Characteristics
The Nine Characteristics
Grouped By Type
The Nine basic Characteristics are divided into three groups, Physical, Mental, and Spiritual based on how they are used. Physical Traits are used to perform things Physically and includes Quickness, Might, and Body. Mental Traits are used to perform things Mentally and includes Wits, Knowledge, and Mind. Spiritual Traits are used to perform things Spiritually and includes Influence, Aura, and Soul.
The Physical Group
Quickness, Might, and Body
The Mental Group
Wits, Knowledge, and Mind
The Spiritual Group
Influence, Aura, and Soul
Grouped By Uses
The Nine basic Characteristics are also divided into three Groups based on their most common uses. Each Characteristic can be used both Actively or Passively. Actively using a Characteristic means you are Actively trying to do something with that Characteristic and includes things like doing an Attack, Damage, or Virulence. Passively using a Characteristic means you are Passively trying to prevent something from happening to you and includes your Defense, Damage Saves, and Virulence Saves.
The Attack/Defense Group
Quickness, Wits, and Influence
The Damage/Damage Save Group
Might, Knowledge, and Aura
The Virulence/Virulence Save Group
Body, Mind, and Soul
Might +1 per level
Active Might Uses +1/2 per level
This adds to all Active Might Uses including Damage (Might), and Grapple (Might) and Lift/Carry (Might).
Damage (Might) +1/4 per level
This add to the Damage of successful attacks that do damage based on your Damage (Might).
Grapple (Might) +1/8 per level
This adds to the Successes of a successful Grapple based on Grapple (Might).
Lift (Might) +1/8 per level
This add to the weight you can lift.
Passive Might Uses +1/2 per level
This is for all Passive Influence Uses including Physical Damage Save (Might), Physical Grapple Save (Might), and Carry (Might).
Physical Damage Save (Might) +1/4 per level
This adds to your Physical Damage Save (Might) against all Physical Damage.
Physical Grapple Save (Might) +1/8 per level
This adds to your physical Grapple Save (Might) against all Physical Grapples.
Carry (Might) +1/8 per level
This adds to the weight you can carry. You can carry 16 pounds, doubled for every level over 0 and halved for every level under 0. For every multiple over 1 (rounding up) carried your speed is reduced by 1.
Quickness +1 per level
This adds to all Quickness Uses.
Active Quickness Uses +1/2 per level
This adds to all Active Quickness Uses including Strike (Quickness), Pickpocket (Quickness), Feel (Quickness), and Smell/Taste (Quickness).
Strike (Quickness) +1/4 per level
This adds to all Strike (Quickness) checks you make. Strikes are close combat attacks.
Chase (Quickness) +1/8 per level
This adds to all Chase (Quickness) checks you make. This may be reduced by you are carrying.
Touch (Quickness) +1/16 per level
This adds to all Touch (Quickness) checks you make. Touch is an active attempt to determine something with a Touch.
Smell/Palate (Quickness) +1/16 per level
This adds to all Smell/Palate (Quickness) checks you make. Smell/Palate is an active attempt to determine something by Smell/Palate.
Passive Quickness Uses +1/2 per level
This adds to all Passive Quickness Uses including Dodge (Quickness), Sleight of Hand (Quickness), Feel (Quickness), and Smell/Taste (Quickness).
Dodge (Quickness) +1/4 per level
This subtracts from all checks made against you that must check against your Dodge (Quickness) like Strike (Quickness) checks.
Flee (Quickness) +1/8 per level
This subtract from all checks made against your Flee (Quickness). This may be reduced by what you are carrying.
Feel (Quickness) +1/16 per level
This subtracts from all checks made against you that must check against your Feel (Quickness) like the pickpocket use of Sleight of Hand (Quickness).
Scent/Taste (Quickness) +1/16 per level
This subtracts from all checks made against you that must check against your Scent/Taste (Quickness) like some Stealth (Wit) checks.
Body +1 per level
Active Body Uses +1/2 per level
This is for all Active Body Uses including Physical Virulence (Body), Physical Endurance (Body), and Physical Healing (Body).
Physical Virulence (Body) +1/4 per level
This adds to the Physical Virulence (Body) caused by indirect attacks based on your Physical Virulence (Body)
Physical Endurance (Body) +1/8 per level.
This adds to you Physical Endurance (Body) Check to resist the effects of physical exertion made by you.
Physical Healing (Body) +1/8 per level.
This adds to your Physical Healing (Body) checks to recover from Physical Wounds and Fatigue.
Passive Body Uses +1/2 per level.
This is for all Passive Body Uses including Physical Virulence Save (Body), Physical Survival Save (Body), and Physical Trauma Save (Body)
Physical Virulence Save (Body) +1/4 per level.
This add to your Physical Virulence Save (Body).
Physical Survival Save (Body) +1/8 per level.
This adds to your Physical Survival (Body) Checks to resist the effects of the environment like heat or deprivation.
Physical Trauma Save (Body) Save +1/8 per level.
This adds to your Physical Trauma Save (Body) against Physical Trauma.
Knowledge +1 per level
Active Knowledge Uses+1/2 per level.
This is for all Active Knowledge Uses including Damage (Knowledge), Grapple (Knowledge), and Recall (Knowledge).
Damage (Knowledge) +1/4 per level
This add to the Damage of successful attacks that do damage based on your Damage (Knowledge).
Grapple (Knowledge) +1/8 per level
This adds to the Successes of a successful Grapple based on Grapple (Knowledge).
Recall (Knowledge) +1/8 per level
This adds to a Recall (Knowledge) Check to see if you can recall Knowledge. Generally you can recheck every time the time has doubled.
Passive Knowledge Uses +1/2 per level.
This is for all Passive Knowledge Uses including Mental Armor Save (Knowledge), Mental Grapple Save (Knowledge), and Know (Knowledge).
Mental Damage Save (Knowledge) +1/4 per level
This adds to your Mental Damage Save (Knowledge) against all Mental Damage.
Mental Grapple Save (Knowledge) +1/8 per level
This adds to your Mental Grapple Save (Knowledge) against all Mental Grapples.
Know (Knowledge) +1/8 per level
This adds to the Proficiency Points you have. You have 16 Prophecy Points, doubled for every level over 0 and halved for every level under 0.
Wits +1 per level
Active Wits Uses +1/2 per level
This adds to all Active Wits Uses including Shoot (Wits), Sneak (Wits), See (Wits), and Hear (Wits).
Shoot (Wits) +1/4 per level
This adds to all Shoot (Wits) checks you make, Shoots are ranged combat attacks.
Sneak (Wits) +1/8 per level
This adds to all Sneak (Wits) checks you make. Sneaking is trying to move in a stealthy manner.
Spot (Wits) +1/16 per level
This adds to all Spot (Wits) checks you make. Spot is an active attempt to determine something with your Vision.
Listen (Wits) +1/16 per level
This adds to all Listen (Wits) checks you make. Listen is an active attempt to determine something with your Hearing.
Passive Wits Uses +1/2 per level
This adds to all Passive Wits Uses including Duck (Wits), Hide (Wits), See (Wits), and Hear (Wits).
Duck (Wits) +1/4 per level
This subtracts from all checks made against you that must check against your Duck (Wits) like Shoot (Wits) checks.
Hide (Wits) +1/8 per level
This subtracts from all checks against you that must check against Hide (Wits) like Spot (Wits)
See (Wits) +1/16 per level
This subtracts from all checks made against you that must check against your See (Wits) like the use of Sneak (Wits) in plain sight.
Hear (Wits) +1/16 per level
This subtracts from all checks made against you that must check against your Hear (Wits) like the use of Sneak (Wits) to move quietly.
Mind +1 per level
Active Mind Uses +1/2 per level.
This is for all Active Mind Uses including Mental Virulence (Mind), Mental Endurance (Mind), and Mental Healing (Mind).
Virulence (Mind) +1/4 per level.
This adds to the Virulence (Mind) caused by indirect attacks based on your Virulence (Mind)
Mental Endurance (Mind) +1/8 per level.
This adds to you Mental Endurance (Mind) Check to resist the effects of mental exertion made by you.
Mental Healing (Mind) +1/8 per level.
This adds to your Mental Healing (Mind) checks to recover from Mental Wounds.
Passive Mind Uses +1/2 per level.
This is for all Passive Mind Uses including Mental Virulence Save (Mind), Mental Survival Save (Mind), and Mental Trauma Save (Mind).
Mental Virulence Save (Mind) +1/4 per level.
This add to your Mental Virulence Save (Mind) against Mental Virulence.
Mental Survival Save (Mind) +1/8 per level.
This adds to your Mental Survival Checks (Body) to resist the effects of the mental environment.
Mental Trauma Save (Mind) Save +1/8 per level.
This adds to your Mental Trauma Save (Mind) against Mental Trauma.
Aura +1 per level
Active Aura Uses +1/2 per level
This is for all Active Aura Uses including Damage (Aura), Grapple (Aura), and Recall Spirit (Aura).
Damage (Aura) +1/4 per level
This add to the Damage of successful attacks that do damage based on your Damage (Aura).
Grapple (Aura) +1/8 per level
This adds to the Successes of a successful Grapple based on Grappl (Aura).
Recall Spirit (Aura) +1/8 per level
This adds to a Recall Spirit (Aura) Check to see if you can recall your Spirit Knowledge. Generally you can recheck every time the time has doubled.
Passive Aura Uses +1/2 per level
This is for all Passive Aura Uses including Spiritual Damage Save (Aura), Spiritual Grapple Save (Aura), and Know Spirit (Aura)
Spiritual Damage save (Aura) +1/4 per level
This adds to your Spiritual Damage Save (Aura) against all Spiritual Damage.
Spiritual Grapple Save (Aura) +1/8 per level
This adds to your Spiritual Grapple Save (Aura) against all Spiritual Grapples.
Know Spirit (Aura) +1/8 per level
This adds to the Attunement Points you have. You have 16 Attunement Points, doubled for every level over 0 and halved for every level under 0.
Influence +1 per level
Active Influence Uses +1/2 per level
This adds to all Active Influence Uses including Spell (Influence), and Active Spirit Sense (Influence).
Spell (Influence) +1/4 per level
This adds to all Spell (Influence) checks you make, Spells are ranged combat attacks not affected by range modifiers.
Detect Spirit (Influence) +1/4 per level
This adds to all Detect Spirit (Influence) checks you make. Detect Spirit is an active attempt to determine Spiritual Activities with your Detect Spirit ability.
Passive Influence Uses +1/2 per level
This adds to all Passive Influence Uses including Dispel (Influence), and Sense Spirit (Influence).
Dispel (Influence) +1/4 per level
This subtracts from all checks made against you that must check against your Dispel (Influence) like Spell (Influence) checks.
Sense Spirit (Influence) +1/4 per level
This subtracts from all checks made against you that must check against your Sense Spirit (Influence) like the use of Spell (Influence) to cast spells subtly.
Soul +1 per level
Active Soul Uses +1/2 per level.
This is for all Active Soul Uses including Spiritual Virulence (Soul), Spiritual Endurance (Soul), and Spiritual Healing (Soul).
Spiritual Virulence (Soul) +1/4 per level.
This adds to the Virulence (Soul) caused by indirect attacks based on your Physical Virulence (Body)
Spiritual Endurance (Soul) +1/8 per level.
This adds to you Spiritual Endurance (Soul) Check to resist the effects of spiritual exertion made by you.
Spiritual Healing (Soul) +1/8 per level.
This adds to your Spiritual Healing (Soul) checks to recover from Spiritual Wounds.
Passive Soul Uses +1/2 per level.
This is for all Passive Soul Uses including Spiritual Virulence Save (Soul), Spiritual Survival Save (Soul), and Spiritual Trauma Save (Soul)
Spiritual Virulence Save (Soul) +1/4 per level.
This add to your Spiritual Virulence Save (Soul) against Spiritual Virulence.
Spiritual Survival Save (Soul) +1/8 per level.
This adds to your Spiritual Survival Checks (Soul) to resist the effects of the spiritual environment.
Spiritual Trauma Save (Soul) Save +1/8 per level.
This adds to your Spiritual Trauma Save (Soul) against Spiritual Trauma.