Hausbrau uses 4 primary attributes and 18 skills. An attribute is what comprises your character and indicates their toughness, strength, intellect, etc. A skill is a series of abilities your character has in order to accomplish various tasks. These could be such things as perception, sneaking, lock picking and so on.
Strength: Dictates the strength of your character. Bonus is added to melee damage rolls, and strength-based checks.
Intelligence: Indicates the magical astuteness of your character. The bonus is added to spell damage or healing rolls, and knowledge-based checks.
Agility: How agile your character is. Bonus is added to sneak attacks, and agility-based checks.
Constitution: How hearty your character. Bonus is added to HP pool, and stamina-based checks.
A rule of thumb is that no Attribute should be higher than 20.
To determine any base skill bonuses, read the appropriate section on your class to see if you get any skill bonuses by default. In addition, you are allowed to distribute your Attribute modifier to the associated skills as you would like. For instance:
A Cleric has a +3 Intelligence Bonus. The player may choose to put 1, 2, or 3 points into the History skill. They may also choose to put 1 point in History and 2 points in Arcana, etc.
Unlike most other RPGs, Hausbrau uses a skill advancement system. Each skill has a point value needed to further progress a player’s proficiency in that skill. These points can be tracked on your Character Sheet, in the bubbles next to the Skill’s name. For example, a successful History check will result in 1 point for History. After 10 points, the History check bonus is increased by +1. These increases are in added to the bonus received by Attribute bonuses. So, the formula for a skill check is:
1d6 + Attribute Bonus + Class Bonus + Skill Level Bonus.
By default, all skills start at a skill level of 0 (not including any assigned Attribute bonuses) unless noted in your class notes. It is also worth noting, that in order to gain a point on a check, a roll must occur. This means if the GM gives a pass on a trap check wherein no dice needed to be rolled, then the player does not gain a point. However, the GM can choose to grant players a skill point, regardless of a roll occurring or not. Regardless of a skill check being successful or a failure, the player gets to add the point to that skill. As with skills in real life, messing up is part of the learning process. A skill may only ever increase to a bonus level +5 through skill points.