📄 docs: Phase 0.1 - Attributes and Leveling
This commit is contained in:
@@ -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)
|
||||
|
||||
35
Notes/MVP Phases/Phase 0.1 - Attributes and Levels.md
Normal file
35
Notes/MVP Phases/Phase 0.1 - Attributes and Levels.md
Normal file
@@ -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
|
||||
Reference in New Issue
Block a user