Difference between revisions of "Derived statistics"
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They cannot be modified directly, though some degree of alteration is possible via [[perks]], [[traits]], etc. For example, [[carry weight capacity]] is based on [[Strength]] and can be lowered by the [[Small Frame]] [[trait]] or increased by the [[Strong Back]] [[support perk]], but you cannot directly add points to it like you would to a [[SPECIAL]] attribute during character creation. | They cannot be modified directly, though some degree of alteration is possible via [[perks]], [[traits]], etc. For example, [[carry weight capacity]] is based on [[Strength]] and can be lowered by the [[Small Frame]] [[trait]] or increased by the [[Strong Back]] [[support perk]], but you cannot directly add points to it like you would to a [[SPECIAL]] attribute during character creation. | ||
| + | |||
| + | == Action points == | ||
| + | |||
| + | '''Action points''' ('''AP'''/'''APs''') are a resource that allows characters to do things. Every action, such as opening a door, firing a weapon, or reloading, costs a specific number of points to perform. | ||
| + | |||
| + | {| style="border: none; background: none; width: 100%;" | ||
| + | | style="vertical-align: top; padding-right: 0.5em;" | | ||
| + | {| class="wikitable" style="text-align: center;" | ||
| + | ! Role | ||
| + | ! Base APs | ||
| + | |- | ||
| + | | Tank | ||
| + | | 2 | ||
| + | |- | ||
| + | | Semi‑tank | ||
| + | | 3 | ||
| + | |- | ||
| + | | Specialist | ||
| + | | 4 | ||
| + | |- | ||
| + | | Damage dealer | ||
| + | | 5 | ||
| + | |- | ||
| + | | Shooter | ||
| + | | 7 | ||
| + | |- | ||
| + | | Sneaker | ||
| + | | 8 | ||
| + | |} | ||
| + | | style="vertical-align: top;" | | ||
| + | *A character's base amount of action points depends on their [[role]], see the table to the left. Characters without a [[role]] have a base of 5 APs. | ||
| + | *In real-time combat, APs regenerate over time at a rate governed by [[AP Regen]]. Note that movement prevents APs from regenerating. | ||
| + | *In turn-based combat, you regenerate an amount of APs equal to your max at the start of each turn. | ||
| + | *The only way to regain action points other than waiting is via AP Drain, which steals 2 to 4 APs from the defender and gives them to the attacker. | ||
| + | *You can't perform actions unless you can immediately afford their AP cost; the only exception is real-time reloading, which can be performed using APs you don't have, giving you negative (red) action points that must be cleared via normal AP regeneration. | ||
| + | *If you're currently lying on the ground as a result of a knockdown or a knockout, you won't be able to get up until all of your negative action points have been cleared. | ||
| + | *You can receive additional negative action points from critical effects even if you're already in the red: knockdowns give you 3 negative action points, lost turns give you negative APs equal to your max APs, and knockouts give you 10 to 30 negative action points. | ||
| + | |} | ||
| + | |||
| + | === Modifiers === | ||
| + | |||
| + | *[[Agility]] ≥ 3 grants bonus action points equal to <code>Agility/3</code> rounded to the nearest integer and capped at 7 | ||
| + | *[[Agility]] ≥ 20 triggers the mastery bonus, which grants 5 additional action points | ||
| + | {| class="wikitable" style="text-align: center" | ||
| + | ! Agility | ||
| + | | 1-2 || 3-4 || 5-7 || 8-10 || 11-13 || 14-16 || 17-19 || 20-40 | ||
| + | |- | ||
| + | ! AP bonus | ||
| + | | 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7+5 | ||
| + | |} | ||
| + | *[[Small Frame]] (trait) grants +2 action points | ||
| + | *[[Action Boy]] (level perk) grants +2 action points | ||
| + | *[[NRW|Mordino family]]'s blessing grants +3 action points for 24 hours | ||
| + | *[[Jet]] (drug) grants +2 action points | ||
| + | **When taken by [[Regulator]]s with the [[Chem Reliant]] trait, [[Jet]] grants +3 action points | ||
| + | *[[Ear]] (cannibal drug) grants +2 action points | ||
| + | **When taken by [[Regulator]]s with the [[Chem Reliant]] trait, [[Ear]] grants +6 action points | ||
| + | *[[Dragon Module]] (combat implant) grants +1 action point when installed a second time | ||
| + | *AP (T1 [[WE stat]]) grants +1 action point | ||
| + | *S.MOV (T2 [[WE stat]]) grants +1 action point | ||
| + | *[[Speedboy]] (perk synergy) increases your total action points by 25% | ||
| + | *[[Fast Trigger]] (weapon perk) grants up to +2 action points (or up to +3 action points if you're a [[Hubologist]]) | ||
| + | *[[Nader]] (perk synergy) allows you to drain 1 action point from any target you hit | ||
| + | *[[Speed Mechanism]] (armor perk) grants up to +3 action points (or up to +5 action points if you're a [[Hubologist]]) | ||
| + | *[[Soldier]] (class perk) receives +1 action point | ||
| + | *The [[Raider]] class has a large number of AP-related mechanics | ||
| + | *[[Random Boy]] can randomly gain 2 action points (lucky roll) or lose 1 action point (unlucky roll) | ||
== Sequence == | == Sequence == | ||
Revision as of 01:52, 29 May 2026
Derived statistics, also known as secondary statistics, are attributes based on the character's primary statistics (SPECIAL).
They cannot be modified directly, though some degree of alteration is possible via perks, traits, etc. For example, carry weight capacity is based on Strength and can be lowered by the Small Frame trait or increased by the Strong Back support perk, but you cannot directly add points to it like you would to a SPECIAL attribute during character creation.
Contents
Action points
Action points (AP/APs) are a resource that allows characters to do things. Every action, such as opening a door, firing a weapon, or reloading, costs a specific number of points to perform.
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Modifiers
- Agility ≥ 3 grants bonus action points equal to
Agility/3rounded to the nearest integer and capped at 7 - Agility ≥ 20 triggers the mastery bonus, which grants 5 additional action points
| Agility | 1-2 | 3-4 | 5-7 | 8-10 | 11-13 | 14-16 | 17-19 | 20-40 |
|---|---|---|---|---|---|---|---|---|
| AP bonus | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7+5 |
- Small Frame (trait) grants +2 action points
- Action Boy (level perk) grants +2 action points
- Mordino family's blessing grants +3 action points for 24 hours
- Jet (drug) grants +2 action points
- When taken by Regulators with the Chem Reliant trait, Jet grants +3 action points
- Ear (cannibal drug) grants +2 action points
- When taken by Regulators with the Chem Reliant trait, Ear grants +6 action points
- Dragon Module (combat implant) grants +1 action point when installed a second time
- AP (T1 WE stat) grants +1 action point
- S.MOV (T2 WE stat) grants +1 action point
- Speedboy (perk synergy) increases your total action points by 25%
- Fast Trigger (weapon perk) grants up to +2 action points (or up to +3 action points if you're a Hubologist)
- Nader (perk synergy) allows you to drain 1 action point from any target you hit
- Speed Mechanism (armor perk) grants up to +3 action points (or up to +5 action points if you're a Hubologist)
- Soldier (class perk) receives +1 action point
- The Raider class has a large number of AP-related mechanics
- Random Boy can randomly gain 2 action points (lucky roll) or lose 1 action point (unlucky roll)
Sequence
Sequence is a measure of how quickly a character can act.
In turn-based combat, it governs the order in which characters take their turns (higher Sequence = earlier position in the queue).
In real-time combat, it grants a +1 bonus to AP Regen.
Modifiers
- Each point of Perception increases your Sequence by 2
- Earlier Sequence (level perk) grants +30 Sequence
- SQ (T1 WE stat) grants +25 Sequence
- S.REG (T2 WE stat) grants +25 Sequence
- Radiation (181 rads or more) reduces your sequence by 5
- Soldier (class perk) gets a +1 bonus to Sequence
- Taking Mentats (drug) grants +10 Sequence
- When taken by Regulators with the Chem Reliant trait, Mentats grant +40 Sequence
- Random Boy's rolls can result in either a +75 bonus to Sequence (lucky roll) or a -25 penalty to Sequence (unlucky roll)
- Wrecker loses 2 points of Sequence per point of Agility
Character size
Character size is a percentage value based on how big a character is relative to the baseline. The baseline (100%) is a character with 300 hit points, no traits, and no perks.
Your base character size depends on your role:
| Role | No role | Tank | Semi-tank | Specialist | Damage Dealer | Shooter | Sneaker |
|---|---|---|---|---|---|---|---|
| Base character size |
Modifiers
- Character size scales with hit points at a rate of +0.1% per 1 HP, capped at +60% (600 HP)
- The Bruiser trait increases your character size by 20%
- Infantry (class perk) receives a 30% boost to character size
- Adrenaline Rush (level perk) grants +0.2% character size for every 1% of max HP that you have lost
- Pyro! (perk synergy) increases your character size by +40%
- Small Frame (trait) reduces character size by 15%
- Regulator's version of the Small Frame trait reduces character size by 20%
- Livewire (level perk) reduces character size by 5%
- Armor King (perk synergy) reduces character size by 15%
- Paramedic (class perk) suffers a 10% reduction to character size
Interactions
- Cybernetic Eye (level perk) grants 1% more damage per 1% of size difference against targets bigger than you (aimed attacks only)
- Pyromaniac (level perk) grants 2% more fire damage per 1% of size difference if the target is smaller than you
- Bonus HtH Speed (perk synergy) grants 0.3% more movement speed for every 1% of character size above 100%
- Quick Fingers (perk synergy) adds 20% to your damage multiplier if you are smaller than your target
- Tank (perk synergy) adds 10% to your damage multiplier if the target is smaller than you