Tuesday, December 22, 2009

Mad Scientist


Description: Invention gone mad. The Mad Scientist

is the typical insane experimenting lunatic scientist. In the opening animation the scientist will be performing an experiment that will have slight side effects. He will transform into a wolf man. Shortly after the scientist will make his way out of his laboratories tower and into the neighboring town. After a violent encounter with the towns’ security he will retreat into the surrounding forest. The player will have several moments amidst the forest wildlife to experiment with this new form. The effect will soon pacify and the character will be able to return to his lab. The character will then be able to touch a journal on a shelf and the outcome and side effects of the aforementioned experiment will be automatically documented. Playing the scientist will show the player the necessity of considering motivation.


Stronghold: The laboratories of a mad man. The scientist’s experiments will be centered here. The scientist lives in a hamlet with an adjoining tower. The tower will contain various rooms. Some of these rooms will be for experiments, some will be for animal cages, and the top floor will be the main laboratory.


Allies: Allies are different for the scientist. These will mostly be the products of the scientist experimentation. Creating Frankie will be an important goal for the Mad Scientist. Modeled after the mythical Frankenstein this entity will be the professor’s juggernaut of protection. Frankie will give his life for the Mad Scientist

and will follow his every command.


Foes: Foes are a little different for the scientist as well. The scientist will start with no enemies and allies. He will create each. He will experiment to create allies and in the process of experimentation will create enemies as well. The town may not listen to the scientist and his rants about the end justifying the means. They may look at the dead bodies of experiments gone awry scattered around his home and think chopping block. He will also gain enemies through “collecting” samples, species to experiment on and technological relics.


Abilities and Experiments:


Experiments:

Evolutionary Potions: All of the successful elements in each completed experiment are finally put to the test on the scientist. These potions are initially meant to restore all he has lost with age. Effects range from acute senses, to more energy, to better muscle tone. Eventually the scientist will find ways to stop aging dead in its tracks.

Morphing: By taking various potions the scientist can temporarily change his form. He then gains various strengths and attributes consistent with the new form.

Were Forms

Wolf

Tiger

Bear

Gorilla

Devil: variation on the Tasmanian mammal.

Composite Companions: These are the successful end result of some of the scientists’ experiments.

Griffon: Eagle and Lion.

Chimera: Cobra, Panther, and Vulture.

Dragon: Alligator, Flame. Anaconda Titan Python, Acid Monitor.

Frankie: Ultimate Juggernaut.



Stats and Facts


Annihilate: This will exist as an option that reflects the character’s growing power. The option will be triggered by the arrival of an enemy or enemies of a much weaker status. The player will be able to disable this option at will but when activated the character will tear asunder all opposition. For instance, if twenty or so annoying little goblins decide to attack a well developed vampire, the character will be able to choose between various methods of annihilation.


Pace: The speed at which each character is able to move. This will be especially noticeable when the character is in a combat situation. It will also affect the character’s ability to negotiate distance on the map. Many different quick travel options will exist for the different characters; teleportation options for the artifact, cheetah speed for the mad scientist, bat form for the vampire and underground waterways for the bogman. Velocity will range from one to twenty with various terrains increasing or decreasing movement rate.


Ferocity: While the game tries to avoid the labeling of actions as good or evil decisions made in the game combine to form a character’s temperament. Example: If a character is more motivated to help others than to make decisions promoting self-interest then it stands to reason that killing others may be a problem for the character. Ferocity is a measure of the characters willingness to kill his opponent. A compassionate character may be slightly less likely to decapitate a drunken villager who just punched him in the face. The higher the respect for life the less savage a character will be in battle. At a point near the completion of a battle or defeat of an opponent the character will often have the option to either kill, spare, or capture the enemy. Based upon 20 ranging from +10 to –10. Zero is a sign of indifference and indicates that the character is neither inclined to kill nor inclined to spare life. No penalties or bonuses are allotted in these types of cases. Circumstances can change this reaction in either a positive or negative direction.


Tact: What to say and when to say it. Tact will only affect each character’s speech options.


Battery/Runic Pool: This is a measure of channeling ability. It is how much magic/energy the character has available.


Complacency: The tolerance of opposing forces. This is not so much a stat as an indicator of hostility. The higher the respective meter the more aggressive its agents will be. For example a character with a negative meter rating in invention will be seen as a threat to inventors and if it becomes too extreme assassin bots will be in pursuit. If a character has a negative rating in nature he will fall victim to the countless attacks of every animal, bug, and plant in existence. Actions will go a long way in determining the degree but the choice of character will establish base reaction. It is based on a 20 point rating encompassing +10 to -10.






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