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rules:armor [2025/06/19 00:18] 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 ======+# 🛡️ Using Armor
  
-Armor protects characters by increasing the amount of damage needed to seriously wound them. It does **not** prevent all harm, but it sets thresholds that determine how much injury is actually sustained.+**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 Works =====+---
  
-Each suit of armor provides two key values:+## ⚙️ How Armor Contributes to Defense
  
-  * **Major Threshold** – the minimum damage needed to deal 2 HP +Your **Damage Thresholds** are calculated as:
-  * **Severe Threshold** – the minimum damage needed to deal 3 HP+
  
-Any hit that deals **positive damage but doesn’t meet either threshold** still causes **1 HP** of harm. Damage reduced to **0 or less** deals **no damage**.+<WRAP box indent> 
 +**Serious Threshold** = 5 + Fortitude + Armor + Shield \\\  
 +**Critical Threshold** = Serious Threshold × 2 
 +</WRAP>
  
-===== Example Thresholds =====+Some Features may modify this calculation.
  
-Here are some sample values for common armor types:+- **Fortitude** is the attribute modifier for physical toughness   
 +- **Armor** is a **numeric value** from your worn armor   
 +- **Shield** provides an additional **+1** if equipped
  
-^ Armor Type       ^ Major Threshold ^ Severe Threshold ^ +<WRAP tip> 
-| Unarmored        | 4               | 7                | +Thresholds determine how much damage must get through your **Evasion** before wounds escalate beyond 1 HP. 
-| Light Armor      | 5               | 9                | +</WRAP>
-| Medium Armor     | 6               | 11               | +
-| Heavy Armor      | 7               | 13               | +
-| Shield (bonus)   | +1 to both      | +1 to both       |+
  
-These values may vary depending on material, craftsmanship, magic, or upgrades.+---
  
-===== Armor Penalties =====+## 🧪 Example Calculation
  
-Heavier armor may impose trade-offs:+<WRAP notice> 
 +🧱 **Example:**   
 +Calder has **Fortitude +2**, wears **Medium Armor (+2)**, and carries a **Shield (+1)**
  
-  * **Disadvantage** on stealth-related Aspect Checks +- Serious Threshold = 5 + 2 + 2 + 1 = **10**   
-  * Movement penalties (e.g., can't sprint or jump far) +- Critical Threshold = 10 × 2 = **20**
-  May require a minimum Strength or Constitution Aspect+
  
-These penalties would be listed on the armor's equipment card.+</WRAP>
  
-===== Magical Armor =====+---
  
-Magical or superior armor may:+## 📊 Typical Armor Values by Type
  
-  Add **resistances** to damage types +| Armor Type     | Armor Value | Notes                                 | 
-  Reduce incoming damage before applying thresholds +|----------------|-------------|----------------------------------------| 
-  Automatically increase one or both thresholds+**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  |
  
-Example: *Shield of the Glacierbornadds +2 to Severe Threshold and grants resistance to Cold damage.+Armor value may be modified by **materials**, **craftsmanship**, or **magic**.
  
-===== Natural Armor =====+---
  
-Some species or monsters have natural armor, functioning the same way but often with different mechanics (e.g., scales, barkskin, stone plates). A character with natural armor may still wear crafted armor, but only the better of the two threshold sets applies.+## ⚖️ Armor Penalties
  
-===== Called Shots =====+Heavier armor offers better protection — but usually has drawbacks:
  
-The GM may allow attacks to bypass armor in specific conditions (e.g., grappling an unprotected neck). These are rare, risky, and usually grant the defender a saving throw or an increase to Evasion.+- 🥷 **Disadvantage** on stealth-related checks   
 +- 🐢 Reduced mobility or no sprinting   
 +- 💪 **Minimum Fortitude** to wear effectively
  
-Some Domain abilities might do direct HP damage, such as Magic Missile.+Check the armor’s **equipment card** for exact requirements and penalties.
  
-===== Notes =====+---
  
-  * Armor doesn't prevent damage—it increases the damage **required** to inflict serious harm. +## ✨ Magical & Special Armor
-  * All armor must balance protection with movement, perception, and stealth. +
-  * Some armor is modular—players may mark off pieces to reduce hit severity temporarily. +
-  * NPCs and monsters follow the same mechanics unless simplified for gameplay flow.+
  
 +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
 +
 +- 💥 [[rules:damage|Applying Damage]] — How wounds are determined  
 +- 🧱 [[rules:stress|Stress]] — Managing risk and resilience  
 +- 🧭 [[rules:unarmed_combat|Unarmed Combat]] — Fighting without weapons or armor