AMBER Artifact/Creature Abilities: The following is a complete list of the Item Qualities and Powers used in my campaign. For reference, I rated all PC's and NPC in my campaign on a scale from Human Rank (-25) to 100 in each stat (WAR, PSY, END, STR). For reference, the #1 in each stat was assigned 100 points to that area. Thus, when I refer to ranked stats, it is generally assumed to mean the following: Low-Ranked (up to 25 points) Mid-Ranked (up to 50 points) High-Ranked (up to 75 points) Most of the PC's in the campaigns I run have at least one mid-ranked stat. As of yet, no one has had a stat above 35 (the highest point game I ran reached 175 points). For creatures, I give Human-level stats for free. Occasionally, I will even give higher rankings (example, I consider a horse to have better than a Human-rank endurance, although I usually place it between Human and Chaos Rank, letting the player decide whether to buy it up.) With the expansions I have made to the Item rules, I no longer allow Constructs (at least not the sort that would be bought with points). Yes, it is possible to make Ghostwheel or a Spikard up strictly with these rules. Yes, they're _expensive_ - that's why not everyone has them. ITEM QUALITIES: Vitality - Physical Strength, and, for Artifacts, the measure of life in the item. Chaos Vitality [1] - Chaos-level. Brings an Artifact to life Amber Vitality [2] - Amber-level. Ranked Vitality [4] - Low-Ranked in the Strength Auction. Extrordinary Vitality [8] - Mid-Ranked. Supreme Vitality [16] - High-Ranked. Would give Gerard a fight. Movement - Enhanced the speed of Artifacts and Creatures. Item Mobility [1] - Gives an Artifact 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. At this level, gliding may be imbued into an Artifact or Creature. Engine Speed [4] - Allows Creatures to keep up with powered vehicles. Depending on the creature, speeds range from 60 to 100 miles per hour. Items without other means of locomotion can travel up to 30 miles per hour. Flight may be placed into an Artifact or Creature, although Flight speed will be only half of what Engine Speed would normally imbue. Flight [8] - At this point, the Artifact or Creature gains true flight, at Engine Speed. Immense Speed [16] - Generally only used for Flying Artifacts or Creatures, this allows movement at incredible speeds. Stamina - Allows exertion over extended periods. Also used for powering certain Item Powers. Chaos Stamina [1] - Chaos-level. Amber Stamina [2] - Amber-level. Ranked Stamina [4] - Low to Mid-Ranked. Supreme Stamina [8] - Mid to High-Ranked. Tireless Stamina [16] - The Artifact or Creature will never get tired. Aggression - Basic reflexes and combat skills. Combat Training [1] - Better than mere humans. Creatures fighting in groups are equal to Chaos-level, as are items specializing in a form of combat. Combat Reflexes [2] - Chaos-level, or Amber-level if specialized. Combat Adept [4] - Amber-level, or Low-Ranked if specialized. Combat Mastery [8] - Low to Mid-Ranked. Mid-Ranked+ if specialized. Combat Supremacy [16] - Mid to High-Ranked, a challenge for Benedict. If specialized, a near-equal fight for Benedict. Resistance to Damage - Amber equivalent of an Armor Rating. Note that a sufficiently-skilled fighter can find the weakness in almost any defense, and even if the armor 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 armor with Resistant to Normal Weapons is tougher than a cloth with the same property. 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. Damage Rating - The damaging effects of Items. Tends to cancel out an equal-value defense. Note that the added durability of the item is not protection. It simply prevents the item itself from being destroyed. 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. Sometimes limited in what it can affect. 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 extrordinary durability. Often limited in what it can affect (GM's decision). Poisons are potentially fatal to those with a Low-Ranked END. Primal Damage [16] - Against a particular type of foe (such as Creatures of Chaos, Scions of Amber, etc.), every hit becomes potentially fatal. Can only be damaged by a major Power. Any surface relating to its speciality (such as Logrus-created items, for Creatures of Chaos), will be penetrated with ease, regardless of defensive value. If a poison, it is potentially fatal to those with Mid-Ranked END. Intelligence - Not only comprehension, but the ability to communicate with others. Animal Intelligence [1] - An Artifact 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 Artifact or Creature is as intelligent as the average human, and capable of the full range of human expression, including speaking, singing, etc. Enhanced Intelligence [4] - Better than the average human, the Artifact 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. For Artifacts with no intelligence, the ability to recieve commands and understand specific orders is gained. Psychic Awareness [2] - Amber-rank for purposes of mental contact, 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). Extraordinary Psychic Sense [4] - Low-Ranked for purposes of mental contact, or Amber psyche with special sensing capabilities. Flashes of insight will allow the sensing of future events, including when its owner is in danger. Also permits contact through Shadow with the owner, though this is time-consuming, and does not allow for physical transferral. Psychic Battery [8] - Mid-Ranked for purposes of mental contact, or Low-Ranked with special sensing capabilities. Supernatural Psychic Power [16] - High-Ranked for purposes of mental contact, or Mid-Ranked with special sensing capabilities. Psychic Defense - Covers general resistance to Psychic attack. Chaos Resistance [1] - Chaos-level. Psychic Neutral [2] - The Item is cloaked versus Psychic detection, although a detailed check by someone with Ranked Psyche will reveal it. Actual defense is Amber-level. Psychic Barrier [4] - As Psychic Neutral, except with Low to Mid-Ranked resistance. 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 Fiona-level Psyche, or multiple people with Ranked Psyche working as a group. Psychic Shield [8] - Mid to High-Ranked. Psychic Block [16] - The Item is not affected by Psyche-based powers. ITEM POWERS: Shadow Movement - Gives the Item limited movement through Shadow. Shadow Trail [1] - Can follow others through Shadow. Shadow Path [2] - Can travel to well-known Shadows. Shadow Seek [4] - Can travel toward a person or item in Shadow. Note that this usually involvs traveling through the worst of "Hellriding" routes, and often is a hit-or-miss process. Shadow Walk [8] - Can walk through Shadow like an Amberite. Shadow Transport [16] - Can teleport to known areas in Shadow. Shadow Manipulation - Limited power over aspects of Shadow. Note that some uses of this power may require another Item quality or power for full effectiveness (such as a Damage Rating). Shadow Alteration [1] - The Item can change a single aspect of Shadow. For example, a sword with Shadow Alteration could manifest fire upon the blade (additional damage should generally be bought with this). Minor Shadow Molding [2] - The Item can change a variety of simple Shadow items and features. Shadow Molding [4] - The Item is capable of altering a wide variety of Shadow items and features, including slight changes in the inhabitants of the Shadow. Note that this is completely ineffective against anyone with access to a form of power, such as Sorcery, Shapeshifting, Broken Pattern, etc. Advanced Shadow Molding [8] - Can change some of the major features of a Shadow, such as alteration of probability to a limited extent, the magical environment, etc. Shadowmastery [16] - The Item can manipulate most features of a Shadow, unless it is under the influence of a major Power, such as Pattern, etc. Healing - The ability to repair damage to an Artifact or Creature. Item Healing [1] - The item heals as fast as a normal creature. Amber Healing [2] - Amber-level. Rapid Healing [4] - Low to Mid-Ranked. Exceptional Healing [8] - Mid to High-Ranked. Regeneration [16] - Within a matter of minutes, the Artifact or Creature will heal any damage done to it. Even regrowing lost parts is quick, requiring less than an hour. Note that this will take a toll on the Stamina of the Item, generally rendering it inoperative for a time. Shape-Shifting - The ability for an Item to alter its form. Qualities and Powers carry over to all forms. Alternate Form/Shape [1] - One alternate form, described when it is created. Named and Numbered Forms/Shapes [2] - Several forms, not to exceed twelve, chosen when the Item is created. Limited Shape Shift [4] - Can assume the shape of any animal or item of comparable size and mass. Initially limited to a few forms, the Item can gradually learn new ones. Shape Shift [8] - The item has full Shape Shifting abilities. It can learn a new form with minimal practice, accellerate its healing rate, and absorb/eject mass. Advanced Shifting [16] - In addition to the above, the Item has additional capabilities in an area. Examples include, but are not limited to: Dimentional Shifting (chinging position in space, or even time), Component Shifting (can subdivide into several parts), etc. Item Trump Images - Bestows Trump capabilities. Can only be created by Trump Artists. Contains Trump Image [1] - The Item doubles as a Trump, holding a single Trump image. Personal Trump Deck [2] - The Item holds several images, but is limited to those personally created by the Trump Artist. Powered By Trump [4] - In addition to being able to hold Trump images, the Item is considered directly powered by the energies of Trump. Trump Link [8] - The item is capable of maintaining a permanent Trump link, which can be used in several ways. For example, a ring could be made that could transport itself (and the wearer, since Trump is not limited to single-object transport) to the other end of the link at any time. Note that such a link can be broken just like any other Trump connection. Trump Icon [16] - The Item is a virtual Trump computer. It can access any known person or place with the powers of Trump, and do nearly anything that can be done with Trump images. Ghostwheel's capabilities are an example of this. Power Word Capability - Can use one or more Power Words, powered by the Item's Stamina, and using Psychic Quality to determine the effect. Single-Word Capacity [1] - Can hold a single Power Word (Basic Words only). Named and Numbered Words [2] - Can hold either named and numbered Power Words, or a single Advanced Power Word. Advanced Power Words [4] - Holds either named and numbered Advanced Power Words, or a single Exalted Power Word. Exalted Power Words [8] - Holds named and numbered Exalted Power Words. Runic Mastery [16] - Holds all the Power Words possessed by the creator. Spell Storage Capability - Allows an Item to "Rack" spells. Single Spell Capability [1] - Can rack a single spell. Requires a magic wielder to invoke. Named and Numbered Spells [2] - Can rack named and numbered spells. Rack and Use Spells [4] - Can rack and use named and numbered spells. The effectiveness of any spell cast by the Item is based on its Psychic Quality. Spell Processor [8] - The Item can design spells. The amount of time needed to create a new spell is based on the item's Intelligence and Psychic Quality (items in personal Shadows can also be affected by Control of Contents and/or Control of Time Flow). It also have the capability of racking and using spells, as above. A Spikard is an example of this, with the main portion in a fast-time Shadow. Spell Library [16] - Holds an extensive collection of spells. Any spell known by the item can be created and racked in a very short time (roughly a minute, modified by Intelligence, Psychic Quality, and, if the item is in an appropiate Shadow, Control of Contents/Time Flow). It also has the abilities of a Spell Processor, as above. COST MULTIPLIERS: Transferral - The first multiplier is for if the item loses the power when it is transferred, while the second is used if the item retains the power, as well as allowing the character to use it. The multiple is applied to the Quality or Power being transferred. Confer Quality [*2/*3] - Allows the user to use the Quality, in addition to the Item. Confer Power [*3/*4] - Allows the user to user the Power, in addition to the Item. Implanted Item Qualities/Powers - This basically allows the character to buy an item quality or power as an actual power of the character. It generally cannot be taken away, though this will depend on the specifics of the power and GM fiat. As for transferral, the multiple is applied to the Quality or Power in question. Implant Quality [*4] - Gives an Item Quality to a character. Implant Power [*5] - Gives an Item Power to a character. Quantity - Allows the character to have multiples of a certain power. The multiple is applied to the total cost of the item, after all other multipliers have been taken into account. Note that while each item must have the same powers, they can have different, set forms. Thus, a Named and Numbered set of Extra-Hard weapons may include 3 swords, 2 daggers, and an axe. Unique [*1] - A single Item. Named and Numbered [*2] - Up to a dozen of the Item. Horde [*3] - An extremely large number, centered in one location. On short notice, up to 50 or so may be found. Shadow-Wide [*4] - Can be found in Horde qualities everywhere in a Shadow. Cross-Shadow Enviromental [*5] - Found in every Shadow that contains a particular environment. Ubiquitous [*6] - Found throughout Shadow. Copyright 1994, 1995, 1996 by Casey McGirt