It seems that the third set of scripts related to survival is the one that works as intended. This particular set triggers the Mishap Table. To make this clearer, I should include the mishap table entry result.
In the mishap branch of the code, I plan to force a failed survival roll by setting the target numbers to 13. I realized that my previous assumption was incorrect since some characters can be exceptionally lucky, and a target number of 15 might be more appropriate, considering there is a maximum 2-dice modifier.
Here’s the breakdown of the steps I intend to take:
Step 1: Force characters to fail the survival roll and gain a better understanding of how the survival checks work.
Step 4: Create an Injury table. Test if the Mishap Table triggers the injury table by commenting out (disabling) the other mishaps. Essentially, disable the other random variables to better test the remaining ones.
Step 5: Once mishaps and injuries penalize character stats and benefits as intended, move on to medical care. Consider implementing a standardized cost of 5k credits per lost stat, with the option to raise stats to a minimum of 5 from 0 or less if the stat has ever decreased. Additionally, provide output notes regarding cyber-prosthetics.
In the Mneme Character generation, I’ll customize medical care based on the character’s status to ensure a more realistic and immersive experience. But as Rules-As-Written and expediency – just raises stats to 5 or 6.
the number of careers that had mishaps |
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