Equipment: Difference between revisions

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==Weapons==
==Weapons==
{{main|Penetration (PV)}}
{{main|Penetration (PV)}}
Weapons and ammo are tied to the '''PV''' {{PV}} stat. Assuming a player has the [[Agility]] to hit their target, PV is a roll to determine how much damage is done against the recipient's AV (Armor). PV can be very complex and varies greatly among weapon types, but the general concept is that a successful deals more damage and repeat strikes become more likely as PV approaches and then passes DV. Weapons can suffer negative status effects similarly to worn equipment, as swimming through salt water with metal items equipped will cause them to become [[rusted]], which prevents using them as a weapon until they are repaired.
Weapons and ammo are tied to the '''PV''' {{PV}} stat. Assuming a player has the [[Agility]] to hit their target, PV is a roll to determine how much damage is done against the recipient's AV (Armor). PV can be very complex and varies greatly among weapon types, but the general concept is that as PV approaches (and then passes) DV the attacker has better likelihood of dealing greater percentage of damage. Weapons can suffer negative status effects similarly to worn equipment: for example, swimming through salt water with metal items equipped will cause them to become [[rusted]], which prevents using them as a weapon and divides their [[commerce]] value by 100 until they are repaired.


PV stats are relevant for the following slots on an average humanoid body:
PV stats are relevant for the following slots on an average humanoid body: