In the Amber RPG, Attributes start at Human (-25), and go up from there without limit. They are ranked by:
There are four attributes:
Each covers a different set of aptitudes and talents, discussed on its individual page. Each is the most important attribute... depending on what you want to do.
Each attribute has two sub-attributes. To determine their values, double the points you put into the attribute and split them between the two sub-attributes. The sub-attributes for each stat are discussed on that stat's page.
Endurance: 13 (Skilled) Psyche: 47 (Professional) Strength: 15 (Skilled) Warfare: 30 (Professional)
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Weapon Skills have a combat advantage over Martial Arts (assuming the person using Weapon Skills has an actual weapon handy). In general, Martial Arts takes about a 20% hit in effectiveness against Weapon Skills, varying by factors such as how much reach the person with the weapons has, whether the Martial Artist has something he can block with that won't get him hurt (such as arm bracers, etc).
Martial Arts, however, are faster than Weapon Skills, and in cases of equal or near-equal amounts of each, Martial Arts attacks will tend to come off first. For example, if Ramon is standing next to Drake, and Drake suddenly goes for a gun to shoot Anthy in the back of the head for some reason, Ramon will likely be able to try to strike at Drake before Drake gets the gun out if he's standing next to him. Even if Drake already has the gun, Ramon will probably get his punch in first. This especially applies if the Martial Artist already has a hold onto the weapon user.
In order of speed, they are, from fastest to slowest under the ideal condition for their use:
In many cases, these conditions won't apply, in which case the GM must engage in some interpretation.
Examples of relative speeds:
Nabiki and Ranma are throwing down with each other, probably for some stupid reason. Nabiki is first in Psyche, Ranma is first in Strength. They are about fifteen feet away from each other. Nabiki decides to cast a spell, Ranma decides to kick Nabiki in the head. Checking the casting time, the GM rules Ranma gets his kick in before Nabiki finishes her spell, and sends her flying into a wall. Her spell is wrecked.
Nabiki feigns unconsciousness, deciding to use her superior psyche in a psychic attack once he comes close enough for her to try to touch him. Ranma falls for it (Her Psyche is superior to his by a landslide, it's easy for her to trick him like this. If Ranma tried to trick Nabiki, she'd likely be able to sense the deception with her top ranked Psyche). Ranma bends over to make sure she isn't dead, and when he touches her, she tries to invade his mind.
Unfortunately, Strength is faster if you're touching the person than Psyche is, when Psychic Contact has yet to be established. So Ranma pulls away from her before she can finish initiating the psychic conflict. She tries to grab his foot, but his superior strength easily lets him play keep away. He dances back and pulls a sword off the wall so he can fight her without allowing her to touch him and risking mind control. His fourth in warfare beats her seventh, after all.
Nabiki grabs another sword and they start fencing while she tries to find some way to get psychic contact. She fights defensively, then tries to pull a trump and trump out. But she's within range of Ranma's weapon, and warfare is fastest when you're within weapon reach. He knocks the trump away before she can activate it.
Nabiki finally remembers her own shapechanging. She takes on her demon form, which is armored. She attacks all out, taking several wounds from Ranma in order to get close enough to stare into his eyes. Psychic contact is intitiated. Ranma now faces a difficult choice; he can focus his attention on resisting her assault, or he can hope that he can knock her out before she controls his mind by focusing on the physical combat. He goes that route. Unfortunately for him, Psyche (once contact is established) is faster than Strength, which means she can clobber him with her first rank Psyche faster than he can clobber her with his Strength or Warfare. Ranma ends up as her flunky boy. If Ranma had fought more carefully and not locked eyes with her (which he could easily do with his large Warfare and Strength advantages), she could never have attacked his mind without him being able to disrupt the contact with a nice hard punch, due to the relative speeds.