Not built yet

No character exists. There is no public server, no account and nothing to create a character in. This page describes a designed character model, and a set of authored content catalogues that a private codebase already serves and validates in development.

One part of it is worth stating up front, because it is the largest gap on the whole project: actors cannot yet own changing Skill ranks. The catalogues, the requirements and the bands are written; the storage that would let a character get better at something is not built, and neither is the Train order that would fill it.

The core decision

There is no character level

No general level, no Class level, no Job level, no independent spell level. A character's numeric proficiency is the sum of their Skill ranks, and a Skill rank is the only progression figure the game stores.

The character is the sum of their Skills.

Why a level would have quietly broken this particular game

A character level needs experience. Experience needs a source. In practice, in almost every game that has one, the source is killing things. On a Shard whose roster is built around Jobs, crafting, gathering and trade, that would make combat the only real progression on offer — and a Blacksmith would advance by fighting.

Skills advance by doing the thing, which is exactly what a queue of atomic orders produces. It is also the only model in which a player who cannot fight this week still progresses, which matters a great deal on a persistent server people visit around ordinary life. And it settles the level-cap argument permanently: there is no level, so there is nothing to cap it at.

The one rule that makes a levelless character work

A total cap. One Skill tops out at rank 100, and a character holds at most 800 ranks in total — eight Skills at maximum, or sixteen at half, or any other shape you like. The reason is not balance. It is identity. Without a ceiling, every sufficiently old character eventually owns every Skill at maximum and they all become the same character, and Race, Class and Job would have gated only the opening and meant nothing afterwards.

The budget is the character. Choosing what not to learn is the decision.

It is also the only decision in this system that cannot be undone by playing longer, which is precisely what makes it worth making.

What a character does not have

  • A general character level.
  • A Class level or a Job level.
  • An independent spell level.
  • An experience bar that fills mainly by killing things.
  • A hidden combat level derived behind the display.
  • Any power figure that rises because an account is old.

What a character has instead

  • One visible rank per Skill, with progress toward the next rank.
  • A total budget across every Skill, so a build is a set of refusals as much as a set of choices.
  • Named bands, so a rank means something before you read the number.
  • Practice awarded by how hard the task was relative to your rank.
  • A derived Standing figure, for display and broad content gates only.
  • Attributes, which decide what you may pick up rather than how good you are with it.

Attributes

Six attributes, doing familiar work

The same six in every Shard template, fantasy or science fiction or apocalypse. They are capped and stepped rather than open-ended, and they are deliberately unsurprising: the interesting decisions in this design live in the Skill budget, not in an exotic statistic nobody can guess the meaning of.

Strength — STR
Force, lifting and heavy handling. What you can carry, wear and swing without the world arguing with you.
Dexterity — DEX
Precision, agility and coordination.
Constitution — CON
Health, endurance and physical recovery.
Intelligence — INT
Analysis, technical learning and structured Magic.
Wisdom — WIS
Awareness, judgement, composure and spiritual perception.
Charisma — CHA
Presence, persuasion, command and innate power.

Attributes decide whether you can lift it; Skill decides whether you are any good with it.

A shortfall degrades before it refuses

A character one point short of the Strength a mail shirt asks for wears it badly. Four points short genuinely cannot hold it up, and that is the one place a hard refusal is honest rather than punitive. Everywhere else the design would rather penalise you than remove you from the game, because a player who is refused an action has not been challenged — they have been sent away.

An attribute short of what an item requires
Shortfall Result
None No penalty.
One to three points An accuracy penalty equal to the gap. You use it, badly.
Four or more Refused. This is the only hard refusal in the model.

The worst single shortfall counts, not the sum. Two small gaps are not one large one — adding them up would refuse a character who is merely slightly wrong for an item in several ways at once.

The starting attribute budget at character creation is not settled, so this site does not print one.

Race and Origin

Race is a body. Origin is a past.

Race is the canonical character layer for species, ancestry, body family, synthetic nature or another innate form. Origin is the permanent formative background — the culture, community, education and prior life a character begins from. They are separate on purpose: where you come from is not the same fact as what you are made of.

Twenty-five Races authored
Seven in the core catalogue and eighteen across the genre catalogues, all served and validated by the codebase in development. That number is what has been written, not a promise about a final roster.
Organised by substrate, not by genre
Six substrates: biological, engineered biological, mutated biological, synthetic, hybrid and digital. A Race belongs to a substrate rather than to a setting, so the same mechanical rules cover a Race whatever world it is wearing.
Race power is banded narrowly
Deliberately. If a Race were meaningfully stronger than the others, it would not be a character option — it would be a different game running on the same Shard.
Origin is permanent
It never changes, and it is not a second Class. It describes where a character started, which is a thing the world can refer to rather than a thing you level up.

Why substrate beats genre as an organising idea

A fantasy golem, a steampunk automaton, a science-fiction android and an apocalypse synthetic are one mechanical thing wearing four costumes. Filing them by genre would have produced four parallel sets of rules that all had to be maintained, balanced and explained separately, and any Shard that mixed genres would have had to pick one of them arbitrarily. Filing them by substrate produces one rule and four descriptions.

Eight equipment slots, for everybody

Every character in every Shard has the same slots: main_hand, off_hand, head, body, hands, feet, back and trinket. A four-armed Race is described and drawn with four arms, and equips two things, exactly like everybody else. A serpentine Race still has a boots slot.

Anatomy is art and description; slots are rules.

This is not a shrug about fiction. It is what stops every new Race from becoming a new inventory system, a new balance problem and a new set of items nobody else can use — and it is why a Race can be added to this game as content rather than as a rewrite.

How a character is presented

Race or body family supplies the base image. Class supplies compatible dress, equipment presentation, pose, frame and overlay. Structured description covers everything else. It is static composed imagery: no animation is required anywhere in this game, and no sound is required to play it. Any interface sound added later is off by default, separately toggleable, and never the only thing carrying a piece of information.

Classes

A Class is a role, and it has no level of its own

A Class grants role identity, Class-scoped Skills, Specializations, resources, Features and signature Abilities. What it never grants is a number that goes up. Competence inside a Class is represented entirely by the Skills that Class owns, which is the same rule as everywhere else in the model.

Twenty-eight Classes authored
Sixteen core and twelve genre Classes exist in the content catalogues today.
Thirty-two Specializations authored
A Class gains exactly one additional layer, and that layer is Specialization. It narrows an existing identity rather than opening a second progression track running in parallel with the first.
Exactly three gates
A Class may be gated on the Shard's module, on Race, and on attributes or Skills. That is the complete list. There is no reputation gate, no quest gate and no purchase gate on any Class.
Changing Class is one action
Performed at an approved preparation location, and it never includes equipping an entire loadout — that is one Equip order per item, like everything else.

Open unless there is a reason

The governing rule for Class access is stated twice in the design, in two forms: open unless there is a reason, and restrict at the door or not at all. A gate that can be checked when you walk in is a gate; a gate you discover forty hours later is a trap. Since a Class carries no level, restricting one costs the design very little and gains it very little, so the default is to leave it open.

How many Classes one character may learn, and how many may be active at once, has not been decided. That is a real open question in the design documents rather than an omission on this page, and this site does not invent an answer for it.

On the list of Class names

The design documents carry a long list of candidate Class families — Warrior, Guardian, Rogue, Ranger, Mage, Cleric, Druid, Bard, Marine, Psion, Pilot, Steam Knight, Fixer, Medtech, Scrapper, Relic Hunter and many more. They are illustrative of the range the model is meant to cover. They are not a shipping list, no Shard has ever been opened with any of them in it, and this site will not present them as one.

Jobs and Professions

Jobs are held in the plural

Job and Profession are the same word in this design. A Job is a persistent productive, technical, commercial, creative or service identity — and a character holds them plural, on purpose. Being a Miner does not stop you being a Cook.

  • Sixteen Jobs are authored in the content catalogues today.
  • Every Job is open to every Race and every Class. One exception exists in the whole catalogue and it proves the rule: Runecutter requires the Dwarven Runesmith.
  • Some Jobs ask for an attribute minimum to begin — a Blacksmith wants Strength, an Alchemist wants Intelligence — and that is checked at the door.
  • Temporary work is not a Job. A quest, a contract, a commission, a duty and an assignment are objectives you accept and finish; a Job is something you are.

Designed, not built. The Job catalogue is authored and served by the codebase in development. Working a Job in play — gathering, crafting, producing, selling — is designed and has no code behind it.

Why Jobs are not gated on Class from the design

Gating Blacksmith on Class would say a Fighter may not learn to forge, which is both false to the fiction and hostile to the solo player this game keeps designing for.

A character who cannot find a smith should be able to become one. On a Shard where a Tick is thirty minutes and the population might be small, that is not a convenience — it is whether the economy can exist at all.

The single Race-and-Class-gated Job in the catalogue is Runecutter. Everything else is open, and the design says out loud why.

Skills, Abilities and Features

The only number that grows

A Skill is a specific practised competency with a visible rank and visible progress, trained through meaningful action, study or instruction. Scoped Skill ranks are the only numeric proficiency model in the game. Everything else about a character either gates access, describes them, or presents them.

Five scopes, and one rule about their sizes

General
Anybody may train it. The design requires that general stays the largest scope of the five, so that the majority of what a character can learn is not locked behind an identity choice made at creation.
Class
Owned by a Class. This is what a Class actually is, mechanically.
Job
Owned by a Job, and Jobs are held plural, so these accumulate across working identities.
Race
Bloodline. Not trainable by anyone else, ever. This is the narrowest scope in the game and it is meant to stay that way.
Advanced
Open to anybody who meets a stated requirement. The requirement is the gate; ancestry and role are not.

The authored Skill roster is large and spans all five scopes. This site does not print a total, because the design documents and the content files currently disagree about what that total is, and quoting either would be quoting a number nobody has reconciled yet.

Ranks, bands and what a number means

One Skill runs from 0 to 100 and sits in a named band. The band carries a proficiency modifier, so a reader can tell what a rank means without memorising a curve.

Skill rank bands
Band Rank Proficiency
Untrained 0 −4
Novice 1–19 −2
Apprentice 20–39 −1
Journeyman 40–59 0
Expert 60–79 +1
Master 80–99 +2
Grandmaster 100 +3

Rank zero is usable, at a penalty.

You may swing a greatsword you have never held. You will be bad at it. That is the same rule as the archer caught in melee, as encumbrance and as exhaustion, and it exists for the same reason: being refused an action removes a player from the game, and being penalised for one does not.

Practice, and why grinding something easy stops working

Practice is awarded by how hard a task was relative to your current rank, not by how many times you did it. Each rank costs more than the last, so the curve flattens instead of running away: cheap early, so a new Skill feels alive quickly; expensive late, so a grandmaster is an investment rather than a matter of having waited.

  • A task at or above your rank grants three units of practice.
  • Up to ten ranks below, two.
  • Up to twenty-five below, one.
  • Further below that, nothing — and the Tick report says so rather than pretending something happened.

Trivial repetition stops teaching. That is the whole defence against training a Skill for months against something that stopped being instructive in the first week. Two further rules sit alongside it: an order rejected before it legally began grants no practice at all, and a genuine executed failure may grant limited learning, because trying something and failing is how people learn things.

For crafting, rank does not decide whether you may attempt a recipe. It decides how good the result can be — crude, common, fine, superior, masterwork. Every trade stays open to the person trying to enter it, and a master's work is still worth paying for.

Abilities, Features and Standing

Three more words with fixed meanings, because they are the three most often used to mean whatever a system needs them to mean.

Ability
A defined active, reactive, passive, stance or project rule, granted by a Class, Job, Race, spell, item, Feature, Mutation, Augmentation or another explicit source. Every Ability has a named origin.
Feature
A character modifier not adequately represented by Race, Class, Job, Skill, Ability, equipment, Mutation or Augmentation. It is the deliberate escape hatch, and it is checked by the resolver like anything else — unarmed flurry, for example, checks the martial_arts Feature rather than hard-coding a Monk Class.
Standing
A derived summary of Skill development, used for display or for approved broad content gates. It is never stored, never trained directly, and never used as a hidden combat level. If you see it, it was calculated from ranks you can also see.

The altered body

What the world did to you, and what you had done to yourself

Two separate systems, kept separate because they arrive differently, are governed differently and are treated differently by the societies a character walks through. Both are designed and neither is built.

MUTATION

What happened to you

A biological, magical, anomalous, environmental, inherited or acquired alteration, with declared benefits, costs, capacity, compatibility, stability, treatment — and a declared Shard response, because a settlement that fears mutation and a settlement that reveres it are both legitimate worlds.

AUGMENTATION

What you chose to have done

An installed cybernetic, mechanical, arcane, biological, technological or hybrid alteration, governed by compatibility, capacity, installation, maintenance and removal rules. It was fitted, it can fail, and somebody has to keep it working.

Neither is a free upgrade and neither is purely a penalty. Both carry declared capacity limits, which is what stops a character from becoming a list of installed advantages, and both are the kind of thing an NPC Guild, a Faction or a jurisdiction may have an opinion about.

Standing in the world

A character is a position in a society, not a stat block

Attributes and Skills describe what a character can attempt. Everything below describes where they stand while attempting it — and on a persistent server that runs for years, the second list ends up mattering at least as much as the first.

Equipment
Eight universal slots, one Equip order per item. What you are carrying and what you are wearing are separate facts, and both are visible in a report.
Resources
Universal Health and universal Energy, displayed as Stamina — plus only the bars a character actually uses: Mana, Focus, Shield, Rage, Momentum, Faith, Favor, Heat, ammunition, charges, fuel. A Fighter is not shown an empty Mana bar for symmetry.
Reputation
Recorded standing with one NPC Guild, Faction, jurisdiction or community. It is not one universal morality score, and personal reputation stays separate from the standing of any Clan you belong to.
Legal state
A jurisdiction is a settlement or region whose laws, evidence rules, enforcement response, property policy and legal services apply. Suspicion, citation, fine, warrant, detention and the route to appeal or restitution are all recorded states with visible deadlines.
Objectives
Quests, contracts, commissions, duties and assignments. Accepting one is a single action that establishes an objective and performs none of the requested work.
Relationships
Party, Clan, Alliance, Guild membership and Faction standing — each with a fixed meaning, set out in the next section.

The body, in two bars and one rule

Health and Stamina are universal. Effective actions spend Stamina; consecutive exertion raises the cost up to a cap; armour modifies it; rest decays the exertion again. The rule that matters is the last one: zero Stamina degrades accuracy instead of preventing action. An exhausted character is bad at things. An exhausted character is not locked out of their one action for the Tick.

Bare hands work normally in your own square and remain legal at one square away with an extreme penalty and reduced damage, so an unarmed character is never simply unable to participate.

Defeat is meant to be survivable

At zero Health a character becomes Downed. The queue pauses, normal orders cannot be performed, and allies get a limited window to Revive — which costs the helper their entire action for that Tick, because reviving somebody is a real decision and not a free gesture. An unrevived character returns to a sanctuary under a temporary or curable consequence.

Neither revival nor sanctuary recovery restarts old movement or combat orders. You come back; your half-finished plan does not come back with you. Permanent death exists only in expressly marked Hardcore Shards, disclosed before you enter one.

Ordinary defeat matters without casually erasing years of character history.

Who you know, precisely

The social vocabulary is fixed

Seven words, one meaning each, written down once and used that way everywhere — in the design documents, in the codebase, in the reports and on this site.

This matters more than it sounds. Most games use "guild" for four different concepts at once: a player-created social group, an in-fiction institution that trains you, a building you walk into, and a shared bank. When one word covers four things, the rules for each of them leak into the others, and a player cannot reason about any of them without first working out which sense is meant. Every design conversation then has to begin by disambiguating its own vocabulary.

Party
A temporary social and encounter relationship among characters. It does not merge their queues, actions, locations or ownership.
Clan
A persistent player-created organisation with membership, permissions, projects, property, storage, treasury, contracts, shops, social identity and possible Alliances.
Alliance
A formal relationship or coalition among two or more player Clans. It does not merge assets, permissions, leadership or action opportunities unless a named rule expressly shares something.
Guild
A Shard-controlled institution that may recruit characters, provide ranks, train Classes, certify Jobs, publish quests and commissions, and operate services. A Guild is not a player-created organisation.
Guild Hall
A physical or virtual location operated by an NPC Guild. It may contain recruiters, work boards, trainers, certification, workshops, ritual rooms, recovery, storage or other services.
Clan Hall
A player-owned or player-rented property administered by a Clan. It is distinct from an NPC Guild Hall.
Faction
A Shard-controlled political, cultural, corporate, religious, military, criminal or other organisation with goals, relationships, territory, services and content.

The consequence of writing it down

Once "Clan" means exactly one thing, the rules about Clans can be exact too. An Alliance merges no treasuries, no property, no storage, no leadership and no action opportunities — a sentence that would be meaningless if Alliance sometimes meant a friendship and sometimes meant a merger. A Party does not merge queues, which is the only sensible reading once a Party is defined as temporary and social rather than as a shared unit.

The same discipline runs through the rest of the social model. Reputation is recorded against one Guild, one Faction, one jurisdiction or one community — never as a single number describing whether you are a good person. Your standing with a Clan you joined is not your own reputation, and neither one silently becomes the other.

Designed, not built. Parties, Clans, Alliances, Guilds and Factions are specified in detail and none of them is implemented. What exists in code today is account and actor identity, permanent Character IDs and the shorter public character codes that a Give order or a market listing would refer to.

Where this has got to

Which of this exists

The character model is the clearest example of the project's own stated risk: several broad catalogues and design chapters sitting above a narrower implemented action set. Here is the split, without smoothing it over.

Built in code, in development

  • Built in code

    Attributes

    The six attributes exist in code and are used by the resolver.

  • Built in code

    Equipment and the universal slots

    The eight slots, equipping and unequipping through one order that toggles both ways, and the displaced item returning to the pack.

  • Built in code

    Stamina, combat, unarmed combat and Return Strikes

    Including the martial_arts Feature check, which the resolver reads instead of hard-coding a Class — the pattern the rest of the Feature system is meant to follow.

  • Built in code

    The content catalogues, served and validated

    Races, Classes, Jobs, Skills, spells, creatures and items are served by the codebase and validated in both directions against the design documentation, so a catalogue entry and its documented definition cannot silently disagree. Prose totals written in the design chapters are not covered by that check, which is why this site does not print a Skill count.

  • Built in code

    Identity and the Downed state

    Account and actor identity, permanent Character IDs, shorter public character codes, and actors that can be reduced to Downed.

Designed, with no code behind it

  • Designed, not built

    Per-actor Skill rank and practice storage

    The largest single gap in the character model, and the one everything else on this list waits behind. Skills are the only proficiency model in the design, and actors cannot yet own changing ranks.

  • Designed, not built

    Skill proficiency affecting resolver outcomes

    Catalogue requirements exist without competence affecting real actions. A rank would currently change nothing about how an attack or a craft resolves, because there is nothing reading it.

  • Designed, not built

    Train

    One unit of valid practice to one Skill or track. The progression loop is fully documented and cannot run, because it is blocked on both of the two items above.

  • Designed, not built

    Rest, Revive and player-directed Guard

    Actors can already become Downed in code. Nothing can pick them up, nothing can recover, and no player-directed defensive stance exists — automatic Return Strikes are a different mechanism and they are not something you choose.

  • Designed, not built

    Cast, and the Magic module

    Resolve one known spell once and pay its declared resources. Additionally blocked on an unresolved decision about how spells map onto Skills — which is exactly the kind of question that has to be answered before code, not after it.

  • Designed, not built

    Jobs in play

    Gathering, crafting, production, quality, repair and building. The Job catalogue is authored; the work is not implemented.

  • Designed, not built

    Mutations and Augmentations

    Both systems are specified in detail. Neither exists in code.

  • Designed, not built

    The social layer, and everything hanging from it

    Parties, Clans, Alliances, NPC Guilds, Factions, reputation, local law, markets, shops, property, quests and contracts, and companions, minions, pets, summons and workers.

Where this is

Nothing on this page is playable. The character model is written, the catalogues are authored and validated, and the parts of the resolver that touch a character — combat, equipment, Stamina, movement, loot — run in development with tests. The progression loop that would make a character grow does not run at all yet. The honest status page lists the whole project the same way, item by item.