| Character Name |
Psyche
Points [Rank] |
Strength
Points [Rank] |
Endurance
Points [Rank] |
Warfare
Points [Rank] |
Total Points Bid |
|
|
15 [4th] |
25 [3rd] |
30 [4th] |
30 [1st] |
100 |
|
|
13 [5th] |
11 [5th] |
22 [5th] |
11 [3rd] |
57 |
|
|
37 [3rd] |
24 [4th] |
32 [3rd] |
10 [4th] |
103 |
|
|
41 [2nd] |
Amber |
33 [2nd] |
Amber |
74 |
|
|
1 [6th] |
Amber |
1 [7th] |
Amber |
2 |
|
|
45 [1st] |
28 [1st] |
21 [6th] |
1 [5th] |
95 |
|
|
Amber |
26 [2nd] |
36 [1st] |
15 [2nd] |
77 |
All
"excerpts" below are taken from the game manual, Amber Diceless Role-Playing
by Roger Zelazney and Eric Wujcik from Phage Press, copyrighted 1991.
All
Potentials listed below are only achieved through superior ranking and
many years of experience. They are listed to give you an idea of what
your character can grow into as they mature in experience and power.
Auction Rules
|
- All players
start with 125 points.
- Every bid
is permanent. It will never be reduced or refunded.
- No Attribute
can be 'sold down' after it has been bid.
- Players
can only bid for themselves.
- The winner
of an Attribute in the auction is unbeatable.
- All Ranks
(Attribute levels) are based on the auction.
- Bad Stuff
= spending an excess of points = losing control of your character.
- Good Stuff
= points leftover = good luck everywhere.
- Zero Stuff
= zero points left = neutrality towards your character.
- Budget
for what you really want. You'll truly never be satisfied with
what you get. That's life.
Page Up
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Ranking System
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HUMAN
(- 25 points, sell down)
Equal to an ordinary person from Shadow Earth. This level is dangerous
because it makes the character vulnerable.
CHAOS
(- 10 points, sell down)
Equal to the high end of the human spectrum. The common level
of those born in the Courts of Chaos.
AMBER (free)
So very much better than all those wimps out in Shadow and Chaos.
Unless you sell the attribute down to gain more points, all characters
start here.
RANKED (+
points bid)
Bid points to increase your level (ranking) in an attribute. Any
kind of ranking, even just a point, puts you way ahead of Amber
level.
DOMINANT (largest
bid in auction)
First place is superior. No one can conquer you in this attribute.
At least no one in the immediate family.
SECRET
(adjust points up after auction)
A secret advancement, one that other players will not know about.
However, you must match the official bid for a rank and
will always be ranked just a bit below the auction rank.
Page Up
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Psyche
|
"This is the
rating of the character's mental strength. Psyche also shows the
character's force of will, and their agility in manipulating Pattern,
Logrus, Magic or Trump. In addition, a character with a high Psyche
will be sensitive to danger and to other things.
Most important,
the relative Ranking in Psyche will determine all contests of
the mind. These Psychic battles, often fought through Trump contacts,
or by touch, but also through mystic connections, will be always
judged by a character's Psyche. The loser in a Psychic battle
can, if overwhelmed, be killed by the power of the mind alone.
Why Bid
on Psyche? Mental power, no matter what your power base, is
the battery that runs things. Whether it be Pattern, Logrus, Trump,
or Magic, it's the character with the highest Rank in Psyche who
will be most feared.
Potentials: (Constant practice will eventually yield
these.)
- Using the
Pattern, can sense others moving through Shadow and follow them.
- A basic
feel for Shadow paths, and know when one has been altered or
artificially barred.
- Sense the
gathering of magical energies accompanying use of a Sorcerer's
spells, warning her of their imminent usage. Even if the Sorcerer
is unseen, she/he can detect the magical aura and have some
indication of its intended target.
- Detect
the location of any other Psychic presence in the immediate
area, including the minds of those invisible or hidden.
- Pattern
users can detect the use of Logrus. Logrus users can detect
the use of Pattern.
- Pick up
on the physical condition of those in range of Psyche, seeing
their hidden weaknesses, pain, and injury; whether they've reached
the limits of their Endurance, and whether they are tired, hungry,
thirsty or otherwise in need.
- Sense the
presence of objects of power, whether the personal artifacts
or creatures of another Amberite, or items powered by Pattern,
Logrus, Trump, or other strong energies.
- Knows when
someone is touching your Trump.
- Transfer
of knowledge from another during mind to mind communication,
unless the other character takes steps to block out the data.
- Read a
Shadows composition and resonance, making it possible to identify
much about the place, including time differential and the degree
of Pattern and Logrus.
- Can identify
someone with the blood of Amber who has not yet walked the Pattern,
or telling whether someone has recently walked the Pattern.
The potential for Logrus, Trump Artistry, Shape Shifting, and
Magic are also noticeable.
- A feel
for the truth. Can tell when one is telling the truth, lying,
or skipping around the truth and evading a question.
- With mental
contact, can locate and determine the identity of shape shifters."
Page Up
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Strength
|
"Strength
rates the character's muscles, and therefore the damage that a
character can inflict in hand to hand combat, as well as the character's
resistance to damage. Normal Strength, in an Amberite, is sufficient
to heft and toss around small automobiles.
Once characters
lay hands on each other, the contest, no matter what it may have
been before, becomes one of sheer Strength. Unlike other forms
of combat, where a character can usually run away, there is likely
no escape from a wrestling match with a character of superior
Strength.
Why Bid
on Strength? If there's any such thing as a 'sure thing' in
Amber, it's having a superior ranking in Strength. Most combat
can go either way, influenced by any number of factors, but once
you've got your hands around your enemy's throat, all that counts
is Strength.
Potentials:
- Hand-to
Hand Skill: Aside from sheer physical brawn, you can learn a
wide range of hand-to-hand combat skills fast.
- Exertion:
The pure muscle end of things; bend iron bars, break hardwood
boards and individual concrete blocks, snap light chains and
ropes; tear open car doors, conventional door locks, snap armor
plate bindings; topple stone walls, turn a well-constructed
building over on its side; punch through walls, break bones,
rupture internal organs; uproot any tree small enough to grasp
around the trunk.
- Resistance:
Covered with a layer of muscle, just as a prize fighter is conditioned
to absorb punches, your character can withstand an awful lot
of damage."
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Endurance
|
"Where normal
mortals tire after a few minutes of fierce combat, Amberites can
keep fighting, fencing, or partying for days on end. In addition,
Amberite Endurance includes the ability to heal all wounds rapidly,
even to the extent of (eventually) regenerating lost limbs and
organs. In a fight of any kind, whether Warfare, Strength, or
Psyche, the character with the greatest Endurance always has a
chance of holding out longer than an opponent with lesser Endurance,
and winning by default. In addition, anyone with less than Amber
level Endurance will not be able to walk the Pattern unassisted.
Endurance
is the only Attribute that comes into play in every situation,
involving either physical combat or the use of arcane powers.
Why Bid
on Endurance? You need it for everything. And, even if you
are somehwhat inferior in some battle, a higher rank in Endurance,
combined with a little patience, virtually guarantees victory.
Endurance is the ultimate Amber tie-breaker.
Potentials:
- Healing
(serious wounds): Dominant = less than 24 hours. Amber = five
days. Chaos = two weeks. Human = bed rest for a month or more.
- Healing
(minor wounds): Dominant = less than one hour. Amber = five
hours. Chaos = two days. Human = a week or more.
- Full exertion
and fatigue: Dominant = able to keep going for days without
rest. Amber = can fight for 24 hours straight. Chaos = perhaps
two or three hours. Human = wear out in 10 or 15 minutes.
- Regeneration:
Dominant = any body part in less than four years, even eyes.
Amber = 20 years to heal anything as delicate as the eyes. Chaos
= might heal in a century or two. Human = never regenerate body
parts."
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Warfare
|
"All Amberites
are trained in Warfare. Use of any weapons, from daggers to machineguns,
requires Warfare. All duels of swordplay, the most common way
of settling disputes, are judged according to the relative Warfare
of the participants. Warfare also determines a character's 'knack'
for tactics and strategy, for everything from the placement and
leadership of troops on a battlefield, to a quiet game of chess.
Weakness in
Warfare is more dangerous than in any other Attribute. That's
because the relative Rank in Warfare determines how long the combat
will last. If the Rank is too low, either Chaos or Human, the
character can be hurt or killed before having a chance to flee.
Why Bid
on Warfare? Face it, most conflict boils down to Warfare.
There's nothing faster, nothing more decisive. Powers are too
slow, compared with the flash of a blade. In Amber, the most feared
character is th one with the fastest blade, the one with the highest
Warfare Rank.
Potentials:
- Tactical
Vision: resistant to surprise; react, without surprise or pause,
to any and all threats, no matter how well hidden; anticipate
even invisible and intangible opponents; can spot a familiar
person or recognize an opponent's style of combat from a stance
or outline of someone standing still; can instantly size up
a stranger, figuring out movements and reactions, their attitude,
along with any hidden weapons or secret abilities; based on
scouting, troop placement, or even the arrangement of supplies,
can recognize familiar opponents, see the strengths and weaknesses
in any army and make accurate 'guesses' about what they will
do and how they will react.
- Leadership:
Your character knows how to lead soldiers. Can at least triple
the effectiveness of any force using group psychology and loyalty;
can subvert an enemy force using the same abilities; raising
and training an army are second nature.
- Weapon
Skills: Recognizes and uses every weapon that has, does, or
ever will exist; anything can be used as a deadly weapon; visualizes
all possible new weapons so is never surprised by any new technology.
- Reaction
Time: Can become too fast for any spell casting that takes more
than a moment; unless restrained, trapped or hit with an inescapable
barrage, can dodge all incoming long-range fire.
- Strategy:
Can master any strategic game; can cheat the 'fog of war' collecting
superior information, flanking any enemy, surprising any enemy,
and always outdoing the enemy in the battle of will or morale."
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