Artifice Orisit
Guest
What are feats anyway?
Please keep in mind for now that if I use the term it may not carry the conventional meaning.
Character Information used in game mechanics.
Race / Stats / Class / Philosophy / Skills / Attributes / Feats
Stats
Explained somewhere else.
Class
The chosen class effects the player's choice of Skills and Feats... or something, I haven't gotten around to figuring out exactly how classes work yet.
Philosophy
As per the "philosophy class system" mentioned above one's chosen philosophy works like an inherent special ability... I suppose this would put it somewhere between like one's race and one's class; the form of one's mind seems like a good description.
Skills
Yesss, the fun bit to come up with
Stats influence the effectiveness of the PC when using the appropriate skill, Class determines which skills a PC can posses (in theory at least), Attributes determine to what extent a skill can be used. So for example a PC has the "break down door" Skill and evidently has the appropriate class for this Skill; the size of the door that can be broken down and how easily it can be done is determined by the appropriate attribute, in this case "strength". When attempting to break down a door the actual likelihood of this attempt succeeding is determined by the PC's current stats and the extent of strength beyond the base requirement.
So yeah, we need to come up with a skills list (this may be very long).
Attributes
Well I suppose this is the time & place to explain the Attributes System.
Attributes System
Strength: The PC's physical ability to apply force via either muscles, hydraulics or a variant thereof (Avian muscle, it will be explained in the flight rules); a fairly important attribute for those seeking close combat or to be the group's pack mule.
-Affects maximum Encumbrance, <see Encumbrance Rules>
-Affects Melee Combat, <see Melee Combat Rules> ...I see a pattern here.
-Affects some Skills
Speed: The PC’s physical ability to move their limbs with haste.
-Affects Stride (PC travelling speed), <see Melee Combat Rules> ...yep, pattern
-Affects Combat Speed <see Melee/Ranged Combat Rules> ...oh gawd
-Affects the Dodge Feat <see Doge Feat Rules> (likely in the Feats section)
-Affects no Skills
Intelligence: Similar to IQ, probably best described as the ability to apply formal logic and book smarts.
-Affects the regeneration rate of the Sanity Stat
-Affects the Psychic Feat <see Psychic Feat Rules>
-Affects many archetypically knowledge based Skills
Guile: Similar to cognitive speed, probably best described as the ability to apply fuzzy logic and street smarts.
-Affects the regeneration rate of the Sanity Stat
-Affects the Charisma Feat <see Charisma Feat Rules>
-Affects many archetypically wit based Skills
Endurance: A measure of how fit the PC is.
-Affects the regeneration rate of the Fatigue Stat
-Affects the regeneration rate of the Health Stat
-Affects no Skills
Hardiness: A measure of how tough the PC is.
-Affects the regeneration rate of the Health Stat
-Affects the degeneration rate of the Pain Stat
-Affects no Skills
Willpower: The opposite of what is normally possessed by an ADD suffering INTP.
-Affects the degeneration rate of the Pain Stat
-Affects the Charisma Feat <see Charisma Feat Rules>
-Affects the Psychic Feat <see Psychic Feat Rules>
-Affects no Skills
Agility: The PC’s ability to balance & perform acrobatic motions.
-Affects the regeneration rate of the Fatigue Stat
-Affects the Dodge Feat <see Dodge Feat Rules>
-Affects some Skills
Dexterity: The PC’s physical capacity for fine motor control, in some cases this can be quite a literal description.
-Affects Ranged Combat <see Ranged Combat Rules>
-Affects Combat Speed <see Melee/Ranged Combat Rules>
-Affects many technically based Skills
Feats
These are the major skills that almost everybody posses and cannot be learnt no matter how many levels one goes up; like breathing for example, it’s either intrinsic or you don’t need to do it.
The various feats are (thus far) as follows: Charisma, Psychic, Dodge
An explanation of how each works will be given in the rules section.
*sigh* I'm exhausted.
Please keep in mind for now that if I use the term it may not carry the conventional meaning.
Character Information used in game mechanics.
Race / Stats / Class / Philosophy / Skills / Attributes / Feats
Stats
Explained somewhere else.
Class
The chosen class effects the player's choice of Skills and Feats... or something, I haven't gotten around to figuring out exactly how classes work yet.
Philosophy
As per the "philosophy class system" mentioned above one's chosen philosophy works like an inherent special ability... I suppose this would put it somewhere between like one's race and one's class; the form of one's mind seems like a good description.
Skills
Yesss, the fun bit to come up with

Stats influence the effectiveness of the PC when using the appropriate skill, Class determines which skills a PC can posses (in theory at least), Attributes determine to what extent a skill can be used. So for example a PC has the "break down door" Skill and evidently has the appropriate class for this Skill; the size of the door that can be broken down and how easily it can be done is determined by the appropriate attribute, in this case "strength". When attempting to break down a door the actual likelihood of this attempt succeeding is determined by the PC's current stats and the extent of strength beyond the base requirement.
So yeah, we need to come up with a skills list (this may be very long).
Attributes
Well I suppose this is the time & place to explain the Attributes System.
Attributes System
Strength: The PC's physical ability to apply force via either muscles, hydraulics or a variant thereof (Avian muscle, it will be explained in the flight rules); a fairly important attribute for those seeking close combat or to be the group's pack mule.
-Affects maximum Encumbrance, <see Encumbrance Rules>
-Affects Melee Combat, <see Melee Combat Rules> ...I see a pattern here.
-Affects some Skills
Speed: The PC’s physical ability to move their limbs with haste.
-Affects Stride (PC travelling speed), <see Melee Combat Rules> ...yep, pattern

-Affects Combat Speed <see Melee/Ranged Combat Rules> ...oh gawd

-Affects the Dodge Feat <see Doge Feat Rules> (likely in the Feats section)
-Affects no Skills
Intelligence: Similar to IQ, probably best described as the ability to apply formal logic and book smarts.
-Affects the regeneration rate of the Sanity Stat
-Affects the Psychic Feat <see Psychic Feat Rules>
-Affects many archetypically knowledge based Skills
Guile: Similar to cognitive speed, probably best described as the ability to apply fuzzy logic and street smarts.
-Affects the regeneration rate of the Sanity Stat
-Affects the Charisma Feat <see Charisma Feat Rules>
-Affects many archetypically wit based Skills
Endurance: A measure of how fit the PC is.
-Affects the regeneration rate of the Fatigue Stat
-Affects the regeneration rate of the Health Stat
-Affects no Skills
Hardiness: A measure of how tough the PC is.
-Affects the regeneration rate of the Health Stat
-Affects the degeneration rate of the Pain Stat
-Affects no Skills
Willpower: The opposite of what is normally possessed by an ADD suffering INTP.
-Affects the degeneration rate of the Pain Stat
-Affects the Charisma Feat <see Charisma Feat Rules>
-Affects the Psychic Feat <see Psychic Feat Rules>
-Affects no Skills
Agility: The PC’s ability to balance & perform acrobatic motions.
-Affects the regeneration rate of the Fatigue Stat
-Affects the Dodge Feat <see Dodge Feat Rules>
-Affects some Skills
Dexterity: The PC’s physical capacity for fine motor control, in some cases this can be quite a literal description.
-Affects Ranged Combat <see Ranged Combat Rules>
-Affects Combat Speed <see Melee/Ranged Combat Rules>
-Affects many technically based Skills
Feats
These are the major skills that almost everybody posses and cannot be learnt no matter how many levels one goes up; like breathing for example, it’s either intrinsic or you don’t need to do it.
The various feats are (thus far) as follows: Charisma, Psychic, Dodge
An explanation of how each works will be given in the rules section.
*sigh* I'm exhausted.