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Added non-narrative roguelike concepts. To be possibly changed from bullet point notes into paragraph to align with the rest of the page?
(Created page with "{{stub}} ==Reputation== {{main|Reputation}} {{Gamename}} has a reputation system that allows you to curry favor with certain Factions at the cost of others. Having a high...")
 
(Added non-narrative roguelike concepts. To be possibly changed from bullet point notes into paragraph to align with the rest of the page?)
 
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==Roguelike==
<div style=float:left>[[File:buddies.png|thumb|left|A "dog-sized" electrofuge next to a "two stories high" salt kraken.]]</div>
*{{Gamename}} is a Roguelike, which means the default option enabled is to have the player's save wiped after the character dies, forcing them to start over.
*{{gamename}} is graphically styled like a traditional Roguelike- as such, each item, creature, and object occupy the same amount of space on the screen. Multiple items can occupy a single tile, meaning the corpse of a felled enemy will often hide the creatures dropped inventory underneath.
*As a turn-based game, the player is free to think over every move.
<br style=clear:left/>
==Procedural Generation==
Much of the world of {{gamename}} is procedurally generated. Many villages, locations, creatures, as well as the entire history of the [[sultan]]s, including key events in sultans' lives, and [[historic site]]s related to those sultans, are developed through a complex procedural process.
==Reputation==
==Reputation==
{{main|Reputation}}
{{main|Reputation}}
{{Gamename}} has a reputation system that allows you to curry favor with certain [[Factions]] at the cost of others. Having a high reputatation gives you perks such as having faction members become friendly, or they will graciously teach you a skill. Having negative reputation will cause those faction members to attack.
{{Gamename}} has a reputation system that allows you to curry favor with certain [[Factions]] at the cost of others. Having a high reputation gives you perks such as having faction members become friendly, or they will graciously teach you a skill. Having negative reputation will cause those faction members to attack.


==Water as Currency==
==Water as Currency==
Fresh water is rare and is used to barter for items besides satiating your thirst. The majority of water the player will come across in their journey will be salty water. Water also has a significant amount of weight, forcing the player to consider how much to keep on hand. Fresh water is such an important liquid it is often used in the Water Ritual.  
{{Main|Water}}
Fresh {{Qud text|&Bwater}} is rare, and is used to barter for items as well as to satiate your thirst. The majority of water the player will come across in their journey will be {{Qud text|&wbrackish &Bwater}}. Water also has a significant amount of weight, forcing the player to consider how much to keep on hand. Fresh water is the most common liquid used in Water Rituals.


==Secrets as Currency==
==Secrets as Currency==
{{Main|Secret}}
Another thing the player can sell is information. Certain [[Factions]] want to learn about certain topics, and they are also willing to tell the player about certain topics. This sharing is done during the Water Ritual.
Another thing the player can sell is information. Certain [[Factions]] want to learn about certain topics, and they are also willing to tell the player about certain topics. This sharing is done during the Water Ritual.


==The Water Ritual==
==The Water Ritual==
{{quote|Your thirst is mine, my water is yours.}}
{{qud quote|Your thirst is mine, my water is yours.}}
{{Main|Water Ritual}}
Speaking to a Unique Creature or a legendary creature will grant the player the option to perform the sacred water ritual. During the ritual the player and the other creature will become water-bonded, and the player will be able to sell and trade secrets for reputation, which can be used to acquire secrets of their own, or certain skills and items that the other creature has.  It is a sacred ritual, so breaking this oath is looked down upon by all factions.
Speaking to a Unique Creature or a legendary creature will grant the player the option to perform the sacred water ritual. During the ritual the player and the other creature will become water-bonded, and the player will be able to sell and trade secrets for reputation, which can be used to acquire secrets of their own, or certain skills and items that the other creature has.  It is a sacred ritual, so breaking this oath is looked down upon by all factions.
==Genotypes and Subtypes==
As part of character creation, the player is guided to choose from among two "genotypes" - [[Mutated Human]] or [[True Kin]]. After choosing a genotype, the player will also need to select a "subtype". For Mutated Humans, the subtypes are referred to as "[[callings]]". For True Kin, the subtypes are referred to as "[[castes]]". These subtypes affect a player's starting equipment, [[attributes]], [[skills]], and other miscellaneous bonuses.


==Radical Bodily Autonomy==
==Radical Bodily Autonomy==
<metadesc>im waiting for you eva</metadesc>
{{qud quote|...There's a fable about a mimic who seeks to belong but never does, whose ambition ultimately leads to a grisly fate. Its moral serves an ideological function: to keep us from belonging where we already do. So let me say to you now: belong, friend. We wait for you joyously.|''[[Q Girl]]''|{{favilink|Disquisition on the Malady of the Mimic}}}}
As a character's power grows, so does their ability to alter the shape and functionality of their body. Mutated Humans can start with a wide variety of mutant abilities and features, from an {{favilink|multiple legs|extra pair of legs}} to the power to {{favilink|space-time vortex|tear open the fabric of space-time}}. Mutation Points gained every level can be spent to strengthen existing mutations or saved up to buy a new random mutation. True Kin can start with cybernetic implants, such as {{favilink|carbide hand bones}} to strengthen their punches or {{favilink id|NightVision|night-vision implants}} to better see the innumerable threats down in the caves of Qud. {{favilink|Cybernetics Credit Wedge|Cybernetics Credit Wedges}} and {{favilink|Becoming Nook|plural}} found during exploration allow them to install more and greater implants for countless esoteric purposes and occasions. Given luck and patience, a successful high-level character can be almost completely unrecognizable from the humble figure who once set out from their starting village.
 
Some characters will gain access to more obscure methods of reshaping their being. The various factions of Qud have different philosophies and approaches towards the mutable nature of the self. Through reputation manipulation and the water ritual, for example, Seekers of the Sightless Way can reveal secrets of the darkling star and the telepath mind, and Slog can pass down the knowledge of the [[Cloaca Surprise]]. No two characters will trace the same path through Qud. The path shapes you just as you shape the path.


==Attributes and Modifiers==
==Attributes and Modifiers==
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* [[Ego]]
* [[Ego]]


==Combat Stats==
==Combat==
===Armor Value===
Conflict, usually manifesting in the form of combat, is practically unavoidable. Different factions have different reasons for fighting: Some fight to defend their homes, some fight to destroy other factions, and some even fight for a better world.
 
==={{AV}} Armor Value===
{{main|AV}}
{{main|AV}}
===Dodge Value===
==={{DV}} Dodge Value===
{{main|DV}}
{{main|DV}}
===Penetration===
==={{PV}} Penetration===
{{main|PV}}
{{main|PV}}
===Mental Armor===
===Mental Armor===
{{main|MA}}
{{main|MA}}
==Permadeath==
==={{heart}} Hitpoints===
{{Gamename}} is a roguelike, which means the default option enabled is to have the player's save wiped after the character dies, forcing them to start over.
{{main|HP}}
 


[[Category:Lore]][[Category:Mechanics]]
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[[Category:Lore]][[Category:Concepts]][[Category:Mechanics]]
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