Description
Template (Game Messages)
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Mechanics
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This document is about game mechanics.
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Area Disease and Poison Experimentation Mechanics
Items Affected
Area Diseases
1. Action Area Disease Delivery Unit - A
2. Action Area Disease Delivery Unit - B
3. Action Area Disease Delivery Unit - C
4. Constitution Area Disease Delivery Unit - A
5. Constitution Area Disease Delivery Unit - B
6. Constitution Area Disease Delivery Unit - C
7. Focus Area Disease Delivery Unit - A
8. Focus Area Disease Delivery Unit - B
9. Focus Area Disease Delivery Unit - C
10. Health Area Disease Delivery Unit - A
11. Health Area Disease Delivery Unit - B
12. Health Area Disease Delivery Unit - C
13. Mind Area Disease Delivery Unit - A
14. Mind Area Disease Delivery Unit - B
15. Mind Area Disease Delivery Unit - C
16. Quickness Area Disease Delivery Unit - A
17. Quickness Area Disease Delivery Unit - B
18. Quickness Area Disease Delivery Unit - C
19. Stamina Area Disease Delivery Unit - A
20. Stamina Area Disease Delivery Unit - B
21. Stamina Area Disease Delivery Unit - C
22. Strength Area Disease Delivery Unit - A
23. Strength Area Disease Delivery Unit - B
24. Strength Area Disease Delivery Unit - C
25. Willpower Area Disease Delivery Unit - A
26. Willpower Area Disease Delivery Unit - B
27. Willpower Area Disease Delivery Unit - C
Area Poisons
1. Action Area Poison Delivery Unit - A
2. Action Area Poison Delivery Unit - B
3. Action Area Poison Delivery Unit - C
4. Health Area Poison Delivery Unit - A
5. Health Area Poison Delivery Unit - B
6. Health Area Poison Delivery Unit - C
7. Mind Area Poison Delivery Unit - A
8. Mind Area Poison Delivery Unit - B
9. Mind Area Poison Delivery Unit - C
Experimentation Lines
These items have 3 lines of experimentation.
1. Experimental Charges
2. Experimental Ease of Use
3. Experimental Effectiveness
The Experimental Charges line has two experimental properties. The first of these is Charges. Charges depend on 66% OQ and 33% UT. Experimentation on this line increases the Uses Remaining attribute. The second experimental property on this line is Effective Range. Effective Range depends on 33% CD and 66% OQ. Experimenting on the Experimental Charges line will increase the Range attribute on these items.
The Experimental Ease of Use line has two experimental properties. The first of these is Potency. Potency depends on 66% OQ and 33% PE. Experimenting on this line increases the Potency attributes of these items. The second experimental property on this line is Skill Required. Skill Required depends on 66% OQ and 33% PE. Experimenting on Experimental Ease of Use decreases the Required Combat Medicine Use Skill attribute.
The Experimental Effectiveness line has three experimental properties. The first of these properties is Area Effect. Area Effect 33% CD and 66% OQ. Experimenting on this line increases the Area Effected attribute on these items. The second of these properties is Duration. Duration depends on 60% DR and 40% OQ. Experimenting on this line increases the Duration attribute of these items. The third experimental property on this line is Power. Power depends on 66% PQ and 33% PE. Experimentation on Experimental Ease of Use line increases the Cure Effectiveness attribute for these items.
Item Attributes
Transferred Component Attributes
Source References
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