I've been doing some more work on my role-playing game. I hope to use it for all the campaigns I'm running eventually, but it's early days yet. All of this is subject to change as I continue to develop and tweak my ideas. I created the starting attributes for each player character. You would have 10 points to play with, and can free up more points by subtracting from any attribute that you'd want to be less than zero. You use these 10 points to determine how Clever, Aware, Strong, Tough, Influential, Nimble and Gifted your character is at the start of the game. The numbers applied to each attribute represent a dice roll modifier used during gameplay. A positive modifier in Cleverness would make your character better at solving logic problems and recall, while a negative modifier would hinder these same abilities. Your awareness affects your perception of others and the world around you, and also your ability to make wise decisions. A character's Strength is, obviously, how physically powerful your character is. Toughness determines how much punishment you can take. It's entirely possible to be very strong, but not particularly tough. This is known as being a Glass Cannon in role-playing circles. It's also possible to be very tough, and about as strong as an overcooked noodle! If a character is Influential, they tend to be better at negotiations and diplomacy. People like them. A negative modifier in Influence might have non-player characters take an instant dislike to you! If a character is Nimble, they have faster reactions and can deal with fiddly little things more easily. A negative modifier here might make your character clumsy. Most of these might be recognisable as analogous to the Ability scores in Dungeons and Dragons, just without having to convert those scores into modifiers. We're jumping straight to modifiers with this system! However, you may not immediately recognise the Gifted stat. This determines how naturally lucky a character is, but also determines their potential for greatness! You may have noticed from the starting professions that this game doesn't have any characters start with any magical abilities. Any potential for magic will be determined by your Gifted modifier later in the game. More updates as I write them!