ROLE-PLAYING SYSTEM
Description of role and battle
game's systems, basic concepts
and interesting feature.
"Wasteland's Wolf" is a role-playing game, RPG. Your character has lots of various traits and skills represented in numbers that forms a single whole, and define him as the person with all merits and demerits.
Role-playing system looks like S.P.E.C.I.A.L. in a whole.
Basic traits or atributes:
Strength - key atribute for those who don't disdain unarmed combat, and likes to keep all things with him. Some weapons can turn out to be too heavy for weak characters.
Constitution - constitution affects rate of character's fatigue, his health and nature immunity for diseases of iron and vital.
Agility - agility affects a character's quickness, and many skills, required delicate work.
Mobility - mobility is a character's quickness of decision-making, and its immediate realization. It affects number of AP.
Intelligence - defines character's intellectual abilities. Many skills and number of skill points are depended on intellect.
Percection - ability to get orientated in environment, to grasp various factors, and to use its to achieve a goals. Perception is the most important to sharpshooters and to those who wants to do first (and last) shot in a battle.
Charisma - natural charm, inward energy. Characters with high charisma talks to people with easy, and gain them over.
Firmness - courage, bravery, character's ability to control himself in crisis situations. Character with low firmness takes chances become panic-stricken, being attacked even weak mutants.
Luck - Luck it is luck and at wasteland. What do you say about it, don't you? Affects all parameters in the game one or another way. Critical chance, forcing a lock, encounter in wasteland?
There are other traits exist. It is about dozen of them, and they are composed from attributes. There is Vitality (HP), and Damage Resistanses, and quite a few others.
Character's skills are very important - his ability in concrete actions. Number of skills is about thirteen altogether. Manage a fire-arms, Oratory, Sneak? one of skills functions constantly, another necessary to use in concrete situations. All skills are displayed in per cents and with getting of a new level of experience character can improve skills necessary to him. Mastery of concrete skill can occupy lots of time and energy, so it makes sense to improve your skills bit by bit. Having achieved mastery in some skill, you can get extra bonuses concerned with it, for example, for "Outdoorsman" it is increase of Perception in each casual encounter, and for "Medicine" - no penalty for treatment your own injuries.
All role system was considered for maximally approaching of player to the world of the game, to create his alter ego and to live in it with? And world of the game in its turn is able to react on the actions of each type of player - warrior, diplomat, thief, merchant, ranger, raider?
Battle system.
Combat in "Wolf..." is turn-based. Each character commits several actions that cost fixed amount of Action Points (AP). The total amount of character's AP is defined from his traits both common ones, and concrete (for example, doped with stimulators character has more AP). When he have used his reserve AP, turn is passed to the next. The order of the actions of characters and monsters is defined from the trait Initiative.
There are lots of various arms in the game. Primitive knives, pistols, shotguns, submachine guns, heavy machine-guns, energy weapon? this is only part from the whole. Each weapon has several types of fire. If it is important accuracy to you then better use single shots. If there are many enemies opposed you it is better to use short bursts. If enemies have crowded in mob, it's not sin to treat them with long burst or with doublet from shotgun. By aimed fire you may quickly have neutralized one enemy (throwing down him on earth, shooting off his hand), and set about the next. Placing by aimed shot in critical point you can fast get rid of enemy.
There are more then sixty items of the violent taking life in the game, more part of which (31) has belonged to light guns. There are 25 various caliber's altogether.
And close combat is not avoided an attention. Our system of close combat slightly differs from other analogs. Character can deliver several types of strikes by hands and feet, number and quality of strikes depends on the level of his skill in this specialty. But if you put on brass knuckles or shoe on metal high boots, your strikes and methods obtains extra power. Imagine the most complex strike produced high ampere electroshock glove or metal rivet high boot, versus shot even the very powerful rifle, winning will be not on the side of last.
We endeavor to stick to maximal realism regarding weapons at all, even not existing. We take into consideration known information about existent laser's gun, plasma and other devices, and based on it have created our future-weapons. Maybe you will be astonished having learned that laser rifle and laser pistol have approximately similar range, and that plasma thrower is not able to shoot further than on 5 steps. In a word, "it don't exists, but if it was it would be approximately so".
Graphic design of wounds will not make any allowances for the age of potential players, so if you want scattered brains and falling away bowels - switch position "blood" to "maximum" and enjoy? By the way, the entire details of wounds just as showy would be described in the dialogue window, and characters would drop different remarks and comments directly at combat.