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diff --git a/src/game_design/skills.tex b/src/game_design/skills.tex new file mode 100644 index 0000000..033844e --- /dev/null +++ b/src/game_design/skills.tex @@ -0,0 +1,89 @@ +\subsection{Skills} +Characters have an Skill Point (SP) gauge. It starts empty. SP capacity is +determined by the chosen skill. + +Performing a hit grants 1 SP (this includes double hit and parry attacks). +At the end of a player's turn, each of their character gets 1 SP. + +Each character has exactly one skill, which is chosen like any other part of +their equipment. The use of a skill counts as an action (i.e.~it replaces either +switching weapons or attacking). + +Multiple variants of the same skill allow players to select a more costly skill +for an increase in either power (Alpha variant), duration (Beta variant), or +both (Gamma variant). Possible additional variants: limited to use on self, +targeting all of a player's character, capacity allowing multiple uses. The +increase should not be linear (e.g.~2 times the power costs 175\% of the default +version). The X Gamma variant combines the advantages of the Beta and the Alpha +versions. It obviously costs way more than either of them. Another variation +could be to have the skill triggered later, by targeting a tile. Depending on +the variant, a character (ally, enemy, or either) would trigger the effect upon +walking on the tile. This could for example be used for a self-resurrection +skill. + +Ideas for some skills: +\begin{itemize} +\item \textbf{Attack Anywhere:} + The caster performs an attack on the target with their current weapon, + regardless of where that target is. + +\item \textbf{Shields Up:} + Target benefits from {D: 25, A0: 50, A1: 75}% damage reduction for + {D: 1, B0: 2, B1: 3} turns. Variants: {D, A0, A1, B0, B1, G0, G1}. + +\item \textbf{Static Heal:} + Target heals for {D: 20, A0: 40, A1: 60, A2: 80, A3: 100} HPs, if nothing + prevents it. {D, A0, A1, A2, A3}: + +* Percentage Heal {D, A0, A1, A2, A3}: + Target heals for {D: 15, A0: 25, A1: 35, A2: 50, A3: 65} percent of their + maximum HPs, if nothing prevents it. + +* Healing Over Time {D, A0, A1, A2, A3, B0, B1, B2, B3, G0, G1, G2, G3}: + Target gains a {D: 4, B0: 6, B2: 8, B3: 10} turns duration status that heals + them for {D: 6, A0: 12, A1: 18, A2: 24, A3: 30} HPs. + +* Dispel {D, A0}: + Target loses {D: a random, A0: all} active status(es). + +* Redirection: + Target and caster swaps all their active status. + +* Overload {D, A0, A1, B0, B1, G0, G1}: + Target gains a {D: 1, B0: 2, B1: 3} status providing a {D: 5, A0: 10, A1: + 20}% damage increase per active status (including this one) when attacking. + The count is done during the attack, not during the cast. + +* Trickster {D, A0, A1}: + Target and caster swaps {D: secondary, A0: active, A1: all} weapon(s). + +* Confusion: + The target equips their secondary weapon. + +* Vampire {D, A0, A1, A2, B0, B1, B2, G0, G1, G2}: + Caster gains the "Vampire" active status. The Vampire status lasts + {D: 3, B0: 6, B1: 9, B2: 12} turns and, for melee attacks: grants + {D: 10, A0: 15, A1: 20, A2: 25}% life-steal, and adds the Vampire status + to the defender (with a reset duration). + +* Teleportation: + The caster is teleported to the target tile, if applicable. + +* Switch: + Caster and target swap locations. + +* Mark Target {D, A0, A1, A2, B0, B1, B2, G0, G1, G2}: + The target gains an active status, "Target", that increases the critical + chance and precision of attacks it receives. The status lasts {D: 1, B0: 2, + B1: 3, B2: 4} turns, and increases chances by {D: 15, A0: 25, A1: 35, A2: 45} + points. + +* Petrify {D, B0, B1}: + The target becomes inactive and invulnerable for {D: 1, B0: 2, B1: 3} turns. + +* Sacrifice {D, A0, A1, A2, A3}: + Target gains <cost of the skill> SP points. + +* Denial {D, B0, B1, B2}: + Target is unable to gain SP points from attacks, parries, or defenses for + {D: 2, B0: 4, B1: 6} turns. |


