Goblinium

BODY, MIND, SPIRIT

I've recently found myself musing - as I'm sure every author of their personal heartbreaker does - on Ability Scores. The typical elfgame lineup1 has always struck me as asymmetrical in design, though I could never truly put my finger on why I felt that way until stumbling upon this fantastic post by DIY & Dragons a while back where he breaks down what makes up an ability in great detail. I'd highly recommend taking a read as it offers an invaluable insight for those, like me, who are massive game design nerds.
Alongside this more abstract feeling was a more concrete issue I've had since even the golden days of playing AD&D as a kid - I can see the pitchforks on the horizon already - and that is the chasm between the attribute score and the ability score. Don't get me wrong, I love a good 3D6 down the line as much as the next grognard, but the fact that shiny 18 is mostly unimportant beyond the +3 modifier it grants has always irked me.
Since working on my 2D6 based GLOGhack I've always wanted to play around with the idea of having a smaller, more meaningful set of attributes whilst also reducing the amount of math required. To this end I have taken inspiration from games such as Into the Odd and Maze Rats and tread the path of a 3 attribute system. Furthermore, in my effort to remove derived stats as much as possible, the system is eschewing Hit Points in exchange for attacks damaging attributes directly, the consequences of which work to keep the tension high.

It is known that Spells are made up of fundamental Essences, and the same could be said of all sapient creatures also. Where natural beings are, by definition, far less fantastical than magics, they can be broken down at a metaphysical level to three core components - BODY, MIND, and SPIRIT.

A player character will start with 1 point in each, and have 2 additional points to spend as they wish to increase these.

BODY

The measure of the vigour of a person. BODY is added to tests involving strength of muscle, deftness of hand, or trials demanding stamina.
Acts of physical harm will tend to target one's BODY. Should this ever be reduced to zero, one's lifeblood can no longer hold out and they will perish instantly.
A single lost BODY point can be restored by resting uninterrupted for 1 week. Certain magics and potions can also heal damage to the BODY.
A character has 7+BODY Inventory slots. Most items will take up a single inventory slot, however some items - such as large weapons, heavy armours, or great treasures - can take up multiple slots, and some - such as torches, arrows, or gold coins - can be stacked to take up only a single slot.
If a character's BODY is damaged and the slot it provided contains an item, they are unable to move until they drop the item(s) in that slot.
One's BODY can be honed through vigorous training, taking 1 month and costing 100xBODY in gold coins to increase by 1 point.

MIND

The measure of the mental prowess of a person. MIND is added to tests involving quick thinking, cunning deduction, and dealing with magic.
Acts of magical harm tend to target one's MIND. Should this ever be reduced to zero, one's mind crumbles and they fall in to a coma - in the absence of certain magics this is a permanent affliction.
A single lost MIND point can be restored by meditating uninterrupted for 1 week. Certain potions can also heal damage to the MIND.
A character has 3+MIND Mental slots. These slots hold that characters Templates and Known Spells. Each unique Template takes up 1 slot, irrespective of their level, as does each Known Spell.
If a character's MIND is damaged and the slot it provides contains a Template or Spell, then the abilities of that Template cannot be called upon; or the Spell cannot be cast until that damage is healed.
One's MIND can be strengthened through focused learning, taking 1 month and costing 100xMIND in gold coins to increase by 1 point.

SPIRIT

The measure of the reputation of a person in both the eyes of others and of the Devine. SPIRIT is added to tests involving inspiring courage, demoralising foes, and calling upon gifts bestowed by the Gods.
Acts of reputational harm tend to target SPIRIT. Should this ever be reduced to zero, the character will find themselves ostracised by those around them - merchants may refuse service, hirelings will be deaf to hiring calls, and even the Gods themselves may turn a blind eye to one's pleas.
Lost SPIRIT cannot be restored through ordinary means, however some magics can temporarily increase or mask one's SPIRIT.
A character has 3+SPIRIT Connection slots. These slots hold a characters Hirelings and Devine Gifts. Each Hireling takes up a single slot, as does each Devine Gift.
If a character's SPIRIT is reduced and the slot it provides contains a Hireling or Devine Gift then the character must surrender one Hireling - who leaves their employ immediately with any equipment they are holding on to - or a Devine Gift.
One's SPIRIT can be built up through extended revelry, lasting 1 month and costing 100xSPIRIT in gold coins - plus whatever consequences a roll on the Revelry Table reveals - to increase by 1 point.

  1. That is to say your typical affair of Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.

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