Difference between revisions of "Invulnerabilities"
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=== Can Modulate === | === Can Modulate === | ||
+ | [[Avatars]], | ||
[[Boss Monsters]], | [[Boss Monsters]], | ||
+ | [[Characters]], | ||
[[Combat]], | [[Combat]], | ||
[[Damage]] | [[Damage]] | ||
[[Movement]], | [[Movement]], | ||
[[Spawning]] | [[Spawning]] | ||
+ | [[Units]] | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === |
Revision as of 15:59, 20 July 2011
The ability to be immune to attacks or other dangers.
This pattern is a still a stub.
Contents
Examples
Using the pattern
A primary distinction when designing Invulnerabilities is if they should be complete or partial (note that this is a difference between Invulnerabilities and Vulnerabilities since the latter is always assumed to relate to specific, i.e. partial, aspects of dangers).
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Invulnerabilities make
Can Instantiate
Privileged Abilities, Repeated Domination
Environmental Effects
Temporary Abilities
with Vulnerabilities
Can Modulate
Avatars, Boss Monsters, Characters, Combat, Damage Movement, Spawning Units
Potentially Conflicting With
Achilles' Heels, Damage, Leaps of Faith, Risk/Reward, Tension, Vulnerabilities
Relations
Can Instantiate
Privileged Abilities, Repeated Domination
Environmental Effects
Temporary Abilities
with Vulnerabilities
Can Modulate
Boss Monsters, Combat, Damage Movement, Spawning
Can Be Instantiated By
-
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
Achilles' Heels, Damage, Leaps of Faith, Risk/Reward, Tension, Vulnerabilities
History
New pattern created in this wiki.
References
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