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rules:armor [2025/06/18 19:41] – created Ron Helwigrules:armor [2025/07/19 19:43] (current) – Ron Helwig
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 << rules:stress ^ rules:start ^ rules:unarmed_combat >> << rules:stress ^ rules:start ^ rules:unarmed_combat >>
  
-====== Armor ======+# đŸ›Ąïž Using Armor 
 + 
 +**Armor** protects you by increasing your **Serious** and **Critical Thresholds** — 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**. 
 + 
 +--- 
 + 
 +## ⚙ How Armor Contributes to Defense 
 + 
 +Your **Damage Thresholds** are calculated as: 
 + 
 +<WRAP box indent> 
 +**Serious Threshold** 5 + Fortitude + Armor + Shield \\\  
 +**Critical Threshold** Serious Threshold × 2 
 +</WRAP> 
 + 
 +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 
 + 
 +<WRAP tip> 
 +Thresholds determine how much damage must get through your **Evasion** before wounds escalate beyond 1 HP. 
 +</WRAP> 
 + 
 +--- 
 + 
 +## đŸ§Ș Example Calculation 
 + 
 +<WRAP notice> 
 +đŸ§± **Example:**   
 +Calder has **Fortitude +2**, wears **Medium Armor (+2)**, and carries a **Shield (+1)** 
 + 
 +- Serious Threshold 5 + 2 + 2 + 1 **10**   
 +- Critical Threshold 10 × 2 **20** 
 + 
 +</WRAP> 
 + 
 +--- 
 + 
 +## 📊 Typical Armor Values by Type 
 + 
 +| Armor Type     | Armor Value | Notes                                 | 
 +|----------------|-------------|----------------------------------------| 
 +| **Unarmored**  | 0           | Base value — 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**. 
 + 
 +--- 
 + 
 +## ⚖ Armor Penalties 
 + 
 +Heavier armor offers better protection — but usually has drawbacks: 
 + 
 +- đŸ„· **Disadvantage** on stealth-related checks   
 +- 🐱 Reduced mobility or no sprinting   
 +- đŸ’Ș **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) 
 + 
 +<WRAP notice> 
 +🧊 **Example:** \\\  
 +*Armor of the Glacierborn* \\\  
 +→ Armor Value: +2 \\\  
 +→ Grants **Cold Resistance** \\\  
 +→ Requires Fortitude +2 to wear without penalty 
 + 
 +</WRAP> 
 + 
 +--- 
 + 
 +## 🐉 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**. 
 + 
 +--- 
 + 
 +## 📌 Summary Notes 
 + 
 +- **Armor Value** is added to your **Serious Threshold** 
 +- **Critical Threshold** Serious × 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 
 + 
 +--- 
 + 
 +## 🔗 Related Pages 
 + 
 +- đŸ’„ [[rules:damage|Applying Damage]] — How wounds are determined   
 +- đŸ§± [[rules:stress|Stress]] — Managing risk and resilience   
 +- 🧭 [[rules:unarmed_combat|Unarmed Combat]] — Fighting without weapons or armorÂ