You have 5 main stats that can range from -1 to +2 these are relevant for your saves and certain class abilities. They all start at 0.
Strength (STR): Grants you bonuses to your Stamina, Melee Attacks and Carrying Capacity. Strength Saves may be made to withstand poisons or forces.
Dexterity (DEX): Grants you bonuses to your Ranged Attacks. Dex saves are made to avoid explosions and traps.
Intelligence (INT): Grants additional capacity to learn skills and languages.
Charisma (CHA): Determines how many followers you can have, your ability to network and your ability to resist mind control.
Perception (PER): Determines the ability to notice fine details
You also have a secret 6th Attribute, Luck.
If you increase your luck you add 2 dice to all your skill checks, if these dice both roll 6s something fortunate happens, however if they both roll 1s something unfortunate occurs.
You also have 3 saves, which are derived from your attributes
Physical Save (PHY): DEX + STR + Level, determines ability to withstand and evade.
Mental Save (MEN): INT + CHA + Level, saved to resist mental influences.
Perception Save (PER): PER + Level, save against hidden things.
Your Skills are descriptions of what talents you have learned from your past. You will make one from a question your class poses and one to describe your background. They should be written as a sentence, for example: Lookout for the bottlestreet gang +2.
Skills can range from 1-3, with a skill of 3 being the most skilled a mortal can reasonably get. Skills start at 1 and you may have a total of 7+INT dice collectively in all your skills.
Stamina is a measure of a characters ability to keep going. In combat damage is dealt to stamina before dealing wounds. You regain all stamina when you Recover.
Stamina can also be expended to Push Yourself granting you +1d on a skill check.
When you run out of stamina in a fight or you are hit by something unexpected like a trap you may take Wounds. A Wound will be described in a few words, like “broken arm” or “pounding headache”, that describe an ailment.
When you would make a roll where that ailment would impede that action you take a -1d penalty to the roll.
Your third wound is a Critical Wound, when you are critically wounded you are incapacitated until somebody stabilizes you. Once stabilized you may continue to adventure but may not regain Stamina until the wound is healed.
Between adventures you will have Downtime, each downtime begins with Recovery.
When you recover you regain all stamina, and regain any class resources that restore on recovery. If wounded you may begin a 6 segment healing clock, you fill this by finding a healer and rolling a skill check with them. When the clock fills you may clear all wounds.
Outside of downtime a character can take 10 minutes and consume a ration to rest. Gaining ½ their maximum stamina and recovering [½level] abilities that return on recovery.
Healing
The hearthkeeper watches over all humans. When you rest at a blessed hearth* you may take an ember with you. This ember contains 1 Hope for each party member, you can expend a hope while touching another party member as an action to let them recover [faith]d6+[level] stamina. Outside of combat this grants an additional stamina per dice.
/* A hearth in a settlement, shrine to the Aborea or any flame anointed with holy oil counts as blessed.
Faithless: Worshipers of other, or no, gods may still share the Hearthkeepers warmth. A party that follows a different religion my have their own rites of Faith instead.
Shrines to the Gods
Shrines to the gods of the Aborea are common about the land. If you find a shrine that has been abandoned or desecrated if you take the time to restore it (10 minutes, double if desecrated) you may recover 1 faith. You may also make a sacrifice to the flame at any shrine you find, if this sacrifice is meaningful to you then you may regain 1 faith.
Other Gods
Worshipers of other pantheons may carry with them sacred objects of their own which contains their faith. These may be able to be refilled at a temple, by praying beneath the moon or another similarly limited method. Those who believe in no gods, or see them as unworthy of worship, gain Faith from the Laughing God, who finds it hilarious to bless them.
Bad Luck:
Take a minor wound such as a sprain, it will go away after your next roll.
Lose 1 piece of equipment or coin
Name a character who you are enemies with, they will run into you in the next scene
Good Luck:
Find 1 coin or useful piece of equipment in your vicinity.
Gain a +1 bonus to your next roll
Name a character you'd like to see, they will appear in the next scene.