# Introduction **Faculties** are the general assessment of a character's (or entities') innate abilities for gameplay purposes. **Faculties** have a numbered [[Aptitude and Quality|Aptitude Value]], ranging from -1 to +6. Furthermore, each **faculty** has three associated senses, which have their own **Aptitude** value, ranging from -1 to +12. Senses may not exceed a positive value of twice their corresponding Faculty. ## Classification The eight **faculties** are organized into four pairs, each physical **faculty** being matched with a corresponding mental **faculty**. - **Potency : Dignity** - Power - **Agility : Scrutiny** - Coordination - **Vitality : Sanity** - Health - **Dexterity : Clarity** - Precision ## Active Checks **Active Checks** are the most common roll made during gameplay. During gameplay, attempting an action can often result in the narrator calling for an active check. The narrator determines an appropriate [[Difficulty Check]] for the action being attempted and calls for a roll. The player in question will roll a d24, and then adds the value equal to their (sense + relevant faculty). This total is compared to the chosen difficulty check. If the roll meets or exceeds the difficulty check, the action succeeds. Rolling a 1 usually results in a critical failure, which can lead to additional complications arising. ### Dual Active Check More complicated action checks may require two rolls. The two senses called for by the [[Main Glossary|Narrator]] should preferably be one mental sense and one physical sense, when possible. The two rolls are added together and are applied against the two determined difficulty checks added together. # Faculties and Senses ## Potency Physical Power - **Brawn**. Utility. Useful for carrying, lifting, pushing, and throwing objects. Used for grappling opponents. Failure may result in unintended destruction. Modifies **Capacity** - **Might** Damage. Modifies most physical weapon damage. Bonus vs. Block Rates. - **Resolve** Resistance. Resisting external pressure, motion and time. Modifies **Block Rate** ## Agility Physical Coordination - **Velocity** Momentum. Affects riding mounts. Modifies **Speed** - **Balance** Spatial Awareness. Swimming, Climbing, Stealth. Does not cover sleight of hand attempts; see Finesse(Dex). - **Reflex** Reaction Speed. Modifies **Dodge Rate** ## Vitality Physical Health - **Tolerance** Pain Resistance. Contributes to **Discipline**. Handles poisons. - **Vigor** Physical Energy Capacity. Modifies **Stamina**. - **Essence** Health Capacity. Modifies **Vitals**. Handles illness. ## Dexterity Physical Precision - **Skill** Precise Manipulation. Equipment, Instruments, Technology. - **Finesse** Precise Speed. Sleight of Hand. - **Minutiae** Precise Detection. Temperature, Pressure. ## Dignity Mental Power - **Amenity** Trust, Connection, Charisma. - **Asperity** Intimidation, Importance, Eminence. - **Luck** How much Fortune favors you. ## Scrutiny Mental Coordination - **Reason** Analysis of obtained knowledge. General Memory. - **Communication** Knowledge absorption. Language Barriers. Animal Handling. Picking up on social cues and implications. - **Acuity** Mental Speed. Modifies Vigilance ## Sanity Mental Health - **Concentration** Control of attention span and imagination. Modifies Focus. Resist Distractions. - **Fortitude** Long-term memory and emotional regulation. General Mental Affliction Resistance. Contributes to Discipline - **Intuition** Modifies Will. Resists Deceptions, Stress, and Critical Mental Afflictions. ## Clarity Mental Precision - **Invention** Precise Manipulation. Mana/Aether control - **Instinct** Precise Detection. Detects otherwise imperceptible threats. - **Wit** Precise Speed. Modifies most mana/aether damage dealt.