Character

Character

Four stats, five vitals and a level. Open the sheet with the Character HUD button or C.

The character sheet

Section Shows
Header Name, level, portrait (greyed when dead), position as sector x:sector y ยท x,y, XP bar; a +N button beside the level while stat points are unspent; the cause of death if dead; Equipment, Inventory, Fuse, Jobs
Condition HP, MP, STA as current/maximum; hunger and thirst as %; a warning when hunger holds health, or thirst stamina, below what stats buy; the four stats with gear's share; carried weight/capacity
Defence Resistance per pole from equipment and passives, as a fight works it out, positive is resisted; each active passive, its mana and its effect by pole, with the total mana held
Technique loadout Every technique with its cost and kind; neural capacity used/maximum; burden, and while Cluttered or Strained what it costs and how to clear it. See Techniques

Resistance poles: Ca+/Ca- (hot/cold), Ki, De+/De- (dense/diffuse), Co.

Stats

Eight points at creation, 0 to 8 each, spread by the name and movable by hand (Creating a character); one more per level, spent on any stat with no ceiling.

Stat Governs
Strength (STR) Physical damage, HP, carry capacity, physical technique cap
Reflex (REF) Turn order, hit chance, physical and magic damage, evasion, glancing blows, HP, escape rolls, ambush rolls, unslotting rolls, mana
Intelligence (INT) Magic damage, HP, mana, magic mitigation, magic technique cap, every crafting roll (Crafting), unslotting rolls, request refusal rolls
Fortitude (FOR) HP, carry capacity, neural capacity, physical mitigation, unslotting rolls

Example spreads, not offered as presets:

Spread STR REF INT FOR Leans to
Heavy 4 1 0 3 Melee, high HP, low mana
Quick 2 4 1 1 Speed, hit chance, evasion
Clever 1 2 4 1 Magic damage, high mana, low HP

HP, mana, carry and neural capacity: Reference: Derived values. Carrying more than capacity blocks pickups.

Vitals

Vital Colour Effect
HP Red Death at 0
Mana Indigo Spent by magic; active passives lower its ceiling by what they reserve
Stamina Green Spent by walking, wading, icy water, purging, escaping, fabricating, reheating, faction claims and treaties; at 0, no encounters
Hunger Orange Falls as you walk; caps health; spent by fabricating
Thirst Cyan Falls as you walk, faster; caps stamina; spent by fabricating

Stamina, hunger and thirst start at 100. Maximum stamina is 100, raised only by stamina lines on worn gear and lowered only by thirst.

Hunger and thirst

Neither deals damage; they lower the ceiling on health (hunger) and stamina (thirst), and the current value follows it down, never past the last point.

Bar Ceiling
Above 50 Full
50 to 20 Falls to 60%
20 to 0 Falls to 30%
Per step 2% chance of 1 hunger, 4% chance of 1 thirst
Fabricating Spends both; refused if either is too low (Crafting)

Stamina costs

Action Cost
Walking About 1 per 10 steps; low stamina also costs health (World)
Purging a technique Its weight
Escape attempt 1 per point of desperation, spent whether or not it succeeds
Fabricating The material's grade; cost only, never the odds
Wading 1 or 2 a step by depth, more on lost footing (Fluids)
Icy water Per unit drunk (Fluids)
Reheating a Foundry block ceil(2 * points) (Crafting)
Faction territory claim Drawn from every member, proportionally
Proposing or revoking a treaty Faction stamina, drawn from every member (Factions)

Claims run on a 30-second server timer, online or not, and can spend stamina an escape would need. See Factions.

Recovery

Vital Restored by
HP Sanctum rest, Minor Recovery Vial, praying at a grave
Mana Sanctum rest, Minor Mana Vial
Stamina Sanctum rest, praying at a grave
Hunger Eating, Sanctum rest
Thirst Drinking (well, river, lake), Sanctum rest

Resting works only in a Meditation Sanctum, pays once a second, and stops once everything is full, on an encounter, on leaving, or on death. Rest and prayer fill only to the ceilings hunger (HP) and thirst (stamina) allow. Eating and drinking take time; a step stops them and keeps what was finished. Rates: Reference: Recovery.

Levelling

A +N button appears beside your level while you have stat points to spend; it opens the Level Up screen.

Per level 1 stat point, to any stat
Preview HP, mana, neural capacity, carry capacity
Apply Level Up Needs every available point spent
Close Defers; unspent points accumulate
XP for level L 50 * L^2

XP awards divide by the mean level of everyone who fought (Combat). Points by level: Reference.

Generated from character.md.