Characteristics

Characteristics are the defining statistics of every character or NPC, and are the backbone of every action requiring a roll in the game.

In-game use:
The way characteristics are used is that when a roll must to be made, the most relevant or listed characteristic will serve as the DC (Difficulty Check, AKA a check). Then, all relevant modifiers will be added, and the roll will be made (1d100, or whatever amount of die are appropriate), to succeed the roll must be UNDER the net DC, then any follow-up rolls will be done (100's are always major failures and 1's are always major successes). [Example: Pushing a rock, use strength, strength = 51, DC 51, roll 1d100, rolled 43, check passed]

Improving characteristics:
Characteristics can be improved by a few means: Buffs from spells or other status effects, buffs from equipment, buffs based on the situation, etc; but the only ways to permanently buff any characteristic is through leveling up (Depends on level and class) or via an improvement check. Improvement checks can be done post session (If GM determines a skill was used enough for an improvement check) or after in-game time skips of a week or more, when rolling an improvement check, roll the base characteristic value DC and if you FAIL the roll, the characteristic can be raised by 1d10.

Characteristics over 100:
Should a characteristic value be above 100, the roll will be counted as a roll with a gross DC of 100, then modifiers will be added, and any value over 100 will simply be subtracted from the roll value. [Example: Str of 115, DC 100, 1/2 DC because difficult roll, net DC 50, roll 1d100, rolled 51, -15 from roll, net roll 36, check passed]

Strength:
Physical ability. Plays into carry capacity, melee combat, forcing obstructions away, etc.

Dexterity:
Accuracy and/or speed. Plays into firearm accuracy, other ranged accuracy, precise movements, etc.

Constitution:
Physical toughness. Plays into health pool, damage mitigation, resistances, etc.

Intelligence:
Factual knowledge. Plays into magic, problem solving, calculations, etc.

Wisdom:
Applicatory intelligence. Plays into magic, adapting knowledge/solutions, investigation, etc.

Charisma:
Social skills. Plays into seduction, manipulation, deceit, etc.

Willpower:
Psychological strength. Plays into courage, resistance, fear, etc.