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rules:armor [2025/06/28 19:49] – Ron Helwig | rules:armor [2025/07/19 19:43] (current) – Ron Helwig | ||
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- | # Armor | + | # 🛡️ Using Armor |
- | **Armor** protects | + | **Armor** protects |
- | It does **not** prevent all harm — it simply increases the **thresholds** required | + | It doesn’t block damage directly, but makes it harder for attacks |
- | ## 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 | ||
+ | </ | ||
- | ## 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 | + | - **Shield** provides an additional **+1** if equipped |
- | | Light Armor | 5 | 9 | | + | |
- | | Medium Armor | 6 | 11 | | + | |
- | | Heavy Armor | 7 | 13 | | + | |
- | | Shield | + | |
- | Thresholds | + | <WRAP tip> |
+ | Thresholds | ||
+ | </ | ||
- | ## 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 sprinting, limited jumping) | + | 🧱 **Example:** |
- | - **Minimum Aspect requirements** (often Strength or Constitution based) | + | Calder has **Fortitude +2**, wears **Medium Armor (+2)**, and carries a **Shield |
- | Penalties and requirements are listed on the armor’s | + | - Serious Threshold = 5 + 2 + 2 + 1 = **10** |
+ | - Critical Threshold = 10 × 2 = **20** | ||
- | ## Magical Armor | + | </ |
- | 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: | + | | Armor Type | Armor Value | Notes | |
+ | |----------------|-------------|----------------------------------------| | ||
+ | | **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** | + | ## ⚖️ 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 | + | - 🥷 **Disadvantage** on stealth-related checks |
+ | - 🐢 Reduced mobility or no sprinting | ||
+ | - 💪 **Minimum Fortitude** | ||
- | - 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 | + | - **Resistance** to specific |
- | - Characters must balance | + | - **Bonus Evasion** or **Stress reduction** |
- | - Some armor may be **modular**, allowing | + | - **Passive effects** (e.g., glow, elemental aura) |
- | - Enemies | + | |
+ | <WRAP notice> | ||
+ | 🧊 **Example:** \\\ | ||
+ | *Armor of the Glacierborn* \\\ | ||
+ | → Armor Value: +2 \\\ | ||
+ | → Grants | ||
+ | → Requires Fortitude +2 to wear without penalty | ||
+ | |||
+ | </ | ||
+ | |||
+ | --- | ||
+ | |||
+ | ## 🐉 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 | ||
+ | |||
+ | - Target weak points (eyes, joints, gaps) | ||
+ | - Strike grappled or unaware targets | ||
+ | |||
+ | These attempts often require costs like: | ||
+ | |||
+ | - Higher **Action Cost** | ||
+ | - Target | ||
+ | - 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 | ||
+ | - Heavy armor often trades **protection for mobility** | ||
+ | - Monsters | ||
+ | |||
+ | --- | ||
+ | |||
+ | ## 🔗 Related Pages | ||
+ | |||
+ | - 💥 [[rules: | ||
+ | - 🧱 [[rules: | ||
+ | - 🧭 [[rules: | ||