Game Mechanics
Personality Traits
Sociable: You love to interact with others. Getting out there and meeting new people has always been an easy skill. Gregarious, and maybe even a bit charming, you’re one outgoing butterfly.
Reserved: Talking to strangers remains a difficult task. Large groups are not your preferred setting and engaging in small talk comes with some awkward bumps. The spotlight is not for you.
Expressive: You wear your heart on your sleeve. You are known to let emotions burst out into the open. It’s easy to tell what you’re feeling by just a quick glance. You are very likely to have a happy dance, or angry stomp.
Stoic: You are an enigma to those around you, concealing your emotions and thoughts beneath an indecipherable mask. You’re reserved in your expressions. More controlling towards what feelings you let slip.
Genuine: You are an honest soul. There are enough secrets in this world, and you’ve told enough lies. No veils are needed. You’re upfront about your thoughts and emotions. That’s the truth.
Sarcastic: Humor makes the best medicine, but denial works just as well. You twirl around authenticity. It’s easier that way. You are not averse towards wearing a fake smile, or backhandedly expressing some simmering annoyance.
Proud: You work hard. Might as well take credit where it’s due. Confidence exudes from you. Gifted or not, you do some pretty special stuff. Maybe that's because you’re a pretty special you.
Humble: You are but one person doing what they can. Even with these abilities, you are human just like anybody else. Others have helped you down this path, made you what you are. You won’t forget that.
Cruel: You are not hesitant to undertake violent measures. There is no sanctity around life or pain that draws back your hand. You will end fights, and you might start them. If blood must be spilled, or a life must be taken, you will do what must be done.
Merciful: You are known to hesitate from hurting others. If you have any say, blood will not stain your hands. Not all actions must be violent when conflict calls, and you will try to ensure that no actions must be so. You try to cause as little damage as possible to your enemies and aim for non-lethal methods.
Daring: Some call it recklessness; you call it creative bravery. Some call it flashy; you call it expertise in derring-do. You don’t hesitate to take action, and don’t bother with needless plans.
Cautious: You think through your actions and know better than to rush in. You are thoughtful, calculating, and always feel a burst of satisfaction whenever your careful plans reel in success.
Independent: Your own survival stands at utmost importance. In this rat race, everyone must fend for themselves. You will live. You will ensure your safety. Your own needs and wants. No one will take this away from you.
Protective: You strive to keep certain individuals safe under your care. If self-sacrifice is to be demanded by the situation, you would volunteer for another’s sake. Harm will not come to those that stand behind the shield you provide. No matter the cost, you will ensure this to be true.
Pessimist: When half the sun peeks over the hill, it means that dusk has arrived. Darkness will befall the land and bring its dangers with it. The glass is half-empty, and that'll be the last of the bottle once you've sipped the final drop.
Optimist: When half the sun peeks over the hill, it means the dawn has come. Daylight will cascade over the land and bring its new opportunities with it. The glass is half-full, and you're already looking forward to the free refill on its way.
Core Emotion
The main antagonist, Uriel, possesses an empathic control over emotions. In confrontations against him, Uriel may prey upon the deepest and strongest emotion at an individual’s core. For the MC, this would be how they feel when entirely overwhelmed by a situation. The emotion they are most prone to being influenced by in a crisis. Depending on the stoic or expressive trait, the emotional response may be mostly internal rather than external unless amplified to an extreme by Uriel (which will prompt different reactions from other characters when / if that moment arrives).
Sadness: Misery runs deep to your core. Endless tears and choking whines suffocate your breath as grief drags down your heavy heart.
Fury: Rage burns within your veins. Snarled lips and curled fists threaten all who may dare to near the danger the glare in your eye promises.
Fear: Terror grips your frantic heart. It squeezes around you, coiled like a snake against your limbs that shiver in paralysis, and releases from your lips a silent scream.
Joy: Laughter bubbles in your throat. An ill-timed smile draws back your lips to release the belly-aching sound as you lose breath to the mania arising within you.
Apathy: It is all lost, if not stolen. Every twitch to act, every desire that beckoned, halts until void. It is a stillness that consumes all that came before.
Skills / Expertise
Expertise refers to the trained skills an MC has developed outside of their gift. These skills may be used in place of your gift for players more averse to blood eating - or for those who have run out of blood to use. Additionally, they may impact flavor dialogue depending on how attuned the protagonist is to them. For example, a shy MC with high Charisma may be referred to as possessing ‘magnetism’ rather than ‘charisma’ - and thus may simply have an appealing presence rather than a silver-tongue. Another example may be a daring MC with high Tactics having fast-paced deductive skills that spur a chain of thoughts and reactions in quick succession to be acted upon as quickly as possible (if one chooses to act) - a contrasting approach to a cautious MC who uses Tactics more methodically in a reflective and analytical fashion.
No approach is ‘more successful’ but will receive different commentary or reactions from other characters dependent on their own preferences.
Ex 1: Elouan perceives a shy ‘magnetic’ MC as little more than a ‘pretty face’ while being impressed by the eloquence of an outgoing MC with charisma - yet Sigmund would be more ‘endeared / receptive’ to a ‘magnetic’ MC and more cautious around a smooth-talking MC whose blatant charisma feels like someone trying to get something from him.
Ex 2: Niccolò will feel a ‘kindred spirit’ with a like-minded daring Tactical MC but will also be impressed by the patient reserve of a cautiously Tactical MC - meaning both successful checks will garner a positive opinion from him in flavor dialogue rather than relationship stats.
A ‘failed’ skill check is not inherently negative or an actual failure. The HAWKS operate as a team - a team that must be aware of one another’s strengths and weaknesses. They will work to compensate for any time you falter, if and when they can. Simply be mindful about the stakes of the situation at hand. (A ‘failed’ check carries much less harm in the beginning chapters compared to, say, the climax of the story.) There may also be remarks from the team when a check is ‘failed’: reactions that can range from encouragement, humor. sympathy, mockery, annoyance, frustration, indifference, or disappointment. Some may also offer a passing comment or warning if a chosen decision veers from one’s established skillset or personality.
Additionally, by the final version of the game, I want to establish save checkpoints following every chapter to allow more room for exploring different approaches to situations without a full restart. My hope is to allow more opportunities to play around with skill passes and failures for fun / roleplaying purposes by seeing which fits their desired narrative best.
Below are the areas of expertise for the MC:
Athleticism - Strength and Endurance / “An Ability to Persist”
Innovation - Schematics and Tech / “An Ability to Create“
Intrigue - Stealth and Deceit / “An Ability to Mislead”
Instinct - Intuition and Perception / “An Ability to Sense”
Charisma - Persuasion and Command / “An Ability to Convince”
Tactics - Investigation and Deduction / “An Ability to Analyze”
Ambitions
Fame: Most Gifted are secretive about their existence. You, however, subscribe to the minority who seek to make their deeds known. You want nothing more than fame. Renown. Even infamy, perhaps, if that is what it takes to have the masses speak your name. You want people to know who you are the moment you step into the room. You want to be remembered long after you are gone. You want this world to acknowledge you. It is attention that you crave. It is for that attention that you act.
Wealth: There is a sense of security to be had once one has acquired a vast amount of wealth. Or maybe you simply want the luxurious life that comes with riches. It is wealth that gives you value. It is wealth that assures you that the future will be fine. You want to accumulate as much of it as you can. You will wear it in the forms of rings and feast upon it in the form of delicacies. You will stow it away from the jealous eyes and greedy hands of others. As long as you are rich, your wants and needs may be satisfied from this prevalent hunger in your soul.
Domination: You seek power. You seek control. You have been wrongfully subjugated beneath the masses. They have looked down upon you. They have treated you as lesser when you know yourself to be so much more. This world is misguided. But you can be its guide. Some say it is the birthright of the Gifted to rule. Perhaps you subscribe to a similar belief. Truly, however, you know that it is you who has the potential to exert your control. You are capable of tailoring the world to your vision—if only you could create the opportunity to grasp that chance.
Heroics: You are motivated by a need to do right by the world and its people. At least, what you deem is right. You are the hero your people could have been. You use your powers like the caped crusaders in age-old stories read in your childhood. Your father always said that your Gift had the potential to change the world. Why not change it into something better for everyone through direct action? You enact justice as you see it fit. You defend the masses from what you deem is wrong. You are the hero this world needs. This is your bestowed purpose.
Normalcy: You never asked to be Gifted. You never asked for a life as a hunted prize or useful pawn. Life can be so much . . . more. More than spilled blood and paranoid stares. You’ve seen what life can be for those not of your kind. On sitcoms from late night T.V. to the strangers passing you on the street. Life as someone normal. Where you’re free to slink into the faceless crowds as one of their own. You want to be like everyone else. You want to be free from the burden of an outcast. You want to be content. You would forsake destiny for just a chance at a life of the comfortable masses. If only you could be rid of this gift, just to be normal.
Solitude: You want your story to end in isolation. A final reprieve from the bustle of the world is what moves you to act. You will detach yourself from the trappings of civilization. It is only then you may find some peace and quiet to rest within. These human affairs weigh you down. They should not be your concern. You want to leave it all behind. You long for solitude.
Research: You are driven by your curiosity, especially when it comes to the origins of the Gifted. How did the First Inheritors obtain their powers? Why did they deem themselves the ‘First Inheritors’, and title their powers ‘Gifts’? Why are these powers limited, but not guaranteed, to direct descendants? Why do these powers evolve for some and stay stagnant for others? These questions keep you awake at night. They move you to action during the day. You must know. You need to know. You will learn it all.
Freedom: You want liberation. You want to dictate your own path according to your own rules. You don’t want to be bound to these allegiances, these causes, or these people. You want to live outside the reach of restrictions and orders. You want to go where you want, when you want, however you want, and with who you want. You believe others should live similarly as well. Away from the shackles of responsibilities your people never asked to bear. You want to live for your own sake. You want to live for yourself.
Civil Rights: You act in the interests of the Gifted. Your people have been victimized, belittled, and massacred for being born as they are. You cannot stand by while this injustice endures. It is up to individuals like you to advocate for the rights of your kind. To end this reign of terror and bloodshed that haunt families like yours. The Gifted deserve the right to live as they are. Why must you conceal your true natures? Why must you uphold this system of abuse and disgrace? It is inhumane - though some would argue the Gifted are not human at all. It is up to you to change this. It is your hands that can revolutionize how the people see the Gifted . . . and how the Gifted see themselves.
Self-Discovery: You do not know what you are. Your mother died before she could teach you what it means to be a Gifted; what it means to carry this bloody birthright. What is this thirst you feel? What is this longing your soul bears? Why does your Gift call and cry as it does for another’s blood? It is changing you. But what is the ‘true’ you? It is binding you. But you did not ask to be bound. You need to know what this is. You need to know who you are. You need to come to terms with your being, or risk losing yourself to this craving for something unknown - something that is not you.
Relationships: Friendship, Rivalry, Respect, Romance, and Attraction
Friendship: The comradery and platonic bond developed between the MC and other characters. It is not necessary to agree entirely with / not challenge a character’s worldview, actions, or inactions to qualify as friends.
Rivalry: The formation of a negative relationship with a character that makes them more resistant, upset, or cold towards an MC.
Respect: Respect is largely collected through the actions and words of the MC. This would be more impactful in relationship to CARDINALS. Essentially, this state tracks how much the MC lives to the ideals of a character (either as they aspire to be / want to see others be) in a way that impresses them as an adversary / ally. Mostly operating as flavor text, respect may also influence the actions of others. Out of all the relationship stats, its impact will likely be the most sparingly used.
Romance: A relationship variable that tracks the expressed / player-selected interest in a character that may then build up to a relationship (or test the waters of that possibility). This is gathered for both main ROs and minor romances.
Attraction: A pre-hidden (but seeable through toggle) relationship variable independent from (or in addition to) romantic engagements. MCs may have physical markers, personality traits, or taken actions / said words that may appeal to a character’s tastes and preferences. This may culminate in sufficient enough attraction points in response to an MC that a character independently develops an interest in the MC (alongside or without any romance points).
This does not mean that a character will force their interest on the MC or actively try to pursue them (especially if the MC has expressed no romantic interest in them). Rather, it will simply add another dynamic to their pre-established relationship that may manifest in different ways. A key example may be when, in an interlude or POV, the attracted character may sympathize with the feelings of one’s chosen RO or express a deeper and buried fondness than they might as simply a friend / rival.
There will be the option on whether or not to activate the effects of high attraction at a certain point so players uninterested in this dynamic are not unintentionally forced into it. They are much easier to gather if you are actively showing a romantic interest prior to lock-in, and a player does not need to fret about collecting them in abundance to pursue a specific RO.
Allegiance
The allegiances of the revolutionary or enforcer will scale the MC’s potential support or rejection of either the CARDINAL or HAWKS system of thought as these two factions dominate the current debate around the Gifted. It is possible to support or reject both systems just as it is possible to support one while resisting the other. An MC can even support both extremes of support for either faction, either because they simply want to see an end to the conflict of power between them or believe in a ‘winner-takes-all’ mentality or etc. (this would mostly rely on one’s head-cannoned reasons but will nonetheless be referenced by the HAWKS and CARDINALS alike).
Over the course of the story, one’s allegiance can become stronger or weaker to either or both sides. An MC can befriend CARDINALS on a personal level while despising their cause and means just as they can befriend HAWKS agents while disagreeing with everything the organization stands for and its operations. Similarly, in the vice versa, an MC can largely dislike all CARDINALS while admiring their vision and / or do the same for the HAWKS. On a grading scale, the attitudes are summarized as follows.
Revolutionaries: Those who rebel, force change. (CARDINALS-Affiliated / Attitudes Towards a Gifted Revolution)
The Revolutionary Advocate
The Revolutionary Sympathizer
The Revolutionary Observer
The Revolutionary Skeptic
The Revolutionary Critic
The Revolutionary Opposer
Enforcers: Those who uphold, protect tradition. (HAWKS-Affiliated / Attitudes Towards the Policing of the Gifted)
The Enforcer Advocate
The Enforcer Sympathizer
The Enforcer Observer
The Enforcer Skeptic
The Enforcer Critic
The Enforcer Opposer
Soul Bond
The nature of the MC’s gift has the potential to accumulate in its effects as the series continues depending on how frequently it is used. Gifts are not stagnant. They have the potential to evolve, manifest, and act in autonomous ways. This applies for both the MC and their companions. Over the course of the story, the MC will have the ability to influence how their companions perceive their Gift and, in turn, influence how their Gifts gradually develop over time. Similarly, the continued use of the MC’s own gift may lead to lasting impacts on their being.
Customization
I, personally, adore customization in interactive fiction but I understand that others are less keen on this feature. Yet I want to utilize this unique device to really add dimension to the NPCs by showcasing how the world reacts to aspects of the MC that are both in and out of their control. Elements such as your resemblance to someone else souring or endearing them to you, appearing out of place in (or blending into) a homogenous region / subculture, or preconceived assumptions based in ignorance / malicious intent / projection / etc. Some optional physical alterations (tattoos, body shape, etc.) may strengthen an NPCs sense of solidarity due to similar lifestyle choices - or it may deter them based on prejudice. (Examples: Sigmund would respect a muscular MC as he assumes they share a fondness for fitness, whereas Elouan may feel a bit envious due to his inability to achieve such a form. Or a heavily tattooed MC would be showered in curious compliments by Fyodor but will intimidate Imka upon first glance.) I want NPCs to bear a solid sense of autonomy in their judgement / developing perspective towards the MC.
This includes their judgments possibly leading to eventual or building tension / conflict. (Examples: If you develop a romantic relationship with Sigmund, he may become more suggestive about a voluptuous or thin MC engaging in physical training with him due to his immense concern - or rather, paranoia - about their general health and safety. Imka may be initially disturbed by the imagery of piercings or the sensation of them. Fyodor may cause an MC discomfort because of his initial fascination with ‘foreigners’, and Kamiko may express discomfort towards the visibility of an MC’s tattoos in the early stages of their relationship.) These may open opportunities for discussion about how their views affect the MC, be brushed off, cause buried tension, or lead to direct confrontation if you choose. At least, that is what I hope to accomplish with heavy customization.
Customizable Traits Include:
Tattoos (Placement and Style) and Piercings
Marks (Freckles, Beauty Marks, Scars) and Complexion
Eye Color, Body Type, Height, and Facial Appearance
Hair Color (Natural and, if chosen, Dyed), Length, Type, and Style
Region of Origin and (variably) Multilingual Skills
Day and Nightwear Styles
Gender (Male, Female, Non-binary) and Sexuality
Background Details
Teacher: From Elementary to High School, you have wrangled and taught a diverse set of classrooms in your time as a teacher. Every day presents a unique challenge as you struggle for the attention of energetic and varied young minds to ensure their academic success, and perhaps even success in their personal growth. You have made an impact across a fair share of individuals in your time in worn-down classrooms, and their occasional letters which thank you for the lessons imparted upon them make the days easier as papers pile up for their awaiting grades.
Circus Performer: Niche professions are common for the Gifted, and you are no exception to this phenomenon. There are few better places to blend in and excel than the circus for your kind, and it is often known that young Gifted will congregate in these performative arenas to embrace their true natures under the guise of illusion and showmanship. Community is a rare sentiment for these rare bloodlines, and yet you have carved out a name for yourself in this world of unwanted oddities as the general public remains none the wiser.
Circus Performers can select their main act.
Law Enforcement: Many would not expect a Gifted to enforce the laws of a world that would condemn their very nature, but such trivialities have been left behind you. There is no better station to counteract the injustices you have long witnessed, and no better way to guarantee your own safety from those that would persecute you. Society is safeguarded by your steady hand and watchful eye. Lives are dependent upon your quick response and loyal servitude. The routine of this civil regime had given you a civic purpose that must not be betrayed.
Mercenary: You are a mercenary: no different than most of your Gifted brethren. One would think this would make the career have a greater sense of solidarity but, alas, it does not. Contracts assert your allegiance to one cause, one odd job, after another. It is a brutal life. The assignments are physically demanding and mentally taxing. You have trained your body to push itself to the limits and your mind to sense the smallest threats. There is no bounty that can escape your waiting grasp. Life as a Gifted has taught you to survive as a hunted species. Life as a mercenary has taught you to excel as the hunter of those more wanted than you.
Mercenaries can operate within a team or solo.
Musical Artist: You are a musical artist whose talents are to be kept away from the world stage. The spotlight of fame is lethal to a Gifted like you, but that threat alone cannot silence your art entirely. You compose, you perform, and you refine your craft for small audiences and commissions alike. Mimicry through blood is not your only gift, and some may even say that it pales in comparison to the wonders you share through the microphone.
Musicians can perform in a band or solo.
Artist: Your mediums and canvases vary, but your craft is a true mark of talent . . . and grueling years of practice. It takes a fair amount of irreplaceable creativity to create what you have. You have managed to showcase your work in minor galleries and on social media posts, but renown is a far away, and deadly, reality for a Gifted like you.
Artists can choose their main medium.
Thespian: You are who you need to be: who audiences want to see you become. The Gifted must learn to mask their true selves if they are to avoid a premature death. So why not make a profession out of it? You have found fine success in local commercials, community plays, and minor roles that pay the bills without drawing too much attention to yourself. Alas, the silver screen and iconic stages remain a distant dream outside your grasp.
Medic: You may not be a professional doctor, but you do what you can do to aid the ailments of others. Your methods, skillset, and general medical knowledge has been applied in a variety of fashions. Pain paves the roads you wander as you stay in search for the next patient, the next illness, the next injury that threatens to cut short a life or promises to be a payment for tomorrow. You go wherever there are sick, wounded, and weak in need of a cure. That cure, of course, being you.
Medics can operate in an Underground Treatment Facility or Independent Practice.
Outlaw: You were branded as a criminal upon birth. Now, you have accepted the destiny bestowed upon you. The Underworld has taken far better care of your needs than civil society ever considered. It is a realm without boundaries. Without restrictions. But it is still without a few freedoms you are fine living without, and life shall remain fine as long as the law stays five steps behind your every move.
Outlaws can operate in teams or solo.
Mechanic: You are a problem-solver. A practical problem-solver. As long as those problems involve mechanics, that is. Machines are an old, familiar beauty and craft to your skillful hands. Like clockwork, your mind and body seem to have attuned themselves to the functions of the machines pulled up into the shop. No mess has ever been too unsalvageable for your hands. If it has been, well, then it isn't that hard for you to turn it into a positive as actual salvage to help with new, functional, ideas and solutions for problems down the road.
Rancher: It may not be the most common lifestyle to lead around a city like Los Angeles, but the ranch has never done you too badly to warrant leaving it in the dust for more lavish schemes. The horses keep nice enough company, and those looking to experience a day in the life on the lands during their lessons and bed-and-breakfasts aren't the scariest threats to handle compared to, say, an angry bull. Some days, it feels like you could fade into this dirt-covered terrain. Maybe it wouldn't even be too bad a thing in a life as idle as this.
Homemaker: You may not live an extravagant or glamorous lifestyle, but your line of work has ensured that you've brushed elbows with those who have. Care for the home is no easy task, and you have witnessed the gratitude that comes from the fruits of your efforts. Sometimes a tender hand is required, and other times a stern correction must be made. And though you may be considered a shadow in the world of others, you know that your every word and act bears an impact on numerous lives in the smallest and most meaningful ways.
Hero: You have undertaken the role once considered destined for the Gifted. The fabled Hero, yet is it so fabled when you have made it your reality? Beyond the constraints of bureaucratic laws and civic judgement, you have assumed a responsibility to direct action for social reformation.
Heroes can operate within an Association or solo.
Author: The Gifted have long been a people suppressed beneath imposed silence. Yet you have sought to be heard through penned pages, seen in the dark ink, as the author of your chosen narrative. There certainly are slumps in the construction of a written work. Days with too many erased words to count and too much red ink to see the text beneath. But it is the moments when you are struck by the favor of some literary muse, some rhetoric genius, that assert your place as the one who tailors new worlds onto the page.
Authors can choose their main genre.
45 notes
·
View notes