Ability

The ability scores are divided into four attributes. Which in its turns are subdivided into 2 specialities or aspects each. An average human with no adventurer background has twelve points distributed, often equally, over the four major attributes. It is uncommon, but not impossible, for a commoner to have one higher attribute in expense of another.

However the average adventurer has thirteen points among those major attributes plus four more into specialities.

Only one aspect can be raised for every attribute. Once chose, it cannot be changed.

As the adventurer grew in that speciality, for every two points expended in the major aspect he get another one in the minor.


 * Strength: The Strength rules the raw physical force. How powerful a blow can be deal and how much one can endure a hard task.
 * Power: Power is self-explanatory. Its basic use are in the damage deal and the amount of weight one can hold without get depleted.
 * Resistance: While physical force can give you power to destruct, it also can give you the way to resist. This speciality focus on resistance, from damage taken to poison and animal bites.


 * Dexterity: How fast and gracious one can complete a task.
 * Quickness: Quickness tells how fast one can act and if he will the first at all. Also it useful to avoid damage by letting you get out of line.
 * Precision: While quickness is highly favoured, the precision is what make you hit that vital point or putting those dangerous ingredients together without exploding everything.


 * Intelligence: If the Strength is the raw physical power, Intelligence is its mental counterpart. The ability to learn and endure mental stress.
 * Intellect: The primary Intelligence source, intellect is responsible to make you able to learn and remember. It is also high regarded when ones need to deal with magic.
 * Cunning: Telling the difference from a half-truth from a well told lie is a difficult task that cannot be learn in books. And so is to know when to retreat, something only life can teach.


 * Expression: Expression or sometimes charisma has nothing to do with beauty. But in the way one made itself clear.
 * Charm: Charm, albeit not beauty, has the power to get people attention and made one self more reliable than it might really be. This aspect is very useful when dealing with people of different location and with wild animals.
 * Fear: If Charm can seduce people toward one self, Fear give one the power to frighten. By a simple look into the foe's eyes one can end quickly a conflict through Fear.