tuftears: Lynx Wynx (SCIENCE!)
[personal profile] tuftears
Time to noodle a bit about character creation! As most of you know, MMOs try to limit the number of skills and abilities with which players are confronted to a minimum at start time. So there should only be a few decisions that players need to make at the outset, and they should be non-threatening decisions-- there should be no wrong answers.

Origin. With variations, these break down roughly to 'Citizen', raised in the gleaming futuristic arcology-cities, and 'Rogue', born in the sprawling, poverty-ridden older cities. Think 'Metropolis' versus 'Gotham'. Each has its own unique introduction story. Unlike WoW, it is possible for Licensed mutants and Rogues to work together temporarily, but this will have consequences for their reputations.

Appearance. The item players spend the most time on. Players may choose a variety of human body shapes, skin colors, hairstyles and colors, and preferred clothes, but as mutants they are encouraged to choose ways in which their mutation manifests, making them visibly different. This can be modified in limited ways after character creation is complete. Players may appear completely human if they wish, but even then, there will be visible manifestations when they are employing their power, such as glowing eyes.

Archetype. Players select a major archetype. They are not restricted to taking powers from this archetype, but at least two of their first powers will be.

- Guardian (heavy defenses)
- Scrapper (strong melee damage but weak defenses)
- Blaster (strong ranged damage but weak at melee range)
- Summoner (uses pets or conjured entities)
- Controller (able to control some major aspect of the environment)
- Defender (able to buff allies and/or debuff enemies)
- Healer
- (this space available for suggestions)

Players then select from a range of supported 'Elements', which reflect the special effects of their power. Elements are stronger or weaker against other elements, i.e. a mutant with fire-based powers would be weaker against one with water-based powers, but their relative levels and strength with any given power will weigh more heavily, so a strong fire attack might be able to reduce a water shield to steam. Players may choose only one Element, but a wide variety of Elements are offered. Some examples:

- Fire
- Water
- Ice
- Air
- Earth
- Metal
- Electricity
- Machines
- Electronic
- Nature (plant-specific control or attributes thereof)
- Beast (control of wildlife and/or transformation into a powerful beast)
- Gravity (Telekinesis)
- Space (Teleportation)
- Time (local area speeding up/slowing down only)
- Light (i.e. illumination, flares, beam attacks)
- Darkness (i.e. personal cloak, blinding areas, drain attacks)
- (this space available for suggestions)

Note: All mutants have access to high-tech items and physical fitness/martial arts.

Powers:

Players gain access to a set of powers based on their chosen archetypes and Element. Some powers will have prerequisites, i.e. before a player can select 'Fly', she must take 'Hover'. Powers may also have multiple levels, so 'Fly 1' could allow a player to move at running speed, but 'Fly 2' would boost their speed to 30mph, 'Fly 3' to 100mph, and so forth.

Note: telepathy, mind control, precognition, time travel, and many other 'gamebreaking' powers are not available in 'Mu Factor' to players.

Players are then introduced to/allowed to choose their first available powers through the introduction story for their factions. For example, a Rogue might be hiding behind a truck with their mentor, who asks them in a hurried tone if they've got any means by which to stop their attackers, then go down a list of possible options. The player would select the preferred power, which would then be unlocked.

Powers, once passed by, can still be selected later. Also, even if a player were to choose an Element like 'gravity', they could not immediately create black holes or cast an enemy into outer space. All players begin at a relatively weak power level, and gain strength and range with experience and training.

By the end of their introduction, they will have unlocked a movement power, at least one damaging power, and several defensive or utility powers, and will have made the acquaintance of several 'personal NPCs', characters that serve as mentors, friends, rivals and enemies, and who may reoccur in future missions.

Example:

*rolls a few dice* Let's see. Defender archetype, element of Space. We'll give her these powers:

* Teleport (self)
* Teleport (other)
* Slow target (space warps around them so everything is farther away)
* Speed target (space warps between them and a designated point so it is much closer)
* Space shield on herself or allies (refracts and diffuses beam attacks, slows projectiles and melee attacks passing through)

As she advances, she might gain access to Portals (two-way gateways, cannot be used to cut things) or Pocket Dimension (store and retrieve equipment instantly), and her range and strength of her existing powers might increase.

Finally, she didn't choose any direct offensive powers, so she might rely on martial arts or hand-held weapons to do damage. Note that as a Defender, her attacks will be innately weaker than those of a damage-oriented archetype.

Seems like a plausible mutant to me. ^_^
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tuftears: Lynx Wynx (Default)
Conrad "Lynx" Wong

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