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’₯ Applying Damage β€” How wounds are determined
  • 🧱 Stress β€” Managing risk and resilience
  • 🧭 Unarmed Combat β€” Fighting without weapons or armor