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Your Character

Your character carries a lot of moving parts: a name, a race, a class, a level, and a spread of stats that decide how hard you hit and how long you last when something hits back. Here is what each of them does.
Name
Characters in Starmourn have both a first and a last name. The first one is yours from the moment you create your character, so pick carefully. Or don’t, and live with being Proximi forever.
Last names come from Dynasties, close-knit organisations founded by players for a specific purpose. A dynasty might be a family, a business, or a secret society of assassins. Once it has enough members it can record an official surname, and anyone in it can take that name as their own.
Race
Starmourn has 14 playable races, from the semi-aquatic Amaian to the insectoid Nath-el. Each one comes out of a different corner of the Sector, with its own culture and history behind it. Read up on the player races before you commit.
Level
Surprise, we have levels. I know. The innovation of it all.
More seriously, the range runs from 1 to 75. XP levels you up, and the game remembers your highest-ever XP figure. There is a death penalty, so you will lose ground occasionally, but climbing back to a mark you already hit goes considerably faster than getting there did the first time.
Health
Health works the way you would expect. It soaks damage, and when it runs out, you die.
The range sits somewhere between roughly 200 and 10,000, because it scales with your level, your equipment, and how far you have pushed lifeforce.
Class Resource
Most classes run on at least one resource of their own, spent to power that class’s abilities. What it is called and how you build it back up depends entirely on which class you picked.
Offensive Stats
Every class leans on two offensive stats. You raise them by spending points earned from leveling up and from honors rewards. Once those points are in, your attacks land harder.
| Stat | Effect | |
|---|---|---|
| Strength | Affects your melee damage, including melee weapons as well as fists and feet. | |
| Aim | Affects your aim with ranged weapons. | |
| Psyche | Affects any kith abilities you use, and anything else mentally based. | |
| Techcraft | Influences how well power armour works for you, along with specialist tech like grenades, traps, and nanoswarms. | |
| Agility | Dictates how well you handle abilities that are acrobatic or need coordination. |
A Nanoseer puts points into Psyche and Techcraft, while a Scoundrel goes for Aim and Agility.
Defensive Stats
Three stats decide how much punishment you can absorb before any of the offensive ones matter.
| Stat | Effect | |
|---|---|---|
| Lifeforce | Raises your maximum health. | |
| Regen | Increases how much your wetwiring heals each cycle. | |
| Evasion | Helps you avoid incoming damage on attacks that can be dodged. |