Changes

Uncivilized Area

2,158 bytes added, 16:12, 17 March 2023
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| Subway || Detour -4 || None
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==== Roads with obstacles ====
{| class="wikitable" style="font-size:10pt"
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! Roomstyle !! Element !! Obstacles and conditions
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| Blocked pathway || Shortcut -1 || The front door is blocked by a creature carcass. The creature's Threat Level is 1d3 on Safe routes, 1d4 on Fast, and 1d5 on Deep.<br/> The creature's remains must be butchered ([[Hunting]] skill) to clear the way and use the shortcut.<br/>The carcass is old and mangled; you will only get tainted meat, but you will still obtain Skill Points.
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| Dismantled roadway || Shortcut -2 || The front door is impassable and missing a handleset.<br/>You need a [[Toolkit|Crafting toolkit]] ([[Crafting]] skill) to build a new one, open the door, and use the shortcut.<br/>The doorway is treated as a Level 2 blueprint (50% base chance of success per kit use).
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| Caved-in causeway || Shortcut -3 || The front door is caved in with dirt, sand, or gravel.<br/> You must use a [[Mining#How to mine ores|mining tool]] and strike it 3 times to clear it ([[Mining]] skill) and use the shortcut.<br/> Upon clearing, roll a 1d20. If '''10 or less''': Nothing happens. '''11-18''': You receive 1 bundle of common ore ('''&ore-c'''). '''19-20''': You receive 1 bundle of rare ore ('''&ore-r''').
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| Collapsed highway || Shortcut -4 || The front door is broken to the point of impossibility.<br/> You must use a [[Toolkit|GRK, MRK, or XTK]] ([[Repairing]] skill) to fix the door and use the shortcut.<br/>Each use repairs the door by '''1d50%''' with a ''''+10% bonus''' for every skill level above Unskilled.
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| Padlocked cache || No shortcut or detour || The front door has a lock, which can be opened with the right key, brute-forced, or picked ([[Lockpicking]] skill).<br/> Roll '''&genbox''', as if generating a [[Containers|container]], but retain only the '''frame type''' (solely used to determine loot) and the '''lock type''' (used to determine lock HP and serial number). The door is indestructible. <br/> Opening the door adds extra loot to the next room. Roll '''&boxlootW''' or '''&boxlootM''' twice, depending on the rolled frame type; this generated loot is added to the next room.
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