Dangers
From Mushpedia
Contents
Dangers randomly occur over the ship. It can happen during any cycle of the day. The chance increases more and more as the day passes. Different dangers can happen in the same room too. It is important to maintain high amount of
and fairly high of
so you don't get killed by accidents, especially in late games.
Daedalus
Hunters
Main article: Hunters.
- Hunters will fire at the Daedalus at the beginning of each cycle if left unchecked, for a random amount of damage (1-3) much like patrol craft. They may also fire at patrol craft, or even at each other (with the Meridon Scrambler research), but mostly at your ship.
- This will cause the Daedalus to lose some
or weaken the Plasma Shield.
- They will not fire right when they appear, nor the cycle after that. This means the crew has 2 cycles to either kill or outrun them before they start doing damage.
- This will cause the Daedalus to lose some
Oxygen
Main article: Resources.
- The ship's Oxygen supply is consumed over time (independent of crew size), and must be replenished.
- New oxygen can be found by exploring planets, which also requires
fuel.
- Plants produce 1
every day if mature and healthy.
- This will usually not be enough to sustain the ship, though, especially in the first week.
- New oxygen can be found by exploring planets, which also requires
- If the oxygen level reaches zero, one crewmate suffocates every cycle.
Broken Equipment/Doors
- Equipment and doors can randomly break at cycle change, and the probability increases as time passes.
- NERON will announce spontaneous breakages of equipment, but not of doors. There will be NO announcement if
- The equipment was broken through sabotage
- The equipment was damaged by a fire
- The equipment was damaged by an electrical spike
- If there are several similar pieces of equipment (like patrol craft), NERON will not specify which one it is.
- Regardless of announcement, the total number of broken doors and equipment will be shown in the alerts. Once reported by a crewmember, a list will also show the respective entry until the item is fixed, at which point it automatically disappears.
- Paying attention to this can help you track the activity of drones without looking at the rooms.
Communications Signal
- The signal with Sol can be broken by:
Health
Accidents
- Most actions, including picking up items, have a small chance of injuring the player for 2
- There is a higher chance of losing 2
from doing repairs (without
Protective Gloves) or picking up
Schrödinger
- If a crew member dies from picking up
Schrödinger or any other item, the cause of death will be: "'Putting the "Fun" in Funeral'"
- If a crew member dies from picking up
Room Shaking
- Injures all crew present in the room for 1 to 3
- The log of the accident and the crew member who is injured is Public, but the amount of injury is
Private and may differ between crew members.
- The public log: The room suddenly starts to shake violently. The crewmembers present find themselves thrown to the floor and bits of the ceiling have collapsed here and there. What a wreck...
- If crew member dies, the cause of death will be: "'Injuries'"
- The log of the accident and the crew member who is injured is Public, but the amount of injury is
Metal plates
Bug: This occurs in patrol ships, causing the ship to be lost forever if the pilot dies from the plate.
Bug: This can also happen to people on expeditions.
Fires
- Always announced by NERON.
- Does not consume oxygen despite popular belief.
- Reporting the fire will specify in which room the fire is in the alert bar.
- Fires can be caused randomly at cycle change as the ship goes on as well as:
- Mush skill Pyromaniac.
- Shooting weapons and Grenade Rocket Launcher.
- Invertebrate Shell cartridge.
- Every cycle that it goes on (including the cycle in which it started), each of the following effects may be triggered randomly:
- Can be put out:
- Manually by anyone with an
Extinguisher
- Manually by a
Firefighter (with or without extinguisher)
- Automatically by a Drone firefighter.
- Automatically with 25% chance every cycle (including the cycle the fire started) with
Sprinklers.
- Manually by anyone with an
Electrical Spikes
- Damages all equipment (except doors) in the room
- Injures all team members present for 3
- If crew member dies, the cause of death will be: "'Electrocuted'"
Diseases
Some disorders and diseases occur spontaneously.
Morale
Death By Morale
- If your
reaches 0, you will die within the next cycle and the cause of death will be: "'You put an end to it all'"
- Not having good
can be deadly, and can be exploited by the
Mush.
Witnessing Death
- You have 1
less when a crew member dies. (Unless the death is due to Depression, then there is no morale loss.)
- No
loss if you are a
Detached Crewmember.
- Gain 3
if you are
Cold Blooded.
- No
- Chance of illness when you are in the same room with the crew member who just died.
- Zero risk of psychological illness if you are a
Detached Crewmember.
- Zero risk of psychological illness if you are a
Panic Attacks
Traits
Traits are personal characteristics that individual characters have that affect the game-play, and strategy. Not all characters have traits, and not all traits are positive.
- Traits such as:
-
Germaphobe -
Finola You lose 1
for every cycle you remain
Dirty. You're also banned from stroking
Schrödinger.
-
Antisocial -
Raluca At the start of each cycle, if the antisocial player is in a room containing another crewmember, they'll lose 1
.
-
Skills
- Skills such as:
Day Change
- Daily loss of 2
for anyone by default
- Daily loss of 1
for you if you are
The Optimist, or for anyone if
Mankind's only hope is present in the ship.
- Daily loss of 0
for you if you are
The Optimist and
Mankind's only hope is present in the ship
- Only 2 characters can actually possess
Mankind's only hope:
-
Zhong Chun
-
Stephen Seagull who copy this skill with the
Apprentice skill.
-
- Only 3 characters can actually possess
The Optimist:
-
Roland Zuccali
-
Lai Kuan Ti
-
Stephen Seagull who copy this skill with the
Apprentice skill.
-