Resting (no ontology)

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'''Resting''' is one of the [[Abilities|abilities]] of a [[Contestant|contestant]]. He/she attempts to lie down and get some rest, temporarily sleeping in an attempt of recovering from possible injuries.
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'''Resting''' is one of the [[Abilities|abilities]] of a [[Contestant|contestant]]. Resting primarily serves to heal [[Fatigue]] and drain undesirable [[Secondary effects]] away, as it allows for a large amount of time to pass at once.
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It can be performed '''willingfully''', or as an effect of the [[trap|sleep gas trap]].
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Resting is not the same as Sleeping ; resting is the willing action of finding rest, while sleeping is no more than the resulting effect of resting, but also certain extraneous factors which can induce sleep.
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=== Causes ===
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=== Being asleep ===
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*When performed willingfully, the player will play a game of '''heads or tails'''. If he/she wins, the contestant will successfully manage to rest. Otherwise, he/she won't be able to catch the needed sleep.
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When a creature is asleep, the following [[secondary effect|effects]] applies:
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'''NOTE:''' Whether the player wins or loses the game of heads or tails, he/she will enter a '''cooldown period''' in which he/she '''will not be able to retry doing any ability willingfully''' aside from [[Wounding self|wounding self]], for '''10 turns'''.
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Active effects:
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* Suppressed hunger
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* [[Fatigue]]: -0.4% per turn slept
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*If the contestant is not wearing a [[Gas mask|gas mask]] or a [[HEV helmet]], and he/she enters the [[Trap|sleep gas trap]] room, the contestant will instantly fall flat on the ground and sleep.
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Other parameters:
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* Other stats and effects are still active and may still tick down. Life-threatening effects may kill a creature in their sleep.
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* Unconscious - the creature cannot act while asleep, they are also blind and deaf to their surroundings.
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* An asleep creature is not helpless ; sustaining any form of damage will '''interrupt sleep''' and jolt them back alive, unless they are afflicted with [[Secondary effect#Body-affecting|Forced sleep]], in which case nothing can wake up the creature until the effect dissipates.
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* The only way to wake up from forced sleep is to be afflicted with something that causes [[Secondary effect#Body-affecting|Forced wakefulness]] ; it will override and cancel out forced sleep immediately, though not without its own costs.
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=== Effects ===
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=== Methods ===
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Sleeping causes the contestant to be completely inactive for '''10''' turns straight. As a result, sleeping may procure the following possible <span style="color: #00ffff">benefits</span> and <span style="color: red">problems</span>:
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*Any other [[Secondary effect|secondary effect]]'s counter will go down by 10, or if lower than 10 turns remaining, will wane off. Depending on the kind of effect it was, it may either be <span style="color: #00ffff">good</span> or <span style="color: red">bad</span>.
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Resting can only be attempted if certain conditions are met. The Contestant must be in a room with a bed (a futon is considered to be a bed as well), and that bed must be valid (allowed for use).
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*[[Pain]] will naturally decrease while sleeping. 10 turns of sleep <span style="color: #00ffff">reduces the Pain meter by 20%.</span>
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*If the contestant was [[Poison|poisoned]], he/she will <span style="color: red">very likely die</span> as poison will consume his/her body. It is extremely rare for the poison counter to go above 10 turns remaining, so if he/she is poisoned, resting is a surefire way to <span style="color: red">[[Death|die]] during your sleep</span>.
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*If the contestant has [[Wound|wounds]], which enable the [[Bleeding]] rate, <span style="color: red">bleeding rolls will still occur while asleep.</span> If your character has too high of a bleeding rate, or has bled already a lot (10 times or more), resting will put him/her at a risk of dying.
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*The [[Inebriation]] rate will naturally decrease while sleeping. 10 turns of sleep <span style="color: #00ffff">reduces the Inebriation meter by 10%.</span>
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*For female contestants, if the [[Pregnancy]] meter is enabled, and she is not benefitting from [[Secondary effect|narcotic dampening]], <span style="color: red">she will die</span>.
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'''NOTE:''' In the very unlikely, but possible event a contestant decides to rest in the middle of a fight, and succeeds in doing so, <span style="color: red">it will give 10 free turns to his/her enemy to attack him/her,</span> which is a '''really bad idea'''.
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* By default, any bed located in the [[Uncivilized Area]] is valid, as they are unowned and abandoned.
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* All beds located in a [[Towns|Town]] are considered to be invalid, except in the following situations:
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** A hospital bedroom is unlocked and granted for use to the Contestant ; in which case the bed located there becomes valid, until access is no longer granted.
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** A hotel room is purchased by the Contestant ; the bed corresponding to that hotel room is valid and unlocked for as many uses as the Contestant has access to.
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** Certain conditions may allow a Contestant to have free and sometimes permanent access to a bed outside of the UA, generally as part of [[Quests]].
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When a valid bed is present and accessible, the Contestant may choose how they wish to rest, which in turn determines how many turns they are likely to remain asleep.
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Each turn spent resting advances the ingame clock by '''6 minutes.'''
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* '''Short rest / Napping''': Roll 1d6, multiply the result by 5. (Min: 5 - Max: 30) The result is the amount of turns the Contestant will sleep. (In-game clock effects: Between +30 minutes and +3 hours / 2.0% and 12.0% Fatigue healed)
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** If napping is attempted in the UA, then after each resting session, the GM will make an event type check (1d400 checked against the current traveling style event table) specifically for the purpose of checking whether an encounter enters the room or not (any result not related to an encounter is treated as nothing happening).
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** If the check does result in an encounter entering the room, it will appear on a random [[Gameplay mechanics#Battlespace|Side of the room]], and it will spot the Contestant, and may even have the opportunity to make a stealth check in order to engage the Contestant in combat with an advantage (provided the creature is intelligent enough), just as the Contestant can.
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* '''Long rest''': As above, but the 1d6 result is instead multiplied by 20 (Min: 20 - Max: 120). (In-game clock effects: Between +2 hours and +12 hours / 8.0% and 96.0% Fatigue healed)
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'''Long rest is normally unavailable in beds located in the UA''' ; thus it can only be attempted in a Town.
== See also ==
== See also ==
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Abilities marked with a dagger † denotes an action that may not be described when a player is using the [[Gameplay mechanics|censored mode]] of the game.
 
*[[Statistics]]
*[[Statistics]]
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*[[Pleasuring self]]
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*[[Abilities]]
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*[[Meditating]]
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*[[Ally Join|Ally join]]
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*[[Wounding self]] †
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*[[Urinating]] † and [[Defecating]] †
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*[[Throwing up]] †
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Revision as of 18:02, 21 July 2019

Resting is one of the abilities of a contestant. Resting primarily serves to heal Fatigue and drain undesirable Secondary effects away, as it allows for a large amount of time to pass at once.

Resting is not the same as Sleeping ; resting is the willing action of finding rest, while sleeping is no more than the resulting effect of resting, but also certain extraneous factors which can induce sleep.

Being asleep

When a creature is asleep, the following effects applies:

Active effects:

  • Suppressed hunger
  • Fatigue: -0.4% per turn slept

Other parameters:

  • Other stats and effects are still active and may still tick down. Life-threatening effects may kill a creature in their sleep.
  • Unconscious - the creature cannot act while asleep, they are also blind and deaf to their surroundings.
  • An asleep creature is not helpless ; sustaining any form of damage will interrupt sleep and jolt them back alive, unless they are afflicted with Forced sleep, in which case nothing can wake up the creature until the effect dissipates.
  • The only way to wake up from forced sleep is to be afflicted with something that causes Forced wakefulness ; it will override and cancel out forced sleep immediately, though not without its own costs.

Methods

Resting can only be attempted if certain conditions are met. The Contestant must be in a room with a bed (a futon is considered to be a bed as well), and that bed must be valid (allowed for use).

  • By default, any bed located in the Uncivilized Area is valid, as they are unowned and abandoned.
  • All beds located in a Town are considered to be invalid, except in the following situations:
    • A hospital bedroom is unlocked and granted for use to the Contestant ; in which case the bed located there becomes valid, until access is no longer granted.
    • A hotel room is purchased by the Contestant ; the bed corresponding to that hotel room is valid and unlocked for as many uses as the Contestant has access to.
    • Certain conditions may allow a Contestant to have free and sometimes permanent access to a bed outside of the UA, generally as part of Quests.

When a valid bed is present and accessible, the Contestant may choose how they wish to rest, which in turn determines how many turns they are likely to remain asleep.

Each turn spent resting advances the ingame clock by 6 minutes.

  • Short rest / Napping: Roll 1d6, multiply the result by 5. (Min: 5 - Max: 30) The result is the amount of turns the Contestant will sleep. (In-game clock effects: Between +30 minutes and +3 hours / 2.0% and 12.0% Fatigue healed)
    • If napping is attempted in the UA, then after each resting session, the GM will make an event type check (1d400 checked against the current traveling style event table) specifically for the purpose of checking whether an encounter enters the room or not (any result not related to an encounter is treated as nothing happening).
    • If the check does result in an encounter entering the room, it will appear on a random Side of the room, and it will spot the Contestant, and may even have the opportunity to make a stealth check in order to engage the Contestant in combat with an advantage (provided the creature is intelligent enough), just as the Contestant can.
  • Long rest: As above, but the 1d6 result is instead multiplied by 20 (Min: 20 - Max: 120). (In-game clock effects: Between +2 hours and +12 hours / 8.0% and 96.0% Fatigue healed)

Long rest is normally unavailable in beds located in the UA ; thus it can only be attempted in a Town.

See also