I'm working on video game, based loosely on the stuff we've been talking about
Tommy is a spiritual mercenary, performing tasks in both the astral and physical worlds, for a price.
He and the Enemies fire magic-spell-infused bits of ectoplasm instead of bullets - Spells to Bind, Break, Shield and Disrupt are his arsenal.
He is hired by the Society for the Advancement of Magical Studies (SAMS) Temple, to recover a document held by another magickal order
Many years ago a group of disgruntled followers split off from SAMS and created their own society, forming the Society of Paranormal, Obscure and Occult Knowledge (SPOOK), and built their own temple right next door to the SAMS temple
During the time the two were one, one of the masters of the temple created a document. Due to its great importance, it was heavily secured and spell-locked within the temple. He is now one of the founders of SPOOK and wants the document back, but SAMS refuses, saying it was done when he was at SAMS so it belongs to SAMS
Tommy can journey to the Astral world as well as interacting with the Physical World. In the game, the astral world is very similar to the physical world (the astral world simply uses a visual filter).
Tommy and his enemies use ectoplasm for everything from health to ammo - It is needed for everything from shooting spells, to shielding, and moving between the worlds - Ectoplasm can be gathered from power points, corpses, and even living flesh if it is unshielded (vampirism, intentionally combining power)
The main weapon is the Disruption Spell, or electroplasm bullets carrying an emf charge - causes confusion in the target and reduces their shields or health
Moving between the worlds is via ectoplasm energy and can occur any time the player has enough energy to make the transfer - If a player runs out of ectoplasm energy, he reverts to his base world, or if already there, he dies and becomes a corpse (Tommy gets re-congealed into the physical at the last checkpoint)
The Break/Shield Spell covers the player in a glowing shield that breaks Bind Spells affecting the player, and evaporates incoming ectoplasm bullets
The Bind/Control Spell works like a tractor beam, force push and baseball bat, all rolled into one, affecting the targeted player by freezing it - the attacked player may break the spell if they are quick enough and have enough ectoplasm to stop the attack - if not, the attacking player may then suck ectoplasm from the target, throw/push the targeted player around, or merely leave it frozen until the Spell wears off and it thaws out
Amulets and upgrades/powerups are scattered throughout the game, giving special powers, or are required for solving a simple puzzle
The Second Sight amulet provides glimpses into the other world from where you are without going there
The Ghost Walk amulet allows the player that finds it to recharge at a greater distance from an ectoplasm source
The Elemental amulets form the base of the key used to open the seals around the document
The Lunar amulets form the horns of the key used to open the seals around the document
Once the key has been constructed, the document is accessible
Once Tommy has recovered the document from the SAMS Temple and returns it to SPOOK, the game is not over as there are many twists and turns in the storyline, including a huge super-super-boss fight at the end
This post has been edited by esoterica: Mar 4 2009, 11:36 AM
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