Character Progression: Part 2
We’re past $36,000 and are steadily approaching our goal, your support continues to be amazing, thank you! Today for part 2 of Character Progression we’ll be talking about Traits, Injuries and Illnesses. While classifying Injuries and Illnesses as “progression” may be a bit of a stretch, they’re still kind of related and it felt necessary to include them here
Character Traits can be long lasting(some being permanent) or temporary. For a fresh recruit, most of the traits they begin with will be determined by their backstory, and these traits can be both positive and negative. Let’s say for example that a character’s backstory mentions that their house burnt down when they were young. This could give them the Pyrophobia trait which makes them vulnerable to fire damage, in addition to having a small chance to retreat from their position during combat whenever an enemy uses a fire-based attack. A trait like this is long-lasting but not necessarily permanent, and there would be a chance that they could eventually overcome their fear and lose the trait. A rare trait like Genius(granting a bonus to intelligence) would be an example of something that is permanent. Additionally, it is not one that could be taught or acquired later in life. A character would have to be generated with that trait in order to have it.
Backstory traits aside, most traits will require some sort of parameter to be met in order for them to be applied to a character. This parameter could be something that is capable of being met within a single mission or it may be require the character to continually perform certain actions over a longer period of time. The easiest example of the former would be the death of a character during combat. Depending on Affinity and Spirit levels, most characters will have some type of reaction to this event and it may result in the application of a negative trait for your party members. A temporary trait like Fearful could be applied in this circumstance, but given that it’s temporary, it may not last much longer than a single mission(especially if you are able to power through and “avenge” the fallen character).
While you’re not able to directly control what traits your character acquires, we have a few ways to give you some influence over the process. The first is the Mentor system which we mentioned briefly in yesterday’s update. Once a character reaches the rank of Master, they can become a mentor to a lower ranked character of the same class. By doing this, some of their more positive traits will get passed on to the apprentice, allowing you to sort of groom your characters if you wanted to.
The other method that we’d like to implement is part of the Guild Council stretch goal, specifically involving the Master at Arms and Archmage. Essentially, you would be able to assign each of your characters to study a specific subject, and each subject would have a number of traits associated with it. Over time, and depending on the skill of your Master at Arms and Archmage, your characters would adopt a few traits from their chosen category. So if you had a character with strong leadership traits that was close to retiring, it would be a good idea to task a younger character with the study of “Battlefield Command” so they could eventually serve as a replacement. Overall, character traits help ensure that each character in your roster is unique, while also adding an extra layer of strategic considerations, both in and out of combat.
Injuries and Illnesses function in a similar fashion to traits, in that they can both be temporary or permanent, and require certain parameters to be met in order to fire. They mostly occur during missions, and can come from both combat and non-combat scenarios. During combat, if one of your characters falls to 0HP and gets knocked down(but still survives), they may suffer some internal bleeding as a result. Outside of combat, your party could step on an unstable piece of the ground, fall through to a lower floor and suffer a couple injuries of in the process. Or perhaps you instruct one of your characters to inspect a rotting corpse, and they instead become afflicted with a terrible sickness.
Whatever the case, most ailments will start out as nuisances that your characters will be able to shrug off and continue on with the mission. Afterwards however, it’s important to seek the counsel of your physician and decide the best course of action. Both injuries and illnesses can progress into more serious complications if not treated properly, and in dire situations you may need to send your characters to an infirmary at a nearby city. Of course, you will need to pay fees in order to stash a character at an infirmary, so it sometimes may be worth the risk of letting an injury or illness resolve itself. Characters that are recovering in an infirmary will not be available to you for missions, and only once they recover will they begin to make their way back to your guild’s caravan.
Hopefully you found the two parts on character progression interesting(or enjoyable even lol), we would be happy to discuss things further if any of you have any questions! We have something a bit different planned for tomorrow’s update that we hope you’ll like, and following that we’ll be telling you about character customization and gear. Thanks again to all of our awesome backers, your support means everything!
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Be sure to check out Lona here on Kickstarter. They’re nearly at 50% and have some beautiful art to boot.
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Lona: Realm of Colors is a heavily stylized adventure art game about Lona, a girl trapped inside her drawings inspired by life hardships.
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The core of the game is designed to deliver a beautiful and relaxing art combined with a stunning music that is made exclusively for each scene.
To find out more, visit their Kickstarter page:
here.