Difference between revisions of "Events at Cycle Change"
From Mushpedia
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| − | * Character has {{Skill|Lethargy}} | + | * Character has {{Skill|Lethargy}} and has been {{Status|Lying down}} continuously for '''4 cycles''' |
| − | + | ||
| | | | ||
| Character gains 3 {{AP}}. | | Character gains 3 {{AP}}. | ||
| Line 56: | Line 55: | ||
| {{Notification|None}} | | {{Notification|None}} | ||
| Character loses 2 {{Glory|Mush}}. | | Character loses 2 {{Glory|Mush}}. | ||
| + | |- | ||
| + | | | ||
| + | * Character has {{Skill|Panic}} and half the crew is {{Character|Mush}} | ||
| + | | {{Notification|Private}} | ||
| + | | Character gains 1 {{AP}} and 1 {{MP}}. | ||
|- | |- | ||
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| Line 109: | Line 113: | ||
|- | |- | ||
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| − | * | + | * character has at least 1 [[Health#Satisfaction|Satisfaction]] |
| {{Notification|None}} | | {{Notification|None}} | ||
| − | | | + | | Character loses 1 [[Health#Satisfaction|Satisfaction]] |
|- | |- | ||
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== Health and Morale == | == Health and Morale == | ||
| − | {|class="wikitable" | + | {|class="wikitable" width="100%" |
| − | + | ! width="30%" | Condition | |
| − | ! width=" | + | ! width="120px" | Notification |
| − | ! width=" | + | ! Event |
| − | |- | + | |- |
| − | | | + | | |
| + | * '''At Cycle 1''' | ||
| {{Notification|Private}} | | {{Notification|Private}} | ||
| − | | | + | | '''All characters''' gain 1 {{hp}} |
| + | |- | ||
| + | | | ||
| + | * '''At Cycle 1''' | ||
| + | | {{Notification|Private}} | ||
| + | | '''All characters''' loose 2 {{morale}} | ||
| + | * Reduced by 1 for all characters if {{Skill|Mankind's only hope}} is present and alive. | ||
| + | * Additionally reduced by 1 for characters with {{Skill|The Optimist}}. | ||
|- | |- | ||
| − | | | + | | |
| − | + | * Character is in the same room as a crewmate | |
| − | + | ||
| − | + | ||
| − | + | ||
| − | + | ||
| − | + | ||
| {{Notification|Private}} | | {{Notification|Private}} | ||
| − | | | + | | {{Trait|Antisocial}} character ({{Character|Raluca}}) loses 1 {{morale}} |
|- | |- | ||
| − | | | + | | |
| + | * Character is {{Status|Dirty}} | ||
| {{Notification|Private}} | | {{Notification|Private}} | ||
| − | | | + | | {{Trait|Germaphobe}} character ({{Character|Finola}}) loses 1 {{morale}} |
|- | |- | ||
| − | | | + | | |
| − | + | * Character is '''[[file:Laid.png]] lying down''' in the same room as a {{Skill|Shrink}} | |
| − | + | | {{Notification|Private}} | |
| − | + | | Character gains 1 {{morale}}. | |
|- | |- | ||
| − | | Random | + | | |
| + | * Character is '''human''' | ||
| + | * ''Random chance'' | ||
| {{Notification|Private}} | | {{Notification|Private}} | ||
| − | | | + | | Character gets a {{Status|Disease}} or a {{Status|Disorder}} (see [[Illnesses]]) |
|- | |- | ||
| + | | | ||
| + | * Character has a {{Status|Disease}}, a {{Status|Disorder}} or an {{Status|Injury}} | ||
| + | * Conditions depend on specific illness | ||
| (Varies) | | (Varies) | ||
| − | + | | Symptoms of the illness: may include loss of {{hp}}, {{morale}}, {{ap}} etc. (see [[Illnesses]]) | |
| − | | Symptoms of | + | |
|- | |- | ||
| − | | Random | + | | |
| + | * Character has a {{Status|Disease}}, {{Illness|Spleen}} or {{Illness|Vertigo}} | ||
| + | * ''Random chance'' | ||
| {{Notification|Private}} | | {{Notification|Private}} | ||
| − | | | + | | Character is cured. |
| − | |- | + | |- |
| − | | ''' | + | | |
| − | | {{Notification| | + | * Character with {{Status|Disorder}} is '''[[file:Laid.png]] lying down''' in the same room as a {{Skill|Shrink}} |
| − | | | + | * The Shrink needs to be standing up {{todo|check}} |
| − | + | | {{Notification|Public}} | |
| − | + | | Character gets therapy. | |
| − | + | * The log shows whether the disorder is actually cured. | |
| − | + | |- | |
| − | + | | | |
| − | + | * '''Character has 0 {{morale}}''' | |
| + | | {{Notification|Announcement}} | ||
| + | | [[file:Dead.png]] '''Fatal depression: character dies.''' | ||
| + | * With {{Skill|Self-sacrifice}}, character loses 1 {{hp}} instead. | ||
| + | {{note|this happens ''only'' at cycle change, but after morale loss: statuses {{Status|Demoralized}} and {{Status|Suicidal}} give warnings. }} | ||
|} | |} | ||
Revision as of 19:11, 13 June 2014
This page attempts to list all game events that occur at cycle change.
Note that the majority of events are triggered by certain conditions, and, in many cases, chance.
Warning: This page has been created fairly recently. Data may be incomplete or phrased improperly; please contribute!
Contents
General Character Resources
| Condition | Notification | Event |
|---|---|---|
|
|
All characters gain 1 |
|
|
All characters gain 1 |
|
|
All characters gain 1 |
|
|
Character gains 1 |
|
|
Character gains 1 |
|
Character gains 3 | |
|
|
Character gains 1 |
|
None | Character gains 1 |
|
None | Character loses 2 |
| |
Character gains 1 | |
|
|
|
|
|
Characters with the following skills gain skill-specific Action Points: |
|
None | Actions with a daily limit become available again:
|
TODO: Some cases where efficiency at repairing/shooting/whatever is reset to its base level?
Titles and Statuses
| Condition | Notification | Event |
|---|---|---|
| Character becomes | ||
|
Character becomes | |
|
None | Character loses 1 Satisfaction |
|
None | Character becomes |
| |
Character loses 1 | |
| |
A-True adjustment: Title |
Health and Morale
| Condition | Notification | Event |
|---|---|---|
|
|
All characters gain 1 |
|
|
All characters loose 2
|
|
|
|
|
|
|
|
|
Character gains 1 |
|
|
Character gets a |
| (Varies) | Symptoms of the illness: may include loss of | |
| |
Character is cured. | |
| |
Character gets therapy.
| |
| |
|
Hazards
| Frequency | Notification | Event description and conditions |
|---|---|---|
| Random (15%) | |
General Patching Up (GPU) is activated for this cycle (if the NERON Project has been researched) |
| Random | |
|
| Random | |
Electrical spikes: all equipment of the room is damaged, any character in the room loses 3
|
| Random | |
The room shakes: any character in the room loses 1-3
|
| Random | |
Metal plates: one character in the room loses 4-6
|
| Random | |
|
| Random | |
A fire damages equipment (except doors) and breaks/destroys items in the room. |
| Random | |
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 on fire loses 2 |
| Random (25%) | |
A fire is extinguished automatically by NERON Project Sprinkers |
TODO: break down by green jelly
Items and Equiment
| Frequency | Notification | Event description and conditions |
|---|---|---|
| Always | |
Drones do their actions: extinguish a |
| Always | None | Any item or equipment with charges restore 1
|
| At Cycle 1 | Perishable food decays one step in the series
| |
| At Cycle 1 (*) | None | The coffee machine becomes available again
|
Oxygen and Plants
See Oxygen and Gardening for more details.
| Frequency | Notification | Event description and conditions |
|---|---|---|
| Always (*) | None (*) | The ship consumes 1
|
| Always | |
Each broken oxygen tank makes the ship loose 1 |
| Always | |
|
| 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 | Notification | Event description and conditions |
|---|---|---|
| Random | |
A wave of new hunters arrives |
| Always | |
If a movement has been initiated last cycle, then the DAEDALUS reaches its destination |
| Always | |
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 | |
A Transporter arrives |
| Random | |
A Transporter leaves
|
| Always | None | The Plasma Shield (if available) gains 5hp |
| Random | |
Signal loss: The connection with Sol has been lost
|
| Random (*) | |
Communication attempt from a Rebel Base (provided the contact with Sol is established)
|
| Random | |
Communication attempt from a Rebel Base times out |