Stats
Every character has a value assigned to each of these. While their values are set upon a character's first appearance, their growth is determined by the character's actions. Some Stats are physical in nature while others are psychological; I will need to develop a better method of portrayal for them.
Note
The number of values available to assign to a character's Stats scales by the character's Maturity. Maturity is mainly determined by age, but can also be effected by experience in special cases. In order to ensure Stats are balanced, younger characters will have high values in a couple of Stats and low values in all the others, while older characters will have a more even distribution.
Traits
Traits are granted by certain values of Stats, such that a high Benevolence Stat will yield the Trait Generous. Some characters possess Traits unique to them, and some situations grant unique Traits.
Status Effects
These can both give and receive effects to/from Stats and Traits. They can be permanent(unmitigated), permanent(curable), long-term, and short-term. I don't yet have a comprehensive list, but some Status Effects originate from the influence of Volition, some from disease, and other from physical or social conditions.
Some examples
Bound
Sets Constitution to 0. A character with this Effect cannot be harmed or killed.
Wet
Decreases Dexterity by 1 point, and increases Prominence by 1 point. The character will make more noise and be more easily noticeable.
Marked
Increases Prominence and Threat Level by 1 point. Townsfolk will be wary of and/or antagonistic toward the character, and positive Reputation will grow at a slower rate, after the initial decrease following the acquisition of the Effect.
Public Goodwill
If a character commits a Benevolent Action, NPCs within or associated with the corresponding organization or location will look well upon them. Increase Reputation by 3 points per level of Severity of the Action, and increase the character's Confidence by 1 point when interacting with associated NPCs or characters.
In the case that a character commits a Benevolent Action without a Witness, increase Discipline by 1 point.
Note
Characters' Reputations vary with respect to the observer, and are determined by region and affiliation. When calculating a character's Reputation with another character, check which associations both have. When determining the disposition of an NPC toward a character, use the region and affiliation of the NPC. For example, two characters associated with the same Guild receive 1 point of Reputation each.
Threat Level works in a similar fashion, though it scales by Constitution, Fitness, Tenacity, and Reputation combined. If the character's Constitution, Fitness, and/or Tenacity is higher than the NPC's, increase Threat Level by 1 for each Stat. If the character is meeting an NPC with the Trait Paranoid for the first time, increase Threat Level by 1.
Comments
Author's Notes
All of my work takes inspiration from The Elder Scrolls—Skyrim in particular, and this system is no exception. I also took ideas from The Lord of the Rings Online for the Reputation aspects, and from Star Wars: Knights of the Old Republic for the Benevolence Stat functions. If you haven't noticed yet, I really like video games. XD