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====Psyche in ''Amber DRPG'' compared to the ''Chronicles''==== Characters with high psyche are presented as having strong [[telepathic]] abilities, being able to [[Hypnosis|hypnotise]] and even mentally dominate any character with lesser psyche with whom they can make eye-contact. This is likely due to three scenes in the ''Chronicles'': first, when Eric paralyzes Corwin with an attack across the Trump and refuses to desist because one or the other would be dominated; second, when [[Corwin (The Chronicles of Amber)|Corwin]] faces the demon Strygalldwir, it is able to wrestle mentally with him when their gazes meet; and third, when Fiona is able to keep Brand immobile in the final battle at the Courts of Chaos.<ref name="greatbookofamber">Roger Zelazny ''The Great Book of Amber'' ([[Eos Press]], 1999) {{ISBN|0-380-80906-0}}</ref> However, in general, the books only feature mental battles when there is some reason for mind-to-mind contact (for example, Trump contact) and magic or Trump is involved in all three of the above conflicts, so it is not clear whether Zelazny intended his characters to have such a power; the combination of Brand's "living trump" powers and his high Psyche (as presented in the roleplaying game) would have guaranteed him victory over Corwin. ''Shadow Knight'' does address this inconsistency somewhat, by presenting the "living trump" abilities as somewhat limited.
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