Ejemplo n.º 1
0
        public void UnusualLifeEvent(Character character, Dice dice)
        {
            switch (dice.D(6))
            {
            case 1:
                character.AddHistory("Encounter a Psionic institute.");
                TestPsionic(character, dice);
                return;

            case 2:
                character.AddHistory("Spend time with an alien race. Gain a contact.");
                var skillList = new SkillTemplateCollection(SpecialtiesFor("Science"));
                skillList.RemoveOverlap(character.Skills, 1);
                if (skillList.Count > 0)
                {
                    character.Skills.Add(dice.Choose(skillList), 1);
                }
                return;

            case 3:
                character.AddHistory("Find an Alien Artifact.");
                return;

            case 4:
                character.AddHistory("Amnesia.");
                return;

            case 5:
                character.AddHistory("Contact with Government.");
                return;

            case 6:
                character.AddHistory("Find Ancient Technology.");
                return;
            }
        }
Ejemplo n.º 2
0
        public void PreCareerEvents(Character character, Dice dice, Careers.CareerBase career, params string[] skills)
        {
            switch (dice.D(2, 6))
            {
            case 2:
                character.AddHistory("Contacted by an underground psionic group");
                character.LongTermBenefits.MayTestPsi = true;
                return;

            case 3:
                character.AddHistory("Suffered a deep tragedy.");
                character.CurrentTermBenefits.GraduationDM = -100;
                return;

            case 4:
                character.AddHistory("A prank goes horribly wrong.");
                var roll = dice.D(2, 6) + character.SocialStandingDM;

                if (roll >= 8)
                {
                    character.AddHistory("Gain a Rival.");
                }
                else if (roll > 2)
                {
                    character.AddHistory("Gain an Enemy.");
                }
                else
                {
                    character.NextTermBenefits.MustEnroll = "Prisoner";
                }
                return;

            case 5:
                character.AddHistory("Spent the college years partying.");
                character.Skills.Add("Carouse", 1);
                return;

            case 6:
                character.AddHistory($"Made lifelong friends. Gain {dice.D(3)} Allies.");
                return;

            case 7:
                LifeEvent(character, dice, career);
                return;

            case 8:
                if (dice.RollHigh(character.SocialStandingDM, 8))
                {
                    character.AddHistory("Become leader in social movement.");
                    character.AddHistory("Gain an Ally and an Enemy.");
                }
                else
                {
                    character.AddHistory("Join a social movement.");
                }
                return;

            case 9:
            {
                var skillList = new SkillTemplateCollection(RandomSkills);
                skillList.RemoveOverlap(character.Skills, 0);

                if (skillList.Count > 0)
                {
                    var skill = dice.Choose(skillList);
                    character.Skills.Add(skill);
                    character.AddHistory($"Study {skill} as a hobby.");
                }
            }
                return;

            case 10:

                if (dice.RollHigh(9))
                {
                    var skill = dice.Choose(skills);
                    character.Skills.Increase(skill, 1);
                    character.AddHistory($"Expand the field of {skill}, but gain a Rival in your former tutor.");
                }
                return;

            case 11:
                character.AddHistory("War breaks out, triggering a mandatory draft.");
                if (dice.RollHigh(character.SocialStandingDM, 9))
                {
                    character.AddHistory("Used social standing to avoid the draft.");
                }
                else
                {
                    character.CurrentTermBenefits.GraduationDM -= 100;
                    if (dice.D(2) == 1)
                    {
                        character.AddHistory("Fled from the draft.");
                        character.NextTermBenefits.MustEnroll = "Drifter";
                    }
                    else
                    {
                        var roll2 = dice.D(6);
                        if (roll2 <= 3)
                        {
                            character.NextTermBenefits.MustEnroll = "Army";
                        }
                        else if (roll2 <= 5)
                        {
                            character.NextTermBenefits.MustEnroll = "Marine";
                        }
                        else
                        {
                            character.NextTermBenefits.MustEnroll = "Navy";
                        }
                    }
                }
                return;

            case 12:
                character.AddHistory("Widely recognized.");
                character.SocialStanding += 1;
                return;
            }
        }