There are 18 abilities, and each ability has a certain number of specialties.  For example, Agility is an ability, while Fly is a specialty.  Each ability starts at two and can be raised up to 7, though I consider it rare for any student to possess any ability higher than 4.<br/><br/>Rank 2 Average - Default ability score.<br/>Rank 3 Talented - A cut above the norm, you have enough skill to be considered dangerous.<br/>Rank 4 Trained - You have extensively trained in the ability, combining extensive training with natural talents.<br/>Rank 5 Accomplished - Your natural talent places you above the common man.<br/>Rank 6 Master - You are considered the among best in the world at what you do.<br/>Rank 7 Paragon - The very limit of human potential, a legend for people to talk about for ages to come.<br/><br/>Agility - Measures dexterity, nimbleness, and flexibility<br/>*Acrobatics: Perform flips, tumbles, balance, somersaults, or other acrobatic maneuvers<br/>*Balance: Act normally on uneven footing or avoid falling<br/>*Fly: Zip around on a broomstick<br/><br/>Athletics - Physical fitness, coordination, training, raw muscle<br/>*Climb: Able to move up or down 1 yard per degree of success up to movement rate without consequence<br/>*Jump: Aids in tests that require one to jump<br/>*Run: Aids in long distance runs, or increasing movement rate<br/>*Strength: Aids in tests where physical strength is required<br/>*Throw: Used for objects not designed to be thrown<br/><br/>Awareness - A measure of how accurate your senses and perception are and how quickly you respond to changes in your environment<br/>*Empathy: Determine true intentions<br/>*Notice: Perception, the ability to note small details<br/><br/>Cunning - Encapsulates intelligence, intellect, and the application of collected knowledge<br/>*Craft: The ability to take theoretical knowledge into a practical application and make something<br/>*Decipher: To determine true meaning of coded messages or messages in another language<br/>*Logic: Figure out puzzles of logic or webs of intrigue<br/>*Memory: Recall useful information when the time is needed<br/>*Strategy: Ability to captain a quidditch team or do well in strategy and warfare<br/><br/>Deception - The ability to lie or deceive<br/>*Act: Pretending to be someone other then you really are<br/>*Bluff: Lying or hiding true intentions<br/>*Cheat: Manipulate chance into your advantage<br/>*Disguise: Concealing ones identity visually<br/><br/>Endurance - a measure of your physical well being, health and hardiness<br/>*Fortitude: A chance to resist spells<br/>*Resilience: Better able to resist disease and poison<br/>*Stamina: Better chance to recover from injuries and wounds<br/><br/>Fighting - Ability fight unarmed or with hand held weapons<br/>*(Axe, Blunt, Fencing, Longblades, Shortblade, Unarmed, Wands)<br/><br/>Magical Expertise - Ability to cast spells<br/>*(Charms, Curses, Conjuration, Transfiguration)<br/><br/>Magical Projection - Raw magical power<br/>*(Charms, Curses, Conjuration, Transfiguration)<br/><br/>Marksmanship - Ability to cast spells from afar and archery<br/>*(Ray, Bows, Crossbows, Guns)<br/><br/>Persuasion - Ability to manipulate emotions and beliefs in others<br/>*Bargain, Charm, Convince, Incite, Intimidate, Seduce, Taunt<br/><br/>Reflexes - ability to react quickly<br/>*Dodge: Use Reflexes test to replace Combat Defense<br/>*Quickness: Reflexes and reactions are even quicker then normal<br/><br/>Status - Your standing in the school, the authority you have over others<br/>*Breeding: Knowing the nuances of civilized society<br/>*Bureaucracy: With the application of power, one has to deal with bureaucracy, fortunately, you are good at it<br/>*Reputation: You are able to make yourself seem and appear more important then your actual position warrants<br/>*Rumor: Whether spreading or learning, you are at the center of gossip<br/><br/>Stealth - The ability to move about unseen or unheard<br/>*Blend in: You can make yourself seem part of the background, unimportant and unnoticed<br/>*Open Lock: From a simple lock, to a complex safe, you know how to open things people don't want open<br/>*Sneak: You are adept in moving in the shadows, unseen and unheard<br/>*Sleight of Hand: You are skilled at using your hands to misdirect, or palming things unseen<br/><br/>Will - Your mental fortitude<br/>*Coordinate: You stand a better chance in aiding others with their test outcome<br/>*Discipline: The iron will to resist magical compulsions<br/>*Dedication: Remaining true to your beliefs in spite of pressure<br/><br/>In addition to the 15 abilities above, there are three categories for classes, which the player assigns based on character skill. The "other" classes category can not be ranked higher than "minors", and "minors" can not be ranked higher than "majors."<br/><br/>Classes:<br/>Majors (Pick 2 Best)<br/>Minors (Pick Any Other 3)<br/>Others (Pick 4 Worst)<br/><br/>The classes are:<br/>*History of Magic<br/>*Astronomy<br/>*Muggle Studies<br/>*Care of Magical Creatures<br/>*Ancient Runes<br/>*Arithmancy<br/>*Potions<br/>*Divination<br/>*Herbology<br/><br/>Each student has 20 points to spend on abilities (including classes) and 8 points to spend on specialties.  If making a secondary or tertiary character, those characters start with 17 points on abilities and 6 points on specialties.<br/><br/>All abilities start at 2.  Raising from a 2 to 3 costs 1 point.  Increasing from 3-4, 4-5, 5-6, or 6-7 costs 3 points.<br/>All specialties start at 0, and cost 1 point to buy.<br/><br/>Whenever you test with an ability, roll a number of D6s equal to the ability and add them up.  Specialties let you roll extra D6s, but you only keep a number equal to the ability.  For example, a character with Agility 3, Fly 1 would roll 4 D6, but only add the three highest.