Attributes (Hong Kong Amber)

Psyche
Used as an energy reserve for powers. A combination of psychic power, resistance and technique.

Strength
Used as a measure of fighting technique, strength and physical toughness. Is also used as a measure of general athletic prowess.

Endurance
Used as a measure of endurance, damage capacity (hit points) and regenerative ability. It is also used to break stalemates in conflicts.

Warfare
Used as a measure of firearms mastery, sneakyness and strategic ability.

Charisma
Used to measure the social ability of seeing through plots and noticeing if someone is lying. Also a measure of artistic ability and leadership ability.

Stuff
This may be bought as Good Stuff with up to 25 points or taken as a flaw, Bad Stuff, for up to an additional 25 points. It regulates your relation to the world. If things can go wrong (or right), they will. It does not affect your abilities (your "dierolls"), but sets the attitude of the world around you and the way things pan out in the long run. Bad stuff is contagious, while Good stuff is personal. If you fail with Bad Stuff, the situation will rapidly take a turn for the worst. If you fail with Good Stuff, there often is a way out. 25 points is a lot, either way.

Hiding your powers
Anyone with an Attribute of 0 or more may hide their attributes at will. This hides them from detection, unless the detecting party initiates an active scan of some kind (Eyeball Mk I is sufficient) and wins a contest of the corresponding attribute. With Psyche, you may hide your Powers and Name. You then look like an ordinary, unnamed, person. If you want to power up your Powers, it takes a few seconds to do that. You may hide your Powers with up to half your Psyche without powering them down.