# 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.