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		<id>http://old.mazeworld.net/w/index.php?action=history&amp;feed=atom&amp;title=Gameplay_mechanics</id>
		<title>Gameplay mechanics - Revision history</title>
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		<updated>2026-08-12T07:23:27Z</updated>
		<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>http://old.mazeworld.net/w/index.php?title=Gameplay_mechanics&amp;diff=16918&amp;oldid=prev</id>
		<title>SU Tempest at 17:34, 11 December 2019</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/w/index.php?title=Gameplay_mechanics&amp;diff=16918&amp;oldid=prev"/>
				<updated>2019-12-11T17:34:53Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: white; color:black;&quot;&gt;
			&lt;col class='diff-marker' /&gt;
			&lt;col class='diff-content' /&gt;
			&lt;col class='diff-marker' /&gt;
			&lt;col class='diff-content' /&gt;
		&lt;tr valign='top'&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 17:34, 11 December 2019&lt;/td&gt;
		&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 97:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 97:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;*Scoring '''between 7 and 8''' leads to an '''inaccurate hit''', meaning the attack hits, but does not deal as much damage as intended; making it a glancing blow, grazing hit, or some other type of poorly aimed shot.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;*Scoring '''between 7 and 8''' leads to an '''inaccurate hit''', meaning the attack hits, but does not deal as much damage as intended; making it a glancing blow, grazing hit, or some other type of poorly aimed shot.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** Inaccurate hits cause a '''flat 0.7x Pain &amp;amp; Limb damage modifier'''.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** Inaccurate hits cause a '''flat 0.7x Pain &amp;amp; Limb damage modifier'''.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;** Grenades are affected by the damage modifier from inaccuracy, but any extra effects (shrapnel, etc.) are not.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** Martial arts techniques ignore inaccurate hits and treat them as regular hits.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** Martial arts techniques ignore inaccurate hits and treat them as regular hits.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;*Scoring '''between 9 and 11''' leads to a '''hit''' or '''success''', meaning the attack hits successfully and as intended.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;*Scoring '''between 9 and 11''' leads to a '''hit''' or '''success''', meaning the attack hits successfully and as intended.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/w/index.php?title=Gameplay_mechanics&amp;diff=16903&amp;oldid=prev</id>
		<title>SU Tempest: /* Healing skill */</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/w/index.php?title=Gameplay_mechanics&amp;diff=16903&amp;oldid=prev"/>
				<updated>2019-10-05T16:22:58Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Healing skill&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: white; color:black;&quot;&gt;
			&lt;col class='diff-marker' /&gt;
			&lt;col class='diff-content' /&gt;
			&lt;col class='diff-marker' /&gt;
			&lt;col class='diff-content' /&gt;
		&lt;tr valign='top'&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 16:22, 5 October 2019&lt;/td&gt;
		&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 790:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 790:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** Default effectiveness of Makeshift tourniquets (40%)&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** Default effectiveness of Makeshift tourniquets (40%)&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Lv2 - Basic''':&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Lv2 - Basic''':&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** '''Improved limb healing''': All other limbs other than the one targeted by the FAK or FSK heal +1 HP.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** '''Improved limb healing''': All other limbs other than the one targeted by the FAK or FSK heal +1 HP &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;for free (no cost in fatigue/nutrition)&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** '''Rags''': Effectiveness is improved by '''25%''' (Rags now have a '''75% chance''' to successfully heal a wound).&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** '''Rags''': Effectiveness is improved by '''25%''' (Rags now have a '''75% chance''' to successfully heal a wound).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** '''Makeshift tourniquets''': Effectiveness is improved by '''20%''' (Makeshift tourniquets now have a '''60% chance''' to successfully stop bleeding from a severed limb).&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** '''Makeshift tourniquets''': Effectiveness is improved by '''20%''' (Makeshift tourniquets now have a '''60% chance''' to successfully stop bleeding from a severed limb).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Lv3 - Skilled''':&amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Lv3 - Skilled''':&amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** '''Improved limb healing''': All other limbs other than the one targeted by the FAK or FSK heal +2 HP.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** '''Improved limb healing''': All other limbs other than the one targeted by the FAK or FSK heal +2 HP &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;for free (no cost in fatigue/nutrition)&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** Can now perform a new ability: [[Healing massage]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** Can now perform a new ability: [[Healing massage]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Lv4 - Expert''': &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Lv4 - Expert''': &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** '''Improved limb healing''': All other limbs other than the one targeted by the FAK or FSK heal +3 HP.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** '''Improved limb healing''': All other limbs other than the one targeted by the FAK or FSK heal +3 HP &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;for free (no cost in fatigue/nutrition)&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** '''Makeshift tourniquets''': Effectiveness is improved by '''20%''' (Makeshift tourniquets now have a '''80% chance''' to successfully stop bleeding from a severed limb).&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** '''Makeshift tourniquets''': Effectiveness is improved by '''20%''' (Makeshift tourniquets now have a '''80% chance''' to successfully stop bleeding from a severed limb).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Lv5 - Master''': &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Lv5 - Master''': &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** '''Improved limb healing''': All other limbs other than the one targeted by the FAK or FSK heal +4 HP.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** '''Improved limb healing''': All other limbs other than the one targeted by the FAK or FSK heal +4 HP &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;for free (no cost in fatigue/nutrition)&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** '''Rags''': Effectiveness is improved by '''25%''' (Rags now have a '''100%''' chance to successfully heal a wound).&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** '''Rags''': Effectiveness is improved by '''25%''' (Rags now have a '''100%''' chance to successfully heal a wound).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** Permanent [[Secondary effect#Healing|Secondary effect]]: '''Addiction resistance'''.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** Permanent [[Secondary effect#Healing|Secondary effect]]: '''Addiction resistance'''.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/w/index.php?title=Gameplay_mechanics&amp;diff=16901&amp;oldid=prev</id>
		<title>SU Tempest: /* Healing skill */</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/w/index.php?title=Gameplay_mechanics&amp;diff=16901&amp;oldid=prev"/>
				<updated>2019-10-05T16:16:14Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Healing skill&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: white; color:black;&quot;&gt;
			&lt;col class='diff-marker' /&gt;
			&lt;col class='diff-content' /&gt;
			&lt;col class='diff-marker' /&gt;
			&lt;col class='diff-content' /&gt;
		&lt;tr valign='top'&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 16:16, 5 October 2019&lt;/td&gt;
		&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 790:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 790:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** Default effectiveness of Makeshift tourniquets (40%)&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** Default effectiveness of Makeshift tourniquets (40%)&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Lv2 - Basic''':&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Lv2 - Basic''':&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** '''&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Light &lt;/del&gt;limb healing''' &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;is improved&lt;/del&gt;: &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The healing limb now instantaneously recovers 1 HP (previously 0), then &lt;/del&gt;1 HP&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;/turn for 7 turns&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** '''&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Improved &lt;/ins&gt;limb healing''': &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;All other limbs other than the one targeted by the FAK or FSK heal +&lt;/ins&gt;1 HP.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** '''Rags''': Effectiveness is improved by '''25%''' (Rags now have a '''75% chance''' to successfully heal a wound).&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** '''Rags''': Effectiveness is improved by '''25%''' (Rags now have a '''75% chance''' to successfully heal a wound).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** '''Makeshift tourniquets''': Effectiveness is improved by '''20%''' (Makeshift tourniquets now have a '''60% chance''' to successfully stop bleeding from a severed limb).&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** '''Makeshift tourniquets''': Effectiveness is improved by '''20%''' (Makeshift tourniquets now have a '''60% chance''' to successfully stop bleeding from a severed limb).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Lv3 - Skilled''':&amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Lv3 - Skilled''':&amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** '''&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Strong &lt;/del&gt;limb healing''' &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;is improved&lt;/del&gt;: &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The healing limb now instantaneously recovers 5 HP (previously 3), then 1 &lt;/del&gt;HP&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;/turn for 12 turns&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** '''&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Improved &lt;/ins&gt;limb healing''': &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;All other limbs other than the one targeted by the FAK or FSK heal +2 &lt;/ins&gt;HP.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** Can now perform a new ability: [[Healing massage]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** Can now perform a new ability: [[Healing massage]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Lv4 - Expert''': &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Lv4 - Expert''': &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** '''&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Light &lt;/del&gt;limb healing''' &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;is improved&lt;/del&gt;: &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The healing limb now instantaneously recovers &lt;/del&gt;3 HP &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;(previously 1), then 1 HP/turn for 7 turns&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** '''&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Improved &lt;/ins&gt;limb healing''': &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;All other limbs other than the one targeted by the FAK or FSK heal +&lt;/ins&gt;3 HP.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** '''Makeshift tourniquets''': Effectiveness is improved by '''20%''' (Makeshift tourniquets now have a '''80% chance''' to successfully stop bleeding from a severed limb).&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** '''Makeshift tourniquets''': Effectiveness is improved by '''20%''' (Makeshift tourniquets now have a '''80% chance''' to successfully stop bleeding from a severed limb).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Lv5 - Master''': &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Lv5 - Master''': &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** '''&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Strong &lt;/del&gt;limb healing''' &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;is improved&lt;/del&gt;: &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The healing limb now instantaneously recovers 5 HP, then 2 HP/turn for 12 turns (previously 1 &lt;/del&gt;HP&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;/turn)&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** '''&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Improved &lt;/ins&gt;limb healing''': &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;All other limbs other than the one targeted by the FAK or FSK heal +4 &lt;/ins&gt;HP.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** '''Rags''': Effectiveness is improved by '''25%''' (Rags now have a '''100%''' chance to successfully heal a wound).&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** '''Rags''': Effectiveness is improved by '''25%''' (Rags now have a '''100%''' chance to successfully heal a wound).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** Permanent [[Secondary effect#Healing|Secondary effect]]: '''Addiction resistance'''.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** Permanent [[Secondary effect#Healing|Secondary effect]]: '''Addiction resistance'''.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/w/index.php?title=Gameplay_mechanics&amp;diff=16892&amp;oldid=prev</id>
		<title>SU Tempest: /* Lockpicking skill */</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/w/index.php?title=Gameplay_mechanics&amp;diff=16892&amp;oldid=prev"/>
				<updated>2019-09-24T10:21:55Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Lockpicking skill&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: white; color:black;&quot;&gt;
			&lt;col class='diff-marker' /&gt;
			&lt;col class='diff-content' /&gt;
			&lt;col class='diff-marker' /&gt;
			&lt;col class='diff-content' /&gt;
		&lt;tr valign='top'&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 10:21, 24 September 2019&lt;/td&gt;
		&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 737:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 737:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;==== Lockpicking skill ====&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;==== Lockpicking skill ====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;''For the specifics on the activity itself, please read [[Lockpicking]].''&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;''For the specifics on the activity itself, please read [[Lockpicking]]&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;. This includes hacking and the use of hacking tools&lt;/ins&gt;.''&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* Default level: '''Lv0 - Unaware''' - skill is essentially inactive and must first be activated.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* Default level: '''Lv0 - Unaware''' - skill is essentially inactive and must first be activated.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 750:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 750:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** Default trap disabling efficiency&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** Default trap disabling efficiency&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** Default force picking efficiency&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** Default force picking efficiency&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;** No bonuses on hacking&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Lv2 - Basic''': &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Lv2 - Basic''': &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** Unlocking step difficulty is lowered: Step 2 now only requires FT 7&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** Unlocking step difficulty is lowered: Step 2 now only requires FT 7&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** Kit efficiency is increased: 1 check now consumes '''0.5 uses''' (or 2 checks per 1 use, effectively doubling the &amp;quot;health&amp;quot; of one lockpicking kit).&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** Kit efficiency is increased: 1 check now consumes '''0.5 uses''' (or 2 checks per 1 use, effectively doubling the &amp;quot;health&amp;quot; of one lockpicking kit).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;** Hacking bonus: The correct first letter of each login word is revealed.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Lv3 - Skilled''': &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Lv3 - Skilled''': &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** Trap disabling efficiency increased: FT decreased to FT 7&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** Trap disabling efficiency increased: FT decreased to FT 7&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** Force picking efficiency increased: Can critically fail 1 time without triggering the trap.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** Force picking efficiency increased: Can critically fail 1 time without triggering the trap.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;** Hacking bonus: The first word is solved automatically, and the correct first letter of each remaining login word is revealed.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Lv4 - Expert''': &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Lv4 - Expert''': &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** Unlocking step difficulty is lowered: Step 2 now only requires 2 successful checks.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** Unlocking step difficulty is lowered: Step 2 now only requires 2 successful checks.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** Kit efficiency is increased: 1 check now consumes '''0.25 uses''' (or 4 checks per 1 use, effectively quadrupling the &amp;quot;health&amp;quot; of one lockpicking kit).&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** Kit efficiency is increased: 1 check now consumes '''0.25 uses''' (or 4 checks per 1 use, effectively quadrupling the &amp;quot;health&amp;quot; of one lockpicking kit).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;** Hacking bonus: The first 2 words are solved automatically, and the correct first letter of each remaining login word is revealed.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Lv5 - Master''': &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Lv5 - Master''': &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** Unlocking step difficulty is lowered: Steps 1 and 2 now only require FT 6.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** Unlocking step difficulty is lowered: Steps 1 and 2 now only require FT 6.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** Trap disabling efficiency increased: Now only requires 1 successful check.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** Trap disabling efficiency increased: Now only requires 1 successful check.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** Force picking efficiency increased: Can critically fail 2 times without triggering the trap.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** Force picking efficiency increased: Can critically fail 2 times without triggering the trap.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;** Hacking bonus: The first 3 words are solved automatically, and the correct first letter of each remaining login word is revealed.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Skill point requirements:&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Skill point requirements:&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/w/index.php?title=Gameplay_mechanics&amp;diff=16845&amp;oldid=prev</id>
		<title>SU Tempest: /* Other useful ways to use 2d6s */</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/w/index.php?title=Gameplay_mechanics&amp;diff=16845&amp;oldid=prev"/>
				<updated>2019-06-07T17:27:05Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Other useful ways to use 2d6s&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: white; color:black;&quot;&gt;
			&lt;col class='diff-marker' /&gt;
			&lt;col class='diff-content' /&gt;
			&lt;col class='diff-marker' /&gt;
			&lt;col class='diff-content' /&gt;
		&lt;tr valign='top'&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 17:27, 7 June 2019&lt;/td&gt;
		&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 316:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 316:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;== Other useful ways to use 2d6s ==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;== Other useful ways to use 2d6s ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;*Melee weapons can be used to '''hit multiple times in a single turn'''; '''up to 2''' for Class 5 Long, and '''up to 3''' for Class 5 Short weapons (Does not apply to ranged Class 5 weapons). The player must indicate how many hits he or she will attempt, then roll 2d6 an appropriate amount of times. All hits must target the same body part, just as multiple shots from a firearm are aimed at the same body part.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Stealth cover check''': Normally, attempting to take [[cover]] is a '''non-combat action''' which requires no roll, but depending on the circumstances, the Contestant may wish to do so stealthily. In order to make a Stealth cover check, Stealth must be active and maintained. The check determines whether the Contestant '''maintains stealth''' while taking cover. The Contestant must make a 2d6+[[Agility]] roll; Agility thus influences the Contestant's ability to succeed at a Stealth cover check.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Stealth cover check''': Normally, attempting to take [[cover]] is a '''non-combat action''' which requires no roll, but depending on the circumstances, the Contestant may wish to do so stealthily. In order to make a Stealth cover check, Stealth must be active and maintained. The check determines whether the Contestant '''maintains stealth''' while taking cover. The Contestant must make a 2d6+[[Agility]] roll; Agility thus influences the Contestant's ability to succeed at a Stealth cover check.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/w/index.php?title=Gameplay_mechanics&amp;diff=16835&amp;oldid=prev</id>
		<title>SU Tempest: /* Other useful ways to use 2d6s */</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/w/index.php?title=Gameplay_mechanics&amp;diff=16835&amp;oldid=prev"/>
				<updated>2019-05-25T19:13:44Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Other useful ways to use 2d6s&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: white; color:black;&quot;&gt;
			&lt;col class='diff-marker' /&gt;
			&lt;col class='diff-content' /&gt;
			&lt;col class='diff-marker' /&gt;
			&lt;col class='diff-content' /&gt;
		&lt;tr valign='top'&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 19:13, 25 May 2019&lt;/td&gt;
		&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 322:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 322:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** This check has a fixed FT of 6; thus success occurs on a 7 or more only. Critical failures and critical successes are respectively considered to be equal to normal failures and successes; there are no special effects for either. Alternatively, if the Contestant determines that stealth is not necessary, it is possible to simply take cover normally without rolling (and thus immediately succeed), even when stealth is active; however, it comes at the cost of '''breaking stealth'''.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** This check has a fixed FT of 6; thus success occurs on a 7 or more only. Critical failures and critical successes are respectively considered to be equal to normal failures and successes; there are no special effects for either. Alternatively, if the Contestant determines that stealth is not necessary, it is possible to simply take cover normally without rolling (and thus immediately succeed), even when stealth is active; however, it comes at the cost of '''breaking stealth'''.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** Success results in reaching cover while maintaining stealth. The Contestant's turn ends after taking cover.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** Success results in reaching cover while maintaining stealth. The Contestant's turn ends after taking cover.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** Failure also results in reaching cover, but with negative effects; '''stealth is broken for all creatures on the Contestant's side.''' As with a success, the Contestant's turn ends immediately after taking cover. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;But as a result of stealth being broken, '''the Contestant (and all creatures on his/her side) may be targeted by enemies on the same turn.'''&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** Failure also results in reaching cover, but with negative effects; '''stealth is broken for all creatures on the Contestant's side.''' As with a success, the Contestant's turn ends immediately after taking cover.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* ''Multiple creatures and stealth'': '''If multiple creatures on the same side intend to take cover stealthily, they must all make stealth checks as a group'''. This also applies if the Contestant is part of that group. The group's stealth checks are averaged (rounded up) and treated as one for the whole group (any scores less than 2 are treated as 2, any scores over 12 are treated as 12)&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* ''Multiple creatures and stealth'': '''If multiple creatures on the same side intend to take cover stealthily, they must all make stealth checks as a group'''. This also applies if the Contestant is part of that group. The group's stealth checks are averaged (rounded up) and treated as one for the whole group (any scores less than 2 are treated as 2, any scores over 12 are treated as 12)&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/w/index.php?title=Gameplay_mechanics&amp;diff=16832&amp;oldid=prev</id>
		<title>SU Tempest: /* Basic fighting mechanics */</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/w/index.php?title=Gameplay_mechanics&amp;diff=16832&amp;oldid=prev"/>
				<updated>2019-05-18T22:21:50Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Basic fighting mechanics&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: white; color:black;&quot;&gt;
			&lt;col class='diff-marker' /&gt;
			&lt;col class='diff-content' /&gt;
			&lt;col class='diff-marker' /&gt;
			&lt;col class='diff-content' /&gt;
		&lt;tr valign='top'&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 22:21, 18 May 2019&lt;/td&gt;
		&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 78:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 78:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;| 7 to 8&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;| 7 to 8&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;| colspan=&amp;quot;2&amp;quot; | '''Inaccurate Hit'''&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;| colspan=&amp;quot;2&amp;quot; | '''Inaccurate Hit'''&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;| colspan=&amp;quot;2&amp;quot; | Attack &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;might &lt;/del&gt;not &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;hit &lt;/del&gt;as &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;intended &lt;/del&gt;due to '''Inaccuracy Range''' (see below)&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;| colspan=&amp;quot;2&amp;quot; | Attack &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;hits but may &lt;/ins&gt;not &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;deal &lt;/ins&gt;as &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;much damage &lt;/ins&gt;due to '''Inaccuracy Range''' (see below)&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;| 6 to 3&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;| 6 to 3&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 95:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 95:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;**Certain creatures sustaining critical failures may result in the creature hurting itself.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;**Certain creatures sustaining critical failures may result in the creature hurting itself.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;*Scoring '''between 3 and 6''' leads to a '''miss''' or '''failure''', meaning the attack simply misses.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;*Scoring '''between 3 and 6''' leads to a '''miss''' or '''failure''', meaning the attack simply misses.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;*Scoring '''between 7 and 8''' leads to an '''inaccurate hit''', meaning the attack &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;MIGHT &lt;/del&gt;not &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;hit &lt;/del&gt;as intended&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;*Scoring '''between 7 and 8''' leads to an '''inaccurate hit''', meaning the attack &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;hits, but does &lt;/ins&gt;not &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;deal as much damage &lt;/ins&gt;as intended&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;; making it &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;glancing blow&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;grazing &lt;/ins&gt;hit, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;or some other type of poorly aimed shot&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;** For most ranged attacks, an inaccurate hit translates into &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;'''flat 50% chance to hit modifier'''&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;meaning that the &lt;/del&gt;hit &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;is not guaranteed. This means that if an inaccurate hit is rolled&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;a '''1d2-1''' is rolled for every Inaccurate Hit; 0 translates into a miss, 1 into a hit&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Inaccurate hits cause &lt;/ins&gt;a '''flat 0.&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;7x &lt;/ins&gt;Pain &amp;amp; Limb damage modifier'''.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;For most melee attacks, including [[unarmed combat]], but excluding martial arts techniques, an inaccurate hit instead translates into &lt;/del&gt;a '''flat 0.&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;8x &lt;/del&gt;Pain &amp;amp; Limb damage modifier'''.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** Martial arts techniques &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;ignore &lt;/ins&gt;inaccurate hits &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;and treat them as regular hits&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;*&lt;/del&gt;** Martial arts techniques &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;do not take in account &lt;/del&gt;inaccurate hits&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;; thus the damage modifier does not apply if the technique is successfully executed&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;*Scoring '''between 9 and 11''' leads to a '''hit''' or '''success''', meaning the attack hits successfully and as intended.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;*Scoring '''between 9 and 11''' leads to a '''hit''' or '''success''', meaning the attack hits successfully and as intended.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;*Scoring a '''12''' leads to a '''critical success''', leading in the attack landing exactly where the player wished, and may, depending on the victim and the weapon used, cause extra effects (extra damage, additional effects...).&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;*Scoring a '''12''' leads to a '''critical success''', leading in the attack landing exactly where the player wished, and may, depending on the victim and the weapon used, cause extra effects (extra damage, additional effects...).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/w/index.php?title=Gameplay_mechanics&amp;diff=16823&amp;oldid=prev</id>
		<title>SU Tempest: /* Combat */</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/w/index.php?title=Gameplay_mechanics&amp;diff=16823&amp;oldid=prev"/>
				<updated>2019-04-28T03:50:13Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Combat&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: white; color:black;&quot;&gt;
			&lt;col class='diff-marker' /&gt;
			&lt;col class='diff-content' /&gt;
			&lt;col class='diff-marker' /&gt;
			&lt;col class='diff-content' /&gt;
		&lt;tr valign='top'&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 03:50, 28 April 2019&lt;/td&gt;
		&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 54:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 54:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;*When choosing to attack, a participant in a fight may '''roll attack dice: one 2d6 per shot or attack attempted''', depending on if they're using firearms or other weapons.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;*When choosing to attack, a participant in a fight may '''roll attack dice: one 2d6 per shot or attack attempted''', depending on if they're using firearms or other weapons.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** EXAMPLE: If a [[contestant]] tries to fire three rounds at an enemy using a [[Beretta M9]], he/she has to roll three 2d6s. The command to quickly roll this is '''@roll 3#2d6'''. Adjust the number left to the # symbol to reflect the desired amount.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** EXAMPLE: If a [[contestant]] tries to fire three rounds at an enemy using a [[Beretta M9]], he/she has to roll three 2d6s. The command to quickly roll this is '''@roll 3#2d6'''. Adjust the number left to the # symbol to reflect the desired amount.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;** NOTE: Due to bot limitations, it is impossible to roll more than 20 dice at once - if you desire to attack more than 20 times, and if the contestant's weapon allows, simply roll the 20 first in one line, then the remaining shots in another. Repeat for any other increments of 20 needed, and so on.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;The result of each attack dice determines whether the shot or attack associated will hit or miss.&amp;lt;br/&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;The result of each attack dice determines whether the shot or attack associated will hit or miss.&amp;lt;br/&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/w/index.php?title=Gameplay_mechanics&amp;diff=16812&amp;oldid=prev</id>
		<title>SU Tempest: /* Hunting skill */</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/w/index.php?title=Gameplay_mechanics&amp;diff=16812&amp;oldid=prev"/>
				<updated>2019-04-20T16:42:48Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Hunting skill&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: white; color:black;&quot;&gt;
			&lt;col class='diff-marker' /&gt;
			&lt;col class='diff-content' /&gt;
			&lt;col class='diff-marker' /&gt;
			&lt;col class='diff-content' /&gt;
		&lt;tr valign='top'&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 16:42, 20 April 2019&lt;/td&gt;
		&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 593:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 593:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Effects of skill levels:&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Effects of skill levels:&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Lv0 - Unaware''': Skill is inactive and the Contestant cannot hunt and butcher creatures at all.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Lv0 - Unaware''': Skill is inactive and the Contestant cannot hunt and butcher creatures at all.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Lv1 - Unskilled''': Can harvest '''&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;1 &lt;/del&gt;meat &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;per turn&lt;/del&gt;'''.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Lv1 - Unskilled''': Can harvest &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;up to &lt;/ins&gt;'''&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;20% of a creature's body in &lt;/ins&gt;meat'''.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Lv2 - Basic''': Can harvest '''&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;2 &lt;/del&gt;meat &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;per turn&lt;/del&gt;'''.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Lv2 - Basic''': Can harvest &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;up to &lt;/ins&gt;'''&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;40% of a creature's body in &lt;/ins&gt;meat'''.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Lv3 - Skilled''': Can harvest '''&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;3 &lt;/del&gt;meat &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;per turn&lt;/del&gt;'''. &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Lv3 - Skilled''': Can harvest &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;up to &lt;/ins&gt;'''&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;60% of a creature's body in &lt;/ins&gt;meat'''. &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Lv4 - Expert''': Can harvest '''&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;4 &lt;/del&gt;meat &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;per turn&lt;/del&gt;'''.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Lv4 - Expert''': Can harvest &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;up to &lt;/ins&gt;'''&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;80% of a creature's body in &lt;/ins&gt;meat'''.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Lv5 - Master''': Can harvest '''&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;5 &lt;/del&gt;meat &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;per turn&lt;/del&gt;'''.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;* '''Lv5 - Master''': Can harvest &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;up to '&lt;/ins&gt;''&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;100% of a creature&lt;/ins&gt;'&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;s body in &lt;/ins&gt;meat'''.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Skill point requirements:&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Skill point requirements:&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/w/index.php?title=Gameplay_mechanics&amp;diff=16716&amp;oldid=prev</id>
		<title>SU Tempest at 06:02, 17 January 2019</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/w/index.php?title=Gameplay_mechanics&amp;diff=16716&amp;oldid=prev"/>
				<updated>2019-01-17T06:02:23Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: white; color:black;&quot;&gt;
			&lt;col class='diff-marker' /&gt;
			&lt;col class='diff-content' /&gt;
			&lt;col class='diff-marker' /&gt;
			&lt;col class='diff-content' /&gt;
		&lt;tr valign='top'&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 06:02, 17 January 2019&lt;/td&gt;
		&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 91:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 91:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;*Scoring '''2''' leads to a '''critical failure''', leading in the attack backfiring to the attacker in one way or another.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;*Scoring '''2''' leads to a '''critical failure''', leading in the attack backfiring to the attacker in one way or another.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;**'''&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Melee weapons:&lt;/del&gt;''' &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Roll 1d100&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;If the result is equal or inferior to the condition percentage of the weapon, it is a simple miss and treated as a simple &lt;/del&gt;failure&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;. '''If the &lt;/del&gt;result &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;is superior to the condition percentage, &lt;/del&gt;the weapon &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;loses 1d8+LDV * 100 condition &lt;/del&gt;points.&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;''' Beware, this may immediately break certain weapons!&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;**&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Firearms and melee weapons: Roll &lt;/ins&gt;'''&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;@critfail&lt;/ins&gt;'''. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;All critical &lt;/ins&gt;failure &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;effects &lt;/ins&gt;result &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;in &lt;/ins&gt;the weapon &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;losing [[Weapon maintenance|Condition]] &lt;/ins&gt;points.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;**Firearms may &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;fail in several different ways, &lt;/del&gt;see [[Gameplay mechanics#Firearm failures|here]] for a list of firearm failure types.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;*&lt;/ins&gt;**Firearms may &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;also be affected by extra problems on critical failures; &lt;/ins&gt;see [[Gameplay mechanics#Firearm failures|here]] for a list of firearm failure types.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;**Explosive ordnance may fail to work as intended, depending on the type.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;**Explosive ordnance may fail to work as intended, depending on the type.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;**&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Critical &lt;/del&gt;failures &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;with monster attacks &lt;/del&gt;may result in the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;monster &lt;/del&gt;hurting &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;themselves&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;**&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Certain creatures sustaining critical &lt;/ins&gt;failures may result in the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;creature &lt;/ins&gt;hurting &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;itself&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;*Scoring '''between 3 and 6''' leads to a '''miss''' or '''failure''', meaning the attack simply misses.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;*Scoring '''between 3 and 6''' leads to a '''miss''' or '''failure''', meaning the attack simply misses.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;*Scoring '''between 7 and 8''' leads to an '''inaccurate hit''', meaning the attack MIGHT not hit as intended.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;*Scoring '''between 7 and 8''' leads to an '''inaccurate hit''', meaning the attack MIGHT not hit as intended.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 177:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 176:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;==== Firearm failures ====&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;==== Firearm failures ====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;When &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;2s are scored &lt;/del&gt;while using firearms, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the user is prone &lt;/del&gt;to the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;risk &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;a &lt;/del&gt;critical failure. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Certain checks are made if it happens: &lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;When &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;critical failures occur &lt;/ins&gt;while using firearms, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;roll @critfail &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;determine &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;effects &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the &lt;/ins&gt;critical failure. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;If the effect &lt;/ins&gt;rolled &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;says &lt;/ins&gt;&amp;quot;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;weapon suffers &lt;/ins&gt;a failure &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;corresponding to its &lt;/ins&gt;type&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;quot;, &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;list below comes into play&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;*First, a '''d100''' must be &lt;/del&gt;rolled &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;once per 2 rolled (Three &lt;/del&gt;&amp;quot;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;2&amp;quot; = three d100 rolls), the results of which are then compared with the gun's current [[Firearm maintenance|cleanliness]] percentage. This is called &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;'''firearm malfunction check'''.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;*If the malfunction check result is '''equal or lower than the cleanliness percentage value''', the '''2 is treated as a regular miss'''.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;*If the malfunction check result is '''higher than the cleanliness percentage value''', then a '''critical &lt;/del&gt;failure&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;''' occurs and must be resolved as such. The &lt;/del&gt;type &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;of failure depends on &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;type of weapon&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;===== Firearm failure types =====&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;===== Firearm failure types =====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;*'''Failure to eject''', also known as a '''Stovepipe''': This is the most common type of failure, which results in a spent casing stuck in the ejection port.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;*'''Failure to eject''', also known as a '''Stovepipe''': This is the most common type of failure, which results in a spent casing stuck in the ejection port.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;**&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Resolution: &lt;/del&gt;The &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;player's &lt;/del&gt;turn &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;ends. The contestant performs a '''&amp;quot;tap-rack-ready&amp;quot;''' in order &lt;/del&gt;to remove the faulty casing; the weapon is ready to fire next turn.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;**&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Any remaining shots after this one are cancelled. &lt;/ins&gt;The &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Contestant automatically spends the rest of the &lt;/ins&gt;turn to remove the faulty casing; the weapon is ready to fire next turn.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;*'''Failure to fire''', also known as a '''Misfire''': Certain types of weapons can instead suffer from this, where ammunition simply fails to fire.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;*'''Failure to fire''', also known as a '''Misfire''': Certain types of weapons can instead suffer from this, where ammunition simply fails to fire.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;**&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Resolution: &lt;/del&gt;The shot corresponding to the 2 is simply not fired, any subsequent rounds fired afterwards are resolved normally.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;**The shot corresponding to the 2 is simply not fired, any subsequent rounds fired afterwards are resolved normally.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;**NOTE: For [[Recoil]] calculation purposes, if a FTF occurs, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;it &lt;/del&gt;is skipped ; FTFs do not factor in calculation&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;. If six shots are attempted, but only 5 go off, then recoil is calculated as though only 5 shots have been fired&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;**NOTE: For [[Recoil]] calculation purposes, if a FTF occurs, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the corresponding round &lt;/ins&gt;is skipped ; FTFs do not factor in &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;recoil &lt;/ins&gt;calculation.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;*'''Failure to feed''': Belt-fed weapons are prone to this kind of failure. Feeding is blocked due to a double-feed issue, which prevents cycling.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;*'''Failure to feed''': Belt-fed weapons are prone to this kind of failure. Feeding is blocked due to a double-feed issue, which prevents cycling.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;**&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Resolution: &lt;/del&gt;In order to make the weapon ready again, a reload must be performed; if the user doesn't have a spare belt or mag, they can simply remove and reload the same belt or mag to clear the malfunction. This is a slow process; it ends the turn during which the critfail occurred, and requires another turn to perform the reload if done during combat&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;**&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Any remaining shots after this one are cancelled, and the weapon is considered to be temporarily unusable until resolved. &lt;/ins&gt;In order to make the weapon ready again, a reload must be performed; if the user doesn't have a spare belt or mag, they can simply remove and reload the same belt or mag to clear the malfunction. This is a slow process; it ends the turn during which the critfail occurred, and requires another turn to perform the reload if done during combat.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;**It is generally advised to simply switch to another weapon and resolve the malfunction AFTER the fight is finished, if possible&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;*'''Failure to burn''': A special type of misfire which is unique to flamethrowers. It is similar to a failure to fire, but it is reserved to flamethrowers. Fuel is ejected from the weapon successfully, but for some reason, the pilot light or ignition system fails to set it on fire, causing the flamethrower to waste fuel.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;*'''Failure to burn''': A special type of misfire which is unique to flamethrowers. It is similar to a failure to fire, but it is reserved to flamethrowers. Fuel is ejected from the weapon successfully, but for some reason, the pilot light or ignition system fails to set it on fire, causing the flamethrower to waste fuel.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;** &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Because flamethrowers do not have [[weapon maintenance]] statistics, failures &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;burn always happen when rolling a &lt;/del&gt;2&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, and are therefore inevitable.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;**&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The &amp;quot;shot&amp;quot; corresponding &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the &lt;/ins&gt;2 is &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;considered to be not &lt;/ins&gt;fired. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Any subsequent &amp;quot;&lt;/ins&gt;shots&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;quot; fired afterwards &lt;/ins&gt;are &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;resolved normally&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;*In even rarer cases, '''catastrophic failures''' may occur. These usually destroy the entire weapon.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;====== Example ======&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;* Assuming FT 6, an [[IWI Jericho 941R]], a semi-automatic pistol, with a cleanliness of 83.00%, &lt;/del&gt;is fired &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;8 times&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;* 8 shots require eight 2d6 rolls. The results of those eight &lt;/del&gt;shots are&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;: 7, 8, 5, 2, 8, 2, 7, 10.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;** A 1d100 must be rolled for the first 2 (4th shot), and another for the second 2 (6th shot).&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;** On the first 2, the d100 result is 67. 67 is lower than 83, as such this shot is treated as a normal failure.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;** On the second 2, the d100 result is 92. 92 is higher than 83; as such, it is a critical failure proper. For this weapon, a stovepipe occurs&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;==== Kill assists (&amp;quot;Ally kills&amp;quot;) ====&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;==== Kill assists (&amp;quot;Ally kills&amp;quot;) ====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

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