WORKING TITLE: Playing God
I.	Player characters
A.	Thief
is a lithe, agile 5'8 thief who specialises in covert operations and break-ins, making use of what he steals too valuable to be sold. He hires himself out for jobs such as stealing or assassinations, he's very good at what he does and very persuasive. He breaks into the R&D lab of a large technology company after getting the tip-off that they were working on something that could give a single person a lot of power, he is the one who wakes up the SuperSoldier by accident, thinking he was the technology he was looking for. In the end he steals the nanite-supersuit and the ATHENA P.A.I. and decides to use the new tech for his own agendas.

If the player decides to do GOOD actions, he will take the route of 'Detective', solving crimes and using his exoskeletal enhancements to become a hero.
If the player decides to become NEUTRAL, he will take the route of 'Double Agent', take on jobs of questionable morals such as assassination and spying for anybody who pays up.
If the player decides to do EVIL actions, he will take the route of 'Deadly Shadow',  stealing valuables from everywhere and taking jobs that could have serious impacts on others.
1.	Stealth-based gameplay (Thief-only)
The thief is suited to missions where stealth is key, covertly infiltrating areas to steal or spy from the government to rich people's homes. Getting around without being seen or heard and avoiding security alarms is encouraged. The thief will primarily use the suit's utilities and stealth gear to pick locks, hack into consoles and even take but enemies by force if need be.
a.	Stealth actions
The thief can hug against walls, sidle and hide around objects for cover much more easily than the SuperSoldier, being able to use the shadows to keep from being spotted or noticed by guards and cameras. The thief is able to use enclosed spaces to his advantage, such as hiding in lockers, behind curtains, under beds and any other context-based cover. The thief can squeeze into ventilation shafts in buildings and any other small openings to get through without destroying or properly unlocking anything. The thief can knock-out guards and disable security systems in order to maintain stealth.
b.	Lock-picking
The thief can open metal locks with his suit omnitools to get past ordinary doors or get into secure draws and cabinets.

The mini-game involves pulling and pushing the tool in and out of the lock whilst tapping for pins, to unlock the door all pins must be pushed up. Multiple strikes are required to push the pins up to unlock the door to prevent the player from simply moving and tapping around aimlessly. Without additional help, the player must rely on tapping and listening for sounds, the closer they are to a pin the less hollow it sounds. More complex doors will have more pins to push up and require more strictly-placed strikes to get open.

As the thief's P.A.I. improves, upgrades will allow the thief will be given more cues to the location of pins. The thief can choose to go 'automatic' but unless the P.A.I. lock-picking skill is high, it may be quicker to do it manually.
c.	Wire-cutting
The thief can get access to the power-boxes of certain places in order to manipulate the electrical power supply. To cut the lights, disable security systems or some other beneficial effects.

The mini-game involves the player being presented by a number of coloured wires, the player must guess which wire(s) to cut to get the desired effect to get past their obstacle or get an advantage over it. The risk however is that one or more wires may be connected to alarms systems that will trigger when cut, or something worse. In some cases, re-wiring may be the answer to problems, as any wires cut can be repaired as many times as necessary. The difficulty increases when more wires are present and if more than one wire is connected to alarm-systems. This is the only skill game that does not have a 'auto-solve' option.

As the thief's P.A.I. improves, it will be able to analyse the wire pattern to reduce the risk of luck by deducing and labelling which wires power what, alerting the player to wires that connect to the alarms or which one may cut the lights.
d.	Hacking
The thief can tap into more complex machines and consoles using the suit's omnitools and nanites, this can unlock doors with high-security measures taken upon it, or get into computers to access top-secret information, in some cases, robots and machines can be enabled to aid the thief by hacking them and taking control/possession of them.

The minigame consists of a number of rotating rings with circuit-paths leading from the outside into the core, the object is to make a direct path from the fixed outer-ring to the fixed circular core. The risk involved might be that alarms might be triggered for a failed attempt, but for some of the time the player might just have to try again until they succeed. More advanced encryptions increase the difficulty by adding more rings to rotate, require more than one unbroken path to connect and may have time-limits put in place. This makes Hacking the most difficult of the three thief's skill tasks without the aid of the P.A.I.

As the thief's P.A.I. improves, it can lengthen the time-limits imposed on some systems, offer clues or even partially solve attempts by rotating one or more rings to where they should be to help the player along; the more times the P.A.I. is asked to partially solve, the longer it takes, so manual solving may be quicker in most cases.
2.	Combat-style
The thief is capable of handling himself under fire using firearms and martial-arts. 
a.	Melee
The thief can use a wide range of close-up fighting moves, specialising in quick strikes, evasive manoeuvers and throws.
b.	Weapon use
The thief is fully capable of using light melee weapons such as bats, swords, knives and trash cans, he is also able to use most firearms sold in shops and those left behind by enemies.
3.	Charm-based social interaction
The thief can speak to others quite easily for he is witty, charming and devious. When talking to someone through the conversation tree, the thief may have the know-how to persuade his way out of a bad place, or be lucky enough to get perks.
4.	Thief movement gameplay
The thief is quite agile
a.	Climb and Grab
The thief can scale walls and grab ledges to help him reach high places and cross long gaps, whilst on a wall he can leap in several directions to reach other ledges and platforms. The thief is also agile enough to use various environmental fixtures such as poles or dynamic objects likes elevators and vehicles. Whilst grabbing ledges, the thief can also shimmy around narrow paths or sidle by climbing up.
b.	Grappling hook
For gaps too long to jump across or shafts too high or deep to travel through, the thief can use the suit's grappling hook omnitool to be fired upon anchor-points to swing, climb or lower to the intended destination. The thief may even be able to swing from more than one-point for extra long gaps.
B.	Super-Soldier
is a huge, 10ft tall, four-armed titan in heavy powered-armour designed with super-strength and endurance, a one-man army. Genetically-modified and intelligent, wakes up from stasis with no orders or objectives, arriving into the world a little lost and confused. He fights his way out of the R&D lab's security and walks the earth to discover what his true purpose is and what do to with his life. Already wearing the ARES nanite-supersuit, he has access to special suit weapons found nowhere else.

If the player decides to do GOOD actions, he will take the route of 'Superhero', fighting crime, saving lives and damage-controlling disasters.
If the player decides to become NEUTRAL, he will take the route of 'Outcast', trying to live life like a normal person, despite his appearance and prowess.
If the player decies to do EVIL actions, he will take the route of 'Supervillain', destroying and killing whoever they please, stealing whatever they want and take over the city.
1.	Combat-based gameplay
The SuperSoldier's is suited for combat and dangerous environments, using his immense strength and durability to destroy his opponents and break through whatever gets in his way. Almost super-powered, the SuperSoldier will use his special weapons and tactics to deal with problems directly with force.
a.	Super-strength
The SuperSoldier is able to pick up very large, heavy objects such as cars, boulders and even small tanks, ready to throw them at a target or wield it like an oversized weapon.
2.	Super-power actions
a.	Mega-jump
The SuperSoldier has very powerful legs, enabling him to leap fairly high into the air, this also results in being able to land from high falls with little to no damage.
b.	Wall-climbing
The Super-Soldier is strong enough to dig his fingers and feet into solid walls to create holds he can use to climb buildings and other vertical surfaces.
C.	Thief and SuperSoldier actions
1.	Stealth moves
Both characters can change positions around objects to conceal their presence however in the end, the thief does this so much better than the Super-Soldier.

Both can hug against walls and vertical surfaces, sidle standing and crouching, however the thief can do this against a smaller cover without being seen and move quickly and quietly. The Super-Soldier would have to hide around fairly large walls to avoid being seen, and moving quickly results in loud thuds due to his weight. Both can sidle across narrow ledges, however the Super-Soldier cannot do so if the ledge is too small, it would most likely be too narrow to stand on or crumble under his weight.

Both can perform can ambush an enemy from behind, however the Super-Soldier might be heard approaching before he could try. A knocked out guard can be moved away from being seen by others, the thief can carry one unconscious person at a time, but the Super-Soldier can carry up to four without loss of movement.

Both characters can crouch down, move while crouching and crawl, however the thief is the only one who can crawl into small openings and paths. Not only is the Super-Soldier unable to take these small paths, but may be required to crouch and crawl through enclosed spaces otherwise suitable for normal-sized persons.

Both characters can performs feats of stealth and agility, such as rolling from one cover to another nearby cover, or suspending themselves between narrow walls above the corridor. However the Super-Soldier might end up doing so loudly and draw attention. Certain contexts of cover are unable to be used by the Super-Soldier such as hiding in lockers or any other tight spaces, he can however take cover behind inconspicuously large context-based cover such as inside a metal cargo box.
2.	Mixed mission types
The missions and goals of each character may at times be suited more for one character than the others, some of them will require the talents and strengths of both and some may be simply unable to complete a mission for it focuses too much on one's weaknesses to be able to do it. A stealth-based missions may be very difficult or impossible for the Supersoldier, whilst a combat-heavy mission involving immensely powerful opposition may be too much for the thief to handle.
a.	Stealth/Infiltration/Spying/Stealing mission
Suited to the thief, this missions focus on the objective of getting inside a secure location, taking or surveying for valuable loot and/or information and then leave without causing alarm. Things to look out for would be patrolling guards, security cameras, trip-lasers, pressure sensitive floors and other means of property protection. Using the SuperSoldier for these types of missions is not recommended as he is too large to stay concealed for long, it is however possible to simply break though any obstacles regardless of alarms that ring in order to grab what loot/information is needed and attempt to escape the resulting police enforcement.

To sum it up, the thief is the best choice for these missions because completing a mission perfectly does not attract attention and some missions involve delicate situations the SuperSoldier just simply isn't able to pull off well.
b.	Crime/Crisis/Emergency mission
In the free city area, crimes of varying degrees will take place, ranging from muggings to bank robberies to rampages. Emergency situations like a building on fire and a bus teetering off the edge of a cliff. The thief or SuperSoldier may be inclined to go use their powers and abilities to help stop crimes and save lives. To successfully stop a crime in progress, the player must contain the threat and restore peace, for a bank robbery it can simply making sure none of the criminals get away and return their loot to the bank. To succeed in emergency situations you must use whatever is at your disposal to rescue any innocents from harm and help rectify the situation, for a building on fire, dousing the flames will do just that.

Due to the nature of some of these situations, the thief might be hard-pressed to be successful in dealing with a crisis or emergency as well as the SuperSoldier. It remains half and half, leaning to SuperSoldier.

Completing these kinds of events successfully will give the character a positive reputation under an assumed identity, giving the thief or SuperSoldier the title of Hero or Superhero in the eyes of the public. If the character excessively kills criminals on purpose and other neutrally-aligned actions, they might receive the title of Vigilante instead, which may increase the popularity in the eyes of the public but not in the eyes of the law.
c.	Courier mission
d.	Job-front mission-games
Sometimes there isn't any good spots to hit, crimes to solve or any crisis to help out. The thief and SuperSoldier can get a day-job to get some extra cash, SuperSoldier may have more difficulty based on his appearance. Successfully completing the job minigame will result in cash reward. Some jobs may have other rewards like community-trust and perks. Doing jobs will give you credentials to work other jobs with better prospects for a better pay and more perks.

The thief will have the least trouble in getting a job because of his regular human appearance, the SuperSoldier will have the most trouble because he is large, imposing and multi-limbed. That doesn't however mean that SuperSoldier cannot get a job.
3.	Social interaction
During the game, each character will undoubtedly interact and communicate with a number of people throughout the game. The thief is suited to this because of his charm and wit, being able to put himself out as trustworthy and persuading others to his own benefit. The SuperSoldier has more trouble with this as his appearance can be quite fearsome, sometimes even the right thing to say ends up failing badly. The thief's social interaction improves mostly by the choices made and what he says, the SuperSoldier can improve his social stance by how he acts and what he does.