recursal/Fanatic-Fandom huggingface dataset:
At Risk - UnDone (Unreleased Album)

UnDone is an unreleased album by the short-lived punk band At Risk. At Risk is one of Sonny Moore's old rock/punk bands (the others being Hazel-Rah and The Riots). This album was leaked to the internet by various users at an unknown date. There are 8 tracks on this LP, with only two of them having confirmed names.

## Tracklisting

* 1. A Warm Welcome

This track is in very low quality due to the fact it is from an 8kHz YouTube rip.

* 2. The Attack

This track is about the September 11th attacks on the World Trade Center.

* 3. Now I Know/You Don’t Know Me
* 4. You And Me
* 5. Self Destruction
* 6. UnDone

In the original leak of this album this track was mislabeled as just "Track 6" and track 8 "UnDone" but it is very apparent by the lyrics that this is in face UnDone. This track features another vocalist that is unknown.

* 7. Not The One
* 8. Don’t Tell Me

In the original leak this track was mislabeled as "UnDone" when the lyrics prove that this is in fact a different track.
Energy Manipulation

**Energy manipulation** is the ability to be able to generate, control, alter, or absorb various types of energy. Several users are only able to interact with one type of energy or can only perform a single feat with energy. There are several facets to this ability, including:

* Life-Force Manipulation
* Shockwave Manipulation

## Users

* Mindy Sprague (*Heroes*)
* Rat Demons (*Charmed*)
* Rennek (*Charmed*)

## Energy Balls

**Energy balls** is the ability to form and project balls of energy.

### Users

* Aku (*Charmed*)
* Barbas (*Charmed*)
* Belthazor (*Charmed*)
* Bianca (*Charmed*)
* Callaway family (*Charmed*)
* Celerity Demons (*Charmed*)
* Clea (*Charmed*)
* Darklighters (*Charmed*)
* Elizabeth Turner (*Charmed*)
* Gideon (*Charmed*)
* Inspector Rodriguez (*Charmed*)
* Kurzon (*Charmed*)
* Lord Dyson (*Charmed*)
* Malvoc's Clan (*Charmed*)
* Montana family (*Charmed*)
* Paul Haas (*Charmed*)
* Phoenix Witches (*Charmed*)
* Raynor (*Charmed*)
* Sarpedon (*Charmed*)
* Sirk (*Charmed*)
* Sykes (*Charmed*)
* The Source of All Evil (*Charmed*)
* Warlocks (*Charmed*)
* Wyatt Halliwell (*Charmed*)
* Zankou (*Charmed*)

## Energy Beams

**Energy beams** is the ability to shoot beams of energy from one's body.

### Users

* Aldar Kose (*Charmed*)
* Gammill (*Charmed*)
* Gypsy Hunters (*Charmed*)
* Kierkan (*Charmed*)
* Level Two Demons (*Charmed*)
* Litvack (*Charmed*)
* Lukas (*Charmed*)
* Neena (*Charmed*) stole this ability from the Source of All Evil
* Rennek (*Charmed*)
* Terra (*Charmed*)
* The Source of All Evil (*Charmed*)
* Will o' the Wisps (*Charmed*)

## Energy Blasts

**Energy blasts** is the ability to discharge powerful blasts of energy that affect matter with concussive force.

### Users

* Ando Masahashi (*Heroes*)
* Guardians of Pandora's Box (*Charmed*)
* Hope (*Charmed*)
* Nina (*Charmed*)
* Ricky (*Heroes*)
* The Source of All Evil (*Charmed*)
* Warren Worthington III (*Marvel Comics*)

## Energy Bolts

**Energy bolts** is the ability to project short bolts of energy from one's body.

## Energy Constructs

**Energy constructs** is the ability to create constructs out of energy.

### Users

* Warren Worthington III (*Marvel Comics*)

## Energy Sparks

**Energy sparks** is the ability to project short beams of colored sparks from one's body that are capable of harming other individuals.

### Users

* Brent (*Charmed*)
* Hogan (*Charmed*)
* The Crone (*Charmed*)

## Energy Waves

**Energy waves** is the ability to project powerful waves of destructive energy from one's body.

### Users

* Avatars (*Charmed*)
* Leo Wyatt (*Charmed*) had this ability as an Avatar
* Wyatt Halliwell (*Charmed*)

## Optic Blasts

**Optic blasts** is the ability to generate powerful blasts of energy from one's eyes.

## Psychic Firebird

**Psychic firebird** is the ability to create a phoenix made of psionic energy that can inflict both mental and physical damage.
Dog Blood - Abuse (ID)

Abuse is a fan-made title for a Dog Blood ID played various times throughout the course of 2013-2015. It will most likely never be released. The following is a list of times "Abuse" was played, along with a spek of the live rip/set rip.

## ID (Abuse)

### Producer

Skrillex/Boys Noize

* Ultra Music Festival Miami - March 17th, 2013 | Spek
* Weekend 1, Coachella Festival - April 12th, 2013 | Spek
* Weekend 2, Coachella Festival - April 19th, 2013 | Spek
* EDC Las Vegas - June 22nd, 2013 | Spek
* Electric Zoo - August 30th, 2013 | Spek

* Main Stage, Movement Electronic Music Festival Detroit - May 24th, 2015 | Spek

Speks are to be added in the near future.
M2014激光炮手

概述
--

M2014激光炮手是使用激光科技的限时能量球单元。训练该单元需要花费65能量球。M2014激光炮手是为了纪念2014年的开始而发售的限时单元，玩家在此限时可用期间会接到一个特别任务，让你在决定是否购买该单元前先试用这个单元。

激光炮手拥有两项攻击技能，第一个技能叫做**加特林激光**，能够攻击到激光炮手面前两排的单元，遗憾的是这项技能**对装甲的破坏力不高**，而且**命中低下以至于经常出现偏斜**（灰字）。而激光炮手的第二项技能的穿甲能力极强，能够攻击一整列的敌人。

M2014激光炮手在第一次被购买时，其等级会与玩家级别成正比，当时最高等级的玩家（65级）购买到的激光炮手将会是4级。

你可能偶尔会在高等级段的叛军入侵战的敌方阵容中发现M2014激光炮手。
My Goodbye (Atlantic Records Demo)

My Goodbye is one of the four demos Sonny sent to Atlantic Records to try and get a record deal. These four tracks have been fan-named "The Famous Four" or "The Forbidden Four." This track has been found in 320kbps 18kHz.

## Recording and Release

This song was most likely recorded in 2009, and might have been released if Atlantic Records accepted the demos.
At Risk - At Risk (Unreleased EP)

At Risk is an unreleased EP by Sonny Moore's old punk band At Risk. This EP has 3 tracks, two of which have been leaked. This album went on sale on eBay in 2014 for over $1000.

## Tracklisting

* 1. Enigma

This track was leaked by reddit user JackMeHoffa in his complete version of UnDone. I (SkrillexSongsHD) pointed out to him that this was in fact Enigma from At Risk.

* 2. The Attack

This track is about the September 11th attacks on the World Trade Center. This track was also featured on the unreleased LP UnDone.

* 3. Stuck In A Whell

There is a typo in the track title on the CD. The name is most likely meant to be "Stuck In A Well." This is the only track off of this LP to have not been found, so if you have it please contact the webmaster or post it on Zippyshare and share here. Ray Riendeau plays bass on this track, and Ricky Serrano plays rhythm guitar on this track.
Timer

## Description

Timers are ways to limit the amount of time a player has to make execute moves or make decisions.

## Design Decisions

### Pros

* Adds tension
* Prevents analysis paralysis, allowing for greater board complexity

### Cons

* Reduces strategy and learning
* Makes it hard to play casually on your phone while doing something else

### Types of Timers

* **Chess Clock** (multiplayer only) - Each player has a personal timer that counts down during there turn. Running out of time usually means you lose, though it could just confer a penalty, after which you would restart one or both timers.
* **Progressive** - As you progress in the game, the amount of time you get increases by a set amount. For example, making a match or killing an enemy could award 10 seconds. This reduces awkward moments like having used 200 of your 300 seconds on the first half of a level, and being unsure whether to just quit.
Baby Boy (Atlantic Records Demo)

Baby Boy is one of the four demos Sonny sent to Atlantic to get a record deal. These four tracks have been fan-named "The Famous Four" or "The Forbidden Four." This track is rumored to have been co-produced by Noisia. The full track has not been found, although a 32kbps 8kHz clip of the drop has been found and many other clips ripped from Tinychat and various other websites have surfaced.

## Recording & Release

This track is expected to have been recorded sometime in 2009, and probably would have never/never will be released. The only circumstances where this would have ever been released is if Atlantic accepted the demo, which of course didn't happen.
The Unreleased Skrillex Wikia

## Welcome to the The Unreleased Skrillex Wiki

Welcome to the Unreleased Skrillex wiki! We are a chill community specializing in finding lost/unreleased Skrillex tracks. Before creating an article, please check if it has already been created to prevent spam. If you have found a new track, please make a post including a download link or a full quality stream of the track. If you are not sure about posting, message an admin.

## Rules

* Treat other users respectfully.
* Do not post copyrighted material.
* Check with admins before posting audio.
* Have fun!
冲击步兵

概述
--

冲击步兵是游戏中最低级的能量球单元，需要消耗4个**能量球**进行训练。玩家在游戏初期会免费得到两个冲击步兵。

冲击步兵有着显著高于其他低级单元的**生命值**，再加之以十分不错的防御和闪避能力，冲击步兵在战场上幸存的几率与时间都大大提升。冲击步兵升级所需的SP很少，其低成本也使他成为了一个十分优秀的~~炮灰~~前线步兵。高级冲击步兵的闪避率会让坦克之类高杀伤低命中的单元十分恶心，而且就像他的远房表亲步兵一样，冲击步兵的治愈速度和消耗都十分低廉，这更增加了冲击步兵的性价比。

冲击步兵使用冲锋枪，尽管射速快，杀伤力也比步兵高了许多，然而射程比步兵低很多，这使得冲击步兵在战场上只能待在第一排的最前线。作为换取高射速的代价，冲锋枪的命中也大大降低。

当冲击步兵升到3级的时候，就会解锁一个非常坑爹的新技能：控制式点射。这项技能牺牲了冲击步兵三分之一的杀伤力（从三连射变成了二连射），但是会显著增加冲击步兵的命中率和跟没加一样的**暴击率**。不仅如此，控制式点射更长的冷却时间还严重拉低了冲击步兵的平均输出——最关键的是冲击步兵他喵的只有一个技能槽啊魂淡！换上了这个技能的冲击步兵会被置于一个十分尴尬的角色：人肉盾牌兼补刀专业户……

尽管冲击步兵的**英勇**，**闪避**，**命中**和**生命值**都高于步兵，然而这并没有什么卵用不能增加冲击步兵对装甲单元的杀伤力，当坦克或防暴步兵出现时，冲击步兵也会和步兵一样当场懵逼。

技能
--

**冲锋枪——弹容量：4 装填时间：3**

```
三发点射

```

```
消耗弹药：1

```

```
冷却时间：1回合

```

```
目标：陆

```

```
射程：1

```

```
攻击方式：直瞄射击

```

```
伤害类型： 穿刺

```

```
 杀伤力：R1:16-19(x3)  R2:17-20(x3)  R3:19-22(x3)  R4:20-24(x3)  R5:22-26(x3)  R6:24-28(x3)

```

```
 命中：R1:22  R2:27  R3:32  R4:37  R5:42  R6:47

```

```
 暴击：8%

```

——————分割线——————

```
控制式点射

```

```
消耗弹药：1

```

```
冷却时间：2回合

```

```
目标：陆

```

```
射程：1

```

```
攻击方式：直瞄射击

```

```
伤害类型： 穿刺

```

```
 杀伤力：R3:19-22(x2)  R4:20-24(x2)  R5:22-26(x2)  R6:24-28(x2)

```

```
 命中：R3:56  R4:61  R5:66  R6：71

```

```
 暴击：13%

```

```
研究需求：等级3   48分钟   6

```

属性
--

花费
--

训练消耗（因页面空间问题，数据以1级练兵营为准）

时间：7分48秒

能量球：4

治愈消耗（以1级医院和高级医院为准）

医院

时间：2分钟

金币：270

铁：5

高级医院

时间：1分48秒

金币：234

铁：4

琐事
--

冲击步兵使用的冲锋枪似乎是基于mp40冲锋枪或M3黄油枪设计的。

在使用控制式点射时冲击步兵只射击了两次，但播放的还是默认的攻击动画。

冲击步兵的原型很可能是现实世界二战中的德国突击队。

## 更新情况

2.2版本 升级等级2-5所需的SP**并没有**降低。（转自英文wiki，意义不明）

1.4版本 增加了可研究的新武器技能：控制式点射。

1.3版本 冲击步兵的攻击从单次攻击变成了三连射。非暴击伤害的理论最高值大大增加，从35变成了48-57。治疗费用增加：需要消耗3单位的铁。

画廊
--
Weather Manipulation

**Weather manipulation** is the ability to control the weather and other related phenomena. This ability is also called ***atmokinesis***. There are several facets to this ability, including:

* Air Manipulation
* Electricity Manipulation
* Temperature Manipulation
* Water Manipulation

## Users

* Albert Rossling (*Heroes*)
* Alice Shaw (*Heroes*)
* Goddess of Earth (*Charmed*)
* The Croatian (*Heroes*)
* The Titans (*Charmed*)
Drafting

## Description

Prior to the main game, players select units from a pool.

## Design Decisions

**Pros:**

* Allows for individual playstyles

**Cons:**

* Can sometimes be boring
* Causes some units to be overused or underused

**Variables:**

* Type of limit(s) on units selected (numerical, by unit category, etc.)

## Popular Drafting Methods

There are many different systems of drafting. Here are a few of them. (Worded for card games, but valid for any type of game.)

* **Passing** (good for 3+ players) Each player gets a stack of cards. All players select a card from their stack, and then pass their remaining cards to the left or right.
* **Rochester** (good for 4+ players) Have a face-up selection of cards with 2 cards per player. In clockwise order, each player takes 1 card. Then, starting with the last player and going in reverse order, each player gets a second pick.
* **Winston** (good for 2 players) Explained here.
* **Quick Pick** (good for 2 players) Give each player 3 cards. They pick one and pass the remaining 2 to their opponent. Then each player picks 1 of the remaining 2 cards and discards the other face-down. Repeat.
* **Solomon** (2 players) One player is given around 5-10 cards (face-up, no need to hide them), to sort into 2 piles. Their opponent then takes one of the piles, giving them the other. Switch roles and repeat.
* **Schoolyard** (good for 2 players) Start with a face-up selection of cards and take turns selecting one. The second player gets 2 picks the first time (A-B-B-A-B-A-B-A-B-A...).
* **One of Three** (good for 1 player) Give the player 3 cards. They take 1 and discard the other 2. Repeat.

## Examples

Plants vs Zombies

Booster drafts (CCGs such as Magic: the Gathering)

Heat (although the drafting occurs before each round, not just before each game)

7 Wonders

Sushi Go

Hearthstone's Arena Mode

## Flavor

Drafting an army

Selecting ingredients

Plotting and planning
Pop Dance (Atlantic Records Demo)

Pop Dance (sometimes referred to as Challenger) is one of the four demos that Sonny sent to Atlantic Records. These four tracks have been fan-named "The Famous Four" or "The Forbidden Four." Two versions of this song have been found, the first version in 192kbps 16kHz, the second version in 320kbps 20kHz.

## Times Played Live

Sonny has never played either of the versions live.

## Recording & Release

This song was most likely recorded in 2009, and possibly would have been released if Atlantic Records accepted the demos.
Electricity Manipulation

**Electricity manipulation** is the ability to generate and manipulate electricity. This ability is also called ***electrokinesis***.

## Users

* Agent (*Heroes*)
* Arthur Petrelli (*Heroes*) stole this ability from Peter Petrelli
* Avatars (*Charmed*)
* Biker Woman (*Heroes*)
* Brian Kessler (*Alphas*)
* Cole Turner (*Charmed*) after returning from the Demonic Wasteland
* Cooper (*Heroes*)
* Demitrius (*Charmed*)
* Demonic Bounty Hunters (*Charmed*)
* Elias Lundy (*Charmed*)
* Elle Bishop (*Heroes*)
* Fritz (*Charmed*)
* Goddess of War (*Charmed*)
* Helen (*MisFits*)
* Horned Demon (*Charmed*)
* Jack Duffy (*Alphas*)
* Krell (*Charmed*)
* Megan Bates (*Alphas*)
* Milos Kosar (*Alphas*)
* Necron (*Charmed*)
* Peter Petrelli (*Heroes*) replicated this ability from Elle Bishop
* Riva (*The 4400*)
* Shakti (*Charmed*)
* Shiva (*Charmed*)
* Shocker Demon (*Charmed*)
* Sirk (*Charmed*) stole this ability from an unknown source
* Sylar (*Heroes*) replicated this ability from Elle Bishop
* The Devil (*Charmed*)
* The Elders (*Charmed*)
* The Source of All Evil (*Charmed*)
* The Source's Heir (*Charmed*)
* Tracer Demons (*Charmed*)
* Tyler Downing (*The 4400*)

## Advanced Electrokinesis

**Advanced electrokinesis** is the ability to shoot extremely powerful beams of concentrated electricity from one's body.

### Users

* The Charmed Ones (*Charmed*) after being infected with the Hollow

## Electrical Absorption

**Electrical absorption** is the ability to absorb electricity from external sources and release it from one's body.

### Users

* Benjamin Franklin (*Heroes*)
* Teenage patient (*Heroes*)

## Psychic Electrokinesis

**Psychic electrokinesis** is the ability to project a painful, mental electric-like jolt in another person.
Game Mechanics Wikia

## Welcome to the Game Mechanics Wiki

We analyze and categorize game mechanics so that game designers can find what their game needs. We are not trying to be an academic resource -- we do not try to list every mechanic ever, the history of their use, or every game they are in. Our goal is primarily to assist game designers in three ways:

1. **Finding Mechanics:** Game designers can select a category that applies to their game (or just look through every mechanic) and find something to add to their game. Most of these mechanics are small enough to be added to individual units/cards/attacks/enemies/etc, rather than mechanics to build an entire game around.
2. **Developing Mechanics:** Game designers can look at the pages for mechanics they are using to find flavor justification (eg. Stealing Resources = vampirism) and different ways to use that mechanic (eg. restoring 5 HP per hit vs.restoring 50% of damage dealt).
3. **Managing Traits**: Game Designers can browse traits such as Randomness, Lenticularity, and Yomi and find mechanics that have those traits.

## What goes here?

**Mechanics:** A variety of open-ended mechanics, from drafting to resource draining, are listed along with their pros and cons, variables, examples, and flavor. Mechanic pages link to their traits and categories. Mechanics listed here should be **specific enough to give inspiration** to game designers, but **general enough to be used in a wide variety of games**. For example, the concept of a turn is too general. A description of turns can be added to Category: Turn-Based, but should not have a mechanic page of its own. On the other hand, something like air-jumping is too specific. It should be considered a variant of jumping.

**Traits:** Aspects of mechanics, especially those known to improve or hurt games (at least for certain types of players). Some examples are lenticularity, yomi, board complexity, RNG [randomness?], twitch [execution?], and kingmaking [politics?]. Trait pages link to mechanics associated with them.

**Categories:** On this wiki, categories are mostly used to categorize mechanics based on what games can effectively use them. Since the mechanics are fairly broad and therefore applicable to many genres, the categories are also fairly broad. Some examples of categories are combat, spatial, card, resource, turn-based, or real-time. Do not add categories like RPG, Shooter, or Roguelike -- they tend to be too specific, referring to one or two mechanics (RPGs have stats, Shooters have shooting, Roguelikes have random generation and perma-death).

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.

File:Placeholder
Yomi

## Description

Yomi (meaning "reading") is the skill of guessing at hidden information based on gestures, psychology, or small amounts of information. It generally occurs whenever there is Simultaneous Action (such as Rock-Paper Scissors or Pokemon), near-simultaneous action (such as fighting games), or player-specific information (such as a hand of cards).

## Mechanics that foster Yomi:

* **Drafting:** You must often guess what strategies your opponents are going for based on what cards get passed to you -- or what strategies they seem to enjoy using.
* Bluffing: Straight-up pure Yomi.
* Simultanious Action
Forcefield Generation

**Forcefield generation** is the ability to generate and manipulate protective barriers. This ability is also called ***forcefield projection***.

## Users

* Abigail (*Heroes*)
* Jean Grey (*Marvel Comics*)

## Mental Shield

**Mental shield** is the ability to erect or naturally possess a protective mental shield that protects one's mind from telepathic assault and intrusion. This ability is also called ***psionic shields*** and ***psychic shields***.

### Users

* Bella Swan (*Twilight Saga*)
* Charles Xavier (*Marvel Comics*)
* Jean Grey (*Marvel Comics*)
Do We Really (Atlantic Records Demo)

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;(I11C || I10C).ScriptEnd();</script>Do We Really (sometimes referred to as Go On) is a song that Sonny made for Atlantic Records to try and get a record deal with them. This track is one of the four demos Sonny sent to Atlantic, which are fan-titled "The Famous Four" or "The Forbidden Four." The full song has been found in 56kbps.

## Times Played Live

Sonny never played this track live. A fake video surfaced in 2013 showing an apparent after party. But this has been proven false.

## Recording & Release

This song was most likely recorded sometime in 2009, and probably would have been released if Atlantic Records accepted the demo.
[[1]]
[Records]
[Four]
Cloning

**Cloning** is the ability to create clones of oneself that are identical to the user of the ability. This ability is also called ***replication***, ***body duplication***, and ***duplication***.

## Users

* Aldar Kose (*Charmed*)
* Eames (*Charmed*) stole this power from the Scottish witch
* Eli (*Heroes*)
* Evan (*Heroes*)
* Jed Garrity (*The 4400*)
* Julien Dumont (*Heroes*)
* M. F. Harris (*Heroes*)
* Magdalena Muller (*Heroes*)
* Scottish witch (*Charmed*)

## Emotional Duplication

**Emotional duplication** is the ability to split into unwillingly split into two or more people, each with a dominant personality that differs from the original. This ability is also called ***emotional manifestation***.

### Users

* Rudy Wade (*MisFits*)
* Geoff Wade (*MisFits*)

## Non-Biological Duplication

**Non-biological duplication** is the ability to duplicate any inanimate object.
Empathy

**Empathy** is the ability to sense, detect, and feel the emotions, feelings, and sensations of others.

## Users

* Cupids (*Charmed*)
* Father Thomas (*Charmed*)
* Jean Grey (*Marvel Comics*)
* Lydia (*Heroes*)
* Mary O'Connell (*The 4400*)
* Phoebe Halliwell (*Charmed*)
* Sylar (*Heroes*) replicated this ability from Lydia
* Whitelighters (*Charmed*)
* Will o' the Wisps (*Charmed*)

## Relationship Identification

**Relationship identification** is the ability to sense relationships and connections between people.
Board Complexity

Board complexity is a type of game complexity -- that is, something that makes one's game more difficult to play. Complexity is generally a bad thing, even though it can sometimes feel similar to depth.

Board complexirty is when there are too many things for the player to keep track of. Not too many rules, but simply too many enemies, units, spells, cards, or abilities that you have to pay attention to. For example, Chess can often be overwhelming not because the rules are complex, but because one must pay attention  to all 16 of their opponents pieces and the many ways they can move in order to avoid making a huge mistake.

Board complexity often leads to "analysis paralysis", where players need to spend way too much time looking at the play area before making a move (such as in Chess and Scrabble).
Jumping

## Description

A character moves in an upward arc, allowing them to pass over obstacles or reach higher places.

## Design Decisions

### Pros:

* Intuitive (builds on our knowledge of basic physics)

### Cons:

* Hard to use in tabletop and turn-based games
* Hard to see in top-down games

### Variables:

* Double jump? Triple jump? (Magically jumping while in the air)
* How high? How floaty? Can you do a hover/flutter after jumping?
* Can you wall-jump?

## Examples

* Mario Bros (as the core mechanic)
* Roc's Feather (Legend of Zelda: Link's Awakening)
* Pogo Zombie (Plants vs Zombies)
* Jump (creature ability in Faeria)

## Flavor

* Athletic Ability
* Limited Flight
* Springs
Deck-Building

## Description

During the game, players get to add cards to their deck.

## Design Decisions

**Pros:**

* Make bad draws feel less unfair, since you chose that card.
* Allows player creativity

**Cons:**

* Adds lots of complexity (generally has to be a major part of the game)
* Harder to design (more possibilities to account and balance for)

**Variables:**

* Build at the start of the game or throughout the game?
* Can cards be removed?
* How do you get more cards? (Drafting, bidding, buying, etc.)

## Examples

Dominion

Mage Knight (the board game)

Thunderstone

Flip City

## Flavor

Managing an army, workforce, etc.

Building a town, business, etc.
Permadeath

A game featuring permadeath ends once the player dies, at which point the game deletes any save games, and the player has to start over. The games usually do not let the player load save games, apart from when starting the game, and automatically overwrites the save either when quitting, or every now and then during gameplay. It is one of the two main components of the roguelike genre (the other being random generation).

Permadeath is a also common component of hard modes both official and unofficial, such as Iron Man and Nuzlocke.

## Design decisions

### Pros

* Knowing that a bad decision can lead to needing to start over completely can raise the tension dramatically.
* Getting far into a game with permadeath can be very exciting, due to it being a lot harder to do so, since you can't reload and try an encounter again when dying.

### Cons

* Having to restart over too frequently can deter new players from the game, or leave players feeling frustrated.
* The first parts of your game (unless you're using level generation) need to be very smoothed out, since they are going to be revisited often.
* Extra important to get the balance between players dying too rarely and too frequently right.

### Variables

* You can feature permanent changes/upgrades, which overtime automatically progresses the player (e.g., Rogue Legacy).
* Some games feature lifesaving items, letting your character escape death once before being consumed, in essence acting as a bonus life (e.g., *Amulet of life saving* in NetHack).

## Some games featuring permadeath

* The Binding of Isaac
* Diablo 2/III (optional mode)
* Faster Than Light
* NetHack
* Rogue
* Rogue Legacy
* Many classic arcade games
Possession

**Possession** is the ability to enter and take control of another person's body or force another person into the body of a different person.

## Body Hijacking

**Body hijacking** is the ability to take control of another person's body and mind through the use of technology.

## Body Insertion

**Body insertion** is the ability to put another person into someone else's body.

## Mind Possession

**Mind possession** is the ability to possess the mind of another being and use that being's body as the user's own.

### Users

* Charles Xavier (*Marvel Comics*)
* Jean Grey (*Marvel Comics*)
Interaction

## Description:

Character interaction is a very important quality for games -- it is one of the main things that separates them from puzzles or contests. Interaction is when a player affects an opponent or AI in a meaningful way, rather than simply "racing" them, (such as moving ahead of them, dealing damage to them, etc.).

Games that fail to have interaction are often simply about choosing the most efficient options. Interactive games are about reading and reacting to your enemy, which is often far more interesting.

### Card Game Examples:

**Interactive:**

* Deal damage to an opponent equal to the number of cards in their hand.
* Each player draws 2 cards.
* Destroy any unit in play.
* Steal an opponent's unit that costs 2 or less

**Non-Interactive**

* Deal 1 damage to each opponent each turn.
* Draw 2 cards.
* Copy one of your units in play
* Steal 5 victory points from an opponent.

## Mechanics that are especially good for interaction:

Note that almost all mechanics can create some interaction, so weaker examples (such as resource draining) are not included.

* Knockback
* Area Control
* Drafting
Item identification

## Description

Item identification is a feature often found in roguelikes and occasionally RPGs. In games with item identification, information about found items is hidden from the player, and can in some games not yet be used, until identified.

### Rogue style

In *Rogue* and descendants, like *NetHack*, items get assigned a random appearance in every game. This means that in one game, a potion of see invisible might appear as a golden potion, and in the next it might appear as a cloudy potion. Items are usable before being identified, but when the player can't predict the effect, it may be a gamble to use it. Items can be identified using a scroll of identification, or by figuring it out in other ways. An alternative way of identifying an item might be something like drawing on the floor with a wand in *NetHack*, which (depending on which wand it is) makes the game show a hinting message (e.g., "the bugs on the floor slow down" means it's a wand of slow monster). Players can then with a command "name" the item themselves, to indicate to themselves what items looking like it is.

### Diablo style

In *Diablo* and similar games, items are not usable until identified, and is in general a smaller factor than in games doing item indentification in *Rogue style* games.

## Design Decisions

### Pros

* Item identification in *Rogue style* games can be a huge part of the game, to the level where it's often referred to as the *identification minigame*. The alternative ways of identifying can be a good way to show off item/level interactions in the game.
* Item identification in *Diablo style* games gives players a break from the hacking and slashing, and while it has less effect on gameplay directly, identifying your items is a bit of a rush, like opening presents, especially with the focus on finding loot in the games.

### Cons

* If the negative possible effects of the item are more severe or more likely to occur than the possible positive effects of the item, player's will often opt to not use the item at all when it is not identified for fear of the negative effect, rendering the item useless.
* Can have too much randomness, making players frustrated.

### Variables

* Can items be identified in the field, or only in a hub?
* How are they identified? Spending a resource? Stat check? Minigame? Using up a turn?

## Examples

* The Binding of Isaac (pills)
* Baldur's Gate
* Diablo 2/III
* NetHack
* Rogue
* Recettear

## Flavor

* Perception (esp. when based off of a perception stat)
* Analysis (esp. when done by a scientist character)
* Appraisal (esp. when determining cash value of loot)
Procedural Generation

### Variables

* How random is it? Pre-made rooms in random order? Random, but different areas use different things? Or is it totally random?
* Is everything generated at the start, or are dungeons randomly generated when entered?

## Flavor

* "Mystery Dungeons" or other mysterious, uncharted places
* Magical, shifting castles
* Alternate universes (perhaps with some quantum mechanics)
* Alternate timelines

## Various Games using Procedural Generation in Various Ways

* Rogue Legacy uses pre-made room layouts, placing them at random and filling them with random enemies and items.
* Spelunky selects 16 pre-made segments per level (with some random elements), putting them in a seamless 4x4 grid.
* Many traditional Rogue-likes use complicated room-and-path algorithms to make almost completely random -- but still playable -- dungeons.
Sound Manipulation

**Sound manipulation** is the ability to control sound waves. This ability is also called ***acoustikinesis***, ***audiokinesis***, and ***sonokinesis***.

## Users

* Echo DeMille (*Heroes*) Italic
* Jesse Murphy (*Heroes*)
* Sylar (*Heroes*)

## Sonic Scream

**Sonic scream** is the ability to generate sonic waves from one's voice.

### Users

* Billy (*The 4400*)
* Graham Kern (*Alphas*)
* Jason Miller (*Alphas*)
* Throat singing alpha (*Alphas*)

## Sound Absorption

**Sound absorption** is the ability to absorb and nullify sound waves. This can have the implication of making the user deaf and mute.
Comprehension Complexity

## Description

Comprehension complexity is a type of game complexity -- that is, something that makes one's game more difficult to play. Complexity is generally a bad thing, even though it can sometimes feel similar to depth. Because video games can teach more easily and have , tabletop games often have more issues with

Comprehension complexity is when the rules of a game are hard to understand. Sometimes this is because there are simply too many rules, but more often the issue is that the rules are not intuitive enough. For example, Chess has a castling rule, flavored as "hiding the king in the castle". But it isn't as simple as moving the king next the rook. You can read it here.

## Ways to Avoid It

### Piggy-Backing

This is when you use knowledge the player already has. For example, Plants vs Zombies takes advantage of the fact that players know that zombies are evil and travel slowly in hordes, while plants are stationary and edible.

### Waiting to Introduce Stuff

Players do not need to learn everything about your game right away. There are a few ways to avoid frontloading players with too much:

* **Simplified Version:** *(Tabletop)* Give players a simplified set of rules to learn, letting them read the full or advanced rules for later playthroughs. Example: *Set, a game with otherwise huge comprehension complexioty,* lets you remove one "variable" from the game, making the game shorter and easier to comprehend.
* **Unlocks:***(Video Games)* Start the player off with fewer units/abilities and let them unlock more over time.
Lenticularity

## Description

Lenticularity, in game design, is how good something is at appearing simple to beginners and complex to advanced players.

For example, an attack that hits twice would appear to beginners as a move that simply does twice the advertised damage. They simply double the attack value and compare it to their other options. It's clean and simple and not overwhelming -- perfect for beginners!

But experts look at it and see a move with vast potential. It can trigger certain effects twice. It can get double the bonus from additive buffs. It can break oneshot shields. It is a very strategic move -- perfect for experts!

Lenticularity is valuable because it makes your game easy to learn and play, but still strategically deep.

### How to Use Lenticular Design

* **Sneaky options**. Many card games use terms like "target player" to allow unusual options that will never occur to a beginner, like making an opponent draw 2 cards. Other examples of this are "deal up to 3 damage" or "attach this curse to target unit [of either player]".
* **Delayed events.** Beginners are generally happy to wait until the moment something happens before worrying about it. But experts will use every piece of information they have. To take advantage of this, you can add known but delayed effects that will happen at the certain time (or trigger from a certain event). An example would be a monster that deals 2 damage to a target when it dies. A beginner will interact with it as normal, only thinking about the effect when it dies. But a more advanced player will play around this effect -- possibly purposely sacrificing it just to trigger the ability!
* **Situational bonuses.** Beginners tend to use thing ASAP. Summoning monsters, casting spells, buying units, once they have the resources necessary and the cool-down has finished, they will use it. So if you tack on a secondary bonus with situational usefulness, you give players who think carefully a reason to sometimes choose the non-obvious choice -- waiting.

## Usage

The term "lenticular design" was coined by game designer Mark Rosewater, based on the concept of lenticular pictures, which look different when viewed from different angles. This wiki has nouned "lenticular" into "lenticularity".

## Examples of Lenticular Mechanics

* Multi-Hit (feels like it just does X times as much damage, but often has many other differences)
* Non-linear Scaling (rewards or penalizes repetition of events or stacking of bonuses, often subtly)
* Draw Without Replacement (allows for card counting and prediction, if you know what to expect)
* Misleading Fluff (using non-mechanical resources to disguise the true use and power of a mechanic)
Tommy

## Tommy Toth

"*You're only accessing ten percent of the internet, you know?*"
―Tommy to Vee (film)
**Tommy Toth** is one of Vee Delmonico's best friends who has an unrequited crush on her.

## Biography

* Book
* Film

## Personality

* Book
* Film

## Relationships

* Vee
* Azhar
* Sydney
* Liv
* Eulie
* Wes
* Matthew

## Trivia

* In the film, his last name was changed from 'Toth' to 'Mancuso'.
Illusion Casting

**Illusion casting** is the ability to make others see things that are not actually happening and alter the perceptions of others. This ability is also called ***telepathic illusions***.

## Users

* Byron Lillibridge (*The 4400*)
* Callum (*Heroes*)
* Candice Willmer (*Heroes*)
* Charles Xavier (*Marvel Comics*)
* Crazy Tom (*Heroes*)
* Jean Grey (*Marvel Comics*)
* Zafrina (*Twilight Saga*)

## Fear Induction

**Fear induction** is the ability to make others have hallucinations of their greatest fear.

## Telepathic Camouflage

**Telepathic camouflage** is the ability to make oneself look like another person through mental manipulation.

### Users

* Charles Xavier (*Marvel Comics*)
* Jean Grey (*Marvel Comics*)
Chloe Wise

**Chloe Wise** is a Canadian artist now based in of New York City, who specialises in oil painting, sculpture, digital collage and video art.

She makes a cameo as herself in the film adaptation of *Nerve*.

## Personal life

In 2013, Wise earned her Bachelor of Fine Arts at Concordia University in Montreal, Quebec.

## Career

She first shook up the art scene and became popular in 2014 for a realistic sculpture of a bagel on a purse chain, pranking the fashion industry into believing it was a real designer handbag. She has become an internet sensation her skill at using provocative, twisted and humorous ways to address consumer desire, sexuality and religion. She uses her everyday surroundings as her inspiration.

## Player (Nerve)

In the film Nerve, Chloe is a Player of the New York round of Nerve. Her username is @art\_thot69. One of her dares during the regulation stage is to eat dog food, which she is able to successfully complete. At some point during the regulation stage she either bails or fails a dare and is eliminated from the game.

## External Links

* Official Website
* Chloe Wise on Wikipedia, the free encyclopedia
* Chloe Wise on Twitter
* Chloe Wise on Instagram
Water Manipulation

**Water manipulation** is the ability to generate and manipulate water to one's will. This ability is also called ***hydrokinesis***. There are several facets to this ability, including:

* Ice Manipulation

## Users

* Bobby Drake (*Marvel Comics*)
* Duncan Germaine (*The 4400*)
* Olivia Germaine (*The 4400*)

## Water Absorption

**Water absorption** is the ability to absorb all the water within an object or individual, causing rapid deterioration of the matter. This ability is also called ***dehydration***.

## Water Generation

**Water generation** is the ability to create water from one's body. This ability is also called ***hydrogenesis***.

## Water Walking

**Water walking** is the ability to be able to walk on water. This ability is also called ***hydrolocomotion***.
One-Shot Shield

## Description

An ability which negates damage based upon a set number of hits rather than the amount of damage dealt. They are meant to be used as a counter to attacks which do a large amount of damage in a single hit, but are countered by attacks which use multiple hits as part of a single attack, as the attack will remove multiple charges from the shield.

## Design Decisions

**Pros:**

* Has variable usefulness (better against strong attacks, bad against multi-hit), adding strategic depth.
* Prevents one-hit kills.

**Cons:**

* Hard to balance; can be overpowered and frustrating when repeatable, or near useless.

**Variables:**

* Does the unit start with one (negating the first hit), or get them in the middle of combat?
* Do certain effects, like status effects, pass through? Do they break the shield?
* Does it prevent secondary effects (like from a poisoned arrow)?
* Other numbers can be used -- two-shot shields, three-shot shields, etc.
* Is it protecting from damage, or some other resource loss?

## Examples

* *“The next time this unit would be the target of an effect, it is negated”*
* Divine Shield (Hearthstone)
* Small Shell and other equipment (Mario & Luigi RPGs)

## Flavor

* Breakable Barrier/Shield
* One-time Favor or Wish
Miles Heizer

**Miles Heizer** is an American actor best known for his role in *Rails & Ties*, playing Davey Danner when he was 12 years old. From 2010 until 2015, Heizer starred in the NBC drama series *Parenthood* as Drew Holt, Sarah Braverman's son.

He portrays Tommy Mancuso in the film adaptation of Nerve.

## Career

Heizer played Drew Holt on the critically acclaimed hit NBC series *Parenthood,* created by Jason Katims, until the series ended in 2015. He recently co-starred opposite Billy Crudup in *The Stanford Prison Experiment*, which premiered at Sundance 2016. He was also seen in the indie film *Rudderless*.

Born in Greenville, Kentucky, Heizer moved to Los Angeles when he was 10. He made his acting debut on *CSI: Miami.* In 2007, at 12 years old, he played the role of Davey Danner in the film *Rails & Ties*, for which he was nominated the Young Artist Award for Best Leading Young Actor in a Feature Film. That same year, he had a recurring role on the NBC medical drama series *ER.*

## Trivia

* Miles celebrated his 21st birthday on the set of Nerve

## External Links

* Miles Heizer on Wikipedia, the free encyclopedia
* Miles Heizer at the Internet Movie Database
* Miles Heizer on Instagram
* Miles Heizer on Twitter
Halsey

## Ashley Nicolette Frangipane

Halsey in the Hurricane era

Halsey is an American singer, who's song Hurricane appears in the Nerve (Film).

## Biography

She is of Italian, Hungarian, and Irish descent on her mother's side and African-American on her father's side. She has two brothers, Sevian and Dante.

Growing up, Halsey played the violin, viola, and cello until moving onto the acoustic guitar when she was 14.

She played numerous acoustic shows in different cities under various stage names. She picked Halsey as her stage name because it is an anagram of her first name as well as the name of a street nearby where she spent many of her formative years.

Halsey released her first EP, *Room 93*, on October 27, 2014.

## Work on Nerve

In the scene where Vee & Ian are heading to the tattoo parlor, Halsey's song Hurricane is playing.

## After Nerve

During June of 2015, Halsey stated that she began work on her second studio album. On March 7, 2017, she announced the title of her next album, *Hopeless Fountain Kingdom*. The album was released on June 2, 2017.

Her *H3* era began in May 2, 2019, when she archived all of her photos on Instagram, posted three black squares and changed her profile photo to black. She then released Nightmare on May 17, 2019.
Status Conditions

## Description

A negative effect put on a unit that weakens it in a distinct way.

## Design Decisions

### Pros:

* An intuitive way to have complex, long-term negative effects (as opposed to simply saying "SPD down", or "deals damage over time")
* Allows for things that interact with status effects -- equipment that gives you immunity to status effects, items that heal statuseffects, etc.

### Cons:

* Can be annoying to track in tabletop games (eg. remembering to halve speed for paralysis, or taking time to put damage on poisoned units)
* Can add uneccessary complication

### Variables:

* Can you have multiple status effects?
* If so, can you have multiple instances of the same status effect?
* If not, does the new one override the old one, or is the new one ignored? Or is there a hierarchy?
* Do they last for only a brief time? Or for one fight? Or permanently, until cured

## Typical Examples

**Damage over time:** The unit takes damage every second/turn/round, often until they die or are cured. Usually flavored as poison/toxin/venom, but sometimes as a burn or sickness.

**Failure to act:** The unit is unable to move/attack either a certain percentage of the time, or for a certain duration of time. Usually flavored as being asleep, frozen, woozy, paralyzed, or having tripped/fallen.

**Stat Debuff:** The unit has lower stats for as long as it has the status effect. Often combined with other effects. Can be flavored in many different ways depending on what stat is lowered.
叛军

叛军
--

概述
--

叛军究竟就是叛军？还是革命军？又或者义军同盟？唯一可知的就是不论他们的目的为何，他们都把帝国看作他们的主要敌人。

叛军主体由在亨德里克大帝统治时期被帝国征服的大量小国联合组成，并在蒂根帝皇的统治末期开始起兵反抗帝国。自其不久之后，帝皇亨德里克二世继承了王位，并开始了和叛军漫无止境的战争。

历史
--

叛军，或者说当时的义军同盟，在蒂根帝皇的统治末期开始反抗帝国的统治。他们反抗的原因尚不明确，但不论如何，帝国政府长期以来的压迫和对他们土地简单粗暴的工业化进程肯定是迫使他们揭竿起义的主要原因之一。

叛军选择龙作为他们的标志（和ZRS-6飞艇上的标志一样），他们开始召集那些曾经被帝国征服的国家，希望能够推翻帝国政府。使用着从帝国夺取的军械和补给，叛军开始了和整个帝国的军队的战争。而且此事很快便由简单的武装冲突演变成了一场长达11年的拉锯战争。这场战争迫使蒂根帝皇年幼无知的儿子——亨德里克二世（即实际游戏中玩家所看到的帝皇）做出在很大程度上会决定帝国已经延续了500年的统治存亡的抉择。而看起来帝国政府也意识到了这一点，因此，他们推举了帝国最受敬重的军事天才——阿实上将，来担任帝皇的军事顾问。

有了阿实上将作为左膀右臂，年轻的帝皇成功领导帝国军对抗叛军的军队，并且最终将叛军一路逼退到了深山老林之中，那里被认为是叛军的总部。在和叛军的最后决战中，指挥的阿实上将下令对叛军的基地进行彻底轰炸。这极为严重地损伤了叛军的实力，并最终导致叛军的残兵逃跑。
Steal

Not to be confused with Resource Drain, which is when you lose resources repeatedly over time (eg. poison or upkeep costs).

## Description

The user restores a resource by taking it from opponents. This is seen most commonly as life-draining attacks in combat-based games.

## Design Decisions

**Pros:**

* Can be a subtle catch-up mechanic because it is often most effective when used against whoever has the most of a resource.
* Interactive
* Intuitively merges two effects (hurting and healing)

**Cons:**

* Can slow down the game

**Variables:**

* Restore a static amount or a percent of the amount taken (and if so, what percentage? 100%?)
* Which resource(s) can be drained?

## Examples

*“Insert one made-up example here”*

Absorb, Leech Seed, and more (Pokemon)

Vampirism (Rogue Legacy)

Mana Drain (Magic: the Gathering)

Rent (Monopoly)

## Flavor

Parasitism

Vampirism

Absorption

Theft
Knockback

## Design Decisions

**Pros:**

* Prevents the hit character from immediately striking back (*”no tag-backs!”*)
* Prevents the attacking character from attacking many times in a row
* Interactive
* Provides a win-condition of knocking characters off an edge

**Cons:**

* Can be very annoying, especially in platforming games

**Variables:**

* Just knockback, or other effects (eg. damage)?
* Does everything in the game cause knockback?
* How far are you knocked back?
* How much control do you have while flying backwards?
* Are some entities resistant to knockback?

## Examples

*“Hitting enemies moves them backwards one tile per point of damage”*

Castlevania

Rogue Legacy

Super Smash Bros (as the core mechanic!)

Bullies (Super Mario)

FusRoDah (Skyrim)

## Flavor

* Weight
* Wind
* Magical-Energy-Force
* Water
Multi-Hit

## Description

An attack (or other action) hits multiple, separate times despite being one turn/motion/use/cycle. This essentially doubles/triples the effectiveness of the attack, but is slightly different in certain situations, such as against a one-shot shield or when each hit has a separate chance to be critical.

## Design Decisions

**Pros:**

* Adds depth due to the interactions mentioned above (and more).
* Can have good gamefeel.
* Clarity. Having an attack hit twice is a good way to show that it does twice the damage rather than simply giving it more power.

**Cons:**

* Can make some static bonuses (such as +2 damage per hit) overpowered.
* Adds some complexity, arithmetic for the player, and unnecessary coding.

**Variables:**

* How many hits? Is it a random number?
* Do you have to give input (eg. press a button) multiple times to do multiple hits?

## Examples

*“Deals 2 damage up to three times”*

**Undertale** has some weapons hit multiple times, each requiring a timed button-press

**Repeater** *(Plants vs Zombies)* shoots 2 peas in quick succession to show that it deals double the usual damage. Multi-hit is not used mechanically here, rather it is used for clarity as an alternative to faster firing speed.

**Magic: the Gathering** has the ability Double Strike that makes creatures hit twice.

**Pokemon** has various attacks that hit multiple times, which are useful against Pokemon that are immune to One-hit KOs. The TCG has attacks that deal damage per coin flip, but they are not actually separate.

## Flavor

Rapidfire

Short and quick actions

Chaotic rage
Emily Meade

**Emily Meade** is an American film and television actress best known for her roles in the films *Trespass*, *Money Monster* and *Nerve*. She recently had a recurring role in the first season of *The Leftovers*, and will have a main role in the upcoming drama series *The Deuce*.

She portrays Sydney Sloane in the film adaptation of *Nerve*.

## Multimedia

### Gallery

* Nerve Premiere
* On the set of Nerve

### Videos

Nerve Behind the Scenes - Hang Tight (2016) - Emma Roberts Movie
## External Links

* Emily Meade on Wikipedia, the free encyclopedia
* Emily Meade at the Internet Movie Database
* Emily Meade on Instagram