Character System

Action Points

 * Base AP: 10
 * MAX AP: 20

Armor Class
determines your ability to avoid attacks

for each point you get +1 miss rating
 * Max AC: 100

Health
if you loose health you will die

Life Points: bonus stats:
 * Base LP: 100
 * MAX LP: 500

damage reduction
 * Base DR: 0%
 * Max DR: 70%

Base Stats
Stat points: eatch level you gain +1 stat point which you can use for any of folowing stats Maxmimum stat points = Maximum level (level 100 is max now, approximate level to finish around 55-60) You dont need this abilities to be able play, it is here only to improve your gamepley to your style. (for example: with steady aim(hit chacne modifier) on 0% you can still have 100% hit with weapon type that you have big weapon skill, on the  other hand steady aim increase hit chance for all weapons) Ability Points: Base value   = 10 Maximum value = 30 Increase:      +1 AP / 2 stat points Points to max = 40 points Armor Class: (Dodger) Base value   = 14 Maximum value = 100 Increase      +2 AC / 1 stat point Points to max = 43 points Critical Chance (Sharshooter) Base value   = 5% Maximum value = 85% Increase      +2% / 1 stat point Points to max = 40 points Hit Chance (Steady aim) Base Value   = 0% Maximum value = 80% Increase       +2% / 1 stat point Weapon Skiller: (each point increase all weapon skills by 2, not increase above 200) Base value   = 0 Maximum value = 60 Increase      + 2 / 1 stat point Points to max = 30 points Healthy Guy: Base value   = 100 Maximum value = 500 Increase      +10 / 1 stat point Points to max = 40 points -

Feats
Categoires (feat trees)
 * Pistols + Smgs
 * Shotguns + Rifles
 * Heavy weapons
 * Melee + Thrown weapons
 * Experimental Weapons

Or
 * Light
 * Heavy
 * Experimental
 * Mele
 * Utility
 * Defence

Fets higher on tree will require some weapon skills or achievments like crit hits etc.

Passive Feat will give some stats, active feats will add special attacks/actions.

--                                                 Fast Shot (req 2000 bullet fired) 2x fire, cost !50%ap, -10%hit |                                    |                 |                                     |                 |                                     |     (req 10% crit) Smooth Aiming       Fast Shooter(req 500 bullet fired) +15%dmg with crits        -1AP for pistols and SMG | _________________|                                   |                                   |                          Light Weapon Handler +5% hit, +5%dmg --

Soft Skills

 * doctor
 * electronics
 * lockpick
 * mechanic
 * perfectionist
 * scavenger
 * smartmaniac
 * sneak
 * traveler
 * electronics

Soft skill can give you hints if you pass skill check. Something like: You noticed working motion detector at left side. You can see some remains of footsteps in dirt.

[Fail] You see dead animal.

[Success]You see dead animal, according to wounds it look like fire weapons killed them.

[FullSucess] You see dead rat, according to wounds it look like some light gun kill it. Wounds are fresh, animal was killed in last 2 hours.

[Fail] You see used keypad.

[Success] This keypad has 4 buttons overloaded, its 4 2 3 5 and 5 is at worst state.

[FullSuccess] This keypad has 4 buttons overloaded, its 4 2 3 5, by the looks and state it is possible that the right combination is 2 4 3 5 or 4 2 3 5.

Soft skills will also let you complete quest in diffrent then standard ways. Some of the soft skills will give you some small passive effects.

Hit and weapon calculations
hit_chance = ((hit_rating) - (enemy_miss_rating))*(1 - (inefective_weapon_range_penalization)) // max hit chance check if hit_chacne > 0.98 then hit_chance = 0.98 roll = uniform_random if (roll < hit_chance) { hit = true } else { hit = false } hit_rating = base + weapon_skill_modifier + weapon_modifier + perk_modifier + distance_modifier // weapon difficulty check if weapon_difficulty > weapon_skill then hit_rating = min(hit_rating/2.0,0.35) base 0.20 weapon skill (0-200) (max + 100%) - min((weapon_skill - weapon_difficulty)/100.0,1.0) weapon modifier (-20% - +10%) - depend on weapon stats perk modifier (0- +20%) distance modifier(-1.0 to 0) weapon difficulty modifier (if you dont have required weapon skill, hit rating max 0.35) Miss Rating miss rating = (AC / 100.0) + perk_miss_modifier [+ visibility_modifier] AC bonus = player_base (15%) + armor AC + perk_AC_modifier perk modifier (-10% to + 20%) visiblity (day,night,fog) this is very dynamic value and yet to be consideret how far will it go possible ways: 1. only basic - night +25%, fog +15%, day +0% 2. advanced - outside: depending on time during day from +35% at night throught 0% during midle hours to -15% at sunny day, diffrent type of fogs from +70% to +10% (nightivison or special googles can eliminate this effect) inside: depedning in type of light and emount of light (static value for whole building/object) from +50% to -15% 3. screw it - no visibility modifier Weapon SKill Weapon Skill: 0 at start maximum 200 to unlock chance get new SKILL you need fire weapon_skill*20 times chance to get new SKILL: base(5%) difficulty increase by level category: pistols smgs rifles shotguns heavy experimental melee thrown

Weapon difficulty Weapon difficulty: stat that determines if you can use good weapons properly if your weapon skill is lower than weapon difficulty, you will have small chance to hit // weapon difficulty check if weapon_difficulty > weapon_skill then hit_rating = min(hit_rating/2.0,0.35)

Critical Chance Critical Chance check for crit chance if hit=true critical_chance = base(5%) + crital_rating - enemy_critical_defence roll = uniform_random if (roll < critical_chance) { critical_hit = true } else { critical_hit = false } -

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