Another day in Paradise
This page is to introduce you to the Amber Diceless Role Playing System, as it is run by me.
Stats start at Amber rank. This is the base stat of an Amberite. You can sell down to Chaos level and gain 10 points to spend else where. There is also a Human rank worth 25 points but anyone choosing that will mostly likely die quickly or suffer so much as to not have much fun.
BIDDING WAR – In this campaign, bidding will be performed blindly. Players will have a total of 150 points to spend on their characters on attributes and powers. Players may reserve some points unspent until they know how they measure up against other Youngers. Any points bid are spent though. They may then invest more into their Attributes. There is not always a definitive rank were other Younger’s are concerned as until you actually contest them you don’t truly know who is better but you will know who clearly is ahead or behind you.
STRENGTH – The Strength attribute covers two main areas: Exertion and Physical resistance. This attribute does not provide any direct martial skill, but once someone with a superior strength has a grip on you… Pretzel time, you lose.
Exertion – This is pure muscle power, as well as, knowledge of leverage and its application. The ability to lift, move, bend, break etcetera an object is measured in Strength. Strength can be used to turn blades in combat or to smash through a brilliant defense. Strength also concerns the number of bones broken or depth of a wound when a weapon, hands etc are used.
Physical Resistance – The ability to absorb physical damage is also a factor in Strength. The muscles covering the body provide a layer of protection and resistance to weapons and impacts. It is also a measure of when shape shifting starts to be debilitating to the character.
DEXTERITY – Dexterity covers three main areas; Martial skill, Reaction time, and Balance / Reflex skills.
Martial Skill – The ability to wield a weapon in which one has trained is measured in Dexterity. The speed at which a new weapon can be learned also falls under Dexterity. Hand to hand combat and dodging ability are included as well.
Reaction Time – Physical speed in combat, as well as, in all other physical arenas, is measured in this attribute.
Balance and Reactive skills – Skills requiring eye-hand coordination, such as piloting, are reflected in Dexterity. Riding and other skills directly related to reaction and reflex are governed by this attribute.
WARFARE- The areas falling under Warfare are Tactical Vision. Leadership, and Strategy.
Tactical Vision – This ability concerns taking in all available data and making decisions on that data. Examples are the presence of concealed weapons or an individual’s fighting style as revealed by body language. Other aspects of this are the resistance to surprise by anticipating all aspects that can be discerned about an area, situation or person; the ability to read other people by body language and stance; the ability to read a person’s intentions and methods in a psyche conflict.
Leadership – This covers the ability to project authority, along with knowledge of the factors affecting morale to the positive and negative. Using this allows one to know the best way to recruit and train any given population to the best of their ability and how to inspire loyalty among their troops.
Strategy – This includes the ability to collect and collate information into usable tactical knowledge, using psychology and probability to deduce the enemies future and past moves then anticipating the reaction of the enemy. This applies in physical, mental and social conflict. Knowing the most efficient and potentially successful application of resources.
ENDURANCE – This attribute deals with Recovery, Stamina and Power usage.
Recovery – The speed at which a creature recovers, heals, regenerates from wounds and injuries is a function of their Endurance.
Stamina – How long a character can continue to function while expending energy and effort is guided by the character’s Endurance.
Power Usage – Many powers depend on the Endurance of the user. Shapeshifting being a prime example, as well as, maintaining power defenses, Using Power Words are all affected by a creature’s Endurance.
PSYCHE – This area includes Detection, Mental Assault, Shielding, and Finesse.
Detection – Both active and passive detection of powers / influences in the universe are covered by this attribute. Gathering mental / psychic information about an environment, and people either with or without contact is governed by Psyche.
Mental Assault – Mental reaction time and the ability to strike out mentally is covered by Psyche. This includes trying to gain specific information during a contact, or affecting the target’s mental disposition, altering their perceptions or any mental attack.
Shielding – the ability to maintain passive and active mental defenses is covered by Psyche. The strength and cohesiveness of a mental shield is determined by Psyche.
Finesse – Performing any mental action that requires careful controlled use of power is governed by Psyche.
The attributes work together in attempting to accomplish a task. Strength, Dexterity, Warfare and Endurance all play into a physical conflict. To ignore one area for another is to have a weak or soft spot. Mental conflict includes Warfare, Endurance and Psyche as well playing similar roles.
For example, during a fight a character could choose to fight on the basis of Strength; using superior strength to hammer an opponent’s sword off line and push past any parries they may attempt; or he could use Endurance to wear down an opponent and hope they begin to falter and make costly mistakes; they could also use Warfare to foresee the opponent’s tactics and adjust to suit them or use psychological advantages such as taunting or demoralizing the opponent. Finally Dexterity could be utilized by being more skillful and landing faster, more accurate blows. For the most part in a physical confrontation with sowrds Dexterity would the Primary and therefore most influential attribute.
Each of these methods of fighting shows a distinctive style. Each of the attributes are important part of the whole. A physically orientated character would need to rely on each of these areas in accordance to their own personal styles. A flashy character would put more into Dexterity and Warfare then less in other areas were a brutish, overbearing character may opt for Strength and Endurance and put less elsewhere. The same applies to mental conflict as well.
There are many ways to win a fight, just as there are many ways to lose one.
Another example would be the use of Shape Shifting. A character could choose to fall back on Strength and simple soak up abuse while using the power or could choose to use Endurance to simple recover from the abuse. They may also invest in Psyche to help learn new forms or perhaps Warfare to make the best choices in what form to take. Though some physical attributes change the basis of how well you use them are still based on your original scores.