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Stats and Perks

Stats​

StatMeaning
StrengthPhysical power, combat, and inventory capacity
DexterityAgility and reflexes
IntelligenceMental acuity and knowledge
HealthPhysical health. Starts at 5 and can be changed by the story.
Mental HealthSanity. Starts at 5 and can be changed by the story.

Strength, Dexterity, and Intelligence are the three stats used for tests. Health and Mental Health are resources modified by choices and items.

Perks​

Perks are special abilities chosen during character creation. They are defined in the story JSON:

{
"perks": [
{
"id": "strong_back",
"name": "Strong Back",
"description": "You can carry 3 extra items."
},
{
"id": "night_vision",
"name": "Night Vision",
"description": "You see better in the dark."
}
]
}
FieldDescription
idUnique identifier used by choice requirements.
nameDisplay name.
descriptionExplanation shown during character creation.

Using perks in the story​

A choice can require one or more perks:

{
"text": "Pick the lock",
"next": "locked_room",
"requirements": {
"perks": ["lockpicker"]
}
}

Example perks​

The example adventure includes:

  • Strong Back — carry more items
  • Night Vision — see better in dark places
  • Medic — potions heal more
  • Lockpicker — open locks without keys

Number of perks​

The number of perks a player can choose is controlled by perkPointsToSpend in js/main.js. The example project uses 1 by default.

Perks are also part of the character save state, so they are restored when loading a game.