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| mechanic:clunk [2026/08/12 12:51] – ms_ash | mechanic:clunk [2026/08/12 13:15] (current) – ms_wuntch |
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| ====== Clunk ====== | ====== Clunk ====== |
| [[:Mechanic:Clunk]] is a mechanical term and non-[[:Character]] [[:Character:Rating]]. It can be found on [Items], [Components], [Modules], etc.\\.\\ | [[:Mechanic:Clunk|Clunk]] is a mechanical term and [[:Mechanic:Rating]]. It is commonly found on [[:Item|Items]], [Vehicles], [Components], [Modules], etc.\\ |
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| When an [[:Mechanic:Entity]] applies an [[:Character:Rating:Evasion]] [[:Character:Rating]] to their [[:Character:Rating:Defence]] [[:Character:Rating]], they reduce the [[:Character:Rating:Evasion]] [[:Character:Rating]] by their [[:Mechanic:Clunk]] [[:Character:Rating]]. [[:Mechanic:Clunk]] [[:Character:Rating]] can't reduce the [[:Character:Rating:Evasion]] [[:Character:Rating]] below 0.\\ | When an [[:Mechanic:Entity]] applies an [[:Mechanic:Rating:Evasion]] [[:Character:Rating]] to their [[:Mechanic:Rating:Defence]] [[:Character:Rating]], they reduce the [[:Mechanic:Rating:Evasion]] [[:Character:Rating]] by their [[:Mechanic:Clunk]] [[:Character:Rating]]. [[:Mechanic:Clunk]] [[:Character:Rating]] can't reduce the [[:Mechanic:Rating:Evasion]] [[:Character:Rating]] below 0.\\ |
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| **Example #1**: Johnny Tutorial has 10 base [[:Character:Rating:Defence]] and 10 [[:Character:Rating:Evasion]]. He also has 3 [[:Mechanic:Clunk]] from various [[:Item|Items]] he has [Equipped] and [Holstered]. Therefore, when calculating his [Total] [[:Character:Rating:Defence]], he reduces his [[:Character:Rating:Evasion]] by his [[:Mechanic:Clunk]], which equals 7, and then adds his remaining [[:Character:Rating:Evasion]] to his base [[:Character:Rating:Defence]] for a [Total] of 17.\\ | <WRAP round box> |
| \\ | **Example #1**: Johnny Tutorial has 10 base [[:Mechanic:Rating:Defence]] and 10 [[:Mechanic:Rating:Evasion]]. He also has 3 [[:Mechanic:Clunk]] from various [[:Item|Items]] he has [[:Mechanic:Equipped]] and [[:Mechanic:Ability:Trait:Holstered]]. Therefore, when calculating his [[:Mechanic:Dice Pool:Total]] [[:Mechanic:Rating:Defence]], he reduces his [[:Mechanic:Rating:Evasion]] by his [[:Mechanic:Clunk]], which equals 7, and then adds his remaining [[:Mechanic:Rating:Evasion]] to his base [[:Mechanic:Rating:Defence]] for a [Total] of 17. |
| **Example #2**: Eddy Example has 10 base [[:Character:Rating:Defence]] and 10 [[:Character:Rating:Evasion]]. He also has 12 [[:Mechanic:Clunk]] from a large amount of heavy [[:Item|Items]] he has [Equipped] and [Holstered]. Therefore, when calculating his [Total] [[:Character:Rating:Defence]], he reduces his [[:Character:Rating:Evasion]] by his [[:Mechanic:Clunk]], which equals 0, since [[:Character:Rating:Evasion]] can't be reduce below 0. He then adds his remaining [[:Character:Rating:Evasion]] to his base [[:Character:Rating:Defence]] for a [Total] of 10.\\ | </WRAP> |
| | <WRAP round box> |
| | **Example #2**: Eddy Example has 10 base [[:Mechanic:Rating:Defence]] and 10 [[:Mechanic:Rating:Evasion]]. He also has 12 [[:Mechanic:Clunk]] from a large amount of heavy [[:Item|Items]] he has [[:Mechanic:Equipped]] and [[:Mechanic:Ability:Trait:Holstered]]. Therefore, when calculating his [[:Mechanic:Dice Pool:Total]] [[:Mechanic:Rating:Defence]], he reduces his [[:Mechanic:Rating:Evasion]] by his [[:Mechanic:Clunk]], which equals 0, since [[:Mechanic:Rating:Evasion]] can't be reduce below 0. He then adds his remaining [[:Mechanic:Rating:Evasion]] to his base [[:Mechanic:Rating:Defence]] for a [[:Mechanic:Dice Pool:Total]] of 10. |
| | </WRAP> |
| | ==== Changelog ==== |
| | <WRAP changelog center 800px> |
| | Version 0.5c - Aug 2026 |
| | * Page Created. |
| | </WRAP> |