Design Document for:
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
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.
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.
The project will attempt to change current notions about Role Playing Games, and how they are played.
To provided players a fun and repayable game with a rich and unusual world.
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.
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.
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.
The player controls the main character; they can also acquire vehicles. The character Crystal also has the ability to temporarily control non-player characters.
Players control a single main character; they can also acquire automatons which they control through simple verbs.
The main focus is to achieve the players personal goal, as well as resolve the psychological scares influences the characters actions and at the same time interacting with locations throughout the world
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.
Immersive world
Four unique stories
Isometric engine or possibly a 3D engine
24-bit color
Two different combat systems
Numerous mini games
NPCs 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
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 worlds genesis.
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.
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.
Family and name are important to the people of the world and dictate a persons 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.
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.
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.
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.
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.
The game world is about 700 km in length; it would take about 21 days on the in game clock to walk its length.
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 NPCs not standing around on the street in bad weather.
The game will alternate between day and night on a 24 hour clock, NPC will sleep and business will close depending on the 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.
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.
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 hes 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.
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.
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.
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.
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
Resistance Strength + Endurance * 2
Damage Bonus Strength + Coordination
Stamina Endurance * 5
Speed Endurance * Coordination
Skill Growth (Creativity + Intelligence) * 5
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 someones home.
Unlike traditional RPGs 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.
Weapon damage is increased by a characters damage bonus stat and decreased by an enemys resistance and armor. Using the following formula: (Weapon Damage + Damage Bonus) * (1-Armor Rating/100) Resistance.
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 |
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 victims 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 |
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.
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 - 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 |
|
|
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.
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.
Each player chooses 12 different cards. One card is chosen at random from the players collection and placed face down on the table this is known as the fate card.
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 cards effect, the card is discarded and its effect takes place. A player my also awaken a fate card.
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
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
See Appendix 0.
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.
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 |
Teslas 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 |
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 |
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 |
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 |
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 |
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 - 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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