Equipment: Difference between revisions

17 bytes added ,  04:19, 21 January 2022
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==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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