Development Notebook: Difference between revisions
No edit summary |
No edit summary |
||
| Line 3: | Line 3: | ||
http://robertplewis.com/index.php/Special:AllPages | http://robertplewis.com/index.php/Special:AllPages | ||
</br> | </br> | ||
[http://robertplewis.com/index.php/Special:AllPages?namespace=10 | Infobox Templates] | |||
Increase the length of the prologue, to have more fleeing, near death experiences, etc., | Increase the length of the prologue, to have more fleeing, near death experiences, etc., | ||
Revision as of 18:56, 13 January 2026
Scratch Pad
http://robertplewis.com/index.php/Special:AllPages
| Infobox Templates
Increase the length of the prologue, to have more fleeing, near death experiences, etc., Here is a list of characters
Here is a list of warships
Here are the Races and Professions.
http://robertplewis.com/index.php/Category:Naval_Weapons
- need a page to promote artists.
http://robertplewis.com/index.php/System_Titles
| Station | Primary Attribute | Bonus per Level (1% per level × attribute modifier) |
|---|---|---|
| Command | PER / WIS / INT | +1% per level to crew stats and skills (all subordinates on ship/station or within local 500 m area) |
| Communication | PER / WIS | +1% per level to data rate, translation accuracy, and number of simultaneous links |
| Electronic Warfare | PER / WIS | +1% per level to sensor performance and stealth effectiveness |
| Navigation | PER / WIS | +1% per level to maneuvering, sublight speed, and FTL speed |
| Engineering | INT / WIS | +1% per level to energy generation (power output, shield strength) and cooldown reduction |
| Operations | PER / WIS | +1% per level to skill at shipboard tasks and crew training efficiency |
| Supply | INT / WIS | +1% per level reduction in resource consumption (energy and raw matter) |
| Weapons | PER / WIS | +1% per level to weapon damage and rate of fire |
command skill multipliers are additive to each other (captain, first officer, 2nd officer, department head) and multiplied against
Core Attributes
Every completed lattice grants six primary attributes. Average baseline human (age ~22, no titles or blessings): 10 in all attributes. Natural variation without intervention: ±2.
| Attribute | Primary Effects |
|---|---|
| Strength | raw muscle power, lifting capacity, fatigue resistance during heavy exertion, melee damage |
| Dexterity | fine motor speed & precision, weapon handling, attack speed, crafting, accuracy |
| Agility | whole-body balance, reaction speed, dodge chance, acrobatics, movement |
| Intelligence | raw processing speed, pattern recognition, memory, skill learning rate, critical hit timing (naval) |
| Perception | sensory detection radius, initiative, spotting hidden threats, critical hit chance |
| Wisdom | willpower, mental resistance, tactical foresight, social insight, sanity saves |
Maximum natural growth (no titles/blessings): 20 Titles and blessings are the only way past 20.
Critical Hit Mechanics
Critical hits deal ×2 damage unless a title explicitly states otherwise.
Base crit chance = (Dexterity + Perception − 20) × 0.5 %
| Scenario | Additional Bonus |
|---|---|
| Melee | + Agility ÷ 10 |
| Gunfight / small arms | + Dexterity ÷ 5 |
| Naval / capital weapons | + Perception ÷ 5 + Intelligence ÷ 10 |
| Called shot / sniper | + Perception × 2 (replaces normal bonus) |