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 NameDescription
FlightAbility to navigate the map correctly
Spot PreyAbility to notice prey. Difficulty increases as size decreases.
Attack TerrestrialAbility to attack terrestrial prey, or pick up an object.
Attack AquaticAbility to attack aquatic prey.
Attack AerialAbility to attack aerial prey.
Spot MaterialAbility to notice eyrie materials.
Eyrie ConstructionDetermines the strength of one's eyrie.
Court MateAbility to woo a mate.
MateAbility to produce fertilized eggs.

It has been suggested that we allow the player to choose from two species of eagle, Bald and Golden.

Physical Attributes

Attribute nameDescription
HP (Hit Points)Amount of damage that can be suffered before death.
StrengthWing, talon, and beak strength.
Agility / Eye-Talon CoordinationEagle's base ability to catch prey.
HealthThe eagle's resistance to diseases and poisons. Helps the eagle to heal. Initially equal to HP.
PerceptionThe eagle's base ability to notice things in general
Sleep PointsAn 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:
  • Under 3 hours: light fatigue, if rested, or one additional level if not
  • Three to six hours: moderate fatigue or two levels
  • Six to nine hours: extreme fatigue or three levels
  • More than nine hours: exhaustion or four levels
The eagle may also elect so "sleep in" to compensate for fatigue. One may rest partially (middle column) to reduce one's fatigue level, or fully, which returns one to one's maximum fatigue level. (Maximum fatigue is normally "rested" but can be influenced by health and starvation effects.)

LevelOne levelTo recover fully
Light5 Minutes5 Minutes
Moderate15 Minutes 30 Minutes
Extreme1 Hour 3 Hours
Exhaustion5 Hours 20 Hours

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 LevelA measure of the eagle's Fatigue. Fatigue level is influenced by Sleep Points, Food Points, and certain health factors.
  • Rested: No effect.
  • Light fatigue: No effect.
  • Moderate fatigue: All skill rolls (except fatigue checks) suffer -2.
  • Extreme fatigue: All skill rolls (except fatigue checks) at -4.
  • Exhaustion: All skill rolls (except fatigue checks) at -8.

Circe's rules on skills follow:

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 characterís 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 skillís rating) + 1/2 (More general skillís score).
For the most basic skills, the formula is slightly different:
Score = (Core skillís rating) + Attribute rating.
For example, a characterís sword attack score is calculated as:
Sword attack score = Sword skill rating + Ĺ (armed melee score).
Armed melee score = Armed melee skill rating + Ĺ (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 characterís 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 wonít 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
The above table may be particularly useful for Spot Prey and Spot Materials.