# 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) - 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). - 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. - Define the 3 MVP classes: Skills, gear, and attributes 1. Street samurai - Focus on armed combat, heavy armor, and physical strength. Tank role. - Skills: Combat master, explosives, tactics - Gear: Swords, pistols, body armor - Attributes: High BOD, AGI, 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 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 - 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