Post by lavulpe on Aug 6, 2015 20:47:47 GMT
<--- Post-Fight RP Pause
The following is a guide to the many, many wounds people will receive on the server, and the appropriate RP surrounding them, including disabilities, times, and actions.
You may want to think before you go into a fight, because now you know the consequences.
Doctors are going to be a lot more important, and your doctor better know what they are talking about.
Minor Wounds
These are assorted wounds that would not take someone out of a fight. These are non-life threatening blows that may not KO you, or if they do it is simply due to the number of them. If you are in a fight and are hit at all, you have gotten some kind of minor wound, be it a bruise or small cut.
Sources: Clubs, Farming Implements, Fists, Knives, or blades and light blunt damage against mail or other heavier armors.
Examples: Bruises, small cuts, black eye, knocked silly.
RP: These wounds will not disable you much, they are mostly cuts and bruises that need minor medical attention, enough that nearly anyone can fix them with a simple cloth wrap or just toughing through it. If the wounds were enough to KO, assume that you are winded or hurt for the next hour, and fighting or labor would be uncomfortable.
Light Wounds
These wounds are enough to cause a disability, but nothing particularly major. These are likely a KO that is from a cheap weapon, or a decent weapon against armor.
Sources: Swords or Knives, Maces, Glancing projectiles, Projectiles against heavy armor not designed to pierce, Struck by polearm-not stabbed.
Examples: Minor concussions, cuts on limbs or body not enough to reach major artery or organ, broken fingers/toes, heavy bruising, minor puncture wounds, being trampled at high speed, Cracked rib.
RP: This wound likely took you out of the fight, but you are not traumatized for life or permanently disabled. You are likely going to be unable to fight or perform rigorous activity for the next day or two, maybe three. Use your head when deciding based on your armor and what you are being struck by, as well as where. You might want to call a doctor for this one.
Medium Wounds:
These are more serious, disabling wounds, and are likely due to a heated skirmish. These will take you out of the fight, and likely will have caused a KO or taken at least 1/4 of your health.
Sources: Swords, maces, axes, stabs from spears, direct hits from projectiles, falling off buildings.
Examples: Broken limbs, decent cuts, non-lethal concussions, puncture wounds, lost finger/toe/eye, broken ribs or other bones.
RP: These suckers really hurt, and you are in a pretty solid amount of pain. If it is a leg wound, you are not walking, if it is to the arms, good luck holding anything. If it is to the body, you are not going to move much. Expect to need a friend or a horse to help you move around, and you are going to need a doctor or healer. You may even need an amputation. Remember to take armor into account. If nothing is amputated, expect it to heal in a week, arms in slings, legs in splints, body wrapped and bandages changed every now and again. Going to be a permanent scar if it was a cut or burn. If it is amputated or cut off, it ain't coming back and you may want to mention it next time you meet somebody, and add it to your biography. This is not a "Hey heal me plz", this is a situation where that doc will have you on a bed and be working on you for 5-20 minutes minimum.
Example: *Is missing his right right finger/ has patch over left eye*
Major Wounds
There is no walking these off, and your char is going to be disabled for the rest of their life. These are massive or very accurate wounds, and if not treated quickly you will bleed out, but you can survive with a trained doctor. This wound either KO'd you, or take about 1/2 of your health and was a major contributor. You and everyone around you know when you took a hit like this.
Sources: Bladed weapon directly to skin or very light armor, heavy weapon to light armor, mace or heavy weapon to the head, projectile to an organ or head, heavy blow to a limb, getting couched. Remember the force of the blow, your heavy armor won't stop much of it.
Examples: Shattered or removed limbs, heavy concussion or blow to the body, projectile or stab to a vital area, deep cuts,
RP: You are in an incredible amount of pain, to the point that you are likely unable to move regardless of where you were hit, if it was to the upper body or head you are going to have trouble speaking. You need medical attention within half an hour or you will die whether they wanted to CK you or not. As long as the doc starts treatment within half an hour, you can survive based on the doctor's call, if they think you are going to die, expect a CK. If it was a limb, it is now useless, or amputated. If it was to the head, you may have internal bleeding or a permanent brain issue. To the body, an organ may be ruptured or heavy internal bleeding and broken ribs/hips/ect. Your doctor's medical knowledge will be the thing that saves you here, they better know what they are doing because if we know you took a blow like this, odds are the admin's will get someone with decent medieval medical knowledge to check to see if the treatment could fix it.
Critical Wounds
Prepare your last words, give your buddies one more back-hand hug, you are not going to make it through this one. These hits likely 1-shot you, or were obviously a very lethal hit.
Sources: Projectile directly to the head or major organ, stab to head or major organ, major blow to the head or major area, getting cleaved by a 2-hander, couched lance.
Example: Decapitated, massive wound, headshot, lanced, impaled.
RP: You are dead, or dying. Get some last words in, try not to cry. (Bonus points if at least 1 other player cries IRL)
What Goes Through What
This is a guide on what is effective against what, and how you would be wounded. Weapons and armors will be divided into classes.
Armor Types
Normal Clothing: Obviously, not going to stop a whole hell of a lot. Since clothes here are linen, they are reasonably tough as far as clothing goes, but will not stop much. Maybe downgrade a small cut to a minor if it against a thicker piece like a shirt and vest.
Cloth Armor: This goes up to 23 in armor.This includes Aketons, padded armor, and Sarranid cloth, as well as some lighter Khergit armor. Decent cloth armor is a good choice against blunt weapons and light armaments, and will downgrade these blows accordingly. Most blades however can go through it, piercing will go right through nearly every time. Can stop or at least weaken a one handed blow to the chest from a weapon not designed for a clean cut, such as an ax or swords that you hack with more than slash.
Leather Armor: This stuff it stronger than most people think, a good piece of hardened leather can turn away a solid amount of blows. Armor ranges from 16-32. Many cutting weapons will be weakened if not stopped by this depending on the type of leather. Blunt weapons likewise will not do a whole lot, though conversely to cloth, axes will have an easier time going through the hardened material than most swords. Once again piercing weapons will go through rather easily, with a bit more resistance. Multiple layers such as the Nomad armor and Sarranid leather that features animal hides or heavy sashes as well, will be more efficient at stopping a lighter stab due to it having to punch through multiple materials.
Lighter Chain/Scale: 29-35 is in this area. Chain is good for stopping cuts from swords, fantastically so. However, this is where blunt force becomes more effective unless there is a solid amount of padding beneath or over the mail. Maces and axes will pack quite a hit as they really on the power of the swing more than the cutting efficiency. Swords will break scales or links on contact with a hard hit, so some cuts may appear, though these will almost always be minor. That being said, the force of the strike can still crack or break bones, and cause muscles to spasm with a solid crack on a joint. Arrows and bolts will go straight through, stabbing weapons will meet some resistance from having to break links to punch through to the body.
Medium Chain/Lameller: We are now getting into the chains with another layer of something involved. This is your tabard or surcoat, or most Sarranid chains as they tend to incorporate sashes and leather as well as cloth. Armor rating 36-44. Blades will almost never go through this to cut. Once again, force is more important than edge, however now the other layers are helping to spread out the force of the blow from weapons not designed specifically for the full impact. Axes no longer cut, and act more like maces, or as chisels to smash through the metal. Not a lot of cutting wounds, you are now dealing almost entirely with broken limbs and internal bleeding. Now your penetrating weapons will get touchy, as spears may have trouble getting through the layers on a lighter hit, resulting in smaller punctures unless a solid hit is made, from an optimal thrust from a spear or taking a pike head on. Awlpikes, Bolts, and Bodkins still have small enough tips to punch through the outer layer and then slide through the rings or scales without hitting enough metal to severely slow it.
Heavy Armor: This is a step above chain, you're packing on the tin now. If your armor has a 45+, you are now in the Heavy category. You are now a tank on legs, and a KO for you likely means you got knocked down and are bruised. You may still have bones break, but it is going to have to be one hell of a hit. Bodkins and Bolts can STILL punch through your armor, though the penetration is not serious, likely in the light category unless it hits a weak spot, check the body if need be. If it hit a major plate on your body (such as the metal disk on Sarranid Mail, or a plate on Elite or Brigandine) the penetration is minor at best. Most likely it dented your fancy shaped armor. If you are wearing solid plate, it would punch through about to minor wound territory as you are relying almost solely on the plate.
Head Protection
Just like the body armor for the most part. Helmets can deflect blades or projectiles, but solid helms are treated like plate. Remember how easily you get dizzy from cracking your head on a door or something when you think about how hard that sword hit your helm. If your face is exposed, that area is not considered protected.
Weapon Types
Swords
Rhodok and Swadian here, as well as Sarranid blades. A nice in between between cutting and piercing, with Swadian packing the best piercing tip. These will go through Cloth and some Leather, but chain will turn them into fancy flimsy maces with a pointy tip for stabbing heavily armored foes.
Nordic blades are in between, with a good strong edge for chopping, and a "meh" pointy end. Think of them as fancy axes, they can still cut you up pretty good if you are in cloth and can break through chain given time.
Scimitars and Sabers are for cutting, and they do that damn well. They can cut through Cloth without a problem, and through quite a few Leather armors. They are nearly useless against heavier armors though as they have no piercing options to them.
Axes
Nice and choppy, axes are great against nearly everything, though they lake versatility. They can cut through leather and most cloth, and bash against mail. They have issues against plate as they tend to bounce off solid metal.
Maces
Maces are backwards compared to swords. The heavier your target, the more effective they get. They break and shatter no matter what armor the enemy wears, unless they have a lot of padding to soften the blow.
Spears
Easy to use, peasants weapon of choice. Stab the enemy and it will go through damn near anything. Swing for a basic mace hit, nothing too strong. Needs really solid hits to punch through medium chain and up.
2 Handers
Lots of force is what these bring to the table. The can hack through leather and cloth, and break lighter chain. Everything above that, you are using the force to flatten your enemy.
Bolts
Armor's worst nightmare for a good reason. These are effective against nearly everything, and at close range can punch through even the greatest plate. The larger the cross, the deeper it goes.
Arrows
Gets picky here. Barbed, Broadheads, and Normal all tear up cloth and leather targets, Broadheads can get through light mail, while Bodkin punch through the heavier armor.
Mass
If your opponent has momentum behind their hit, it will do more, especially with penetrating weapons. A charging spear or pikeman, or a mounted lancer, will go straight through most armor types. Likewise, an overhand 2-hander is going to crush whatever it hits.
The following is a guide to the many, many wounds people will receive on the server, and the appropriate RP surrounding them, including disabilities, times, and actions.
You may want to think before you go into a fight, because now you know the consequences.
Doctors are going to be a lot more important, and your doctor better know what they are talking about.
Minor Wounds
These are assorted wounds that would not take someone out of a fight. These are non-life threatening blows that may not KO you, or if they do it is simply due to the number of them. If you are in a fight and are hit at all, you have gotten some kind of minor wound, be it a bruise or small cut.
Sources: Clubs, Farming Implements, Fists, Knives, or blades and light blunt damage against mail or other heavier armors.
Examples: Bruises, small cuts, black eye, knocked silly.
RP: These wounds will not disable you much, they are mostly cuts and bruises that need minor medical attention, enough that nearly anyone can fix them with a simple cloth wrap or just toughing through it. If the wounds were enough to KO, assume that you are winded or hurt for the next hour, and fighting or labor would be uncomfortable.
Light Wounds
These wounds are enough to cause a disability, but nothing particularly major. These are likely a KO that is from a cheap weapon, or a decent weapon against armor.
Sources: Swords or Knives, Maces, Glancing projectiles, Projectiles against heavy armor not designed to pierce, Struck by polearm-not stabbed.
Examples: Minor concussions, cuts on limbs or body not enough to reach major artery or organ, broken fingers/toes, heavy bruising, minor puncture wounds, being trampled at high speed, Cracked rib.
RP: This wound likely took you out of the fight, but you are not traumatized for life or permanently disabled. You are likely going to be unable to fight or perform rigorous activity for the next day or two, maybe three. Use your head when deciding based on your armor and what you are being struck by, as well as where. You might want to call a doctor for this one.
Medium Wounds:
These are more serious, disabling wounds, and are likely due to a heated skirmish. These will take you out of the fight, and likely will have caused a KO or taken at least 1/4 of your health.
Sources: Swords, maces, axes, stabs from spears, direct hits from projectiles, falling off buildings.
Examples: Broken limbs, decent cuts, non-lethal concussions, puncture wounds, lost finger/toe/eye, broken ribs or other bones.
RP: These suckers really hurt, and you are in a pretty solid amount of pain. If it is a leg wound, you are not walking, if it is to the arms, good luck holding anything. If it is to the body, you are not going to move much. Expect to need a friend or a horse to help you move around, and you are going to need a doctor or healer. You may even need an amputation. Remember to take armor into account. If nothing is amputated, expect it to heal in a week, arms in slings, legs in splints, body wrapped and bandages changed every now and again. Going to be a permanent scar if it was a cut or burn. If it is amputated or cut off, it ain't coming back and you may want to mention it next time you meet somebody, and add it to your biography. This is not a "Hey heal me plz", this is a situation where that doc will have you on a bed and be working on you for 5-20 minutes minimum.
Example: *Is missing his right right finger/ has patch over left eye*
Major Wounds
There is no walking these off, and your char is going to be disabled for the rest of their life. These are massive or very accurate wounds, and if not treated quickly you will bleed out, but you can survive with a trained doctor. This wound either KO'd you, or take about 1/2 of your health and was a major contributor. You and everyone around you know when you took a hit like this.
Sources: Bladed weapon directly to skin or very light armor, heavy weapon to light armor, mace or heavy weapon to the head, projectile to an organ or head, heavy blow to a limb, getting couched. Remember the force of the blow, your heavy armor won't stop much of it.
Examples: Shattered or removed limbs, heavy concussion or blow to the body, projectile or stab to a vital area, deep cuts,
RP: You are in an incredible amount of pain, to the point that you are likely unable to move regardless of where you were hit, if it was to the upper body or head you are going to have trouble speaking. You need medical attention within half an hour or you will die whether they wanted to CK you or not. As long as the doc starts treatment within half an hour, you can survive based on the doctor's call, if they think you are going to die, expect a CK. If it was a limb, it is now useless, or amputated. If it was to the head, you may have internal bleeding or a permanent brain issue. To the body, an organ may be ruptured or heavy internal bleeding and broken ribs/hips/ect. Your doctor's medical knowledge will be the thing that saves you here, they better know what they are doing because if we know you took a blow like this, odds are the admin's will get someone with decent medieval medical knowledge to check to see if the treatment could fix it.
Critical Wounds
Prepare your last words, give your buddies one more back-hand hug, you are not going to make it through this one. These hits likely 1-shot you, or were obviously a very lethal hit.
Sources: Projectile directly to the head or major organ, stab to head or major organ, major blow to the head or major area, getting cleaved by a 2-hander, couched lance.
Example: Decapitated, massive wound, headshot, lanced, impaled.
RP: You are dead, or dying. Get some last words in, try not to cry. (Bonus points if at least 1 other player cries IRL)
What Goes Through What
This is a guide on what is effective against what, and how you would be wounded. Weapons and armors will be divided into classes.
Armor Types
Normal Clothing: Obviously, not going to stop a whole hell of a lot. Since clothes here are linen, they are reasonably tough as far as clothing goes, but will not stop much. Maybe downgrade a small cut to a minor if it against a thicker piece like a shirt and vest.
Cloth Armor: This goes up to 23 in armor.This includes Aketons, padded armor, and Sarranid cloth, as well as some lighter Khergit armor. Decent cloth armor is a good choice against blunt weapons and light armaments, and will downgrade these blows accordingly. Most blades however can go through it, piercing will go right through nearly every time. Can stop or at least weaken a one handed blow to the chest from a weapon not designed for a clean cut, such as an ax or swords that you hack with more than slash.
Leather Armor: This stuff it stronger than most people think, a good piece of hardened leather can turn away a solid amount of blows. Armor ranges from 16-32. Many cutting weapons will be weakened if not stopped by this depending on the type of leather. Blunt weapons likewise will not do a whole lot, though conversely to cloth, axes will have an easier time going through the hardened material than most swords. Once again piercing weapons will go through rather easily, with a bit more resistance. Multiple layers such as the Nomad armor and Sarranid leather that features animal hides or heavy sashes as well, will be more efficient at stopping a lighter stab due to it having to punch through multiple materials.
Lighter Chain/Scale: 29-35 is in this area. Chain is good for stopping cuts from swords, fantastically so. However, this is where blunt force becomes more effective unless there is a solid amount of padding beneath or over the mail. Maces and axes will pack quite a hit as they really on the power of the swing more than the cutting efficiency. Swords will break scales or links on contact with a hard hit, so some cuts may appear, though these will almost always be minor. That being said, the force of the strike can still crack or break bones, and cause muscles to spasm with a solid crack on a joint. Arrows and bolts will go straight through, stabbing weapons will meet some resistance from having to break links to punch through to the body.
Medium Chain/Lameller: We are now getting into the chains with another layer of something involved. This is your tabard or surcoat, or most Sarranid chains as they tend to incorporate sashes and leather as well as cloth. Armor rating 36-44. Blades will almost never go through this to cut. Once again, force is more important than edge, however now the other layers are helping to spread out the force of the blow from weapons not designed specifically for the full impact. Axes no longer cut, and act more like maces, or as chisels to smash through the metal. Not a lot of cutting wounds, you are now dealing almost entirely with broken limbs and internal bleeding. Now your penetrating weapons will get touchy, as spears may have trouble getting through the layers on a lighter hit, resulting in smaller punctures unless a solid hit is made, from an optimal thrust from a spear or taking a pike head on. Awlpikes, Bolts, and Bodkins still have small enough tips to punch through the outer layer and then slide through the rings or scales without hitting enough metal to severely slow it.
Heavy Armor: This is a step above chain, you're packing on the tin now. If your armor has a 45+, you are now in the Heavy category. You are now a tank on legs, and a KO for you likely means you got knocked down and are bruised. You may still have bones break, but it is going to have to be one hell of a hit. Bodkins and Bolts can STILL punch through your armor, though the penetration is not serious, likely in the light category unless it hits a weak spot, check the body if need be. If it hit a major plate on your body (such as the metal disk on Sarranid Mail, or a plate on Elite or Brigandine) the penetration is minor at best. Most likely it dented your fancy shaped armor. If you are wearing solid plate, it would punch through about to minor wound territory as you are relying almost solely on the plate.
Head Protection
Just like the body armor for the most part. Helmets can deflect blades or projectiles, but solid helms are treated like plate. Remember how easily you get dizzy from cracking your head on a door or something when you think about how hard that sword hit your helm. If your face is exposed, that area is not considered protected.
Weapon Types
Swords
Rhodok and Swadian here, as well as Sarranid blades. A nice in between between cutting and piercing, with Swadian packing the best piercing tip. These will go through Cloth and some Leather, but chain will turn them into fancy flimsy maces with a pointy tip for stabbing heavily armored foes.
Nordic blades are in between, with a good strong edge for chopping, and a "meh" pointy end. Think of them as fancy axes, they can still cut you up pretty good if you are in cloth and can break through chain given time.
Scimitars and Sabers are for cutting, and they do that damn well. They can cut through Cloth without a problem, and through quite a few Leather armors. They are nearly useless against heavier armors though as they have no piercing options to them.
Axes
Nice and choppy, axes are great against nearly everything, though they lake versatility. They can cut through leather and most cloth, and bash against mail. They have issues against plate as they tend to bounce off solid metal.
Maces
Maces are backwards compared to swords. The heavier your target, the more effective they get. They break and shatter no matter what armor the enemy wears, unless they have a lot of padding to soften the blow.
Spears
Easy to use, peasants weapon of choice. Stab the enemy and it will go through damn near anything. Swing for a basic mace hit, nothing too strong. Needs really solid hits to punch through medium chain and up.
2 Handers
Lots of force is what these bring to the table. The can hack through leather and cloth, and break lighter chain. Everything above that, you are using the force to flatten your enemy.
Bolts
Armor's worst nightmare for a good reason. These are effective against nearly everything, and at close range can punch through even the greatest plate. The larger the cross, the deeper it goes.
Arrows
Gets picky here. Barbed, Broadheads, and Normal all tear up cloth and leather targets, Broadheads can get through light mail, while Bodkin punch through the heavier armor.
Mass
If your opponent has momentum behind their hit, it will do more, especially with penetrating weapons. A charging spear or pikeman, or a mounted lancer, will go straight through most armor types. Likewise, an overhand 2-hander is going to crush whatever it hits.