Description
Template (Game Messages)
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Mechanics
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This document is about game mechanics.
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Disease and Poison Experimentation Mechanics
Items Affected
Single Target Diseases
1. Action Disease Delivery Unit - A
2. Action Disease Delivery Unit - B
3. Action Disease Delivery Unit - C
4. Constitution Disease Delivery Unit - A
5. Constitution Disease Delivery Unit - B
6. Constitution Disease Delivery Unit - C
7. Focus Disease Delivery Unit - A
8. Focus Disease Delivery Unit - B
9. Focus Disease Delivery Unit - C
10. Health Disease Delivery Unit - A
11. Health Disease Delivery Unit - B
12. Health Disease Delivery Unit - C
13. Mind Disease Delivery Unit - A
14. Mind Disease Delivery Unit - B
15. Mind Disease Delivery Unit - C
16. Quickness Disease Delivery Unit - A
17. Quickness Disease Delivery Unit - B
18. Quickness Disease Delivery Unit - C
19. Stamina Disease Delivery Unit - A
20. Stamina Disease Delivery Unit - B
21. Stamina Disease Delivery Unit - C
22. Strength Disease Delivery Unit - A
23. Strength Disease Delivery Unit - B
24. Strength Disease Delivery Unit - C
25. Willpower Disease Delivery Unit - A
26. Willpower Disease Delivery Unit - B
27. Willpower Disease Delivery Unit - C
Single Target Poisons
1. Action Poison Delivery Unit - A
2. Action Poison Delivery Unit - B
3. Action Poison Delivery Unit - C
4. Health Poison Delivery Unit - A
5. Health Poison Delivery Unit - B
6. Health Poison Delivery Unit - C
7. Mind Poison Delivery Unit - A
8. Mind Poison Delivery Unit - B
9. Mind 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 two experimental properties. The first of these is Duration. Duration depends on 60% DR and 40% OQ. Experimenting on this line increases the Duration attribute of these items. The second 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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