"What's the game?" "What are the rules?"

New Mutiny uses a very highly customized version of the DRPG rules, and it may seem, as we begin, a bit daunting. Hang in there; the terminology and structure are somewhat different, but the basic concepts are pretty much the same as what you're used to.

Character Creation

Make a character with 80 points. That's where you were at the time of the Ancient Grudge. Be aware that this character will be made fully public to everyone. Then add 20 points to that. That's where your character is now. Those 20 points will be secret.

Attributes

Rather than the styles of attributes that you may be used to, where rank in the attribute counts, or attributes are simply a bucket where you dump points into, we will go with a more standard RPG style, where there is a closed scale (in our case, 0 to 10) and you pay varying amounts of points for an attribute at a certain level.

This allows us to more precisely define the differences between the attributes. A one point difference (for example, 6 to 7) is considered a slight advantage. The more competent party will, all other things being equal, win a competition, but his victory will be neither quick, easy, nor without cost. Further, it is relatively easy to turn around a one point advantage with either secondarily important attributes or with situational modifiers. A canonical example of a one point difference in attributes might be Corwin and Eric's fight in Nine Princes in Amber. While Corwin has an advantage, he feels at one point that he will lose, and eventually, Eric is able to hold him off long enough for the guards to come. (Note that these examples did not actually occur in the history of New Mutiny, and may not be representative of the Elders' point values)

A two point advantage (for example, 6 to 8) is much more clear cut. While the two contestents are in the same general league, one has a serious advantage on the other, and will, if given some time and a relatively even playing field, probably win the contest handily and at little cost. However, it is certainly possible to turn around a two point advantage, and the more competent contestent might even do himself in if he underestimates his opponent, by, for example, pressing an attack too hard, too early. A canonical example of a two point difference might be Corwin and Benedict's fight in The Guns of Avalon. Corwin is able to ward off Benedict's attacks, and even wound Benedict slightly, but has to fight almost entirely defensively and would have eventually lost if he hadn't tricked Benedict with the black grass.

A three point difference (for example, 6 to 9) is pretty much decisive. Victory will be relatively quick and simple, and only the most herculean efforts will turn around the advantage. A canonical example might be Corwin and Strygalldwir's fight in The Guns of Avalon. Corwin handily wounds Strygalldwir several times, and then, even after suffering a reversal and being disarmed when he goes for a death blow that isn't mortal to Strygalldwir's anatomy, he's able to handily win the fight without notable injury.

 	Primus	Second	Tertius
 0 	0 	0 	0
 1 	1 	+1	+1
 2 	5 	+2 	+1
 3 	10 	+3 	+2
 4 	18 	+5 	+3
 5 	28 	+6 	+3
 6 	40 	+8 	+4
 7 	55 	+10	 +5
 8 	73 	+12	 +6
 9 	93 	+12 	+6
 10 	115 	+12 	+6

There are three primary attributes in New Mutiny. While that may not seem like very many, each one can be subdivided into secondary and tertiary attributes for further definition. Secondary and tertiary attributes cover less than the full spectrum of activities allowed by the primary attribute, but they cost less. The intent of these rules is to allow very fine-grained detail in the areas which are important to you, the player, about your character, and to paint with broad strokes the rest of it.

The first attribute is Physique. It describes your character's physical conditioning and endurance. Activities such as heavy lifting, sprinting, marathon running, and damage soaking are purely controlled by Physique. Physique also plays a major role in combat of various kinds, though Warfare also plays a role. The secondary stats for Physique are Strength and Endurance. Some sample tertiary traits might be, under Strength, Sprinting or Climbing, and, under Endurance, Healing or Going Without Sleep.

Next up is Warfare. Much as in the standard DRPG, Warfare covers all of reflexes, accuracy, and tactical/strategic thinking. Activities like chess and target shooting are purely controlled by Warfare. Obviously, it also plays a big role in melee and missile combat. The secondary stats for Warfare are Combat, which describes your skill in interpersonal fighting, and Strategy, which governs your ability to act in tactically sound manners. Combat-based tertiary attributes are generally a particular type of weapon (like rapier fencing) or martial technique (like wrestling). Tertiary attributes under Strategy are things like Small Unit Tactics or Cavalry Use.

Finally, we have Psyche. More than strength of will, Psyche is a measure of your accomplishment in the various esoteric arts, chiefly Pattern and Trump, which are the secondary attributes. I may consider other possible "power" like things in Psyche, but, in general, I'm trying to avoid flashy powers. Possible tertiary attributes under Pattern include Shadowwalking Speed and Shadowwalking Accuracy. The various Trump Tricks would all be reasonable tertiary attributes for Trump.

Example of buying attributes: Robert wishes to be a highly competent swordsman, but only a so-so general. He purchases his Warfare to 4, costing 18 points. He then purchases the Combat secondary attribute up three points higher than that. We can see that Combat 5 costs 6, Combat 6 costs another 8, and Combat 7 costs 10, for a total of 24 points. He then, further, decides that he will specialize in the Broadsword to the tune of one additional level, so he looks at the Tertiary column for rank 8, and comes up with an additional 6 points. Thus, Robert spends a total of 25 + 24 + 6 = 55 points. When he's leading troops, only his base Warfare counts, so he has an effective score of 4. When he fights with a battle axe, his Combat counts, so he has an effective score of 7, and if he uses a broadsword instead, he has an effective score of 8. Had Robert wished to be generally competent to the tune of an 8 score, he would have had to spend 73 points.

One last complication, then we're through with attributes. Amberites are, as we all know, physically superhuman. However, they are more superhuman in some areas than in others. That is, while a, for example, 3 in Physique might be significantly beyond human ability, a 3 in Warfare is merely quite talented. At the bottom of the page are tables describing the capabilities of each of the attributes. Note that, in stating one's maximum abilities, it's easy to get a false impression of their competence. Despite the fact that your maximums may seem grossly higher than someone with an attribute one level below you, when it comes to practical applications of your talent, you have only a slight advantage. Also note, particularly with the Psyche capabilities, that these abilities are paradigmatic examples, and that the list here does not exhaust the extent of the attributes.

Quirks

Sometimes, you want to be good at things which aren't covered by the attributes, even with tertiary abilities. An example might be Corwin's skill as a songwriter, or maybe Julian's an excellent equestrian.

Ordinarily, as an Amberite, you're presumed to be very competent at anything you've put your mind to. But maybe you want more than that. Thus, you can buy Quirks. When you spend points on a Quirk, you are world class in that narrow field. A Quirk shouldn't be anything that can be subsumed into an attribute, and it shouldn't be anything overpowered (no "eating worlds" as a Quirk).

A quirk can cost 1, 2, or 4 points, depending on how good you want to be and how useful I judge it. Quirks are intended to be used primarily to round out your character, not to be terribly effective uses of points.

Specialty armor, weapons, or the like can also be taken as Quirks, but be aware that I'm downgrading the value of artifacts below what is default for the DRPG (of course) and below where they were in Many Paths.

Miscellaneous

Blood Curses: There are, of course, quite a few of these flying around. In New Mutiny, Blood Curses are limited, if broad, in their scope. Rather than merely cursing someone, you curse them to do something. An example might be "Never know a home again." The manifestation is subtle. In our example, the victim of the curse might never be able to really settle in anywhere. He might live somewhere for a long time, but never feel a part of the place. Alternately or additionally, he might find himself uprooted constantly, or that his homes were literally, if coincidentally, destroyed. The only Blood Curse which is thought to have ever been lifted was Osric's on the land of Amber, and really, nobody's totally sure about that.

Luck: If you have XP which you have not yet spent, you may trade it in for temporary stat increases at a not-very-favorable rate. 1 point of XP will give you a +2 bonus to one particular stat for a few moments -- for example, a single engagement of the blade -- for defensive purposes only. 1 point of XP can give you a +1 bonus to a stat for offensive purposes, for a similar period of time. There will be some reward to setting up the use of these bonuses most efficiently. For example, giving yourself a +1 to your Combat skills will help you more if you do it just after your opponent has elected to take a scratch in order to get in close to you, than if you just blindly use it at the beginning of a fight. This use of XP is not supposed to be terribly cost effective. Primarily, it is there to save your life. Aside from this rule, there is no "good stuff" in New Mutiny, and you can not spend above your point total and go into "bad stuff."

Blocking Trump: If you decide not to accept a Trump call in the first place, and have sufficient Psyche to be able to make that decision, then nobody can force you to accept the Trump contact. At worst, they can distract you somewhat as you concentrate on not accepting. However, even that distraction is minimal. Physique

 Score 	Strength 		Endurance

 0 	Average Human 	Average Human
 1 	As strong as a gymnast or other professional athelete 	Capable of running marathons
 2 	Human maximum strength 	Can exert self for 10 hours continuously
 3 	Can easily lift (ie, without getting back under it or anything) 500-700 pounds 	Can exert self for 12 hours continuously, can regenerate any injury eventually
 4 	Can easily lift around 1,000 pounds 	Can exert self for 14 hours continuously, heals light wounds overnight
 5 	Can easily lift around 1,500 pounds, can bend metal pipes 	Can exert self for 16 hours continuously
 6 	Can easily lift around 2,000 pounds, can crush stone with hands 	Can exert self for 20 hours continuously
 7 	Can easily lift around 2,500 pounds 	Can exert self for 24 hours continuously, heals light wounds in hours
 8 	Can easily lift around 3,000 pounds 	Can exert self for 30 hours continuously
 9 	Can easily lift around 4,000 pounds 	Can exert self for 36 hours continuously
 10 	Can easily lift around 5,000 pounds 	Can exert self for 48 hours continuously, heals light wounds in minutes 

Warfare

Score Combat Strategy

 0 	Average Human 	Average Human
 1 	Minimally trained human, for example, someone who's taken civilian-class self-defense courses. 	Amateur gamesman or armchair tactician
 2 	Combat experienced human, like someone who's been through basic training	 Chess enthusiast
 3 	Well trained human with a lot of combat experience, like a green beret who's seen active duty. 	Someone with a good grasp of strategy, capable of applying it to a number of fields.
 4 	Expert, world-class fighter, deadly with any weapons or none. 	A good, experienced Army Major or very, very good (master class to grandmaster class) game player
 5 	Virtuoso at fighting.  Human maximum potential. 	A good, experienced Army General, or high grandmaster class gamesman.
 6 	Legendary hero, like Odysseus, or action-movie hero 	Once in a generation tactician, like Patton (at least by reputation) or Kasparov.
 7 	Catlike reflexes and unerring accuracy 	Human maximum potential: Napoleon or Sun Tzu.
 8 	Can easily handle 20 ordinary soldiers, at once, without injury. 	Inhumanly good - could beat a grandmaster in chess a few weeks after picking up the game
 9 	Can easily handle 30 ordinary soldiers, at once, without injury. 	Could beat a grandmaster in chess with only an introduction to the rules and no previous experience.
 10 	Can easily handle 45 ordinary soldiers, at once, without injury. 	Could beat Kasparov and Deep Blue, simultaneously, with only an introduction to the rules, while blindfolded. 

Psyche

Score Pattern Trump

 0 	Can move only to known locations, can not lead others 	Can call someone else, with great effort.  That's literally it. Can not block calls.
 1 	Can move to imagined locations, but control is terrible.  Can lead others, but each person taken reduces speed by 50% 	Can make calls normally, can use location trumps, can not pass items through Trumps without going onesself, can not join a call by touching a participent.
 2 	Capable of moving to imagined locations without undue risk. Slows down by 50% for power of two people led. 	Can block Trump calls before they come through.
 3 	Slows down by 50% for every power of 3 people led.  	Can blood curse. Can attack others mentally through Trump.  Can tell if something's a Trump with a glance.
 4 	Slows down by 50% for every power of 4 people led.  	Can find Shadow duplicates of self or others. Can look through a location Trump without going through onesself, can pass handheld items through without going through, can join a Trump call by touching a participant.
 5 	Slows down by 50% for every power of 5 people led. 	Can pass people through a connection without going onesself.
 6 	Slows down by 50% for every power of 6 people led.  	Can tell whether someone else has walked the Pattern on touch. Can draw Trumps, one per week.
 7 	Slows down by 50% for every power of 8 people led.  	Can tell whether someone else is of Amber blood by touch. Can draw Trumps one per two days, can tell who's calling before accepting the call.
 8 	Slows down by 50% for every power of 10 people led.  Can tell whether someone else if of Amber blood, whether they've walked the Pattern, and their rough proficiency with a glance. 	Can draw Trumps one per day, can spy on calls.
 9 	Slows down by 50% for every power of 15 people led. 	Can use non-Trumps as Trumps, can draw a Trump in hours.
 10 	Slows down by 50% for every power of 20 people led. 	Can use Trumps by memory alone, can duplicate an existing Trump in five minutes.