber (0 Points), Endurance: Amber (0 Points), Psyche 24 (24 Points).
- Base Powers: Trump Artistry (40 Points), Basic Shape-Shifting (35 Points), and a Named and Numbered set of “Personal Planes” with Restricted Access (3 points, x2 for Named and Numbered = 6 Points).
- Horde Of Devices: Various high-tech items, all Powered By Trump, Self Healing (or, in some cases, self-reloading), with an Alternate Form (usually some small trinket) and Shadow Seek (if appropriate). That’s a base of ten points, x3 for a horde = 30 Points.
That’s a total of 125 points – a fairly normal starting character. Game masters can either go with that or use one of the more experienced versions below:
The Adventuring Hero: Theovin’s older then Erin – but that’s not saying a lot for a Lord of Chaos. This version has a fondness for going forth and exploring the more dangerous sorts of shadows, such as “Rifts” Earth (yes, that’s another game entirely – but it’s a very exciting place to be an alien godling). This version will have Sorcery (15 Points), Power Words (15 Points), items that Store Spells (4 Points) and confer Regeneration (9 Points), 7 points of “Good Stuff”, and 25 points worth of allies, devotees, and such – for a total of 200 points. He’s actually, and simply, one of the “good guys”. His political position will resemble Gerard’s in Amber; the various manipulators may think he’s a dimwit, but everybody knows that they can count on him.
The Scheming Lordling: A lord of chaos he may be, but Theovin recognizes the potential of technology. It can be used to channel trump energy in so many ways… This version is as political and scheming as any normal Lord of Chaos – but he tends to be collecting power and allies with a view to the future, rather then for “immediate” use. Hence he tends to be fairly trustworthy and looks out for his friends and family… Of course, he expects them to return the favor. He’s a Logrus Master (45 Points), wields a set of 12 specialized Power Words related to psychic combat (17 Points), and uses an artifact that Confers Trump Defense (10 Points). He has a Warfare of 22 (22 Points), an Endurance of 5 (5 Points), and a point of “Good Stuff” (1 Point). 225 points base, may have allies and such at the option of the GM.
The Bothersome Punk: As one of the rowdier junior lords of chaos, Theovin tends to violate tradition a lot – and rides his motorcycle through places where it definitely does not belong. He’s a pest, but does tend to get (simpler) things done. This version is often acting as an errand-boy for someone else – whether due to some manipulation, or simply because he’s returning a favor. This version uses a device that Confers Trump Defense (10 Points) and a set of ten Power Words that allow him to make short-range teleport jumps, boost his devices – and resist attempts to capture him (15 Points) – for a total of 150 points.
The Potential Companion: A reasonably friendly, and rather inexperienced, fellow, this Theovin is a decent ally for any starting-level character, and will probably be interested in an alliance. He may seem omnipotent to Erin, but he isn’t ready to play in the big leagues yet. A character fortunate enough to forge an alliance with Theovin has a convenient source for trumps, high-tech equipment that works – and (probably) access to a nice secure shadow or two with plenty of resources. It can be very nice – but it means that you’re making his problems your problems as well. This version is rather unlikely to have extra powers – save possibly a device that Confers Trump Defense (10 points) – but will grow along with the player characters.
Regardless of the version, Theovin has provided Erin with several toys at one time or another, and with two “pets” – whether out of affection, from a desire to keep an eye on him, or simply wanting to protect him as a likely future ally. Brothers make good ones if they grow up liking you.
Arath and Charin are big robot “dogs”, with a fully natural appearance, advanced computer intelligences (no psychic presence – but friendly AI’s), vast physical capabilities (Run at 300+ MPH, capable of doing “destructive” damage with a variety of built-in energy weapons or their ultra-hard teeth and claws, multiple-ton hydraulic strength, a wide assortment of sensors, and an advanced tactical computer equivalent to a midlevel warfare rank), and a tendency to catch him, to try and talk him out of doing dangerous, and make him study his lessons and do his homework… Being powered by trump, they’re pretty indestructible.
Depending on just how authoritarian and restrictive they’re being, Erin may regard Arath and Charin as pets, friends, companions, annoyances, or as nuisances to be avoided at all costs. Like most independent characters in Amber, they can serve a variety of purposes.
“HEY! NOT NOW! THEY’RE IN TROUBLE! I GOTTA HELP! LEMME GO!” (As Erin gets carried off) “It’s Time for your bath Erin”, says the deep mechanical voice. “Your Mother will be very upset if you aren’t ready for your magic lessons tomorrow” “BUT I GOTTA STAY HERE! LEMME GO! PUT ME DOWN!” (the voices fade in the distance).