Name: Tsuji Kazuma
Age: 25 years old
Race: Normal Human.
Alignment: Neutral
Attributes
HP: 100 (If it drops to 0, you are dead. Note that while a numeric system is used, damage is realistic. You won't necessarily be safe from crippling wounds by keeping your HP pool high.)
MP: 0 (used to activate supernatural abilities. Sealed.)
Strength: 13 (Measure of Physical Strength. How much a character can carry, how easy it is for them to break from physical bindings. Helps determine physical damage.)
Defense: 10 (Measure of Physical Defense. Determines how much a beating your character can take, resistance to status ailments, etc. Has an impact on HP pool.)
Mana: - (Measure of Supernatural Power. Helps determine MP pool. Currently sealed.)
Agility: 14 (How fast and nimble the character is. Useful for landing hits or running away.)
Evasion: 10 (Solely used to avoid damage in combat via dodge. Even if the enemy lands a hit, it might be possible to reduce damage.)
Magic Defense: 5 (Measure of Magical Defense. Pretty rare amongst normal humans, but...)
Willpower: 12 (Measure of your determination to live. It constantly increases or decreases depending on the decisions you make. If it drops to 0, it's game over.)
Sanity: 16 (Measure of your mental health. It constantly increases or decreases depending on the decisions you make. The lower your sanity, the farther you are from being considered "human". If it drops to 0...)
Skills
Good Karma: 0
Evil Karma: 0
A Neutral Character can gain both Good Karma and Evil Karma, as opposed to Good and Evil characters, who can only get Karma of their respective type. Neutral characters also do not lose Karma. However, the rate at which they earn Karma is significantly lower than other types. Good and Evil Karma points are obtained after making critical moral choices and points earned can be used to purchase different Karma abilities at the Karma Shop, which appears from time to time during the campaign.
Medic (3 Good Karma)
Passive Ability. Augments the effect of first aid and healing related actions or abilities. Applicable only when used on someone rather than oneself.
Perks
Current AP: 0
Ability Points are used to purchase perks to improve your character. Their effects are often stronger than that of Karma abilities. To gain AP, a character must face adversity and become stronger. So, while Karma Points are gained through decision making, AP is gained after completing arduous challenges or defeating enemies. It works like Experience in a videogame.
Anatomy (25 AP)
For one reason or another, you possess extensive knowledge when it comes to the workings of the body. Provides slight modifiers in combat. Furthermore, when taking the time to study a fallen opponent, it is possible to obtain information which would be useful in future confrontations. If one takes the time to extensively study an enemy, it is even possible to gain an affinity against said monster type.