Arelia • Creature Rules • Advancement Point Framework

Advancement Point Value of Monstrous Creatures

Consolidated version of the human-maintained calculation framework. This page replaces the previous HTML reference page and integrates the corrections and design rules formally adopted: mathematical rounding, granular power classifications, updated senses, separate accumulation of powers and vulnerabilities, the new profile-based Weapon Protection, and Material Exposure.

Consolidated revision • August 18, 2026

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_line = ROUND( (FIXED × SELECT) + ((AP_Core × VAR / 100) × SELECT) )
  • 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.
Adopted rounding rule All fractional Advancement Point results use ordinary mathematical rounding to the nearest integer: a fraction below 0.5 rounds toward the integer nearest zero; a fraction equal to or above 0.5 rounds toward the next integer in absolute value. Examples: 23.49 → 23; 23.50 → 24; −19.49 → −19; −19.50 → −20. Systematic rounding down is no longer used.
When to round Ordinary lines are rounded individually. Formulas that sum internal probabilistic contributions, in particular Weapon Protection and Material Exposure, keep full precision during intermediate steps and round once only, at the end of the relevant formula. The Accumulation and each Combo are rounded at the end of their own formula.

Macro order of the calculation

  1. 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.
  2. Apply all ordinary and special modifiers.
  3. Calculate Weapon Protection and any Material Exposures.
  4. Calculate the positive Accumulation and the vulnerability Accumulation separately.
  5. Sum them to obtain the Semi-Total.
  6. Apply the Combos on the Semi-Total.
  7. Apply last the final size multipliers, where relevant (Massive ×1.20; Colossal ×1.50), and round.
Version criterion Historical tables not expressly replaced remain those of the human reference page. Experimental variants present in spreadsheets or earlier documents but not re-examined are not imported automatically.

1. Base value by Core Potency Core

Core PotencyBase AP
Below 110
116
233
365
4130
5195
6285
7460
8700
91,010
101,515
112,040
122,652
133,399
144,223
155,200
166,240
177,350
188,400
199,450
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.

Standard Epic Power baseline Beginning at Core Potency 9, each Epic Power normally granted by Core Potency increases the underlying pre-Epic Core value by 1 percentage point. A creature normally receives 1 Epic Power at Core Potency 9-10, 2 at 11-12, 3 at 13-14, 4 at 15-16, and 5 at 17 or higher. Five is the maximum number of Epic Powers granted through Core Potency.

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
91,0001+1%1,010
101,5001+1%1,515
112,0002+2%2,040
122,6002+2%2,652
133,3003+3%3,399
144,1003+3%4,223
155,0004+4%5,200
166,0004+4%6,240
177,0005+5%7,350
188,0005+5%8,400
199,0005+5%9,450
2010,0005+5%10,500
Above 20+1,000 per Core point beyond 205+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.

N = number of Epic Powers normally granted by Core Potency L = number of Epic Powers lost through EPIC DEFICIENCY G = number of existing Epic Power slots restricted to GENERAL ONLY ACCESS EpicAdjustment% = N - (1.25 × L) - (0.5 × G) Adjusted_AP_Core = ROUND( PreEpicBase × (1 + EpicAdjustment% / 100) )

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.

No double counting A lost Epic Power cannot also be treated as a General-only Epic Power. Accordingly, 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.

EpicAdjustment% = 1% Adjusted_AP_Core = 1,000 × 1.01 = 1,010

9 Core Potency: 1 General-only Epic Power

PreEpicBase = 1,000; N = 1; L = 0; G = 1.

EpicAdjustment% = 1 - (0.5 × 1) = 0.5% Adjusted_AP_Core = 1,000 × 1.005 = 1,005

9 Core Potency: 1 Epic Power lost

PreEpicBase = 1,000; N = 1; L = 1; G = 0.

EpicAdjustment% = 1 - 1.25 = -0.25% Adjusted_AP_Core = ROUND(1,000 × 0.9975) = 998

13 Core Potency: 1 Epic Power lost and 1 General-only Epic Power

PreEpicBase = 3,300; N = 3; L = 1; G = 1.

EpicAdjustment% = 3 - 1.25 - 0.5 = 1.25% Adjusted_AP_Core = ROUND(3,300 × 1.0125) = 3,341
Effect on the rest of the calculation Once Adjusted_AP_Core has been determined, it replaces the ordinary AP_Core value for the creature throughout the remainder of this framework. All later percentage-based modifiers, Weapon Protection calculations, Accumulation formulas, and any other rule expressly based on AP_Core therefore use the adjusted value automatically. No further Epic Power correction is applied later in the calculation.

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 RatingFixedVariable
500−75%
550−50%
600−33%
650−25%
700−10%
7500%
8010+10%
8515+20%
9025+30%
9540+40%
10060+50%
10590+60%
110130+70%
115180+80%
120240+90%
125310+100%
130390+110%
135480+120%
140570+130%
145675+140%
150800+150%
Defense Ratings between rows The table is stated at intervals of five. Where a creature's Defense Rating falls between two rows, use the lower row and add one fifth of the difference to the next row for each point above it, calculating the Fixed and the Variable separately and rounding once at the end of the line.

3. Creature Size

SizeFixedVariableFinal multiplier
Minute0−10%
Small0−10%
Standard00%
Large20+10%
Massive100+50%×1.20 final
Colossal250+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

SizeVital EnergyReflexesToughnessPoison
Minute−3+10−10−5
Small−1+5−5−2
Standard0000
Large+1−2+2+5
Massive+3−5+5+10
Colossal+5−10+10+20
Sequence of the size multiplier The Massive ×1.20 and Colossal ×1.50 multipliers are applied after ordinary modifiers, Accumulations, and Combos. The result is then rounded mathematically.

4. Aether Refusal

Aether RefusalFixedVariable
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:

+2 fixed AP + 0.75% of AP_Core

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.

BandFixedVariable
Crude (+2)0−5%
Sure (+4)00%
Specialized (+6)5+5%
The Core Potency Strike Modifier is not priced here A creature's Strike Rating also carries the Core Potency Strike Modifier, worth five for each point of Core Potency through the tenth and half that thereafter. That contribution is already expressed by AP_Core, which is itself derived from Core Potency, and must not be priced a second time. Only the band is priced on this line.

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

IntelligenceFixedVariableCombat Point bonus from Intelligence
Non-intelligent (0)00%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)00%+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 reachedAdditional 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
Non-intelligent creatures Intelligence 0 does not mean random or suicidal behavior. The creature acts according to instincts, orders, or automatisms; it typically does not use Combat Points and does not offer a normal mental substrate to charm, suggestion, terror, or analogous manipulations, except under specific rules.

8. Movement

Primary movement

Movement (hexes)FixedVariable
00−50%
20−40%
40−30%
60−20%
800%
102+15%
125+25%
1410+35%
1625+45%

Alternative modes

ModeFixedVariable
Swimming*2+10%
Special surfaces (e.g., webs)3+15%
Burrowing3+15%
Climbing5+20%
Flying10+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.

Partial application When an entry expressly declares a fractional capability (e.g., "0.5 Climbing"), the same fraction is applied to both the fixed and the variable value of the corresponding line, before the line's final rounding.

9. Audacity

AudacityFixedVariable
Brittle (01-30)0−3%
Ordinary (31-50)00%
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

KindFixedVariable
Botanical20+35%
Forsaken or Artificial25+40%
Incorporeal Forsaken50+45%

Elemental Vulnerability / Resistance

EffectFixedVariable
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%
Immunity30+20%

Physical Vulnerability / Resistance

EffectFixedVariable
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%
Immunity50+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 hitFixedVariable
15+5%
210+10%
320+15%
435+25%
555+35%

Regeneration

RegenerationFixedVariable
1 LP per round5+10%
2 LP per round15+15%
3 LP per round27+18%
4 LP per round40+30%
5 LP per round70+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.

Practical classification rules Evaluate the function first, then the number. Rarity and descriptive complexity do not equal power. A constant effect is not automatically of a higher grade. The grade measures the "bare" power: synergies with other powers are evaluated separately through Combos.
Special Powers / VulnerabilitiesFixedVariable
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 Ability3+5%
Lesser Ability - Low5+6%
Lesser Ability - Medium7+8%
Lesser Ability - High9+10%
Moderate Ability - Low12+12%
Moderate Ability - Medium15+15%
Moderate Ability - High18+18%
Superior Ability - Low24+24%
Superior Ability - Medium33+33%
Superior Ability - High42+40%
Powerful Ability - Low75+45%
Powerful Ability - Medium100+55%
Powerful Ability - High125+60%
Extraordinary Ability - Low200+65%
Extraordinary Ability - Medium300+75%
Extraordinary Ability - High400+85%

12. Resilience Test bonuses and penalties

Modifier per test typeFixedVariable
Penalty −4−3−6%
Penalty −3−2−4%
Penalty −2−2−2%
Penalty −1−1−1%
Bonus +11+1%
Bonus +22+2%
Bonus +34+4%
Bonus +46+6%
Extension beyond ±4 If a single test type presents a modifier greater than +4 or lower than −4 and no specific line exists, the value is decomposed into maximum blocks of 4 plus any remainder, summing the corresponding lines. Operative example: +7 = +4 + +3. Each component is calculated by the ordinary formula and then summed. This formalization makes deterministic the criterion already used in the project's evaluations.

13. Senses Updated

Sight

SenseFixedVariable
Blindness0−40%
Reduced Sight 15 m0−15%
Reduced Sight 30 m0−10%
Reduced Sight 60 m0−5%
Reduced Sight 90 m0−3%
Photosensitive0−3%
No color vision0−2%
Common Sight00%
Acute Sight1+3%
Infravision 12 m1+3%
Infravision 18 m2+4%
Infravision 24 m2+5%
Infravision 30 m3+6%
Dark Sight4+12%
Abyssal Sight / Pierce the Dark5+18%

Other senses

SenseFixedVariable
Superior Senses2+5%
Enhanced Senses3+7%
Total Sense10+20%
Tremor Sense 3-6 m3+6%
Tremor Sense 9-12 m4+8%
Tremor Sense 15-18 m5+10%
Tremor Sense 21-24 m6+12%
Tremor Sense 27-30 m7+15%
Primordial Sense 3-6 m4+7%
Primordial Sense 9-12 m5+9%
Primordial Sense 15-18 m6+11%
Primordial Sense 21-24 m7+13%
Primordial Sense 27-30 m8+16%
Consolidated corrections Superior Senses = 2 AP +5%; Enhanced Senses = 3 AP +7%. Tremor Sense and Primordial Sense are now distinct and priced by range intervals. Pierce the Dark is priced together with Abyssal Sight: 5 AP +18%.

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

Profile = (P0, P1, P2, P3, P4)
TierAttackMeaning of P
T0Normal weaponReduction P0
T1Magical weapon +1Reduction P1
T2Magical weapon +2Reduction P2
T3Magical weapon +3Reduction P3
T4Weapon +4 or higherReduction 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.
Invalid profile Impossible example: P0=2 and P1=5. If protection against +1 weapons is 5, protection against normal weapons must be at least 5.

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.

PFIXED(P)VAR(P)
000%
155%
21010%
32015%
43525%
55535%
68045%
711055%
814565%
918575%
1023085%

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.

CoreT0 normalT1 +1T2 +2T3 +3T4 +4+
175%17%5%2%1%
270%20%6%3%1%
364%24%7%4%1%
458%27%9%5%1%
552%30%11%6%1%
645%32%14%7%2%
738%33%18%9%2%
831%32%22%12%3%
924%30%26%16%4%
1018%27%30%20%5%
1113%24%29%25%9%
1210%21%27%30%12%
139%19%25%34%13%
148%18%23%37%14%
157%17%22%39%15%
166%16%21%40%17%
175%15%20%40%20%
185%15%20%40%20%
195%15%20%40%20%
205%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:

AbsCost(Pt) = FIXED(Pt) + AP_Core × VAR(Pt) / 100

Then weight that cost by the tier's frequency:

WP_raw = Σ[t=0..4] ( Wt × AbsCost(Pt) )

After any Material Exposures:

WP_adjusted_raw = WP_raw × M_materials WP_AP = ROUND(WP_adjusted_raw)
Balancing principle Weapon Protection does not necessarily become cheaper in absolute terms as Core Potency rises; it grows, however, much more slowly than Physical Absorption if the profile protects only against the low tiers, because +2/+3/+4 weapons become progressively more frequent. A 4/4/4/4/4 profile, by contrast, remains relevant against all tiers and must approach the cost of a universal Absorption 4.

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.

WP_raw = 0.38×150 + 0.33×56 = 75.48 → WP_AP = 75

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

ClassfMaterials / notes
Common0.75None in the general setting; reserved for campaign variants
Standard0.66Steel, Iron
Uncommon0.33Silver, Bronze, Mithril, Adamantium, Shadow Iron, Common Wood
Rare0.10Bone, Common Stone, Arcanite, Special Stones, Gold, Platinum, Ivory, Special Wood, Leather, Graniferrite

15.2 Grade of exposure

GradeBypass probability bIdentification
Minor20%Low
Moderate33%Medium
Severe50%High

15.3 Formula

bypass_fraction = f × b M_material = 1 − bypass_fraction M_materials = Π M_material

The overall factor is applied to the raw value of Weapon Protection before rounding.

FrequencyMinor 20%Moderate 33%Severe 50%
Common (f=0.75)0.85000.75250.6250
Standard (f=0.66)0.86800.78220.6700
Uncommon (f=0.33)0.93400.89110.8350
Rare (f=0.10)0.98000.96700.9500

Example: Moderate Bronze is Uncommon: f=0.33, b=0.33, therefore M=0.8911. Two exposures multiply; they do not add.

AP routing and prohibition of double counting Material Exposure does not receive a further AP penalty as a normal Special Vulnerability and does not enter the negative Accumulation. Its entire value is expressed by reducing WP_raw. If the creature possesses no Weapon Protection, this Exposure produces no autonomous AP reduction. A different "Material Sensitivity" that inflicts damage, penalties, or other independent effects remains instead a normal vulnerability to be classified separately.

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.

Independent thresholds 1 positive power + 1 vulnerability activate no Accumulation. It takes 2 positives for K+ and, separately, 2 vulnerabilities for K−.

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.

GradeK
Least1
Lesser - Low1.75
Lesser - Medium2
Lesser - High2.25
Moderate - Low2.5
Moderate - Medium3
Moderate - High3.5
Superior - Low4.5
Superior - Medium5
Superior - High5.5
Powerful - Low6
Powerful - Medium7
Powerful - High8
Extraordinary - Low9
Extraordinary - Medium10
Extraordinary - High11

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

TraitK
1 LP per round1
2 LP per round2.25
3 LP per round3
4 LP per round4
5 LP per round5
Absorption 12
Absorption 24
Absorption 36
Absorption 48
Absorption 510

Special kinds

TraitK
Corporeal Forsaken8
Incorporeal Forsaken12
Artificial8
Botanical6

Physical

Resistance/VulnerabilityK
Vulnerability ×2.0010
Vulnerability ×1.758
Vulnerability ×1.506
Vulnerability ×1.334
Vulnerability ×1.252
Resistance 25%3
Resistance 33%5
Resistance 50%7
Resistance 75%9
Immunity11

Elemental

Resistance/VulnerabilityK
Vulnerability ×2.006
Vulnerability ×1.754
Vulnerability ×1.503
Vulnerability ×1.332
Vulnerability ×1.251
Resistance 25%1
Resistance 33%2
Resistance 50%3
Resistance 75%4
Immunity6

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 = (0.20 × WP_adjusted_raw) / (2.5 + AP_Core/100)

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

AccumPos_raw = K+ × (2.5 + AP_Core/100) AccumNeg_raw = K− × (2.5 + AP_Core/100) Accumulation_AP = ROUND(AccumPos_raw) − ROUND(AccumNeg_raw)

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 gradeFixedVariable on the Semi-Total
Lesser Combo0+5%
Moderate Combo0+10%
Major Combo0+20%
Combo_AP = ROUND( SemiTotal × VAR_combo / 100 )

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 qualityFixedVariable
Good craftsmanship50+3%
Excellent craftsmanship100+7%
Superb craftsmanship150+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

  1. AP_Core, including the Section 1A Epic Power baseline adjustment where Epic Deficiency and/or Restricted Epic Access applies.
  2. Armor Class, Size, Aether Refusal, Supplementary Life Points.
  3. Base Strike Value band, ordinary attacks, maximum damage, and mighty attacks.
  4. Intelligence, movement, and Audacity.
  5. Special kinds, resistances and vulnerabilities, absorption, and regeneration.
  6. Special powers and vulnerabilities.
  7. Resilience Tests and senses.
  8. Weapon Protection: raw calculation → Material Exposure → direct AP.
  9. Positive Accumulation and vulnerability Accumulation, kept separate.
  10. Quality of the weapons.
  11. Sum of all preceding items = Semi-Total.
  12. Combos on the Semi-Total.
  13. Apply last Massive ×1.20 or Colossal ×1.50, where pertinent.
  14. Mathematical rounding of the final result.
SemiTotal = AP_Core + Σ(ordinary modifiers) + WP_AP + Accumulation_AP Total_pre_size = SemiTotal + Σ(Combo_AP) AP_final = ROUND( Total_pre_size × SizeMultiplier )
Authoritative synthesis of the new Weapon Protection Weapon Protection is a positive capability with a monotonic profile P0...P4. Each hit uses a single value, and the tiers do not add mechanically. The direct price derives from the cost of the equivalent Physical Absorption, weighted by the frequency with which each weapon tier is expected at that level: for this reason a profile concentrated on normal/+1 weapons grows much more slowly than Physical Absorption as Core Potency increases, while a profile that remains effective up to +3/+4 preserves a high cost. The direct price is always paid, so the capability is never free when it stands alone. If at least two positive powers exist, Weapon Protection also contributes to the Accumulation with a compressed K calibrated to add about 20% of its adjusted raw direct value, avoiding the previous overvaluation in monsters with many powers. Material Exposures probabilistically reduce the value of the Protection before both the direct price and the K, and are not counted a second time as autonomous vulnerabilities.