Protection chart (no ontology)
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| '''Blunt hits''' | | '''Blunt hits''' | ||
- | | colspan="2" | ''' | + | | colspan="2" | '''PROOF''' |
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| '''Sharp hits''' | | '''Sharp hits''' |
Revision as of 14:39, 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
Armor Class
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 resistances and damage types
Clothing may either be -PROOF, -resistant, or not resistant, which dictate how resistant to damage and abuse those clothes are.
- Not resistant: The impact causes 1 damage to the affected clothing.
- -Resistant: The impact causes 0.1 damage to the affected clothing.
- -PROOF: The impact fails to damage the affected clothing.
In addition, there are several damage types, which differentiate the various ways an attack can hurt - and consequently, the diverse ways clothes can protect from such damage.
If the contestant (or any other human target) receives a certain amount of Pain in a single attack, they may suffer from fractures, wounds, blood loss, and so on. Clothing resistances help increase the threshold and prevent such injuries lest stronger attacks occur. This amount of Pain that must not be crossed to cause an injury, is called the Injury threshold.
- Not resistant: The Injury threshold is multiplied by 1.
- -Resistant: The Injury threshold is multiplied by 2.
- -PROOF: The Injury threshold is multiplied by 4.
- Blunt-type refers to unarmed combat and Class 5 weapons that deal damage through blunt force, as well as a number of enemy attacks.
- Injury threshold: 15% Pain. Injury effect: 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.
- Injury threshold: 15% Pain. Injury effect: Wounds.
- Piercing-type refers to Class 5 weapons with blades, spearheads or similar used in a stabbing motion, as well as non-firearm weapons and a wide variety of enemy attacks relying on a forward thrust in a puncturing motion.
- Injury threshold: 15% Pain. Injury effect: Wounds.
- Explosion-type refers to explosions caused by rockets, grenades, explosive traps and related attacks.
- Bullet-type damage is governed primarily by Armor Class.
- Every bullet or shotgun pellet causes 0.01 damage to clothes it hits, unless it is bullet-proof.
- 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. In a way, this is the "injury threshold" of bullet-type damage, with no other way to prevent it than to seek for clothes and armor with higher AC.
- Special-type will always damages clothes and hurt the contestant, very often with a flat damage curve, which essentially ignores completely Armor Class.
- Such attacks always cause the affected clothing's Damage counter to be decreased by 1, so be careful.
- Check the Damage chart for the different forms of damage that Special-type attacks can cause. Certain of those are preventable, while others aren't.