Difference between revisions of "Consciousness"
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− | | description = | + | | description = The state or quality of awareness. A pawn loses consciousness when this falls below 30% and dies when this reaches 0%. |
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+ | '''Consciousness''', also called '''Data Processing''' on [[mechanoids]], influences several critical capacities that a pawn has which then affect movement, production and social interaction. | ||
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+ | It is lethal for [[human]]s, [[animals]] and [[mechanoids]] for Consciousness to be reduced to zero. | ||
{{Hover title|Version/1.3.3200|At the time of writing}}, the maximum possible Consciousness capacity is 150% with a healthy pawn high on [[go-juice]], [[luciferium]] and [[wake-up]], and having used a [[neural supercharger]].{{IdeologyIcon}} | {{Hover title|Version/1.3.3200|At the time of writing}}, the maximum possible Consciousness capacity is 150% with a healthy pawn high on [[go-juice]], [[luciferium]] and [[wake-up]], and having used a [[neural supercharger]].{{IdeologyIcon}} | ||
== Affected stats == | == Affected stats == | ||
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{{#ask: [[Consciousness Importance::+]] | {{#ask: [[Consciousness Importance::+]] | ||
| ?Health Type = Type | | ?Health Type = Type |
Revision as of 18:09, 27 January 2022
Consciousness is a pawn capacity: The state or quality of awareness. A pawn loses consciousness when this falls below 30% and dies when this reaches 0%.
Consciousness, also called Data Processing on mechanoids, influences several critical capacities that a pawn has which then affect movement, production and social interaction.
It is lethal for humans, animals and mechanoids for Consciousness to be reduced to zero.
At the time of writing, the maximum possible Consciousness capacity is 150% with a healthy pawn high on go-juice, luciferium and wake-up, and having used a neural supercharger.
Affected stats
Name | Type | Weight | Max | Description |
---|---|---|---|---|
Eating | Capacity | 1 | - | A character's ability to eat. |
Manipulation | Capacity | 1 | - | How well a character can physically interact with objects. Directly affected by consciousness and arms/hands/fingers effectiveness. |
Moving | Capacity | 1 | 1 | How well a character can move around. Directly affected by consciousness. |
Talking | Capacity | 1 | - | A character's capacity of speech. Directly affected by consciousness. |
Reading Speed | Stat | 1 | A multiplier on how fast this person can read. |
Factors
Base Factors
Consciousness is mainly affected by the following factors:
- Blood Pumping: 20% importance, no allowed defect. 100% Max.
- Breathing: 20% importance, no allowed defect. 100% Max.
- Blood filtration: 10% importance, no allowed defect. 100% Max.
- Pain: The pain factor can be calculated as follows*:
IF {1.05 - (0.45 x Pain)}[%] < 100% THEN {1.05 - (0.45 x Pain [%])} ELSE 100%
- (* In English, what this says is that very minor pain has no effect, while anything more than minor starts to affect consciousness at a little less than half (.45) its value.)
- Brain part efficiency: 100% importance, no allowed defect. No Max (effectively 100%).
- Joywire: part efficiency offset −20%
Post Factors
The following factors are applied after the Base factors.
- Beer (high)
- Tipsy: x90%
- Drunk: x65%
- Hammered: x10%
- Psychite hangover (Flake/Yayo/Psychite tea): x80%
- Cryptosleep sickness: x80%
- Food poisoning
- Recovering and Inital: x60%
- Major: x50%
- Heart attack painful: x50%
Offsets
The following offsets are applied after the Post factors.
- Beer (hangover)
- Slight: −3%
- Strong: −8%
- Pounding: −18%
- Beer withdrawal: −20%
- Go-juice:
- High: +20%
- Withdrawal: −20%
- Luciferium high: +10%
- Psychite withdrawal (Flake/Yayo/Psychite tea): −20%
- Smokeleaf joint
- High: −30%
- Withdrawal: −20%
- Wake-up:
- High: +10%
- Withdrawal: −30%
- Blood loss
- Minor: −10%
- Moderate: −20%
- Severe: −40%
- Toxic buildup
- Initial: −5%
- Minor: −10%
- Moderate: −15%
- Serious: −25%
- Malnutrition
- Trivial: −5%
- Minor: −10%
- Moderate: −20%
- Severe: −30%
- Heatstroke
- Initial: −5%
- Minor: −10%
- Serious: −20%
- Hypothermia
- Shivering: −5%
- Minor: −10%
- Serious: −20%
- Hypothermic slowdown
- Minor: −5%
- Moderate: −20%
- Serious: −40%
- Infection extreme (initial): −5%
- Flu
- Minor: −5%
- Major: −10%
- Extreme: −15%
- Plague
- Minor: −5%
- Major: −20%
- Extreme: −30%
- Malaria
- Minor: −5%
- Major: −12%
- Sleeping sickness
- Minor (initial): −2%
- Minor (advanced): −4%
- Major: −15%
- Extreme (initial): −20%
- Resurrection psychosis
- Early: −10%
- Advanced: −20%
- Severe: −30%
- Total: −40%
- Circadian half-cycler : −15%
- Neural supercharger : +10%
Limits
If any of these conditions apply, the Consciousness can not be higher than the given value. Note that the it can still be lower.
- Beer (high) blackout: 10% max
- Luciferium withdrawal: 80% max
- Blood loss extreme: 10% max
- Anesthetic
- Wearing off: 90% max
- Woozy: 70% max
- Sedated: 10% max
- Catatonic break: 10% max
- Psychic shock: 10% max
- Psychic coma: 10% max
- Brain shock: 10% max
- Toxic buildup extreme: 10% max
- Heart attack debilitating: 10% max
- Drug overdose
- Minor: 50% max
- Major: 10% max
- Malnutrition extreme: 10% max
- Heatstroke extreme: 10% max
- Hypothermia extreme: 10% max
- Hypothermic slowdown extreme: 10% max
- Infection extreme (advanced): 10% max
- Malaria extreme: 10% max
- Sleeping sickness extreme (advanced): 10% max
- Resurrection psychosis catatonic: 10% max
Formula
The formula is as follows:
Consciousness = IF (Base factors × Post factors + Offsets) < Limit THEN (Base factors × Post factors + Offsets) ELSE Limit
The Base factors can be calculated with the following formulas:
Blood Pumping = 1 + ({IF Blood Pumping < 1 THEN Blood Pumping ELSE 1} - 1) × 0.2 Breathing = 1 + ({IF Breathing < 1 THEN Breathing ELSE 1} - 1) × 0.2 Blood Filtration = 1 + ({IF Blood Filtration < 1 THEN Blood Filtration ELSE 1} - 1) × 0.1 Pain = IF (-0.45 × Pain + 1.05) < 1 THEN (-0.45 × Pain + 1.05) ELSE 1