From publisher blurb:
The Wyrm Roleplaying System in Warrior, Rogue & Mage uses three basic attributes to describe a character: Warrior, Rogue and Mage. Each attribute is usually ranked from 0 to 6, but monsters and veteran characters may have higher values. If an attribute is ranked at 0 you can't use any skills related to that attribute. In the case of a Mage attribute of 0, the character can't cast even the simplest spell.
Each character is also further detailed by a few skills. Skills are abilities a character has learned over the years, like Riding or Thievery. Skills are not ranked like attributes; you either have learned a skill, or you have not. Each character starts with three skills of the player’s choice. Each skill is related to one of the attributes. This indicates what kind of attribute rolls the skill might be applied to. Note that you can't choose a skill if the relevant attribute is ranked at level 0.
Talents give player characters special abilities that set them apart from mere commoners. You don't have to roll the die in order to use talents. As soon as a character has acquired a new talent he gets access to a special ability. Some talents may be taken several times. Player characters start with one talent.
Publisher explanation as to logo:
You’ll probably notice the “wyrm Roleplaying System” logo on the back cover. That’s what I decided to call the underlying rules system which I want to use in at least a SF game as well. Why “wyrm”? You have to thank Firlefanz, a regular on the #rpmn IRC channel for that. Whenever we wrote WR&M she read “wyrm” for some reason. And so the name stuck. I also like how the Y in the logo looks a bit like a wrench. That fits well with the toolbox nature of the system, if you ask me.