Squawk Computer Game Design

Copyright 2005, Seth Galbraith all rights reserved



Squawk Abilities:

General Abilities

Athletic Abilities

Athletic Abilities are General Abilities used to determine Hit Points. (HP = the sum of your 2 highest athletic abilities.)

Hand to Hand

Your Hand to Hand combat bonus is determined by combining a General Ability (Hand to Hand System or "fighting style") and a Skill (Weapon Proficiency.) See Martial Arts.

Hand to Hand Systems (fighting styles)

  • Constriction - grappling/sticky style.
  • Tao Rho - striking/hard style.
  • Syncrase - manuevering/soft/pushing style.
  • One Leg Lance - for fighting like a Roc Loyalist
    (see Martial Arts for specific details.)

Weapon Proficiencies

  • Natural Weapons - wrestling, unarmed combat or boxing
  • Short Weapons - club and knife-like weapons
  • Long Weapons - staff and spear-like weapons
  • Flexible Weapons - articulated and soft weapons

Missile Weapons

Marksmanship

This is a general ability that applies to all missile weapons.

Missile Weapon Skills

  • Throwing - accurately throwing and catching weapons and other objects
  • Archery - bows except for crossbows
  • Firearms - directly aimed, trigger-fired weapons (crossbows and most guns)
  • Artillery - indirectly aimed, long-range weapons (cannons, mortars, siege weapons)

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