Got it. I think you’re right about talking more about what the stats do. It was pretty clear in my mind what they did, it’s better to be explicit sometimes. Until I actually make the changes, here’s what they do:
There are only three hidden traits, charm, intelligence, and strength.
- Strength is anything physical like hitting things, running away, or fighting.
- Intelligence is fixing stuff, noticing things (!), and taking things apart.
- Charm is convincing people, negotiating, and buying. This is a little underpowered right now because I removed an encounter that leaned on it hard.
All of these bonuses start as 1x.
I don’t think I can necessarily say “chance of succeeding str increased by…” because the bonuses from things myogen and thinkies (1) have diminishing returns as you take more and (2) because the way that success/failure is calculated isn’t linear as a function of those.
Fill vs max fill and infection, well, I do want people to be on the edges of their seats for those.