I'd watch the shit out of that.
This, but also please don't make me remake to a super sunshine pink pigtails magical girl who thinks she's in a dating sim.
We'll be having a...an evolving AS?
This may...be a bit silly, but it is also realistic if you're dealing with weapons...huh.
Remember that high CON can't
grant AS, just reduce penalties to it. So we'll be able to handle heavier and more absurd weapons, but our AS proper won't be shooting through the roof.
I mean, it probably will anyway because we've got like four people with 8 SPD (70%), but not because of STR growth, directly.
Plus, we're not sure if there's any such thing as promotion bonuses, nor do we know the answer to Blademaster's question of whether we get proficiency bonuses. So our effective CON's probably not going to get
that ridiculous at higher levels.
I should be fine with my stats. Worst case, I die and reroll.
You still need stat progressions. You get 330% to distribute amongst your non-Movement stats, and also presumably Psi can't be raised either (though if Giggles was feeling particularly dickish I guess that could be our "You never asked huehuehuehuehue" way into psionics). In default FEF, 10% is minimum, 70% is maximum; except for HP, for which 40% is min and 100% is max (not that there's any purpose to having a stat over 100%). Again, all of this in default, so I don't know how much applies here.
Every time you gain a level, you have your progression chance to raise that stat by 1 point, so a 100% stat goes up every time, a 10% stat only goes up 10% of the time, and so on. Levels are, again in default, gained collectively by doing stuff and reasonably common.
Speaking of which, you're probably not familiar with what any of these stats are. Assuming they're identical to default FEF except where we know they're not:
Each point of HP is pretty self-explanatory.
Each point of STR reduces any AS penalties (more on that later) you may be taking due to weapon WT by 1 and (presumably) adds 1 point to non-stun baton melee weapon damage.
Each point of SKL increases accuracy by 2% and Critical Strike Chance (3x damage) by 0.5%.
Each point of LCK increases accuracy by 0.5%, Evasion by 1%, and reduces your chance to be critically struck by 1%.
Each point of DEF reduces damage taken from melee attacks by 1 point, reduces damage taken from explosions and ballistic weapons by 0.5 points, and reduces damage taken from plasma weapons by 0.25 points.
Each point of WIL supposedly defends against psionic attacks by both making them easier to resist and less impactful when they do hit. Presumably it functions as sort of a combination of SPD and DEF against psionic attacks.
Each point of SPD increases your AS by 1 and therefore your Evasion by 2%.
AS is a vitally important stat that determines your Evasion rate and ability to perform/be double attacked. If your AS is 4 points or more above an enemy's, you attack them twice each time you attack (and, hilariously, each time they attack you and you counterattack). If it's 4 points or more below, they get the same deal against you. AS is calculated as your SPD score, minus your weapon's WT, reduced by your STR score. So for instance, if you have 5 SPD, 2 STR, and are using a 7 WT weapon, your AS would be 0- 5 base, minus 7 from WT, but with that penalty reduced by 2 from STR. If you have 5 SPD, 12 STR, and a 7 WT weapon, your AS would be 5- 5 base, minus 7 from WT, but reduced to nothing by STR.
You can find the system this one's based off of
here, if you want to read in more detail. Most of it's probably not terribly relevant outside of the basic mechanics, though.