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==Stats- In Depth== What are Stats? They are what differentiate you between player to player. They decide the sometimes minor to the glaring difference between the slick, evasive, stunt pulling fighter jock to the nerdy, calculating, accident-prone sniping ace. It’s easy to roleplay without power levels, faggots do it every day on message boards and message rooms but sometimes you need a numerical indicator just to add that little extra level of endangerment or just to shut everyone up.<br/> But just what are stats in Dive into the Sky? As a system originally aimed for little girls donning flying shoes, stats originally placed a numerical value on the capability of your equipment and to an extent the capabilities of your character. Fair enough and pretty simple if you love little girls and underwear (If you don’t you’re a raging faggot).<br/> But what of games where you’re just a lowly pilot in a somewhat more normal world? As the GM you can choose to make stats simply apply to the raw base abilities of the characters themselves but as a variant to such rules you can instead have pilots not have stats at all and associate them to a stock number of plane types which your players will jump into and out of at their discretion. For example one session Dapper Dan may be piloting an F-16 with stats based for air to air dog fighting.<br/> Next session Dapper Dan needs to bomb an enemy fortress and has decided to jump into an A-10 to help accomplish the job with stats stacked towards heavy armor and high wits.<br/> But what if they whine for some form of statistical power levels? Look further down towards the Aircraft Type section. In there you can apply Aircraft Types instead as Pilot Training, the various bonuses applying to just the pilot and not to the planes to represent the specialized branch of aviational warfare they’ve been trained in. Use some commonsense and vary shit up.
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