Tuesday, January 26, 2010

Pulse Lover’s UnReality (PC Casual Tempo Game)

Pulse Lover’s UnReality
Concept

P.L.U.R is an multiplayer “beat” RPG designed for the computer with a rapid passed ATB system. Modifiers for actions (like attacking and defending) are influenced by the amplitude of the waveform at the moment the user takes an action. Players try to defeat their enemies by utilizing various dance-themed attacks.
Story

There is a beat to the world and some are gifted with the ability to “feel the beat”. Utilizing this, humanities last hope must defend us against an invasion of energy sucking fiends. Called “Vibe-Hounds” they keep the beat of the world pulsing strong as they battle the hordes of enemies.
Active Time Battle System Beats (“Beats”)

A player can take an action ever beat by striking one of the keys for their action. (Alternating is a good idea) Before combat each player selects a playlist of songs to play during combat and the game analyzes the song. Each player can make an action every beats. (If a song has 60 beats per minute they can act every second) Actions are few and keyed to familiar keys for ease of use. Players attempt to keep a beat for bonus modifiers (+2% for each beat stacked) In this way higher tempo songs are more challenging but more effective to use. They receive more actions but the beats come quicker. A player may not act exclusively on-beat, giving them the option to delay their actions until they are at a more agitated section of the waveform.
Actions

Showing Off

Key: Space Bar

Alt Key: Backspace

Uses the amplitude of the waveform at the time of activation to determine damage. The formula for damage is height above or depth below zero crossing + style stat= damage.

Observing

Key: Enter

Uses the amplitude of the waveform at the time of activation to determine damage negated until the next beat. The formula for damage negated from incoming attacks until the next beat is the height above or depth below zero crossing + charisma stat= damage negated.

Chilling

Key: Enter

While “Chilling” players regenerate 2% of their total HP every beat. Chilling destroys any combo you may be building.

Stats and Levels

When you kill an enemy you gain experience points. Leveling up allows you to put points into “Style”, “Charisma”, or “Resilience”. Style elevates your damage output, charisma elevates the amount of damage you can negate with a defend action, and resilience raises the total number of hit points your character has. When you level up you also gain access to songs of higher tempos. Players start off with songs that range from 60-100 bmp and gain 10 bmp per level advanced to a maximum of 220. (When at 220 players can play songs above that)
Game Play

This game is designed to be “psychotic fast” beat matching tied to a traditional RPG system. The game is as much a beat-matching game as it is an RPG- player must equip themselves properly to gain an advantage over the enemy and build their stats in order to overcome an enemy.
AI

In general the AI enemies will send a “blast” at a player exactly 1 beat after they attack them. (It is suggested that the player defend against this.) The AI will attack the player outputting the most damage. (If not being attacked players will tend to simply attack, building up more damage)
Demographics

This game’s target audience is the teenage demographic though anyone who has a love for techno will probably enjoy it. I expect the art style to attract a casual game demographic while the RPG and challenges will probably cater to the hardcore demographic as well.

Notes:

The name of the game “P.L.U.R” is a pun on the acronym “P.L.U.R” (Peace Love Unity Respect) popular in the techno culture. In opposition P.L.U.R mean “Pulse Lover’s UnReality”

“Showing Off” has an alternate key so a player can use two hands to attack more effectively when not being targeted by an enemy.

Thursday, December 31, 2009

Classic Class Design Doc

Backdrop:
This character class design doc is for a traditional MMO RPG (WoW, FFXI, Lineage II, Ragnarok I/II, ect) set in a medieval Asian fantasy world. A war has started where Earth is the target of both Heaven and Hell. Hell wants to take over the Earth and Heaven wants to “help” a little too aggressively. The vast kingdom the players are a part of (modeled after China circa 1900) has decided they don’t want help from any divine powers. This was inspired by the climate that leads to the “Boxer Rebellion” in history. The game is entirely PvE. Each class is FANTASTIC at what they do (To the point that other classes are not even second rate). This design doc is more of a mash-up of class concepts and mechanics I have always wanted to see in a game of this sort. (See “Design Notes” for more on this.)

General Notes:
It should be noted that when one gets a skill they get it in the order listed on their skill lists no matter what skill they choose.









Noble
Progression
Every time it completes a mission it gets stronger (no exp)
1 Completed mission means 1 move of 1 piece.
You get the skill you end your movement on.
After you move- your “opponent” (AI) moves.




Skill Chart
If you try to kill a piece or the “opponent” tries to kill yours you must complete a “Political Mission” before you can do any other missions.
Success in a political mission means you kill your opponent’s piece (regardless if they where attacking you or you where attacking them). If you fail you loose your piece.
If you loose your king (placed in checkmate) then the board re-sets. (However you retain your skills)
Once you checkmate (or kill all the other pieces) you advance to the next board and receive a new skill. (Called a Reward Skill)




Representation
This represents your climb in power from a son of a low ranking noble house to a full-on lord. Your pieces are subjects, lackeys, minions, allies, and other such politically useful people. Your opponent controls his own. The chess board represents the political intrigue of your attempt to gain the station of the person above you and his/her attempts to keep you down. Missions are formatted in this sense:
Action: “Black Bishop attacks” “White Knight.”
“A bishop with close personal ties to [Lord Lionheart] has been covertly ordered to defame…”
“…your faithful confidant and Guardian”
“You must convince this [Bishop] to change his mind before it’s too late!”




Gameplay
A Noble is a support class, though it does not directly impact statistics in combat. They can detect powerful “Spirit” enemies who are very challenging but give higher than their challenge in loot and experience. (A normal mob has a 1:1 challenge rating to loot drop/exp gain while a Spirit enemy has a 2:1 or 2 exp for every 1 challenge rating) They get progressively better at detecting them. They gain the ability to tack them an eventually even summon them. (It should also be noted that all boss mob are spirit enemies.

Nobles also gain after battle boosts to a party. If the noble survives the party gains additional EXP and higher gold drops. Eventually the Nobles can even duplicate items dropped from an enemy! Combat wise they are average- no truly excelling any area. They can provide a suitable amount of damage, though not more than a Guardian. They can take a fair amount of damage, though not more than any other classes.

For the purposes of comparing levels/level requirements for gear the game would have to record the number of moves the Noble has made. That divided by 4 (for the 4 “ranks”) would be their assumed level. This may take some tweaking in play testing but it would be somewhere around there. (4 missions = 1 level? Sound about right)




Skills
-Imperial Bounty: The amount of gold gained from a mob killed is multiplied by 1.5 if the Noble survives combat.

-Imperial Scrutiny: The amount of EXP gained from a mob killed is multiplied by 1.5 if the Noble survives combat.

-Majestic Persona: Attacking a Noble reduces threat on the Noble. Only one persona may be active at a time.

-Regal Persona: Attacking a Noble stacks damage reduction on the Noble for each attack. This has a cap and each iteration attack has a short timer. Only one persona may be active at a time.

-Imposing Persona: Attacking a Noble causes .25% of the damage to be dealt back to the attacker. Only one persona may be active at a time.

-Imperial Vault: One item dropped from an enemy can be duplicated. Once an item has been duplicated it may not be duplicated again by another Noble.




Reward Skills
-Detect Spirit: You can view spirits if you physically find them. Once you hit them, they become able to be targeted by everyone else.

-Track Spirit: You can view the location of spirits on your mini-map.

-Sense: You can view the location of spirits on your world map or area map.

-Summon Spirit: You automatically summon the nearest spirit to you (within a given range).




Design Notes:
I ALWAYS wanted to see a class that has no intrinsic value while in combat but you want to bring along anyway! They basically NEED to have other people (Guardians normally) with them or the missions are VERY hard. Without EXP gain it forces them to rely on others to help them progress (like a politician!). I also loved the idea of a chess game to progress. It just makes it all the more fun, adding another aspect the hinder/expedite the leveling process. It reflects the political intrigue aspect. Another little interesting bit is that you can go after skills rather than focus on the missions- but no one will want you (no spirit detection). It’s a trade off.











Guardian
Progression
A guardian has a standard exp progression system with a level cap of 64. Once you fill up your exp bar once (by killing enemies and completing missions) you can select one square adjacent to one you previously inhabited and gain the benefit from that square.



Skill Chart
When you select a square you gain a large bonus in that area. (+12 attack for example compared to if +12 was the normal gain) Squares adjacent to that skill gain a smaller bonus (+6 in our example) and squares adjacent to those gain a small bonus (+3 if our scale was accurate). This makes Guardians immensely powerful, particularly in melee. It should be noted here that skills and weapon proficiencies are not boosted by this.



Representation
This represents your martial training. You might be focused on learning how to use a sword better but you also happen to get stronger by the physical demands of the training.



Gameplay
Guardians are melee specialists geared to the hardcore gamer demographic. They are a progression based class (rather than an option based class) and attack in a linear one target fashion. The are vastly stronger than other classes in melee, however they are reliant on other classes for support. This game does not support PvP (except duels between Guardians) so this class is a requirement for combat in general. A combat that consists ONLY of guardians however will generally fail.



Skills
-Focus Fire: You mark a target for the entire party. Any allies attacking that target gain a bonus to damage. You can use this to designate additional targets as well (with icons) but only the “focus fire” icon gets a damage boost.

-Guard: You automatically take hits for a target within several inches of you. Your defensive stat is dropped. You auto-follow your charge like glue.

-March: All allies within a radius auto-follow you until you stop moving. You all gain a significant movement-speed increase. An ally can cancel the effect at will.
-Duel: You can only see your selected target and a small area around him and yourself. However all damage is multiplied times two and damage you take from your opponent is reduced significantly. You auto-follow the target at increased movement speed. This lasts until the target is dead or out of range (as defined by the skill, probably about 20 feet to avoid kiting the Guardian)

-Shock: You stun an opponent for a brief second. (Canceling active channels, ect)

-Battle Cry: You loose control of your character and attack the nearest target (or whoever builds threat on you as you are AI controlled). Your HP is replaced by a “Rage” bar that continuously drains. Dealing damage or taking damage replenishes this bar. Healing “damages” your Rage bar. When it drains to zero your HP bar comes back, at the same level as it was before you started your rage. Rage bar size is equivalent in scale to your HP bar.



Design Notes:
With Guardian I wanted an indisputable king of all melee. Like if you saw one running at you, the only thought in your brain is “Jesus Christ I’m fucked”. Fighting it would just be stupid. I also wanted to highlight the progression/option concept. Basically they gain a SHIT TON of stat progression that makes them statistically unbelievably strong. However, they don’t have options. They attack in a linear, one target fashion. They just kinda beat on you and laugh about it. They don’t have effects, they don’t have multi target, and they don’t have crazy alternatives to their standard pattern- they just beat things REALLY hard until they stop moving.

I incorporated a few really fun skills I toyed with in a few design concepts prior to this. The “Duel” skill was inspired by Ragnarok’s “Taekwon Boy/Girl” skill concept where they could permanently limit their sight range but gain a higher attack stat (Called “Solar, Lunar and Stellar Shadow”). I didn’t like the way they did it so I tweaked it to my liking. Wouldn’t it be fun to beat on someone then suddenly get the living crap kicked out of you by a foe unseen only to realize its some stupid ranged enemy like 5 feet away? It’s a trade off.

The “Battle Cry” skill was actually an entire class concept when I challenged myself to re-design the standard “Bezerker” concept. It morphed into a temporary invincibility based on combat prowess. Running from target to target in hopes of keeping that rage bar going would be a major part of their concept!

“Shock”, “Focus Fire”, and “Guard” where pulled directly from my experience end game raiding in a few games. “Shock” is the required “interrupt” which every class that is raid worthy seems to have and “Focus Fire” is an organizational skill that makes targeting a single target actually worth something. “Guard” basically makes you a tank and allows you to party with members who generate a lot of threat.










Gang
Progression
The Gang class has a standard exp progression system with a level cap of 8. Gaining a level requires 8 times the amount of EXP as normal (example: Guardian) Once you fill up your exp bar once (by killing enemies and completing missions) you progress one level.



Skill Chart
You play as 8 individuals in a gang. Every time you gain a level every one of those characters level up. They gain the next skill vertically above them. The gang class has a unique “?” icon. This allows you to customize your gang members. (For example- if you make one or two defensive/HP primarily they can serve as your gangs tank when playing alone)



Representation
This represents your gang’s continuous improvement, though informal. You will never reach the mythic level of a Guardian’s martial prowess with an individual gang member’s skill- however you CAN collectively drop one if you work together!



Gameplay
Gangs are for the RTS fans. They are strategic and difficult to play- but offer some of the highest rewards. Unlike the Guardian who is hell-bent on linear one on one attacks, Gangs can deal with large volumes of enemies with ease and have little problem dispatching large foes when they work together. One has to be smart when playing a gang- it’s a downward spiral if you mess up! (Loosing 1 makes you weaker and more likely to loose another!) Gangs come with “Orders” that replace their distinct lack of skills. Only 1 order can be active at a time. (They have 5 orders + 1 skill per member) Gang members can select the same skill. (Some times it’s beneficial to do so)

In order to control this class the player can cycle through the view of the units. It can issue orders from any unit. When not directly control they utilized predefined AI modes. (Attack, Flee, Stay, Patrol)

Equipment needs to be bought in eights and everyone gets equipped with the same thing. In this respect equipping them with rare items is not a viable strategy until you have enough for everyone. It also makes equipping them rather pricy. It should be noted here that their collective level satisfies level requirements for gear. (So a level 8 Gang would count as a level 64 character if level requirements are added in the game)



Orders
-Wolf-Pack Tactics: All gang members attack the same target. Damage is multiplied by .5x the number of gang members attacking it. (So if 4 are hitting it then each gang members gets x2 damage. With all 8 they get x4 each!)

-Scramble: All gang members run off in a large circle, attempting to kite an enemy or just disperse the field of battle.

-Line Fighting: The gang stands shoulder to shoulder attacking anyone who comes close or attempts to pass the line. This has increased threat generation.

-Protect: The gang takes up a defensive perimeter on a target attacking anyone who comes close. This has increased threat generation. They can target a gang member.



Skills
-Trap: This gang member sets a small trap that will damage and slow a target.

-Instigate: This gang member has increased threat generation. (Able to be toggled on/off)

-First Aid: This gang member can resurrect a gang member at 10% HP after 20 seconds of healing.

-Sharp: This gang member detects invisible/cloaked enemies in a small radius around them.

-Vicious: This gang member gains a temporary damage buff equal to the % of the targets remaining HP it deals on its next attack.

-Scout: This gang member has +20% movement speed. If “Protected” the entire group gets this.

-Shady: This gang member can move invisibly at 25% of its normal movement speed.

-Leader: This gang member gives a +2% damage buff to all gang members in a small aura for each gang member (including itself) within the aura. (So with 3 gang members including itself they would all gain a +6% damage buff. With all 8 that’s +16%.)

-Sticky Fingers: This gang member causes 10% more money to drop from enemies and raises the % drop chance for items.



Design Notes:
O man how fun! I ALWAYS wanted to play like 10 characters in an MMO where everyone else has 1 character! Imagine the chaos that would cause! Mobs can be in swarms so why can’t we? The gang class kinda serves as a “tank”. I always thought it was poor design to make a game where one poor s.o.b takes ALL the hits from a demi god while the other 49 people in a group sit there and wale on it. That person must be some sort of FANTASTIC masochist to want to get stabbed repeatedly only to have that slashed liver repaired magically… or maybe it’s just an addiction to magic healing? Anyway, I thought that the “fodder” would be the perfect replacement for that. Sure the big dumb brute you’re fighting guts a handful of peons before it goes down! It makes it all the more epic! This was also kinda inspired by playing a little DOTA (or HON if hip to that sort of thing…) when you suddenly got to control a few units with illusions (or certain characters).










Shaper
Progression
The Shaper gains 1 exp for every kill of a “General” of equivalent level or lower.



Skill Chart
Nothing unique- every time a Shaper kills a general (after a series of 1-4 set up missions depending on how hard the boss is) they gain a level. The missions force it to kill enemies’ equivalent in challenge to that required of other classes (using Guardian’s progression as a measuring stick).



Representation
The Shaper advanced by absorbing demonic/angelic souls to further boost its divine power. They want to use the power against themselves. They progress through missions, up the chain of command to stronger and stronger angels and demons in order the satisfy their requirements for power. They have a sort of “story” they develop.



Gameplay
The Shaper has the ability to change its spell as its main ability. It is useful in ANY situation. It is an option based class that shuns progression in favor of situational superiority. (In contrast to the progression of the Guardian)

The different effects of the spell are hot-keyed to keyboard locations. Pressing shift allows a Shaper to change their spell on the fly. (Example: Shift + 1 [Fire] + A [AOE] + C [Channeled] then releasing Shift would cast a sustained area of effect fire spell) Casting the same spell again will cast the last spell cast. A Shaper can save several predefined spells as skills.



Skills
-Magic Bolt: Damage equal to Magic stat x2. Normal a magic damage single target spell with a 1 second cast time then fire. There is a 10 sec Cooldown between casts.

-Elemental Manipulation: This ability gives the Shaper the ability to add an element on its spell. (Fire, Water, Ice, Wind, Earth, Poison, Lightning, Physical, Knockback, Healing, Drain, Magic)

-Spell Slot #1: This allows the Shaper to save one of their spells for later. (Allow a saved spell)

-Shape Manipulation: This ability allows the Shaper to define a spell’s range. It can be the standard direct damage on a single target (no repercussions), an aura focused on you that hits all enemies in about a 3 foot circle (damage/number of enemies it hits). The spell can be cast AOE but the damage is divided by the number of enemies it hits. The final option is to cast it “Melee” where the spells effect is added to your physical attack.

-Spell Slot #2: This allows the Shaper to save one of their spells for later. (Allow a saved spell)
-Style Manipulation: This ability allows the Shaper to define the style the spell is cast in. The spell can be sustained as a channeled spell for 5 seconds but the damage is divided by 5. It can be instant cast to be cast while the duration of the cooldown is still active. (However it procs the cooldown) Damage is reduced by the % left on the cooldown. (90% is left, but it deals 90% less damage!) This makes is “spamable” but very low damage. The final method of casting is to charge the spell. A spell can be held in charge, multiplying the damage time the number of seconds held. (Up to 15 seconds)

-Spell Slot #3: This allows the Shaper to save one of their spells for later. (Allow a saved spell)

-Spell Seal: This adds the “Sealed” spell style to the Style Manipulations a Shaper can cast. The Shaper can cast a spell into an invisible seal on the ground. It triggers when its boundaries are violated by something it can effect. It can’t be cast “Melee” and focuses on the center of the seal for the “Aura” shape. A shaper can have 3 of these active at once.

*It should be noted that when the description lists “damage” as being reduced or increased it similarly reduces or boosts for “effects” if the damage would be substitute for an effect.



Design Notes
Total option whore. Progression is for pussies. While they have very high magic stat (24 squares on the grid out of 64) their real strength comes in that stupid number of combinations they can dish out with their Spell. I feel like adding like 10 different things to each to make them a truly vast number of options but then I thought better of it and figured I would start to get sloppy if I forced it and add something that would be inherently broken. I don’t like having redundant classes, but this own is the yin the Guardian’s yang so I decided to add it. The fill different roles, though not entirely different ones; the Shaper is more of a crowd controller while the Guardian is more focused on dropping the big mobs and taking a beating. The shaper also has the ability to heal, something that it uniquely possesses. At first I wanted to add some sort of “high-low” damage range but then I figured that would kill the careful planning it required.

I left some spots on the Shaper's skill board to represent its dedication to options over progression. You literally have to ignore your skills to get the progression of the melee stats (or come back for them later) because the majority of the skills are in the center column while the defense and attack are located on the right and left sides of the board.

Stylistically I imagined them to be able to go after either the angels or the demons. They could gain a slightly more “angelic” or “demonic” appearance depending on the route they take.

Sunday, December 27, 2009

Alternative to Tradational Role Playing Format

As I sit here bored to tears over break I decided to work on a concept I thought up a while back but never really explored.

Normally a game focuses on players playing their own characters and one poor s.o.a.b maliciously GMing a game- trying perhaps to capture the amusement of his players with some novel gag or new challenge. I proposes that everyone makes a character and then everyone take turns controlling the group.

A system for this would be unique at best and abstract (and quite alienating to veteran gamers) at worst. The perspective is new at least.

Thursday, December 17, 2009

We are the sum of the collective human experience

(This was an elaboration on the last concept I posted except it was in a more formalized single player RPG format (could be swung to become an MMO though as well). Players are given a set of life choices to make and the results grant them different skills.)



Paths of Combat

Race/Gender/Faction

Path of South Brook

You are from the small rural community of South Brook. You learn how to Track.

Path of the Northaven

Your life starts in the industrial city of Northaven. You learn how to Craft.

Path of Eastwick

Your life started in the imperial court. You picked up Diplomacy.

Learning (Tutorial)

Path of the Crocodile: Observe everything. Be patient, the reward comes later. You learn how to Parry your weapon.

Path of the Monkey: Skip the tutorial! You like to jump the gun. Just play! You learn how to execute a Feint.

First Blood

Path of the Martyr: You take more damage than you deal. You learn to use the Shield as a result.

Path of the Slaughterer: You kill every enemy before the time runs out. You learn to use Great Weapons as a result.

Path of the Hunter: You must use your sling exclusively. You learn to use Bows.

Path of the Skirmisher: You don’t take a single hit and kill at least half of the enemies. You learn to use Twin Weapons.

Path of the Saint: You don’t hit a single enemy. You are assigned to Standard duty.

Conflicting Orders

Path of the Soldier: You won’t refuse a direct order. You kill all of them. You unlock the ability to use Heavy Armor because of your induction into the army.

Path of the Opportunist: The bandits are paying you better. You attack your teammates. After seeing your prowess you gain the ability to Hire.

Path of the Beast: You refuse to fight an animal. You need to deal zero damage to the wolves but kill the bandits. Seeing your kind soul the wolves befriend you. You gain the ability to Train.

Path of the Legend: You need to punish evil! You kill everyone before the combat ends. After starting your legend you gain the ability to Recruit.

Battle Lines

Path of the Kingdom: You decide to defend your homeland. As such you complete quests for the Kingdom exclusively. You are rewarded by learning how to Duel.

Path of the Rebel: You decide to overthrow your corrupt government. You decide to do only the dirty work of the rebels. In order to properly serve the Rebellion you need to learn how to Assassinate.

Path of the Profiteer: Who cares who wins so long as you can turn a buck? You accumulate over a certain amount of money doing quests for either side. You pick up how to Pay Off the right people.

Path of the Pacifist: You don’t want bloodshed. You work exclusively for the Priesthood. You learn how to Abstain.

Path of the Mercenary: You don’t care who wins. You work for either side. You learn how to “Mercenary”.

Path of the Pirate: Money? Women? Sounds good right? You mostly do Pirate quests. You learn how to Raid.

Pillaging

Path of Order: You decide to stop the pillaging. You flee on a horse to warn the town ahead of time. You are taught how to Ride.

Path of Chaos: You join right the fuck in! You take a few pointers and learn how to Pillage.

Path of the Unspoken: You decide to do nothing. That seems to work. If no one notices you, you’re ok with that. You learn how to be Incognito.

Path of Bloodshed: You decide to stop the pillaging with your weapon in their skulls. You kill them all and learn the true nature of Bloodshed.

Abilities

Track- A character or NPC occasionally leaves behind “track” every so many steps. By locating this track you are then pointed in the direction of the next track.

Craft- A crafting system allows you to make useful items and repair gear. It requires the appropriate regents.

Diplomacy- By executing a quick-time event you can smooth talk NPCs. This has a wide range of implications. From getting a lower price to getting into a secure area. This is a gamble however because you only have one chance and failure if worse than not trying.

Parry- You jerk you weapon sideways to parry an attack.

Feint- You have to hold down your mouse button to attack. If at any point you release it you immediately stop your attack and re-execute the same strike.

Shields- You learn to use full shields. By holding down your right mouse button you can move your shield out of your way and attack. (This can be changed in a setting) You can still use normal off hand weapons.

Great Weapons- You learn to use two-handed weapons. These have the advantage of range but lack in speed. Common weapon types include spears, great swords, staves, and great maces.

Bows- You can notch a bow with the best of them. While difficult to wield (your aim is an “area” not a “point”) you gain the advantage of range.

Twin Weapons- Skirmishers are some of the most feared combatants on the battlefield. They attack the flanks with rapid strikes. Using twin weapons (equipped as a single weapon) you can use weapons like, short swords, daggers, sai, clubs, foil and parrying dagger.

Standard- A simple non-violent weapon. You can still use your main weapon but your other hand hold a standard. This is a rallying point. People heading towards it gain different benefits depending on your standard. They are normally stat dependant.

Heavy Armor- Full armor is hard to move in and slows down your movement speed by 50%. However, it prevents all but the most brutal blows. Piercing weapons need to do more damage than the damage cap or deal 75% less damage. Blunt weapons are jut reduced by 10%.

Hire- You can pay an unsavory lot to fight with you. They are normally few in number but very strong. They act on their own but generally have good AI.

Tame- You can tame animals. Animals have a “focus” gauge that dwindles. The more you train your animal the longer its focus gauge is. You can issue commands to it with the number pad. The higher its focus gauge the more likely it is to follow that command. You can raise its focus gauge by issuing commands (it “levels up”) If an animal dies you have to tame and train a new one.

Recruit- You attract a few followers. They are normally very numerous but lack in strength. (An army of farmers is still an army right?) They act on their own but generally have poor AI.

Duel- You can challenge anyone to a duel. During combat that person can only attack you and you can only attack them until one of your is dead.

Assassinate- You can enter the combat state whenever you want by toggling this.

Pay-Off- You can avoid an encounter by offering an amount of money. If it is accepted the enemy can not attack you for 1 hour. (Or whatever it is you decide on)

Abstain- You can toggle Abstain. When you do so you can’t attack for 1 hour but you can’t be attacked as well.

Mercenary- You can offer your services with a “mercenary” offer when combat begins in an area near you. The first one to hire you gets you on their side.

Raid- You can enter into combat on either side.

Ride- You can ride a horse. This alleviates any movement penalties, however you can be knocked off.

Pillage- When you kill an enemy you can occasionally loot a piece of equipment from them. (Even players)

Incognito- Unless someone is looking at you they can’t see you.

Bloodshed- By clicking the middle mouse button over someone you target them and gain tunnel vision. Everyone outside them disappears but your strength goes WAY up while targeting them.

A man is the sum of his experiences...

(The concept behind this little write up was a concept for a MUD that allowed players to progress through character creation over their entire span of their character. Age was somewhat akin to level. Possibly base level on time spent in game?)


Premise: My goal it to create an environment where “evil” is punished but more powerful. The obviously “right” path is good or neutral.

Offensive Stats
Strength
Intelligence

Defensive Stats
Agility
Toughness
Willpower

Other Stats
Luck (die size)
Experience (Based on level- static bonus)
Stamina (Used for travel & skill use)
Wounds (Soak up negative effects wounds before you have to suffer them)
Magic

Attack (Basic Physical) = Strength + Weapon Damage + Experience + Luck
Defense (Basic Physical) = Agility or Toughness + Armor Bonus + Experience + Luck

Attack (Magic Bolt) = Magic + Intelligence + Experience + Luck
Defense (Basic Physical) = Agility or Magic + Armor Bonus + Experience + Luck


Wound Chart (100%)
(1-25) Move at Half Speed (+5% to Wound Chart)
(26-50) Cut your Strength by 25% (+5% to Wound Chart)
(51-75) Cut your Toughness by 25% (+5% to Wound Chart)
(76-90) -50% of your max energy (+10% to Wound Chart)
(91-100) Death (Reset wounds chart)


Level 1: Race (Tutorial)
-Human (+ Experience)
-Half-Elf (+ Agility)
-Half-Dwarf (Toughness & + Wounds)

Level 2: Genetics (Youth)
-Brawny (+Strength & More Wounds)
-Thinker (+Intelligence x2)

Level 3: Deity (Preteen)
-God of the Land (Gain minor buffs on Land)
-Goddess of the Sea (Gain major buffs on Water)
-God of the Sun (Gain minor buffs during the day)
-Goddess of the Moon (Gain minor buffs during the night)
-Goddess of Twilight (Gain minor debuffs during twilight) [Tome required]

Level 4: Profession- Novice (Teen)
-Acolyte (Buffs from deity are increased) [Need tome of deity]
-Soldier (Access to better gear)
-Hopeful (Access to basic general magic spells)
-Gang Member (Access to stealing ability)
-Merchant (Discount at shops, bonus when selling)


Level 5: Profession- Journeyman (Young Adult)
-Priest (Buffs from deity are increased & Minor Divine Spells) [Acolyte Only]
-Cavalry (+Weapon damage with spears & + Move speed on horse) [Soldier Only]
-Duelist (+Weapon damage with swords & + Chance to avoid) [Soldier Only]
-Archer (+Weapon damage with bows & + chance to hit) [Soldier Only]
-Skirmisher (+Weapon damage with 2 weapons & + luck) [Soldier Only]
-Jr. Officer (+Experience & Passive Abilities ) [Soldier Only]
-Journeyman (Access to more general magic spells) [Hopeful Only]
-Forsaken (+Luck & + Magic) [Requires forbidden tomb, Hopeful Only]
-Gang Leader (Access to cronies) [Gang Member Only]
-Inventor (Access to recipes & a Lab)
-Trainer (Access to beast taming)


Level 6: Profession- Commission (Adult)
-Noble (Access to best gear & body guards) [Requires money]
Priest (Buffs from deity are increased & Minor Divine Spells) [Priest Only]
-Crusader (Buffs from deity are increased) [Priest or any Soldier Derived Class]
-Veteran (+Experience & Access to best gear) [Any soldier derived class except for Jr. Officer]
-Guardsmen (Access to best gear & town guard abilities) [Any soldier derived profession]
-Officer (+Experience & Aura Passive Abilities) [Jr. Officer Only]
-Pyromancer (Access to fire spells) [Journeyman Only]
-Aeromancy (Access to weather changing effects) [Journeyman Only]
-Gastromancy (Access to food based magic) [Journeyman Only]
-Conjurer (Access to summoning) [Journeyman Only]
-Chaos Mage (Access to powerful chaos magics) [Forsaken or Journeyman Only]
-Phagen (Access to powerful necrotic magics) [Forsaken or Journeyman Only, Requires Book of the Dead]
-Heretic (Access to powerful heretical demon summoning magics) [Priest, Journeymen, or Forsaken Only- Requires Demon Pact]

Level 6: Profession- Master (Older)
-Lord (Access to best body guards & Able to “Own” towns) [Noble Only)
-Knight (+Experience & +Movement Speed on Horse) [Noble, Crusader, Veteran, or Officer only]
-Chosen (Able to enter an avatar state) [High Priest & Crusader Only]
-Man-At-Arms (+ Weapon Damage, + Experience, & Access to best Gear) [Any soldier derived profession]
-Warlord (+Experience & Passive) [Officer Only]
-Master Mage (+ Experience & + Magic) [Pyromancer, Aeromancy Conjurer, and Gastromancer only]
-Lich (+ Experience & + Magic) [Phagen Only]
-Demon (Regeneration & + Magic) [Heretic Only]

I AM the law

(This was just a few quick notes I had in my head a while back when examining less lethal alternatives for crowd control. The result was a prototype class for a traditional RPG. It lacks polish... or a game behind it ^^; )



Premise: An concept where the option exists to subdue instead of kill. Subduing has a different result.


Officer (Class)
The officer gains its ability over time, making it a great DPS if the situation calls for it.

-Command Presence (Influences target with your Command Presence. Aggressive targets gain Will and more passive targets loose Will via a LOS aura. Rate of gain/loss will be based on )
-Orders (Direct Will damaging effects)
-Soft Hands (If a person is low enough of Will then you can restrain them.)
-Takedown (A stun that provides Will-damage over time. The time is based on the difference be the target and the officer’s strength)
-Hard Hands (Increasing damage based on number of hits)
-Use of Force (Sudden DPS spike)
-Threat (Automatic warning. If the target is at low Will it damage their Will.)
-Deadly Force (High Burst damage every 30 sec)

(Time used in the following scenario is hypothetical)
-Command Presence (When combat starts)
-Order (On user use. 10 sec CD after that until the end of fight.)
-Soft Hands (30 sec later. 10 sec CD after that until end of fight.)
-Takedown (1 min into the fight.

Equipment (Example)
Telescopic Baton (No Command Presence gain)
Solid Baton (+Command Presence)
Badge (+Command Presence)
Uniform (+Command Presence)
Riot Gear (+ Defense, +Command Presence)
Civilian Clothing (No Command Presence Gain)

Epic Skill Grid

(This was a advancement system for either a single player or MMO style RPG. It contained a extensive image with it that detailed the entire "Epic Skill Grid". I will not upload this image as it would take a good deal of space and I am not entirely interested in having it stolen. This was obviously inspired by FF10's sphere grid. I just thought I could do it better. This also includes my "Talent" system you will see pop up from time to time. I think obscurity and uncertainty are the spice of good gameplay.)



Epic Skill Grid

A skill system that exists on a “Cube”. It is divided into hemispheres and again into subsections called “Class Regions”.

The Region which you possess the most skills in awards you their title.

Each hemisphere has 100 possible placement nodes for skill pips
Each hemisphere has 4 regions (25 possible placement nodes) for skill pips
Each class region has 15 skill pips

Stats
HP: Health (This stat is multiplied by 10 for total HP)
Energy: Resource to use skills (This stat is multiplied by 10 for total Energy)
Speed: Turn Order
Strength: Physical Damage
Magic: Magic Damage
Agility: Hit/Miss Chance
Defense: Damage Reduction

Derived Stats
Healing: Amount of HP regenerated per turn (HP + Energy + Strength/6 with a cap = half damage taken before defense last turn)
Recovery: Amount of Energy regenerated per turn (Energy + Magic/4 with a cap = level)
Physical Critical: % Chance of getting a critical hit with a melee attack. (Speed + Strength + Agility/12 cap 50%)
Magical Critical: % Chance of getting a critical hit with a magic attack. (Speed + Magic + Agility/12 cap 50%)
Luck: % chance added to finding rare items (HP + Energy + Speed + Strength + Magic + Agility + Defense/35) *Note: If you end a battle with lower HP/Energy it lowers your luck.

Talent System
A player is not aware of their stats, however upon character creation they order the importance of said stats. They range from 5-15 however their total is set at 70.

Moving on the Grid
You start in one of the 4 center squares on the skill grid. Every level you can move to an adjacent square (“pip”).

Titles
Depending on which class region you have taken the most pips in you gain that class as your title. Titles grant a special passive ability. Once you have 100% completion in a given class region you can select that title at any point. You may also select any other titles you have 100% in. If you have titles at 100%, you may alternately pick your second highest title instead.
Example: Let’s say you have both Knight and Noble at 100% completion. You are working on Fencer but it is only at 80%. You had to step into Samurai for a pip or two you wanted so you have 5%. You could use either the Knight, Noble, or Fencer titles.


Title Effects
Knight- You allies gain +25% defense from the person you attacked last turn.
Monk- You can not equip weapons or armor; however you double your Healing and Recovery.
Samurai- You have to kill an opponent once you start to attack them, however you get +50% damage (after defense) when attacking them.
Ninja- You can wield two weapons.
Inquisitor- You are immune to black magic.
Paladin- You take damage to your energy before your HP.
Healer- Any amount healed by you also heals the nearest ally.
Shaman- When you are healed you also heal the nearest ally.
Beast Master- You do 200% damage to non-humans.
Alchemist- Any items you use are doubled in effectiveness.
Blood Mage- Your spells use your HP as resource inset of your Energy.
Bard- Your single target magic spells have a small range aoe on them.
Summoner- You do not need to equip the proper sigil when summoning.
Mage- Cut your magic stat in half, however the cost of your spells are cut in half as well.
Dark Wizard- Double your magic stat, however the cost of your spells is doubled as well.
Necromancer- You get healed 25% of the damage you do. However you loose 3% HP per turn.
Gunner- You can equip guns.
Assassin- You do 150% damage to humans.
Barbarian- You character occasionally won’t listen to your commands if they aren’t attacking someone. However you get +25% strength.
Hunter- You have no penalty for range.

Title Effects
Knight- You allies gain +25% defense from the person you attacked last turn.
Monk- You can not equip weapons or armor; however you double your Healing and Recovery.
Samurai- You have to kill an opponent once you start to attack them, however you get +50% damage (after defense) when attacking them.
Ninja- You can wield two weapons.
Inquisitor- You are immune to black magic.
Paladin- You take damage to your energy before your HP.
Healer- Any amount healed by you also heals the nearest ally.
Shaman- When you are healed you also heal the nearest ally.
Beast Master- You do 200% damage to non-humans.
Alchemist- Any items you use are doubled in effectiveness.
Blood Mage- Your spells use your HP as resource inset of your Energy.
Bard- Your single target magic spells have a small range aoe on them.
Summoner- You do not need to equip the proper sigil when summoning.
Mage- Cut your magic stat in half, however the cost of your spells are cut in half as well.
Dark Wizard- Double your magic stat, however the cost of your spells is doubled as well.
Necromancer- You get healed 25% of the damage you do. However you loose 3% HP per turn.
Gunner- You can equip guns.
Assassin- You do 150% damage to humans.
Barbarian- You character occasionally won’t listen to your commands if they aren’t attacking someone. However you get +25% strength.
Hunter- You have no penalty for range.