Traits

Traits measure a character's natural talents.

The point cost of a trait is based on the level. The higher the trait, the more difficult it is to improve.

Level Cost
0 0
1 3
2 4
3 5
4 6
5 8
6 10
7 12
8 16
9 20
Level Cost
10 25
11 30
12 40
13 50
14 60
15 80
16 100
17 120
18 160
19 200
Level Cost
20 250
21 300
22 400
23 500
24 600
25 800
26 1000
27 1200
28 1600
29 2000

Thus: to give a new adventurer a Fortitude level of 6 requires 10 character points. To later raise that same character's Fortitude to 7 will cost 2 character points (12 for level 7, minus the 10 already spent to reach level 6), requiring 200 experience points.

The formula should be apparent if one needs to go beyond 29.

Brawn measures how much raw power one can exert. It is used to lift and carry great loads or to move heavy objects. It adds to damage in combat.

The table below gives the amount of weight that different Brawn levels can lift.

Brawn Lift (kg)
0 50
1 64
2 80
3 100
4 125
5 160
6 200
7 250
8 320
9 400
Brawn Lift (kg)
10 500
11 640
12 800
13 1000
14 1250
15 1600
16 2000
17 2500
18 3200
19 4000
Brawn Lift (kg)
20 5000
21 6400
22 8000
23 10000
24 12500
25 16000
26 20000
27 25000
28 32000
29 40000

The formula should be apparent if one needs to go beyond 29.

Fortitude is health and toughness. It lets the character resist injury and disease.
Intellect is a person's natural logical and analytical ability. Mages and Sorcerers use it to cast their spells. Intellect also allows one to evade supernatural assaults.
Intuition is a person's connection to the subtle world, the world of nature and the supernatural. Intuitives can hear the whispers of spirits, sense danger, and sometimes receive visions of the future (as a plot device for The Adversary).

Mystic ability relies on Intuition. Intuition also allows one to evade supernatural assaults.

Perception represents the quality of the character's natural senses, reaction time, and general alertness. This important trait can prevent the adventurer - and his friends - from being surprised by stealth or guile.

Perception is used to detect subtle things that may go unheard or unseen and things that are obvious but may go unnoticed. It may allow one to notice that someone is wearing the wrong clothes, behaving strangely, etc. It is used to see through lies and disguises. It allows one to find hidden things.

Perception is also used to determine who goes first during a round of conflict.

Presence measures how impressive others find the adventurer. It can be based on size, beauty, or charisma.
Willpower is mental strength and fortitude. Patience and self-control are facets of willpower. It determines the amount of supernatural energy a spellcaster can channel. It defends against mental attacks.