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  1. OKAY I GET THE HINT! (Congratulations by the way)


    Welcome to the Amar Role Playing Game, the world’s easiest and most realistic role-playing game ever invented.

    Unlike other games, which require volumes and volumes of data to sift through, the Amar RPG has just one simple book that can fit in your pocket, and requires only one six sided die to play.

    First, let’s talk dice.

    A role-playing game uses approximated percentages on a die roll to mimic human events to release a storyline. For example, if you want to jump across a chasm and it’s JUST in your range, you may have a 50/50 chance of making it. So you roll a die to figure out IF you made it and if NOT how much damage it cost you.

    With this kind of statistical structure and the right rules, one can create realistic, imaginary worlds with infinite stories based on choices, odds and outcomes that feels seamless and engaging.

    It’s Your Adventure! But without all that messy blood and burned clothes around the kitchen table…


    You are going to do a LOT of rolls as you play. Once you understand these basic ideas, everything else will fall into place. There are two ways to roll dice in Amar.

    1. A six sided die. The best choice if available. You roll the die and then figure out what happened.

    2. Using human hands to replace a six sided die. This is akin to Rock/Scissors/Paper. In this method, rather than roll a die, each player shakes their fist three times and extend either a pointed pinky finger ,(1) an extended pinky and ring finger (2), an extended pinky, ring and middle finger (3), four extended fingers (4), five extended fingers (5) or a fist (six). THE CLOSED FIST COUNTS AS ONE FINGER.

    If you are using hands, you ADD the rolling player’s hand roll to the opposing player’s hand roll counting up until you reach a six. If you reach a six and there are no more fingers to count, you have a value of “6” if you reach 6 and you have more fingers to count, the remaining fingers are the final value.


    Bob extends four fingers. Candy Extends one. Four plus one is five. Five is the value.

    Candy extends three fingers. Bob extends Three. Three plus three is six. Six is the value.

    Candy extends four fingers. Bob extends six in a fist. Candy counts four and Bob opens his fist for one and puts his thumb in his palm for two leaving four fingers. Four is the value.

    NOTE: The reason why you use a pinky finger for one is that it is easier when shaking your fist to use your thumb to facilitate the extension of other fingers for one, two, three and four.


    When you roll your dice, you are going to get a base result which you often will modify based on rules, skills, spells and other things, but learning how to get that base result requires a little out of the box thinking compared to most games that use dice.

    We call our method “open rolling.” Here is how it works:

    IF YOU ROLL A “2,” “3,” “4,” or “5,” THAT is your die result.

    IF YOU ROLL A “1”, you keep rolling your die. If you roll a 1, 2, or 3 you subtract 1 from your roll and roll again. As long as you keep rolling a 1, 2, or 3, you KEEP subtracting 1 from your roll and roll again. But as soon as you roll a 4, 5, or 6 you STOP rolling and keep the value you had before you rolled the 4, 5 or 6.

    IF YOU ROLL A “6” you keep rolling your die. If you roll a 4, 5, or 6 you add 1 to your roll and roll again. As long as you keep rolling a 4, 5 or 6, you keep adding 1 to your roll and roll again. But as soon as you roll a 1, 2, or 3 you STOP rolling and keep the value you had before you rolled the 1, 2 or 3.


    Tony rolls a 5. His die value is 5.

    Jenny rolls a 6! She now his in a positive open roll. She rolls and gets a 4. She adds one to her base value to get 7. She rolls again and gets a 1 ending the roll. Here die value is 7.

    Fred rolls a 1. Yikes! He’s in a negative open roll! He rolls again and gets a 2. Since this is a 1 ,2 or 3 he subtracts 1 from his die value putting him at 0. He rolls a 3 and has to subtract 1 again putting him at -1. He rolls another 1 and has to subtract 1 again putting him at -2. Finally, he rolls a 4 ending his roll and leaving him a die value of -2.

    Play with these examples with some dice until you get the hang of things around here. Because one you got this, the rest is even easier!



    As you play a character, he must be able to function as a person in this world. This means she will do things that require awareness, coordination, size, strength, endurance and magical ability just like you and I do.

    And those just happen to be the attributes of a character in Amar that appear on the character sheet.

    Coincidence? I think not …

    Here is our hero Fil with all his attribute values. He’s just starting in the game so he followed the rules on spending his attribute points on page ((PAGE NUMBER)).

    Amar’s Character Attributes
    Strength 2
    Awareness 4
    Coordination 4
    Size 3
    Endurance 2
    Magical Ability 1

    Now, it is common sense that strong person has a better chance of lifting something heavy than a weaker person right? And sometimes a weaker person has to try several times to get the strength to lift something really heavy for him. And sometimes, strength just appears out of nowhere as you may see below…

    Step 1. You roll your dice and get a result.
    Step 2. You ADD your roll result to the value of the attribute your character used in the roll.
    Step 3. If your roll value plus attribute value meets or exceeds the difficulty rating YOU SUCCEEDED!

    NOTE: A Difficulty Rating (DR) is the number that your roll result and attribute value has to meet or exceed to complete the task successfully.

    EXAMPLE: It takes a 10 Difficulty Rating to lift a rock. Your character, Fil has a strength attribute of 2. So you roll your die and ADD your attribute to your roll to see if it met or exceeded the Difficulty Rating (DR).

    So you roll a 6 and you get an ascending open roll! You roll again and get a 4. You add +1 to your roll bringing the result to 7. You roll again and get a 5 so you add another +1 to the roll bringing the result to 8. You roll again and you get a 1 so the rolling stops and your value is 8.

    8 (Your die roll result) + 2 (Fil’s strength attribute) = 10.
    The difficulty rating is 10 so Fil lifts the rock! But it wasn’t easy.

    “Holy crap that was hard! Sheesh! I could have thrown out my back” – Fil.

    “Why in the world did you have to life the rock in the first place?” said the red headed Viqueen.

    “To see what was under it,” said Fil.

    “Well, what was there?”

    “My new pet centipede. I named him Fred.”

    The red-headed Viqueen rolls her eyes…


    You character Fil now wants to climb a wall. Little does Fil know, but there is someone on the other side of the wall with evil intent! He wants all your gold and to imprison you.

    Will Fil detect him in time?

    The Game Master has Fil roll an awareness roll, for Fil to detect the evil dwarf on the other side of the wall, Fil has to hear a slightly out of place snapping of a twig and NOTICE it with his awareness.

    So you roll a six sided die for Fil to see if he detects the dwarf on the other side. You roll a one and hit an open DESCENDING roll and you keep rolling. You roll a 2, then a 3 then a 4. Your final result is a -1.

    Your roll result: -1
    Your awareness attribute: 4
    The difficulty rating: 6

    The difficulty rating is 6, the final result was 3 adding (-1 + 4) so the dwarf goes unnoticed!

    There are more details about attributes that we’ll cover later. Right now, it’s all about HOW they work in you character’s life.


    Sometimes, big biceps and big brains JUST aren’t enough. An adventurer has to have some skills in this god-eat-god world…

    And the good news is that you already know how to do this. Skill rolls work just like attribute roles, but instead of adding your roll result to an attribute, you add it to a skill your character has learned.

    Fil has some skill as a climber and has a Climbing Skill of 4. He chooses to climb the wall. He climbs five meters up and then pulls out the pocked Amar Rule book and rechecked the rules on climbing…

    Yup. Everything was fine. So he climbs the rest of the way successfully completing his task!

    Here is how Fil did it.

    Step 1. When you read the rules on the climbing skill, you’ll see it is broken up into 5 meter segments. You must make a successful roll for EACH five meters you climb; and the wall is 10 meters tall. So, Fil climbs his first five meters…

    Roll Result: Fil rolled a 5.
    Fil’s Climbing Skill: 4
    Difficulty Rating: 8.
    Comparison: 8 is smaller than 9 (5+4) so Fil makes the first five meters.

    Now for the second 5 meters …

    Fil’s Roll: 6
    Fil’s Climbing Skill: 4.
    Difficulty Rating: 8.
    Comparison. 8 is less than 10 so Fil makes it to the top!

    We’re not going into how all the details about skills now, but we wanted you to get the general idea of how they worked.


      SYLLOGISM 101:
      1. In every role playing game there are rules on Combat.
      2. This IS a role-playing game.
      3. Therefore there ARE rules of Combat.

      Fil is up against the Evil Dwarf! The Evil Dwarf ATTACKS WITH A STICK! Fil DEFENDS and Fil gets smacked by the Dwarf. The Dwarf laughs an evil laugh that is extra cliché just to miff Fil and runs away, leaving Fil injured and miffed.

      Here is how that went down on our hapless hero. As you may expect, it all comes down to comparing two integers to see if one is greater than the other!

      The Evil Dwarf has an Offensive Value (OV) he uses when he attacks, and a Defense Value (DV) he uses when he defends. The Evil Dwarf Offensive Value is 5 and his Defensive Value is 6. Now, we’ll show you HOW we get those numbers later. But for now, just know that his OV is 5 and DV is 6.

      Fil ALSO has an Offensive Value when he attacks and a Defense Value when he defends. His offensive value is 6 and his defensive value is 4.


      The Evil Dwarf attacks Fil with a stick. Fil, seeing the attack, defends. If the Evil Dwarf’s Offensive Values exceeds Fil’s Defensive value, Fil takes a hit.

      The Dwarf rolls a die. He gets a 4 and adds it to his Offensive Value to get 9.
      Fil rolls a die and he gets a 2 adding it to his Defensive Value of 6 to get an 8.
      9 is greater than 8 so Fil takes a hit!

      Now, IF the numbers TIED, Fil would take no hit because ties go to the defender.

      But they didn’t. So Fil is hurting right now and listens as the dwarf runs away laughing …

      1. So, as you can see here are the steps on how attacking and defending works.

        Step 1. The attacker rolls a die and add the result to her OV.
        Step 2. The defender rolls a die and adds the result to his DV.
        Step 3. You compare the OV to the DV and see if OV > DV.
        Step 4. If yes, then a hit occurred.

      2. “Am I hurt?” asked Fil.

        “Let’s see,” said the Viqueen. “ You were HIT so now we need to find out how BAD you got damaged. Now a staff has a -2 damage right?”

        “Check the weapon table for the starting staff damage …” said Fil.

        “Got it. Yup. That’s correct. So we just get our player who lives outside this Universe to to roll his six sided die to find out how much damage the dwarf did to you.”

        “Feels like he rolled hard and open-rolled a freaking 9,” said Phil.

        “Okay so 9 plus -2 is 7. Do you have any armor? Nope. Of course you don’t so we wont factor that in. You’re just a yahoo in a fantasy world with a shirt, jacket and boots. Any damage bonus?”


        “You don’t know what a damage bonus is? Boy you ARE new. You get 1 damage bonus for every 5 you have when you combine both the Strengths and Size attributes. Your strength is 2 your size is 3 totaling 5; so that is 1 damage bonus.”

        “To add it all up, the attack produced 7 damage points minus your damage bonus of 1 which drops the damage to 6. You subtract 6 from your body points.”

        “Is that bad?”

        “What is your starting Body Point value?”

        “Wait! I know this! It’s my Size Attribute x 2 plus 1 for every 5 Endurance Attribute points I have. I only have 2 Endurance so that doesn’t matter. My Size is 3 times 2 is … 6.”

        “6 minus 6 is 0. You’re unconscious when your BP is 0.”

        “So how are we talking right now?”

        “We’re not. You’re dreaming you idiot.”


        The Red-Headed Viqueen shook Fil.

        “Fil, you awake? FIL! FIL!”

        ” …” said Fil.

            1. You’re on a roll!! Cool shit!

              I have created a user for you on the Amar wiki (check your e-mail). Go to the Front page of the wiki. You will find a reference to you and a new page I’ve called “Amar rules 101”. Upon logging in, you can write stuff on your own user-page by clicking your named link on that front page. By clicking the link “Amar rules 101”, you can freely put all your text from her onto that page 🙂

            2. Great. See you there.

              This stuff I wrote here needs work but I think once the edges are worn off it may create one of the fastest rules uploads ever for an RPG.

              RPGs are notoriously SLOW to learn for people new to them. Your RPG may be the fastest to understand once we get the upload speed optimized.

            3. The “Katageek” page is the page where you describe yourself 🙂
              The “Amar rules 101” is where the text you wrote here goes. I moved the text to that page.

          1. Get the damage the weapon has listed on the table.
          2. Roll a die and add it to the damage from the table.
          3. Subtract any modifiers from the current damage from armor, defense bonuses and other factors.
          4. Subtract the adjusted Damage from Body Points and change the character accordingly.

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