Player character

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In *Stygian: Reign of the Old Ones*, players can either create a custom character or select from several pre-made characters to serve as their avatar in the game.

## Character Values

There are a number of numeric values that define various capabilities of the player character.

### Attributes

Player characters have six attributes, which define the character's most general capabilities:

* **Physique** determines your character's general physical prowess and is frequently used with *Melee* and *Survival* skills.
* **Agility** determines the extent of your character's overall dexterousness and is frequently used with *Athletics*, *Firearms*, *Melee*, *Subterfuge*, and *Stealth* skills.
* **Senses** determines your character's overall perceptiveness of the outside world and is frequently used with *Firearms*, *Investigation*, and *Survival* skills.
* **Mind** determines your character's intellectual accumulation as well as cognitive faculties and is frequently used with *Medicine*, *Occult*, *Psychology*, and *Science* skills.
* **Will** is the attribute of exercising self-control as well as utilizing spiritual power and is frequently used with *Occult* and *Survival* skills.
* **Presence** determines your character's attractiveness, charisma as well as personal charm and is frequently used with *Speechcraft* skill.

### Skills

There are eleven skills available to player characters, defining more specific capabilities:

* **Athletics** is the skill that enables characters to move gracefully, dodge attacks and perform athletic manoeuvres. Affects *Throwing* and *Physical Defense*.
* **Firearms** is the skill of operating all kinds of firearms from pistols to machine guns and everything in between. Affects *Ranged Attack*.
* **Investigation** is the skill of observance, deduction, clue hunting, locating hidden objects and finding subtle connections. Affects *Sense Threat* and *Spot / Detect*.
* **Medicine** is the skill of preparing remedies, performing medical operations and the general study of plants and pharmaceuticals. Affects *Medical Research*.
	+ As this skill increases more blueprints will become available through *Medical Research*, see Medical Research Blueprint Chart.
* **Melee** is the skill of hand-to-hand fighting and handling melee weapons. Affects *Melee Attack*.
* **Occult** is the skill of comprehending the unknown and grasping the knowledge of the mythos. Affects *Spellcraft* and *Occult Research*.
* **Psychology** is the skill of sensing the motives of others, conducting mental therapies and studying neurotic phenomena. Affects *Mental Resistance*.
* **Science** is the skill of understanding the material world, making inventions and grasping the principles of scientific facts, in this world and the next. Affects *Scientific Research*.
	+ As this skill increases more blueprints will become available through *Scientific Research*, see Scientific Research Blueprint Chart.
* **Speechcraft** is the skill of influencing others with words, navigating wisely through a heated debate and mastering the art of the demagogue.
* **Stealth** is the skill of dispersing into the shadows, fading from the eyes and ears of would be detectors. Affects *Stealth Value*.
* **Subterfuge** is the skill of dirty tricks, lock-picking, and muggery.
* **Survival** is the skill of self-reliance, endurance, and the knowledge of making ends meet with minimal resources. Affects *Damage Resistance*.
	+ As this skill increases more blueprints will become available, see Survival Blueprint Chart.

A character's archetype defines the three skills he or she can raise to the full maximum value, with the effective maximum for the remaining skills being lower.

### Secondary Stats

Secondary stats are character values derived largely from attributes and skills, and include the following:

* **Health** is the pool from which every physical damage received by the characters are subtracted from. Exhaustion of current Health Pool points below the critical levels result in various morale conditions and combat penalties. Affected by *Physique* and to a lesser degree *Will* attributes.
* **Sanity** is the pool from which every mental damage received by the characters are subtracted from. Exhaustion of current Sanity Pool points below the critical levels result in various mental conditions and neurotic diseases. Affected by *Mind* and *Will* attributes.
* **Action Points** determines the limit by which the cost of each combat action is subtracted from. Every character can commit to a number of combat actions limited by the amount of total action points. Affected by *Agility*, and to a lesser degree *Senses* attributes.
* **Reaction** is the determinant of a character's swiftness for taking action in a combat turn. Affected by *Senses* attribute, and to a lesser degree *Agility* and *Mind* attributes.
* **Stealth Value** is a character's ability of hiding, sneaking, and avoiding detection. Affected by *Stealth* skill, and to a lesser degree *Agility* and *Senses* attributes.
* **Melee Attack**: Determines a character's level of competence for utilizing melee weaponry. Affected by *Melee* skill, and to a lesser degree *Physique* and *Agility* attributes.
* **Melee Dmg Bonus**: Determines the number of points by which inflicted Melee Damage is added to for each time a successful melee attack is made by the character. Affected by *Physique* attribute.
* **Ranged Attack**: Determines a character's competence for operating projectile and ranged arsenal. Affected by *Firearms* skill, and to a lesser degree *Agility* and *Senses* attributes.
* **Throwing**: Determines a character's level of competence for throwing objects over a distance within Throwing Range. Affected by *Agility* attribute and *Athletics* skill.
* **Throwing Range**: Determines the distance by which thrown objects can be hurled at by the characters. It is equal to your *Physique* attribute value.
* **Spellcraft**: Determines the level of spells which the characters can attempt at casting and the potency of a character's magickal output. Affected by *Will* attribute and *Occult* skill.
* **Critical Success**: Determines the chance of a critical combat success after a successful action.
* **Critical Failure**: Determines the chance of a critical combat failure after an unsuccessful action.
* **Physical Defense**: Determines a character's level of competence for withstanding attacks and effects of physical nature. Affected by *Athletics* skill and to a lesser degree *Agility* and *Senses* attributes.
* **Supernatural Def**: Determines the level of competence for withstanding attacks and effects of supernatural nature. Affected by *Occult* skill, and to a lesser degree *Will* and *Senses* attributes.
* **Damage Resistance**: Determines the number of points by which the amount of sustained Health Damage will be subtracted by each time the characters receives such damage. Affected by *Physique* attribute and to a lesser degree *Survival* skill.
* **Mental Resistance**: Determines the number of points by which the amount of sustained Mental Damage will be subtracted by each time the characters receives such damage. Affected by *Mind* attribute and to a lesser degree *Psychology* skill.
* **Occult Research**: Determines the limit of points that could be spent per rest for research activities that utilize the knowledge of Occult skill. Affected by *Mind* attribute.
* **Scientific Research**: Determines the limit of points that could be spent per rest for research activities that utilize the knowledge of Science skill. Affected by *Mind* attribute.
* **Medical Research**: Determines the limit of points that could be spent per rest for research activities that utilize the knowledge of Medicine skill. Affected by *Mind* attribute.

### Perks & Abilities

As the player character levels, perks and abilities will be made available. A full list of perks and abilities can be found here: Perks & Abilities

* Defects, which function as negative perks, will also be accrued by the player character as they gain ANGST levels.

## Pre-Made Characters

Players have the following pre-made characters to choose from if they do not wish to create a custom character:

## Custom Character Creation

Creating a custom character consists of seven steps.

### Gender Selection

The horrors of Stygian do not discriminate based on your character's gender.
However, gender does play a role in some events and dialogues, opening up different role-playing opportunities.

Player characters may be either male or female.

In the game demo, the female player character model is not available, so they use male character models.

### Age

This is the age that your character begins the game with.
Age determines the starting numbers in Attribute and Skill pools.

A player character may be young, adult, or old:

* "**Young** characters are in their physical prime but lack the experience of older characters."
	+ "Starts the game with a bonus point in either Physique, Agility, or Senses but is penalized with 2 less skill points."
* "**Adult** characters have a balance in physical aptitude and life experience."
	+ "Starts the game with the default values in attributes and skill pools."
* "**Old** characters are in physical decline but have acquired more life experience than younger characters."
	+ "Starts the game with a penalty in either Physique, Agility, or Senses but is awarded with 2 more skill points."

When selecting either young or old, players must also choose the attribute to increase or decrease, respectively, before moving on to the next step.

### Archetype

This is your character's profession and overall theme. The Archetype determines the set of skills at which your character will excel at during the game, as well as some of your role-playing options.

There are eight archetypes from which to choose for a player character, with each archetype having a variety of options for their background.

**Academic**

"This character used to be a research scientist at Miskatonic University. Sent on a remote expedition in a foreign land, he had no warning of the doom patiently waiting beneath the frigid wastes."

"Medicine, Psychology, and Science skills can be improved to the maximum level."

Starts with the following items: Academic Starting Items.

"Requires a minimum score of 6 in Mind."

Available backgrounds:

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> **Scientist** *(Default background)*
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> *"The character has no particular advantages or disadvantages and starts the game with the usual specifications of your chosen archetype."*
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> **Researcher**
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> *"You were a research assistant at Miskatonic University. Years of physical inactivity has taken its toll on you."*
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> Faster Scientific and Medical Research, -1 Physical Defense.
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> **Psychiatrist**
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> *"You have a diploma in Psychiatry. For a long time, you believed the supernatural existed only in people's minds."*
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> +1 Psychology, -1 Supernatural Defense
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> **Physician**
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> *"You graduated from Miskatonic School of Medicine and spent the last several years away from physical conflict."*
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> +1 Medicine, -1 Melee Attack, -1 Ranged Attack
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**Aristocrat**

"After the loss of his mother, this character is the sole remnant of a noble family. The memories provoked by his return to the family estate are not all pleasant."

"Occult, Science and Speechcraft skills can be improved to the maximum level."

Starts with the following items: Aristocrat Starting Items.

"This archetype has no attribute requirement."

Available backgrounds:

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> **Patrician** *(Default background)*
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> *"The character has no particular advantages or disadvantages and starts the game with the usual specifications of your chosen archetype."*
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> **Prodigal**
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> *"You inherited a considerably large legacy from your parents and had the chance (or the misfortune) to afford being repulsive."*
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> Starts the game with extra jewellery, Lower Sex Appeal
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> **Cursed Bloodline**
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> *"A terrible sin committed in the past still haunts your family. You meddled with the occult to lift the curse, but to no avail."*
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> +1 Occult, +3% Critical Failure Chance
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> **Bankrupt Royalty**
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> *"Your family went bankrupt and lost almost all of its property. You had to learn the facts of life the hard way."*
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> +1 Survival, starts the game with less Cigs
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**Criminal**

"This character used to be a hired gun for an underworld boss. His last stop on a long night of collecting protection money was a nightclub known for its patrons' peculiar taste in entertainment."

"Firearms, Stealth, and Subterfuge skills can be improved to the maximum level."

Starts with the following items: Criminal Starting Items.

"Requires a minimum score of 6 in Agility."

Available backgrounds:

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> **Gangster** *(Default background)*
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> *"The character has no particular advantages or disadvantages and starts the game with the usual specifications of your chosen archetype."*
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> **Thief**
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> *"You have a past in thievery and excel at moving silently but you often choose to run away when things get hot."*
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> +1 Stealth, -1 Melee Attack
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> **Hitman**
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> *"You were a hired gun for the mafia. You carry the weight of the dead bodies you left in your wake."*
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> +1 Firearms, +50 ANGST
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> **Con Artist**
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> *"You can persuade people into believing you are the prince of Arkham but often shy away from physical conflict."*
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> +1 Speechcraft, -1 Physical Defense
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**Explorer**

"This character is a professional hunter and adventurer. While exploring the Dark Continent, he met an ancient tribe. What he views as simple tribal superstition will come back to haunt him."

"Athletics, Firearms, and Survival skills can be improved to the maximum level."

Starts with the following items: Explorer Starting Items.

"Requires a minimum score of 6 in Agility."

Available backgrounds:

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> **Adventurer** *(Default background)*
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> *"The character has no particular advantages or disadvantages and starts the game with the usual specifications of your chosen archetype."*
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> **Pathfinder**
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> *"You used to earn your living as a guide in uncivilized territories. You prefer to move with a lighter load for better mobility."*
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> Lower chance of random combat encounters, Lower inventory capacity.
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> **Mountaineer**
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> *"You tested your endurance in the past by reaching the peaks of tall mountains. You rarely leave things to chance and act cautiously."*
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> +1 Athletics, -2% Critical Success Chance
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> **Big Game Hunter**
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> *"You were a trophy hunter, seeking glory in conquering the wild. You learned to keep your prey at a distance and shun the opposite scenario."*
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> Higher damage to beastly enemies, -1 Melee Attack
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**Investigator**

"This character is a private investigator who used to work for the Boston Bureau of Investigation. His latest case, attempting to locate a missing child, turned out to be much more complicated than a common kidnapping."

"Investigation, Firearms, and Psychology skills can be improved to the maximum level."

Starts with the following items: Investigator Starting Items.

"Requires a minimum score of 6 in Senses."

Available backgrounds:

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> **Detective** *(Default background)*
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> *"The character has no particular advantages or disadvantages and starts the game with the usual specifications of your chosen archetype."*
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> **Occult Detective**
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> *"You encountered the supernatural in some of your past cases. Those experiences still haunt you."*
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> +1 Occult, +50 ANGST
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> **Ex-cop**
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> *"You have a past in law enforcement. The things you witnessed on duty left their mark on your mind."*
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> +1 Firearms, -5 Total Sanity
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> **Bounty Hunter**
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> *"Your bounty hunting past taught you how to approach your targets unnoticed. For the right amount, you brought them, dead or alive..."*
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> +1 Stealth, can only be chosen by Materialistic characters
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**Occultist**

"This character is a member of a hidden order. The backing of the order has made life easier so far, but the invitation rite required to join the inner circle may involve some complications..."

"Investigation, Medicine and Occult skills can be improved to the maximum level."

Starts with the following items: Occultist Starting Items.

"Requires a minimum score of 6 in Will."

Available backgrounds:

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> **Secret Society** *(Default background)*
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> *"The character has no particular advantages or disadvantages and starts the game with the usual specifications of your chosen archetype."*
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> **Mesmerist**
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> *"You were a practitioner of Mesmer's magnetism techniques and learned a lot about psychology from your former patients, along with their darkest secrets..."*
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> +1 Psychology, -5 total Sanity
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> **Depraved Occultist**
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> *"Like Crawford or Rasputin before him, you have an unholy aura of sexual magnetism but tend to neglect studies in favor of carnal pleasures."*
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> Higher Sex Appeal, Slower Artifact Research
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> **Alchemist**
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> *"You are adept at the esoteric art of alchemy, but the fact that you are able to produce all kinds of remedies might make your competitors dislike you..."*
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> Considerably higher Medical Research Rating, Lower Trading Value
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**Performer**

"This character is an actress/actor for a traveling theater troupe. She was invited to Arkham by a woman desiring a private performance at her mansion. How could she refuse such an enthusiastic admirer?"

"Athletics, Speechcraft, and Stealth skills can be improved to the maximum level."

Starts with the following items: Performer Starting Items.

"Requires a minimum score of 6 in Presence."

Available backgrounds:

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> **Actor** *(Default background)*
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> *"The character has no particular advantages or disadvantages and starts the game with the usual specifications of your chosen archetype."*
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> **Movie Actor**
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> *"You had some roles on the silver screen. You have "it" but also have a tendency to fall into addiction easily."*
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> Higher Sex Appeal, Lower Addiction Threshold
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> **Juggler**
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> *"You earned your living as a juggler for a long time. Your moves tend to be flashier but also riskier."*
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> +2 Throwing, +3% Critical Failure Chance
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> **Busker**
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> *"You were a busker in your past and know how to survive on the streets though you never had much wealth."*
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> +1 Subterfuge, starts the game with less Cigs
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**Soldier**

"This character took part in a secret government assault on an isolated coastal town. The enemy was not entirely human."

"Firearms, Melee, and Survival skills can be improved to the maximum level."

Starts with the following items: Soldier Starting Items.

"Requires a minimum score of 6 in Physique."

Available backgrounds:

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> **Private** *(Default background)*
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> *"The character has no particular advantages or disadvantages and starts the game with the usual specifications of your chosen archetype."*
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> **Military Intelligence**
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> *"You served in the Military Intelligence. Your position kept you away from active duty for the last few years."*
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> +1 Subterfuge, -1 Physical Defense
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> **Marine**
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> *"You served as a member of the Marine Corps. Screams of your fallen squadmates still echo in your mind."*
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> Starts the game with "Aimed Shot" ability, -5 total Sanity
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> **Bouncer**
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> *"After leaving the service, you took a job as a bouncer to support yourself. You got a lot of practice showing the troublemakers their place, but unfortunately took a few heavy blows to the head in the process."*
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> +1 Melee, -1 Reaction
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### Belief System

Belief Systems determine how your character deals with the warped reality of the new Arkham. Properly role-playing your chosen belief system will grant valuable sanity points.

The six available Belief Systems are:

* **Humanistic**: *Throughout history, mankind has survived countless threats. If we stop wringing our hands and start cooperating, we will live to see the human spirit prevail once again.*
	+ Extra sanity can be gained by selecting humanistic dialogue choices and committing acts of altruism.
* **Materialistic**: *If we're all doomed, let's make our final days worthwhile. Wealth, lust, power... pursue whatever eases your pain.*
	+ Extra sanity can be gained by selecting materialistic dialogue choices, through material gain and acts of self-indulgence.
* **Nihilistic**: *At last! There is no doubt that human beings are of no significance in the cold machinations of the cosmos. Thus, every action is of equal importance and worthlessness. Just as it has always been.*
	+ Extra sanity can be gained by nihilistic dialogue choices. A nihilist cannot gain sanity through her actions but begins the game with higher mental resistance.
* **Divine**: *The Black Day is God's final test of humanity. We failed him once, but he has given us this last chance of redemption. Those who are alive survived this for a reason: To prove that mankind is not without hope.*
	+ Extra sanity can be gained by selecting faithful dialogue choices and through acts of divine worship.
* **Rational**: *No matter how unusual or baffling, no phenomenon is beyond the boundaries of science and rational thought. There has to be an explanation. What must be done is to search and find it.*
	+ Extra sanity can be gained by selecting rational dialogue choices and through scientific and medical research. (Science or Medicine Skills Recommended)
* **Esoteric**: *When supernatural becomes natural, the only path is to embrace the knowledge of the ancient forces behind the veil. We must tap into the hidden arts and realize our potential in order to survive, and eventually dominate!*
	+ Extra sanity can be gained by selecting esoteric dialogue choices and through occult research. (Occult Skill Recommended)

### Character Identity

Choose how your character will be visually portrayed in the game and name your character.

In this step, players must select a portrait and a name for their character.

### Stat Distribution

Distribute the available number of points to character's Attributes and Skills.

The player can now modify their starting attributes and skills. Normally, players will have seven or nine attribute points and (depending on age) three, five, or seven skill points.

### Confirmation

The final screen allows the player to review their choices before confirming them and starting the game.