Difference between revisions of "Events at Cycle Change"
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== Hazards == | == Hazards == | ||
| − | {|class="wikitable" | + | {|class="wikitable" width="100%" |
| − | + | ! width="30%" | Condition | |
| − | ! width=" | + | ! width="120px" | Notification |
| − | ! width=" | + | ! Event |
|- | |- | ||
| − | | Random (15%) | + | | |
| + | * [[NERON#List of NERON Projects|NERON Project '''General Patching Up''']] is complete | ||
| + | * ''Random chance'' (15%) | ||
| {{Notification|Announcement}} | | {{Notification|Announcement}} | ||
| − | | '''General Patching Up''' (GPU) is activated for this cycle | + | | '''General Patching Up''' (GPU) is activated for this cycle |
|- | |- | ||
| − | | Random | + | | |
| − | | {{Notification|Announcement}} ( | + | * ''Random chance,'' never when GPU is active |
| + | | {{Notification|Announcement}} | ||
| + | ({{Notification|none}} for '''doors''') | ||
| [[file:broken.png]] An equipment breaks down | | [[file:broken.png]] An equipment breaks down | ||
| − | |||
| − | |||
|- | |- | ||
| − | | Random | + | | |
| + | * {{Skill|Green Jelly}} '''''slimed''''' equipment 1-4 cycles earlier | ||
| + | | {{Notification|Announcement}} | ||
| + | | [[file:broken.png]] An [[Green Jelly#Viable targets|electrical equipment]] breaks down | ||
| + | |- | ||
| + | | | ||
| + | * ''Random chance,'' never when GPU is active | ||
| {{todo|?}} | | {{todo|?}} | ||
| − | | '''Electrical spikes''': | + | | '''Electrical spikes''': |
| − | + | * All equipment of the room is [[file:broken.png]] damaged | |
| + | * All characters in the room loose 3{{hp}} | ||
|- | |- | ||
| − | | Random | + | | |
| + | * ''Random chance,'' never when GPU is active | ||
| {{Notification|Public}} | | {{Notification|Public}} | ||
| − | | '''The room shakes''': | + | | '''The room shakes''': |
| − | + | * All characters in the room loose 1-3{{hp}} | |
* The amount of {{hp}} lost is {{Privacy|Private}} | * The amount of {{hp}} lost is {{Privacy|Private}} | ||
|- | |- | ||
| − | | Random | + | | |
| + | * ''Random chance,'' never when GPU is active | ||
| {{Notification|Public}} | | {{Notification|Public}} | ||
| − | | '''Metal plates''': | + | | '''Metal plates''': |
| − | + | * One character in the room loses 4-6{{hp}} | |
* The amount of {{hp}} lost is {{Privacy|Private}} | * The amount of {{hp}} lost is {{Privacy|Private}} | ||
|- | |- | ||
| − | | Random | + | | |
| + | * ''Random chance,'' never when GPU is active | ||
| {{Notification|Announcement}} | | {{Notification|Announcement}} | ||
| [[file:Fire.png]] A '''[[Fires|fire]]''' starts. | | [[file:Fire.png]] A '''[[Fires|fire]]''' starts. | ||
| − | * | + | |- |
| + | | | ||
| + | * [[NERON#List of NERON Projects|NERON Project '''Sprinkers''']] is complete | ||
| + | * [[file:Fire.png]] Room is on fire | ||
| + | * ''Random chance'' (25%) | ||
| + | | {{todo|?}} | ||
| + | | A fire is extinguished automatically '''before''' it does any damage | ||
|- | |- | ||
| − | | Random | + | | |
| + | * [[file:Fire.png]] Room is on fire | ||
| + | * ''Random chance'' | ||
| {{Notification|Public}} | | {{Notification|Public}} | ||
| − | | | + | | [[file:broken.png]] The fire damages equipment (except doors) and breaks/destroys items in the room. |
| + | * Items held in a character's inventory are protected | ||
|- | |- | ||
| − | | Random | + | | |
| + | * [[file:Fire.png]] Room is on fire | ||
| + | * ''Random chance'' | ||
| {{Notification|Public}} | | {{Notification|Public}} | ||
| − | | | + | | The fire does 2-3 points of damage directly to the {{Armor}} [[Resources#Armor|Armor]] |
|- | |- | ||
| − | | Random | + | | |
| + | * [[file:Fire.png]] Room is on fire | ||
| + | * ''Random chance'' | ||
| {{Notification|Announcement}} | | {{Notification|Announcement}} | ||
| − | | | + | | The fire spreads to an adjacent room. |
|- | |- | ||
| − | | Random | + | | |
| + | * [[file:Fire.png]] Room is on fire | ||
| + | * ''Random chance'' | ||
| {{Notification|Private}} | | {{Notification|Private}} | ||
| − | | Any character in | + | | Any character in the room loses 2 {{HP}} |
| − | + | ||
| − | + | ||
| − | + | ||
| − | + | ||
| − | + | ||
|} | |} | ||
| − | |||
== Items and Equiment == | == Items and Equiment == | ||
Revision as of 20:04, 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
| Condition | Notification | Event |
|---|---|---|
|
|
General Patching Up (GPU) is activated for this cycle |
|
(None for doors) |
|
|
|
|
|
|
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. | |
| |
Any character in the room loses 2 |
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 |