AV (aka: Armor value) is determined by various factors like Armor, Mutations, etc. It determines how well you can resist single or multiple penetrations on a hit. It is directly opposed by the penetration or PV of an incoming attack on a one-for-one basis.
On average, every two points of AV shifts the multiplier for the incoming damage down by one; conversely, every two points of PV raises it by one. When PV and AV are exactly equal, the average damage multiplier ranges from x1 to x3. Therefore, an AV of 8 will reduce attacks from weaker enemies to almost nothing, and an AV of 15 is very hard for even the strongest attacks to pierce.
In more detail, when a character hits something else, the PV of its weapon is weighed against the targets AV to determine how many times the attack penetrates. The attacking character rolls 1d21-2 + its PV Vs the defender's AV 3 times. If the attacking character beats the AV even once, the attack penetrates the defender's armor. If the attacking character beats the defender's AV all 3 times, they get to make a new set of checks with a -2 penalty. This repeats until a set of penetrations has at least 1 failure. Each set of penetrations with at least 1 success counts as a penetration and lets you roll the damage die once, so if you penetrate 4 times with a 1d3 damage weapon, you will do 4d3 damage.
When viewing a piece of clothing or armor, AV is the first number. The second number determines the modifier to your DV, or dodge value.
AV Modifiers Edit
|Burrowing Claws||1-3||Physical Mutation|
|Calloused||+1 Permanently||Endurance Skill|
|Neutron Flux||+1 Permanently||Cooking|
|Ironshank||+1 for subsequent stages at the penalty of -10 Movement Speed||Diseases|
|Gameplay Mechanics||Achievements - Character Creation(Calling - Arcologies) - Cooking and Gathering - Cooking Recipes - Desecration - Dismemberment - Journal - Faction Hero - Psychic Glimmer- Psychic Assassin - Modification - Relic - Scrap & Bits - Tinkering - Trade - Water Ritual - Reputation - Wish/Cheats - World Map|
|Character Mechanics||Attributes - Quickness - Move Speed - AV - DV - Mental Armor - Hitpoints - Experience - Temperature - Skills - Mutation - Cybernetics - Mutants - True Kin|
|Major Categories||Artifacts - Armor & Equipment - Weapons - Monsters - Factions - Locations - Quests|
|Elemental Damage >||Acid - Electrical - Cold - Heat - Astral - EMP - Explosive - Light - Mental - Vibration|
|Status Effects >||Astrally Burdened - Astrally Tethered - Bleeding - Confused - Dazed - Fates Have Their Way - Fear - Flaming - Frozen - Ill - Itchy Skin - Lovesick - Paralyzed - Phased - Poison - Prone - Sleep - Slipped - Sprinting - Stuck - Stunned|