|
I.
D.E.T.A.I.L.S. OVERVIEW
There are 7 attributes for
player characters in Purge - four physical
attributes (Dexterity,
Agility, Life,
and Strength) and
three mental attributes (Energy,
Tenacity, and Intelligence).
Collectively they are known as the D.E.T.A.I.L.S.
System.
Attributes points start
from 5-25 (in increments of 5) or "poor",
"fair", "good", "very good" and "excellent"
respectively.
The tables below the descriptions
of each attribute are here only to provide
exact numbers to the people who want them.
Understanding them is not necessary in
order to understand the use of each attribute.
II.
ASSUMPTIONS OF ATTRIBUTE
None of the characters in
Purge are "human". Every member of the Order is
genetically altered and/or designed with
robotics. The followers of the Chosen have
been enhanced with supernatural abilities.
Their practices and beliefs have freed them
from normal human limitations.
With that in mind, D.E.T.A.I.L.S.
are actually scaled 1-10 for regular humans.
Given enough training, a person could reach
15 at their peak. This is further illustrated
by the chart below.
| Attribute |
Value |
Definition (as related to "normal" humans) |
| Any |
1 |
unhealthy or abnormal
|
| Any |
5 |
average |
| Any |
10 |
brilliant, very gifted,
well-trained |
| Any |
15 |
reaches the limit of
human ability |
| Dexterity |
10 |
military
sniper |
| Dexterity |
15 |
legendary special forces
sniper |
| Intelligence |
10 |
Ph.D., genius |
| Intelligence |
15 |
world class scientist,
experienced super-genius |
| Strength |
10 |
professional athlete |
| Strength |
15 |
powerlifting champion |
Characters in Purge Jihad,
being enhanced beyond human ability, cannot
start with any attribute lower than 5 and
can start with attributes as high as 25.
Characters earn a +1 to every attribute for each time s/he levels.
III.
DEXTERITY
Physical attribute. A character's
precision, accuracy and steadiness in controlling
objects.
Dexterity controls how accurate
your character is when s/he fires.
Running, strafing and jumping have a cumulative
effect of decreasing your accuracy, while
ducking increases accuracy . There is also
a Burst Penalty for auto-firing (holding
down the trigger) which is determined on
a per weapon basis. Dexterity not only makes
an attack more accurate, but also lowers
the penalties. With a high enough Dexterity
you can strafe, run, and fire all at the
same time with no penalty. Also, if you
lack the Dexterity, the Chosen's and Order's military will not assign you a finesse/medium weapon. Dexterity must be "good" (or
15) to obtain this
weapon. Additionally Dexterity aids
in the "lock-on" ability of homing
weapons (the Cyborg's SCRUB and the Fighter's
Snakeblade).
Dexterity is modified by movement. Strafing, walking, running, and jumping each have Dexterity penalities. Crouching improves Dexterity. All modifiers are cumulative
and limited to logical possibilities. Different
weapon also have modifiers, making some
weapons easier to use with low Dexterity
than others. Walking, running, and crouching
modifiers cannot be combined with each other.
Dexterity also has the ability to soften
weapon recoil and any penalties related
to burst (automatic) fire. Different weapons
have different weapon recoils and rates
at which the burst penality will grow.
Additionally, Dexterity increases ranged
weapon damage for all classes. Bonus damage
is exponential - if you have 25 dex
your bonus will be exponentially higher
then if you had 5 dex; it does not go up
linerarly.
(See
below for further explainations.)
IV.
ENERGY
Mental attribute. A character's
mental endurance and power.
The amount of energy you have controls how
often you can reuse a skill. Every time
you use a skill, your energy level depletes.
Energy controls how fast it recharges. The
more points you have, the faster your energy
bar recharges. First level skills use 1/3
of your energy bar, second level skills
use 2/3 of your energy bar and third level
skills uses 3/3 (or 100%) of the bar.
V.
TENACITY
Mental attribute. A character's
persistence, luck or unwillingness
to die. Also reduces to "blinding pain"
and stunning.
Tenacity has several unique abilities.
First, Tenacity has a chance of reducing damage via Saving Throws. Due to Mechanical and
Spiritual Enhancement the characters no
longer have to take full damage. With quick thinking and extreme determination, it is possible to "shrug off" damage from explosions and non-vital attacks
so that the damage is reduced. The greater ones Tenacity, the greater the chance and the amount of damage that will be reduced. A master of Tenacity have great divine favor from Evod or Mabus, giving the character a chance to be immune to critical attacks.
This means that head shots do no extra damage.
As these skills are slowly mastered, a character gains superhuman
power to withstand death itself! Although
you'll be reduced to one hit point you won't
die immediately.
| Type |
Effect |
| Resist Save |
Reduces non-vital/limb (i.e. arms, legs, etc.) and radius damage. |
| Death Save |
Reduces critical damage (head/neck) to normal damage.
If
you are delivered a lethal blow, there
is a chance to have 1 HP left.
(Note: There is a maximum damage limit to save against based on Tenacity.) |
Second, Tenacity can reduce pain
and shock from injury: "blinding pain"
and stun time. The "blinding pain"
screen flash occurs you take damage. The
greater the damage, the longer and more
opaque ("blinding") the flash.
High Tenacity can greatly reduce the duration
and opacity of the flash. Just as importantly,
very high Tenacity also greatly reduces
the base stun time duration each time you
take damage. The base stun time is futher
modified by the damage
type. The minimum screen flash, after adjusting for damage and Tenacity reduction, is 10% opacity for 0.3 seconds. Otherwise, you might not notice you took damage.
Recovery, or more formally Damage Recovery, is final
ability of Tenacity. It is related to the
"never give-up attitude" of a
character with high Tenacity. Whenever damage
of any kind is inflicted on a player, a
certain percentage of that damage can be
converted into temporary damage and recovered.
A character needs to stop taking damage
for 2 seconds. Then his life will slowly
begin to recover. More HP at first and less
as time progresses. The amount of time depends
on the amount to recover and how high your
Tenacity is. Two numbers are important here.
The first is damage recovery percentage.
This is the percentage of each damage delivered
to HP that covered into temporary damage.
The second is the maximum number of HP "bufferable".
That means that at any one time, you can
recover no more than his amount of HP. As
the HP are recovered and put back into your
normal HP, the "buffer" will empty
can be filled with temporary damage again.
Note: Damage Recovery does not apply to
damage inflicted to Armor, only Health.
VI.
AGILITY
Physical attribute. A character's
overall speed, nimbleness and balance. Agility improves a character's movement, sneaking, and gives a Reflex Saving Throw.
Agility allow you to move
faster, jump higher and fall further (before
taking damage, aka safe fall). Running,
walking, & crouch walking is how fast
one can move at each action respectively.
Agility increases one's Safe Fall, the distance you can fall before
you take any damage, and Death Fall, the distance at
which you will automatically die.
Sneaking is a special skill
directly releated to the Agility attribute rather
than Intelligence. It will also determine
whether crouching/walking/running will hide
you on the "radar" (motion detector/sound
detector in the upper left of the player's
HUD). A "sneak check"' will be made at a
frequent interval against your Agility,
if you fail the check you will show up on
the "radar" of players within hearing distance.
It's far easier to sneak while crouching
than while walking. Sneaking while
running is nearly impossible, except for
those with the highest Agility and few levels
under their belt. Note that, as in real
life, you cannot personally tell if you
are successfully sneaking. However, your
friends can inform you because you will
also be hidden from their "radar".
With high enough Agility, at the last moment, one could have a dodging reflex -- the Reflex Save. The Reflex Save ability is similiar to the Resist Save of Tenacity. If the Saving Throw is successful, damage from non-vital or explosions are reduced. The amount of damage that is reduced and the chance of making the Reflex Save depends on the character's Agility rating. Like Resist Save, this has no effect on Critical Hits.
VII.
INTELLIGENCE
Mental attribute. A character's
mental comprehension and perfection of skills.
Intelligence controls the
effectiveness of your skills. The higher
your Intelligence is the more skills you
get, and the better you are at using skills.
The gaining of new skills is automatic - as
you get more Intelligence through leveling
skills go up and eventually new skills come
in at their lowest power. Note: All characters
always start with full profiency in their
Minor Skill; it is not dependant on Intelligence.
VIII.
LIFE
Physical attribute. A character's
endurance and ability to take damage before
dying.
Your Life is what determines
how many hit points you have. For every
5 points of Life you get 50 hit points.
Life also effects the amount of time you
get "stunned" after being shot. With a base
life of 5 you are stunned for 0.5 seconds.
Stunned means you are slowed to the slowest
possible movement speed (aka, crouch walking).
The amount of time you're stunned goes down
when you increase your life. Life also effects
the "jar" amount when you get hit. (when
you get hit your screen moves "up" a given
amount depending on the damage type you
were hit with and your Life). Very high
Life also helps minimize the slowdown effect
of cold weapons (Mage's Frostbolt and Wastelander's
Chemical Thrower).
IX.
STRENGTH
Physical attribute. A character's
raw physical power and his ability to control
it.
Strength increases melee damage
for the Fighter as well as increasing the
amount of ammo you can carry for every class.
The encumbrance system has been refined
multiple times and is simplified to be easy
to understand. Regardless of which weapons
your character can carry, Strength controls
the amount of ammo you can carry for that
weapon. There is an ammo cap to the "light
weapon/sidearm", but there is no ammo cap
for the "medium/finesse"(2nd) or "heavy/explosive"(3rd)
weapon. Generally you will carry some "light/sidearm"
ammo which usually reaches its cap early,
lots of "medium/finesse" ammo, and little
"heavy/explosive" ammo (e.g. Proximity Mines
for the Commando and Fireballs for the Mage).
Additionally, if you don't have high enough
Strength ("good" or 15), you don't get your
heavy weapon.
Strength also affects any
slowdown that can occur when wielding
a weapon. Every weapon has weight, and a few
weapons weigh so much that a player's movement
will slow down if s/he is not strong enough
while using the weapon. Weapons can slow
a player down by 25%.
Note: only a small minority of weapons actually
weight enough to slow down a player.
Strength also gives
bonus melee damage and armor penetration
(weapon 1) for all classes. The Strength
bonus works is differently than the Dexterity
bonus. It is additive instead of a multiplier.
(See below for
further explainations.)
X.
DEXTERITY AND STRENGTH: DAMAGE BONUS SPECIFICS
Characters have multiple
ways to increase weapon damage, including
aiming for the head and praying for the Penetration
Weapon Bless. It is also possible to increase
"base" weapon damage, the damage
the weapon does normally. This is done by
creating a character with high Dexterity
or Strength.
Dexterity and Strength damage
bonuses work on different weapons and in
different ways. Dexterity provides a multiplier
to the weapon's base damage. Dexterity
damage bonus applies to all light, medium,
and heavy weapons (weapon 2, weapon 3, and
weapon 4). Generally speaking Dexterity
is your best attribute for increasing weapon
damage. Unlike Dexterity, Strength adds
damage instead of multipling it. The Strength damage gain is virtually the
foundation of damage for melee weapons.
Remember, no ordinary human being could ever have
25 Strength. It borders on being rammed
by a moving vehicle. Strength damage bonus
applies to all melee (weapon 1: Mage's Staff,
Android's Steel Fist, Cyborg's Combat Knife,
Fighter's Magic Mace, Monk's Punch, &
Wastelander's Proton Blade).
It is worth noting that,
blades tends to have better base penetration
than blunt weapons, and with the Strength
penetration bonus, can be used against 10
AC constructions with lower Strength than
blunt/bludgeon weapons, but they swing about
10-15% slower.
The Fighter has special
expections to the above rules. He benefits
greatly from the Strength bonus since all
his weapons except for the Snakeblade are
variants of magical melee weapons.
The Magic Mace the Fighter wields as weapon
1 is the most powerful weapon 1 in the game.
While it follows the normal Strength damage
rules, it is worth noting the base damage
and penetration on the weapon is about 15x
times higher. Most melee weapons do 1-5
points of base damage per hit before being
adjusted for Strength. The Mace does 15-75.
(Note: The Wastelander's radioactive Proton
Blade is approximatly as powerful as the Magic
Magic. It has does less damage, but swings
faster. It has the same armor penetration.)
Fighter's Defender is very unique. Not only
is the only weapon that shields the player,
but it is also the ONLY that can gain BOTH
Dexterity and Strength bonuses. With the
Defender's high armor Penentration, when
a Fighter has both high Dexterity and Strength,
this is can easily be a "one-hit"
weapon. To maximize the benefit, the Strength
damage bonus is added first, then multiplied
with Dexterity damage bonus. Remember, the
Defender is "ranged melee" weapon
that emits an "energy wave" with
each swing of the blade.
The Phoenix Axe is also a "ranged melee" that is send out explosions after being
swung with great force. It is the ONLY heavy/explosive
weapon (weapon 4) that gains its damage
bonus from Strength and not Dexterity. Since
the Phoenix Axe emits 5 seperate explosions,
the Strength damage bonus is split equally
20% to all explosions.
|