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Star Crusade uses six characteristics of three types, Body, Mind and Social.

Body Characteristics

Body characteristics represent a character's physical self; tasks involving the character's resilience, power or agility will all be based on the appropriate Body characteristic.


The Dexterity characteristic measures a character's agility, reaction time and nimbleness.


Strength is the measure of a character's muscle power and resilience; it's used to deal and resist damage and determines how much a character can lift.

Mind Characteristics

Mind characteristics represent a character's mental prowess and force of personality.


Mental quickness, intelligence, and reasoning. Characters with high Wits can solve puzzles, learn new things and examine situations quickly.


Willpower, mental resilience and force of personality. Characters with high Resolve can resist mental influence, shrug off pain and stick to their convictions in the face of opposition.

Social Characteristics

Social characteristics represent outward-facing "social intelligence", giving characters the ability to influence and understand their fellows.


Characters with high intuition process their perceptions and are able to make quick, intuitive leaps based upon them. They are in tune with the mental and emotional states of others and often excel at creative tasks.


Charisma, social confidence and extroversion. Characters with high Presence are able to affect others, appearing charming, likable and persuasive.

Spirit Characteristics

Spirit traits are paired; most characters are dominant in one half of a pair or another. Spirit traits are rarely rolled, but are often added as bonuses to other rolls.

Passion / Calm

Passionate characters act impulsively from instinct and emotion; they are often swayed by pathos, and whether hero or villain they are ruled by their hearts. Calm characters, in contrast, tend to be deliberate and thoughtful, even cold, letting reason govern even in the face of great emotion. Passion provides bonuses when things that matter to the character are at stake; Calm is more likely to come into play when the character needs to focus despite distractions or to ignore the effects of fear, love or other emotions.

Faith / Ego