Stats

## Traits

Traits are a measure of attributes that all characters possess to one degree or another. The six traits are as follows.

**Power Level:** The Power Level is the overall potency of the character, taking into account their physical prowess and magical might.

**Strength:** Strength is a measure of an individual’s raw physical power. It is a measure of how much force they can exert, how much they can lift, how hard they can strike.

**Dexterity:** Dexterity is a measure of an individual’s speed and agility. Dexterity determines how quick someone can move, how fast their reflexes are, and the grace with which they move.

**Endurance:** Endurance is a measure of how much fortitude and stamina an individual possesses. It determines how much punishment they can withstand, the rate at which they recover from wounds and fatigue, and how long they can exert themselves before tiring.

**Intelligence:** Intelligence is a measure of a person’s mental capabilities. A high intelligence means that a character can process and store large amounts of information, construct elaborate plans, make deductions, and make rapid mental calculations.

**Charisma:** Charisma is a measure of a person’s force of personality. It can be used to charm, seduce, deceive, or intimidate, and is essentially an indicator of how well a person can enforce their will upon others.

**Perception:** Perception is a measure of how observant a person is. It denotes how well they perceive sensations, detect emotions, and generally pick out observable details.

## Skills

Academia: Academia is a measure of how well educated on various school subjects a person is. This almost entirely pertains to book knowledge, and not information which they can actually put into function.

Animal Affinity: Animal Affinity is a measure of a person’s ability to connect with and command animals. It enables them to calm a wild ravenous beast, or to train an animal companion to perform required commands.

Athletics: Athletics is a measure of an individual’s ability to exert themselves physically. It enables someone to engage in a fast sprint, exert themselves for long periods of time, or lift heavy objects.

Awareness: Awareness indicates a person's skill in detecting magical phenomena, enabling one to become alert to the presence of an invisible spirit, or seeing through a mystical illusion.

Brawl: Brawl is an individual’s knowledge of and ability to use their bodies as a weapon. They might be able to employ martial arts, or simply be a highly experienced scrapper used to fighting with their hands.

Charm: Charm is an individual's ability to sway people into acting as they will using the power of their personal charisma. Charm can range from calming a rowdy drunk to convincing a bouncer to grant entrance to a club.

Crafting: Crafting is an individual’s ability to create items from various materials. It might allow them to cobble together a melee weapon from a few scraps of metal, or entail full blacksmithing or carpentry.

Deception: The skillful use of lies and masking one's true feelings is measured by the Deception skill. Individuals experienced in Deception are not only able to convincingly tell outright lies, but weave words so as to give them double meaning.

Insight: Insight is an individual’s ability to read people. It allows them to discern when someone is lying, what sort of mood they are in, and predict what they are planning to do.

Machinery: Machinery is an individual’s knowledge of and ability to operate mechanical devices. It allows them to fix cars, or operate the machines in a factory.

Marksmanship: Marksmanship is an individual’s knowledge of and ability to use long range weapons. Marksmanship users are able to shoot accurately, as well as repair and operate their weapon of choice.

Medicine: Medicine is an individual's knowledge on the body, and of the tools and drugs used to heal it. Medicine users have the ability to bandage and clean out cuts, have knowledge of life saving drugs, and can perform surgeries.

Melee: Melee is an individual’s ability to utilize artificial close quarters weaponry, such as swords, bats, or artificial pipes. It enables them to wield ungainly weapons, block attacks, and strike with precision.

Observance: Observance is a person’s ability to detect stimuli. It allows them to notice when someone is sneaking up on them, stealing something from their person, or to hear the distant drum of footsteps from a monster horde.

Seduction: Seduction is an individual's ability to entice other individuals using the power of their sexuality.

Stealth: Stealth is an individual’s ability to perform sneaky actions. It allows them to move about silently without being noticed, to dexterously pull card tricks, or to pick someone’s pockets.

Technology: Technology is an individual’s knowledge of and ability to operate digital systems. It allows them to hack into computers, create programs,operate a power supply or to fix electronic devices.

Tenacity: Tenacity is, to put it bluntly a measure of a character's stubbornness, being their resistance to manipulation and tolerance for pain. Individuals with high tenacity are difficult to charm, and have tremendous fortitude against many forms of torture.