Equipment: Difference between revisions

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17 bytes added ,  12:32, 25 January 2022
m
→‎Shields: buckler, not shield
m (→‎Shields: buckler, not shield)
 
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{{main|Armor (AV)}}
{{main|Armor (AV)}}
{{main|Dodge (DV)}}
{{main|Dodge (DV)}}
Clothing and armor items alter the '''AV''' {{AV}} and '''DV''' {{DV}} stats when equipped. High DV increases the likelihood of dodging an attack, and high AV decreases the damage taken from a successful attack. Heavier armor provides high AV and low to negative DV, while clothing and certain lighter armors provide high DV and minimal AV. Certain abilities can degrade armor values: for example, being struck by [[Cleave]] will cause an equipped item to become [[cracked]], which causes a temporary {{AV}}-1 penalty to the item.
Clothing and armor items alter the '''AV''' {{AV}} and '''DV''' {{DV}} stats when equipped. High DV increases the likelihood of dodging an attack and high AV decreases the damage taken from a successful attack. Heavier armor provides high AV and low to negative DV, while clothing and certain lighter armors provide high DV and minimal AV. Certain abilities can degrade armor values: for example, being struck by [[Cleave]] will cause an equipped item to become [[cracked]], which causes a temporary {{AV}}-1 penalty to the item.


An unmutated human body possesses seven slots capable of wearing typical clothing and armor:
An unmutated human body possesses seven slots capable of wearing typical clothing and armor:
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* Right Hand
* Right Hand


When equipped in a non-hand slot, the DV malus of shields will be affected by the averaging rule outlined in Clothing and Armor. For example, equipping a {{Favilink|steel shield}} to your left arm and no item to your right arm will not detract DV, as -.5 rounds to 0. The AV bonus when blocking, however, is unaffected by this mechanic.
When equipped in a non-hand slot, the DV malus of shields will be affected by the averaging rule outlined in Clothing and Armor. For example, equipping a {{Favilink|steel buckler}} to your left arm and no item to your right arm will not detract DV, as -.5 rounds to 0. The AV bonus when blocking, however, is unaffected by this mechanic.


==Weapons==
==Weapons==
{{main|Weapons}}
{{main|Penetration (PV)}}
{{main|Penetration (PV)}}
Weapons are tied to the [[Agility]] and '''PV''' {{PV}} stats: high agility increases the likelihood of hitting a target with a melee or ranged attack, and high PV increases the amount of damage done against the target on a successful hit. PV scales with [[Strength]] for most melee and thrown weapons and is a static, weapon-dependent value for most ranged weapons. An attack where PV equals the AV of the target will deal roughly 1.5 times the dice of the weapon, and every point of PV above that will add roughly half the dice of the weapon. Particularly high penetration values can lead to attacks dealing ten or more times their dice value. Weapons can suffer negative status effects similarly to worn equipment: for example, attacks by [[Qudzu]] may cause metal items to become [[rusted]], rendering them unusable and dividing their [[commerce]] value by 100 until they are repaired.
Weapons are tied to the [[Agility]] and '''PV''' {{PV}} stats: high agility increases the likelihood of hitting a target with a melee or ranged attack, and high PV increases the amount of damage done against the target on a successful hit. PV scales with [[Strength]] for most melee and thrown weapons and is a static, weapon-dependent value for most ranged weapons. An attack where PV equals the AV of the target will deal roughly 1.5 times the dice of the weapon, and every point of PV above that will add roughly half the dice of the weapon. Particularly high penetration values can lead to attacks dealing ten or more times their dice value. Weapons can suffer negative status effects similarly to worn equipment: for example, attacks by [[Qudzu]] may cause metal items to become [[rusted]], rendering them unusable and dividing their [[commerce]] value by 100 until they are repaired.
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