Changes

Uncivilized Area

6,658 bytes added, 03:48, 10 January 2021
Right before entering the first UA room of the trip, the player will be prompted to choose between one of three (or four) '''traveling route''' options.
* '''Fast''': The fastest route. Medium danger level, average potential loot. Sets the base distance from the next destination to '''25 rooms'''.* '''Safe''': The safest path. Lowest danger level, lowest potential loot. Sets the base distance from the next destination to '''30 rooms'''.* '''Deep''': The long way. Highest danger level, highest potential loot. Sets the base distance from the next destination to '''35 rooms'''.
The GM has the possibility to offer a fourth option:
=== Room-by-room traveling ===
(WIP)The GM must keep track of a '''rooms remaining until destination''' counter. It starts at 20, 25, or 30 depending on the selected traveling route.
Once the traveling route has been decided... (WIP), the
The GM will then randomly generate 3 options, known as the * '''next doorsRoom generation:''' or simply GM offers three doors - left, front, right - describing only the roomstyle and decay level of each* Players decide which door to take* '''doorsEvent generation:'''. They will then prompt you to choose between GM generates the left door, front doorevents inside the selected room* GM describes contents of the room* Players act accordingly depending on who/what is inside* Once the room is clear, players may ask for the next doors.* Remove 1 from the rooms remaining counter. If a shortcut or right doordetour was taken, showing you partial information on each room that lies behind:remove or add rooms according to the number displayed. (see below for details)* Cycle back to the start of the list.
* === Room generation === To generate a room, use the '''[[Tsuchinoko|&roomstyle]]''' command. All that's needed is to roll it three times, once for each door, then show the results to the players. Room generation will randomly generate two elements: '''Roomstyle''' and either a '''Shortcut/Detour''' or a '''Decay level''' depending on the roomstyle generated. * The '''roomstyle''' is the overall appearance of the room. There are two broad families:''' What type roads''' (mostly empty rooms which have a chance of spawning '''shortcuts or detours''' but generally do not possess '''cover''') and '''furnished rooms''' (abandoned versions of various room types seen in [[Civilized Areas]], which have a '''decay level''', ** '''Roads''' are mostly empty rooms with no furniture. Roads have a chance of possessing '''shortcuts and detours'''. If a shortcut is present, it isalways at the '''front door''', whereas if a detour is present, it is always at the '''left door'''. Overall, there is a '''32% chance''' to roll a road roomstyle, with equal chances between each style.** '''Furnished rooms''' are abandoned versions of various room types seen in the [[Civilized Areas]]. They have a '''decay level''', which can influence influences the chance of finding additional loot, [[mushrooms]], functional powered room furniture such as [[radio|radios]] or [[television|TVs]], or even whether the room gets lights on at all. Some Overall, there is a '''68% chance''' to roll a furnished roomstyle, with equal chances between each combination of individual style and decay level. '''Shortcuts and Detours''' are affixed with a number representing the number of rooms may also possess shortcuts skipped or detoursadded. For example, which taking the door with a Shortcut 3 (-3) will remove an additional 3 rooms from the rooms remaining counter. A Detour 1 (+1) would add an additional room, canceling out the -1 normally received from passing a door, and effectively adding 0 to the rooms remaining counter. * '''Decay level:levels''' represent the state of disrepair of the room.Low decay levels improve the chances of finding roomstyle-specific loot (if applicable, see [[Uncivilized Area#Table of roomstyles|the section]] below).High decay levels improve the chances of finding [[mushrooms]]. Powered furniture refers to [[radio|radios]] and [[television|TVs]].* '''Decay level 0 - Deserted''': Lights are '''on''', powered furniture is '''functional''', '''100% chance''' of finding extra loot, '''0% chance''' of finding 1 bundle of [[mushrooms]] (WIP'''&marisa''')* '''Decay level 1 - Abandoned''': Lights are '''on''', powered furniture is '''functional''', '''25% chance''' of finding extra loot (roll '''1d4-3''', loot is present on a '''1 or more'''), '''0% chance''' of finding 1 bundle of [[mushrooms]] ('''&marisa''')* '''Decay level 2 - Disaffected''': Lights are '''on''', powered furniture is '''broken''', '''25% chance''' of finding extra loot (roll '''1d4-3''', loot is present on a '''1 or more'''), '''0% chance''' of finding 1 bundle of [[mushrooms]] ('''&marisa''')* '''Decay level 3 - Overgrown''': Lights are '''on''', powered furniture is '''broken''', '''25% chance''' of finding extra loot (roll '''1d4-3''', loot is present on a '''1 or more'''), '''25% chance''' of finding 1 bundle of [[mushrooms]] ('''&marisa'''; roll '''1d4-3''', mushroom bundle present on a '''1 or more''')* '''Decay level 4 - Blackout''': Lights are '''OFF''' ([[Effects#Accuracy|Environmental blindness]]), powered furniture is '''broken''', '''25% chance''' of finding extra loot (roll '''1d4-3''', loot is present on a '''1 or more'''), '''100% chance''' of finding 1 bundle of [[mushrooms]] ('''&marisa''') ==== Table of roomstyles ==== '''Roads'''{| class="wikitable" style="font-size:10pt"|-! Roomstyle !! Element !! Extra loot / Furniture|-| Pathway || Shortcut -1 || None|-| Roadway || Shortcut -2 || None|-| Causeway || Shortcut -3 || None|-| Highway || Shortcut -4 || None|-| Byway || Detour -1 || None|-| Sideway || Detour -2 || None|-| Thruway || Detour -3 || None|-| Subway || Detour -4 || None|} '''Furnished rooms'''{| class="wikitable" style="font-size:10pt"|-! Roomstyle !! Element !! Extra loot / Furniture|-| Archive room || Decay level || 1d4 '''&stuff''' |-| Armory || Decay level || 1 '''&wpn-firearm''', random condition and ammunition|-| Bar room || Decay level || 1d2 '''&food''', [[radio]]|-| Bar sitting area || Decay level || 1 '''&food''' |-| Bedroom || Decay level || [[Resting|Bed]], 1 random [[container]] |-| Break room || Decay level || 1d2 '''&stuff''', [[television]]|-| Bunk beds room || Decay level || [[Resting|Beds]] |-| Casino table room || Decay level || None |-| Classroom || Decay level || 1d2 '''&stuff''', 1d3 [[book|books]] |-| Computer room || Decay level || 1 '''&stuff''' |-| Dojo training floor || Decay level || 1 '''&wpn-melee''', random condition and ammunition|-| Dumpster room || Decay level || 4 '''&stuff'''|-| Factory machine room || Decay level || 1d10x50 grams of '''&ore'''|-| Forge room || Decay level || 1 '''&wpn-melee''', random condition and ammunition |-| Hospital bedroom || Decay level || 1 '''&meds''' |-| Kitchen || Decay level || 1d2 '''&food''' |-| Lab room || Decay level || 1d2 [[book|books]] |-| Laundry room || Decay level || 1d2 '''&wear'''|-| Library room || Decay level || 1d8 [[book|books]] |-| Light farm room || Decay level || 1 '''&food''' |-| Lobby room || Decay level || 1d3 '''&stuff''' |-| Locker room || Decay level || 1d3 [[container|lockers]] |-| Maintenance shaft || Decay level || None |-| Mess hall || Decay level || None|-| Office || Decay level || 1d4 '''&stuff''' |-| Pantry || Decay level || 1d3 '''&food''' |-| Pole-dancing room || Decay level || None |-| Reading room || Decay level || 1d4 [[book|books]]|-| Scullery || Decay level || [[Sink]] |-| Sewer section || Decay level || None |-| Shower room || Decay level || [[Shower]]|-| Storage room || Decay level || 1d2 [[container|containers]] |-| Toilets || Decay level || [[Sink]], [[Toilets]] |-| Workshop room || Decay level || 1 '''&crafting''' |}
[[Category:Locations]]
Bureaucrat, administrator
15,672
edits