Brannan.JP : Blog Archive : Pondering Infinite Amber system revisions
Well, timely is JP pondering how he wants the attributes to play out in his Amber game. Good time to write down some thoughts about attributes.
JP asks questions and I'll chime in with thoughts.
Ranks for Shaping IMC would work like this:
Shaping 1: common, can affect own appearance and size with a few minutes of work but only slight variance in density or mass. Psyche can push speed but not skill. Allows slow closing of wounds.
Shaping 2: good, can affect own appearance and size with a few minutes of work and might double density or mass. Psyche can push speed but not skill. Allows fast closing of wounds.
Shaping 3: superior, can affect own appearance, size with a few minutes of work and might double density or mass. Able to tap environ adapts with good Endurance and may fast close of wounds or healing coma. Psyche can push speed but not skill.
Sorcery can provide for instant changes and fluid shifts that do not endanger the Psyche or critical organs. Many Chaosi Shapers are accomplished with Sorcery. More levels of Shape Shift might establish unique tricks like Blood Beasts.
Binding 1: any craft can be improved to provide the finest example of its kind. Creatures can be coerced to your Psyche.
Binding 2: crafted items can be designed and built to preternatural levels. Preternatural creatures can be coerced and bound to your Psyche. Natural creatures can be taken across shadow boundaries if bound to you.
Binding 3: crafted items can be designed and built to supernatural levels. Supernatural creatures can be coerced and bound to your Psyche. Preturnatural creatures can be taken across shadow boundaries if bound to you.
Binding 4: crafted items can be designed and built to primal levels. Primal creatures can be coerced and bound to your Psyche. Supernatural creatures can be taken across shadow boundaries if bound to you.
Sorcery is limited by shadow environs and generally cannot easily blend with Binding. An invisible ring can be bound in one shadow and fail in another. Binding 4 would allow magical items to travel across shadow environ. Binding 5 would allow primal items to cross shadows hostile to them. Binding 6 might allow such things in Amber.
Generally, items and creatures are a less significant route to power (in first series canon.)
You've deduced the hidden castle but what is it there for? You've found the secret passage, but why was it constructed? Who else knows about it? Secrets is much less useful for this. Warfare might help in narrow cases, just as other attributes might help deduce Discoveries.
Discovery is still best for finding ways to get at the 'why' of Secrets. Note that in the unlikely event that there is literally no one who knows the Secret, Discovery is twice as difficult to use. Just as Secrets are easier to defend if you kill everyone who knows them.
However, the power of Inspiration might be of use to aid Discovery in finding out things that no one knows. In Amber, Inspiration is the power represented by the Jewel of Judgment.
My own interpretation is that Benedict can take the throne by force, and that perhaps everyone wants to be on the winning side. So if Benedict said he wanted the throne, many would side with him.
Rebma seems to have a better opinion of Benedict than Corwin. But regardless, IMC Benedict is not a Coup monster. Eric is. Florimel is. Gerard has a good measure.
Coup is also the one attribute that can be upped or decreased by Shadow (where you are, how familiar you are with Shadow there) and events beyond your control (such as Chaos attacking and ruining all your plans to be King.) I believe in the right situation, Coup can be ghost-lent by other Family, as could be argued with Benedict getting support from people in the example above.
Certainly Florimel lends her prestige to things she does not attempt on her own. Just as Benedict delegates his Warfare to officers working on his projects.
Additional playtest is needed on combining attributes in interesting ways.