Type of Inspiration
Mechanic and visual
Inspiration drawn from
GY's article about
nephesh concept art.
See
Chapter 36 MESSAGE SEEDS AND THOUGHT PLANTS
Description
The causation of all changes in nephesh are seeds. Seeds are the actions and words of the player, the Fallen, the Guardians, and the NPCs themselves.
A seed is projected, whether in conversation, SUPOX warfare, or by deed, toward an NPC's nephesh. Depending on the state of that nephesh, the seed as a chance of taking root and growing good fruit or bad fruit (organic changes to the nephesh). Whatever kind of fruit it grows, it will cause these changes:
Visual: The seed may take the form of fire, and of different kinds of fire, one appearing destructive and chaotic, and the other appearing a steady, purifying glow. The organic nature of the strand of nephesh it has taken root in will change, either by rotten growth burning away and fresh growth replacing it, or healthy growth becoming damaged, seared and hardened into charcoal.
Mechanical: The strand it attaches to will reflect a Damage Over Time (DOT) effect or a Heal Over Time (HOT) effect. The effect will have a finite magnitude based on the original strength of the seed, and tick once for every month of game time.
Example:
Anne has grown to hate the Germans. When she encounters Brandt, she lashes out, speaking a powerful seed of hate. That seed lodges in his nephesh, causing a DOT of 3. If the seed is not mitigated, it will, over the course of three months, damage that strand of the nephesh by 3.
Problem this is trying to solve
How to represent the mechanical effect of player and NPC actions on the behavioral state machines of NPCs, and how to represent it visually.
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