Warriors of the Dawn
From WorkCDN
WARRIORS OF THE DAWN
A superhero FPS which is in the process of being developed using the "Dark Places" Engine and Nexuiz as placeholder media. The player will be able to enjoy LAN and Internet play, as well as solo games. The solo games will have INFINITE REPLAY capacity. This is because the player will be able to customize their own supporting cast and rogues' gallery of villains, each of whom will have their own goals and strategies.
Contents |
CHARACTER CREATION SCREEN
1. Character Screens: Hero, Villain, Supporting Character
2. Gender: Male, Female 3. Ethnicity: 4. Physique: 5. Height:
6a. Hero Archetype: Champion, Avenger, Patriot, Animal, Knight, Elemental, Trickster, Mage 7a1. Champion (Megaton Punch, Megaton Grip, Invulnerable):
Stomping, Speeding, Armored, Geokinetic, Power-Stealing, Storm-Summoning, Growing, Shrinking
7a2. Avenger (Karate Kick, Kung-Fu Grip, Stealth & Night Vision)"
Phantom, Arrow-Shooting, Ninja, Super-Spy, Gas-Gun Wielding, Utility-Belt Wearing, Shao Lin, Gun-Firing
7a3. Patriot (Olympic Boxing Punch, Olympic Wrestling Hold, Olympic Endurance & Aim):
Warrior, Veteran, Cowboy, Power-Visor, One-Man-Army, Jungle-born, Knightly, Futuristic
7a4. Animal-Man (Animal Strength Punch, Animal Strength Hold, Regeneration & Animal Senses)
Aquatic, Bird-Calling, Web-Shooting, Claw-Bearing, Plant-controlling, Omniphagic, Hair-Pulling, Tail-Swinging
7a5. Knight (Telekinetic Punch, Telekinetic Hold, Telekinetic Shields)
Invisible, Magnetic, Electric, Photokinetic, Technopathic, Gravity-Altering, Telekinetic, Transmutating
7a6. Elemental (Thermal Punch, Thermal Grip, Thermal Senses & Toughness)
Speeding, Kinekinetic, Flaming, Freezing, Windy, Sonic, Self-Detonating, Ballistic
7a7. Shapeshifter (Rubber Punch, Rubber Grip, Rubber Tough)
Stretching, Bouncing, Replicating, Spiney, Substance-Mimicking, Item-Morphing, State-Morphing, Beast-Morphing
7a8. Mage (Lucky Punch, Lucky Grab, Danger & Empathy Sense & Telepathic Resistance)
Transmigrating, Telepathic, Quantakinetic, Biokinetic, Person-Morphing, Illusion-Making, Shadow-Casting, Power-Synching
6b: Villain Archetype: 7b1: Destroyer (Megaton Punch & Hold, Invulnerability)
Armored, Fire-Breathing, Substance-Mimicking, Axe-Bearing,
7b2: Conqueror ( 7b3: 7b4: 7b5: 7b6: 7b7: 7b8:
Power-Armor, Dragon, Text-Vamp
6c: Support Archetype:
7c1:
7c2:
7c3:
7c4:
7c5:
7c6:
7c7:
7c8:
1. The first button is the Yin/Yang choice, required for LAN play: it calls up a little window which allows the player to choose wether their character is male or female, and wether they are good or evil. AND... for Mene's sake, who inspired this addition to the design, there's also a choice here between right hand and left hand default controls.
2. The second button offers the player a little window to type in his character's name, the alter ego's name, and they can choose the desired font. The character's name will appear in big letters on the screen above the image of the character. Alternatively, the player can choose any character he's already created to tweak any way they want.
3. The third button summons the Powers Window: The player will have a choice between nine Archetype, and each Archetype offers one main power out of six options.
Good Guys Archetypes: CHAMPION (Flight, Mjolnir, Earthquake, Unstoppability, Growth, Power-Vamp), AVENGER (Shuriken, Phantom, Gas Gun, Quarterstaff, Sai, Nun-Chakus), PATRIOT (Lasso, Shiled, Archery, Sword, TK Blast Visor, Super Kung Fu), ELEMENTAL (Fire, Ice, Wind, Weather, Sound, Kinetics), KNIGHT (Forcefields, Lasers, Magnetism, Electricity, Gravity, Supergadgets), ANIMAL (Human Fish, Human Bird, Human Bug, Human Beast, Human Plant, Matter-eating), PSIONIC (Telekinesis, Telepathy, Psi-Warrior, Possession, Technopathy, Psychic Healing), TRICKSTER (Morphing, Stretching, Shrinking, Replication, Bouncing, Superspeed), and PROPHET (Binding, Shekinah Fire, Darkness, Illusions, Quantakinesis/Luck, Transmutation).
Bad Guys archetypes: CONQUEROR (Time/Teleporting, Energy Vampire, Killer Eye, Telekinesis, Magic Axe, Dragonfire), DESTROYER (Unstoppability, Clay/Sand Body, Growth, Immovability, Power Synchronization, Texture Duplication Touch), FREAK (human fish, human bug, plants, human bat, human snake, human beast), SCHEMER (mind control, body control, emotion control, transmogrification, technopathy, disease), HEISTMEISTER (toxic gun & flower, trick umbrella, phantom, stretching, glue blaster, whip), MAD SCIENTIST (plants, weather, cosmic fire, cosmic ice, metal arms, sonic weaponry), MANIPULATOR (shadowbody, shapeshifting, sorcery, illusion, possession, "murderworld"), TERRORIST (magnetism, electricity, light, sound, radiation, forcefields),
4. The fourth button calls up the Body Window. For Lan play, this isn't entirely necessary, as the default settings should be adequate for immediate fun. However, many players will want to change things for LAN, and will want these options for creating heroes in more detail, cast members, and villains. The Body Window gives options for Body Shape (Olympic, Ape, Normal, Fat, Skinny, and Child). It also gives options for size (Tall, Normal, and Short). While Body Shapes are model-dependent, the size option merely changes the size of the model (slightly) in relationship to the rest of the world. Another set of options are Hair Length (Bald, short, medium, and long), Hair Style (balding, straight, wavy, curly, corn rows), and Facial Hair (cleanshaven, beard, burns, mustache). The color bar at the bottom of the screen handles Hair and Skin colors.
5. The fifth button calls up the Costume Window. Although each Archetype has a default costume, and even some of the Main Powers have their own defaults, the player can toggle through the uniforms, and even pick one of the "civilian" outfits. Another choice are "back options" consisting of various capes, wings, and tails. The default setting, except for bird powers, is always "nothing." Now depending on modelling capabilities, helmets are either going to part of the head-models, OR attachables. If attachable, then there can be not only several options for masks and helmets, but also attachments (such as horns, wings, bolts, and flanges). Finally, this window allows the player to choose his symbol. Symbols and masks are almost always "Color Area A" on the color bar.
6. The sixth button is the music button, which allows the player to pick the Character's Theme, the Comedy Theme, the Historical Theme, the Danger Theme, and the Romantic Theme. Players can easily customize their game by downloading mp3s.
7. The seventh button gets into the more detailed aspects of the single-player aspect of the game. The player can pick his character's origin, destiny, occupation, skillset, scope of zones, religion, identity status and headquarters. ALL of these choices will have consequences in their character's "series."
8. The eighth button calls up a little window that allows a player to choose which other screen to go to: the Series Screen, the Cast Screen, and Alter-Egos & Costumes.
9. The final button is "join the game." Some LAN games will require even teams, but even so, most players will have pre-created heroes and villains to quickly adapt to initial rejection.
The COLOR BAR at the bottom of the screen, to the immediate left of the Join Button, has five tabs: skin, hair, area A (usually boots, gloves, and masks), area b (usually the suit itself), and area c (belts and shields). The first column has three light-settings: light, normal, and dark. The next four columns cover 12 colors (red, orange, yellow, brown, green, turquoise, blue, purple, grape, white, grey and black. The remaining seven columns cover 21 textures (plain, stars, specks, horizontal stripes, vertical stripes, pin stripes, tiger stripes,leopard spots, fur, scale-metal, chrome-metal, banded metal, wood, leafy vines, camouflage, webs, circuitry, melting, rocky, crystal and sandy).
Now IF, and this is an interesting conundrum, IF it's possible and advisable for people to be able switch around other body parts besides the head (as is traditional in UT, for instance), then those body parts would be Head, Head-Attachments, Upper Torso, Lower Torso, upper arm, forearm, thigh, and shin. There would also be, in this alternate design, a "color lock" button, which would lock & unlock Color Areas A, B & C throughout the entire costume. That way, the player could assign colors & texture per color area on body parts, making for a greater variety of customization, but in a simple way. In other words, let's say the character being worked on is wearing a boot that only goes halfway up the shin. The boot is Color Area A, and the exposed part of the shin is Color Area B. IF the color button is "locked," every color area A throughout the costume is the same, as is color area B. BUT if the button is "unlocked," then the player can color areas A & B on the boot separately from the rest of the body.
ARCHETYPES & POWERS
(THIS SECTION IS STILL A WORK IN PROGRESS. It's all on paper, I just have to type it in. The Villain Archetype descriptions will include their three major story objectives, as well as their list of issue objectives, which is rotates with each appearance of that villain, and is specific for each archetype. In other words, when it comes to stealing things, a Joker-type bad guy probably won't be robbing laboratories, and a Lex Luthor-type bad guy probably won't be robbing banks. Nor would the Joker come up with some scheme to build and use a weather machine or a death ray device, nor would Luthor stoop to creating general chaos in Gotham.)
As in any FPS, the player can "wheel" or toggle various powers to use, while others are passive (making them usable while zapping the enemy).
CHAMPION: All Champions have top superstrength (lmb-punching, rmb-grab, 1000 tons), invulnerability (passive defense vs practically everything except Jasonite radiation and Magic), scopic sight (toggled), and the helping ability to carry other characters. Choices of main powers are: FLIGHT (toggled, and "superspeed," while lmb-wind breath, rmb-vacuum breath), UNSTOPPABILITY (when running, lmb-doublefist clobber, rmb-superclap), EARTHQUAKES (lmb-earthwave, rmb-rocktoss, superleap when jumping), GROWTH (lmb-up to 192', rmb-back down to normal size, steps over things), POWER-STEALING (like Rogue of the X-Men, toggled flight, lmb/rmb-powervamp grab), and MJOLNIR (Marvel does NOT have copyright on Norse mythology, toggled flight, lmb-electrified hammer smash, rmb-electrified hammer throw). Every Champion but "Mjolnir" has the wheeled power of "Stompquake," while "Mjolnir" has "Storm Burst."
AVENGER: All Avengers have normal strength (lmb-kung fu punch, rmb-aikido grab, 200 lbs), stealth & parrying (passive defense), cable-gun swinging (wheeled or toggled, lmb), flash bangs (wheeled lmb), "metaflex" painkiller/antidote (wheeled lmb, metaflex is the "panacea" of the game universe), nightvision (toggled). The choices of main powers are: SHURIKEN (lmb-drugged throwing stars, rmb-chakram, Xena's thrown metal circle), GAS GUN (lmb-shoots sleeping gas, rmb-sleeping smoke bomb), PHANTOM (lmb-phantom, rmb-invisible), QUARTERSTAFF (lmb-staffpunch, rmb-staff twirling whack), SAI (lmb-stab, rmb-disarm foe, passive weapon-blocking), NUN-CHAKUS (lmb-whack foe, rmb-disarm opponent, passive weapon-blocking).
PATRIOT: All Patriots have mid-level strength (lmb-punching, rmb-grab, 10 tons), infinite stamina (passive defense), acrobatic agility/climbing/swinging up (when jumping), concussion grenades (wheeled lmb, except the Archer has grenade-arrows), medikits (wheeled lmb), multi-targetting (toggled). The choices of main powers are LASSO (lmb-lasso grab, rmb-chakram), SHIELD (lmb-shield strike, rmb-"chakram" shield), ARCHERY (lmb-concussive arrow, rmb-sleeping smoke arrow), SWORD (lmb-whirling sword strike, rmb-whirling sword disarming), TK BLAST VISOR (lmb-telekinetic blast from the eyes, rmb-multi targetting minor blasts), SUPER KUNG FU (lmb-multiple kicking strike, rmb-hurricanrana takedown, a luchador move from pro-wrestling).
ELEMENTAL: All Elementals have infrared vision, invulnerability to thermal extremes (fire, ice), and the ability to heal those suffering from thermal extremes, a power I call "thermalibrium," or thermal equilibrium restoration. Elementals have normal strength. FIRE (flight, fire blast, fire cage, fire storm, firey punching, burning grab, flaming body when power is turned on); ICE (freeze blast, ice-structure building, icey punch, freezing grab, blizzard, ice ramp travel); WIND (twister wind blast, vacuum tube, hurricane, flight); WEATHER (flight, lightning blast, hail, stormburst); SOUND (sonic blast, cone of silence, vibro punch, vibro grab, sonic boom, flight); KINETICS (superspeed--but not as fast as the Trickster's speed power, TK storm, K-Vamp grab, K-charged punch, kinetic freezing, kinetically-charged item throwing).
KNIGHT: All Knights have spectrum vision, shields (passive defense), and force-bubble generation (to help allies). The Main Power Options: INVISIBILITY (invisibility, tk grab, force ramp travel, force pulse); LASERS (laser blast, tk grab, flash, flight); MAGNETIC (magno grab, magno crunch, magno pulse, flight); ELECTRICITY (electro-blast, electro-storm, flight, electrifiy surface); GRAVITY (make heavy, make light, gravity pulse, wormhole traveling); GADGETS (sonic screwdriver blast & repair & unlock, sonic pulse, flight pack).
TRICKSTER: All Tricksters have scopic ears, normal strength, snatching (allies or victims out of danger), and resiliency (not quite invulnerable, but tougher than normal people by far). The main power options are: MORPHING (duplicate target's appearance, false medikit form, sleep gas form, acid liquid form, floating as gas, swimming/slithering as water); STRETCH (stretchy punch, stretchy grab, flailing whip arms, stretchy arm rope swinging travel, slinky bridging); SHRINK (down to 2.25 inches, or back to normal, growth punch, "super-leaping," retains normal strength even at lowest height); SPEED (speed punches, supergrab whirlwind, whirlwind runaround, superspeed running, afterimages running); REPLICATION (up to 8 replicants, back to norm, gang up on targets, gymnastic traveling); BOUNCING (bouncy attck, bouncy-rana takedown, multi-target ricochet bouncing attack, bouncy bouncy sproing traveling).
PSIONIC: All Psionics have ESP vision (x-ray vision by another name), and levitation (except for the Technopath, who can put together an ATV out of stuff). The Main Power options are: TELEKINESIS (tk grab, tk punch, item repair, tk shields, tk whirlwind); TELEPATHY (tp grab, tp communication, mind restoration, tp scream, ep charm); PSI WARRIOR (tp reading, tp disguise, tactile tk punch to 100 tons, tactile tk grab to 100 tons, pyrokinetic vision, mind restoration, tk shield aura invulnerability); TECHNOPATHY (turn tech off/on, read computers/machines, techno-repair, techno-breakdown pulse, machine sense); PSI-HEALING (ep healing, ep berserk, full healing, ep sleep, ep charm); POSSESSION (possession, dispossession, takes on subject's strength, mind clearing, poltergeist tk trip/push, permanent invisibility & phantom & floating).
ANIMAL: All "Animals" have "Animal strength" (lmb-punch, rmb-grab, 10 tons), regeneration (passive defense), snatching up allies to rescue them, and "enhanced animal senses," which can help them track opponents, and works something like a "danger sense." Also, when jumping, they demonstrate "super-agility." The six main power options: FISH (superswimming, trident, waterblast, summoned school of fish attack); BIRD (talons, sonic screech, summoned flock of birds attack, flight); BEAST (claws, berserker fury spin, stealth); BUG (web-swinging, lmb-web blind, rmb-cocoon target, wall crawling); PLANTS (poison ivy touch, vine grab, summoned plant attack, traveling by vine ramp--Chlorophyll Kid lives!); MATTER-EATING (matter-eating, acid spit, quill explosion, tunneling) TELEPORT (something I forgot earlier, and this might replace "plants." It includes "wall-crawling," as well as "battle-port bomb" where the hero ports all over the enemy, punching him, and "snatch-port" where the hero ports, grabs, and ports away with a target. LMB would port the hero to a targeted point, while RMB would port the hero to the spawn point.
PROPHET: All Prophets have omni-healing (cures bodies & minds, repairs gadgets, dispells magic & curses, calms animals), danger sense, teleporting, and spirit vision (by which all objects can be seen in their true form, even if they're invisible and/or spirits). Prophets also have "Unfettered Traveling" which means that they simply slip out of handcuffs and chains, and use locked doors as if they were unlocked, and can simply walk past guards without being noticed. The Main Power Options: BINDING (Shekinah tk grab, Shekinah blast, Shekinah whirlwind); SHEKINAH (shekinah blast, shekinah light aura, shekinah storm); DARKNESS (deafens/dumbs/blinds, freezing shadow, blackout); ILLUSIONS (phantom monster, phantom army of projected selves, phantom storm); QUANTAKINESIS (random mutation, random tripping, random disaster, passive defense of the bad guy's weapons and/or powers sometimes misfiring or not working); TRANSMUTATION (solid to gas--works only on objects, air to binding steel around target, liquefy surroundings). "Shekinah" is the Hebrew term for God's glory. Quantakinesis is my term for telekinetically manipulating quantum reality--in other words, creating "luck.")
HEROIC DETAILS
(This section under construction)
SERIES SCREEN
The player can use this screen to create up to 16 series, each sharing the same Game Universe. At the top of the screen is the name of the series, and at the bottom are the "Written By" and "Drawn By" lines. In the middle is a nice shot of the main character. On the right hand side of the screen is a column of nine buttons.
1. The first button calls up a window to let the player decide the type of the series. The options are Hero (heroes with their own current series are Major Heroes), Family Team (up to 7 minor heroes, 4 per issue), Alliance (up to 14 of any kind of hero, 8 per issue), Platoon Team (up to 21 heroes, only one of whom may be a major, 12 per issue), Team-up (starring a minor or major hero teaming up with a random guest every issue), Regular Team-up (a regular team up between two heroes), Anthology Team-Up (a random pairing of any two heroes per issue), Anthology (a random focus on a hero every issue), Mini-Series (three issues dedicated to a hero or team battling a villain or group of villains in forced stages. Every villain's plan has three stages--if the first stage succeeds, the second stage proceeds, and if that succeeds, the third and final stage proceeds. In "forced staging," all three stages proceed regardless of wether the heroes win or lose any of them).
2. The second button calls up a window where the hero can type any of three available lines for the title: the top line is for something like "The Incredible" and the middle, in big print, is for lines like "HULK," while the last line is the sub-title, for things like "Man Without Fear." Any of the lines can be left blank except for the middle. There's also a choice of fonts.
3. The third button lets the player go to three different screens--the Cast Screen, the Character Screen, and the Placement Screen.
4. The fourth button is the Cover Gallery. Each "issue" played can be given a cover, and when stored in the Gallery, can be "replayed," in the sense of being watched. Players can delete issues as they please, and save only the ones they like, to save up hard-drive space. A better option would be to save the galleries as files and store them elsewhere, like on cd-roms.
5. The fifth button is the Origin Issue Plot. Just about the only issue of any series the player can completely plot out is the first one, which tells the hero's origin. There are six parts to it, alternating between action and narrative. The player will be able to choose the scenarios in each part, and which characters (to an extent) will participate in them.
6. The sixth button is the Character Change--when the player wants to get rid of somebody, they can select who they want to eliminate (for now, anyways), and how. They won't leave immediately, but rather the game will allow a build-up to the departure. The game will also ask the player to create a replacement. Major Supporting Cast characters MUST be replaced, while minor cast members aren't necessary.
7. The seventh button is the Issue Date. The first issue of the first series has a default setting of June, 1938. This is to honor Action Comics #1, the first appearance of Superman. The player can reset this as they wish. See the Placement Screen description for more details on how time works in the Game Universe, in relationship to cover-dates on the "issues."
8. The eighth button is the By-Line Window. The player can type in the "Written By" part, but the "Drawn By" part will always and forever be the poor guy or team who's done the graphics and modelling for the game.
9. The ninth button is the best: "Start the Game!"
THE PLACEMENT SCREEN
The Placement Screen is where the player can decide the ORDER of play from series issue to series issue. Up at the top are four rows, each covering part of the Game Week. The player can create up to 16 cards, each representing a series. They can also copy any series up to four times. Each series requires a main character, but no hero can appear twice, as the main character, in any row. At the bottom of the screen, on the right, are four buttons: series screen, character screen, cast screen, and CANCEL. Cancelling a series doesn't delete any of the characters in that series or their relationships. This allows them to show up later in other series, either as stars, guests, or cannon-fodder.
Time works thus in the Game Universe: Each "cycle" of 16 series is one "week" in the game universe, but one "month" in terms of numbering the adventures. Four cycles are one "month" in the game universe, while 52 are one "year." The 13th issue of the first series sets the pattern for all other series, in terms of "Annuals," which are cover-marked by year. Thus, if the series begins as Action Comics #1, June 1938, the first annual is Action Comics Annual 1939, in between #12/May/1939, and #13/June/1939.
As the years in the universe role by, characters will be able to get married, have kids, and watch those kids grow up. As the players allow, characters can die and retire, and pass on their heroic legacy to whoever is selected--presumably some sidekick or another.
And there are annual events as well, in terms of the year in the game universe--such as sports events, religious events, cosmic alignments, elections, etc.
As for the cover dates, as far as they're concerned, every June, July & August marks one of those spectacular Summer Crossover Sagas that affects every series, some permanently. Whatever major events rock the world, this is a good time to get rid of unwanted characters, as the death toll can be as high as it is dramatic. Even so, it's also a good time to bring back characters who either presumed dead, or actually dead, in some sense or another.
Also at the bottom of the Placement Screen is a large "holding area" to place cards, and a "copy this series" square. The computer considers series by main character, not the title. So while Action Comics and Superman Comics are technically two different series, the computer would regard both as simply the same, appearing in the same month. It would number them bi-monthly (Superman #25, June, 1940, and Superman #26, June, 1940), unless the player retitles the new copy of the series. (Action Comics #25, June, 1940, Superman #1, June, 1940). But the player still couldn't place the new copy in the same row as the original, as Superman, even though he is pretty super, can't appear in two adventures at once. Not even if he had replication powers.... hmmmm....
THE SUPPORTING CAST SCREEN
At the top of the screen, in the middle, is the title of the series (the original, if there are copies, even retitled ones). On the right is the "Character Screen" button for the hero, and on the left is the "Series Screen" button.
The rest of the screen is a matrix of six columns and 16 rows. The first column lists the 16 major supporting characters: the Love (not necessarily romantic, but usually the Lois Lane/Mary Jane role), the Pal (Jimmy Olsen/Robin), the Helper (Alfred/Prof. Hamilton), and the Boss (Perry White/Commissioner Gordon, not necessarily literally the hero's boss, but the guy who lets him know what the next mission is about); the Main Villain (the Joker/Lex Luthor role), the Major Villain (Brainiac/Penguin), Big Props (Riddler/Mysterio), Small Props (Toyman/Spenser Smythe), Weakness Villain (Metallo/Poison Ivy), Drainer (Parasite/Clayface II), Lovely Villain (Catwoman/Maxima), Super-Pest (Mr. Mxyptlyk/Mad Hatter), Cosmic Villain (the guy who takes the hero one step up from their normal scope of adventures--Darkseid, who takes Superman from global to interstellar adventures, and Ras Al Ghul, who takes Batman out of Gotham to somewhere else in the country or world), Monster Villain (Azrael/Doomsday), Trio of Villains (The Phantom Zone Criminals/the Hand), and finally the Caricature Villain (Bizarro/Man-Bat).
Every supporting character has their own love, their own pal, their own help, and their own "boss" and their own "foil," who typically complicates their quests for whatever they want. Villains, on the other hand, are considered like "Prospero" in Shakespeare's play "The Tempest." Each has their "Caliban/Igor" (their main stooge) and their "Ariel" (their herald) and a horde of stooges (ninja or robots or aliens or Atlanteans, etc), and their "Miranda" (not necessarily romantic, but one who either by innocence or malevolence manages to manipulate the villain into actions he would not otherwise undertake, and she is treacherous in the sense that she's torn between loyalty to the villain and loyalty to the villain's foil--a guest hero or character who sometimes shows up to interfere in the villain's plans, just as the Punisher occassionally shows up to help or complicate Spiderman or Daredevil's battles with the Kingpin).
The hero's archetype will set the default personality (and sometimes power) type of all the main and minor supporting characters of the series. The player can change these as they wish, along with all the usual appearance and personality details.
Personality types add flavor to the game--there are nine for the non-powered cast, which to some extent also define the bad guys as well: Angry Activist, Sickly Smotherer, Narcissistic Charmer, Creative Loner, Absent-Minded Professor, Tough Guy Jock, Curious Party-Person, Fearless Enterpriser, Naive Follower.
Loves can be the character's child, parent, or partner (or hoped-for partner), but they're always the opposite gender. Pals can be a kid, a peer, or a pet. Helpers can be a mentor, a servant or a "merchant" (someone the character goes to get something) Bosses can be a parent, an ally or an actual boss.
Any of these roles can be Autonomous, Powered, or the Same as the character they refer to. "Autonomous" means they have the designated personality type, and act accordingly as "bots" throughout the adventure. For instance, a super-curious female love might be independently investigating or interfering with the villain's scheme, putting herself in danger. "Powered" means their personality type matches their archetype. A super-curious, fun-loving, hyperactive female love who's "Powered" would be the "Trickster" archetype. "Same" means the female's personality matches her number, but her power-archetype matches the hero's, although the player could still choose between the six options of that archetype. For instance, that female love may be curious and hyperactive and funloving, but if she's "the same" as the hero, her archetype is, in our example, "Champion" which means she has superstrength, invulnerability, and whatever main power the player chooses for her.
GAME UNIVERSE
(This section still under construction... it should take about six days)
PLOT STRUCTURES
(This section still under construction)
