A Time for Empire: Customized Amber Rules

with many thanks and apologies owed to the Amber campaign New Mutiny and Chris Kindred's When the Queen Says Go and Die...

Concept | Customized Rules | Sample Characters

The Rules

A Time for Empire uses a highly customized version of the DRPG rules. It may seem a bit daunting at first. The terms and structure are different, but the basic concepts of Amber remain.

Attributes

Physique | Resolve | Chi | Lore | Rank

Rather than the styles of attributes that you may be used to, where rank in the attribute counts, or attributes as simply a bucket where you dump points, Time for Empire uses a more standard closed scale, from 0 to 10 and you pay varying amount of points for an attribute at a certain level.

Table 1: Attribute Costs
Primus Secondus Tertius
0 0 0 0
1 2 +1 +1
2 5 +2 +1
3 10 +3 +2
4 18 +5 +3
5 28 +6 +3
6 40 +8 +4
7 55 +10 +5
8 73 +12 +6
9 93 +12 +6
10 115 +12 +6

This allows us to more precisely define the differences between the attributes. A one point difference (for example, 6 to 7) is considered a slight advantage. The more competent party will, all other things being equal, win a competition, but his victory will be neither quick, easy, nor without cost. Further, it is relatively easy to turn around a one point advantage with either secondarily important attributes or with situational modifiers. A canonical example of a one point difference in attributes might be Corwin and Eric's fight in Nine Princes in Amber . While Corwin has an advantage, he feels at one point that he will lose, and eventually, Eric is able to hold him off long enough for the guards to come.

A two point advantage (for example, 6 to 8) is much more clear cut. While the two contestents are in the same general league, one has a serious advantage on the other, and will, if given some time and a relatively even playing field, probably win the contest handily and at little cost. However, it is certainly possible to turn around a two point advantage, and the more competent contestent might even do himself in if he underestimates his opponent, by, for example, pressing an attack too hard, too early. A canonical example of a two point difference might be Corwin and Benedict's fight in The Guns of Avalon . Corwin is able to ward off Benedict's attacks, and even wound Benedict slightly, but has to fight almost entirely defensively and would have eventually lost if he hadn't tricked Benedict with the black grass.

A three point difference (for example, 6 to 9) is pretty much decisive. Victory will be relatively quick and simple, and only the most herculean efforts will turn around the advantage. A canonical example might be Corwin and Strygalldwir's fight in The Guns of Avalon . Corwin handily wounds Strygalldwir several times, and then, even after suffering a reversal and being disarmed when he goes for a death blow that isn't mortal to Strygalldwir's anatomy, he's able to handily win the fight without notable injury.

There are five primary attributes in Time for Empire, Physique, Resolve, Chi, Lore, and Rank. For further definition and specialization, each attribute can be divided into secondary and tertiary attributes which cover less than the full range of activities governed by the primary attribute. Secondary and tertiary attributes cost less. The intent of these rules is to allow very fine-grained detail in the areas which are important to you, the player, about your character, and to paint the rest of it with broad strokes.

Primary & Secondary Attributes
Primary Attributes Secondary Attributes
Physique Strength, Prowess
Resolve Willpower, Endurance
Chi Power, Finesse
Lore Sky, Earth, Water, Fire
Rank Title, Wealth, Lands, Leadership

Physique

The first attribute is Physique. It describes your character's physical conditioning. Activities such as heavy lifting, sprinting, damage soaking, swinging a sword, and other athletic activities are governed by Physique. Physique can play a major role in combat. The secondary attributes within Physique are Prowess and Strength. Some sample tertiary traits would be Sprinting and Climbing (within Strength) or Martials Arts, Rapier Fencing, and Piloting (within Prowess.)

Resolve

Next up we have Resolve. It describes a character's ability to keep going despite all odds and all setbacks. It is force of will and physical stamina. In some cases it represents concentration and sheer bloody-mindedness. When you have been injured by words or blades, Resolve keeps you going. The secondary attritutes for Resolve are Endurance and Willpower. Sample tertiary attributes within Endurance include Coping with Pain and Resisting Poisons. Sample tertiary attributes for Willpower are Going without Sleep, Bravery, and the ever-popular Staying Sane.

Chi

The third attribute is Chi. Chi represents a character's psychic presence and ability to channel power of all kinds. The secondary attributes for Chi are Power and Finesse. Power allows a character to channel more power at once, while Finesse allows a character to manipulate power more subtly. For Power, tertiary attributes might include an affinity for a certain type of energy (psychic, mystic, trump, pattern, etc.) Within Finesse, tertiary attributes might include Summon Power Quickly, Penetrate Defenses, Block Other's Power, etc.

Lore

Amber is a setting where many of the main characters have access to a broad array of esoteric powers and some characters are experts at using one or two specific powers. This usually comes about through a character's general training and any specific courses of study they've undertaken. It is reflected by the fourth attribute, Lore. As a primary attribute Lore is broken into four secondary attributes: Sky Lore, Earth Lore, Water Lore, and Fire Lore. Tertiary attributes within each might include specific tricks, feats, or spells.

Sky Lore deals with the air, reason, and communication (especially trump artistry.)

Earth Lore deals with the earth, travel, and resistance. It includes knowledge in how to use The Pattern.

Water Lore deals with the sea, adaptation, and change. It includes the art of shapechanging.

Fire Lore deals with fire and other ephermal energies. It includes most forms of sorcery, etc.

Rank

The fifth and final attribute is Rank. Rank reflect's one's status in the world, one's right and ability to call upon resources and lead others. The secondary attributes under rank are Title (noble status, military rank, administrative appointments), Wealth (money, goods and influence), Lands (territories held), and Leadership (ability to organize, command, and inspire.)

What happened to Stuff? Quirks, Allies, and Aspects

A Time for Empire's rules system more or less totally drops the ADRPG's rules for Creatures, Artifacts, Allies, and Stuff. Instead, we have Quirks, Allies, and Aspects. Creatures and some Artifacts are Quirks. Important people you use are Allies. Stuff and some Artifacts may be Aspects.

Quirks

Sometimes, you want to be good at things which aren't covered by the attributes, even with tertiary abilities. An example might be Corwin's skill as a songwriter, or maybe Julian's excellent horsemanship.

Ordinarily, as an Amberite, you're presumed to be very competent at anything you've put your mind to. But maybe you want more than that. Thus, you can buy Quirks.

When you spend points on a Quirk, you are world class in that narrow field. A Quirk shouldn't be anything that can be easily subsumed into an attribute, and it shouldn't be anything overpowered (no "eating worlds" as a Quirk).

A quirk can cost 1, 2, 4 or more points, depending on how good you want to be and how useful I judge it. Quirks are intended to be used primarily to round out your character, not to be terribly effective uses of points.

Allies

Allies, important friends and specific followers (beyond those garnered by the Rank attribute) are also purchased with this method. For example:

1 point - Able Ally An especially-competent servant or ally.

2 points - Courtly Contact A friend with a useful position at court, in the government, in business, or in the military.

4 points - Senior Staffer A friend with a ranking position at court, in the government, etc.

6 points - Princely Position A close friend of princely position.

8 points - Royal Rank A loved one of royal rank.

At character generation time, the specifics of a character's allies need not be finalized. However, one's allies must at least be sorted by category. Allies are most often chosen from the following categories: Artist, Aviator, Businessman, Courtier, Criminal, Explorer, Sailor, Scholar, Scientist, Servant, Soldier, Spy.

Aspects

Aspects are specific traits which identify a character by his or her nature or reputation. Aspects are typically worth 5 or 10 points, depending on game impact. Negative aspects are worth negative character points, which can be used to pay for positive aspects. Sample aspects include:

Personal Reality [+10] The character is a "real person," i.e. he or she has been exposed to true reality enough to create his or her own personal legend. Such people are immune to phenomena which only effect shadows. All Princes of Amber and Lords of Chaos must have this aspect.

Wielder of the Jewel [+10] The character is attuned to the Jewel of Judgement or one of its elemental kin. Wielding the Jewel of Judgement always has a tremendous imact and as such it is subject to GM approval.

Wielder of a Major Artifact [+5] The character wields an artifact of great power, e.g. the Pattern sword Werewindle. Wielding a greater artifact always has major repercussions and as such it is subject to GM approval.

Bad Reputation [-5] For whatever reason, people think ill of the character. The character may be reputed to have done some dark deed, or may inspire fear in others.

Dark Nature [-5] The character deals with elements which tend to corrupt people. It may be dark magic, forbidden knowledge, elder demons, or extreme vice.