Waiting (no ontology)

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Revision as of 21:59, 8 August 2016 by SU Tempest (Talk | contribs)

Waiting in a room is one of the abilities of a contestant. Simply choosing to wait in a room is possible, if one wants to wait for the return, or the coming, of certain encounters, depending on the roomstyle; and, of course, of the contestant's Police Attention.

This is an ability that can only be performed willingly and is completely optional. It also triggers no cooldown period and may be attempted as many times as a contestant wishes to. Caution: Waiting turns will impact on the contestant's statistics as usual.

Actions that take turns in combat, such as reloading, may also take time and thus, turns passing.

Waiting time is interrupted whenever a new encounter enters the room before the end of the turn counter (which could happen, for example, after calling for emergency services then waiting for them), at which point the Contestant is prompted on whether they wish to finish the waiting counter in full, or interrupt it to deal with the new enconter. Note that in certain cases, they may have no choice in the matter (if the interrupting encounter is hostile, for instance). Any effects (listed below) that are associated to a waiting period only occurs if it was done in full (i.e.: if it wasn't interrupted).

Effects

When a contestant desires to wait in a room, a 2d6 is rolled, then the Police Attention of the contestant is checked. Depending on if the contestant is wanted or not, either one of the following tables is used:

White

  • 2: The contestant waits for up to 36 turns.
  • 3-5: The contestant waits for up to 24 turns.
  • 6-7: The contestant waits for up to 24 turns, and a random encounter enters the room.
  • 8-10: The contestant waits for up to 12 turns, and a random encounter enters the room.
  • 11-12: The contestant waits for up to 12 turns, and a random service enters the room.

Yellow, Orange

  • 2: The contestant waits for up to 36 turns, and 3 Maze Guards enter the room.
  • 3-5: The contestant waits for up to 24 turns, and 2 Maze Guards enter the room.
  • 6-7: The contestant waits for up to 24 turns, and 1 Maze Guard enters the room.
  • 8-10: The contestant waits for up to 12 turns, and a random encounter enters the room.
  • 11-12: The contestant waits for up to 12 turns, and a random service enters the room.

Red, Code 11

  • 2: The contestant waits for up to 36 turns, and 3 SRT Guards enter the room.
  • 3-5: The contestant waits for up to 24 turns, and 2 SRT Guards enter the room.
  • 6-7: The contestant waits for up to 24 turns, and 1 Maze Guard plus 1 SRT Guard enter the room.
  • 8-10: The contestant waits for up to 12 turns, and a random encounter enters the room.
  • 11-12: The contestant waits for up to 12 turns, and a random service enters the room.

See also