Stats and Perks
Stats
| Stat | Meaning |
|---|---|
| Strength | Physical power, combat, and inventory capacity |
| Dexterity | Agility and reflexes |
| Intelligence | Mental acuity and knowledge |
| Health | Physical health. Starts at 5 and can be changed by the story. |
| Mental Health | Sanity. 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."
}
]
}
| Field | Description |
|---|---|
id | Unique identifier used by choice requirements. |
name | Display name. |
description | Explanation 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.