Protection chart (no ontology)
From Mazeworld
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Clothing may either be '''proof''', '''resistant''', or '''not resistant'''. | 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: | 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 damage can cause [[Broken limb|fractures]]. A minimum of '''Blunt-PROOF''' is required to be protected from fractures. |
- | *''' | + | *'''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. |
- | *''' | + | ** Sharp-type damage can cause [[Wound|wounds]]. A minimum of '''Sharp-resistant''' is required to be protected from wounds. |
- | *''' | + | *'''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. |
- | *''' | + | ** 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
- Dark red: Face (Face-concealing clothing)
- 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.
- Example: The blue blob
- 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.
- 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 |