During '96, I made the second version of the Syndicate, the Dark Era. This time, I finally removed all mentions to absolute dice. But the game was still the same, fast and simple, and none complained.
This time, I removed last tables. And the RIP Fantasy was now so close to Syndicate (the latest version, 3rd edition, was now called Syndicate fantasy supplement) that I finally separated the basic system from the Syndicate, named it simply 'RIP System' and then started to do expansions to it. Syndicate is the old plain Syndicate, with little cosmetic modifications, but it is still there. RIP Fantasy is much more edited game.
Back in 3rd edition RIP (fantasy), there was still combat rounds etc. No more. You do not need them. Amber works perfectly without such, why would we need? The main idea is anyway the story, the action, relations of the characters.
So what is the idea of all this? Well, these rules are a way to generate comparable things. You do not need rules, but it is good to know, if someone is stronger than you if you wrestle. And that's why there is all these character creation rules. And not all players or gamemasters have enough imagination to think about all possible equipment, skills and ideas.
Of course you can always use any other game system, just dump its system and play it as you wish. So do it. These pages are mainly for my campaigns, but are presented here so that other people may use them if they want to. I do not press them to anyone (except my players). They are simply a fast and simple way to generate comparable things.
All commercial game systems referenced here are (c) by appropriate parties. Use of these names are not meant to offend such a status, and are used simply for convenience.
RIP system and all its expansions are (c) Kalle Marjola, 1993 and onward. No whole or part of these pages can be used in any commercial product, and permission is granted to download for personal use only.