- Joined
- Oct 2, 2016
- Messages
- 40
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- First Language
- English
- Primarily Uses
Basically, the game I'm building involves kids whose genes were spliced with the DNA of alien life, all put into a survival-horror-ish situation. My original intention for the game was to have a large number of actors, who were scattered throughout the gameworld and could be convinced to join your party through various means, each one with their own unique "gift" that came as a result of said genetic splicing. And as fun and cool as that idea is, I kind of unintentionally shot myself in the foot by needing to come up with enough gifts to fill a large and diverse roster of possible allies (I don't have a solid estimate, but I'm thinking in the vein of 20-25). The worst part is, this isn't even the first time this has happened.
So I turn to you, humble reader, for input and feedback. The only rules I'm following (for lore and gameplay reasons) are as follows:
1) All gifts must be biologically feasible, and should be something you'd expect to see (or might even exist already) in the natural world. Something like emitting fear-inducing pheromones around yourself is plausible enough to work (albeit barely). Something like teleportation, force fields, or mind-control is not.
2) All gifts must be passive effects, for the reason that having actors learn skills by being the target of one makes things complicated. So things like sonic screeches, active camoflage, or rage-modes are (sadly) out.
3) While there isn't any rule that gifts have to be unique to each person, from a gameplay standpoint, each potential ally should have a mechanically-unique gift. Just to avoid the "They're just a worse version of 'X'!" problem. Which is why color-changing skin is (most likely) out, because it's too similar to the mist cloud thing.
4) A character's gift should impact gameplay in some meaningful way, without being broken. Echolocation or wall-climbing are awesome ideas, but I can't for the life of me think of a way they'd impact gameplay (in or out of combat) that wouldn't completely trash the game's balance.
Some examples to work with (also known as the ones I already have):
- Efficient Muscles. Gain hunger and thirst at 1/3 the normal rate. It may not sound like much, but in a game where starvation and dehydration are very real threats, it can easily mean the difference between life and death.
- Rapid Regeneration. Gain a little HP (and possibly MP, I'm still deciding) back every turn.
- Mist Cloud. Think the ink clouds that squids use, but aerosolized. When hit, deploy a small cloud that dramatically increases your evasion rate for a few turns. 6-turn cooldown.
- Bioelectric Skin. Zappy zappy! Deal recoil damage based off your Attack stat when hit by a melee strike.
- Damage Reduction. 25% damage reduction, up to a cap of 250. Because if alligator skin can sometimes stop low-caliber bullets, then this is completely feasible.
- Toxic Strikes. Critical hits apply a poison state. Because poison.
- Solidified Hand Bones. Can't equip weapons, but deals 40% bonus damage at all times.
- Leader's Aura. Emits pheromones that improve the motor functions and reflexes of everyone nearby. All party-mates deal extra damage, and have an increased crit rate.
- Telescoping Vision. Greatly increased crit rate, but it's lost for a few turns after taking damage.
- That one fear-inducing pheromone I mentioned earlier. Reduce your target rate, with a chance to inflict a fear state onto enemies who actually dare to melee-strike you.
Any and all assistance is immensely appreciated. Even if it's just a mechanical concept, I'm sure I can figure out some biological function to associate it with. And if nothing else, this'll probably just become a big brainstorming thread for cool passive effects, so there's always that. XD
Either way, I look forward to hearing about it!
~Blackjack
So I turn to you, humble reader, for input and feedback. The only rules I'm following (for lore and gameplay reasons) are as follows:
1) All gifts must be biologically feasible, and should be something you'd expect to see (or might even exist already) in the natural world. Something like emitting fear-inducing pheromones around yourself is plausible enough to work (albeit barely). Something like teleportation, force fields, or mind-control is not.
2) All gifts must be passive effects, for the reason that having actors learn skills by being the target of one makes things complicated. So things like sonic screeches, active camoflage, or rage-modes are (sadly) out.
3) While there isn't any rule that gifts have to be unique to each person, from a gameplay standpoint, each potential ally should have a mechanically-unique gift. Just to avoid the "They're just a worse version of 'X'!" problem. Which is why color-changing skin is (most likely) out, because it's too similar to the mist cloud thing.
4) A character's gift should impact gameplay in some meaningful way, without being broken. Echolocation or wall-climbing are awesome ideas, but I can't for the life of me think of a way they'd impact gameplay (in or out of combat) that wouldn't completely trash the game's balance.
Some examples to work with (also known as the ones I already have):
- Efficient Muscles. Gain hunger and thirst at 1/3 the normal rate. It may not sound like much, but in a game where starvation and dehydration are very real threats, it can easily mean the difference between life and death.
- Rapid Regeneration. Gain a little HP (and possibly MP, I'm still deciding) back every turn.
- Mist Cloud. Think the ink clouds that squids use, but aerosolized. When hit, deploy a small cloud that dramatically increases your evasion rate for a few turns. 6-turn cooldown.
- Bioelectric Skin. Zappy zappy! Deal recoil damage based off your Attack stat when hit by a melee strike.
- Damage Reduction. 25% damage reduction, up to a cap of 250. Because if alligator skin can sometimes stop low-caliber bullets, then this is completely feasible.
- Toxic Strikes. Critical hits apply a poison state. Because poison.
- Solidified Hand Bones. Can't equip weapons, but deals 40% bonus damage at all times.
- Leader's Aura. Emits pheromones that improve the motor functions and reflexes of everyone nearby. All party-mates deal extra damage, and have an increased crit rate.
- Telescoping Vision. Greatly increased crit rate, but it's lost for a few turns after taking damage.
- That one fear-inducing pheromone I mentioned earlier. Reduce your target rate, with a chance to inflict a fear state onto enemies who actually dare to melee-strike you.
Any and all assistance is immensely appreciated. Even if it's just a mechanical concept, I'm sure I can figure out some biological function to associate it with. And if nothing else, this'll probably just become a big brainstorming thread for cool passive effects, so there's always that. XD
Either way, I look forward to hearing about it!
~Blackjack



