Home Creators Posts Import Register Favorites Logout

Content

still in progress as I explore new ways to represent all the information on such a tiny screen, but I much prefer having these horizontal HUD bars instead of the super wide side bars from the last layout.

a brief overview of some of the terms being tossed around here:(Player)

VITALS: a value of >0 must be maintained or the encounter will terminate and the player will wake up in the doctor's labratory (or something).

TEMPER: temper points are required to use MOVES. For every turn that TEMPER is at zero, there is a chance that the player will act at random, or even hurt themselves.

MOVES: players will have 5 moves to use on any NPC during all types of encounters. This list can be changed through character development or chosen at the beginning of the game. Moves can range from self defense, speech patterns, sexual advances, or specialty skills.

ITEMS: every NPC will have a curate list of likes, dislikes and weaknesses (think vampires and garlic or holy water) that will become available in their respective menus if the player has them stocked in the inventory.

(NPC)

RAPPORT: an encounter with an NPC whose RAPPORT > ENMITY is set to COURTSHIP. During a courtship, the player may gain favours from the NPC.

ENMITY: an encounter with an NPC whose ENMITY > RAPPORT is set to DISPUTE. During a dispute, the player may lose resources to the NPC.

FERVOUR: the intensity of an encounter can be summed up as RAPPORT + ENMITY. The greater the value, the higher the stakes of the encounter.

Files

Comments

No comments found for this post.