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*** GEARHEAD CHARACTER MANUAL ***
*************************************
This file describes the stats and skills which are available to
GearHead characters. There's a lot of information here, so if this
is your first time playing you may be better off just reading the
introduction.txt file and coming back to this one after you have
a bit more experience.
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*** CHARACTER STATS ***
**************************
01. Reflexes
If an action has to do with fine motor control, chances
are that it will be based on Reflexes.
02. Body
Feats of strength, endurance, and physical conditioning are
governed by Body. This also determines your health points and
how much equipment you can carry.
03. Speed
If an action involves either movement or reaction time, chances
are that it will be based on Speed.
04. Perception
Noticing things and feats of spatial perception are covered
by Perception.
05. Craft
Creating items, repairing things, and using tools are all actions
which are based on Craft.
06. Ego
Actions involving force of will are based on Ego.
07. Knowledge
Knowledge determines how many skills your character can learn
without receiving an experience penalty.
08. Charm
The ability to get along well with other people without holding
a gun to their head is determined by Charm.
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*** THE SKILLS ***
*********************
01. Mecha Gunnery (Reflexes)
This skill is used when attacking with projectile or beam
weapons which do Class 10 Damage or less.
02. Mecha Artillery (Perception)
This skill is used when attacking with missiles or ranged
weapons which do Class 11 Damage or greater.
03. Mecha Weapons (Reflexes)
This skill is used when attacking with mecha-mounted close
combat weapons. It is also used to parry with a weapon or
shield.
04. Mecha Fighting (Speed)
This skill is used when attacking with a mecha's arms, legs,
and other limbs.
05. Mecha Piloting (Reflexes)
The ability to control a mecha and, quite importantly, to
evade enemy fire.
06. Small Arms (Reflexes)
This skill covers rifles and pistols with a Damage Class or 10
or lower.
07. Heavy Weapons (Perception)
This skill covers personal missile launchers, miniguns, and
other large human scale weapons. It also covers the use of
most grenades.
08. Armed Combat (Reflexes)
This skill covers swords, knives, axes, spears, and other
close combat weapons. It is also used to parry with a
weapon or shield.
09. Martial Arts (Body)
The use of one's own body parts as weapons.
10. Dodge (Speed)
The ability to get out of the way in a hurry.
11. Awareness (Perception)
The ability to notice things at a distance. In game terms, the
ability to spot enemy units while they are behind cover.
12. Initiative (Speed)
This skill helps to determine how quickly a character can
attack in combat.
13. Vitality (Body)
An experienced character's learned resistance to pain and
injury. This skill increases a character's health points.
14. Survival (Craft)
The ability to survive if lost in the woods.
15. Mecha Repair (Craft)
The ability to fix mecha.
16. Medicine (Knowledge)
A doctor's ability to treat long term illness and injury. If a
limb is reduced to 0 HP, medical skill may be used to treat
it.
17. Electronic Warfare (Craft)
The ability to use ECM and other EW systems.
18. Spot Weakness (Craft)
This skill improves the chance of scoring a critical hit in combat.
It doesn't work when making burst fire attacks.
19. Conversation (Charm)
This skill determines interaction rolls while chatting politely.
Also, if you have a high conversation skill NPCs are more likely
to provide useful information while chatting.
20. First Aid (Craft)
Knowledge of emergency medicine, and the ability to treat
injuries while in the field.
21. Shopping (Charm)
A combination of bargain hunting and haggling. A character with
this skill will ensure the lowest possible price for any purchase.
22. Bio Technology (Knowledge)
This skill covers the repair and maintenance of advanced
biological constructs.
23. General Repair (Craft)
This skill allows a character to fix most kinds of human scale
equipment.
24. Cybertech (Ego)
Sort of a cross between medicine and mecha tech, Cybernetics
is the science of augmenting human bodies with mechanical
components. This skill is needed to prevent the side effects
associated with excessive cybernetics use.
25. Stealth (Speed)
This skill allows a character to hide more effectively. It is
automatically used if the character is in some terrain which
provides cover, and if the character is traveling at cruise
speed or slower.
26. Athletics (Body)
This skill allows a character to perform physically tiring actions
for a longer time than normally possible. It increases the number
of stamina points available.
27. Flirtation (Charm)
A character with this skill can get a better reaction from NPCs
of the opposite gender.
28. Intimidation (Ego)
The ability to make threats which will be believed. This
skill is often used when dealing with unfriendly NPCs. It
may also be used when your PC is trying to sound like a
tough guy (or gal).
29. Science (Knowledge)
This skill covers knowledge of physics, chemistry, and biology.
It might not be a particularly useful skill for a mecha pilot, but
everyone needs a hobby. This skill is sometimes used when talking
with NPCs about scientific matters.
30. Concentration (Ego)
A character with this skill is better able to work at mentally
challenging tasks. It increases the number of mental points
available.
31. Mecha Engineering (Knowledge)
Used when altering a mecha.
32. Code Breaking (Craft)
Ability to circumvent locks, passwords, and other security
measures.
33. Weight Lifting (Body)
Increases the amount of equipment your character may carry.
34. Mysticism (Ego)
Knowledge about religion and spiritual matters.
35. Performance (Charm)
Ability to play musical instruments and otherwise entertain
people. Using this skill costs both SP and MP.
36. Resistance (Ego)
Improves your chance to avoid negative status effects
such as poisoning, burns, and so on. Also helps to keep your
character in good spirits when the going gets rough.
37. Investigation (Perception)
Ability to spot hidden doors and locate clues.
38. Robotics (Knowledge)
Ability to construct robot pets from spare parts.
Using this skill costs mental points and, of course, the parts.
39. Leadership (Charm)
This skill increases the number of lancemates who may accompany
you at one time.
40. Dominate Animal (Ego)
You can tame wild animals.
41. Pick Pockets (Craft)
You can steal money and items from NPCs. Using this skill is
a chaotic act, and is likely to make you somewhat unpopular.
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