Hoodoo
It gets passed around.
- Joined
- Jun 5, 2009
- Messages
- 6,709
There isnt so far as Ive seen, but mebbe this could be:
How adrenaline could be implemented into an rpg
as a kind of meter,
1st level: General level of adrenaline - get this at the start of any combat or feat of strength
2nd level: Damage has been taken or a couple of shots have been avoided
3rd level: Wounded, or kill has been made
4th level: Multiple kills/hits
5th level: Peak for a short time, on a rampage
- temporary negative effects to your stats would be applied to you after your adrenaline wears off if you hit 4th and 5th levels
- level 5 is rampage and would give a larger str/agi boost then other levels
-traits/perks could effect adrenaline -eg; a trait could remove adrenaline altogether, you are an emotionless killer. Another could make levels 4 and 5 extremely easy to hit but giving you large reductions to perception and intelligence like a berserker type of thing. You could even do a Jekyll n Hyde thing where certain drugs could trigger your 5th level immediately but also turn you completely psychotic. Skys the limit.
- cripples to body parts woud still apply
STR - Extra str for each level of adrenaline.
PER - High per would let you take in more of what is going on as you gain adrenaline, letting you gain adrenaline faster especially for 4th and 5th. It would also help you marginally to concentrate your adrenaline, giving you bonuses to str/agi.
EN - Decreases the gain and decay of adrenaline. (Rampages would be harder to get but once you get them they would last longer)
INT - You can concentrate easier when the adrenaline comes, increases the amount that adrenaline gives to your agi/str and marginally makes it easier to get 4th and 5th. Also gives increases to perception at 4th lvl and 5th.
AGI - Extra agi for each level of adrenaline.
AP and resist incapacitate are increased separately also (marginally).
This is just a framework and you would have to balance it well but adrenaline could make a pretty interesting game mechanic.
How adrenaline could be implemented into an rpg
as a kind of meter,
1st level: General level of adrenaline - get this at the start of any combat or feat of strength
2nd level: Damage has been taken or a couple of shots have been avoided
3rd level: Wounded, or kill has been made
4th level: Multiple kills/hits
5th level: Peak for a short time, on a rampage
- temporary negative effects to your stats would be applied to you after your adrenaline wears off if you hit 4th and 5th levels
- level 5 is rampage and would give a larger str/agi boost then other levels
-traits/perks could effect adrenaline -eg; a trait could remove adrenaline altogether, you are an emotionless killer. Another could make levels 4 and 5 extremely easy to hit but giving you large reductions to perception and intelligence like a berserker type of thing. You could even do a Jekyll n Hyde thing where certain drugs could trigger your 5th level immediately but also turn you completely psychotic. Skys the limit.
- cripples to body parts woud still apply
STR - Extra str for each level of adrenaline.
PER - High per would let you take in more of what is going on as you gain adrenaline, letting you gain adrenaline faster especially for 4th and 5th. It would also help you marginally to concentrate your adrenaline, giving you bonuses to str/agi.
EN - Decreases the gain and decay of adrenaline. (Rampages would be harder to get but once you get them they would last longer)
INT - You can concentrate easier when the adrenaline comes, increases the amount that adrenaline gives to your agi/str and marginally makes it easier to get 4th and 5th. Also gives increases to perception at 4th lvl and 5th.
AGI - Extra agi for each level of adrenaline.
AP and resist incapacitate are increased separately also (marginally).
This is just a framework and you would have to balance it well but adrenaline could make a pretty interesting game mechanic.