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Cyoa

Players begin in a village hub with unique characters, stats, and traits that influence gameplay. They choose positive and negative traits at character creation, which affect their interactions and story paths. The game progresses through stages of childhood, genin, chuunin, jonin, and kage, with various social dynamics and NPC relationships shaping the player's journey.

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0% found this document useful (0 votes)
45 views5 pages

Cyoa

Players begin in a village hub with unique characters, stats, and traits that influence gameplay. They choose positive and negative traits at character creation, which affect their interactions and story paths. The game progresses through stages of childhood, genin, chuunin, jonin, and kage, with various social dynamics and NPC relationships shaping the player's journey.

Uploaded by

Sam
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Players start in a village.

The village acts as a hub, each with a unique caste of characters, activities,
cultures, etc.

Characters have stats and traits. Stats are universal metrics for what they can do while traits open up
certain abilities, routes, etc.

Players:

Appearance, gender, what gender they’re attracted to,

Stats:

Traits

Players need to pick 1 positive and 1 negative at creation. They can develop more later or get rid of
them.

Neutral:

Killer: This player can kill enemies

Stone-cold: No remorse for killing, can kill anyone

Positive

Attractive: People attracted to their gender will always be attracted to them, even if they don’t like
them.

Everybody likes them.

Business savvy: Makes money easier, the decision that will earn more money is always boldened.

Religious: Can pick a religion. Members of this religion will like them, members of others will hate them.
Opens certain paths.

Negative:

Ugly: Noone is attracted to them. People can be more prejudiced.


Cowardly: Will always avoid conflict or harm, even if it conflicts with their values. Flees and abandons
others.

Phobia: Hard limit or fear of a specific thing.

Impulsive:

Can’t speak to anyone they might be attracted to

Prejudice: Can’t like anyone or be civil with certain groups

Lustful: Will always pursue attraction and sexual gratification even if it hurts others or is against their
best interest:

Background traits: Clans, vow of poverty, Hated.

Parents: Alive, dead: Loving, Stern/driven, Troubled, Hateful

Dead:

Killed by enemy village:

(Can introduce an existing enemy as the one who did it)

Natural causes

Mental illness

Funny story…

Siblings:

Wealth: Rich, poor, normal

Traits have a memory: If a player was good looking, or hated, but changed, npcs will track this. Having a
system like this is crucial for continuity and feeling like the world matters.
Path: The players personal storyline. Many paths are restricted to certain backgrounds, feats, traits.

Social:

Different traits, stats, feats, backgrounds, appearances and paths all affect an NPCs disposition towards
players. Players can have up to one romantic relationship, one mentor, one best friend. These different
roles don’t necessarily open up new paths themselves but change the character you experience paths
with. (The best friend path might always follow the same formula and structure but its very different
each time based on the character.)

Different backgrounds can open up more social roles

NPC STATS:

Attraction: If the player can have a romantic path with this npc. Every different npc has different things
they are attracted to and unattracted to.

Respect: If the NPC will consider what the npc has to say or honor their commands.

Like/Dislike: How they will treat the player.

Their village acts as a hub where they can engage in social events, take on missions, etc.

Paths: Sannin, avenger, greed, religion, soldier, failure, rogue, civil war, hero

Base Plot:

1. Background
Player makes their character and picks a background which can unlock potential paths

2. Childhood

Player meets other people in the village, social rp, establishes the beginning of who they are, childhood
builds their base stats and social network (establishing enemies and friends)
3. Genin

At the end of childhood, the players actions and stats dictate which mentor they get (The idea is to
match them with the mentor that will compliment their character the most)

The player will go on missions and have access to the rest of their village. Can socialize, do nothing, get
hobbies, etc.

Ends with the chuunin exam event

4. Chuuin

Larger variety of missions introduces player specific paths.

5. Jonin

Able to achieve the climax of their paths independently. Higher risk. Can take on responsibilities, make
massive impact on world.

6. Kage

Post main story.


Characters:

Main Caste:

Peers: Any peer can become a romantic interest or best friend.

1st village:

Jinan

Yogore

Alizaki

Poku

Kogeta

2nd Village: Kirigakure on the war path. A vicious village revitalized by the strength of their newest
generation.

3rd Vilage

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