Inebriation (no ontology)

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The '''Inebriation rate''' is one of the vital [[Statistics|statistics]] tracked on every [[Contestant|contestant]]. Inebriation increases when the [[Contestant|contestant]] consumes '''alcoholic beverages'''.
The '''Inebriation rate''' is one of the vital [[Statistics|statistics]] tracked on every [[Contestant|contestant]]. Inebriation increases when the [[Contestant|contestant]] consumes '''alcoholic beverages'''.
-
Inebriation, as the name suggests, distorts and alters the [[Contestant|contestant]]'s mental and physical statuses, through speech impediments, altered behavior, accuracy decreases, and other such effects.
+
Inebriation, as the name suggests, distorts and alters the [[Contestant|contestant]]'s mental and physical states, through speech impediments, altered behavior, and deterioration of motor skills.
 +
 
 +
The Inebriation statistic is measured in '''Inebriation points''', which are then divided by the Contestant's current amount of [[Blood]]. The result is an '''Inebriation percentage''', which determines the intensity of the effects sustained.
 +
 
 +
'''NOTE:''' There can be no more Inebriation than there is Blood still inside the creature. Therefore, the maximum theoretical amount of Inebriation in a creature's systems can be no higher than the max amount of Blood, although it is truly capped by actual Blood remaining, not max Blood.
{|
{|
| '''Rate'''
| '''Rate'''
-
| 0%;39%
+
| 0.0%
-
| colspan="2" | 40%;69%
+
| colspan="2" | 0.1;19.9%
-
| colspan="2" | 70%;99%
+
| colspan="2" | 20.0;39.9%
-
| colspan="2" | 100%
+
| colspan="2" | 40.0%;69.9%
 +
| colspan="2" | 70.0%;99.9%
 +
| colspan="2" | ≥100%
|-
|-
| '''Condition'''
| '''Condition'''
| <span style="color: green">Sober</span>
| <span style="color: green">Sober</span>
 +
| colspan="2" | <span style="color: green">Buzzed</span>
 +
| colspan="2" |<span style="color: yellow">Tipsy</span>
| colspan="2" | <span style="color: yellow">Drunk</span>
| colspan="2" | <span style="color: yellow">Drunk</span>
-
| colspan="2" | <span style="color: yellow">Blurred</span>
+
| colspan="2" | <span style="color: orange">Smashed</span>
-
| colspan="2" | <span style="color: red">Pass out</span>
+
| colspan="2" | <span style="color: red">Wasted</span>
|}
|}
-
*Inebriation decreases naturally at a rate of '''-1% per turn''', including during fights.
+
*Inebriation decreases naturally at a rate of '''-0.1 point per turn'''.
-
*At 100%, the contestant will first [[Throwing up|vomit]], greatly affecting [[Hunger]], then '''pass out''', forcing him/her to [[Resting|sleep]] for '''10 turns''' and resetting the Inebriation rate to 0%. This may be a major problem if it happens in the middle of a fight.
+
*Inebriation can also be lowered through visiting a [[Hospital room]].
-
*Inebriation can be lowered through visiting a [[Hospital room|medic]] or a [[nurse]], attempting to [[Throwing up|throw up]], or simply waiting it out and sober up naturally.
+
=== Effects ===
=== Effects ===
-
*When <span style="color: yellow">Drunk</span>: Stuttering, speech impediments and [[Secondary effect|decreased accuracy]].
+
The various stages of inebriation may cause different [[Secondary effects]]:
-
*When <span style="color: yellow">Blurred</span>: [[Secondary effect|Accuracy decreases again]].
+
 
-
*If the contestant <span style="color: red">passes out</span>: [[Throwing up|Vomiting]] occurs, causing a brutal +50% [[Hunger]], and forced [[Resting|sleep]] occurs for 10 turns, in which the contestant will be completely defenseless should it happen during a fight.
+
*<span style="color: green">Sober</span>:
-
*After '''regaining consciousness''': Contestant experiences '''hangover''', which [[Secondary effect|decreases strength and accuracy]], for 10 turns.
+
** No effects.
 +
 
 +
*<span style="color: green">Buzzed</span>:
 +
** No effects.
 +
** If the Contestant has gained an addiction to alcohol, [[Addiction|withdrawal effects]] will occur if the Inebriation counter falls under 20%.
 +
 
 +
*<span style="color: yellow">Tipsy</span>:
 +
** Decreased accuracy (FT+1)
 +
** [[Secondary effect#Stress|Relaxation]]
 +
 
 +
*<span style="color: yellow">Drunk</span>:
 +
** Decreased accuracy (FT+1)
 +
** Decreased Pain Sensitivity (-10%)
 +
** [[Agility]] '''-1'''
 +
** [[Secondary effect#Stress|Intense relaxation]]
 +
 
 +
*<span style="color: orange">Smashed</span>:
 +
** Decreased accuracy (FT+2)
 +
** Decreased Pain Sensitivity (-20%)
 +
** [[Agility]] '''-2'''
 +
** [[Secondary effect#Stress|Intense relaxation]]
 +
 
 +
*<span style="color: red">Wasted</span>:
 +
** Decreased accuracy (FT+2)
 +
** Decreased Pain Sensitivity (-20%)
 +
** [[Agility]] '''-2'''
 +
** [[Secondary effect#Stress|Intense relaxation]]
 +
** [[Secondary effect#Mind and psyche|Hallucinations]]
 +
** [[Secondary effect#Body-affecting|Nausea]]
== See also ==
== See also ==

Latest revision as of 14:44, 16 December 2019

The Inebriation rate is one of the vital statistics tracked on every contestant. Inebriation increases when the contestant consumes alcoholic beverages.

Inebriation, as the name suggests, distorts and alters the contestant's mental and physical states, through speech impediments, altered behavior, and deterioration of motor skills.

The Inebriation statistic is measured in Inebriation points, which are then divided by the Contestant's current amount of Blood. The result is an Inebriation percentage, which determines the intensity of the effects sustained.

NOTE: There can be no more Inebriation than there is Blood still inside the creature. Therefore, the maximum theoretical amount of Inebriation in a creature's systems can be no higher than the max amount of Blood, although it is truly capped by actual Blood remaining, not max Blood.

Rate 0.0% 0.1;19.9% 20.0;39.9% 40.0%;69.9% 70.0%;99.9% ≥100%
Condition Sober Buzzed Tipsy Drunk Smashed Wasted
  • Inebriation decreases naturally at a rate of -0.1 point per turn.
  • Inebriation can also be lowered through visiting a Hospital room.

Effects

The various stages of inebriation may cause different Secondary effects:

  • Sober:
    • No effects.
  • Buzzed:
    • No effects.
    • If the Contestant has gained an addiction to alcohol, withdrawal effects will occur if the Inebriation counter falls under 20%.

See also