Work in progress: numbers are still being tuned. Messalith is in development. This wiki is generated from the game's current build, so every figure here can change.

Exiles

Generated recruits

How a Messalith recruit is rolled: age bands, attributes, psychic potential and the Gift, the rare Awakened, and the dossier that makes each one a person.

Age

Age trades body for experience. An elderly scientist who turns out to be the one the squad can't do without is a real possibility.

Age bandAgesShareEffect
Young18-2930%+1 HP, +1 Mobility, two highest skills -1
Prime30-4945%the baseline
Senior50-6920%-1 HP, -1 Mobility, +5 Will, two highest skills +1
Elder70-885%-2 HP, -1 Mobility, +10 Will, three highest skills +1

Body

A recruit's attributes are rolled at Prime, then moved by age, profession and trait. Training adds Aim and HP as they rank up. See experience and ranks.

AttributeRolled at PrimePossible after age, profession and trait
HP5-72-9
Aim55-7045-80
Mobility5-64-8
Will30-6020-95
Sight88-9

Psychic potential

Every recruit has a potential in each of the four disciplines, on the same ladder as the ranks, Dormant to Zenith. First the recruit's overall Gift is rolled:

GiftPrimary discipline starts atChance
0Dormant40%
1Glimmer28%
2Spark18%
3Flare9%
4Beacon4%
5Zenith1%

Then:

  • The primary discipline gets the full Gift. The profession's affinity counts 2 times in that pick.
  • A secondary discipline gets the Gift less 1 or 2, with equal odds.
  • The rest are Dormant, or Glimmer on a 25% chance if the Gift is 2 or more.

Potential never changes. It is the ceiling on what a crown and training can bring out.

The Awakened

At a Gift of 3 or more there is a 15% chance the primary discipline is already awake. An Awakened exile can use it without a crown, up to Spark. A crown never makes them worse. They are rare, and worth keeping alive.

The dossier

The rest of the sheet is who they are: gender and pronouns, orientation, height, build and looks, pairs of temperament words, a virtue and a vice, a love life, family and debts left behind in the future, the one keepsake they carried through the Rift, their beliefs, and a short generated biography that ties it together. None of it changes a number in play. It is there so that every exile reads as a person, and it feeds the relationships that grow at camp. All recruits are adults.

One poleThe other
CuriousConventional
DisciplinedImpulsive
OutgoingReserved
KindAbrasive
SteadyVolatile
VirtuesVices
LoyaltyDrink
HonestyGambling
GenerosityVanity
PatienceJealousy
CourageIncorrigible flirt
HumourLaziness
DiligenceVicious temper
DiscretionRecklessness
ResourcefulnessGossip
CompassionStubbornness