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rules:armor [2025/06/22 20:32] â Ron Helwig | rules:armor [2025/07/19 19:43] (current) â Ron Helwig | ||
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- | # Armor | + | # đĄïž Using Armor |
- | **Armor** protects | + | **Armor** protects |
+ | It doesnât block damage directly, but makes it harder for attacks | ||
- | ## How Armor Works | + | --- |
- | Each suit of armor sets two key values: | + | ## âïž How Armor Contributes to Defense |
- | - **Major Threshold** â minimum damage needed to deal **2 HP**Â | + | Your **Damage Thresholds** are calculated as: |
- | - **Severe Threshold** â minimum damage needed to deal **3 HP** | + | |
- | If an attack deals **positive damage** but doesn' | + | <WRAP box indent> |
- | If the result is **0 or less**, no damage is dealt. | + | **Serious Threshold** = 5 + Fortitude + Armor + Shield \\\ Â |
+ | **Critical Threshold** = Serious Threshold Ă 2Â | ||
+ | </ | ||
- | ## Example Thresholds | + | Some Features may modify this calculation. |
- | | Armor Type | Major Threshold | Severe Threshold |Â | + | - **Fortitude** is the attribute modifier for physical toughness |
- | |------------------|------------------|------------------|Â | + | - **Armor** is a **numeric value** from your worn armor |
- | | Unarmored | + | - **Shield** provides an additional **+1** if equipped |
- | | Light Armor | 5 | 9 |Â | + | |
- | | Medium Armor | 6 | 11 |Â | + | |
- | | Heavy Armor | 7 | 13 |Â | + | |
- | | Shield | + | |
- | Thresholds | + | <WRAP tip>Â |
+ | Thresholds | ||
+ | </ | ||
- | ## Armor Penalties | + | --- |
- | Heavy armor provides greater protectionâbut at a cost. Common trade-offs include: | + | ## đ§Ș Example Calculation |
- | - **Disadvantage** on stealth-related Aspect Checks | + | <WRAP notice> |
- | - Reduced movement (e.g., no sprinting, limited jumping)Â | + | đ§± **Example:** Â |
- | - **Minimum Aspect requirements** (often Strength or Constitution related) | + | Calder has **Fortitude +2**, wears **Medium Armor (+2)**, and carries a **Shield |
- | Penalties and requirements are listed on the armor' | + | - Serious Threshold = 5 + 2 + 2 + 1 = **10** |
+ | - Critical Threshold = 10 Ă 2 = **20** | ||
- | ## Magical Armor | + | </ |
- | Magical or superior armor may: | + | --- |
- | - Grant **resistance** to specific damage types | + | ## đ Typical Armor Values by Type |
- | - **Reduce incoming damage** before thresholds are applied | + | |
- | - **Boost thresholds** automatically | + | |
- | > Example: | + | | Armor Type | Armor Value | Notes |Â |
+ | |----------------|-------------|----------------------------------------|Â | ||
+ | | **Unarmored** | ||
+ | | **Light** | ||
+ | | **Medium** | ||
+ | | **Heavy** | ||
+ | | **Shield** | ||
- | ## Natural | + | Armor value may be modified by **materials**, |
- | Some species or monsters have **natural armor**, like scales or chitin. This functions identically to worn armor, but: | + | --- |
- | - A creature with both **natural** and **crafted** armor uses the **higher threshold values**Â | + | ## âïž Armor Penalties |
- | - Natural armor may include unique traits (e.g., only protects certain areas, can't be upgraded) | + | |
- | ## Called Shots (Optional) | + | Heavier armor offers better protection â but usually has drawbacks: |
- | In special cases, the GM may allow a player | + | - đ„· **Disadvantage** on stealth-related checks |
+ | - đą Reduced mobility or no sprinting | ||
+ | - đȘ **Minimum Fortitude** | ||
- | - Targeting weak points (e.g., eyes, joints)Â | + | Check the armorâs **equipment card** for exact requirements and penalties. |
- | - Exploiting grappled or restrained foes | + | |
- | These are rare and dangerousâusually requiring: | + | --- |
- | - A successful called shot mechanic (e.g., increased Action Load or reduced attack roll pool)Â | + | |
- | - The defender to make a **Resistance Check** or gain bonus **Evasion** | + | |
- | Some **feature cards** (such as *Magic Missile*) may also ignore thresholds or deal **direct HP damage**. | + | ## âš Magical & Special Armor |
- | ## Notes | + | Some armor may offer additional effects: |
- | - Armor **does not reduce | + | - **Resistance** to specific |
- | - Characters must balance | + | - **Bonus Evasion** or **Stress reduction** |
- | - Some armor may be **modular**, allowing players | + | - **Passive effects** (e.g., glow, elemental aura)Â |
- | - Enemies | + | Â |
+ | <WRAP notice> | ||
+ | đ§ **Example: | ||
+ | *Armor of the Glacierborn* \\\ Â | ||
+ | â Armor Value: +2 \\\ Â | ||
+ | â Grants | ||
+ | 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 | ||
+ | - 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 | ||
+ | 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 | ||
+ | - 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** = Serious Ă 2 Â | ||
+ | - Armor raises the **bar for serious | ||
+ | - Heavy armor often trades **protection for mobility** | ||
+ | - Monsters | ||
+ | Â | ||
+ | ---Â | ||
+ | Â | ||
+ | ## đ Related Pages | ||
+ | Â | ||
+ | - đ„ [[rules: | ||
+ | - đ§± [[rules: | ||
+ | - đ§ [[rules: | ||