UNREAL Characters implements a system that copies RPGs like DnD and has an exp system based on player actions, where characters level up to increase their skills. It also incorporates specialization traits, mental traits, and congenital traits, taken from games like CK2. The system is WIP until I figure out how get the system to work, but here's how it should ideally work.

Exp system:

Every character with =>3 chivalry or piety, gets one exp inside a settlement, while characters with >14 int, along with =>3 chivalry or piety get a 5% to get 5 exp inside a settlement and characters with =>18 int, along with =>3 chivalry or piety get a 10% to get 5 exp inside a settlement.

Every victory gives a character exp, with close victory's giving 5 exp, avg victory's 3 exp, and heroic victories giving 7 exp.

A character can gain 1 exp if there is an arena, entertainment building, and they have =>9 strength. Every 3 points =>9 in strength gives a 5% each for more 4 exp. Every 2 points 9< in strength decreases the chances by 5% each. This goes for schools for int and wisdom, pubs for charisma, and religious buildings for wisdom

Ability scores and what they do (DND nerd stuff):

Strength increases character chances of gaining traits by 5% for every 2 points =>12 str related to strength such as competitions and barracks. Conversely for every 2 points 9< str, it decreases the chances by 5% each. It also plays a minor role in characters health, where every every 2 points =>14 str give +1 HP. This does nothing for agents, expect for assassins, where every 4 points of strength =>14 str increases character chances of gaining traits by 5% each. Conversely for every 4 points 10< str, it decreases the chances by 5% each.

Dexterity influences movement speed, increasing for every 2 points =>12 dex by 5% each and decreases for every 2 points 9< dex by 5% each. It governs spies and assassins subterfuge, increasing by +1 for every 2 points =>12 dex and decreasing by -1 for every 2 points 9< dex. It's the same for characters, but increasing by +1 for every 2 points =>14 dex and decreasing by -1 for every 2 points 10< dex.

Constitution influences HP, increasing for every 2 points =>12 con by +1 each and decreases for every 2 points 9< con by -1 each. It governs the ability to elevate decreases in HP by other traits, decreasing (the negative outcomes) by adding +1 each for every 2 points =>12 con each and increasing (the negative outcomes) by substracting -1 each for every 2 points 9< con . ]]>