Wayfinder Mechanics

Unlike D&D we use a simpler system which uses a system of six character attributes, and traits to determine results. Unlike D&D the same task can be accomplished with multiple skills, and creativity is encouraged. As well as a "Hp" structure called spirits, banes, and boons. Making each encounter have an impact on the gameplay, but making it less likely that any one situation will kill you. As well as open up freedom of choice, and give varying results depending on how you accomplished the task. This helps create a more active form of play where your character isn't suddenly blocked by a wall of thorns, and has no option to get through without a torch, but rather that you may feel the effects later if you choose to push through them. All of this determined by your core attributes and previous actions.

'''Core Attributes are the fundamental aspects of a characters strengths. Each embodies a core concept of something one can "Posses" as a natural talent.'''

Athletics- Your Speed, Strength, Agility

Skill- Your talent, training  and fine movement.

Cunning- Your intelligence and street smarts.

Will- How tough you are when the going gets tough.

Charm- Your moxie and appeal.

Fate- Your power of luck and circumstance.

'''Of course there are other attributes, but those are often derivative of actions. The list goes like this though.'''

Spirit- The  amount of damage you can sustain before being forced out of a scene. Your maximum spirit is equal to  10+Willx5

Stress- What damage to spirit is called.

Favor- Raw favor of the land and the gods, often used as a currency.

Standing- Standing may be best on a excel sheet if you plan to play a while, but standing is often treated as a sign of your relationships with certain gods, towns, factions, and individuals of note.

'''Basic dice rolls work like this you roll a 1d6, and then multiply it by the governing attribute. For example you have a athletics of 3, and rolled a 4. Your overall dice roll is 12. If the roll is between two players the loser also takes stress equal to the difference in the rolls. In this case if your opponent only got a 4 you would cause 8 stress.'''

'''There are also a subset of attributes specific to each character. Often times symbolizing a item, blessing, specialized skill set/training, or state of being.'''

Boons

Thank the gods for your lucky stars boons are a gift and are often temporary, but sometimes core parts of the character. Whenever you succeed during a session you may be granted a boon. Even if it's just because you really impressed some random spirit out there.

Ex Boons:

Fawned Over

Warmth Of The Sun

Safety Harness.

Banes

Banes are essentially boons in reverse. Every time you are attacked during a session you may receive a bane. Sometimes even if you succeed in blocking the stress. Though they typically have a margin for error. They can be cured with a bit of effort though.

Ex Banes

Broken Arm

Clothes Stolen.

Weakened Immune System.

(Usually the threshold for a player inflicting a bane is six stress, but sometimes it can be done with as little as one, or even replace stress all together.

Possessions-This is your inventory,(And also a bad ghost joke.) it contains more then just physical objects though. Often including knowledge, training, and permanent blessings from the gods.