Fatigue (no ontology)

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'''Fatigue''' is one of the vital [[Statistics|statistics]] tracked on every [[Contestant|contestant]]. Fatigue tracks the amount of energy and exhaustion currently sustained by the Contestant, and serves as an indicator of how worn out and tired he or she is. While high fatigue isn't directly threatening to the Contestant's life, it can, if allowed to reach its maximum value, render the Contestant extremely vulnerable. Thus, remaining as energetic as possible and keeping Fatigue low is a requirement to staying alive in the Mazes.
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'''Fatigue''' is one of the vital [[Statistics|statistics]] tracked on every [[Contestant|contestant]]. Fatigue tracks the amount of energy and exhaustion currently sustained by the Contestant, and serves as an indicator of how worn out and tired he or she is. While high fatigue isn't directly threatening to the Contestant's life, it can, if allowed to reach its maximum value, render the Contestant extremely vulnerable. Thus, remaining as energetic as possible and keeping Fatigue low enough is recommended for continued survival in the Mazes.
==== Values ====
==== Values ====
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Fatigue is a percentile value, like [[Pain]], but with one difference ; Fatigue is tracked with one decimal ''(e.g. 47.0%)'' instead of no decimal ''(47%)''.<br/>
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Fatigue is a percentile value, like [[Pain]], but with one difference ; Fatigue is tracked with one decimal ''(e.g. 47.0%)'' instead of no decimal ''(47%)''.
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'''Fatigue has no upper limit and may go well beyond 100.0%''' - the value does not cap at the Endurance value (see below for details).
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{|
{|
| '''Rate'''
| '''Rate'''
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| 0.0% ; 4.9%
 
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| colspan="2" | 5.0% ; 49.9%
 
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| colspan="2" | 50.0% ; 69.9%
 
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| colspan="2" | 70.0% ; <'''END'''
 
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| colspan="2" | >='''END'''
 
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|-
 
| '''Condition'''
| '''Condition'''
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| <span style="color: green">Energized</span>
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|-
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| colspan="2" | Normal
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| 0.0% ; 49.9%
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| colspan="2" | <span style="color: yellow">Tired</span>
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| <span style="color: #00ff00">OK</span>
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| colspan="2" | <span style="color: orange">Fatigued</span>
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|-
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| colspan="2" | <span style="color: red">Exhausted</span>
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| 50.0% ; 69.9%
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| <span style="color: #ffff00">Tired</span>
 +
|-
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| 70.0% ; END -0.1%
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| <span style="color: #ff6600">Fatigued</span>
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|-
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| END : 2x END -0.1%
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| <span style="color: #ff0000">Exhausted</span>
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|-
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| 2x END
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| <span style="color: #ff0000">Death</span>
|}
|}
* '''END''': Endurance - see below for details
* '''END''': Endurance - see below for details
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==== Modifiers ====
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==== Endurance ====
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'''Endurance''' is the only statistic which affects Fatigue. It sets the maximum amount of Fatigue a Contestant can sustain, and consequently, the amount of Fatigue needed to reach the final stage, Exhaustion. Endurance can only be modified through [[Startgame]] or within certain rare circumstances. It is more common to directly affect Fatigue than Endurance.
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'''Endurance''' (END) is the vital statistic which affects Fatigue. By default, it is 100.0%. Endurance sets the amount of Fatigue needed to reach Exhausted, and in turn, the amount of Fatigue that will be fatal. If the END stat is less than 70% or 50%, then, respectively, the "Fatigued" and "Tired" states do not exist for this character; instead they go straight to "Exhausted" upon reaching the requisite amount of Fatigue.  
==== How it works ====
==== How it works ====
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*Every turn, under normal conditions, all creatures gain 0.1% Fatigue. This is called '''natural fatigue'''.
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*Fatigue is generally increased through healing from damage (Healing [[Pain]], [[Blood]], [[Limb damage]] all increase Fatigue by certain amounts), and through secondary effects which may temporarily cause Fatigue to increase at certain rates every turn.
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*Most importantly, fatigue is cleared through all forms of sleeping ; [[Resting]] is the primary method, although any form of sleep decreases Fatigue at a rate of '''-0.2% Fatigue per turn slept'''.
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*Certain effects may also cause ''minimum'' Fatigue to be increased above 0.0% - meaning that Fatigue cannot go lower than the minimum set by that effect.
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*Fatigue can also be influenced (albeit to a lesser extent) with certain [[Food]] and [[Medical aid|meds]], as well as one type of [[room]] furniture (Showers).
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*[[Resting|Sleep]] is the primary way to clear Fatigue. Certain [[food]] and [[Medical aid|meds]], and some [[room]] furniture (showers) may also reduce Fatigue by smaller amounts.
=== Effects ===
=== Effects ===
The various states of fatigue may cause different [[secondary effects]].
The various states of fatigue may cause different [[secondary effects]].
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*'''Energized''': Representing an absence of fatigue, it provides positive effects.
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* <span style="color: #00ff00">OK</span>: No effects
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** [[Pain]] sensitivity -10%
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* <span style="color: #ffff00">Tired</span>: [[Agility]] -1
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* <span style="color: #ff6600">Fatigued</span>: [[Agility]] -2, FT +1
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*'''Normal''': No effects
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* <span style="color: #ff0000">Exhausted</span>: [[Agility]] -2, FT +1, Hallucinations
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*'''Tired''':
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** [[Agility]] '''-1'''
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** Mild accelerated [[Nutrition|hunger]]
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** Mild accelerated [[Hydration|thirst]]
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-
 
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*'''Fatigued''':
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** [[Agility]] '''-2'''
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** Accelerated hunger
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** Accelerated thirst
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** Decreased accuracy (FT+1)
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-
 
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*'''Exhausted''':
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** All effects from Fatigued carry over, with extra effects:
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** Hallucinations
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** [[Secondary effect#Fatigue|Exhausted systems]]
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** [[Secondary effect#Stress|Tolerance override]]
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==== Notes ====
==== Notes ====

Revision as of 02:59, 17 January 2019

Fatigue is one of the vital statistics tracked on every contestant. Fatigue tracks the amount of energy and exhaustion currently sustained by the Contestant, and serves as an indicator of how worn out and tired he or she is. While high fatigue isn't directly threatening to the Contestant's life, it can, if allowed to reach its maximum value, render the Contestant extremely vulnerable. Thus, remaining as energetic as possible and keeping Fatigue low enough is recommended for continued survival in the Mazes.

Values

Fatigue is a percentile value, like Pain, but with one difference ; Fatigue is tracked with one decimal (e.g. 47.0%) instead of no decimal (47%).

Rate Condition
0.0% ; 49.9% OK
50.0% ; 69.9% Tired
70.0% ; END -0.1% Fatigued
END : 2x END -0.1% Exhausted
2x END Death
  • END: Endurance - see below for details

Endurance

Endurance (END) is the vital statistic which affects Fatigue. By default, it is 100.0%. Endurance sets the amount of Fatigue needed to reach Exhausted, and in turn, the amount of Fatigue that will be fatal. If the END stat is less than 70% or 50%, then, respectively, the "Fatigued" and "Tired" states do not exist for this character; instead they go straight to "Exhausted" upon reaching the requisite amount of Fatigue.

How it works

  • Fatigue is generally increased through healing from damage (Healing Pain, Blood, Limb damage all increase Fatigue by certain amounts), and through secondary effects which may temporarily cause Fatigue to increase at certain rates every turn.
  • Certain effects may also cause minimum Fatigue to be increased above 0.0% - meaning that Fatigue cannot go lower than the minimum set by that effect.
  • Sleep is the primary way to clear Fatigue. Certain food and meds, and some room furniture (showers) may also reduce Fatigue by smaller amounts.

Effects

The various states of fatigue may cause different secondary effects.

  • OK: No effects
  • Tired: Agility -1
  • Fatigued: Agility -2, FT +1
  • Exhausted: Agility -2, FT +1, Hallucinations

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