minimalAmber: playing Amber Diceless WITH DICE (ha!)

minimalAmber
Norbert G. Matausch

1. Creating characters
1.1Choose your character class. The number in parentheses is the number of specials you may pick. Then, determine your Attributes.
Prince of Amber(2): walked the Pattern, I understand Shadow Technology, have Shadow Resources, I have a Sword that never gets lost


Pick one or roll 1d4: 1 Strong as an ox; 2 Tough as nails; 3 Master of Warfare; 4 Psychic Bulwark
Pick one or roll 1d4: 1 Stronger than average; 2 Can take a blow; 3 Good Warrior; 4 Strong Psyche
Pick one or roll 1d4: 1 Weak; 2 Fragile; 3 Clumsy; 4 Weak Psyche

(all weak attributes are still better than the average human)
________________________________________________________________________________


Wizard of Amber(2): I walked the Pattern, I can cast Spells, have Shadow Resources, I have a Sword that never gets lost

Pick one or roll 1d4: 1 Strong as an ox; 2 Tough as nails; 3 Master of Warfare; 4 Psychic Bulwark
Pick one or roll 1d4: 1 Stronger than average; 2 Can take a blow; 3 Good Warrior; 4 Strong Psyche
Pick one or roll 1d4: 1 Weak; 2 Fragile; 3 Clumsy; 4 Weak Psyche

(all weak attributes are still better than the average human)
________________________________________________________________________________

Chaos Knight(3): I survived the Logrus, have Shadow Resources, I’m a Shapeshifter

Pick one or roll 1d4: 1 Strong as an ox; 2 Tough as nails; 3 Master of Warfare; 4 Psychic Bulwark
Pick one or roll 1d4: 1 Stronger than average; 2 Can take a blow; 3 Good Warrior; 4 Strong Psyche
Pick two or roll 1dtwice: 1 Weak; 2 Fragile; 3 Clumsy; 4 Weak Psyche

(all weak attributes are still better than the average human)
________________________________________________________________________________

Trump Artist of Amber(2): I walked the Pattern, I can create Trumps

Pick one or roll 1d4: 1 Strong as an ox; 2 Tough as nails; 3 Master of Warfare; 4 Psychic Bulwark
Pick one or roll 1d4: 1 Stronger than average; 2 Can take a blow; 3 Good Warrior; 4 Strong Psyche
Pick two or roll 1dtwice: 1 Weak; 2 Fragile; 3 Clumsy; 4 Weak Psyche

(all weak attributes are still better than the average human)
________________________________________________________________________________

Chaos Mage(3): survived the Logrus, can cast Spells, I’m a Shapeshifter
Pick one or roll 1d4: 1 Stronger than average; 2 Can take a blow; 3 Good Warrior; 4 Strong Psyche
Pick two or roll 1dtwice: 1 Weak; 2 Fragile; 3 Clumsy; 4 Weak Psyche

(all weak attributes are still better than the average human)
________________________________________________________________________________

Chaos Artist (3):survived the Logrus, I can create Trumps, I’m a Shapeshifter
Pick one or roll 1d4: 1 Stronger than average; 2 Can take a blow; 3 Good Warrior; 4 Strong Psyche
Pick three or roll 1dthree times: 1 Weak; 2 Fragile; 3 Clumsy; 4 Weak Psyche

(all weak attributes are still better than the average human)
________________________________________________________________________________


1.2 Starting Level
You start on Level 2.


1.3Scope of Powers: what might be possible 
Pattern
  • move through shadows: 
    • Shadow Walking (change one detail after another)
    • Royal Path (only travel through shadowsyou like)
    • Hell Ride (the shortest path through shadow = greatest danger)
  • Shadow portal: lead others through the shadows
  • Pattern as shield against attacks (logrus, magic) 
  • Finding things, beings and situations in the shadows
  • Shadow time: slow and fast shadows
  • Manipulate shadows (you have to move)
  • Make probabilities occur and/or influence
  • Blood curse (“By the Pattern of Amber, I curse…”)
  • Changing the laws of nature/magic laws of a shadow
  • Recognize disturbances in the shadow (e.g. when a real being is pulled through)

Logrus
  • Requirement: strong will and 100 percent chaos blood
  • Logrus tendrils are always clearly visible (black)
  • recover from mental stress
  • Hang up/save spells on logrus tendrils
  • Manifest and control Logrus tendrils
  • Use Logrus tendrils as mental weapon/tool (influencing creatures and shadow material)
  • Use Logrus as shield
  • travel through the shadows: “very difficult” (Merlin); one forcibly makes one’s way through the shadows, whereby one must mostly follow the local topographical conditions –> slowly and laboriously; therefore mostly winged beings are used as messengers
  • Pattern contact: extremely painful for logrus users
Magic
  • difficult to use, when used against patterns or logrus, it is only one third as strong
  • Magic is bound to the respective shadow and is very difficult to access from one shadow to another.
  • short one-word spells (Power Words)
  • the more variables in a spell, the longer it will take for it to be deployed
Trump
  • Painting, drawing, making trump cards
  • on any reasonable surface
  • one-time (quick sketches) or permanent (family trumps)
  • trumps of persons or landscapes
Shapeshifting
  • Pick two basic body shapes
  • Close wounds, assume further body shapes
  • Primary form: Survival form of the shape-shifter (“demonic” looking), best form for survival
  • Transforming body parts
  • Create a blood creature: from your own blood; the creature has a small spark of the creator’s power. 
  • transform your own aura/change your personality
  • maybe even shape other beings?


2. Playing the game
All characters can use Trumps.

2.1 Players
Describe what your character is doing. Roll 2d6. A 5 or 6=successful. +1d6 for advantage of any kind (item, high attribute, superior tactics etc). -1d6 for disadvantage of any kind (low attribute, hinderance). Do NOT ADD dice results. Simply look for Fives and Sixes. Never roll more than 3d6. Never roll less than 1d6. Roll when you try to hit, to evade, to do stuff, to save your ass. The DM will tell you when and why.

2.2 DMs
Play the world and everything in it. Roll for it, if necessary. Success in combat=reduce health by 1 point or narrate what happens (high health=they can take a good amount of damage, low health=weak). Major successes are possible (you decide when it happens and what happens). Likely success: don’t roll dice, it happens. Unlikely success: roll dice. Impossible: don’t roll dice, tell the players what happens. Skills are likely, except when impossible. All rolls change the situation.

2.3 Non player characters
DM, if it’s required, create specials for your npcs (just like character classes). If not, wing it.

2.4 Leveling Up
When it‘s dramatically appropriate, a character reaches a new experience level. They may then pick another special from their own list (or, with your OK, from another), or the DM creates a new one for them.

(…)

2.8 Optional rule: Dilemma Die
Recommended for action adventure games. Introduce an additional die, the Dilemma Die. That’s a d6 with one side marked with a flash symbol. Roll the Dilemma Die with your other dice. If you roll a flash, something negative happens in addition to what’s going on, and it doesn’t matter if the other dice show a success or not.
2.9 Optional rule: Mass Combat
Against a superior opponent (in numbers or in ability): disadvantage
Against a vastly superior opponent (in numbers of ability): impossible
Against an inferior opponent (in numbers or in ability): advantage
Against a vastly inferior opponent (in numbers or in ability): likely

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