The Problem:
There are only four stats in Amber, and as such, they have a tendency, in my mind, to be stretched too far. Warfare, surely a useful skill, governs everything from chess, fencing, tactics, grand stratagems, and even martial arts techniques by some people's definitions. And that's just one of the stats.
The rule I use (influenced by the interaction of the four stats in the diceless system Everway) is that no stat exists in a vacuum. Every activity has one major stat that influences the outcome, and one stat that influences it to a lesser degree. I'm going to try to give an example of all the possible (or at least likely) interactions:
Swordplay | Warfare + (Strength/2) | Makes Gerard (with, say, a warfare of 50 but a Strength of 200) much more formidable, as he comes out a with a very respectable point total. |
Tactics | Warfare + (Psyche/2) | Makes Brand a serious threat to everyone, except maybe Benedict, and still gives old Benny a run for the money. |
Psyche Finesse | Psyche + (Warfare/2) | Used for determining success of psyche/power/spell attacks. or Chess/etc -- As anyone who spars/duels/plays RPG's can attest, the Chess environment does take a different mindset than the battlefield. |
Brute Psyche | Psyche + (Strength/2) | Put that huge battery of body fitness to use! I use this as a basis for how much damage spells and other blasts of offensive energy will do to the target, as well as for tests of willpower once psychic contact is established. |
Hand-to-Hand | Strength + (Warfare/2) | Put some oomf into arguments that high Warfare gives good hand-to-hand techniques, but still lets Gerard remain the (very) Big-Dog at the top of the heap. |
Strength Finesse | Strength + (Psyche/2) | I've heard some good suggestions for this, most notably in tasks like rock climbing, hang-gliding, and other situations where a person's physical power needs to be applied with a little control. |
Explanations for each tier can be read by clicking on the main power name.
[15] Imprint [5] Shadowwalk to objects/shadows of desire/intangibles/people [5] Hellride to Objects/Use Royal Way [5] Hellride Shadow of Desire/intangibles/people [5] Manipulate Probability [5] Summon the Sign of the Pattern [5] Pattern Defense (internalize Sign) [5] Track Shadowwalker
[5] Imprint: Mindwalk the Summoned Sign [5] Scrying Lens [5] Teleport [5] Shadow Pockets [5] Edit/Mold/Erase/Gate Shadow [5] Search with the Lens
[15] Imprint:/Summon the Sign of the Logrus [5] Logrus Sight (through Sign) [5] Summon/Control Tendrils of the Logrus [10] Tendril Magic [5] Shadow Travel [5] Logrus Defense [5] Shadowmastery [5] Mold Shadow [5] Logrus Tendril Servants [5] Summon and Bind Creatures of Chaos (1hr/pt) [5] Summon Primal Chaos
[20] Basic shifting to Known/Basic Forms. [5] Automatic Shift/Primal Form [5] Shift Wounds [5] Shape Shift Features/Body Parts [5] Shift Anatomy and Structure, Acquire Forms Abilities [5] Absorb and Eject Mass [5] Creatures of Blood [5] Shift Persona [5] Shift Aura [5] Shape Shift Others
[15] Trump Sketches [10] Novice Trump [15] Create Trump
[5] Trump Memory [5] Trump Deception [5] Quick Transport [5] Quick Activation/Quick Sketch [5] Instant Activation
(Trump Artists earn a free Trick for every level of Artistry they purchase) For the non-Trump Artist, the price is listed below) [5] Sensing Trump [5] Trump Defense [5] Trump Caller Identification
(All of these tricks require Trump Artistry or training, unlike basic tricks) [5] Trump Blackout [5] Trump Jamming [5] Trump Redirect [5] Trump Spying [5] Trump Security/Subterfuge [5] Bypass Call Refuse [5] Trump Gate
[5] Magickal Potential [1 each] Power Words [5] Basic Sorcery Components [5] Advanced Sorcery Components [5] Spell Rack [3] Personal Spell [2] Bestow Spell [5] Basic Item Conjuration/Empowerment [5] Complex Conjuration [5] True Conjuration [10] Advanced Powers and Qualities [5] Item Analysis [5] High CompellingReturn HOME