Protection chart (no ontology)

From Mazeworld

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, are, in order of effectiveness: C1, C2, C3, A1, A2, A3, A4, A5. The higher the AC, the better it will protect from damage; primarily Pain and Limb damage, but it can also influence other types of injuries.

  • The Cx ACs represent standard clothing (with C1 symbolizing absence of clothing, C2 for most light clothes, and C3 for tough clothes), while the Ax ACs represent various gradings of armor effectiveness: Superlight (A1), Light (A2), Medium (A3), Heavy (A4) and Powered (A5).
    • Each Armor Class also has a LDV-X effect, where X is equal to the number in the AC level. AC A3 applies an LDV-3 effect.

Clothing resistances and damage types

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. Clothing may either be -PROOF, -resistant, or lack a resistance to each of the damage types.

If the contestant (or any other human target) receives a certain amount of limb damage in a single attack, they may suffer from injuries: fractures or wounds. Clothing resistances help increase the amount of minimum limb damage which cause an injury. This amount of damage that must not be reached to cause an injury, is called the Injury threshold.

  • Not resistant: 1+ limb damage per hit (any damage results in an injury)
  • -Resistant: 3+ limb damage per hit (resists injury up to 2 damage)
  • -PROOF: 5+ limb damage per hit (resists injury up to 4 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 used in a slashing motion, as well as a wide variety of enemy attacks.
  • 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.
  • Bullet-type damage is affected primarily by Armor Class.
    • Bullet-type damage has no corresponding clothing proofs.
    • Injury: Wounds.
  • Explosion-type damage is not affected by Armor Class nor by clothing resistance. For more information on rules regarding explosives, see here.
    • Explosion-type damage is special in that it has only one Pain value instead of one for each AC; in turn, that same Pain value is the same for all ACs.
    • Explosion-type damage has no corresponding clothing proofs.
  • Special-type damage and all of its subvariants (Spec-Fire, Spec-Aqua, Spec-Ice, Spec-Elec and Spec-Acid) usually (but not always) deal the same amount of Pain across all ACs.
    • Special-type damage has no corresponding clothing proofs.
    • Special-type attacks do not cause injuries, but often cause their own effects. See this section.

See also