The Character

In *Grimmwood*, each player gets a randomly generated character for each village he/she plays.

## Character creation

Before entering a village, the player is taken to the character creation screen, where some of the characteristics of **The Character** can be set. Once set, all of these, except the Items, remain permanent, while the character is alive, typically up to three weeks a game.

* **Name -** entered by the player.
* **Backstory** - this is an optional field, which gives the players the possibility to roleplay and/or describe some of their preferred actions, for example. In general, it can be used in any manner the player chooses, but roleplaying is encouraged.
* **Gender** - choose between male and female. This has no effect on any statistics, abilities, traits, professions and so on.
* **Portrait** - the portrait is automatically generated, picking different combinations of facial and hair properties. There is no limitation of the re-rolls of the portrait, so the players can do it until they are content with the generated image.
* **Traits** **and Items -** traits these define the character's abilities and disabilities for specific actions and situations. The items are his/her starting gear (5 food portions are always included). Traits and items can be re-rolled up to three times and only as combinations since the generation system balances weaker starting traits with better items and vice versa.

## Statistics

There are three types of statistics, that define the majority of the abilities and states of a character, listed below. Each of the statistics has a separate article for further clarification.

Note that **Traits** and **Conditions** are not considered as statistics, although they greatly affect the character.

### Primary statistics

Primary statistics change often in the game and those changes might have an immediate and dire effect.

* **Stamina** - this is the fuel of the character, his action points, needed for most of the actions in the game. The exact number of stamina points available is always indicated to the player.
* **Health** - as in most games, losing your Health here results in death. The health points are indicated by a health bar, without a numeric value shown.
* **Sanity** - the lower your Sanity is, the less efficient you are. Low Sanity results in some seriously unpleasant Conditions. The current Sanity is indicated by showing one of five possible states.

### Secondary statistics

Secondary statistics change even more often throughout the game than the primary, but their effect is lesser. Compared to Health and Sanity, it is much easier to restore good levels of your secondary statistics. These statistics are not shown to the player by numeric value or otherwise - the only indication comes from the conditions they cause.

* **Hunger** - increases with time and when the character spends Stamina and drops when the character eats. The negative Conditions, related to Hunger, are rarely life-threatening unless hunger persists too long.
* **Thirst** - increases with time and when the character spends Stamina and drops when the character drinks. The "dehydrated" Condition may result in death, during the Night Phase.
* **Carry Weight** - represents how heavy are the items the character carries. It affects the Mobility.
* **Cold** - planned feature, not yet implemented in the game.

### Action-related statistics

Action related statistics are not indicated to the player in any way. They are just mentioned in the Traits / Conditions / Items, that affect them and in Actions, that require them.

* **Strength** - affects actions like woodcutting and melee combat.
* **Perception** - affects actions like searching and ranged combat.
* **Dexterity** - affects actions like crafting and fighting.
* **Concentration** - affects actions like crafting and fishing.
* **Mobility** - modifies Stamina cost for travelling and the ability of a character to outrun an enemy.