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Items
Items
Items
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Attribute Qualities
Anything that can move and think on its own, no matter how rudementry should have these Qualites numerated, even is the level is 0 and it has no capability in that area.
Vitality
- Human Vitality: Human Level Strength (-25). This is the base level for Agents and Creatures.
- Chaos Vitality: Chaos Level Strength (-15). This is the base level for Demons.
- Amber Vitality: Amber Level Strength.
- Stupendous Vitality: 10% of the highest ranked Amberite's Strength.
- Exalted Vitality: 50% of the highest ranked Amberite's Strength.
Stamina
- Human Stamina: Human Level Endurence (-25), without the healing capacity. This is the base level for Agents and Creatures.
- Chaos Stamina: Chaos Level Endurence (-15), without the healing capacity. This is the base level for Demons.
- Amber Stamina: Amber Level Endurence (0), without the healing capacity.
- Stupendous Stamina: 10% of the highest ranked Amberite's Endurence, without the healing capacity.
- Exalted Stamina: 10% of the highest ranked Amberite's Endurence, without the healing capacity.
Healing
- Self Healing: Can heal itself given time, like a living thing, can not regrow limbs or organs. This is the default level for Agents and Creatures.
- Chaos Healing: Chaos Level Endurence for Healing purposes only. Heals at more than twice human rate. Can regenerate limbs but not organs. This is the default level for Demons.
- Amber Healing: Amber Level Endurence. Heals at 5 time human rate. Can regenerate limbs and organs given time.
- Stupendous Healing: 10% of the highest ranked Amberite's Endurence for healing and regeneration purposes.
- Exalted Healing: 50% of the highest ranked Amberite's Endurence for healing and regeneration purposes. Ever put someone in a wood chipper, mulch them and watch the pile slowly regenerate back the the original guy? Yea, well this powers not that good.
Warfare
- Combat Training: Some rudimentary combat training or instincts. Equivalent to -20 Warfare. Base Level for Creatures.
- Chaos Combat Mastery: Chaos Level Warfare. Base level for Demons.
- Amber Combat Mastery: Amber Level Warfare
- Stupendous Combat Mastery: 10% of the highest ranked Amberite's Warfare.
- Exalted Combat Mastery: 50% of the highest ranked Amberite's Warfare.
Psychic Quality
- Psychic Sense: Has an active Psyche. It can see Auras, sense a little danger, maybe some ESP.
- Chaos Psychic Sense: Chaos Level Psyche for sensory and offensive purposes. Base level for Demons.
- Amber Psychic Sense: Amber level Psyche for sensory and offensive purposes.
- Stupendous Psychic Sense: 10% of the highest ranked Amberite's Psyche for sensory and offensive purposes.
- Exalted Psychic Sense: 50% of the highest ranked Amberite's Psyche sensory and offensive purposes.
Psychic Options
- [1]Psychic Sugnature: Has a distinct Psychic Signature than can be easily detected by the owner at a distance, even across shadow.
- [3] Linked Remote Psychic Sensativity: Tied to another item Psychicly so that it can be monitored remotely, even across shadow.
Psychic Defense
Most intelligent creatures can be "seen" Psychically, and have no defense against attacks.
- Psychic Neutral: The item's mind is not easily detected but once found, has no additional defense. Base level for Creatures.
- Chaos Psychic Resistance: Has the same resistance to attack as a creature of Chaos Psyche. Base level for Demons.
- Amber Psychic Resistance Has the same resistance to attack as a creature of Amber Psyche.
- Stupendous Psychic Resistance: 10% of the highest ranked Elder's Psyche, but for defense only
- Exalted Psychic Resistance: 50% of the highest ranked Elder's Psyche, but for defense only.
Qualities
Movement
- Mobility: The ability to move under its own power. Base level for Creatures, Agents and Demons.
- Double Speed: The ability to move at twice the speed as Mobility.
- Engine Speed: Can keep up with a car. Powered vehicles triple their speed.
- Stupendous Speed: 5 times the normal speed of the creature or item.
- Exalted Speed: Fast, like the Flash.
Movement Options
- [3] Levitation:
- [4]Flight:
Weapons
- Organic: No hard protrusions usable for hurting another. This is the base level for Agents.
- Naturally Hard: Claws, Bones, Sharp Teeth, Metal, or Bone. Some non-magically hard protrusions that can be used as weapons. This is the base level for Weapons and Creatures.
- Extra Hard: Harder than steel. Like a diamond. May be magically hard. This is the base level for Demons.
- Double Damage: Always magically hard. Cuts steel easily.
- Deadly Damage: on par with Invulnerable To Energy Weapons. Wounds are usually deadly.
- Destructive Damage: Massive damage ususlly to a large area. Can break through Impervious To Damage given time.
- Primal Damage: Can only be applied to an item that contains a bit of the Pattern. Wounds from such weapons are always fatal and can not be regenerated by less than the upper ranks of Amber Endurance. Ignores anything less than Primal Resistance
Resistance
- No Armor: Soft, easily damage, torn or destroyed with minimal effort. This is the base level for Creatures and Agents.
- Natural Armor: Bone plates, a hard carapace or naturally occurring strength of an item like a stick, or a wooden shield. This is the default level for Weapons.
- Resistant To Weapons: Specifically designed to deflect Naturally Hard weapons, like a suit of plate mail. Naturally Hard weapons take a lot of effort to penetrate if they can at all. Usually its only possible to bypass the armor and go for weak spots, or to propel the weapon so fast it penetrates (like a bullet). Extra Hard is needed to be effective. This is the base level for Demons.
- Resistant To Guns: Stops all Extra Hard melee weapons (swords, spears etc), slows down bullets so they just hurt. Double Damage is need to be effective.
- Invulnerable To Energy Weapons: Immune to anything smaller than a mortar round. Deadly Damage is needed to be effective.
- Impervious To Damage: Immune to anything below the size of artillery shell. Destructive Damage is needed to be effective.
- Primal Resistance: Item must contain a part of the Pattern. Ignores anything less than Primal Damage.
Intelligence
- Animal Intelligence: Can follow simple orders like a well trained dog. Can not effectively communicate with words but can convey some information, like barking at danger. Base level for Creatures and Demons.
- Sentient: About the equivalent of a child. Can speak one language and use basic tools.
- Human Intelligence: About the equivalent of an average adult. Can learn more than one language. Base level for Agents.
- High Intelligence: Can play a good game of chess.
- Genius Intelligence: Smarter than the players.
Senses
- Normal Senses: Can see, smell, taste, touch and hear like a person.
- Enhanced Senses: One or more senses are better than normal, like a dogs sense of smell.
- Extraordinary Senses: This quadruples the range and detail of one or more already possessed senses.
- Stupendous Senses:
- Exalted Senses:
Powers
Shape Shifting
- Alternate Form: One form other than its standard form. Must be approximately the same mass. No Healing. Changes take several minutes. Can only change the entire form, not just parts.
- Named and numbered Forms: Up to twelve, typically about 5 alternate forms. Forms must be approximately the same mass. Changes take several minutes. Can only change the entire form, not just parts. This is the base level for Demons.
- Limited Shape Shift: Many forms, and can learn more. Forms must be approximately the same mass. Changes take several minutes for forms it does not already know. Known forms can be assumed in less than a minute. Can change parts of its body rather than the whole thing.
- Mimic: Can mimic any form it comes in contact with, including those which require it to change mass. Changes take several minutes for forms it does not already know. Known forms can be assumed in less than a minute. Can change parts of its body rather than the whole thing.
- Full Shape shifting: Any form as long as it doesn't change states of matter. Changes happen lighting fast now.
Shape Shifting Options
- [8] Bodiless Shape Shift: Forms assumed with one of the above shape shifting powers can be intangible. This also allows possession of another Item assumming its Psyche can be overcome.
- [4] Blood Shape Shift: Can create Items from its blood with a subset of its own powers and later reabsorb them. Can identify Items of Blood on sight.
Trump
- Contains a Trump Image: Effectivly a trump card. May be any size, shape or medium that is resonable.
- Trump Deck: A set of Trumps created by a single artist.
- Trump Powered: Powered by Trump rather than containing an image.
Trump Options
- [2] Trump Facility: The ability to use Trumps on its own. Does not include any trumps.
Power Words
- Contains a Power Word: Holds a power word inside it.
- Contains Named and Numbered Power Words: Holds upto 12 power words inside it.
- Use Named and Numbered Power Words: The ability to use Power Words as well as store upto 12.
Spells
- Rack a Spell: Can hold a spell for later use.
- Rack Named and Numbered Spells: Can hold up to twelve spells for later use.
- Rack and Use N&N Spells: Can hold up 2 twelve spells for later use, and cast them as long as the shadow in which they were stored in doesn't change.
- Rack, Use and Lynchpin N&N spells: Can hold up to twelve spells for later use, and cast them providing the appropriate lynchpins for different shadows.
- Spellcaster: Can learn and devolp new spells on its own, rack N&N, cast them and provide lynchpins.
Spell Options
- [4] Maintain Spells: Can preform daily maintenace on spells racked inside it.
Shadow Movement
- Shadow Sense: Can follow natural paths (using the mists to go from from England to Avalon rather than to Glastonbury Abby) and permanent paths created by others like the Shadow Paths between the Golden Circle Shadows.
- Shadow Trail: Follow a path left by someone else recently, that is not nessacarily a permanent path.
- Shadow Path: Can find a path to a known shadow. If backtracking speed is equivalent to a Hellride. If stranded somewhere unfamiliar and doesn't now the way back in can take a long time bumbling around.
- Seek in Shadow: Can move to a person or item. It can only go in the direction of the target. It also hits the worst Hellriding routes and may have trouble crossing some Shadows.
- Travel in Shadow: Can move relativly freely in shadow in shadows less than Pattern Slivers.
Shadow Movement Options
- [8 pts] Create Shadow Road: Lays down a permanent path that others can follow.
- [8 pts] Shadow Teleportation: Can teleport to anywhere in shadow that the item has been to before after several minutes preparation.
Shadow Control
- Shadow Tricks: Can make changes to items small enough to be covered by the hand. It usually takes several tries to get the correct item. Details can not be done, a nickel can be changed to a dime but not a 1947 dime. Getting the right local currency might be a problem.
- Mold Shadow Stuff: Can change simple Shadow items and features.
- Mold Shadow Folk: Can effect the inhabitants and creatures of a shadow.
- Mold Shadow Reality: Can change any feature of a shadow.
Conjuring Circles
- [1] Allows Conjuring
- [1] Acts as a Gateway
- [1] Hidden when unused
- [1] Blocks Conjuration
- [1] Blocks Dreams
- [1] Blocks Mirrors
- [1] Blocks trump
- [1] Protection vs Chaos
- [1] Protection vs Logrus Magic
- [1] Protection vs Order
- [1] Protection vs Physical Attacks
- [1] Protection vs Power Words
- [1] Protection vs Psychic Attacks
- [1] Protection vs Sorcery
- [1] Restrains Movement
- [1] Restrains Shadow Manipulation
- [1] Restrains Shadow Movement
- [1] Restrains Shapeshifting
Nature
Resistance to Order
- Vulnerable to Order: In shadows influenced by a Pattern this Item loses all powers almost immediatly. If alive it slows down and becomes immobile within an hour. If inanimate it reverts to its natrual unworked (a shield would turn into a lump of ore) form in the same amount of time. This is the base level for Demons.
- Sensative to Order: The item can survive a full day with no ill effects. After that it starts to lose its powers, starting with the most costly, losing one power a day, once all of its powers are lost it suffers as if it were Vulnerable to Oder
- Basic Resistance to Order: In shadows of less than a Real Plane the item suffers no ill effects. In Slivers it acts as if it had Sensative to Order and in Patterned Planes as if it were Vulnerable to Order.
- Advanced Resistance to Order: In shadows, real planes and slivers the item suffers no ill effects. In Patterned planes if alive it has a constant headache and otherwise suffers as if Sensative to Order. This is the highest level for items with One with Chaos.
- One with Order: Created of Order the Item suffers no ill effects even in the presence of the Primal Pattern. This is the base level for Generic Items, Weapons, Agents and Creatures.
- A Source of Order: By its mere presence causes the level of Order around it to rise over time. Pushing back Chaos. Examples include the Pattern and Royal Family of Amber. Such and item coming into contact with a Source of Chaos would be immediatly destroyed. A Source of Order can not have any levels in Resistance to Chaos.
Resistance to Chaos
- Vulnerable to Chaos: In shadows influenced by a Chaos this Item loses all powers almost immediatly. If alive it slows down and becomes immobile within an hour. If inanimate it reverts to its natrual unworked (a shield would turn into a lump of ore) form in the same amount of time. This is the base level for creatures native to Shadow.
- Sensative to Chaos: The item can survive a full day with no ill effects. After that it starts to lose its powers, starting with the most costly, losing one power a day, once all of its powers are lost it suffers as if it were Vulnerable to Chaos
- Basic Resistance to Chaos: In the Beyond the item suffers no ill effects. In the Courts as if it had Sensative to Chaos and in the presence of the Logrus as if it were Vulnerable to Chaos.
- Advanced Resistance to Chaos: In the Beyond the item suffers no ill effects. In the Courts it has a constant headache and otherwise suffers as if Sensative to Chaos. This is the highest level for items with One with Order.
- One with Chaos: Created of Chaos the item suffers no ill effects from the changing environment of Chaos This is the base level for Demons and Lords of Chaos.
- A Source of Chaos: By its mere pressence causes the level of Chaos around it to rise over time. Pushing back Order.
The only known source of Chaos is the Logrus. A Source of Chaos can not have any levels in Resistance to Order.
Misc
[5] Confer Quality on owner/wearer
[10] Confer Power on owner/wearer
[10] Implant Quality in owner/wearer
[15] Implant Power in owner/wearer
[x1] Unique. There can be only ONE!
[x2] Named & Numbered. Upto a dozen of them
[x3] Horde. Fifty or so, takes time to gather.
[x4] Shadow Wide. In a single shadow, you have a horde of them wherever you go. Useful for things like your invincible robot army that guards your home base shadow. Alternatively, several hundred of an item.
[x5] Environmental. In a single shadow, they swarm like mad. Across named and numbered shadows, there's a horde of them wherever you go Across a horde of shadows, you have a dozen in each.
[x6] Ubiquitous. In one shadow, you can't kick a rock without finding one. Across named and numbered shadows, there's severval hundred of them Across a horde of Shadows, there's a horde of them.
[x10] Infinite Quantity. Not an accessible Quantity Multiplier normally, this is a couple of steps up from ubiquitous and represents the infinite number of Shadows connected to a Pattern.
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Teuse.net
Page by Shawn Moore
Last modified: 08/03/2005 09:55:49.