Post by Robmin on May 14, 2017 10:29:22 GMT
AFFLICTIONS, INJURIES AND NEEDS
WRITTEN BY: Robmin | REVISIONS: 1 | CATEGORY: Character Info |
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[PTab=Afflictions]
Afflictions can be Positive or Negative. These are normally caused by the effects of character actions in the world, and are listed below. [PTabbedContent] [PTab=Negative Afflictions] These afflictions always result in condition loss. Blood loss Blood loss is caused by an attack from a wolf or a bear, or by falling off of a mountaineering rope. Suffering from blood loss is a life-threatening affliction and will eventually kill the character if left untreated. Condition will be lost at a rate of 30% per hour and blood drops will fall wherever the character walks. Blood loss is always paired with an infection risk, which is treated as a separate but equally dangerous affliction. Bruising Bruising can be inflicted during a wolf struggle or from falls. Bruising damages condition but does not require any direct treatment. Burns Burns are caused by standing or walking over a lit campfire. Suffering from burns will negatively affect the characters ability to recover condition. While in effect, if condition is greater than 75%, it will drop to 75% during rest, effectively capping maximum condition. Cabin Fever Symptoms of cabin fever will begin to manifest if the character spends the majority of 6 days indoors Dysentery Dysentery is a lethal disease that can be contracted by drinking unsafe water; the more unsafe water you drink, the greater your chance of contracting the disease. While in effect, the thirst bar empties rapidly and condition will not be restored during sleep, coupled with approximately 4% condition loss per hour. Food Poisoning Food poisoning can be randomly assigned at any time when a food or drink item is consumed. Uncooked meat and lower condition foods are at the highest risk, while good quality canned or processed foods, except for Can of dog food, are some of the safest consumables. Soda cans and all other beverages will never cause food poisoning. Hypothermia Hypothermia is caused by falling through ice or by having warmth lowered to numb level for one hour. Suffering from hypothermia doubles all condition loss from freezing, effectively taking 40% condition per hour. Additionally, fatigue will be lost at twice the normal rate. Frost Bite Frostbite is caused by wearing frozen clothing for an extended period of time, or by having warmth lowered to freezing level with part of your body exposed. There is no cure and this permanently will reduce your general condition by 5-25% depending on affected body part. Infection Infections are caused by wounds that have not been thoroughly cleaned and disinfected. While the character is suffering an infection they lose condition at 5% an hour until death if unable to be treated or left untreated. Fatigue also drains quicker. Lacerations Lacerations may be inflicted during a wolf struggle. Lacerations damage condition but do not require any direct treatment. Intestinal Parasites A player infected with intestinal parasites will lose 2% of their maximum condition a day until they are treated. On top of this, their max Fatigue will reduce by approximately 4% a day. While this does not seem severe, the hefty length of treatment required to slow the impending death can make this condition a serious force to be reckoned with, and even if the player is as quick as possible with treatments they will suffer a 20% reduction in max condition, this alone being a serious detriment, increasing the risk of wolf attacks and other injuries. Sprained Ankle A sprained ankle can be caused by a fall, uneven terrain or an animal attack. It is possible to sprain both ankles at once, even in the same event. While at least one affliction is possessed by the character, sprinting is not possible and the player will walk with a limp. Carrying too much load or walking off road may increase the chance of this affliction occurring. Sprained Wrist A sprained wrist may be caused by a fall, uneven terrain or an animal attack. It is possible to sprain both wrists at once, even in the same event. While at least one affliction is possessed by the character, the character cannot use the hunting rifle, distress pistol, or the survival bow. [/PTab] [PTab=Positive Afflictions] Positive Afflictions increase character needs or otherwise benefit the character. Fatigue Reduced Drinking a cup of coffee will help to reduce fatigue. "Fatigue reduced" lasts 1 hour, and while in effect, the player's fatigue is immediately reduced by approximately 10%, as well as fatigue decay being slowed. Sprinting will also use approximately half the energy it typically does. Improved Rest improved rest is an affliction gained by drinking Herbal Tea while it is hot and will increase condition gained while sleeping by 2% an hour for one's next 6 hours of sleep (whether this be all at once or across multiple sleep sessions), meaning one glass of Herbal Tea can restore up to an additional 12% condition. Warming Up Drinking or eating items while they are hot will help to keep the character warm. 'Warming up' lasts for 2 hours, and while in effect, the feels-like temperature of the character will be raised by 4°C. [/PTab] [/PTabbedContent] |
[PTab=Injuries]
Falls Dropping from an elevated position may cause injury. Greater heights create both a greater chance of injury and greater potential. Falls of only a few meters are quite survivable taking only 5-10% from Condition. It is, however, possible to suffer even a 100% loss if falling from a sufficiently large height. Falls also carry the potential for sprains and damaged clothing. 'Fall' conditions can also occur while walking or running on rocks or unstable surfaces, without an actual 'fall' occurring. Lacerations and bruising (major and minor) These injuries are sometimes randomly inflicted during wolf attacks. Lacerations and bruises typically take 5-20% from condition for each instance. While the term 'laceration' suggests the need to control bleeding, that is not the case in this universe. Bleeding wounds are handled as a separate affliction blood loss. Close call Injuries may also be possible if a character just barely retreats from an attacking animal by using a door. In this case, 35% will be taken from condition once the new screen loads, suggesting the animal slammed into the door just as the character got through. The animal must be sufficiently close to the door in question and charging at the character for this to occur. Burning Standing in, or too close to a fire will cause condition loss from burning at a rate of 1-2% per minute. The affliction burns will also be applied and clothing currently worn will be damaged or even ruined. Falling into Water Falling into water, either by touching open water at the shoreline in a coastal region or by falling through cracked ice, causes 10% condition loss. It also soaks your clothing and applies the affliction hypothermia. |
[PTab=Needs]
To maintain a good condition each character has four needs that they must equally remain on top of. Failure to maintain these needs will result in condition draining even to point of death, though each need has a differing rate of drain. The needs are listed below: Warmth Warmth is an indicator as to how cold or warm the character is. Warm clothes will assist in keeping the cold weather off, and result in a slower chance of freezing, however wet clothes tend to make a character colder quicker - so be wary of falling through thin ice. Warmer clothing also has a higher chance of reducing character dexterity, so be wary of injuries - especially if wearing mittens! Warmth follows the following scale: Freezing ↔ Numb ↔ Cold ↔ Chilled ↔ Warm Longer than an hour spent at numb can result in hypothermia, longer than an hour spent at freezing results in exposed skin suffering frostbite. Fatigue Movement and other actions drains a character's energy. Equally traveling through snow drifts or against the wind takes, even more, energy, draining this need quicker than on flat ground, traveling on highways or well-trodden paths has a minimal impact on fatigue. A very fatigued character will result in them being able to carry less gear. Finally, if they get to the point of exhaustion a character may randomly pass out in the snow. Fatigue follows the following scale: Exhausted ↔ Drained ↔ Tired ↔ Winded ↔ Rested You can recover from fatigue by resting. Hunger Hunger has the second smallest impact to character condition (fatigue has the least). You can recover hunger by eating calories, which are found in food. Equally, you will find that some foods are denser in calories than others, allowing you to make a greater calorific recovery versus some food. Be warned though, you can gain food poisoning if food isn't cooked properly. Hunger drains quicker if your character is active Hunger follows the following scale: Starving ↔ Ravenous ↔ Hungry ↔ Peckish ↔ Full Thirst Thirst drops at a continuous level of 3% every hour without you drink. It is primarily replenished by purified water (note drinking unpurified water could give you dysentery), or soda, however, some food stuff can also replenish this need. Once fully dehydrated condition drops at 5% each hour you're dehydrated. Thirst uses the following scale: Dehydrated ↔ Parched ↔ Thirsty ↔ Dry-mouth ↔ Slaked |
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