Attributes

Since Teraurge is a role-playing game, characters are obviously going to have some sort of attributes alongside hitpoints (they are referred to as skills as well, since there are no traditional RPG skills in the game). The attribute system is very similar to SPECIAL with luck being replaced by will and a different order of the attributes.

At the start of the game, players can add 16 points total to their attributes, all of them starting at 4 points that can't be taken away. There is no hard upper limit, but in the end, the player can't have more than 20 points in a single attribute. This is a waste anyway, as skill checks only deal with a 10-level scale.

There are two main uses for attributes: combat and dialogue stat checks. In combat, each move costs a certain number of attribute points that are replenished after ending a turn. In dialogue, there's many situations where higher level of a skill turns circumstaces for the better or unlocks hidden player options.

Future
The system is to be revamped in later versions, with perception being removed entirely and there being only four possible levels in eaach attribute. With the expanded combat, other skills should play a role in it, too.

This isn't planned until after v2, most probably for v3.