User:MakeBelieve

=Project: Make Believe= This is the log and basic wiki database for the game Project:Make Believe

Team
EonOne

Director

Architecture Concept

Music

Sarx

Music

Game Theory

Abadawn

Music

Laughter

Josh

Music

Jojo

Character Concept

Obelisk

Programming Theory

Jacob

Writer

Game Synopsis
In the year 2017, astronomers spot a comet of a large size who's path collides with our sun. The comet's course is determined to arrive at the point of impact in 2022. The news causes panic to ensue as scientists cannot fully explain what the consequences will be, what the comet is made of, or where it came from. The panic is massive, toppling third world governments and economies before the year's end, by the time the comet arrives, only the largest super powers are still in existence as established governments and they are severely weakened. Some companies have stockpiled their income to survive, and are in the best position economically.

When the comet arrives the global climate is thrown into imbalance for several months. Whatever the comet contained caused the sun to burn green and strange radiation and debris begin to bombard the planet earth. The rest of the governments topple, and corporations rise to the occasion, becoming the new world's sovereign powers. In the region of the northwest, a lesser known biomedical company risen to power during the fallout, N.E.O. Operations, builds the city and haven of Weastwick over the ruins of Seattle. Meanwhile the former city of Olympia is changed to Olympus, and the surrounding land is purchased by electronics corporation Pantheon Engineering. The havens grow in popularity quickly, as the populace awaits the long term effects of the event which is now nicknamed "The Crash", and begin to reform as none appear.

Then in 2025, Lorelei Maven, the first to experience Post-Crash mutation is discovered with the power to manipulate fire with her mind. As more of these mutations occur, those who experience them are dubbed "Posthumans" and fear arises about their numbers. The two corporations take radically different approaches, with Pantheon creating a division to hunt down the Posthumans and outlawing them from their land, while N.E.O. declares them equally human, and allows their existence, though the citizenry does their best to drive them out.

The Posthumans also split ideologically. A group driven underground builds a city in the now forgotten ruins and sewers beneath Olympia, raging war on the company that oppresses them. They take up the name Guttersnipes, and live as mutants rebelling against the world above. Others, who go by the name Exiles, flee in a less organized manner setting up tribal governments in the wilderness and ruins surrounding the cities. Their settlements live primitively, relying on their powers and begin to believe their powers as divine magic, granted by whatever power sent the meteor.

This is the world of Project: Make Believe, where Posthuman Exiles battle mutated gargantuan beasts in the wilderness to protect their settlements. Where Pantheon operatives thwart Snipe raids on their corporate offices. Where N.E.O. Medical Labs create gene altered super soldiers to destroy the beasts studily emerging from the sewers and caves around Weastwick. A dark urban world of epic proportions, ready to be explored.

Basic Statistics
Primary Statistics:

Strength- Controls damage with melee weapons. Also determines carrying capacity and health regen speed. Determines hit point regen rate. (a combination of dexterity and strength determine chance to hit) Stamina- Determines base hit points, and base slashing and impact armors. Determines base resistances to physical status effects (binding, slowing, sleep, etc...) Dexterity- Controls damage with ranged weapons. Gives a higher chance of critical hits. Controls dodge chance. (a combination of dexterity and strength determine chance to hit) Intellect- Determines force amount. Intellect determines the cost in points of your skills in skill points minorly. Having a high intellect allows you more skills overall. (Makes since, as caster types are more skill dependent). Willpower - Determines force regeneration speed. Determines Evade (resist except for spells/skills), Determines resistances to mental/physiological status effects (curses, poisons, diseases), etc... ''' Secondary Statistics:'''

Melee Damage - Determined by the combination of weapon damage and the amount of your strength. Ranged Damage - Determined by the combination of weapon damage and the amount of your dexterity. Attack Speed - Weapons have individual attack speeds. Some skills/abilities may affect your attack speed. Carrying Capacity - Items have weight, you can only carry so much weight before being slowed and finally stopped dead in your tracks. Hit Points - A representation of physical power. When you are damaged, you lose hit points. Your maximum is determined by stamina and any skills/abilities that boost your hit points. The rate at which you heal is determined by strength. Force - Force is expended by using special skills. The amount of force you have is determined by intellect. The rate at which it regenerates is determined by Willpower. Impact/Slashing Armors - Slashing armor works against swords/bows/knives and sharp edged weapons. Impact armor works against guns and blunt weapons. Both base armors are determined by the combined values of armor pieces and your stamina. Status Effect Resistances - Determined as said above in Primary Statistics. Heat/Cold/Bio/Electricity/etc... Resistances - Determined by equipment and skills entirely. Skill Points - Used to purchase skills in the skill trees available to your character.

Item Statistics:

Impact Armor- (explained above, usually only found on armor pieces)

Slashing Armor- (explained above, usually only found on armor pieces)

Weight- (self-explanatory)

Damage- (only on weapons, the base damage range of the weapon)

Attack Speed- (only on weapons, how fast a weapon attacks)

Interference- (heavier materials interfere with agile movements, thus causing them to become less efficient, and giving them a chance to fail outright. Also, some heavier materials do not conduct supernatural forces as well, giving the same penalty to abilities that manipulate them.)

Weapons List
(Will have many more weapons added and placed into trees)

Light Firearms -Revolver -Railgun -PPK -Glock -Desert Eagle -Five SeveN

Heavy Firearms -Shotgun -P90 -Rifle -Sniper Rifle

Explosives -Grenades -Mines -Explosive shotgun rounds -Explosive bullets

Light Blunt Weapons -Gear Staff -Gear Mace -Bat

Heavy Blunt Weapons -Gears

Unarmed Combat -Bare fists -Studded gloves -Armored gloves

Light Blades -Switchblade -Knife -Butterfly knife

Medium Blades -Crude Katana -Cleaver

Heavy Blades -Wide sword -Propeller

Thrown Weapons -Throwing Knives

Melee Dual Weild -Small hand gears

Ranged Dual Weild -Dual Revolver -Dual P90 -Dual PPK -Dual Glock -Dual Five Seven

Shield Use