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AMBER Diceless Role-Playing» Forums » Rules

Subject: The potentials of attributes rss

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Eric Raabe
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I'm actually reading the Amber RPG books I'd gotten years ago, originally just as support info for the novels when I was reading them. I've played Amber once or twice back in the 90's, but now I'm reading up to maybe run something in the system.

I can accept the vague, relative attributes considering how they had a vague, relative nature in the novels. However, when describing the potentials of attributes, it reads like bonus abilities you get for having high enough ranks. What I don't seem to be finding is a practical usage for these abilities. Should someone ranked 1 get to do all/most of these potentials? Is there any guide I may have missed which applies and limits these better?
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Brian Cooksey
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Great question!

What each attribute means is up to the group that's playing it. Even within the novels there is a lot of room for interpretation. There's a wide spectrum on Rank 1 that goes from "What a superior human can do" to "Truly Superhuman". I lean more towards the superhuman side of things because I like the kinds of stories you can tell with that.

I find myself going back to specific scenes in the novels as reference. Random, who was considered kind of a wimp, was able to help Corwin pick up part of a car. That's pretty strong. And both of those guys knew better than to tangle with Gerard.

There's no guide that I know of but I've seen a lot of discussion about this very subject elsewhere online. I'll dig around to see if I can find some of those conversations.
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