📄 docs: Phase 0.1 - Attributes and Leveling

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Keith Solomon
2025-12-26 09:13:21 -06:00
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# Phase 0 — Pre-production # Phase 0 — Pre-production
- Basic attributes for all classes: - 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. 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).
- 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)
- Core Attributes - Core Attributes
- Physical Attributes - Physical Attributes
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- Special Attributes - 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). 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. - 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 - Essence (ESS): Measures just how Metahuman you still are
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- Resonance (RES): Measures a Technomancer's ability to interface with the Matrix (not used in MVP) - 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. - 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 - 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 1. Street samurai
- Focus on armed combat, heavy armor, and physical strength. Tank role. - 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 - Gear: Swords, pistols, body armor
- Attributes: High BOD, AGI, STR - Attributes: High BOD, STR
- Class perks: +1 BOD, +1 STR - Class perks: +1 BOD, +1 STR
2. Mages 2. Mages
- Focus on spellcasting, magical knowledge, and elemental control. DPS role. - Focus on spellcasting, magical knowledge, and elemental control. DPS role.
- Skills: Spellcasting, assensing (seeing auras), summoning elementals - Skills: Spellcasting, assensing (seeing auras), summoning elementals
- Gear: Swords, pistols, light armor - Gear: Swords, pistols, light armor
- Attributes: High MAG, WIL, INT - Attributes: High WIL, INT
- Class perks: +1 MAG, +1 INT - Class perks: +1 WIL, +1 INT
3. Shamans 3. Shamans
- Focus on spiritual guidance, nature magic, and healing. Support role. - Focus on spiritual guidance, nature magic, and healing. Support role.
- Skills: Healing, nature magic, spirit communication - Skills: Healing, nature magic, spirit communication
- Gear: Totems, herbs, ritualistic clothing - Gear: Totems, herbs, ritualistic clothing
- Attributes: High WIL, CHA, INT - Attributes: High WIL, CHA
- Class perks: +1 WIL, +1 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 1. French Quarter
- Primary hub for social interactions, markets, and quests. - Primary hub for social interactions, markets, and quests.
- Landmarks: Jackson Square, St. Louis Cathedral, Bourbon Street, Tipatina's - Landmarks: Jackson Square, St. Louis Cathedral, Bourbon Street, Tipatina's
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- Industrial area with docks, warehouses, and shady dealings. - Industrial area with docks, warehouses, and shady dealings.
- Landmarks: Mardi Gras World, Fulton Street - Landmarks: Mardi Gras World, Fulton Street
- Decide the pacing levers: - Decide the pacing levers
1. Energy 1. Energy
- Base energy: 100 points (modifialble by perks, items, etc, but locked to 100 for MVP) - 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) - Regen rate: 5 points per 5 minutes (fully regenerates in ~2 hours)

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# 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