Pick Five (aka "Top Five" List)
An alternate system of game mechanics by Franklin W. Cain, for the Amber Diceless RPG (by Phage Press).
All original work herein is Copyright © 2002 by Franklin W. Cain. All rights reserved.Character Generation
Each player writes a list of the top five things (in order) for which his character is reknowned. Valid choices include any of the four standard Attributes (Psyche; Strength; Endurance; Warfare) or any of the five Powers (Pattern; Logrus; Trump; Magic; Shape Shifting).
Note:
In this system, "Magic" is all-inclusive. This system does not separate it into the three usual Powers of "Sorcery", "Conjuration", and "Power Words"...The player arranges his five choices in the descending order of importance to him. That is, his most important choice will be at #1, and his least important choice at #5.
Attributes
The player may choose an Attribute more than once, to indicate his character is especially reknowned for that particular prowess. (This option is for Attributes only, not for Powers.)
Powers
A Power chosen at #1 or #2 is assumed to be the Advanced version of that Power. (Powers chosen at #3, #4, or #5 are assumed to be the "basic" form of the Power in question.)
Artifacts, Creatures, Shadows, and Allies...
A character can be allowed a few of these (say, an average of one in each category) without being unbalanced. However, if the PC wants to have an extensive number of such things (like Julian's rangers and hellhounds, or Gerard's sailors and marines), then he must devote one of his five choices to this option, and label it appropriately.
For example:
- "Army" (or "Warband")
- "Arsenal" for a group of weapons and armor
- "Friends & Allies" for a more political character
- "Personal Retreats" for a group of Shadows (or an extensive Ways...)
- "Spies and Agents"
Conflict Resolution
To resolve an Attribute vs. Attribute contest, compare the number of times each character chose the Attribute(s). Whoever chose the Attribute(s) more often will win (assuming all other things being equal).
If both characters chose the Attribute(s) an equal number of times, then we check the highest "ranking" of the Attribute(s), for each of the two characters. If one character has the Attribute listed at a more prominent Rank than the other, then that character will win (assuming all other things being equal).
Note: If it helps, you can use the following list of weighted factors, just for the purposes of determing who has the higher Attribute Ranking.
Thus, in a contest of Warfare vs. Warfare, if one PC has Warfare as his #1 choice, and another PC has Warfare as his #4 and #5 choices, the first PC has a weighted factor of 28, and the second has a weighted factor of 41 (21+20). In this instance, the second PC will win against the first PC (assuming all other things are equal).
- A #5 choice is worth a weighted factor of 20.
- A #4 choice is worth a weighted factor of 21.
- A #3 choice is worth a weighted factor of 22.
- A #2 choice is worth a weighted factor of 24.
- A #1 choice is worth a weighted factor of 28.
In another contest, if one PC has the relevant Attribute as his #3, #4, and #5 choices (for a weighted factor of 22+21+20 = 63), and a second PC has the relevant Attribute as his #1 and #2 choices (for a weighted factor of 28+24 = 52), this time, the first PC will win against the second (assuming all other things are equal).
Example Characters
Corwin *
- WAR
- WAR
- END
- END
- Pattern
Benedict *
- WAR
- WAR
- WAR
- WAR
- Pattern
Bleys *
- PSY
- WAR
- WAR
- Pattern
- Magic
Fiona *
- PSY
- Pattern
- PSY
- PSY
- Magic
Merlin **
- Logrus
- Pattern
- Magic
- Trump
- Shape Shift
Luke
- Trump
- Magic
- STR
- WAR
- Pattern
Mandor
- Logrus
- Magic
- PSY
- Trump
- Shape Shift
Dalt
- STR
- END
- WAR
- Pattern
- Warband
* Scaled down to the level of the PCs. ** As depicted at the beginning of the 2nd quintology (i.e., before Ghostwheel was activated).