Equipment: Difference between revisions

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151 bytes added ,  02:38, 21 January 2022
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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 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.
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, swimming through salt water with metal items equipped will cause them to become [[rusted]], rendering them unusable and dividing their [[commerce]] value by 100 until they are repaired.


PV stats are relevant for the following slots on an average humanoid body:
An unmutated human body :
 
* Left Arm


* Left Hand
* Left Hand
* Right Arm


* Right Hand
* Right Hand
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