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Stats

From The Space Between
NOTICE: Recent system changes significantly altered Stat Point distribution, Mysticism calculations, and the unlocking of Umber/Gold Tier Actions. Pages on this Wiki related to Stats and Umber/Gold Actions may be out of date. See recent Discord announcements for further details.

In Dice Mode, a character's Stats are used to determine the chances of success attributed to a given Roll or Action. They encapsulate a character's skill set, innate abilities, trainings, or even pitfalls. And they can help guide a scene where a contest of skill is on the table. Stats are split up into Traits and Mysticisms, detailed below. Click-through to see more information on a given Stat and it's attributes, or refer to the Traits or Mysticism pages to see more information on the two broader specifications.

Traits

Traits represent a character’s abilities with specific skills and actions – shown through dice rolls. Any action with a factor of chance uses a character’s traits.

There are 8 Traits: Power, Somatics, Insight, Augury, Deception, Fate, Allure, & Daunting.

Each trait has an effect on different skills or abilities both in and out of conflict! Every trait falls beneath an Aspect Type. The bonuses to the Aspect a Trait falls under determines how difficult or easy an action is when rolling against another character. Some Traits (such as Power, Somatics and Augury) have Hostile (Damaging) Conflict Actions; These are more limited than Mysticisms.

Below is a list of Traits and the Aspects they fall under. Click 'Read More' on any Trait to view the Actions they impact, what types of rolls they effect, and what bonuses they can give with the HUD.

Read More About Traits

Ferocity

Power
Physically Attack through bodily means. This roll is used when acting against another Player Character.
Read More
Somatics
Skill and ability governing physical nuance and understanding of self and body, as well as understanding when using ranged attacks.
Read More

Shadows

Deception
Lie, Conceal the Truth, or attempt To Sneak, Hide, or be Stealthy without magical means or illusion.
Read More
Fate
Attempt a Chancy Action that you would otherwise likely fail.
Read More

Sight

Insight
Become aware when someone is Deceiving or Hiding from you.
Read More
Augury
Use foresight and reflex to react quickly and accurately
Read More

Aura

Daunting
Strength of Presence. Threaten, Taunt, or Torture others into Submission or for Information through tactics of Coercion.
Read More
Allure
Attraction and Influence: Charm, Seduce, or use Bribery and Influence to get what you want
Read More

Mysticisms

In The Space Between, any spiritual, occult, supernatural, powerful skills, and otherwise, are considered a Mysticism.

For each character, this can mean something different – players are encouraged to flavor their roleplay in unique ways. All abilities a character can possess should fall beneath one or another type of Mysticism – Evocation, Phantasm, Alteration, Vismancy, Conjuration, or Incarnum.

Similar to Traits, each Mysticism falls under an Aspect to determine difficulty of actions taken. Mysticism uses two Aspects to find bonus score, but will only fall beneath one Aspect when finding difficulty. Further details on how Aspects are used to calculate Mysticism can be found on the Mysticism page.

Below is a list of Mysticisms and the Aspects they fall under. Click 'Read More' on any Trait to view the Actions they impact, what types of rolls they effect, and what bonuses they can give with the HUD.

Read More About Mysticisms

Shadows

Incarnum
Sub Aspect: Ferocity
Manipulate Life, Death, and the Living Body
Read More
Alteration
Sub Aspect: Sight
Create or Change the Natural World
Read More

Sight

Conjuration
Sub Aspect: Ferocity
Transport or Move Items, People, or The Self
Read More
Phantasm
Sub Aspect: Aura
Reveal or Conceal Information
Read More

Aura

Evocation
Sub Aspect: Ferocity
Use or Manipulate Physical Force
Read More
Vismancy
Sub Aspect: Shadows
Manipulate the spirit, soul, or mind
Read More
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