vault backup: 2025-09-05 20:31:36
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.obsidian/workspace.json
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"lastOpenFiles": [
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"Kai's Kit Suggestions.md",
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"World-Kit Reference Guide.md",
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"Character Relationship Web.md",
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"Worlds/Umbros - Shadow Realm.md",
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Kai's Kit Suggestions.md
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Kai's Kit Suggestions.md
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# Kai's Kit Suggestions for Nathan
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*High-level concepts for Nathan to develop with his mechanical expertise*
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---
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## Design Philosophy Notes
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Based on Nathan's existing character designs, I notice these patterns that make his work exceptional:
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### **Nathan's Innovation Patterns:**
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1. **Dual-state mechanics** (human/beast, innocent/nightmare, ranged/melee)
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2. **Resource management beyond mana** (rage, consciousness, dimensional energy)
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3. **Environmental interaction** (battlefield changes, persistent effects)
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4. **Narrative integration** (abilities tell character stories through mechanics)
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5. **Skill expression through complexity** (not just button mashing, but meaningful choices)
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### **What Makes Nathan's Designs Special:**
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- **Emotional storytelling through gameplay** (Hokura's family weapon names)
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- **Lore-integrated mechanics** (Revier's revenge bonus vs Iku)
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- **Complex transformation systems** (Umoya's trauma-triggered form changes)
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- **Innovation beyond current MOBA standards** (things League/Dota aren't doing)
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---
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## Kit Concept Suggestions
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### **Portal Tactician - "The Dimensional Strategist"**
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**World Assignment**: Nexus (Crossroads World)
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**Role**: Support/Utility
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**Core Fantasy**: Reality-hopping strategist who manipulates battlefield geography
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**High-Level Concept:**
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- Creates **persistent portals** on the map that teammates can use for repositioning
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- Ultimate creates **pocket dimension battlefield** - pulls enemy into isolated 1v1 space
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- Portal placement becomes strategic mini-game with dimensional energy resource management
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- Team coordination around portal network creates macro-level strategy
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**Nathan's Mechanical Development Potential:**
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- Portal durability/energy costs for balance
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- Portal interaction rules (who can use, cooldowns, etc.)
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- Pocket dimension mechanics and escape conditions
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- Resource management for dimensional abilities
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---
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### **Symbiotic AI - "The Conflicted Consciousness"**
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**World Assignment**: Keth-7 (Cybernetic Haven)
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**Role**: ADC/Assassin
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**Core Fantasy**: Human-AI merger where two consciousness disagree on tactics
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**High-Level Concept:**
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- **Dual consciousness bars** - AI wants efficiency, Human wants creativity
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- Abilities change based on which consciousness is dominant
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- Internal conflict creates resource management through negotiation
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- Form switching based on consciousness agreement/disagreement
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**Nathan's Mechanical Development Potential:**
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- Consciousness switching mechanics and triggers
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- Ability variations between AI-dominant vs Human-dominant states
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- Resource costs for consciousness control
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- Skill expression through internal conflict management
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---
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### **The Forge-Master - "Combat Blacksmith"**
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**World Assignment**: Pyrros (Forge World)
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**Role**: Fighter/Tank
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**Core Fantasy**: Blacksmith who creates custom weapons during combat
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**High-Level Concept:**
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- **Mid-combat crafting system** - combines materials from killed minions/monsters
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- Temporary weapons with different stats/abilities based on materials used
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- Crafting speed vs weapon quality trade-offs
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- Material scarcity creates strategic resource decisions
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**Nathan's Mechanical Development Potential:**
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- Crafting interface and timing mechanics
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- Material types and weapon combinations
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- Temporary item duration and power scaling
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- Integration with existing item system
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---
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### **Dream Walker - "Reality/Nightmare Manipulator"**
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**World Assignment**: Umbros (Shadow Realm)
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**Role**: Mage/Support
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**Core Fantasy**: Specialist who manipulates consciousness and dream states
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**High-Level Concept:**
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- Abilities work differently based on **day/night map cycle**
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- Can put enemies "to sleep" in **dream dimension** with altered physics
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- Dream state creates temporary battlefield changes
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- Team coordination around sleep timing and dream manipulation
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**Nathan's Mechanical Development Potential:**
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- Sleep mechanics and dream dimension rules
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- Day/night ability variations and transitions
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- Dream state interactions and escape conditions
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- Counterplay and balance considerations
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---
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### **Scavenger Engineer - "Desert Improviser"**
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**World Assignment**: Moc (Desert of Scarcity) - *Potential for Izar*
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**Role**: Support/Fighter
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**Core Fantasy**: Survivor who builds equipment from battlefield salvage
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**High-Level Concept:**
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- **Salvages destroyed structures/abilities** to build temporary equipment
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- Everything is improvised, jury-rigged, and temporary
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- Salvage quality degrades over time
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- Strategic timing of what to build and when
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**Nathan's Mechanical Development Potential:**
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- Salvage interaction mechanics and material types
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- Construction system for temporary structures/weapons
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- Degradation mechanics and timing balance
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- Integration with existing destruction events
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---
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### **Storm Rider - "Sky Warrior"**
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**World Assignment**: Aethros (Floating Realm)
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**Role**: Assassin/Fighter
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**Core Fantasy**: Aerial combatant who controls weather and gravity
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**High-Level Concept:**
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- **Altitude mechanics** - abilities change based on height above ground
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- Creates updrafts/downdrafts that affect all characters in area
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- Elevation management becomes positioning mini-game
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- Weather effects influence entire battlefield temporarily
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**Nathan's Mechanical Development Potential:**
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- Altitude detection and ability scaling systems
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- Weather effect areas and durations
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- Terrain interaction with air currents
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- Positioning skill expression through elevation
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---
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### **Time Refugee - "Temporal Anomaly"**
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**World Assignment**: Any World (Time Lords recruitment error)
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**Role**: Mage/Assassin
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**Core Fantasy**: Someone pulled from wrong timeline, phases between eras
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**High-Level Concept:**
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- **Phase shifting** between "past self" and "future self" with different abilities
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- Can briefly exist in both states simultaneously for combo potential
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- Timeline synchronization creates complex interaction opportunities
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- Temporal energy management for phase control
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**Nathan's Mechanical Development Potential:**
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- Phase timing mechanics and state transitions
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- Simultaneous existence rules and interactions
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- Temporal energy resource system
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- Combo potential between timeline states
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---
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### **Corporate Escapee - "Reformed Executive"**
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**World Assignment**: Keth-7 (Cybernetic Haven)
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**Role**: Support/Tank
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**Core Fantasy**: Ex-corporate leader who uses company resources against the system
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**High-Level Concept:**
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- **Hacked corporate abilities** - surveillance, resource allocation, team coordination
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- Abilities get stronger when protecting teammates (reformed leader protecting others)
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- Can temporarily "employ" allies for enhanced coordination
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- Corporate knowledge creates information warfare capabilities
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**Nathan's Mechanical Development Potential:**
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- Team buff mechanics and employment systems
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- Information gathering and sharing abilities
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- Resource allocation between teammates
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- Corporate vs resistance identity conflict
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---
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### **Poison Garden Keeper - "Toxic Botanist"**
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**World Assignment**: Jabay (Jungle Paradise) or Moc (Desert Scarcity)
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**Role**: Support/Mage
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**Core Fantasy**: Plant specialist who cultivates battlefield toxins and remedies
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**High-Level Concept:**
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- **Plants seeds** that grow into different utility plants over time
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- Poison plants vs healing plants based on seed type and care
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- Garden management becomes strategic layer
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- Environmental control through botanical warfare
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**Nathan's Mechanical Development Potential:**
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- Plant growth timing and interaction systems
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- Seed types and garden planning mechanics
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- Plant synergies and combinations
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- Area control through botanical placement
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---
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## Notes for Nathan
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These are **raw creative concepts** meant to inspire your mechanical genius, not finished designs. Each concept is built around:
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1. **A unique mechanical innovation** that doesn't exist in current MOBAs
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2. **World integration** that makes sense with our established lore
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3. **Skill expression potential** for competitive depth
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4. **Narrative coherence** where abilities tell the character's story
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Take whatever sparks ideas and develop them with your mechanical expertise. The specific abilities, cooldowns, balance numbers, and interaction rules are all your domain - I'm just providing the creative starting points.
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Looking forward to seeing how you transform these concepts into the kind of brilliant, innovative character designs you're known for.
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---
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*These suggestions are meant to complement Nathan's existing design work, not replace or compete with it. All mechanical development, balance considerations, and final implementations remain Nathan's expertise.*
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