Stress (no ontology)
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*Any attack that was targeting the [[Contestant]] directly and '''missed''' will increase Stress as well, at a rate of '''+0.2% Stress per miss'''. | *Any attack that was targeting the [[Contestant]] directly and '''missed''' will increase Stress as well, at a rate of '''+0.2% Stress per miss'''. | ||
- | ** A [[ | + | ** A [[Explosives rules|Standard explosive]] that missed anyone on the Contestant's side is considered to be a miss as well ; as standard explosions have the ability to damage everyone on the same Side due to Splash. |
*Sustaining a [[Broken limb|fracture]] '''increases Stress by 1.0%'''. | *Sustaining a [[Broken limb|fracture]] '''increases Stress by 1.0%'''. | ||
*Sustaining [[Limb damage]] to a certain point: | *Sustaining [[Limb damage]] to a certain point: |
Revision as of 23:00, 29 March 2016
Stress is one of the vital statistics tracked on every contestant. Stress tracks and measures the Contestant's levels of stress arousal and mental weariness. While it is generally good to keep Stress as low as possible, some Stress is beneficial for combat, but too much ; either by remaining too long in a stressed state, or by letting Stress increase too high, is eventually detrimental to the Contestant's performance.
Stress is unique in that it does not naturally heal, and it will linger until affected again.
Values
Stress is a percentile value, like Pain, but with one difference ; Stress is tracked with one decimal (e.g. 0.0% to 100.0%) instead of none (0% to 100%).
Rate | 0.0% ; 4.9% | 5.0% ; 49.9% | 50.0% ; 74.9% | 75.0% ; 100.0% | |||
Condition | Low | Moderate | High | Extreme |
Modifiers
Stress does not have external modifiers that can affect its thresholds and values (e.g. there is no "Max Stress" statistic). The minimum is always 0.0% and the maximum is always 100.0%. Stress can only be influenced through management of relevant secondary effects.
How it works
Sustaining
- Stress does not naturally heal ; it will not decrease over time every turn ; thus forms of stress relief must be actively sought.
- Stress increases naturally during combat, at a rate of +0.6% per turn spent in combat.
- Does not apply when "fighting" containers.
- Stress increases when sustaining certain forms of damage, at the following rates:
- Any attack that was targeting the Contestant directly and missed will increase Stress as well, at a rate of +0.2% Stress per miss.
- A Standard explosive that missed anyone on the Contestant's side is considered to be a miss as well ; as standard explosions have the ability to damage everyone on the same Side due to Splash.
- Sustaining a fracture increases Stress by 1.0%.
- Sustaining Limb damage to a certain point:
- For every limb that ends up disabled, Stress increases by 10.0%.
- For every limb that is severed, Stress increases by 40.0%.
- Sustaining a Wound increases Stress by 1.0%.
Treatment
- Stress can also be influenced through various activities:
- Inebriation is a form of stress relief, the effects of which are described on the article.
- Certain types of Room furniture can provide stress relief directly when used: Showers, televisions, radios.
- Another type of Room furniture, bookshelves, can provide Books, a type of item which trades spending a few turns of reading for a corresponding amount of Stress relief. Books can also sometimes be found in the Mazes amongst other items, and can be carried in the inventory and read. Once read, a book is discarded from the inventory.
- Certain town facilities provide stress relief: Libraries (besides bookshelves, their computers have MazeNet access which also provides stress relief), Strip clubs (pole dancers and private rooms), Shrines (meditation), Dark sanctums (meditation, special service)
- Certain meds may also affect Stress in various ways ; some negative, some positive.
Effects
The various states of stress may cause different secondary effects.
- Low ; Represents a 'normal' state. Has no effects.
- Moderate ; Represents a state of combat readiness. Ideal state for combat, though it must not be sustained for extended periods of time:
- Stress Tolerance
- Agility +1
- Initiative Speed tier -1
- Accelerated fatigue
- High ; Represents a state of over-stress. Combat readiness effects are still active, but the body is starting to feel more serious negative effects from the prolonged exposure to stress.
- Stress Tolerance
- Agility +1
- Initiative Speed tier -1
- Intense accelerated fatigue
- Decreased accuracy (FT+1)
- Extreme ; Represent the point at which mental breakdown occurs. The body switches to instinctive fight-or-flight responses and the sufferer is no longer capable of fighting adequately or thinking rationally anymore. The body will consume all available energy to either flee or fight desperately, at the cost of accuracy. It is dangerous to remain in such a state for any length of time.
- Stress Tolerance
- Agility +2
- Initiative Speed tier +1
- Extreme accelerated fatigue
- Decreased accuracy (FT+2)
- Increased strength (+20%)
Notes
- Mindless creatures do not suffer from the effects of fatigue nor stress as they simply do not have a fatigue or stress counter to begin with.