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Holdaran Character Development

Holdaran Character Development

Holdarans are bio-mechanical constructs that are fully sentient, but have always lived inside Holdara and hence have no idea that they are unusual in any way.

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Character Selection Screen
(Core Stats bottom right)

Immutable Features

Holdaran are each unique with many randomised elements:

  • Given Name (however players can set a Nickname for use in game)

  • Background biography

  • Gender

  • Skin colour, panel lines, and skin pattern

  • Eye colour and shape

  • Head, ear, horn, and body shape

  • Base attributes

These features are immutable, forming part of the NFT image which includes additional features like:

  • Outfits

  • Poses

  • Accessories

  • Backgrounds

The Holdaran’s NFT image is their “graduation photo” (PFP) that never changes. Note that it doesn’t mean the character necessarily starts the game with the outfits or weapons – those items are just what they had at the time of the photo, though they will likely relate to their generated background biography.

 

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Holdaran Ancient showing
Immutable Panel Lines on the face and arms.

Mutable Features

All other aspects of Holdarans are mutable either via customisation or gameplay:

  • Skills

  • Hair style

  • Cosmetics

  • Clothing

  • Weapons and armour

  • Body augmentations

All these mutable aspects are reversable so that any future purchaser of the character can effectively reset any modifications they don’t like.

In-Game Customisation

Everything in Holdara must be earned or bought – you don’t simply go to a menu and choose a different outfit or colour scheme from some presets. Even outfits/equipment you own can only be swapped out when you have access to the inventory they are stored in, so for example changing clothes requires a character to be carrying the outfit, or to return to where it is stored.

Physical customisation options work much like crafting items: you need ingredients and an artisan with the appropriate skill to make changes (essentially like going to a hairdresser or tattoo parlour).

Clothing, armour and weapons need to be either crafted or bought, and can be further customised by additional crafting actions. Again, this requires materials, crafting skills and buildings.

Patterns and designs are part of the game “knowledge” system, and therefore can be found/learnt and traded like any other knowledge or item in the game. Overtime new patterns and designs can also be developed by / proposed to the community for inclusion – true UGC.

 

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