Protection chart (no ontology)

From Mazeworld

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(AC and clothing resistance)
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Clothing may either be '''proof''', '''resistant''', or '''not resistant'''.
Clothing may either be '''proof''', '''resistant''', or '''not resistant'''.
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*'''PROOF''': The contestant takes no damage, and the impact fails to damage the piece of clothing.
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*'''PROOF''': The contestant takes greatly reduced damage ([[Pain]] is multiplied by 0.2x, which is a 80% reduction), and the impact fails to damage the piece of clothing.
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*'''Resistant''': The contestant takes damage, and the impact '''decreases by 0.1''' the damage counter of the affected clothing.
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*'''Resistant''': The contestant normal 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.
*'''Not resistant''': The contestant takes damage, and the impact '''decreases by 1''' the damage counter of the affected clothing.

Revision as of 02:51, 10 July 2013

Example protection chart of clothing and armor.

List of body parts

  • 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

AC and clothing resistance

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 greatly reduced damage (Pain is multiplied by 0.2x, which is a 80% reduction), and the impact fails to damage the piece of clothing.
  • Resistant: The contestant normal 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.

Damage types

  • 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 or volley of buckshot/flechette causes 15% Pain or more, the target will lose one unit of blood without causing an open wound.
  • SPECIAL-type will always damages clothes and hurt the contestant.
    • Such attacks always cause the affected clothing's Damage counter to be decreased by 1, so be careful.

See also