Adding character progression in a game like Day Z is dangerous, particularly in the area of over-doing it. I've seen suggestions ranging from a few random perks that characters begin with at spawn all the way to Elder Scrolls style skill points. The danger here is twofold: 1. We don't want to take away from the game's current strengths (or potential strengths once it comes nearer to completion). Gear progression is a huge strength, and adding too complicated a character progression system will decrease not only the importance of gear progression, but also the time developers will be able to spend on gear in general. So the first rule is: not complicated, easy to implement. 2. If we under-do character talents, they become pointless. Having a couple of random perks upon spawn is just that: A one and done roulette that really doesn't offer much in the long run, except perhaps a little easier time in certain situations. Here is my suggestion: Create (depending upon how many 'useable gear themes' are eventually added to the game) 6 - 10 proficiencies with perhaps 3 or 4 tiers. For instance, one proficiency (when vehicles are added) could be mechanical. All new players would start with the lowest tier in each proficiency except for the one that matches his or her 'pre-apocalypse job', which could be either maxed or close to it. The proficiencies would act as modifiers for how efficient and successful a character is when using the gear associated with it. A military proficiency would influence accuracy or weapon modification. Mechanical proficiency would influence the ability to repair and upkeep vehicles and other machines. These proficiencies would raise in tier when the character had attempted them many times, thus allowing characters to eventually max out all proficiencies. This would add much value to character death, as well as give the game a greater sense of progression, and wouldn't be too hard to implement.