The Eagle as Player Character
The game begins with the character as a young adult eagle. At this point, the eagle has no eyrie, no mate, and no eggs.
An eagle can be representented by two kinds of attributes: skills (mental attributes) and physical attributes. The ability to do something is derived from both ability and skills.
Skills
| Skill Name | Description |
| Flight | Ability to navigate the map correctly |
| Spot Prey | Ability to notice prey. Difficulty increases as size decreases. |
| Attack Terrestrial | Ability to attack terrestrial prey, or pick up an object. |
| Attack Aquatic | Ability to attack aquatic prey. |
| Attack Aerial | Ability to attack aerial prey. |
| Spot Material | Ability to notice eyrie materials. |
| Eyrie Construction | Determines the strength of one's eyrie. |
| Court Mate | Ability to woo a mate. |
| Mate | Ability to produce fertilized eggs. |
It has been suggested that we allow the player to choose from two species of eagle, Bald and Golden.
- Bald Eagles have an excellent ability to catch fish and a lesser ability to catch terrestrial prey.
- Golden Eagles have an excellent ability to catch terrestrial prey and a lesser ability to catch fish.
Physical Attributes
| Attribute name | Description | |||||||||||||||
| HP (Hit Points) | Amount of damage that can be suffered before death. | |||||||||||||||
| Strength | Wing, talon, and beak strength. | |||||||||||||||
| Agility / Eye-Talon Coordination | Eagle's base ability to catch prey. | |||||||||||||||
| Health | The eagle's resistance to diseases and poisons. Helps the eagle to heal. Initially equal to HP. | |||||||||||||||
| Perception | The eagle's base ability to notice things in general | |||||||||||||||
| Sleep Points | An eagle is a diurnal animal. It is active during day (lasting on average 12 hours) and sleeps at night (also 12 hours). A sleep point equals 15 minutes. The eagle begins the day with 12 hours worth of sleep points. When sleep points equal zero, the eagle is siezed by an urge to sleep. However, the eagle may continue activity with the following penalties:
A successful fatigue check decreases the time to recover the level by half. If this roll is failed then the time is doubled. | |||||||||||||||
| Food Points (Energy) | A food point equals 0.01 kg. An eagle begins the day with 0 food points. The eagle gains food points as described on the Hunting page, under Eating. If an eagle does not eat gain a number of food points greater than or equal to 1/10 its weight by the end of the day, then on the next day it suffers the Starvation effects outlined on the Hunting page. | |||||||||||||||
| Fatigue Level | A measure of the eagle's Fatigue. Fatigue level is influenced by Sleep Points, Food Points, and certain health factors.
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Circe's rules on skills follow:
The above table may be particularly useful for Spot Prey and Spot Materials.Skills
There are two numbers associated with a skill: the knowledge level a character has reached in that particular skill, and the final skill score, calculated from the knowledge level and several other parameters. The knowledge level is the parameter that is increased when the character trains. The skill score is what the character rolls against when determining success or failure in skill checks.
Ratings
Skill ratings are the raw knowledge a character has in a specific area. There is no real maximum for skill ratings, though at 20 the character pretty much knows everything there is to know on the subject. The only real limit is the availability of information and training on the skill. Most knowledge oriented skills max out at around 10-15, while combat skills tend to reach higher levels, often over 20 for experienced warriors.
Scores
Scores are calculated values that change frequently during a character’s life. The calculations are not difficult, but they are tedious as a single change in an attribute or in a basic skill can affect many different skills. It is intended that a player use a spreadsheet to take care of these calculations. All skill scores are calculated from the following formula:Score = (Primary skill’s rating) + 1/2 (More general skill’s score). For the most basic skills, the formula is slightly different:Score = (Core skill’s rating) + Attribute rating. For example, a character’s sword attack score is calculated as:Sword attack score = Sword skill rating + ½ (armed melee score). Armed melee score = Armed melee skill rating + ½ (combat score). The combat score is:Combat Score = Combat skill rating + dexterity attribute. Developing the long sword skill score formula out fully, the score is:Sword Attack Score = Sword skill rating + 1/2 armed melee skill rating + 1/4 combat skill rating + 1/4 dexterity attribute + modifiers The complexity of performing these calculations may seem intimidating (or annoying, perhaps), [I'll say! --robo] but if a spreadsheet is used, the work is very minimal.
Checks
Skill checks are made using a variety of dice depending on the difficulty of the task and the applicability of the character’s skill to the task. The referee must judge how difficult a task is by the skill level of the character attempting it. Generally a ten sided dice is the best to use for everyday things, d20 for difficult things, and d30 for nearly impossible things.
Knowlege of Success
The player rolls the dice for most skill checks, but the referee makes checks for which the character won’t know the success. These checks include secret door, trap, poison, and valuation rolls, and many others that call upon using knowledge to make decisions. Even when the referee makes the check, the character will still have a feeling for how sure he is of the answer. To determine the surety, consider how much he made or failed the roll by:
Successful by 4+ Know is successful Between -4 and 4 Unsure of result Failed by 4+ Know is unsuccessful 20 exactly Know is successful
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