Stress (no ontology)

From Mazeworld

(Difference between revisions)
(Effects)
Line 12: Line 12:
| colspan="2" | 5.0% ; 49.9%
| colspan="2" | 5.0% ; 49.9%
| colspan="2" | 50.0% ; 74.9%
| colspan="2" | 50.0% ; 74.9%
-
| colspan="2" | 75.0% ; 100.0%
+
| colspan="2" | 75.0% ; 99.9%
 +
| colspan="2" | 100.0%
|-
|-
| '''Condition'''
| '''Condition'''
Line 19: Line 20:
| colspan="2" | <span style="color: orange">High</span>
| colspan="2" | <span style="color: orange">High</span>
| colspan="2" | <span style="color: red">Extreme</span>
| colspan="2" | <span style="color: red">Extreme</span>
 +
| colspan="2" | <span style="color: red">Breakdown</span>
|}
|}
Line 67: Line 69:
** Decreased accuracy (FT+1)
** Decreased accuracy (FT+1)
-
*'''Extreme''' ; Represent the point at which '''mental exhaustion''' begins. 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.
+
*'''Extreme''' ; Represents the point at which '''mental exhaustion''' begins. The sufferer begins to rely 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 - gross motor skills are enhanced, but fine motor skills are impaired. It is dangerous to remain in such a state for any length of time; escaping stressors must be done as soon as possible.
** [[Secondary effect#Stress|Stress Tolerance]]
** [[Secondary effect#Stress|Stress Tolerance]]
** [[Agility]] '''+2'''
** [[Agility]] '''+2'''
Line 74: Line 76:
** Decreased accuracy (FT+2)
** Decreased accuracy (FT+2)
** Increased strength (+20%)
** Increased strength (+20%)
 +
 +
*'''Breakdown''' ; Represents the point of '''full mental breakdown'''. The sufferer's body and mind break down into complete inadequacy to perform even the simplest tasks, let alone remain in combat shape. Escaping from a dangerous situation while in a state of breakdown becomes difficult and very hazardous; this is a life-threatening condition.
 +
** [[Secondary effect#Stress|Decompensation]]
 +
** [[Secondary effect#Stress|Stress Tolerance]] (although it is effectively moot at 100.0% Stress)
 +
** [[Agility]] '''-2'''
 +
** '''Initiative Speed''' tier '''+2'''
 +
** Extreme accelerated fatigue
 +
** Severely decreased accuracy (FT+3)
 +
** Severely decreases strength (-30%)
==== Notes ====
==== Notes ====

Revision as of 01:12, 1 March 2017

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% ; 99.9% 100.0%
Condition Low Moderate High Extreme Breakdown

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

  • 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.
  • Stress increases when sustaining certain forms of damage, at the following rates:
    • +0.1% per 1% of Pain sustained
    • +0.1% per 1 limb HP lost
    • It doesn't matter if the Pain or limb damage sustained comes from combat or effects ; if the damage is done, Stress increases, regardless of the source.
  • Any bullet, projectile, attack, etc. 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%.
  • 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.
  • 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.
  • 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.
  • Extreme ; Represents the point at which mental exhaustion begins. The sufferer begins to rely 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 - gross motor skills are enhanced, but fine motor skills are impaired. It is dangerous to remain in such a state for any length of time; escaping stressors must be done as soon as possible.
    • Stress Tolerance
    • Agility +2
    • Initiative Speed tier +1
    • Extreme accelerated fatigue
    • Decreased accuracy (FT+2)
    • Increased strength (+20%)
  • Breakdown ; Represents the point of full mental breakdown. The sufferer's body and mind break down into complete inadequacy to perform even the simplest tasks, let alone remain in combat shape. Escaping from a dangerous situation while in a state of breakdown becomes difficult and very hazardous; this is a life-threatening condition.
    • Decompensation
    • Stress Tolerance (although it is effectively moot at 100.0% Stress)
    • Agility -2
    • Initiative Speed tier +2
    • Extreme accelerated fatigue
    • Severely decreased accuracy (FT+3)
    • Severely decreases strength (-30%)

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.

See also