Stats, Skills, and how they work:
Okay, stats are divided into three categories:
Physical: How physically fit a character is. How much they can lift, how fast and how far they can run, how long they can be in battle before they start taking penalties. All combat skills are governed by this stat. 4 is peak human, with 5 breaking into superhuman. Every point after 2 starts giving a +10 to all rolls.
Intelligence: Fairly self-explanatory. How smart the character is. This effects things like economic decisions, research actions, and intrigue actions, when taking a personal hand in them.
Charisma: How well-spoken, attractive, and persuasive the character is. Diplomacy actions are effected by this.
All these skills govern over their own skill trees. For every ten points in a skill, you get a +5 to a d100 roll.
So, say you have a guy with 4 Physical, and a 50 in two handed weapons. He'd roll a +45, - from battlefield conditions, on a 1d100.
Dice rolls either have a difficulty given to them, or are rolled against an opposing character.
So, if we take the above example, and throw him against a guy with Physical 3 and a 70 in Sword and Shield, we'd roll a 1d100+45 versus a 1d100+45. Also taking into account such factors as exhaustion, wether the character been wounded or not, how firm is the ground, etc.. I'd add negatives based on said factors.
When Caor or other named character isn't taking a personal hand in an action, I'll roll a flat d100, with certain factors taken into account.
You can increase stats and skills by dedicating actions to them, though it'd be more expedient to increase your skills than your stats. I'll roll a flat 1d100, which has to pass a difficulty setting which increases as you get better, and then a d10 to determine skill increase. The 1d10 will get a modifier depending on if you crit or not. Crit's in this game are 95-100, with 100 being a Major Crit Success. Crit failures are 1-5, with 1 being a Major Crit Failure.