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Anything Under the Sky Plot Outline
The plot will play out in Five Acts, as well as a Prologue and Epilogue. At the end of each Act will be a "Mission," which is a plot-advancing Scenario that will be triggered when certain monetary goals are met.
Prologue:
A tutorial mission where Feet attempts to rob a building, introducing the battle system as well as the way the stealth segments are played out. Brains runs interference, but the two are caught by the police. Feet has to talk their way out of the clutches of the law (in a tutorial for the negotiation system). They decide to lay low for a little while, and Feet reveals that she inherited a small shop from a deceased relative, and Brains lays out a plan to make it into a viable business, with Feet in charge of “Negotiation and Acquisitions.”
Act One:
Feet gets a notebook in which she begins keeping track of Leads, and begins finding them out. Brains sells basic provisions at little profit which Feet can supplement by selling maps she’s made of the city. Feet has to negotiate with the Guild of Merchants’ goons on occasion to get them to forget about Feet and Brains’ store for a while.
Mission One:
Feet receives a Lead about a cache of items stored in the old city and seeks it out. It is found to contain not just a large number of Provisions, but also some rusted weapons and armor.
Act Two:
Now that they have a steady source of items, Brains’ earning power has increased, and Feet can join the Guild of Miscreants (or whatever) which will provide her with better Leads. She will have a chance to hire a blacksmith and a tanner to repair and begin creating new weapons and armor for Brains to sell. Feet will begin needing to negotiate contracts with Materials sellers to supply the shop’s craftsmen. The Reverse Engineer can also provide plans for these items when unique weapons or armor are brought to him, which can be given to the Smith and Tanner to add to Brains’ supply of MP Items.
Mission Two:
They have become successful enough to expand, and Feet must apply for a license to expand from the government. But they learn that they essentially must have Guild of Merchants permission to do so. Feet will have to do a raid on the Guild Base and steal a book of Guild Stationary on which to forge a license.
Act Three:
The shop has been built on its new premises. Also, the Guild of Merchants begins causing more problems, even occasionally running up prices on certain materials. The shop’s premises are bigger, and Feet will be able to hire an Innkeeper and Barkeeper, and buy contracts from cleaning services. She will also be able to hire security guards to help guard against “miscreants” which mostly means the Guild of Merchants.
Mission Three:
A conflict with the Guild of Merchants leads to Brains being abducted, and Feet has to go free him. In a bit of vindictiveness, she’s also going to cause the Guild some problems as long as she’s in the building. Probably finds the first bit of dirt on the Guild Leader, too.
Act Four:
Feet will now be able to hire an Alchemist, Sage, and Wizard. Business has really picked up, which really evokes the ire of the Guild of Merchants. Guild Operatives begin to waylay Feet while she goes about her business, and assassination attempts are even made on her once or twice, which she will have to con her way out of. Some Scenarios will now be anti-Guild activities rather than just rewards, and in addition to the usual monetary requirement, these are used to trigger the fourth mission.
Mission Four:
Feet decides to raid the Guild of Merchants' base once again, this time to do serious digging into the corruption in the guild's ranks. Discovers some vital piece of proof that the Leader won't be able to talk his way out of. Tells Brains about her discoveries and they begin preparing their plan to take him down.
Act Five:
As a ruse, the shop "joins" the Guild of Merchants. Guild Fees become extreme. Play continues as before, but more and more Scenarios are anti-Guild activities, and Feet must be extra careful. As in Act Four, a certain number of anti-Guild missions must be completed before the Climax will occur, as well as the usual monetary requirement.
Climax:
A final Showdown with Guild Leader of the Guild of Merchants. It begins with a major negotiation in front of onlookers, and ends with a battle between Feet and the Guild Leader himself for control of the Guild.
Epilogue:
Feet and Brains take over the Guild of Merchants and begin to cut back on the power that the Guild holds.
Scenarios:
Main Article: List of AUtS Scenarios
Each member of the team will contribute some quests that Feet will be able to take part in as leads. These will make up the bulk of gameplay and will feature a large portion of the non-vital story elements to the game. Consider making one or two "Scenario Arcs" that make up a larger sidestory and offers progressively better rewards.
In addition to rewards in the form of money, sellable items and contracts, some Scenarios should be late-game anti-Guild activities whose reward is either dirt on the Guild Leader, or a less powerful Guild of Merchants.
If one of us doesn't want to do scenarios, it's fine, but it's better if everyone contributes at least at least a few concepts/scripts/what have you.
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