Character's Feats: Part I. General Outline.
Hello, our dear followers,
I'd like to dedicate this update to one of the most important parts of SACPIC game mechanics and the next step in character creation – the feats.
In the SACPIC System, a feat is one type of ability a character may gain through level or class progression. Feats are different from skills in that characters can vary in competency with skills, while feats typically provide static bonuses to or offer new ways to use existing abilities.
There are different types of feats in the game, so in order to outline them clearly for players, we have divided them into 10 categories:
Achievement Feats are passively given to a player character after they fulfill specific requirements to earn them. Some are obtained by special actions or interactions with other characters. Others are obtained as quests rewards. Achievement Feats cannot be manually selected by players.
Racial Feats are given to a player character upon creation based their selected race. Different races receive generic, tactical, and other sorts of feats. These feats are treated as specific bonuses for those particular races.
Background Feats can only be taken at character creation, i.e. at 1st level. Some represent an ability that can only be gained by birth. Others represent the character's backstory and their upbringing. Usually, background feats provide some unique advantages which are offset by relevant negative effects.
Augmentation Feats allow, modify or open new slots available for a character's augmentation tree development. Specific feats and abilities provided by the character's augmentations are listed here as well.
Profession Feats are feats that are given or made available to player characters on the basis of that character's profession and their profession level. Some professions receive generic, tactical, augmentation, Chances-of-Saving and/or skill feats at certain levels. These feats are treated as profession feats for those particular professions. Any feat automatically awarded at a certain profession level is given even if the character does not meet the stated prerequisites.
Generic Feats are the most common feats, selected by players at character creation and at every third character level. They are generally restricted by stats or skill requirements in order to appear selectable.
Skill Feats modify a player character's Skills. Like generic feats they are available for selection by players at character creation and at every third character level.
Survival Feats modify a player character's Chance-of-Saving rolls. Like generic feats they are available for selection by players at character creation and at every third character level.
Armor Feats denote special qualities that equipped armor possesses, and cannot be influenced in any way by players, other than by modifying the armor itself.
Weapon Feats denote special qualities that equipped weapons possess, and cannot be influenced in any way by players, other than by modifying the weapon itself.
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As you will begin to see, these Feats are pretty nostalgic and quite inspired by classic GURPS mechanics, Fallout's perks and traits, and D&D's feats. The game is going to include over 200 feats to enrich your enjoyment of developing your character.
In the next news update I am going to present you in details 21 Background feats, we've already implemented into the game build.
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Beyond that, here is my fresh interview with Adam Bellotto from COUNTER FRAG: "After Reset RPG: RPG gaming in its purest form"...
Feel free to check if. it's not some kind of sweet PR crap but something from heart :)
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And at the end of this news, here is the link on the ending project (successfully funded already) of Ben Tristem - "How To Make Video Games Through Unity 3D - Online Course"
It looks like those guys make a kind deed by learning indie beginners about the Unity engine..
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So, thank you for your support and stay tuned for more tomorrow!