Monday, December 17, 2018

Traits 
Character traits are the primary mechanic where fantastic characters are fleshed out and distinguish themselves from other characters with similar statlines. For each level a character has they have 2 Trait Slots to use. They are not obligated to use them up but there’s no reason not to. It does not matter at which level Traits are taken unless players are in a long game, where choosing the most immediately beneficial traits takes priority.
Hero Traits
Hero characters have a larger variety of Traits than monsters and can quickly become formidable when stacked together.
Equipment: Weapons, armor, kits, vehicles and allies taken as Traits allow for precise customization and never degrade nor can they be stolen. Most Heroes will have multiple pieces of permanent equipment rather than carrying more limited items that wear out or are consumed over time. Larger equipment like large vehicles or Headquarters may have their assets spread among multiple player characters.
Skills: Deceptively simple traits that increase the chances of successfully completing a single or variety of actions.
Abilities: Special traits like spells or special attacks, they all use Energy Points (EP) and are customized similarly to Equipment.
Monster Traits
Monster Traits are mostly augments that reflect their physical abilities, from how they move to magical effects beyond the reach of Heroes.
Augments: Some monsters come with extra limbs, multiple heads, horns, tails, wings or venom. This does not mean the character has to have these augments to look like they have these things, only that they must be taken to gain their effects.
Abilities: Just like Hero Abilities, these are customized Energy using techniques.
Assets: Monsters cannot use weapons, armor or similar equipment traits, but they can gather minions and build lairs in which to build their power.
Levels 
Each level gives a character two trait slots to customize their equipment, abilities and skills or in the case of monsters, gives them new augments.
A character’s level reflects how many resources they have access to and/or how great and various their powers are. Translating complex characters may require starting at higher levels which impacts the levels of the opponents and allies in game.
Example: A group of four players want to play a long fantasy game, so they each start at level 1. The GM compensates for this by pitting them against single Level 4 monsters, pairs of level 2 monsters or mobs of level 1 characters. As the player’s level up, so to do their enemies need to increase in strength to keep up the challenge.
Example: A player wants to use a Superhero type character. To make their powers and equipment requires them to be at minimum level 3. Fitting with the themes the GM creates monsters that are at least level 3 and level 1 flunkies in groups of 3. Since the hero character’ doesn’t grow that much, increasing their power comes in the form of adding new powerful weapons, vehicles or allies as traits at level 4 and 5. While they don’t get any new powers upon leveling up, the powers and equipment they do have become stronger through additional mods.
Leveling Up
Campaigns encompass multiple game sessions and allow players the option of building up their characters progressively. How the character’s level up is the big question. In a combat oriented game the logical course is to reward points for defeating so many enemies or successfully completing scenarios. There is also the possibility of losing levels or XP in certain situations, but that can detract from the fun. Here are just some examples.
- 1 Level per Scenario. For each game session played, won and survived a character gains a level.
- XP for kills. For each enemy target defeated a character earns a number of XP equal to their level. To raise a character to the next level they need a number of XP equal to the next level x 10 (level 2 = 20xp, Lv3 = 30xp, etc)
- Bonus XP for completing objectives. By beating missions or collecting objectives a character may gain 1-5xp based on the difficulty or importance of the event.
Statlines 
Body [1-5]
The Body stat denotes a character’s relative physical strength and resilience. The value of a normal starting character is a reflection of its Size stat, though they can vary among Heroes and even more wildly among monsters as they grow.
Body 0: A creature with no body stat has no body. These are the ghosts of the dead, wisps of living energy or the manifestation of other worldly beings, projecting themselves into the game world. They cannot be harmed or influenced by normal physical means. Magic created them, and only magic can unmake them.
Body 6: Heroes of such physical might are very rare, titans among giants. Monsters can more easily reach and exceed this value as they grow stronger and more massive over time.
Life: A character’s base Life Points (Health, Hit Points) is based on their Body stat. This dictates how much damage a character can take before being incapacitated or killed.
Mind [1-5]
The Mind stat indicates a variety of things, from a character’s relative intelligence and talent to their magical or spiritual abilities. Some games may make relatively little use of this stat but it remains vital. All Hero player characters generally start with a Mind of 2, 3 or 4 while monster player characters start with a mind stat value based on their size.
Low Mind: A mind stat of 0 is not a living thing in any sense and would reflect something like a remote operated machine, a vehicle like a carriage or Hologram. A Mind of 1 is a very simple minded person, or one almost incapable of using magic or skills. These would be the minimum entry for NPCs of any kind.
High Mind: A Mind stat of 5+ is characteristic of an experienced magic using Hero in possession of magic boosting items. Also, Huge and advanced monsters that have developed deep reservoirs of magical energy can surpass the limits of heroes, allowing them to use more and more powerful spells and techniques.
Energy: Energy Points are based on a character’s Mind stat. Energy Points (EP) are used for special actions like casting spells, special attacks, using equipment and ero bouts.
Size [1-5]
Each character fits into one of five size categories; Tiny, Small, Medium, Large and Huge. This is an indication of their overall mass, speed and reach, allowing players to portray a broad variety of creatures. Normal characters only occupy one square on the map, regardless of their size, while multi-part creatures and vehicles occupy more. MonBuilder is built primarily around Medium sized characters, however it is about relative size, not universal scale.
Example: GM creates a game themed around fairies and other tiny creatures, making the world around them much larger. Since these are the average Hero characters, he uses a Medium statline for players instead of Tiny.
Tiny: The smallest creatures possible, like fairies, wisps and vermin. Tiny characters are difficult to play as among medium characters, relegating them to scouts, tiny thieves or swarms of critters. A group of tiny monsters can be represented in a single space, making them a greater threat. Multi-space swarms of even the smallest monsters can become devastating.
Small: Generally half the size of an average human character, these are equivalent to medium sized animals, halflings or goblins. They can squeeze into more places than medium characters and can be strong enough to fight a human on equal terms, despite their difference in stature.
Medium: Average characters like humans, elves, dwarves and most monsters in disguise. This is the most common size that most games will be built around.
Large: Tall and heavy creatures like Giants, Trolls and most attacking monsters are roughly twice the size of a human either in height or bulk. They have a hard time moving and living in a world built for medium sized creatures but their superior strength makes them formidable.
Huge: Massive creatures like giant animals, dragons, robots or boss level monsters can be enormous to behold and are often multi-part behemoths. These can be very tricky to play as hero characters as it is nearly impossible for them to live among human sized cultures except as transportation or super heavy NPCs. It is possible to make Godzilla sized Kaiju, but the total variety of scenarios and use for such creatures is extremely limited.
Accuracy Bonus/Penalty: The larger a target is, the easier it is to hit. An attack against a larger target gets a bonus to hit them while attacking a smaller target incurs a penalty. These values are based on the difference in Size stat.
Example: A medium attacking another medium is 3-3=0 so there is not bonus or penalty, however a medium attacking a large is 4-3=1 incurring a bonus. In the extreme opposite, a Huge attacking a Tiny is 1-5=-4 causing a significant penalty in the huge character ever being able to hit the target. 
Speed: A character’s base speed is the same as their Size, reflecting their relative stride.
‘Scale’ 
The worlds and creatures in MonBuilder are not meant to be true to life or factually adherent. This is a game about monsters after all! Rather sizes and scales are a cartoon, a metaphor, an aesthetic representation of the concepts and tropes that go along with monster narratives. So buildings that are bigger on the inside, mighty dragons that take up the same space as a human knight but not as many spaces as a horse drawn carriage are a function of game mechanics and artistic style, not a mirror of reality.
‘Appearance vs Stats’
A character’s physical design and appearance will likely not be reflected by their stats and traits. MonBuillder uses an a la carte system to group upgrades. What they are named is not important compared to what they do. How the player chooses to represent a character’s attributes and their explanation is entirely up to them.
Example: A player wants to make a cybernetic monster with a jetpack, they choose to give the monster the Flight spell, which requires energy to activate rather than use the wings augment which is always on and doesn’t cost energy. The Flight spell offers customization to its effects, allowing the character to reach higher speeds while simulating the machine’s limited usage.
Character Creation
Type -> Stats -> Level -> Traits

Player characters = Hero / Monster
Non-Player Characters = Citizens / Beasts
Trait Characters = Allies / Minions

A character’s Type dictates what traits they have access to and how they function best during a game. NPCs and Trait characters have access to the same traits based on their type but only half as many for their level, compared to a player character.

Different modules and scenarios include ways to flesh your character like races or jobs. These can affect a character’s traits and stats.

A characters Stats are the base that all their other values and traits are built on. There are 3 base stats; Body | Mind | Size. These serve multiple functions and build the character’s sub-stats, adding to their total Statline. Stat values generally fall between 1-5 yet some characters can be modified higher or even down to 0.

Body
Physical strength and resilience relative to size but not dictated by it.
Life
Based on the Body stat, how much damage a character can take before dying.
Mind
Mental and spiritual ability. A dividing point for hero and monster characters.
Energy
Based on the Mind stat, how many special abilities they can use during a game.
Size
Relative physical size affects how hard a target is to hit. The bigger they are compared to the attacker, the easier they are to hit, while smaller targets get harder to attack.
Speed
Based on the size stat, how many spaces a character can move on their turn.

A character’s level determines the number of traits they have. An existing character may have many abilities or equipment, requiring a higher level to accommodate the necessary traits. Whereas a new character or one with no particular special ability will remain low level.
Characters start at Level 1 and can be up to Level 5.

When designing a character the level is not as important as the traits used to flesh out the character. The level of a character, or the collective levels of a party can be a useful gauge for the difficulty of the scenario.

In a campaign it’s best for a player character to start at the bottom and work their way up, while players with OCs may be better off starting high and narrowing down their traits with some creative planning.

Traits are what gives a character their abilities, equipment and boosts to their Statlines. What traits a character can have is dictated by their type. The number they can have is determined by their level and whether or not they are a player character or NPC.
A PC may have 2 traits per level (max 10) while NPCs like background villagers, trait characters or summons only have 1 trait per level (max 5).

Original post
http://masterokiakai.tumblr.com/post/91953958592/monbuilder-update-july-3-character-creation-and
Modules 
MonBuilder is divided into 3 modules based on era genres; Fantasy, Modern, and Sci-Fi. Each module is really a collection of themes, scenarios and concepts, rather than grouping them all together in a minimal fashion. 
Each module will include a promo cast of characters to demo scenarios and illustrate the final book. Those characters are still under development and artwork is still being gathered.
The Fantasy module will be completed first as it is the most complicated. The other two will be released later as supplements. 
Fantasy
Hero: Queen, Knight, Wizard, Cleric, Nun
Monster: Demon, Dark-Unicorn, Slime, Centaur
Barbarian v Dragon
Manaworld
Modern
Hero: Police Officer, Student, Super Human, Super ninja, Nurse
Monster: Vampire, Werewolf, Man-trapper, Mutant
Student v Zombie, Super Hero v Mad Scientist
Sci-Fi
Hero: Android, Cyborg, Alien Hunter, Space Pirate, Astronaut, Mech Pilot
Monster: Xeno Stalker, Space Parasite
Space Captain v Alien Princess
MonBuilder (Game) 
I decided to try relocating all the MonBuilder project progress and info in one active place. Going to try Tumblr this time.
Here you’ll find existing and updated information along with new imagery and collections of inspirational/reference pics. 
Post Types
Rules, Rule Updates
Character - Hero/Monster/NPC/Beast
Art New, Art Collections
Concept
 WHAT DO I NEED TO PLAY?If you choose to play on a table you’ll need a few d10, paper, pencil, a Square-Type grid map of some kind and a player designated as Game Master (GM). You’ll also need access to these rules and a copy of characters stats. 
Digital formats have been expanding lately and will probably make for a better venue than a coffee table. Information on those options will be collected here later. Games require at least two players and ought not exceed 5.
WHERE ARE THE RULES?
This is still a work in progress. Rules will be collected here but eventually a comprehensive ‘book’ will be produced. I intend to have at least one actual physical book printed but this is a non-profit project and will be released as a free pdf when it is completed. 
Monetary contributions may be accepted at some point for book printing, but until further notice the only contributions or donations i need are creative questions and play testing.
There is no set time frame for the final product.
—– —–
Years ago I decided to write an ero-video game that I would want to play. A sort of tentacle monster strategy RPG as it were. In the process of crunching all the numbers I realized that the system and mechanics would translate equally well or better into a paper-n-dice system. So I started posting bits and bobs on FA. Had a couple folks come up who wanted to play test it for me, made some more progress, then that was it.
Now naturally the only people who are going to be interested in this project are going to be RPG fans, Hentai fans, Monster movie fans and Smutties like me. But I know there are a whole lot of us out there so away we go.
WHAT IS MONSTER BUILDER?It is a paper and dice rpg system that allows the players to create characters and creatures based on the naughty monster genre. It uses a system similar to BESM where each stat or ability has meaningful game effect but is not specific to any one thing like DnD. For example if a character can fly, it doesn’t matter how they accomplish it or how they choose to explain or describe it, just how far and how fast.
Players can choose to build heroes, monsters, villains, beasts, kingdoms, lairs, dungeons, whatever they wish and customize them accordingly. The system keeps character strengths and development in balance for those of us who want some real gaming with our goo. Included are details, examples and suggestions for Fantasy, Sci-Fi and Modern settings. In its previous form it was able to accommodate all but the MOST amorphously alien lovecraftian super monsters effectively. 
In the end it is an ero-combat/adventure game that is for creative people that should work simply and flexibly. I am someone who loves using game systems to support character creation and my writing skills, so that’s the kind of person i’m making this game for. 
Fantasy Boss Creature “The Dark God”
Was working with my play testers and we got on a tangent that resulted in a concept for a Colossal enemy monster. This was an experiment in creating a flagship creature that spawned a life of its own!
The physical design is still in flux so input and concepts from you folks would be appreciated, especially those with a taste for buildings and vehicles.
However the stat line and abilities are right out of the system, so a player could make a similar creature right out of the book. No flubbing of rules or creative omissions.
The Dark God is a demonic creature that feeds off the energy of its prey and maintains a mental link with its allies and thralls. IT is a huge and slow creature that relies on its ability to teleport its massive bulk to move around.
An evil cult has built itself around the creature and its abilities. They have constructed a massive iron altar on the creature’s hide. They have equipped their god with weapons to battle with, platforms to hold ally warriors and cages to collect victims. The cult rides atop their god when it uses its teleport ability to raid villages and cities for loot and victims. 
The monster’s lair is in an iron cave in the mountains. The creatures main benefits and strengths are the construction the cult has built into it as well as their own fighting and casting potential. The monster itself is a large feeder beast with an expansive gullet, is very tough and very strong making it difficult to damage but not so hard to kill. But because it is always surrounded by allies who swarm the surrounding area, it stands as an army in a moving fortress.
___
Additional art by DarkerEve
Queen Eliza Sextoria the Temperate, Ruler of the Fertile Lands and Defender of the Faith 
Her major features here are her superior beauty, command of the military and the citizens, great wealth, personal guards, many children, and the floating enchanted ring that surrounds her body as a barrier against men, monsters and attacks.
On the one hand…
Queen Temperance is a beloved ruler who runs her country and commands her people with a fair and measured hand. She considers herself a matriarch to her people, handling her subjects as she would her own children, with care and concern and commitment to their greater good. Those who know her well in the castle refer to her as Grandame Toria.
As a ruler on her thrown she thinks of herself as a reflection of her people, so she fills her hall with the gifts and words of her people, everything from scrimshaw to exotic gold and gems. She wears everything that her people make for her, no matter how glamorous, garish or common, in public for a day at least once.
Her appearance, attire, travel and attendance of special events are suggested or demanded by her people, so they may see the Queen as they like, when and where they like (within reason) and she may rule them as they need, first hand.
Her politics and policies are prevalent with three strikes, second chances, and compromise. Her preferred punishments are public humiliation and community service first, incarceration and labor second and exile or public execution last. When it comes to meeting law and punishment mostly she acts like she’s handling squabbling children, taking a firmer hand to them each time until they comply or prove to be unfit to remain in her greater family. She rarely exiles anyone, such is a punishment for those that cannot stay but she has no malice towards. Executions are more common and are as a rule reserved for those who have so greatly offended her and threatened her people that her own outrage becomes loudly apparent. At these times she appears a volcanic woman, seething heat and hatred and letting it flow out of her onto the land. Executions tend to be quick, public and gruesome and decidedly inhumane. These events are usually held in an arena within a day of judgement. The condemned may plead for the mercy of a beheading or the attending citizens may attempt to call for mercy by poisoned dart. Typically the obscene offender is placed into the arena against gladiators, vicious animals or terrifying monsters kept in captivity.
On the other hand… (working concept)
Before she was queen of the realm she was an adventurer. So she has great knowledge of the world, its beauty and its cruelty.
Years ago she secretly married the Demon Prince that currently besets her country. Publicly she denounces him and his army of monsters as invaders to be eradicated and pushed back into the abyss. But her secret of secrets is that she and her husband are quarreling over finding suitable wives and husbands for their children as they each come of age. So this war stands as a gauntlet for his monster minions to run to earn his respect and his more monstrous children to choose a mate from the people while she blocks his overbearing influence to allow her more human children to fall in love with whom or whatever they wish or not at all.
He created the barrier ring for her as a form of protection should any of his minions turn out to be powerful or cunning enough to reach and approach her. Only he can penetrate it freely. 
And on the third hand…
She has at least 10 children, all 1 year apart from the next, maybe some twins or triplets in there, haven’t decided yet. And they are all half demonic though not all show it. Those who do show it go to live with their father in the Dark Spire Mountains (working name) and become Demon Generals or Agents. Those that are more human live with their mother in White Spire Castle (working name) where they are raised as royalty would be. They are never told of their demonic nature unless it manifests itself, that way they may be allowed to live their life as humans more normally. 
Their father is rough and doting on his children but he’s still a demon, an evil, depraved, malicious demon who does whatever he wants. Their mother is a thoughtful and vivacious woman who loves to tease and embarrass her children with affection. They both love their children and would not want to see them harmed and would be outraged by their sorrow and furious beyond reason at their death. However they are very disparate people and cannot live or rule together. So he visits her in her dreams or in a temporary pocket dimension. Once a year in the summer and again in the winter she meets him at his fortress and her in her castle, both in total secret from man and monster alike. They are both meant to remain apart in the mean time but as a demon he cheats and masquerades as a traveling peddler, delivering her extravagant gifts or as a local craftsman making things like lurid clothing, dirty manuscripts and nude statues.
In game…
As a hero she is your commander in chief, her word is law handed down directly or through one of her Ministers. She is very thoughtful and wise of the world so getting her to change her mind is low, but compromising and negotiating with her may make a bad situation much better. 
As a monster she is the ultimate target, if you can cross her country, pass her army, enter her castle, track her down and find a way to capture her.

Sunday, June 15, 2014

Game Concept: Extraction / Rescue Me / VIP

Video Game Concept: Persistent Hostage Rescue

In most games, rescuing a captured character is totally scripted and the player cannot affect the character’s rescue in any way. Some games that do allow the player to influence the outcome, usually do so in an escort type sequence where the hostage follows the player around and the player must keep them alive by eliminating enemies.

These scripted scenarios can be very frustrating narrative wise, especially when the player gets so close to the target, only to have them snatched away, or separated by a pane of indestructible glass while they are tortured, executed or dragged away. However, in the flow of these scenarios if the player were able to reach the hostage at any time or upon failing to reach them by a certain time would result in an early end to the game’s scenario or eliminate a large chunk of play time.

This concept explores the idea of a game that would focus on these situations and allow the player the option of recovering or losing the hostage by their own active decisions and strategies. Over the coarse of the game, the player/s will have too make decisions that affect the quality of the final outcome, not so much pass or fail.

Modern-ish Setting (non-specific)
Multiple Hostages
Real Time Actions
Timed Missions
Random generation of hostages, enemies, and/or transport routes, locations
Player Character Customization
Player Budget
Multiplayer Co-op 2-4
Bot Support
Information gathering
Environmental Interaction
Health  + Stamina + Armor + Skill + Equipment

The Setup
The Player/s are part of a law enforcement group (assume to highly trained and well funded) who are currently on a mission to recover a group of VIP hostages before they can be executed or moved to the enemy Headquarters.
The enemy is assumed to be a well funded black market equipped group with plans to cause destruction on a global or continental scale. They need the hostages alive for the information or expertise they carry and are not likely to kill them, even to keep them from being rescued, at least until they have served the enemy’s purpose.
Each hostage is being held and moved separately so the player/s must rescue them one at a time, or they can split up (online multiplayer only) to attempt separate missions with a greatly decreased chance of success.

Rescue a Hostage: If the player can free a VIP from their captors and remove them alive (injured or not) to a safe zone (chopper, armored car, safe house, etc) then they will receive clues as to the nature of the enemy objective and how they might forestall it.
Dead Hostage: Failing to recover a hostage alive gets you nothing.
Capture an Agent: Each hostage is being held by an enemy agent with unique appearance and abilities. To capture that agent alive gets you no information but access to new equipment and/or monetary bonuses
Kill an Agent: Killing an enemy gets you cash/experience rewards. Killing an agent gets you larger rewards, the same reward as capturing them alive, but without the bonus.
Capture a Minion: Enemy troops can be captured or subdued alive. Doing so gives a small cash/exp bonus and may reward the player with a key, code, map or some other tidbit of information about the immediate area that will help the player/s survive and complete their mission successfully.
Kill a minion: Killing an enemy troop will give the same cash/exp bonus as if they were captured, but no bonus information. Physical keys and intel must be recovered by searching their bodies while digital or verbal information are lost.
Player Injury: If a player character is damaged, their body armor may negate it, resulting in a temporary slight blurring to vision. Damage not stopped by armor results in loss to Life Points that cannot be recovered without using a first aid skill or medkit.
Player Wounded: If a player character receives an injury to a critical location or with a sufficiently powerful weapon they are wounded and begin to bleed out along with taking normal damage. If that player or another player/character cannot stop the bleedout before their life reaches zero they character is dead. After stabilizing the character, they can be healed normally. While a character is bleeding out they are considered to be crawling with their vision blurring more and more.
Player Dead: If a player character dies, then they are dead for the remainder of that mission. They will respawn as a new character at the beginning of the next mission. Alternatively they may respawn as or with reinforcements at random/scripted locations. A dead player character may then be moved to an NPC ally on the map or take command of an information monitoring scree, where they use limited data to help direct and coordinate the other players with similar skills and abilities they had earlier.

Character Budget
Player/s start each mission with a cash budget. The amount of that budget may be influenced by multiple factors (each mission set is treated as part of one campaign, not as drop in missions). At the beginning of the campaign (or very beginning of the game introduction) players are allowed a limited amount of funds to purchase weapons, equipment and training to define their character. At the beginning of each mission they are allowed to use any additional funds they have acquired to restock or upgrade.

Character experience
All player’s start with the same stat line and access to the same equipment. As they complete missions, gather information, get kills, etc they earn XP. XP gets them new ranks. New ranks gets them a point to boost one of their stats and access to more equipment to purchase. It also makes older equipment cheaper to purchase the higher the level they are (10% per level?).

Character Customization
Stats – All characters start with the same stats. They can upgrade their stats at each level. They can also augment those stats with Skills and Training.
Health: A character’s hit points, toughness, etc. How much damage they can take until they are dead.
Stamina: How long a character can run without stopping or slowing down for breath. Also how long a character can focus on a difficult task like defusing a bomb or administering first aid to themselves before passing out. As a character is injured and their health depletes, so does their maximum stamina until they are healed. If a character is wounded and bleeding out, their stamina also slowly depletes.
Strength: How physically strong a character is. This influences their ability to carry more equipment without slowing down, their melee damage, and their ability to access certain areas by lifting doors or bending bars. Also influences throwing distance and recoil control.
Intelligence: How smart a character is influences their firing accuracy, ability to hack computers, pick locks, administer first aid more quickly and ability to use intel.

So first you choose if you want to build a strong character or a smart character. The player can create multiple characters (say limit 4) that they can create at the beginning of a new campaign and swap between each mission.
Strong characters can carry more equipment and more powerful weapons and excel in dealing damage.
Smart characters have better first shot accuracy and boost their ability to use skills and equipment, making them very focused in their abilities.

Skills – Skills and training are a group of passive abilities that the character earns or purchases that augments their stats and actions.
Skills vs Training – Training can be purchased with cash or are unlocked as the character ranks up, meanwhile skills are earned as the character completes specific actions, like stopping an ally from bleeding out 10 times may unlock a Medic Skill which reduces the amount of stamina/time it takes to stop a character from bleeding out (including themselves).
How many Skills can a character have activated at once? 2-4 skills. Some skills can be upgraded over time for better results, others may stack together for even greater effect.

Ignore Pain – Vision blur from injury is reduced by half.
Tough Hide – Bleed out time is extended
Second Wind – A character’s Stamina Recovery is reduced by half.
Sprinter – A character runs faster but at increased stamina drain
Get to Cover – Crawling while bleeding out doesn’t drain stamina.
Clear Headed – While bleeding out, vision does not blur.
Pack Training – character is allowed to carry heavy loads but suffers from increased stamina drain
Fireman – Allows the character to move another character at full movement speed
Stealth – Reduces the sound the character makes while moving
Stunt Man – Reduces the damage a character takes from falling, swinging, jumping, sliding or other such movement hazards.
First Aid – reduces time it takes heal damage with a medkit
Medic – Reduces time it takes to stop bleedout with a medkit
Doctor – Character can heal and stop bleedout without a medkit
Hacker – Reduces the time it takes to hack a device
Cracker – Reduces the time it takes to pick a lock or open a combination
Defuser – Reduces the time it takes to defuse a bomb
Sniper Training – Reduces aiming sway
Spotter Training – Improves the chances of critical hits on marked targets.
Martial arts – Melee attacks can be combed
Wrestler – Melee takedowns are faster and quieter
Driver – increases the response of ground vehicles
Pilot – increases the response of air vehicles
Mariner – Increases the response of water vehicles

Roles – A player’s role determines their resources and how they impact the mission. Any player can take any role and they can abandon their position at any time. If a role is needed and a player cannot fill it then it is occupied by an NPC.
Pointman – The primary player position, the soldier on the ground. The primary combat role and the one most responsible for handling the VIPs. All 4 players can take this role.
Marksman – Sometimes a mission can benefit from having a sniper or gunner outside the mission zone to aid in entry or cover a retreat. @ players can be support as a sniper with a spotter, a pair of snipers, a pair of gunners or a heavy gunner with loader.
Support – Mission support comes from information control. The support role operates from a station that gives them access to anything from internal security systems of a building, satellite imagery, drones and airstrikes. A station may be on the ground or in a vehicle. Support characters are typically non-combat or indirect combat and help the rest of the team by placing beacons and identifying points of interest. Only one character can be support.
Driver – In many missions vehicles will be available one way or another, having a dedicated driver or pilot on hand to keep the engine running or to swoop in with fire support, give chase or escape with the VIP. Only one character can be the driver but depending on the mission and the vehicle, support and marksman  or even the entire team may start or spend the whole mission on board.

Equipment – A character brings all kinds of devices to aid their mission outside of regular combat. Some equipment like breaching charges can be used like weapons but are not designed for active combat.

Kits – Reconnaissance, Medic, Disguise/Infiltration, Demolition, Electronic Warfare

Purchased Vehicles – At the beginning of a mission one or more players may spend cash to requisition a vehicle for that mission only. These vehicles tend to be high performance with bulletproof glass, panels, tires and some may come with built in weapons or Support stations.

Stolen Vehicles – Players may need immediate transportation, doing so requires hotwiring a vehicle on hand. These vehicles tend to have lower performance than purchased vehicles and may prompt the local police to give chase.

Customizing vehicles – Each player spends cash to modify and upgrade their own fleet of vehicles. Players must then again spend or share cash to bring them into a mission. Only the Driver can bring a vehicle otherwise transport must be stolen.

Motorcycle – Two person vehicle that may include forward machineguns. Passengers can fire one handed weapons. Not good for VIP evacuations but they are highly maneuverable with superb acceleration.

Sportscar – Two person vehicle with light armor, may include dual machineguns and the passenger can fire any weapons. Good for escapes and pursuits with high acceleration.

Sedan – 4 person armored car good for most situations. Passengers can fire all weapons.

Jeep – 4 person vehicle with high off road performance

Truck – A two person vehicle with a bed that can be configured to carry 3 more people or a mounted weapon, machinegun, rocket launcher or cannon.

Van – An armored 5 person vehicle with low performance that may include Support stations.

Armored Truck – A heavily armored 5 person vehicle with low performance but incredibly difficult to stop.

Chopper – A 5 person helicopter loaded with a support station, machinegun and rocket pods.

Boat – An armored jet boat that seats 5 people, comes with dual machineguns and grenade launcher with a support station.

Other Upgrades – GPS tracking, night vision, oil slick/caltrops, auto-inflate tires, radar, turbo boost, Self-destruct, Smoke Screen

Weapons – Weapons are any tool used to damage, kill or incapacitate a target aside from bare hands. It is very easy to get a hostage killed with heavy firepower so use discretion.

Modular weapons – One idea is that all players start with the same pistol and rifle and can be modified through various kits and attachments rather than acquiring totally different weapons.

Pistol – One handed gun. Standard, High power, rapid fire, high accuracy, Stun/tranq gun

SMG – one or two handed guns with a high rate of fire and deep magazine. Standard, high power, high accuracy

Assault Rifle – Two handed guns for medium range combat. Standard, high power, high accuracy, rapid fire

Machinegun – Powerful medium range weapons with large magazines. Made for defensive fire or mounted on vehicles/buildings.

Sniper Rifle – Powerful and accurate long range gun given to snipers.

Shotgun – Powerful close range weapon generally carried by enemies as a defensive weapon

Grenades – One time use thrown weapons with various effects. Frag, Concussion, Smoke, tear, chaff, incendiary

Bombs – Explosives that are planted in buildings or on vehicles that explode with a timer or a remote detonator

Mines – Mines are another type of bomb that explodes either on contact or by proximity.

Launchers – A Ranged weapon that fires an explosive round like a grenade or rocket or missile. Only to be used against clusters of enemies or vehicles.

Tazer – a non-lethal melee knock out weapon.

Gloves – Gloves with knuckles improve the damage of melee strikes (non-lethal) while gloves with garrotes make assassinations silent.

Blades – A blade can be thrown in melee or make silent assassinations

Weapon Attachments – Some weapons can equip devices that may make them more efficient in combat or for a particular mission.
Scopes – Increase zoom and aiming accuracy
Laser – helps make accurate shots without aiming
Lamp – Good for seeing in the dark and blinding enemies
Silencers – Decreases the chance enemies will hear shots and be alerted.
Magazine – some weapons can carry larger magazines, increasing how many rounds they can carry and how long they can fire between reloads.
Ammo – Some weapons can use different kinds of ammunition like armor piercing, soft point, match grade, sub sonic, incendiary, explosive or rubber.
Dual Wield – One Handed weapons have the option of doubling up. This allows a player to fire twice as many rounds in the same amount of time but with reduced accuracy and longer reloads.
Launcher – Some Two-handed weapons can take advantage of a secondary launcher attachment. Examples include assault rifles with grenade launchers or shotguns and SMGs or Pistols with non-lethal stun-gun attachments.

Primary Weapon – Your main combat weapon, could be anything
Secondary Weapon – Your backup weapon, pulled from the melee or pistol/one-handed list. Support and Drivers may only have access to this weapon slot (and pick up other primary type weapons in the field if they abandon their position)

Rescue Scenarios/Missions
Scenarios by design must be scripted but what counts is what changes. Which hostage is which can influence who is taken on first. Which Agent is guarding them can alter the difficulty of the mission and the types of special enemies that appear. Also how long the hostage is in their transport makes them harder to rescue as they get further away from the players.
Depending on how and how well players complete their missions, more options may become available for future missions.

Small/Medium/Large – The size of the building indicates how many levels, rooms and enemies it has to search through.

Rural – Indicates a spot out in the woods or the water removed from access to things like other buildings, vehicles or anything else of use.

Urban – a City or settlement where multiple buildings can be found and vehicles are available for use. A great abundance of options can be found here, just be careful not to attract too much attention or players may have local authorities after them as well.

Bunker – An industrial or military installation that is very difficult to get in to and even harder to enter undetected. Players can expect heavy combat, and difficult challenges. The final mission area would be a bunker and there may be other smaller bunkers to crack if the players fail to recover a VIP too many times or in enough time.

Foot – A VIP being run from room to room or building to vehicle is being dragged or carried by enemies that will trail and try to stall the players. Be careful about shooting because they will use the hostage as a human shield.

Car – A VIP being moved by car is at a high risk of death just by being there. A traffic accident from shooting out tires at high speed or being forced off the road could kill everyone inside. Cars also come with a few lightly armed enemies that fire upon the players, making it even more dangerous. The car must safely be brought to a stop then the VIP can be moved on foot.

Truck – A VIP being moved by large truck comes with a heavily armed group of protectors that will fire on the players. This makes it very difficult to neutralize the enemies without harming or killing the VIP. The vehicle must be stopped and the enemies forced out and eliminated, then the VIP can be moved on foot.

Armored Truck – A VIP in an armored truck is about as safe as they can be from harm. The players must stop the vehicle, secure the driver and force open the compartment then the VIP can be moved on foot and then evacuated in whatever way is handy at the time.

Jet – A VIP being transported on a small private plane is impossible to intercept. Players may get lucky enough to keep them from getting on the plane or catch them right after they land, but once they’re in the air, bringing the plane down kills everyone. However moving them by large passenger or cargo plane offers a few possibilities. Players might be able to board the plane quietly in disguise as normal passengers. If that’s not possible they might stow away in crates or under tarps. It becomes absolutely imperative that the plane stay in the air until it can be safely landed, otherwise a whole lot of people could die. Evacuating the VIP is best handled by landing the plane, however in a pinch they might escape by parachute.

Chopper – A VIP being transported by chopper is extremely difficult to recover as stopping the chopper without killing the VIP is nearly impossible. However if the chopper is planning on making a landing, then it is best to head off the chopper at its landing zone before the VIP can be moved to a building or different vehicle.

Train – A train can be boarded at a station by characters in disguise, by jumping on from another train, car, chopper. If the player’s can go undetected they may be able to quietly get control of the engine or separate the VIP car from the rest of the train (random car). If they are detected then they must race as enemies uncouple the rear cars, leaving the players behind.  The only way to stop the train is from the engine. The tracks may be broken by the enemy, an accident or events from a previous mission, but if the train hits broken tracks, everyone dies.

Jet Boat – VIP is being transported by a speed boat. Intercepting the target before hand from a car is difficult and picking them up after the boat lands may be even more difficult. Boarding such a small boat would be near impossible without another boat alongside or a chopper and lots of luck. Firing on or from the boat accurately enough to disable it or incapacitate the pilot is difficult and dangerous as there is a moderate chance of causing the boat to explode or sink. The enemy may have support from other boats, a chopper or even cars firing from on land.

Yacht – A large vessel out in the open water. Players need to swim, boat or drop onto the boat from a chopper. If the vessel begins moving after they are aboard, falling off may make it impossible to stay on mission. Players must search multiple levels and the chase may persist on a jet boat. The VIP must be recovered by another boat, chopper or taking complete control of the yacht. Beware of self-destruct, otherwise the ship can be damaged but not blown up or sunk by normal combat damage.

Pre-empt – Players may have a chance to intercept a hostage before they can be moved from a building to a vehicle. This would be a final resort of a building rescue mission.
Head off – Players may have a chance to intercept a hostage as they are being transported from a vehicle to a building. This would logically come if the players were unable to board a vehicle and therefore wait for it to stop. Like waiting for an airplane to land.

Enemies
Boss – The final boss, leader of the evil organization. The game is not over until they are captured or killed. The final fight with them depends on the player’s performance in the previous campaign.
Agents – 4-6 sub bosses with their own unique equipment, appearance and abilities. There’s one for each VIP and must be captured or killed to recover their VIP.
Minions – regular nonspecific enemies with standardized equipment and abilities.
Sniper – A minion that uses a sniper rifle, spawns on the periphery of the mission map or predefined high points
Gunner – A minion with a machinegun, spawns rarely on vehicles or in buildings
Launcher – A minion with a rocket, grenade, or missile launcher depending on the type of vehicle the players have.
Driver/Pilot – A minion that commands vehicles. Killing the driver/pilot brings the vehicle to a stop
Juggernaut – A rare armored minion that only appears in bunkers.
Spy – An uncommon minion that appears in buildings monitoring security systems. Neutralizing one of these can allow access to security systems without causing alerts or opening paths that could be accessed no other way.

Agents
Melee – A fast and dodgy enemy that likes to get in close with punches and stabs. Does best in close quarters.
Sniper – Equipped with a semi-automatic sniper rifle and high power ammo. Can kill or cripple a player in one shot and punch through most cover.
Gunner – Equipped with a heavy machinegun and fills an area with fire. Devastating against vehicles and players in the open.
Launcher – Equipped with various launchers to drop explosive damage on players and quickly eliminate vehicles. Does best out in the open during vehicle chases.
Spy – A relatively weak agent that can lock down a building tight as possible. In open combat they hide and control multiple drones that fire bullets and rockets from the air.
Juggernaut – The most heavily armored enemy in the game. Can’t be damaged by anything but well placed/aimed explosives. Equipped with a full-auto shotgun with different ammo types. Is devastating in confined spaces.

Missions
Cabin in the Woods + Country Chase
City High Rise + City chase
Yacht + River/Coast/Open water chase + Port and Jet Boat
Airport + Passenger Jet
Warehouse + Highway chase
Mansion
Island
Ghetto
Final Bunker