So you are one of Gaia's children. By default your body is made of rocks and your powers are just a natural control over the basics of primeval magic. But don't worry, that can change.
You must choose your attributes.
The 8 attributes are Strenght, Dextery, Resistance, Intelligence, Wisdom, Willpower, Perception and Charisma. You must choose an order, from best to worst, for them.
After that you have 30 points to spend in differen abilities.
Magic: You have a limited control over the basics of primeval magic. Primeval magic is divided in several groups, depending on which aspect of reality they change. These groups are:
Creation: This is the power of creating things from nothing. At its lowest levels it can simply create small, simple objects, and its highest level, this is the power that Gaia herself used to create life.
Destruction: The complete opposite of creation, this is the power of bringing what is to nothing, from small energy beams able to kill small animals to the creation of black holes that erase everything from existance in several miles.
Transmutation: The power of changing what already is. The transformation of a given material into a different one or the ability to move objects using telekinesis are part of this path of primeval magic.
Control: From the crude ability of moving living beings with one's thought to the refined art of manipulating someone's emotions and senses, this path allows for control over the mortals.
Animism: The control of souls and manipulation of the supernatural. From being able to see spirits and ghost, to the principles of what evolved to be known as necromancy, this path allows its masters to warp the very nature of souls for their own benefit.
Healing: A self explanatory path, everything related to healing, from minor wounds to the full resurrection of the dead (although, given the chaotic nature of primeval magic, you might not want to try this).
Elementalism: The control over the four classic elements, wind, fire, water and earth, and their by-products such as ice, lightning and magma. You can try to master all four of them or focus on a given one.
Illusionism: The art of disguise and deception, of showing what is not there.
You can spend points into magic. Each point must be spent on one of the paths above. You start an extra 10 points ONLY for spending on these paths because of your natural connection with primeval magic.
Knowledge of the Occult: Points spent on this skill give you knowledge of creatures, rituals and gods.
Unnarmed Combat: How well you can use your body in combat.
Armed combat: How well you can use weapons in combat.
Persuasion: How good are you at persuading others.
Intimidation: How frightening you can be.
Academic skills: Engineering, medicine, chemistry, alchemy and so on. You must spend the points for each one of these separately (so you can have 3 points on medicine, 4 on alchemy and none on the others, for example).
Athletcism: How good you are at running, climbing, jumping...
Noticing: Can you notice things?
After this, we'll go for special features.