Secondary effect (no ontology)

From Mazeworld

(Difference between revisions)
(Clothing style)
(Clothing style)
Line 56: Line 56:
*<span style="color: #00ffff">Bullet-proof</span> clothing makes the affected piece of clothing to '''not suffer damage''' from Bullet-type attacks. The only exception to this is if the incoming bullet is [[Maze Customs|armor-piercing]].
*<span style="color: #00ffff">Bullet-proof</span> clothing makes the affected piece of clothing to '''not suffer damage''' from Bullet-type attacks. The only exception to this is if the incoming bullet is [[Maze Customs|armor-piercing]].
-
*Clothing with the <span style="color: #00ffff">Half melee damage</span> effect causes the wearer to suffer only half the Pain they would normally receive from Blunt-type, Sharp-type and Piercing-type hits, provided the hit lands on a body part that the affected clothing protects.
+
*Clothing with the <span style="color: #00ffff">Half melee damage</span> effect causes the wearer to '''suffer only half the Pain''' they would normally receive from Blunt-type, Sharp-type and Piercing-type hits, provided the hit lands on a body part that the affected clothing protects.
*<span style="color: red">Lacking clothing</span> DECREASE the contestant's credibility, which will have ALL NPCs make fun of, or otherwise generally disrespect him/her. This is the only effect it does, though.
*<span style="color: red">Lacking clothing</span> DECREASE the contestant's credibility, which will have ALL NPCs make fun of, or otherwise generally disrespect him/her. This is the only effect it does, though.

Revision as of 23:16, 8 November 2013

A secondary effect is a temporary or semi-permanent effect, which may be positive (A buff), negative (an ailment), or neither (a neutral effect). It is the result of consuming certain foods, meds or drugs, while wearing specific clothes, or under other effects, such as a backpack overload.

This page will list the secondary effects available, and what they do.
Similar effects coming from the same source will extend in length, while similar effects coming from different sources will overlap.

  • For example, consuming two cups of green tea, which increase Strength by 10% for 5 turns, will result in Strength +10% for 10 turns.
  • Consuming a cup of green tea and a cup of black tea, the latter of which increases Strength by 10% but for 8 turns, will result in Strength+20% for the 5 first turns, and +10% for the following three, as the effects of both will be active and those of green tea will expire first.

Accuracy

Accuracy-related effects affect the ability to fight with any weapon and land shots where needed. It involves the Failure threshold.

  • Reduced accuracy causes the contestant to have a greater failure threshold, each instance increasing the FT by 1 point.
  • Increased accuracy is the inverse, it causes the contestant to have a smaller failure threshold, each instance reducing the FT by 1 point.
  • Blindness occurs when the eyes of the contestant have been disabled, either temporarily (e.g., through environmental blindness like in black rooms) or permanently (if the eyes have been destroyed). Combat becomes near-impossible as the FT is permanently set to 3-10 and is unmodifiable until blindness is cured (if it is possible).
    • A lesser effect is perception loss. When an encounter loses the use of an eye (which is usually permanent), that encounter is afflicted with a twice reduced accuracy (FT+2) malus, per eye lost, until the encounter has only one eye left.
    • If an encounter has more than two eyes, a maximum of two instances of this effect can be applied, even if it has lost more than two eyes with still at least one functioning. (Example: If an encounter with 6 eyes such as the Giant scorpion loses the use of three of its eyes, it will only be affected twice by the effects of perception loss, meaning it suffers the maximum of FT+4, severely reducing its accuracy.)
    • Naturally, if an encounter loses the use of its last eye, then all "perception loss" effects are removed and it is then afflicted with "Blindness".
    • NOTE: Certain encounters may have no eyes (or none that can be destroyed); but they may not be considered naturally blind unless explicitly specified.

NOTE: Typically, "Increased accuracy" and "Reduced accuracy" effects are shortened and commonly written using the format FT-x or FT+x. Such notations are perhaps more common and more convenient.
NOTE2: During calculation, all effects increasing accuracy are calculated first, and all those reducing accuracy are calculated afterwards, while bearing in mind that FT cannot go lower than 3 or higher than 10 at any point of the calculation.

Body-affecting

Conditions affecting the body of the targeted in general.

  • Nausea affects the contestant by making him/her feel sickly. At the beginning of every of the contestant's turns, he/she has a 20% chance of automatically throwing up, canceling any action planned at that point, as an automatic bodily response. This can be quite problematic during fights.
  • Hangover is the state in which the contestant is in after passing out from excessive inebriation. This state decreases strength and accuracy, and lasts 10 turns.
  • Laxative foods are food items causing the contestant to automatically feel the need to urinate or defecate (1d2 to determine) 5 turns after consumption. 5 turns after the need itself is felt, if the contestant doesn't go out of his or her way to relieve himself/herself, the body is unable to contain it any longer and will cancel any action the contestant has intended in order to do the deed, which may lead to awkward or even dangerous situations.
    • Doing (and guessing) the correct action before feeling the need to go, prevents the need to do it and the feeling prematurely.
  • Narcotic dampening affects female/otoko contestants who consumed morphine. In addition to its strength-decreasing effects, morphine provides drastic pain suppression, allowing a contestant to survive giving birth if the Pregnancy meter has reached 100% and the turn countdown has been enabled. Narcotic dampening does not occur if this meter is not enabled yet.
  • Limping: If the victim is afflicted with a condition that would cause him/her to be unable to walk or move about normally. The victim is now affected with a flat FT+2 penalty on taking cover and escaping, and renders any stealth impossible.
  • Crippled: If the victim is afflicted with a condition that would render him/her unable to stand back up on his/her own. In case the contestant tumbles, falls over, or loses equilibrium, he/she will be stuck on the ground, and every attempt to move not already requiring a roll, is treated as an attack and is FT influenced. Whether the roll is successful or failed, it will end the turn.
    • This condition also imposes a flat FT+2 penalty on taking cover and escaping, and renders any stealth impossible.
    • This condition can be temporarily fixed by asking someone else to get him/her back on their feet, if it is possible at all.

Clothing style

Clothing style-related effects are related to clothing styles and disguises.

  • Ballistic protective headgear protects the user from potentially deadly headshots. When a Sharp-type, Piercing-type or Bullet-type attack is aimed at the body group(s) of a target wearing ballistic protective headgear (usually the head, but some also protect the face), if it hits, then the 5x multiplier on headshots is negated, and the damage received is the normal amount (1x) instead.
  • Immunity to gases allows the wearer of appropriate clothes to be unaffected by gas-based hazards: M18 smoke grenades, M7A3 tear gas grenades chlorine bombs, and all gas traps.
  • Fire-retardant clothing allows the affected clothes to be immune to damage from Spec-Fire attacks and prevents the wearer from being set on fire. If the wearer is set on fire from another way, then such clothes are immune to damage due to the fire (but it won't prevent fire from actually spreading and causing pain).
  • Bullet-proof clothing makes the affected piece of clothing to not suffer damage from Bullet-type attacks. The only exception to this is if the incoming bullet is armor-piercing.
  • Clothing with the Half melee damage effect causes the wearer to suffer only half the Pain they would normally receive from Blunt-type, Sharp-type and Piercing-type hits, provided the hit lands on a body part that the affected clothing protects.
  • Lacking clothing DECREASE the contestant's credibility, which will have ALL NPCs make fun of, or otherwise generally disrespect him/her. This is the only effect it does, though.
    • This effect will occur if: As a technical male, no clothing covering the genitals. As a technical female, no clothing covering the breasts and/or genitals.
    • It is unlawful and Maze Guards will attempt arresting for indecent exposure.
    • This will also reveal the real gender of a contestant, which may make certain disguises ineffective.
  • Bad breath decreases slightly the contestant's credibility, which will have ALL NPCs treat the contestant with a bit less respect than they would. It's less harsh than Lacking clothing, however.
    • NOTE: There is a running joke about the food items that give this secondary effect; they are known as "Socially Awkward Dishes", or SAD. This has led said food items to be called "SAD things".
    • NOTE 2: Bad breath can be instantly cleared by drinking a bottle of mineral water.
  • The contestant is able to obtain a Vital Heads-Up Display when wearing a HEV Suit, HEV Helmet or both. It allows the contestant to have detailed information about all of his/her statistics, including equipment, instead on having to rely on feelings. It is unable to identify unknown meds, drugs or gems, however.

Elemental

  • Being on fire is caused by all SPECIAL-type damage inducing fire (Spec-Fire) and incendiary weapons in general. It causes extra damage per turn, at a rate of +5% Pain /turn and 0.5 damage /turn on all non-fireproof clothes, due to persistent fire burning on the skin or the body of the target. Fire never times out unless the victim attempts rolling on the ground to put off the fire. Attempting to put out the fire is possible; it takes one turn to stop, drop, and roll, which will put it out immediately. It will however, waste the turn if it was done during combat.
    • NOTE: Being hit by a Spec-Aqua attack will put out the fire instantly as well. As will applying any substantial source of water.
  • Stunning happens when the victim is affected by an attack or weapon which causes stunning. Stunning causes an effect similar to a temporary paralysis, and locks the victim in place where it is until the end of the turn, canceling their current action (attacking, etc), which may be used to buy time. Stunning attacks can be repeated over and over so long as they are successful, though it can cause a phenomenon known as "taze lock".
  • Frost attacks are caused by all SPECIAL-type damage inducing cold (Spec-Ice). They may cause various kinds of damage to the victim's equipment, particularly the weapons. When the victim is hit by a frostblast or similar attack, a d100 is rolled:
    • 1 to 10: Nothing happens.
    • 11 to 40: One of the victim's firearms is covered in frost and is completely impossible to fire until the frost is broken away from the gun (Takes 1 full turn to remove the frost). Also, said weapon loses 1000 Durability points.
    • 41 to 70: One of the victim's equipped weapons sees one of its accessories shatter in pieces. If it was an accessory that held ammunition somehow, said ammunition falls on the floor. Also, the concerned weapon loses 1500 Durability points.
    • 71 to 90: Same as above, but the weapon is also imprisoned in an ice cube, which will last 1d6 turns before thawing. Also, said weapon loses 3500 Durability points.
    • 91 to 100: Same as above, but ALL accessories are shattered, and the weapon itself is "ice-cubed" for 2d6 turns before thawing. Also, said weapon loses 8000 Durability points.
  • After-shock can be caused by all SPECIAL-type damage inducing electricity (Spec-Elec). When the victim is hit by an electric shock or similar attack, there is a 20% chance to suffer from after-shock. After-shock causes the victim to be covered in electric arcs, causing its muscles to undergo partial fibrillation and making Failure Threshold increase by 2 for 1d6 turns.
  • Water-fill can be caused by all SPECIAL-type damage inducing water (Spec-Aqua). When the victim is hit by a scalding blast or another attack involving water, the last weapon used by the victim will be completely soaked in water as well. If this weapon is a firearm, it is affected with water-fill for 2 turns. The following effects are applied: Critical failure range becomes 2-5, and all critical failures result in a catastrophic failure, which will destroy completely the weapon.
  • Acid degradation can be caused by all SPECIAL-type damage incuding acid (Spec-Acid). When the victim is hit by an acid attack, the affected piece of clothing or armor loses 1.5 units of damage instead of only 1. Additionally, if the victim was carrying a firearm during the turn they were hit by this attack, said firearm loses 6000 Durability points.
  • A localized blast is a type of explosion caused by specific EXPLOSION-type weapons, which does not cause splash damage. Although all other effects of an EXPLOSION-type damage are applied, the blast simply will not hurt bystanders or other targets on the same side as the victim of a localized blast.

Libido

Libido-related effects affect the sexual behavior of the contestant.

  • Increased libido causes the contestant to basically become horny. At the beginning of every of the contestant's turns, he/she has a 20% chance to automatically cancel anything they planned to do, instead resulting in them pleasuring themselves as an automatic bodily response.
  • NOTE: If this happens while facing a perverted encounter, the enemy will IMMEDIATELY take advantage of the contestant's horniness, ending the fight and resulting in an automatic sexual encounter.

Mind and psyche

Mind-related effects affect the mental and inner senses of the contestant.

  • Increased alertness has the contestant's attention span heightened greatly, putting him/her into a temporary, constant state of alert that will have the contestant be on the lookout for traps. Should a trap (except gas traps), detected or not, be triggered, the contestant will automatically deflect or avoid it with zero chances of failure.
  • Hallucinations has the contestant's sight and perception of things heavily distorted and deformed. While in this state, the contestant will start seeing different things, in lieu of who or what they are really. Hallucinations are usually coupled with a heavy loss in accuracy, though in the strict sense, it is different from an accuracy ailment.
  • Steroid rage occurs when the contestant consumes steroids. It causes the user to be uncontrollably angry and violent, rendering him/her to be unable to comply to peaceful demands, or intentionally create anger-powered chaos around himself/herself.
    • While in this state, all melee hits, if they hit the target, are treated as critical hits and as such, relevant @critwin effects may occur.
  • Forgetfulness causes the user to have a 30% chance to forget what he/she is about to do, during combat, at every turn. The d100 is rolled after the player decided to do something while in combat, and if he/she had to, rolled a 2d6. If the roll is failed, any action attempted will be forgotten by the contestant, ending the turn prematurely and wasting it.

Pain sensitivity

Pain sensitivity is, as the name implies, related to the contestant's ability to withstand Pain.

  • Increased Pain sensitivity causes the contestant to be more sensitive to damage received; it increases by 10% all Pain received.
  • Decreased Pain sensitivity causes the contestant to be less sensitive to damage received; it decreases by 10% all Pain received.
  • Negated Pain sensitivity causes the contestant to be immune to Pain, often for a short period of time; it decreases by 100% all Pain received.
  • Attacks that ignore Pain sensitivity are especially dangerous for contestants relying on lowered sensitivity to increase their resistance to damage - such attacks will always strike as though the victim's sensitivity was 100%.

Strength

Strength-related effects affect the ability to fight in melee, as well as mobility. More often than not is it related to muscular performance.

  • Reduced strength causes the contestant to deal 10% less damage with melee attacks; this affects both Pain and LDV.
    • An overloaded backpack will cause one instance of reduced strength.
  • Increased strength causes the contestant to deal 10% more damage with melee attacks; this affects both Pain and LDV.

Example for the above: A contestant has its strength raised to 180% and decides to use a KA-BAR. When hitting a Naked AC target, he will deal the following damage:

  • Pain: 60 x 1.8 = 108%
  • Limb damage (1d6 + 2) x 1.8 ; if, in our case, the contestant rolls a five, then it is: (5 + 2) x 1.8 = 7 x 1.8 = 12.6, which is rounded up to 13 damage.

Strength and recoil

  • If Strength is superior to 180%, one may benefit from a bonus Recoil -1.
  • On the contrary, if Strength is inferior to 100%, then a malus Recoil +1 will be felt.

Weapons

Weapon-related effects are triggered by specific weapon behavior.

  • A Deadly critical weapon, is a melee weapon capable of causing critical damage to the target if a 12 is scored.

See also