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I would say that when it comes to video games, one of my favorite genres is the Detective/Mystery style, with two of my favorites being Danganronpa and Disco Elysium. I've enjoyed both of them immensely despite their flaws, and so have decided to create a series of Danganronpa one-shots, where the skills system from Disco Elysium will be used in conversations (primarily from the Ultimate Lucky Student and Hope, Makoto Naegi).
For reference, Disco Elysium uses a skills system where each skill appears as thoughts in the player character's head, each giving different opinions on the character's current situation and how to progress forward (whether they are right or wrong in their judgements is up for the player to decide). As well, they also provide skill checks when you take certain actions in the game, your success or failure each having a different outcome. This gives a very interesting and often hilarious internal dialogue throughout, as we get to see into the character's own mind, and their various internal thought processes in much detail. I wanted to see how this system would work in Danganronpa, specifically from the POV of one Makoto Naegi.
As this is an experimental fic, there will no doubt be some things I could change in the future, and those unfamiliar with Disco Elysium may find it a bit difficult to adjust to, but I will do my best to create some fun interactions, from both scenes in the game and those of my creation.
Anyway, onto the various skills that Naegi (and co.) will use during these one-shots.
Intellect Skills
Logic- How well a person can solve puzzles, connect evidence, draw conclusions, and find holes in an argument. Essential for the aspiring detective.
Encyclopedia- Ability to know and recall facts and information, even when it isn't relevant to the matter at hand, such as knowing what brand of suit the Ultimate Heir wears, or when the Ultimate Idol last appeared in a magazine.
Rhetoric- Basically the "Persuasion" attribute, and focuses on a person's capability to debate, argue, and convince others. After all, being able to find a contradiction in a testimony is one thing, but being able to persuade the rest of the class of it is another matter.
Drama- The capacity to make a convincing lie and to detect when others are lying, invaluable in a Class Trial and when trying to take down the blackened.
Conceptualization- Measures creativity and the ability to draw, see, and make art. Even in situations where it is not called for.
Visual Calculus- Is focused not just on interpretation of rules in the Student Handbook, but how well one can visualize a crime scene and collect evidence from it.
Psyche Skills
Volition- Morale and ability to keep going, despite the odds. Volition is solely focused on making sure in the end, the right thing is always done.
Inland Empire- Imagination, pure and simple. While it can be silly, sometimes one needs to think "outside the box" to solve a puzzle. It also represents gut feelings and "hunches", a person's own intuition.
Empathy- How well a person can understand fellow human beings and put "themselves in others shoes", something that the Ultimate Lucky Student is very good at to a fault.
Authority- One's ability to assert authority over a situation, and convince others to back down.
Esprit de Corps- Affects the capacity to connect with and understand fellow classmates; and understand what they are doing and going through.
Suggestion- A person's ability to charm others, tell when they are being charmed, and how likable they are.
Physique Skills
Endurance- Controls a person's metabolism and overall physical health. Without it, climbing a flight of stairs to investigate a school office can feel like a marathon.
Pain Threshold- The ability to shrug off pain, be it enduring a extended trip to the sauna or dealing with mental stress.
Physical Instrument- Controls the muscular and skeletal system, and their effectiveness, be it trying fight for control of a weapon to climbing up a long ladder.
Electro-Chemistry- Focused all around pleasure, be it romance, relaxation, substances, or otherwise. Can be considered as a person's "Id".
Shivers- One's connection to the world around them, and their ability to be aware of their surroundings, even the things they can't sense directly.
Half Light- Simply put, fight or flight response. Can alert and protect you from dangerous situations, but can get easily worked up when the situation does not call for it.
Motorics Skills
Hand-Eye Coordination- Focuses on catching, throwing, and handling. Without it, one couldn't even catch a ball straight without fumbling it.
Perception- The ability to see, hear, smell, and taste; and so controls one's ability to detect and deduce sensory input.
Reaction Speed- One's ability to react to a situation, be it a verbal remark being thrown their way or dodging a punch thrown by the Ultimate Biker.
Savoir Faire- Affects athletics and movement, like how well someone can land a jump or stealthily avoid Monakuma after 10 pm.
Interfacing- Enables interactions with machines and tools, such as computers, a certain toolbox, and AI like Alter Ego.
Composure- The ability to keep emotions in check and maintain a straight face even in intense situations.
That's all for now, and hope you enjoy the chapters as they come up!
