Characteristics
- Intelligence
- represents both your memory as well as your ability to learn and think. It
is important for Abilities that require thought power and is paramount for the
magical Arts. A character is not necessarily stupid if she has a low
Intelligence; common sense, street savvy, and wisdom are not part of the
Intelligence score-these are facets of the character that are portrayed by the
player.
- Perception
- indicates how well you notice things going on around you, as well as your
powers of intuition. While sometimes a conscious thing, Perception often works
intuitively-you simply notice something. Besides letting you notice things, a
storyguide may have you roll Perception with various knowledge abilities to see
if you have the insight to understand or know about a certain fact or concept.
Perception is important for Abilities such as Alertness, Track, and Folk Ken.
- Strength
- is a measure of your physical power. It is your lifting, pushing, shoving,
heaving, and moving ability. Strength is important when hefting a melee weapon,
and when using brute, physical force against something or someone. People with
higher Strength are often bigger than those with lower Strength, assuming they are
within the same Size category.
- Stamina
- indicates how long you can continue to exert yourself as well as how much
physical punishment you can sustain. It is your staying power, both mental and
physical, and one of its most important components is simply will to live. Some
people are too mean to die. Stamina also helps determine how well you carry a
load, ignore fatigue, and withstand wounds.
- Presence
- describes your appearance, demeanor, and charisma. Personal tastes vary, but
within a culture good looks are standard enough that what is attractive,
interesting, or impressive to one person is likely the same to others. Presence
is also indicative of how imposing or intimidating you are; you might not be
physically attractive but your demeanor might command respect. Presence is
important for making a good impression, as well as for leading people.
- Communication
- represents your aptitude for self-expression. It is important when you are
attempting to verbally influence or communicate with another, or when trying to
do so through body language. Communication is the basis of most human
interactions, and a positive Communication score suggests a character who is
comfortable with or confident in his relationships with other people.
- Dexterity
- indicates the physical ability to move with agility and to manipulate what
you are holding with accuracy and grace. It indluces hand-eye coordination, fine
motor manipulation, and bodily grace. Dexterity helps determine how well you
swing a sword or throw a knife.
- Quickness
- indicates your reaction speed and reflexes. It is simply how fast you are.
Quickness helps determine who acts first when two people are trying to do
something with great haste. It also determines how well you do something when
you do it rapidly. Whenever Quickness modifies a roll, Encumbrance, the measure
of how loaded down you are, is applied as a penalty. In other words, you react
more slowly when carrying a heavy load.
These descriptions were taken verbatim from the Ars Magica 3d ed. rules. Typos are mine.
Ability conversions for an existing game:
| AD&D | Ars Magica |
| 1 | -7 |
| 2 | -6 |
| 3 | -5 |
| 4 | -4 |
| 5 | -3 |
| 6 | -2 |
| 7 | -1 |
| 8 | -1 |
| 9 | 0 |
| 10 | 0 |
| 11 | 0 |
| 12 | 0 |
| 13 | 1 |
| 14 | 1 |
| 15 | 2 |
| 16 | 3 |
| 17 | 4 |
| 18 | 5 |
| 19 | 6 |
| 20 | 7 |
| 21 | 8 |
| 22 | 9 |
| 23 | 10 |
| 24 | 11 |
| 25 | 12 |