Character Development

In the game world of **Neverwitcher**, each character is given various means to develop their character and excel in any given field.

Unlike other RPGs, **Neverwitcher** does **not** have simple experience points nor levels. Instead, physical activities such as combat and training grant physical skill points (PSP), speaking to other characters and other social activities grant social skill points (SSP) and magical activities (which can only be done by those with a vigor score) grant magical skill points (MSP). Additionally, there are universal skill points, which are awarded for certain quests, given at character creation and/or can be granted by *Game Masters*. These points can then be used before resting to buy / increase skills.

Skills come in many different varieties, from combat based to magical ones down to simple things like fishing and cooking. They can improve skill checks, damage, prolong durations, grant more vitality, more vigor, more spells and much much more.

## Ability scores

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A carry-over from the base game (NWN2), each character has six (6) base ability scores which are defined at character creation. There is a seventh, Luck, which characters can neither actively use nor actively increase.

* **Strength**: The physical prowess of the character, translates also to 'body'. Strength also increases melee damage and bow damage/range.
* **Dexterity**: The ability to be nimble, to be coordinated. It measures agility, reflexes, and balance.
* **Constitution**: Constitution represents the health and stamina of your character, which increases vitality.
* **Intelligence**: Intelligence determines how well your character learns and reasons.
* **Empathy**: Empathy describes a character's willpower, common sense, perception, and intuition, whereas Intelligence represents the ability to analyze information.
* **Charisma**: Charisma measures a character's force of personality, persuasiveness, and ability to lead ... but **not** how attractive they are.
* **Luck**: A stat characters have no control over. Luck can be gained in various ways. Luck *sometimes* activates and allows the character to re-roll a failed save (especially if they would otherwise die). One re-roll equals one luck point.

#### Ability modifier

Another functionality used from D&D, a ability score modifier is the value of the score above 10. The modifier is equal to +1 for every 2 points above 10 in that ability score (or -1 for every 2 full points below 11). This value is used as "Dilettant" bonus; every skill your character has not acquired (zero points invested) you gain the corresponding ability modifier as dilettant bonus. This bonus goes away if you invest skill points, however.

#### Ability maximum

Regular humanoids cannot raise their physical attributes above 20. The only ones who can are mutants (this does not necessarily mean only Witchers however).

## Saves

Another carry-over from D&D, each character has three (3) saving throws that are automatically used in combat.

* **Will**: is related to a character's ability to withstand damage thanks to his mental toughness. The Empathy modifier is applied to will saving throws.
* **Fortitude**: is related to a character's ability to withstand damage thanks to his physical stamina. It measures a creature's ability to stand up to physical punishment or attacks against vitality and health. The Constitution modifier is applied to fortitude saving throws.
* **Reflex**: is related to a character's ability to withstand damage thanks to his agility or quick reactions. The Dexterity modifier is applied to reflex saving throws.

## Progression

Each character gains skill points when they perform certain actions. These skill points can be spent when attempting to rest, the changes activate once resting has been concluded.

### Backstory Generator

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The first thing every new character is confronted with after logging in and accepting our terms of service is the Backstory Generator, a fully voiced dialog which can be used to flesh out your character. This includes homeland, family size/family fate, mentors, life events, lovers and enemies, sexual orientation, stance on racism, how your character became their chosen profession, their stance on that profession, their ethics, and much more. Some professions have entirely unique backstory paths, such as Witchers and Mages, while some have altered beginnings (like Druids). The backstory generator can be skipped, but some choices will be rolled randomly while most will remain empty (which also means no benefits).

### Veterancy

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While levels do not exist in Neverwitcher, your character does have a veterancy rank. Veterancy is gained by the amount of skills acquired and the amount of time your character existed. In your character sheet you see your veterancy plus your profession, so a merchant would be a *Learned Merchant* while a Mage could be a *Experienced Mage*.

1. Novice
2. Learned
3. Experienced
4. Seasoned
5. Master
6. Legendary

At each veterancy threshold your character is granted a new profession perk, which works like a skill that is awarded for free. Usually you may select from a list of perks.

### Character Values

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A character in the world of Neverwitcher has more than a few values of note that need to be managed.

* **Vitality** (Red bar): How many points of damage your character can take before they die. A yellow bar over the red one indicates pain (aka non-lethal damage).
* **Stamina** (Orange bar): Used for running (but not walking), combat, casting spells and other strenous activities. The display is current / current maximum (total maximum). Certain activities lower the current maximum. A full rest restores stamina to its total maximum.
* **Toxicity** (Green bar, not visible by default): The toxicity in your blood. Drinking Elixirs or Potions increases toxicity. If it hits 100%, you die.
* **Satiation** (Yellow bar on the left, stomach icon): How well fed your character is. If this bar falls too low your character begins to starve and die.
* **Sanity** (Yellow bar on the right, eye icon): How sane your character is. Regular people that run into monsters will lose sanity, becoming afraid or worse. Sanity is slowly restored through social interactions.