Difference between revisions of "Events at Cycle Change"
From Mushpedia
(→Global events: -> split in two sections) |
(→Character-centered events: ->split in two) |
||
| Line 3: | Line 3: | ||
{{Caution|This is still a work in progress (I plan to complete the missing elements). Do not hesitate to check/confirm all lines that need some proof-reading }} | {{Caution|This is still a work in progress (I plan to complete the missing elements). Do not hesitate to check/confirm all lines that need some proof-reading }} | ||
| − | == Character | + | == General Character Ressources == |
{|class="wikitable" | {|class="wikitable" | ||
! width="10%" | Frequency | ! width="10%" | Frequency | ||
| Line 45: | Line 45: | ||
| One character in the same room as a {{Skill|Logistics Expert}} gains 1 {{ap}} | | One character in the same room as a {{Skill|Logistics Expert}} gains 1 {{ap}} | ||
| ? | | ? | ||
| + | |- | ||
| + | | '''At cycle 1''' | ||
| + | | {{Privacy|Private}} | ||
| + | | Some characters gain [[Player_Resources#Skill-specific_Action_Points|Skill-specific Action Points]]: 1[[image:Pa eng.png]]/2[[image:Pa garden.png]]/2[[image:Pa core.png]]/2[[image:Pa comp.png]]/1[[image:Pa heal.png]]/1[[image:Pa pilgred.png]]/2[[image:Pa shoot.png]]/4[[image:Pa cook.png]] | ||
| + | * With a maximum of 2 days worth of points. | ||
| + | | ? | ||
| + | |} | ||
| + | |||
| + | {{Todo|other skill-specific events?}} | ||
| + | {{Todo|Mush stuff?}} | ||
| + | |||
| + | {{Todo|Some cases where efficiency at repairing/shooting/whatever is reset to its base level?}} | ||
| + | |||
| + | == Health and Morale == | ||
| + | |||
| + | {|class="wikitable" | ||
| + | ! width="10%" | Frequency | ||
| + | ! width="10%" | Log | ||
| + | ! width="75%" | Event | ||
| + | ! width="5%" | To be checked | ||
| + | |||
|- | |- | ||
| Always | | Always | ||
| {{Privacy|Private}} | | {{Privacy|Private}} | ||
| Each character '''[[file:Laid.png]] lying down''' in the same room as a {{Skill|Shrink}} gains 1 {{morale}}. | | Each character '''[[file:Laid.png]] lying down''' in the same room as a {{Skill|Shrink}} gains 1 {{morale}}. | ||
| + | | ? | ||
| + | |- | ||
| + | | Always | ||
| + | | {{Privacy|Public}} | ||
| + | | Each character '''[[file:Laid.png]] lying down''' in the same room as a {{Skill|Shrink}} while having a {{Status|Disorder}} gets therapy | ||
| + | * For this the Shrink needs to be standing up {{todo|check}} | ||
| + | * The log shows whether the disorder is actually healed | ||
| ? | | ? | ||
|- | |- | ||
| Line 65: | Line 93: | ||
| Any character with 0 {{morale}} '''dies''' | | Any character with 0 {{morale}} '''dies''' | ||
* This takes place ''after'' morale loss. Status {{Status|Suicidal}} gives a warning. | * This takes place ''after'' morale loss. Status {{Status|Suicidal}} gives a warning. | ||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| ? | | ? | ||
|- | |- | ||
| Line 99: | Line 110: | ||
| ? | | ? | ||
|- | |- | ||
| − | | | + | | Always |
| − | | | + | | None |
| − | | Each character loses 1 | + | | Each character loses 1 [[Health#Satisfaction|Satisfaction]] |
| − | + | ||
| ? | | ? | ||
|- | |- | ||
| + | | Always | ||
| + | | {{Privacy|Private}} | ||
| + | | Any [[Image:Starving.png]] '''Starving''' character (with 0 [[Health#Satisfaction|Satisfaction]] for at least 24 cycles) loses 1 {{hp}} | ||
| + | | ? | ||
| + | |- | ||
| '''At cycle 1''' | | '''At cycle 1''' | ||
| {{Privacy|Private}} | | {{Privacy|Private}} | ||
| Each character gains 1 {{hp}} | | Each character gains 1 {{hp}} | ||
| ? | | ? | ||
| − | |- | + | |- |
| '''At cycle 1''' | | '''At cycle 1''' | ||
| {{Privacy|Private}} | | {{Privacy|Private}} | ||
| − | | | + | | Each character loses 1 {{morale}} |
| − | | ? | + | * Unless they are {{Skill|The Optimist}} |
| + | |? | ||
|- | |- | ||
| '''At cycle 1''' | | '''At cycle 1''' | ||
| {{Privacy|Private}} | | {{Privacy|Private}} | ||
| − | | | + | | If no character with {{Skill|Mankind's only hope}} is alive, each character loses 1 {{morale}} |
| − | + | ||
| ? | | ? | ||
|} | |} | ||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
== Room and items == | == Room and items == | ||
Revision as of 17:47, 11 June 2014
This page lists all events that occur at cycle change.
| I use the "to be checked" column to ensure that at least 1 person verifies the info. Please remove the question mark if, to the best of your knowledge, this line is correct and complete. |
| This is still a work in progress (I plan to complete the missing elements). Do not hesitate to check/confirm all lines that need some proof-reading |
Contents
General Character Ressources
| Frequency | Log | Event | To be checked |
|---|---|---|---|
| Always | |
Each character gains 1 |
|
| Always | |
Each character |
|
| Always | |
Each character gains 1 |
? |
| Always | |
Each character gains 1 |
|
| Always | None | Each human character gains 1 |
? |
| Always | None | Each mush character loses 2 |
? |
| Always | |
One character in the same room as a |
? |
| At cycle 1 | |
Some characters gain Skill-specific Action Points: 1
|
? |
TODO: other skill-specific events?
TODO: Mush stuff?
TODO: Some cases where efficiency at repairing/shooting/whatever is reset to its base level?
Health and Morale
| Frequency | Log | Event | To be checked |
|---|---|---|---|
| Always | |
Each character |
? |
| Always | Public | Each character |
? |
| Always | |
Any |
? |
| Always | |
Any |
? |
| Always | Any character with 0
|
? | |
| Random | |
Chances of getting a |
? |
| (Varies) | (Varies) | Symptoms of having a |
? |
| Random | |
Random healing of any |
? |
| Always | None | Each character loses 1 Satisfaction | ? |
| Always | |
Any |
? |
| At cycle 1 | |
Each character gains 1 |
? |
| At cycle 1 | |
Each character loses 1
|
? |
| At cycle 1 | |
If no character with |
? |
Room and items
| Frequency | Log | Event | To be checked |
|---|---|---|---|
| Always | Drones do their actions: extinguish a |
? | |
| Always | None | Items with charges restore 1 |
? |
| Random | Announcement (*) |
|
? |
| Random | Announcement | |
? |
| Random | Public | A fire damages equipment (except doors) and break/destroy objects in the room. | ? |
| Random | Public | A fire does 2-3 points of damage directly to the |
? |
| Random | A fire spreads to an adjacent room. | ? | |
| Random | |
Any character in a room in fire loses 2 |
? |
| 25% | A fire is extinguished automatically by NERON Project Sprinkers | ? | |
| At cycle 1 | Perishable food decays one step in the series
|
? |
Oxygen and Plants
See Oxygen and Gardening for more details.
| Frequency | Log | Event | To be checked |
|---|---|---|---|
| Always (*) | None (*) | The ship consumes 1
|
? |
| Always | Announcement | Each broken oxygen tank makes the ship loose 1 |
? |
| Always | Announcement | Asphyxiation. If the ship has 0 |
? |
| Random | None | A |
? |
| Random | None | A plant becomes |
? |
| At Cycle 1 | None | Plants produce 1 | |
| At Cycle 1 | None | Plants produce 1 fruit each (possibly 2 with Heat Lamps) | ? |
| At Cycle 1 | None | A plant becomes |
? |
| Frequency | Log | Event | To be checked |
|---|---|---|---|
| Random | Announcement | A wave of new hunters arrives | ? |
| Always | Announcement | If a movement has been initiated last cycle, then the DAEDALUS reaches its destination | ? |
| Always | Announcement | If a movement has been initiated last cycle, a fraction of the hunters catch up with the DAEDALUS
|
? |
| Always (*) | None | Hunters attack and deal damage (mainly to the ship's |
? |
| Random | Announcement | A Transporter arrives | ? |
| Random | A Transporter leaves
|
? | |
| Always | None | The Plasma Shield (if available) gains 5hp | ? |
| Random | Announcement | Signal loss: The connection with Sol has been lost
|
? |
| Random (*) | Announcement | Communication attempt from a rebel base (provided the contact with Sol is established)
|
? |
| Random | Communication attempt from a rebel base times out | ? |