HACKSSENTIAL RULES ~ CHAPTER IV

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IV. Creation & Progression

IV.1 Character

Every character is defined by a collection of core traits:

  • Age: Affects Known Stats (KS) through modifiers (see Creation).

  • Morality: Determines alignment and influences development.

  • State of Mind: Used for Reaction checks, represents mental resilience.

  • Background: Affects the selection of Exclusive Skills (ES) (see Background).

  • Way and career: Determine available ES options (see Careers).

  • Derived stats: Calculated from other attributes and include movement (MOV), load, and various status conditions (see Mechanics).

IV.2 Creation

Character creation follows a defined sequence. The player makes certain choices and rolls, while the GM handles character's concealed aspects.

Step 1: Define Core Features

The player begins by selecting key narrative traits:

Morality, Career and Way are freely chosen by the player.

Age is determined by a 1d4 roll:

  1. Younger than 15 years old

  2. 16 to 30 years old

  3. 31 to 45 years old

  4. 46 to 60 years old

Background (i.e. place of origin and social class) is proposed by the player and approved by the GM. It affects Exclusive Skills choice.

Step 2: Determine Known Stats (KS)

The GM provides a method for rolling KS values (see Attributes). These stats reflect the character’s potential.

Step 3: Apply Age Modifiers to KS

A character’s age affects their base KS values as follows:

  • Under 15: –1 BU

  • 16–30: +1 BU

  • 31–45: +1 IN, –1 BU

  • 46–60: +1 EM, –1 CO

Each additional 15 years beyond 60: –1 CO and –1 BU

Step 4: Calculate ES Points

The number of starting points available for Exclusive Skills depends on the character’s age and Intellect (IN):

  • Under 15: IN × 1

  • 16–30: IN × 2

  • 31–45: IN × 3

  • 46–60: IN × 4

Step 5: Allocate ES Points

The total pool of ES points is divided into two parts:

  • 50% must be spent on skills allowed by the character’s chosen Career. Career-listed skills cost 1 point per rank. Skills outside the Career list cost 2 points per rank.

  • 50% must be allocated based on the character’s Background (place of origin and social class, see Background), with the GM’s guidance.

    There is no constraint for place of origin or social class, the player can choose any ES consistent with both of them (1 point per rank).

    Any ES chosen outside the background needs to be pre-approved by the GM based on a sound explanation (2 points per rank).

Step 6: Determine Unknown Stats (US)

The GM secretly calculates the character’s US scores. Each point allocated to an ES provides a chance to raise the associated US. These increases follow a diminishing-returns system:

  • 0 → 1: 50% chance (roll 1–10 on 1d20)

  • 1 → 2: 45% (roll 1–9)

  • 2 → 3: 40% (roll 1–8)

  • 3 → 4: 35% (roll 1–7)

  • 4 → 5: 30% (roll 1–6)

  • 5 → 6: 25% (roll 1–5)

  • 6 → 7: 20% (roll 1–4)

  • 7 → 8: 15% (roll 1–3)

  • 8 → 9: 10% (roll 1–2)

  • 9 → 10: 5% (roll 1)

The GM rolls once for each qualifying ES point and records the results privately on his records.

Step 7: Assets and Equipment

At character creation, starting wealth is derived from two factors: background (place of origin and social class) and career. Each background provides a base amount of resources, measured in days of subsistence. This value is intentionally abstract and setting-agnostic, allowing the GM to define its monetary worth within the context of the game world. In many settings, one day of subsistence may equal roughly two copper coins.

The character’s career then modifies this base value. Some careers apply a multiplier (e.g., ×2, ×5, ×10), while others grant specific items such as a trained mount, tools, or restricted gear (see ‘Assets’ for every career in Careers).

The GM makes the final call on how these resources are represented and what items are available for purchase at character creation.

IV.3 Growth

A PC can improve by:

  • gaining levels and the measure of his improvement is the Growth, an information not available to the players.

  • improving in the score of a single ES (see ES improvement).

Growth is a value that starts from 0 at every level and it resets once the following level is reached. Growth takes into account:

  • Actions: the GM can ask the player, before a specific action (deemed to be a relevant situation), to ‘call’ the result of the action:

  • Targets: predefined by the GM (e.g. the accomplishment of a quest). The GM allocates a reward to a specific accomplishment. The guideline is setting up to 10 points of rewards per PC in a single session.

  • Impromptu situations are similar to a target but these have not been foreseen by the GM (i.e. a brilliant idea or a superb role-playing): 2 points for a good outcome (i.e. something the GM could expect from that player), 4 points if excellent (i.e. something better than expected), 6 points for an outstanding result (i.e. it will be reminded in the future).

IV.4 Level-up

The character levels up once his Growth reaches the following threshold:

Next level = Actual Level x (20 – Morality Index)

Even if the Morality Index is not a stable value (see Morality), when a level is reached, no later changes in Morality affect the achievement.

The new level grants the PC 2 points to be allocated either in an already known or new ES along the bonus point proper of the career. The allocation ratio is 1:1 for any career’s ES or 2:1 for any other ES.

The GM rolls for the potential increase in the US (see Creation) for any ES increase due to level-up.

IV.5 ES improvement

Characters can improve their ES through consistent use in play. This process requires both narrative justification and GM approval.

Whenever a character uses a skill in a meaningful or risky context, the GM may note that usage for potential improvement. After a session, the GM can allow the player to raise the skill by one point, so long as:

  • The skill was used in situations of narrative consequence.

  • The skill increase is thematically appropriate to the character’s experiences.

  • The rule applied by the GM allows an increase in the ES score.

Improvement through use is not guaranteed. The GM is encouraged to be selective and to reward growth that reflects actual play, rather than routine or mechanical repetition.

Additionally, some skills may improve through formal training, study, or significant downtime. The GM decides when such conditions apply (e.g. a CC requires both training and study).

A non exhaustive list of possible rules to be applied:

  • Number of successes achieved.

  • Number of successes in a row.

  • Number of performed checks, regardless of success or failure.

  • The effective single use of an ES which leads to work out a roadblock (or other similar situations).

  • The effective single use of an ES which leads to grant an improvement in the Morality of a character.

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