0. General principles Consolidated
The Advancement Point value of a creature arises from the base value of its Core Potency and is modified by characteristics, resistances, capabilities, and vulnerabilities. Except for the special formulas expressly indicated, every line uses the same scheme.
- AP_Core is the base value in Advancement Points corresponding to the creature's Core Potency, not the number of Core Potency points.
- SELECT normally equals 1; it may be a count or a fraction when the rule expressly provides for it.
- Percentage modifiers are always calculated on the base value AP_Core, except Combos and Weapon Protection, which have formulas of their own.
Macro order of the calculation
- Determine AP_Core. For creatures affected by Epic Deficiency and/or Restricted Epic Access, determine AP_Core through the expert calculation in Section 1A before applying any other modifier.
- Apply all ordinary and special modifiers.
- Calculate Weapon Protection and any Material Exposures.
- Calculate the positive Accumulation and the vulnerability Accumulation separately.
- Sum them to obtain the Semi-Total.
- Apply the Combos on the Semi-Total.
- Apply last the final size multipliers, where relevant (Massive ×1.20; Colossal ×1.50), and round.
1. Base value by Core Potency Core
| Core Potency | Base AP |
|---|---|
| Below 1 | 10 |
| 1 | 16 |
| 2 | 33 |
| 3 | 65 |
| 4 | 130 |
| 5 | 195 |
| 6 | 285 |
| 7 | 460 |
| 8 | 700 |
| 9 | 1,010 |
| 10 | 1,515 |
| 11 | 2,040 |
| 12 | 2,652 |
| 13 | 3,399 |
| 14 | 4,223 |
| 15 | 5,200 |
| 16 | 6,240 |
| 17 | 7,350 |
| 18 | 8,400 |
| 19 | 9,450 |
| Above 20 | +1,050 AP for each Core Potency point beyond the 20th |
1A. Expert calculation: Epic Power adjustment to AP_Core Expert
The AP_Core values shown in Section 1 already incorporate the standard value attributed to the Epic Powers normally granted by Core Potency. This adjustment is deliberately incorporated into AP_Core itself rather than calculated as a separate Special Power line. Consequently, once the adjusted AP_Core has been determined, that value is used as the baseline for all subsequent percentage-based calculations in this framework.
1A.1 Pre-Epic Core reference values
The following table shows the underlying Core value before the Epic Power adjustment. The ordinary AP_Core appearing in Section 1 is obtained by applying the standard Epic adjustment to this value.
| Core Potency | Pre-Epic Base | Normal Epic Powers | Standard Epic Adjustment | Normal AP_Core |
|---|---|---|---|---|
| 9 | 1,000 | 1 | +1% | 1,010 |
| 10 | 1,500 | 1 | +1% | 1,515 |
| 11 | 2,000 | 2 | +2% | 2,040 |
| 12 | 2,600 | 2 | +2% | 2,652 |
| 13 | 3,300 | 3 | +3% | 3,399 |
| 14 | 4,100 | 3 | +3% | 4,223 |
| 15 | 5,000 | 4 | +4% | 5,200 |
| 16 | 6,000 | 4 | +4% | 6,240 |
| 17 | 7,000 | 5 | +5% | 7,350 |
| 18 | 8,000 | 5 | +5% | 8,400 |
| 19 | 9,000 | 5 | +5% | 9,450 |
| 20 | 10,000 | 5 | +5% | 10,500 |
| Above 20 | +1,000 per Core point beyond 20 | 5 | +5% | +1,050 per Core point beyond 20 |
1A.2 Epic Deficiency and Restricted Epic Access
Some creatures do not receive the full Epic Power entitlement incorporated into the normal AP_Core value. These limitations modify the Epic adjustment to the pre-Epic Core value directly. They are not ordinary Special Vulnerabilities and must not be priced again under Section 11.
EPIC DEFICIENCY reduces the normal Epic adjustment by 1.25 percentage points for each Epic Power lost: 1 percentage point removes the baseline value normally attributed to that Epic Power, while the additional 0.25 percentage points represent the developmental deficiency arising from failing to acquire a power normally expected at that degree of Core Potency. RESTRICTED EPIC ACCESS reduces the normal Epic adjustment by 0.5 percentage points for each Epic Power slot that remains available but must be generated exclusively from the General Epic Powers list.
L + G cannot exceed N. Epic Deficiency and Restricted Epic Access are incorporated exclusively through the recalculation of AP_Core. They receive no additional Fixed or Variable modifier, do not enter Vulnerability Accumulation, and are not counted again when determining Combos.
1A.3 Worked examples
9 Core Potency: normal creature
PreEpicBase = 1,000; N = 1; L = 0; G = 0.
9 Core Potency: 1 General-only Epic Power
PreEpicBase = 1,000; N = 1; L = 0; G = 1.
9 Core Potency: 1 Epic Power lost
PreEpicBase = 1,000; N = 1; L = 1; G = 0.
13 Core Potency: 1 Epic Power lost and 1 General-only Epic Power
PreEpicBase = 3,300; N = 3; L = 1; G = 1.
2. Defense Rating Converted
The Defense Rating measures basic defensive sturdiness. It begins at the Base Miss Value of 50 and rises with the creature's Armor, Deviation, Distortion, Divine Protection, Evasion, Shield, and Size Modifier. Choose exactly one row.
| Defense Rating | Fixed | Variable |
|---|---|---|
| 50 | 0 | −75% |
| 55 | 0 | −50% |
| 60 | 0 | −33% |
| 65 | 0 | −25% |
| 70 | 0 | −10% |
| 75 | 0 | 0% |
| 80 | 10 | +10% |
| 85 | 15 | +20% |
| 90 | 25 | +30% |
| 95 | 40 | +40% |
| 100 | 60 | +50% |
| 105 | 90 | +60% |
| 110 | 130 | +70% |
| 115 | 180 | +80% |
| 120 | 240 | +90% |
| 125 | 310 | +100% |
| 130 | 390 | +110% |
| 135 | 480 | +120% |
| 140 | 570 | +130% |
| 145 | 675 | +140% |
| 150 | 800 | +150% |
3. Creature Size
| Size | Fixed | Variable | Final multiplier |
|---|---|---|---|
| Minute | 0 | −10% | — |
| Small | 0 | −10% | — |
| Standard | 0 | 0% | — |
| Large | 20 | +10% | — |
| Massive | 100 | +50% | ×1.20 final |
| Colossal | 250 | +85% | ×1.50 final |
Physical effects of size
Minute: up to 0.5 m; 1d8 LP per Core Potency point with −30% to final Life Points; three creatures per hex; +2 Armor Class as a small target; reach about 1 m; +7% to Dodge and +2 Evasion where applicable.
Small: over 0.5 up to 1.5 m; 1d8 LP per Core Potency point with −15%; two per hex; +1 Armor Class as a small target; reach about 2 m; +5% Dodge and +1 Evasion.
Standard: 1.5-2 m; 1d8 LP per Core Potency point; one hex; reach about 3 m.
Large: over 2 up to 3.5 m; 1d8 LP per Core Potency point, +2 LP per Core Potency point; reach about 3 m.
Massive and Colossal
Massive: over 3.5 up to 9 m; 1d10 LP per Core Potency point, +3 LP per Core Potency point, ×1.20 to the final score; reach about 4 m. Benefits from the shrub-crossing rules and may use Knockdown when applicable.
Colossal: over 9 m; 1d12 LP per Core Potency point, +4 LP per Core Potency point, ×1.50 to the final score; reach about 5 m; superior version of the physical capabilities of size.
Intrinsic Life Points due to size are not re-priced in the Supplementary Life Points section.
Resilience Test modifiers due to size
| Size | Vital Energy | Reflexes | Toughness | Poison |
|---|---|---|---|---|
| Minute | −3 | +10 | −10 | −5 |
| Small | −1 | +5 | −5 | −2 |
| Standard | 0 | 0 | 0 | 0 |
| Large | +1 | −2 | +2 | +5 |
| Massive | +3 | −5 | +5 | +10 |
| Colossal | +5 | −10 | +10 | +20 |
4. Aether Refusal
| Aether Refusal | Fixed | Variable |
|---|---|---|
| Up to 5% | 5 | +5% |
| 6-10% | 10 | +10% |
| 11-15% | 20 | +15% |
| 16-20% | 30 | +20% |
| 21-25% | 40 | +25% |
| 26-30% | 50 | +30% |
| 31-35% | 60 | +35% |
| 36-40% | 75 | +40% |
| 41-45% | 100 | +50% |
| 46-50% | 125 | +60% |
| 51-55% | 150 | +70% |
| 56-60% | 175 | +80% |
| 61-65% | 200 | +90% |
| 66-70% | 225 | +100% |
| 71-75% | 250 | +110% |
| 76-80% | 275 | +120% |
| 81-85% | 300 | +130% |
| 86-90% | 325 | +140% |
| 91-95% | 350 | +150% |
| 96-100% | 400 | +175% |
5. Supplementary Life Points
Only additional Life Points beyond those already deriving from size are counted. For each bonus Life Point:
With N Supplementary Life Points: ROUND(N×2 + AP_Core×0.0075×N).
6. Base Strike Value, ordinary attacks, damage, and mighty attacks
Base Strike Value
The fixed component of the creature's Strike Rating, set by the band that expresses how far its form is given over to landing a blow. Choose exactly one row.
| Band | Fixed | Variable |
|---|---|---|
| Crude (+2) | 0 | −5% |
| Sure (+4) | 0 | 0% |
| Specialized (+6) | 5 | +5% |
Attacks and damage
Further attacks
For each ordinary attack beyond the first:
10 AP +10%.
Special attacks generated by powers are not counted here.
Total maximum damage
Sum the maximum damage of all ordinary attacks executable in the same round.
≤5: −20%
6-9: 0
≥10: 1 AP +1% per point of maximum damage.
Mighty attacks
Each single ordinary attack with a maximum of ≥15 damage:
25 AP +5%.
Damage coming from special abilities is excluded.
7. Intelligence and Combat Points
| Intelligence | Fixed | Variable | Combat Point bonus from Intelligence |
|---|---|---|---|
| Non-intelligent (0) | 0 | 0% | No Combat Points; typical mental immunity |
| Animal (1) | 0 | −20% | No Combat Points |
| Semi-intelligent (2-4) | 0 | −15% | No Combat Points |
| Low (5-7) | 0 | 0% | +3 Combat Points |
| Average (8-10) | 2 | +5% | +5 Combat Points |
| Very Intelligent (11-12) | 5 | +10% | +9 Combat Points |
| Highly Intelligent (13-14) | 10 | +15% | +15 Combat Points |
| Exceptionally Intelligent (15-16) | 25 | +20% | +20 Combat Points |
| Genius (17-18) | 50 | +30% | +25 Combat Points |
| Supra-Genius (19-20) | 75 | +40% | +30 Combat Points |
| Divine (21+) | 100 | +50% | +40 Combat Points |
Calculating Combat Points
Creatures with Intelligence of at least 5 obtain 1 Combat Point per Core Potency point, plus the fixed bonus of their Intelligence band and the following threshold bonuses, which are cumulative:
| Core Potency threshold reached | Additional Combat Point bonus |
|---|---|
| 5 Core Potency | +2 |
| 7 Core Potency | +3 |
| 9 Core Potency | +4 |
| 11 Core Potency | +5 |
| 13 Core Potency | +5 |
| 15 Core Potency | +5 |
| 17 Core Potency | +5 |
| 20 Core Potency | +5 |
8. Movement
Primary movement
| Movement (hexes) | Fixed | Variable |
|---|---|---|
| 0 | 0 | −50% |
| 2 | 0 | −40% |
| 4 | 0 | −30% |
| 6 | 0 | −20% |
| 8 | 0 | 0% |
| 10 | 2 | +15% |
| 12 | 5 | +25% |
| 14 | 10 | +35% |
| 16 | 25 | +45% |
Alternative modes
| Mode | Fixed | Variable |
|---|---|---|
| Swimming* | 2 | +10% |
| Special surfaces (e.g., webs) | 3 | +15% |
| Burrowing | 3 | +15% |
| Climbing | 5 | +20% |
| Flying | 10 | +30% |
* For an aquatic creature, swimming is the primary movement and does not receive the alternative-mode cost; what is evaluated instead is any capability of moving on land.
9. Audacity
| Audacity | Fixed | Variable |
|---|---|---|
| Brittle (01-30) | 0 | −3% |
| Ordinary (31-50) | 0 | 0% |
| Firm (51-64) | 1 | +1% |
| Unyielding (65-76) | 2 | +2% |
| Undeterred (77-86) | 3 | +3% |
| Relentless (87-94) | 4 | +4% |
| Inexorable (95-100) | 6 | +6% |
The modifier does not apply to Forsaken and Artificials when behavior devoid of morale is already included in the creature's typical package.
10. Typical traits, resistances, absorption, and regeneration
Special kinds
| Kind | Fixed | Variable |
|---|---|---|
| Botanical | 20 | +35% |
| Forsaken or Artificial | 25 | +40% |
| Incorporeal Forsaken | 50 | +45% |
Elemental Vulnerability / Resistance
| Effect | Fixed | Variable |
|---|---|---|
| Maximum Vulnerability ×2.00 | −5 | −15% |
| Extraordinary Vulnerability ×1.75 | −4 | −12% |
| Superior Vulnerability ×1.50 | −3 | −9% |
| Moderate Vulnerability ×1.33 | −2 | −6% |
| Minor Vulnerability ×1.25 | −1 | −3% |
| Minor Resistance (25%) | 2 | +3% |
| Moderate Resistance (33%) | 4 | +6% |
| Superior Resistance (50%) | 7 | +10% |
| Extraordinary Resistance (75%) | 15 | +15% |
| Immunity | 30 | +20% |
Physical Vulnerability / Resistance
| Effect | Fixed | Variable |
|---|---|---|
| Maximum Vulnerability ×2.00 | −33 | −33% |
| Extraordinary Vulnerability ×1.75 | −22 | −22% |
| Superior Vulnerability ×1.50 | −15 | −15% |
| Moderate Vulnerability ×1.33 | −10 | −10% |
| Minor Vulnerability ×1.25 | −7 | −7% |
| Minor Resistance (25%) | 4 | +6% |
| Moderate Resistance (33%) | 6 | +9% |
| Superior Resistance (50%) | 12 | +18% |
| Extraordinary Resistance (75%) | 30 | +30% |
| Immunity | 50 | +50% |
Absorption of all physical damage
Physical absorption is a flat reduction applied to every qualifying physical hit, and it remains fully relevant regardless of the weapon's magical grade.
| Damage absorbed per hit | Fixed | Variable |
|---|---|---|
| 1 | 5 | +5% |
| 2 | 10 | +10% |
| 3 | 20 | +15% |
| 4 | 35 | +25% |
| 5 | 55 | +35% |
Regeneration
| Regeneration | Fixed | Variable |
|---|---|---|
| 1 LP per round | 5 | +10% |
| 2 LP per round | 15 | +15% |
| 3 LP per round | 27 | +18% |
| 4 LP per round | 40 | +30% |
| 5 LP per round | 70 | +40% |
11. Special powers and atypical special vulnerabilities
The categories are Least, Lesser, Moderate, Superior, Powerful, Extraordinary. All except Least use the sub-grades Low, Medium, High; Extraordinary too is formally divided into Low/Medium/High.
Least
Low systemic yield: a real but limited advantage, low frequency, or secondary incidence.
Lesser
Useful and perceptible but not central yield; fairly regular application and contained synergies.
Moderate
An efficient, structural power, with good frequency and significant impact on a primary function.
Superior
Very high yield or heavy impact on the monster's profile; one of the principal components of the pricing.
Powerful
A dominant yield lever, difficult to compensate with an ordinary approach and strongly determinative.
Extraordinary
Exceptional, deforming yield or force; it radically alters the creature's value and must remain rare.
| Special Powers / Vulnerabilities | Fixed | Variable |
|---|---|---|
| Least Vulnerability | −1 | −4% |
| Lesser Vulnerability - Low | −2 | −7% |
| Lesser Vulnerability - Medium | −2 | −8% |
| Lesser Vulnerability - High | −2 | −9% |
| Moderate Vulnerability - Low | −3 | −11% |
| Moderate Vulnerability - Medium | −3 | −12% |
| Moderate Vulnerability - High | −3 | −13% |
| Superior Vulnerability - Low | −4 | −15% |
| Superior Vulnerability - Medium | −4 | −16% |
| Superior Vulnerability - High | −4 | −17% |
| Powerful Vulnerability - Low | −5 | −20% |
| Powerful Vulnerability - Medium | −5 | −25% |
| Powerful Vulnerability - High | −5 | −30% |
| Extraordinary Vulnerability - Low | −6 | −40% |
| Extraordinary Vulnerability - Medium | −6 | −44% |
| Extraordinary Vulnerability - High | −6 | −48% |
| Least Ability | 3 | +5% |
| Lesser Ability - Low | 5 | +6% |
| Lesser Ability - Medium | 7 | +8% |
| Lesser Ability - High | 9 | +10% |
| Moderate Ability - Low | 12 | +12% |
| Moderate Ability - Medium | 15 | +15% |
| Moderate Ability - High | 18 | +18% |
| Superior Ability - Low | 24 | +24% |
| Superior Ability - Medium | 33 | +33% |
| Superior Ability - High | 42 | +40% |
| Powerful Ability - Low | 75 | +45% |
| Powerful Ability - Medium | 100 | +55% |
| Powerful Ability - High | 125 | +60% |
| Extraordinary Ability - Low | 200 | +65% |
| Extraordinary Ability - Medium | 300 | +75% |
| Extraordinary Ability - High | 400 | +85% |
12. Resilience Test bonuses and penalties
| Modifier per test type | Fixed | Variable |
|---|---|---|
| Penalty −4 | −3 | −6% |
| Penalty −3 | −2 | −4% |
| Penalty −2 | −2 | −2% |
| Penalty −1 | −1 | −1% |
| Bonus +1 | 1 | +1% |
| Bonus +2 | 2 | +2% |
| Bonus +3 | 4 | +4% |
| Bonus +4 | 6 | +6% |
13. Senses Updated
Sight
| Sense | Fixed | Variable |
|---|---|---|
| Blindness | 0 | −40% |
| Reduced Sight 15 m | 0 | −15% |
| Reduced Sight 30 m | 0 | −10% |
| Reduced Sight 60 m | 0 | −5% |
| Reduced Sight 90 m | 0 | −3% |
| Photosensitive | 0 | −3% |
| No color vision | 0 | −2% |
| Common Sight | 0 | 0% |
| Acute Sight | 1 | +3% |
| Infravision 12 m | 1 | +3% |
| Infravision 18 m | 2 | +4% |
| Infravision 24 m | 2 | +5% |
| Infravision 30 m | 3 | +6% |
| Dark Sight | 4 | +12% |
| Abyssal Sight / Pierce the Dark | 5 | +18% |
Other senses
| Sense | Fixed | Variable |
|---|---|---|
| Superior Senses | 2 | +5% |
| Enhanced Senses | 3 | +7% |
| Total Sense | 10 | +20% |
| Tremor Sense 3-6 m | 3 | +6% |
| Tremor Sense 9-12 m | 4 | +8% |
| Tremor Sense 15-18 m | 5 | +10% |
| Tremor Sense 21-24 m | 6 | +12% |
| Tremor Sense 27-30 m | 7 | +15% |
| Primordial Sense 3-6 m | 4 | +7% |
| Primordial Sense 9-12 m | 5 | +9% |
| Primordial Sense 15-18 m | 6 | +11% |
| Primordial Sense 21-24 m | 7 | +13% |
| Primordial Sense 27-30 m | 8 | +16% |
Each sense possessed is a separate line, unless the description expressly declares that one sense replaces or subsumes the other.
14. Profile-based Weapon Protection New rule
The old scale "immunity to normal weapons / +1 / +2 / +3" is replaced by a protection profile. The protection is a single positive capability, but its AP value derives from the probabilistic sum of the different weapon tiers against which it remains effective.
14.1 Mechanical profile
| Tier | Attack | Meaning of P |
|---|---|---|
| T0 | Normal weapon | Reduction P0 |
| T1 | Magical weapon +1 | Reduction P1 |
| T2 | Magical weapon +2 | Reduction P2 |
| T3 | Magical weapon +3 | Reduction P3 |
| T4 | Weapon +4 or higher | Reduction P4 |
- Each value is an integer from 0 to 10.
- Mandatory monotonic constraint:
P0 ≥ P1 ≥ P2 ≥ P3 ≥ P4. - A hit uses only the value of its own tier. Lower tiers do not add together.
- "Cumulative" concerns the AP calculation, not the effect on a single hit.
- An effect that attributes to an attack an equivalent magical grade uses the equivalent tier; absent such a rule, the weapon's actual grade is used.
14.2 Baseline: extended Physical Absorption
The protection is priced as a conditioned form of Physical Absorption. Lines 1-5 coincide with ordinary absorption; 6-10 continue the same progression solely for the Weapon Protection calculation.
| P | FIXED(P) | VAR(P) |
|---|---|---|
| 0 | 0 | 0% |
| 1 | 5 | 5% |
| 2 | 10 | 10% |
| 3 | 20 | 15% |
| 4 | 35 | 25% |
| 5 | 55 | 35% |
| 6 | 80 | 45% |
| 7 | 110 | 55% |
| 8 | 145 | 65% |
| 9 | 185 | 75% |
| 10 | 230 | 85% |
14.3 Weapon tier frequencies by Core Potency
The frequencies represent the reference probability that a relevant weapon hit against a creature of that level belongs to the indicated tier. They are a pricing parameter, not a rule that limits the actual equipment of characters.
| Core | T0 normal | T1 +1 | T2 +2 | T3 +3 | T4 +4+ |
|---|---|---|---|---|---|
| 1 | 75% | 17% | 5% | 2% | 1% |
| 2 | 70% | 20% | 6% | 3% | 1% |
| 3 | 64% | 24% | 7% | 4% | 1% |
| 4 | 58% | 27% | 9% | 5% | 1% |
| 5 | 52% | 30% | 11% | 6% | 1% |
| 6 | 45% | 32% | 14% | 7% | 2% |
| 7 | 38% | 33% | 18% | 9% | 2% |
| 8 | 31% | 32% | 22% | 12% | 3% |
| 9 | 24% | 30% | 26% | 16% | 4% |
| 10 | 18% | 27% | 30% | 20% | 5% |
| 11 | 13% | 24% | 29% | 25% | 9% |
| 12 | 10% | 21% | 27% | 30% | 12% |
| 13 | 9% | 19% | 25% | 34% | 13% |
| 14 | 8% | 18% | 23% | 37% | 14% |
| 15 | 7% | 17% | 22% | 39% | 15% |
| 16 | 6% | 16% | 21% | 40% | 17% |
| 17 | 5% | 15% | 20% | 40% | 20% |
| 18 | 5% | 15% | 20% | 40% | 20% |
| 19 | 5% | 15% | 20% | 40% | 20% |
| 20 | 5% | 15% | 20% | 40% | 20% |
For creatures above 20 Core Potency, the row for 20 is used until an extension is adopted.
14.4 Direct value formula
For each tier t, first calculate the cost that a Physical Absorption equal to Pt would have:
Then weight that cost by the tier's frequency:
After any Material Exposures:
Example: 7 Core Potency, profile 4/2/0/0/0
AP_Core = 460. At 7 Core Potency: T0=38%, T1=33%, T2=18%, T3=9%, T4=2%.
Absorption 4: 35 + 25%×460 = 150. Absorption 2: 10 + 10%×460 = 56.
The same profile becomes relatively less costly at high Core Potency because the tiers against which it offers no protection become more frequent.
15. Material Exposure Integrated
Material Exposure is a special vulnerability tied exclusively to Weapon Protection. On each hit that lands and is based on the indicated material, there is a chance of completely ignoring the Weapon Protection that would otherwise apply to that hit.
Model text
MODERATE MATERIAL EXPOSURE [BRONZE] (Typical Vulnerability): attacks based on Bronze have a 33% chance, checked on each hit that lands, of ignoring the Weapon Protection otherwise applicable.
15.1 Material frequencies
| Class | f | Materials / notes |
|---|---|---|
| Common | 0.75 | None in the general setting; reserved for campaign variants |
| Standard | 0.66 | Steel, Iron |
| Uncommon | 0.33 | Silver, Bronze, Mithril, Adamantium, Shadow Iron, Common Wood |
| Rare | 0.10 | Bone, Common Stone, Arcanite, Special Stones, Gold, Platinum, Ivory, Special Wood, Leather, Graniferrite |
15.2 Grade of exposure
| Grade | Bypass probability b | Identification |
|---|---|---|
| Minor | 20% | Low |
| Moderate | 33% | Medium |
| Severe | 50% | High |
15.3 Formula
The overall factor is applied to the raw value of Weapon Protection before rounding.
| Frequency | Minor 20% | Moderate 33% | Severe 50% |
|---|---|---|---|
| Common (f=0.75) | 0.8500 | 0.7525 | 0.6250 |
| Standard (f=0.66) | 0.8680 | 0.7822 | 0.6700 |
| Uncommon (f=0.33) | 0.9340 | 0.8911 | 0.8350 |
| Rare (f=0.10) | 0.9800 | 0.9670 | 0.9500 |
Example: Moderate Bronze is Uncommon: f=0.33, b=0.33, therefore M=0.8911. Two exposures multiply; they do not add.
15.4 Notes on materials
Standard
Steel: the reference for many blades and common weapons. Iron: the reference for numerous bludgeoning and polearm weapons. Being exposed to both is a very significant weakness, and the two factors apply separately.
Uncommon / Rare
Silver and Bronze are Uncommon because they serve as known counter-materials (Bronze in particular against Arcane Progeny). Mithril, Adamantium, and Shadow Iron are premium or specialist. Rare materials are genuinely niche and therefore grant a much smaller AP reduction.
16. Modifier for the amount of powers and vulnerabilities Clarified
The Accumulation does not re-price individual powers: it measures the increase in tactical density when several relevant capabilities coexist on the same creature. Positive powers and vulnerabilities are two separate systems.
Positive Accumulation
Activates only if the creature possesses at least 2 qualifying positive powers. The corresponding K values are summed into K+ and the result adds AP.
Vulnerability Accumulation
Activates only if the creature possesses at least 2 qualifying vulnerabilities. The corresponding K values are summed into K− and the result subtracts AP.
16.1 K for special powers and vulnerabilities
The same K scale is used for the bare grade of the power or vulnerability; the sign is determined by the pool it enters. The Low, Medium, or High sub-grade is an integral part of the classification and must always be applied exactly. Using a generic or average K value of the main category is not permitted. For example, a Moderate - High power uses K 3.5 and not K 3; a Powerful - Low power uses K 6 and not K 7.
| Grade | K |
|---|---|
| Least | 1 |
| Lesser - Low | 1.75 |
| Lesser - Medium | 2 |
| Lesser - High | 2.25 |
| Moderate - Low | 2.5 |
| Moderate - Medium | 3 |
| Moderate - High | 3.5 |
| Superior - Low | 4.5 |
| Superior - Medium | 5 |
| Superior - High | 5.5 |
| Powerful - Low | 6 |
| Powerful - Medium | 7 |
| Powerful - High | 8 |
| Extraordinary - Low | 9 |
| Extraordinary - Medium | 10 |
| Extraordinary - High | 11 |
Example of sub-grade application
If a power presents several versions with different classifications, each version uses the exact K value corresponding to its own classification. For example, Sanguinary Creature is classified as Moderate Special Ability - High during the Minimal Blood Drop, Superior Special Ability - Medium during the Medium Blood Drop, and Powerful Special Ability - Low during the Full Blood Drop. The respective Accumulation values are therefore K 3.5, K 5, and K 6. The situational nature of the power does not change its grade or its K value: the power enters the calculation only when the condition is actually present in the encounter.
Regeneration / Absorption
| Trait | K |
|---|---|
| 1 LP per round | 1 |
| 2 LP per round | 2.25 |
| 3 LP per round | 3 |
| 4 LP per round | 4 |
| 5 LP per round | 5 |
| Absorption 1 | 2 |
| Absorption 2 | 4 |
| Absorption 3 | 6 |
| Absorption 4 | 8 |
| Absorption 5 | 10 |
Special kinds
| Trait | K |
|---|---|
| Corporeal Forsaken | 8 |
| Incorporeal Forsaken | 12 |
| Artificial | 8 |
| Botanical | 6 |
Physical
| Resistance/Vulnerability | K |
|---|---|
| Vulnerability ×2.00 | 10 |
| Vulnerability ×1.75 | 8 |
| Vulnerability ×1.50 | 6 |
| Vulnerability ×1.33 | 4 |
| Vulnerability ×1.25 | 2 |
| Resistance 25% | 3 |
| Resistance 33% | 5 |
| Resistance 50% | 7 |
| Resistance 75% | 9 |
| Immunity | 11 |
Elemental
| Resistance/Vulnerability | K |
|---|---|
| Vulnerability ×2.00 | 6 |
| Vulnerability ×1.75 | 4 |
| Vulnerability ×1.50 | 3 |
| Vulnerability ×1.33 | 2 |
| Vulnerability ×1.25 | 1 |
| Resistance 25% | 1 |
| Resistance 33% | 2 |
| Resistance 50% | 3 |
| Resistance 75% | 4 |
| Immunity | 6 |
16.2 K of Weapon Protection
Weapon Protection is a single positive power for the 2+ threshold, whatever the number of non-zero tiers. Since it already receives a complete direct price, its contribution to the Accumulation is deliberately compressed: when K+ is active, it must generate about 20% of its own adjusted raw direct value.
K_WP is kept at decimal precision until the Accumulation is calculated. In this way, inside the following formula, the Weapon Protection share equals exactly 20% of its adjusted raw value.
16.3 Formula
For creatures of 1 Core Potency, each applicable Accumulation is worth 25% of the normal value; for creatures of 2 Core Potency, 50% of the normal value. The reduction is applied to the raw value of the relevant Accumulation before rounding.
16.4 What counts toward the threshold
- Counts normally: positive/negative special powers, regeneration, explicit physical absorption, named resistances and immunities, named vulnerabilities, a special kind when it represents a real package of powers, Weapon Protection if it has a positive AP value.
- Does not count normally: Armor Class, size, movement, Audacity, senses, Intelligence, bonus Life Points, base attacks and damage, ordinary Resilience Test modifiers.
- Do not duplicate: the same named capability cannot be counted twice.
- Material Exposure: does not count in the vulnerability pool, because it is already incorporated into the value of Weapon Protection.
17. Power Combos
A Combo exists when the interaction between powers produces an appreciable and not merely marginal increase: greater probability or frequency of activation, an increase in average impact, the removal of the principal tactical limit, or overall pressure greater than the simple sum.
| Combo grade | Fixed | Variable on the Semi-Total |
|---|---|---|
| Lesser Combo | 0 | +5% |
| Moderate Combo | 0 | +10% |
| Major Combo | 0 | +20% |
Combos are calculated one at a time on the Semi-Total prior to the Combos; they normally concern powers, not chassis traits already priced. A base trait may enter a Combo only exceptionally, when it amplifies a special power to an extraordinary degree.
18. Quality of the weapons used
| Weapon quality | Fixed | Variable |
|---|---|---|
| Good craftsmanship | 50 | +3% |
| Excellent craftsmanship | 100 | +7% |
| Superb craftsmanship | 150 | +12% |
Applies only to creatures that actually fight with manufactured weapons of that quality. Natural attacks do not receive this modifier.
19. Final assembly and checklist
- AP_Core, including the Section 1A Epic Power baseline adjustment where Epic Deficiency and/or Restricted Epic Access applies.
- Armor Class, Size, Aether Refusal, Supplementary Life Points.
- Base Strike Value band, ordinary attacks, maximum damage, and mighty attacks.
- Intelligence, movement, and Audacity.
- Special kinds, resistances and vulnerabilities, absorption, and regeneration.
- Special powers and vulnerabilities.
- Resilience Tests and senses.
- Weapon Protection: raw calculation → Material Exposure → direct AP.
- Positive Accumulation and vulnerability Accumulation, kept separate.
- Quality of the weapons.
- Sum of all preceding items = Semi-Total.
- Combos on the Semi-Total.
- Apply last Massive ×1.20 or Colossal ×1.50, where pertinent.
- Mathematical rounding of the final result.