Protection chart (no ontology)

From Mazeworld

(Difference between revisions)
m
m
Line 58: Line 58:
Clothing may either be '''proof''', '''resistant''', or '''not resistant'''.
Clothing may either be '''proof''', '''resistant''', or '''not resistant'''.
-
*When it is '''proof''', '''neither the contestant nor the clothing can be damaged.'''
+
*'''PROOF''': The contestant takes no damage, and the impact fails to damage the piece of clothing.
-
*When it is '''resistant''', the contestant may take damage from a hit of this type, but '''not the clothes'''. It will also protect from any [[Wound|wounds]] it may cause (though not from [[Broken limb|fractures]] for the case of BLUNT-type hits
+
*'''Resistant''': The contestant takes damage, and the impact '''decreases by 0.1''' the damage counter of the affected clothing.
-
*When it is '''not resistant''', the contestant '''will be [[Wound|wounded]] by a hit of this type''', and every hit will '''damage the clothing'''.
+
*'''Not resistant''': The contestant takes damage, and the impact '''decreases by 1''' the damage counter of the affected clothing.
Types of damage:
Types of damage:
-
*'''BLUNT-type''' refers to [[Unarmed combat|unarmed combat]] and [[List of Class 5 Weapons|Class 5 weapons]] that deal damage through blunt force, as well as a number of [[Encounters|enemy]] attacks.
+
*'''Blunt-type''' refers to [[Unarmed combat|unarmed combat]] and [[List of Class 5 Weapons|Class 5 weapons]] that deal damage through blunt force, as well as a number of [[Encounters|enemy]] attacks.
-
*'''SHARP-type''' refers to [[List of Class 5 Weapons|Class 5 weapons]] with blades, or otherwise cutting/sharp methods of damaging, as well as a wide variety of [[Encounters|enemy]] attacks.
+
** Blunt-type damage can cause [[Broken limb|fractures]]. A minimum of '''Blunt-PROOF''' is required to be protected from fractures.
-
*'''PIERCING-type''' refers to hits from [[arrow|arrows]], [[crossbow bolt|crossbow bolts]], [[nailgun nail|nailgun nails]], the [[Taser M26]]'s electrodes, and several [[Encounters|enemy]] attacks.
+
*'''Sharp-type''' refers to [[List of Class 5 Weapons|Class 5 weapons]] with blades, or otherwise cutting/sharp methods of damaging used in a slashing motion, as well as a wide variety of [[Encounters|enemy]] attacks.
-
*'''EXPLOSION-type''' refers to explosions caused by '''rockets''', '''grenades''', or explosive-natured [[Trap|traps]].
+
** Sharp-type damage can cause [[Wound|wounds]]. A minimum of '''Sharp-resistant''' is required to be protected from wounds.
-
*'''BULLET-type''' damage depends on '''armor class''', and '''no armor or clothing is veritably bullet-proof''' - it only resists more or less to them. If the bullet causes 20% Pain or more, the target will lose one unit of [[Bleeding|blood]].
+
*'''Piercing-type''' refers to [[List of Class 5 Weapons|Class 5 weapons]] with blades, spearheads or similar used in a stabbing motion, as well as [[arrow|arrows]], [[crossbow bolt|crossbow bolts]], [[nailgun nail|nailgun nails]], the [[Taser M26]]'s electrodes, and several [[Encounters|enemy]] attacks.
-
*'''FIRE-type''' and '''SPECIAL-type''' are differentiated (there are fire-proof items but not special-proof ones), but they both '''always damage clothes''' and '''hurt the contestant'''.
+
** Piercing-type damage can cause [[Wound|wounds]]. A minimum of '''Piercing-resistant''' is required to be protected from wounds.
 +
*'''Explosion-type''' refers to explosions caused by '''rockets''', '''grenades''', explosive-natured [[Trap|traps]] or other sources of things going boom.
 +
** '''Far-hit''' explosions can cause [[Wound|wounds]]. A minimum of '''Explosion-resistant''' is required to be protected from wounds.
 +
** '''Close-hit''' and '''Direct-hit''' explosions can cause [[Severed limb|limb loss]]. A minimum of '''Explosion-resistant''' is required to be protected from limb loss.
 +
<br/>
 +
*'''Bullet-type''' damage depends on '''armor class''', and '''no armor or clothing is veritably bullet-proof''' - it only resists more or less to them.
 +
* Every bullet or shotgun pellet successfully landing on a piece of clothing '''decreases the Damage counter by 0.01'''.
 +
* If a single bullet causes 20% Pain or more, the target will lose one unit of [[Bleeding|blood]].
 +
*'''Fire-type''' and '''SPECIAL-type''' are differentiated (there are fire-proof items but not special-proof ones), but they both '''always damage clothes''' and '''hurt the contestant'''.
 +
** Such attacks always cause the affected clothes' '''Damage counter''' to be '''decreased by 1''', so be careful.
In short:
In short:

Revision as of 02:41, 3 September 2012

Example protection chart of clothing and armor.

Body parts that may be covered:

  • Light red: Head
  • Light blue: Upper body
  • Blue: Arms
  • Dark blue: Elbows
  • Navy: Shoulders
  • White: Hands (Handgear)
  • Violet: Chest
  • Light green: Lower body
  • Green: Legs
  • Dark green: Knees
  • Magenta: Crotch
  • Yellow: Feet

Armor classes, in order of effectiveness: Naked, Light, Hardskin, Kevlar-2, Kevlar-3, Kevlar-4 or HEV-grade.
This is important to know about how well it protects from bullets and other types of damage. Certain creatures may be considered to have special AC, Blob or Ghost armor class.

  • Blob AC reduces all damage taken to 1% per hit. A creature with such AC needs to be hit 100 times by whatever it is being hit with, including explosives. Usually, such creatures have other weaknesses that allow them to be beaten more quickly.
  • Ghost AC negates all damage received. Such creatures are usually not meant to be beaten, or possess a specific weak point that allows them to be beaten.

Clothing may either be proof, resistant, or not resistant.

  • PROOF: The contestant takes no damage, and the impact fails to damage the piece of clothing.
  • Resistant: The contestant takes damage, and the impact decreases by 0.1 the damage counter of the affected clothing.
  • Not resistant: The contestant takes damage, and the impact decreases by 1 the damage counter of the affected clothing.

Types of damage:

  • Blunt-type refers to unarmed combat and Class 5 weapons that deal damage through blunt force, as well as a number of enemy attacks.
    • Blunt-type damage can cause fractures. A minimum of Blunt-PROOF is required to be protected from fractures.
  • Sharp-type refers to Class 5 weapons with blades, or otherwise cutting/sharp methods of damaging used in a slashing motion, as well as a wide variety of enemy attacks.
    • Sharp-type damage can cause wounds. A minimum of Sharp-resistant is required to be protected from wounds.
  • Piercing-type refers to Class 5 weapons with blades, spearheads or similar used in a stabbing motion, as well as arrows, crossbow bolts, nailgun nails, the Taser M26's electrodes, and several enemy attacks.
    • Piercing-type damage can cause wounds. A minimum of Piercing-resistant is required to be protected from wounds.
  • Explosion-type refers to explosions caused by rockets, grenades, explosive-natured traps or other sources of things going boom.
    • Far-hit explosions can cause wounds. A minimum of Explosion-resistant is required to be protected from wounds.
    • Close-hit and Direct-hit explosions can cause limb loss. A minimum of Explosion-resistant is required to be protected from limb loss.


  • Bullet-type damage depends on armor class, and no armor or clothing is veritably bullet-proof - it only resists more or less to them.
  • Every bullet or shotgun pellet successfully landing on a piece of clothing decreases the Damage counter by 0.01.
  • If a single bullet causes 20% Pain or more, the target will lose one unit of blood.
  • Fire-type and SPECIAL-type are differentiated (there are fire-proof items but not special-proof ones), but they both always damage clothes and hurt the contestant.
    • Such attacks always cause the affected clothes' Damage counter to be decreased by 1, so be careful.

In short:

Damage type May cause Conditions Affected by AC?
Blunt Broken limbs 25+% Pain per hit vs. non-PROOF clothing Yes
Sharp/Piercing/Far-hit Explosions Wounds Any Pain vs. non-Resistant clothing Yes
Close/Direct-hit Explosions Severed limbs 40+% Pain per hit vs. non-Resistant clothing Yes
Bullets Bleeding 20+% Pain per hit Yes
Fire/Special Fire causes burns None NO

See also