Quickness: Difference between revisions

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Action Points: mention ±10% random variance; this is also on the action cost page and i'm not sure how best to merge the two
 
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The player and most other characters have a default QN value of 100. That value can be modified by a variety of factors.
The player and most other characters have a default QN value of 100. That value can be modified by a variety of factors.


Quickness can't be adjusted during character generation, and is not affected by other attributes, such as agility.
Quickness can't be adjusted during character generation, and is not affected by other attributes, such as [[Agility]].


== How Quickness Works ==
== How Quickness Works ==
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Most actions consume 1000 action points by default, which means that a character typically takes only one action per turn, such as moving one space, attacking one enemy, or equipping an item. Unspent action points are carried over to a character's next turn. For example, if a character has a quickness value of 125, they generate 1250 action points per turn. If the character attacks each turn, they use 1000 action points and carry over the extra 250 action points to their next turn. After four turns have passed, the character will have accumulated 1000 extra action points and will be able to attack two times in a single turn.
Most actions consume 1000 action points by default, which means that a character typically takes only one action per turn, such as moving one space, attacking one enemy, or equipping an item. Unspent action points are carried over to a character's next turn. For example, if a character has a quickness value of 125, they generate 1250 action points per turn. If the character attacks each turn, they use 1000 action points and carry over the extra 250 action points to their next turn. After four turns have passed, the character will have accumulated 1000 extra action points and will be able to attack two times in a single turn.
Actions that cost action points vary randomly by ±10% of their cost.{{Code Reference | class = GameObject | method = UseEnergy(int, string, string, int?, bool)}} Thus, even when two creatures have the same quickness, one of them will occasionally be able to act twice before the other can.


=== Free Actions ===
=== Free Actions ===
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|cybernetic implant
|cybernetic implant
|'''{{Color|G|+40}}''' temporary quickness for ten rounds when activated, followed by '''{{Color|R|-10}}''' quickness for ten rounds.
|'''{{Color|G|+40}}''' temporary quickness for ten rounds when activated, followed by '''{{Color|R|-10}}''' quickness for ten rounds.
|-
|{{favilink|Kesil Face}}
|equipment
|'''{{Color|G|+10}}''' quickness bonus while equipped
|-
|{{favilink|Leyline puppeteers}}
|equipment
|'''{{Color|G|+30}}''' quickness bonus while equipped and powered on.
|-
|-
|{{favilink|Photosynthetic Skin}}
|{{favilink|Photosynthetic Skin}}
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|effect
|effect
|'''{{Color|R|-10%}}''' temporary QN penalty
|'''{{Color|R|-10%}}''' temporary QN penalty
|-
|{{favilink|Shemesh Face}}
|equipment
|'''{{Color|G|+10}}''' quickness bonus while equipped
|-
|-
|[[Cooking_effects#Tasty_Bonus|Tasty]] cooking effect bonus
|[[Cooking_effects#Tasty_Bonus|Tasty]] cooking effect bonus
|effect
|effect
|'''{{Color|G|+3%}}''' temporary quickness bonus while active.
|'''{{Color|G|+3%}}''' temporary quickness bonus while active
|-
|-
|{{favilink|Time Dilation}}
|{{favilink|Time Dilation}}
|mental mutation
|mental mutation
|{{Qud text|&Rv&oa&Or&ri&Ra&ob&Ol&re}} temporary QN penalty to characters that are near the user who is dilating time.
|{{Qud text|&Rv&oa&Or&ri&Ra&ob&Ol&re}} temporary QN penalty to characters that are near the user who is dilating time.
|-
|[[War trance]] effect
|effect
|'''{{Color|G|+5}}''' temporary quickness bonus while active
|-
|-
|{{favilink|Waxflab}}
|{{favilink|Waxflab}}
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=== Action Cost Modifiers ===
=== Action Cost Modifiers ===
<!--
This section is excerpted in other places using Template:Excerpt. Please do not change the section title without updating the other pages that excerpt it. (ex: "Action cost" page)
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These things modify the action cost of certain actions, allowing a character with the same quickness to perform more or less of those actions.
These things modify the action cost of certain actions, allowing a character with the same quickness to perform more or less of those actions.
{| class="wikitable sortable"
{| class="wikitable sortable"