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.
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.
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
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.
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.
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
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
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.
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
π Related Pages
- π₯ Applying Damage β How wounds are determined
- π§± Stress β Managing risk and resilience
- π§ Unarmed Combat β Fighting without weapons or armor