John's Amber Attributes Page
Introduction:
In the Amber RPG, Attributes start at Human (-25), and go up from there
without limit. They are ranked by:
-
Human (-25)--The ability of a completely average real world human
-
Chaos (-10)--The ability of exceptional real world humans, average
Chaosians, and below average Amberites
-
Amber (0)--The best real world human who ever was, an above average
Chaosian, or an an average Amberite
-
Ranked (1 or more points)--Better than any real human. Entering
levels of skill found only in anime, comics, books, and movies. (The
titles below were created by me and are not part of the standard game terminology).
-
Competent: 1-10: Average Amberites specializing in a stat
will generally be found in this range of points.
-
Skilled: 11-20: People at this level are considered quite
good in Amber.
-
Professional: 21-50: This is the realm of the consumate
professional.
-
Heroic: 51-75: This is a very exceptional level of the
stat, possessed generally by only the best.
-
Superheroic: 76-125: This is nigh-unbelievable amounts of
an attribute. Anyone with Amber or less in the stat, you can effectively
take out in one blow (although Endurance may influence this for some stats)
-
God-Like: 126+: Anyone this high is pretty much god-like.
Anyone with ten or less points of the stat will pretty much collapse in
the face of your awesome might. (although Endurance may influence this
for some stats)
There are four attributes:
-
Psyche
-
Warfare
-
Strength
-
Endurance
Each covers a different set of aptitudes and talents, discussed below.
Each is the most important attribute...depending on what you want to do.
Psyche:
This is a measure of your strength of will, your psychic power, your
magical aptitude, and your spiritual power. High psyche people draw
others to them, even if they don't want to, and tend to dominate social
situations, whether by charisma or by sheer force of personality.
Psyche is often used to determine how well your powers work and how
much control you have over them. It's also used in psychic combat,
when minds struggle directly. It can be intended to cause mental
damage or alternately to invade people's minds, stealing their secrets
or controlling them. Psychic combat can be initiated by either touching
your opponent, establishing eye contact, by magic, or by Trump contact.
There are other means, but these are the most common. (For example,
in some shadows, you can communicate mind to mind with ease while in different
cities or even continents)
High Psyche helps you to:
-
Feel building magical energies before they go off
-
Detect other minds
-
Sense the physical health of those around you
-
Sense the mental state of those around you and their attitude towards you,
even if they try to hide it.
-
Sense objects of power
-
Sense the use of Powers if you have some means to detect them (Pattern
users will feel the use of the Logrus and vice vesa, for example)
-
Establish and win psychic combats
-
Force Trump contacts
-
Use Trump, Power Words, Sorcery, Pattern, Logrus, and some applications
of Shapeshifting
Your Psyche is:
-
Human (-25)--You have the willpower of an average human, which means
that in the Amber scheme of things, you're feeble. The average Amberite
can crush you like a bug in psychic combat, and anyone above Amber rank
can peel your mind like a grape in seconds. You can't even initiate
psychic combat.
-
Chaos (-10)--Your will is on a level with that of major world leaders
on Earth. You can initiate psychic combat. This is the average
rank in Chaos, while in Amber someone at this rank is considered somewhat
weak willed. Anyone with 1 or more points can still squish your mind
like a grape, but it may take a little time if they don't have too many
points.
-
Amber (0)--The best real world human who ever was, an above average
Chaosian, or an an average Amberite. You can initiate psychic combat,
easily beating those of Human rank and defeating those of Chaos rank with
effort. Only those with 76 or more points of Psyche can beat you
with a single psychic blow if you're ready for them.
-
1-10: Average Amberites specializing in Psyche will generally
be found in this range of points.
-
11-20: People at this level are considered strong willed in
Amber.
-
21-50: This is the realm of the consumate professional.
Powerful sorcerors and powerful shapers of Shadow by means of Pattern or
Logrus will generally fall into this range.
-
51-75: This is a very exceptional level of psyche, possessed
generally by only the best.
-
76-125: This is nigh-unbelievable strength of will.
People at this level can crush others psychically incredibly quickly.
Indeed, sometimes, you may mold others to your will without realizing it
if their psyche is substantially lower than yours.Anyone with Amber psyche
or lower is basically your puppet with no real chance of saving themselves.
-
126+: You pimp-slap Fiona and Dworkin in your spare time,
most likely. You have a god-like will. Anyone with ten or less
points of Psyche will pretty much collapse in the face of your psychic
might.
Warfare:
Warfare measures your ability to fight with weapons, and your strategic,
tactical, and organizational skills. You use it for everything from
playing chess to managing a business to leading armies to sword fighting.
It does not, however, cover unarmed combat, which is the realm of Strength.
High Warfare helps you to:
-
Win any sort of fight with weapons
-
Anticipate ambushes
-
Sense imminent attacks
-
Watch someone fight and assess how good they are and who trained them.
-
Quickly deduce the best uses of any weapon
-
Win games of strategy
-
Lead armies
-
Increase the morale of armies under your command
-
Recruit troops
-
Organize armies
-
Use terrain to your advantage
-
Avoid getting shot
-
Assess military intelligence information more accurately
Your Warfare is:
-
Human (-25)--You have the fighting skills of an average person.
You can pick up a sword by the right end, and if you're from a tech shadow,
you know how to fire a gun, although you may or may not be sure how to
load it. But anyone of higher rank will cut through you like a hot
knife through butter.
-
Chaos (-10)--You have the fighting skills of a well-trained commando.
This is the average rank in Chaos, while in Amber someone at this rank
is considered somewhat poorly skilled. You're still going to get
crushed by anyone ranked, but they might not kill you with one shot while
blindfolded..
-
Amber (0)--You're ready to go toe to toe with Napoleon. However,
in Amber, this just makes you an average joe on the street. Only
those of the most consummate skill can kill you with one blow unless you're
extremely distracted or already unconscious.
-
1-10: Average Amberites specializing in Warfare, such as soldiers
will generally be found in this range of points.
-
11-20: People at this level are considered skillful fighters
in Amber.
-
21-50: This is the realm of the consumate professional.
Famous generals and mercenary captains of reknown have this level of skill
in Amber.
-
51-75: Even Amberites consider those of this level of skill
to be exceptionally good.
-
76-125: You are a legendary warrior of your time. At
this level, you could pull stunts like fighting an army of hundreds or
thousands of human level Warfare people by yourself, if your Endurance
held out. You begin to anticipate things like how this would be the
best time for someone invisible to attack, or get a feeling of danger from
weapons disguised as something innocuous. You can one-blow slay anyone
of Amber warfare or less, unless they have goatloads of Endurance.
-
126+: You could probably give Benedict a few tips on how to
improve his skills.You can one-blow slay anyone with 10 or less points
of warfare, unless they have goatloads of Endurance.
Strength:
Strength measures how strong you are, how well you can take a punch,
and how well you fight unarmed. People with high Strength aren't
hurt easily, especially by blunt attacks. (Think of it somewhat like
armor.) It also measures your athletic ability, how coordinated you
are, and your overall ability to do physical stuff without tools (climbing,
acrobatics, jumping, swimming, etc). A person with high enough strength
can punch through armor and does greatly enhanced damage with weapons if
he hits [though the hitting itself is determined by warfare].
High Strength helps you to:
-
Beat people down
-
Wrestle
-
Climb
-
Swim
-
Run
-
Jump
-
Assess people's unarmed fighting styles and how good they are and who trained
them
-
Tell how strong others are by watching them
-
Anticipate and counter unarmed combat moves
-
Disarm people
-
Bend or break things
-
Smash through things
-
Take a beating and keep going
-
Not be moved if you don't want to move
-
Survive falls
Your Strength is:
-
Human (-25)--You have the strength of an average human, which means
that in the Amber scheme of things, you're feeble. The average Amberite
can crush you like a bug in hand to hand combat, and anyone above Amber
rank will run wild over you without even noticing.
-
Chaos (-10)--You're ready to do pro wrestling or professional weight
lifting or professional martial arts. This is the average rank in
Chaos, while in Amber someone at this rank is considered somewhat weak.
Anyone with 1 or more points can still beat you down, but it may take a
little time if they don't have too many points.
-
Amber (0)--You're ready to trade tips with Bruce Lee. You
are a skilled unarmed combatant, easily beating those of Human rank and
defeating those of Chaos rank with effort. Only those with 76 or
more points of Strength can one-punch you if you're ready for them.
-
1-10: Amberites who do a lot of fighting or hard physical
labor will generally be found in this range of points.
-
11-20: People at this level are considered strong in Amber.
-
21-50: This is the realm of the consumate professional, that
of those who train others in unarmed combat.
-
51-75: This is a very exceptional level of strength, possessed
generally by only the best. You're strong enough to break through
1 point armor with your fists.
-
76-125: You knock down trees, kill warhorses with a blow to the
head, and juggle members of the Royal Family for fun. They can't
stop you, after all. You can pull stunts like watching someone eat
breakfast and tell how good they are at unarmed combat and what style they
practice. You can break through 2 point armor with your fists, and
given enough time, shatter things with 4 point armor. You can one-punch
just about anyone with Amber strength or less, unless they have goatloads
of Endurance.
-
126+: You beat down Gerard every morning before breakfast
and in the afternoon before dinner. Then you walk into shadow and
crush Hercules and Atlas at the same time before you go to bed, in order
to help you sleep. You can punch through 4 point armor, and given
enough time, you can break through 8 point armor. You can one-punch
anyone with 10 or less points of Strength, unless they have goatloads of
Endurance.
Endurance:
Endurance measures how long you can go without rest and how much punishment
you can take before you snap. You use it to see who tires first in
a struggle, to resist torture and poison, and to see how fast you heal.
People with high Endurance heal faster and can take more damage before
they collapse. Fights between closely ranked people often come down to
Endurance as to who actually wins.
High Endurance helps you to:
-
Outlast your opponents.
-
Heal wounds quickly
-
Regenerate lost body parts.
-
Resist Torture
-
Resist Poison
-
Take a licking and keep on ticking
Your Endurance is:
-
Human (-25)--You have the health and constitution of an average
human, capable of fifteen or so minutes of sustained exertion before you
need a rest. Serious wounds take a month or more to heal.
-
Chaos (-10)--You are one of the healthiest people around.
You can heal serious wounds in about two weeks, and given enough time,
you can even regrow lost body parts, although even something as small as
the eyes would take you a century. You can last two or three hours
of heavy exertion before you tire.
-
Amber (0)--The best real world human who ever was, an above average
Chaosian, or an an average Amberite. You can chug weak poisons for
breakfast, fall in a Russian river in mid-winter, get shot three times,
and still be alive when you crawl out. You can heal burnt out eyes
in 20 years or so, regenerate limbs over longer spans of time, and fight
for a good twenty four hours before you collapse.
-
1-10: Average Amberites who have to do a lot of tiring work
will generally be found in this range of points.
-
11-20: People at this level are considered very endurant in
Amber.
-
21-50: You outlast the Energizer bunny.
-
51-75: This is a very exceptional level of Endurance, possessed
generally by only the best.
-
76-125: You are one of the healthiest beings of all time.
You could fight for five days straight, regrow eyes in four years, heal
major wounds in under a day, and carry half your family on your back across
the desert without breaking a sweat.
-
126+: You can outlast Corwin. You probably poke out
your eyes for fun, just to show you can heal them quickly.
Speed of Attributes
In order of speed, they are, from fastest to slowest under the ideal
condition for their use:
-
Endurance--if it is applicable.
-
Psyche--if psychic contact has already been established
-
Strength--if you are touching your opponent
-
Warfare--if your opponent is close enough to be hit or can be seen to be
shot.
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.
Warfare vs. Strength
Warfare has a combat advantage over Strength (assuming the person using
Warfare has an actual weapon handy). X points of Warfare will beat
X points of Strength in direct confrontation, unless the Strength oriented
person has a higher Warfare than the first person. In which case,
he'd probably be using a weapon instead of Strength anyway. Still,
Strength does involve unarmed combat skills as well as raw physical power,
and so it is possible for a person whose points in Strength sufficiently
exceed the other person's Warfare to block all the Warfare person's assaults
and start pummeling them into the ground.
Alternately, if your Strength beats their Strength, but doesn't sufficiently
beat their Warfare, you can risk taking a few blows and then close in to
grapple, which is pure Strength vs. Strength. This can work well,
but if their Warfare beats yours by enough, you may simply get cut to ribbons
in the process, or maybe not even succeed at all.
Power Words like 'Neural Disrupt' are a very useful accessory when trying
to pull that stunt.
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Last Update January 29, 2000