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City of Amber

Core Rulebook
Urban fantasy noir in a 1948 New York City frozen in time, where the awakened see the hidden world beneath the gray
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fantasyhorror
Urban FantasyRules-LightCareer-BasedInvestigationMysteryNoirAtmosphericRoll to CastDeadlyOne-Shot Friendly
✦ Indie Creator Submitted
Languages: English
Diced100
System FamilyStandalone
Cost$
LicenseAll rights reserved
PublisherChrome Dog Games
Year2026
Complexity Low
Accessibility Medium
Community Very Low

Core Mechanic

Roll d100 (2d10 — one die chosen as the tens, the other as the ones) and try to roll under one of four Stats: Vitality, Willpower, Agility, or Cunning. Skills, situational advantages, or assists let the player roll twice and take the better result; disadvantages take the worse. Three Saves (Fear, Magic, Body) resolve the same way. Failed rolls, entering combat, and casting spells each add Stress; reaching 10+ Stress drains Vitality or Willpower and adds a Consequence, and a critical Save failure forces a Panic check against current Stress.

Best For

Groups who want a 1940s urban fantasy with horror undertones, where ordinary New Yorkers awaken to a hidden city of orcs, fey, and shades and pierce the illusion that keeps everyone else asleep. Built for one-shots and short campaigns driven by investigation, magical awakening, and dread.

Highlights

Amber level (1–10) is a double-edged progression: rising levels unlock new perceptions and career abilities — eventually including the power to command Grays — but falling to 0 reverts a character to a mindless Gray and hitting 10 retires them from play permanently. The Stress/Panic/Consequence cascade is the mechanical heart of the horror: failed rolls and entering combat each add Stress, hitting 10+ drains Stats and locks in a long-term Consequence (Haunted, Catatonic, Amber Dread, and nine others), and a critical Save failure forces a Panic check against current Stress. Career-gated magic means the same 20-spell list works differently across Careers: Street Wizards cast directly from randomly rolled spells, Artists bake spell effects into physical objects anyone can trigger, and Vagabonds redistribute Amber at personal cost. The Anchor — a mundane personal object worth two starting Amber points — makes every character's connection to the ordinary world a mechanical vulnerability.

Considerations

Setting is locked to the City — characters cannot leave, and the GM improvises everything beyond its borders. Career and Kindred lists are fixed with no guidance for homebrew options. Magic is heavily gated to Street Wizards; other Careers receive one or two minor spell-like abilities at most. The 49-page rulebook is rules-light by design and leaves substantial setting detail, adventure structure, and faction development to the GM.