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Will Stuckey
2025-10-01 11:23:23 -05:00
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# {{System Name}}
## Basic Info
- **System Type:** (Combat, Hacking, Stealth, Augmentation, Social, etc.)
- **Core Purpose:**
- **Player Interaction:** (Active/Passive/Both)
- **Complexity:** (Simple/Medium/Complex)
## How It Works
- **Basic Function:**
- **Player Input:**
- **System Response:**
- **Key Resources:** (Energy, Credits, Data, etc.)
## Core Mechanics
### Primary Actions
-
-
-
### Success/Failure
- **Success conditions:**
- **Failure consequences:**
- **Partial success:**
### Limitations
- **What blocks players:**
- **Resource costs:**
- **Cooldowns/restrictions:**
## Player Progression
- **How to improve:**
- **Upgrades available:**
- **Augmentation integration:**
- **Skill unlocks:**
## Integration
### Story Impact
- **Narrative purpose:**
- **Character development:**
### Other Systems
- **Works with:** [[System 1]], [[System 2]]
- **Conflicts with:**
- **Enhanced by:**
### Environmental Use
- **Key locations:** [[Location 1]], [[Location 2]]
- **Faction differences:**
- **Corporate vs Underground:**
## Player Experience
- **Learning curve:**
- **Mastery goals:**
- **Emotional payoff:**
- **Risk/reward balance:**
## Dark Sci-Fi Elements
### Corporate Control
- **How corps limit this:**
- **Black market alternatives:**
- **Surveillance implications:**
### Moral Choices
- **Ethical dilemmas:**
- **Unintended consequences:**
- **Gray area decisions:**
### Technology Impact
- **Augmentation requirements:**
- **Tech dependencies:**
- **System vulnerabilities:**
## Multiple Approaches
### High-Tech Path
- **Augmented abilities:**
- **Corporate tools:**
- **Advanced options:**
### Low-Tech Path
- **Analog methods:**
- **Underground techniques:**
- **Creative solutions:**
### Social Path
- **Information gathering:**
- **Manipulation options:**
- **Relationship leverage:**
## Balance & Exploits
- **Potential exploits:**
- **Safeguards:**
- **Difficulty scaling:**
- **Player choice respect:**
## Technical Notes
- **Implementation needs:**
- **UI requirements:**
- **Performance considerations:**
- **Player feedback systems:**
## Examples
### Typical Use Case
- **Situation:**
- **Player action:**
- **System response:**
### Edge Case
- **Unusual scenario:**
- **System behavior:**
---
**Tags:** #system #[stealth/combat/social/hacking/exploration]
**Tech Integration:** #[low-tech/high-tech/cutting-edge/experimental]
**Priority:** #[critical/important/optional/flavor]
**Status:** #[concept/draft/implementing/complete/cut]