I don't really agree with the level of the casual obfuscation that still exists, but I cannot really change that dramatically. However I do think more OOC guidance is permissable under the rules than what maybe is commonly done. I also think it is considered taboo by some players to advise new players about subjective good-or-bad in game systems, lest we drag players away from their creative desires towards what is 'optimal'. I agree with this thinking to a point, but I think that at a minimum players should be able to leave character and down the line not feel like the whole process was a waste of their time.
So to that purpose, this is my advice. Although I like to consider myself very well informed about game systems and gameplay and roleplay within Sindome, it is ultimately subjective and you will be taking my word in my cases that what I'm writing isn't misleading. Trust, but verify. You almost never have to take anything on faith, every character has the means available to them to verify through testing whether someone's claims about a skill are true, it just requires a lot of using it to determine. Some players will look down on you for being too meta-analytical about mechanics, but fuck 'em; you will know sub-stats weights and they won't.
Part 1: Welcome to Sindome, Your Stats Are Garbage
Sindome's stats (Strength, Perception, Endurance, Agility, Intelligence, Charisma, Luck) look superficially like Fallout and might give a similar impression to that game's design when allocating your initial few points across them. Players might think, well I want to be smart so I'll raise INT five times, and be average in strength so I'll raise it three. Well don't stress about what stats matter to your build here because this assignment couldn't be more of an irrelevant drop in the bucket! At BEST, by hobbling everything else, you might leave character character creation with N in a single stat which is terrible for gameplay purposes.
For most intents and purposes all your stats will be starting at zero (EDIT by Slither: This is not true. No stats start at zero. It's impossible to have a 0 in a stat. It is better to assume your stats are starting low compared to the heights you can reach) when you leave character creation. However this will not be a problem for you if you plan around it, ie. you will not be investing in skills when you first begin to play, but rather your stats (Edit by Slither: Investing in Stats out of the gate is one way to go, there is nothing wrong with investing in Skills though. Almost every 'roll' in the game is a combination or stats AND skills). Although you will start bad in everything you will progress very quickly if you spend UE on relevant stats, the biggest issue players have with feeling like they're not able to see any gains with their skills is because they start spending on stats too far late into their playing life.
This might seem like a rough beginning but it's actually good in disguise, there is nothing to do wrong here because nothing you do at this step will really matter. The only exception to this is players who pump enough points into INT will gain a some extra (though poor) facility in a second language to start. If you intend to learn a second language early on, you should stack INT in character creation until it tells you you've qualified for a bonus language. The amount of UE this represents is quite small but it is a slight benefit if you were doing it anyway.
Part 2: All Stats Are Important To You, Yes Even That One
Not only are there no bad choices to make about investing your initial points in stats in character creation, there are no wrong choices for how to spend UE in stats when you begin playing so don't stress you might put too much in one or the other to begin. You will need literally dozens or hundreds of raises in everything. All of them have considerable virtues to all new players, no matter what their archetypes are, and raising everything at least a bit to start would probably make everyone's lives a whole lot easier than trying to minmax boost something.
All stats have hidden sub-stats, but because they are assigned relatively close to 50-50 split as you spend UE on the parent stat, their existence is not relevant to you as a new player except that you might notice slight improvement when you stat up sometimes and not others (this is because what sub-stat gets raised each time you spend UE is a coin flip). For this reason I will just discuss the parent stats here:
* Strength: Not a brawny character? Doesn't matter. Turns out a huge part of the game is just carrying stuff around. Basically everyone who isn't a beefy musclehead neglects this early but it will just flat out make your daily life easier in a million jobs if you can just pick a few things up and carry them a bit further.
* Perception: A common stat for players to not understand even far into their lifespans. Everyone knows it's important, though sometimes they're not exactly sure why. I cannot tell you why this stat is so important to new characters because the systems it is relevant towards are, as far as I know, not explicitly documented anywhere but please believe me this is extremely relevant to new characters and the things that happen to them hanging out in bars and roleplaying with one another. CHA wrongly gets assumed to be the 'RP stat', but it isn't, PCP is. Invest in it and watch game annoyances disappear with your special eyes. (EDIT by Slither: Perception, among many other things, forms the basis for how many people you can 'watch' at one time. You only need to watch characters that are not explicitly addressing you. 'Help speaking' for more information)
* Intelligence: INT is rarely neglected by new players because anyone who needs it takes it because it's the only mental stat and its usage is fairly obvious. If you keep it at Q forever trying to minmax a combat character it will catch up with you.
* Endurance: This is an incredibly unsexy stat that doesn't have flashy skills tied to it but you do not want to have bad stamina because you might actually be great at something and it just seems like it's terrible, or you're terrible, because you're becoming exhausted instantly. Is you character job going to be doing anything that involves manual work? You need some of this. Taking hours or days to recover from a bad run in or hard day? Yeah it's because you left END at Q.
* Agility: Agility is tied to a few checks that are highly relevant to new characters and which are also, critically, easy to tell if you're passing or failing them, so this stat is usually not something that get neglected. It is good, but I would say players tunnel vision it too hard, take other stuff also.
* Charisma: Half of the players are taking too much of it, the other half are not taking enough. It governs Appearance which gives you appearance shortdescs for being pretty and is therefore incredibly popular. This stat is actually important for everyone by virtue of its little-known sub-stat Charm, which is very relevant to new character activities and jobs, but if you're putting every free point here so you can be the prettiest of all princesses, then you're building towards heartbreak (Edit by Slither: There is nothing wrong with devoting a lot to charisma, especially for specific archetypes).
* Luck: Luck is important later but not right out of character creation. Due to how it works you sort of already need to be decent at one thing for it to function meaningfully. There are exceptions to this but if you knew what they were, you wouldn't need this guide! That said even if you accidentally put 120 UE in here straight out of the gate for some reason, you'd still be fine in the long run.
Part 3: Okay Let's Discuss Skills, or; Stop Taking Artistry
Skills is where everyone runs into problems. Unlike stats you don't get an inconsequential amount of UE to spend on skills in character creation, you actually get a decent chunk to spend on your skills, and you can actually spend it wrong in the sense that you won't be achieving your desired archetype even if the skill sounds like it might be relevant. Skills do not function like in roleplaying games where they represent different facets of broader abilities (ie. rolling multiple skills towards one outcome). Skills are almost always siloed from one another, one type of thing generally rolls one skill and the other skill that sounds maybe kind of similar and maybe relevant is not checked. There is a small number of skill checks in the game that roll multiple skill additively, and a slightly longer list which roll multiple skills in and either-or way, but new players should assume each thing they can do has one skill that governs it.
For this reason you do not want to take a skill just because it sounds like it could be relevant to something else. The great likelihood is it isn't and you'll have a skill that does something that may be unrelated to your desired archetype entirely.
In fact, it's better to not have a skill at all until you're sure exactly (or at least generally) what it does, where it is relevant, and how it gets used. Of course, you have to assign some UE to skills in character creation before you've even had a chance to learn that, so what are you to do? For most new players it's one of three things: They spread points across a bunch of different tech skills based on whatever sounds relevant, they grab a bunch of weapon skills to be a fighter, or they take artistry. I will offer my thoughts on what I think the new player experiences might be with different skills, or that I have noticed has been people's past experiences with them here. This type of guidance has been frowned on or prohibited in the past, but I feel that it all falls within the rules as far as discussion of specific mechanics and represents only my subjective experience that would be just as safely be voiced in OOC discussions on the topic of any skill. Do note: My advice here does not apply if you feel comfortable simply having skills as an expression of your roleplaying archetype and are unbothered whether you are making skill rolls when you start playing that use them. If you just want to roleplay as a person with a given skill, then take whatever you want and go forth and be without a care because comparison is the thief of joy. For everyone else:
* Artistry: It's not the default social skill, it's the anti-social skill. Artistry is a super broad and powerful skill and probably the most popular individual skill, but it's a huge development trap and time sink for people who don't actually love it, which is almost everyone. This skill has burned out more players than any other game mechanic and if you take a little because 'why not' it has a way of warping your whole character trajectory around it to better turn you into a bodysuit-producing TailorBot. Using this skill effectively means spending your time sitting in notepad writing descriptions instead of actually playing, and while some players will thrive doing it you should never just take it because it seemed like nothing else really fit your character archetype. If your character is very specifically intentionally starting as a tailor or painter or performer by design then sure take artistry, but new players should be very cautious about this skill otherwise, because other players wanting you to do it for them is not the same thing as you having fun.
* Aero Tech: This is a fairly deep gameplay system but an extremely expensive and advanced one to venture into as a new player, your character archetype should be really centered around aeronautics/astronautics in a total and inviolate way if you're taking it out of character creation. Almost always will be taken in concert with Piloting, and almost always the far harder choice versus Auto Tech unless you are prepared for a very deep-end new player experience.
* All Weapons Skills (Brawling, Martial Arts, Melee, Short Blade, Long Blade, Pistol, Sub-Machine Gun, Rifle): Players tend to all or nothing with weapon skills in character creation. Either they're playing combat characters and they max their investment in one skill, or they're playing non-combat characters and ignore these. Taking a combat skill on your first character and just raising hell for a few days or weeks is a classic, and even somewhat official, way of learning about the game and combat systems. If you're a brand new player and are thinking more along the lines of taking combat skills defensively to avoid combat then you're probably better served by taking mobility oriented skills like Disguise or Driving because you'll end up learning more about the game in your time. As a new player, if you take combat skills you should be using them actively because you need to be learning about the skills you take on your first character, or you'll never know how to build your next character. Only take ONE of these and if you want to start mugging people/fighting around the world on day 1 then skip the firearms (Edit by Slither: Firearms are illegal in the city and expensive/hard to come by).
* Auto Tech: Mechanics are always a popular cyberpunk character archetype but I would describe this archetype as tough on brand new first-time characters because it wants for a lot of game knowledge, social connections, and money. Find someone to apprentice under, or don't be afraid to circle back to this archetype 4 months or 6 months into your character lifespan as it will be easier then. If you want to play a general tech-y type character this may be a breadth requirement to have an actual job, but you won't have to take it in character creation for that purpose.
* Bio Tech: Unless your dream character archetype is being a biotechnicist or bio-researcher, or mad scientist, you probably want Medical instead to start out. Not a part of general medicine in the game so you can skip it playing a traditional medic or doctor. This is probably the second most niche skill in the game, but has jobs directly associated with it so it's better than many others as a result.
* Chemistry: A popular, strong and very well documented skill that would be a disappointment for most new players coming out of the gate with it. A very mid/late-game item production skill catered towards characters with resources, play a chemist if you really want to be a chemist, but being a doctor who becomes a chemist several months or years into their career will be much more first character friendly. However it's exceptionally well documented in help files, better than any other advanced skill. (Edit by Slither: There are opportunities for entry level chemists in the game, if you seek them out.)
* Computer Skills (Cracking, Systems, Programming): These skills come with an in-game disclaimer that their coded support is limited because their intended playing field, Grid 3.0, never fully materialized. Systems has actually received some modest gameplay inclusions recently, but the other two are pretty barebones on mechanics. You can however get a job as Decker in the game which puts it way ahead of some other tech skills in practical advantages to the daily new player experience, just expect for mainly a roleplaying focused experience and corporate jobs. Systems would be a common inclusion for techy generalists but you will, as with the other tech skills, want for an in-game mentor ASAP so you understand the exact purview and limits of its uses.
* Disguise: Disguise is seemingly a niche concept that is actually ubiquitous in Sindome due to idiosyncratic existence of items like ponchos. Strange as it may be to someone unfamiliar with the game, disguise is actually good for (almost) everyone and is often the easier, new-player-friendly choice versus something advanced like Stealth. Works well both with a small amount of investment as well as having some interesting mechanics with significant investment. Tricky to work into a character history but almost never a choice anyone is going to regret having on their character sheet. If you're trying for a sneaky archetype you may actually prefer this over Stealth just when you're starting out, but they do work together so taking both isn't wrong either.
* Dodge: Dodge is a powerful skill and a fixture on veteran skill sheets but it's hard to learn about as a new player without actively pursuing a lot of combat all the time, and doesn't do anything on its own per se so while it might be min-maxy to take it, there may be things you'll have more fun with on your first character and learn more about the game by using.
* Driving: Driving is the actual roleplaying-enabling skill that people think Artistry is. No one other skill opens more doors, enables more roleplay, or helps with more jobs than Driving does. Fun, deep, useful, good for literally everyone and makes you build your character in a way that is good for every other physical archetype. Also very easy to write into many different types of character archetypes and character histories. In my opinion the best skill in the game.
* Electro Tech: One of the many techy skills that are niche in isolation. It will dearly want for an in-game mentor ASAP because just knowing what it even does will not at all be obvious to a new player (or even a somewhat experienced player). Somewhat limited gameplay taken by itself so it's almost always paired with other (even many) different additional technical skills that altogether yield enough gameplay to make them worth their while. Some players will just throw some UE in here to represent their character's techy ability in a generic roleplaying way and that is probably the correct way of representing that until they have the game knowledge to make more specific choices.
* Explosives: Is listed with other weapons skills in the help files but is not a weapon skill in the same sense as long blades or rifles; explosives are not weapons that make regular attacks when engaged in combat but are rather single-use consumables used to augment combat or set up traps. This is a niche hybrid production/item use skill that requires a fair amount of game knowledge (difficult to learn game knowledge at that) and you probably don't want to take it if you're imagining using it like a grenade hotkey in an FPS. If you want to play a terrorist or mad bomber though this is what you're after.
* Forensics: Forensics is a counter-intuitive skill when it comes to new players because it's kind of famously thin on coded mechanics, and not powerful, but characters who take it and make it a major part of their characters pretty much always get wrapped up in fun (for murdery values of fun) going's on and plots and drama. As long as you're not hoping for fingerprint analysis mechanics or coded DNA sequencing, being known as a medical pathologist or forensic investigator will provide roleplaying hooks that will be rare otherwise. If you take this be prepared to say 'Yes' to every sketchy late-night request from someone to ID wounds on a corpse and see where those plots take you, otherwise it's a waste.
* Heavy Weapons: Heavy Weapons is listed with other combat skills in the skills listings, but is not the same as the other weapons in that it governs attacks make with vehicle-mounted weapons and not weapons you're holding in your hands to attack characters with in the typical way (Edit by Slither: This is technically not true, there are heavy weapons you can hold in your hand, but they are exceedingly rare). This would be one of the most cutting-edge newly developed skills to take and so the knowledge base among players for it is very low. It would almost always be better to develop a driver or pilot first and take this skill later in their development, and any new player trying to make this work out of character creation should really be prepared for a lot of blank looks and bad public info when they try to find out more about it.
* Medical: Extremely common first time player choice. New player tend to imagine being a medic will like being a support healer in other roleplaying games but that is actually not how the skills or archetype really ends up working in practice, however it is still very new player friendly because there are lots of medical oriented jobs that can be had day 1, and medicine will get players into the fray of ganger gameplay and put them out on the streets learning the way everyone should be learning. Do however note: There's no Geneva Convention in Sindome, if your character complains that someone is immoral for harming medical personnel you will get laughed at. If you treat it like an in-the-trenches archetype that is a parallel role to gang play, and not a shield to protect your character from harm, you will have a good time.
* Munitions: Munitions is the arms and armouring skill, one that has a lot of functionality on paper but suffers a bit in practice because characters just flat out don't kill each other that often. There are one or three munitions focused jobs but I would almost always strongly recommend taking Munitions along with several other technical skills to create a sufficient gameplay base for enjoyment.
* Piloting: Piloting is my favourite game system by a wide margin but is the most new player unfriendly system in the whole game. No other skill has so many difficult, inflexible skill checks to make, and it wants for deep game knowledge comparable to the most advanced skills. Even with extreme minmaxing out of character creation, you will not have the stats required to safely fly AVs without smashing into buildings, vehicles and innocent on-lookers with some frequency. However there are really two tried-and-tested ways of learning the piloting system as a player: One is training into piloting on a character that has a few months of physical-oriented UE allocation and learning slowly and cautiously, the other is playing a crash happy disasterpiece who wracks up a record setting passenger bodycount and then rerolls into a more cautious professional pilot with player-side experience once their character's career is torched forever. Doing this will be a big time investment either way though, so there are no shortcuts: Either your first character or second character will need a few weeks (that is pushing it though, probably more like months) of character building to get to a place where you're not stressed out every second and can pass the skill checks enough to get by. Generally this is not an archetype good for new players and Driving is a better and vastly easier starting point, but if you want to fly, then fly high Icarus.
* Rigging: Rigging is piloting robots remotely, and for the majority of new player experiences it will be FeliBots or cat robots. It is a skill that was recently overhauled and is currently in an unfinished state with only three robots released out of an original planned seven, but for the purposes of the new player experience is super cool and will teach you a ton about the game. It's also cheaper to get into that most other techy skillsets, although it scales to being outrageously expensive in the latest stages. Has a couple of perks with special hardware that makes it pretty useful to a wide variety of archetypes even if they don't want to focus on it. Also has several jobs connected to it, making it one of the best supported tech-y skill sets. Be prepared to do a lot of tinkering and shock yourself many times while you learn how the systems work. If it's ever finished as planned, it would be the best tech skill set by a huge margin.
* Thievery: Does what it says on the tin. One of the most complex skill checks to make successfully but much like forensics will force your character to get into the thick of things and therefore is great for new players despite its difficulty. But if you do take this as a new player out of character creation you should be prepared to steal from absolutely everyone, all the time, it's very much a test to destruction skill for first-timers and you'll have more fun as a first time experience if you're just going for it rather than trying to get away with thefts. Do note: This skill is NOT required to just mug people for their stuff. My advice would not to try to become good at this and combat at the same time, you will end up being mediocre at both for months. Do one and then the other if you want both.
* Secure Tech: A twin thematic skill to Electro Tech it shares all the same caveats for the new player purposes, in that you will want a mentor for it ASAP and it will generally be taken with a swath of other tech skills so you have enough to do. Also if you take both Secure Tech and Electro Tech you can be left with the interesting problem of not being able to tell which of the two you're actually rolling for when doing things, and actually end up speccing deeper into the wrong one, so again, find a mentor. This is one of the more expensive and challenging skills to build a character career around for various reasons, so if you're taking a whole bunch of tech skills and are picking a 'main' one arbitrarily between them to spend deeply on, there are probably easier choices with easier job prospects.
* Stealth: A roleplaying game fixture, Stealth in Sindome is a bit of a wolf in sheep's clothing for new players. In many games this is an easy way to avoid dangers early on, and players might expect a Fallout/Skyrim-esque mild advantage from some sneaking only to discover bad or mediocre sneaking is way, way worse that just normal movement because it will appear hostile to many players and NPCs. This skill has been entirely tuned around late game conflicts and so may take many new players by surprise at how shockingly hard and various the skill checks to do it are. You can absolutely primary this as a sneaky-oriented character straight out of character creation, or take it as a mobility-oriented skill instead of Disguise, but be prepared to load a huge amount of stat UE to support it before it performs similarly to Disguise in practical daily value.
* Trading: Trading is a relatively narrow skill in terms of every day early gameplay, but one that ends up having a ton of thematic and mechanical breadth and gets used in a lot more places than is first obvious, once characters progress to their later development running leased businesses and becoming fixers. Despite the medieval MUD sounding name it gets treated as a general financial/business expertise skill for the purposes of jobs and plots and NPC interactions. Good for a lot of different archetypes and at a lot of different skill levels, and one of the few skills that directly benefits non-archetypal corporate roles. Having a decent amount of trading skill and support stats can have your character tapped for plots and business opportunities they wouldn't otherwise, but this stuff may not require a super deep investment so seek out a mentor before spending hundreds of UE towards it.
From these choices you must leave character with a minimum of two skills, both of which will be required to be part of your character history. For this reason even when skills are not 'ideal' for gameplay purposes they may still be necessary for archetypal ones. For a lot of skills, maxing the allotment you are allowed to take on a single primary skill can be the correct choice because this amount is kind of roughly the amount needed to be sort of decent at it once your stats catch up. Even if your intent is to take a broad range of skills, as a techy generalist for example, it's usually advisable to choose one to max out or close to it (it will not allow you to spend all your allotment on a single skill, only 2/3 or so of the available UE), so that you leave character creation with at least one that is going to be semi-functional. This is generally the priority for choosing that skill to max out that I would advise, but again this is very subjective and only my opinion on how to leave with something most functional:
1) Where you want to play a combat archetype and get into fights right away, take one weapon skill that isn't a firearm and max it, and put your secondary UE into anything archetypal, and if your archetype is just 'good at fite' then put it in Dodge.
2) Where a skill is crucial to your archetype and history, spend to the max on that skill, and if necessary the remaining on archetype related secondaries. If you max one archetype skill feel free to put just a few points in history-important skills here to represent your character, since you know you have one functional skill to fall back on even if you have too little for the others to work right away.
3) Where you want to play a tech generalist, pick one of ones that sounds best from my descriptions above, max it, and then pick up a daily mobility-related skill (driving, disguise, stealth) with your secondaries with plans to develop your generalist skills once your stats improve. If you take seven different tech skills evenly spent on out of character creation recognize that none of them might end up doing anything until significantly improved.
4) Where there isn't one crucial skill relating to your archetype, and you don't want to be a generalist but you do want to take Driving, then max Driving and take something archetype-related the remainder.
5) Where there are no skills that seem archetype related, and nothing mechanically seems appealing to you as a player including Driving, max Dodge and take Driving anyway as your secondary.
Part 4: Welcome to Withmore, Don't Forget Your Stats Are Still Garbage
You finish character creation and you're into the game, you're filling out your @nakeds and getting some clothes, making connections with characters. Oh hey maybe I should take a little of this other skill, I see someone else using it at it looks useful right? NO. Raise your stats. Your stats are holding you back now regardless of what you try to do, raising basically all of them a little bit should be your priority. Once you have a baseline level of only somewhat terrible stats after a few weeks, broadening your skills will be easier and actually effective, but do not fall into the trap of putting it off chasing this or that side track. You are condemning yourself to a purgatory of bar RP doing that. Especially if you've got any stats below Q, raise them first to Q at least because because having horrifically low stats in some areas can brutally punish you in unexpected, undocumented ways.
If you have very specific skills that you learn will require particular stat investments (like pumping INT for example) then it's okay to leave other stats in the Below Average (Q-N) range for a little while, but in general your overall life and game experience will be much improved just by across the board raising everything into the Average range before embarking on any focused stat pumping. You want your character to be at least average, don't you? There are many, many mechanics in the game that will hurt you for having something catastrophically low, and yet new players fall into this trap constantly of focusing on one thing to try to get good at it as fast as possible. Sindome's combat will typically roll like seven to nine different sub-stats. You need a lot of stats.
Unfortunately this is about as specific as I can be and this could in the worst light already be considered too close to in-character information, but I feel that the resources available to new players are just not adequate and veteran players like myself are just too heavily advantaged by the game for more information not to be made available. Everything I have described here is comparable in detail or even lacking in detail to the discussions I've had with players and staff regarding skills in Town Halls and troubleshooting and guided discussions, and I believe all the opinions I've shared her are fair game within the letter of the rules. I hope the vague and subjective options I've included here can be helpful with players starting on their first character creation, and help them have a positive experience with it in retrospect.
(Edited by Slither at 7:06 am on 5/23/2024)