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Embodiment Properties

Bodies, machines, and their physical modifications are records in the dedicated Approved Embodiment Compendium or its candidate review queue. Base bodies are browsed under Base. Installable changes are browsed under Upgrade. They are purchased with Embodiment Points, never XP or skill points. EP follow the Embodiment Point spending rules and remain attached to the specific Embodiment developed with them.

Virtual fantasy species are Embodiment body types, not Mind identities or automatic Mind training. They are browsed under Base โ†’ Virtual โ†’ Fantasy. The active Mind retains its own Mentalic stats, knowledge, and skills when it enters or leaves one of these bodies.

Embodiment Point Development

Cyberware is the clearest example: purchasing or fabricating an implant and completing its installation during downtime supplies and spends EP on one body. Cybernetic optics may improve that body's senses, reinforced limbs may alter its physical capabilities, and integrated armor may improve its defenses. None of those upgrades follow the Mind into a different Embodiment. See the complete Cyberware Example.

Embodiment properties describe what a body physically is and can do. They are not stats and do not contribute a percentage bonus unless a property explicitly modifies a check.

Property Groups

Property pathPurpose
properties/physicalityFootprint and movement methods
properties/resistancesTyped defensive bonuses used in contested rolls
properties/sensesSensory methods and the conditions and ranges in which they function

properties/physicality

PropertyValue
Base sizeDiameter of the embodiment's physical base, such as 5 ft.
Walking movementDistance per second, such as 5 ft/s

Base size is a diameter, not an occupied-square count. It works on square grids, hex grids, and gridless maps. Movement is recorded in feet per second because one combat tick is one second; moving for one tick covers up to that listed distance. Additional methods such as swimming, climbing, burrowing, or flying belong in this group beside walking movement. See Movement.

properties/resistances

Each resistance names an effect or damage type and supplies a signed percentage-point bonus to the embodiment's side of a contested defense roll. It is typed armor rather than post-hit damage reduction. The complete calculation, multi-type rule, vulnerabilities, and immunity are defined in Contested Defense Rolls.

properties/senses

Each sense is a named sensory method with explicit environmental limits and range. Senses do not become Mentalic stats; they determine what sensory information the embodiment can provide to its Mind.

Common Sight and Common Hearing are the default visual and auditory methods. The Senses table links their canonical pages and the special senses: Darkvision, Blindsight, Tremorsense, and Truesight. A properties/senses entry links its method and records the creature's range and source-specific conditions. Using Senses covers other methods, including thermal vision, echolocation, scent, and enhanced hearing.

An embodiment can modify a related Mentalic check. For example, damaged robot sensors may impose โˆ’2% on Perception checks even when their listed range still reaches the target.

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