Squawk Computer Game Design
Copyright 2005, Seth Galbraith all rights reserved



ROLE-PLAYING GAME SYSTEM:

Character Generation

Templates/"Races":

Dimensions & Physical Characteristics:
The basic "average" body shape will be modifiable. They will be able to see a visble effect on their characters based on those character's height and weight. The player should have some control of his character's natural coloration (hair, skin etc.) Player alterations will have the appropriate effect on the character's PPV, as described in the MaM (Mano a Mano Role-Playing System.)

Ideally each race model would warp according to the exact measurments entered by the player, (allowing him to be anything from super-skinny to super-stocky,) and would be able to sacrifice hands and feet to get various disabilties. At the very least, there should be one "Fat" model and one "average" model for each race/template. (If the character is heavy for his height, the Fat model should be used. The Fat model should not be "buff" like a body builder, or "lardy" like a sumo, but "big boned" and stocky like a power lifter. The MaM does not make distinction for the advantage or disadvantage of high or low body fat.)

Occupations:
There are at least eight major occupations (each loosely related to a specific one of the "Eight Elements", and a related ability,) which are:

Ability List:

Character Development

Ability Development:
Each time a character uses an ability, he will accumulate "experience points" by that ability. One experience point will be worth 0.1% or 1/1000 of a PPV. Some actions will be may be worth more PPV than other actions, (especially actions which are rare, or which use a high number of hit points,) and all actions done in the presence of a qualified Mentor will be worth twice as much experience points. There are usually obligations associated with each Mentor (in the form of fees, jobs, or virtue of having a certain occupation.)

Characters will "load up" on combat ability experience points primarily through training under mentors, who will be well-equiped with training weapons (bulky wooden immitations of real weapons) and protective gear (bulky armor for protection against training weapons.) Even projectile weapons will be able to be practiced this way.

Another way to "load up" is through hunting, though it is much more hazzardous: the smell of downed game attracts predators, and upsets that game's family members. The mundane practicing of abilities, even without a mentor, will slowly improve those abilities.

Occupation Changes:

Action Effects

Hit Point Effect on Action:
Characters will "spend" hit points as the player issues the character commands, or as the character performs automatic actions. Hit points will serve the same kind of functions they do in the MaM (movement, attack power, etc.) Hit points will be reduced by damage in the same way as the MaM, and thus reduce the intensity and number of the character's actions.

Ability Effect on Action:
Abilities will have the same kind of effects that they do in the MaM. Each ability will make a character better at doing actions related to that ability.

Effect of Inventory-Mass on Action:
This will be the same as in the MaM.

Equipment

Visible Inventory:

If a character is naked, he can only carry that which will fit in his hands. If he has clothes, he can carry a large number of small objects (such as daggers) in those clothes. If he has a back-pack, he can carry a large number of small and medium-sized objects in the back back. If the character does not have a back pack, he can only carry those medium sized objects (such as swords) in his hands, or up to two on his belt if he is clothed and has a belt. The character can only carry as many large objects (such as spears,) as he can fit in his hands. All objects carried in the character's hands, will be seen by all players, who see the character with those objects.

Equipment List:

Making and Repairing Equipment:
Characters will be able to attempt to make anything on the Equipment list. However, the PPV of the character made equipment will depend on how successful he is (rules for which are found in the MaM.)

Healing

Magic


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