Secondary effect (no ontology)

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*<span style="color: red">Reduced accuracy</span> causes the contestant to have a '''greater failure threshold'''. Depending on the severity of the effect, the threshold may be of different sizes (from 3-6 to as high as 3-11).
*<span style="color: red">Reduced accuracy</span> causes the contestant to have a '''greater failure threshold'''. Depending on the severity of the effect, the threshold may be of different sizes (from 3-6 to as high as 3-11).
*<span style="color: #00ffff">Increased accuracy</span> is the inverse, it causes the contestant to have a '''smaller failure threshold'''. Again, depending on the severity of the effect, the threshold may attain different sizes (from 3-4 to 3-3).
*<span style="color: #00ffff">Increased accuracy</span> is the inverse, it causes the contestant to have a '''smaller failure threshold'''. Again, depending on the severity of the effect, the threshold may attain different sizes (from 3-4 to 3-3).
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*<span style="color: red">Blindness</span> occurs when the eyes of the contestant have been disabled, either temporarily (e.g., through the use of a [[m84|flashbang]]) 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).
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*<span style="color: red">Blindness</span> occurs when the eyes of the contestant have been disabled, either temporarily (e.g., through '''environmental blindness''' like in [[Rooms|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).
'''NOTE:''' Typically, if there is only one instance of one of the effects, it is simply written as &quot;Increased/Reduced accuracy&quot; and affects the threshold by 1.<br />
'''NOTE:''' Typically, if there is only one instance of one of the effects, it is simply written as &quot;Increased/Reduced accuracy&quot; and affects the threshold by 1.<br />

Revision as of 01:22, 3 September 2012

A secondary effect is a temporary or semi-permanent effect, which may be positive (A buff) or negative (an ailment). 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. Depending on the severity of the effect, the threshold may be of different sizes (from 3-6 to as high as 3-11).
  • Increased accuracy is the inverse, it causes the contestant to have a smaller failure threshold. Again, depending on the severity of the effect, the threshold may attain different sizes (from 3-4 to 3-3).
  • 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).

NOTE: Typically, if there is only one instance of one of the effects, it is simply written as "Increased/Reduced accuracy" and affects the threshold by 1.
If there are multiple instances (for cases of stronger effects, for example), it will be typically written "Increased/Reduced accuracy xA, where A is a number, determining the modifier on the Failure Threshold. (For example: Reduced accuracy x3 causes the Failure Threshold to go up by 3, resulting, if no other effects are suffered, in a FT of 3-8.)

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.
  • Being on fire causes extra damage per turn, at a rate of +5% /turn, due to persistent fire burning on the skin or the body of the target, be it the contestant's or an encounter's. For contestants, this effectively negates Pain regeneration every turn. Fire never times out unless the victim attempts rolling on the ground to put off the fire. Attempting to put off the fire is treated like an attack and takes a turn: it is subjected to a 2d6 roll and has a fixed FT of 5.
  • Laxative foods are food items causing the contestant to automatically feel the need to urinate or defecate 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.
  • Narcotic dampening affects female 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 been enabled. Narcotic dampening does not occur if this meter is not enabled yet.
  • Stunning happens when the victim is affected by an attack or weapon which causes temporary paralysis, such as the Taser M26. Stunning locks the victim in place where it is until the end of the turn, preventing it from doing anything (attacking, etc), and giving a free shot to the aggressor, which has a FT+2 bonus while the victim is stunned. After the end of the turn, the victim is freed from stunning and immune for one turn to stunning, to prevent the phenomenon known as "stun abuse" or "taze abuse".

Example:

  • Turn 1, Soldier stuns Kappa with Taser. Kappa cannot retaliate, being stunned.
  • Turn 2, Soldier now has a FT+2 and attacks Kappa, BUT can't stun him more. Kappa now snaps out of stunning and can retaliate as normal.
  • Subsequent turns: Rinse and repeat.

Clothing style

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

  • Protective headgear protects the user from potentially deadly attacks aimed at the head (and, if the piece of clothing allows it, the face). When a Sharp-type, Piercing-type or Bullet-type attack is aimed at the HEAD body group of a target (contestant or enemy) wearing ballistic protective headgear, the 5x multiplier on headshots is negated, and the damage received is the normal amount (1x) instead).
  • Disguising as another NPC can be performed by wearing exactly the same clothes as them, and sometimes the same equipment.
  • Wearing classy clothing increase the contestant's credibility, and make most non-hostile NPCs nicer to you. This is the only effect it does, though.
  • Fire-retardant clothing allows the wearer to be immune to all FIRE-type attacks, and prevents being set on fire.
  • 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 bust the supposed gender if the contestant is an otoko or as a futanari.
  • 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.

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 25% 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. It has no other effects otherwise.
  • Forgetfulness occurs when the contestant consumes ketamine. It causes the user to have a 20% 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.

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 than he/she would while using non-ranged weapons.
  • Increased strength causes the contestant to deal 10% more damage than he/she would while using non-ranged weapons.
  • Overloaded backpack causes the contestant to lose the first-turn advantage, which makes his/her enemies during fights attack first. Having an overloaded backpack reduces strength by 10% as well.

NOTE: All Class 1-3 weapons, all thrown weapons (and items), the bow, the crossbow, the nailgun, the Taser M26 and the pepper spray all count as ranged weapons.

See also