TEXT: Non-Diceless Roleplaying in Limitless Shadows
  
  Copyright 1996 by
  By Joshua 'Khan' Kubli
  E-mail me at: kubl1219@tao.sosc.osshe.edu
      This document is copyright Joshua Kubli, 1996.  Use and distribute freely, so 
  long as I get full credit, and no money is made.  Amber Diceless Roleplaying and 
  Phage Press are copyright Eric Wujcik, and are used only for illustrative purposes.
      Thanks to Jeff 'Dr. Doom' Keown, who motivated me (and sometimes kicked my ass'
  to get this thing finished.
      Many thanks to my gaming group: Avalon 'Yes, that's my name!' Eckardt, Curby 
  'Yes, that's my name!' Dickens, Donna 'Barbarian Woman' Schmale, Jesse 'Marmot 
  King' Williamson, Chris 'KinDread' Kuntz, and Maia 'Kree' Potter.
      Based on the Chronicles of Amber novels by Roger Zelazny.  Long live Amber.
  ===========================================================================
      Recommended GURPS Books include (of course) the Basic Set 3/E, Compendium I.  
  Also useful, but not necessary, are Magic 2/E,  Grimoire, Time Travel, and Martial 
  Arts 2/E.  
     
      'Honor Most Criminal', on Elizabethan fencing, from Pyramid #18, might also 
  come in handy, as might the Mass Combat rules from Roleplayer, which will re-appear
  in Compendium II.
      A copy of 'Roger Zelazny's Visual Guide to Castle Amber' is highly recommended.
      D.C. Comics is currently producing an excellent series based on the Amber 
  novels, which comes highly recommended.
      Sunset Productions has the first seven (I believe) of the novels on audio tape,
  read by Roger himself, with music and sound effects.  The first five, which I own, 
  are excellent.
  ===========================================================================
      "'I've pissed on my own grave.' he announced.  'Can't pass up the pleasure of 
  lighting a candle to myself in my own shrine.'"
      --Corwin, _Prince of Chaos_.
      I have vastly enjoyed the Amber books, and although the Amber diceless system 
  works well (in the hands of an experienced GM, that is), I like packing and 
  throwing around those dice.  Plus, Amber is perfect for facilitating 
  interdimensional crossover scenarios within the already-intruiging GURPS line.
      You'll notice that, although I have translation rules for Phage Press-to-GURPS,
  the emphasis is on creating and playing new PCs with Amberite attributes.  For 
  those with access to the Phage Press books, which I recommend (if only for the 
  GMing advice and Character Quizzes), I have onversion rules, but I have interpreted
  things in my way.  If this perturbs you, feel free to modify it to your heart's 
  delight.
      Also: Many times throughout the rules I say Amberites, when often I mean 
  Amberites _and_ Chaosites.  My true meaning should be clear enough in most cases, 
  however.
  ===========================================================================
  
  AMBER: THE SETTING
      For those who have not read the books, and are wondering what the ?!@#$@$*% all
  this is about, a brief summary is in order.
      In the beginning was Chaos.  Nothing and everything.  Madness, with nothing 
  extant to dream the mad dreams that were.  Then, somehow, there came to be life.  
  And later, there were the Courts of Chaos, on the shores of the Abyss, swarming 
  with demons.
      The demons were shapeshifting creatures, animals sometimes, humanoids others, 
  and others indescribable in human terms.  The Chaosites themselves were 
  shapeshifters, and formed into Houses and families and grew a deep and ancient art 
  and culture, which included sorcery.  The symbol of the great families was their 
  emblem of power, greater and deeper than any other magic: the Logrus, symbol of the
  Primal Chaos.
      Then, one day, Dworkin of the House of Barimen discovered The Unicorn.  (NOTE: 
  There are other Unicorns written of in the books [See Visual Guide, Entry on Bleys'
  room], but only one 'THE' Unicorn).  He obtained from it a mystical pendant which 
  became known as the Jewel of Judgement, in which was contained a new Power: Order.
      Persecuted for his retention of the stone, Dworkin fled to a 'small sudden 
  island', where he inscribed the Pattern onto a flat rock on a mountain called 
  Kolvir with his own burning blood.  His enemies were defeated by the power they 
  could not undertand nor control.  And in the tension between the Powers of Chaos 
  and Order, infinite numbers of new worlds sprang into being, Shadows of the 
  Pattern's brilliance, bright flecks in the eternal night of Chaos.  Each one was a 
  new reality, a separate world with different laws, people, and circumstances, and 
  all were but dim reflections of Amber and Chaos.
      Dworkin somehow mated with the Unicron (how many here present can claim THAT 
  distinction?) and it bore a child, a man who would become known as Oberon.  
  Together, they created a kingdom among the Shadows, Amber, named for the city, 
  named for the castle, built atop the Pattern on the shoulder of Kolvir's heights.
      To any of Dworkin's blood, the Pattern could be walked, like an enormous maze, 
  which gradually recreated the walker as they traversed the deadly maze, inscribing 
  it on their soul and giving them the ability to walk through Shadow.  They were to 
  concentrate on, and then bring into being, differences from their current location 
  and their destination.  By effort, outside of Amber, one could walk to any 
  imaginable realm.
      Oberon took wives from among the Shadows surrounding Amber, and they bore him 
  children, who also could walk the Pattern.  The sons were Benedict, Corwin, Julian,
  Eric, Caine, Gerard, Osric, Finndo, Delwin, Bleys, Brand, and Random.  The 
  daughters were Llewella, Fiona, Flora, Dierdre, and Sand.  Dworkin, the castle 
  servants, and, less so, Oberon himself, raised them all into their immortal 
  adulthood.  
      One day, Dworkin devised the Trumps, Tarot-like card which would serve as a 
  means of instantaneous communication and travel (and, inadvertently, combat) 
  between the royal children.  Unfortunately, Dworkin fell out of favor with Oberon, 
  and was not seen or heard from by anyone for many years.
      The Amberites grew strong, and the children of Oberon bickered constantly.  The
  succession was confused by Oberon's sometimes paradoxical statements and acts (both
  as king and otherwise), and each child dreamed of being ruler of the immortal city,
  going so far as to attempt murder ...
      Then, one day, Oberon simply disappeared ... And hideous creatures of the long-
  forgotten Chaos began to appear once more.  For the rest of that story, I'm afraid 
  Corwin tells it best in the Chronicles of Amber, the ten-book series which 
  includes:
      Nine Princes In Amber       Trumps of Doom
      The Guns of Avalon          Blood of Amber
      The Sign of the Unicorn     Sign of Chaos
      The Hand of Oberon          Knight of Shadows
  
      The Courts of Chaos         Prince of Chaos
      
      Also excellent is Roger Zelazny's Visual Guide to Castle Amber, by Neil Randall
  and the Old Master, Roger himself.
  ===========================================================================
  CHARACTER CREATION
      The PCs should be built on about 750 points, for young Amberites or Chaosites, 
  with a limit of 100 points in Disadvantages.  Of course, any 50-pt. mortal mage or 
  gadgeteer could find a way to blunder through Shadow, but they are not likely to 
  last long in the court intrigues surrounding the One True City.  Elder Amberites 
  might be from 800 to 1800 points.
      
  ---------------------------------------------------------------------------
      Statistics Maximums: 
      ST,  DX, IQ, HT, Extra HP, Will, Hard to Kill
      100, 30, 30, 30, 10,       8,    5,
  ---------------------------------------------------------------------------
      Amberite Package (165 pts): Blood of Amber (+130), Unaging (+15) and Slow 
  Regeneration (+10), Mana Enhancer (+25), and Regrowth (+5).  The low point cost on 
  Regrowth is due to the fact that regeneration times are _tripled_ (for each die 
  rolled, use HT/10 instead).  Amberites all have the Disadvantages Paranoia and 
  Unluckiness (both of which _may_ be bought off with GM approval).
      Chaosite Package (170 pts): Blood of Chaos, Morph, Mana Enhancer, and also the 
  Disadvantages Paranoia and Unluckiness.
      Demon PCs are possible, but should be limited to 500 points.  They may or may 
  not have the Disadvantage No Physical Body (such as the Ty'iga have), worth -100 
  points (from Psionics or Compendium I).  If so, they are likely to want Mind 
  Control spells or psionics, to possess a body.  All that have their original demon 
  bodies will also have Morph.  Demons are often employed as servants of the Lords of
  Chaos, and would thus have a Duty to them.
      Any other PC type imaginable is possible, given GM's approval.  This is Amber, 
  where it's not a matter of _if_ something is possible, but _where_.
  ---------------------------------------------------------------------------
  OLD ADVANTAGES
      Ally: A necessity for any member of either of the royal families.  Since 
  alliegances can shift so rapidly (and to avoid having to pay incredible costs for 
  Allies), they may be bought at 1/3 cost.  A 750-point Ally is worth 23 pts base.
      Ambidexterity: Benedict had this (good thing, too!)
      Cultural Adaptability: This is very common among any Amberite or Chaosite, 
  particularly elders, who do a lot of Shadow walking.
      Divination (+5): This Advantage is available to anyone with the Trump Use 
  skill.  This allows the character to use the cards to cast their own futures.  
  Spellcasters may instead wish to take the Cartomancy spell.
      High Pain Threshhold: Very common advantage.
      Magery: Many of the Amberites have this, and Merlin mentions that in Chaos it 
  was considered one of the 'gentlemanly arts', along with riding, dancing, and 
  poisons (great place, the Courts are...).  Merlin probably had 3 levels.  Dworkin 
  and Suhuy might even have MORE (Player: "But that's impossible!  Uh ... isn't 
  it ... ?").  Magic operates a little differently for Amberites than for most folks.
  See Magic, below, for details.  Note that Magery is NOT a prerequisite for Amber, 
  
  Logrus, Broken Pattern, or Trump magic (except Enchantment using these Powers).
      Morph (+40): This is standard for members of the Courts of Chaos.  
  Additionally, for ([X points]+50%), the PC can spend X points (to a maximum of 70 
  points) on advantages and powers that they may shapeshift into.
      Patron: For a young Amberite, this becomes a must.  Any parent is likely a 
  Patron.
      Second Sight (+5): An initiate of the Pattern or Logrus has this power, and is 
  able to perceive magical auras at will.
      Status: Shows the character's position in the family hierarchy, and their 
  relation to the throne.  This gets very confusing, but can be generalized as 
  follows.  Note also that this can change rapidly in or against your favor (as it 
  did for Random and for Merlin).  (While this advantage is useful for _justifying_ 
  your claim to the throne, it is _not_ likely to be useful in repelling a coup!  
  Thus the low point value).
          Current King (Queen), +4
          Elder Child, +3
          Middle Child, +2
          Youngest Child, +1
          Not in line of succession (or very far away), +-0
          Offspring of Current King, or _known_ chosen successor, additional +2
          Unusual powers which would make a coup easy (Benedict) additional +1.
      Snatcher (+80): This power is automatically granted to any who walk the Logrus.
      Strong Will: Fiona has about 7 levels of this.  BRAND was afraid of her!
      Trained by a Master:  Anyone trained by Borel or Benedict MUST take this 
  Martial Arts Advantage.  In fact, most Amberites (male ones for sure) will almost 
  always have travelled through Shadow to pick up this Advantage.
      Weapon Master: Most Amberite males (and Dierdre) have this, at the general 
  level, along with high levels of sword skill, and Elizabethan, Italian Rapier, or 
  French Fencing.
      World-Jumper (+200, or +100): This Advantage is granted to any who walk the 
  Pattern or Logrus.  Note that, instead of memorizing individual M/E worlds, 
  however, they gain the M/H Shadow Knowledge skill (available only to them, as part 
  of the Pattern initiation), which defaults at -2 to ALL worlds.  World-Jumping as 
  practiced by Amberites has one massive advantage, in that as long as anyone or 
  anything follows them closely, they will be transported as well.  This includes 
  vehicles, carts, or even entire armies; ignore all Encumberance!  This is 
  considered to be a +100% modifier; a Chaosite who had not mastered controlling 
  Black Roads would buy this at the lesser, 100 point level.
  ---------------------------------------------------------------------------
  NEW ADVANTAGES
      Note: From time to time in this text, I will refer to 'the Powers'.  This does 
  not mean the 'super-powers' of GURPS Supers; this is a reference to Pattern, 
  Logrus, the Broken Patterns, and Trump (although Trump is not an Advantage, it is a
  Power).
      Blood of Amber or Chaos (130 points):  This is a prerequisite to walking either
  the Pattern or the Logrus.  It also includes Filthy Rich, Substance 20, and the 
  ability to cast a Blood Curse.  The Curse may only be cast when the PC is at -3 x 
  HT (not counting Hard to Kill).  It may, for game purposes, be treated as a 'Hung' 
  (as per the spell in Grimoire) Great Wish.  The Curse _will_ come true.  (Note: 
  Should the PC survive the experience, they will _always_ suffer from the effects of
  their own Curse in one way or another, and an enormous sacrifice will be required 
  to expunge it).  This is a powerful tool to take campaigns in new directions, and 
  GMs shouldn't be afraid to use it, or go with an unexpected Curse.
      Broken Pattern Initiation (35 points).  Subtract 3 from the cost of this Power 
  for every Shadow 'out' from Amber the Shadow is where the Pattern was that they 
  
  were initiated, to a minimum cost of 5 points for Broken Pattern.  This allows the 
  recipient to learn Pattern spells, with the following limitation: for each Shadow 
  'out', all spells are cast at -1.  Also, all results are treated as one less: 
  successes are treated as failures, etc.  As for Critical Failures, well ... treat 
  it as Bad Luck; you can't kill them _outright_, but anything less is OK!  Almost 
  the only advantages to Broken Pattern are that, yes, you can move with a little 
  safety through Shadow, and you can hang spells on it (carefully).
      Fount of Power Immersal (20 points/level) Each level includes Teleport 2, 1 
  Extra HP, and Hard to Kill 1.  _However_, the PC must balance out all points taken 
  with Mental Disads, in this order: Bad Temper, Bully, Bloodlust, Sadism, and 
  Delusions.
      Jewel of Judgement Initiation (20 points): This allows one to use the Jewel of 
  Judgement, the traditional symbol of Amberite royalty, and a powerful and dangerous
  talisman of weather control.
      Logrus Initiation (65 pts): This is the Power of the Courts of Chaos, and 
  traversing it allows the walker to learn Chaos spells and to wield their power.  
  Without Morph, however, all the walker will do is most likely buy a most 
  interesting, painful death.  Logrus is more expensive than Pattern, but it has 
  several important advantages over it (and not a few drawbacks).  One drawback is 
  that after walking the Logrus, the Chaosite must immediately take 2d6*5 points 
  worth of insanity-type mental Disadvantages.  These may be bought off as though 
  costing 1/5 their normal cost, but this should still take no less than a week.  
  Also, Spells may be 'hung' on the Logrus, unlike with the Pattern.
      Pattern Initiation (50 pts):  It may be important at some time to note, and 
  should on the character sheet, where the character took Pattern, at T'ir-na Nogth, 
  Rebma, Castle Amber, True Amber, or Corwin's Pattern.
      Substance (5 pts/level): This is the equivalent of Magic Resistance that only 
  functions against the Amberite Gate College spells.  It allows a Shadow-Dweller to 
  resist the effects of Shadow Editing on themselves, and is usually gained by a long
  association with another object of 'Substance'.  The maximum level that may be 
  bought is level 20; GMs may restrict Shadow-Dwellers to lesser levels, perhaps to 
  15 maximum.
  ---------------------------------------------------------------------------
  OLD DISADVANTAGES
      Blind: Like when your hated brother becomes king, puts out your eyes, and locks
  you in a dungeon to rot...
      Gigantism: Gerard might have this, being such a big, well-muscled guy.
      Other Physical Disadvantages: A few are seen in the books (Benedict's severed 
  arm, Corwin's Bad Sight on recovering from Blindness), but are always the result of
  battle wounds, not physical deformity.
      Social Disadvantages: Only Odious Personal Habits and maybe a bad Reputation 
  are really appropriate.  Amberites are too jet-setting among Shadows to be 
  Primitive, and they're royalty among royalty, and so have no Stigma, Poverty, or 
  bad Status.
      Secret: A PC who is an Amberite or Chaosite masquerading as a Shadow-Dweller 
  may take this Disad, but it's worth 1/3 the normal cost, since they can find almost
  an identical Shadow elsewhere, should their cover be exposed.
      Mental Disadvantages such as Code of Honor (especially 'Loyalty to the Family' 
  [-10], AKA 'Gerard's Folly'), Bad Temper, Bully (Julian), Gluttony, Impulsiveness, 
  Intolerance, Shyness (Llewella), Stubbornness, and Vows are appropriate.
      Hemophilia (BWA-HAHAHA-HAHAHHHHAAAA!!!!)
      Enemies: VERY appropriate, and almost always a secret enemy, too.
      Dependents: Possible ... if the child is acknowledged.
      Duties: Not really, but a Sense of Duty might be appropriate.
  ---------------------------------------------------------------------------
  
  NEW DISADVANTAGES
      Pattern/Logrus Ghost (Total -90).  This includes Social Stigma: Dead -4, worth 
  -20 points.  People treat you funny when you're the walking dead ... Also, a new 
  Ghost has a Dependency on blood, similar to Vampires, which is Infrequent Daily (-
  60 [loses 1 HT/minute, but, if allowed to drain 5 HP of blood, allowed to suspend 
  this Disad, as long as they buy it off quickly]), and a L2 Vulnerability to the 
  opposite Power (Rare, -10) until the Dependency is bought off, at which point they 
  are normal, 'living' beings again (and they must buy off the Vulnerability).
  ===========================================================================
  SKILLS
      Group Skill Bonus: Since the Amberites have been around for centuries, the GM 
  may find it easier to simply allow Amberite PCs to use the Group Skill bonuses from
  Fantasy Folk and Compendium I.  This costs 6 points for most skill groups, and 15 
  points for Combat/Weapon and Thief/Spy skills, added to the skill defaults (to a 
  maximum of +8 to any group).  For additional specialization, the skill itself may 
  be bought, as well.  Psionic and Magic skills are not applicable bonus groups.
  ---------------------------------------------------------------------------
  OLD SKILLS
      Animal Skills: These are commonly seen in the books.  Riding: Horse is almost 
  required.  Animal Training may be desirable for the Riding Default, to reflect a 
  large variety of animal-riding experiences.
      Artistic skills: Most Amberites have an art they favor; Corwin was a master 
  songwriter, Random a great drummer, Brand a painter, Vialle a sculptress.  Note 
  that Artist is a Prerequisite for Trump Artist spell.
      Athletic skills: A few points in these never hurts, particularly Throwing, for 
  a good Default with all thrown weapons.
      Combat/Weapon Skills: All of these at high levels, particularly Fencing and 
  Sword!
      Craft skills: Not much evidence of these in the Chronicles, although 
  Blacksmith: Swords or the like would make an interesting alternative to an Artistic
  skill.
      Hobby skills: Martin -- 'Dead Kennedys, anyone?'
      Language skills: The language of City Amber is Thari (M/A).  The farther out 
  from Amber the less Thari-like the 'dialect' may be, but adjacent Shadows are 
  likely to have very similar dialects.
      Medical skills: Corwin states that over the centuries most of his siblings have
  had extensive medical training.  Diagnosis, Physician, and Surgery are naturals.
      Outdoor skills: Most of the Amberites seem to be canny with the outdoors, part 
  of their vigilant, military nature.  Naturalist is desirable for the default to 
  Survival, to show experience with hundreds of climates.
      Professional skills: Heraldry would be likely.
      Scientific skills: A smattering of these skills is to be expected, particularly
  History and Occultism.  Computer Programming is useless with Ghostwheel!
      Social skills: Administration and Leadership are likely, Carousing very likely 
  (ask Flora about Random).  Corwin is a bard of great talent, and Bill Roth and 
  Random are both fair Diplomats.  Fast-Talk would be very common.  As for Gambling, 
  Random (perhaps only half-jokingly) suggested to Julian to cut cards for the throne
  after Oberon disappeared.  Savior-Faire is very important, and Flora beats everyone
  on this skill.
      Thief/Spy skills: For most, one word: indispensible.  A silver-tongued lie, a 
  silvery flashing blade, both are useless against the Lie-Detector and the Stealthy.
  
      Vehicle skills: A variety of these would be very good in widely differing 
  Shadows.
  ---------------------------------------------------------------------------
  NEW SKILLS
      Tracking-Shadows.  Note that it is not always necessary to have Shadow Walking 
  to follow another through Shadow.
      Area Knowledge-Amber.  There are many specialties for this skill (Amber Town, 
  Castle Amber, Golden Circle shadows)
      Area Knowledge-Chaos.  Again, many specialties (Courts of Chaos, vavious Ways, 
  Black Circle shadows)
      Area Knowledge-Specific Shadow (M/E).  This allows the character to use World-
  Jumper to come to the particular world, as well as the most important features of 
  that world.  Note that for knowledge of a large number of Shadows it is far more 
  cost-effective to buy Shadowlore, for its default.
      Language: Thari.  This is Mental/Average, the language of Amber and, 
  presumably, the Courts as well.
     Shadowlore. (M/VH)  This is not truly an Area Knowledge -- to know everything 
  about every Shadow is by definition impossible.  This skill covers the important 
  types, features, and parallels of different areas of Shadow.  For example, a 
  Shadowlore-master would know the 'location' of the Golden Circle Shadows,  The 
  Black Zone Shadows, the Broken Pattern Shadows, and other 'regions', such as high-
  science low-magic, the opposite, high in both, etc.  A character with a high level 
  of Shadow Knowledge can find a specific Shadow with relatively vague criteria; each
  Area Lore- Specific Shadow defaults to Shadowlore at -1 to -4.
  ===========================================================================
  MAGIC
      There are 3 new Colleges, each with an edited spell list: Pattern, Logrus, and 
  Trump.  Broken Pattern operates in much the same manner as Pattern, with a few 
  modifications.
      Note: I have tried, as much as possible, to remain true to the standard GURPS 
  magic system.  There were mutual modifications; if the GM hates what I have done, 
  they may invent something new, or wing it.  I am interested in any alterations 
  made, naturally!
  Abbreviations:
      PQ: Prerequisite
  #
  All Colleges: Spell Hanging.
  ---PATTERN COLLEGE---
  1. Bane: Puissance vs. Logrus. PQ: 6, Enchantment.
  ---LOGRUS COLLEGE---
  1. Primal Chaos. (n)  PQ: 6.
  2. Bane: Puissance vs. Pattern. PQ: 5, Enchantment.  PQ: 6, Enchantment.
  ---TRUMP COLLEGE---
  1. Trump Use. (n)
  
  2. Divination: Cartomancy.  PQ: 1.
  3. Plane Shift. PQ: 1.
  4. Create Gate.  PQ: 3.
  5. Trump Spying. (n)  PQ: 4.
  6. Trump Bypass. (n)  PQ: 4.
  7. Trump Artistry. (n)  PQ: 3, Enchantment, Art: Painting at level 17+.
  8. Trump Enchantment. (n)  PQ: 7, any Craft skill appropriate to the item being 
  enchanted at level 18+.
  ---------------------------------------------------------------------------
  NEW SPELL DESCRIPTIONS
      Primal Chaos: This is a deadly spell, that essentially summons an implacable 
  force of elemental, total entropy to devour an area as large as an entire Shadow.  
  It may take as long as a half-hour, but it does basically infinite damage.  VERY 
  IMPORTANT: GMs should enforce this spell as the double-edged sword that it is!  
  Once summoned, Primal Chaos can _NOT_ be done away with.  This is a force older 
  than Pattern or Logrus themselves!!
      Trump Use: This spell allows the user to communicate between Shadows, with 
  anyone else who is on a Trump the character holds.  Trump contact is at least 
  slightly telepathic, and one may skim the thoughts of the other contactee with a 
  Trump Use roll (this is at -3 for each additional party in on the contact).  Either
  party may initiate a Long or Short Contest of Wills.  
      Each roll takes 30 seconds.  No damage is done by failure or success, but it 
  does allow each other to accurately guage (+- 1) the level of Will of the other, as
  well as to inflict mental discomfort.  A critical failure by one party, or a 
  critical success by the other, results in an instant loss of control, and intense 
  pain (treat as a mental stun).  The GM may even allow the winner to scan the 
  memories of the other, or, by destroying their sanity, force random Quirks on them.
  It takes a Trump Use roll at -3 to sever contact suddenly and escape when you have 
  lost.
     Trump Spying: This allows the character to 'tap into' conversations between 
  others by laying the cards flat, emptying one's mind, and lightly touching the 
  cards.  It also allows one to notice when one's card is touched or regarded by 
  another, unless they are steeped in Concentration at the time.
      Trump Bypass: This allows one to use Trump Use skill without the actual Trumps 
  themselves.  It is difficult, and requires intense concentration, but _can_ be 
  done.
  Trump Artistry: This allows one to create new Trump Cards.
      Trump Enchantment: This allows one to create items and invest them with Trump 
  images.  To create a Trump image costs 100.  Creating an item for a subject which 
  is not present (but is described in detail) costs double.
  ---------------------------------------------------------------------------
  OLD SPELL MODIFICATIONS
      Any Power Words, from a character being converted directly from the Phage Press
  game, may be considered to be a spell of instantaneous casting time and comparable 
  effect. (No, I haven't gone too far into this, since, near as I can tell, there 
  were no 'Power Words', per se, in the original books).
      Bane: Puissance, applies to all weapons enchanted with a portion of the 
  Patternm and applies to all Logrus creatures.  Likely the reverse is true, but the 
  
  weapon would be as Frakir, a shapechanging weapon.  A portion of the Pattern itself
  must be engraved in the weapon to allow the spell to be cast.
      
      Banish: Includes Demons of Chaos.
      Create Gate: This spell is used to create a Trump Gate, using a Trump card.  It
  does not allow time travel.
      Divination: Cartomancy applies to the Trumps.
      Plane Shift: Trump Plane Shift only works for one person at a time, only if one
  of them is using or Bypassing Trump and has the other contacted.
  ---------------------------------------------------------------------------
  NEW NON-POWER SPELLS
      (Note: some of the descriptions of these spells are fairly arbitrary; feel free
  to modify them as needed, GMs).
      Astral Club.  This is one of Mandor's spells he used on Merlin.  As the name 
  implies, the club is intangible until just before it strikes, giving a -4 to parry 
  (but can be dodged normally, though cover is no good).  
      Duration: Until it strikes the opponent, or 3 rounds.
      Base Cost: 3
      Time to Cast: 3 seconds.
      Chains of Deliverance: A spell of Mandor's.  This spell binds the target with 
  ST 10 + the Will of the caster.  A critical success on a Will roll will free one 
  from the spell (only one with Magery or Intuition could guess this) --  but a 
  failed Will roll extends the duration of bondage for 15 minutes.
      Duration: 1 hour, plus 15 minutes per failed Will roll to escape.
      Base Cost: 5
      Time to Cast: 5 seconds
      Prerequisites: 6 Making and Breaking spells
      Concerto for Cuisinart and Microwave: One of Merlin's more entertainingly-named
  spells, this one simultaneously fries the opponent with microwave energy and shish-
  kebobs the opponent with dozens of whirling knives.  Each of the 1d+3 blades will 
  do 1d-3 cutting damage, and the radiation damage does 2d damage, or 1d plus 1d 
  electrical damage to anyone wearing a large amount of metal.
      Duration: 1 round
      Base Cost: 5 
      Time to Cast: 3 rounds
      Prerequisites: Irradiate, Dancing Blade.
      Confusion Storm: One of Dara' spells, that subjects the target to blurred 
  sensations and thoughts.  The subject must make a Will roll, or be, effectively, 
  Mentally Stunned.  A critical failure on this roll doubles the duration and renders
  the target incapable of any actions at all.  The Confusion Storm has an area effect
  as well, of 12' in diameter.
      Duration: 1 minute
      Base Cost: 4
      Time to Cast: 3 seconds
      Prerequisites: Emotion Control.
      Curtain of Chaos: This spell creates a Disintegration field, that does damage 
  as per the Disintegration spell to anything that enters the area (just large enough
  to cloak 2 people uncomfortably).
      Duration: 4 rounds
  
      Base Cost: 4
      Time to Cast: 3 seconds
      Prerequisite: Primal Chaos, Disintegration, Utter Wall.
      Diamond Bubble: This spell creates the equivalent of an Utterwall, but of 
  diamond, around the target.  The Diamond Bubble weighs 2 tons, has PD 5, DR 75, HT 
  500.  Once broken, the individual diamond pieces dissolve within seconds.
      Duration: 2 minutes.
      Base Cost: 15
      Time to Cast: 6 seconds
      
      Envenom: This spell will coat a single weapon with a poison, venom, or toxin.  
  B132 has details on a couple of common types.  Whatever type it is, the caster of 
  the spell must possess a basic knowledge of the poison to be created (i.e. Poison 
  skill, or a roll on the Poisons skill default of IQ-6, Chemistry-5, or Physician-
  3).
      Duration: 10 minutes or until the poison is injected into the victim; there the
  poison will have its normal effect, as though permanent.  Metabolized poison 
  disintegrates.
      Base Cost: 5
      Time to Cast: 4 seconds
      
      Fantasia for Six Acetalyne Torches: This cruel spell of Merlin's creates six 
  points of flame, whirling around an opponent, broiling them in their own juices.  
  Each of the 6 points inflicts 1d-2 damage; for the rules on flame and armor, see 
  B130.
      Duration: 10 rounds.
      Base Cost: 4
      Time to Cast:  6 rounds
      Prerequisites: Fireball, Dancing Weapon.
      
      Floral Delivery: A very simple spell of Mask's, that creates dozens of flowers,
  showering on the opponent.  It does no damage, but is great as a Trademark.
      Duration: Instantaneous; the flowers created are permanent.
      Base Cost: 1
      Time to Cast: 1
      Prerequisites: Rain of Nuts (one of its prereqs must be Plant Growth).
  ---------------------------------------------------------------------------
  AMBERITES CASTING 'CONVENTIONAL' MAGIC
      Amberite and Chaosite magic, other than the above 3 colleges, operates a bit 
  differently than other beings' magic.  To cast normal magic, an Amberite uses the 
  Improvised Magic rules, with the following exceptions:
      (1) Amberites and Chaosites must draw on an extradimensional source to cast 
  magic; it does not come from the local area.  This is why they get the Mana 
  Enhancer Advantage.  It also means that for each second it would normally take to 
  cast a spell, they must take 3d _minutes_.
      (2) To balance out this effect, Amberites and Chaosites may take up to 5 levels
  of Magery.  The eldest Amberites (Dworkin, Oberon) may possibly take even more.
      (3) Amberites and Chaosites, once a spell is almost totally cast, may use the 
  Meta-Spell Hang-Spell (learned by mages free of conventional Prerequisites), 
  leaving it attached to some special object with the 'Spell Hanger' Enchantment (500
  ST per spell), or, for Broken Pattern and Logrus adepts, on their Power sign (any 
  number).  It will last for roughly a day per minute spent casting before the spell 
  begins to degrade (-1/day to finally cast), and those minutes must be made up 
  'refreshing' the spell.
  
  ===========================================================================
  CHARACTER CONVERSION
      
  Amber      GURPS
  Statistic  Strength    Warfare     Endurance    Psyche
              = ST        = DX        = HT         = Strong Will
  ------------------------------------------------------------------
  Ranked     Points+40   Points+25   Points+30    L(Points/20)+3
  Amber      31-40       21-25       21-30        L2-3
  Chaos      16-30       16-20       16-20        L1
  Human       1-15       1-15        1-15         None
      IN: Amber has no "Intelligence" attribute (seems almost like a game having no 
  Strength attribute ... !).  My recommendation is to use the Endurance table above 
  for Psyche, and modify it a bit (say +-20%), according to your interpretation of 
  the character.
      All Amberites have Regrowth, but I would only charge 5 points for it, since it 
  takes at least 4 times as long for Corwin to regrow his eyes as predicted for an 
  'average' possessor of that power by Supers (and remember, Corwin had the most 
  stamina and healing power of any adult Amberite).
      There is evidence that Amberites of high mental prowess (say, Ranked in Psyche)
  may possess psychic powers.  They can have no more TOTAL levels in psionics than 
  they have in Will.
      
      'Stuff': Each point of Amber 'Stuff' can be traded for one level of Charisma; 3
  points may buy a level of Luck.  1-3 Bad Stuff buys Unluck; 4-5 buys Cursed, and 6+
  buys Cursed and Jinxed.
  ===========================================================================
  CHARACTER STATS
      These are based on my own figuring, and are _not_ direct conversions from the 
  Phage Press game.  Yes, there are optimization schemes that could be applied to 
  them, but remember the words of GURPS netrep Dr. Kromm, "Character creation is not 
  an exercise in accounting."
  ---------------------------------------------------------------------------
  Lord Corwin of Amber (Total Points = 1534)
  STATS (Total=+688)
      ST = 66 (+178). Assuming that Corwin was medium-encumbered when carrying 
  Lancelot (a big guy, in full plate mail) to the Keep of Ganelon (which was a good 
  5+ miles), at that point he had ST 50.  If we assume in the training in the weeks 
  to follow he could increase his strength by 30% (from his emaciated condition), he 
  would have ST 66.  This allows him to do thr7d+1, sw9d+2.
      DX = 17 (+100).  Corwin is an accomplished warrior and athlete; he fought for a
  _long_ while up the narrow stair of Kolvir, and didn't slip.
      IQ = 15 (+60).  Corwin is an accomplished schemer and strategist (unlike 
  Merlin!).  Plus, although he doesn't do a lot of _actual_ scheming, he's 
  magnificent at thinking up dirty tricks out of thin air.
      HT = 27 (+350).  Corwin is pretty much the toughest of the Elder Amberites.  He
  can be hurt, but he _always_ comes back.
  
      Move = 13.
      Will = 17.
  ADVANTAGES (Total=+575)
  Alertness 2 (+10)
  Allies: Random, 15- (+46)
      Merlin, 9- (+23)
  Amberite Package (+165):
          Blood of Amber
          Regrowth (Slow)
          Slow Regeneration
          Mana Enhancer
          Unaging
      Combat Reflexes (+15)
      Cultural Adaptability (+25)
      Extra HP 5 (+25)
      Handsome (+15)
      Hard To Kill 4 (+20)
      Jewel Of Judgement Initiation (+20)
      Magery 3 (+35)
      Mana Enhancer (+25)
      Musical Ability 5 (+5)
      Pattern Imprint (+50)
      Second Sight (+5)
      Strong Will 3 (-12)
      Tougness 2 (+25)
      Trained By A Master (+50)
      Status 4: Elder Child (extra level due to crowning himself King of Amber at 
  Eric's coronation, and saving Amber with his troops and guns) (+20)
      Weapon Master (+45)
      World-Jumper: Amberite (+200)
  Other Advantages Corwin had from time to time in the Chronicles include: 
          Ally: Dierdre, 6- (+12)
  QUIRKS (Total=-5)
      Favors black and silver clothing, with a silver rose
      Dislikes letting Shadow-dwellers suffer unnecessarily, but does it anyway
      Nostalgic and bitter about the loss of Shadow Avalon
      Secretly in love with Dierdre (and mourns her loss)
      Irreverant but philosophical
  DISADVANTAGES (Total=-100)
  Amberite Package:
      Unluckiness
      Paranoia
  Enemy Group: Chaosite Worshipers, 9- (-80)
  Flashbacks (-5)
  Secret: Amberite, Utter Rejection (-1/3) (-6)
  Stubbornness (-5)
  Other Disadvantages Corwin had at various points in the Chronicles include:
          Enemies: Brand, Benedict, Gerard, Caine, the Black Road, and the whole of 
  the Courts of Chaos.
          Secret: That jeweler's rouge from Avalon was explosive in Amber.
          Blindness, of course.
  SKILLS (Total=+372)
  --Category            Group Bonus  Special Skills
  Animal Skills         +3 (+18)     Riding Horses+2 (+1)
  Artistic Skills       +2 (+12)     Bard+5 (+12), Dancing+2 (+8)
  
  Athletic Skills       +2 (+12)
  Combat/Weapon Skills  +6 (+90)     Fencing+2 (+8), Broadsword +2 (+2),
                                     Shield+1 (+2), Guns+1 (+2)
  Martial Arts Skills   +3 (+45)
  Craft Skills          +1 (+6)
  Language Skills       +5 (+30)
  Medical Skills        +3 (+18)
  Outdoor Skills        +3 (+18)
  Professional Skills   +1 (+6)
  'Hard' Science Skills +1 (+6)
  'Soft' Science Skills +2 (+12)
  Social Skills         +1 (+6)  Area Knowldege (Castle Amber)+2 (+4),
                                 (City of Amber)+1 (+2), (Shadow)+1 (+1)
  Thief/Spy Skills      +3 (+45)
  Vehicle Skills        +1 (+6)
  SPELLS (Total=-4)  All are at 16.
  Trump Use
  Create Gate, Trump
  Divination: Cartomancy, Trump
  Banish
  WEAPONS
  Greyswandir: (see below).
  ---------------------------------------------------------------------------
      Merlin, King of Chaos (Total Points = 1525).
  STATS (Total= +325)
      ST = 30 (+160).  Merlin is strong, but not as strong as Corwin.  We don't see 
  him doing a lot of physical stunts to compare with, though.  This allows Merlin to 
  do thr3d and sw5d+2.
      DX = 15 (+60).  Merlin is a fairly athletic and dextrous guy.
      IQ = 14 (+45).  Although maybe not as experienced and perceptive as Corwin, 
  Merlin is still pretty sharp.
      HT = 15 (+60).  Merlin is well-toned and fit.
      Will = 17.
      Move = 7.5
  ADVANTAGES
  (Total = +785 pts)
      Allies: The demon Gryll (Kergma doesn't really help out Merlin in the books, 
  and Glait is weak enough to be a mere Dependent).  Assumed 300 pts, appears 9- 
  (+25)
      Amberite Package (+165):
          Amber (AND Chaos!) Blood
          Slow Regeneration
          Regrowth (Slow)
          Mana Enhancer(+25)
          Unaging
      Cultural Adaptability (+25)
      Hard to Kill 3 (+15)
      Jewel of Judgement Initiation (+20)
      Logrus Initiation (+65)
      Magery 5 (+55)
      Morph (+40, +60 [*1.5] points for form alterations, total +130)
      Pattern Imprint (+50)
  
      Second Sight (+5)
      Strong Will 2 (+8)
      Toughness 1 (+25)
      Trained by a Master (+40)
      Weapon Master (+45)
      World-Jumper: Pattern/Logrus (+200)
      Other Advantages -- Until about the time of Knight of Shadows, Merlin was 
  fairly naive ... consider him at that time to have bought off Paranoia (he was not 
  so bad as to have Gullibility, though!)
  QUIRKS
      Difficulty trusting or revealing too much of himself (but not fully Paranoid).
      Dedicated to preserving his status as a member of both Amber and Chaos (until 
  he became King of Chaos, that is ... )
  DISADVANTAGES (Total= -25 points)
  Unluckiness(-10)
  Curious (-5)
  Indecisive (-10)
  Secret: Amberite/Chaosite, Utter Rejection (-1/3) (-6)
      Other Disadvantages Merlin had during the books include Enemies (Jasra, Jurt, 
  Julia Barnes, and Luke).
  SKILLS (Total= +372 points)
  --Category            Group Bonus  Special Skills
  Animal Skills         +1 (+6)      Riding Horses+2 (+1)
  Artistic Skills       +6 (+36)     Artist (Painting)+3 (+10)
  Athletic Skills       +3 (+18)     Running+1 (+8)
  Combat/Weapon Skills  +4 (+60)     Fencing+2 (+8), Broadsword +2 (+2), Shield+1 
  (+2)
  Martial Arts Skills   +2 (+30)
  Craft Skills          +1 (+6)
  Language Skills       +4 (+24)
  Medical Skills        +2 (+12)
  Outdoor Skills        +3 (+18)
  Professional Skills   +1 (+6)      Computer Operations+2 (+4)
  'Hard' Science Skills +3 (+18)     Occultism+2 (+4), Thaumatology+1 (+8), Computer 
  Programming+2 (+8)
  'Soft' Science Skills +2 (+12)
  Social Skills         +2 (+12)     Area Knowldege (Castle Amber)+2 (+4), (City of 
  Amber)+1 (+2), (Shadow)+1 (+1)
  Thief/Spy Skills      +2 (+30)
  Vehicle Skills        +1 (+6)
  SPELLS (Total= -70).  All are at 17.
      Note: Without a doubt, Merlin has at least fifty more spells like this.  I 
  added 50 points to the point cost totals of his spells to reflect this.  Anyone 
  playing Merlin should define any spells to be used before they are, however.
  Awaken Computer
  Animation
  Light
  Continual Light
  Cool
  Banish
  Poltergeist
  Shape Earth
  
  Irradiate
  Dancing Blade
  Enchantment
  Primal Chaos
  Utterwall
  Fireball
  Concerto for Cuisinart and Microwave
  Curtain of Chaos
  Envenom
  Fantasia for Six Acetalyne Torches
  Floral Delivery
  Fireball
  WEAPONS
  Frakir: (see below).
  ===========================================================================
  MAGICAL ITEMS
      Note: Most of these should be considered to have Substance of at least 18.  The
  Gunpowder would have far less, but the Jewel should have infinite Substance.
      The Cabbalah Trump Painting: This is a painting of the Cabbalistic tree of life
  (for those of you who do not know what the cabbalah is, check out 
  gopher.//wiretap.spies.com/00/Library/Fringe/Occult/cabalah.cln, which is the best 
  introduction to this mystical Jewish philosophical system I have found).  A capsule
  summary: each of the 'sephiroth' correspond to aspects of God, angelic order, 
  magical powers, psychic states, physical forces, stages of creation, ... aspects of
  reality, in short (and shadows, as well).  The painting was likely destroyed in the
  fire that obliterated Melman's home in Brutus Storage, but some enterprising thief 
  could have rescued it, or it could have been re-created.  What would be interesting
  is if the original still contained a Trump link to the Binah shadow (especially 
  since Merlin destroyed that shadow with Primal Chaos) ...
      Corwin's Gunpowder:  Although perhaps not TRULY magical in the traditional 
  sense (although perhaps in a converse sense), it served the same sort of ace-in-
  the-hole role for Corwin when he was able to turn the tide of the Patternfall War 
  (and, it seems, is as much a pain in the ass to deal with).  Simply treat it as 
  with ordinary guns.
      The Jewel of Judgement.  This large blood-red gem possesses the power of 
  weather control (treat as being enchanted with all Weather spells, Lightening, Ball
  Lightening, and Spark Storm, all at level 20, at no cost to the wielder.  It also 
  has the unique power to inscribe a new Pattern, and is said to itself contain a 3-
  dimensional version of the Pattern.  To be used, its user must walk the Pattern, 
  and then let themselves be drawn into contemplation of the 3-d Pattern within.  It 
  is currently residing in Coral's eyesocket.  After being worn for x hours (there is
  no set number, the point is the thing's dangerous!)  the wearer gains the Enhanced 
  Time Sense advantage.  However, for every X*1.2 time they wear it, they lose HT/10 
  (but don't notice it, as from radiation).  It also grants the powers of Weather 
  Control.
      Frakir: This is a strangling cord, customarily wrapped about Merlin's hand, 
  enchanted with a variation on Dancing Weapon: it can move and attack on its own 
  (speed 6, skill 18), but must crawl, i.e. it cannot 'fly' through the air like a 
  normal Dancing Sword.  It also possesses Sense Danger, in that it tightens about 
  Merlin's wrist when it senses trouble.  For a short while, it possessed a limited 
  sentience, but that was likely the interference of the Powers while Merlin was in 
  Undershadow.
      Ghostwheel: More a sentient being than an artifact, Ghostwheel is a computer 
  created by Merlin to allow instantaneous transportation through Shadow by the 
  creation of 'virtual' Trumps.  It appears as a circle of glowing energy, and can 
  alter this appearance more-or-less at will, and has stood up to both Pattern and 
  
  Logrus and come away unscathed.  It is fully sentient now, although Merlin had some
  problems with its obedience early in his Chronicles.
      Greyswandir: Corwin's sword (used a bit by Merlin), which possesses Bane: 
  Puissance, vs. Chaos creatures (engraved with a portion of the Pattern), and Ghost 
  Weapon (vs. dwellers in T'ir Na Nogth).  Said to have been forged on the first rock
  that leads to T'ir Na Nogth, it also allows communications between 'normal' folk 
  and the people of that realm when laid crosswise between them, or touching them.
      Mandor's Spheres: Essentially, these seem to be 'special effects' of Mandor's 
  spells -- Mandor is one of those guys you'd expect to do everything with a certain 
  style.
      The Spikards: These rings possess phenomenal magical powers.  Basically, to any
  mage of Magery 2+, they grant Improvised spellcasting in all Colleges at level 25+.
  They seem to do for sources of mystical power what Ghostwheel does for Trumps, 
  create or maintain a link to every source of useful mystical power in Shadow.
      The Tragoliths: These are small, blue stones that were discovered by Jasra and 
  given to her son Luke.  Basically, they allow a person without any Powers to walk 
  through shadow, because for some reason a strange magnetism draws the stones to 
  each other through Shadow.  Anyone held in long contact with the stones also 
  becomes 'attuned', treating him as a Tragolith, and only time or walking the 
  Pattern or Logrus will erase the influence.
      The Trumps: A Tarot card deck that typically has several extra cards, 
  representing (usually) the family of some Amberite or Chaosite.  For those who know
  nothing of the Tarot, check out 
  http://hops.wharton.upenn.edu/~loren/links/grass/tarot.rules.  Usually necessary to
  communicate and transport instantaneously through Shadow, the chillness of their 
  touch when the card is closely examined is the sign of their function.
      Werewindle.  This was Brand's sword, which eventually fell to Luke -- spoken of
  as Greyswandir's sister sword, possessing, also, another portion of the Pattern 
  (giving it, also, Bane of Puissance against Chaos creatures).  An interesting 
  adventure (or campaign) could be organized around the smith who forged such 
  wondrous blades, perhaps a disciple from Chaos of Dworkin's?
  ===========================================================================
  TIPS ON ROLEPLAYING AMBERITES
      (1) Evasiveness.  This doesn't mean just deception.  It means never telling all
  of the story, on the off-chance that some bit of it might prove useful to you 
  someday.  The families of Oberon and Swayvill are chock-full of ambition and 
  treachery, and a smart young player will realize quickly that not only is 
  information _a_ power, it is _the_ power.
      (2) Experience.  It's difficult to roleplay a people who have lived for 
  millenia and visited any conceivable world they wished during that time.  The 
  Amberites know not just a little of everything, but a lot of it.  The Amberites 
  know the virtues of patience, of staying well-informed, not just of plotting, but 
  of looking for opportunities ... and they all know their syblings know this.
      (3) Superiority.  Face it.  When you have the power of an Amberite, the Shadow 
  dwellers are going to seem pretty inferior to you after a while.  Little that 
  happens in Shadow is going to be taken seriously by an Amberite; after all, there 
  are infinitely more Shadows almost just like this one, and as many more duplicates 
  of any one Shadowdweller.  They just don't take it all seriously.  Over and over in
  the books, Shadowfolk are used with far more facility than pawns in the chess-games
  of these gods -- an important thing for any mortals wandering the worlds to 
  remember.  The few who do gain notice are usually those who become a threat of 
  sorts -- who usually end up eliminated.
  ===========================================================================
  
      CROSSOVERS: Amber characters are too unbalanced to have as permanent regulars 
  in any normal, 100-point-starting-PC-value campaign (a high-level Supers game might
  accomodate them well), but for short-term encounters and one-shots, it presents 
  zillions of fascinating opportunities.  These are merely the books I am familar 
  with or have.
      GURPS BUNNIES AND BURROWS: OK, maybe not ...
      GURPS CALLAHAN'S CROSSTIME SALOON: I wonder if Spider Robinson ever met Roger 
  Zelazny?  Most likely would be a one-shot where some Amberites happen by the little
  upstate New York bar, or it could be even that the Earth on which Callahan's 
  resides is the favorite Shadow of some character (I can easily envision Random 
  showing up on Punday and gambling Doc and the others out of their cash).
      GURPS CAMELOT: You'll notice that, as mentioned before, Corwin knew Sir 
  Lancelot du Lac in Avalon (that book contains his stats).  Perhaps there are others
  of the Round Table in Avalon as well, not to mention the possibility of a Camelot 
  Shadow.
      GURPS CELTIC MYTH:  You'll notice a lot of the Amberite's names are of Celtic 
  derivation, (Corwin: 'raven', Merlin: 'from the hill by the beach', Fiona: 'the 
  fair', Dierdre, a Celtic goddess).  Also, there are lots of Celtic overtones in the
  Amber stories; Hugi, the raven messenger of doom; the drunken leprachauns; the 
  Pattern itself; half-descent from an evil bloodline (i.e. Lugh Lamfada and the 
  Fomor), etc.  Perhaps the Amberites inspired the myths of the Sidhe?  Or they ARE 
  the Sidhe?  Is there an Otherworld Shadow, elsewhere?
      GURPS CHINA, JAPAN, AZTECS, RUSSIA, ICE AGE, MEDIEVAL AGES: Why not?  Most of 
  the Amberites are knowledgable about Shadow Earth from way back in the old days, or
  duplicates of it.
      GURPS CTHULHUPUNK: This might be the hardest possible crossover to pull off, 
  but has great possibilities.  Imagine the incredible might and magic and evil of 
  the Old Ones ... against our favorite family of scheming, near-omnipotent 
  dimension-travellers!  
      GURPS CYBERPUNK: This is perhaps the best worldbook to describe Martin's 
  favorite Shadow.  After all, a 'hawked Amberite with an interface jack has to have 
  somewhere to call his own, right?
      GURPS DINOSAURS: "A tyrannosaurus leaped before us, hesitated for a moment, 
  then went on his way, off to the left.  Three more pterodactyls passed overhead."  
  Of course.
          --Corwin, Nine Princes in Amber
      GURPS DOOM: Why not?  Chaosites could be on the side of the Demons, and, if so,
  the Marines are likely to get their asses kicked by the Logrus.  Imagine BEING 
  those marines!  "Pop quiz: You're holding a BFG-9000, and your opponent has ... 
  Primal Chaos! What do you do?"
      GURPS FANTASY I/II: Yrth could actually be the personal Shadow of some Amberite
  or Chaosite.  Perhaps the Banestorm was one of them reshaping the Shadow to their 
  specifications.  Or maybe it was a Shadowstorm that was controlled by or collided 
  with the Dark Elves' Banestorm spell.  Also, the Blackwoods, in the Megalan county 
  of Hyrnan, sounds a lot like an extension of the Black Road/Circle.  The Madlands 
  sound congruent with the lands of Chaos ...
      GURPS ILLUMINATI UNIVERSITY: The mood would be strange, as the dry (but 
  
  omnipresent) humor of the Amber books collides with the silliness of IOU.  It could
  be done, though, especially if the GM were concentrating on the 'Wierd' or 'Darkly 
  Illuminated' campaign.  Doubtful that Merlin's college years were anything like 
  _this_ ... !
      GURPS PSIONICS: I think Psionics is the only book which we see no direct 
  evidence for in the Chronicles.  Lorraine's second sight might have been Telepathy 
  or Clairvoyance, but was probably a Knack.  However, we do see hints that Amberites
  of great mental prowess have certain mental abilities other than spells at their 
  disposal ...
      GURPS RELIGION: Although clerical magic is not indicated in the books, the 
  Unicorn did bestow the Jewel on Dworkin, and thus is likely to have other powers to
  give as well.  There are the religons of the Unicorn and of the Amberites 
  themselves.
      GURPS ROBOTS/VEHICLES: "Eighty-six hundred gone as they moved through a valley 
  of suddenly militant machines that rolled forward on treads and fired fires ... "
      --Corwin, Nine Princes in Amber.
      Robots, or flamethrower tanks?  A Terminator-style 'bot with a Mana Generator 
  (and/or Co-Processor) would make a great assassin in the plotting surrounding Amber
  or the Courts.
      GURPS SPACE: Since everything is true somewhere in Shadow, this provides the 
  perfect mechanism to bring in Star Trek, Star Wars, or some other setting that PCs 
  might otherwise have thought imaginary.  Star Trek deals a lot with pocket 
  dimensions ... not to mention that everything Q does could be accomplished by some 
  well-skilled shadow-shifting.
      GURPS SUPERS: Although most Supers are likely to be creampuffs next to someone 
  like Bleys or Brand, their unique powers will undoubtedly make them very useful 
  pawns in the struggle of the royal family.  Conversely, demons and other creatures 
  of Chaos are nifty super-villains!  Also, as above with space, this provides a 
  great explanation for crossovers where your heroes meet the 'fictional' heroes of 
  comics and novels (after all, the Amberites are just characters in a novel in your 
  Shadow, aren't they?)
      GURPS TIME TRAVEL: An interesting crossover, where the Amberites stumble upon 
  an entire culture of time- and dimension-travellers.  Opinions are likely to be 
  very divided as to what to do with these upstart Shadow-dwellers ... and how 
  Centrum and Timepiece alike will panic, knowing of immortal, sorcerous Timejumpers!
      GURPS WAR AGAINST THE CHTORR: Maybe the Chtorrans are Demons themselves?  Or 
  was the Earth Shadow-shaped from without?
      GURPS WORLD OF DARKNESS/BLOODTYPES/HORROR: For Vampires, one of Merlin's 
  childhood friends turned out to secretly be a vampire, remember?  Maybe the 
  Masquerade reaches across Shadow, and the Antediluvians can walk between worlds ...
  In Nine Princes, we do see a bunch of wolflike creatures, called Weir, in Eric's 
  service.  Note carefully that Dierdre picked one up and broke its back like a dry 
  stick.  And what if the Umbra were but an adjacent Shadow?  Another interesting 
  crossover possibility is Mage: The Ascension.  What if some Marauders are deranged 
  Chaosites (perhaps armed with Spikards)?  If they had a home Shadow, PCs might 
  eliminate them by using Primal Chaos.  Note that Amberites need not contend with 
  Paradox, and so have an important counterbalancing advantage to their long casting 
  time for spells.
      Another interesting idea is to adapt a few more of Roger Zelazny's books, and 
  
  introduce the characters to each other (I understand Heinlein did something 
  similar).  For example, Corwin or Merlin could meet Jack the Ripper from _A Night 
  in the Lonesome October_, Pol Detson from _Wizard World_ (a.k.a. _Changeling_ and 
  _Madwand_), _Jack of Shadows_, Red Dorakeen from _Roadmarks_, or even the Buddha 
  from his excellent _Lords of Light_.
      Enjoy, fellow GURPSers.
      May the blessings of the Unicorn go with you always!
  
SOURCE: textdata/thevault/Amber/3rd Party/GURPS Amber.pdf