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rules:armor [2025/06/28 19:49] 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 raising the amount of damage needed to cause **Serious** or **Critical** wounds.   +**Armor** protects you by increasing your **Serious** and **Critical Thresholds** — the amount of damage needed to cause serious injury.   
-It does **not** prevent all harm — it simply increases the **thresholds** required to deal **2 or 3 HP** on a hit.+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 sets two key values:+## ⚙️ How Armor Contributes to Defense
  
-**Serious Threshold** — minimum damage needed to cause a **Serious Wound** (2 HP)   +Your **Damage Thresholds** are calculated as:
-- **Critical Threshold** — minimum damage needed to cause a **Critical Wound** (3 HP)+
  
-If an attack deals **positive damage** but doesn’t meet either threshold, it still causes a **Minor Wound** (1 HP).   +<WRAP box indent> 
-If the result is **0 or less**, no damage is dealt.+**Serious Threshold** = 5 + Fortitude + Armor + Shield \\\  
 +**Critical Threshold** = Serious Threshold × 2 
 +</WRAP>
  
-## Example Thresholds+Some Features may modify this calculation.
  
-| Armor Type       | Serious Threshold | Critical Threshold | +- **Fortitude** is the attribute modifier for physical toughness   
-|------------------|-------------------|--------------------| +**Armor** is a **numeric value** from your worn armor   
-| Unarmored        | 4                 | 7                  | +- **Shield** provides an additional **+1** if equipped
-| Light Armor      | 5                 | 9                  | +
-| Medium Armor     | 6                 | 11                 | +
-| Heavy Armor      | 7                 | 13                 | +
-Shield (bonus)   | +1 to both        | +1 to both         |+
  
-Thresholds may be altered by **materials**, **craftsmanship**, or **magical effects**.+<WRAP tip> 
 +Thresholds determine how much damage must get through your **Evasion** before wounds escalate beyond 1 HP. 
 +</WRAP>
  
-## Armor Penalties+---
  
-Heavy armor provides greater protection—but at a cost. Common trade-offs include:+## 🧪 Example Calculation
  
-**Disadvantage** on stealth-related Aspect Checks   +<WRAP notice> 
-- Reduced movement (e.g., no sprintinglimited jumping  +🧱 **Example:**   
-**Minimum Aspect requirements** (often Strength or Constitution based)+Calder has **Fortitude +2**wears **Medium Armor (+2)**, and carries a **Shield (+1)**
  
-Penalties and requirements are listed on the armor’s *equipment card*.+- Serious Threshold = 5 + 2 + 2 + 1 = **10**   
 +- Critical Threshold = 10 × 2 = **20**
  
-## Magical Armor+</WRAP>
  
-Magical or superior armor may:+---
  
-- Grant **resistance** to specific damage types   +## 📊 Typical Armor Values by Type
-- **Reduce incoming damage** before thresholds are applied   +
-- **Boost thresholds** automatically+
  
-> Example: *Shield of the Glacierbornadds +2 to Critical Threshold and grants resistance to Cold damage.+| 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  |
  
-## Natural Armor+Armor value may be modified by **materials**, **craftsmanship**, or **magic**.
  
-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** +## ⚖️ 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 — but usually has drawbacks:
  
-In special cases, the GM may allow a player to bypass armor with clever tactics:+- 🥷 **Disadvantage** on stealth-related checks   
 +- 🐢 Reduced mobility or no sprinting   
 +- 💪 **Minimum Fortitude** to wear effectively
  
-- Targeting weak points (e.g., eyes, joints)   +Check the armor’s **equipment card** for exact requirements and penalties.
-- Exploiting grappled or restrained foes  +
  
-These are rare and dangerous—usually requiring: +---
-A successful called shot mechanic (e.g., increased Action Load or reduced attack roll pool)   +
-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**.+## ✨ Magical & Special Armor
  
-## Notes+Some armor may offer additional effects:
  
-Armor does **not reduce damage** — it raises the **bar for serious injury**   +- **Resistance** to specific damage types   
-Characters must balance **defense** with **mobility****stealth**, and **perception**   +**Bonus Evasion** or **Stress reduction**   
-Some armor may be **modular**, allowing players to **mark pieces** to absorb or reduce hits   +- **Passive effects** (e.g., glow, elemental aura) 
-Enemies follow the same rules unless simplified by the GM for pacing+ 
 +<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