<< rules:stress ^ rules:start ^ rules:unarmed_combat >> # πŸ›‘οΈ Using Armor **Armor** protects you by increasing your **Serious** and **Critical Thresholds** β€” the amount of damage needed to cause serious injury. It doesn’t block damage directly, but makes it harder for attacks to deal **2 or 3 HP**. --- ## βš™οΈ How Armor Contributes to Defense Your **Damage Thresholds** are calculated as: **Serious Threshold** = 5 + Fortitude + Armor + Shield \\\ **Critical Threshold** = Serious Threshold Γ— 2 Some Features may modify this calculation. - **Fortitude** is the attribute modifier for physical toughness - **Armor** is a **numeric value** from your worn armor - **Shield** provides an additional **+1** if equipped Thresholds determine how much damage must get through your **Evasion** before wounds escalate beyond 1 HP. --- ## πŸ§ͺ Example Calculation 🧱 **Example:** Calder has **Fortitude +2**, wears **Medium Armor (+2)**, and carries a **Shield (+1)** - Serious Threshold = 5 + 2 + 2 + 1 = **10** - Critical Threshold = 10 Γ— 2 = **20** --- ## πŸ“Š Typical Armor Values by Type | Armor Type | Armor Value | Notes | |----------------|-------------|----------------------------------------| | **Unarmored** | 0 | Base value β€” no protection | | **Light** | +1 or +2 | Padded, leather, hides | | **Medium** | +2 to +4 | Chain shirt, scale mail | | **Heavy** | +3 to +6 | Full chain, plate, lamellar | | **Shield** | +1 | Adds to both thresholds | Armor value may be modified by **materials**, **craftsmanship**, or **magic**. --- ## βš–οΈ Armor Penalties Heavier armor offers better protection β€” but usually has drawbacks: - πŸ₯· **Disadvantage** on stealth-related checks - 🐒 Reduced mobility or no sprinting - πŸ’ͺ **Minimum Fortitude** to wear effectively Check the armor’s **equipment card** for exact requirements and penalties. --- ## ✨ Magical & Special Armor Some armor may offer additional effects: - **Resistance** to specific damage types - **Bonus Evasion** or **Stress reduction** - **Passive effects** (e.g., glow, elemental aura) 🧊 **Example:** \\\ *Armor of the Glacierborn* \\\ β†’ Armor Value: +2 \\\ β†’ Grants **Cold Resistance** \\\ β†’ Requires Fortitude +2 to wear without penalty --- ## πŸ‰ Natural Armor Some species or monsters have **built-in armor**: - Provides an **Armor Value** like worn armor - May include **unique traits**, such as resisting certain damage types - If worn armor is also present, use the **higher** of the two Armor Values --- ## 🎯 Optional Rule: Called Shots With GM permission, players may **bypass armor** with clever tactics: - Target weak points (eyes, joints, gaps) - Strike grappled or unaware targets These attempts often require costs like: - Higher **Action Cost** - Target to make a **Resistance Check** - Other penalty Some features (like *Magic Missile*) bypass thresholds or deal **direct HP damage**. --- ## πŸ“Œ Summary Notes - **Armor Value** is added to your **Serious Threshold** - **Critical Threshold** = Serious Γ— 2 - Armor raises the **bar for serious or critical wounds**, but doesn’t block damage directly - Heavy armor often trades **protection for mobility** - Monsters follow the same rules unless simplified by the GM --- ## πŸ”— Related Pages - πŸ’₯ [[rules:damage|Applying Damage]] β€” How wounds are determined - 🧱 [[rules:stress|Stress]] β€” Managing risk and resilience - 🧭 [[rules:unarmed_combat|Unarmed Combat]] β€” Fighting without weapons or armor