Each character consists of foundational traits:
* Attributes
* Skills
* Core Stats
which together reflect their capabilities, aptitudes, and resilience in a world shaped by technological ruin and environmental hostility.
Attributes represent broad inherent capabilities. They define how effective a character is in a general domain of action and are usually one of two Selectors. Attributes range from 1 (incapable) to 5 (peak human potential) and are derived from the total Score of Skills in that Category.
The Attributes of a Category have one point among them by default, but another Attribute point may be spent for every second level after.
An Attribute of 0 means the associated actions usually fail and the character is disabled in some way. Attributes from 1-5 represent increasing Adeptness, with a level of 1 being a weak point of the character, 2 being general competence. 3 being a strong point, 4 being extraordinary in that attribute and 5 being as adept as a human can be.
Each character’s competencies are divided into five Categories. These represent the broad areas in which skills are grouped and influence how a character interacts with the world, others, and their own potential. Categories are used to organize Skills and determine Attribute levels through accumulated expertise.
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Physical — Covers personal interaction with the physical environment.
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Social — Involves communication, influence, and interaction with other characters or sentient actors.
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Mental — Governs perception, analysis, knowledge and internal processing of information.
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Ability — Applies to general capability, adaptability, and tasks tied to a character’s role or identity.
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Special — Represents unique mechanics that can define a character’s gameplay.
Skills are trained proficiencies tied to Categories. Each Skill reflects specific knowledge or competence and is rated from 1 to 3:
- 1 – Proficient: basic training or general experience
- 2 – Skilled: advanced use or professional level
- 3 – Exceptional: while others may be as good, it is impossible to find someone who is clearly better.
In addition to Attributes and Skills, each character possesses three Core Stats, representing Characteristics that are not learned or (not usually) improved over the course of the game
- Resistance reflects the character’s capacity to endure Contamination and escape grievous Injury.
- Fate captures narrative weight, luck, and unrealized potential.
- Affinity measures the intuitive and technical ability to operate Technologies.
Each Core Stat ranges from 1-5, inclusive. Their total always adds up to 10
Surviving heavy Contamination might increase Resistance, Surviving dramatic, traumatic danger might increase Fate and a dramatic moment with Technology or long time immersion into a high tech Environment may increase affinity, at the detriment of another Core stat.
Categories are ordered and then Skill levels are divided among them: Each point represents one level in a skill, although level 3 skills should be exceedingly rare and well explained.
- Primary – 12 points
- Secondary – 10 points
- Tertiary – 8 points
- Quaternary – 6 points
- Quinary – 4 points
Unused Skill points are retained for later allocation into Attribute levels.
Character creation concludes when Skill points are spent and derived Attributes calculated. Skill choices should reflect the character’s background and narrative role:
- Level 1 Skills should be present in the backstory.
- Level 2 Skills should be justified with specific backgrounds, and character defining lived experience.
- Level 3 Skills require a strong narrative rationale.
Skill and Attribute development continues during play through roleplay, training, and downtime progression.
Points may be allocated at any point after their prerequisites are met - as long as they fit into the narrative.