Vitality
Physical Strength, and, for Artefacts,
the measure of life in the item.
- Chaos Vitality [1]: Chaos-level (two Strength Conflict points).
Brings an Artefact to life.
- Amber Vitality [2]: Amber-level (four Strength Conflict Points).
- Ranked Vitality [4]: Low-Ranked in the Strength Auction
(equivalent
to eight Strength Conflict Points).
- Extraordinary Vitality [8]: Mid-Ranked (sixteen Strength Conflict
Points).
- Supreme Vitality [16]: High-Ranked. Would give Gerard a fight
(twenty-four Strength Conflict Points).
Movement
Enhance the speed of Artefacts and
Creatures.
- Item Mobility [1]: Gives an Artefact movement based on its form.
- Double Speed [2]: Doubles the natural speed of a Creature (up to
about 60 miles per hour), or allows inanimate objects without other
means of movement to move at the pace of a jog, or imbues the Artefact
or Creature to glide.
- Engine Speed [4]: Allows Creatures to keep up with powered
vehicles.
Depending on the creature, speeds range from 60 to 100 miles per hour
(about 96 to 160 kph). Items without other means of locomotion can
travel up to 30 miles per hour(48 kph). Flight may be placed into an
Artefact or Creature, although Flight speed will be only half of what
Engine Speed would normally imbue.
- Greater Speed [8]: At this point, the Artefact or Creature can
gain
true flight, at Engine Speed, or, less often, a ground level speed
exceeding that of the fastest vehicles . Alternatively, an item without
other means of locomotion can now travel at up to 60 miles per hour (96
kph).
- Immense Speed [16]: Generally only used for Flying Artefacts or
Creatures, this allows movement at incredible speeds, like a plane.
Stamina
Allows exertion over extended periods.
Also used for powering certain Item Powers.
- Chaos Stamina [1]: Chaos-level (tired in 2 minutes, strained in
20,
exhausted in 45, collapsing in 1 hour).
- Amber Stamina [2]: Amber-level (Tired in 40 minutes, Strained in
10
hour, Exhausted in 15 hours, collapsing in 40 hours).
- Ranked Stamina [4]: Tired in 80 minutes, Strained in 20 hour,
Exhausted in 30 hours, collapsing in 80 hours.
- Supreme Stamina [8]: Tired in 160 minutes, Strained in 40 hour,
Exhausted in 60 hours, and Collapsing in 160 hours.
- Tireless Stamina [16]: The Artefact or Creature will never get
tired.
Aggression
Basic reflexes and combat skills.
- Combat Training [1]: Better than mere humans (about 1,5 Warfare
Conflict Points). Creatures fighting in groups are equal to Chaos-level
(two Warfare Conflict Points), as are items specializing in a form of
combat.
- Combat Reflexes [2]: Chaos-level (two Warfare Conflict Points),
or
Amber-level if specialized (4 Warfare Conflict Points).
- Combat Adept [4]: Amber-level (4 Warfare Conflict Points), or
Low-Ranked if specialized (8 Warfare Conflict Points).
- Combat Mastery [8]: Low to Mid-Ranked (8 Warfare Conflict
Points), or
Mid to High-Ranked if specialized (16 Warfare Conflict Points).
- Combat Supremacy [16]: Mid to High-Ranked (16 Warfare Conflict
Points). If specialized, a near-equal fight for Benedict (24 Warfare
Conflict Points).
Resistance To Damage
Amber equivalent of an Armour Rating.
Note that a sufficiently-skilled fighter can find the weakness in
almost any defence, and even if the armour is not penetrated, the force
of the blow (in full or in part) may transfer through. Resistance is
still based on the item's form, so a set of armour with Resistant to
Normal Weapons is tougher than a cloth with the same property. I
consider armour as being resistant to normal weapons (01 point), so
armour with resistance to firearms will have a resistance of 2+1
points. On the other side, the rings of protection and other pieces of
jewellery protects as if the protection was lower by one point, even if
they resist to damage with their full power. So a ring with Resistance
to Normal Weapons will not protect you, but will be resistant to damage
itself. With a transferral, it would grant you an armour of 1-1=0 pts.
This would not greatly protect you from a blow, but could keep away
rain and such annoyances…
- Resistance to Normal Weapons [1]: Deflects most normal weapon
strikes.
- Resistance to Firearms [2]: Resistant (but not invulnerable to)
bullets, explosions, fire, and the like.
- Impervious to Normal Weapons [4]: Impervious to attacks from
normal
weapons.
- Impervious to Firearms [8]: Cannot be penetrated by bullets,
explosions, fire, etc.
- Invulnerability [16]: Nothing less than a major power can affect
the
Item in any fashion.
Note: Specialized, High Power, and High Tech weapons have the ability
to by-pass or reduce the effectiveness of these ratings. Just because
the item/creature has invulnerably does not mean it can withstand a
direct blast from a high power laser or plasma rifle unscathed.
Damage Rating
The damaging effects of Items. Tends to
cancel out an equal-value defence. Note that the added durability of
the item is not protection. It simply prevents the item itself from
being destroyed when striking. This can also be used to represent
poisonous items, including envenomed weapons.
- Extra-Hard [1]: Can impact with great force without being
damaged,
and penetrates surfaces that are Resistant to Normal Weapons. If
defined as a poison, it is potentially fatal to those of Human
Endurance (assuming a direct hit/dose).
- Extra Damage [2]: Increases damage done, and gives added
durability.
Penetrates surfaces that are Resistant to Firearms. Poisons are
potentially fatal to those of Chaos Endurance.
- Serious Damage [4]: Capable of inflicting moderate damage with
even a
minor hit, and has exceptional durability. Penetrates surfaces that are
Impervious to Normal Weapons. Poisons are potentially fatal to those
with an Amber END (not ranked).
- Deadly Damage [8]: Rips through opponents, causing serious
wounds.
Penetrates surfaces that are Impervious to Firearms, and has
extraordinary durability. Poisons are potentially fatal to those with a
Low-Ranked END (8 Endurance Conflict Points).
- Greater Damage [16]: At this level, every hit becomes potentially
fatal. Can only be damaged by a major Power. Any surface will be
penetrated with ease, regardless of defensive value. If a poison, it is
potentially fatal to those with Mid-Ranked END (16 Endurance Conflict
Points).
Intelligence
Not only comprehension, but also the
ability to communicate with others.
- Animal Intelligence [1]: An Artefact or unintelligent Creature
can be
given the ability to speak in the language of the creator (usually
Thari), but with a limited vocabulary. Intelligence level is the
equivalent of a well-trained dog.
- Human Intelligence [2]: The Artefact or Creature is as
intelligent as
the average human is, and capable of the full range of human
expression, including speaking, singing, etc.
- Enhanced Intelligence [4]: Better than the average human, the
Artefact or Creature is capable of very complex expression and
intelligence, learning several languages, and otherwise equal to a
high-IQ individual.
- Advanced Intelligence [8]: The Item is now imbued with full
expression in any language it knows, can contemplate several lines of
thought at the same time, and otherwise act more intelligent than most
beings.
- Quantum Intelligence [16]: The Item now has near-unlimited
comprehension and communication abilities.
Psychic Quality
Confers a limited version of the Psyche
attribute, used mainly for powering mental contacts or powers. Higher
levels may also be keyed to sensing Psychic phenomena.
- Psychic Sensitivity [1]: Chaos-rank for purposes of mental
contact (2
Psyche Conflict Points). For Artefacts with no intelligence, the
ability to receive commands and understand specific orders is gained.
- Psychic Awareness [2]: Amber-rank for purposes of mental contact
(4
Psyche CPs), or Chaos-rank with the added ability to sense danger. This
danger sense is roughly equivalent to what a high Psyche individual
would feel, concentrating on the detection of hostile thoughts and
emotions directed toward the owner of the Item (or the Item itself) at
a range of 10 meters. Alternatively to the Danger Sense, it can allow
psychic communication up to a hundred meters.
- Extraordinary Psychic Sense [4]: Low-Ranked for purposes of
mental
contact (8 Psyche CPs), or Amber psyche with special sensing
capabilities. Danger sense works as below (to a range of 20 meters),
but flashes of insight will also allow the sensing of future events,
including when its owner is in danger (up to an 1 hour). Or it can
permit contact through one Shadow with the owner, and even through
close Shadows, though this is time-consuming, and does not allow for
physical transferral. Alternatively, has Chaos-level psyche with the
Danger Sense and communication abilities described with Psychic
Awareness. Or the GM and player may agree on yet another ability.
- Psychic Battery [8]: Mid-Ranked for purposes of mental contact
(16
Psyche CPs), or Low-Ranked with special sensing capabilities: Danger
Sense at 40 meters with flashes of insight up to 2 hours in the future,
or easy communication through close Shadows, becoming difficult through
related Shadows. Alternatively, Amber-level Psyche with all the
abilities of Extraordinary Psychic Sense.
- Supernatural Psychic Power [16]: High-Ranked for purposes of
mental
contact (24 Psyche CPs), or Mid-Ranked with special sensing
capabilities (Danger sense to 80 meter with insight up to 4 hours, or
easy communication through related Shadows, becoming difficult through
Shadow), or Low-ranked psyche with all the abilities of a Psychic
Battery.
Psychic Defence
Covers general resistance to Psychic
attack.
- Chaos Resistance [1]: Chaos-level (2 Psyche CPs).
- Psychic Neutral [2]: The Item is cloaked versus Psychic
detection,
although a detailed check by someone with Ranked Psyche will reveal it.
Actual defence is Amber-level (4 Psyche CPs).
- Psychic Barrier [4]: As Psychic Neutral, except with Low to
Mid-Ranked resistance (8 Psyche CPs). Optionally, the Item can instead
have a Psychic Barrier, which makes it resistant to ALL Psychic
influence. This is a two-way barrier, preventing the Item from using
any Psyche-oriented abilities. While easily detectable by those with
high Psychic sensitivity, breaking through a Psychic barrier requires a
great Psyche, or multiple people with Ranked Psyche working as a group
(This is equivalent to 16 Psyche CPs).
- Psychic Shield [8]: Mid to High-Ranked (16 CPs), or a stronger
Psychic Barrier (24 CPs).
- Psychic Block [16]: The Item has a quasi-perfect Psychic
Resistance
(24 Psyche CPs) or a near-impregnable Psychic Barrier (36 CPs).