- No player characters have any form of military experience - all of those folks would be engaged in the conflicts themselves. Player characters are regular, working civilians who have become trapped in a warzone.
- Skills are defined in the lists later in this thread - you may choose up to 3 skill traits from the list, with one of them being free. In this sense, 'free' is defined as not having negative traits assigned by the GM. Examples of positive 'skill' traits include pistol marksman training, DIY skills, improved scavenging efficiency, resistance to tiredness, resistance to disease, along with others (see list to follow). Negative 'skill' traits include susceptibility to disease, increased hunger, reduced perception when scavenging.
- Players have a choice of whether or not they want to choose their character's 1 'specialization', or let the GM decide (in return for an extra free skill trait - not exceeding the maximum of 3) - this trait is much more defining than 'skill' traits, and as such is balanced by a more defining flaw. Examples of 'specialization' traits include resistance to depression, resistance to trauma, physical conditioning, abstinence from drugs, and more. 'Flaw' traits are assigned by the GM, and tend to be things that could lead to the character's undoing or cause problems for the group, such as dependency on alcohol or drugs, kleptomania, anxiety, anger problems, need to be dominant, physical disability, and more.
WIP Thread.