Tribe Mechanics Differentiation Ideas
This page mirrors the planning notes for thematic mechanics for each existing MadROM tribe so they feel distinct while staying balance-safe.
Existing tribes covered
- Xplor — The Royal Midgaard Explorers' Society
- Night — The Midnight Dance
- Vamps — The Dark Gathering
- Etrnl — The Eternal Alliance
- Orddr — The Order of the Dragons
- Druid — Druids of the Misty Vale
- Pirat — Pirates of the Dragon Sea
- Beast — The Beasts of Thera
- Fate — Pantheon of the Savants of Fate
- Illum — The Illuminati
- Shadw — Shadows of the Evil of Thera
Balance guardrails
- Keep baseline passives in modest ranges (roughly 5–12%).
- Prefer conditional power over unconditional always-on boosts.
- Add internal cooldowns to proc-style effects.
- Avoid giving multiple tribes the same top-tier axis (for example, raw damage).
- Distribute identity lanes: sustain, stealth, economy, control, support, scouting.
Tribe-by-tribe mechanics
Vamps (The Dark Gathering)
Identity lane: Sustain and blood magic.
- Flagship passive: Increased effectiveness for vampiric drains/leech effects.
- Situational bonus: At night or in dark rooms, chance for minor life steal on hit.
- Utility flavor: Blood-sense pulse that helps detect wounded targets.
Shadw (Shadows of the Evil of Thera)
Identity lane: Stealth, ambush, disengage.
- Flagship passive: Stronger invisibility tier (aggressive actions break it).
- Situational bonus: First strike from stealth gains accuracy bonus.
- Utility flavor: Reduced movement detection/aggro profile while sneaking.
Fate (Pantheon of the Savants of Fate)
Identity lane: Prediction and variance control.
- Flagship passive: Foretell effect that softens the next harmful event.
- Situational bonus: Limited reroll mechanic once per encounter.
- Utility flavor: Create food produces omen meals with small random short buffs.
Pirat (Pirates of the Dragon Sea)
Identity lane: Economy and opportunistic combat.
- Flagship passive: Better haggle/sell values with price cap controls.
- Situational bonus: Small plunder bonus from NPC kills/chests with anti-farm caps.
- Utility flavor: Better movement economy across water sectors.
Xplor (Royal Midgaard Explorers' Society)
Identity lane: Exploration and navigation.
- Flagship passive: Bonus rewards for first-time area/room exploration milestones.
- Situational bonus: Reduced movement costs in already explored rooms.
- Utility flavor: Better survey/scan output and path hints.
Night (The Midnight Dance)
Identity lane: Nocturnal tempo and social trickery.
- Flagship passive: At night, modest haste/evasion boost.
- Situational bonus: Night-themed charm/confuse effects gain duration versus NPCs.
- Utility flavor: Better after-hours vendor interactions or inventory windows.
Etrnl (The Eternal Alliance)
Identity lane: Endurance and anti-death reliability.
- Flagship passive: Long-cooldown “refuse death” trigger (survive fatal hit at 1 HP).
- Situational bonus: Slight reduction to death penalties.
- Utility flavor: Improved out-of-combat regeneration aura for nearby allies.
Orddr (The Order of the Dragons)
Identity lane: Discipline and command.
- Flagship passive: Resistance boost against fear/charm disruptions.
- Situational bonus: Mark/challenge target for modest group hit chance bonus.
- Utility flavor: Lore-style weakness readout on enemies.
Druid (Druids of the Misty Vale)
Identity lane: Nature attunement and terrain mastery.
- Flagship passive: Outdoors-only healing/regen efficiency bonus.
- Situational bonus: Nature spell bonuses in natural biomes, slightly weaker indoors.
- Utility flavor: Improved forage/reagent find quality.
Beast (The Beasts of Thera)
Identity lane: Hunting and pursuit.
- Flagship passive: Increased damage versus wounded targets.
- Situational bonus: Stronger tracking/scent mechanics.
- Utility flavor: Trophy turn-ins grant temporary instinct buffs.
Illum (The Illuminati)
Identity lane: Revelation and anti-stealth control.
- Flagship passive: Better detection against hidden/invisible/illusion states.
- Situational bonus: Expose debuff that lowers stealth/evasion temporarily.
- Utility flavor: Better appraisal and identification efficiency.
Suggested implementation sequence
- Implement low-risk utility/economy features first.
- Add one modest combat passive per tribe with conservative numbers.
- Add one active/cooldown tribe ability per tribe after telemetry and tuning.
Hard safety rule
No tribe should hold top-tier offense and top-tier defense at the same time.