http://www.filefront.com/17382921/MEDIACULTURES1_FINALASSIGNMNET_AmyJeges.NickMerrett.BelindaPlunkett.indd
http://www.filefront.com/17382922/AbilitiesUPDATE.doc
Wednesday, October 13, 2010
Tuesday, October 12, 2010
Setting/Opening brief of game
The world is currently in this state: Despite the Chernobyl disaster of 1986, April 26 in which a Ukranian power plant caused a nuclear explosion and resulted in radioactive fallout, the world continued it's use of nuclear powerplants due to the increasing need for energy. With more demand evolved more elaborate technology and innovation in managements of radiation to match the rate of consumption and the inevitable repeat of history occured in 2048, November 19th in Mainland China.
Despite the attempts for mass evacuation, radioactive contamination occured over 85% of the continent and fluctuated after waves of death followed by the emergence of mutations in living organisms that carried out towards settlements. Attempts to replicate the response to the Chernobyl incident, however the advanced nature of radiation left attempts at cleaning weak against the damage as well as new and unpredicted advancements.
By 2053 contamination had been forced back to smaller, condensed pockets of high radiation areas surrounded by city uninhabitable to humans but populated by a range of mutated creatures.
You are a group of mercenaries hired as a team of varying expertise to specialise in tackling the unpredictable and hostile nature of these areas with the mission of recon and reconnection with a research team planted in Bunker #012 that ceased contact with the bordering settlements 6 months ago. Your mission is to reach Bunker #012 and search for survivors or retrieve any salvagable research on a cure for the mutations continuing to develop in some when exposed to high quantities of radiation. Accompanying you is a researcher named Nathaniel Patrick Crane -Dr.Crane to you- and he is a man obviously nervous to be joining the mission as a means to identify what research is valuable and worth rescuing from the Bunker. He is crunching on a bag of peanuts and eyeing you with a judgemental eye, trying to look pleasant at the same time.
Once briefed, you are driven to a high-security gate that separates safe land and contains the mutants from attacking the settlements. There are military soldiers stationed every few yards along the fence who are heavily armed and only the two manning the gate itself turn to pay you any attention while the driver confirms the team's security permission and access. The road ahead is bare, however it is not a far distance that piles of inhuman bodies can be seen where soldiers only dared to clean up so far away from the gate.
This is your stop. Let through the two-man gap that was opened, the gate is shut with a decisive grind and you are left to begin your mission.
Despite the attempts for mass evacuation, radioactive contamination occured over 85% of the continent and fluctuated after waves of death followed by the emergence of mutations in living organisms that carried out towards settlements. Attempts to replicate the response to the Chernobyl incident, however the advanced nature of radiation left attempts at cleaning weak against the damage as well as new and unpredicted advancements.
By 2053 contamination had been forced back to smaller, condensed pockets of high radiation areas surrounded by city uninhabitable to humans but populated by a range of mutated creatures.
You are a group of mercenaries hired as a team of varying expertise to specialise in tackling the unpredictable and hostile nature of these areas with the mission of recon and reconnection with a research team planted in Bunker #012 that ceased contact with the bordering settlements 6 months ago. Your mission is to reach Bunker #012 and search for survivors or retrieve any salvagable research on a cure for the mutations continuing to develop in some when exposed to high quantities of radiation. Accompanying you is a researcher named Nathaniel Patrick Crane -Dr.Crane to you- and he is a man obviously nervous to be joining the mission as a means to identify what research is valuable and worth rescuing from the Bunker. He is crunching on a bag of peanuts and eyeing you with a judgemental eye, trying to look pleasant at the same time.
Once briefed, you are driven to a high-security gate that separates safe land and contains the mutants from attacking the settlements. There are military soldiers stationed every few yards along the fence who are heavily armed and only the two manning the gate itself turn to pay you any attention while the driver confirms the team's security permission and access. The road ahead is bare, however it is not a far distance that piles of inhuman bodies can be seen where soldiers only dared to clean up so far away from the gate.
This is your stop. Let through the two-man gap that was opened, the gate is shut with a decisive grind and you are left to begin your mission.
Abilities
(Mainly stacks STA, STR, DEF)
Heavy - Tank spec, for large weapons
Skill 1: 'Stand Ground'
Deals less damage, but incurs less
Skill 2:
Charges the enemy, creating a gap between the rest of the player's party and the opponent/s
Skill 3:
Alternates between opponents, has less chance of hitting and less damage, but holds more attention on the player
Melee - Close range, melee
Skill 1:
Delivers a stunning blow to a selected opponent
Skill 2:
Charges the opponent, dealing greater damage and incuring more
Skill 3:
Shoot opponents from afar, less accuracy and damage, but more likely to hit multiple targets
Assault - Mid range weapons, more balance
Skill 1:
Alternates between opponents, has less chance of hitting and less damage, but holds more attention on the player
Skill 2:
Focuses specifically on one opponent, with a stacking multiplier for consecutive hits
Skill 3 (Only useable with first strike):
Charges the opponents, with less damage penalty
Sniper
(Mainly stacks AGI, ACC)
Bonuses: Surveilance
Support - Long range, Melee weapons
Skill 1 (only useable when being attacked first): 'Disarm'
The player uses hand-to-hand combat defensive moves to disarm the assailant
Skill 2:
A planned shot at selected part of the opponent's body (head excluded)
Skill 3: 'Normal Shot'
The player attacks the target with their secondary weapon
Gunslinger- Long range, Pistols
Skill 1:
Quickly timed shots at a closer opponent using secondary weapons
Skill 2: 'Normal Shot'
A planned shot at selected part of the opponent's body (head excluded)
Skill 3:
A carefully planned shot at the opponent's head
Marksman - Long range, Sniping
Skill 1:
A quickly unscoped shot for unplanned close encounters
Skill 2:
A planned shot at selected part of the opponent's body (head excluded)
Skill 3: 'Pot luck'
A carefully planned shot at the opponent's head
Medic
(Mainly stacks ENE, STA)
Healer
Skill 1:
Releases noxious fumes, poisoning the opponents and damaging them over time in small increments
Skill 2:
Minorly heals all party members
Skill 3:
Majorly heals one chosen party member
Elemental Damage - Fire
Skill 1:
Releases noxious fumes, poisoning the opponents and damaging them over time in small increments within a certain radius
Skill 2: 'Purge'
Creates a semi-circle of fire infront of the player, damaging all opponent's within the radius and decontaminating any carrying a poison or virus
Skill 3: 'Singe'
Fires concentrated balls of fire towards a specific opponent
Elemental Damage - Bio
Skill 1:
Releases noxious fumes, poisoning the opponents and damaging them over time in small increments within a certain radius
Skill 2:
Fires a sticky glob infront of or at the opponent's feet, decreasing it's speed
Skill 3:
Fires an enhanced acid which slowly eats away at the opponent's flesh and incides, dealing damage over time.
Misfit
Energy - Radiation Caster
Skill 1:
Fires concentrated radiation waves at the opponent, dazing and confusing them
Skill 2:
Channels energy out of both hands and causes them to collide, creating a blinding flash (Takes two turns)
Skill 3:
Fires concentrated bolts of energy towards a selected target with a slight chance of taking off a limb
Physical - Tanking it up
Skill 1: 'iron curtain'
Creates a thin layer of energy over the player lessening damage incured
Skill 2:
Concentrates a layer of energy over the player's forearm creating a makeshift blade, followed with a sweeping attack on any enemies within radius
Skill 3:
Fires concentrated bolts of energy towards a selected target with a slight chance of taking off a limb
Survival - Jack of all trades
Skill 1:
Unleashes uncontrolled energy out of the player's fingertips, damaging all opponents in range with a chance of hitting other players
Skill 2:
Creates a barrier around a selected opponent, causing any damage towards a player to be reflected back onto that opponent next turn
Skill 3:
Fires concentrated bolts of energy towards a selected target with a slight chance of taking off a limb
Black Ops
(Mainly stacks ACC, AGI, STR)
Stealth
Skill 1:
Sneaks up on an opponent and stabs them in the throat
Skill 2:
Throws a series of knives towards the opponents
Skill 3:
A series of precise shots aimed at an opponent's vitals
Melee - Hand-to-hand/Knives
Skill 1:
Engages the opponent in hand-to-hand combat, dealing bloody blows
Skill 2:
Engages the opponent with dual knives
Skill 3:
Delivers a striking blow to the back of an opponent's head, dazing or knocking them out
Gunslinger - Dual pistols
Skill 1:
Deals a series of vague shots at multiple opponents
Skill 2:
Deals a series of moderately aimed shots at a specific opponent
Skill 3:
Delivers one carefully aimed shot at an opponent's vitals
Class/Specs
Assault
(Mainly stacks STA, STR, DEF)
Heavy - Tank spec, for large weapons and shit
Melee - Close range, melee
Assault - Mid range weapons, more balance
Sniper
(Mainly stacks AGI, ACC)
Gunslinger - Pistols/Melee weapons
Marksman - Long range, sniping
Assault - Mid range, balance
Medic
(Mainly stacks ENE, STA)
Healer
Ele. DMG - Fire
Ele. DMG - Bio
Misfit
(What they stack depends on their spec)
Energy - You're a radiation wizard, Harry
Physical - Tanking it up
Survival - All around, OUTDOORSMAN
Black Ops
(Mainly stacks ACC, AGI, STR)
Stealth -
Melee -
Gunslinger -
(Mainly stacks STA, STR, DEF)
Heavy - Tank spec, for large weapons and shit
Melee - Close range, melee
Assault - Mid range weapons, more balance
Sniper
(Mainly stacks AGI, ACC)
Gunslinger - Pistols/Melee weapons
Marksman - Long range, sniping
Assault - Mid range, balance
Medic
(Mainly stacks ENE, STA)
Healer
Ele. DMG - Fire
Ele. DMG - Bio
Misfit
(What they stack depends on their spec)
Energy - You're a radiation wizard, Harry
Physical - Tanking it up
Survival - All around, OUTDOORSMAN
Black Ops
(Mainly stacks ACC, AGI, STR)
Stealth -
Melee -
Gunslinger -
Wednesday, September 29, 2010
Our Game: STATS
From what we discussed on Wednesday and after looking at the D&D Handbook...
[STR] Strength How hard the player can hit, how physically strong the player is. Strength also determines how much the player can carry at once.
[DEF] Defense Controls how much damage the player takes, how frequently the player gets hit by critical attacks
[AGI] Agility How quick/nimble the player is on their feet, controls speed and avoidance
[DEX] Dexterity How apt the player is with their hands, controls aim/tactility with Ranged weapons
[ENG] Energy How frequently the player can use their special abilities and how hard they hit, also controls the amount of mana/energy (energy points?) the player has and the rate at which it regenerates
The dot points are a mixture of mechanics in the Guide and some of the things we discussed. However looking through it, I was thinking about the stats, here are my thoughts:
Defense is very similar to Stamina, and has little to no benefit, for anything other than a "tank" class and as a base stat it seems pretty substitutable with Stamina - We can add bonuses to damage reduction in the talent builds/incorporate the mechanics of Defense into Stamina.
It also seems like we need a "Knowledge" stat that will act as a base stat for the pragmatic Skills of wisdom, intellect and charisma that are useful in a D&D campaign (eg. Perception, Knowledge of [plants/animals/architecture/ice-cream, what ever!], Diplomacy, Bluff, Merchantile) I guess general awareness and smarts, I think we touched on this.
This way you would have
Strength - Primarily Melee stat, strength for carrying/fighting
Stamina - Increases health, all around good. Helps casters concentrate/Keeps people alive
Agility - Reflexes and speed, good for avoidance. Helps players move further/faster
Dexterity - Players tactility with their hands, Accuracy, Ranged weapon aim/damage, also good for doing small things, such as picking a lock
Energy - The caster stat (mainly) increases Special attack damage and allows them to be used more often (increase in mana), generally useful for all but the base melee classes.
*Knowledge - Pragmatism, How intelligent/observant, useful in many ways.
For example, we could give damage multipliers to those with a high knowledge of mutant anatomy against mutants as they know that they have to shoot them in the..balls
OR
Knows that the smell of onions signifies a poisonous plant or whatever.
These checks however, would require the relevant skills. So for the first example the player will have had to pick up "Knowledge: Mutant Anatomy I" prior and roll adding on his/her Knowledge multiplier, then of course you would still have to roll including the player's Dexterity to make sure that they actually hit their mark.
...and there's still this niggling feeling about having both Agility and Dexterity, maybe changing the name of one so they don't sound overly similar?
May be easier to discuss over Skype, but that is what I was thinking.
[STR] Strength How hard the player can hit, how physically strong the player is. Strength also determines how much the player can carry at once.
- General Attack rolls, Melee gains a bigger bonus from STR than Ranged
- "Saving" rolls: Determines resistance against damage
- Concentration/Focus checks - primarily for spell casters: If factors make it difficult to concentrate upon and succeed at (eg. Weather, Environmental Factors, etc.)**
[DEF] Defense Controls how much damage the player takes, how frequently the player gets hit by critical attacks
- Affects attack and critical rolls against the player
- Player's resistance to damage (Perhaps a different type of Saving roll against devastating/critical damage?)
[AGI] Agility How quick/nimble the player is on their feet, controls speed and avoidance
- Controls how far the player can move each turn, could possible affect "turn" speed
- Reflex saving rolls: Avoiding fireballs, dodging traps, attacks, etc.
[DEX] Dexterity How apt the player is with their hands, controls aim/tactility with Ranged weapons
- Ranged attack rolls (Accuracy and damage) - includes Special Abilities
[ENG] Energy How frequently the player can use their special abilities and how hard they hit, also controls the amount of mana/energy (energy points?) the player has and the rate at which it regenerates
- Will Saving rolls - Resisting non-physical threats (radiation?)
- Special Ability rolls
The dot points are a mixture of mechanics in the Guide and some of the things we discussed. However looking through it, I was thinking about the stats, here are my thoughts:
Defense is very similar to Stamina, and has little to no benefit, for anything other than a "tank" class and as a base stat it seems pretty substitutable with Stamina - We can add bonuses to damage reduction in the talent builds/incorporate the mechanics of Defense into Stamina.
It also seems like we need a "Knowledge" stat that will act as a base stat for the pragmatic Skills of wisdom, intellect and charisma that are useful in a D&D campaign (eg. Perception, Knowledge of [plants/animals/architecture/ice-cream, what ever!], Diplomacy, Bluff, Merchantile) I guess general awareness and smarts, I think we touched on this.
This way you would have
Strength - Primarily Melee stat, strength for carrying/fighting
Stamina - Increases health, all around good. Helps casters concentrate/Keeps people alive
Agility - Reflexes and speed, good for avoidance. Helps players move further/faster
Dexterity - Players tactility with their hands, Accuracy, Ranged weapon aim/damage, also good for doing small things, such as picking a lock
Energy - The caster stat (mainly) increases Special attack damage and allows them to be used more often (increase in mana), generally useful for all but the base melee classes.
*Knowledge - Pragmatism, How intelligent/observant, useful in many ways.
For example, we could give damage multipliers to those with a high knowledge of mutant anatomy against mutants as they know that they have to shoot them in the..balls
OR
Knows that the smell of onions signifies a poisonous plant or whatever.
These checks however, would require the relevant skills. So for the first example the player will have had to pick up "Knowledge: Mutant Anatomy I" prior and roll adding on his/her Knowledge multiplier, then of course you would still have to roll including the player's Dexterity to make sure that they actually hit their mark.
...and there's still this niggling feeling about having both Agility and Dexterity, maybe changing the name of one so they don't sound overly similar?
May be easier to discuss over Skype, but that is what I was thinking.
Tuesday, September 14, 2010
Would I be so bold...
As to suggest perhaps a weekly short meeting to just make at least tiny steps so we won't be caught by too much surprise or work?
Maybe Wednesday before class even, maybe like an hour including lunch?
Maybe Wednesday before class even, maybe like an hour including lunch?
We should start...
Okay, I guess it's about time we started this Media Cultures assignment that has been creeping up on us, before we become overwhelmed by the amount of work.
At the moment, I can't find my work brief on the assignment (given to us on the first class) so if one of you could post the requirements, that'd be great.
What we do know:
OBJECT: Katana, Longsword
OBJECT (HAND-HELD): Water bottle, Peanut
I'm assuming we're all cool with the idea of a Pen & Paper RPG, set in Chernobyl or a similar wasteland, with the objects as possible items in the game?
If this is so, we still have to think about the mood, and the general direction of the game so we can create rules and mechanics around the environment, for example is it exploration-based, character-based, mission/quest-based?
List of Pen&Paper RPGs
Definition, Description
At the moment, I can't find my work brief on the assignment (given to us on the first class) so if one of you could post the requirements, that'd be great.
What we do know:
- Has to be in the format of a Board Game, Trading Card Game or Pen & Paper RPG (there's one more, I forget)
- Has to include our items
OBJECT: Katana, Longsword
OBJECT (HAND-HELD): Water bottle, Peanut
I'm assuming we're all cool with the idea of a Pen & Paper RPG, set in Chernobyl or a similar wasteland, with the objects as possible items in the game?
If this is so, we still have to think about the mood, and the general direction of the game so we can create rules and mechanics around the environment, for example is it exploration-based, character-based, mission/quest-based?
List of Pen&Paper RPGs
Definition, Description
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