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Stara 2.4.2009, 17:14   #4
Ilmarinen
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Electricity Resistance (ER)

Base: 0% Additional: per race

Description: This stat measures how resistant a character is to electricity. Whenever you take damage from electricity, it is reduced by this amount. If you don’t have some built in resistance this stat is zero. Robots take 50% more damage from electricity damage.


Evasion (E)

Base: equals AG Additional: equipment or armor bonus

Description: Evasion reduces the amount of damage your character takes from things that seek to harm her. It also lowers the chance of being hit in combat. E is expressed in %, which is subtracted from opponents to hit roll.


Fatigue (F)

Base: 0/# (Base/MaxF) Additional: per level, can be enhanced with drugs and perks

Description: Represents the amount of enervation your character can withstand before collapsing from overtiredness. You become fatigued if you don't eat or drink regularly. You become fatigued if you fight all day long. You become fatigued if someone pummels you while you're lying helplessly on the ground. You become fatigued if you and your girlf...you've got the point. The lower the better. When your fatigue breaches your max fatigue amount you loose your consciousness. If your fatigue reaches double the max fatigue amount you can withstand you fall into coma. Max Fatigue equals (EN + IN) x2. MAX Fatigue gained per level equals your EN/3 round down.


Gas Resistance (GR)

Base: 0/0 Additional: per race

Description: GR is based entirely by armor, race or equipment. There are two kinds of gas attacks: inhaled and contact gasses. Inhaled gasses must enter the lungs before causing ill effects. Contact gasses are more like clouds of acid vapor, damaging any biological substance they come into contact with. GR is given in an X/X number, with the first variable for inhaled and second for contact gas. Unless you are a Robot, the beginning GR is 0/0.


Healing Rate (HR)

Base ----- Endurance ---- Healing Rate ----- Additional: none

......................1-5.................1
......................6-8.................2
......................7-10...............3
......................11+................4
.............................and so on...

Description: Life posses the remarkable ability to heal itself naturally. Your character’s HR is the number of HP body heals naturally in a day [24 hrs] of activity [traveling, fighting etc.], or in 6 hrs of resting. The quality of rest also can influence your natural healing. Robots cannot heal naturally.


Hit Points (HP)

Base: 15 + (ST + (2 x EN)) Additional: 3 + ˝ EN [round down] per level

Description: Life and overall health. Determines how much damage your character can sustain before he drops dead. If HP drop between 0 and -9, character is not instantly dead, he just falls unconscious, and automatically starts recovering HP as if they were resting and eventually will wake up. With -10 or less HP character has left this world permanently. Dead characters cannot be revived by any means. They’re dead.


Maximum Followers (MF)

Base ------ Charisma ------ Max Followers ---- Additional: none
.....................1-2......................1
.....................3-4......................2
.....................5-6......................3
.....................7-8......................4
....................9-10.....................5
.....................11+.....................6
...........................and so on...

Description: As an adventurer, your character stumbles upon many different people in his travels. Some of them may share your morale standards or looks on the world and want to join your cause. MF determines the number of NPCs willing to travel with you through wasteland until you [or they] die or get bored and sick of Radscorpion random encounters and radiation. Note that not all races will feel comfortable with all other members of your party [because of diverse points of view, or some other social problems]. If tensions get high, they may leave you and your comrades, and hit the road on their own.


Melee Damage (MD)

Base ----- Strength ----- Melee Damage ------ Additional: per race
...................1-6.....................1
.....................7......................2
.....................8......................3
.....................9......................4
....................10.....................5
...................11+....................6
..........................and so on...

Description: This is how much damage your character does in HtH combat. The more melee damage your character does the harder he/she hits. Strong characters can hit very hard.


Perk Rate (PR)

Base: per race Additional: none

Description: The perk rate indicates on which levels you‘ll get to choose a perk. So if your PR is 3, you will gain perks on every three levels, not counting the first one – on 3rd, 6th, 9th, 12th and so on. Note that you don’t have to take perk at the same time it’s offered to you, so you can save it for later...but why to wait? Robots don’t have perk rate, because they can never gain perks.


Radiation Resistance (RR)

Base: 2 x EN Additional: per race

Description: In the post-nuclear world radiation is all-present threat. Some places are naturally radioactive, like blast centers where nukes went off. Some are more or less radioactive than others. RR can be increased with chems, and with certain kinds of armor. Radiations always keep building in your body, and on higher levels can be very lethal. Expressed in rems [or “rads”].

Poslednja ispravka: Ilmarinen (2.4.2009 u 19:34)
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