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rules:armor [2025/06/18 19:41] â created Ron Helwig | rules:armor [2025/07/19 19:43] (current) â Ron Helwig | ||
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- | ====== Armor ====== | + | # đĄïž Using Armor |
+ | Â | ||
+ | **Armor** protects you by increasing your **Serious** and **Critical Thresholds** â the amount of damage needed to cause serious injury. | ||
+ | It doesnât block damage directly, but makes it harder for attacks to deal **2 or 3 HP**. | ||
+ | Â | ||
+ | ---Â | ||
+ | Â | ||
+ | ## âïž How Armor Contributes to Defense | ||
+ | Â | ||
+ | Your **Damage Thresholds** are calculated as:Â | ||
+ | Â | ||
+ | <WRAP box indent> | ||
+ | **Serious Threshold** | ||
+ | **Critical Threshold** | ||
+ | </ | ||
+ | Â | ||
+ | Some Features may modify this calculation. | ||
+ | Â | ||
+ | - **Fortitude** is the attribute modifier for physical toughness | ||
+ | - **Armor** is a **numeric value** from your worn armor  | ||
+ | - **Shield** provides an additional **+1** if equipped | ||
+ | Â | ||
+ | <WRAP tip>Â | ||
+ | Thresholds determine how much damage must get through your **Evasion** before wounds escalate beyond 1 HP. | ||
+ | </ | ||
+ | Â | ||
+ | ---Â | ||
+ | Â | ||
+ | ## đ§Ș Example Calculation | ||
+ | Â | ||
+ | <WRAP notice> | ||
+ | đ§± **Example: | ||
+ | Calder has **Fortitude +2**, wears **Medium Armor (+2)**, and carries a **Shield (+1)**Â | ||
+ | Â | ||
+ | - Serious Threshold | ||
+ | - Critical Threshold | ||
+ | Â | ||
+ | </ | ||
+ | Â | ||
+ | ---Â | ||
+ | Â | ||
+ | ## đ Typical | ||
+ | Â | ||
+ | | Armor Type | Armor Value | Notes |Â | ||
+ | |----------------|-------------|----------------------------------------|Â | ||
+ | | **Unarmored** | ||
+ | | **Light** | ||
+ | | **Medium** | ||
+ | | **Heavy** | ||
+ | | **Shield** | ||
+ | Â | ||
+ | Armor value may be modified by **materials**, | ||
+ | Â | ||
+ | ---Â | ||
+ | Â | ||
+ | ## âïž Armor Penalties | ||
+ | Â | ||
+ | Heavier armor offers better protection â but usually has drawbacks: | ||
+ | Â | ||
+ | - đ„· **Disadvantage** on stealth-related checks | ||
+ | - đą Reduced mobility or no sprinting | ||
+ | - đȘ **Minimum Fortitude** to wear effectively | ||
+ | Â | ||
+ | Check the armorâs **equipment card** for exact requirements and penalties. | ||
+ | Â | ||
+ | ---Â | ||
+ | Â | ||
+ | ## ⚠Magical & Special Armor | ||
+ | Â | ||
+ | Some armor may offer additional effects:Â | ||
+ | Â | ||
+ | - **Resistance** to specific damage types  | ||
+ | - **Bonus Evasion** or **Stress reduction** | ||
+ | - **Passive effects** (e.g., glow, elemental aura)Â | ||
+ | Â | ||
+ | <WRAP notice> | ||
+ | đ§ **Example: | ||
+ | *Armor of the Glacierborn* \\\ Â | ||
+ | â Armor Value: +2 \\\ Â | ||
+ | â Grants **Cold Resistance** \\\ Â | ||
+ | â Requires Fortitude +2 to wear without penalty | ||
+ | Â | ||
+ | </ | ||
+ | Â | ||
+ | ---Â | ||
+ | Â | ||
+ | ## đ Natural Armor | ||
+ | Â | ||
+ | Some species or monsters have **built-in armor**:Â | ||
+ | Â | ||
+ | - 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 | ||
+ | Â | ||
+ | ---Â | ||
+ | Â | ||
+ | ## đŻ Optional Rule: Called Shots | ||
+ | Â | ||
+ | With GM permission, players may **bypass armor** with clever tactics:Â | ||
+ | Â | ||
+ | - Target weak points (eyes, joints, gaps) Â | ||
+ | - Strike grappled or unaware targets | ||
+ | Â | ||
+ | These attempts often require costs like:Â | ||
+ | Â | ||
+ | - Higher **Action Cost** | ||
+ | - Target to make a **Resistance Check**Â | ||
+ | - Other penalty | ||
+ | Â | ||
+ | Some features (like *Magic Missile*) bypass thresholds or deal **direct HP damage**. | ||
+ | Â | ||
+ | ---Â | ||
+ | Â | ||
+ | ## đ Summary Notes | ||
+ | Â | ||
+ | - **Armor Value** is added to your **Serious Threshold**Â | ||
+ | - **Critical Threshold** | ||
+ | - Armor raises the **bar for serious or critical wounds**, but doesnât block damage directly | ||
+ | - Heavy armor often trades **protection for mobility** | ||
+ | - Monsters follow the same rules unless simplified by the GMÂ | ||
+ | Â | ||
+ | ---Â | ||
+ | Â | ||
+ | ## đ Related Pages | ||
+ | Â | ||
+ | - đ„ [[rules: | ||
+ | - đ§± [[rules: | ||
+ | - đ§ [[rules: |