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.