[svn] r2091@freebird: fabien | 2006-01-05 20:31:41 -0500
Retrait de la partie sur la description (transfert vers un draft
pour les articles de jeuderôlogie).
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<section id="sarmestir" revision="$Revision: 1841 $ $Name$"
vendor="1.11">
<title id="starmestir">Shooting weapon</title>
<para>In Arpeggios, there is three way to <link linkend="ctir">shoot
with a weapon</link>. Most weapons are able to shoot the three
ways, others only two, and some only one. For each type of
functionality, a weapon will have some factors which can be or not
dependent on the Attributes of the character. Those factors are
usually apply to the shooting only and are often affected also by
the projectiles used. The damage done by the projectile itself
(like for explosives, but the sharpness of arrow heads) aren't
taken into account. It's in <xref linkend="sprojectiles"/> that
this aspect is addressed.</para>
<variablelist>
<varlistentry>
<term><link linkend="stirvise">Aiming shot</link> weapons</term>
<listitem>
<para>Those weapons permit to aim a precise target to hit it
directly. Examples are pistols, bows, crossbows and
slingshots.</para>
<para>Those weapons have three characteristics:</para>
<variablelist>
<varlistentry id="tbfv">
<term>Finesse Bonus (<abbrev>FB&v;</abbrev>)</term>
<listitem>
<para>It's a mix between the weapon range, its strenght
and it's effective precision. It help to touch and
so also to make more damage.</para>
</listitem>
</varlistentry>
<varlistentry id="tbrv">
<term>Quickness Bonus (<abbrev>QB&v;</abbrev>)</term>
<listitem>
<para>Determine who shot first.</para>
</listitem>
</varlistentry>
<varlistentry id="tbdv">
<term>Damage Bonus (<abbrev>DB&v;</abbrev>)</term>
<listitem>
<para>Add to the damage bonus of the weapon, without
affecting the chance to hit.</para>
</listitem>
</varlistentry>
</variablelist>
</listitem>
</varlistentry>
<varlistentry>
<term><link linkend="sbalistique">Ballistic Shooting</link>
Weapons</term>
<listitem>
<para>Those weapons let you throw a projectile on a specific
place. The aim is often lesser but the range greater and
the projectile heavier. Examples of such weapons are
catapult, scorpions but also the arrow throw in the air or
the simple throwing rock. Those weapons doesn't directly
influence the damage but their projectiles often let any
chance.</para>
<para>This kind of weapons have two characteristics:</para>
<variablelist>
<varlistentry id="tpb">
<term>Vertical Precision (<abbrev>P&b;</abbrev>)</term>
<listitem>
<para>It's a measure of the weapon range.</para>
</listitem>
</varlistentry>
<varlistentry id="tlb">
<term>Lateral Stability (<abbrev>L&b;</abbrev>)</term>
<listitem>
<para>It's the lateral precision of the throw, the
capacity to kept the projectile on the path.</para>
</listitem>
</varlistentry>
</variablelist>
</listitem>
</varlistentry>
<varlistentry>
<term><link linkend="srafale">Shuffle Shot</link> Weapons</term>
<listitem>
<para>Those weapons let you shuffle an area front of you.
This include automatic weapons but also some continuous
(normal) laser, sonic weapon and flame-throwers. They can
as well be used to simulate a platoon of bowers or
artillery, shooting in a diffuse manner.</para>
<para>Those weapons only have one characteristic:</para>
<variablelist>
<varlistentry id="tbdr">
<term>Damage Bonus (<abbrev>BD&r;</abbrev>)</term>
<listitem>
<para>This include both the precision, the stability and
the strength of the weapon.</para>
</listitem>
</varlistentry>
</variablelist>
</listitem>
</varlistentry>
</variablelist>
</section>
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