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.
Your Damage Thresholds are calculated as:
Serious Threshold = 5 + Fortitude + Armor + Shield
Critical Threshold = Serious Threshold Γ 2
Some Features may modify this calculation.
Thresholds determine how much damage must get through your Evasion before wounds escalate beyond 1 HP.
π§± Example: Calder has Fortitude +2, wears Medium Armor (+2), and carries a Shield (+1)
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.
Heavier armor offers better protection β but usually has drawbacks:
Check the armorβs equipment card for exact requirements and penalties.
Some armor may offer additional effects:
π§ Example:
Armor of the Glacierborn
β Armor Value: +2
β Grants Cold Resistance
β Requires Fortitude +2 to wear without penalty
Some species or monsters have built-in armor:
With GM permission, players may bypass armor with clever tactics:
These attempts often require costs like:
Some features (like Magic Missile) bypass thresholds or deal direct HP damage.