Protection chart (no ontology)

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Revision as of 03:45, 9 July 2012 by SU Tempest (Talk | contribs)

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.

  • When it is proof, neither the contestant nor the clothing can be damaged.
  • 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 wounds it may cause (though not from fractures for the case of BLUNT-type hits
  • When it is not resistant, the contestant will be wounded by a hit of this type, and every hit will damage the 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.
  • SHARP-type refers to Class 5 weapons with blades, or otherwise cutting/sharp methods of damaging, as well as a wide variety of enemy attacks.
  • PIERCING-type refers to hits from arrows, crossbow bolts, nailgun nails, the Taser M26's electrodes, and several enemy attacks.
  • EXPLOSION-type refers to explosions caused by rockets, grenades, or explosive-natured traps.
  • 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 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.

In short:

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

See also