When a character hits something else, its "To-Hit" value is weighed against the targets DV to determine if the attack successfully hits the defender. The attacking character rolls 1d20 + its To-Hit modifier against the defender's DV. If the attacking character's number is greater than the DV of the defender, the attack successfully hits. If the attacker rolls a 20, there is a guaranteed chance to hit. However, an attack does not inflict damage until it penetrates the target. (See AV for more details).
When viewing a piece of Armor, the second number is that article's modifier on your DV.
DV Modifiers[edit | edit source]
|Swift Reflexes||+5 against ranged attacks||Acrobatic Skill|
|Spry||+2 permanently||Acrobatic Skill|
|Tumble||+1 permanently||Acrobatic Skill|
|Defensive Stance||+2/3 while holding long blades in primary||Long Blades Skill|
|Shade Oil Injector||+8 for 40-50 Turns||Tonics|
|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|