There are 18 abilities, which are a combination of skills and attributes.  Each one starts at two and can be raised up to 7, though starting with a score that high is not recommended and pretty hard to justify.<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/>The abilities<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/>Animal Handling - Ability to train, charm, and ride animals<br/>*Charm: Endear animals to you<br/>*Train: Teach animals to do tricks or perform tasks<br/>*Ride: Ride animals large enough to carry you<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/><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/>Knowledge - general understanding and the world about you<br/>*Research: Searching for the answers needed<br/>*Magical Studies: Used for arithmancy, potions, divination, history of magic<br/>*Gossip: Knowing the rumors and possibly even secrets.<br/><br/>Magic - Raw magical aptitude (x2 cost)<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 Agility 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/><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/>*Sneak: You are adept in moving in the shadows, unseen and unheard<br/><br/>Strategy - Ability to captain a quidditch team or do well in strategy and warfare<br/>*Quidditch: Understanding the strategies and techniques the greats use<br/>*Command: In the fog of war, you are able to make sense and keep people following the plan<br/><br/>Thievery - Pick pocketing, casing a place, picking a lock, escaping from the brig<br/>*Disable Device: Defeating security systems is your skill<br/>*Open Lock: From a simple lock, to a complex safe, you know how to open things people don't want open<br/>*Sleight of Hand: You are skilled at using your hands to misdirect<br/>*Steal: Picking Pockets, slicing open coats, you are skilled at liberating from a person objects they want to keep<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/>Each student has 21 points to spend on abilities and 8 points to spend on specialties<br/>Each adult has 24 points to spend on abilities and 10 points to spend on specialties (but will be required to take an extra flaw)<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.  Magic costs double to raise<br/>All specialties start at 0, and cost 1 point to buy.  Magic specialties are not doubled.<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.