GhostMOO: System

Eventually here will be a description of the GhostMOO mechanic: attributes, skills, species, character creation.

Attributes

Attributes are primary physical statistics which describe the capabilities of your bodily shell. While they can improve with use (just as you can beef up with a few hours at the gym each week), they aren't as malleable as skills. Their scores range from 1-100 for normal humans.

Agility

Gross agility, litheness of movement.

Dexterity

Fine agility, steadiness of hand.

Endurance

Stamina, resistance to disease, poison, and shock.

Quickness

Reflex, response time, dodging ability.

Strength

Brute physical strength.

Willpower

Mental endurance, resistance to pain and suggestion.

Skills

Skills are learned behaviours, mastered through use. Each depends on a certain set of physical attributes to determine a base aptitude, and likewise depends on its parent skills, shown indented below. Skill scores begin at level 0. There is no upper limit, but skill achievement "boosts" are more difficult (and thus less frequent) as you become more proficient.

Melee

General skill in close-quarters combat.

Unarmed Combat

Melee skill--unarmed. A parent skill for others such as brawling and martial arts.

Bite

Use of ones teeth during unarmed melee combat. Flexible necks a must.

Claw

Use of ones "hands" during unarmed melee combat. Geared towards creatures with arms and hands. See "Flail" if you have tentacles.

Flail

Use of tentacles, tails, and other "whip it" appendages. Chiefly of use for giant squid, stegosaurus, and mind-flayers.

Brawl

The traditional pugilistic arts. Non-clawed, ducking, weaving, bobbing, bare-fisted ACTION ACTION ACTION.

Armed Combat

Close-combat skill with weapons.

Bladed

Use of bladed weapons, encompassing both thrusting and slashing varieties.

Blunt

Use of blunt weapons such as clubs and hammers, which rely primarily on the weight of the weapon for damage and striking force.

Whip

Skill in using flails, whips, morning-stars, and so on.

Trident

Use of a long, multi-pronged thrusting weapon such as a trident or pitchfork.

Shock

Used to check against death or disablement when a character receives injury.

Medic

Field medicine. First-Aid. Basic medical techniques which will allow you to revive a fallen comrade, but probably won't let you sew eir arm back on.

Perception

Ones general awareness of ones surroundings. A combination of all the traditional senses, with a little intuition thrown in for good measure.

Ranged

Skill in using ranged weapons such as bows, guns, flamethrowers, etc.

Throwing

Skill at throwing things. Rocks, knives, grenades, bowling balls, anvils, hammers, geese.

Discus

Use of spinning thrown weapons, such as well, uh, a frisbee? A razor-rimmed hat? Heavy discus? Discs of Tron??

Shooting

The use of mechanical weapons such as firearms and crossbows.

Archery

Use of longbows, shortbows, any bows but crossbow-type weapons. Crossbows should use Shooting.

Sling

Use of slings and slingshots. Yes, the dynamics of those two weapons are different, but I'm afraid each doesn't quite rate its own skill.

Javelin

Use of an elongated, aerodynamic thrown weapon such as a javelin or spear.

Lockpick

Used for picking mechanical locks. Traditional locks, in general, and not electronic mechanism with more circuits than tumblers.

Dodge

Ones general perceptive ability during combat. Ability to dodge, and also the ability to setup for a parry attempt.

Tinker

Skill in repairing and maintaining mechanical equipment such as vehicles, generators, and things working primarily with moving parts rather than circuitry.

Hacker

Skill in repairing and maintaining electronic equipment such as computers, video and audio equipment, and other circuit-based gizmos.

Focus

Mainly used for the Mage talents, yet could be used for just about anything that called for concentration of focus.

Tailor

Skill in modifying normal textile clothing. Generally cosmetic alterations.


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