The game
  • THE PLOT
    • HISTORY OF VEEL-TARK
      • The Prolegomena
      • The Framework For Action
      • First Movements
      • The Creation Of The Game
      • A New Acropolis
      • The Fall
      • The Rebirth
    • GENESIS OF THE KHEPRIS
      • The Creation of Life
      • The Shadow of Athanasius
      • The cosmos machine
      • From among the dead
    • THE ATHANASIUS MANUSCRIPT
      • The Tohu va-Bohu
      • The cogwheels of chaos
      • Khepri and the dead
  • VEEL-TARK FILES
    • ROLES GUIDE
      • THE GUILDS
        • Alchemists
        • Exegetes
        • Procurators
        • Sentinels
      • THE FACTIONS
        • Heirs of Eleusis
        • Neo-Atlantists
        • Stellar Circle
        • Hermeticists
      • THE LODGES
      • THE LEAGUES
      • THE BROTHERHOODS
      • THE RACES
        • Humanites
        • Reptilians
        • Cyanites
        • Spectrals
        • Biomechanicals
    • CITY MAP
      • CENTRAL DISTRICT
        • The Agora Plaza
        • The Mint
        • The Prytaneum
        • Atlantis Library
        • The Athenaeum
      • NORTHERN DISTRICT
        • Alchemists' Tower
        • Khepri's Temple
        • Thermal Caves
        • Tabernacle
      • SOUTHERN DISTRICT
        • Amphitheatre
        • Odeum
        • Stadium
        • Akasha Museum
        • The Great Hyperborean Inn
      • EASTERN DISTRICT
      • WESTERN DISTRICT
      • Ruins Outside Veel-Tark
      • The Gates of Veel-Tark
      • Door of Thoth
      • Lemuria Academy of Veel-Tark
      • Hermeticists
      • Historical Society of Veel-Tark
      • Atlantis Library of Veel-Tark
    • TRAITS OF THE KHEPRIS
      • TAXONOMY
        • The Independents
        • Protogonic Dinasty
      • CHARACTERISTICS
        • Classification
        • Properties
        • Attributes
        • Constitution
    • CHARACTERS OF VEEL-TARK
      • Nimrod, the Gatekeeper
      • Procyon, the Ambassador
      • Senet, the Game Master
      • Lyra, the Master of the Council
      • Cepheus, the Judge
      • Pictor, the General
      • Ursa, the Machine Whisperer
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  1. VEEL-TARK FILES
  2. TRAITS OF THE KHEPRIS
  3. CHARACTERISTICS

Attributes

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Last updated 2 years ago

Attributes, by their nature, are mutable, causing changes in the Khepri's abilities and in the degree of these abilities. Such mutations can reach the point of burning the specimen. Likewise, the attribute of Experience can assist in higher mutations, causing the khepri to evolve.

Ka: represents the Khepri's vital energy, which can decrease or increase. It measures its life and stamina. It ranges from 0 to 99. When it is 10 or less, the Khepri is in a dormant state (stasis), unable to perform any function until it rises above 10 points. When the Ka reaches 0, the Khepri burns out.

Atmu: psyche (soul) of the Khepri; it accumulates knowledge and, as it ascends through its 12 levels, accesses different spaces, functioning as a key. The 12 levels are analogous to the night hours of Ancient Egypt:

  • Ra

  • Henksu

  • Neter

  • Seker

  • Khemit

  • Osiris

  • Shemsu

  • Mehen

  • Amentet

  • Aker

  • Petra

  • Nut

Heka: is the magical power possessed by the Khepri. Like Ka, it is measured on a range from 0 to 99.

Experience: points that are gained through experience and help to increase attributes (no more than 999 Experience points can be accumulated).