Strength- Your strength in battle. To avoid being hit, have higher speed than your opponents strength. To take a hit without taking damage, have higher strength.
Speed- How quickly you move to avoid attacks. Counters strength.
Magic- You magical strength. This is an extension of strength for magic users, but cannot be combined with physical strength. Strength does not counter magic, but speed can.
Health- How many hits you can take. Health can be increased with spells and training. It can be restored with items, spells, or rest.
Intelligence- A higher intelligence counters fighting experience.
Fighting- Your experience in fighting. This is divided by 2 and added to your strength. If your opponent has intelligence, only points higher than their intelligence is added to your strength. Fighting also counters stealth in battle.
Stealth- Your ability to hide during battle and avoid battle. Stealth is countered by marksmanship and fighting.
Marksmanship- The ability to shoot an opponent from long distances and spot them in hiding. Marksmanship is countered by stealth.
Persuasion- Persuasion works on the honor system. We hope that role players respect higher persuasion and agree easier with their opponent. Persuasion is countered by charisma and charm.
Charisma- Charisma works on the same lines as persuasion, but is improved by leadership and learned differently. Charm is countered by persuasion.
Charm- Charm gives characters the ability to lure opponents in. It can be used on opposite gender or same gender if the opponent chooses. It's countered by logic.
Logic- Allows the character to think clearly. Counters cleverness.
Cleverness- Allows for character to avoid situations and trick opponents. Works on the honor system. Counters logic.
Leadership- Quickly takes charge of situations and becomes leader. Countered by independence.
Independence- Allows characters to think and act on their own. Countered by leadership.
Medic- Can treat other characters and restore their health equal to their Medic ability.
Navigation- Avoids battles and finds currency easier.
Gardening- Creates own currency (seeds)
Technology- used to build and use computers.
Mechanics- Can build and repair mechanical objects (including guns).
Cooking- Can make medicines and foods.