Attributes are the core statistics of inhabitants of the Weirlands. They represent an abstraction of an inhabitants abilities. Each attribute is scaled between 0 and 20, and is added directly to appropriate rolls.
Body and Mind
Attributes are split between Physical and Mental. Each of these categories has three statistics; Potential, Aptitude, and Durability.
Potential refers to a character's ability to perform feats of physical strength and mental power.
A character's Mental Potential modifies their
- Magical damage
- Non-physical checks that require power over finesse
- Carrying capacity
A character's Physical Potential modifies their
- Non-magical damage
- Physical checks that require power over finesse
Aptitude refers to a character's ability to wriggle out of trouble and work their minds around problems.
A character's Mental Aptitude modifies their
- Magical attacks
- Magical defence
- Non-physical saves that require finess over endurance
- Non-physical checks that require finess over power
A character's Physical Aptitude modifies their
- Physical attacks
- Physical defence
- Physical saves that require finess over endurance
- Physical checks that require finess over power.
Durability refers to a character's ability to weather battle and environmental issues, and endure mental exhaustion and manipulation.
A character's Mental Durability modifies their
- Magical defence
- Non-physical saves that require endurance over finess
A character's Physical Durability modifies their
- Physical defence
- Physical saves that require endurance over finess
Checks and Saves
Outside of attack and damage, there are two types of dice rolls you are likely to need to make; checks and saves. The difference between a check and a save is simple. If you are performing an action, you need to make a check. If an action is being performed on you, you need to make a save.
It is important to identify which attribute you need to apply to your roll. If what you are trying to do or react to is magical in nature, then it should be a Mental attribute. Similarly, if it is physical in nature, it should be a Physical attribute.
As checks account for any non-combat action a character may take, there are limitless options. However, there are some common actions which are outlined below.
Common Physical Potential checks include
- Lifting, carrying, or moving heavy or unwieldy objects
- Breaking an obstacle
- Long-term athletic actions
- Holding your breath
Common Physical Aptitude checks include
- Performing acrobatics (jumping, vaulting, etc)
- Sleight of Hand, applying poisons, forgery
- Stealth, picking locks, disabling traps
- Escaping or applying bindings
Common Mental Potential checks include
- Bluffing, intimidation
- Using unfamiliar magical devices
- Emulating requirements of using magical devices
- Long-term mental exercise
Common Mental Aptitude checks include
- Diplomacy, persuasion
- Deciphering unfamiliar scripts
- Performing for a crowd
- Identifying others' motives
Saves are inflicted upon you. As such, the majority of them will independantly identify which attribute to use. However, for broader subjects, some examples are given below.
Common Physical Aptitude saves include
- Putting out a fire
- Dodging environmental hazards
Common Physical Durability saves include
- Enduring the effects of a poison or extreme environment
- Reducing the effect of environmental hazards
Common Mental Aptitude saves include
- Resisting bluffs, intimidation, diplomacy, and persuasion.
- Hiding your own motives.
Common Mental Durability saves include
- Enduring the effects of prolonged mental incursions
- Resisting the effects of an illusion or compulsion
Character Creation and Progression
At character creation, you begin with a score of 3 in each attribute. From there, you may add 21 points to your attributes, up to an initial maximum of 10.
Every 2 levels, starting from level 3, you may add 1 additional point to any of your attributes, up to the global maximum of level 20.