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Characters

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

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.

Categories

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.

Skills

Skills are trained proficiencies tied to Categories. Each Skill reflects specific knowledge or competence and is rated from 1 to 3:


Core Stats

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

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.


Skill Point Distribution

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.

Unused Skill points are retained for later allocation into Attribute levels.


Finalization

Character creation concludes when Skill points are spent and derived Attributes calculated. Skill choices should reflect the character’s background and narrative role:

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.


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