Thousand Hells Character Recruitment and Generation Rules
A pre-release framework for recording how Thousand Hells generates helpers, professions, traits, recruitment choices, and party changes.
This page intentionally documents the evidence model rather than inventing recruitment requirements.
What is known about recruitment?
Before a heist, the player gathers a party of skilled adventurers. The store page says the cast of helpers is different each time and that not all heroes get along. That supports a variable recruitment model, but it does not reveal every trigger, location, refusal condition, or replacement rule.
The recruitable heroes page stores observed profiles, while the character relationships page stores conflict evidence.
Which recruitment fields should be logged?
Log the situation as it appeared rather than converting it immediately into a general rule. Include the quest, underworld, party, leader, visible traits, dialogue, choice, and result. If the helper joined after a particular choice, preserve the full choice wording and any cost.
| Field | Example of safe notation |
|---|---|
| Run identifier | Date or local save label |
| Candidate profile | Exact displayed name and profession |
| Party state | Members, leader, injuries, mental state |
| Recruitment prompt | Exact visible choice |
| Result | Joined, refused, left, or unknown |
| Evidence | Screenshot or video timestamp |
Do not infer a hidden requirement from one run. Compare at least two runs before moving a requirement from player-reported to player-tested.
How does procedural variation affect the database?
A procedural or replayable cast means the database should describe generation rules and observed combinations, not promise that every reader will meet the same hero. The release store page also says that a new unique quest can be created or a failed mission retried, so quest context belongs in every recruitment record.
For party consequences, cross-check the underworld system and encounter consequences pages.
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