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# π‘οΈ Using Armor
**Armor** protects you by increasing your **Serious** and **Critical Thresholds** β the amount of damage needed to cause serious injury.
It doesnβt block damage directly, but makes it harder for attacks to deal **2 or 3 HP**.
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## βοΈ 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.
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## π§ͺ Example Calculation
π§± **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**
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## π 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**.
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## βοΈ Armor Penalties
Heavier armor offers better protection β but usually has drawbacks:
- π₯· **Disadvantage** on stealth-related checks
- π’ Reduced mobility or no sprinting
- πͺ **Minimum Fortitude** to wear effectively
Check the armorβs **equipment card** for exact requirements and penalties.
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## β¨ 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)
π§ **Example:** \\\
*Armor of the Glacierborn* \\\
β Armor Value: +2 \\\
β Grants **Cold Resistance** \\\
β Requires Fortitude +2 to wear without penalty
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## π 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
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## π― 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**.
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## π 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 doesnβt block damage directly
- Heavy armor often trades **protection for mobility**
- Monsters follow the same rules unless simplified by the GM
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## π Related Pages
- π₯ [[rules:damage|Applying Damage]] β How wounds are determined
- π§± [[rules:stress|Stress]] β Managing risk and resilience
- π§ [[rules:unarmed_combat|Unarmed Combat]] β Fighting without weapons or armor