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Character and class design documentation

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  • Added September 27, 2026
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Scanned September 27, 2026

npx -y skills add David-Li0406/meta-skill-evloving --skill character-design --agent claude-code

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SKILL.md
---
name: character-design
description: Character and class design documentation
category: gamedesign
depends-on: [thermite-integration]
---

# Character Design

## Overview

This skill provides guidance for designing player characters, classes, and their abilities.

## When to Use This Skill

Use when:
- Designing character archetypes
- Creating class systems
- Defining abilities and skills
- Balancing character stats
- Designing progression systems

## Character Template

```markdown
## [Character Name/Class]

### Role
[What this character does in the game]

### Fantasy
[The player fantasy this fulfills]

### Base Stats
| Stat | Value | Description |
|------|-------|-------------|
| Health | [X] | Hit points |
| Speed | [Y] | Movement speed |
| Damage | [Z] | Base damage |
| [Etc] | [...] | [...] |

### Abilities

#### Ability 1: [Name]
**Type:** Passive | Active | Ultimate

**Description:** [What it does]

**Trigger:** [How to activate]

**Effect:** [Detailed mechanics]

**Duration:** [How long it lasts]
**Cooldown:** [Between uses]

**Damage/Healing:** [Numbers]

**Visual:** [What player sees]
**Audio:** [What player hears]

### Equipment
- **Primary:** [Weapon/Tool]
- **Secondary:** [Weapon/Tool]
- **Armor:** [Protection]
- **Consumables:** [Items]

### Strengths
- [What this character excels at]

### Weaknesses
- [What this character struggles with]

### Counters
- [Who/what beats this character]

### Synergies
- [Works well with...]

### Progression
| Level | Unlock |
|-------|--------|
| 1 | [Base ability] |
| 5 | [Upgrade 1] |
| 10 | [Upgrade 2] |
```

## Character Design Principles

### Rock-Paper-Scissors

Every character should have:
- **Strengths** - Situations where they excel
- **Weaknesses** - Situations where they struggle
- **Counters** - Specific hard counters

### Clear Fantasy

Each character should embody:
- **An identity** - "I am the..." statement
- **A fantasy** - Power trip or fantasy fulfillment
- **A moment** - When this character shines

### Accessibility

Characters should be:
- **Easy to learn** - Basic understanding in minutes
- **Hard to master** - Skill ceiling for dedicated players
- **Distinct** - No overlap with other characters

## Class Types

### Offensive

Focused on dealing damage:
- High damage output
- Low survivability
- Skill-based positioning

### Defensive

Focused on protection and support:
- High health/armor
- Team utility
- Low damage output

### Support

Focused on helping team:
- Healing/buffing
- Utility and control
- Resource generation

### Hybrid

Mixed capabilities:
- Multiple roles
- Flexibility
- Jack of all trades, master of none

## Balance Considerations

### Statistical Balance

Ensure characters are numerically balanced:

| Aspect | Considerations |
|--------|---------------|
| DPS | Damage per second across time |
| TTK | Time to kill average opponent |
| Survivability | Time to die under fire |
| Utility | Value added to team |

### Skill Expression

Ensure skill matters:
- Low floor - New players can contribute
- High ceiling - Experts can outplay basics
- Multiple techniques - Different playstyles
- Outplay potential - Can beat stronger opponents

### Team Balance

For team-based games:
- No mandatory character
- No trap characters
- Multiple viable compositions
- Each character has a role

## Character Review Checklist

Before finalizing a character:

- [ ] Clear fantasy and role
- [ ] Unique identity
- [ ] Balanced stats
- [ ] Fun abilities
- [ ] Clear strengths and weaknesses
- [ ] Has counters
- [ ] Has synergies
- [ ] Progression path defined
- [ ] Technical feasibility confirmed

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