Spiritual Traits




Attuned

Level
Cost
Abilities
 
Skill Affinity: Occult
1
--
  Feat of Attunement: 1/day,   Lesser Magic Sense
2
15 CP
  Feat of Attunement: 2/day,   Greater Magic Sense
3
30 CP
  Feat of Attunement: 3/day,   Esoteric
4
45 CP
  Greater Feats of Attunement,   Wellspring
5
60 CP
  Heroic Feats of Attunement,   Supernal
6
75 CP
  Enduring Mysticism



Skill Affinity : For every level in this trait, a character adds 1 to their Artifice.

Feats of Attunement : By focusing on their natural ties to magical forces, a character can use a feat of attunement to...

...resist any one magical effect.
...manifest a generic charge.

Lesser Magic Sense : Attuned characters are naturally sensitive to the forces of magic and can detect its presence on items, people, and locations with a simple touch; this ability will reveal the “number” or “complexity” of enchantments on a target in a general way, though it is by no means a substitute for the Occult skill.

Greater Magic Sense : This ability improves upon its lesser version, allowing the character to understand a great deal more about the natures of particular enchantments, not just their number and complexity. As well, characters with this ability may feel larger changes in ambient magical forces with Marshal input, both in game and during downtime actions.

Esoteric : Characters with this ability are infused with mystical forces to such an extent that they gain a permanent +1 to their Mastery.

Greater Feats of Attunement : This ability increases both the scope and the power of any feats of attunement called by those who possess it; they have improved them to such an extent that they may spend one to...

...Infuse a magical object or Place of Power with a generic charge (5 seconds of concentration).
...”force” an artifice action, counting as +3 to the ability.
...call “Invoke Force Spike 5” as a packet-delivered damaging effect; battle invocations use grey packets.

Wellspring : This ability enhances the number of charges a character can potentially carry, increasing their limit from 2*Mastery to 3*Mastery. As well, this ability doubles the amount of charges a character can channel from a place of power, per day.

Heroic Feats of Attunement : This ability further increases both the scope and the power of any feats of attunement called by those who possess it; they have improved them to such an extent that they may spend one to...

...reflect a hostile magical effect back at its caster (called as “True Reflection”).
...call “Invoke Force Lance 10” as a packet-delivered damaging effect; battle invocations use grey packets.

True Reflected spells function in much the same way as the Mirror Magic effect from the Dooms of Light and Shadow  ward, save that the attuned character does NOT suffer the effects at all.

Supernal : Characters with this ability have unlocked their full magical potential; all charges they carry, regardless of source, are transformed into generic charges. As they spend charges, Supernal characters may choose which active rituals they render inactive, at their whim.

Enduring Mysticism : This ability allows a character to restore their Feats of Attunement after 10 minutes of standard rest.


Empathic

Level
Cost
Abilities
 
--
1
--
  Feat of Empathy: 1/day,   Medium
2
15 CP
  Feat of Empathy: 2/day,   Rapport
3
30 CP
  Feat of Empathy: 3/day,   Harmony
4
45 CP
  Greater Feats of Empathy,   Pure of Heart
5
60 CP
  Heroic Feats of Empathy,   Pure of Spirit
6
75 CP
  Enduring Affinity



Feats of Empathy : By focusing their emotional and spiritual affinity, a character can use a feat of charisma to...

...calm an animal or group of animals, much as how a feat of charisma works with people.
...determine the emotions of someone within 5’, as a Mental effect.
...increase the healing rate of a Stable character, through the use of soothing words (5 seconds of speaking)

Medium : Characters with this ability may see, and freely converse with, immaterial spirits and wandering souls.

Rapport : This ability allows a character to use their level in this trait as the maximum number of Inspirations they may take, per day, instead of only 1.

Harmony : Characters with this ability get a free downtime action slot usable only for Helping Actions, which are downtime actions dedicated to assisting another character, thogh ONLY with a skill that both characters share. In addition, Harmony will double the normal bonus added for helping. Note that basic downtime actions can be used with this latter ability, not just the bonus action. The high level Performance ability, Muse, is explicitly compatible with Harmony; their bonuses stack and Muse can be used with the extra Helping Action.

Greater Feats of Empathy : This ability increases both the scope and the power of any feats of empathy called by those who possess it; they have improved them to such an extent that they may spend one to...

...double a character's Critical or Poison/Disease death count (5 seconds of speaking)
...halve a character's Blindness or Silence suffering time (5 seconds of speaking)
...double a soul’s passing time (5 seconds of speaking)
...grant a Mental Resist to another (5 seconds of speaking)

The Mental Resist a Greater Feat of Empathy grants is treated as an enchantment, meaning that it will not stack with other enchantment-based Mental Resists.

Pure of Heart : Characters with this ability may increase the healing rate of a Stabilized character without using a feat at all. Otherwise, the ability is used as if they have spent a basic feat. In addition, a character with this ability can declare one other character--with their express permission--as Bonded to them. Whenever one of the Bonded pair is in trouble, the other may well receive intuitions concerning them. As well, Bonded characters can interact with each other’s abilities in ways that will be FOIP. This Bond is permanent until one of the pair dies permanently, or an extremely traumatic event severs it.

Heroic Feats of Empathy : This ability further increases both the scope and the power of any feats of empathy called by those who possess it; they have improved them to such an extent that they may spend one to...

...force a spirit within 15’ to materialize, as an irresistible effect.
...grant a magic resist to another (5 seconds of speaking).
...grant a physical resist to another (5 seconds of speaking).
...resist any magical effect called by a spirit of any kind.

The Physical and Magical Resists a Heroic Feat of Empathy grants are treated as enchantments, meaning they will not stack with other enchantment-based resists of the same type.

Pure of Spirit : Characters with this ability are so in-tune with spiritual forces that they may affect immaterial creatures and wandering souls as if they were material beings. Any series of actions taken in this way must be prefaced with “Pure of Spirit,” so that the player of the spirit being knows that they are being correctly targeted. As well, characters with this ability add 1 to the damage of all Power Strikes called against Accursed creatures of any sort. Finally, Pure of Spirit allows Empaths to calm animals, as the basic feat, without actually using a feat at all.

Enduring Affinity : This ability allows a character to restore their Feats of Empathy after 10 minutes of standard rest.


Charismatic

Level
Cost
Abilities
 
Skill Affinity: Diplomacy, Performance
1
--
  Feat of Charisma: 1/day,   Leadership
2
15 CP
  Feat of Charisma: 2/day,   Cosmopolitan
3
30 CP
  Feat of Charisma: 3/day,   Retainer
4
45 CP
  Greater Feats of Charisma,   Patron
5
60 CP
  Heroic Feats of Charisma,   Sovereignty
6
75 CP
  Enduring Charm



Skill Affinity : For every level in this trait, a character adds 1 to their Influence and Renown.

Feats of Charisma : By focusing their innate charm, a character can use a feat of attunement to...

...force any number of people or intelligent monsters to listen to their words, as a Mental effect, for at least 10 seconds.
...immediately talk someone within 15' out of an adverse mental condition, with but a few words (5 second duration).

Any character, spirit, or intelligent creature who hears a Charismatic call their feat ("Feat of Charisma" or "Charismatic") must stop what they are doing and listen to them for at least 10 seconds, as a Mental effect, even if they mean the speaker direct harm. NPCs will likely take this ability use into account when dealing with the character, afterwards. This effect is dispelled if the speaker flees or attacks anyone during its duration.

The second ability is called as "Charismatic Sense," and must be directed--using their name--at a character suffering a mental condition within 15' of the user. This use of the feat must be immediately followed by a few quick words (5 sec.), after which the target is cured of all mental conditions. During the short speech, the target will stop what they are doing, so that they can pay attention to the speaker.

Leadership : Characters with this ability may optionally undertake ANY downtime action as a charismatic leader, as long as it has a social component. Doing so will magnify the action's positive effects, if it is a success...or its negative ones, if a failure. Only those with this ability, in addition, can truly lead in-game factions involving NPCs, as a mechanical requirement.

Cosmopolitan : This ability grants a character an additional downtime action slot, usable only for Diplomacy, Performance, and Retainer actions (see below).

Retainer : Due to their undeniable charisma, characters with this ability gain a loyal retainer whose influence requires no manipulation. This Retainer will likely show up in game from time to time, but the real focus of this ability is to have an NPC who acts just as a character dictates during downtime actions. A Retainer can be chosen from a character's background, from one of the NPCs in game with whom they have had dealings (subject to plot approval), or wholly through downtime interactions with off-screen personas. Mechanically, Retainers will have roughly 25% of their leaders CP, and can be directed--to some degree--to focus their learning on certain skills and traits. If a retainer is lost, this ability allows the character to find another through roleplaying opportunities.

For every downtime action slot a charcter dedicates to a "Retainer Action," they can have that NPC do just about anything a regular character can do with a normal downtime action, while using the NPC's abilities instead: mercantile speculation, crafting, tinkering, performance, etc. At most, however, a Retainer can be directed in 3 actions per downtime.

Greater Feats of Charisma : This ability increases both the scope and the power of any feats of charisma called by those who possess it; they have improved them to such an extent that they may spend one to...

...force any number of people or intelligent monsters to listen to their words, for at least 1 minute, as a mental effect; restore this feat with a basic Feat, upon completion.
...immediately talk all allies in hearing range out of all adverse mental conditions, as the lesser effect ("Greater Charismatic Sense").
...decisively sway an ambivalent NPC to their side, with at least 1 minute’s conversation.

Patron : This ability allows a character to declare a powerful NPC as their patron, who will then frequently give the player gifts, assistance, and information during downtime sessions...in return for loyalty. If a patron is lost, this ability allows the character to find another through roleplaying opportunities.

Heroic Feats of Charisma : This ability further increases both the scope and the power of any feats of charisma called by those who possess it; they have improved them to such an extent that they may spend one to...

...prevent any in earshot of the character from attacking them for 1 hour, as an ongoing mental effect, subject to the charismatic breaking the peace; requires no speech from the character except the feat call itself ("Heroic Charisma!").

During the duration of this effect, those under it function as if they were suffering a mental condition, which means they can be "cured" of it through other feats of charsima, magic, etc.

Sovereignty : A character with this ability has such native charsima that they inspire near-fanatical devotion in their followers. Any Diplomacy or Performance downtime action undertaken as a Leader (see above) is done with a +6 bonus. As well, the character's retainer becomes much more focused and dedicated; the NPC now has a base of roughly 50% of their sovereign's total CP.

Enduring Charm : This ability allows a character to restore their Feats of Charisma after 10 minutes of standard rest.


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