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Character Screen

This page owns the detailed surface for the MC and other named characters.

Canonical wording here defers to ../gd-canon.md and ../gd-glossary.md. Skill, assignment, and planning details live in ../systems/gd-character-skills.md, ../systems/gd-characters-and-retinue.md, and ../systems/gd-queue-and-activity-execution.md.

It Should Show

  • traits grouped by type, including origin, background, personality, and acquired traits
  • conditions and injuries as current mutable state rather than as identity
  • channels, conditions, and injuries
  • skills as long-term competence tracks, including current progress and growth direction
  • skill tags, skill families, and any trait-driven affinities that explain the character's learning bias
  • techniques the character knows or is in the middle of proving out
  • exercises in progress or newly discovered, plus breakthrough opportunities or recent breakthroughs
  • which resolved channels the character is currently affecting through skill-driven modifiers and formulas
  • gear and carried items
  • current assignment, role, or retinue position
  • assignment context such as Core, Camp, Site, Mission, settlement-facing, party or expedition, training or teaching, or later governance duty
  • what work the character is being asked to do and what they change about it
  • relevant history or notable effects where the design calls for them

Identity And State Presentation

  • The screen should keep trait, condition, injury, and acquired-trait language explicit rather than collapsing everything into one vague status bucket.
  • Traits answer who the character is. Conditions answer what is happening now. Acquired traits answer what happened and left a mark.
  • Wounded now belongs in a current condition or injury section. A lasting scar belongs in acquired-trait history.
  • Origin and background traits should read as normally immutable.
  • Personality traits should read as slow-changing and major-event driven.
  • Acquired traits should read as permanent or semi-permanent history that can still be gained, lost, or transformed through major events.
  • Conditions should read as temporary and mutable.
  • Injuries should read as mutable but usually slower to clear than conditions.
  • When precision matters, the UI should prefer explicit condition or injury wording over generic status wording.

Examples only. These examples illustrate the screen taxonomy and are not a canon catalog.

  • Example only: Patient, Reckless, Village Smith, and Taint-Sensitive belong in trait space.
  • Example only: Hungry, Cold, Exhausted, Afraid, Bleeding, Tainted, and Poisoned belong in condition space.
  • Example only: Wounded, Sprained Ankle, Burned Hands, Broken Rib, and Concussion belong in injury space.
  • Example only: Scarred Hands belongs in acquired-trait space.

Channel Presentation

  • The screen should group current pools or pressures separately from caps, recovery, and resolved execution values.
  • Current-state buckets can include values such as Stamina, Fatigue, Mana, wounds, or exposure. If combat-facing copy keeps HP shorthand, it should be treated as current health-pool shorthand rather than as the full model.
  • Max values such as MaxMana belong beside their current pool, not mixed into unrelated resolved channels.
  • Recovery values such as ManaRegen belong in their own recovery bucket.
  • Resolved values belong in their own group: MoveSpeed, CraftQuality, RepairQuality, ResourceFidelity, ManaEfficiency, SpellPower, RitualPower, CastSpeed, ChannelStability, SpellStability, BackfireResist, and elemental Power or Control values.
  • Names such as Accuracy or Dodge should either be shown as ratings or as clearly labeled resolved chance after formulas. The UI should not imply that every number is already a raw percent.

Design Rules

  • Named characters should read as skill-bearing distinct people, not as permanent job labels.
  • The screen should separate long-term skill progression from runtime execution, so Skills, Techniques, Exercises, Breakthroughs, and Affinities do not get confused with queued activities or policies.
  • The screen should support assignment and planning without turning every population labor role into a named-character slot.
  • The screen should make it clear whether the character is contributing quality modifiers, unlocks, clue work, teaching, or event-sensitive risk.