Pain (no ontology)
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- | *Pain | + | *Pain can be '''naturally healed''', at a rate of '''2% per turn'''. Natural healing of Pain requires [[Hunger|5kcal per 1%]], and thus 10kcal per 2%. |
*Received Pain can be prevented or reduced by wearing [[Clothing and armor|clothing]] of the highest possible [[Damage chart|armor class]], and it should cover the most body parts possible to ensure reliable protection. | *Received Pain can be prevented or reduced by wearing [[Clothing and armor|clothing]] of the highest possible [[Damage chart|armor class]], and it should cover the most body parts possible to ensure reliable protection. | ||
*Pain can be treated via certain [[Medical aid|medical aids]], or when meeting a [[nurse]] or a [[Hospital room|medic]], for a fee. | *Pain can be treated via certain [[Medical aid|medical aids]], or when meeting a [[nurse]] or a [[Hospital room|medic]], for a fee. |
Revision as of 14:22, 3 July 2014
The Pain rate is one of the vital statistics tracked on every contestant. Pain is affected by a wide majority of threats, including but not limited to enemy attacks, weapons, traps and various other hazards.
Pain is the most common cause of death in Mazeworld for contestants and encounters alike. It can be seen as the MzW counterpart to Health Points in other role-playing games, although it works a bit differently and is not a catch-all term.
When a page mentions damage in general, it refers to the amount of Pain it deals. Other kinds of damage, and how to prevent them are discussed on the damage chart and protection chart.
Rate | ≤0% | 1%;39% | 40%;69% | 70%;93% | 94;99% | ≥100% | |||||
Condition | Optimum | Normal | Hurt | Agony | Blackout | Death |
- Pain can be naturally healed, at a rate of 2% per turn. Natural healing of Pain requires 5kcal per 1%, and thus 10kcal per 2%.
- Received Pain can be prevented or reduced by wearing clothing of the highest possible armor class, and it should cover the most body parts possible to ensure reliable protection.
- Pain can be treated via certain medical aids, or when meeting a nurse or a medic, for a fee.
Modifiers
Two stats can influence Pain: Maximum Pain threshold and Pain sensitivity. The former dictates the maximum amount one can take before death, and the latter is a multiplier on received damage. Both statistics start at 100%.
- Pain sensitivity can be modified temporarily or permanently via the use of meds, Bionics, or other methods (magic, certain items or effects, etc)
- Max Pain threshold modifies the amount of Pain needed before dying. It can be increased via the use of Bionics or certain other methods.
Calculating damage and what state the user is when the Max Pain Threshold is made that way:
- If 100%, apply as shown on the table above.
- If different than 100%, for example 125%, treat the difference as negative (if >100) or positive (if <100) Pain. For example, someone with Max Pain Threshold of 125% would have, in optimum conditions, a Pain counter written as -25%.
Effects
Neither the Hurt nor the Agonizing status have any effect other than bringing the sufferer one clear step from death.
Almost all creatures - whether the contestant himself/herself or encounters, will, when they reach the blackout threshold between 94 and 99% of Pain, lose consciousness. Loss of consciousness leads to the creature being helpless and unable to move or act until their Pain levels drop back under the blackout threshold. During this state, they are in a state similar to forced sleep, though they will automatically wake up after Pain has lowered enough. While blacked out, a creature's Pain sensitivity is immediately dropped to 0% and will return to normal levels when they regain consciousness.
If a creature is shot in the LIMB or EXTREMITY group, the amount of Pain the affected creature can reach is capped at 98%, which should plunge it automatically into a blackout. Any further hits in those body groups will not make Pain increase further so that it would lead to death, but any hit in any other body group (BODY, HEAD, WEAK POINT) will.