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Design Document for:

 

 

The Chaos Factor

 

Three lives one world.

 

 

“Mad Man Productions”™

 

 

 

 

 

 

 

 

All work Copyright ©2003 by Mad Man Productions

 

Written by Alexander Ballard

 

Version # 1.16

 

Wednesday, July 16, 2003
 

 

Table of Contents

Design History

Game Overview

        Philosophy
        Common Questions

Feature Set

        General Features
        Gameplay

Game World

        Overview
        The Nobel Houses
        The Word
        Family
        Culture
 The Physical World
         Overview
         Key Locations
        Travel
        Scale
        Weather
        Day and Night
        Time
        Currency

Game Characters

        Overview
        Characters in Depth
        Alistair Zachi
        Crystal Demour
        Quinn

Statistics

        Base stats
        Derived stats
        Knowledge
        Skills

Enemies and Monsters

Story

        Overview
        Background
        Alistair Zachi
        Crystal Demour
        Quinn Story

Game Play

        overview

Health

        Damage
        Damage Type
        Injuries

Skills Detailed

Combat

Cabal

        Overview
        Setup
        Game play
        Divine Sets
        Winning
        Cards

Weapons

        Overview
        Alistair Zachi Weapons
        Crystal Demour Weapons

Appendix

        Appendix 0: Cabal Cards
        Appendix 1: Damage Types
        Appendix 2: Injury Table
        Appendix 3: Skill Tables
                Practice Point requirement  table
                Skill table

 

Design History

 

                This is the initial design document it outlines the games current design and plan.  In hopes receiving feedback and comments on how to improve the overall games design.

 

Version .01 - Minor stat changes.

 

Version .11 - added detailed information on the skill system.

 

Version .16 - Numerous additions.

 

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Game Overview

 

Philosophy

 

Philosophical point #1

 

                One of the major goals of the project is to integrate four parallel stories into the same game. Each story although separate will interconnect with the others and reveal the overall plot.

 

Philosophical point #2

 

                The project will attempt to change current notions about Role Playing Games, and how they are played.

 

Philosophical point #3

 

                To provided players a fun and repayable game with a rich and unusual world.

 

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Common Questions

 

 

What is the game?

 

                A role playing game set in a Victorian world, in which fantastic machines are common place.  It also features unique game play approach in which players choose one of four characters each with their own story and style of game play to experience the game through.

 

Why create this game?

 

                I am creating this game because of my love of role playing games and my belief that there is a large market for games that have both a rich and complex story as well as challenging game play.

 

Where does the game take place?

 

                The game takes place in a bizarre and imaginary Victorian world, where the creations of half mad inventors are common place tools of the rich.   Imagine a world where steam powered machines dig mines and the wealthy nobility live in blimps floating above the crowded city streets.  Sprawling town dot the landscape and even the poorest person lives an orderly contend life.

 

What do I control?

 

                The player controls the main character; they can also acquire vehicles.  The character Crystal also has the ability to temporarily control non-player characters.

 

 

How many characters do I control?

 

                 Players control a single main character; they can also acquire automatons which they control through simple verbs. 

 

 

What is the main focus?

 

                The main focus is to achieve the player’s personal goal, as well as resolve the psychological scares influences the characters actions and at the same time interacting with locations throughout the world

 

What’s different?

 

                Unlike most games, this one allows the player to choose four different characters each with their own story and style of game play.  It also features the ability to raise a small animal know as a pocket pipo, they can also build a verity of inventions. Also unlike most role play games, the Chaos factor game world does not contain any fantasy creatures or elements.  Finally the player has the ability to access almost all of the world map locations from the start of the game.

 

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Feature Set

 

General Features

 

Immersive world

Four unique stories

Isometric engine or possibly a 3D engine

24-bit color

 

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Gameplay

 

Two different combat systems

Numerous mini games

NPC’s have the use of all five senses

The ability to combine items to make new items

Option to raise and train a pet

Active time system - events occur based on in game clock and not just player actions.

Level less system - stats and skills increase through use

In game card game the players can collect and play

Multiple solutions to most problems

Tool system allows player to interact with the environment using different tools

Complex health system allows for permanent injuries and health problems

Able to acquire property and revenue generating locations – such as mines and factories

Dynamic personality – the characters personality changes based on their actions

Automaton –able to build robots that respond to commands

Players can take advantage of stealth to avoid enemies

Laws allow players to prosecute criminals and be prosecuted

Multiple endings

 

 

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The Game World

 

Overview

 

                World of Chaos Factor is set in a closed Victorian world consisting of several small islands and a large a single large continent.   A single world government known as the seven families consisting of the heads of the seven noble houses rule the only nation.  However the majority of the daily life of the people is guided by the teachings and beliefs of a religion know simply as “The Word”.  Technology plays a major part in the game world and it is filled with the kinds of inventions found in the works of Jules Vern and others.   The people live efficient and contented live like cogs in a great machine keeping the world working and people satisfied.  Family and bloodlines play an important part in society and there is a strict system of castes and social classes, as well as traits associated with different bloodlines.  One of the bloodlines possesses psychic powers; however they are mistrusted and forced to live as gypsies traveling from town to town. 

 

                There are numerous local past times and events that players can attend such as festivals and conventions.  There is also popular card game called Cabal that is sweeping the nation, based off of a form of tarot cards that have existed since the world’s genesis.

 

 

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The Nobel Houses

 

                There exist numerous noble houses of varying importance the most powerful of them all are the seven families who also make up the nations ruling body.  While war and open conflict has been expunged from the world since its genesis the noble houses are in constant state of flux as they attempt to expand their influence obtain the power and prestige associated with being a member of the seven families.  This inner power struggle is know as the war of knives, because of its unofficial status and the ruthless tactics that the nobles employ to achieve their goals.  Unlike the common people, all except the poorest nobles live in large luxurious blimps that float above the cities and allow the nobles to travel without ever having to leave home.

 

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The Word

 

                The Word is the one and only religion in the world, it dictates the articles of faith that govern the lives of all the people of the world. It is also the most influential and powerful organization in the world, despite the humble and modest lives of its priests.  The caste system and social order is part of teachings of the word, and the priests called speakers also are the only people able to sanction marriages and child births. The other major teaching of The Word is that in times of heresy and great dangers a hero shall arise to defended the innocent of world and bring the light of salvation down upon the sinners and heretics.

 

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Family

 

                Family and name are important to the people of the world and dictate a person’s social status and the traits associated with them.  The most severe punishment that can be given is the loss of name, a person who has lost their name is known as a nameless. A person without a name is not considered a member of society as such they not even seen a people and are denied the basic right that are people given to all citizens, many people will not even speak to a nameless.

 

 

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Culture

               

                There are two major cultural trends that are popular throughout the world Cabal, and raising Pocket Pippoes.

 

Cabal – A card game player based on tarot cards that has attracted players and collectors nation wide. The origin of the cards dates back two pre-genesis times however the card game it self less then a generation old.  Cabal consist of 3 sets each containing 21 different cards. It is played in one-on-one matches with each player using a deck of 12 cards.  

Pocket Pippoes – This is considered the worlds most popular pet they are small hippopotami the range in size from 15 to 20 cm.  They are raised from the egg by their owners and can be taught to do simple ticks.  There also numerous competitions that allow owners to showcase there pippoes talents.  Some of the competitions include races, beauty contests, puzzles and the national pippo Olympics held once every four years.

 

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The Physical World

 

Overview

 

                The world is made up of single continent and several small islands. The great ocean encircles the world and also marks its boundaries.  The climate is moderate through out most of the continent except for a great northern desert and the frozen wastes in the far south.

 

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Key Locations

 

                Icari – The capital city and home of the heads of the seven families.

                Balla – Religious capital nestled in the western mountains.

                Kresh – The only city in the frozen wastes and the main source of oil and coal.

                Fan – a city of leisure and lust, filled with casinos and shops.

                Mandagaria – A large island settlement and only known source of rare minerals

                Katar – An isolated city and the only one not governed by the seven families

               

                Sol – The Forbidden City, and largest of the pre-genesis ruins.

               

                Frozen wastes – an area of extreme cold, winds and high mountains.

                North Desert – a lifeless area that no one enters, and is slowly shrinking.

 

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Travel

 

                The players can travel freely but slowly on foot. However the main methods of transportation are train, blimp, and carriage.  They player can also acquire a submarine to explore underwater areas.

 

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Scale

 

                The game world is about 700 km in length; it would take about 21 days on the in game clock to walk its length.

 

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Weather

 

                There will be rain, snow, and wind in the game and the weather will vary from area to area and will impact certain events. Such as NPC’s not standing around on the street in bad weather.

 

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Day and Night

 

                The game will alternate between day and night on a 24 hour clock, NPC will sleep and business will close depending on the time.

 

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Time

                There is an active time system in The Chaos Factor.  That will cause changes in day and night as well as seasons.  Also players will not have infinite time to complete tasks which could cause players to miss opportunities and events. 

 

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Currency

               

                There are three currencies in the game that are tied in to the caste system. Commons represent 1 hour of unskilled labor, Talons representing 1 hour of skilled labor and crowns.  365 commons = 1 Talon, 365 Talons = 1 crown.

 

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Game Characters

 

Overview

 

                There are three main characters in the game and one secret character that can be unlocked by completing the game with all three characters.  Alistair Zachi the son of a fallen noble, who has lived a life of privilege are status. However he has become bored with his sheltered life and desires to become an adventure like the ones he’s read about in books.  Crystal Demour a young woman who has lived a life of hardship because of her psychic powers and now works as a dancer in Fan.  Quinn a man with no name, he awakens soaked with blood the smoldering ruins of a small village with no memory. Whatever trauma he has suffered has left him so scared that he refuses to harm another person or even carry a weapon.

 

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Characters in Depth

 

Alistair Zachi

 

Status: Son of a Fallen Noble

Age: 17

Family: Zachi

Parents:  Stephan Zachi and Marian Strauss

Class: Noble

Birth Place: Icari

Current Home: Leyon

Starting Stats:     Strength – 3

                                Endurance – 3

                                Coordination – 3

                                Perception - 2

                                Charisma – 2

                                Beauty -  2

                                Creativity - 4

                                Intelligence - 4

                                Sanity - 3

                                Fortune - 3

Education: Decorum, History, Literature, Politics, Religion

Starting Skills: Fencing, Shooting, Writing.

Background: Alistair Zachi has lived a life where he wants for nothing; his family name has provided all the luxuries he could want.  Raised by private tutors he has learned much about that life through books and stories.  However he has also lived a very sheltered life, having never left the family blimp and protected from the actual world. He instead believes the world to be the place he has read about in books and seen far below him.

 

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Crystal Demour

Status: Dancer and psychic in Fan

Age: 24

Family: Demour

Parents:  Illiana Demour, Father unknown.

Class: commoner.

Birth Place: Plains of Tristan.

Current Home: Fan.

Starting Stats:     Strength – 2

                                Endurance – 2

                                Coordination – 4

                                Perception - 1

                                Charisma – 4

                                Beauty - 4

                                Creativity - 2

                                Intelligence - 2

                                Sanity - 3

                                Fortune - 5

Education: Streetwise.

Starting Skills: Dancing, Haggling, Charm.

Background: Crystal Demour a young woman who has grown up on the streets of ever major city.  Her mother and their band moved around frequently and where always treated with suspicion wherever they went.  Finally at the age of sixteen no longer able to but up with her life and the kind of work her mother did, she ran off and ended up drifting to the city of lust know as Fan. The streets where hard on a lone girl, but she grew tough in response and has long since tossed away her strong morals of youth. Although she wakes up each afternoon telling herself that she will leave Fan and start off again some where better, like she has every day for the past eight years.

 

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Quinn

 

Status: Nameless Wander

Age: Unknown

Family: Unknown

Parents: Unknown

Class: Nameless

Birth Place: Unknown

Current Home: Unknown

Starting Stats:     Strength – 4

                                Endurance – 4

                                Coordination – 4

                                Perception - 3

                                Charisma – 2

                                Beauty - 2

                                Creativity - 4

                                Intelligence - 4

                                Sanity - 1

                                Fortune - 1

Education: Espionage, Mechanics, Chemistry

Starting Skills: Stealth, Coercion, Climbing

Background: Quinn awoke one morning to find himself covered in blood and the ruins of a smouldering village. He has no memory of who he is and what his life was like before he awoke that morning, the only clue he has to what happened to him a carved blade with the name Quinn etched on it. So traumatic was that awakening the he refuses to harm any living soul.  So he wanders the world in hopes of discovering who he is and what hand he played in the destruction of that village. However wherever he goes he death follows and killer stalks his foot prints.

 

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Statistics

 

Base stats

Strength – Physical Prowess

Endurance – Health and damage resistance

Coordination – Manual dexterity and flexibility

Perception - Ability see and hear

Charisma – Personality and treatment of others

Beauty - Physical attractiveness

Creativity – The ability to think out side the box and create

Intelligence – Measure of the characters brain power and memory, and determine max knowledge level

Sanity - The characters ability to cope with mental and emotional strain

Fortune - Luck, fate and other intangible qualities can change from day to day

 

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Derived stats

Resistance – Strength + Endurance * 2

Damage Bonus – Strength + Coordination

Stamina – Endurance * 5

Speed – Endurance * Coordination

Skill Growth – (Creativity + Intelligence) * 5

 

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Knowledge

 

                Knowledge represents the education and knowledge the character possesses, they are used passively in conjunction with other skills and actions.  Because of this improving knowledge levels requires tutoring or studying from books.  This takes time and money, as well as requiring the player to find tutors with superior knowledge. 

 

Anatomy – Knowledge of the body, also aids in auto targeting vital spots on enemies.

Archaeology – Aids in identifying relics and ruins and as well providing information on them and their use.

Architecture – Information in structures and there construction can help with recognizing hidden passages

Chemistry – Limiter in combining chemical to create items.

Decorum – Determines ones ability to interact properly with nobility

Economics - Understand of business and commodities.

Espionage – Art of stealth and covert information gathering

History – Information on the past and recognizing the origin o things

Literature – Knowledge of books and culture.

Mechanics – Limiter in combining and creating of mechanical devices

Metalwork – Limiter in combining and creating of common tools and jewellery

Physics – Knowledge of energy and limiter in creating electrical devices

Politics – Knowledge or the works of the social system

Psychology – Aids in manipulating people

Religion – Knowledge of religious events, locations, items and people.

Streetwise – Knowledge of the streets and criminal life.

Wildlife – Aids in identify animals and raising them.

 

 

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Skills

 

                Skills in the game are all active they are used to complete task and improve with use.  The wide verity of skills allows for multiple solutions to problems.

 

Acrobatics – Ability to jump and swing

Assessment - Ability to judge the quality  of people and objects

Charm – The use of Flattery and seduction to manipulate a person

Climbing – Mountaineering and scaling of walls

Coercion – Persuading people through various means

Dancing – Skill at dancing

Fencing – Use of sword and skill at dueling

First Aid – Ability to heal injuries and general medical knowledge

Haggling – Buying low and selling high

Lock Picking – skill at opening locks and manipulating small mechanical devices

Mental Control – Ability control psychic powers and resist there influence

Music – Skill at play music

Operations - Ability to use technical devices

Painting – Skill at painting

Pick pocketing – Stealing and planting items on people without getting noticed.

Shooting – Maintenance and operation of firearms.

Stealth – Moving quietly, hiding, and evading people and animals.

Survival – Foraging, and traveling safely in the wilderness

Technical - Proficiency with repair, construction and destruction of machines. 

Ventriloquism – The ability to throw your voice and imitate the voice of others.

Writing – Skill at writing.

 

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Enemies and Monsters

 

People – Humans will make up the fast majority of the enemies the players will have to overcome, some good others evil and how the player deals with them will affect their characters morality.

 

Machines – There are a host of bizarre contraptions that players will face from giant mechanical spiders to simple wall mounted guns.

 

Beasts – There are numerous beasts in wilds that players can kill while some are dangerous and aggressive others are harmless unless provoked.

 

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Story

 

Overview

 

    On of the key game concepts is the inequities of the life.   Many of the daily actives and events the happen with in the game will seem offensive and go against what the player believes to be right and wrong.  While the characters will perceive these events to be the ordinary occurrences of daily life.   For instance a diseases breaks out in a slum district, the ruling noble orders the district sealed and burned, killing everyone inside.  This will seem to be an atrocity to the player, but the NPC's will see nothing wrong with this action, instead  they will see  this as the nobles protecting the people and doing what needed to be done.

 

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Background

 

                The world was created through genesis and in the beginning there was Cinder the great fire the covered the landed, it burned hot and long and nothing lived upon the earth.  Then with a might breath the word was spoken and cinder cooled to ash and yet still nothing grew upon the land.  Then the word was spoken again this time it was not a lone voice but choir of many and the great mounds of ash where carried up and into the air.  There they turned to water and down upon the earth endlessly until only the continent remained above the great ocean. Then the word spoke again this time it was but a whisper and from deep with in the land people sprang forth. They had nothing and cried out for the word to give them purpose and so the word spoke for the last time and faith was given on too the peoples of the earth.  Faith established the great laws and did bind all the people together no longer where they lost and helpless they now had purpose and direction.  With faith in their hearts and minds they gave rise to civilization and did spread across the world.  We know this to be the truth because it is the word and the word is truth.

 

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Alistair Zachi

               

                The young son of a fallen noble, who sets out from his comfortable life aboard the family blimp, to become the kind of hero he has read about in stories.  The world he discovers is nothing like the one he was raised to believe in.  His naivety soon leads him to become a tool of those in power and he becomes a pawn the war of knives.   Through the courses of theses events he learns the world is not the black and white place he thought it to be and when the heretics begin to emerge from the shadows and calamity begins to threaten the world.  He finally gets the opportunity to become the HERO he has always longed for but will he be able to handle the realities of being a HERO and the truth behind the world.

 

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Crystal Demour

               

                A dancer living in the city of lust and greed known as Fan. When necessity finally forces her out of the life she led for the past eight years.  She decides to seek a meaning to her existence and evidence that world is not a place ruled solely by desire.  Through this she discovers a revelation about her peoples past and begins a journey to uncover there forgotten heritage and why they only posses psychic powers.  When the heretics begin the great calamity she begins to relies the flaws the system of faith that governs the world.  The role she can play in forging a new world for all people.

 

Quinn

 

                The nameless wander with no memory of his past or who he really is. He is journeying the earth in search of his past and is haunted by conflicting memories that may not be is own.  The only constant that seems to exist for him is death.  Wherever he goes death follow and leads him in a race against time as he tries to track down a murder that may hold the keys to his past.  Being nameless he lives outside society and begins to meet others who feel as he does about the world that faith imposes on them. When the time comes will he able to lead them to the freedom they seek.

 

 

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Game Play

 

Overview

 

Item Combination

 

                Many of the items in the game can be combined with other items to create new items. The different kinds of combinations are separated by the skill or knowledge needed to create them. 

 

Levelless system

               

                There are no levels in the game; instead stats and skills improve through use and have a rating from 1 to 10.   If a character does a lot physical task such mining then they will gain strength experience once they receive enough strength experience the characters strength will increase by a point.   However gaining experience in one area may decrease experience in other.

 

Health System

 

                The game features a unique complex health system unlike traditional RPGS Characters are able suffer inquires such as broken bones and scars that require special treatment to heal. They can also suffer permanent injuries as well having the possibility of catching a verity of dieses that will have a lasting effect on a characters health.

 

Crimes and Laws

 

                The game world has its own set of laws and punishments that player will have to deal with. Some times they maybe the victim such as in the case of merchant selling them phoney goods. Other times they may be the criminal as in the case of murdering people on the street or robbing someone’s home.

 

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Health

 

                Unlike traditional RPG’s Chaos Factor uses a fixed life system each characters and enemy has 100 life points.  Which is a representation of their overall physical health; there is also an additional part of health dealing with injuries and disease.

 

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Damage

 

Weapon damage is increased by a characters damage bonus stat and decreased by an enemy’s resistance and armor.  Using the following formula: (Weapon Damage + Damage Bonus) * (1-Armor Rating/100) – Resistance.

 

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Damage Type

 

Every weapon has a damage type, and each piece of armor has a protection type. The protection type halves the damage of its protection type and doubles damage of its weakness type. Example: Electrical damage is halved by insulated armor and doubled by metallic armor.

 

 

Damage Type

protection

advantage

Piercing

Silk

Flexible

Slashing

Metallic

None

Impact

Flexible

None

Heat

Sealed

Cloth

Cold

Cloth

Sealed

Electrical

Insulated

Metallic

Toxic

None

None

Radiation

Lead

None

Pressure

None

None

 

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Injuries

 

Whenever a critical hit is scored in combat then an injury is also scored in the corresponding area, the serverity of the injury depends on the damage done and adjusted by the victim’s fortune.

 

Location

Severity

Injury

Effect

Duration

Head

Light

Dazed

20% decrease to all success tests

1 to 10 rounds

 

Light

Bleeding

-1 Life points per round

 25 rounds or bandaged

 

Moderate

Scar

-1 Beauty

Healed

 

Moderate

Stunned

Unable to do anything

1 to 3 rounds

 

Moderate

Blind

Unable to see and to hit rolls decreased to 0

25 to 100 rounds or healed

 

Heavy

Eye Loss

-4 to vision tests

Permanent

 

Heavy

Ear Loss

-4 to hearing tests

Permanent

 

Serious

Death

Dead

Permanent

Arm

Light

Bleeding

1 Life points per round

25 rounds or bandaged

 

Moderate

Drop weapon

Weapon is dropped

Instant

 

Heavy

Broken arm

Strength halved

Healed

 

Serious

Limb loss

-3 Strength, -4 to coordination tests

Permanent

Leg

 

Bleeding

1 Life points per round

25 rounds or bandaged

 

 

Knocked down

Falls down

Instant

 

 

Broken Leg

Coordination halved

Healed

 

 

Leg Loss

Speed reduced to 1 and -4 to coordination testes

Permanent

Torso

Light

Bleeding

1 Life points per round

25 rounds or bandaged

 

Moderate

Scar

-1 Beauty

Healed

 

Heavy

Broken rib

-4 to all endurance tests

Healed

 

Serious

Internal Bleeding

-1 life point per round

Healed

 

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Skills

 

All skills begin at an initial value of 0 representing the character is untrained in that skill or ability,  the heights possible level in a skill is 10 representing mastery of that discipline.  Before a skill can be improved it must first be learned either from another character or skill book.  These provide a basic introduction into the skill increasing it from 0 to 1.  Most skills also have a limiter stat, in which the maximum level the skill can be increased to equal to the limiter stat.  In the event the stat decreases below that of the skills current level, the skill is considered impaired and decreases to the stats current level. However it can be relearned at half the original cost the impairment is lifted if the stat is returned to its original level.  

 

In order to improve a skill the player must practice the skill or receive training in it.  Each skill has a practice requirement this is the number of practice points the character needs to acquire in order  for the skill to advance to the next level.    The amount of practice points need to advance the skill depends on the skills current level and the amount of skills levels the character has. When a characters' skill level increases then the required practice points for all non similar skills increases by 10% thus making it harder for the character to acquire high levels in a large verity of skills.  Also the amount of practice points amassed in a given skill decreases slightly over time if the skill is not used. 

 

Practice points are acquired whenever a skill is used or  when a character receives training in that skill from an instructor.  Also all similar skill receive a small percentage of the practice points that the skill has acquired.  Thus making it advantageous for the player to learn skills of a similar nature.  When ever skill level increase the amount of practice points acquired resets to 0. Thus in order to increase a skill from 1 to 10 would require 22000 practice points.  The amount of practice points acquired depends on the task being attempted the skill growth stats also provides a bonus to practice points received.  When attempting the task the player receives  a small increase for a failed attempt, and  a Bonus for the first time a task is accomplished.  Further  task repetition is penalized by decreasing the amount of practice points received for each subsequent  successes at the same task to a minimum 1 practice point . 

 

Example:

 

    Character opens a tumbler lock for the first time and receives 20 PP + 20 PP for the first success completion.

    However the next time the character opens tumbler lock they receive 19 PP the next time 18 and so on.

 

Practice Point requirement  table

 

Skill Level

Practice Points Required

Skill level

Practice Points Required

1

100

6

2100

2

300

7

2800

3

600

8

3600

4

1000

9

4500

5

1500

10

5500

 

Skill table

Skill - The name of the skill

Limiter - The stat that determines a skills maximum level

Similar - Skills that are similar

Expert Bonus - Advantage gained when the skill reaches level 5

Master Bonus - Advantage gained when  the skill reaches level 10

Consequence - A negative impact that results from mastering a skill.

 

Skill

Limiter

Similar Skills

Expert Bonus

Master Bonus

Consequence

Acrobatics

Coordination

Climbing, Dancing

Character becomes a highly skilled lover

Reroll all coordination based critical failures

Max carry weight halved.

Assessment

Perception

None

Skill becomes Passive

+4 to knowledge levels for assessment tests.

Charm

Charisma

Dancing, Haggling

NPC's ignore first negative reaction

 

 

Climbing

Coordination

Acrobatics, Stealth

Can climb without tools

Can climb horizontal surfaces

Coercion

Strength

Haggling

Weaker enemies surrender or flee

 

 

Dancing

Creativity

Charm, Music, Fencing, Acrobatics

Skill level bonus to dodging

Fencing

Coordination

None

Can Disarm opponents

All hits are critical hits.

There can be only one, Challengers will appear from time to time. 

First Aid

Intelligence

None

can heal injuries

Able to heal without the aid of equipment.

Haggling

Intelligence

Charm

NPC will sell things that they normally wouldn't

Everyone is willing to buy and sell.

 

Lock Picking

Coordination

Pick Pocketing, Technical, Operation

Can change a locks key or combination

Mental Control

Sanity

None

Become aware of psychic attacks

A critical success reflects a psychic attack back on the attacker

Becomes unemotional NPC's can no longer tell how the character is feeling

Music

Creativity

Dancing,  Lock Picking, Technical

Alter NPC emotions through music

Operation

Intelligence

Technical, Lock Picking

halves time to use devices

 

 

Painting

Creativity

Writing, Assessment, Pick Pocketing

Can duplicate other paintings

Pick Pocketing

Coordination

Lock Picking, Painting, Stealth

ignore size penalties

Can steal equipped items

Given the suspicious trait

Shooting

Perception

None

allows quick drawing

Stealth

Perception

Climbing, Pick Pocketing, Survival

Can conceal during combat

Ignore all lighting and environment penalties

 

Survival

Endurance

Assessment, Stealth

Can skin animals

-20% to all actions in urban areas.

Technical

Intelligence

Operation, Lock Picking, Writing

Can gain schematics by analyze devices

Gain the MacGyver trait

 

Ventriloquism

Creativity

None

Can mimic voices

Writing

Creativity

Haggling, Technical

Forgery ability available

 

 

 

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Combat

    Combat is handled in action time which is  across between real time and turn based.  The action time is controlled by a  parallel update queue. new events are added to the top of the queue and the current action to resolve is removed from the bottom of the queue, also  actions that a modified or broken by other actions can be altered at any point with in the queue.    Every action consist of  a number cells and a cell delay, the cells are the various stages that make up a single action, the cell delay is the time between the cells.  The number of cells in an action is constant  while the delay has base value an is altered by the characters reaction and environmental conditions.   

 

An action can be interrupted if the opponent counters, if the counter action is completed before  the action is completed then the action is broken its cells are switched to null cancelling the action.    However if the counter was not an interrupt then the action still happens but the counter will lessen the effect depending on the kind of the counter.   

 

Example:

NPC: Attempts an over head chop. which consists of two cells, raise the sword and chop.  The player attempts to counter when they see the opponent raise their sword depending the players skills they will either dodge attempting to avoid the attack, parry interrupting the attack or stab the opponent interruptin the attack and injuring the opponent in the process.

 

 

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Cabal

               

Overview

 

The game of fate played between to two players using a deck of 12 cards.   There are 21 cards in each in set and three sets in total making a total of 63 cabal cards.   The object is divine an ideal future while preventing your opponent from doing the same.

 

Setup:

 

Each player chooses 12 different cards. One card is chosen at random from the player’s collection and placed face down on the table this is known as the fate card. 

 

Game play:

 

Players draw a hand of three cards and whenever they play a card a new one is drawn. Players can lay one card a round on the table. The object is form divine sets by linking the cards on the table, when a set is completed it becomes locked and no further cards can be added. The player completing a divine set can then remove an unfinished set from the board.

 

Instead of playing a card a player can awaken a card’s effect, the card is discarded and its effect takes place. A player my also awaken a fate card.

 

Divine Sets:

 

Axis – 3 cards of the same sign

The King – 2 Power, 2 Celestial

The Queen – 2 Compassion, 1 Wisdom, 1 Celestial

The Prisoner – 1 Suffering, 1 Evil

The Jester – 1 Luck, 1 Celestial

The Warlord – 1 Power, 1 Evil, 1 Suffering

Royal Court – 1 of each sign

The Healer – 2 Compassion, 2 Suffering

The Wizard – 2 Power, 2 Wisdom

The Hero – 2 Luck, 2 Power, 1 Celestial

The Heretic – 2 Evil, 2 Power, 1 Wisdom

Phantom – 1 Fate, 1 Evil, 1 Power, 1 Celestial

 

 

Winning: 

 

 Have the total number of cards in your sets equal to seven.

 Or if both player run out of cards then the player with the most sets wins

 

Cards:

 

See Appendix 0.

 

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Weapons

 

Overview

 

                There are numerous weapons available in game depending on the character of choice.

Alistair uses firearms and hand to hand weapons.  Crystal main method of combat is her psychic powers however as fall back she can use small light hand to hand weapons.  Quinn does use any form combat and as such can neither buy nor use weapons.

 

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Alistair Zachi Weapons

 

                Being of a noble family he has access to a host of outlandish weapons that common people would never be allowed own or use.   They fall into two type firearms and hand to hand weapons.

 

Example:

Name

Range

Rate of Fire

Damage and Type

Ammo – Amount

Durability

Cost

Tesla’s Clandestine Electro Epee

1 m

1

5-Piercing/25 Electrical

Charge – 3

 5

150 crowns

Self Propelled Gatling Pistol

50 m

Coordination

25-Piercing

Bullets – 6

4

225 crowns

 

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Crystal Demour Weapons

 

                 A commoner and member of the psychic bloodline she relies mainly on her psychic abilities to overcome adversaries, however she is also able to wield small light hand to hand weapons.  The psychic powers she can use are derived from a combination of personality, and experience.   Certain personality traits can manifest themselves in to psychic powers, while other have are gained through the use of her existing powers. There are also several sealed powers that her bloodline has forbidden the use of, these can only be unsealed by performing an awakening ritual at the proper location each sealed powers has different location and ritual.

 

 

Psychic Power example:

Name

Emotion

Damage and Type

Mental Strain

Effect

Pyrotechnics

Anger

Anger+Psion Fire

5

Create fire

Empathy

Concern

None

2

Sense Emotions

 

 

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Appendix

 

Appendix 0: Cabal Cards

 

Name

Number

Set

Effect

Sign

Fool

1

Iron

Change a cards sign to luck

Luck

Magician

2

Iron

Exchange an unbound card for one in your hand

Wisdom

High Priestess

3

Iron

Increase your hand size by 1

Wisdom

Empress

4

Iron

Link a locked set to an unfinished one, to create a new set

Compassion

Emperor

5

Iron

Remove an unfinished set.

Power

Wiseman

6

Iron

Opponent must play with their hand reveled

Wisdom

Lovers

7

Iron

Exchange your hand with an opponents

Compassion

Chariot

8

Iron

Play two cards on your next turn

Power

Strength

9

Iron

Separate a card from an unfinished set

Power

Hermit

10

Iron

Lay the top card of your deck face down as a locked set.

Wisdom

Wheel

11

Iron

Draw a new hand

Luck

Justice

12

Iron

Cancel a card effect just played

Power

Hanged Man

13

Iron

Opponent has to change their last lay.

Suffering

Death

14

Iron

Exchange one locked set for another

Evil

Temperance

15

Iron

Give up your next turn to prevent the opponent from completing a set

Compassion

Devil

16

Iron

Opponent discards their hand

Evil

Tower

17

Iron

Change a sign to power

Power

Star

18

Iron

Change a sign to celestial

Celestial

Moon

19

Iron

Take an other turn

Celestial

Sun

20

Iron

Reveal all fate cards

Celestial

World

21

Iron

All cards in play are reshuffled

Celestial

Fear

22

Flesh

 

Suffering

Anger

23

Flesh

 

Suffering

Hate

24

Flesh

 

Evil

Love

25

Flesh

 

Compassion

Desire

26

Flesh

 

Power

Lust

27

Flesh

 

Power

Happiness

28

Flesh

 

Wisdom

Joy

29

Flesh

 

Wisdom

Pleasure

30

Flesh

 

Luck

Paranoia

31

Flesh

 

Luck

Insanity

32

Flesh

 

Evil

Obsession

33

Flesh

 

Evil

Concern

34

Flesh

 

Compassion

Kindness

35

Flesh

 

Compassion

Hope

36

Flesh

 

Wisdom

Friendship

37

Flesh

 

Compassion

Wanderlust

38

Flesh

 

Luck

Dependence

39

Flesh

 

Wisdom

Loneliness

40

Flesh

 

Suffering

Bloodlust

41

Flesh

 

Evil

Nirvana

42

Flesh

 

Celestial

 

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Appendix 1: Damage Types

 

 

Damage Type

protection

advantage

Piercing

Silk

Flexible

Slashing

Metallic

None

Impact

Flexible

None

Heat

Sealed

Cloth

Cold

Cloth

Sealed

Electrical

Insulated

Metallic

Toxic

None

None

Radiation

Lead

None

Pressure

None

None

 

 

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Appendix 2: Injury Table

 

Location

Severity

Injury

Effect

Duration

Head

Light

Dazed

20% decrease to all success tests

1 to 10 rounds

 

Light

Bleeding

-1 Life points per round

 25 rounds or bandaged

 

Moderate

Scar

-1 Beauty

Healed

 

Moderate

Stunned

Unable to do anything

1 to 3 rounds

 

Moderate

Blind

Unable to see and to hit rolls decreased to 0

25 to 100 rounds or healed

 

Heavy

Eye Loss

-4 to vision tests

Permanent

 

Heavy

Ear Loss

-4 to hearing tests

Permanent

 

Serious

Death

Dead

Permanent

Arm

Light

Bleeding

1 Life points per round

25 rounds or bandaged

 

Moderate

Drop weapon

Weapon is dropped

Instant

 

Heavy

Broken arm

Strength halved

Healed

 

Serious

Limb loss

-3 Strength – 4 coordination tests

Permanent

Leg

 

Bleeding

1 Life points per round

25 rounds or bandaged

 

 

Knocked down

Falls down

Instant

 

 

Broken Leg

Coordination halved

Healed

 

 

Leg Loss

Speed reduced to 1 and -4 coordination testes

Permanent

Torso

Light

Bleeding

1 Life points per round

25 rounds or bandaged

 

Moderate

Scar

-1 Beauty

Healed

 

Heavy

Broken rib

-4 to all endurance tests

Healed

 

Serious

Internal Bleeding

-1 life point per round

Healed

 

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Appendix 3: Skill Tables

 

Practice Point requirement  table

 

Skill Level

Practice Points Required

Skill level

Practice Points Required

1

100

6

2100

2

300

7

2800

3

600

8

3600

4

1000

9

4500

5

1500

10

5500

 

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Skill table

Skill - The name of the skill

Limiter - The stat that determines a skills maximum level

Similar - Skills that are similar

Expert Bonus - Advantage gained when the skill reaches level 5

Master Bonus - Advantage gained when  the skill reaches level 10

Consequence - A negative impact that results from mastering a skill.

 

Skill

Limiter

Similar Skills

Expert Bonus

Master Bonus

Consequence

Acrobatics

Coordination

Climbing, Dancing

Character becomes a highly skilled lover

Reroll all coordination based critical failures

Max carry weight halved.

Assessment

Perception

None

Skill becomes Passive

+4 to knowledge levels for assessment tests.

Charm

Charisma

Dancing, Haggling

NPC's ignore first negative reaction

 

 

Climbing

Coordination

Acrobatics, Stealth

Can climb without tools

Can climb horizontal surfaces

Coercion

Strength

Haggling

Weaker enemies surrender or flee

 

 

Dancing

Creativity

Charm, Music, Fencing, Acrobatics

Skill level bonus to dodging

Fencing

Coordination

None

Can Disarm opponents

All hits are critical hits.

There can be only one, Challengers will appear from time to time. 

First Aid

Intelligence

None

can heal injuries

Able to heal without the aid of equipment.

Haggling

Intelligence

Charm

NPC will sell things that they normally wouldn't

Everyone is willing to buy and sell.

 

Lock Picking

Coordination

Pick Pocketing, Technical, Operation

Can change a locks key or combination

Mental Control

Sanity

None

Become aware of psychic attacks

A critical success reflects a psychic attack back on the attacker

Becomes unemotional NPC's can no longer tell how the character is feeling

Music

Creativity

Dancing,  Lock Picking, Technical

Alter NPC emotions through music

Operation

Intelligence

Technical, Lock Picking

halves time to use devices

 

 

Painting

Creativity

Writing, Assessment, Pick Pocketing

Can duplicate other paintings

Pick Pocketing

Coordination

Lock Picking, Painting, Stealth

ignore size penalties

Can steal equipped items

Given the suspicious trait

Shooting

Perception

None

allows quick drawing

Stealth

Perception

Climbing, Pick Pocketing, Survival

Can conceal during combat

Ignore all lighting and environment penalties

 

Survival

Endurance

Assessment, Stealth

Can skin animals

-20% to all actions in urban areas.

Technical

Intelligence

Operation, Lock Picking, Writing

Can gain schematics by analyze devices

Gain the MacGyver trait

 

Ventriloquism

Creativity

None

Can mimic voices

Writing

Creativity

Haggling, Technical

Forgery ability available

 

 

 

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