From ad0c266c0a84380ac3460b33287011e64de6c8e1 Mon Sep 17 00:00:00 2001 From: Keith Solomon Date: Fri, 26 Dec 2025 09:13:21 -0600 Subject: [PATCH] =?UTF-8?q?=F0=9F=93=84=20docs:=20Phase=200.1=20-=20Attrib?= =?UTF-8?q?utes=20and=20Leveling?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Notes/MVP Phases/Phase 0 - Pre-production.md | 32 ++++++++++------- .../Phase 0.1 - Attributes and Levels.md | 35 +++++++++++++++++++ 2 files changed, 55 insertions(+), 12 deletions(-) create mode 100644 Notes/MVP Phases/Phase 0.1 - Attributes and Levels.md diff --git a/Notes/MVP Phases/Phase 0 - Pre-production.md b/Notes/MVP Phases/Phase 0 - Pre-production.md index ef72543..7a80fbe 100644 --- a/Notes/MVP Phases/Phase 0 - Pre-production.md +++ b/Notes/MVP Phases/Phase 0 - Pre-production.md @@ -1,9 +1,7 @@ # Phase 0 — Pre-production -- Basic attributes for all classes: - - All stats start with a random roll of 1D6 (1-6), weighted by class (+1 to two primary attributes). Skills are capped at 20 in MVP. - - Can re-roll any three stats once during character creation - - 6 skill points granted at level 1, then 2 skill points every level thereafter (SP can be saved and are additive with training) +- Basic attributes for all classes + All stats start with a random roll of 1D6 (1-6), weighted by class (+1 to two primary attributes). Skills are capped at 20 in MVP. New players can re-roll any three stats once during character creation. Six skill points granted at level 1, then 2 skill points every level thereafter (level points can be saved and are additive with training). - Core Attributes - Physical Attributes @@ -19,7 +17,7 @@ - Special Attributes All attributes except ESS and HP start at 1 and can't be trained. They can only be modified by gear (cyberware, bioware, etc) or leveling (1 point every other level). - ESS starts at 6 and decreased with cyberware/bioware installation. ESS affects MAG/RES (-1 per point of ESS lost). + ESS starts at 6 and decreased with cyberware/bioware installation. ESS affects MAG/RES (-1 per point of ESS lost) and the ability for support magic to affect you (less ESS means less "human" for healing spells to affect, etc). - Health (HP): Measures physical well-being and damage tolerance. Based on BOD and STR and modified by gear. - Essence (ESS): Measures just how Metahuman you still are @@ -28,27 +26,37 @@ - Resonance (RES): Measures a Technomancer's ability to interface with the Matrix (not used in MVP) - Initiative (INI): Measures quickness in combat, based on REA and INT, modified by Edge, cyberware and gear. +- Character leveling + - leveling is a marathon, not a sprint. Characters should take weeks or months to level up, not hours. + - Characters level up based on total character XP earned from jobs, training, and other activities. + - Character XP is not exposed to players, but is used to determine when a character levels up. + - Leveling up grants + - +2 skill points to allocate to attributes + - +1 to a special attribute of choice every other level + - Define the 3 MVP classes: Skills, gear, and attributes + NOTE: Cyberware will be expanded post-MVP. Cyberware trades Essence for permanent stat modifiers and passive abilities. + 1. Street samurai - Focus on armed combat, heavy armor, and physical strength. Tank role. - - Skills: Combat master, explosives, tactics + - Skills: Combat master, cyberware, tactics - Gear: Swords, pistols, body armor - - Attributes: High BOD, AGI, STR + - Attributes: High BOD, STR - Class perks: +1 BOD, +1 STR 2. Mages - Focus on spellcasting, magical knowledge, and elemental control. DPS role. - Skills: Spellcasting, assensing (seeing auras), summoning elementals - Gear: Swords, pistols, light armor - - Attributes: High MAG, WIL, INT - - Class perks: +1 MAG, +1 INT + - Attributes: High WIL, INT + - Class perks: +1 WIL, +1 INT 3. Shamans - Focus on spiritual guidance, nature magic, and healing. Support role. - Skills: Healing, nature magic, spirit communication - Gear: Totems, herbs, ritualistic clothing - - Attributes: High WIL, CHA, INT + - Attributes: High WIL, CHA - Class perks: +1 WIL, +1 CHA -- Define initial city districts/landmarks (pure flavor in MVP, but helps UI): +- Define initial city districts/landmarks (pure flavor in MVP, but helps UI) 1. French Quarter - Primary hub for social interactions, markets, and quests. - Landmarks: Jackson Square, St. Louis Cathedral, Bourbon Street, Tipatina's @@ -59,7 +67,7 @@ - Industrial area with docks, warehouses, and shady dealings. - Landmarks: Mardi Gras World, Fulton Street -- Decide the pacing levers: +- Decide the pacing levers 1. Energy - Base energy: 100 points (modifialble by perks, items, etc, but locked to 100 for MVP) - Regen rate: 5 points per 5 minutes (fully regenerates in ~2 hours) diff --git a/Notes/MVP Phases/Phase 0.1 - Attributes and Levels.md b/Notes/MVP Phases/Phase 0.1 - Attributes and Levels.md new file mode 100644 index 0000000..124306e --- /dev/null +++ b/Notes/MVP Phases/Phase 0.1 - Attributes and Levels.md @@ -0,0 +1,35 @@ +# Phase 0.1 — Attributes and Levels + +- Basic attributes for all classes + All stats start with a random roll of 1D6 (1-6), weighted by class (+1 to two primary attributes). Skills are capped at 20 in MVP. New players can re-roll any three stats once during character creation. Six skill points granted at level 1, then 2 skill points every level thereafter (level points can be saved and are additive with training). + + - Core Attributes + - Physical Attributes + - Body (BOD): Measures physical health and resilience + - Agility (AGI): Measures hand eye coordination, flexibility, nimbleness, and balance + - Reaction (REA): Measures reflexes, awareness and response time + - Strength (STR): Measures how strong you are + - Mental Attributes + - Willpower (WIL): Measures resistances and weariness from spellcasting. + - Logic (LOG): Measures rational thought + - Intuition (INT): Measures Instinct + - Charisma (CHA): Measures force of personality, persuasiveness and charm + + - Special Attributes + All attributes except ESS and HP start at 1 and can't be trained. They can only be modified by gear (cyberware, bioware, etc) or leveling (1 point every other level). + ESS starts at 6 and decreased with cyberware/bioware installation. ESS affects MAG/RES (-1 per point of ESS lost) and the ability for support magic to affect you (less ESS means less "human" for healing spells to affect, etc). + + - Health (HP): Measures physical well-being and damage tolerance. Based on BOD and STR and modified by gear. + - Essence (ESS): Measures just how Metahuman you still are + - Edge (EDG): Measures luck and provides temporary boosts + - Magic (MAG): Measures a Mage or Adept's ability to cast and weave spells + - Resonance (RES): Measures a Technomancer's ability to interface with the Matrix (not used in MVP) + - Initiative (INI): Measures quickness in combat, based on REA and INT, modified by Edge, cyberware and gear. + +- Character leveling + - leveling is a marathon, not a sprint. Characters should take weeks or months to level up, not hours. + - Characters level up based on total character XP earned from jobs, training, and other activities. + - Character XP is not exposed to players, but is used to determine when a character levels up. + - Leveling up grants + - +2 skill points to allocate to attributes + - +1 to a special attribute of choice every other level