Proposal: Toolbox Fatigue
Reached quorum 9 votes to 0. Enacted by Kevan.
Adminned at 09 Oct 2021 07:59:56 UTC
To the second paragraph of “Electrical”, add:-
A Floor is Lit if it is a Breaker, otherwise it is operating on minimal emergency lighting and is Dark.
In “The Clock”, replace “For each Citizen in a Zone which has a Cache, if that player has a Flashlight or is on a Floor which is a Breaker, take the result of a DICE100: that Citizen gains an instance of the corresponding Item from the Cache. Otherwise, reduce the upper limit of the Range of each Item in the Cache by 5 for the purposes of applying the results of the next die roll corresponding to that Citizen, then take the result of a DICE100: that Citizen gains an instance of the corresponding Item from the Cache, if there is one. If reducing the upper limit of an Item in that Cache would place the upper limit below or equal to the lower limit for that Item, then instead remove that Item from the Cache for the purposes of applying the results of the corresponding die roll.” with:-
For each Citizen in a Zone which has a Cache, take the result of a DICE100: that Citizen gains an instance of the corresponding Item from the Cache, unless they already have an instance of that Item, in which case they gain the earliest-listed Item from the Cache that they do not already have (if any such items exist). If a Citizen is on a Dark Floor and does not have their own Flashlight, however, a roll which is a multiple of 10 yields no Item here.
Reducing the randomness of cache searches, so that they become more predictable over time: if you find something you’ve already got, you instead get an item you haven’t.
Also swapping the “-5% for each Cache chunk” darkness penalty for “-10% to all searches”, and defining Lit/Dark keywords for the breaker effects.
Brendan: he/him