📄 docs: Phase 0 tweaks
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# Phase 0 — Pre-production
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- Basic attributes for all classes:
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- Physical Attributes
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- Body (BOD): Measures physical health and resilience
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- Agility (AGI): Measures hand eye coordination, flexibility, nimbleness, and balance
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- Reaction (REA): Measures reflexes, awareness and response time
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- Strength (STR): Measures how strong you are
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- Mental Attributes
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- Willpower (WIL): Measures resistances and weariness from spellcasting.
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- Logic (LOG): Measures rational thought
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- Intuition (INT): Measures Instinct
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- Charisma (CHA): Measures force of personality, persuasiveness and charm
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- 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.
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- Can re-roll any three stats once during character creation
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- 6 skill points granted at level 1, then 2 skill points every level thereafter (SP can be saved and are additive with training)
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- Core Attributes
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- Physical Attributes
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- Body (BOD): Measures physical health and resilience
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- Agility (AGI): Measures hand eye coordination, flexibility, nimbleness, and balance
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- Reaction (REA): Measures reflexes, awareness and response time
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- Strength (STR): Measures how strong you are
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- Mental Attributes
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- Willpower (WIL): Measures resistances and weariness from spellcasting.
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- Logic (LOG): Measures rational thought
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- Intuition (INT): Measures Instinct
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- Charisma (CHA): Measures force of personality, persuasiveness and charm
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- Special Attributes
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- Edge (EDG): Measures luck and provides temporary boosts
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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).
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ESS starts at 6 and decreased with cyberware/bioware installation. ESS affects MAG/RES (-1 per point of ESS lost).
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- Health (HP): Measures physical well-being and damage tolerance. Based on BOD and STR and modified by gear.
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- Essence (ESS): Measures just how Metahuman you still are
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- Edge (EDG): Measures luck and provides temporary boosts
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- Magic (MAG): Measures a Mage or Adept's ability to cast and weave spells
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- Resonance (RES): Measures a Technomancer's ability to interface with the Matrix
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- Resonance (RES): Measures a Technomancer's ability to interface with the Matrix (not used in MVP)
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- Initiative (INI): Measures quickness in combat, based on REA and INT, modified by Edge, cyberware and gear.
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- Define the 3 MVP classes: Skills, gear, and attributes
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- Skills: Combat master, explosives, tactics
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- Gear: Swords, pistols, body armor
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- Attributes: High BOD, AGI, STR
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- Class perks: +1 BOD, +1 STR
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2. Mages
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- Focus on spellcasting, magical knowledge, and mana management. DPS role.
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- Focus on spellcasting, magical knowledge, and elemental control. DPS role.
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- Skills: Spellcasting, assensing (seeing auras), summoning elementals
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- Gear: Swords, pistols, light armor
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- Attributes: High MAG, WIL, INT
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- Class perks: +1 MAG, +1 INT
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3. Shamans
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- Focus on spiritual guidance, nature magic, and healing. Support role.
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- Skills: Healing, nature magic, spirit communication
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- Gear: Totems, herbs, ritualistic clothing
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- Attributes: High WIL, CHA, INT
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- Class perks: +1 WIL, +1 CHA
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- Define initial city districts/landmarks (pure flavor in MVP, but helps UI):
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1. French Quarter
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@@ -51,6 +64,7 @@
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- Base energy: 100 points (modifialble by perks, items, etc, but locked to 100 for MVP)
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- Regen rate: 5 points per 5 minutes (fully regenerates in ~2 hours)
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2. Training duration
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- XP needed to level up a skill: 10 + (current skill level x 2)
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- Short training: 15 minutes, +1 skill XP
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- Medium training: 1 hour, +3 skill XP
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- Long training: 4 hours, +10 skill XP
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