Amber Rules FAQ

Below are some questions we recieved about the rules which we will clarity here and revise the main body of rules to reflect:

Q1. What if we have 2 characters, one (Mr. Weak) with Strength-Joker and another character with Strength-Blue who is wounded (Mr. Wound). Mr. Wound is arm-wrestling Mr. Weak. Mr. Wound has a strength of Blue-3 but is wounded for 1 point so his effective strength is Blue-0. Mr. Weak should ordinarily lose but what happens in this case? Also how do wounds affect the King cards? I.e. Red-King wounded vs. Red-7? Who wins?

A1. In these cases, the Joker (or King) won't automatically lose (or win). In the case of the Blue wimps, Both are considered to be at Blue-0 and it goes to an Endurance test. In the case of the Wounded Red King, he is assumed to be at Red-5 (Red-King = 10 minus 5 for the wound) and will thus lose out to Red-7.

Wounding falls under the category of Modifiers and thus it modifies the typcial order of conflict resolution.

Q2. Also in group combat there are 3 Blue Amberites attacking 1 Red Amberite, do the 3 have an effective strength of Red or Green? The applicable line in the rules is "Characters who are working with the main character who are equal in Color Band add 1 Color Band to the main character." Is that 1 Color Band _each_ or one color band total?

A2. That should be one color band TOTAL. So if the main character was Blue, 2-additional Blue-Rank amberites couldn't shoot him up to Red. Additional teammates of the same rank only add +5 to the main character's score. So if you had the following team:

Blue-8

Blue-5

Blue-Joker

Their combined score as a team would be Green-13. Blue-5 would raise Blue-8 to Green-8 and Blue-Joker would add another 5 points to Green-8 making him Green-13.

Q3. What about people attacking one person using two attributes? i.e. A group of 6 people is attacking a person using combined strength and psyche (3 using strength and 3 psyche). What happens? Call a GM?

A3. Yeah, call a GM. But you can be pretty sure that such a horribly overpowered person is probably going to lose. The one saving grace would be a powerful magic item or a weapon. If the victim in question has a high Warfare and a machine gun, he's going to mess up everyone's day. He's still probably going down, but he's going to be taking lots of people with him.

Q4. When someone switches an attribute in combat, for the free attack by the other player I am assuming that no exchange of cards occurs when the other player wins? Also, what if the switching person is being attacked by a Joker? Then it is an attack by a Joker on a value of 0? Who wins?

A4. The free attack is just that. No cards will change hands. If the switching player is attaking a Joker, the Joker will win since the attacker isn't really defending himself at all. The orignal set of rules didn't address this properly and will be changed to reflect this situation.

Q5. Also what is the definition of lesser power for the Pattern rule: "you will effectively be immune to mental attack by lesser powers"? Lower color band? Same color band? Same color band, lower attribute value? If I am a Red-8 and holding the pattern, can Fiona break in?

A5. Lesser powers refer to mental attack by powers of lower "rank". So when you have Pattern to mind, you are effectively invulnerable to mental attack via Trump, Logrus or pretty much anything else.

Powers that can be "brought to mind" and used to stave off mental attacks include Pattern, Logrus, Trump and Advanced Trump. Sorcery can be used to create a spell effect that is similiar. When using these powers to hold off a raw Psyche attack, the contest automatically shifts to Endurance (how long you can keep the power in mind vs. how long they can keep up the attack).

Note that it will take a few rounds of concentration (about 3) to bring any of these powers to mind and while maintaining them, you will be pretty much unable to defend yourself against Strength or Warfare (i.e. people get free shots at you).

Q6. Finally you might want to discuss the care & feeding of trump. How one gets through, what attacks are valid through a trump, different types of trump (place, person), etc.

A6. As described in the Amber series of books, Trump cards are Tarot-sized cards inscribed with the portrait of a person or place. By concentrating on the image of a Trump, you can achieve a couple of different effects:

If the Trump shows a person, you can make mental contact with that person regardless of where they are. If the recipient acknowledges your contact the two of you can talk to one another. If the recipient refuses you'll have to enter into an Psyche battle to make contact. In game, this works by summoning a GM and telling him whom you want to contact. Then he'll tell you to stay where you're at and look like you're thinking hard. At some point (depending on how far away your caller is), the GM will tell the recipient that he's getting a Trump call (no caller ID unless you have Trump or Advanced Trump powers). If he takes the call, you can talk, if not, the GM will get back to you and tell you no one is home. If you want to push it, the GM will run a Psyche battle. If the recipient doesn't want to be contacted, the caller's Psyche is reduced by one Rank during the subsequent Psyche battle. If the caller makes contact, they may launch a Psyche attack to do actual mental damage to the target at no penalty.

If the Trump shows a place, you can use the Trump to move through Shadow to the place depicted on the Trump instantly. It does take about 5 combat rounds to focus on the Trump enough to make the trip, during which time you can't be doing anything else. So it's a poor way to escape combat, but a great timesaver when you want to get through Shadow to that destination in a hurry.

Note that while some people will have Trump or Advanced Trump as powers, anyone can use Trumps in the methods described above.



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Sibling Rivalry, an Amber LARP for Intercon 14 by Tom Russell and Mike Caprio. Comments about this Web site should be sent to tick@sidehack.gweep.net.

 Last modified on 03-05-99 by tick@sidehack.gweep.net