Where those torn apart by grief and forlorn heroes Reign over pure thought, left to restore the very fabric of being, forgotten by time in the only safe place in all existence; hidden where thought meet actions, matter meets mind, and life meets death. Zero Point is designed to be the first of a new genre of games, ‘Sports Adventure Role-playing (Sp.A.R.), where action meets intellect and playe
rs create and play persisting characters in a dynamic, Live-action world. The game was conceived in hopes to create an environment in which players can engage in a rich variety of real world experiences such as acting, sparing, swimming, subterfuge, tracking, archery, and a number of other out-door, social, and situational activities that are all supplemented by a logistical system to interact safely and fairly with, not only other characters but also setting itself and everything in it. This can be done tactically through Real-time combat, logistically through in-play item crafting, and creatively with use of spell casting, each ultimately catering to the interests of any and all adventure gamers. The game's events takes place at a variety of out-of-play locations such as state parks and campsites that, for a given time, are fully immersed in the games setting. Game Highlights
A super stream-lined, fantasy Sports Adventure Roleplaying Game with a quantum arcane twist.
-12 classes, consolidated into 3 careers at it's core, with 4 class variations to each.
-A plot with elements congruent with real world Science, Metaphysics and para-psychological notions: Experimental physics, Symbology, Esoterics, Biology and Memetics.
-Dynamic item and spell augmentation system: using sticker based item-tags and in-bunk craft laboratories. craft in game at YOUR leisure.
-Mana system: Only prepare spells if you're a craft-based wizard, letting occultists like the mind-bending hypnotists and the time-warping seer distort the minds and/or heal characters with the very flow of time on the fly.
-A game of width. Learn just the basics and character creation then get lost the the combinations. Too many option for players to memorize!
-Career Advancement Tier system "The C.A.T." letting players magnify effects like 'afflictions,' progressively strengthening spell or creating more potent items.
-Rest resets: Giving players the power to choose when to replenish ablities. Addisiontally give players option at high level to effect your or other players 'rests' or even forcing players out of even (still being compensated in Time based skill advancement).
-In-play out of play Geo-grid system so players can logistically interact with the REAL world, setting up there own mods creating a player-driven self-sustaining sandbox style of play, AT MULTIPLY REAL WORLD LOCATION driving a player-controlled economy and environment.
-Villain NPC type. Player reward loot equal to unused resets [if evil artificer is sealed away 2 months early on 4 month plot (all taking place as rule-based characters in the system) players gain remain points worth of loot!!]
-Catch up with higher level players.... If you dare.
-Monstering explained in-play, with mentalities (a cognitive race alternative) system. Set players into monster mode.
-Death compensation system or the 'Fates and Fortunes' chart. Bond with comrades who you have fallen with, add and mix mentalities to gain monstrous race bonuses or 'monstrosities,' and gain archetypal powers by insights returning from the raw ephemeral nothingness that is "Quantum Aether"
-Reincarnation cycle: Return to play as permed character after navigating "Reincarnation"
-Hybrid classification combination option and charts.
-...and much more.