Changes

Jump to: navigation, search

Effects

151 bytes added, 08:42, 23 June 2020
* '''(5) On fire''': When using incendiary weapons that cannot be aimed on an individual body part, such as a [[Molotov cocktail]], a random body part is rolled for each creature affected. If the creature isn't entirely immune to fire, and if the body part rolled isn't protected by fire-retardant clothing, then that creature is set on fire.
* '''(6) Stunned''': Although this effect is always temporary and meant to run out when the turn counter reaches 0, it is possible to repeatedly apply a stunning effect to a creature in order to prevent them from performing actions for as long as possible. This is called "stun locking".
* '''(7) Acid degradation''': Mounted bayonets, underbarrel grenade launchers and underbarrel shotguns count as separate weapons, as they have their own Condition values. If a targeted weapon does not have a condition rating (e.g. [[Shuriken]], [[Longbow]], [[M67]]...), then it's instantly destroyed by the acid instead.
* '''(8) Alertness increase''': As NPCs are controlled by the GM, and the GM already knows what each creature will do at the start of each turn, this effect is of little real use to NPCs. This is intentional.
}}