Difference between revisions of "Events at Cycle Change"
From Mushpedia
(Overall cleaning of the page done. Every missing information should be in todo's.) |
(→Health and Morale) |
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| Always | | Always | ||
| {{todo|?}} | | {{todo|?}} | ||
| − | | Any character with 0 {{morale}} '''dies''' | + | | '''Fatal depression:''' Any character with 0 {{morale}} '''dies''' |
| − | * This takes place ''after'' morale loss. Status {{Status|Suicidal}} | + | * This takes place ''after'' morale loss. Statuses {{Status|Demoralized}} and {{Status|Suicidal}} give warnings. |
|- | |- | ||
| Random | | Random | ||
Revision as of 08:52, 12 June 2014
This page lists all events that occur at cycle change.
Note that the majority of events are triggered by certain conditions, and, in many cases, chance.
| This is a recent page, there are all the more risks that it contains incorrect or incomplete data, even outside TODO's |
Contents
General Character Ressources
| Frequency | Notification | Event description and conditions |
|---|---|---|
| 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
|
| At Cycle 1 | |
Actions with a daily limit become available again:
|
TODO: Some cases where efficiency at repairing/shooting/whatever is reset to its base level?
Health and Morale
| Frequency | Notification | Event description and conditions |
|---|---|---|
| Always | |
Each character |
| Always | Public | Each character |
| Always | |
Any |
| Always | |
Any |
| Always | |
Fatal depression: 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 |
Hazards
| Frequency | Notification | Event description and conditions |
|---|---|---|
| Random (15%) | Announcement | General Patching Up (GPU) is activated for this cycle (if the NERON Project has been researched) |
| Random | Announcement (*) |
|
| Random | |
Electrical spikes: all equipment of the room is damaged, any character in the room loses 3
|
| Random | Public | The room shakes: any character in the room loses 1-3
|
| Random | Public | Metal plates: one character in the room loses 4-6
|
| Random | Announcement |
|
| Random | Public | A fire damages equipment (except doors) and breaks/destroys items in the room. |
| Random | Public | A fire does 2-3 points of damage directly to the |
| Random | Announcement | 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 |
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 | 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 | Notification | Event description and conditions |
|---|---|---|
| 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 |