MORE ON THE AMULETS --------------------- 1) Player Characters: Wearers of the Amulets have occasionally been known to refer to themselves as "Player Characters". They refer (sometimes with contempt) to those who are not wearing Amulets as "Non-Player Characters". This strange form of elitism applies only to those who are currently wearing Amulets; once somebody takes his Amulet off, his former comrades no longer consider him a "Player". This attitude has not endeared the Amulet Wearers to the general public. 2) Because the Amulet Wearers are so notoriously contemptuous of "Non-Player Characters", and because they're also so notoriously effective in combat, the Keepers of the Amulets are very, very careful about who they give them out to. 3) On compulsion: It has often been observed that the personality of an Amulet Wearer may change when he or she receives his or her amulet. The original personality does remain, though, submerged. On rare occasions, an Amulet Wearer will pause, caught in deep internal conflict with himself; it is speculated that the two personalities are in disagreement over a course of action. This rarely ends well. Sometimes the Wearer rips off the Amulet and walks away, disgusted. Sometimes the will of the Amulet triumphs. Most frequently the result is insanity. Fortunately, neither Amulet nor Wearer is eager to see this happen, so both are hesitant to cause any conflict. 4) Physical effects: The Amulets exude a "Structurale Integritie Fieldde" which draws directly upon the adventurers' life force to protect them from harm. Most attacks will not wound the adventurers, but merely drain "Hitte Pointes" from their life force. Magic potions and healing, normally extremely complicated to perform, are greatly simplified when acting on these "Fielddes": rather than knit bone or repair flesh, a healer simply needs to restore stamina. When the "Hitte Pointes" are exhausted, the hero's life force has run out, and he collapses. Any damage incurred past this point is life-threatening; only a skilled cleric can then restore the adventurer to health. 5) "Named by the Amulet": Quite frequently, the Wearer of an Amulet will know the name of an object, person, or group with such certainty that that name will be adopted by everyone they come in contact with. Groups which are so named may begin referring to themselves by that name. The most notable recent example is the tall, blue, and bushy "Margehair plant". Who is Marge, and what's so special about her hair? Nobody knows, but the name persists. ---------------- To those with questions about role-playing: When your character receives an Amulet, the Amulet takes over his personality to some degree. In effect, his personality becomes that of the player who controls him. The original character's personality does provide certain constraints (eg, you can't run into the General Store, slay the shopkeeper and all the patrons, and take all the loot), but hopefully those will never become relevant.