Editing Characters

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These injury levels already account for any prostheses the character may need.<ref>http://www.dark-wind.com/forums2/index.php?a=topic&t=6096&min=24&num=15</ref>
These injury levels already account for any prostheses the character may need.


== Aging ==
== Aging ==
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Any ''critical'' hit, i.e. anything with a descriptive part to it rather than just being reported as a ''concussion hit'', can increase a character's ''Mileage''.  These additions are often tiny amounts, however.
Any ''critical'' hit, i.e. anything with a descriptive part to it rather than just being reported as a ''concussion hit'', can increase a character's ''Mileage''.  These additions are often tiny amounts, however.


=== Mentoring<ref>http://www.dark-wind.com/forums2/index.php?a=topic&t=13708&min=12&num=1</ref> ===
=== Mentoring ===
# Older characters (age 36+) with skills over 100 can boost the training of those skills in the same town or camp that they're in.
# Older characters (age 36+) with skills over 100 will automatically boost the training of those skills in the same town and camp that they're in.
# A character has to be age 27 or younger (and in the same town) to receive help from a mentor
# A character has to be age 27 or younger (and in the same town) to receive help from a mentor
# The mentor has to be set to train the skill they want to mentor others in.
# The mentor has to be set to train the skill they want to mentor others in
# The effect of the mentoring is substantially stronger than a low-level motivator, and the effect gets stronger the higher the mentor's own skill is. However it affects only one skill, and it forces the mentor to be training in that skill themselves.
# The effect of the mentoring is substantially stronger than a low-level motivator, and the effect gets stronger the higher the mentor's own skill is. However it affects only one skill, and it forces the mentor to be training in that skill themselves
# Motivator and Mentor have their training effects stack.
# Motivator and Mentor have their training effects stack.


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Characters with an addiction will cost extra money to maintain (food, water, and chemical of choice) (//Not currently implemented//), and will have benefits and consequences related to their substance of choice.
Characters with an addiction will cost extra money to maintain (food, water, and chemical of choice) (//Not currently implemented//), and will have benefits and consequences related to their substance of choice.


Also, the heavier a user is the greater the likelihood he/she will show up to an event 'under the influence'.  To fix an addiction, [[Elmsfield]] has rehabilitation facilities at the hospital.
Also, the heavier a user is the greater the likelihood he/she will show up to an event 'under the influence'.


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The reduction in Strength shown for most of these reflects the reduction in the health of the character.
The reduction in Strength shown for most of these reflects the reduction in the health of the character.


== Notes ==
<references/>


[[Category: Characters]]
[[Category: Characters]]
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