Invulnerabilities
The ability to be immune to attacks or other dangers.
This pattern is a still a stub.
Contents
Examples
In Ghost Stories, the green player never has to roll the curse dice.
The übercharge ability of medics in Team Fortress 2 can be used to make team mates invulnerable for short periods of times during matches.
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).
Partial Invulnerabilities can co-exist with Vulnerabilities if they deal with different types of dangers, but complete Invulnerabilities do not work with Vulnerabilities except when one specific Vulnerability provides an Achilles' Heel to otherwise invulnerable opponents.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Invulnerabilities make Avatars, Characters, or Units immune to some or all types of Damage in games. While this modulates Damage when it only provides safety from some types of Damage it works against the pattern when entities are completely protected and this can in turn lead to conflicts with patterns such as Leaps of Faith, Risk/Reward, and Tension.
Can Instantiate
Privileged Abilities, Repeated Domination Experimenting Puzzle Solving Tactical Planning
Environmental Effects
Temporary Abilities
Can Modulate
Avatars, Boss Monsters, Characters, Combat, Movement, Spawning Units
Relations
Can Instantiate
Experimenting, Privileged Abilities, Puzzle Solving, Repeated Domination, Tactical Planning
Environmental Effects
Temporary Abilities
with Vulnerabilities
Can Modulate
Avatars, Boss Monsters, Characters, Combat, Damage Enemies, Movement, Spawning Units
Can Be Instantiated By
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Can Be Modulated By
Possible Closure Effects
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Potentially Conflicting With
Damage, Leaps of Faith, Risk/Reward, Tension, Vulnerabilities
History
New pattern created in this wiki.
References
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