Difference between revisions of "Events at Cycle Change"
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* {{Skill|Doorman}}: free '''Door [[Sabotage]]''' | * {{Skill|Doorman}}: free '''Door [[Sabotage]]''' | ||
* {{Skill|Defacer}}: '''Clear Logs''' | * {{Skill|Defacer}}: '''Clear Logs''' | ||
| + | * {{Skill|Metalworker}}: '''Search''' (for bonus items) | ||
* '''Using the emergency Refectory shower''' when both shower are dismantled (limit shared between all characters) | * '''Using the emergency Refectory shower''' when both shower are dismantled (limit shared between all characters) | ||
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Revision as of 10:30, 15 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
See
| 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
See Health for more details.
| 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
See Dangers for more details.
| Condition | Notification | Event |
|---|---|---|
|
|
General Patching Up (GPU) is activated for this cycle |
| (except for doors) |
An equipment becomes | |
|
|
An electrical equipment becomes |
| |
Electrical spikes: | |
| |
The room shakes:
| |
| |
Metal plates:
| |
| |
| |
|
|
A fire is extinguished automatically before it does any damage |
| |
| |
| |
The fire does 2-3 points of damage directly to the | |
| |
The fire spreads to an adjacent room. | |
| |
Character in the room loses 2 |
Items and Equiment
| Condition | Notification | Event |
|---|---|---|
|
|
Drones do their actions: extinguish a |
|
None | All items or equipment with charges restore 1 |
|
None | Turrets restore 1 |
|
None | |
|
|
Perishable food is destroyed. |
|
|
Perishable food decays one step in the series |
|
None | |
Oxygen and Plants
See Oxygen and Gardening for more details.
| Condition | Notification | Event |
|---|---|---|
|
|
Oxygenated Ducts are activated for this cycle |
|
None | The ship consumes 1 |
| |
Each broken oxygen tank makes the ship loose 1 | |
| |
| |
| None | | |
| None | Plant becomes | |
| None | Each plant produce 1 | |
| |
Plant produces 1 fruit | |
|
|
Plant produces 1 fruit |
|
None | A plant becomes |
| Condition | Notification | Event |
|---|---|---|
| |
A wave of new | |
|
|
The DAEDALUS reaches its destination |
|
|
A fraction of the Hunters and all Traxes catch up with the DAEDALUS
|
|
None | Hunters attack and deal damage (mainly to the |
| |
A Transporter arrives | |
| |
A Transporter leaves
| |
|
None | The Plasma Shield gains 5hp |
| |
| |
|
|
|
| |
Communication attempt from a Rebel Base times out |