Files
New-Orleans-in-the-Shadows/Notes/MVP Phases/Phase 0 - Pre-production.md
2025-12-26 09:13:21 -06:00

4.9 KiB

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. 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
  • 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, cyberware, tactics
      • Gear: Swords, pistols, body armor
      • 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 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
      • Class perks: +1 WIL, +1 CHA
  • 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
    2. CBD
      • Business district with corporate offices, high-rise buildings, and upscale shops.
      • Landmarks: Hancock Whitney Center, Place St. Charles, Canal Street
    3. Warehouse District
      • Industrial area with docks, warehouses, and shady dealings.
      • Landmarks: Mardi Gras World, Fulton Street
  • 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)
    2. Training duration
      • XP needed to level up a skill: 10 + (current skill level x 2)
      • Short training: 15 minutes, +1 skill XP
      • Medium training: 1 hour, +3 skill XP
      • Long training: 4 hours, +10 skill XP
    3. Job generation cadence
      • New jobs generated every 30 minutes
      • Maximum of 3 active jobs at a time
      • Chance for a blind Johnson contact to appear at login or once every 24 realtime hours upon refresh (10% chance, based on clock time)
        • Offers a random high-risk, high-reward job outside normal rotation, 48 hour cooldown on failure
    4. Job cooldown
      • Job difficulty tiers:
        • Easy: 5-minute cooldown
        • Medium: 15-minute cooldown
        • Hard: 30-minute cooldown
      • Failure penalty: 15-minute additional cooldown on failed jobs at medium and hard tiers