So stats show what kind of attributes you're focusing on for your character. I don't want people to worry they have misplaced their stats for their aims - there is nothing to stop you being a weightlifting Spellcaster, for example. Please consider the below more of a guideline/inspiration. Your stats are supportive of your play style.
Some NPCs will place more value on certain stats then others when interacting/influencing them.
Magic
A quick note on magic - there are two types of magic, at the moment I'm calling them
ignoble magic (bound in the physical world, such as anything elemental, the crucial building blocks of magic) and
noble/inert magic (divine magic such as healing falls into this category along with the fantasy style light and dark magics. Strange magics such as teleportation or spatial magic falls in this category as well)
Ignoble magic can be combined in many different variations to create new effects. So you could combine water and fire magics to make steam, for example. There are many unexplored and undiscovered types of magic that can be learnt from experimentation and study, leading to many types of magic uses and professions. A water mage, for example, may still be able to produce steam given the right circumstances. But the crazy steam wizard who has devoted his life to steam magic would know a larger variety of steam related 'spells'. And he could combine that with other magics to make even wilder things, perhaps to make aeresol poison clouds or new living clockwork inventions.
The line between ignoble and inert magic gets pretty blurry as combine enough ignoble magic and you'll eventually have something the guild would class as inert anyway.
As with everything else in this RP, don't get too hung up on the specifics - if there is a cool thing you want to do or aim for, we can talk out different ways to achieve it in a way that suits your vision of your character. If you have magics or skills that combo well together, I may suggest new skills you can adopt, but it is always optional (*with the exception of perhaps picking up a cursed item that grants skills, but nothing is unavoidable. The adventurers guild will know how to cleanse a cursed item, or can help you with a quest to do it. Cursed items are rare)
Stats
Stats can be improved IC over the course of the game.
A strong character may do well in combat and have the ability to lift heavy items or complete physically taxing tasks that cannot usually be achieved or do so in less time (e.g a character lacking strength may not be able to mine as effectively), strength may affect appropriate crafting skills.
Dexterity improves hand eye co-ordination, balance and can be a reflection of skill and grace. Dextrous characters have improved ability with ranged combat or combat styles that require finesse and poise. Dexterity is also great for crafting professions and increases success rate at creating intricate or sensitive objects. Dexterity is also reflective of someone's speed and reflexes. Dexterity affects stealth.
Vitality is the endurance of the body, ability to resist poisons and disease, draining effects and may reflect a strong emotional fortitude as well. Strength and vitality are similar in that vitality may improve a characters ability to perform a task for an extended period of time, or push themselves further then usual. A character with high vitality is more likely to sleep well and experiences less physical ailments. Characters with strong vitality can more safely experiment with eating foods/herbs/potions of unknown magical properties or traits.
Intelligence is often associated with people who use magic and is also representative of knowledge, languages, quick wittedness, logical processing ability and mental acuity. Intelligence increases endurance of the mind, this mental fortitude improves protection against magic and mental effects. Intelligent people make good inventors, problem solvers, and nearly all magic wielding people will have good intelligence. You must have at least 1 star in this stat to learn magic.
Wisdom is the endurance of the soul and protects from spiritual attacks. Wisdom can infer a strong sense of self or an innate understanding of a universal truth. Wisdom is required for magic that does not have grounding in the core elements, aka noble/inert magic. Examples include healing magic, light and dark and spatial magics. Wise people have good gut instincts and it is said wisdom can also confer good luck. For this reason wise people make good gatherers of ingredients, this stat can also be good for scouts. You must have at least 1 star in this stat to learn a relevant inert magic.
Charisma affects how a person is perceived to be and improves the chances of them 'getting their way' in social situations. There are different forms of charisma, such as someone appearing to be sweet and charming, another person a wisecracking smooth talker, and a third person may inspire fear. Charisma improves ones ability to interact with other creatures. It is great for traders, but also monster tamers and leaders. NPCs are more likely to interact in favourable ways to those with high charisma, and those in positions of importance (whether that be a noble or the local forest Dryad, or the alpha of a wolf pack) are more likely to keep tabs on these perceived up and comers. Those with higher Charisma can get crowds to listen to them and militia to organise. Charisma also affects ones ability to deceive, and makes it easier to spread tales of great deeds across the land - or advertise great products - or sew untrue rumours.
Stats can be combined together to reflect different archetypes. You may have an inventor with high intelligence and dexterity, who imbues their finely crafted creations with magic. A dextrous and wise scout may be quick at moving through the woods to report back, and always seems to luckily find what they're looking for. A cook with high vitality and charisma makes the amazing new dishes after befriending the local herbalist, and eating their new recipes themselves (able to withstand any negative effects from strange herbs!) to make magical dishes that revitalise their patrons. An intelligent and charismatic mage is able to discover greater heights and new combinations, while training the next generation of mages, who loyally travel from far and wide to learn from them.
Example distributions: a dextrous adventurer who takes slot of scouting missions and has a knack for detecting trouble and discovering locations of treasure
1x - Poor | 2x ★ Average | 2x ★★ Trained | 1x ★★★ Exceptional)
[ ★ ] [ ★ ] [ - ] S T R E N G T H
[ ★ ] [ ★ ] [ ★ ] D E X T E R I T Y
[ ★ ] [ - ] [ - ] V I T A L I T Y
[ - ] [ - ] [ - ] I N T E L L I G E N C E
[ ★ ] [ ★ ] [ - ] W I S D O M
[ ★ ] [ - ] [ - ] C H A R I S M A
Example distributions: a great mage who can use both types of magic, and crafts items that they enchant and sell in their shop
1x - Poor | 2x ★ Average | 2x ★★ Trained | 1x ★★★ Exceptional)
[ - ] [ - ] [ - ] S T R E N G T H
[ ★ ] [ ★ ] [ - ] D E X T E R I T Y
[ ★ ] [ - ] [ - ] V I T A L I T Y
[ ★ ] [ ★ ] [ ★ ] I N T E L L I G E N C E
[ ★ ] [ ★ ] [ - ] W I S D O M
[ ★ ] [ - ] [ - ] C H A R I S M A
Example distributions: a strong miner who explores dangerous underground caverns for rare veins and minerals
1x - Poor | 2x ★ Average | 2x ★★ Trained | 1x ★★★ Exceptional)
[ ★ ] [ ★ ] [ ★ ] S T R E N G T H
[ ★ ] [ ★ ] [ - ] D E X T E R I T Y
[ ★ ] [ ★ ] [ - ] V I T A L I T Y
[ - ] [ - ] [ - ] I N T E L L I G E N C E
[ ★ ] [ - ] [ - ] W I S D O M
[ ★ ] [ - ] [ - ] C H A R I S M A