"Character Traits" By Vigilance99 (https://pastebin.com/u/Vigilance99) URL: https://pastebin.com/64QAdCV9 Created on: Thursday 8th of October 2020 07:11:01 PM CDT Last edit on: Thursday 8th of October 2020 07:11:38 PM CDT Retrieved on: Sunday 25 of October 2020 10:10:07 AM UTC Character Traits: Strength: Strength measures physical might, such as lifting and breaking objects. It is added to the damage pool of melee and thrown attacks, as well as that of bows. Dexterity: Dexterity measures speed, flexibility, and agility. In combat it governs initiative and attack and defense rolls. Stamina: Stamina measures physical stamina and ability to maintain exercision over long periods of time. In combat it also measures durability, and governs Soak. Charisma: Charisma is the ability to persuade, whether through natural likability or skilled rhetoric. Manipulation: Manipulation measures skill in deception and trickery. Appearance: Appearance measures ones beauty and the general pleasantness and aesthetic of one's appearance. Intelligence: Intelligence measures the vastness of one's intellect, the accuracy of one's knowledge and deductions. Wits: Wits is the speed at which one thinks and reacts mentally. In combat it governs initiative. Perception: Perception is used for noticing things, both through mundane and magical senses. Alertness is used for noticing things and perceiving with mundane senses such as sight, hearing, and smell. It is used in opposition to Stealth. At superhuman levels [6+ successes] it can be used to vastly increase the range or precision of one's senses [see Perception Chart]. Athletics: Athletics is used for physical actions such as running, jumping, and throwing. In combat in governs Dodging and using Thrown Weapons. Exalted add this to their Strength for the purposes of determining their ability to lift and break objects. Awareness: Awareness measures the sixth sense, one's passive awareness of the supernatural. It is rolled to detect the presence of active supernatural powers [but NOT creatures], items imbued with power, and the presence of invisible spirits in any Umbra. Within the human range this sense only detects the presence of something supernatural in the immediate vicinity, but not the nature or location of it. At superhuman levels [6+] successes one gains the power to determine increasingly specific information [see Awareness Chart]. One cannot use this Ability at all without at least one dot in Awareness. Brawl: Brawl measures effectiveness in unarmed combat, including martial arts. In combat it is also used to block attacks while unarmed. Empathy: Empathy is one's ability to read someone's emotions and intentions, especially detecting lies [in which it is rolled in opposition to Subterfuge]. At superhuman levels [6+ successes] it can determine the emotions even of those lacking visual tells or without engaging in conversation. Expression: Expression is the ability to convey ideas and concepts. It is the Ability used for persuasion. Intimidation: Intimidation is the ability to threaten or coerce. Leadership: Leadership is the ability to lead and command, specifically the actual act of running an army, bureaucracy, or business. Streetwise: Streetwise is used to blend into low class society, such as the poor or criminal, as well as the ability for gathering information from such sources. Subterfuge: Subterfuge is the ability of deception, it is used for lying, being rolled in opposition to Empathy. Animal Ken: Animal Ken is the ability to tame, control, or effect animals. It is the social ability used on animals, as well as other nonsentient beings such as most mindless undead or machines. Crafts: Crafts measures skill in creating and making items, such as machinery, weapons, armor, or art. Drive: Drive is the ability to handle vehicles of all sorts, from planes to cars to boats, as well as skill in riding animals. In combat it is used to control certain vehicle-mounted weapons such as the guns of a fighter jet or the cannon of a tank. Lacking any dots in this Ability indicates the character does not know how to drive, and must attempt checks frequently to avoid crashing. Etiquette: Etiquette is used to blend into high or middle class society, as well as the ability for gathering information from such sources. Firearms: Firearms governs ranged weapons of all types, from guns to bows to slingshots. Larceny: Larceny is used for stealing, pick-pocketing, sleight of hand and breaking and entering. At superhuman levels [6+ successes] it can be used to steal worn clothing or held objects, though unless combined with a relevant Charm this does NOT prevent the target from noticing the theft afterwards. Melee: Melee is used for hand-to-hand weapons of all sorts, from knives to sorts to staffs. In combat it is also used to parry attacks with a weapon. Performance: Performance is used for all manner of performance-arts, from singing to music to dancing. Stealth: Stealth governs attempts to hide, sneak pass, or otherwise avoid notice, and is rolled in opposition to Alertness. Ordinarily stealth requires cover, darkness, a distraction or other method to attempt, but superhuman levels of Stealth [6+ successes] wave this restriction and the attempt to move past or hide simply works on a successful roll, regardless of any lack of logic involved. Attempting Stealth is an action. Survival: Survival measures outdoorsmanship, surviving in conditions of extreme climate or scarcity, and hunting and tracking animals. Academics: Academics measures knowledge of the humanities, such as history, literature, psychology, etc. Computer: Computer measures knowledge of computer systems, and is used to build, repair, or hack into computer systems. Hacking a computer is an opposed Computer check to whoever built the security system or whoever is presently working to keep you out. Finance: Finance is used for running businesses, playing the stock market, and otherwise manipulating money. Investigation: Investigation is used to intentionally notice things in a scene by relevance. Law: Law is knowledge of laws and regulations, as well as rules of all sorts. Medicine: Medicine is knowledge of medicial science, from basic first-aid to being a skilled doctor. Occult: Occult represents knowledge of the supernatural, from the nature of various supernatural beings to the various Umbral Realms. Politics: Politics is knowledge of government, local customs and policies, important officials as well as the skills for being a politician. Science: Science is knowledge of modern sciences such as chemistry and biology, as well as mathematics and formal logic. Technology: Technnology represents knowledge of technological devices, both mundane and advanced. Willpower: Willpower measures mental fortitude and determination and is used to resist certain supernatural powers. It is divided into Permanent Willpower and Temporary Willpower. One spends temporary Willpower to power certain Charms, and may at any time reflexively spend one temporary Willpower to add one success to an action or temporarily raise your place on the Strength Chart by 1. One regains 1 temporary WP every night when one goes to sleep. Health: Health measures one's proximity to death, the degree of injury one can withstand without succumbing. Typical characters receive seven health levels before they go unconscious, and eight before they die. As one takes damage one retains Wound Penalties, a dice value subtracted from all physical pools, including attacks, dodging, parrying, blocking, athletics, running or jumping but not soaking, damage rolls, or any mental/social rolls.