Shockband: A System Shock Roguelike
System Shock 2 is one of my favourite games, and for an FPS offers a lot of scope for a Roguelike RPG. Shodan and the Annelids provide excellent sources for both monsters, items and plot. However, this would not be a direct translation to a Roguelike, as that somewhat detracts from the essence of System Shock as a first person SNEAKER.
My idea for a module is heavily based upon the plot for System Shock 2, although some scope remains for the player to be surprised.
For those not in the know, System Shock is one of the better exponents of cyberpunk in the FPS genre, with lashings of horror and even empathy with the poor souls who have gone before you.
Points of Difference from TOME
Permanent Persistent Levels
Everywhere you've been, you should be able to go to again, although new monsters may indeed have been respawned in your absence.
This will be facilitated by "lifts" which will allow you to travel between these levels relatively easily. These lifts may, howver, not be usable when first found...
Each "dungeon" will be a separate floor of the ships (the Von Braun or the Rickenbacker), with different terrain types and style (Hydroponics Deck, Engineering Deck, Ops).
Character Advancement
All monsters have 0 XP. Yes, this means that player levelling does not occur.
Advancement for the player is still possible, through the completion of Mission Objectives, which will allocate "Cyber Modules" (Skill points)for skill levelling, HP addition, Stat boosting and other bonuses and abilities.
Some monsters may also possess "Cyber modules", although this would have to be correspondingly rare. Maxing out one or two stats/skills is acceptable, maxing out all of them will be discouraged.
Temporary boosts to stats and skills will be available from drug hypo sprays found throughout the game, as well as wearable implants (analogous to rings in TOME).
Replenishment
Hit points and PSI points will not replenish over time. Both monsters and players will have a regenerate of 0.
This obviously changes gameplay fairly drastically. Charging into dangerous situations will be lethal, if not immediately, then certainly in the medium term. Sources of healing will be few and finite, as will ammunition. This means that discretion will often be the better part of valour... or more accurately, conservation of resources will often be the better part of survival.
Poison
Will not wear off on its own. If you don't have anti-toxin sprays, you will be a goner. Radiation will be similar, but will wear off (slowly) on its own. Both have the potential to kill you stone cold dead, however.
Inventory / Eqiupment
The number of inventory spots available to the player will be limited by the players strength, rather than by weight. For obvious reasons, a shield slot is inappropriate, and instead of separate bow/weapon slots, there will be a single, combined slot for both. A single slot for armour will also apply, replacing the Cloak, Head, Feet and Hands slots. As there will be no digging, a digger slot is inappropriate, and as weapons will have internal magazines, the quiver slot will also no longer be needed. I'm not entirely sure what to do in regards to light sources, but they will probabbly be incorporated into weapons (torch-on-the-end-of-the-gun) or possibly just left off altogether, as light becomes somewhat less important given the lack of scrolls and spellbooks, and the increased use of monster noises.
This leaves:
a) Holding in Hands
b) Wearing on body
c) Implant One
d) Implant Two
(NB, The player starts with one implant, and may obtain the second implant slot during the game)
This is obviosuly a highly simplified version of the curernt TOME system, but still leaves a decent degree of customisation in terms of equipment.
Monsters
A mixture between the organic, the cybernetic and the out-and-out synthetic. All of the baddies from the game (annelids, 'bots, Cyber-Assassins) will be there, along with a few new surprises for the unwary.
Almost all monsters will make some sound, so you will (for the most part) be able to determine what you face before you face it. This will compensate somewhat for the decrease in the light sources that are available.
There will also be a goodly number of turrets and security cams (immobile monsters). These will be far deadlier opponents than most of your ambulatory enemies, as they will be heavily armed (turrets) and able to raise the alarm on a level (cameras). Fortunately, they will be as vulnerable as any other monsters to your weapons, but since they can be avoided, you probably should do so!
These monsters will have different vulnerabilities to different weapons (represented by the resists system), and there will be considerable scope for choice in how you deal with a particular monster. Some monsters should probably be avoided if possible, as you will have limited Ammo, Psi Points and a very finite number of hit points with which to play.
Magic
Based upon the Psi-Ops in SS2, the use of the "Psi Amp" (pretty much a mage-staff) is a pre-requisite for using Psi Powers, which vary between the offensive, the defensive, the ability-boosting and miscellaneous. These will be Cyber-Module intensive, not leaving a HUGE amount for combat or technical skills. Multi-skilled players will still be possible, but will need to be careful that their versatility doesn't overwhelm their survivability.
Hacking
The Rogue analogues will be the Hackers, who will be able to open doors and security crates with ease, and paralyse the security systems on a level for a period of time. The unskilled, however, may simply set off a red alert and wake up every monster on the level.
Items
May items of both human and annelid tech will be available, many of which will not be identified when they are first seen. In order to identify and use them effectively (they may not be equipped without being identified) they will need to be Researched. This is equivalent to Pseudo ID, in that it is something that will be checked every x number of game turns. Different items will require different levels of the Research skill, as well as possibly chemicals (think similar to Alchemy essences in TOME) in order to be successfully identified. The chemicals required will be randomly generated from game to game.
Many items will consume power, either when used (weapons) or on a time basis (implants). These can be recharged at recharge stations, to a level which is determined by the player's Maintenance skill.
Maintenance skill will also assist in maintaining the condition of your weapons, which will inherently degrade as they are are used. This effect will be relatively slight, but noticeable. Once a weapon reaches "condition" Level 0, it will be broken and need to be repaired.
Items can be repaired using (oddly enough) the Repair skill.
Money
Money in this mod will be measured by nanites (yes, the little robotic thingies). These can be spent at replicators (shops) for a randomly selected variety of in-depth items.
Out-Of-Depth items can be generated by "hacking" the Replicator. Failure will mean that the replicator shuts down as a security measure, and will need to be repaired.
Nanites will also be used in the performance of a variety of Technical skills such as Hacking, Repair. In this sense it becomes a gameplay consumable for more than just mercantile purposes.
Chatter
Not to be forgetting the Upgrade skill! Also, not to be forgetting the initial wrench (non-upgradeable, requires no maintenance). Important these things are, as are the hoppers in which to put unwanted items in trade for nanites.
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