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Stara 2.4.2009, 17:12   #3
Ilmarinen
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~*~*~IZVEDENE STATISTIKE~*~*~


Derived Statistics – Derived statistics represent additional character information derived from your basic stats. There are 23 of 'em.



Acid Resistance (AR)

Base: n/a Additional: equipment or armor bonus

Description: It’s entirely based on equipment. Represents how much corrosive punishment can sustain a piece of equipment. AR is expressed with letters [English alphabet], each one for certain type of acid – with A type being nothing but a mild rash and Z type the most horrible lab-created organic compound titanium-melting aliens-blood-is-nuka-cola-in-compare-with-this ultimate corrosive super goo. Damage and acid effects are described in those acids properties. It’s entirely based on equipment.


Action Points (AP)

Base: ----- Agility ----- # of APs ----- Additional:none
........................1................37
......................2-3............38-42
.....................4-5.............43-49
.....................6-7.............50-56
.....................8-9.............57-63
.....................10+..............70+
..............................and so on...

Description: Action Points represent the number of actions character can take each round. Moving one hex [one meter] costs 3 AP. Reloading a weapon often costs 6 AP. Making a shot often osts 25 AP. Action points can be boosted with drugs or perks. They usually make the difference between reloading your gun and making that final shot, or staring at your empty sidearm as a rocket explodes in your chest.


Biological Resistance (BR)

Base: 5 x EN Additional: per race

Description: There are many toxins and chemicals in post-nuclear world that just don’t mix well with human anatomy. That’s where BR kicks in. This is overall natural immunity to viruses, bacteria, airborne pathogens, mutation agents, poisons and the like. Each time your character becomes poisoned or sick, and wears of ill effects without any medical attention, he gains an additional 2% of BR [due to hardened immune system, and greater number of antibodies in the bloodstream].

Bonus Damage (BD)

Base: 0% Additional: per race

Description: Amount of additional damage character delivers with HtH or ranged attacks. Based on your race, traits and perks. Starting amount is 0 [humans] but can be enhanced later through the game. The more the merrier.


Carry Weight (CW)

Base: 25 lbs + 25 x ST Additional: none

Description: Represents the maximum amount of equipment your character can carry on his back, pockets or pants before becoming encumbered [when carrying more than your max CW]. When carrying 50% more than your max CW you become immobile. Every item in the game weighs something.


Chemical Resistance (CR)

Base: EN in % Additional: none

Description: Amount of drugs and medicine that your body can sustain before overdosing or becoming addicted. Each time you take a chem roll to see if you get addicted. When you are addicted you must take your drug on a regular [or in some cases daily] bases. If not, you fall into withdrawal and remain in it until you become clean again or die. If you overdose, roll against EN to see if you can maintain that amount of drugs in your system. Three consecutive failures result in instant death. Each time you wear of an addiction on your own [without treatments, AutoDocs and such] you gain +2% to your chemical resistance stat.


Critical Chance (CC)

Base: equals LK in % Additional: none


Description:
Or “crits”. The chance to cause critical hit in combat. High weapon skills and weapons of high quality can modify this number later. If a to hit roll is low enough to fall within characters CC it becomes a critical hit and deals far more damage.


Damage Resistance (DR)

Base: ----- Luck ------ Damage Resistance ----- Additional: per race
.................1-3......................-10%
.................4-6.......................0%
................7-10.....................+10%
.................11+.....................+15%
............................and so on.........

Description: DR is entirely determined by armor, unless the character has some built in DR because of his race. It is the amount of dmg that is spread out from an attack. There are six different areas under the “armor” for six different types of DR: normal, ballistic, laser, fire, plasma and explosion. Each piece of armor has its DR percentage that the character should add to their own. For example, if someone hits you for 20 points of damage and you have an DR 50%, you would receive only 10 dmg from that attack. LK also contributes a bonus or a penalty depending on that stat. You are either a winner or loser.


Damage Threshold (DT)

Base: 0 Additional: none


Description: DT represents the actual amount of damage that piece of armor can stop. This stat can be found only under armor, because character doesn’t have DT until he is wearing armor of some kind. The better the armor, the higher the DT.


Detection

Base: PE x 8 Additional: none

Description: Detection helps you in locating all those sneaky thieves and scoundrels that want to relive you from your precious gear. If the sneaker is concealed or in partial or semi-darkness, that chance drops to 5 x PE. If a sneaker is in total darkness or your character is sleeping, this chance drops to 2 x PE. Knocked out or unconscious characters cannot detect other people.

Poslednja ispravka: Ilmarinen (2.4.2009 u 17:39)
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