3. CHARACTER CREATION (Birth of a Seeker)
3.1 Seeker Concept and Role
Before choosing attributes, define your Seeker. Who were they before Solis fractured? What drive keeps them from succumbing to the Discord?
3.2 Seeker Attributes
All Seekers begin with a base value of 0 in each of the six attributes. Attributes are capped at 10.
- Health (HP): Starting HP equals 10 + Combat (CV). This is your Hard Cap.
- Armor (ARM): Static reduction of incoming Enemy Damage.
- Combat (CV): Your physical prowess. Used for The Clash and feat of strength.
- Pathfinding (PV): Your situational awareness. Used for Fleeing and navigating Hazards.
- Spirit (SP): Your mental fortitude. Used for Camping and resisting the Void.
- Crafting (CFT): Your technical skill. Used for Repairing gear.
- Corruption (CORR): Your personal exposure to the Demon of Discord. Every 2 points reduces your Max HP by 1.
3.3 Seeker Classes & Starting Gear
| CLASS | PRIMARY | SECONDARY | WEAPON | ARMOR |
|---|---|---|---|---|
| Sentinel | Combat (+2) | Spirit (+1) | Greatsword (3 DMG) | Heavy (2 ARM) |
| Alchemist | Crafting (+2) | Spirit (+1) | Blade (2 DMG) | Light (1 ARM) |
| Infiltrator | Pathfinding (+2) | Combat (+1) | Blade (2 DMG) | Light (1 ARM) |
| Oracle | Spirit (+2) | Pathfinding (+1) | Staff (1 DMG) | Light (1 ARM) |
3.4 Advancement and Scars
As you survive segments, your attributes may increase through Discovery or Bargains. Scars are permanent reminders of your failures, often manifesting as unique mechanical penalties.
3.5 Death & The Garden’s Decay
Death is not the end, but it carries a monumental cost. When your HP reaches 0, your physical form is reclaimed by the Labyrinth, and your soul is cast back to the center of the grid.
- The Respawn: You reappear at The Celestial Garden (D4) with full HP.
- The Terrible Bargain: Your return pollutes the sanctuary. The Garden gains +1 Corruption.
- The End of All Things: If the Garden reaches 10 Corruption, the sanctuary fails. The light of Sol is extinguished. GAME OVER.